DOSVpCNJg @ hpNup`dos.library-*h?GH@HX@H0G *HsO*;'8$NJNJNJNJNJzNJNJNJNJNJNJzNJhNJVNJHNINININI^ Hl.!H6v] )L$RRr҉"$<ԉ#B&< ։#CBBx#D**LNN v2$G" y@yTy`|t|<XP4Nn8C<XH|| |||}| (j$ <(jOX.l(vJJJEGLJK G|GLmG^JJKKEJUE K(KKLKEVEEDE@BD|,FFH4GFHFODO,T|UUXV N>GLdV8VWXXGGaaGGbPc$c0ccdpde`gg gDgk8lnLwGLGL]zpVFGd|~GLbJJGLGLGLGLVxXG "yx{,cially announce the course, the race schedule, and conditions. The judges may make last-minute course alterations, like moving a buoy on you. The Race Keep an eye on the Starter's Boat to the right. When the starting flag drops, start your engines and go. Race around the buoys in the manner dictated by the course map or on the green side of the individual buoys. Try to win. For racing details (how to control the boat, cockpit gauges, etc.), see the Control Panel section. If yo#;0Du're a rookie and haven't completed a qualification time trial, the game will remind you of your omission. Winner's Circle Your goal, of course, is to finish in the shortest possible time. Heat Wave keeps a running tab of each driver's average time. Highlight the Winner's Circle option, press Enter, and the Season Standings and Records screen appears. This lists the top 10 racers and their average time for the present race circuit. Press the Space Bar and the rankings of the te$B,n best seasons of all time appear. Retire to DOS This is an option you will probably never want to exercise. You will want to keep Heat Wave on your computer screen well into perpetuity. Page 15 follows: Basic Boat Controls Use four keypad keys or a josytick to control your boat's speed and direction. (If you're using a joystick, be sure to read the paragraph on joysticks in the Game Options section of this manual.) Keypad %qC Speed up + Slow down - Turn left 4 Turn right 6 Trim up 8 Trim down 2 Helicopter view 7 Joystick Speed Up | Turn left -- -- Turn right | Slow down Fire button = starts engines There& are a few other controls worth mentioning now so that if you want to jump into a practice run, qualification time trial, or race, you have all the tools. (These are explained in more detail in the section Main Menu: Heat Wave Agenda.) Remember, whenever you start, you need to select a boat, a course, and register for the race. Page 16 follows: Basic Boat Controls (continued) Enter Start engines (fire button on the joystick) Tab Stop engin'es 8 Adjust trim down 2 Adjust trim up B Run the bilge pump F9 Pause game during practice, time trials, or a race C On the Boat Selection screen, removes the text from the revolving picture of the boat. Helicopter Controls While racing, you can view the world from the cockpit of your superboat OR you can view the proceedings (while still controll( aing your boat) from a helicopter view, hovering just above and behind your boat. Just press the 7 key on the keypad, and suddenly you're racing with a bird's-eye perspective. Pick out those distant buoys. Find your competitors. Or just contemplate the awesome fractal scenery. Page 17 follows: To get back in the trenches, press the keypad 7 again. To maneuver the helicopter: Q Move helicopter lower W Moves helicopter higher A Swings) rE helicopter left (the scenery moves right) S Swings helicopter right (the scenery moves left) Z Helicopter zooms closer to your boat X Helicopter zooms away from your boat Remember: While in helicopter view, you are still racing your boat. All of the controls remain the same. Function Keys When something is wrong, or when something of interest happens, the appropriate Function Key Indicator starts to flash. To see what's up, press the*ίc corresponding F-Key. Except with F2, these will take you to a new screen. Page 18 follows: F1 Navigation Shows a map of your current race course. It even displays the position of your boat (the asterisk) and the other boats (small marker). You can scroll the map around with the arrow keys. The chart on the right displays the distance and direction for each leg of the race. Very helpful information: F2 Loran/Radar Toggle Toggles between the two navigational modes. For a f \ny in each 30-foot to 50-foot craft to overcome the sometimes menacing sea as well as their opponents. Speeds of these sleek boats can exceed 100 mph throughout a long race. Heat Wave features two types of boats. Deep-Vs and Catamarans. Both types ride on top of the water, instead of plowing through it. The faster the boat goes, the less the hull actually touches the water, thus reducing friction and increasing speed. Catamarans. Cats have two hulls, called sponsons, with a tu Unnel (covered by the deck) in the middle. The tunnel is shaped like a long wedge, wide at the bow and narrow at the stern. Air rushing into the front end is thus compressed as it reaches the rear, actually lifting the boat - and, in effect, reducing its weight. However, at slower speeds in rough water, this lift effect is nullified. Standard catamaran design usually features a series of steps that run down the sides of each of the two sponsons. These mix air with the water flowi{=ng under the boat. Aerated water creates less friction with the hull. Page 11 follows: Deep-Vs. Deep-V - or monohull - boats win offshore races when the water is rough and speeds slower. When a V boat approaches top speed on flat water (at around 100 mph), only a small portion of the rear hull (and the props) touch the water - a potentially unstable situation. Deep-V design features strakes, which are horizontal ribs that help the boat rise out of water. Also, when your boat nYflies off the top of a wave, the strakes limit how hard you crash down into the next one. Registration In order to race, you must register. You will be asked whether you're a Rookie or Experienced Driver. If you sheepishly admit you're a Rookie Driver, you'll be asked to type in your name, then the name of your boat. Press Enter and follow all on-screen prompts. Only 16 drivers can be registered in Heat Wave, so if the roster is full, you'll have to replay somebody. (NOTE: Ony,ce you replace a driver, they and their standings are permanently removed from the roster.) If you're an Experienced Driver - that is, one who's already on the roster - just use the arrow keys to highlight your name and press Enter. (If you have chosen a different boat than the one you used previously, Heat Wave will double-check, to make sure you want to do this.) Page 12 follows: Pit Stop You only get one pit stop, and it's before the race. So make wise choices here. If some>thing goes wrong when you're out on the water, you'd better be prepared. Heat Wave automatically provides you with a life jacket. Beyond that, you have room for extra gasoline and three spare parts of any configuration. A driver must risk his boat sometimes to gain an advantage, but rough seas and high RPM often result in broken props and blown engines. The boat itself must be paced to control the inevitable damage till near the end of the race. Then it's all out. Gasoline. Yo"ou can Add Gas or Remove Gas by highlighting the option and pressing Enter. Each time you press Enter, one gallon of gas is either added or removed from your tank. Press and hold Enter to speed up the fueling process. Too much gas will slow you down and increase the likelihood of a spin- out while cornering around buoys. Too little gas, you won't finish the course. Each boat uses different amounts of gas. Each course is a different length. Weather conditions may force sudden conՒwurse length changes as well as alter how your boat rides (see the Drivers Meeting section for more details). As you can see, your fuel strategy is important. Page 13 follows: Spare Parts. These consist of propellers and shafts. You can damage your propeller if it hits bottom in shallow water, or if you run over a buoy. You'll damage a shaft if your engines run at high RPMs for too long. Highlight the desired part you want and press Enter. The part will either appear or disapV&x>ear from the Parts View window. Practice The practice run is just like the real thing - same course, same boat, same basic conditions. To return to the Agenda at anytime during the race, press Esc and follow the on-screen prompts. Or press F10 to restart practice. Qualification Time Trials If you register a new name or a new boat, you have to submit to the indignity of qualification, which is a race from the starting line to one buoy and back again. (Each race has a different  bYwqualifying time and distance.) When you select this option, you will see an Overview Screen. You'll read more about this later, but for now, just follow the directions here. From the cockpit of your boat you will see the starting flag on the Starter's Boat to your right. 1 When the flag drops, press Enter to start your engine, then press the keypad plus (+) key to accelerate, the keypad minus (-) key to slow down. Use the 4 and 6 keys on the keypad to steer. With the joy!:stick, push the joystick forward to accelerate, pull backward to slow down, and move left and right to steer left and right. 2 Press Esc at anytime to drop out of the trial and return to the Agenda. Page 14 follows: Course Fly Through A guided tour, via helicopter of the course you've chosen. This will help you navigate later during the race, so watch the buoy placements. Driver's Meeting It is compulsory that a driver's meeting be held and attended by all drivers to offi EU boat that gets the checkered flag is only the unofficial winner. This scoring system makes the outcome of a race very unpredictable. It ain't over till it's over. Page 2 follows: Seasonal Scoring Your seasonal standing is based on an adjusted "Average Time." Average Time consists of your finishing time (plus any penalties) adjusted by the length of the course. Thus, if you are racing a long course, your Average Time will be lower than your actual time; and on short courses i /ct will be higher. At the end of 10 races, you have finished a season. At this time, your record and the scoreboard is wiped clean. But if your seasonal score is one of the ten best ever, your name and score will be placed on the All Time Best Seasons list. (See the Winner's Circle section of this manual for more details.) Page 4 follows: Nautical Examination Press RETURN to pass the Nautical Examination. Cracked by PARANOIMIA! Page 5 follows: Here's a rundown of all your o^ptions on the Heat Wave Agenda. Sponsor's Buffet First, meet the folks responsible for the fine menu of options on which you are about to feast. Press Esc to return to the Agenda. Game Options The Option menu lets you alter some of the playing features of Heat Wave, including the relationship between the speed of the game and the level of graphic detail. Sound. Highlight Sound and press Enter. Then hightlight On or Off in the sub-menu and press Enter to turn the game sounds oyϕzn or off. Joystick. Highlight joystick and press Enter. Then highlight On or Off in the sub-menu and press Enter to activate or de-activate the joystick control. Page 6 follows: Game Options (continued) World Detail. Highlight World Detail and press Enter. Then highlight High or Low in the sub-menu and press Enter to control the detail of the world that surrounds your boat. In general: The higher the level of detail, the slower the frame rate of the display. Boat Detail. Bc Highlight Boat Detail and press Enter. Then highlight High or Low on the sub-menu and press Enter to control the detail of your boat. Again, lower detail means higher game speed. Frame Speed. Highlight this option and press Enter. Then highlight Normal, Double, or Quad on the sub-menu and press Enter. These let you double or even quadruple the number of frames per step, creating a smoother-looking progression to the animation. Of course, the higher the number of frames, the s0lower the action. Page 6 follows: Select Course Heat Wave features six pre-set courses - four offshore near Miami, one in the San Francisco Bay, one on the Mississippi River. Highlight a course name and press Enter; you are automatically returned to the Agenda. If you select Custom Course, one of the custom courses will be loaded. You also have room to create up to ten different custom courses of your own. 1 Highlight Edit Custom Course and press Enter. A text box will appea8?