DOS=spC>p%NJg "@"NbCNJg @ hpNupNudos.libraryexpansion.library37J_R A PREVIOUSLY SAVED GAME IF YOU WISH. WHEN USING A HARD DRIVE YOU WILL BE ABLE TO SAVE AS MANY AS 18 SAVED GAMES. 4) WHEN YOU HAVE PICKED THINGS UP YOU SHOULD LOOK OR EXAMINE THE OBJECT. THIS MAY TELL YOU MORE ABOUT WHAT TO DO WITH THAT OBJECT. 5) WHEN YOU COME ACROSS A CREATURE OR PERSON IT IS GENERALLY A GOOD IDEA TO TALK TO THEM OR INTERACT IN SOME WAY. =ANOTHER DOC TYPED IN BY SKID ROW/SCOOTER ==1ST AGAIN ==TO SOME A PAIN !!!===NY THINGS TO PICK UP AND USE THROUGHOUT THE GAME+ B out. QUALIFYING FOR A "BEST TIME" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In order to qualify for a best time, the track you drive on must meet some qualifications. The track must be one of the tracks saved on your disk or hard drive (in other words, you must be able to select it in the Track Editor under "More Tracks), and the course you drive must exactly match the course saved under the same name. This means you cannot jump into a race from the replay, or drive a course only available in + T$the replay and appear on the "Best Times" list unless that course is also available in your Track Editor. DISABLING THE SECURITY SYSTEM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SLAM Return, HARD!!!! Cracked by Crystal! THE STUNTS """""""""" THE PIPE ~~~~~~~~ Avoid the cement blocks by running up the sides of the pipe. Just make sure you're back on the ground by the time you come out. Your initial inclination will probably +3[be to steer hard to one side or the other, but that path is likely to put you into a spin. Slow, steady progress up the side is the best plan. In the off-road vehicles, don't climb too high on the wall. Just see if you can stay out of the way of the cement. THE JUMP ~~~~~~~~ You'll need to gather speed for this, but don't overrun the down ramp, or your bumpy landing may cost you time. Best speed is between 90 and 130 MPH. Yes, you can hit the cables and crash. THE CORKSCREW ~~~~~+a~~~~~~~~ You can go as fast as your traction holds, but you must be going at least 60 MPH in order to get through this stunt. If you keep flying out the end, try slowing down. THE SLALOM ~~~~~~~~~~ Although the LM-002 may (or may not) be able to run through these cement blocks (we wouldn't recommend it), you will likely have better luck with a tight cornering car. Each vehicle will have a different optimum speed for this, and your stunt driving ability will have a lot to do with it+kO as well. THE BOULEVARD ~~~~~~~~~~~~~ One side or the other should work; avoid driving straight. THE BANKS ~~~~~~~~~ The straightaways are relatively simple; just stay on them. The curves are a little more dangerous. Depending on your vehicle, you'll want to keep at a maximum of 90 MPH or so. Again, be careful not to oversteer; it's easy to miss large chunks of road on banked curves and incur high time penalties. THE LOOP ~~~~~~~~ No, speeding up to 140 MPH for this won't help + (you get through it. The key is control while you are driving through the loop. Less than 60 MPH may cause you to fall out at the peak, while more than 110 MPH will probably shoot you out the side at escape velocity. You'll probably want to steer right very gently as you go through this. THE OTHER SURFACES ~~~~~~~~~~~~~~~~~~ Indy and Formula One tracks are not made of dirt. Take one of these cars out on a dirt track to find out why. Dirt and ice tracks are the home of the off- road + vZXvehicles, but some of the road cars will work fairly well on this type of track too. We leave it to you to find out which. THE ELEVATED ROADS ~~~~~~~~~~~~~~~~~~ Standard suspension bridges come in two flavors: translucent for those who wish to see what they're driving over, and opaque for those who are afraid of heights. While a straight bridge is no trouble at all, watch out for suspended curves; they come up quickly and have a maximum speed of about 50 MPH THE SPIRAL ~~~~~~~~~+AJVE~ Reminiscent of the spiral parking garage ramp. 50 MPH should be acceptable if you've practiced. They really are only one 360 degree turn, although they seem like forever when you go through them. THE TUNNEL ~~~~~~~~~~ When this stunt is isolated, any car can negotiate it. However, it can be particularly dangerous after an icy curve. The best car for this stunt depends on what cruelty was in the mind of the track creator CHOOSE YOUR CAR 3 uIߪAM DISK INSTALLATION --------------------- THIS OPTION IS ONLY OFFERED IF YOUR SYSTEM HADS THE ABILITY TO SUPPORT IT. IN GENERAL THIS WILL REQUIRE 1 MEG OF MEMORY OR MORE. THOSE SYSTEMS THAT HAVE THE CAPABILITY TO SUPPORT A RAM DISK WILL DEFAULT TO `RAM DISK INSTALLED` UNLESS YOU TURN THS OPTION OFF. YOU WILL NOW BE GREETED BY THE GUARDIAN OF MARINOR. HIS RSPONSIBILITY IS TO EXPLAIN TO YOU THE EVENTS LEADING UP TO YOUR ADVENTURE AND MAKE SURE THAT YOU CAN PASS THE TEST OF THE NOBLE3 3" HEART. IF YOU DO NOT ANSWER THE QUESTIONS CORRECTLY, YOU WILL NOT BE ALLOWED TO LEAVE THE VALLEY OF MARINOR. YOU NOW WILL FIND YOURSELF IN THE BEDROOM OF MADDOG WILLIAMS. ON THE WALL OF THE BEDROOM IS ONE OF MADDOGS INVENTIONS AND ON THE BED IS MADDOG ASLEEP. AFETRA SERIES OF EVENTS, MADDOG AWAKENS AND STANDS UP BESIDE HIS BED. YOU MAY NOW FULFILL YOUR ROLE AS A GUIDE AND COMPANION TO MADDOG. MOVING THE CHARACTER -------------------- MOVE MADDOG OVER TO THE SET OF DRAWERS AT THE F3o9OOT OF HIS BED. TO DO THIS, YOU MAY EITHER USE JOYSTICK,KEYPAD OR CURSOR KEYS. TO SELECT JOYSTICK, PRESS THE `J` KEY WHILST HOLDING DOWN THE CONTROL KEY. YOU WILL NOTICE THAT THE ICON AT THE TOP OF YOUR SCREEN WILL CHANGE FROM A PICTURE OF A KEY, TO A PICTURE OF A JOYSTICK.TO SELECT BACK TO KEYBOARD, REPEAT THE PROCESS. NOTE THE ICON WILL CHANGE BACK TO A PICTURE OF A KEY. PRESSING THE UP ON THE JOYSTICK WILL MOVE MADDOG, AS WILL PRESSING THE UP CURSOR OR THE `8` ON THE KEYPAD. FOR T3C0WHE PURPOSE OF THE MANUAL WE WILL ASSUME THAT YOU UNDERSTAND THE BASICS OF MOVING BY USING THE JOYSTICK, KEYPAD OR THE ARROW KEYS. IF YOU DO NOT TAKER A FEW MINUTES EXPERIMENTING WITH THEM. WHEN YOU PRESS EITHER OF THE SHFT KEYS IT WILL BE THE SAME AS PRESSING THE FIRE BUTTON ON THE JOYSTICK WHICH WILL CAUSE MADDOG TO JUMP IN THE DIRECTION HE IS MOVING, OR STRAIGHT UP IF HE IS STATIONERY. JOYSTICK...USUAL MOVEMENTS CURSOR.....USUAL MOVEMENTS KEYPAD.....7) UP AND LEFT KEYPAD.....8) 3̥UP KEYPAD.....9) UP AND RIGHT KEYPAD.....4) LEFT KEYPAD.....5) STOP KEYPAD.....6) RIGHT KEYPAD.....1) DOWN AND LEFT KEYPAD.....2) DOWN KEYPAD.....3) DOWN AND RIGHT CHANGING THE SPEED ------------------ YOU MAY WISH TO CHANGE THE SPEED AT WHICH MADDOG WILLIAMS MOVES, THIS MAY BE DONE IN TWO WAYS. 1) PRESS - F6 AND USE THE CURSOR KEYS TO MOVE UP AND DOWN THE SELECTIONS, WHEN THE SWORD IS BESIDE YOUR SELECTION HIT THE `ENTER` KEY. 2) TYPE IN YOUR DESIRED SPEED. `FAST` `NORMAL` O3(R `SLOW` USING THE TEXT INPUT. SHORT WALKTHRU -------------- USING THE KEYBOARD; TYPE IN; look in the drawers RESPONSE; the solid oak dresser stands against the north wall of the bedroom.a small chinese vase sits on top of the dresser. NOTE: YOU MUST PRESS THE ENTER KEY TO ERASE THE TEXT RESPONSE. IF YOU TRY TO TYPE WHILE A TEXT IS BEIMNG DISPLAYED ON THE SCREEN YOU WILL HEAR A BLEEP. THIS IS DONE SO YOU WILL NOT MISS ANY IMPORTANT TEXT DISPLAYS THAT MAY COME UP WHILST YOU ARE TYPI32NG. TYPE IN; open drawer RESPONSE; the drawer slide quietly open TYPE IN; look in drawer RESPONSE; the top drawer contains clothes TYPE IN; close drawer RESPONSE; the drawer slides closed FIGHT AND PRACTISE MODE ----------------------- MOVE MADDOG TO THE SHELVES ON THE WEST WALL AND PICK UP HIS SWORD. TO ACTIVATE THE FIGHT/PRACTISE MODE PRESS `F1`. IF AN ENEMY IS PRESENT ON THE SCREEN(YOU CAN TELL THIS IS THE CASE BY THE ENEMY HEALTH LINE APPEARING BELOW MADDOGS HEALTH LINE) MADDOG3U WILL DRAW HIS WEAPON IN PREPARATION FOR BATTLE, IF AN ENEMY IS NOT PRESENT, A PROMPT WILL ASK IF YOU WISH TO PRACTISE.PRESS `Y` OR `N`Y AS TO WHATYOU WISH TO DO. THE FIGHT/PRACTISE MODE WILL NOT WORK IN ALL SITUATIONS, ie WHEN MADDOG IS SITTING DOWN. USUAL JOYSTICK MOVEMENTS TO MOVE MADDOG..LEFT MOVES LEFT RIGHT MOVES RIGHT ECT... TO BLOCK THE BLOWS OF AN ENEMY, HOLD THE JOYSTICK DOWN, AFTER A BLOCK YOU MUST AGAIN PULL THE JOYSTICK DOWN A SECOND TIME TO BLOCK A SECOND TIME. TO EX3ngYIT FROM THE PRACTISE MODE AGAIN PRESS `F1`. INVENTORY --------- TO SEE THE INVENTORY PRESS `F7` IF YOU PICKED UP A SWORD IT WILL NOW SHOW UP IN THE INVENTORY LIST ON THE LEFT HAND SIDE. SOUND ON/OFF ----------- IF YOU PRESS `F8` IT WILL TURN THE SOUND EFFECTS ON/OFF, YOU WILL SEE AN ICON AT THE TOP OF THE SCREEN THAT TELLS YOU IF IT IS ON OR OFF. HELP SCREEN ----------- PRESS `F2` OR THE `HELP` KEY (IF AVAILABLE) IT THEN BRINGS UP A SCREEN DESCRIBING THE DIFFERENT FUNCTIONS AND TH3IEIR KEYS. REPEAT KEY ---------- THIS IS DONE BY PRESSING THE `F3` KEY. THIS WILL REPEAT THE LAST LINE TYPED IN THE TAB KEY ----------- THIS KEY WILL DISPLAY THE LAST TEXT OUTPUT TO THE SCREEN. HINTS AND TIPS -------------- 1) WHEN ENTERING A NEW SCREEN TYPE `LOOK` OR `LOOK AROUND`. THIS WILL GIVE YOU AN ALL ROUND DESCRIPTION OF THE SCREEN AND WILL SOMETIMES GIVE YOU HINTS ABOUT WHAT TO DO NEXT. 2) TRY PICKING THINGS UP. THERE ARE MANY THINGS TO PICK UP AND USE THROUGHOUT THE GAME37e1!.IN SOME CASES, IF YOU HAVE FAILED TO PICK SOMETHING UP. IT MAY STOP YOU LATER IN THE GAME AND CAUSE YOU TO GO BACK AND GET IT. 3) SAVE OFTEN..ITS A GOOD THING TO SAVE AT A CRITICAL POINT IN THE GAME. YOU WILL NOT BE ABLE TO SAVE YOUR GAME ON A SCREEN WHERE AN ENEMY IS PRESENT. WHEN YOU ARE RUNNING THE GAME FROM A FLOPPY DRIVE YOU WILL BE ASKED TO INSERT A PRE-FORMATTED DISK TO SAVE TO. YOU WILL ONLY BE ABLE TO SAVE A MAXIMUM OF TEN(10) GAMES ON EACH DISKETTE. BUT YOU CAN WRITE OVE3uGONE BY. SOME DAYS MICHEAL WOULD SIT ON THE ROCKS BY THE BEACH AND WATCH FOR HIS FATHERS RETURN. HE WAS ALWAYS ANXIOUS TO HEAR THE STORIES HIS FATHER WOULD TELL. MICHEAL WOULD LISTEN WITH INTEREST AND LONGING TO ALL HIS FATHERS ADVENTURES. WHEN HE WOULD ASK IF HE COULD ACCOMPANY HIS FATHER THE ANSWER WAS ALWAYS..`WHEN YOU ARE A MAN YOU MAY COME`. ONE DAY WHEN HIS FATHER WAS AWAY, YOUNG MICHEAL VENTURED INTO THE LOCAL TAVERN. PULLING UP A CHAIR. HE SAT DOWN AMONGST HIS FATHERS F3RIENDS. `BEGONE YOU YOUNG PUP, THIS IS A PLACE FOR MEN!` ONE GRIZZLED OLD SAILOR SAID. TODAY IS MY 18TH BIRTHDAY, SO TODAY I AM A MAN!..MICHEAL SAID. `BAH` THE SAILOR SAID, YOU ARE`NT A MAN UNTIL YOU CAN OUT DRINK ME!!!...BARKEEP BRING US 2 TANKARDS OF YOUR FOULEST ALE. SOON 2 FOAMING MUGS OF ALE WERE PLACED BEFORE THEM. IF YOU CAN FINISH THE ALE BEFORE ME THEN YOU CAN CALL YOURSELF A MAN. THE OLD SAILOR GRABBED HIS MUG. LIFTING IT TO HIS LIPS HE BEGAN TO GULP DOWN THE ALE. MICHEAL 3 ACCPETING THE CHALLENGE RAISED HIS MUG, THREW BACK HIS HEAD AND POURED THE ALE DOWN HIS THROAT AS FAST AS LIGHTNING.AND SLAMMED HIS EMPTY MUG ON THE TABLE. THE OLD SAILOR CHOKED, SPEWING ALE ALL DOWN HIS FRONT. LOOKING AT THE ALE DRIPPING FROM MICHEALS FACE THE OLD SAILOR SAID, `WITH ALL THAT FOAM ON YOUR FACE YOU LOOK LIKE A MAD DOG`. THE PUB ERUPTED INTO LAUGHTER. WIPING HIS FACE, MICHEAL STOOD WITH PRIDE AND WALKED OUT OF THE PUB, THE MENSTILL LAUGHING BEHIND HIM. HENCEFORTH MICH3 %oEAL WILLIAMS WAS KNOWN AS `MAD DOG WILLIAMS` HE HAS BORN THE NAME SINCE. MAD DOGS FATHER SHOOK WITH LAUGHTERAS MAD-DOG TOLD OF HIS EXPERIENCE IN THE PUB, SLAPPING HIS SON ON THE BACK, SIR WALTER SAID, `WHEN I LEAVE NEXT SPRING YOU MAY ACCOMPANY ME` MADDOG FILLED WITH EXCITEMENT AND ANTICIPATION, LOOKED FORWARD TO THE FOLLOWING SPRING. THE FOLLOWING WEEK, MAD-DOGS FATHER TOOK HIM TO THE WEAPON SMITH IN SYDRA. THERE SIR WALTER PURCHASED THE FINEST SWORD AND PRESENTED IT TO HIS SON, 3 DURING THE FOLLOWING MONTHS, MADDOGS FATHER TAUGHT HIM THE ART OF SWORD PLAY. MADDOG PRACTISED MANY HOURS AND BECAME A FINE SWORDSMAN. THE WINTER THAT YEAR WAS HARSH. ONE DAY IN LATE WINTER WHILE MADDOG AND HIS FATHER WERE CHOPPING WOOD, MARINOR WAS ATTACKED BY A GROUP OF PIRATES. THE MEN OF THE VILLAGE CAME TO DEFEND THEIR FAMILIES AGAINST THE RAIDING PIRATES. THE FIGHTING WAS FIERCE AND MUCH BLOOD FLOWED THAT DAY. MADDOG AND HIS FAMILY ENTERED THE FIGHTING SIDE BY SIDE, BUT AS THE3 0z BATTLE WORE ON SIR WALTER AND MADDOG WERE SEPERATED. WHEN THE BATTLE WAS DONE AND THE PIRATES DRIVEN FROM THE VILLAGE. MADDOG WENT IN SEARCH OF HIS FATHER. AS MADDOG ROUNDED ONE OF BUILDINGS HE SAW HIS FATHER SITTING AGAINST THE WALL CLUTCHING HIS STOMACH AS BLOOD RAN FROM THE LARGE GASH IN SIR WALTERS BELLY. SIR WALTER LOOKED UP AT HIS SON AND SIAD `I`M NOT MUCH LONGER FOR THIS WORLD` TAKE CARE OF YOUR MOTHER I`M PROUD OF YOU. SIR WALTER GASPED AS HIS BODY WAS WRACKED WITH PAIN. G3  dsRASPING MADDOGS SHOULDER, SIR WALTER DIED. MADDOG WAS HEARTBROCKEN. AFTER THEY BURIED SIR WALTER. MADDOG SAT UPON THE ROCKS WHERE HE HAD IN TIMES PAST, WAITED FOR HIS FATHERS RETURN AND LOOKED OUT OVER THE OCEAN. MADDOGS MIND WAS FILLED WITH MEMORIES OF SITTING BY THE FIRE , LISTENING TO HIS FATHERS TALES. THAT SPRING MADDOG BOARDED THE SHIP AND SET FORTH WITHOUT HIS FATHER ON HIS FIRST ADVENTURE. MADDOG TRAVELLED TO FAR LANDS AND COLLECTED TREASURES AND ARTIFACTS. MANY TIMES MADDO3G AND HIS COMPANIONS HAD TO FIGHT OFF PIRATES AND OUTRUN SEA-MONSTERS, THEY FOUGHT AGAINST THE `NAVARALL` ON THE ISLAND OF `WILKARIK` AND PROCURED THE STONE OF GORACK. AFTER SEVERAL YEARS OF TRAVELLING THE WORLD, MADDOG DECIDED IT WAS TIME TO SETTLE DOWN, HE RETURNED TO THE VILLAGE OF MARINOR, BUILT HIMSELF A HOUSE AND OPENED A SHOP. HE DEALT IN RARE AND PRECIOUS OBJECTS. UNKNOWN TO MADDOG AND THE RSIDENTS OF MARINOR WAS THE EVIL BLIGHT SLOWLY ENVELOPING THE LAND. KING THAYLOR AND 3PzHIS DAUGHTER HAD NOT BEEN SEEN FOR WEEKS, AND RUMOURS ABOUNDED THAT THE VILE AND EVIL `SERAK` HAD ESCPAED HIS ENCHANTED CELL. THE PEOPLE OF SYDRA WERE LIVING IN FEAR OF `SERAKS` REVENGE. SO IT WAS THAT ONE DAY MADDOG AWOKE AND FOUND HIMSELF THRUST INTO THE MIDST OF THE EVIL AND TREACHERY. YOU, BRAVE ADVENTURER, HAVE BEEN SENT AS A GUIDE AND MENTOR TO MADDOG WILLIAMS. TOGETHER YOU WILL TRAVEL AS MADDOG LEARNS OF THE EVIL SWIFTLY APPROACHING HIS QUIET VILLAGE. IF THE TWO OF YOU FAIL 3 -TO STOP THIS SPREADING EVIL, THE WORLD WILL BE PLUNGED INTO AN EVERLASTING DARKNESS AND DESPAIR! -GO FORTH ADVENTURER AND MEET YOUR DESTINY!! - BEGINNING PLAY -------------- INSERT THE DISK MARKED INTRODUCTION DISK(BOOT DISK) INTO DRIVE `A` AND TURN THE COMPUTER ON. SELECT THE PROGRAM `MADDOG` AFTER A SHORT WHILE A PROMPT WILL APPEAR ASKING YOU TO SELECT YOUR DIFFICULTY LEVEL - 1:EASY - 2;MEDIUM - 3;PRAY FOR DELIVERANCE YOUR LEVEL WILL DETERMINE THE DIFFICULTY OF THE ENEMIES YOU 3 SENCOUNTER AND PROBLEMS THAT YOU MUST OVERCOME. SO IF YOU VIEW YOURSELF AS A GREAT ARCADE PLAYER AND WANT A CHALLENGE THEN TRY A HIGHER LEVEL. IF YOU ARE MORE INTO THE ADVENTURE GAME YOU MAY WISH TO STAY ON EASIER LEVELS. SPECIAL OPTIONS --------------- AFTER SELECTING YOUR DIFFICULTY YOU MAY CHANGE THE SPECIAL SETUP OPTIONS BY SELECTING `Y` AT THE PROMPT. THESE OPTIONS INCLUDE. MUSIC OUTPUT ------------ 1) DEFAULT IS CONSOLE SPEAKER 2) PLAY MUSIC TO A MUSIC CARD OR SYNTHESIZER. R1 "+/d letter -- while Hester is pouring drink. (This must be done on your first trip to room.) Note: Some of these activities must be performed to cause the policeman to arrive. If they are not done, you can not play out the end of the game. I do not know which ones they are, except f1 #n=or the one that I had to find to end my own game. Living Room -- -- Policeman assembles everyone in game (in- cluding genie and snake) 1 315 Answer "whodunit" question correctly Hugo, in Laundry 5 320 Take pencil 5 325 Take newspaper 1 326 Read newspaper -- -- (Note: The answer is "herring," as in red. 1$ Ha, ha.) 7 333 Slide paper under door 12 345 Push pencil through keyhole -- -- Get out of room (automatic) In Hallway -- -- (automatic) Note: This gives you 345 out of 350 points. You can get 5 more points if you take the bell back after the cat uses it. I presume this accounts for th1%;e last 5 points. _ __ _ _ (_) __/ / / ) (_) ____ _ ___ ____ /_ _/____ ______/ /_ _ ____ / _ ) / ) / _ \ / _ ) / / / _ ) / ___/ _ ) / ) / _ ) / (/ (_/ (_/ // (_/ (/ (_/ (_/ (__(___) ( / // (_/ (_/ (/ (_ / _____(___(_/ \__(___\__(___(___________/ (_/(___(___/ _____/ / / 1&+cG _ _ _ / / / / (_) (_) / ) / / (_/ ____ _______ _ ____ ____ _ / /_(_/_______ Best / _ ) / _ _ ) / ) / _ ) / _ ) / ) / _ ) / _ _ ) Of / (/ (_/ // // (_/ (_/ (/ (_/ (/ (_ AnD / (_/ (/ (_/ // // ( (___\__(_/(_/(___(___(__ __(___\__/ (___(______(_/(_/(___) __/ / - 2 Nodes / / / SYSOP : -=1?9BT=H=e=-=s=K=e=L=e=T=o=N=- - Dream Team Hq (___/-sk- _ __ _ _ (_) __/ / / ) (_) ____ _ ___ ____ /_ _/____ ______/ /_ _ ____ / _ ) / ) / _ \ / _ ) / / / _ ) / ___/ _ ) / ) / _ ) / (/ (_/ (_/ // (_/ (/ (_/ (_/ (__(___) ( / // (_/ (_/ (/ (_ / _____(___(_/ \__(___\__(___(___________/ (_/(___(___/ _____/ / / 3(:RDS TOGETHER ANDENLISTED THEM IN HIS NOBLE CAUSE. THEY PLANNED FOR MANY MONTHS, DEVELOPING STRATEGIES AND MAKING WEAPONS. WHEN THE PREPARATIONS WERE COMPLETE, THAYLOR TOOK HIS MEN ACROSS THE PLAINS OF GILGORATH TO THE FOOT OF THE CORBALA MOUNTAINS. THERE THEY ENGAGED BATTLE AGAINST THE ARMIES OF `SERAK`. THE FIGHTING WAS FIERCE AND THE BATTLE FOR GOOD AND EVIL RAGED FOR MANY DAYS. THE POWERS OF MALTHAZAN WERE PITTED AGAINST AGAINST THE WILL OF THE WHITE WIZARDS. MANY GOOD MEN LOST T3)z[DHEIR LIVES IN THE CONFLICT, BUT THAYLORS ARMY PREVAILED AND DROVE THE ARMY OF `SERAK` INTO THE WILDERNESS. THEN THEY STORMED THE CATSLE AND CAPTURED `SERAK`. THE WHITE WIZARDS CAST `SERAK` INTO AN ENCHANTED LAND CELL, BANISHING HIM FOR ETERNITY. AS THE PORTAL SLOWLY CLOSED `SERAKS` VOICE ECHOED THROUGH THE CASTLE, `BY ALL THAT IS EVIL AND IN THE NAME OF MALTHAZAR, I SHALL RETURN AND WREAK MY VENGEANCE UPON THIS LAND!!!`. THE DARK CASTLE OF SERAK WAS LEFT IN RUIN AS A REMINDER OF T3*3-HE EVIL THAT HAD ONCE ENVELOPED THE LAND. THE PEOPLE IN THE LAND MADE THAYLOR THEIR KING AND THE KINGDOM PROSPERED. AFTER SEVERAL YEARS OF PEACE AND PROSPERITY THERE WAS BORN TO KING THAYLOR AND HIS QUEEN, A DAUGHTER WHOM THEY NAMED `LEORIA`. TIMES WERE GOOD FOR THE PEOPLE OF DURIDIAN AND MARINOR. NO LONGER OPPRESSED, MANY MEN BEGAN TO TRAVEL TO FAR LANDS SEEKING ADVENTURE AND FORTUNE. ONE OF THE MOST ADVENTUROUS OF THESE WAS SIR WALTER WILLIAMS OF MARIONOR, SIR WALTER TRAVELLED T3.҄DO ALL KNOWN LANDS TO MEET WITH KINGS AND PRINCES. HE TRAVELLED THROUGH DANGEROUS WATERS JUST TO WATCH THE SUNSET OVER THE BAY OF BALDAGORG AND SWIM WITH THE MERMAIDS OF CARISH. WHILE SIR WALTER ROAMED THE WORLD, HIS WIFE STAYED BEHIND AND RAIED THEM A SON WHOM THEY CALLED MICHEAL. MICHEAL WILLIAMS GREW UP A BRIGHT AND INVENTIVE BOY, ALWAYS TINKERING AND INVENTING NEW THINGS. AS MICHEAL GREW INTO ADULTHOOD HE FOUND HE HAD A PASSION FOR HISTORY AND BEGAN TO COLLECT OBJECTS FROM TIMES 3']` WAS SEDUCED BY THE POWER OF THE DARK GOD `MALTHAZAR`. HE BECAME AN EVIL AND POWERFUL MAN. FOR MANY YEARS HE RULED WITH BLOOD AND HORROR FROM HIS FORTRESS ATOP THE CORBBALA MOUNTAINS. ONE DAY, A MAN NAMED SIR ROBERT THAYLOR, A COUSIN TO THE WICKED `SERAK`, DECIDED THE TIME HAD COME TO END THE DARK KINGS RULE. HE GATHERED TOGETHER A SECRET ARMY AND TRAINED THEM IN THE ART OF WAR. IN THE LAND WERE `WHITE WIZARDS` WHO PRACTISED THE MAGIC OF TRUTH AND LIGHT. THAYLOR GATHERED THESE WIZA#4ݛ2ny help. Thanks a million guys!!! The number to reach me is MIDIAN 1 (416) 255-3134. Leave comment to me; -= Lylesburg =- an't help but think the letters "B A D (and + sign) G E" also have something to do with the sequence of key playing (duh?). I really need some help getting by this one peticular puzzle, as I feel frustrated now. Could someone PLEASE try and figure this one out and let me know A.S.A.P. I feel I am close to finishing the game once I get by 1.iBR> as soon as you are in the new screen. Parlor -- -- Go upstairs to third bedroom (you can't do anything else) Bedroom 3 3 Hugo takes yellow book and disappears 5 8 Look through keyhole 3 11 Take yellow book and go through bookcase Study 1 12 Talk to bird (who saw murder) 5 17 Take matches 5 22 Use telephone (1/_Pswith no result) 10 32 Enter dumbwaiter Baby's Room -- -- (Nothing but the author's little joke) Kitchen 5 37 Take garlic Venus Fly Traps 15 52 Get magnifying glass -- -- (Find your way through the venus fly traps. It is a roundabout route. Exits return to house and gate.) Gardener's Shed 15 67 Eat Garlic (to get rid of gardener) 10P{! Red button -- Overhead light Yellow button -- Gate lights Green button -- Bug light at bees (you must see it first) 10 77 Blue button -- Gate to maze (you must see it first) -- -- Go right to gate and maze. (If gate is not open, return to shed and push b11alue button again.) Maze 10 87 Get gun 5 92 Get bell (good to call for help) 15 107 Get bottle (contains serum) Bridge 5 112 Get catnip (sprigs by path) -- -- Drop matches, take a step, pick up the matches, repeat until over bridge -- -- Go right Bees -- -- Stop when you enter area, the12-ތ n return to gardener's shed. (Note: Drop matches before you recross bridge, and pick them up again later.) Gardener's Shed 10 122 Push green button Bees -- -- Wait for bees to fly to light, then walk through. Old Man 5 127 Hit old man for asking dumb questions (automatic) 131J Leave at right; Prepare for next scene Snake 15 142 "Drink serum" -- prevents or cures snake bite Leave to right Doghouse 5 147 Get stick 5 152 Throw stick (dog runs after it) -- -- Get dynamite from doghouse -- -- Return to snake area (dead end) Snake -- -- Go south Phone Booth -- -- Read wall 14Vȗacross street 5 157 Enter phone booth (call police, meet in living room of house at 6:00) 15 172 Dial 1-800-333-HUGO Underground 10 182 Shoot robot (prepare while scene is forming) -- -- Walk into underground area 15 197 Meet doctor, who gives you screwdriver (automatic) -- -- 1 5!A Return via phone booth, snake, old man, then down Well 5 202 Climb down rope -- -- Place dynamite (near pile of rocks) -- -- Light dynamite -- then . . . 20 222 Climb rope (type as you walk left) -- -- Climb down rope after blast and walk into cave Left Cave 10 232 Get lamp Center Cave -- -- Cros1 6U^s chasm by walking along front of screen (can not be done after you have met genie) 5 237 Get banana Right Cave 9 246 Rub lamp -- -- Talk to genie 7 253 Give banana (he will open trap door) -- -- Climb ladder through trap door into house Room with Safe 1 254 Look at mouse hole (bite is no problem) 1 !Q[8 266 Open safe with screwdriver 5 271 Take will (automatic) 8 279 Read will Dining Room -- -- Go right to cat room Cat Room -- -- Rub catnip on bell 5 284 Give bell to cat Dining Room -- -- Take album -- before maid returns 5 289 Look at album Kitchen 5 294 (automatic) Music Room 5 299 Talk to Harry Hester's Room 15 314 Rea8{JInd the Red and Blue Club. Save game here and name it "STEP-8". STEP-9 -======- You run into a doorman named Eduado who refuses you entrance. Use the lapel pin on him. He still refuses. Now give him the $10 bill and he'll let you enter (money always talks eh 8-). You are now faced by someone who 'claims' to be (or you assume to be) Kenneth. He will ask you some questions which you must answer correctly. Answer questions in the following manner... "2-2-1-2-1" and you'll be safe. You 9are taken to Coconut Grove and he starts to chat you up. To avoid having sex and risking detection of viles, use the chocolate on him. He will eat one and be knocked out cold. Clicking on his tatoo, you discover his real name is Archie. Click on his pendant and write down the info. Click on his hand and then click the ring on his finger. Take his signet-ring which is some kind of stamp. Exit to lounge and then exit back to room again. Archie will mumble something about a secret 'pass:Nage'. Exit again to lounge. Click on landing-net on floor by the chair. Keep it, and click switch on aquarium. This exposes a shell-fish inside. Click on the shell-fish once, then click on the plankton next to it. Use plankton on it and it will reveal a pearl. Use landing-net to grab pearl. Keep it. Next, click on the statue of the pirate's eye patch. The patch will disappear and you can place the pearl in the eye socket. Click on parrot and it will get a cigar from the canister bene; }ath it. Take the cigar and place it into the pirate's mouth. A beam of light will shoot across to another object. Click on the oriface and it will reveal a skull. You may as well take the pearl and cigar back in your possesion. They might become useful (not sure?). Now use the stamp on the skull from the oriface. This will reveal the 'passage' to a secret stairway. As you entered, you must have been knocked out. You are confronted once again by the inspector who will ask you some qu<4estions again. Answer the questions in the following manner..."1-2-1-2-1" and you'll be safe. Save the game here and name it "STEP-9". STEP-10 -=======- You chat with inspector and ask if you can freshen up first. He says alright, and you now end up in a bathroom. Click on waste bin twice and you'll find a syringe. Take it. Open the right side of mirror and take the shaving cream. Click on jar that has a set of eye-balls. Click on the lid and use the syringe on the formalin. Click =G4on the mechanism button found to the left of the towel. It reveals a hidden closet. Click on the spray bottle and use the syringe on it. It can now be used as a weapon. Go back to the lounge and use the spray on the inspector. He will be knocked out cold. I'll ask you to save the game here using the name "STEP-10", even though it is alittle too soon. The reason for this is because I haven't gone beyond the next stage, so there could be things I'm doing wrong (in the next stage). I wi>,ll continue telling you where I currently am though. Yes..I'm STUCK 8-(. STEP-10.5 -=========- You have now exited the lounge and find yourself in a room where I am now. If you use your lamp on the microscope, it will reveal the small inscription you couldn't read before (back at the pool). It shows the name "B A D (a + sign above) G E". If you use your signet-ring on microscope, it reveals a birthdate of "09/07/71". There are 3 cats which show the letters "G (white cat), E (black ?cat), and F (not sure of colour of cat?)". "GEF" is what I see. Click on the newspaper also and write down info. There are a few pictures on the walls, and wrote down all the names. I also took the capital letters into account to see if they mean anything (duh?). Anyway, a piture named "Nudity's Dream" will reveal a button. Click on this and it will again reveal a panel opening up above the organ. Clicking on the wheel will bring up a Zodiac that has a hand like a watch. The botton l @̈eft button (signs) will move the hand counter-clock-wise. The button on bottom right will turn the organ on (it wouldn't play before all this). If you click on the organ, it will now allow you to play the keys. Now comes the part where I'm Stuck! I'm neither a musician, nor am I into Greek Zodiac signs. I have a feeling that the Zodiac wheel should be set to the DOC's birthdate and sign. I also feel that the 3 cat's names are important, as they represent the scale notes of "MI, SOL!Atr^, and FA" and also the way they are coloured (duh?). The name on the lamp might also have something to do with playing these keys a certain way. I can't help but think the letters "B A D (and + sign) G E" also have something to do with the sequence of key playing (duh?). I really need some help getting by this one peticular puzzle, as I feel frustrated now. Could someone PLEASE try and figure this one out and let me know A.S.A.P. I feel I am close to finishing the game once I get by ",cuthis puzzle, and will again document the rest of this walk-through so everyone can use it (if needed). Thanks for not shouting at me if you are also stuck at this point 8-). I DID manage to get you THIS FAR didn't I ??? You can contact me at the following bbs if you solved this organ puzzle. I also know that this game came out for the IBM not long ago. I hear through the grapevine that no-one has gotten past this point (yet?). Ask around the IBM world of pirates if they can offer a CpC]stance. You have one, and his son Kenneth has the second. He says that Peter Millgate (aka DOC) has stolen the third vile. The 'DOC' has a secret Coconut Grove Labratory hidden underneath a Lingerie store. Your mission (should you decide to accept it 8-), is to go and retrieve the third vile without being detected. Then give both viles to his son Kenneth. Exit to Lingerie store and save game. Name it "STEP-5". STEP-6 -======- Click on newspaper and write down the info. Go to far leDip>=ft booth and read the paper on the floor. Exit to booth. Go to next booth (right), and click on the box in bottom left. Take the shoe and keep it. Exit the booth. Go to next booth (right) and you'll come across a private door. Click on the door and you will be in the dark. Click on door once and notice above the door, a bell. Click on bell with pointer and it won't ring when entered. Click on far bottom left package and you'll find a safe. You'll find the key hidden under the male poE{gster on the wall to right. Above the safe, you will see a label. Take it as well. Now use key and unlock safe. Use the shoe to get the bar off. Now use the label to open safe. There is a combination lock in there. Click dial once and enter "D". Click dial again and enter "O". Now click on dial again and enter "C". This spells "DOC" by the way 8-). You are now in DOC's secret labratory. Click on instruments and take scalpel. Click on the answering machine and rewind the tape first. ClF[ick play button. After you get the message, rewind the tape again and use the erase button to cover your tracks. Click on surgeon's coat and then click on the pocket. You get a mask. Take this. Click pocket again and you get a key. Use the key to unlock the closet. Click on documents and you'll get a photo. Click on jar, and use the shoe to break it open. You'll notice there are two viles. Take these and save the game naming it "STEP-6". Exit to street and your back to lobby. STEP-G8 7 -======- Isalinda informs that you have a message waiting. You find its from Robaire. Before going to your room, click on the newspaper and write down the info. Click on directory and write down info. Now go to your room. You find your room has been searched and ransacked! Robaire is lying on the bed out cold. Click on a pin found next to coffee table. It reads Red Blue Club. Click on chocolates, but don't eat any. Keep them instead. They have drugs inside them, which is why RobairHZ6:e was knocked out cold. Click on glass on the coffee table. You discover that Robaire actually drank the contents of the vile when it cracked inside the glass he drank from. Click on phone and call reception using number "0". Isalinda informs that an inspector is here in the lobby wanting to see you. Exit to lobby and meet inspector Pedro di Helgos. Click on the cat first, then click on cats ID tag. You find his name is "FA". The other two cats are named "MI", a white cat, and "SOL",I a black cat. Write this info down, as it will be extremely important later on. The cats were named after music notes (do re MI FA SOL la te do...get it?). Now click on the inspector again. He will ask you a few questions in which you better have the right answers (or else!). Not to worry though...answer the questions in the following manner..."2-2-2-1-2-1" and you'll be safe. AFter the inspector leaves, you'll notice a scrap of paper on the floor. Write the number down "2121". This J9is the missing number to the torn out corner "674". Talk to Isalinda again. She tells you that Robaire left the hotel. Go back to your room and call the number "674-2121". You'll talk to Lou Dale, and setup a meeting. Save game and name it "STEP-7". Now exit to Photo Shop. STEP-8 -======- Outside, you'll see a car. Click on it and you'll find a lapel pin like the one you already have. Click on the $10 bill on the windshield and take it. Do not click on studio door! Instead, click oK"*ǡn service enterance. Click on waste bin and click on newspaper. It informs that there is a rapist loose, and he looks alot like Robaire (cheap drugs or what?). Use the photo under door, as you'll need to catch a key. Use the scalpel to poke key out of lock. Take back photo and you now find yourself in a kitchen. Click on bottom cabinet (3rd from left) and click on the basin. It will move to the counter top. Click on bottom cabinet (2nd from left) and click on cloth. Now turn on waterLEU faucet and wet the cloth. Hang it on hook found to far right. Click on Lye and use it on basin. Click on top cabinet (3rd from left), and click on Ammonia. Use it on the basin. Take your mask from inventory. Click on top cabinet (far left), and click on glass. It will fall to the floor and make a sound alerting the owners. Quickly click on last chemical and use it on the basin. Open service hatch on far right (above hook) making sure that you click twice to open it all the way. Now 7,8click on basin and it will move to other side of service hatch. Click on wet cloth and use it on service slot. If all goes according to plan, you will gain entrance inside. If not, try the same steps again. This was a tough puzzle to figure out exactly. You now find a man knocked out cold by the fumes you created. You find Lou Dale tied up and begin talking to her. She ends up giving you a signet-ring and directs you to the Salsa Joint in a red light district. This is where you'll fi /Nq2.. 7 ] 8 ] 9 ] ----------- 4 ] 5 ] 6 ] ----------- LANDER ------ THE LANDER HAS 2 STAGES, LANDING ON THE MOON, AND RETURNING TO THE SHIP. BOTH STAGES ARE ESSENTIALLY THE SAME, EXCEPT FOR THE DIRECTION OF TRAVEL. ON LANDING THE SHUTTLE MUST BE VERTICAL, NOSE TO THE TOP OF THE SCREEN AND MUST HAVE A LOW VELOCITY. ON RETURN, THE SHUTTLE MUST REACH THE TARGET CROSSHAIR WHI 0OCH WILL APPEAR ON THE SCREEN. THE KEYS ARE; Z ROTATE LEFT X ROTATE RIGHT SHIFT THRUST P PAUSE ESC BYPASS THE LANDER GAME -------------------------==========================-------------------------- REPEL BOARDERS A SIMPLE SHOOT EM UP GAME REQUIRING ONLY THE FAITHFUL BLASTER .CHARGE IS SHOWN AT THE BOTTOM IN BAR FORM AND WILL BE THE SAME AS IS IN THE GAME, AS AN ALIEN INT 1PBERACTIVE. ALONG THE TOP OF THE SCREEN IS THE DAMAGE BAR. JONAH CAN SUSTAIN A NUMBER OF HITS BEFORE DEATH. IN ORDER TO REPEL BOARDERS ALL PIRATES MUST BE KILLED. THE MOUSE IS USED TO MOVE CROSSHAIRS ROUND THE SCREEN. YOU HAVE A LIMIT OF 60 SHOTS, BUT THAT IS MORE THAN ENOUGH TO KILL ALL THE PIRATES PRESSING THE RIGHT MOUSE BUTTON WILL KILL ALL THE PIRATES CURRENTLY ON THE SCREEN, BUT WILL COST YOU 5 OF YOUR 60 SHOTS. AUTO-DESTRUCT ------------- MOUSE OPERATED. SIMPLY ENTER THE AUTO  2QVzDESTRUCT CODE DISCOVERED IN THE GAME, CLICK ON THE NUMBERS TO ENTER THEM. `DEL` TO DELETE THEM AND THE ARROW TO ENTER THE CODE. `EXIT` WILL EXIT THE GAME. COMMANDS -------- THE FOLLOWING COMMANDS ARE ALL COMMANDS THAT YOU WILL NEED TO COMPLETE THE GAME. THE TEXT PARSER WILL UNDERSTAND OTHER COMMANDS AND INSTRUCTIONS, BUT THESE ARE ALL THE WORDSREQUIRED TO COMPLETE THE GAME. GET DROP PUT INV LOOK EXAMINE TELL ASK SEARCH HIT USE PUSH PUL 3RgL MOVE TURN OPEN CLOSE WEAR GIVE REMOVE SHOW READ TASTE EAT DRINK WAIT FOLLOW FIND SAY GO RUN SIT STAND FEEL LISTEN SMELL PRESS RUB SHIFT SLIDE ATTACK THROW JUMP LOCK UNLOCK SHOUT POUR HOLD CUT CLEAN PLAY TALK SMASH CLIMB KISS LIFT WAIT FOR INSERT EMPTY SHOOT FOLLOW PAY BUY HIDE SWITCH LOOK IN/ON/UNDER/BEHIND/THROUGH TURN 4SO)3 ON TURN OFF SPECIAL COMMANDS ---------------- INV..........INVENTORY RESTART......RESTART THE GAME LOAD.........DISK LOAD SAVE.........DISK SAVE RAMLOAD......RAMLOAD 1 MEG VERSION ONLY ON AMIGA RAMSAVE......RAMSAVE ........................... TEXTSIZE.....TOGGLES THE SIZE OF TEXT SCENERY ON...TURNS SCENERY LIST ON *** SCENERY OFF..TURNS SCENERY LIST OFF *** EXITS ON.....TURNS EXIT LIST ON EXITS OFF....TURNS EXIT LIST OFF EXITS........DISPLAYS EXITS BRIEF........BRIEF TEXT DISPLA 5T ʑY MODE VERBOSE......VERBOSE TEXT DISPLAY MODE NORMAL.......NORMAL TEXT DISPLAY MODE SCORE........DISPLAYS CURRENT SCORE MOVES........DISPLAYS NUMBER OF MOVES SO FAR PRONOUNS.....DISPLAYS CURRENT PRONOUNS *** IN THIS SENSE, SCENERY IS ANY ITEM IN THE ROOM THAT MAY BE MANIPULATED, USED OR EXAMINED, BUT WHICH CANNOT BE MOVED -A TABLE OR A PICTURE FOR INSTANCE EDITOR COMMANDS --------------- BACKSPACE............DELETE LEFT DELETE...............DELETE RIGHT CONTROL UP 6U;...........DELETE A WORD TO THE LEFT CONTROL AND DOWN.....DELETE A WORD TO THE RIGHT SHIFT AND LEFT.......MOVE CURSOR TO START OF LINE SHIFT AND RIGHT......MOVE CURSOR TO END OF LINE SHIFT AND DOWN.......MOVE CURSOR TO END OF TEXT INSERT...............INSERT A SPACE SHIFT-CTRL-HOME......ERASE TEXT CTRL-CLR-HOME........DELETE TO END OF TEXT --------===========------ TYPED IN BY SCOOTER/FOR/SKID ROW ----=========----- Be sure and call... 70 ____/\/\ /\__/\ /\___ __ /\ /\ __/\___ ___ __ __ / _ _/ // / __/ \ _ \ / \\// / / __/ _ \ / _ \/ \/ \/\/\ \// // _ / __/ > _ k)%H!@(X&*," r]@ U X>1o g QRgKHP kL Ѩ#t27O^ӈ-?x#`*a5~4P\TFgG/W Nn7͌jU%[%c͊ G L&[ɇRwg  sɵ練H9rUFaK WFUIUr;(a8 g銦7pOS33$i[$lP@;X=0w;d2~r<exfGLVOS'0JK Qe'OI9>5l%FGH[AxG2A$JpL_p(PYIM" ȋ)ڽ;li`4Hn@ @J ?1?x槣Ӆhk4M&jT"CFayyeeQUY>03&,oiP<3P8ZY@spC@GF|~rGf=@pXVXdMy.J0 {3IY3ZZ!CYpnL3M&Z#33yN79Oxy%c_hҲ\;O#2 o'<@%H@@@@GYIPUB(4ֽUOVgLfxpjz:7HOOpD' @׾oi<`HRVWRrJҢ "n"}G%RjLzžL߁# C4Nւ 0Bu .cNjOn]lkQ<Po~,kK)B ~4 [2Z/v;5f0]]!ώJ  {AuAL? <~/|>=ג08-=᠈ cw B%y&YxeIL8eL_آxA2x㋒ ʍJ'|h`u/, ZgU'A\Y|ZWE\iQ4Diغrڍ|M>,EFAY}iы}i_ᡘ oϝat,K.G::[Iq oJPle2dBV9@x^/VqlA^|do_ 1`]_x`H)T!mN&W:Gq'[A̅py0ɦ(̓_q_c%{ avrK"/O t&+t|x>QL(7pI} &nL yH=EMZ%(G RxPJ |ї[ȼu> BRC)p—X."`* R`N/}ݰ/ɐ$!@eJ;K.@o#s A`Z G;0q0+Bx g0P.J*%  o$>_ P0,6lT }6")фHRnLG Z6t}BV0k3g8?B/jtR>h*qI']o;KG+QnOaQaPJ=  8D"1Bw? sEb@YST 7pYns2tD7'ƻc@ɇ< Z*c{a MvɚCg b)l`,#g i  x&s f]`H`B{т Œ5?^[9*4\b2n_uN]'<Jdi,T >{ QiU0pf90q(tߜQϳMCE%aDEUym(/29,L (T ǖh I"`" 7!ǯ9%-ljb`#?`Qy9.:N;,c͏;ԁ9,tp t^+m`ttL CF>\dY{za'{4$,[DEOrN1XGsQCuC2|^XfaEّC\_@4(b>0: 8z }}(sESnyJ8;Y٥@7mё6n|"ANB@ljT3$ W sZRmITI^TNwoi62yGu P|?OQ_@U  eP' #5, {ty5Q*1E`%<8dQGCk!u*ݸ/hde Q2.m!Ft ݃4WAPFF\NHoa.}"8XaX۳{D 3j0 IlJ8.Cogj'^LNK\_2Nþ2{-zDXDx玆=/Iph%yװ<GAQ'$2ѧ 8"5Dc*hjRg܌}ELt"nd )S@}{pHA#Iq X|QT~qDjJ+0[0y1{s pMw,𭿱5r%k``%yP\{SV\TEBTIKdx s# Iu~ m+#DK^;!Ǝ?ѷ~f`Hӆ8WK"64,Y<<|t %<2LSm <=̗v= !W503u: (0Ȫތ(JpHUS_tٍW=v8tc]D{Pr+"&CsB@Z]ŋ9h<j#Tp `L3/hed8TA"#"SOG GjEIQ叟;RW} q e^*Bi B8rW5M+=4=Jp{y!'W3o?;2):\DZ:-&[=7 %e$K' O$9'] AŨ$K:QIMZd&R?L '䗜v~?ZC ,pٷ!\!ᵮȥ(HØdpt<(O)}/qhFba6N+ħM=@`14Wh>| g$ -D*rojA'2#zA4KPEEBSKSH')TrL\QJQA%9Q.L{H! _D4-8/ 4HZ]zAjL2]kΓ#aa9Epav$;&N"ZAl_}?'0ˉwؤ¸ΰ you some helpful suggestions. Or talk to many of the other characters in the game, because they'll also give you helpful clues. Problem: How do I save the oily bird? Hint: Use the eye or hand cursor on the bird to get a close-up view. Beside the bird's box, you'll notice a bottle of mild detergent and a soft,clean rag. Use the hand cursor to pick these items up. Open your inventory screen,select the detergent and click it on the rag. This will put soap on the rag. SelecHt this soapy rag from inventory and use it to clean the bird. Problem: How do I put detergent on the rag? Hint: First open the inventory icon from the Icon Bar. You should see the bottle of mild detergent and the soft,clean rag. If they aren't in your inventory,then you need to pick them up, from beside the bird's box in the center of the room. Just use the hand cursor to pick them up. With these items in your inventory,first select the detergent, and click it on the rag. 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HE IS NOW READY TO PASS OR SHOOT. 10.41 [CHEST PASS]-HOLD THE FB DOWN AGAIN.MOVE THE J/S IN THE DIRECTION YOU WISH TO PASS AND RELEASE THE FB. 10.42 [BETWEEN THE LEGS PASS]-HOLD THE FB DOWN. REVERSE THE J/S FROM THE DIRECTION THE PLAYER IS FACING AND RELEASE THE FB. 10.43 [OVERHEAD PASS]-(SPECIAL ONLY) PRESS THE 2ND FB. MOVE THE J/S IN THE DIRECTION YOU WISH TO PASS.AND RELEASE THE FB. 10.44 [BOUNCE PASS]-(SPECIAL ONLY) PRESS THE 2ND FB AND MOVE THE J/S IN THE .>xDIRECTION YOU WISH TO PASS. PRESS THE 1ST FB TO MAKE A BOUNCE PASS. 10.5 [JUMP SHOT]-THIS IS THE MOST POPULAR SHOT IN THE MODERN GAME OF BASKETBALL. THE PLAYER JUMPS IN THE AIR WITH BOTH FEET LEAVING THE GROUND. THE BALL IS HELD IN BOTH HANDS IN HOLDING POSITION. THE PLAYER RELEASES THE BALL AT THE HEIGHT OF HIS JUMP. WHILE THE PLAYER IS HOLDING THE BALL `TAP` THE FB BRIEFLY. 10.6 [HOOK SHOT]-THE PLAYER STAYS ON THE GROUND RISING ON HIS TOES AT THE BASKET. THE SHOT AT THE BASKET IS/8 PLAYED WITH 1 HAND. `RESERVE` THE J/S WHILE THE PLAYER IS HOLDING THE BALL. `SPECIAL` TAP THE 2ND FB 10.7 [SKY HOOK]-THE SHOT IS ONLY POSSIBLE WHEN THE PLAYER MAKING THE SHOT IS NEAR THE BASKET. REVERSE THE J/S. 10.8 [RUNNING JUMP SHOT]-TO DO A RUNNING JUMP SHOT,THE PLAYER WITH THE BALL MUST BE RUNNING AT FULL SPEED.`REVERSE` THE J/S. `SPECIAL` BRIEFLY TAP 2ND FB 10.9 [SLAMDUNK]-THIS SHOT IS PLAYED VERY NEAR THE BASKET. HE NEEDS TO BE TALL AND MUST HAVE GOOD JUMPING ATTRIBUTES. `0REVERSE` THE J/S.`SPECIAL` BRIEFLY TAP 2ND FB. 10.10 [DUMMY]-A PLAYER MAKES A MOVE TO DO A SHOT AND THENS STOPS. INSTEAD OF SHOOTING, HE THEN PASSES THE BALL WHILE THE OPPOSITION PLAYER TRYING TO PUT HIM OFF THE SHOT IS OFF BALANCE. PRESS THE FB BEFORE HE RELEASES THE BALL. 10.11 [JUMPING]-WHILE THE BALL IS IN THE AIR PRESS THE FB 10.12 [STEALING]-WHILE A PLAYER IS DRIBBLING THE BALL, THE OPPOSITION TRIES TO STEAL THE BALL. THE PLAYER WHO IS GOING TO DO THE STEALING MUST BE FACIN1ʇAG THE PLAYER WITH THE BALL. PRESS THE FB. NOTE;- IT IS A FOUL TO TRY TO STEAL THE BALL WHILE THE OTHER PLAYER IS SHOOTING OR PASSING. 10.13 [FREE THROW]-PRESS FB 10.14 [BASKET SHOOTING AID]-WHEN A SHOT IS MADE AT THE BASKET A CROSS WIRE APPEARS. THIS SHOWS WERE THE BALL IS GOING TO LAND IF NO CORRECTIVE ACTION IS TAKEN. YOU CAN MOVE THE CROSS WIRE USING CONTROLS TO ACHIEVE A BASKET. YOU HAVE 2 SECONDS TO CONTROL THE MOVEMENT.ALL OTHER J/S MOVEMENTS ARE SUSPENDED DURING THIS TIME.2!F_ THIS SKILL SHOULD BE PRACTISED IN `PRACTISE MODE` TO PERFECTION. ACTION REPLAY ------------- DURING THE GAME YOU CAN SEE AN ACTION REPLAY.. PRESS....R TO SEE ACTION REPLAY PRESS....F1 FOR SLOW REPLAY PRESS....F2 FOR NORMAL REPLAY PRESS....F3 FOR FAST REPLAY KEYBOARD -------- S........SCANNER ON/OFF H........PAUSE ON/OFF R........REPLAY F5.......TIME OUT TEAM 1 F10......TIME OUT TEAM 2 F3.......SUBSTITUTION TEAM 1 F8.......SUNSTITUTION TEAM 2 PRACTISE -------- THERE ARE 2 PRACTIS3E OPTIONS..[INDIVIDUAL] AND [TEAM] AND THATS ALL YER GETTING OFF ME..IF EVER THERE WAS A DOCUMENT I HATED TYPING IN THIS IS THE ONE....L8R SCOOTER [SKID ROW] ----------------------------------------------------------------------------- APPEARS. THIS SHOWS WERE THE BALL IS GOING TO LAND IF NO CORRECTIVE ACTION IS TAKEN. YOU CAN MOVE THE CROSS WIRE USING CONTROLS TO ACHIEVE A BASKET. YOU HAVE 2 SECONDS TO CONTROL THE MOVEMENT.ALL OTHER J/S MOVEMENTS ARE SUSPENDED DURING THIS TIME. mBtScWg:-aBHNћ®\|%/f:FEJxѩ&b) HJee**(#*H)P. L" {ɍ ()i1ǧgxBih=0=RT!Q8KI?] Wqx_@!|nAzqLqJ`9Omi:ciJY]P *(gK?9_l"vŽ#2";NMzS2Й}^4|~ sDzfѦ yilCD#̓<O N^:gT7:a:I伶0ÐQw-pPMY}Q4 RxBVI `-TXi o2WvTT;2O o*?W+]:)9:?k5* h#CW a5q2(>5yXG?HOm Ǧ#( < _Ɩ4oT{/hO5D2RWq2ihr oMx;`32}.Vy(eLB?|Lgeq ؓzlW?'Ah8mhD.she Zi|!_HEa,r zR{#fohANZ5,Wꡅ=y8` h>Lj1V`\Z \$NI<$PTR*RK6ID*Z1L@?~AK vP(tE܊`TB&. w#߸ W}>G @7c . ^9&8iF 0*+)ݡ73ZfD:g/pB"GPK)>]\$F0P=_t .)"f1>0^]-aܹx⒀ Y *EEpbh龄ULpP6$`QIaiƇ474L]@Lߡw{57r`Ҟ}^;q aAi溧Oy4P}F[⺇o`P cWS0G54?u*38. fNU0{IE.ZZq? 8PV b]dV "ASE SEE 7.5 FOR FULLER DESCRIPTION 7.214 DONE THIS LEADS TO THE GAME 7.3 SELECT PLAYING MODE THERE ARE 2 OPTIONS; 7.31 NEAREST TO THE BALL. THE CONTROL IS TRANSFERRED TO THE PLAYER NEAREST TO THE BALL. THE REST OF THE PLAYERS ARE COMPUTER CONTROLLED. 7.32 PLAY IN POSITION. A NAMED POSITION.ie CENTRE OR RIGHT GUARD ect IS SELECTED. THE PLAYER PLAYING IN THAT POSITION IS CONTROLLED. 7.33 ONE PLAYER. PLAYER CAN SELECT TO PLAY IN POSITION OR NEAREST THE BALL. 7.34 2 PLAYERS - AGA+|>INST EACH OTHER (AS IN 7.33) TEAM MODE - SECOND PLAYER CAN ONLY PLAY IN POSITION 7.35 3 PLAYERS - 3RD PLAYER PLAYS IN TEAM MODE WITH PLAYER 1 AND CAN ONLY PLAY IN POSITION. 7.36 FOUR PLAYERS - 4TH PLAYER PLAYS IN TEAM MODE WITH PLAYER 2 AND CAN ONLY PLAY IN POSITION. 7.37 SELECTING TO PLAY [IN POSITION] A PLAYER IS AUTOMATICALLY SELECTED TO PLAY NEAREST TO BALL. IF YOU WISH TO PLAY IN POSITION, SELECT THE PLAYER YOU WISH TO CONTROL AND PRESS FIRE BUTTON [FB]. NOW PRESS KEY `P` ON,Ni THE KEYBOARD. A LETTER P WILL APPEAR AGAINST THE NAME. TO CANCEL, PRESS `P` AGAIN. WHEN THE PLAYER IS SUBSTITUTED, THE NEW PLAYER WILL CONTINUE TO PLAY IN THAT POSITION AT QUARTER TIME. YOU CAN,HOWEVER, SELECT A DIFFERENT PLAYER TO PLAY IN THE POSITION AT QUARTER TIME. IN TWO PLAYERS TEAM MODE, THREE OR FOUR PLAYERS MODE, YOU WILL NOT BE ABLE TO QUIT THE SCREEN UNLESS A PLAYER IN POSITION HAS BEEN SELECTED. 7.4 DEFENCE - IN TIP OFF THERE ARE 2 MAIN DEFENCE OPTIONS * A) ZONAL MARKI-UNHNG * B) MAN TO MAN MARKING 7.41 ZONAL MARKING - WHEN ZONAL MARKING IS USED,PLAYERS DEFEND AN ASSIGNED AREA OF THE COURT AND MOVE TO THE AREA ACCORDINGLY. 7.42 MAN TO MAN MARKING - ANY PLAYER OR ANY NUMBER OF PLAYERS CAN BE ASSIGNED TO MARK AN OPPOSITION PLAYER. THE MARKING IS DONE BY POSITION AND NOT NAME. ie, YOU INSTRUCT LEFT GUARD(LG) TO MARK THE OPPOSITION LG. OR YOU ASK YOUR LG AND CENTRE TO MARK THE OPPOSITION L.G. IN FACT YOU MAY INSTRUCT ALL YOUR PLAYERS TO MARK THE L.G. .~<$THERE ARE 2 COLUMNS AGAINST EACH NAME IN THE TEAM SELECTION. 1ST AND 2ND MARKINGS. THE 1ST MAN TO MAN MARKING IS HALF COURT PRESS. BOTH ARE USED FOR FULL COURT PRESS. HALF COURT PRESS ---------------- THIS MAN TO MAN MARKING ONLY TAKES PLACE IN YOUR HALF WHEN THE OPPOSITION HAS THE BALL. ZONAL MARKING IS USED AT ALL OTHER TIMES. FULL COURT PRESS ---------------- MAN TO MAN MARKING MARKING IS USED OVER THE WHOLE COURT WHEN THE OPPOSITION HAVE THE BALL. ZONAL MARKING IS USED OTHERWIS/`tE. 7.43 QUICK DEFENCE - WHEN SELECTED THIS ICON DISPLAYS A MENU 7.431 ZONAL MARKING - THIS WILL CLEAR ALL MAN TO MAN MARKING 7.432 HALF COURT PRESS - THIS WILL CLEAR ALL 2ND MAN TO MAN MARKING AND WILL SET UP AUTOMATICALLY 1ST MAN TO MAN MARKING. THE MARKINGS CAN BE CHANGED. MOVE THE POINTER TO THE MARKING AND PRESS FIRE BUTTON. THE MARKINGS WILL CYCLE THROUGH. 7.433 FULL COURT PRESS - THIS WILL SET UP BOTH 1ST AND 2ND MAN TO MAN MARKING * IST MAN TO MAN MARKING IN DEFENCE HALF *0, 2ND MAN TO MAN MARKING IN ATTACKING HALF CHANGE MARKINGS AS IN [7.432] 7.5 STATS - THERE ARE 3 TYPES OF STATS. ATTRIBUTES / SKILLS / MATCH WHENJ THE STATS ICON IS SELECTED, THE ATTRIBUTES OF THE WHOLE TEAM WILL BE DISPLAYED. THERE IS THE OPTION TO SEE EITHER THE SKILLS OR MATCH STATS OR QUIT DURING QUARTER TIME, MATCH STATS WILL BE DISPLAYED WITH THE OPTION TO SEE THE ATTRIBUTES AND SKILLS STATS IF SO DESIRED. 7.51 DUE TO THE LACK OF SPACE, THE HEADINGS IN ATTRIBUTES,SKILLS AND M1fATCH ARE ABBREVIATED AS FOLLOWS... ATTRIBUTES AGE AGE HEIGHT HGT FLAIR FLR PACE PAC STAMINA STM COMPOSURE COM SKILLS DRIBBLING DRB STEALING STL SHOOTING SHT PASSING PSG JUMPING JPG MATCH STEAL STL INTERECEPT INT ASSIST AST BASKETS SCORED BSK GOOD PASSES GDP BAD PASSES BDP BASKET % 2: BSP INTERCEPT IS THE SUCCESS A PLAYER HAD IN BLOCKING A PASS. ASSIST IS THE HELP GIVEN BY A PLAYER IN PASSING THE BALL TO ANOTHER PLAYER WHO IS IN POSITION TO SHOOT AT THE BASKET. 8.0 -TACTICS DESIGNER - TACTICS DESIGNER GIVES YOU THE FACILITY TO DESIGN YOUR OWN TACTICS. BEAR IN MIND THAT WETHER MAN TO MAN MARKING IS GOING TO BE USED AND WETHER ONE PLAYER IS PLAYING IN POSITION. THE QUALITY OF THE PLAYERS IMPLEMENTING THE DESIGNED TACTICS SHOULD ALSO BE BORN IN MIND. TACTICS PL 3ꑧAY A VITAL PART IN THE GAME OF BASKETBALL. USED WITH CARE, EVEN AN ORDINARY TEAM CAN HAVE AN EDGE ON A TEAM PACXKED WITH STARS. THE DESIGNS MENU CONSISTS OF THE FOLLOWING; 8.1 DISK - THIS DISPLAYS THE FOLLOWING - 8.11 LOAD FILE - AN EXISTING TACTICS CAN BE LOADED FOR MODIFICATION. INSERT EITHER PROGRAM DISK 2 OR DATA DISK. THE DIRECTORY OF THE CURRENT TACTICS WILL BE DISPLAYED. 8.12 SAVE FILE - A DESIGNED TACTICS CAN BE SAVED ON A PRE-FORMATTED DATA DISK UNDER A GIVEN FILE NAME.!s 8.13 DELETE FILE - ANY FILE CAN BE DELETED FROM THE DISK. SELECT THE FILE NAME FROM THE DIRECTORY AND THEN SELECT `DELETE FILE` OPTION. 8.14 DIRCETORY - DISPLAYS THE DIRECTORY OF THE TACTICS ON THE PROGRAM DISK OR THE DATA DISK. 8.15 [DONE] - QUITS THE DISK OPTIONS 8.2 [DEFENCE]- IT SHOWS THE 8 NUMBERED BLOCKS 1-8 REPRESENTING THE COURT. THE MOVEMENT OF THE BALL IS FROM TOP TO BOTTOM. SELECT ANY SQUARE SAY No3. THIS REPRESENTS THE POSITION OF THE BALL IN THAT SQUARE. NOW SELECT  5$ITH A HIGH PACE AND LOW STAMINA WILL TIRE QUICKLY WHEREAS A PLAYER WITH POOR SHOOTING SKILLS WILL NOT GET A BASKET VERY OFTEN IF TACTICS REQUIRES NO 5 TO DO THE SHOOTING,YOU SHOULD ENSURE THAT THE PLAYER PLAYING IN THAT POSTION HAS GOOD SHOOTING SKILLS AND A GOOD JUMPING ATTRIBUTE. 4.1 ATTRIBUTES. AGE HEIGHT FLAIR PACE STAMINA COMPOSURE FLAIR - A PLAYER WITH A HIGH DEGREE OF FLAIR TRIES TO PLAY INDIVIDUAL GAME RATHER THAN A TEAM GAME. HE WILL ATTEMPT TO SHOOT AT THE  6.oBASKET FROM A DISTANCE RATHER THAN PASS TO ANOTHER PLAYER. COMPOSURE - A PLAYER WITH GOOD COMPOSURE IS NOT PANICKED INTO MAKING A PASS OR SHOT DUE TO PRESSURE FROM THE OPPOSITION. A CONTROLLED PLAYER NATURALLY DOES NOT HAVE COMPOSURE BUT THE COMPUTER PLAYERS DO.IF A PLAYER IS PLAYING IN POSITION,THEN THE REST OF THE TEAM,BEING COMPUTER CONTROLLED AND PLAYING ACCORDING TO PRE-DETERMINED TACTICS WILL HAVE THE COMPOSURE ATTRIBUTE. 4.2 SKILLS. DRIBBLING STEALING SHOOTING PASSI7dqNG JUMPING 4.3 SELECTING NUMBER OF PLAYER. 1 TO 4 PLAYERS CAN PLAY THE GAME.SELECT THE BOX AND PRESS THE FIRE BUTTON. 5.0 CONTROLS. AMIGA - ST JOYSTICK ONLY AMIGA AND ATARI ST - FOR MORE THAN 2 PLAYERS TO PLAY, A SPECIAL JOYSTICK ADAPTOR IS REQUIRED. STE - PORTS 1 TO 4 CAN BE USED. 6.0 KIT COLOUR. THE CURRENT KIT COLOUR OF THE CURRENT 16 TEAMS FOR THE LEAGUE AND TEAMS `A` AND `B` WILL BE DISPLAYED. TEAMS `A` AND `B` ARE FOR THE SINGLE GAME ONLY. IF YOU WISH TO CHANGE THE KI8'T COLOUR OF ANY TEAM,SELECT THE TEAM,PRESS THE FIRE BUTTON REPEATED TO CYCLE THROUGHT THE COLOURS. IF 2 TEAMS HAVE THE SAME COLOUR THE AWAY TEAM DEFAULT TO WHITE. 7.0 SQUAD SELECTION. THE COACH TAKES 10 PLAYERS TO A MATCH FROM A SQUAD OF 12 PLAYERS.THE DETAILS OF THE ATTRIBUTES AND SKILLS OF EACH PLAYER AND HIS NUMBER IS SHOWN AGAINST EACH NAME.DUE TO LACK OF SPACE,THE HEADINGS OF THE ATTRIBUTES AND SKILLS HAVE BEEN ABBREVIATED.PLEASE SEE (7.51 FOR FULL DESCRIPTION OF THE ABBREVIAT9IONS) 7.11 SELECTING THE SQUAD. THE 1ST 10 LAYERS IN THE LIST ARE SELECTED AS THE TEAM TO GO TO THE MATCH.TO REPLACE A PLAYER,SELECT THE PLAYER TO BE REPLACED AND PREE THE F.B(FIRE BUTTON). NOW SELECT THE NAME IN POSITION 11 AND 12 AND PRESS THE F.B. THE PLAYERS WILL EXCHANGE PLACES. THE FOLLOWING ICONS ARE SHOWN ON THE SCREEN. 7.12 SQUAD. THIS OPTION ALLOWS YOU TO LOAD A NEW SQUAD EITHER FROM THE DATA BANK OF TEAMS SUPPLIED OR FROM THE DATA DISK CONTAINING TEAMS CREATED USING `CRE:NATE TEAM` OPTION. 7.121 ON SELECTING `SQUAD` OPTION, THE FOLLOWING DISK OPTIONS WILL BE SHOWN. LOAD FILE SAVE FILE DELETE FILE DIRECTORY DONE 7.122 SELECT LOAD FILE OPTION SELECT LOAD FILE OPTION.THIS WILL DISPLAY THE DIRECTORY OF THE SQUAD IN THE DATA BANK OR ON THE DATA DISK.SELECT THE SQUAD YOU WISH TO LOAD AND PRESS F.B.NEW SQUAD WILL BE DISPLAYED,IF YOU WISH TO CHANGE THE OPTION AGAIN,USE `SQUAD` OPTION AGAIN. 7.13 TACTICS THIS OPTION ALLOWS YOU TO REPLACE ANY OR ALL OF THE ;T^16 TACTICS IN THE CURRENT MATCH TACTICS FILE. 7.121 ON SELECTING THE OPTION,THE SAME OPTIONS AS IN 7.121 WILL BE DISPLAYED,SELECTED LOAD FILE OPTION. THE DIRECTORY OF TACTICS IN THE DATA BANK ON DISK 2 OR TACTICS DESIGNED USING THE TACTICS DESIGNED STORED ON THE DATA DISK WILL BE DISPLAYED. 7.132 SELECT THE TACTICS YOU WISH TO REPLACE AND PRESS F.B. SELECT THE REPLACEMENT TACTICS FROM THE DIRECTORY AND PRESS F.B WHEN ALL THE TACTICS YOU WISH TO REPLACE HAVE BEEN REPLACED,SELECT `DOj8/L Pos ; COURT POSITION LG ; LEFT GUARD RG ; RIGHT GUARD C ; CENTRE L.F ; LEFT FORWARD R.F ; RIGHT FORWARD P ; PLAYING IN POSITION M1 ; MARK 1 M2 ; MARK 2 FTG ; FATIGUE AS PERCENTAGE, 100% IS INJURED FLS ; NUMBER OF PERSONAL FOULS F/O ; THIS INDICATES THAT THE PLAYER IS FOUL OUT AND IS NOT ALLOWED ON THE COURT. 7.21 THE FOLLOWING ICONS ARE ALSO SHOWN 7.211 TACTICS THERE ARE 16 TACTICS AVAILABLE. FIRST 8 OF THESE TACTCS ARE CURRENT TACTICS AND THE REMAINDER ARE RE)5sSERVE TACTICS. ANY TACTICS IN THE CURRENT TACTICS BANK CAN BE REPLACED BY A TACTICS IN THE RESERVE BANK.SELECT TACTICS TO BE REPLACED AND PRESS F.B. THEN SELECT THE REPLACEMENT TACTICS AND PRESS F.B. SELCT `DONE` TO RETURN TO THE `SELECT TEAM` MENU. THESE MENUS ARE ONLY USED WHEN ZONAL MARKING IS USED AND WHEN ATTACKING THE OPPOSITION BASKET. 7.212 QUICK DEFENSE. THIS AUTOMATICALLY SETS UP THE MARKINGS DEPENDING ON SELECTION MADE. FULLER EXPLANATION IS GIVEN IN 7.43 7.213 STATS PLE#0G>$4NfNF6vv&ֿQ9JP2"tPw42"WffctXO-4եM[juVF.?(+2 aȌG2DA„G F˞OA:yh<3ǑNX{Ip,p#}cJ<$v; ~2 0l$ 33@*<E#5CF?[C)RŠ.E`@cAgE0@0я*Xt3C*HcGN TU$T RWRUbhG$|D5u oԇ3y1G0.#NZYe)F?̪:a E@R#B![FA8u4$1CZШQ󂈮6\NTX:~@$DAHE SKILLS OF AN INDIVIDUAL PLAYER. BASKETBALL IS A GAME OF MAXIMUM PARTICIPATION. NO PLAYER IN EITHER TEAM IS RESTRICTED FROM GETTING THE BALL WHENEVER IT IS IN PLAY.PLAYERS ARE FREE TO OCCUPY ANY PART OF THE COURT AND FREE TO MASTER. IT REQUIRES FITNESS,SKILL,DEXTERITY,AGILITY AND ALERTNESS AND ABOVE ALL ANTICIPATION BECAUSE THE GAME IS A TEAM GAME AND A PLAYER MUST FIT INTO THE TEAM PLAY. EACH PLAYER ON THE COURT IS AN INDIVIDUAL WITH A UNIQUE COMBINATION OF ATTRIBUTES AND SKILLSB. THE SKILL LEVEL IN VARIOUS DEPARTMENTS LIKE DRIBBLING,SHOOTING,PASSING ECT DEPENDS ON THE SKILL LEVEL AT WHICH THE GAME IS BEING PLAYED. A HOST OF PLAYING OPTIONS ARE PROVIDED. ONE OF THE MOST USEFUL IS THE ABILITY TO SET AN INDIVIDUAL SKILL LEVEL OF THE TEAMS PLAYING AGAINST EACH OTHER. OTHER USEFUL OPTIONS ARE. ------------------------- FACILITY TO DESIGN YOUR OWN TACTICS,CREATE YOUR OWN TEAM AND WATCH ACTION REPLAYS. 1.1 GENERAL. ------------ THE PROGRAM IS RECORDER ON 2 DISKCܺRS, THE SECOND DISK IS NOT PROTECTED. YOU ARE ADVISED TO FORMAT A DISK AND USE A GENERAL COPIER TO COPY THE SECOND DISK. YOU CANNOT WRITE TO DISK 2. BUT YOU WILL BE ABLE TO WRITE TO YOUR COPIED DISK 2. THE COPIED DISK CAN THEN BE LEFT IN THE DRIVE TO SAVE LEAGUE DATA ECT..ie USED AS A DATA DISK. IF YOU DO NOT USE A COPY DISK,A FORMATTED DISK WILL BE REQUIRED FOR SAVING LEAGUE DATA AND OTHER DATA ie SQUADS,TACTICS ect... 1.11 FORMATTING A NEW DISK. --------------------------- ANY DISKD;A CAN BE USED FOR FORMATTING(OLD OR NEW) TO BE RE-USED THE DISK MUST BE FORMATTED YOU WILL FIND THE INFORMATION ON HOW TO FORMAT A DISK IN THE MANUAL SUPPLIED WITH THE COMPUTER. 2.0 MAIN MENU. -------------- 2.1 SINGLE GAME A SINGLE GAME CAN BE PLAYED BETWEEN A PLAYER AND THE COMPUTER OR BETWEEN 2 PLAYERS. TWO PLAYERS CAN TEAM UP AGAINST THE COMPUTER OR AGAINST ANOTHER PLAYER OR TWO PLAYERS. 2.2 THE LEAGUE THERE ARE 2 TYPES OF LEAGUES,THE LEAGUE CHAMPIONSHIP REQUIRES CONSISTENT EXCEELLENCE. THERE IS A LOAD AND SAVE GAME FACILITY. 2.3 DEMO GAME THIS OPTION SHOWS THE COMPUTER VERSUS COMPUTER GAME AT ANY SKILL LEVEL. 2.4 CREATE TEAM EACH PLAYER IN THE TEAM IS CREATED FROM A TOTAL POOL POINTS. THE POOL POINTS ARE ASSIGNED TO VARIOUS ATTRIBUTES AND SKILLS. WHILE CREATING SUCH A TEAM,IT IS IMPORTANT THAT THE SET OF TACTICS USED ARE APPROBRIATE TO THE CREATED TEAM. AN ASTUTELY DESIGNED TEAM WITH A SUITABLE TACTICS FOR THE TEAM TO EXPOLIT CAN BE A DEADLY MIXTURE. 2FFJ.5 DESIGN TACTICS ENABLES A COMPRHENSIVE DESIGN OF TACTICS IN DEFENSE OR ATTACK MODE.A SEQUENCER IS INCLUDED WHICH ENABLES THE DESIGNER TO SEE THE MOVEMENT OF PLAYERS COVERING THE WHOLE COURT. THE FLUIDITY AND THE EFFECTIVENESS OF THE TACTICS CAN BE JUDGED USING THE SEQUENCER. THERE IS A SAVE AND LOAD FACILITY. 2.6 KIT COLOUR THERE ARE 2 COLOURS,THE MAIN COLOUR AND WHITE TRIMMING. THE OPTION ALLOWS YOU TO CHANGE THE MAIN COLOUR. 2.7 PRACTISE THERE IS AN OPTION TO PRACTISE INDIVIDUAGH$L SKILL OR PRACTISE AS A TEAM. TIP OFF JOYSTICK MOVEMENTS HAVE BEEN SPECIALLY DESIGNED FOR EASE OF USE AND IT IS IMPORTANT TO PRACTISE AND LEARN MOVEMENTS BEFORE STARTING A MATCH. THE MODE CAN ALSO BE USED TO TEST TACTICS. THE TEAM PRACTISE CAN BE DONE AT ALL SKILL LEVELS.PASSING SKILLS CAN ONLY BE PRACTISED IN TEAM MODE. 2.8 OPTIONS THIS OPTION MENU ALLOWS YOU TO CHANGE THE GAME ENVIROMENT. THE OPTIONS MUST BE SET BEFORE EXITING THE MAIN MENU. 3.0 - OPTIONS - --------------- THE  HOPTION IN THIS MENU ONCE SET REMAIN OPERATIONAL UNTIL CHANGED.THE DEFAULT CONDITION IS PRINTED IN -BOLD-. 3.1 QUARTER DURATION;2\4\6 AND 12 THE LEAGUE QUARTERS ARE SET AT 4 MINUTES EACH AND CANNOT BE CHANGED. 3.2 GAME SPEED; 50% OR FULL 50% GAME SPEED IS IDEAL WHEN YOU ARE STILL LEARNING HOW TO PLAY THE GAME. 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Balloon Grab onto one of these and you can float about to your heart's desire.You can't use your weapon when your holding the balloon, but you can fire critters and fireballs if you pull down and then press fire. Just pressing fire will pop x*the balloon and allow you to drop back to earth. Ankh This mystic item is very useful if you die because it will allow you to keep all the weapons that you have collected so you can use them in your next life. Unfortunately in doing this is destroys itself. If the countdown reaches zero before you reach the exit you will start loosing energy, unless you havey#- the Ankh. When the timer runs out it will reset, but again you will lose the Ankh. Clock Running out of time? then this is for you. Pick this up and the countdown will reset. Nasty Poison Apart from the dagger this is the only object you'll want to avoid. Gobble this up and you'll lose a whole unit of energy. Yeuk!! JOYSTICK CONTROL: ================= Up Jumz0ڎp / Climb up Down Climb down Left Walk left Right Walk right Fire Hold fire down to buils up power. When you release fire you will use your weapon. If you pull down and then press fire you will release a Fireball or Nasty Critter (if you have collect any). KEYBOARD CONTROL: ================= Space Toggle Fireballs and Nasty Critters. If you are {A6zqstanding next to a bandit or Arcade machine Space will make you enter it. A Up LEFT AMIGA Fire Z Down ALT (ST) Fire X Left F10 Pause / Unpause C Right IN THE BANDIT: ============== Fire Spin reels. F1,F2,F3 Hold reel 1,2 or 3 F4 Clear all holds. Ret|F2urn Exit Bandit. HINTS ON PLAYING: ================= Locate and kill the creature that has the key, then find the exit. If the countdown reaches zero before you get to the exit your energy will be drained. If you have the Ankh you will not lose any health, the countdown will reset but the Ankh will disappear. Take a runup before trying to jump across a wide gab. Explore each level to find hidden objects. Some levels have lages areas off the beaten tr`Zack containing numerous bonuses, well worth searching out! Typed in by M E T A L F O R C E / G O O N I E S 2 0 4 1 ================================================================= Call DanaBoard Goonies WHQ +45 861 13466 Goonies GHQ +49 306 55466 BANDIT: ============== Fire Spin reels. F1,F2,F3 Hold reel 1,2 or 3 F4 Clear all holds. Retu ~GgNp09/$T/*`N` T h lfp`p y1@"/N3 tX L<|N^Nu*. H.Bzh`\V"   &  PWlnQn U1!H 0$/&|$y j0 hf <`pP$S@ $$S | 0u 2[ S"p(N@r N%@$S  |5p"$| 2(HHL Nu pd8  LT ZZxhhhh&&!'