`r. 2 Follow the box instructions; they'll explain how to move the buoys around the Miami Shoreline course (the only one that can be customized). Page 8 follows: Select Course (continued) o Use the cursor keys o move the buoys around, and the plus (+) and minus (-) keys to select different buoys to move. 3 When you've finished your course; hit Esc or Enter to get back to the Course Selection menu. If you happen to think that your new course is the greatest thin cg since Magna Carta, you might want to highlight Save Custom Course and press Enter. Save Custom Course (on Course Selection menu) You can have up to ten different courses saved at any one time. 1 Highlight one of the storage options (Course 1 - Course 10) and press Enter. 2 When prompted, type the name of your course (up to 20 letters) and press Enter. o Follow all on-screen prompts about swapping disks if you're using 5.25" disks. o Press Esc if you want to makep< more changes on the course before saving it. Page 9 follows: 3 Your custom course will now be saved. When you save a custom course, the program will check to make sure that boats won't cross land. If they do, the game will tell you which buoy or buoys need to be moved to make an acceptable course. 4 To select a custom course for your race, highlight the Custom Course option on the Course Selection menu, and press Enter. Load Custom Course (on Course Selection menu Ƀ-) 1 To load a different custom course into the "playable" position, highlight Load Custom Course and press Enter. 2 From the course sub-menu, highlight the name of another course you've created and press Enter. 3 The new course will appear when you select Custom Course on the Course Selection menu. Select Boat You can race one of four different type of boats. Each, naturally, has different characteristics. Read the specs on these data screens, then try them all out in a  ɘHpractice run. To select a boat: 1 Highlight the name of one of the four boats and a rotating 3-D picture of the boat and appropriate specs will appear on screen. 2 Press C to toggle the boat information text on and off. 3 Press Enter when the boat you want to pilot appears on screen. Page 10 follows: The Boats Offshore Racing is a combination of speed, navigation, and endurance as competitors match themselves against the open sea. Teams of racers work in synchronized harmo(gyt too difficult to use the computer, then have a last go at "BYE". 5 - The game itself takes care of some situations. Ex. If your character is in the same place as corpses, it may loose points on its health chart. This concludes the complete manual for ZOMBI from P A R A N O I M I A ! ING". --- The right button of the mouse can cancel any action. --- The left on validates any action. --- Two move, use the cursor and place it on one of the arrow keys around the main w#uourse.....................................................7 Select Boat.......................................................9 Registration.....................................................11 Pit Stop.........................................................12 Practice.........................................................13 Qualification Time Trials........................................13 Course Fly Through........................................$iO.......14 Driver's Meeting.................................................14 The Race.........................................................14 Winner's Circle..................................................14 Retire to DOS....................................................14 Basic Boat Controls...................................................15 Helicopter Controls...................................................16 Function Keys........................... %}/..............................17 The Control Panel.....................................................22 Troubleshooting Guide.................................................25 Page 1 follows: The Superboat Circuit The crown of Superboat Racing is the title US-1. It's reserved for the National High Point Champion, the driver with the highest average of points based on his finishing positions in a "season" or circuit of 10 races. Courses Courses are designed to maximize the c &"[hallenge to the boats. The course may vary in length from a quarter mile to 160 miles. The starts may be green light drag starts, but usually they are flying starts - all boats are planed out and running at the same speed as they approach the starting line. Strategy The first thing a driver must do is get a good, legal start. If you cross the starting line before the flag drops, you will be penalized. After a good start, a winner must cross the finish line first, stay on course  Zat all times, and receive no penalties or time faults. But even before the race starts, a winning strategy must include a careful examination of your competitors, the layout of the course, and the course conditions. Race Scoring Marker boats and check points record the boats' times and passing positions throughout a race. They also determine time penalties when infractions are made. The penalties and time faults are added to a boats' official time at the end of a race. Thus the(>es getting interesting." At 55, they start looking around... and at 60 they're asking themselves 'What am I doing here?' At 65 they want to get out, and when you hit 70, sheer terror sets in." - Todd Owen, owner of a 41-foot Apache Heat Wave, as quoted in USA Today Taming the Waters Have you ever wondered what would it be like to be strapped in front of a pair of supercharged Lamborghini V-12 rocket launchers? How about planing across the Gulf of Mexico at 100 MPH, )mckicking up a monster rooster tail that can be seen on the beach, maybe five miles away. Imagine: No traffic. No cops. No conscience. Just you, a few fish, and about 11,000 pounds of screaming muscleboat built of space-age metal alloys, designed to run about 1,300 horsepower at open throttle. This kind of machine that guys like Don Johnson, star of Miami Vice, might take for a spin in the Offshore World Championships. For real speed freaks, hoisting a spinnaker on even the fastes*t 12-meter yacht causes shrieking boredom. You need huge throbbing MerCruiser 420s that eat a gallon of gas every three-quarters of a mile - three of them whenever possible, maybe mounted on a Kevlar hull. You need speedmaster drives and hydraulic steering systems. You need a little thunder on the water. Welcome to Heat Wave. Table of Contents If you're a player who wants just the bare essentials before jumping into action, read Superboat Section for a quick overview of Offsho+Pre Powerboat Racing, then the Getting Started section which will get the game up and running. Then you might want to skip to Boat and Helicopter Controls, and Function Keys to see how to operate your boat. For a little more depth, read the Control Panel section for a complete explanation of the cockpit gauges and gadgets. Finally, the Main Menu section explains each of the Heat Wave Agenda - the first screen that appears after you get started. The Superboat Circuit..............."׾...................................1 Getting Started........................................................2 Floppy Drive System...............................................2 Hard Drive System.................................................3 Nautical Examination..............................................4 Main Menu: The Heat Wave Agenda........................................4 Game Options......................................................5 Select C -IE: The red arrow randomly moves, and you should try to time your shot so that the puck reaches the arrow at the exact moment when the goalie is out of position. Defensive Control Switching Defensemen: Use your joystick to control your goalie or the flashing defensive player. When on defense, give the Joystick Fire Button a quick press to change your active player to the one nearest the opponent with the puck. Stealing: When you want to steal the p .$Yuck, move your flashing player in front of the opponent with the puck, then go for the theft by banging into him and pressing the Joystick Fire Button. PAGE 9 THE KONAMI ARENA This 70,000 seat arena is sold-out until the year 2,010. Luckily, you've got the best seat in the house: Center Ice. RULES OF ENGAGEMENT Face-Offs At the beginning of each period, and after icing calls, the ref will line up the teams for a traditional, quick wristed Face-Off. The first player to /B^hit the Joystick Fire Button when the puck is dropped will get the first shot to strike offensively. Icing Calls Icing occurs when a player shoots from his own territory and the puck slides the length of the rink, past the opposing team's goal, without being touched. When the opponent takes control of the puck from behind his net, icing will be whistled and a Face-Off will occur. Slashing & Checking If a player gets too rough (if that's really possible in this sport) a fig0F40ht will break out or a penalty will be called. This usually happens if you repeatedly check the opponent. If there's a fight, the screen will switch to a battle mode, and the loser of the fight will be sent to the penalty box for 30 seconds. If there's a penalty called, a penalty shot will be awarded to the player who was victimized by the slasher (see page 11 for details). PAGE 10 HOW TO STAND A FIGHTING CHANCE Hockey greats are generally known to have short fuses, a1|f7nd in Blades of Steel that stereotype explodes into full blown fight scenes when the fore-checking gets outta control! How to duke it out. Get in your best stomach shots by aiming the joystick down and pressing the fire button. To pummel your opponent's pug nose, aim the joystick up and press the fire button. To defend yourself, aim the joystick right to ward off belly punches. Aim the joystick left to guard your sensitive schnoz. PAGE 11 THE PENALTY AND OVERTIME SCENE 2L! If a fight breaks out and the ref intervenes before fists are bruised, a penalty shot will be awarded. If a game ends tied, 5 overtime bonus shots are taken by each team, with the victor ultimately decided by the player with the most extra goals. If the game remains evenly knotted after the 5 shots, it's on to a one shot Sudden Death finale! How to take control during Penalties and Overtime If you're the slap shooter, use the joystick to aim your shot, then press Button 1. 