((((YH>8 o$ /("o,$o0t@J&h0(yH@<F@(y l dfH(I*I,I$h3X`4(j h(0BB>****X3^vB30o`oooRBV@Sy^fSy`fL``2(XSA6(lg@ $h4(j h(*X:oSE QQ`DQ`8$h4(j hu $.$(*X:SEvB30o RBQQL|pNu ^"62 n2ABAHA HA0 2B@H@Nu B@H@HABA"BtҁрnRAQNu/$ B$HBHAЂH@B@ $Nu/$"a$Nu/$"a $Nu/$lD"pJlDF @an4gD$Nu/ @p$lDF"lDF @aH$gD $Nu /,yLN:,_Nu/,y"o / N.,_Nu&|$y j0 hf <`pP$S@ $$S | 0w k%SfNu\(F~RF<,bN(NFd: ~zrjd`ZR<4.(" vn\RJ \(DL 4  PWlnQn U1tUPy leaping from the water in an attempt to chew your ankles. Red-Backed Knobble- kneed Spiders Found nearly everywhere, these guys are some of Wievallard favourite guardians. Members of the Grim Reaper Training Academy These students haven't quite got the right idea yet. They'll try to take you down to Hades before you're dead. Dancing Flames These fiery friends will try to barbecue anything 3in sight Pointy Tailed Scopions A fast formidable foe, armed with a deadly stingy thingy in its butt. Fearless Pharaohs Guarding their treasures these chaps will do all they can to halt your progress. Baby Dragons Old enough to spew fire but being immature their scales aren't fully developed making them fairly easy to kill. This is not the case when it comes to their motheKr at the end of the Fire Island. Fluffy Killer Clouds Despite their appearance these little blighters are deadly clumps of vapour. Acid Raindrops Blobs of water with seriously corrosive tendencies. And now for the bad guys !!! Greater Fanged Yeti One of Wievallard's first experiments in genetic engine- ering. Taking a hippopotamus and crossing it with a sabre tooth Ved polar bear he created this abomination to protect the northern area of his domain. Celis, Siren of the Seas Because his goldfish were to placid and his piranhas too small, Wievallard employed a terrifying mermaid to guard his coral reefs. Going by the name of Celia she has dazzled men with her beauty, only to dash their hopes and dreams by removing their  jt heads. She'll prove to be a handful! Big Mother Dragon Mother of many baby dragons, this monster is very protec- tive of her offspring. She'll be outraged if you even tread on a measly little spider. By the time you get to her she is bound to be mad! Grand Mummy A while back Wievallard went on a world cruise and brought this mummified moron back from Egypt as a c@ souvenir. Tiring of the mummy's hugging, the evil wizard sent him off to guard the desert lands. Hawk, Guardian of the Wind Island Mr. Hawk used to be a placid kestrel until Wievallard introduced him to anabolic steroids, turning him into an aggressive, irritable, feather bound freak. Wievallard, the evil wizard Despite his immense power and high IQ, Wievallard is a  _l very lonely old man. Rumour has it that his mum was a witch, who tested all her spells on him. Due to this unstable unpredictable he grew to despise all women and didn't like men very much either. Becoming a recluse he decided to learn about the mystic arts that had caused him so many problems as a child. OBJECTS: ======== Each time you kill a creature it  ^Bwill leave behind an object. Key You will need to collect of these on each level to be able to escape through the door. Tokens Collect as many of these as possible for use in the One Armed Bandits and Arcade Machine. Ring 1000 points. Ruby 2500 points. Emerald 5000 points. Diamond 10000 points. Wine 250 points plus 1/4 unit of energy. Apple K 1 unit of energy. Lemon 2 unit of energy. cherry Full energy! Kid's Dagger The weapon you start with. If you have exchanged weapons be careful not to pick this up again. Mighty Axe Longer reach and more powerful than the dagger. Excalibur A meaty sword. Longer reach and more powerful than the axe Shield As long as this icon is in the panel you will not take any dams4age when you get it. Fireballs Usually given in fives, these are great for long range fighting. Pull down on joystick and press fire. Nasty Critters These come in threes, and are operated in the same way as fireballs. The difference is that instead of shooting off horizontally these guys bounce on the ground and are therefore ideal for dropping down onto things. vn NB. TO SWITCH BETWEEN FIREBALLS AND CRITTERS PRESS SPACE. Crown of Kings Collect ten of these babies and get an extra life free of charge. Well, it'll cost you the ten crowns, but it's a bargain. Honest! Big Boots Grap a pair of these and you can trample the bad guys underfoot. Be careful though, you can't use your weapon if your wearing these. Trainers The fantastic neqM|NORE CREATURES SEEMING WEAK AT FIRST, THEY HAVE THE HIGHEST POTENTIAL AND LEARN FASTEST.SO PROTECT THEM AND LOOK AFTER THEM. WHEN THEY HAVEGOT A BIT OF EXPERIENCE THEY`LL BE USEFUL TO YOU. * DONT BE HEAVY ON THE MAGIC,VICTORY DEPENDS UPON IT. BE CAREFUL NOT TO USE UP ALL YOUR MAGICAL POINTS IF THERES A CHANCE OF YOUR DEMOG BEING ATTACKED IN TURN. * SAVAGES ARE A GOOD WAY OF TOUGHENING UP YOUR LEGIONS. BUT DONOT UNDER ESTIMATE THE MINOS AND THE SERPENTS * THE CASTLE IS A SAFETY PLAqN+CE WHERE YOU ARE PROTECTED AGAINST A TELEPORTED SURPRISE ATTACK. REMEMBER YOU ARE VULNERABLE TO YOUR OPPONENTS MAGIC OUTSIDE THE CASTLE. * CASTLE BUILDING IS VERY COSTLY ENTERPRISE. CHOOSE THE SITE CAREFULLY, THE CASTLE CAN BE CUT OFF A PASSAGE FOR THE ENEMY. * AT THE START, YOU MIGHT THINK THE FIREBALL IS MORE USEFUL THAN THE CLUMSINESSOR WEAKNESS SPELLS BUT YOU WOULD BE WRONG.SOME CREATURES ARE MORE SUSCEBTIBLETO LOSS OF ENERGY THAN VITALITY(A MAGICIAN WITH 1 LIFE POINT CAN STIqOFLL THROW AFIREBALL,WITH 1 DEXTERITY POINT HE HAS ONLY 1 IN A 100 OF HITTING YOU. -----------------------------=========================----------------------- THE GODS OF CELTIKA ------------------- CELTIKA IS A WORLD WHERE THE GODS SOMETIMES INTERVENE IN HUMAN AFFAIRS AND MOREOFTEN WHERE FATE OF A KINGDOM IS CONCERNED. IN THE CONFLICT OPPOSSING ESKEL ANDSOGROM, THE GODS HAVE DECIDED TO BE ACTIVELY NEUTRAL SPECTATORS. THIS qPiyMEANS THAT, THERE ARE CERTAIN FUNDAMENTAL RULES THAT EVEN MORE POWERFUL MAGICIANS CANNOT TRANSGRESS WITHOUT INCURRING THE DIVINE WRATH. THE MOST IMPORTANT RULES IS ---------------------------- YOU CANNOT CHANT MORE THAN A CERTAIN DISTANCE FROM A PENTACLE AND ONCE YOU HAVE 8 UNITS WITHIN A CERTAIN AREA, YOU CANNOT CREATE ANYMORE.SO FAR, NO WISE MAN HAS BEEN ABLE TO EXPLAIN THESE RESTRICTIONS. ALL WE KNOW IS ANYONE TRYING TO TRANSGRESS THESE RULES WILL FAIL AND START A HAIL OF LIGHTqQ9/tsNING STROKES STRIKING THE GROUNDAT RANDOM AROUND HIM. -----------------------------=========================----------------------- TYPED IN BY SCOOTER..FOR THE WORLDS NUMBER 1 GROUP --> SKID ROW <-- +-------------------------------------------------------------------------+ | | | THIS FILE HAS PASSED THROUGH | | qRU= IDEA;EAT, AND THEY ARE NOT FUSSY. WHEN THEY GET THEIR HANDS ON AN ENEMY, THEY BEGIN BY TENDERIZING IT WITH HEAVY BLOWS FROM THEIR CLUBS,NOT CARING WHAT THE ENEMY DOES TO THEIR OWN LOOSE FLESH. ONCE THE ENEMY IS COOKED(IN OTHER WORDS DEAD) THEY EAT IT ON THE SPOT. IT IS THE ONLY TACTIC THAT THEIR TINY BRAINS HAVE DEVELOPED,BUT IT IS FATALY EFFECTIVE. SKELETONS --------- THEY ARE THE REST OF DEMOGS APPRENTICES WHO HAVE FAILED THEIR SUICIDE MISSIONS THAT WERE DISCUSSED EARLIER. BEING q=]uVERY SENTIMENTAL THE DEMOG LOVES TO SURROUND HIMSELF WITH SKELETONS OF HIS MOST FAITHFUL STUDENTS. THE SKELETONS HAVE PRESERVED THEIR MAGIC AND COMBAT APTITUDES.FINALLY, THEIR FIDELITY AND THEIR CRITICAL LACK OF SPIRIT ENDEARS THEM TO THE DEMOG. DRAGONS ------- THE BREATH OF THESE MONSTERS HAS REDUCED MANY KNIGHTS TO ASHES.WITH A WINGSPAN OF MORE THAN 18 FEET, A DRAGON CAN QUICKLY CROSS VAST DISTANCES. THE PROMISE OF GIVING THEM SPOILS OF GOLD PIECES PERMITTED THE DEMOG TO UNITEq>?nd{ THESE WINGED CREATURE. THEIR ARMOUR COUPLED WITH THEIR PHYSICAL FORCE MAKE THEM FEARSOME WARRIORS WHO RARELY MEET FAILURE. DEMONS ------ SYNONYMOUS WITH FEAR AND DESCLATION,EVEN THE DEMOG HIMSELF RARELY PRONOUNCES THIS NAME.DEMONS ARE THE ABSOLUTE QUINTESSENCE OF EVIL AND THE INVOCATION OF ONE SUCH BEING IS VERY COSTLY IN MAGIC. EQUIPPED WITH POWERS AND A `DEMONICAL` STRENGTH, THEY DO NOT KNOW DEFEAT. THEY ONLY OBEY THE DEMOG BECAUSE OF THEIR COMMON INTERESTS. WHEN THE DEMOG IS VICq?~jTORIOUS, THEY WILL NOT HESITATE TO ASK FOR THEIR SHARE OF THE SPOILS(PAYABLE IN INNOCENT SOULS) ESKELS TROOPS ------------- SOLDIERS -------- THE SOLDIERS ARE PRIMARILY PEASANTS ENLISTED BY FORCE(FOR THEIR OWN GOOD) AND POORLY EQUIPPED. THEIR MORALE IS RATHER LOW AND THEY ARE MEDIOCRE FIGHTERS. THEIR ONLY ADVANTAGE IS THEIR LOW INVOCATION PRICE, AND THEY ARE GENERALLY EMPLOYED FRONT-LINE GUARDIANS OF FAR AWAY CASTLES AND AS `q@"PADDING` AROUND THE MORE HIGHLY-TRAINED TROOPS. DO NOT NEGLECT THE FACT THAT THESE MEN LEARN QUICKLY AND THAT IF THEY SURVIVE SEVERAL COMBATS, THEY CAN BECOME VERY POWERFUL. LORDS ----- THE ELITE OF THE CHIVALRY OF THE CELTIC KINGDOM IS UNITED IN THE ORDER. THEY ARE THE SPEARHEAD OF THE CELTIC ARMY. VERY WELL EQUIPPED THEY ARE PROTECTED BY ARMOUR PLATES AND USE THE HEAVY SWORD AND SHIELD. THEY LOOK DOWN UPON MAGIC BELIEVING, BELIEVING IT TO BE A COWARDLY WEAPON. MAGICIANS ---------qA*% THESE YOUNG INTELLECTUALLS ARE ENGAGED IN THE STRUGGLE DUE TO THEIR IDEALISM. SONS OF RICH MERCHANT FAMILIES, THEIR STUDIES IN THE GREAT MAGIC SCHOOLS HAVE MADE THEM MORE SKILLED AT STRUGGLING AGAINST A MIGRAINE THAN A RAVENOUS TROLL.NEVERTHELESS,THEY ARE BETTER SOLDIERS IN COMBAT BECAUSE OF THEIR EQUIPMENT AND FANATICISM. THEIR HABIT OF STUDYING PROVES THAT THEY QUICKLY LEARN NEW SPELLS IF THEY SURVIVE BATTLES. CYCLOPS ------- THE CYCLOPS HAVE A PEACEFUL NATURE. RARE ARE THOSE ENEq,wNLY IF ITS LEGION HAS NOT MADE A STRATEGIC MOVE IN BETWEEN AND THE HEXAGON IS NOT OCCUPIED BY AN ALLY.A SICK,TRANSFORMED OR PARALYSED CREATURE CANNOT BE MADE INVISIBLE. [+ ICON] -LEVEL 9/CURE/COST 70 MP/INDERICT ------------------------------------------ THIS SPELL IS VERY USEFUL TO GIVE BACK STRENGTH TO THE WOUNDED OR ILL UNITS, IF ONE CASTS IT ON A CREATURE IN PERFECT HEALTH ITS LIFE POINTS INCREASE TO ABOVE NORMAL FOR THE DURATION OF COMBAT. A CREATURE CANNOT TREAT ITSELF. THE SPq- +ELL CURES VIRUSES,CONTAGIONS AND POISONS [2 HEARTS /1 INVERSE I CLEAR] -LEVEL 10/VAMPIRSATION/COST 70 MP/INDIRECT ------------------------------------------------------------------------ VERY POWERFUL AGAINST A WARM BLOODED ADVERSARY, THE ONE WHO CASTS THIS SPELL CAN DRAIN THE VICTIMS VITAL ENERGY FOR HIS OWN PROFIT. THE LFE POINTS OF THE CREATURE ARE LOWERED TO 1 WHILE THOSE OF THE ONE WHO CAST THE SPELL INCREASE. NOTE: IF YOU CAST THIS SPELL ON A COLD BLOODED CREATURE OR A BLOODLEq."mSS CREATURE, IT WILL HAVE AN INVERSE EFFECT. A CREATURE CANNOT USE THIS SPELL WHEN IT REACHES 99 LIFE POINTS. [LINK CHAIN ICON] -LEVEL 11/PARALYSIS/COST 100 MP/DIRECT -------------------------------------------------------- THIS HIGH LEVEL SPELL PARALYSES COMPLETELY THE VICTIM WHICH CANNOT FIGHT,CAST SPELL OR MOVE ANYMORE. THE VICTIM BECOMES THEN AN OBSTACLE TO THE PROGRESSION OF ITS ALLIES AND IS AN EASY TARGET FOR ITS ENEMIES. ALL IT CAN DO IS PRAY. [MAGNIFYING GLASS WITH SKULL Iq/b*CON] -LVL 12/DETECTION/COST 50 MP/INDIRECT ------------------------------------------------------------------------ THIS SPELL LETS YOU KNOW WHO IN THE LEGION HAS A CONTAGIOUS DISEASE. WHEN THE SPELL THIS IS CASTED, THE SICK CREATURES ARE INDICATED WITH SMALL SKULLS WHICH RISE ON TOP OF THEM. YOU CAN THEN CHOOSE TO CURE THEM OR SEND THEM TO THE ENEMY. [1 BOLT OF LIGHTNING ICON] -LVL 13/DIVINE IRE/COST 150 MP/INDIRECT ------------------------------------------------------------------q0) VERY USEFUL FOR GETTING RID OF A GROUP OF ENEMIES QUICKLY, THIS SPELL IS QUITE COSTLY AND LESS INTERESTINGAGAIN ONE ALONE OPPONENT. IT HITS ALL THE ENEMIES ON THE TACTICAL MAP, EACH OF THEM LOSING 15 LIFE POINTS. [2 BOLTS OF LIGHTNING ICON] -LEVEL 14/LIGHTNING/COST 100 MP/ INDIRECT --------------------------------------------------------------------- THIS SPELL STRIKES A CREATURE WITH A LIGHTNING BOLT,INFLICTING CONSIDERABLE DAMAGE UPON IT.ONLY THE MOST POWERFUL MONSTERS CAN HOPE q1AlTO SURVIVE A LIGHTNING BOLT.THE 2ND ONE IS ALWAYS FATAL. [SUN LIKE ICON] -LEVEL 15/FATAL FIRE/COST 400 MP/ INDIRECT ---------------------------------------------------------- THIS IS THE ULTIMATE SPELL;IT INSTANTANEOUSLY KILLS AN ADVERSARY ON THE SPOT. IT IS ALSO AN EXTREMLY COSTLY SPELL THAT SHOULD BE RESERVED FOR THE MOST DANGEROUS ENEMIES. -----------------------------=========================----------------------- THE RITUALS ----------- [GRID TYPE ICON WITH CURSOR] -LEVEL 3/q2ΎTELEPORTATION/COST 20 MP -------------------------------------------------------------- ONLY USEABLE ON THE TACTICAL SCREEN,TELEPORTATION LETS YOU INSTANTANEOUSLY PASS FROM ONE LOCATION TO ANOTHER ON THE SCREEN.IT IS VERY USEFUL SPELL FOR ESCAPING IF YOU ARE SURROUNDED OR ATTACKING ENEMY HAND-TO-HAND IF HE IS FAR AWAY. THERE ARE 2 TYPE OF TELEPORTATION; AT A LOW LEVEL OF MAGIC,TELEPORTATION APPLIES ONLY TO THE ONE WHO CASTS SPELLS; AT A HIGH LEVEL, YOU CAN ALSO TELEPORT ALLIES. AFTERq3xo& CLICKING ON THE TELEPORTATION ICON, DESIGNATE THE CREATURE TO TELEPORT BEFORE DESIGNATING THE LOCATION WHICH YOU WILL TELEPORT. [ROBED FIGURE-ARMS OUTSTRETCHED ICON] -LVL 6/INCANTATION/COST -VARIABLE- ------------------------------------------------------------------------ THE INCANTATION IS A VERY CASUAL MAGICAL RITUAL WHICH LETS YOU CALL FRIENDLY CREATURES TO YOUR AID. THE MORE POWERFUL THE CREATURE IS, THE GREATER THE MAGIC COST WILL BE. TO PERFORM THE INCANTATION, YOU MUST BE q4PON THE TACTICAL SCREEN IN A SPACE ADJACENT TO A PENTACLE(A PENTACLE IS A SPACE CONTAINING A CIRCLED STAR). CLICK ON THE MAGICIAN, THEN ON THE DEPENDING ON INCANTATION ICON. THE MAGICIANS LEVEL AND THE NUMBER OF MAGIC POINTS THAT YOU HAVE;THEN CHOOSE THE CREATURE THAT APPEARS ON THE PENTACLE. NOTE: ONLY 8 CREATURES CAN BE PRESENT ON THE TACTICAL SCREEN AT ONE TIME. BE CAREFUL;ATTEMPTING TO PEFORM INCANTATION 9 UNLEASHED THE ANGER OF THE GODS. [1 LARGE FIGURE-1 SMALL FIGURE ICON] LVL q5[J6/TRANSFORMATION/COST VARIABLE ----------------------------------------------------------------------- TRANSORMATION IS VERY USEFUL FOR SURPRISING AN ADVERSARY.FOR EXAMPLE, IT CAN TRANSORM A SIMPLE SOLDIER INTO A CYCLOP. THE TRANSFORMED CREATURE ASSUMES THE CHARACTERISTICS OF NEW FORM THIS TRANSFORMATION ONLY LASTS FOR 1 COMBAT. WHEN YOU RETURN TO THE STRATEGIC SCREEN, THE CREATYURE CHANGES BACK TO ITS ORIGINAL FORM. YOU DONT KEEP THE EXPERIENCE GAINED UNDER YOUR NEW FORM. A TRANSFORq6MED CHARACTER CAN BE RE-TRANSFORMED. -----------------------------=========================----------------------- THE PEOPLE OF CELTIKA --------------------- THE SAVAGES THE KOBOLDS ----------- THE KOBOLDS CONSTITUTE THE MAJORITY OF THE LOCAL POPULATION. HUMANS BY ORIGIN, THE KOBOLDS MUTATED BECAUSE OF THE CONTACT WITH MAGIC. OVER GENERATIONS, THEY HAVE BECOME HALF-HMAN,HALF ANIMAL. WORSHIPPING MAGIC LIKq!FjRTANT DETAIL:THE CROMLECHS ARE THE SAVAGES ENTRY DOORS TO THE ISLANDS. IF YOU OCCUPY THEM, YOU CAN AVOID THE INRUSION OF NEW SAVAGE LEGIONS. DONT FORGET THAT OCCUPYING THE CROMLECHS INCREASES YOUR MAGIC LEVEL BY 2 ADDITIONAL LEVELS, AND GIVES 150 POINTS OF MAGIC PER TURN. CASTLES ------- THE CASTLES HAVE 2 PRIMARY FUNCTIONS. THEY ARE DEFENSIVE BUILDINGS AS WELL AS ADDITIONAL SOURCES OF MAGIC. AS A PLACE OF DEFENSE, THE CASTLE PRESENTS SEVERAL ADVANTAGES. * THE CASTLES OWNER CAN CAq"$ZLL UPON NEW TROOPS DURING COMBAT . * THE CASTLE AND ITS IMMEDIATE SURROUNDINGS ARE PROTECTED AGAINST MAGIC COMING FROM THE OUTSIDE(THE ATTACKER CANNOT USE MAGIC:HE MUST TAKE THE CASTLE USING HAND-TO-HAND COMBAT) * THE TROOPS INSIDE THE CASTLE HAVE THE ADVANTAGE OF THE FIRST SHOT WHEN THEY ARE ATTACKED BY EXTERIOR TROOPS. THE CASTLES SECOND INTEREST: IT SUPPLIES 50 MAGIC POINTS TO THE OWNER PER TRUN BUT REMEMBER THAT BUILDING A CASTLE COSTS 2000 POINTS AND CAN ONLY BE CONSTRUCTED ONq#6 A PLAIN. -----------------------------=========================----------------------- TEXTBOOK OF MAGIC ----------------- SPELLS ------ TO OPEN THE BOX OF SPELL ICONS, YOU CAN CLICK TWICE ON A MAGICIAN(HAVING AT LEAST ONE LEVEL AND POINTS OF MAGIC) OR CLICK ONCE ON THE MAGICIAN(YOUR CURSOR WILL CHANGE TO A BOOT) MOVE THE CURSOR TOWARDS THE TOP OF THE SCREEN AND YOU WILL SEE THE SPELL ICONS APPEAR. TO CHOOSE A SPELL, CLICK ON THE CORRESPONDING ICON. YOU CAN CANCEL A SELECTION BY PRq$2ESSING THE RIGHT MOUSEBUTTON. [FIREBALL ICON] -LEVEL 1/FIREBALL/COST 5 MP.DIRECT- --------------------------------------------------- THIS SPELL IS THE MAINSTAY OF THE MAGICIAN. ITS THE FIRST REALLY POWERFUL SPELL CONFIDED TO THE MAGIC STUDENTS WHEN THEY LEAVE SCHOOLS. IT IS POSSIBLE TO SHAPE A PARCEL OF MAGIC ENERGY INTO A FIREBA;; THE SIZE OF A GRAPEFRUIT, WHICH THE MAGICIAN DIRECTS. IT IS NOT VERY COSTLY (5 MAGIC POINTS) AND CAN KILL A WEAKENED ADVERSARY. ITS ONLY INCONVENIENCEq%7 IS THAT IT IS STOPPED BY ANY OBSTACLE IN ITS PART. ON TOP OF THIS, THIS SPELL DOES`NT ALWAYS WORK,SUCCESS DEPENDS ON THE THROWERS SKILL. [MUSCLED ARM ICON] -LEVEL 2/WEAKNESS/COST 5 MP/DIRECT- ------------------------------------------------------ AS ITS NAME INDICATES,THIS SPELL WEAKENS THE VICTIM.,DIMINISHING THE DAMAGE THAT HE INFLICTS DURING COMBAT. ITS USEFULNESS IS EQUIVALENT TO THE CLUMSINESS SPELL.APPLIED IN MASSIVE DOSE, THIS SPELL CAN CAUSE THE DEATH OF CREATURES THAT AREq&) ALREADY NATURALLY WEAK. [RAISED HAND ICON] -LEVEL 3/CLUMSINESS/COST 5 MP/DIRECT- -------------------------------------------------------- THIS SPELL IS ESPECIALLY USED BY THE MISCEVIOUS MAGICIANS WHO WANT TO LAUGH AT THE EXPENSE OF THE TRAY BEARING INN-KEEPERS, BUT IT CAN/HAS A CERTAIN USEFULNESS IN COMBAT.IN FACT, ANY CREATURE THAT FALLS VICTIM TO THIS ENCHANTMENT IS SEIZED BY THE IRREPRESSIBLE TREMBLING AND HIS DEXTERITY DIMINSHES. HIS SKILL IN COMBAT IS THEREFORE GREATLY REDUCEDq'o, WHICH CAN HAVE FATAL CONSEQUENCES. AN UN OBSTRUCTED FROM THE MAGICIAN TO THE TARGET IS NEEDED [BROCKEN MASK ICON] -LEVEL 4/INEXPERIENCE/COST 50 MP/DIRECT ----------------------------------------------------------- THIS SPELL GIVES AMNESIA TO THE TARGET; THE CREATURE FORGETS ALL THAT IT LEARNED DURING THE PROCEEDING BATTLES. THE VICTIM LOSES A PART OF THE BENEFITS THAT HE COULD DRAW UPON FROM HIS EXPERIENCE(GAINS IN STRENGTH,DEXTERITY AND MAGIC LEVEL). THIS LOSS IS PERMANENT. THIS q(8SPELL IS PARTICULARY EFFECTIVE AGAINST MAGICIANS AND EXPERIENCED WARRIORS. [6 POINTED STAR ICON] -LEVEL 5/FORGETFULNESS/COST 500 MP/DIRECT --------------------------------------------------------------- THIS SPELL IS MORE SPECIALISED AND MORE POWERFUL THAN THE PROCEDING SPELL,THE VICTIM TOTALLY FORGETS HIS MAGICAL KNOWLEDGE AND BECOMES INCAPABLE OF USING MAGIC DURING COMBAT. IF THE ONE WHO CASTS THIS SPELL FAILS, THE VICTIM LOSES A MAGIC LEVEL ANYWAY. [POISON BOTTLE ICON] -LEVEL 6/q);VICIOUSNESS/COST 40 MP/IN-DIRECT -------------------------------------------------------------- THIS SPELL IS A TRUE HORROR;THE VICTIM SUFFERS FROM VIOLENT(BUT NOT CONTAGIOUS)ILLNESS THAT IS ONLY CURED BY A CURE SPELL. THE VICTIM LOSES 5 LIFE POINTS EVERY TURN. THIS ILLNESS ONLY WORKS ON A TACTICAL SCREEN. [2 MEN WITH SKULL BELOW THEM ICON] -LEVEL 7/CONTAGIOUNESS/COST 50 MP/INDIRECT ----------------------------------------------------------------------------- THIS SPELL IS THE CONTq*†4LAGIOUNES COUNTERPART OF THE VICIOUSNESS SPELL. IF IT DOES NOT DIRECTLY CAUSE DEATH, IT IS VERY CONTAGIOUS AND TANSMISSABLE BY SIMPLE CONTACT. ANY FRIEND OR ENEMY PASSING BY THE SICK CREATURE IS SUSCEPTIBLE TO CONTRACTING THE VIRUS. THE OPPOSITE OF VICIOUSNESS, THIS SPELL IS ONLY ACTIVE OUTSIDE OF TACTICAL COMBATS AND STOPS WHEN THE VICTIM HAS 1 LIFE POINT LEFT, MAKING HIM EASY PREY. IT IS A SPELL THAT MUST BE HANDLED WITH CAUTION SINCE IT CAN BE REFLECTED ONTO THE SPELL CASTER. HEREq+ܞ AGAIN, A CURE SPELL CURES THE INFECTED CREATURE. [MAN SURROUNDED BY DOTS ICON] -LEVEL 8/INVISIBILITY/COST 60 MP/PERSONAL ----------------------------------------------------------------------- THIS SPELL IS VERY EFFECTIVE FOR SUBTRACTING SOME TIME FROM THE ENEMY ATTACKS. IN FACT,THE AIMING CREATURE DISAPPEARS AND CAN NO LONGER BE ATTACKED.HOWEVER, THE INCONVENIENCE IS THAT IT CAN NO LONGER ACT ON THE OUTSIDE. THIS SPELL LASTS 9 TURNS THEN THE CREATURE RE-APPEARS IN THE SAME PLACE Oq{IePELLS,YOU MUST HAVE AT LEAST A MAGIC LEVEL OF 1. EACH LEVEL HAS A CORRESPONDING SPELL. THERE ARE 15 LEVELS. IT IS POSSIBLE TO INCREASE THESE MAGIC LEVELS BY GAINING EXPERIENCE OR PENETRATING A PENTACLE HEXAGON. CERTAIN SPELLS CAUSE A TEMPORARILY LOSS OF PART OR ALL MAGICAL LEVELS, IN THIS CASE YOU CANNOT USE THE CORRESPONDING SPELLS. [HEART ICON] -LIFE POINTS- -------------------------- LIFE POINTS MEASURE EACH CREATURES VITALITY. AT ZERO[0] THE CREATURE DIES,EACH CREATURE RECUPERAq{TES FROM HIS WOUNDS MORE OR LESS QUICKLY BETWEEN COMBATS. UNITS CAN ALSO REGAIN LIFE POINTS FROM SPELLS. THE ORANGE BAR ABOVE THE UNIT REPRESENTS ALSO LIFE POINTS. [ARROW POINTING DOWN] -LEAVE THE TACTICAL SCREEN- ------------------------------------------------- YOU CAN ONLY RETURN TO THE STRATEGICAL SCREEN IF THERE ARE NO ENEMIES ON THE TACTICAL SCREEN. ONCE YOU HAVE COMPLETED ALL THE ACTIONS DESIRED ON THE TACTICAL SCREEN, CLICK ON THIS ICON TO RETURN TO THE GLOBAL MAP. COMPUTERqYG CONTROL ---------------- BY CLICKING ON THIS ICON YOU GIVE CONTROL OF YOUR TROOPS TO THE COMPUTER FOR THE DURATION OF THE COMBAT. THIS WILL MANAGE YOUR TROOPS UNTIL YOUR ENEMY IS DESTROYED. YOU CAN THEN TAKE OVER. BY PRESSING `ESC` THE COMPUTER GIVES BACK THE CONTROL TO YOU AT THE END OF THE NEXT TURN. [SAND GLASS ICON] -FAST/SLOW GAME- ---------------------------------- THE DEFAULT CHOICE IS SLOW. IN THIS TYPE OF GAME THE ANIMATIONS OF THE CHARACTERS ARE NUMEROUS BUT THE COMBATS Lq 1TAST LONGER. YOU CAN SWITCH FROM SLOW GAME TO FAST GAME BY CLICKING ON THIS ICON. [O.K ICON] -PASS A TURN- ------------------------ WHEN YOU HAVE COMPLETED A TURN, YOU MUST PASS YOUR TURN BY CLICKING ON THIS ICON. THE TURN IS PASSED AUTOMATICALLY WHEN ALL THE POSSIBLE ACTIONS HAVE BEEN DONE. NOTE: THAT WHEN YOU ARE ALONE ON THE TACTICAL SCREEN, YOU SHOULD`NT PASS YOUR TURN: YOU CANEXECUTE AS MANY ACTIONS AS YOU WISH. -----------------------------====================-----------------qȔ7\----------- FUNCTION KEYS ------------- A CERTAIN NUMBER OF KEYS CAN BE USED TO ALTER THE GAME PARAMETERS ONLY IF YOU ARE IN TACTICAL MODE. P..........PAUSE/PRESS P AGAIN TO CONTINUE SPACE......SELECTS AUTOMATICALLY THE LAST SPELL YOU HAVE CASTED. YOU MUST HAVE THECURSOR ON A MAGICIAN WHO CAN CAST THIS SPELL AND CLICK TWICE WHILE HOLDING DOWN THE SPACE BAR. CRTL+DEL...THESE 2 KEYS,USED ONLY IN TACTICAL MODE,LET YOU QUIT A DESPERATE COMBAT BY DESTROYING YOUR LEGION COMPLETELY. THqɥKIS MAKES YOU SAVE TIME WHEN THE ISSUE OF THE COMBAT IS ANYWAY FATAL. F1.........THIS KEY HAS THE SAME FUNCTION AS THE SANDGLASS. IT SWITCHES FROM SLOW GAME TO FAST GAME. F2.........THIS KEY LETS YOU USE AUTOMATICALLY ALL UNITS AROUND THE PENTACLE, IT CANNOT BE USED IN COMBAT. IT IS USEFUL, COMBINED WITH THE SPACE BAR, TO CREATE LEGIONS OF THE SAME TYPE QUICKLY. FOR THIS ,PROCEED AS FOLLOWING: BY KEEPING THE SPACE BAR AND THE F2 KEY PRESSED SIMULTANEOUSLY AND BY CLICKING TWICE ON THqa4E MAGICIAN WHO CAN CHANT,YOU WILL CREATE A CREATURE SIMILAR TO THE ONE CREATED BEFORE. BY KEEPING THE F2 KEY PRESSED YOU ACTUALLY FREE THE PENTACLE. IF YOU HAVE`NT GOT ENOUGH POINTS OF MAGIC TO REPEAT THE PROCESS, YOU WILL HAVE TO CHOOSE A NEW RACE. F3.........BY PRESSING THIS KEY YOU ACTIVATE THE FLASH MODE OF THE CHARACTER. THE UNIT UNDER YOUR MOUSE CURSOR WILL FLASH IF IT STILL HAS ACTION POINTS TO SPEND. F4.........THIS MODE LETS YOU CHOOSE THE CLIKCING MODE ON THE TACTICAL SCRqEEN YOU HAVE THE CHOICE BETWEEN 2 MODES. CLICKING ON THE UNIT, OR MOVING THE CURSOR ON THE HEXAGON. F5.........THIS KEY LETS YOU CUT OUT THE ANIMATIONS DURING TACTICAL BATTLES WHICH MAKES THE GAME FASTER. F7.........THIS KEY LETS YOU CUT OUT THE BACKGROUND MUSIC OF THE TACTICAL SCREENS WHILE KEEPING THE SOUND EFFECTS. ---------------------------===========================----------------------- MAGIC PLACES ------------ IN THE WORLD OF CELTIC LEGENDS,MAGIC EXISTS AS A NATURAL FORCqE. THE ORIGIN OF THIS FORCE IS IN THE CENTER OF THE PLANET. THOSE WHO KNOW HOW TO USE MAGIC ACCESS TERRIFYING OR MARVELLOUS POWERS. THE MAGIC SCREAMS FORTH FROM SOURCES IN VERY PRECISE PLACES. THERE ARE NATURAL SOURCES CALLED CROMLECHS WHICH HAVE BEEN WORSHIPPED BY SAVAGES FOR GENERATIONS. THERE ARE ALSO ARTIFICIAL SOURCES CREATED BY MAN INSIDE OF FOTIFIED CASTLES.FINALLY, THERE IS ALSO A CERTAIN QUANTITY OF MAGIC IN THE ATSMOSPHERE WHICH IS USED BY ALL MAGICIANS. THE MAGICIANS ACTqͱ AS A SORT OF MAGIC BATTERY AND ACCUMALATE ENERGY. THEY STORE IT IN THE FORM OF SPELLS TO USE WHEN NEEDED. THEY CAN ALSO TAKE ADVANTAGE OF THEIR COLLEAGUES MAGIC IF NECESSARY. IT IS VERY IMPORTANT TO CONTROL CASTLES AS IT LETS YOU GAIN MAGIC ENERGY. MEASURED IN POINTS OF MAGIC, QUICKER AND YOU CAN CAST MORE AND STRONGER SPELLS. WHAT IS MORE, A MAGICIANS POWER INCREASES BY TWO LEVELS OF MAGIC WHEN HE IS NEAR THE PURER ENERGY FROM A NATURAL COURCE(CROMLECHS). CROMLECHS --------- THE q P CROMLECHS ARE THE PLACES WHICH ARE RICHEST IN MAGIC. THERE ARE NATURAL SOURCES ARE CONSIDERED TABOO BY THE SAVAGES, WHO WORSHIP THE MAGIC WITHOUT KNOWING IT, AND HAVE MAINTAINED THE PENTACLE SANCTURIES FOR GENERATIONS. THIS PROLONGED CONTACT WITH THE MAGIC FORCE HAS GRADUALLY TRANSFORMED THEM:THEY HAVE LOST THEIR HUMAN APPEARENCE AND HAVE BECOME KOBOLDS OR FEARSOME MINOS. MAGIC SHOULD NOT BE USED AGAINST SAVAGES.THEUY WILL ATTACK MAGICIANS AND THEIR ALLIES FEROCIOUSLY.ONE FINAL IMPOq a5ONDUCT. HE WILL BE DOOMED OR CELTIKA WILL BE HIS. ESKEL RAPIDLY CHASES THE BLACK THROUGH AWAY. WHILE ONE OF HIS MEN POINTS TO THE APPROACHING TROOPS. IS IT GOBLINS OR SAVAGES?. NO MATTER! YOU MUST FIGHT FOR THAT WHICH IS DEAREST YOU...THE KINGDOM OF `CELTIKA` FOREVER THE LANDS OF Celtic Legends.... ====================================-------================================== LOADING AND SAVING ------------------ SAVING A GAME ------------- FOR SAVING A GAME YOU WILL NEED A FORMATTq }ED BLANK DISK AND TO FOLLOW THESE INSTRUCTIONS... * COME BACK TO THE MAIN MENU (BY CLICK9ING ON THE SCROLL/PARCHMENT ICON ON THE STRATEGIC SCREEN) * ONCE THE MAIN MENU IS ON, REMOVE DISK 2 FROM THE DRIVE. INSERT YOUR BLANK FORMATTED DISK THEN CLICK ON `SAVE`. * WHEN THE SAVE HAS FINISHED AND THE DRIVE LIGHT IS OFF,REMOVE THE SAVED GAME DISK AND INSERT GAME DISK 2 AGAIN. YOU CAN THEN GO BACK TO THE GAME BY CLICKING ON START. LOADING A SAVED GAME -------------------- * GOTO q x#bTO MAIN MENU * REMOVE DISK 2 FROM THE DRIVE * INSERT YOUR SAVED GAME DISK INTO DRIVE, CLICK ON LOAD. * WHEN THE LOAD HAS FINISHED AND THE DRIVE LIGHT IS OFF,REMOVE THE SAVED GAME DISK AND INSERT GAME DISK 2 AGAIN. YOU CAN THEN GO BACK TO THE GAME BY CLICKING ON START TO BEGIN GAME FROM YOU SAVED IT. CAUTION: YOU CAN ONLY SAVE ONE GAME SITUATION ON SINGLE DISK. -----------------------------====================---------------------------- THE ICONS --------- USE THE ICONS TO OBTqҶ.AIN INFO OR TO COMMAND YOUR LEGIONS BE CAREFUL BY CLICKING ,THE LEFT BUTTON YOU SELECT AN ICON AND YOU CANCEL AN ORDER WITH YOUR RIGHT. [SCROLL-PARCHMENT ICON] PARAMETERS ---------------------------------- THIS ICON ACCESSES THE MAIN MENU, WITH IT YOU CAN CHANGE OPTIONS(NUMBER OF PLAYERS FOR EXAMPLE),SAVE OR LOAD A SECTION OF THE GAME. [MAGNIFYING GLASS ICON] PASSAGE TO TACTICAL SCREEN -------------------------------------------------- THIS MOVES YOU TO THE TACTICAL SCREEN, EVEN IFqUu THERE`S NO ENEMY ON YOUR HEXAGON. USING THIS ICON YOU CAN CREATE NEW UNITS IN `CASTLES` OR `CROMLECH` HEXAGONS AND ORGANIZE YOUR DEFENCE IN ALL HEXAGONS. YOU CAN THEN PLACE YOUR TROOPS ON THE SPACES OF YOUR CHOICE. THEY WILL STAY IN THESE POSITIONS UNTIL THEY ARE ATTACKED. [CASTLE ICON WITH 2000 UNDERNEATH IT] ------------------------------------- YOU CAN ONLY USE THIS ICON IF YOU POSSESS AT LEAST 2000 POINTS OF MAGIC.IN FACT,THIS IS THE PRICE OF CONSTRUCTING A FORTRESS. CLICK ON TqIÐHE HEXAGON WHERE YOU WANT TO BUILD AND THEN CLICK ON THIS ICON. YOU WILL SEE A FORTRESS APPEAR. YOU CAN ONLY BUILD CATLES ON PLAINS. [? ICON] INFORMATION -------------------- BY CLICKING FIRST ON A LEGION AND THEN ON THIS ICON, YOU CAN REVIEW THE UNITS WHICH COMPOSE THIS LEGION. THESE UNITS WILL APPEAR IN THE UPPER SECTION OF THE MAIN WINDOW. CHARACTERISTICS DISPLAYED BY POINTING THE CURSOR ON EACH ONE. THE TWO COLUMNS OF FIGURES SHOW THE CURRENT VALUE AND MAXIMUM VALUE FOR EACH CHAq/^RACTERISTIC. [BOOT ICON] MOVEMENT -------------------- WITH THIS ICON YOU CAN MOVE A TROOP BY INDICATING THE PATH TO FOLLOW.CLICK ON THE APPROPRIATE LEGION AND THEN CHOOSE THE MOVEMENT ICON[BBOOT]. NEXT CLICK ON THE HEXAGON TO WHICH YOU WISH TO MOVE THE LEGION. NOTE: EACH SPACE COSTS 1-2 MOVEMENT POITS(THESE COSTS ARE DOUBLED FOR LEGIONS WITH A SLOW CREATURE) EACH LEGION HAS 6 POINTS OF MOVEMENT. ONCE THE BOOT CURSOR HAS APPEARED, YOU CAN CHOOSE THE TARGET HEXAGON OR CLICK ON THE LEq"9?GION TO REGONISE IT. [4 SOLDIERS 2 TOP SPLITTING FROM 2 BOTTOM ICON] SEPERATION ---------------------------------------------------------- THIS ICON IS USED TO SPLIT A LEGION INTO 2 PARTS. SELECT THE LEGION THEN CLICK ON THE SEPERATION ICON. THE HEXAGONS WHERE YOU CAN SEND EACH PART OF THE LEGION WILL FLASH. SELECT YOUR HEXAGON. THE SCREEN WILL SHOW 2 ROWS OF SQUARES THE TOP LINE IS THE PART OF THE LEGION WHICH WILL STAY,THE BOTTOM LINE IS THE PART WHICH YOU ARE GOING TO MOVE. AT Fq32GKIRST THE BOTTOM LINE IS EMPTY. CLICK ON A UNIT THEN ON ONE OF THE SQUARES IN THE BOTTOM ROW. IF YOU TRANSFER ALL UNITS TO THE BOTTOM ROW, YOU ARE JUST RE-ORGANISING YOUR LEGION.(IT STILL MOVES). TACTICAL SCREEN: [RAISED HAND ICON] CHARACTERISTICS ---------------------------------- ON EACH SIDE OF THE TACTICAL SCREEN, A COLUMN OF 6 ICONS WITH CORRESPONDING NUMBERS IS DISPLAYED. THESE ARE CHARACTERISTICS OF THE CHOSEN UNIT. DEXTERITY. THIS CHARACTERISTIC REPRESENTS THE CHANCE A UNq%t IT HAS OF HITTING A TARGET OR CASTING A SPELL SUCCESSFULLY. THE UNITS DEXTERITY INCREASES WITH THE EXPERIENCE AQUIRED. [MUSCLED ARM ICON] -FORCE- -------------------------- WHEN A UNIT HITS A TARGET, IT INFLICTS DAMAGE DEPENDING ON THE AMOUNT OF FORCE AVAILABLE.AGAIN, THE AMOUNT OF FORCE INCREASES WITH THE EXPERIENCE AQUIRED. [WELLINGTON BOOT ICON]-ACTIONS- ------------------------------- EACH UNIT HAVE ONE OR TWO ACTIONS EACH COMBAT TURN. AN `ACTION` MAY MEAN MOVING ONE HEXAGON ORq' + CASTING A SPELL TELEPORTATION,INCANTATION OR TRANSFORMATION. [FACE ICON]-EXPERIENCE- ----------------------- THIS ICON DISPLAYS THE NUMBER OF VICTIOMS KILLED IN COMBAT. EACH ENEMY KILLED ADDS ONE EXPERIENCE POINT. INCREASING EXPERIENCE AUTOMATICALLY INCREASES YOUR DEXTERITY,FORCE,OR MAGIC LEVEL. AN ENEMY DYING FROM ILLNESS DOES NOT GIVE YOU AN EXPERIENCE POINT NEITHER DOES KILLING AN ALLY. [8 POINTED STAR ICON] -MAGIC LEVEL- ----------------------------------- TO BE ABLE TO CAST Sqڄl JUST. THE EARTH IS STILL YOUNG AND THE TREES ARE FILLED WITH FRUIT.THE RIVERS ARE FULL OF FISHES AND THE FORESTS RESOUNDED WITH THE CRIES OF YOUNG HUNTERS. WITH THIS PROSPERITY AND MIXTURE OF CULTURES,CONSCIOUNESS REACHED PREVIOUSLY UNKNOWN PERCEPTION. EACH RACE HAS ITS OWN WAY OF SEEING THINGS, AND THE WISE MEN COMBINED THEIR VISIONS.UNDER THIS SYSTEM MAGIC BECAME AN EXACT SCIENCE. SCHOOLS WERE FOUNDED AND AMONG THESE SCHOOLS THE MOST PRESTIGIOUS ONE IS LOCATED IN THE CAPITAL `AVqCALLON`. THE MASTER OF THIS SCHOOL IS THE GREATEST MAGICIAN IN THE COUNTRY,RATHER, HE WAS THE GREATEST MAGICIAN FOR HE RECENTLY DIED. SINCE HIS DEATH, A DARK PERIL SHADOWS `CELTIKA`. THE GREAT MASTER INSTRUCTED TWO EQUALLY SKILLED STUDENTS,`ESKELL` THE BLUE AND `SOOGROM` THE SCARLET. BOTH PUPILS WERE WITH SAME THIRST FOR KNOWLEDGE, BUT THEY HAVE OPPOSITE PHILOSOPHY. ONLY SOGROM SCHEMES TO DOMINATE HIS FELLOW MEN AND BECOME THE EQUAL OF THE GODS. AS LONG AS THE MASTER WAS ALIVE, HE Cq dOULD CONTROL HIS TWO STUDENTS. UNFORTUNATELY, CONFRONTATION IS NOW INEVITABLE. SOGROM PROCLAIMED HIMSELF DEMOG(SUPREME MAGICIAN) THE COUNCIL APPOINTED ESKEL GRAND COMMANDER OF THE ARMIES OF `CELTIKA` AND ORDERED HIM TO ELIMINATE THE USURPER. THE DEMOG ALLIED HIMSELF WITH THE FORCES OF EVIL AND DECIDED TO REIGN BY ANY MEANS POSSIBLE. BATTLES HAVE BEEN GOING ON THROUGHOUT THE KINGDOM FOR YEARS, BUT VICTORY WILL BE DECIDED IN THE ISLANDS OF ROCHEBRUME. THESE ISLANDS ARE IMPORTANT SOURq8CES OF MAGIC AND WHOSOEVER CONTROLS THEM WILL HAVE ACCESS TO IMMEASUREABLE POWERS. DEMOG HAS TAKEN THE INITIATIVE AND ESKEL IS GETTING READY.ONCE THERE,EACH MAGICIAN WILL BE ABLE TO TELEPORT HIS TROOPS AND IF HE HAS THE NECESSARY POWER TO CONSTRUCT THE FORTESSES THAT HE WILL NEED. THE EVENING OF HIS DEPARTURE,ESKEL, IS ALONE WITH THE SEVEN SOLDIERS OF HIS GUARD. IN HIS SACK, HE HAS SEVERAL VITAL VOLUMES THAT HE HAD FOUND IN HID DEPARTED MASTERS LIBRARY. A MANUAL OF WAR STRATEGMS BY q `Ɂ`GUGEL`,THE WARRIOR KING. A BOOK OF SPELLS AND ATLAS OF ROCHEBRUM ISLANDS. ON THE STONE SLABS OF HIS LABORATORY,HE TRACES A CIRCLE WITH POWDER OF HIS OWN CREATION AND THEN STEPS INTO THE CIRCLE SURROUNDED BY HIS GUARDS. THIS ROOM IS SO FAMILIAR TO HIM THAT HE SEEMS TO SEE IT FOR THE FIRST TIME. AFTER CASTING ONE LOOK AROUND, THEN HE SAYS THE MAGIC FORMULA AND DISAPPEARS IN A CLOUD OF SMOKE WITH HIS GUARDS. THE PASSERS-BY HEAR A DRY EXPLOSION. THE NOISE OF THE AIR CLOSES OVER THE VACs߁\?????;-( UAUWUU*?"*r^q".r^q.cf^e,g0,0s0 3,pS`#Cs?????sqBlankq  oUUM CREATED BY THE TELEPORTED BODIES. IN THE MIDDLE OF THE PLAIN, ON A LITTLE ISLAND IN THE ROCHEBRUM ARCHIPELAGO. ESKEL AND HIS GROUP RE-APPEAR. THE ULTIMATE CONFRONTATION BEGINS. NOBLE LORDS, LISTEN TO THE STANDARDS WHICH CLASH IN THE WIND, SEE THE LIMMER OF SWORDS IN THE SUN, BREATH THE ACRID ODOUR OF FEAR WHICH FORMS HEROES. IN THE DISTANCE, WE CAN HEAR THE ROLL OF THE GOBLINS DRUMS AND THE LONG SAD CRY OF THE ORAQUES BAGPIPES. THE DEMOG IS HERE AND WILL SOON PAY FOR INFAMOUS CqRecAD THAT YOU HAVE GENEROUSLY PROVIDED THROUGHOUT THE COURSE OF THE EVENING OPENS WIDE DOORS OF MY MEMORY. THE CRASH OF THE SNIELDS AND THE CRIES OF BATTLE HAUNT MY SPIRIT ONCE AGAIN.YES, TOONIGHT, AS SURE AS THE NORTH WIND BLOWS AND THE WOLVES HOWL I SHALL TELL YOU A TALE LONG FORGOTTEN BY MEN. THE STORY TAKES PLACE IN A KINGDOM BLESSED BY THE GODS.ONLY PEACE AND HARMONY EXISTED,AND FAIRIES AND SPRIDES LIVED SIDE BY SIDE WITH MERCHANTS AND PEASANTS. THIS WAS A WORLD WHERE THE UNICOqRN TOOK HIS PLACE BESIDE THE DRAGON, A WORLD WHERE MAGIC WAS A NATURAL FORCE SUCH AS THE WIND OR THE RAIN. THIS MAGIC SURROUNDS US TONIGHT. WORLD WHOSE NAME LIGHTS UP THE EYES AND INFLAMES THE SPIRIT OF ELDERY. THIS WORLD IS `CELTIKA`. 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You can toggle it off again if you likr - but it won't affect the way the game is configured. It is in fact a bonus button for you to play with - it does nothing! ACTIVATION GAME OPTIONS: Once you have configured all the buttons on the Options Screen to your statisfaction, a click on the EXIT button returns you to the Spot main menu screen with your parametars for play set up. A summary of the Options Screen controls appears over the page. EDITING THE>$ SPOT BOARD: When Spot first loads, the game defaults are set so that you play on the full 49-square board. There are a further 512 preprogrammed playng boards for you to enjoy - and a powerful board editing facility allows you to customise the play area to your heart's content. The Edit Board screen is accessed by clicking on the EDIT BOARD button on the Spot main screen. Squares on the playng board can be edited out of play by clicking on individually - in the picture ab?W\cove, a square to the top left of the board has been 'removed' by clicking on it. When you first access the Edit Board is set up so that squares can be edited out of play one by one. You can't, of course, block out the four start squares at the four corners of the playing board. -Symmetrical Editing- If you click on the SYM button on the Edit Board screen, squares that you edit out are also 'reflected' in the horizontal and vertical axes that run through the centre of the b@1Voard. Clicking on the square towards the top left of the board with the SYM facility toggled on produces this board. -Using the Pre-programmed Boards- There are 512 pre-programmed boards in the game - if you don't want to design your own cutsom board, click on the SHAKE button on the Edit Board screen to call up one of the pre-programmed boards. Keep clicking on SHAKE until a board that you want to play on appears. Once you are happy with a board that you have designed or sA X]elected on the Edit Board screen, clicking on the EXIT button returns you to the Spot main screen with the board confirmed as your desired playing area. If things aren't going too well for you on the Edit Board screen, clicking on the UNDO button will immediately clear the the board for you - and you can start the editing process afresh. PLAYING SPOT: -THE GAME OBJECTIVE- No matter how you configure the game or the board, the goal is the same - to achieve domination by fiB)5%lling as many of the squares with your colour counter as you can. The winner is the player who has the most game pieces on the board when the game ends, which is usually when the board is full. -Taking Turns- Players take turns, starting with player 1 who controls the red counters, moving on to player 2 who controls green. If you have set up a game for more than two players, then player 3 uses blue couters while player 4 has black counters. Little meters at the corner of thCge game screen keep a running tally of the number of counters each player has on the board, and your host SPOT reminds you which player has the turn by standing under his or her score meter und tapping his food impatiently until the moves is made. The computer players automatically take their turns without being propted by SPOT. -Making Moves- At the start of a turn, a human player must first select the counter that he or she wishes to move by clicking on it - it will begin tD{o flash, indicating that it is the active counter. To make the move, the hand cursor then needs to be moved over a vacant square on the board - clicking again will make the move with the selected counter, providing the move complies with the rules of the game. If a player attempts an illegal move, the computer will beep when he or she clicks on the destination square for the active counter. It is possible to change your mind as to which counter you want to move during a turn E- just click on another one, and it will beckome the active counter which can be moved. -Legal Moves- Counter can only be moved into vacant squares on the board. If a counter is moved to an adjacent square, then it will clone itself - at the very laest, your score will increase by one. A counter can 'jump' in any direction over one square(which can be occuped or vocant) to load on a vocant square. If this move is made, then the counter will not clone itself and it leaves aFZ vacant square behind. -Capturing Pieces- The real key to playing Spot succesfully is mastering the strategies involved. When a player's counter lands in an empty squares on the board it will capture any pieces that belong to other players that are in squares that are adjacent to the square in which the counter lands. You will see this happening. Cloning moves are relativly safe - jumping moves can leave a vacant square into which one of your opponents might leap, thereby fM capturing some of your counters. Use them with care, or you could find that a short-term gain is very quickly turned into a long-term loss. --------------------------------------------------------------------------- (c) ARCATRONIC OF PARADISE on 01-03-1992 --------------------------------------------------------------------------- be occuped or vocant) to load on a vocant square. If this move is made, then the counter will not clone itself and it leaves aHZ!wmel. Problem: What do I do when the Tong's men blow up the Yankee Eagle? Hint: You have very little time to get out of Istanbul after the Eagle has been blown up. You need to take the Orient Express to Paris. Problem: What do I do at the train station? Hint: Purchase a cabin on the Orient Express from the ticket agent. Use your American money because there is no way to earn enough sheckels to pay for a ticket. Problem: Tips on playing the OrieInnt Express scene as Lucky. Hint: Try the following responses to get out of hot water with Kate: 3, 2, 3, 2. Problem: Tips on playing the Orient Express scene as Kate. Hint: Try these responses to make Lucky see things your way: 1, 3, 3. Problem: Tips on the Train arcade. Hint: Make sure that you always attack with maximum ferocity. Rest if your fatigue gets too high by retreating to another car. After you hurt Tong enough, he will retreaJUJt. Chase him into the caboose. When the caboose begins to separate, make sure you retreat immediately or you will die. #6 Other Object Locations and Use ---------------------------------- Problem: Map. Hint: Found at Madam Wu's. Shows entrances to Chengdu Fortress. Problem: Siphon Hose. Hint: Obtained from Kubla at either the Katmandu junk yard or in Ama's hut. Used to refuel the Yankee Eagle. Problem: Hookah, sitar, and turban. Hi3>nt: Useless items. From the Istanbul pawn shop. owing responses to get out of hot water with Kate: 3, 2, 3, 2. Problem: Tips on playing the Orient Express scene as Kate. Hint: Try these responses to make Lucky see things your way: 1, 3, 3. Problem: Tips on the Train arcade. Hint: Make sure that you always attack with maximum ferocity. Rest if your fatigue gets too high by retreating to another car. After you hurt Tong enough, he will retrea L5hW the games is configured so that there is no limit on the amount of time the two players can take thinking about their move. You can choose to play whit the Player Time set to NO TIMER, or by clicking on this button, you can cycle through the time limits that can be set for a particular player. You can configure the game so that a player has 5,10,20, or 40 seconds in which to ponder a move. If you have activated the Timer, when the turn passes to a player a window opens on the  M߰tscreen and starts a countdown. If the player fails to make a move before this timer counts down to zero, then he or she loses the chance to make a move and the turn passes to the next player in sequence. NB if the player has selected a counter, but fails to move it when the timer reaches zero, that counter is lost.... SETTING GAME OPTIONS: Once the player buttons have been set up to your satisfaction, it is time to consider what global parameters you would like to set - they  NGD,will apply to all the players in the game. -Controlling Your Host - SPOT- Your host during a game is the athletic character SPOT - as the turn passes from player to player, SPOT will move around the margin of the board and tap his foot impatiently next to the meter that shows how many counters the current player has turned to his or her colour. When Spot first loads, your host has been set to take a more active part in proceeding - he will leap and cavort over the board eaOch time a counter is moved. The button in the centre of the Option Screen shows SPOT giving the 'thumbs up' against a bright green background. If you click on this button, it will toggle to show SPOT giving the 'thumbs down' against a dark back- ground you have turned SPOT off and he will not perform his acrobatics during play. -Setting a Game-time Limit For All Players- By clicking on the timer button in the player panel that relates to one of the participants in a game, Pͳ4you can set a time limit within which that player has to take each turn. Rather than limit the amount of time in which individual players have to make a move each time it is their turn, you can use the Game Clock to set a time limit which applies to all the players. This Game-time is in effect an allowance of time in which each player has to make all the moves that he or she makes during the game. When Spot first loads, the Game Clock button is disabled - the button which conQO:trols it displays NO CLOCK. By clicking on this button , you can cycle through the set of Game-time options:1,2,3,5,7 and 9 minutes. If you click on this button, all the timer buttons in the player panels are automatically reset to NO TIMER. The Game-Clock does not directly govern how long a game will last - what it does is set a time allowance that applies to all the players. If the Game Clock has been set, each player can take as long as he or she likes over making a move < during a turn. When the game is started, the timer is set to the number of minutes you select in the Game Clock button on the Options - Screen. When the turn passes to a player a clock appears on screen showing the amount of Game-time remaining for that player, and begins counting down until the player makes the move - once a player uses up his or time her time allowance, then he or she can make no more moves in that game. -The Extra Button- When Spot first loads, the Extra bSourtain rope holding drapes on the left side of the balcony to swing down with Kate while Chi covers you. Barring the door of the great hall will give you a little more time to escape. Problem: How do I get out of the fortress? Hint: You need to take one of Li Deng's tanks. They are parked near the back of the fortress. Problem: Where are the keys to the tank? Hint: The keys to the tank are kept in the guardhouse at the front of the fortrTAeess. If you don't have the keys, you can attempt to hot-wire it by prying off the starter switch cover with the cook's knife or the crowbar. Problem: Tips on the Tank arcade. Hint: After driving the tank down the hill, take the road that goes to the left. When you reach the rolling hills, leave the road (again to the left), and drive along the bushes. Look for a break in the brush and you will find a road. Stay on the road until you findU the Yankee Eagle. Be sure to blow up the truck or Li Deng's men will sabotage your plane. #4 Katmandu ------------ Problem: How can I save Kate? Hint: First of all, Lucky must go for help. When Lucky has gone, Chi needs to shelter Kate with the tarp and blanket from inside the Yankee Eagle. Next, give her the healing herbs from Madam Wu's. Finally, Chi must use the Shaolin healing touch on Kate. Problem: How can Chi use the healing touch? HintVB: Click and hold the right mouse button. The mouse icon will turn into a hand. Move the hand icon over Kate and click the left mouse button. Problem: What should I say to Ama? Hint: Ama can help you later if you get into trouble, so it is best to try and keep on her good side. Try the following responses: 3, 1, 1, 1. Problem: How do I see the Wally Lama? Hint: You must first get past his disciple. Tell him that you are a special envoy froWHm the federation of Lamas. Problem: What should I get from the Wally Lama? Hint: You will need to make more than one trip to see the Lama. On the first visit, try these choices: 1, 1. After this he will start meditating. Return later. You must exit all the way to the street scene before the Lama will see you again. When you return, the Lama will tell you about the sacred scroll. Problem: What should I do at the tavern? Hint: The people XRat the tavern will help you get the sacred scroll from Bojon if you visit them after seeing the Wally Lama. Approach the man named Sardar and try the following responses: 2, 2. If you give him your gun he will help you to retrieve the scroll from Bojon. Problem: What should I do at the junk yard? Hint: You can get fuel for the Yankee Eagle from Kubla, but you have to give him something first. For best results, select response 1. You need to mYJFake a toy for Kubla by combining the cigar box found in the junk yard with the chopsticks and coins from Chi's inventory. Give Kubla the toy and the fuel will be at the plane waiting for you. Problem: What do I do at the telegraph office? Hint: You need to send a cable to Lomax to update him on your progress. This will make things easier for you later in the game. #5 Istanbul ------------ Problem: What should I do at the British OffiZAAb!cer's Club? Hint: You need to phone Lomax from the officer's club to let him know you aren't going to be able to meet him in Hong Kong. Order two drinks from Hoji, the bartender, and ask to use the phone. When you speak with Lomax, use the following responses if you telegraphed him from Katmandu: 2, 2, 1 otherwise, use these choices: 3, 2. Problem: What do I do after Lucky gets captured? Hint: Due to a previous misadventure in Istanbul, [pSG Lucky has gotten himself in hot water with the nabob. There is no way to prevent his capture, but make sure he phones Lomax before this happens. After Lucky gets caught, it is up to Kate to figure out how to rescue him. Talk to Almira for hints on rescuing Lucky. Problem: What do I need to do at the pawn shop? Hint: Kate needs to sell her locket to get money for the shell game and to buy the items she needs to rescue Lucky. Try the following r\_esponses with Kasim: to get the most money for the locket - 3, 2. Accept Kasim's offer of 105 sheckels. Next, buy the hacksaw. This is the only item you will need from here. Problem: How do I play the shell game? Hint: After Lucky is captured, Kate needs to sell her locket in order to play. Watch Mohmar carefully during the shell game. He will often try to cheat if he starts losing. Problem: I need help buying a camel. Hint: Kate must win at leGot,ast 200 sheckels at Mohmar's shell game. Use the following responses to get the best deal from Acayib: 2, 2. Buy a camel when he offers you a price of 100 sheckels. Problem: Can Almira help me? Hint: Almira can help you rescue Lucky if you befriend her and have the necessary equipment with you. Make sure to give her the flower you got from the fruit stand at the entrance to the city. To successfully rescue Lucky, you must also have a hacksaw and a ca!^Ӕ o N,_Nu/,yL oN,_Nu/,yL"oN,_Nu/,yL"o / N,_Nu/,yL"oL N,_Nu/,yLN,_NuH0,yL"oLNL@ Nu/,yL"o / N,_Nu/,yL"o / N,_Nu  8L`x /,yPLN,_NuH",yPL NLDNuQ/,yHL /N,_Nu/,yH oN,_Nu/,yH oN,_Nu/,yH oN4,_NuH",yHL N"LDNu/,yHLN" mYp,_NuH0,yHLLNL@ NuH",yHL NLDNu/,yH oN,_Nu/,yH o / N,_Nu/,yH o / "/Nt,_Nu/,yH o / Nh,_NuH",yHL N2LDNu  4H^x.N,_Nu/,y oN,_Nu/,y"oN,_Nu/,y"oNb,_Nu/,y"o / N,_Nu $<Vp@9]|#BcV:8)x5PQx#A,`6oO (gvjflFZ~C7"AI+\e/omk2'bm|>a葉 Ry81_=O$a!}QXns{s]n&Pj۟wh>p & pO(I Γ0 VziS&BǼwƢDS~CH.p9>"A fvTѨb} ̓; ",.= {'\~u m-L <[)Bx0]@zs DN`$G}EEab3Ǧ 񅸗)?=z<.l:YLn.xF?5zZNJ h[Ž I_4TCL2!&"*RpڽOHX˞4zξ_O-Gǘ6VO[B45r/G@1AJo!ڋAQrКQ 1? 䐈\v17 Fa%->bj*OJsCyL1%BUk 0Pi\a1%C9r(U0r.*sp Gݺ\P~=%k5D5LMj0ƋBgnDH)^4~=*БG` 0,ǻC?XOuA\F"$P}~]{u\7^G p_z^J?BPEbyAU8>`ѼAP e>S 8^KFWAO9ި$_D\A ݶq"RNcYa(AGu7""0LP/u0Ap )m1ta\uYO&׷ψqy}~qXV8pH#hGSSa~MrѼVҚRVË"}`'֯)6SAUra>#6h^{T𧮴h>A~I D\x/a ۿ$œW {zper b8" pw1eCIB> {ęOͺSp(=?cBQ`!X)#e$dC'B5tjUTPΓ0o9Ra,jKEd|EqP))ob=OQ#Ђ -J=$Ǹ'3ohe l~VB' d`X a'A׆<\MRrPCH@ħH {՘ab ALC3'F"xִfar0#8 (,]H{"Ć?CA by܅Ta\zVu1<@$9 EϦ *3~WHH A zh .:(7s_ivUñW lA@T'"8` Hv&Dנir)țH]€H:@;{wkskS zQ` R%k|Pa~`%E| vj@Vd f(XG Kate Lomax. Problem: How do I avoid capture in other parts of the fortress? Hint: If you are alone in the fortress as Chi, you must be wearing the Ninja veil at all times or you will be seen by the guards. If Lucky and Chi are together you cannot enter the throne room or any other room which has a guard posted at the door. Problem: How do I get past the guards in the foyer? Hint: Create a diversion by pushing the lamp over in the dining room. Th g&Te lamp will start a fire. Hide in the cook's bedroom until the guards find the fire. Make sure to take the cook's knife. Problem: What should I do in the dining room? Hint: You need the bottle of rice wine from the center table. Pushing the dining room lamp over will start a fire and distract the guards in the foyer. Problem: How can I rescue Kate? Hint: The only way to get past the cobras is to shoot them. Unfortunately, when you shootRE one of the cobras, the other will bite Kate. There is no way to avoid this. To shoot the snake, drag the gun from the inventory to the picture of Lucky. He will now have the gun in his hand. When you return to the first person point of view, click on your right mouse button. You will see a gun sight. Put the sight on a cobra and fire the gun. Problem: How do we escape from the great hall? Hint: You must exit via the balcony at the far end. 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If a man should challenge me, I would take him kindly and forgivingly by the hand and lead him to a quiet place and kill him." - Mark Twain --- Don't lose your head To gain a minute You need your head Your brains are in it BURMA SHAVE --- Space is big Space is dark It's hard to find _R A place to park BURMA SHAVE --- If you love something, set it free. If it comes back to you, it's yours. If it doesn't come back to you, Hunt it down and kill it. --- If you love something, set it free. If it comes back to you, it's yours. If it gets hit by a truck, you don't want it. - ALF --- "Hatred gestates liquid vampires in the bourgeois braincan because these lumps of white collared god-dung are cynically panicked every moment their right and privile )ޮ&o,rp""J>M8\¸r73@8v|d28@PMA|p=tN5 <$G@ QRe`ð_KIAJ p3NTU TZW}H8\Ԁ\$>$<.g*Wp"@Q(PeW}7~B!J.fq#c$I}IA?(><ninw ;e )guqf_O_C0%s$p*!1}_@*__ϟu% gjS`0y yJxx)0oyqp<_ $'q.0sRF8O4!:|)(( DD )" aIBcjL ?sRH󸆏4!>|) '  ,梹 ( $x ?q pyᚿ!ΜGO=1-0BR"І;q8D@€dW9) yK8O4!>|) (B>( ?JbD'#(TAT@gLNxI~)G0Ho?xp!{‹B:=|% "@ B?I'R@+y;kw)JyΠ8yP MpD9a#""A@H( Qa`'E`$郐O<}AÂQ6)?B"gw ` (zO8Pr5@Љ#@p\_ J#8& 98`<7!y_ !0E/^| H.q+`bxlQBH %_LE^N\ O@` :D( /W5F@q<(!H ȈOYXBg'ȏucp!8m:&J8a9  #@'z"_Db汑2daM`xD°`[gB Q16,:K8K<9jLe,x!'@G`A:5 9A)*@%psuRs;9TyOITVՄx;PRKv:)>}^ X9|I/(!FN!tQW 8?}LsÊUqD 4IExX@a2x^=D?CoҏHÓp G8 ^xti&'%ׄ%\Y!?0u߉=Py xN.П:c:xH+OT~0j@;ktO#xHW3O~![I'R@ W!6}98ORÂ$QwգBL-Ha(?EW$d ,~CA8!>?dLl0 L#{I _@] T8qOv?sL灆5hS`  GS_ "/'/0u焤),q"hBuhS&<3J J8nx0ޘ f8! c<Є<@P4;A:Dg)q$qG<%!O8qxO;g_4@e# " 0G"(PO Я<#}PE@@PDxXP:煤D .#"8C}7lHJCXp{<''#`c/ Xǃ81|b9_V80p^QqI)A2x߿3 A穭#AkMB,d18x<QҠ$!2  dzfSR  HECD ^rNG!O0G< G`7: @o@'x,!@P2Y88xBO tZIp`2HXpC9y$}89C}(^DWAz"'z ?Prvbg'ȏuL1z#q7f'\$b1W:a!\|kQOpW<;Q2i `}<8XY#.؄ HU)ss#sG1R%>a.0?dRs$ GPD ! Pa&*Ʉp8 ?