3\ If you're defending the net, use the joystick to defend the area you think your opponent might be aiming toward, then simultaneously press the fire button to try and block the shot. Note: During this scene, there are eight different points you can shoot at or defend. The numbers 1-8 represent the eight locations you can aim for. 1 - top middle of net 2 - top right side of net 3 - right middle of net 4 - bottom right of net 5 - bottom center of net 6 - left bottom of net 7 -aZ left middle of net 8 - left top of net Original supplied by and manual type by Endless Sleep! awarded. If a game ends tied, 5 overtime bonus shots are taken by each team, with the victor ultimately decided by the player with the most extra goals. If the game remains evenly knotted after the 5 shots, it's on to a one shot Sudden Death finale! How to take control during Penalties and Overtime If you're the slap shooter, use the joystick to aim your shot, then press Button 1. :ϡt of the giant mutant ants. Many of the residents are the same, but there are some new faces you'll encounter at some point along the way... The hero of DESERT II is Brick Nash, a tough, cynical ex-fighter pilot, returned from distinguished service in the Korean War to an America with no time for heroes. Now a truck driver, Brick gets a call from his kid brother Andy, a new recruit in the Army. Andy is desperate; the next morning, he and his fellow dogaces will be deployed 1000 y69row pointing downwards from cassette: o LOADING: Loading a game you have already saved. YOU WISH TO FIGHT: You have two options: 1 - With bare fists : the fight starts automatically eight second (real time) after you arrived on place. 2 - Armed : grab the weapon and the icon "USING". --- The right button of the mouse can cancel any action. --- The left on validates any action. --- Two move, use the cursor and place it on one of the arrow keys around the main w!D\Vindow. Validate your choice. --- To use an icon, select a character, pick up or drop an object. Place the cursor and validate. --- You can directly change some elements of the surroundings while you move on to this elements with the cursor and then validate. A few tips: 1 - Some tools can be used as swords. 2 - Sylvie cannot use the gun nor some of the swords. 3 - Every action bears consequences on the game playing, even if you don't notice them. 4 - If you find iZ8Ps outpost, we could chase them down in a few days." Tale 44: "Gargath is crawling with evil forces. Hopefully Caramon can raise the armies quickly." j܌Tale 45: "I've heard they ignored Sir Karl's last wish and let the slaves fend for themselves." Tale 46: "It was the strangest thing. I was walking past the old building by the graveyard, you know, the one with no door on this side, and I was hit by an incredible cold wind. You know how warm it was yesterday. It only hi[9nt me for a second, but it was scary." Tale 47: "The armies will be here soon. This time it will be a quick war. The evil forces can't compete." Tale 48: "...yeah, I went to see the guy. He said he didn't need tired old scum! The bleepard said nobody who lives in Sanction is good enough for his army. He's spread the word that professional soldiers are needed. Humph. Didn't I fight with Tanis and Caramon in teh last war? ...Scum, he said!" Tale 49: "I've heard that Caramon has\:oj gotten the first elements fo the army on the march. They'll soon be here." Tale 50: "...every graveyard within a hundred miles of this place has been looted. Graves left open, tombs cracked and broken. It's eerie. Funny thing though, a lot of valuable stuff has been left behind. Weapons and armor was gone, but any jewelry or other items of value that was buried along with them is still there. Another thing, some of these tombs look as if they were opened from the inside..." Tal];'e 51: "Yeah, Sanction is gonna start up trade again. Me and Lancrent are gonna go down there and start up our lumber import business again. The docks are rebuilt and open for business." Tale 52: "Too bad about all those slaves in Neraka, slaughtered and hauled off and enslaved again as undead." Tale 53: "...the Shadowpeople are still around. They say they've got tunnels that run all around underneath the city. That captain that's trying to hire mercenaries is pumping people f^>uys that have taken over? I see soldiers with the number 101 tatooed on their arms. What gives?" Tale 57: "Those rescued slaves had horrible stories to tell. We're sure glad they were helped to escape." **** **** *** Journal Entries #112 typed by LORD THOR *** ** Of BALLZ BOYS ** ** Journal Entries #1388, all maps ** `,7*** Tavern Tales #157 Typed by FRED KRUEGER *** *** *** CALL AFTERWORLD BBS (416) 243 3499 960014.4 SYSOP: JAMIE STAR though, a lot of valuable stuff has been left behind. Weapons and armor was gone, but any jewelry or other items of value that was buried along with them is still there. Another thing, some of these tombs look as if they were opened from the inside..." Tal?M .. In the two player mode, you cannot select tournament play or difficulty level. If for any reason you want to change your selections in either mode when the game begins, hit the ESC key to repeat the process. When all decisions are final, press the Joystick Fire Button to bring the teams onto the ice for a stick slashing good time! PAGE 8 LOADING AND CONTROL INSTRUCTIONS What You Need Amiga 500, 1000 or 2000 computer; 512K RAM memory; one disk drive; monitor or TV ( @Rucolor recommended); joystick required; a second joystick is required for two player competition. Loading Plug the joystick into Port 2 for player one; plug the second joystick into Port 1 for player two. Turn on your computer and monitor. Insert the disk into the disk drive. The program will automatically load. PASSWORD INSTRUCTIONS Removed by THE BEST... PARANOIMIA 90! GAME CONTROLS During the game, press: Key Action ~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~ Aq~~~~~~~~~~~~~~~~~~~~ CTRL P Toggle Pause On and Off. CTRL B Toggle Background Music On and Off. CTRL E Toggle Sound Effects On and Off. ESC Restores Game to Player Selection Screen. JOYSTICK CONTROLS Joystick moves player in eight directions and aims the direction of your shot or pass. Up \ | / Offensive Control \|/ Passing: Give the Joystick Fire Button a quick press Left -O- Right to pass the puck , to another team member. Precision /|\ skills are very important when attempting a fast-paced / | \ pass. Because if an opposing team member is between Down the pass and your teammate, the puck will be intercepted. Shooting: To fire a shot on goal, hold the Joystick Fire Button down the release. The puck will travel directly at the red arrow in front of your opponent's net. NOTOCgagonlance in one of his treasure rooms. With it we can prevail against the evil dragons." Tale 7: "Here's a drink to all the knights buried in Jelek's Graveyard, may they rest in peace forever." j܌Tale 8: "I hear that they're gonna be hiring mercenaries down in Sanction. I say we get out of this hick town and go down to where some real action is." Tale 9: "Strange how those folks in Jelek fooled us so well. Evil has always been skilled at duplicity." Tale 10: "I hePD har that Sanction is slowely being infested with Ogres, Minotaurs and Draconians. The Temple of Duerghast is even showing signs of life. It would be a dark day indeed if that place comes back." Tale 11: "It's good to see that Jelek is holding against the tide of evil." Tale 12: "We've been finding lots of emptied graves. Someone is collecting bodies." Tale 13: "With Sir Dargaard's treasure rescued, we are sure to push the draconians back." Tale 14: "Those blasted MinotaursQE;=8 have taken over the entire western section of town! The docks are almost completely under their control. Those that aren't are the pleasure boat docks that don't have any warehouses. How am I supposed to get my lumber into the city if I can't use the port? Things are going from bad to worse down here. I should have stayed in Jelek." Tale 15: "Enemy scouts have been patrolling closer to the outposts. They'll be on the run when the good armies get there." Tale 16: "Now lissen heRFA- re, yer Red Dragon is by far the best at nosetonose, clawtoclaw fightin'. But for breathin', gimme a green any day." Tale 17: "A young woman has her eye on Sir Karl. Its making him uncomfortable." Tale 18: "Maya's on the warpath, she's always been sweet on ol Sir Karl." Tale 19: "Draconians have been seen near Throtl. Things are heating up." Tale 20: "...There's something weird going on here. My son was saying that he saw a zombie. I told him he was crazy...but I don'SGt know, he's notj usually given to making up stories..." Tale 21: "...so I was sayin', why we gotta do all this stuff? Why don't we just go down there and take the thing? And you know what, thats exactly what we did. That Lance is ours! Of course, my officer took all the credit for himself. Cretin. He couldn't hold the dull end of a sword if he didn't have us to teach him..." Tale 22: "Throtl is starting to crawl with monsters. Some of our scouts have been harassed." TTH[`&ale 23: "Its been too quiet for too long. Something's got to happen soon." Tale 24: "Scouts are starting to report evil forces on the march everywhere." Tale 25: "Enemy patrols hold most of the cities in the area. Hope the army gets here soon. It's galling to let them operate so openly." Tale 26: "It's a shame that people on our side could just abandon the slaves that way." Tale 27: "The sluaghtered wagon train was carrying a magic tome. Perhaps it held the secret of thUIke corruption process." Tale 28: "The evil forces have dragon eggs. We can look forward to more draconians if they can rediscover the corruption process." Tale 29: "Once the armies are here, we will sweep the area clean of evil for the final time." Tale 30: "I thought that the good armies had destroyed the Draconians! Well it just goes to show you can't trust anyone anymore. Where are the Solamnic Knights now? Why weren't they here when those foul reptiles took over our town.VJdA" Tale 31: "...I tell you that grave was breathin'! The dirt was risin' up and down, just like it was takin in air. I lit outa there as fast as these stumpy legs could carry me..." Tale 32: "...a silver dragon! They say they loved each other but how do you figure? What can a man and a dragon do? I don't know. I got sick and tired of all the moping about."j܌ "It's a shame about Sir Karl though. They say he was killed up north somewhere. He was an OK guy. Treated you rigWKBht." Tale 33: We got the fires out, but the enemy escaped with Sir Karl. Those Auraks can control the minds of our toughest people." Tale 34: "Nothing's been seen in Throtl for months. The place is boring." Tale 35: "Annoying guides they give you in Jelek, but i suppose they can't be too careful." Tale 36: "A moment of silence for Sir Karl, a brave knight of the Rose. He truly followed the Oath and the Measure." Tale 37: "The draconians were led by an Aurak. They're veXL"ry deadly." Tale 38: "I wonder if they could have saved Sir Karl's life if they tried harder." Tale 39: "I tell you I saw dragons! They were flying around the top of the keep! Black ones they were. Except for one real big one. I think it was red." Tale 40: "Don't drink the beer. The bartender washes his feet in it." Tale 41: "No, he never came back. He was on a boat that went out onto the Blood Sea of Istar and never came back. Somebody said they actually went down the MaY73 zelstrom...but that's crazy, nobody would sail close to that thing...anyway I haven't been able..." Tale 42: "What ever happened to that Dragonlance that the Castellan had during the last war? I know for a fact that it was never returned to the good armies. Blast it man, I was with the Castellan's armorer, all of the weapons went through us and that dragonlance was never returned!" Tale 43: "The enemy's rear guard was seen heading south. Too bad most of us are stuck guarding thiDNhermeone known as the Prison Lord. The final page is a order to turn all slain prisoners over to a Sir Lebaum. Entry 78: "Now, what do you know about that? They say that a real dragonlance has been found in the hills to the east. It also carries an enchantment that will force any dragon to your will if you but wound the beast." Entry 79: Gravnak's stary about the Gaurdian: "The ooldest rulers of Kernen ordered the