{p) )$ /Q5A*/ (`0qAH HK B€:< 0] mM L0 &J ‰C8u@IEXGJ8#<|x{0PG`#=/x"(8!w|@Vpt99I Hp`3G ~O_I&(`m#sRs$ 7ITUx Ȉ2= ysRs n8Z 3Ì0 s $_RPB( S n^;eEНNiNw T$Y0C$Qy\шr2$ DW#?? P8~ryGP"(% y 0eX Z}O1GPRo(w"b猕9ċ9+8T}LJLKq(Hepp'% 48g4':T}NPHTԁRRn8(Q@ K\Z'% = d,9hC"(ǥxQ'<^ *nj?yR sEj>&H$""Sh5sday, Thursday, and Saturday." - William Bragg - --- "Pioneering basically amounts to finding new and more horrible ways to die" - John W. Campbell - --- "That man is richest whose pleasures are cheapest" - Thoreau - --- Life is not one thing after another.... it's the same damn thing over and over! --- The meek will inherit the Earth..... The rest of us will go to the stars. --- After all is said and done, a lot more has been said than done. --- Beauty is only skin deep, but UgTX*0Aither want less corruption, or more chance to participate in it. ASHLEIGH BRILLIANT --- If you cant learn to do it well, learn to enjoy doing it badly. ASHLEIGH BRILLIANT --- I dont have any solution, but I certainly admire the problem. ASHLEIGH BRILLIANT --- Maybe Im lucky to be going so slowly, because I may be going in the wrong direction. ASHLEIGH BRILLIANT --- By doing just a little every day, I can gradually let the task completely overwhelm me. ASHLEIGH BRILLIANT --- To be su?wCre of hitting the target, shoot first, and call whatever you hit the target. ASHLEIGH BRILLIANT --- America is the only country that went from barbarism to decadence without civilization in between. OSCAR WILDE --- The flush toilet is the basis of Western civilization. ALAN COULT --- If the aborigine drafted an IQ test, all of Western civilization would presumably flunk it. STANLEY GARN --- The world looks as if it has been left in the custody of trolls. FATHER ROBERT F CAPON --- Sur@+,je there are dishonest men in local government. But there are dishonest men in national government too. RICHARD M NIXON --- We are going to have peace even if we have to fight for it. DWIGHT D EISENHOWER --- If we make peaceful revolution impossible, we make violent revolution inevitiable. JOHN F KENNEDY --- "Contrariwise", continued Tweedledee, "If it was so, it might be; and if it were so, it would be; but as it isnt, it aint. Thats logic." LEWIS CARROLL --- It takes a long time to AIZunderstand nothing. EDWARD DAHLBERG --- To know the world one must construct it. CESARE PAVESE --- Eeny Meeny, Jelly Beanie, the spirits are about to speak. BULLWINKLE MOOSE --- The mistake you make is in trying to figure it out. TENESSEE WILLIAMS --- An object never serves the same function as its image- or its name. RENE MAGRITTE --- All I kin say is when you finds yo'self wanderin' in a peach orchard, ya dont go lookin' for rutabagas. KINGFISH --- He who wonders discovers that thiBJs in itself is wonder. M C ESCHER --- Law of Computability Applied to Social Sciences: If at first you don't suceed, transform your data set. --- Laws of Computer Programming (1) Any given program, when running, is obsolete. (2) Any given program costs more and takes longer. (3) If a program is useful, it will have to be changed. (4) If a program is useless, it will have to be documented. (5) Any given program will expand to fill all available memory. (6) The value of a program is pCorportional to the weight of its output. (7) Program complexity grows until it exceeds the capability of the programmer who must maintain it. (8) Make it possible for programmers to write programs in English, and you will find that programmers cannot write in English. SIGPLAN Notices, Vol 2 No 2 --- When more and more people are thrown out of work, unemployment results. CALVIN COOLIDGE --- The first rule of intelligent tinkering is to save all the parts. PAUL ERLICH Dls--- If A equals success, then the formula is: A= X + Y + Z X is work. Y is play. Z is keep your mouth shut. ALBERT EINSTEIN --- Sex is hereditary. If your parents never had it, chances are you wont either. JOSEPH FISCHER --- Fourth Law of Thermodymanics: If the probability of success is not almost one, then it is damn near zero. DAVID ELLIS --- Frouds Law: A transistor protected by a fast acting fuse will protect the fuse by blowing first. --- Fullers Law of Cosmic IrreversibilEuqJity: 1 Pot T == 1 Pot P 1 Pot P != 1 Pot T R BUCKMINSTER FULLER --- The meek shall inherit the earth, but not its mineral rights. J PAUL GETTY --- Give a small boy a hammer and he will find that everything he encounters needs pounding. ABRAHAM KAPLAN --- The fault lies not with our technologies but with our systems. ROGER LEVIAN --- Under any conditions, anywhere, whatever you are doing, there is some ordinance under which you can be booked. ROBERT D SPRECHT (RAND CORP) --- ThoreauF2's Law: If you see a man approaching you with the obvious intent of doing you good, you should run for your life. --- Vique's Law: A man without religion is like a fish without a bicycle. --- If builders built buildings the way programmers wrote programs, then the first woodpecker that came along would destroy civilization. GERALD WEINBERG --- Zimmerman's Law of Complaints: Nobody notices when things go right. --- Real knowledge is to know the extent of ones ignorance. CONFUCIUS --GV- Whoso diggeth a pit shall fall therein. BOOK OF PROVERBS --- It usually takes more than three weeks to prepare a good impromptu speech. MARK TWAIN --- The unnatural, that too is natural. GOETHE --- I used to be indecisive; now Im not sure. GRAFFITI --- I had a monumental idea this morning, but I didnt like it. SAMUEL GOLDWYN --- He hasn't one redeeming vice. OSCAR WILDE --- I'd give my right arm to be ambidextrous. GRAFFITI --- (To Walter Cronkite): "Well Walter, I believe that the2m^ not here is the one working on the problem. --- Ill play with it first and tell you what it is later. MILES DAVIS --- Im hungry! Im hungry! for good things to eat for Sugar Jets, Sugar Jets (whole toasted wheat) ADVERTISEMENT --- I was in this prematurely air conditioned supermarket and there were all these aisles and there were these bathing caps you could buy that had these kind of Fourth of July plumes on them that were red and yellow and blue and I wasn't tempted to buy one bu3t I was reminded of the fact that I had been avoiding the beach. LUCINDA CHILDS (PHILIP GLASS: EINSTEIN ON THE BEACH) --- Nothing is true. Everything is permitted. HASSAN I SABBAH --- Dont let your mouth write no check that your tail cant cash. BO DIDDLEY --- The opposite of a correct statement is a false statement. But the opposite of a profound truth may well be another profound truth. NIELS BOHR --- Just because everything is different doesnt mean anything has changed. SOUTHERN CA4 @ LIFORNIA ORACLE --- The most merciful thing in the world ... is the inability of the human mind to correlate all its contents. H P LOVECRAFT --- Take what you can use and let the rest go by. KEN KESEY --- A 45 beats a royal flush EVERY TIME! JERRY HINDLE --- If it works DON'T FIX IT!!!! MURPHY --- Its not the size of the ship, its the size of the waves. LITTLE RICHARD --- The light at the end of the tunnel will be an on-coming train MURPHY --- I never loved another person the way I l5ԪWoved myself. MAE WEST --- Sometimes a cigar is just a cigar. SIGMUND FREUD --- When choosing between two evils I always like to take the one Ive never tried before. MAE WEST --- Her life was saved by rock and roll. LOU REED --- Honest Officer, had I known my health stood in jeprody I would never had lit one. MAXIM OF THE HELLS ANGELS --- It is a rather pleasent experience to be alone in a bank at night. WILLIE SUTTON --- Never invest your money in anything that eats or needs painting6w{E. BILLY ROSE --- The rich will do anything for the poor but get off their backs. KARL MARX --- If Karl, instead of writing a lot about capital, had made a lot of it ... it would have been much better. KARL MARX'S MOTHER --- If you think the United States has stood still, who built the largest shopping center in the world? RICHARD M NIXON --- When I sell liquor, its called bootlegging; when my patrons serve it on Lake Shore Drive, its called hospitality. AL CAPONE --- Anything anybody7:V can say about America is true. EMMETT GROGAN --- Tip the world over on its side and everything loose will land in Los Angeles. FRANK LLOYD WRIGHT --- If you've seen one city slum, you've seen them all. SPIRO AGNEW --- If you've seen one redwood, you've seen them all. RONALD REAGAN --- Use it up ... Wear it out. Make it do ... Or do without. US WORLD WAR II MESSAGE --- You cant underestimate the power of fear. TRICIA NIXON --- The whole earth is in jail and we're plotting this incre8Vdible jailbreak. WAVY GRAVY --- The end move in politics is always to pick up a gun. BUCKMINSTER FULLER --- Things are more like they are now than they ever were before. DWIGHT D EISENHOWER --- You smash it - and Ill build around it. JOHN LENNON --- College isnt the place to go for ideas. HELLEN KELLER --- Politicians should read science fiction, not westerns and detective stories. ARTHUR C CLARKE --- America, how can a write a holy litany in your silly mood? ALLEN GINSBERG --- It i9s necessary for me to establish a winner image. Therefore, I have to beat somebody. RICHARD M NIXON --- Any smoothly functioning technology will have the appearence of magic. ARTHUR C CLARKE --- Justice is incedental to law and order. J EDGAR HOOVER --- Military intelligence is a contradiction in terms. GROUCHO MARX --- The first duty of a revolutionary is to get away with it. ABBIE HOFFMAN --- Stay out of the road, if you want to grow old. PINK FLOYD --- Here I am, fifty-eight, and :U 2I still dont know what I want to be when I grow up. PETER DRUCKER --- How can you be two places at once when youre not anywhere at all? FIRESIGN THEATER --- I think that God in creating man somewhat overestimated his ability. OSCAR WILDE --- We are what we pretend to be. KURT VONNEGUT, JR --- We are all in the gutter, but some of us are looking at the stars. OSCAR WILDE --- The race is not always to the swift, nor the battle to the strong - but thats the way to bet. DAMON RUNYON --- ;I could prove God statistically. GEORGE GALLUP --- My religion consists of a humble admiration of the illimitable superior spirit who reveals himself in the slight details we are able to perceive with our frail and feeble mind. ALBERT EINSTEIN --- Real wealth can only increase. R BUCKMINSTER FULLER --- Anyone can hate. it costs to love. JOHN WILLIAMSON --- In the province of the mind, what one believes to be true either is true or becomes true. JOHN LILLY --- Time is an illusion perp< |etrated by the manufacturers of space. GRAFFITI --- The most incomprehensible thing about the world is that it is comprehensible. ALBERT EINSTEIN --- Nobody can be exactly like me. Even I have trouble doing it. TALLULAH BANKHEAD --- A physicist is an atoms way of knowing about atoms. GEORGE WALD --- It was always thus; and even if 'twere not, 'twould inevitably have been always thus. DEAN LATTIMER --- Burnt Sienna. Thats the best thing that ever happened to Crayolas. KEN WEAVER --- W'afe while the legislature is in session. --- Jone's Principle: Needs are a function of what other people have. --- Langin's Law: If things were left to chance, they'd be better. --- In America, it's not how much an item costs that matters, it's how much you save. --- If you can keep your head when all about you are losing theirs, maybe you just don't understand the situation. --- Mencken's Metalaw: For every human problem, there is a neat, simple solution; and it is always wrong. ---(۸ Sevareid's Law: The chief cause of problems is solutions. --- Thoreau's Law: If you see a man approaching you with the obvious intention of doing you good, you should run for your life. --- Never play leapfrog with a unicorn. --- Lyall's Conjecture: If a computer cable has one end, then it has another. --- Lyall's Fundamental Observation: The most important leg of a three legged stool is the one that's missing. --- Pournelle's Law of Costs and Schedules: Everything costs more and ta)6Ekes longer. --- Klipstein's Lament: All warranty and guarantee clauses are voided by payment of the invoice. --- Klipstein's Observation: Any product cut to length will be too short. --- Sueker's Note: If you need n items of anything, you will have n - 1 in stock. --- Rosenfield's Regret: The most delicate component will be dropped. --- de la Lastra's Law: After the last of 16 mounting screws has been removed from an access cover, it will be discovered that the wrong access cover has*:. been removed. --- de la Lastra's Corollary: After an access cover has been secured by 16 hold-down screws, it will be discovered that the gasket has been ommitted. --- Design flaws travel in groups. --- You can't fight the law of conservation of energy but you sure can bargain with it. --- Gerrold's Fundamental Truth: It's a good thing money can't buy happiness. We couldn't stand the commercials. --- Gerrold's Law: A little ignorance can go a long way. --- Gerrold's Pronouncement: T+p he difference between a politician and a snail is that a snail leaves its slime behind. --- When a man laughs at his misfortunes, he loses a great many friends. They never forgive the loss of their perogative. - H. L. Mencken --- An idealist is one who, on noticing that roses smell better than a cabbage, concludes that it will also make better soup. - H. L. Mencken --- Whenever you hear a man speak of his love for his country, it is a sure sign he expects to be paid for it. - H. L. M,Ɯbenchen --- Democracy is the theory that the common people know what they want and deserve to get it good and hard. - H.L. Menchen --- A judge is a law student who marks his own examination papers. - H. L. Menchen --- Arcana Coelestica: Archbishop - A Christian ecclesiastic of a rank superior to that obtained by Christ. Puritanism - The haunting fear that someone, somewhere, may be happy. - H. L. Menchen --- Adultary is the application of democracy to love. - H. L. Menchen --- The Ari-@nwthmetic of Cooperation: When you're adding up committees there's a useful rule of thumb: that talents make a difference, and follies make a sum. - Piet Hein --- The Ultimate Wisdom Philosophers must ultimately find their true perfection in knowing all the follies of mankind by introspection. - Piet Hein --- Murphy's Military Laws: 1. Never share a foxhole with anyone braver than you are. --- Murphy's Military Laws: 2. No battle plan ever survives contact with the enemy. --- Murphy's .ƎMilitary Laws: 3. Friendly fire ain't. --- Murphy's Military Laws: 4. The most dangerous thing in the combat zone is an officer with a map. --- Murphy's Military Laws: 5. The problem with taking the easy way out is that the enemy has already mined it. --- Murphy's Military Laws: 6. The buddy system is essential to your survival; it gives the enemy somebody else to shoot at. --- Murphy's Military Laws: 7. The further you are in advance of your own positions, the more likely your artil/xyLlery will shoot short. --- Murphy's Military Laws: 8. Incoming fire has the right of way. --- Murphy's Military Laws: 9. If your advance is going well, you are walking into an ambush. --- Murphy's Military Laws: 10. The quartermaster has only two sizes, too large and too small. --- Murphy's Military Laws: 11. If you really need an officer in a hurry, take a nap. --- Murphy's Miltary Laws: 12. The only time suppressive fire works is when it is used on abandoned positions. --- Murphy's0W Military Laws: 13. The only thing more accurate than incoming enemy fire is incoming friendly fire. --- Murphy's Military Laws: 14. There is nothing more satisfying that having someone take a shot at you, and miss. --- Murphy's Military Laws: 15. Don't be conspicuous. In the combat zone, it draws fire. Out of the combat zone, it draws sergeants. --- Murphy's Military Laws: 16. If your sergeant can see you, so can the enemy. --- Conrad's Conundrum: Technologie don't transfer. --- Ble1/ ssed are the young, for they shall inherit the national debt. --- Kohn's Corollary: Two wrongs are only the beginning. --- Ken's Law: A flying particle will seek the nearest eye. --- Frothingham's Forth Law: Urgency varies inversely with importance. --- Smith's Law: No real problem has a solution. --- Baruch's Observation: If all you have is a hammer, everything looks like a nail. --- When a problem goes away, the people working to solve it do not. --- Waldrop's Principle: The person>` Hartley's Second Law: Never go to bed with anybody crazier than you are. --- Beckhap's Law: Beauty times brains equals a constant. --- Katz's Law: Men and women will act rationally when all other possibilities have been exhausted. --- Cole's Axiom: The sum of the intelligence on the planet is a constant; the population is growing. --- Vique's Law: A man without a religion is like a fish without a bicycle. --- Jone's Motto: Friends come and go but enemies accumulate. --- Churchill's kgcommentary on man: Man will occasionally stumble over the truth, but most of the time he will pick himself up and continue on. --- The ultimate Law: All general statements are false. --- The Unspeakable Law: As soon as you mention something; if it is good, it goes away. if it is bad, it happens. --- The Whispered Rule: People will believe anything if you whisper it. --- The First Law of Wing Walking: Never let hold of what you've got until you've got hold of something else. --- Eat a live toad the first thing in the morning and nothing worse will happen to you the rest of the day. --- Farnsdick's corollary: After things have gone from bad to worse, the cycle will repeat itself. --- Lynch's Law: When the going gets tough, everybody leaves. --- Law of Revelation: The hidden flaw never remains hidden. --- Langsam's Law: Everything depends. --- Hellrung's Law: If you wait, it will go away. --- Grossman's Misquote: Complex problems have simple, easy to understand wro) ng answers. --- Ducharme's Precept: Opportunity always knocks at the least opportune moment. --- First Postulate of Isomurphism: Things equal to nothing else are equal to each other. --- The Unapplicable Law: Washing your car to make it rain doesn't work. --- Witten's Law: Whenever you cut your fingernails, you will find a need for them an hour later. --- Perkin's postulate: The bigger they are, the harder they hit. --- Harrison's Postulate: For every action, there is an equal and op T2posite criticism. --- Conway's Law: In every organization there will always be one person who knows what is going on. This person must be fired. --- Stewart's Law of Retroaction: It is easier to get forgiveness than permission. --- MacDonald's Second Law: Consultants are mystical people who ask a company for a number and give it back to them. --- First Law of Laboratory Work: Hot glass looks exactly the same as cold glass. --- Handy Guide to Modern Science: 1. If it's green or it wi!q/ggles, it's biology. 2. If it stinks, it's chemistry. 3. If it doesn't work, it's physics. --- To err is human, but to really foul things up requires a computer. --- The Sausage Principle: People who love sausage and respect the law should never watch either one being made. --- Horngren's Observation: (generalized) The real world is a special case. --- Merkin's Maxim: When in doubt, predict that the present trend will continue. --- Hawkin's Theory of Progress: Progress does not consi"҇"st of replacing a theory that is wrong with one that is right. It consists of replacing a theory that is wrong with one that is more subtly wrong. --- Never attribute to malice that which is adequately explained by stupidity. --- Matz's warning: Beware of the physician who is great at getting out of trouble. --- Gold's Law: If the shoe fits, it's ugly. --- Lewis' Law: People will buy anything that's one to a customer. --- Law of Reruns: If you have watched a TV series only once, and #`E)you watch it again, it will be a rerun of the same episode. --- Shirley's Law: Most people deserve each other. --- Forgive and remember. --- Woltman's Law: Never program and drink beer at the same time. --- Gallois' Revelation: If you put tomfoolery into a computer, nothing comes out but tomfoolery. But this tomfoolery, having passed through a very expensive machine, is somehow enobled, and no one dares to criticize it. --- Galbraith's Law of Political Wisdom: Anyone who says he is n$uot going to resign, four times, definitely will. --- Allen's Law: Almost anything is easier to get into than out of. --- Allen's Axiom: When all else fails, follow instructions. --- Allen's Distinction: The lion and the calf shall lie down together, but the calf won't get much sleep. --- You can lead a horticulture, but you can't make her think. --- Avery's Observation: It does not matter if you fall down as long as you pick up something from the floor while you get up. --- Berra's L%ՁT*aw: You can observe a lot just by watching. --- Bicycle Law: All bicycles weigh 50 pounds: A 30 pound bicycle needs a 20 pound lock. A 40 pound bicycle needs a 10 pound lock. A 50 pound bicycle doesn't need a lock. --- Cohen's Law: What really matters is the name you succeed in imposing on the facts, not the facts themselves. --- Colson's Law: When you've got them by the balls, their hearts and minds will follow. --- Comin's Law: People will accept your idea much more readily if you &xtell them Benjamin Franklin said it first. --- Fourth Law of Thermodynamics: If the probability of success is not almost one, then it is damned near zero. --- Gerrold's Laws of Infernal Dynamics: 1. An object in motion will be heading in the wrong direction. 2. An object at rest will be in the wrong place. --- Goldwyn's Law of Contracts. A verbal contract isn't worth the paper it's written on. --- Jacquin's Postulate on Democratic Government: No man's life, liberty, or property are s9ion appears to be, the further its influence will extend and the more plans will have to be redrawn. --- Corollary to the First Law of Revision: In simple cases, presenting one obvious right way versus one obvious wrong way, it is often wiser to choose the wrong way, so as to expedite subsequent revision. --- LAWS OF COMPUTER PROGRAMMING: I.Any given program, when running, is obsolete. --- LAWS OF COMPUTER PROGRAMMING: II. Any given program costs more and takes longer. --- LAWS OF COY>MPUTER PROGRAMMING: III. If a program is useful, it will have to be changed. --- LAWS OF COMPUTER PROGRAMMING: IV. If a program is useless, it will have to be documented. --- LAWS OF COMPUTER PROGRAMMING: V. Any program will expand to fill available memory. --- LAWS OF COMPUTER PROGRAMMING: VI. The value of a program is proportional to the weight of its output. --- LAWS OF COMPUTER PROGRAMMING: VII. Program complexity grows until it exceeds the capabilities of the programmer who mustٸk maintain it. --- LAWS OF COMPUTER PROGRAMMING: VIII. Any non-trivial program contains at least one bug. --- LAWS OF COMPUTER PROGRAMMING: IX. Undetectable errors are infinite in variety, in contrast to detectable errors, which by definition are limited. --- LAWS OF COMPUTER PROGRAMMING: X. Adding manpower to a late software project makes it later. --- Lubarsky's Law of Cybernetic Entomology: There's always one more bug. --- Shaw's Principle: Build a system that even a fool can use, 2%and only a fool will want to use it. --- Law of the Perversity of Nature: You cannot successfully determine beforehand which side of the bread to butter. --- Law of Selective Gravity: An object will fall so as to do the most damage. --- Jennings Corollary to the Law of Selective Gravity: The chance of the bread falling with the butter side down is directly proportional to the value of the carpet. --- Wyszkowski's Second Law: Anything can be made to work if you fiddle with it long enoۺCugh. --- Schmidt's Law: If you mess with a thing long enough, it'll break. --- Anthony's Law of Force Don't force it - get a bigger hammer. --- Cahn's Axiom: When all else fails, read the instructions. --- Gordon's First Law: If a project is not worth doing at all, it's not worth doing well. --- Law of Research: Enough research will tend to support your theory. --- Maier's Law: If the facts do not conform to the theory, they must be disposed of. --- Peer's Law: The solution to the pry oblem changes the problem. --- Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way. - Bokonon --- Help a man when he is in trouble and he will remember you when he is in trouble again. --- You can lead a man to slaughter, but you can't make him think. --- Don't get mad, get even. --- Carson's Law: It's better to be rich w=and healthy than poor and sick. --- The Golden Rule: He who has the gold, makes the rules. --- Mark's mark: Love is a matter of chemistry; sex is a matter of physics. --- Korman's conclusion: The trouble with resisting temptation is it may never come your way again. --- Knight's Law: Life is what happens to you while you are making other plans. --- Maugham's Thought: Only a mediocre person is always at his best. --- Krueger's Observation: A taxpayer is someone who does not have to taS7ke a civil service exam in order to work for the government. --- Benchley's Law of Distinction: There are two kinds of people in the world, those who believe there are two kinds of people in the world and those who don't. --- Harver's Law: A drunken man's words are a sober man's thoughts. --- Schmidt's Observation: All things being equal, a fat person uses more soap than a thin person. --- Gibb's Law: Infinity is one lawyer waiting for another. --- Fools rush in where fools have been before. --- Rule of Accuracy: When working towards the solution of a problem, it always helps if you know the answer. --- Inside every small problem is a large problem struggling to get out. --- Wyszowski's Law: No experiment is reproducible. --- Fett's Law: Never replicate a successful experiment. --- Brooke's Law: Whenever a system becomes completely defined, some damn fool discovers something which either abolishes the system or expands it beyond recognition. --- The first Myth o.Ѭf Management: It exists. --- Spend sufficient time confirming the need and the need will disappear. --- Peter's Placebo: An ounce of image is worth a pound of performance. --- Zymurgy's Law of Volunteer Labour: People are always available for work in the past tense. --- Wiker's Law: Government expands to absorb revenue and then some. --- Clarke's First Law: When a distinguished but elderly scientist states that something is possible, he is almost certainly right. When he states that ˧!something is impossible, he is very probably wrong. --- Clarke's Third Law: Any sufficiently advanced technology is indistinguishable from magic. --- Segal's Law: A man with a watch knows what time it is. A man with two watches is never sure. --- Weiler's Law: Nothing is impossible for the man who does not have to do it himself. --- Weinberg's Second Law: If builders built buildings the way programmers wrote programs, the first woodpecker to come along would destroy civilization. ---⑿Hu need is always someplace else. --- Hane's Law: There is no limit as to how bad things can get. --- The one who says it can't be done shouldn't interrupt the one doing it. --- Law of Life's Highway: If everything is coming your way, you're in the wrong lane. --- No two identical parts are alike. --- Canada Bill's Motto: A Smith & Wesson beats four aces. --- Jones' Law of TV: If there are only two shows worth watching, they will be on at the same time (and your VCR is on the blink).ND --- Sattinger's Law: It works better if you plug it in. --- Young's Law: All inanimate objects can move just enough to get in your way. --- If it jams, force it. If it breaks, it needed replacing anyway. --- When the plane you're on is late, the plane you are transferring to is on time. --- Natalie's Law of Algebra: You never catch on until after the test. --- No matter what goes wrong, there is always somebody who knew it would. --- Laws of Postal Delivery: Important mail arrives leBSate. Junk mail arrives the day it was sent. --- Rennie's Law of Public Transit: If you start walking, the bus comes when you are halfway between stops. --- Paul's Law: You can't fall off the floor. --- Young's Law: All great discoveries are made by mistake. --- For every action, there is an equal and opposite criticism. --- Murray's Rule: The wrong quarterback is the one that's in there. --- The best laid plans of mice and men are usually about equal. --- When a politician gets an i Yrdea, he usually gets it wrong. --- Etorrie's Observation: The other line always moves faster. --- Mrs. Weiler's Law: Anything is edible if it's chopped finely enough. --- Harris' Lament: All the good ones are taken. --- Whistler's Law: You never know who's right, but you always know who's in charge. --- If you like it and it's in your size, it doesn't fit anyway. --- Law of Gifts: You get the most of what you need the least. --- Nature sides with the hidden flaw. --- Ralph's Observat pM4ion: It is a mistake to allow any mechanical object to realize that you are in a hurry. --- Cole's Law: Thinly sliced cabbage. --- Time flies like an arrow, but fruit flies like a banana. --- Firestone's Law of Forcasting: Chicken Little only has to be right once. --- Manly's Maxim: Logic is a systematic method of coming to the wrong conclusion with confidence. --- Moer's truism: The trouble with most jobs is the job holder's resemblence to being one of a sled dog team. No one gets a U change of scenery except the lead dog. --- Cannon's Comment: If you tell the boss you were late for work because you had a flat tire, the next morning you will have a flat tire. --- MURPHY'S LAW: If anything can go wrong, it will. --- Murphy's Corollary: Left to themselves, things tend to go from bad to worse. --- Murphy's Corollary: It is impossible to make anything foolproof because fools are so ingenious. --- Murphy's Constant: Matter will be damaged in direct proportion to its v {&alue. --- Quantized Revision of Murphy's Law: Everything goes wrong all at once. --- O'Toole's Commentary: Murphy was an optimist. --- Scott's Second Law: When an error has been detected and corrected, it will be found to have been correct in the first place. --- Finagle's First Law: If an experiment works, something has gone wrong. --- Finagle's Second Law: No matter what the experiment's result, there will always be someone eager to: (a) misinterpret it. (b) fake it. or (c) believe  it supports his own pet theory. --- Finagle's Third Law: In any collection of data, the figure most obviously correct, beyond all need of checking, is the mistake. --- Finagle's Fourth Law: Once a job is fouled up, anything done to improve it only makes it worse. --- Gumperson's Law: The probability of anything happening is in inverse ratio to its desirability. --- Rudin's Law: In crises that force people to choose among alternative courses of action, most people will choose the wor"Yst one possible. --- Ginsberg's Restatement of the Three Laws of Thermodynamics: You can't win. You can't break even. You can't quit. --- Ehrman's Commentary Things will get worse before they will get better. Who said things would get better? --- Commoner's Second Law of Ecology: Nothing ever goes away. --- Howe's Law: Everyone has a scheme that will not work. --- Zymurgy's First Law of Evolving Systems Dynamics: Once you open a can of worms, the only way to recan them is to use a bi/gger can. --- Non-Reciprocal Law of Expectations: Negative expectations yield negative results. Positive expectations yield negative results. --- Klipstein's Law: Tolerances will accumulate unidirectionally toward maximum difficulty of assembly. --- Interchangeable parts won't. --- You never find a lost article until you replace it. --- Glatum's Law of Materialistic Acquisitiveness: The perceived usefulness of an article is inversely proportional to its actual usefulness once bought zand paid for. --- Lewis' Law: No matter how long or hard you shop for an item, after you've bought it, it will be on sale somewhere cheaper. --- If nobody uses it, there's a reason. --- You get the most of what you need the least. --- First Law of Revision: Information necessitiating a change of design will be conveyed to the designer after - and only after - the plans are complete. (Often called the 'Now They Tell Us' Law) --- Second Law of Revision: The more innocuous the modificat)AON YOU. DO NOT RUN STRAIGHT AT HIM. OTOMO MAY SEEM TO FAR AWAY TO STRIKE OUT BUT BE