city's mages to create a deadly guardian for thier castle. How EOfT@%they did it no one knows, but the magicians gave this to the king. Over the years it became unruly and was locked in the vaults below this building. We know of no way to harm it or chase it back to the vaults where it was kept. All we know is that an ancient tome in the library contains a recipe for a salve that will protect the wearer from the gaurdian's deadly bolts. You must construct this salve in the alchemist's study before tou can succeed in passing the guardian." Entry 80: FP A few days after that, Stage three will begin. We have taken the piaces of the dragon orb that the kender shattered and have placed themj in stratigic spots all around Sanction. Raistlin's researches has determined that, under the right conditions, even a piece of the dragon orb can act as a powerful lure for dragons. Furthermore, each piece can be turned to a particular type of dragon. He has been lost to us since the War, but his dark elf assistant has managed to create thGQN;Be spellout of Raistlin's notes. With our captured Dragonlances, we will destroy all the good dragons that remain in Krynn, and our final victory will then be all but assured. Entry 81: ((SEE FILE 'JOURNAL81.PIC' FOR MAP)) Entry 82: "So! At last, you've come to rescue me. You know these things are quite clever. Not clever enough for my of course. I've just been improving them somewhat. Oh dear. I do hope you didn't come through from the North..oh,sorry. "I suppose you'll be waHR{nting to get me out of here now. Oh, there are more people back there. Strangbourn is around here somewhere. He's looking for Caramon. Oh, you want to find him, well that's an interesting story, you see when we first got together about two weeks ago... "Uh, I can help, you know. Caramon was taken somewhere south of here. I've been trying to reses traps in case more draconians and hobgoblins get here. "Why don't we team up, OK?" Entry 83: "...the minotaurs have refused to come ISS1\to our aid. They are touchy beasts and I'm afraid that our emissary was less than diplomatic. We will attempt to contact them again but don't count on having thier..." The fragment ends. Entry 84: "...we have contacted the minotaurs. They will help us. I must go to Gargath. It is rumored that there is a dragonlance stored there. We must secure the keep and find the treasure room that is hidden there. The map of the keep shows these places where we believe the secret door may be JT-;+located. Give this map to your officers and..." The fragment ends. Entry 85: "The cavernous maw of the great beast is used as the entrance to the temple. The dragon's head is being artificially preserved through magic. We need the dragon's fangs in order to complete our spell. If they can be brought to us we can prevent draconians from ever... Entry 86: ((SEE FILE 'JOURNAL86.PIC' FOR MAP)) Entry 87: "I am Angar, one of the real guards of the outpost. We were overrun about KUa week ago by a draconian army. I was coming in from a patrol when I saw them taking over. They were everywhere..."j܌ He slumps down on the bed. You notice that he desperetely needs food and rest, but he waves off your help and continues his story, "I hid and they missed me, but they captured most of the other guards. They are being held in the outpost jail. Also, they're guarding the north side of town heavily. I think they might have hostages there too." Entry 88: "JusLVWmt before the Temple of Duerghast was closed, dead bodies were seen being carried into the arena in the Temple's northwest corner. There were hundreds of them. It has been discovered that the Death Knight, Sir Lebaum, has taken over the Temple and has gathered together the exhumed dead for miles around. "There is no way that you can get into the temple through the front gates. You must get the shadowpeoples support. They have tunnels that cross from the temple of Huerzyd to the TempMWle of Duerghast." She pulls out an amulet. "This amulet will let you through a secret door. The Shadowpeople will find you once you enter Huerzyd." *********************************************************************** TAVERN TALES Tale 1: "Hey, Jorclack! You wanta' play tonight? I think we can get at least two other guys. I'm gonna win those steel pieces back from you." Tale 2: "Even giants are being seen nearer the outpost. Glad we have some raNB=.rngers and dwarves in the company." Tale 3: "Kernen can no longer be approached at all. Too many dragons in the air." Tale 4: "Hey, Jorclack! What in blazes were you doing up in the slum area? You rubbin' shoulders with the local scum?" Tale 5: "There are secret doors that lead into the old entrance to the keep. The Draconians have built up around the entrance in order to prevent people from getting into it." Tale 6: "The Castellan of Gargath was rumored to be holding a dr9YT search of my companions. I overheard from passing patrols that everybody except Caramon was killed. You must help me find Caramon. He must not be allowed to fall into the hands of the leaders of this band." Entry 68: As the vampire grasps the piece of orb a deep trembling shakes his being! Blood begins to run from his eyes and ears as a high keening sound forces your party to hold thierheads in anguis. The Vampire is desperately trying to rid himself of the glass object. It wil:Zll not leave his hand! Old Rimshanks' spell of permanent binding is working! Entry 69: WEARY TRAVELERS! Come to the best accommodations on KRYNN! The SOUTHERN SANCTION INN is open for your business. We are located in the southeast of the city. THE DRAGON'S CURSE is open for business in the middle of Sanction. We have the best selection of drinks since Istar sank beneath the sea. Nonhumans welcome!! IF YOU GOT THE MONEY, WE'VE GOT WHAT YOU WANT!! While our inventory had been de;[OTcimated by the recent war, we are again open and offering the finest in magical items available. As always, if we don't have it, we will find it, or make it. All we need is time andj money. GUSMARKEN'S MAGIC SHOP. Located in the easterncentral area of the city. We are the first door to the right, heading north from the inn. THE SHARPEST, MOST DURABLE WEAPONS MONEY CAN BUY! Come to our smithy, located jest north of the Southern Sanction Inn, and peruse our fine selection of<\MmW blades, armaor, arrows, darts and anything else you could possibly need to equip your party. REASONABLE RATES!! SO, YOU THINK YOU'VE EARNED THE RIGHT TO ADVANCE TO THE NEXT LEVEL? Horgathindorn's training Hall has worked with the best! Come see us in the Northeast Corner and see if you've got what it takes! Entry 70: "Listen,I've been following you for some time. You need to get to Jelek as quickly as possible. There are rumors that Sir Karl is about to attack the town in order=]4N to get the last Dragonlance that remains in our hands. Once you arrive, a resistance worker will join your group as an escort. Jelek has become prosperous lately and they are requiring all visitors to be escorted through the town. aThe stated reason is to show new visitors around the town, the real reason is to keep an eye on all newcomers and prevent anyone getting into the graveyard. Our man's name is Skyla, as soon as you arrive he will be able to join your group and help you fi>^l<{nd the dragonlance that the castellan hid." Entry 71: Myrtani is gathering his forces in secret areas around Sanction. We won'tbe ready for a few weeks yet. My minions have started gathering materials for my use. Several graveyards have been looted alredy. Many of them have left the open grave sites unfilled. I suppose it can't be helped. Stupidity has always been our most dangerous enemy. Myrtani has found the dratgonlance! I urged him to give it to his strongest warior but I'm?_: afraid that the draconian doesn't trust anyone who could hold that muck power. Foolish. He's going to hide it away somewhere in Sanction. Entry 72: ((SEE FILE 'JOURNAL72.PIC' FOR MAP)) Entry 73: "After the battle I was taken to see a powerful cleric. He laughed at my defeat. They lead my to some doors that glowed in the darkness, opened them with a key that he pulled from his robes, and took me to a dark temple. I saw a bronze dragon egg on the alter! He told me that they were@` going to start the corruptions again! Then he had his minions beat me. "I woke up here. If it hadn't of been for the treachery of a dark elf, and a sneak attack from behind, they never would have captured me." He pauses. "I'm sorry for my men."he says,"They had no idea what we were getting into. Krynn's blood I didn't know either. We were unprepared for the extent of the evil forces. "The ambush was a complete sutprise." Entry 74: Tanis's tale:j܌ "I had heard of the slAapaves being taken in the area, so disguised myself and arranged to be captured. I have just managed to free the slaves here, but more are held to the south. I will organize the slaves here while you free the others. Then we will arrange a diversion to allow the slaves a chance to escape." Entry 75: "I am the only one left from the ambush. I was knocked out early in the combat. By the time I came to, the enemy was gone. Caramon is dead. I figure that they must have ganged up on him Bb߻ݓfirst. His was the only body left behind. You don't want to know what condition they they left him in. Evidently they wanted to leave a warning to anyone who comes after him. It was awful. I laid him out as best I could and have been working my way out of Throtl. We must get back and warn the Outpost! "I don't understand how they could have known that we were coming. The ambush was obviously well planned. They knew exactly who was with us and exactly how to counter any attack we coCMuld muster." Entry 76: ...friend has many objects of value for sale... ...great frog collection!!!... ...sword that seems magical, at least undead creatures are afraid of it ...many potions for sale... ...information about the incidents of undead and dracians in the area.. ...a beautiful daughter... Entry 77: Base Cammander's papers. You find: A list of orders authorizing an attack on the knight's outpost. A supply list, consisting mostly of implements of torture signed by so.dbGhe world was changed. The only thing that will release him is a piece of the soul of the mage who trapped him. The mage is long dead, however. The only know artifact that had any relationship with him is the locket of light. But that disappeared into the west long ago. Entry 56: Sir Karl's last message to Maya: "I realize now that I shouldn't allow our differences to interfere with our feelings. I suppose at my age it takes a while to adjust to new things. Remembering your beauty/eDvN and bravery has helped me withstand the tortures they have subjected me to. I now go out to gain my freedom. If i fail, then know I held you in my thoughts to the end." Entry 57: Red Dragon's story: "Once when I was young and my scales were sleek and smooth, I was appointed protector of the Crown Jewels. Beautiful they were, glistening in the torchlight. Many a tasty thief came by to admire them, but I always kept them safe. Then the city fell and the jewels were lost. Since t0f hen I have sought them everywhere. I am sure they will turn up, so that I can watch their glittering beauty again. The crown was the prettiest piece, golden and encrusted with gems. Ah, such a wondrous time." Entry 58:j܌ "Hello, and welcome to Jelek! We hvae recovered so well from the recent war that we are able to provide you with a guide taht will bow at your every need. He will direct you to our Inn, where you can rest in luxurious peace, and point out the exciting new b1go+`usinesses that have helped to make Jelek the most dynamic twon in all of Krynn." He waves over a tall, handsome young man. "this is Skyla."he says, "He will be your escort for the duration of your stay in Jelek." Entry 59: "Listen, I've been following you for some time now. That Skyla character is the leader of a faction of guards that has taken over the city. He looks stupid, but don't let that fool you. He knows exactly what he looks like, and he knows how to use it to his adv2h9y%antage. He takes his orders from Sir Lebaum. Lebaum took over about a week ago. It was slow and insidious how he did it. No word got out at all and, initially, there was lots of business for our shops. Everyone was happy. Except that now he's cut off all contact with the outside. Anyone that comes in here either joins the guards or is killed, as you almost were. "There's another disturbing thing. I've done some digging around and nobody has ever seen this Lebaum character. Most pe3iIople have never even heard of him. There was a Knight of Solamnia of that name that was corrupted by Takhisis many, many years ago but legend has it that he died horribly, they say. "I'd like to get into the graveyard and examine his office. Are you willing to go with me?" Entry 60: Message on body of Prison Lord: It has come to my attention that the bodies we receive here in Sanction from your prisons are in highly deteriorated condition. We realize that information must4ja+ be gained by torture and that it is a useful way to relax, but I would prefer it if a majority of the bones remained uncrushed. I will not repeat this request. Sir Lebaum Entry 61: I want you to find the adventurers and put them out of our misery. They have served their purpose, now I'm afraid they may find some way to get word to the good armies. Eliminate that threat. Entry 62: Message from assassins. The paper reads: We have contacted a traitor at the renegade ogres' 5kz=base. We can slip in unobserved and slay the renegade leaders. If we are not successful, beware. Our spy tells us that the renegades might try to ally with the forces of good. Their knowledge of Kernen makes them dangerous. A rough map is drawn on the back ((SEE FILE 'JOURNAL62.PIC' FOR MAP)) Sir Karl then speaks, "The Solamnic Cavalry is already on the march. It will not be too long until these first units have arrived in the area. We must have information on the enemy strength6lgs and weaknesses soon. The Solamnic force will be small and an ambush could cause them problems." j܌Entry 63: ((SEE FILE 'JOURNAL63.PIC' FOR MAP)) Entry 64: WANTED: Soldiers to wage the battle against the Solamnic usurpers of KRYNN. 5 steel pieces when you sign up and a guaranteed 2 steel pieces a week until the end of the engagement. See the recruiting officer at the Southern Sanction Inn for details. Entry 65: DRACONIANS!!! I'm afraid that the book that we spent s7mW~_o much effort in obtaining has turned out to be more important than we thought!! Not only are we going to be able to create more Draconians without using eggs, but it has taught us how to use the dragon orb to make our edxisting Dracians even more powerful!! The Plan proceeds! Death to Solamnia! Entry 66: The ogres lead you along a twisting corridor. They assure you that the passage is completely unknown. Gravnak whispers for you to be ready. He pulls a lever, but instead of the8Xa wall opening, the floor drops out from beneth you. Myrtaniappears next to Gravnak and both begin to laugh. Entry 67: "I was with the patrol that followed Caramon in here. We ran into trouble almost immediately. We were not really expecting much opposition but...We were ambuushed by a large force of hobgoblins and draconians. I was knocked out by a blow to the head early in the battle. I awoke in a dark corner, alone. It took me a while to get my bearings but I finally went out in#oL Kernan survive in this part of the continent; and they have become enclaves of evil. Jelek has become Sir Lebaums's base of operations, where he continues his experiments with the undead. Kernan has been taken over by Myrtani and his horde of newly created draconians. Entry 41: The prisoner looks at you with agony as another shudder wracks his body. Suddenly, his flesh seems to split and a foul odor permeates the room! you start to gag adn cough in the middle of the stinking c$p&loud. The door behind you closes adn you hera the bolt being driven home. You are trapped! Entry 42: The prisoner is extremely weak. He barely croaks out some broken phrases: "...the Castellan is alive. He's being held here on this floor..." "...an Aurak...silver eggs...black dragons...book..." He grabs you arms and dies. Entry 43: "They have built up a large, wooden structure in front of the main gates of the Keep. I don't know what it looks like inside. I can tell you th%qat the main gates are in the uppernorthwest corner of the city. In the middle of the city you will find a secret door into the wooden structure. It is currently being guarded by draconians because it's location has been discovered recently." He licks his lips in consternation adn suddenly speaks in hushed intensity, "Listen, there's a dragonlance in the Keep. I know, all of them were supposed to be sent South but the Castelllan was injured during the War and his lance was brought wi&r%.th him when he returned. You must find it!". Entry 44: "Ah, come on Grag! You know that we're supposed to guard the grave of this guy. The captains gonna be mad if he sees us in here. Uh, by thej way, can you buy me a drink? I'm a bit short this week." Entry 45: ((SEE FILE 'JOURNAL45.PIC' FOR MAP)) Entry 46: The tree suddenly explodes! The locket is thrown away from the enchanted circle. From the swirling ashes of the explosion an ominous shape slowely rises. Vaguely's9`, manlike, it's features are indistinguishable in the thick smoke. Giant Rats and Mobats charge out of the impenetrable dust! Entry 47: "We've had a lot of unsavory characters passing through town lately. The good armies have left us in the lurch and we are forced to take the law into our own hands in order to protect the citizens of this town. Here's the official proclomation." 'All persons entering Jelek that are unknown to the guards shall be assigned an escort for the duratio(tMn of their stay in the city. They will be restricted to the public parts of town. The burial grounds are strictly forbidden to all strangers.' "It's signed by our leader, Sir Lebaum. "So, here's a nice young man who'll show you around the town. "Skyla! come over here!" He introduces you to a man who looks you over and breaks into a goofy grin. His entire aspect seems dignified enough, until he smiles or begins to talk, then his ancestry is extremely questionable and you wo)ulsnder if maybe he hadn't suffered a fall on his head as a child. Entry 48: "Finally, you're here. I got word that Sir Karl was going to send someone to check this place out. I've been waiting for you for days. Come with me." Entry 49: Sir Karls dying monologue: "They tortured me to get information, but I gave them nothing. Killed my guards when they came for me again. Afraid I didn't quite make it all the way out. Things getting dark... Hard to concentrate. There are slaves d*v'own there. They must be freed from this evil place... Remember me to Maya..." His breathing stops. Entry 50: Draconians! I have good news. I have managed to attain the volume that we hvae been searching for all these years. The power to create more of our kind is now in my hands. Send me all of your eggs along with any mages and clerics that you may have with you. I'll be at the Citadel of Gargath very soon. Have the eggs packed and taken to me within the week. By order of M+wKyrtani. Entry 51: "The worst monsters our scouts have reported anywhere in the area arej hobgoblins. Draconians and evil dragons have long since abandoned this area to our forces. Still, be a little wary on your way to throtl. "Also, be sure to report back here immediately, if anything unusual or dangerous occurs. This outpost depends on information brought back by patrols such as yours. Good luck and may Paladine watch over you." Entry 52: The weapons and armor of S,xoolmnic Knights and their allies is strewn about the corridor. All of them are bent or broken and quite useless. There is a hole in the ceiling above. It is evident taht the party was ambushed. There are no bodies. Entry 53: Men discussing a rebellion: "I can't believe that we are letting an Aurak dictate what we have to do. Its not right. We created them to serve us, not the other way around. At the meeting I'm going to speak in favor of restructuring this alliance. Only their -c1Uslimy blood will flow." Entry 54: A large number of human warriors are gathered here. One leaps upon a table and calls out, 'Who among you wishes to overthrow Myrtani?' As hands raise throughout the room, archers slip out form behind the curtains and fire. The man on the table laughs, 'Myrtani will be grateful for your identifying yourselves.' Entry 55: "They say that there is a Vampire that has been enchanted in that old tree. A very powerful mage trapped him in there before tz% quickly, we shall cut the very heart of their ability to resist us. With the leaders dead the rest of the rabble will wander like sheep. Entry 30: Stage Two is currently coming to fruition. Sir Lebaum, our Sivak who has taken over the leadership of the Knights of the Rose, has sown enough discord in the ranks of the Knights to render them ineffective against us. In a few days he will issue the order that will send most of the Knights over the mountains and out of this area altogeth{ler. Entry 31: "Watch out for the minister. They say that he has taken over the castle of Sir Era and now runs the old knight, as well as the kingdom. The people are being.. hush! he's here." Entry 32: Gravnak's alliance plans: "We are both hunting for Myrtani while he seeks our deaths. I have no love for sanctimonious knights and their ilk, but I do love my life. To keep that, I would suggest a temporary alliance. Myrtani has a base in Kernen which he visits quite often. If |Ӑfyou can slip into town, I have allies who will help you penetrate the base and kill Myrtani." He then shows you the secret sign to give his allies. Entry 33: "The Dragonlance has been moved to Jelak. After the Keep was overrun I managed to smuggle it out of town and hide it in the burial glen. It is hidden in an usused tomb in the northwest corner of the graveyard. You will recognize the entrance because there is a silver rose bush growing just before it." Entry 34: Gravna}Ek and the draconians trun on you. "Fools!" he hisses, "Did you really think a member of my proud race would ever ally with the likesj of you?" You are attacked from all sides. Entry 35: "I was with a party of knights and others under Caramon that came in here to explore. We haven't really found anything. Caramons already left to report. I guess you must have missed him. "Oh, one thing we did find out was that there is a treasure left over from the previous occupants of~ u Throtl. We got word of it from a hobgoblin who was sneaking in to claim it. Before he died, he told us that is was located in the south central area of the city. Tell you what, if you help me find this treasure, I'll split it with you. All right?" Entry 36: "Thank Paladine you're here. They've take everything! My poor family, my friends and retainers. Gone." He breaks down. After a while he looks up in anguish and says, "There's and Aurak who seems to be in charge. He's had hinj`s minions scouring the Keep. He's looking for my dragonlance! He'll never find it. It's hidden. Hidden very well. Nobody can find it. But I'll tell you. Yes. Yes, I'll tell