CAREFUL. HE IS ABLE TO LEAP GREAT DISTANCES WITH FLYING KICKS. IF OTOMO MOVES CLOSE IN AND STARTS PUNCHING DONT SLUG IT OUT IN HAND TO HAND FIGHTING BECAUSE HE IS ABLE TO QUICKLY PULL HIS SWORD OUT AND STRIKE A DEADLY BLOW. SO KEEP YOUR DISTANCE AND MOVE AWAY. NOTE:`P` CAN BE USED AT ALL TIMES TO PAUSE THE GAME. `J` CAN BE USED TO TOGGLE BETWEEN JOYSTICK AND MOUSE CONTROL [AMIGA ONLY] `M`*Mu CAN BE USED TO TOGGLE MUSIC ON/OFF DRIVING CONTROLS [RECOMMENDED CONTROL IS JOYSTICK] ---------------- [JOYSTICK] [KEYS] FORWARD - ACCELERATE CURSOR UP - ACCELERATE BACK - DECELERATE CURSOR DOWN - DECELERATE LEFT - TURN STEERING WHEEL LEFT CURSOR LEFT - STEERING WHEEL LEFT RIGHT - TURN STEERING WHEEL RIGHT CURSOR RIGHT- STEERING WHEEL RIGHT VIEWS ----- F1 - FRONT INTERNAL WITH DASH F2 - LEFT SIDE VIEW F3 - RIGH+U*T SIDE VIEW F4 - EXTERNAL FIXED CAMERA VIEWS F5 - AERIAL PLAN VIEW F6 - FRONT FULL SCREEN [ROBOVISION] F7 - EXTERNAL REAR TRACKING VIEW OF TURBO CRUISER F8 - VIEW OF SUSPECT VEHICLE F9 - INTELLIGENT CA,MERA VIEW - IT ALWAYS SETS UP ANGLES TI VIEW TURBO CRUISER AND SUSPECT VEHICLE. CONTROLS FOR FLYING SECTION [RECOMMENDED CONTROL MOUSE] --------------------------- [JOYSTICK] [MOUSE] FORWARD - TILT FORWARD OR FORWARD - TILT FORWARD BACK ,ew - TILT BACKWARDS OR BACK - TILT BACKWARS LEFT - BANK LEFT OR LEFT - BANK LEFT RIGHT - BANK RIGHT OR RIGHT - BANK RIGHT FIRE - FIRE WEAPON OR L.M.B - FIRE WEAPON FIRE + BACK - SLOW DOWN OR R.M.B - SLOW DOWN FIRE + FORWARD - SPEED UP [KEYS] CURSOR UP - TILT FORWARD CURSOR DOWN - TILT BACKWARDS CURSOR LEFT - BANK LEFT CURSOR RIGHT - BANK RIGHT SPACE BAR - FIRE W-و}EAPON - - INCREASE THRUST = - DECREASE THRUST R - TOGGLE HUD BETWEEN HORIZON AND RADAR O - TOGGLE HUD DROP SHADOW ON/OFF ESC - QUIT THE CROSS HAIRS ARE ALSO USED TO DIRECT THE MOTION OF ROBOCOP. WHEN USING MOUSE IF THE CROSS HAIRS ARE PUSHED TO THE TOP OR SIDE OF THE SCREEN ROBOCOP WILL CHANGE DIRECTION ACCORDINGLY. THIS WILL NOT HAPPEN HOWEVER INTERFERE WITH THE TARGET LOCK SYSTEM AS THE CURSOR IS ABLE TO BE POSITI.8ONED OVER A TARGET WITHIN THE SCREEN ALLOWING ROBOCOP TO BE ACCURATELY POSITIONED FOR A SHOT. MOVEMENT AND CONTROLS [MOUSE IS RECOMMENDED CONTROL] --------------------- [JOYSTICK] [MOUSE] UP - MOVE FORWARD R.M.B - MOVE FORWARD LEFT - MOVE/TURN LEFT RMB + MOVE RIGHT - MOVE/TURN LEFT RIGHT - MOVE/TURN RIGHT RMB + MOVE LEFT - MOVE/TURN LEFT FIRE - FIRE GUN LMB - FIRE GUN S - TOGGLES SOUND ON/OFF ESC - QUIT /+ "VIEWS ----- F1 - INTERNAL ROBOVISION F2 - EXTERNAL WITH FIXED POSITIONS F3 - INTERNAL WITH FIXED POSITIONS CURSOR UP/DOWN - OPERATE ELEVATOR and thats yer lot...another off the line by scooter/skid row CONTROLS ---------------------------------------------------------------------------- ARE PUSHED TO THE TOP OR SIDE OF THE SCREEN ROBOCOP WILL CHANGE DIRECTION ACCORDINGLY. THIS WILL NOT HAPPEN HOWEVER INTERFERE WITH THE TARGET LOCK SYSTEM AS THE CURSOR IS ABLE TO BE POSITIz*_The scratch on the record is through the song that you like most. --- The Party Law: The more food you prepare, the less your guests will eat. --- The Salary Axiom: The pay raise is just large enough to raise your taxes. --- Parson's Law of Passports: No one is as ugly as their passport photo. --- If it's worth doing, it's worth overdoing! --- Parks' Law of Taxes: What goes up, stays up. --- The Pitfalls of Genius: No boss will keep an employee who is right all the time. --- Zelmanq's Rule of Radio Reception: Your radio won't pick up the station that you want to hear the most. --- Humphries' Law of Bicycling: The shortest route has the steepest hills. --- O'Toole's Axiom: One child is not enough, but two children are far too many. --- Willoughby's Law: When you try to prove to someone that a machine won't work, it will. --- Lovka's Freeway Axiom: The driver behind you wants to go 5 mph faster. --- Schrimpton's Law of Teenage Opportunity: When opportunity knocksV, you've got headphones on. --- Thom's Law of Marital Bliss: The length of the marriage is inversely proportional to the cost of the wedding. --- Hughes' Burned Lawn Axiom: Grass growing from sidewalk cracks never turns brown. --- Todd's Political Principle: No matter what they're telling you, they're not telling the whole truth. --- Femo's Law of Auto Engine Repair: If you drop something, it will never reach the ground. --- Everyone wants to be noticed, but no one wants to be watcheKe d. --- Where there's a will, there's a won't. --- No one listens until you make a mistake. --- Always hire a rich attorney, never buy from a rich salesman. --- The one who snores will fall asleep first. --- There is no job so simple that it cannot be done wrong. --- The one time you lean back and relax is the time the boss walks by. --- If it's good, they discontinue it. --- Matilda's Sub-Committee Law: If you leave the room, you're elected. --- Amand's Law of Management: Everyone yo"QHELICOPTERS IMMEDIATELY. TRY TO CONSERVE FUEL. ROBOCOP WAS PRIMARILY DESIGNED AROUND THE USE OF URBAN PACIFICATION WHICH INCLUDES HEAVILY BUILT AREAS SUSCH AS ALLEYWAYS,LARGE BUILDINGS AND GENERAL PEDESTRIAN AREAS. ROBOCOP HAS FULLY FUNCTIONS AROUND ALL ENVIROMENTS AND CAN PENETRATE ALMOST ANY BUILDING. ROBOCOP IS ABLE TO MAP A ZONE HE ENTERS AND IS ABLE TO USE WEAPONS IN A CLOSED ENVIROMENT AGAINST ANYTHIN HOSTILE. HE IS ABLE TO WALK THROUGH DOORS,OR PUNCH DOWN CLOSED DOORS, AND WI TH THE USE OF HIS TARGETING SYSTEM IS ABLE TO OPERATE ELEVATORS BY USING THE UP OR DOWN CURSOR ON THE KEYBOARD. WEAPONS AND TARGET ACQUIISITION. -------------------------------- ROBOCOP HAS AN ADVANCED TARGET ACQUISITION SYSTEM WHICH IS ABLE TO DETECT ANYTHING HOSTILE. THE PLAYER MUST POSITION THE CROSS HAIRS OVER A VALID TARGET. ROBOCOPS SOFTWARE WILL AUTOMATICALLY DESIGNATE AND LOCK ONTO THE TARGET, AND THE PLAYER IS THEN ABLE TO FIRE WEAPONS. THE TARGET WILL FLASH GREEN FOR AN  6$INSTANT FOR CONFIRMATION. ROBOCOP IS NOW FITTED WITH A DETACHABLE MULTI WEAPON ARM. THE ARM HAS A MULTI HEAVY CALIBRE MACHINE GUN. EFFECIENCY ---------- THE EFFECIENCY SHOWS THE OVERALL EFFECIECY OF ROBOCOP IS IN ACTION THIS READING WILL DIMINISH DUE TO EFFECT OF WEAPONS WHICH CAN DAMAGE ROBOCOP.ie BOMBS OR HEAVY GUNFIRE WHICH CAN CAUSE SEVERE DAMAGE AND LIGHT GUNFIRE WHICH CAN SLOWLY WEAR DOWN THE EFFECIENCY READING. ANY READING BELOW 30% WILL SHOW A WARNING AS ROBOCOP WILL HAVE !~SUSTAINED A LARGE AMOUNT OF DAMAGE. IT ALSO MAY PROVE MORE DIFFICULT TO MOVE AND MAY INCUR LOSS OF POWER AND REACTION DUE TO THE DAMAGE. ROBOCOP WILL BE DESTROYED WHEN WHEN THE EFFECIENCY IS REDUCED TO ZERO. THE CROSS HAIRS ARE ALSO USED TO DIRECT THE MOTION OF ROBOCOP. WHEN USING A MOUSE IF THE CROSS HAIRS ARE PUSHED TO THE TOP OR SIDE OF THE SCREEN WILL CHANGE DIRECTION ACCORDINGLY. THIS WILL NOT HOWEVER INTERFERE WITH THE TARGET LOCK SYSTEM AS THE CURSOR IS ABLE TO BE POSITIONED"N0 OVER ANY TARGET WITHIN THE SCREEN ALLOWING ROBOCOP TO BE ACCURATELY POSITIONED FOR A SHOT. IN SOME URBAN AREAS ROBOCOP CAN USE AN ACTIVE SONIC HOMING DEVICE TO LOCATE A PERSON. THE AUDIO BLEEP WILL ACCELERATE AS HE GETS CLOSER TO THE SOURCE. THIS DEVICE WORKS AUTOMATICALLY. USUAL JOYSTICK MOVEMENTS (LEFT/LEFT-RIGHT/RIGHT/UP/FORWARD-ect) MOUSE CONTROLS -------------- RMB.................TO MOVE FORWARD LMB.................TO FIRE GUN RMB + MOVE RIGHT....TO TURN RIGHT LMB + MOVE LE#FT.....TO TURN LEFT S...................TO TOGGLE SOUND ON/OFF ESC.................TO QUIT M...................TO TOGGLE MUSIC ON/OFF VIEW ---- F1 - INTERNAL ROBOVISION F2 - EXTERNAL VIEW BEHIND/ABOVE F3 - EXTERNAL VIEW BEHIND/BELOW THE PLAYERS SCORE IS CALCULATED ON THE FOLLOWING; HOW QUICK THE MISSION IS ACHIEVED. HOW MUCH EFFECIENCY ROBOCOP HAS REMAINING AN OVERALL MISSION SCORE SCORE FOR INDIVIDUAL NUMBER OF THOSE ELIMINATED NOTE: IT IS POSSIBLE TO GET A NEGATIVE SCORE SCORE$5{ IF ROBOCOP SHOOT ANY INNOCENT PEOPLE WHILST ON DUTY. ie WOMEN AND CHILDREN. IF A NEGATIVE SCORE IS ACHIEVED AT THE END OF THE MISSION IT IS LIKELY THAT THE PLAYER WILL BE DECOMMISIONED FROM THE FORCE AND DEACTIVATED HINTS AND TIPS -------------- CAUTION SHOULD BE TAKEN AT ALL TIMES AS DANGER LURKS AROUND EVERY CORNER. YOU SHOULD ALWAYS TAKE EXTREME CAUTION WHEN TURNING CORNERS AND BE PREPARED TO FIRE. ALWAYS AIM FOR A BODY SHOT TO ACHIEVE ACCURATE TARGET LOCK. AVOID INNOCENT CIVIL%wIANS AT ALL COSTS ------------------------------------- TARGETS SHOULD BE CHOSEN CAREFULLY. ie IF THERE ARE 3 BADDIES ATTACKING YOU. FIGURE OUT WHO IS THE MOST DANGEROUS. A MAN ABOUT TO THROW A HAND GRENADE IS FAR MORE DANGEROUS THAN A MAN WITH A HAND GUN... IF A HAND GRENADE IS THROWN YOU STILL HAVE A CHANCE TO DESTROY IT WITH YOUR GUN, AS THE DAMAGE SUSTAINED WILL THEN BE GREATLY REDUCED. IT IS VERY EASY TO BECOME LOST SO PAY ATTENTION TO ANY PARTICULAR LAND MARKS OR SIGNS. MANY A&N̫LLEYWAYS AND CORRIDORS HAVE COUNTLESS DOORS, MANY OF THEM LEAD NOWHERE. EXPLORING EVERY DOORWAY WILL ONLY WASTE TIME, MANY OF THEM ARE BOOBY TRAPPED, SO CARE MUST BE TAKEN. MAKE A NOTE OF THE DIRECTION THE BADDIES ARE COMING FROM AS THEY MAY LEAD YOU TO YOUR OVERALL MISSION DIRECTIVE. TO OPERATE ELEVATORS, SIMPLY WALK INSIDE AND PRESS CURSOR-UP OR CURSOR-DOWN KEY/S ON THE KEYBOARD. CLOSE QUARTER COMBAT -------------------- IN AN URBAN ENVIROMENT, AN ENFORCEMENT DROID IS LIKELY TO E'PD5NCOUNTER MANY DIFFERENT MODES OF ATTACK, WEAPONS SUCH AS A MACHINE GUN ARE NOT ALWAYS AVAILABLE,AND ONLY MINIMUM AMOUNT OF FORCE MAY BE REQUIRED TO PERFORM AN ARREST. ROBOCOP IS ABLE TO MANIPULATE LIMBS FOR USE IN UN-ARMED COMBAT, HE IS ABLE TO PUNCH LOW AND HIGH,BLOCK INCOMING THRUSTS,PERFORM EVASIVE MANOEUVRES AND IS ALSO ABLE TO RECOVER HIMSELF FROM THE GROUND. CONTROLS: JOYSTICK (USUAL JOYSTICK COMMANDS -LEFT/LEFT - RIGHT/RIGHT ect) KEYS : SHIFT/BLOCK - RETURN/DRAW GUN - SPACE (BAR/FIRE GUN VIEWS ----- F1 - INTERNAL ROBOVISION F2 - EXTERNAL NORTH FACING F3 - PAN AROUND ROBOCOP AT GROUND LEVEL F4-F7 - CAMER VIEWS [FIXED] F8 - DRAWN BACKDROP VIEW F9 - ROTATING AERIAL VIEW F10 - INTELLIGENT CAMERA VIEW OTOMO OS A HIGHLY ADVANCED MACHINE AND IN MANY WAYS FAR SUPERIOR TO ROBOCOP AND IS ABLE TO OUT-MANOEUVRE ROBOCOP AT ANY LEVEL OF COMBAT. SOME OF THE BASIC RULES OF ENGAGEMENT: DO NOT GET TRAPPED IN A CORNER AND WAIT FOR OTOMO TO MOVE 8ȋE ON THE BRAKE LIGHTS AS YOU WILL KNOW THEN IF YOUR CHASE VEHICLE IS ABOUT TO SLAM ON THE BRAKES OR TURN RAPIDLY. WHEN IN PURSUIT OF A VEHICLE,DONT GET TO CLOSE AS IT IS LIKELY THAT ITS DOORS WILL SWING OPEN WITH MACHINE GUNS FIRING AT YOU. ALSO LOOK OUT FOR PEOPLE SHOOTING AT YOU FROM THE ROADSIDE OR OTHER VEHICLES. TO APPRHEND A VEHICLE IT IS BEST TO CHOOSE YOUR MOMENT.ie WHEN ON A STRAIGHT SECTION OF ROAD USE YOUR TURBO ACCELERATION TO MOVE UP ALONG SIDE HIM AND RUN INTO HIM. IT C<[MxOULD TAKE SEVERAL COLLISIONS TO FORCE THE VEHICLE OFF THE ROAD,DURING THIS YOU MAY ALSO BE UNDER FIRE. WATCH OUT FOR OBSTACOLES IN THE ROAD SUCH AS OIL SPILLS,DESTROYED VEHICLES AND DEBRIS. ON TURNING USE THE WIDTH OF THE ROAD,BUT DONT IVERSTEER. SQUEELING TYRES WILL LET YOU KNOW IF YOUR CUTTING IT TOO FINE. WHEN IN PURSUIT OF FASTER VEHICLES YOU WILL STRUGGLE TO KEEP UP..REMEMBER USE YOUR TURBO ACCELERATION AT THE RIGHT TIME. FLYING SECTION. --------------- THE LATEST ADDITION TO R{OBOCOP ARMOURY IS `GYROCYCLE`. THIS IS A SPECIALLY ADAPTED JETPACK WHICH ALLOWS ROBOCOP TO ACHIEVE FULL FLIGHT. THE GYROCYCLE IS INTERFACED TO USE THE ROBOCOP SOFTWARE AS A NEW HELMET DISPLAY CALLED `H.U.D`. ON THE HELMET MOUNTED DISPLAY MISSION DIRECTIVES ARE PRINTED AND ALSO ANY DATA WHICH MAY BE RELEVANT,BELOW THIS IS THE EFFECIENCY READING IS PRINTED PERMANTLY. EFFECIENCY. ----------- THE EFFECIENCY READING SHOWS THE OVERALL ROBOCOP EFFECIENCY. WHEN ROBOCOP IS IN COMBAT THIS REAqDING WILL DIMINISH DUE TO THE EFFECT OF WEAPONS WHICH CAN DAMAGE ROBOCOP. ie HELICOPTER GUNFIRE CAN BLOW ROBOCOP OUT OF THE SKY AND GROUND GUNFIRE CAN SLOWLY WEAR DOWN THE EFFECIENCY READING. ANY READING BELOW 30% WILL SHOW A WARNING AS ROBOCOP WILL HAVE SUSTAINED A LARGE AMOUNT OF DAMAGE. IT ALSO MAY PROVE MORE DIFFICULT TO FLY AND MAY INCUR LOSS OF POWER AND REFLEXES DUE TO DAMAGE. ROBOCOP WILL BE DESTROYED WHEN EFFECIENCY IS REDUCED TO ZERO. WEAPONS. -------- WHILST IN FLIGHT RO6Q>BOCOP HAS A MULTI WEAPON WHICH IS CAPABLE OF FIRING CANNON AND RAPID MACHINE GUN FIRE,THE WEAPON IS SELECTED AND THE AMOUNT OF AMMUNITION REAMAINING IS PRINTED ON THE BOTTOM OF THE SCREEN. THE CANNON IS THE MORE POWERFUL THAN THE MULTI WEAPON ARM MACHINE GUN. THE CANNON IS ABLE TO KNOCK OUT HEAVY ARMOUR SUCH AS TANKS AND HELICOPTERS MORE EFFECIENTLY THAN THE MACHINE GUN. ROBOCOPS AVIONIC SOFTWARE HAS A NEW TARGET SYSTEM SIMILAR TO A FIGHTER AIRCRAFT WHERE A LOCK CAN BE ACHIEVED WHICqkH WILL ALLOW THE WEAPONS TO BEAR. IT IS UP TO THE PLAYER TO THEN FIRE WHEN READY. COUNTER MEASURES. ----------------- H.U.D THIS DISPLAY IS DESIGNED TO SHOW THE PLAYER ALL RELEVANT FLIGHT INFORMATION..ie, POWER,RADAR AND OTHER VARIOUS READINGS. 1) ALTITUDE BAR - THIS IS THE LEFT HAND INDICATOR BAR, A WARNING WILL APPEAR IF THE ALTITUDE LEVEL IS TO LOW. 2) THRUST BAR - THIS IS THE RIGHT HAND INDICATOR BAR SHOWING THE THRUST OF THE JET PACK. THE GREATER THE THRUST THE GRATER TH P E VELOCITY OBTAINED. 3) RADAR - THE CENTRAL AREA OF THE DISPLAY SHOWS A RADAR DISPLAY OF VARIOUS THREATS RELEVANT TO YOUR POSITION OBJECTS ARE SPLIT INTO THREE COLOUR CODES. RED - IS AN AERIAL THREAT. ie HELICOPTERS GREEN - IS FOR FRIENDLY .ie POLICE CARS BLACK - SHOWS THE LOCATION OF IMPORTANT OR RELEVANT BUILDINGS ie OCP TOWER YELLOW- INDICATES A GROUND BASED THREAT ie, ED209,TANKS ect HORIZON BAR INDICATOR[USED WITH CANNON] WHEN A VALID TARGET IS WITHIN H.U.D ٛ, A GREEN TARGET `LOCK` APPEARS WHEN WITHIN RANGE TO FIRE. A RED TARGET CIRCLE WILL OVERLAP,WHEN THEY MEET YOU CAN FIRE. THE PLAYERS SCORE IS CALCULATED ON THE FOLLOWING; HOW QUICK THE MISSION IS ACHIEVED. HOW MUCH EFFECIENCY ROBOCOP HAS REMAINING AN OVERALL MISSION SCORE SCORE FOR INDIVIDUAL NUMBER OF THOSE ELIMINATED NOTE: IT IS POSSIBLE TO GET A NEGATIVE SCORE SCORE IF ROBOCOP SHOOT ANY INNOCENT PEOPLE WHILST ON DUTY. ie WOMEN AND CHILDREN. IF A NEGATIVE SCORE IS ACHIEVED AT THE S END OF THE MISSION IT IS LIKELY THAT THE PLAYER WILL BE DECOMMISIONED FROM THE FORCE AND DEACTIVATED JOYSTICK MOUSE KEYS -------- ----- ---- FORWARD - TILT FORWARDS FORWARD - TILT FORWARD CURSOR UP -TILT FORWARDS BACK - TILT BACKWARDS BACK - TILT BACKWARDS CURSOR DOWN TILT BACKWARDS LEFT - BANK LEFT LEFT - BANK LEFT CURSOR LEFT - BANK LEFT RIGHT - BANK RIGHT  w RIGHT - BANK RIGHT CURSOR RIGHT- BANK RIGHT FIRE - FIRE WEAPON L.MOUSE - SPEED UP FIRE SPACE BAR - FIRE WEAPON FIRE BACK SLOW DOWN R.MOUSE - SLOW DOWN R - TOGGLE HUD BETWEEN HORIZON AND RADAR D - TOGGLE HUD DROP SHADOW ON/OFF RETURN - TOGGLE WEAPON ESC - QUIT VIEW ---- F1 - FRONT INTERNAL WITH HUD F2 - EXTERNAL WITH FIXED POSITION F3 - EXTERNAL REAR TRACKING VIEW F4 - EXTERNAL REAR TRACKING VIEW WITH MOVEMENT INERTIA USE `1` AND `2`?ES TO ALTER DISTANCE ON EXTERNAL VIEWS. 1 TO ZOOM IN...2 TO ZOOM OUT. KEEP LOW ALTHOUGH SUSCEPTIBLE AT THIS ALTITUDE TO SMALL ARMS FIRE WHICH WILL SLOWLY LOWER YOUR EFFECIENCY IT IS FAR LESS DANGEROUS THAN A LARGE AAA AND HELICOPTER GUNFIRE.ALSO AT HIGH ALTITUDE THE MISSILES PROVE EFFECTIVE. THE HELICOPTERS ARE PERHAPS THE MOST DANGEROUS SO SHOULD BE AVOIDED. TAKE SUGGEST THAT ALL AERIAL THREATS SHOULD BE ERADICATED BEFORE GROUND ENGAGEMENTS IT IS THEREFORE FEASIBLE TO DEAL WITH THE ,[ECINCTS ARE WITHIN THE JURISDICTION OF ROBOCOP FROM UP NORTH AND WEST TO THE INTERSTATE AND SOUTH AND EAST TO THE SEAWAY AND CANADA. A RESTRAINING DEVICE HAS BEEN FITTED TO THE VEHICLE SO THE CITY BOUNDERIES ARE NOT VIOLATED. ROBOCOP HAS BEEN PROVIDED WITH NFULL GEOGRAPHICAL DATA OF THE CITY,COMPLETE WITH MAP DISPLAYS,RADARS AND LOCATION POINTERS TO AID NAVIGATION AROUND THE CITY. THE CITY IS SPLIT UP INTO DIFFERENT URBAN AREAS: 1) DOWNTOWN BUSINESS DISTRICT COMPLETE WITH SKYSCRAPE Y0fRS AND MODERN ULTRA TECH SHOW CASE BUILDINGS. 2) THE SUBURBS,THE OUTSKIRTS OF THE CITY WITH NICE HOUSING,TREES AND SHOPPING MALLS. 3) THE DOCKS, A\ INDUSTRIAL AREA SHOWING SIGNS OF DECAY AS THE RECESSION BITES HARD. 4) THE INNER CITY OF OLD DETROIT,THE RUN DOWN SLUM AREA OF DETROIT WHERE THE SITE OF DELTA CITY IS TO BE LAID.(THIS AREA IS NOW SEALED OFF WITH AN ELECTRIFIED PERIMETER FENCE) ON THE MAP PARTICULAR ATTENTION HAS BEEN PUT TO THE MAIN AREAS INVOLVED IN THE G KHAME,AT VARIOUS TIMES DURING THE GAME, YOU MAY NEED TO VISIT SOME OF THE LOCATIONS. 1) ROCKET MOTORS - ABANDONED DISUSED CAR FACTORY. 2) OCP TOWER - THE HQ OF O.C.P 3) METRO SOUTH POLICE HQ 4) TWENTY FOUR HOTEL 5) CHURCH IN SOME DRIVING SECTIONS, WHEN YOU ARRIVE AT ANY OF THESE LOCATIONS THE COMPUTER AUTOMATICALLY TAKES OVER THE GAME AS THE PLAYER SEES A GRAPHIC BACKDROP WITH THE 3D SUPER IMPOSED OVER IT. FROM THIS POINT ROBOCOP WILL FOOT IT. WHILST ON PATROL ROBOCOP WILL RECEIV TE MISSION ORDERS,REPORTS AND UPDATES FROM POLICE HQ, THIS DATA WILL BE PRINTED ACROSS ROBOCOPS VISOR. IT IS THROUGH THIS SYSTEM THAT MISSION ORDERS WILL BE CONVEYED TO ROBOCOP. MISSIONS WILL INCLUDE APPREHENDING `411` VEHICLES AND THE CAPTURE OR DESTRUCTION OF CRIMINALS. IT IS LIKELY,DURING PATROL,THAT GUNFIRE WILL BE AIMED FOM THESE VEHICLES,GREAT CARE SHOULD BE TAKEN TO AVOID UNNECESSARY GUN-FIRE. DRIVING PARAMETERS. ------------------- THE TURBO CRUISER IS A FAST EFFICENT POLICE Ȁ CAR..IT IS ABLE TO ACCELERATE TO 60MPH IN 8 SECONDS WITH A TOP SPEED OF 140 MPH. IT IS ABLE TO PULL HARD AT FAST SPEEDS AND DECELERATES RAPIDLY FOR TURNING CORNERS. MAKING IT LESS HAZARDOUS. THE VEHICLES TURBO BOOST CUTS IN AT 30 MPH UP TO 80MPH WHICH IS VERY USEFUL FOR OVERTAKING AND FOR ACCELERATING OUT OF TIGHT CORNERS. DISPLAYS. --------- THE CAR DASHBOARD HAS A SPEEDOMETER MOUNTED IN THE MIDDLE OF THE CONSOLE AND A MAP ON THE LEFT HAND SIDE. ON THE STEERING WHEEL A SMALL WHIT waE DISPLAY DOT SHOWS HOW FAR THE STEERING WHEEL IS TURNED AND IN WHAT DIRECTION IT IS POINTING. THE CAR IS ALSO FITTED WITH FLASHING POLICE LIGHTS: THESE LIGHTS ARE AUTOMATED AND WILL FLASH AUTOMATICALLY DURING ARREST MODE. THE CAR HAS AN ACTIVE MOVING MAP DISPLAY TO SHOW THE PLAYER THE LOCATION OF ANY ADVERSARIES AND HIMSELF IN RELATION TO THE WORLD. THIS IS ESSENTIAL DURING HIGH SPEED CHASES. DUE TO THE MAP RESOLUTION IT IS SPLIT INTO 4 SECTIONS FOR THE -NORTH EAST - SOUTH EAST - S@pOUTH WEST - NORTH WEST AREAS OF THE CITY. YOUR VEHICLE IS INDICATED BY A GREEN SQUARE, THE SUSPECT VEHICLE BY A RED SQUARE. DAMAGE AND EFFICIENCY. ---------------------- THE CAR IS ABLE TO WITHSTAND A GREAT DEAL OF DAMAGE,AKTHOUGH THE MORE DAMAGE THE CAR RECIEVES THE LESS RESPONSIVE AND MORE DIFFICULT IT MAY COME TO CONTROL. DURING THE DRIVING SECTION,ROBOCOPS EFFECIENCY READING IS DEDICATED TO THE CAR AND NOT ROBOCOP. THE EFFECICIENCY READING SHOWS THE OVERALL TURBO CRUISER EFFECIXRENCY. WHEN ROBOCOP IS IN ACTION THIS READING WILL DIMINISH DUE TO THE EFFECT TO WEAPONS WHICH CAN DAMAGE ROBOCOP. ie HEAD ON COLLISIONS WITH BUILDINGS AND OTHER VEHICLES OR HEAVY GUNFIRE CAN DESTROY THE TURBO CRUISER AND LIGHT GUNFIRE CAN SLOWLY WEAR DOWN THE EFFECIENCY READING. ANY READING BELOW 30% WILL SHOW A WARNING AS THE VEHICLE WILL HAVE SUSTAINED A LARGE AMOUNT OF DAMAGE. IT ALSO MAY PROVE MORE DIFFICULT TO DRIVE AND MAY INCUR LOSE TO POWER AND REACTION DUE TO DAMAGE. THE TUkRBO CRUISER WILL BE DESTROYED WHEN EFFECIENCY IS REDUCED TO ZERO. THE PLAYERS SCORE IS CALCULATED ON THE FOLLOWING; HOW QUICK THE MISSION IS ACHIEVED. HOW MUCH EFFECIENCY ROBOCOP HAS REMAINING AN OVERALL MISSION SCORE SCORE FOR INDIVIDUAL NUMBER OF THOSE ELIMINATED NOTE: IT IS POSSIBLE TO GET A NEGATIVE SCORE SCORE IF ROBOCOP SHOOT ANY INNOCENT PEOPLE WHILST ON DUTY. ie WOMEN AND CHILDREN. IF A NEGATIVE SCORE IS ACHIEVED AT THE END OF THE MISSION IT IS LIKELY THAT THE PLAYER WILL BhmE DECOMMISIONED FROM THE FORCE AND DEACTIVATED. DRIVING CONTROLS. ----------------- JOYSTICK..... KEYS FOR SAME EFFECT FORWARD - ACCELERATE OR CURSOR UP BACK - DECELERATE OR CURSOR DOWN LEFT - TURN STEERING WHEEL LEFT OR CURSOR LEFT RIGHT - TURN STEERING WHEEL RIGHT OR CURSOR RIGHT ESC ......QUIT A ........ROBOVISION SPACE ....SLOW DOWN QUICKLY VIEWS.... F1 - FRONT INTERNAL WITH DASH F2 - LE~#[FT SIDE VIEW F3 - RIGHT SIDE VIEW F4 - EXTERNAL FIXED CAMERA VIEWS F5 - AERIAL PLAN VIEW F6 - FRONT FULL SCREEN (ROBOVISION) F7 - EXTERNAL REAR TRTACKING OF TURBO CRUISER F8 - VIEW OF SUSPECT VEHICLE F9 - INTELLIGENT CAMERA VIEW SETS UP ANGLES TO VIEW TURBO CRUISER AND SUSPECT VEHICLE. YOUR ADVERSARY IS INTELLIGENT SO TREAT HIM WITH RESPECT, KEEP ON THE ROAD...ALTHOUGH YOU CAN DRIVE ON THE SIDEWALKS AND OPEN AREAS IT WILL DAMAGE YOUR VEHICLE AND WEAR DOWN EFFECIENCY. KEEP AN EY\uE ONLY.. >0< DAY OLD.. BOARDS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- -*- HYPERSPACE - (GHQ!) +49-5916-4755 -*- -*- CITY LIMITS - (UKHQ) +44-XXXX-XXXX -*- -*- C.A.L. - (UKHQ) +44-XXXX-XXXX -*- -*- More in comming days!!............ -*- -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-  (( < /\ | )) The 7th Church of the Apocalyptic Lawnmower ((P < /\ | ))  Thiz File Was Downloaded From ==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ | | | THe FLYiNG TeAPoT - oFFiCiAL ToP BaNaNa FaNCLuB - iNfiNiTE PeRFeCTiON uKHQ | | | | + 4 4 - 6 0 3 - 7 6 7 5 4 3 | | k- | +=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ -5916-4755 -*- -*- CITY LIMITS - (UKHQ) +44-XXXX-XXXX -*- -*- C.A.L. - (UKHQ) +44-XXXX-XXXX -*- -*- More in comming days!!............ -*- -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-  (( < /\ | )) The 7th Church of the Apocalyptic Lawnmower ((0PN THE TWINS SET OUT ON A QUEST TO AVENGE THE MASSACRE OF THEIR PEOPLE. AND TRY TO SET THEIR WORLD IN ORDER AGAIN. TO RE-AWAKEN THEIR COUNTRY, AND BRING EACE BACK TO ITS PEOPLE...BUT FIRST THEY NEED TO DISCOVER THE LEGENDARY STONE CALLED DRAGON BLUE EYES. AMIGA AND ATARI ST CONTROLS. ---------------------------- MOVE OR FIRE .....JOYSTICK (BOTH MACHINES) MEGA WEAPONS......ALT/CAPS LOCK (ST) LEFT ALT/RIGHT ALT (AMIGA PAUSE/UNPAUSE.....F1/F2 (BOTH MACHINES) QUIT..............ESC (BOTH nMACHINES) AND THATS YER LOT...(COR I WISH THEY WERE ALL LIKE THIS...........L8R SCOOTER ------------------------------------------------------------------------------AND FOOTBALL MASTERS.... ALL BY ME.... SCENARIO. --------- IN THE PARADISE LAND OF ALEURA MANY YEARS AGO A TERIBLE MONSTER DESCENDED TO CREATE HAVOC. THE PEOPLE OF ALEURA HAD LIVED IN PEACE FOR MANY YEARS. EVERYTHING IN THE MONSTERS PATH WAS DECIMATED. AND THE ONLY 2 SURVIVORS WERE THE TWIN SONS OF THE KING. 15 YERAS OBi| TO NEXT LINE OF TEXT ESCAPE - SKIP REST OF MEDIA BREAK. ARCADE SECTION 1 : DRIVING -------------------------- THE POLICE FORCE IS ON STRIKE AS DETROIT BECOMES A NO-GO ZONE. ON THE HIGHWAYS ROBOCOP IS ATTEMPTING TO APPRHEND RUNAWAY DRIVERS AND STOLEN VEHICLES. ARCADE SECTION 2 : STREET FIGHT ------------------------------- THE BACK STREETS OF THE CITY ARE PLAGUED BY PUNKS WHO BRING TERROR TO THE NEIGHBOURHOOD. ROBOCOP IS ABOUT TO CLEAN UP! ARCADE SECTION 3 : HO@STAGE SITUATION ------------------------------------ OCP TOWER IS IN THE HANDS OF A TERRORIST FACTION WHO ARE HOLDING EXECUTIVES HOSTAGE FOR A BILLION DOLLARS RANSOM... NOBODY PLANS ON IT. ROBOCOP MUST PENETRATE THE TOWER AND DESTROY ALL THE TERROROSTS. ARCADE SECTION 4 : FLYING ------------------------- SECURITY GUARDS ARE PROUD TO PRESENT THE LATEST ADDITION TO THE ROBOCOP INVENTORY. A GYROPACK!. A TRIAL COMBAT SITUATION HAS BEEN ARRANGED AGAINST THE MILITARY OVER THE SKIES OF DET ROIT. ARCADE SECTION 5 : HAND TO HAND COMBAT -------------------------------------- A NEW ROBOTIC NINJA HAS BEEN CREATED BY HANEMETSU INDUSTRIES WHO ARE KEEN TO IMPRESS THE WORLD OF ITS SUPERIOR COMBAT FACILITIES. ONLY ONE ADVERSARY IS UP TO THE JOB...ROBOCOP! AFTER THE SECTION HAS BEEN COMPLETED YOU THEN RETURN TO THE MAIN ARCADE SELECTION MENU. IF YOU ARE ELIMINATED OR FAIL TO COMPLETE YOUR MISSIPON, YOU RETURN TO `MEDIA BREAK`, THEN A HIGH SCORE TABLE. THE STORY SO FAR --------!89--------- IT HAS BEEN 6 MONTHS SINCE THE ANNOUNCEMENT OF THE DELTA CITY PROJECT. OCP ARE NOW IN A DESPERATE SITUATION AS THEY STAND TO LOOSE BILLIONS OF DOLLARS IF WORK DOES NOT COMMENCE WITHIN THE WEEK. THE CITIZENS OF DETROIT HAVE BEEN RELUCTANT TO MOVE FROM THEIR HOMES SO OCP HAS HIRED A SPECIAL ARMY GROUP CALLED THE `REHABS`, THEY ARE URBAN REHABILITATION OFFICERS WHO ARE ROOTING PEOPLE FROM THEIR HOMES. DELTA CITY MOVES EVER CLOSER. ----------------------------- THE MOVIE SECTIO"rN OF THE GAME RUNS LIKE AN ADVENTURE. LIKE ALL ADVENTURES IT HAS MANY TWISTS AND TURNS, SIO IT IS DIFFICULT TO GIVE AN ACCURATE FLOW OF HOW THE GAME WILL RUN. SO WE ARE NOT ATTEMTING TO DO SO! MEDIA BREAK IS USED TO PROVIDE AN UPDATE OF THE EVENTS SO FAR AND CREATES THE BACKDROP TO THE GAME. MEDIABREAK KEYS: SPACE BAR - SKIP TO NEXT LINE OF TEXT ESCAPE - SKIP REST OF MEDIA BREAK DIRECTIVES: 1) PROTECT THE INNOCENT 2) UPHOLD THE LAW 3) SER 4hVE THE PUBLIC TRUST ROBOCOP CANNOT VIOLATE THESE PRIME OBJECTIVES - ANY VIOLATIONS WILL RESULT IN SHUTDOWN. IN THE GAME ROBOCOP IS ABLE TO FUNCTION IN ALL ENVIROMENTS. HE IS CAPABLE OF WALKING,FLYING,DRIVING AND ALL FORMS OF COMBAT. AS A MEMBER OF THE METROPOLITAN POLICE FORCE OF DETROIT. THE SECURITY CONCEPTS -ROBOCOP- WILL BE PROVIDED WITH A POLICE TURBO CRUISER FOR ACTIVE PATROL DUTY. DESCRIPTION OF THE WORLD. ------------------------- 1) ACTIVE PATROL DUTY, ALL OF DETROITS PR $;g To the right, you should blast away all three tenticles, and small jump the 1st pit monster, and long jump the remaining two. Now you come to a pit which must be jumped so you land just before the pit monster. Jump over him and continue right till you get to the wall. Which ya blast. Now go back left till you get to the rightmost falling rocks room. Go up from here till ya see the small flying thingy. Wait for it to take off, and then walk to the left. Now wait at the top of the cli %ff till the bird is eaten by the tenticles. Once its eaten, you can jump to the 1st stalegtight (or dictionary...), then to the next and keep movin allong till you've back ontop of the wierd rock formation. Ya now drop to the left of it, and blast it in the middle. Itll topple over, and you can jump allong it to get above it. Now run right, jumping the 3 pits allong the way till you get to the water above the cave. Blast the cave and run like SHIT!! to the left, jumping the 3 pits yo &ku pasted, and over where you jumped up, to land on the little platform!...The water will push this up, and you can go right to get to the door which you should shove you dick into the hole err I mean blast it, and go right. Dont go up the stairs, but instead keep going right, past the X-waterfall, and into the building. If theres a guard, kill him in the usuall way (Im not going into that, if ya that lame ya should buy a ST!). And then shoot the longest chandelleierierie (fuck i need 'wy# that dictionary!) from on top of the stairs... This allows your friend to escape by losening the roof above. Now go right, killing all guards, untill you find the water pool. Jump into this and go down. You'll realise this is the wall you blasted a while back. Go through the wall, and to the left, past the pit monster, and then up the passage above and to the left of the pit monster. At the top is some air!... Once you have the air, go down, past the pit monster,and swim right to ge (Iӥt out of the water!. Shoot the power cabel, and then swin directly out of the water pool. Go left, accros the waterfall, and up the stairs. Now go right accross the higher waterfall, and into the bulding. You may see your friend sliding past. Go right and dispose of the guard, jump the steps, and you'll find yourself in a room with a guard behind a door. 1st stand near the door (but dont open it!) and make a sheild or two!, then walk nearer the door to open it, and quickly walk back )>,behind you sheilds. The guard should have thrown a grenade, which will come back to him off the closed door... Now ya simply walk right,blast the door, and after recharging your gun (if you like) go right again. On this room DO NOT FIRE A SHOT!! Crouch down ready to fire at the light's cable. You should be able to see the reflection of the asshole guard below who you cant kill normally. Hell keep walking in this pattern: left to right, right to left, left to middle, middle to left. A*Y) nd repeat. When he is in the middle fire and the light will fall on him! Now go back to the left, recharge your gun, and go left until you are at the stairs. Go down and down through the teleporter thingy!! and then right, accross the water pool, past the dead guard, and jump down the hole... Now things get a little HOT! Quickly blast the wall to your right, and RUN right!!! Keep going through the doors which will be blasted away behind you by an endless supply of guards! If youve do+ ne it all right your friend should be crawling above you... When you get to the dead end, keep making sheilds to your left and killing anyone who gets in the way!... Wait until you friend opens the trap door, and after making a final sheild, run and jump to his hand. He'll pull you up and you both get into the wierd vehicle which drives itself left into some sort of arena... In the left top corner of the screen youll get a image of your hand!... Keep pressing all ythe different butto,1sns till you and friend are shot out!... Youll be transfered to a nice peacefull bathing pool... well peaceful till you crash through the roof!! Run right jumping lazers and once on the next screen, make sheilds and stay standing (dont worry, lazers from the left are not harmful to you, only your sheild!). Kill the 4 guards that will come after you and run right till you meat your friend who crashes throgh the window... Run right again... and youll be standing in the middle of a pl-H~atform which is blasted away and you fall down... to be grabbed by a guy that looks like your friend... hell kick you right, and your friend will come to the rescue... In the next room, while the two are fighting, you have to crawl right till your next to the levers.. then wait until the friend is pushed off. Once the bad one walks in line with the 1st blue line, press fire to blow him up with some kind of lazer... then fire again to open the roof!... Crawl left and if you get there m aisy &Si!ly release the button(s) and move the joystick LEFT or RIGHT. Power Punches do more damage than normal punches, but your boxer is more vulnerable when throwing one. If you can land a good power punch, your boxer might sense his opponent is hurt and could go into "Killer" mode which is determined by your boxer's Killer Instinct rating indicated by the boxer's name flashing. In Killer Mode, your punches have maximum impact, so go for the knockout right away. (See example) Y?coݭOU CAN ONLY DELETE A BOXER WHICH YOU HAVE CREATED. EXAMPLE: A right-handed boxer is in the standing position. Press button 2 and LEFT to throw a left-hook to his opponent's head. Continue to hold down button 2, move the joystick DOWN, and release the button. He then crouches down and cocks his right arm. Press both buttons to throw the power punch - a strong uppercut with his right arm. We strongly recommend that you practice throwing power punches in two- player mode. Prope@{u\rly used, power punches can turn a good boxer into a great one. KNOCKDOWN GAUGES 4 CUTS - TKO! At the bottom of the screen, below the fighters' names, are three Knockdown Gauges, these will indicate how close each boxer is to being knocked-out. Scoring in each round is more than just how much damage has been done. (Scoring is discussed in the Judges section of the career guide.) 