you. You're from Caramon? Of Course, of course. Look on the sixth story. As you come up the stairs you will see a door directly ahead of you. The wall to the left of that door has a secret door in it. The Dragonlance is in there." He looks around in fear. "Where are they? Where? They were here. I saw them. My li.4:ttle ones. Where are they? I must go, I must. I will slip out down the stairs. Goodbye, goodbye. Get the Lance!" Entry 37: Stage Three is about to begin. The good armies are marching on Sanction, and our friendly 'adventurers' are still trying to figure out how to get the dragonlance. Sir Lebaum has been working in the arena of Duerghast. He will begin to raise his army of undead as soon as the good armies are in position. We anticipate that this will take another day or two. I hayive Blue Dragons stationed at Duerghast to guard the eggs adn Red Dragons are waiting to give me word when he has finished his preperations. When I hear from him the final stage will begin. Entry 38: "They're back..back there..who, look out! No, no, no. I stabbed one, but it took my sword. I couldn't get it out of its body! Caramon!" His eyes clear for a moment and he becomes more lucid. "Listen to me," he says, "they've captured Caramon. Most of our party has been wiped out."   aHe suddenly jerks about. "Whats that! Get them! They've got Caramon. Find him. I'll find him. North, north and west and south. Traps! Back up..go back now. Quiet, quiet, quiet..look out! above you! oh no, oh no, oh no.." He gets a sly, slightly mad conspiratorial look on his face. "I saw a money chest in a room to the east. I'm gonna get it and I'm set."He looks around and leans towards you, "You wanna help? Huh, what do you say?" The terrorized look comes back. He screams and ga!("sps in terror.j܌ Entry 39: The great ship lists to port and seems to pause in silent anticipation. The sailors jump off like rats. In the distance, a hump of moving water marks the place where the gigantic whale swims away. Your boat starts rocking as the waves from his blow to the ship finally reach you. The ship finally slips quietly under the waves. The orb fragment and the Vampire slide down to their final resting place. Entry 40: The road back to Solace is fil"nvۉled with the refugees of Krynn. Wretched individuals and families carry what possessions they can on their backs or on small pushcarts and wheelbarrows. They all scan the sky with fear; waiting for the horrific sight of dragons flying out of the sun to breath death onto the miserable line of humanity. The Second Flight of the Dragons has devastated Krynn. Sanction is a smoldering lake of lava. Gargath a pile of melted stone, and Neraka has been blasted into oblivion. Only Jelek and "iSir Dargaard gained an item which gave him great fighting prowess. He was a scourge of the evil armies until his entire company was poisoned at a feast. The company was buried along with Dir Dargaard's great device in lands later overrun by evil. The evil ones sought to wrest the artifact from the tobm, but were slain by the spirits of Sir Dargaard and his company. Our scouts now say that draconians have attempted to penetrate the tomb again, perhaps with sufficient strength to succfeed. It is time for a truly noble knight to go and ask that the artifact be passed on to guard the forces for good today. On a side note, you will be happy to know that Caramon has contacted our elite units in Solamnia. The Council of Knights themselves will lead them into the coming battles. I will be certain to mention your impressive record to them when they arrive. ((SEE FILE 'JOURNAL18.PIC' FOR MAP)) Entry 19: The DragonLance was a stroke of genius. With one small the*ft we distracted them from the main threat and forced their attention on the recovery of the weapon. This became Stage Two, since i fit so neatly with our plans. It allowed us to delay the original kidnapping of Sir Karl just long enough to gather many more bodies for Sir Lebaum to work with. Entry 20: The 'Plan' is to be carried out in three stages. Stage one is nearly done. We have managed to kill Caramon and Tanis and have captured or put to flight most of the other 'Hereos' fromcۡ the Dragonlance Wars. The good armies are reduced to sending out hapless adventurers who have little or no experience. We have managed to feed information to one of those bands with notable success. The information is true, but it always comes too late to be of any interest. Entry 21: "Hey, come here. Look at this. This is a piece of dragon orb thatj Tasselhoff broke! Just this little piece of orb will allow you to control the largest dragon! I'll sell it to you for only 2,\000 steel pieces..and its a bargain at twice the price! NO, don't touch it with your bare fingers. The last person who did that woke up with a withered hand! Gruesome. So, what offer have I?" Entry 22: "Welcome, I am Jadefang. I have been assigned to capture thisss hole and convinssse you 'Humansss' that you ssstill own it. We did this ssso we could gather information and keep the sssouthern road open. Sssince you have given usss a lot of ussseful information, I thank you." He bows gracefully and continues to speak. "However, you also have dissscovered our sssecret adn therefore you mussst die." You now notice that he is not alone in the barracks. He rises into the air... Entry 23: ((SEE FILE 'JOURNAL23.PIC' FOR MAP)) Entry 24: Old ogre's story: "I was once the councillor to the ogre princes, but I have become too weak and crippled to keep my place. Now I hear of plots against our lord Gravnak, by one of his lieutenants. Draconians have slipped i,ynto the manor house and will strike when the current meeting ends. I watched them enter and saw the secret sign they gave the guards. I have no love of these assassins or their traitorous ally. Use the sign to enter the manor, seek out the aassassins and find evidence implicating Morog. He is the traitor. His rooms lie in the southeast of the manor." Entry 25: "When you get to Gargath, beware of anyone who appears to be bending over backward to help you. Be especially aware of q4anyone who mentions Sir Karl. We don't think that they know that we are now aware of their deception. "Be especially careful about any clothing they want you to wear. There is an evil mage in the town who delights in putting curses on harmlesslooking objects. Good luck." Entry 26: "Gargath was overrun about a week ago. There were only a few of us here at that time trying to rebuild after the War of the Lance. Draconians and evil forces snuck in at night and captured the Keep. SilQnce then they have been bringing in prisoners and putting them to work. They make us wear these hoods to keep track of us." Entry 27: "We have ahd to exhume all of the bodies in the graveyard and burn them. We found out that someone was entering the burial glen, digging up bodies, and then reanimating tehm into zombies and ghouls. It's been hard, especially for those that recently buried their loved ones, but it was necessary."j܌ Entry 28: "I've been kept out of the buriaϯDl grounds now for a week, I can't even get in there to get my tools. There are strange things going on in there...open graves, broken tombstones, strange noises...even the animals are gone! That Sir Lebaum is running the town. He even made his office in the burial glen! It's in the building just to the south and west of here but the door is through the graveyard. "That's another strange thing...nobody's ever seen our new leader, at least nobody that I know of. He gives his orders any5qd the 'guards' carry them out. "Things just ain't right." Entry 29: Stage Four runs almost in step with Stage Three. As soon as Sir Lebaum has launched his attack, the mass conversion of dragon eggs into draconians will be perfomed. The good armies will be caught in our mailed fist! They have no idea that they are about to be attacked by two huge armies! The first of the good armies will be filled withe their leaders adn elite of those accursed Knights. When our armies rise so A9fawn in the most obsequious manner. His charm and personality have convinced you that ridding the world of this...'person'...would be beneficial to krynn. Fortunately, cooler heads prevail and the minister is quickly taken from the room. Entry 2: "Listen, I know that you think that Sir Karl is a most honorable knight, however, I have found out that he is under the influence J Pof an Evil Dragon named Maya. Maya is able to transform herself into the shape of a beautiful woman. [ We must forget anpit finding Caramon at this time. If we can get to the outpost in time we may be able to save it." Entry 3: "We were captured by draconians disguised as the merchant band that comes through here every month. When we were sleeping, they killed the guards at the gate and captured us before we had a chance to fight. "they took our leaders into the barracks and interrogates them. They've all got to be dead now. "Be careful! I saw one of the Draco's kill the commanda nt. As the Commandant died the Draco's shape changed and then he looked and sounded exactly like the Commandant. "The Commandant and the other leaders spend a lot of time in the Commandants office." Entry 4: The townspeople come out and thank you after the last Dragon Armies are driven from the outpost. They have a large celebration with you as their guests of honor. The new Commandant speaks, "Thanks you for saving us. Your heroic actions will live forever" The people cheer as Pцyou except the key to the outpost. Entry 5: The gully dwarves scatter at your approach. Disgusting traces of their recent meal permeate everything in sight. Your camp equipment has been opened and all foodstuffs eaten. You quickly look to the place where you had left the piece of the dragon orb, It is gone! Entry 6: As you walk up to the dying body of the Commandant, Grilliard says,"Why did you do this to us? We are now too weak to hold the outpost againstj Takhisis' for!;kces." You see a flight of Red Dragons closing in on the town... Entry 7: As you work to free the slaves, their shackles seemto come off too easily . Before you can react, they whip ut weapons and prepare to attack. One laughs,"The one you saw die before you was not Sir karl, it was only a sivak. There are no slaves here, it was only a story to lure you to your doom." They begin to close in. Entry 8: "...Attempt a conversation without the intervention of Tak... ...book of spells Hthat contains the necessary incantations and rituals for the conversation. It is said that this book will allow even relatively week ma... ..nze, silver, and gold were considered the most difficult trans..." Entry 11: You follow Angar into one of the buildings. He yells,"I have a gift for you!" and you are greeted by a Dragon Highlord and a group of his minions. As you start to draw your weapons, you realize that ou have lost a great deal of strength. He must have drugged the fooA.d as well. You never should have trusted him... Entry 12: "welcome to the Southern Outpost. I am Grilliard, the commandant here. I hear you have important news for me." You tell him about all of the information that you have gathered. After all you finish you ask him about the missing messenger. He looks at you a little nervous for a moment, and then says,"He has been ill, Im afraid no one can see him right now. Thank you for delivering the information and good luck on your journe gy back to work." With that, he waves you out of his office. Entry 13: ((SEE PICTURE FILE 'JOURNAL13.PIC' FOR MAP)) Entry 14: "Okey, dokey. Listen up people. Here's how you play. Now I've got three cards here. Two of them are Gargoyles and the third is the Princess. I'm gonna place the cards face down on the table, with the Princess in the middle. Now aaall you have to do is guess where the princess is after I move the cards around. Easiest thing in the world, right? It's only thr n)$ee cards and I'm sure you won't have any problem keeping track of the Princess. Simplest thing in the world. Now, who'll place a small wager of saaay, 3 steel pieces?" Entry 15: "Listen,"the woman says, "we..that is, sir Karl and I..have dtermined that it is imperative that the entire area be evacuated. The number of undead sightings has increased to an alarming degree. We want you to head into Gargath and force the population to evacuate immediately. Thank goodness there are no mor 7@e Draconians. I don't know how we would be able to get out if we had them to contend with as well."j܌ Entry 16: The plan has to be carried out in stages. Stage One, which is already complete, was to threaten various small areas to the north and get the good armies to begin a consolidation of their forces. We were fortunate to find a rather hapless party that we were able to use to pass the false information to their leaders. It was pure chance that they were sent after Caramo =Dn when he was captured in Throtl. We couldn't have planned better for our purposes. We left clues behind to lead the group to Gargath, Jelek, and Neraka. This gave us time to complete our plans for the ambush at Sanction. Entry 17: ...the book of conversion that I found is useless. It doesn't give us the actual ceremony to perform. It is merely a description of the ceremony. I will have to come... Entry 18: Tale of Sir Dargaard: In the past a faithful Knight of the Rose named Y confusion spell. For this reason, hint books are available for all of Sierra's 3-D Animated Adventures. YOUR ADVENTURE BEGINS... AN INTRODUCTORY WALK-THRU TO KING'S QUEST IV Press Return to bypass the title screen. Press Return again to bypass the credits screen. The adventure starts with an introductory cartoon. You should watch the cartoon at least once, as it provides valuable information you need in completing your quest. To bypass the introductory cartoon, press Return. Yo}u start out on the west shore of the beach. There are many objects you can LOOK at. Type: LOOK AROUND A river, coming from the east, spills into the blue ocean before you. A lonely beach edges the ocean. From atop the bluff, a lovely meadow stretches eastward. Type: LOOK AT THE SKY The bright blue sky seems to merge as one with the vast ocean before you. LOOK AT THE ROCKS There are not many rocks here. LOOK AT THE BIRD You see many seagulls gliding through the air in their never-ending quest for food. LOOK AT THE WATER The wide blue ocean disappears into the horizon to the west. LOOK AT THE CLOUDS Billowy clouds float serenely in the blue sky. LOOK AT THE SAND The blue water of the ocean washes serenely over this pretty sand beach. LOOK AT THE FLOWERS Beautiful wildflowers adorn the green meadowland to the east. LOOK AT THE RIVER The cold water of the river contrasts sharply with the warmer ocean water as the two converge. Walk into the ocean. When you get in waist deep, you will begin to swim. Practice swimming around. Type: LOOK AROUND A poor fisherman's shanty adorns this part of the coastline. A pier stretches, from the house, out into the ocean to the west. You see a pretty meadowland off to the east. LOOK AT THE HOUSE The fisherman's shack looks badly in need of repair, as the sun wind, and salt spray have taken their toll. From the house, an old pier leads out into the ocean. LOOK AT THE PIER The old worn pier juts ou> t into the ocean from the weather-beaten house. Walk onto the pier ad head west. The screen will change. You see an old fisherman fishing off the pier. As you approach, the fisherman gets up, and walks off the screen to the east. Follow the fisherman east. The screen will change. Walk up to the door. Type: OPEN DOOR The door opens and you enter. The screen will change. You are inside the fisherman's shanty. Walk up to the man. Type: TALK TO THE FISHERMAN You talk to the grizzled f~isherman as he sits at the table. Sighing, he tells you, "Them fish ain't been biting lately. If things don't get better soon, I don't know WHAT to do!" Type: TALK TO THE FISHERMAN In reply, the old fisherman comments, "Me and the wife ain't getting any younger, and times is tough. If you've got any ideas, let me know." Again type: TALK TO THE FISHERMAN The fisherman chooses to ignore your attempted conversation. Instead, he looks dismally into his coffee cup and sighs heavily. While you're here, take a look around. Type:LOOK AROUND The inside of the fisherman's shack looks almost as shabby as the outside. You notice the fisherman's pole in the corner. LOOK AT THE TABLE It looks like an old worn table. LOOK AT THE BED The lumpy bed looks old and uninviting. LOOK AT THE FISH You see a large fish hanging on the wall. LOOK AT THE STOVE At least the stove keeps it warm in here. LOOK AT THE COFFEE POT The smell of hot coffee fills the room. DRINK SOME COFFEH)CE You don't like coffee. TALK TO THE WOMAN You introduce yourself to the old fisherman's wife. With little patience, she responds, "What're you doing here, young lady?! Can't you see I'm busy?! We have enough problems without worrying about you!" TALK TO THE WOMAN You try to talk pleasantly to the tired-looking woman, but your words fall on deaf ears. She is obviously annoyed by your presence. The old woman is annoyed by your constant chattering. It might suit you well to leave he /xr alone. You are now ready to leave this house ad continue on your adventure. May fortune be with you along the way! SHORT CUTS FOR COMMON COMMANDS You can use function and control keys to short cut many common commands. F1 Help screen/Menus: Lists game instructions(including some specific to your game which may not be mentioned here) F2 Toggle sound (on or off) F3 or Spaceb. Echo (repeat) previous command F5 Save!9Y game F7 Restore game F9 Restart game Function keys F4, F6, F8 and F10 may be used for specific functions in your game. Ctrl I or Tab Inventory Ctrl P Pause game Ctrl Q Quit game Ctrl S Speed adjustment OR - key Slower = key Normal + key Faster Ctrl V Volume adjustment for sound That's all folk's ! Contact Paradox on: T.N.B Th""Mis address is also for cool VHS video swapping Poste Restante 2620 Albertslund Denmark BP 7700 Mouscron 1 Beligium P.o Box 10207 Arlington, Va 22210 USA can use function and control keys to short cut many common commands. F1 Help screen/Menus: Lists game instructions(including some specific to your game which may not be mentioned here) F2 Toggle sound (on or off) F3 or Spaceb. Echo (repeat) previous command F5 Save Cfend against its supernatural strength. Much weeping and wailing was heard throughout the land. Even with its power of prophecy, the Magic Mirror could provide no answers, not even a clue, for some bearer of black magic had cast a cloud of darkness upon its face... And the wizard watched with eyes of venom...! The entire tale of Rosella's rescue, the wizards downfall, and the restoration of the royal family are chronicled in the saga To Heir is Human. According to legend, shortly s@after Rosella's rescue King Graham decided it was time to pass on his adventurer's cap. Gathering in his wife and two children, the King offered a grateful smile upwards, for each member of his family had given him great pride. Gazing down at his children, he couldn't help but see the glint of spirited valorin their eyes. Knowing the future of his kingdom would rest soundly in the hands of its future heir, he slowly lifted his hands to display the infamous adventurer's cap. And now HfHthe commencement of the noblest adventure of all.... AN OVERVIEW A Sierra 3-D Animated Adventure Game, simply stated, is an interactive movie where you become the main character. In this game, the main character is Princess Rosella, daughter of the dying King Graham. Each 3-D Animated Adventure Game has a main goal, and yours in the King's Quest IV is to find the magic talisman (to save Genesta, the good fairy) and the charmed fruit (to save your fatherMN^), both hidden in a strange country. You will need to move swiftly and use your ingenuity, for you have but one day to complete your quest. Fail, and your loved ones will die, and you will be stranded in a strange land for the rest of your life. TIPS FOR NEW ADVENTURE PLAYERS Note: If you have played an Animated Adventure before, this section can be skipped. 1.HOW TO MOVE AROUND Basic instructions on how to interactwith this game are included on the reference card enclosed. For6mk those who are not sure of what to do, there is a WALK THRU included at the end of this manual. 2.STAY OUT OF DANGER Due to the dangerous nature of this adventure game, you will want to save your game often. Type SAVE GAME after you have made important progress. Type SAVE GAME when you encounter a potentially dangerous situation. If you do encounter danger, and your character suffers an unfortunate accident (such as death), you can type RESTORE GAME to return to the place you were aK6t when you last saved your game. Careful use of this function has saved many gallant knights from returning to lowly peasant status. 3.BE OBSERVANT Look at and examine everything you can. When you enter a new location type LOOK AROUND. When you open a box type OPEN THE BOX. If you want to see the contents of the box type LOOK IN THE BOX. When you want to talk to a fisherman type TALK TO THE FISHERMAN. The descriptions and close-ups offered may provide valuable clues. 4.MAP YOUR PROØGRESS Draw a map that includes each place you visit, objects found, dangerous areas, and every landmark you see along the way. Try not to miss any area, or you may miss an important clue or item necessary to the completion of your quest. Also, don't think that because you've been somewhere once, it will be the same the next time. The people of Tamir (and other places you might visit) can move around as well as you (some even better). 5.BRING ALONG SOME HELP The land of Tamir can be terrifying at night. You may find it helpful to play along with a friend. Different people come up with different ways to interpret clues, and besides, most adventurers work in teams. 6.ARM YOURSELF WITH THE PROPER VERBS King's Quest IV understands a wide variety of verbs such as: Bait Dismount Hit Pry Stand Blow Dive Hug Pull Start Bounce Dock Jump Push Steal Break Drink x6Kill Put Sweep Bridle Drop Kiss Raise Swim Calm Eat Knock Read Swing Call Enter Lay Remove Take Cast Exit Lead Ride Talk Catch Feed leave Rock Tempt Clean Find Lie Say Throw Climb Fish Lift Save Tickle Close Flip Light Shake Turn04 Command Follow Lock Shine Undress Cross Force Look Shoot Unlock Cure Free Make Shout Untie Cut Frighten Move Sing Use Dance Give Open Sit Wade Detach Go Pet Sleep Wake Dig Help Play Smell Wave Dim Hide Polish Speak Wear 7.LEAVE NO STONE UNTURNEDRtRG There's much more to a 3-D Animated Adventure Game than meets the eye. Try any action you can think of--even the forbidden. No one ever served a stretch of time on the rack from playing computer games. If you do run into serious trouble, you can always resort back to your RESTORE GAME function. 