1. STAMINA Stamina is worn away every time you get hit and every time you throw a punch, especiallASy when you miss. You can replenish Stamina by avoiding contact. Stamina is also restored significantly between rounds - amounts vary by boxer, depending on his Conditioning rating. 2. HEAD Punches that land to your head will reduce your Knockdown Head Gauge. Levels on this gauge are restored only between rounds, again based on Conditioning. GET YOUR SHOULDER INTO THE PUNCH! 3. BODY The Knockdown Body Gauge operates exactly like the Knockdown Head Gauge. KNOCKDOWNS As your KBnockdown Gauges are worn away during a fight, you may run the risk of getting knocked down. When you go down, it's not always "for the count." You can encourage your boxer to get up by pressing BUTTON 1 while the referee is counting. The longer you wait to get up, the more Stamina you'll regain. Naturally, if the ref hits "10" before you've regained your senses... it's all over. ANTICIPATE THE OTHER BOXER AND THROW PUNCHES TO WHERE YOU THINK HE WILL BE. REMEMBER, TIMING CHACTNGES BASED ON HANDSPEED. BEFORE ENTERING A BOUT, ALWAYS CONSULT YOUR TRAINER FOR NEXT FIGHT STRATEGY, THE BETTER YOUR TRAINER, THE MORE INFORMATION YOU'LL GET ABOUT YOUR OPPONENT. * DURING THE RING ANNOUNCER'S SPEECH, NOTE WHO IS THE "HOMETOWN" BOXER SINCE SOME JUDGES WILL FAVOR THIS BOXER SLIGHTLY. SURVIVAL TIPS For practice, choose Human vs. Human mode. Since there will be no one controlling your opponent, he won't move. In this condition, he makes an excellent practice du.Kmmy. To Learn the controls, fight a human vs. human exhibition match. Move the boxers closer until you see the side view. Practice each punch and some power punches. Move the second boxer into position and get a feel for range and sounds. Note: In order to select a boxer for Player 2, you will need to set up the configuration for Player 2 in the Install Program. To throw a punch hold down the Button (S) and press the joystick LEFT or RIGHT. Don't pound on the buttons, but learE< ET WIND UP SHOOT YOUR PUNCHES STRAIGHT! STICK & MOVE BOB & WEAVE THE KEY TO LANDING PUNCHES IS LEARNING TO "MEASURE THEM" OR JUDGE THE DISTANCE BETWEEN YOU AND YOUR OPPONENT FOR MAXIMUM EXTENSION OF YOUR PUNCH. KEYBOARD COMMANDS These are all the keyboard commands in ABC's Wide World of Sports Boxing: F3 = Pause Spacebar, F4 = Pause Off F5 = Sound On/Off F7 = Rope-Size Toggle (decreasing the rope-size will speed up the game. This fF_eature is helpful on slower machines.) ALT-J = Re-calibrates joysticks (To re-calibrate joysticks while in the game, center the joystick and press ALT-J. You will hear a sound when the joysticks are re-calibrated.) Esc = Exit Menu or Game DON'T DROP YOUR LEFT! WORK HIS BODY! GETTING INTO THE GAME... COPY PROTECTION CRACKED BY SKID ROW... NEED WE SAY MORE! WHILE HE IS COCKED - WAITING TO THROW THE POWER PUNCH - YOUR BOXER IS UNCOVEG! RED AND EXTREMELY VULNERABLE. MAIN MENU WATCH OUT FOR KILLER MODE!!! Following the game intro screens, you will see the following selections on the Main Menu. EXHIBITION Exhibition lets you fight against the computer or against another human- controlled boxer in an exhibition fight. This is the fastest and the quickest way into ABC's Wide World of Sports Boxing, so if you're anxious to climb into the ring right away. SELECT Exhibition and move ahead to the Exhibition Menu secHaܨtion of this Notebook. Exhibition fighting is also a great way to practice power punches and distance of punches. CAREER This selection takes you into the sports-role-playing level of ABC's Wide World of Sports Boxing. The intricate detail of this gaming level is quite involved and requires a more extensive explanation than found in the Boxer's Notebook. Starting a career lets you create your own boxer and guide him from the bottom of the rankings all the way to the championshiI>Rp belt - if you're able to get him there. DEMO This selection will automatically load a demonstration match between two randomly chosen computer-controlled opponents. QUIT SELECT QUIT to exit ABC's Wide World of Sports Boxing and return to DOS. THE JAB/STRAIGHT PUNCH IS FASTER THAN OTHER PUNCHES, USE YOUR JABS TO SET UP YOUR OPPONENT FOR A SLOWER, STRONGER PUNCH. THROW POWER PUNCHES - THEY ARE MORE EFFECTIVE AND IF YOU LAND ONE, YOU MAY GO INTO KILLER MODE. EXHIBITIONS OPTIOJYNS MENU KEEP YOUR EYE ON YOUR STAMINA, IF IT STARTS GETTING TOO LOW, REST BY CLINCHING WITH YOUR OPPONENT AND THROWING FEWER PUNCHES. SELECT from the following options on this menu: FIGHT SELECT Fight to get immediately into the action. This selection will take you to the Fight Mode Menu, where you will SELECT between a Human vs. Human, Human vs. Computer, or Computer vs. Computer fight. You will then move on to the Exhibition Boxers Screen. KEEP YOUR HEAD MOVING! At the  KgExhibition Boxers Screen you will SELECT a boxer for Player 1 and another for Player 2. You can choose from among 10 Sparring Partners and 10 Specialists. You can also create 10 Open Exhibitioners. (Creating a boxer fully in the Career Guide.) Once you choose two boxers for your exhibition match, you'll go directly to the fight. See In the Ring Section of this Notebook to learn how to fight. IF YOU HAVE MONEY, BUY EQUIPMENT, THE MORE EXPENSIVE ITEMS ARE WAY COOLER THAN THE CH LL EAP STUFF. IF YOU HEAD OR BODY KNOCKDOWN GAUGES GO COMPLETELY BLACK - YOU'RE HISTORY! VIEW STATS This option takes you to the Exhibition Boxers Screen - when you SELECT one of the boxers here, you will get a look at the fighter's dossier and personal statistics. (A Full interpretation of all this data is explained in the Career Guide.) To return to the Exhibition Boxers Screen, press either BUTTON 1 or 2. You can then either SELECT another boxer to view or SELECT Exit to return M՝ to the Exhibition Options Menu. CREATE BOXER This selection allows you to create a new boxer for the Open Exhibitioners list. Press the ESC key on your keyboard to abort the boxer creation process and return to the Exhibition Options Menu. Note: Creating a new boxer requires a basic understanding of the process detailed in the Creating a New Boxer section of the Career Guide. P.S.: Boxers created with this option can only fight Exhibition matches. For a shot at the title you N must start a career. See "Starting a Career" in the Career Guide. DELETE BOXER To make room for new boxers on the Open Exhibitioners list, SELECT Delete Boxer. SELECT the boxer you wish to remove from the Exhibition Boxers Screen. Note: Specialists and Sparring Partners are permanent; you can only delete boxers you've created. MAIN MENU This selection will take you back to the ABC's Wide World of Sports Boxing Main Menu. IN THE RING RULES OF THE RING o In Exhibition 9 mode you can select the number of rounds, 1 through 12. In career fights, the number of rounds depends upon your boxer's ranking. o The rounds are clocked 3 minutes. o There is a 10-point MUST system. (Judges award 10 points to the winner of a round, and fewer to the loser.) o 3 knockdowns in one round is a technical knockout. o Depending on the referee, 3 or 4 cuts stop the fight. o A boxer has until the count of 10 to get up after a knockdown. A boxer who is knocked-d"P}|Block | Block |Block | |high left| high |high right| |---------|---------|----------| |Block | Stand |Block | |mid left | |mid right | |---------|---------|----------| |Block | Block |Block | |low left | low |low right | +------------------------------+ Two player mode -- both players on keyboard: Left keyboard option +------------------------------+ | Q | W | E | |---------|-#QC--------|----------| | A | S | D | |---------|---------|----------| | Z | X | C | +------------------------------+ Spacebar = Shift = Post button Enter = Alt = Base button CASEY'S LAST WORDS... ~~~~~~~~~~~~~~~~~~~~~ Hey dudes and dudettes, it's about time to go out there and kick some tail. I think I've said all I can about yer mission. Remember to get plenty of rest and practice hard. Dat oughtta get ya throu$R'ٟgh the rough spots. If ya get into a bad jam, I'll try to be there to help -- hey, all ya gotta do is ask! You should know what ya need to do to beat Shredder an' da foot goons now. I gotta tell youse this again - the fate o' Manhattan is restin' on you. Do it for New York. Do it for Splinter. Do it for April. Oh, an' speakin' of Ms. O'Neil, do me a big favor, okay? Don't tell her about that page of her diary that I copied an' stuck in the front of dis manua%S`zl. She'd kill us if she know me an' Raph got into her personal stuff. Even though it was an accident. We didn't mean no harm by it or nothin'. We was lookin' for a pair of pliers, y'see, an' we happened to come across dis book that we thought, uh, mighta been a log of household items dat she put togedder for insurance purposes or somethin'. It was all Raph's idea anyways, y'know what I'm sayin'? Just don't say nothin'. We only saw one page anyway, so no harm was don&T7e. I swear we don't know nuthin' about her attraction to Ted Koppel. Oops. SPLINTER'S STRATEGIC TIPS ~~~~~~~~~~~~~~~~~~~~~~~~~ Okay, I'm outta here for good. Dis section is gonna be written by Splinter. Strategy was never my strong suit, y'know what I mean? Take it away, your most excellent mousey-ness.. (Thank you Mr. Jones, but I am a rat and proud of my heritage..) Yo, Whatever... LEARNING ADVANCED MOVES ~~~~~~~~~~~~~~~~~~~~~~~ Greetings futu'UIre warriors. Welcome, I am Splinter, and I am happy to see the faces of those eager to learn. I too was once a novice, studying the movements and habits of my master. Through such study, I was able to become a master of ninjitsu. Now I have trained my young pupils long and hard in the ways of ninjitsu. With diligent practice and more time in the training dojo, they will develop into fine warriors. Yet, even as they venture into the world above to put their skills to(V the test, so too must they spend time in the classroom to learn the basics for such skills. The combination shall make them true ninja warriors. SPLINTER SAY "For practice to make perfect, one must learn what to practice" KNOWING YOUR TURTLES STRENGTHS & WEAKNESSES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ My pupils, each creature is unique unto itself. None is so like another that one cannot stand on one's own merits. I have often instruct)W_!ӹed Michaelangelo that the lightning quick speed of his nunchaku may not always be the best choice in a confrontation. It is often better to keep a distance, as young Donatello has learned through the use of his Bo staff. And even though Leonardo has made great strides in controlling the Yin and Yang of his own spiritual self, I reluctantly admit that the strength of Raphael has found its place in the field of battle. Yet, a team divided is not so great as the har*Xkmony of the whole.. know thy self and those who are part of your team. SPLINTER SAY "Strength lay not in numbers, but in mathematics" NINJA IS NOT JUST OF THE BODY, BUT OF THE MIND ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Remember, a ninja warrior is not just a fighter. A ninja is a holder of high values and principles. The ninja moves like a shadow, but is filled with light. Use your head to deal with the situations which arise. Perhaps the best answ+ er is the one which is spoken the softest. SPLINTER SAY "When answering a riddle, speak with one voice." -=USA/Fairlight=- distance, as young Donatello has learned through the use of his Bo staff. And even though Leonardo has made great strides in controlling the Yin and Yang of his own spiritual self, I reluctantly admit that the strength of Raphael has found its place in the field of battle. Yet, a team divided is not so great as the harDuAP YOUR ELBOWS IN! YOU'RE TOO FLAT FOOTED! SHORTEN UP YOUR PUNCHES! STIFFEN UP THAT JAB! * KEEP MOVING AND DANCE, DANCE, DANCE... THE LONGER YOU STAY STILL, THE BETTER YOUR OPPONENT CAN SIZE YOU UP FOR A GOOD PUNCH. STAY DOWN DURING THE COUNT TO REST. BUT BE CAREFUL, STAYING DOWN TOO LONG IF YOUR STAMINA IS LOW MAY TAKE MORE THAN 1 COUNT TO GET UP. BEFORE STARTING A CAREER, FIGHT A FEW EXHIBITION BOUTS TO GET THE FEEL OF THE GAME. DON'T TELEGRAPH YOUR PUNCHES! DON'[cu stand. That's the mission clock I mentioned before. CONTROLLING THE TURTLES ~~~~~~~~~~~~~~~~~~~~~~~ It takes years to master the moves of a true ninja. You should be able to do it in a few minutes. Ya gotta know how to move a joystick in eight directions, and how ta press a few buttons. If youse can do that, then you should be able ta take on da foot. Here's the basic layout for the joystick moves for the walk and fight modes. Hmmm, maybe I better menti\uEon somethin' about these modes first. In the mission, you gotta get to the boss(s) and beat 'em. You walk around 'til you get to the boss (you'll know who it is 'cuz the boss picture appears on the bottom right of da screen). You will come across some junior-grade goons along the way, and ya gotta switch to the ninja fightin' mode to beat their scrawny little.. uh, to defeat them. You don't always have to fight the bad guys. You could make a run for it. I won't pass];5 judgement on any o'youse wimps that duck out on a fight, honest. If you wanna tuck yer tail between yer legs and crawl away, dat's entirely up to youse. FINDING ITEMS DURING A MISSION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Occasionally youse may come across an item that could be of use to yer turtles during the missions. For example, I know of one spot where there's a rope ya gotta have soz you can swing across dis pit to get to... well, I don't wanna give it away.^Iڪ) But dere is stuff like that dat youse can use. To use an item (which, by the way, will show up in the item portion of yer mission display screen), press the bottom button of yer joystick. You know, like face your turtle toward a post, then press the button so you lasso the post an' swing across the pit soz you can.. whoa, I almost gave it away again. WEAPONS ~~~~~~~ Since I didn't metion it before, I might as well tell ya now. Each of the guys has some o_qf them throwin' stars those ninja guys are always throwing - you know, those really sharp things? I think they call'em shurikens. Anyway, they throw'em as explained in the joystick layouts earlier. Hold down the top button and move the joystick in the direction ya wanna throw the star. They can also pick'em up if they don't hit a target or fly off the screen. You'll know how many there are left by the number on yer mission display screen. Yeah, I know it was pointed`% to earlier, but I jus' can't help it. I'm such a detail oriented guy, you know? OTHER KEYBOARD COMMANDS ~~~~~~~~~~~~~~~~~~~~~~~ both buttons: Toggle between walk and fight modes ctrl+q: Quit ctrl+p: Pause ctrl+e: Abort mission esc: (from city map) go back to option menu To switch turtles anytime during a mission: [f1]: Player 1 changes turtle [f2]: Player 2 changes turtle [f10]: aݯ Turtles option menu ( for sound, misc, controls, casey) ctrl+s: Sound on/off * keyboard users: use the arrow keys for direction. The enter key replaces the base button, and the spacebar replace the post button. WALK MODE ~~~~~~~~~ This is yer basic peaceful stance. It's also the mode of choice for those turtles who wish to get from one location to another No Buttons +---------------------------+ | Jump up | Jump up |Jump up| b | back | |Forward| |---------|---------|-------| | Walk | Stand | Walk | | left | | right | |---------|---------|-------| | Crouch/ | Crouch/ |Crouch/| | Pick up | Pick up |Pick up| +---------------------------+ Base Buttons +---------------------------+ |Throw |Climb up |Throw | |star left| |right | |---------|---------|-------| |Throw | Stand |Throw | |left | |right |c;r |---------|---------|-------| |Throw | Climb |Throw | |left | down |right | +---------------------------+ Post Buttons +---------------------------+ | Use | Use | Use | | Item | Item | item | |---------|---------|-------| | Use | Use | Use | | Item | Item | item | |---------|---------|-------| | Use | Use | Use | | Item | Item | item | +---------------------------+  dgLR FIGHT MODE ~~~~~~~~~~ Dis, of course, is the mode of choice for kickin' butt. Practice hard an' practice often, and youse too shall be wipen' foot off da face o' the map in no time. No Buttons +---------------------------+ | Jump up | Jump up | Jump | | | |Forward| |---------|---------|-------| | Shuffle | Stand |Shuffle| | back | |forward| |---------|---------|-------| | Crouch/ | Crouch/ |Crouch/| !O | pick up | pick up |pick up| +---------------------------+ Base Buttons +---------------------------+ |Attk high| Power |Atk hi | |left | attack |right | |---------|---------|-------| |Attk mid | Stand |Atk mid| |left | |right | |---------|---------|-------| |Attk low |Attack |Atk low| |left |low/kick |right | +---------------------------+ Post Buttons +------------------------------+  f[D+ cool map of Manhattan with a buncha lights goin' all different colors and stuff, so what do I do now?" Glad you asked. If you got a joystick, you move it around and look in the upper left corner of the screen. Ya see where the mission number is? Yeah, well, there's a big green finger dat points to da different 'hot spots' on the map, and the mission number for dat spot appears in that window up top. If youse guys don't got a joystick, use the arrow keys. Like I  g7Egotta tell you that, jeez. I ain't no computer genius, y'know. Oh, yeah, here's another tip youse oughtta be aware of: the more times you attempt a mission an'fail, the worse the area becomes on the map. Let's say, for example, you try mission 3 and don't get through it. When you go back to look at the city map, the light for mission 3 oughtta go orange. If you try again an' don't make it, then the area aroun' there is gonna look worse. Buildings start to crumblhH e, the map looks darker.. before ya know it, the neighborhood looks like a war zone. I'm tellin' ya, one look at this city map, an' you can see how important it is for the guys to put a stop to Shredder once an' for all. When you complete a mission successfully an' that section goes green, a new trouble spot will come on da map. Every time you get through one a da missions, yer gettin' dat much closa to Shredder an' the foot clan. So, did I cover everything? iZǽ 1. The map shows the crime locations 2. The crimes' lights are: red for big trouble, orange for trouble, yellow for bad news comin' and green for cool 3. Move around the map with the joystick or arrow keys Yeah, that covers the city map option. THE TRAINING ROOM - a.k.a. 'THE WRECK ROOM' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I like this part. You get some primo fight action goin' on here. Here's the scoop - this is a ninja training room the Splinj/ter built for the guys so'z they could work on their moves without gettin' pummeled to pieces. You use da computer to select a villain to fight against. If Splinter has info about the guy, then he gives you a few words of wisdom - usualy a tip about the bad dude's weaknesses. Sometimes Splinter won't have anything scouted out about the guy ya choose, so youse gotta pick a different slimebucket to whoop. Don't forget, trainin' takes time. Youse only got 48 hours k&tops, so use yer time wisely, man. Here's another point to ponder, if ya know what I mean. If you go into the Wreck Room after you've fought in a mission, then you send in the same turtle ya had selected before. If you go in at the start, then ya gotta pick a turtle. I'll tell youse guys more about choosin' turtles later, okay. Stay cool. EXAMINE TURTLES ~~~~~~~~~~~~~~~ Dis is where ya look at the guys to see what kinda shpae they're in. When you starl t out the guys are gonna be in good shape. They got there bar things under their pictures that shows what their stats are for STRENGTH, SPEED and ENERGY. The strength bar starts out at the halfway point. (For that matter, so do the speed an' energy bars.) See, what happens then is dat as you get into some rumbles and finish a few missions, then you earn more strength, speed and energy. Get it? You know, it's just like anything else in life, you try somethin' and them,G- more ya do it the better ya get. So you do some ninja stuff, an you become a stronger ninja, plus the exercise makes ya healthier. REST # HOURS ~~~~~~~~~~~~ This option gives you a chance to let the boys rest and recuperate. They'll restore their energy levels, but lose time on the mission clock. Hey, it's your call, dude. If you think you need the rest, then ya better take it, otherwise, try to get by, 'cuz Shredder's flunkies work 24 hours a day. n[SAVE GAME ~~~~~~~~~ What this does is save yer game. It's a good idea to do this now'n'then so if somethin' tragic happens (like you runnin' out of time an' losin' the game) then you gotta recent version of yer game saved so ya don't hafta go through the whole shebang again. LOAD GAME ~~~~~~~~~ Here's how you restart the game from a previously saved game. Of course, ya can't load a game if ya don't got a game save, y'know what I'm sayin'? o6x THE MISSION ACTION ~~~~~~~~~~~~~~~~~~ MISSION OBJECTIVES ~~~~~~~~~~~~~~~~~~ Now that ya got yerself into the meat of the game, ya gotta know how to accomplish yer objectives. Yer main objective, as I said before, is to keep Shredder from takin' over Manhattan. Cuz' you know as soon as he gets his claws on Manhattan, den he's gonna go fer the Bronx, den Queens, an' before ya know it he's gonna be in Jersey and then he'ZIrll be sweeping across da country. See, the point of each mission, an' there's about 15 of 'em, is to get through the obstacles and reach the crime boss at the end. Then ya gotta stop the boss so you can clean up that area of Manhattan, you know what I'm sayin'? TIME ~~~~ You have 48 hours. Period. You don't make it - Manhattan bites the big apple. You got it? Don't argue, just do it. There's a clock dat you'll see durin' the missions soz you know where yoHM+rL M  zj3E5 Jus' MWB DOX #26!!!!JAN'92qHwߪ&wkO06LTIClegendspyrC%kOTrashcanxpsttkO Trashcan.infopspD(;!"H!'82)xz2F;+8UWUU*?"*r^q".r^q.cf^e,g0,0s0 3,pS`#Cuv% vskO Disk.infopus&&&# P XF^@d Z(#XDx8qUG;wSYS:System/DiskCopyBlankq~\` SKID ROW GIVE YOU THE DOX TO -CELTIC LEGENDS- TYPED BY --SCOOTER-- \\\\\\\\\\\\\\\\\\\\\\\\\-------------------////////////////////// THE LAY OF CELTIKA ------------------ MY NAME IS NIPHREDIL CELEBRIMBOR AND I AM SCLADE SINCE I WAS VERY YOUNG. I HAVE FOLLOWED STRICT TEACHING OF THE ROYAL SCRIBES AND SUNG PRAISES OF NUMEROUS HEROES SUCH AS ARTHUR,LANCELOT,ROBIN AND ROLAND. BUT NOW NOBLE LORDS AND GENTLE LADIES, I HAVE AN ENTIRELY DIFFERENT SONG TO SING YOU. TONIGHT, THE MEx 7kO02cwide1.docpy qz{H~}|{JkO16LDAXE.DOCpz|- GOLDEN AXE - PC VERSION By Sega The Golden Axe takes on a horrible new cast... The Death Adder and his evil forces have invaded the land, immprisoned the king and his daughter and stolen the legendary Golden Axe. Only the three heroes of Yuria have the power to stop the ruthless tyrant and regain the throne. Tyris-Flare, a beautiful and powerful amazon, has summoned her fire magic to eliminate the Adder and z}dQhis orphan-making fiends. Gilius-Thunderhead rumbles and tumbles to the scene with his astonishing combination of lightning power and gymnastics skills. And the Axe Battler, who has a personal bone to pick with the evil Adder, has sharpened his giant sword for battle. *You* must choose which challenger to send into the dreaded path of the Death Adder. The once idyllic Eagle Island has been transformed into a real bird of prey, trapping the good Yurians in its infested feaz~cthers. Fearless Skeleton Swordsman slash through the mangy battlefield, hunting down Adder's enemies. Meanwhile, Twin Brutes and Lizard Women spread their horror in the once prosperous Turtle Village. The precocious Death Adder Jr. throws knots of electricity from the palace door, barring entrance to the stolen throne. Your weapons range from razor-sharp swords to curtains of fire. You can even joust with your foes on the back of a bizarrian - stolen from an un-saddzwled Adder fiend! Remember, one dose of magic can wipe away an acre of evil. Power Up / --------- GOLDEN AXE is a two-player game which can be played with a joystick, the keyboard or a mouse. 1) Set up your computer as shown in the IBM PC (or compatible) owner's manual. DOS 2.1 or higher is required to play this game. If you are using a joystick, plug it in. Then boot up your system to display the system prompt. 2) Insert GOLDEN AXE disk #1 into the floppy drive. Typze GOLD and press RETURN. 3) The video configuration screen will appear. Choose the number associated with the video mode which you would like to use. Then, press the space bar to start the game. Use directional arrows to choose one or two players and the type of game. Choose "Options" for control methods. Move Out / --------- J = Joystick M = Mouse K = Keyboard Walking - J/M : Push the joystick/mouse in appropriate direction K : Directionzal Keys/Configured Keys Running - J : Tap joystick twice in appropriate direction M : Move mouse to left or right, center, move again K : Tap directional arrow twice Unless you change the defaults, the controls are configured as shown next: MAGIC ATTACK JUMP Player 1 - Joystick Right Shift Button 1 Button 2 Player 1 - Keyboard Right Shift 5 - Num Keypad INS Key Player 1 - Mouse Right ShifzPC_t Right Button Left Button Player 2 - Joystick Left Shift Button 1 Button 2 Player 2 - Keyboard Left Shift 'S' Key TAB Key Player 2 - Mouse Left Shift Right Button Left Button Special Moves / -------------- Leaping : While running, press JUMP Slam/Kick/Head Butt : While running, press ATTACK Downward Thrust : While leaping, press ATTACK Special Skilled Attack : Press JUMP and ATTACK at the same time Downward Slash z/h׭ : Press JUMP then quickly press ATTACK To Pause : Press the space bar. Press again to resume To Toggle Sound : F2 To Toggle Music : F3 To Calibrate Joystick : F4 To Exit to DOS : Press the ESC key. are configured as shown next: MAGIC ATTACK JUMP Player 1 - Joystick Right Shift Button 1 Button 2 Player 1 - Keyboard Right Shift 5 - Num Keypad INS Key Player 1 - Mouse Right Shif"H|{zyxwv+PkO20LOVEII.DOCpu KID GLOVES 2 'The Journey Back' ================== INTRODUCTION: ------------- So Kid has hung up his gloves... After his death-defying adventure, Kid finally made it home to safety, and put away his magic boxing gloves. Storing them in the dark recesses of his attic (along with his baseball cap), he vowed to forget the gloves and their supernatural properties. But as time passes the magical pow+4QM!XWVUTSRQPOdcba`_^]\[ZonmlkjihgfePkO37RTLES2.DOCp\ t Teenage Mutant Ninja Turtles ][: The Manhattan Missions Complete Dox TEENAGE MUTANT NINJA TURTLES Manhattan Missions WELCOME TO THE SHOW, DUDES! ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Yo! I'm glad you're here. Listen up, dudes, 'cuz I got a lot of sutff to tell ya, an' I'm not the most patient guy in the world, if ya know what I mean. What I am is a good sport. And to show you that, I'm gonna tell you how you can h(3elp my buddies save this city from that stinkin' Shredder. This is important to me an' the rest of the people living in Manhattan, so please pay attention. I can't say that enough. Okay, I can say it enough, but just do it, okay? Anyway, first thing first. What you gotta be askin' now is "Yo! Who died an' made you king?" Okay, I hear you. I'll tell ya who I am: I'm Casey Jones. The turtles are pals o'mine, an' I don't wanna see 'em get hurt. We're tight, you knoPw what I'm sayin? That's why I want you to lead the boys to a victory over the scuz-bag Shredder. Just trust me, okay? On to the important biz. You got this game in your mitts, an' you wanna get going. Cool. Ya gotta install the game and turn it on first. Check it out and come back here when you get done. (hummm huummmmm hmm hmmmmm dee deeee dooooo...) You're back? You got everything loaded up the way ya want it? Okay, let's rock'n'roll, dudes! IN THE BEG)i=<;:9NMLKJIHGFEDY3kO03cwide2.docpY\ SKID ROW presents ABC'S WIDE WORLD OF SPORTS BOXING BOXER'S NOTEBOOK: QUICK-START GUIDE "AAAAAAAND IN THIS CORNER..." THIS HERE BOXER'S NOTEBOOK IS FOR YOU PUGILISTS THAT CAN'T WAIT TO CLIMB INTO THE RING. IT'S GOT ALL THE INFO YOU NEED TO INSTALL AND CONFIGURE THE GAME - PLUS ALL THE JOYSTICK AND KEYBOARD COMMANDS YOU'LL NEED TO CONTROL YOUR BOXER. KEEy65432 {kO32VEREDheads.docp2P SKID ROW and SIR RAH SOFTWARE presents: SEVERED HEADS Your Severed Heads package should include the following items: o Severed Heads Disk #1 o Severed Heads Disk #2 o Manual First, before you start using the program, you should make a backup copy of both disks. This program is not copy protected; so you may use the standard AmigaDOS copy procedures (see your Amiga System manual for detadObfkcqpI __ __ ___ ___ /\ __ |__|____|__|_ ___________ _____\ \ / / / \| \ \ _ _ /| \ ____ \ __ \\ \/ / / \ \|\ // \\ /_| |\/___/ // \ \\ / __ / /\ \ \// \\/ _ | _ _// DW \ \ \ / \__/__\ \|\ | \ | | | / \ \ \____/ / /\ \_ \___________/| \__|______\| |__|/ \__\_______/ / \__/ /__/ |__| |__| $Q/__/ /__/ The Sperm Factory!! Presents ANOTHER WORLD - Level Codes by Pot-Noodle! Fuck me what a cool game! Ive just played it from start to end non-stop, so maybe they should have made it a little harder?? Oh well another game I wont buy!!... Anyway here are all the codes, or at least all the ones I got!! 1 - HICI 2 - FLLD 3 - LABC 4 - CCAL 5 - EDIL 6 - KCIJ 7 - FADK 8 - LPCI 9 - LAEA 10 - LFEK COMPLETION GUIDE! Ok, yg-a start in the water sitting at your desk, so obviously push up!! Then run to the right, squishing all the slugs (but not the beatle!) until the Lion attacks. Then run to the left, until you come to the cliff, where you jump onto the vine. This will snap and send you flying to the right, where you run to where you originaly met the Lion. At the edge of this screen 2 aliens will appear, one will kill the lion, the other will pick you up, and eventually after a disk change, you end up 2captive with another friend. Ya gotta swing the cage left and right till it falls down on the guard. Ya friend will tap you, and ya should pick up the gun and run right. Kill any guards and make sure you and your friend reach the doors at the same time. While the other guy starts to fiddle with the door switch ya should keep building sheilds to protect both the friend and the doors as if one door is blow up the others wont open. Once the guy opens the door, itll close after him, but you can run through and itll open for ya... Now take the lift up and look at the nice pitcure in the window... Then go to the bottom stop on the lift, walk left and shoot the switch. This makes the door in the above lift stop unoperational. Goto the stop above and blow away the 1st door with a megablast! Then stand over the hole and pull down; RUN left before the guard breaks out, and when youre under the whole, push up! Your friend follows you, and after you blow the next door, an a7nlien appears! Your friend will open the manhole which ya should drop down!... In the pipes ... well ya can work out the way around the small maze type thing as I've forgotten it now!!... Anyway you fall out from the hole to the left is a gun recharge chamber. If you need it go in there... if not, blow away the doors to the right, and then get the gun changed. Walk to the right until you meat a guard,and guess what! Kill the bastard!... You should also see your friend run past followeF!awkO MEGAtwinsp ------========= SKID ROW GIVES YOU THE DOX TO - MEGA TWINS - ========-------- THESE HUGE DOX TYPED IN BY SCOOTER...SOON TO FOLLOW.. ROBOCOP III DARK SPYRE TIP OFF AND FOOTBALL MASTERS.... ALL BY ME.... SCENARIO. --------- IN THE PARADISE LAND OF ALEURA MANY YEARS AGO A TERIBLE MONSTER DESCENDED TO CREATE HAVOC. THE PEOPLE OF ALEURA HAD LIVED IN PEACE FOR MANY YEARS. EVERYTHING IN THE MONSTERS PATH WAS DECIMATED. AND THE ONLY 2 SURVIVORS WERE THE TWIN SONS OF THE KING. 15 YERAS O/_U     "! XkO31BO3.DOCpkOlp ----========= SKID ROW GIVES YOU THE DOX TO - ROBOCOP III - ========------ TYPED IN BY SCOOTER.. ROBOCOP III HAS 2 GAMES ON - 3 DISKS - GAME 1 : THE MOVIE ADVENTURE GAME 2 : THE ARCADE GAME `MEDIA BREAK NEWS` IS LOADED UP AND THE PLYER IS PRESENTED WITH THE NIGHTS HEADLINES. EACH HEADLINE IS A DIFFERENT TYPE OF GAME SECTION. THIS ALLOWS THE PLAYER INSTANT ACCESS INTO DIFFERENT SECTIONS.(THESE SECTIONS ARE TOTALLY DIFFERENT FROM THE MOVIE GAME). MEDIABREAK KEYS: SPACE BAR - SKIP=R(kO12zzball.docp="8kDisk-Validatorl#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$) Gb^O@k Ram-HandlerWG2 7 HB A"B ,xNLBN77$#p(r p(jtN#A $G," p(jNBXr-p(jtN%A\r#At-nҪ\Brҩ`"*\t!r%Ahv ֪\$") p(jNrҪ\p(jXNp(j8N$)!(r#At nҩBrҩ`") p(jTN#Ap(j8N$)!(")t!")B ")B")!DOS %|DOSx%itvt"p(jNp(jN#A`")p0IN&*l$")p (jN`")p0I,N&*l$")p (jN`vB_ This fine doc file came from... _______ ______________ _______ _______ __________ __ /^____///____ _______^\\/_____^\\\_____^\\^______^\\ /^>> __________ V ___ \ \\__ \ \\____/ /_____ \ \/ // \____^\\\^\\ : \^\\ / __^\\ / // ____//^__// > << ____\ \\\ \\____\ \\/ // \ \\/ //\ \\ \ \\_____/ /\ \\ / [3 kO14ather.docpBp This fine doc file came from... _______ ______________ _______ _______ __________ __ /^____///____ _______^\\/_____^\\\_____^\\^______^\\ /^>> __________ V ___ \ \\__ \ \\____/ /_____ \ \/ // \____^\\\^\\ : \^\\ / __^\\ / // ____//^__// > << ____\ \\\ \\____\ \\/ // \ \\/ //\ \\ \ \\_____/ /\ \\ /ҩkO15blins.codepALL Codes for GOBLIIINS, done by ^BATMAN^ ! ============================================================================= VQVQFDE ICIGCAA ECPQPCC FTWKFEN HQWFTFW DWNDGBW JCJCJHM ICVGCGT LQPCUJV HNWVGKB FTQKVLE DCPLQMH EWDGPNL TCNGTOV TCVQRPM IQDNKQO KKKPURE NGOGKSP NNGWTTO LGWFGUS TQNGFVC ============================================================================= CALL BATCAVE BBS for Newest Stuff !!! 0208/664807 =================================H{tkO39SDOMDpɂI---------------------------------------------------------------------------- Law of Regressive Achievement: Last year's was always better. --- Berra's Second Law: Anyone who is popular is bound to be disliked. --- The Dumb Luck Rule: You can always hit what you don't aim at. --- Maryann's Law: You can always find what you're not looking for. --- Farrell's Law: The most expensive component is the one that breaks. --- Rule of Political Promises: Truth varies. --- Ron's Observation: A kO28pulouseditorpB This fine doc file came from... _______ ______________ _______ _______ __________ __ /^____///____ _______^\\/_____^\\\_____^\\^______^\\ /^>> __________ V ___ \ \\__ \ \\____/ /_____ \ \/ // \____^\\\^\\ : \^\\ / __^\\ / // ____//^__// > << ____\ \\\ \\____\ \\/ // \ \\/ //\ \\ \ \\_____/ /\ \\ /#_8?TSRQPONMLKJ_^]\[ZYXWVUjihAkO18meAccountsp1b0%$#"! 0/.-,+*)('&;:987654321]TkO38NGHINTSpN&`      GkO11OTB.mASTERSediTORpCz SKID ROW ..GIVE YOU THE DOX TOO - FOOTBALL MASTERS EDITOR DISK - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= INTRODUCTION;- THIS EDITOR HAS 2 FUNCTIONS,FIRSTLY,IT PROVIDES YOU WITH MORE CONTROL OVER HOW THE COMPUTER SETS UP NEW DATA IN THE GAME AND SECONDLY IT WILL ALLOW YOU TO ALTER MANY FEATURES OF MOST STATISTICS IN THE GAMES YOU SAVE AND THE WAY THE COMPUTER CREATES NEW GAMES. IT IS VITAL YOU FULLY READ THESE INSTRUCTIONS AS SOME ITEMS HAVE VER;0{USRQPONMLKJIHGFEDCBA@?>=<;:9876543210/.-,+*)(&$#" oLARRY5-CODES.PICGp"C9DC?0kO21are100.docp]3 kRunԵmOO(jdp N$"<I(l/ / g ,倲l"4(T`,2(jtp NJg2**p$A. J (F =<QPONMLK4kO34OTII.DOCOCpڬ ------------------------------------------------------------------- DEVIOUS DESIGNS by Imageworks Doc's typed by ICE-CUBE of CRYSTAL! ------------------------------------------------------------------- Dr.Devious, the world renowned abstract scientist, has gone insane! No one really minded when wild geometric cloud formations appeared over his laboratory, however, there were a few objections when the Pentagon became a square and the Kremlin was cubed! Dr2J.Devious' obsession stems back to his acquisition of a cubist painting by Picasso which he hung in his Laboratory. He was so inspired by this painting that his love for geometric forms became a obessive. Then, one morning, a sinister idea leapt into his mind, he would invent a machine that could cube the Earth! But before he can implement his plan, he has to experiment, so he tests his machine on world famous structures and objects. When he is satisfied wbsith his machine he intends to proceed with his evil master plan. You play J.J. Maverick - the only person that can stop the Doctor cubing the World! THE CONTROLS! -=-=-=-=-=-=-=- Within the game there are three joystick modes, these are NORMAL, GRABBIN' and CARRYING. You start the game in NORMAL mode, from here you can push .... /\/ormal /\/\ode -----`$4----------- (When not near a block) LEFT/RIGHT J.J. Will walk Left or Right. UP J.J. Will Jump. FIRE Shoot current weapon. (When next to a block!) TOWARDS BLOCK Climb onto block. FIRE Grab Block, takes you to GRABBIN' MODE. Note:press fire again to release block. Grabbin' /\/\ode ---------------- AWAY FROM BLOCK Pull Block. 0  FIRE Release Block. Up Lift Block; takes you to carrying mode. Carrying /\/\ode ---------------- LEFT/RIGHT Carry block Left or Right DOWN Place block in front of J.J. at his feet FIRE+Direction Throw block in that direction /\ / / \/ O T E! ()()()()()()() If there is a block that J.J. can stand on as well as touch with his hands, such as the L shape blocks like those found in Tetris, he will be able to grab hold of the block and pull it thru mid-air. /\ / B I G / \/ O T E! ()()()()()()()()()() The joystick directions rotate with J.J. e.g if J.J. is standing on the floor down towards the bottom of the screen. However if he is on +| a wall down towards the outside of the screen or towards his feet, whichever way you want to look at it! Doc's : !cE-CuBe of CRYSTAL! Origy : !cE-CuBe of CRYSTAL! Crack : !.b.M of CRYSTAL! Game : Imageworks of U.K. >>>> These Docs are dedicated to <<<< >>>> RYGAR/Science 451 and <<<< >>>> Phil Douglas/Crystal! <<<< ! ()()()()()()() If there is a block that RJIHG\[ZYXWVUTSRgfe5kO17artofchinahintspxʨHeart of China by Dynamix / Sierra Hints ---------------------------------------- #1 Hong Kong ------------- Problem: What can I do at the dock? Hint: You won't be able to accomplish anything at the dock until you've solved two other puzzles in Hong Kong. First you must get Zhao Chi to join you. Secondly, you need to visit Madam Wu, the Master Herbalist. If you approach Madam Wu correctly, she will send you to get some seagull droppings to mix in an herbal potion. Go to the dock and give the seagull on the piling the prune from Chi's inventory, then pick-up the bird droppings and return with them to Madam Wu's. Problem: Is this paper blowing around on the street of use? Hint: Wait until one of the pieces of paper lands on the ground near the center of the screen, then pick it up. You will need this piece of paper in a puzzle to get Zhao Chi to join you. Problem: What must I do at Ho's Bzkar? Hint: Ho's bar is the place where you will recruit the Ninja, Zhao Chi. He is in the bar, but you can't talk to him without first going through Ho, the bartender, and then some of Chi's other friends. Go to the left side of the bar and talk to Ho. Use the following dialog choices to meet Zhao Chi: 3, 1, 2, 2, 3. Be sure not to waste time with the bar girl, she's trouble. Problem: How can I get Chi to join me? Hint: You will have to convin3"ce Chi of two things before he will join you: First, that you are sincere in your mission and second, that flying in a plane is a safe means of travel. To convince him of your integrity use the following dialog choices: 1, 2, 3. Next, you must use the piece of paper you found in the street outside Ho's Bar to demonstrate the principles of flight by folding it into a paper airplane and throwing it to Chi. To fold the airplane, open the main inventory a㦩Dnd drop the flyer on Lucky. Problem: How can I get Madam Wu to help me? Hint: You must have Chi with you to get anything useful from Madam Wu. After Chi introduces you, she will agree to make the herbal potion if you bring her some seagull droppings. Madam Wu will also offer you some other items. Not all items will be helpful. Problem: How can I get past the immigration official? Hint: Tell him you forgot your identification. If you took t>\he fake passport from Madam Wu, don't give it to the customs agent. Hun Fa Lo is a wanted criminal and you will be arrested if you try to use his passport. What information can I get from Lomax? Hint: Lomax will not say anything helpful to you at this point in the game. Check in with him later as the game progresses. #2 Chengdu Fortress (Part 1) ----------------------------- Problem: Where do I land the Yankee Eagle? Hint: Zhao Chi knows thse location of a good landing site near the Chengdu Fortress. He will tell you whether or not a particular site is safe to land if he is with you in the Eagle. Problem: What do I need from the peasant? Hint: You need the peasant's clothes from him to help you sneak inside the fortress gate. Problem: How do I interact with the peasant? Hint: You will need to select Chi as the active character and offer the peasant some tobacco in exchange for hiHs clothing. Use the following dialog responses: 1, 1, 1. Problem: How do I catch the cow? Hint: You will need the rope from inside the Yankee Eagle. Select Chi as the active character and lasso the cow with the rope. Problem: How can I get into the fortress through the front gate? Hint: Select Chi as the active character and dress him in the peasant's clothing. Make sure he has the cow with him as well. Wait outside the gate until you see z a farmer enter the fortress with another cow, then Chi may enter. Lucky must get into the fortress another way. Problem: How can Lucky enter the fortress? Hint: You will need to make a grappling rope by combining the rope and the grappling hook from the Yankee Eagle. Throw the grappling rope over the wall on the west side of the fortress. Make sure that Chi changes into his Ninja veil once he is inside the fortress or he will be caught by the gu g}ards. Problem: Is there another way into the fortress? Hint: Together, Lucky and Chi can enter through the sewer grate on the side of the fortress. You will need the crowbar from the Yankee Eagle. Wait until the patrolling guard is out of sight, then use the crowbar to pry the gate open. Problem: I keep drowning in the sewer! Help! #3 Chengdu Fortress (Part 2) ----------------------------- Problem: How do I get past the dog in the fortress kitchen e_Fȁ? Hint: You need to get the bottle of rice wine from the dining room.. Dump the rice wine in the dog's dish and he will drink it and pass out. Problem: How can I get into the throne room? Hint: Only Chi can sneak into the throne room. He must go in alone and be wearing the Ninja veil. You don't need to go into the throne room to win the game, but if you do manage to get in you will hear a hint on how to escape the fortress after you have rescued 1:EPP20 /?aXW1wu&ZшȨCJ aOA,L겠ө`6ڸ00Plmg \kAHbq*HŸ))!" D)D($S 9'""*"/'%4*F]/VxEH*c>ӵ2[ab2xK>pG&6N(e|0B7אjc2V &0L~Civ9! _____/\__ ______ ___ ______ __ ___ ____ \_ _ \\ _\\_ _ \\ _\\_ _ \ / // __\/ __/ _/ __// _ \/ _ // _ \/ // // / \ \ / _/_ \_/ /_//_/_/ \_\_//_/ __ //_/\_/ \\___/ / + . . + + . . + \ \_________SMASH AGAIN WITH:________/ SPOT V1.6 FROM VIRGIN GAMES! FULL DOCS JUST GIVE A CALL TO OUMR BOARDS SPAGHETTI HOUSE WHQ: +49(0)261-47458 Best regard to Skid-row,Crystal,Vision Factory,Trsi Nemesis,Agile,Quartex,Oracle,Radical,I.P.,Anarchy Silents,Razor 1911,Rebels,Kefrens,Fusion,Decade Supplex,Legend,Anthrox,Energy,Ai&Sp,Chronos Alpha-Flight,Company,Polaris,Digiwars And the Rest of the BEST!!! --------------------------------------IF------------------------------------- PUBLISHED BY VIRGIN GAMES LTD (C)1990,1991 VIRGIN GAMES INC. ALL RIGHTS RESERVED (C)SPOT Name and Character are Trademarks Identifying Products of The Seven-Up Company,Dallas TX 1990! --------------------------------------------------------------------------- LOADING: SPOT V1.6 will run on ony Amiga 500,1000,2000,2500,and 3000 with 1 Meg of memory or more, To run SPOT, turn your maqWcine off and on again then insert the disk into the internal floppy drive(df0:). SPOT will load and run automatically. (eheheheh) CONTROLLING THE GAME: To play spot,you can use the mause,the keyboard or the joystick to play the the game. just choose the control device that each player is to use on the Options Screen. The mause,joistick or cursor keys on the keyboard allow a palyer to move the hand which acts as a game cursor around the screen. When you want to click on an iDcon or select a square on the game board, move the hand over the icon or square and thn 'click' on it to make the selection . The left mause button, left fire button on the joystick or the RETURN key on the keyboard must be pressed to tell the computer that you want to click. ESC quits the current game and returns you to the Spot main menu. HOW TO DIVE STRAIGHT IN: If you are the only player and would like to challenge the computer, move the cursor over the START GAME icon adBnd click. The game will begin with you in control of the red game pieces and a Level 1 Computer player in control of the green pieces. The animated character, Spot, will dance around the board as moves are made; you fight over all 49 squares on the board, the Secret Spot Squares facility will be active but there will be no time limits set for either you or the computer. THE OPTION SCREEN: Spot can be played by one to four players, any or all of which can be cont- rolled byQ the computer, and there are several timer facilities that can be used to make frantc. These game parameters are set on the Option Screen - click on the OPTION button on the Spot main screen: Here, the default settings for the game are active - this is how Spot is configured when it first loads. The four groups of three buttons at each corner of the Option Screen are used to set the options for the four players who can join in a game. as this option screen is set up for a two-player game, the two player pannels in the lower half of the screen are 'greyed out'. SETTING PLAYER OPTIONS: -CHOOSING PLAYERS- The three buttons in each player panel are used to set up attributes for the player. By moving the cursor over a button and clicking, you can change the icon it display-keep clicking on a button, and you will eventually cycle through all the alternative parameters that it can be used to control. The button at the four corner of the Option Screen a ⸍llow you to tell the computer whether a human player will control that player position on the board. Player 3 and Player 4 are greyed out when you first load Spot - to call those player position into play, just click on the appropriate grey player button in the player panels at the base of the screen. Choosing Control Devices: A player can choose to use the mouse, a joystick, or the keyboard. GAME OPTIONS: -Setting Computer Skill Levels- whenever you select the computer as Ke a player, an icon that looks like this will appear in the button that would allow you to choose between mouse,joy- stick and keyboard as the control device for a human player: The computer can play at nine different skill levels, conveniently numbered 1 to 9. Keep clicking on the skill button to cycle through until the skill level you want the computer to play at appears - 1 is the least intelligent, 9 is the smartest.... -Setting A Player Time Limit- When Spot first loads,o^gkOlibs p,qkO27wyearlemm.codespj3PP20 Z $ `?+!H+U # PtO$J!( *',*" J$9|%X6/" obe$k|w5p]0vg / &t`GWK)<]F[!C*-& 嬓3_fbXFJ>|: ^-G@QFC*B~^̡ YQ޹ҁQQy@Ǔtp Ѻe~x/}\0)G,== r?|zܗg g Ot'w 5`3'0xC~ pO Ӱ|ԓ}X! x}Ŝ hMe?ߓgҋ}xpH6xOi~=?%>ROw~`R%,J=o-2W˱X=[= \WJ/ t ߡ`~C',ٓ."+Ú>wm䴛vMGK~>wD 4,qlUt%=q'P]?7g' DOߓ~Qo~G*#c!{Wc *[?l<逓\s  u~FnROm^J2Y?=?qb4qd=9?sy|KGP ZC|넠\}،:,wq^T"fR `r>W|Ul=o&}_܇=D^gᄡi0kl@C r\斂>%#j#HPw{a})J2hO»>yp6(14V li9'|1殖F}Q@ll$wb){Uk1<1K*! +X(Eՙӆ{>?X3P^jQ}ɗia%7뷟%\SiH @3/a˒pYyUe|yI9Q%>41G.h3 zK:3\ 4䂲₵c ?6+ S CWv tg?<a \eckSOYd ZNJX#d~[U_H/Ϧ1,_5Qo>I^ 1>'Ox* _aǸa "#cqC# X;ZPIte/b /θ a*8 u<%_vMKfAA0.`P gHѕ%\ r I7Q.(hRWDZFzgĮ!xE ~j[]ia{K!vE<ƣFvd}gon-3 J<Zù|#cHDLJ L'Bd- l Ns)A L++ *-e*\ jKF1İt`5%E>_P+&x/H a61/}+`$?={A0xpI)q@ 9%w?Iߏ]~wHwhu&xRu7C Ԣpx6aC62ʒr\P< Kࡎ(?J$zG6RvRw/Kn~P~fLLPs@zp wyr} MߗHuѳZcʏmh1p0_ftO΍5YRSMOA:cn(j` MY~i }N4V_X[xGa~K,.@AGn(5Ծ?!(¶uѭi>0~*XϪvn!i9jn{K& &)H}&Á]mKW`&(BxHqs!3_ hKA-vF{󅰿FиIhDc 6tqΫw E(+ 3#,*SE ZD 1OxRYM¾0ȼ̡KLy%ddNKvx=cS.VIA}awDy |7N|mwPI2!5v `/?$o>8~Iw R0YE`+'L~}b=i ߧY1U 3NFzMG_u<$_VƓW ɇ:i1/Ol@B}<ϹT dUGz4 h%"n`Gn}z<r?]h/< /Sp>T<.SVϿ[F9PUN&GB|h:ֿ|W#J] Q&藺CSL 0r -=#Xvo޼f *iX!TZTTAV(@2*s@P JNz##%( "AqQpeA5I9qe gQ%)?v8 f 6?𠾤)ɲA">[seL|y #@ WJ%럾|mkȈypra!·xGWEnٓםw`=UaF~:Ǭ%GO{Me9*-g]>?FWó l'Vk> Aϛc}IjVc}Y bϭG\('r>e蕪vxd3)Q('&%$#"! 3210/.-,+*)>=<;:987654IHGFEDCBA@`@kO36poff.docp9K New year lemmings level-codes! -------------------------------- Level Levelcode Levelname 1 Do or die 2 IHRTDNCCAD This is a typical Splatt level 3 LPTDNCADAO The killing gameshow II 4 STLHCMLEAQ The trip there and back again 5 TDLCAIVFAR A whole new year of lemmings ']This hard job was done by Magnum, puh! -,+*)('&%$#87(( atx-awsc.txtp0     onZDkO26nkeyisl.ii.solutionp@X SKID ROW____SKID ROW----SKID ROW___SKID ROW---SKID ROW___SKID ROW---SKID ROW__ THIS TIME SKID ROW GIVES YOU THE DOX TOO --> TIP OFF <-- TYPED BY SCOOTER -=-=-=-=-=-=-=-=-=-=--=-=--=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.0 INTRODUCTION. ----------------- TIP OFF IS A BASKETBALL SIM WITH A MULTI DIRECTIONAL SCROLLING COURT.BASKETBALL IS A FAST GAME WITH END TO END ACTION AND WITH EVER CHANGING TACTICAL PLAY.TACTICS DIRECTED BY THE COACH PLAYS JUST AS IMPORTANT PART AS TnB+PP20 3ttB%QeQ9e^uf$>deDUD3*]HX  g #+ʨKl J*\|\I(0A~P{Љ6}iIPۋa3(b&YfJJ~ho CH93L$Ǒ|ĺU0,F4y<#k:h#ExF>!gн k`-8X 7 9۳a]Z}9@ [sfQb P{ql: p~ QXL**B2_[x<1g?RN\Fp8yWLdS^6?- s~w] PV ,*,B+C#h~x\~9T<[ y,^ɀ5"8rt Qh!¸3 !+ QkO09O-QUEST.SOLUTIONp"m^]rqponmlkjih}|{zyxwvutsm?k info.library EcoQuest I: The Search For Cetus Complete Solve From Sierra 1) Research Center ~~~~~~~~~~~~~~~~~~ Problem: Hints on Hints! Hint: There are many hints included in this game. Be sure to use the look and talk cursors on everything. Often when you're stuck, Delphineus, the dolphin, will give J~}|{zy    *3kO33MPSONS.DOXp 7UTSRQPONMba`_^]\[ZYXmlkjihgfedcxwvutsrqponhkO35SPICIOUSCARGO.DOCp 6Ɇo Ŀ USA/FLT United Software Association USA/FLT Fairlight PC Division USA-DoX Department Proudly Presents The Simpsons Arcade Game Complete Dox From  i USA/FLT Konami USA/FLT The Simpson's Arcade Game ~~~~~~~~~~~~~~~~~~~~~~~~~ INTRODUCTION ~~~~~~~~~~~~ Don't have a cow man, we'll tell you everything you need to know, and more, to play The Simpsons Arcade Game. First, lemme introduc Ke you to Springfield. Who am I, well, Bart, or course. Hello there, friend. Welcome to the city of Springfield, population: Happy! Look around at all the smiling Springfieldians. See them work. See them play. From the chattering schoolchildren of the playgrounds to the hustle and bustle of white-collar workers shuffling papers in downtown offices to the (usually) steady hum of the town's nuclear reactor, this peaceful community is a model of Traditional AmKaericana. Every season is a joy here in Springfield. There's nothing quite as peaceful as a stroll by the banks of the Springfield River on a spring day - the gentle breeze blowing through your hair, the smell of the early morning dew, the soft glow of the fish in the river. Geez man, I think I'm gonna puke. Anyhow,I wanted to introduce you to the Ned Flanders family. They are your typical Beaver Cleaver type of family always doing something with each other,U and they like it. Then, there is there next door neighbors, and its my family, the Simpsons! Our clan leader is Homer Simpson. Homer is a devoted husband and father. He works at the local nuclear plant, is an avid bowler, and quite a mambo dancer to boot. He tries hard to get praise from his boss, Mr. Burns, and is 10 years has managed to receive one compliment. And that was for his wife's gelatin desserts. Homer's spouse, mom, is Marge, She is an old-s_Vfashioned small-town mom. She's loving and good-natured cause she's too stupid too know whats going on around the house. She has a rather unique hairdo. It sets a record for the tallest hairdo in Springfield as far as we know. Like a typical mom, she drives a station wagon and likes to get involved in community affairs. Her recent attempts to curb violence on TV met with mixed results. The eldest of the Simpson children is moi, Bart. I fly around town on my skateboard searching for new pranks to pull and ways to avoid work. I am much like my father, although I would never admit that to him. I make rude noises during movies at the local theater. My hero is Krusty the Clown. My sister is Lisa, a talented second-grader, but often misunderstood and underrated. She will go along with my pranks. However, her moral integrity and superior intelligence prevents Lisa from having too much fun. When she is not practicia",A@?>=<;:987LKJIHGFEDCBWV*)('&%$#"!AdkO10scinationsolutionp B˷ This fine doc file came from... _______ ______________ _______ _______ __________ __ /^____///____ _______^\\/_____^\\\_____^\\^______^\\ /^>> __________ V ___ \ \\__ \ \\____/ /_____ \ \/ // \____^\\\^\\ : \^\\ / __^\\ / // ____//^__// > << ____\ \\\ \\____\ \\/ // \ \\/ //\ \\ \ \\_____/ /\ \\ / &^_____// \^____//\ __// \ __// \^\\ \ _______// \ \\ V/ V/ V/ V/ \// V/ \^>> | : | : : V/ : . : . . : . . . W.H.Q. ( 7 1 6 ) 6 9 5 - 3 7 0 7 SKID ROW -= GIVE YOU THE DOX TO =- SUSPICIOUS CARGO -= SCOOTER =- ^^^^^^^^  > ^^^^^^^ JONAH WAS STOOD IN THE DARK, THE TWO GUARDS HAD AWOKEN HIM, AND HALF DRAGGED,HALF CARRIED HIM HERE BLINDFOLDED FROM HIS CELL. HE TRIED TO FOCUS, BUT WITH NOTHING PIERCING THE DARKNESS, IT PROVED IMPOSSIBLE. THE ROOM FELT BIGTHOUGH,FELT COLD, AND FOR CERTAIN DID`NT FEEL WELCOMING. `JONAH HALFBRIGHT ALOYSIUS TELEMACHUS HAYES` A VOICE BOOMED, YOU HAVE BEEN FOUND GUILTY OF NON-PAYMENT OF THE MORTAGE ON YOUR CRAFT. YOU ARE 4 MONTHS IN ARREARS 𡌻, WITH NO INDICATION THAT YOU CAN EITHER MAINTAIN PAYMENTS OR MAKE GOOD THE LACK OF PAYMENT SO FAR NEGLECTED. A SPOTLIGHT HIT THE AUTHORITARIAN FIGURE WHO WAS SPEAKING, AS HIS VOICE CONTINUED TO BOOM AND ECHO AROUND THE CAVERNOUS ROOM LONG AFTER HE HAD FINISHED SPEAKING. THE TWO GUARDS SUDDENLY APPEARED, AS DID A DOCK, IN WHICH JONAH FOUND HIMSELF STOOD. HE WAS HANDCUFFED TO BOTH GUARDS. THE JUDGE, AS THE VOICE HAD NOW BECOME, CONTINUED TO READ OUT THE CHARGES. YOU ARE ALSO CHARGED W kyITH TRANSPORTING ILLEGAL CARGOS THROUGH THE KNOWN SYSTEMS, OF THEFT, OF DECEPTION, OF PASSPORT FORGERY, OF...OF, OOOOH AND ALL SORTS OF NASTY STUFF. AS HE SPOKE THE JUDGE CHANGED INTO JONAH`S MOTHER, HIS MOST HATED TEACHER, HIS FLYING INSTRUCTOR, TO THE POLICEMAN AND BACK TO THE JUDGE AGAIN, BEFORE STARTING THE WHOLE CYCLE AGAIN IT STRUCK JONAH AS NOT BEING QUITE RIGHT. HE WAS CLEVER LIKE THAT. HOW D`YER PLEAD HAYES? BOOMED THE FIGURE, AS IT CHANGED INTO THE SHOPKEEPER WHO HAD CAUG IHT THE 14 YEAR OLD HAYES STEALING A BAG OF BULLSEYES FROM HIS SHOP HAYES LOOKED HIM IN THE EYES. A BIT DIFFICULT AS THEY KEPT CHANGING POSITION EVERY TIME HE MUTATED. THIS WAS HIS MOMENT, HIS CHANCE TO DEFEND HIMSELF, TO SPEAK OUT AGAINST THE TERRIBLE TRAVESTY OF JUSTICE THAT WAS TAKING PLACE. TO MAKE A STAND FOR THE LITTLE PEOPLE, THE PEOPLE LIKE HIMSELF WITH NO POWER, AND NO RECOURSE TO JUSTICE. HE RAISED HIS HEAD, THREW BACK HIS SHOULDERS, AND CLEARED HIS THROAT...`THEN HE BROKE W J/IND` NOT QUIETLY OR DISCREETLY, BUT IN A WAY THAT INSURED THAT THE JUDGES VOICE WAS`NT THE ONLY THING BOOMING AND ECHOING AROUND THE CHAMBER. THE TWO GUARDS BEGAN TO SHUFFLE SLOWLY AWAY FROM HAYES, THE CUFFS CLINKING AS THEY DID. THE JUDGE TURNED A FUNNY KIND OF PURPLY RED, AND SCREECHED..`HAYES, YOUR CONTEMPT OOF COURT IS SUFFICIENT TO ENSURE THAT YOU WILL BE SEVERLY PUNISHED` WITHOUT RECOURSE TO THE CHARGES ALREADY BROUGHT AGAINST YOU. YOU WILL SERVE TEN YEARS IN THE REVERSE TIME  N