8.AT THE END OF YOUR ROPE? If you've tried every possible trick in the book and still can't get anywhere, don't panic. Even the most stalwart of adventures have been caught in the midst of aqo:N MENU MENUBpress&34G3536?3738"394#^40f41q`42 o4344D=4546e470z485 6!Z789 MENUBbgt peace and prosperity can become quite dull for valiant Kings. Not more than a week after the third anniversary of his appointment to the throne (on the eve of King Edward's death) did King Graham begin to feel the pangs of loneliness. Fate would have it that Graham was standing next to the Magic Mirror as he pondered his plight. As he glanced toward the Mirror, he noticed that the glass had grow inexplicably cloudy. As the mist cleared, Graham beheld the image of the most beautifKf ul maiden he had ever seen. She stood glancing from a window, motionless except for a stray breeze that stirred her hair. A tear fell from one eye, and sparkled on her cheek like a diamond on velvet. "See! How the tears run down her face. Oh, that I were the glove upon the hand that could brush away such sorrow!" exclaimed Graham. The King's heart was suddenly intoxicated with longing for this maiden --indeed this was the woman who must be his Queen. "Oh Mirror wise," said Graham,LCB "I have vowed to make this maiden my bride. Where may I find her?" The Mirror clouded once more, and a voice spoke forth. "This is the maiden Valanice. She is from the kingdom of Kolyma, and is known for her goodness no less than her beauty. The jealous crone Hagatha whisked Valanice away to an enchanted land, and imprisoned her in a quartz tower guarded by ferocious beast. To rescue Valanice, you must travel to the kingdom of Kolyma, where you may search for the keys which unlock veams independently. A novice with an INTERNATIONAL squad can give a professional with a 4TH DIVISION squad a run for his money. There is a league and cup tournament with sudden death penalty shoot outs in case of a draw. The teams in a league are on the whole evenly matched but with different styles of play and the player skills to match that style. There is an option to load your own team from Player Manager along with you own tactics to play another PlazUthe three doors to the enchanted land..." As the tale is told, King Graham did indeed find the three magic keys, and faced the battles that led to the safe rescue of the beautiful maiden Valanice. The full account of King Graham's search for his bride is chronicled in the tale Romancing the Throne. King Graham married the beautiful girl he had rescued, and two years later the young Queen Valanice gave birth to twins, a boy and a girl. Alexander bore a striking resemblance to his  dfather, and likewise Rosella to her mother. The family lived a very happy and peaceful life...at least for awhile. But from deep within the forests came rumblings of a bloody trail towards the land of Daventry. Sightings of dragons had been rare in these tranquil times, and never before in the kingdom of Daventry had one witnessed such a beast as the terrible three-headed dragon. As the years crept by the notoriety of the beast grew as great as the destruction it wrought. Soon the w " hole population of Daventry tremored with the news of the dragon's approach, and each homestead dwelt in terror. Meanwhile, in a land far away, lived the malevolent wizard Manannan. Manannan kept a watchful eye upon the kingdoms of the world. With a sardonic grin he watched as the three-headed dragon rampaged its way towards Daventry. Manannan's hatred of mankind had intensified with his great age, and his coal-black eyes burned a strange reflection upon the glass of the crystal as ؒ: he mirthfully watched another human swallowed whole by the vicious beast. Preferring his solitude, the powerful Manannan was only allowed to be observed by one servant-boy, who maintained his house and performed all of his menial chores. Of course, Manannan could have conjured up spirits to do hid dirty work, but he much preferred to see the toil and strain of a young mortal suffering under his thrall. Most would call it depravity, but it was fear that fueled the flames of Mananna Tn's hatred of humanity, a fear instilled by a vision from his prophetic crystal ball. For within its walls of quartz had Manannan seen his own hideous destruction at the hands of a conquering hero. Time has wrought many changes, and with it much sorrow. The kingdom of Daventry was ravaged by the deplorable dragon, and the young Princess Rosella was abducted. The entire kingdom was overcome by the brutal onslaught of the beast, and though forewarned, found themselves helpless to de 4Q2 $!D>I(Tx85`6A5r zz~AA@" >e>Ѡ!@ NbK %'_uOf.\,'lFp )`( ` ! :poAV p z j i~AH  T%9h A~HVnEl:Q"sb$`0/+*@13z$9.( y!$sv:|jQ@4 8 B%@@)0Au)2r   J j0? p1F|"p3 0aFPf j+$@ Uz@p9J$$Gsr_@"A RԌ( (4jH`c W܌a9;q7 ^:M P#3 +;'!<P@0@@X0 @3@P0 @9@$8@0 @5@$4@$2 4p +@C@8 & P0  O8 0@*@ PFHV% g;  T}ʨKqB   AԈT8Nl@Ł@L0lPJDp`'(h@uphCA1UOq?2$0aJbP  xW Ù!KS0%0@/D /<Rm _/ " ( * rrr@h $Aowerful magic of the Three Great Treasures against us. "May you return victorious, Sir Graham!" Thus Sir Graham ventured where most humankind dared not tread, and returned home victorious with the cherished Treasures of Daventry, as is chronicled in the tale Quest For The Crown. Now Graham ruled over the land, with the aid of the Magic Mirror and the other Great Treasures of Daventry. The people of Daventry prospered greatly under the reign of the kindly monarch. Bu*]]... 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'? 1?? 8<?> ?p?;?>< ??q l1 s??? ` fG?8k黯_[?k; ?Z? ? .+?;?[`??<뻰0/G}M ~gc|pU? <;o}Y? x<`]?>cqc !7C~]]?]]~.CO.1  v? C0|n? u_m ]uǿ c wCt1*p $K/ u}m?? [u. tCu ??ݍ{  P ?_uw???? <{ W_mwq鮺 {uw .??뮆 u3r0 +46-8-363425 This is Oxygen & Dual Crew's WHQ !!!!!!!!!!!!!!!!!!! ************************************************************************ Some thanks to: Patrik Domberg for scanning the pics The BARON / DEFJAM for moral support Cydric / Byterapers for being a good CoSysop ************************************************************************ SS ..... GOOD OPTIMISM ....... FAI}5<? ??|??<??? <0??σ?p?????ϛ>?? ?9.?>? : #|? ;뿟?? 目??? c8c?]u}]c<? ??AtACuw9???]u][}Q73<?] ]]gwn `?gt8]t??????@?0? ???  ??ϟϟ????????>>?}F????|>?y???>~>?? ||9?? ?|? ??|???9 ? y ?? s<? <?? y?gx?q} g?1??< ??>3?? 8s>?A???$????q??8???~??? G} C;x???0g1<????~ ?????8g?????????9???|???v} .]0A~ ccX? ?uw< tu ? ﺯT> ]  ?ﺯUo? um? ? _w ]uvC???????????????}??s???ß??|?? ???  ? ??? 3?? ?矟?矟???}ge??????????? ??y3 ?yg???|g???????g?gp??}=???????>s?y?y?9????<??????x??x?c? ??_u}} :0?G ||??_m} d??_uyfOd???Y?o?L믮?? ?g /? sۯ? 9a렮? <? p? ?ϟ0? ?0? c?p? ??uZNG.. EXCELLENT ENDURANCE ...... GOOD STURDINESS ..... EXCELLENT OPTIMISM ....... EXCELLENT STRENGHT ....... GOOD STAMINA ........ GOOD SHARPNESS ...... EXCELLENT SKIING ......... GOOD HANG-GLIDING ... ABYSMAL DRIVING ........ POOR SNIPING ........ BELOW PAR SABOTAGE ....... ABYSMAL ---------------------------------------------- Nurse Sarah Maddocks Nurse Age 24 years Current Location: Mount Shacu A>kleton Sarah Maddocks id full of warmth and good humour and she is devoted to her work as a nurse. Sarah tends to fall for older men. She and Captain Stark have been lovers for some time and plan to marry next year. Sarah is still very fond of Franco Grazzini, her previos love. She has lttle regard for amorous Dr. Revel. QUALITIES AND SKILLS MORALE ......... GOOD ENERGY ......... EXCELLENT ALERTNESS ...... EXCELLENT ENDURANCE u!H-...... EXCELLENT STURDINESS ..... EXCELLENT OPTIMISM ....... EXCELLENT STRENGHT ....... POOR STAMINA ........ GOOD SHARPNESS ...... GOOD SKIING ......... AVERAGE HANG-GLIDING ... GOOD DRIVING ........ FAIRLY GOOD SNIPING ........ BELOW PAR SABOTAGE ....... ABYSMAL ---------------------------------------------- Gregory Flint Pedlar Age 36 years Current Location: Garcia Valley Gregory Flint Hasu"= few scruples when there's a profit to be made and is as much a confidence trickster as a pedler. He claims the Peace Force victimize him, blaming Stark, Gaunt and Llewellyn most of all. He sometimes helps Kristiansen with his experiments, and is also friendly with Luke Jackson and Fergus Flynn. QUALITIES AND SKILLS MORALE ......... FAIRLY GOOD ENERGY ......... FAIRLY GOOD ALERTNESS ...... EXCELLENT ENDURANCE ...... AVERAGE STUu#5*WRDINESS ..... POOR OPTIMISM ....... BELOW PAR STRENGHT ....... EXCELLENT STAMINA ........ POOR SHARPNESS ...... EXCELLENT SKIING ......... BELOW PAR HANG-GLIDING ... ABYSMAL DRIVING ........ GOOD SNIPING ........ ABYSMAL SABOTAGE ....... GOOD ---------------------------------------------- Mrs. Amelia Randles Storekeeper Age 68 years Current Location: Harpers Lake Amelia Randles and her late husbanu$1]d Arthur were two of the earliest pioneers. Amelia knows everyone in the Free Villages, remebering most of them as small children, and is respected and liked throughout the community. Despite her frail looks, Amelia Randles has hidden reserves of strenght and courage. QUALITIES AND SKILLS MORALE ......... EXCELLENT ENERGY ......... GOOD ALERTNESS ...... EXCELLENT ENDURANCE ...... POOR STURDINESS ..... FAIRLY GOOD OPTIMISM u%4....... EXCELLENT STRENGHT ....... GOOD STAMINA ........ AVERAGE SHARPNESS ...... EXCELLENT SKIING ......... BELOW PAR HANG-GLIDING ... ABYSMAL DRIVING ........ ABYSMAL SNIPING ........ POOR SABOTAGE ....... ABYSMAL ---------------------------------------------- Constable Gordon Macleod Peace Officer Age 30 years Current Location: Heavens Gate Gordon Macleod is a man never afraid to speak his mind, a tu&oTrait which has not endeared him to everyone. Grazzini in particular dislikes Macleod and the feeling is mutual. He is well thought of by Sergeant Tasker and Captain Stark and has hopes of promotion. Macleod's two friends, Flynn and Chabrun hold him in high regard. QUALITIES AND SKILLS MORALE ......... GOOD ENERGY ......... EXCELLENT ALERTNESS ...... EXCELLENT ENDURANCE ...... GOOD STURDINESS ..... GOOD OPTIMISM ....... FAIu'h"9R STRENGHT ....... GOOD STAMINA ........ EXCELLENT SHARPNESS ...... GOOD SKIING ......... FAIRLY GOOD HANG-GLIDING ... GOOD DRIVING ........ GOOD SNIPING ........ BELOW PAR SABOTAGE ....... AVERAGE ---------------------------------------------- ************************************************************************ _______ __ _______ __ ____ / ______\\ \\_____ \ __\ \ / ___|u(=҅ / /___ _ \ \ ___\ \\ \\ \\ \____ / //_ || | \ \| _ // / \ \\____ \ \ \__| || |__/ /| | \ \\ \_/ /____/ / \_____||_____/ |_| \_\\___//_____/ ___ ________ ______ ___ ______ ______ |__ \\______ \ / ____// _ \ / _ _ \ ______ \_____\ \ \ ___\ \ / /___ / / \ \\ \\ \\ \ /_____/ \___| \ \ | _ // ____// / \ \\ \\ \\ \ |___u.X/ \_| _____\ \| | \ \\ \____\ \____\ \\ \\ \\ \ |_/ |_______/|_| \_\\_____\\_____\\_\\//_//_/ -+Cydric+- 14.400 bps 24h/day * 323 mb ONLINE * Sysop : Snuskbuske / Oxygen CoSys : Cydric / Byterapers CoSys2: Stookie / Dual Crew u*m,L-- Konrad Rudel Hunter Age 38 years Current Location: Whispering Mountains Rudel, a tough and skilful hunter, resents township folk. He despises the Peace Force, saying that the law of nature is the only law men should follow. The one person he has a friendly word for is Davy Hart. Rudel sees in the boy some of the steel of a true hunter and harbors hope that one day the boy will follow in his footsteps. QUALITIES AND SKILLS u+6 MORALE ......... AVERAGE ENERGY ......... EXCELLENT ALERTNESS ...... EXCELLENT ENDURANCE ...... EXCELLENT STURDINESS ..... GOOD OPTIMISM ....... POOR STRENGHT ....... EXCELLENT STAMINA ........ EXCELLENT SHARPNESS ...... EXCELLENT SKIING ......... GOOD HANG-GLIDING ... POOR DRIVING ........ FAIRLY GOOD SNIPING ........ EXCELLENT SABOTAGE ....... AVERAGE ----------------------------------------------u,'W Virginia Caygill Ski Teacher Age 21 years Current Location: Snowstorm Valley Virginia Caygill travels from village to village giving skiing lessons to the children of each community. Both Davy Hart and Jenny Adams are pupils of hers. She is engaged to Rudinski, the snowdriver, but has many admirers. Virginia despises Revel, having been the unwilling subject of the doctor's affections in the past. QUALITIES AND SKILLS MOu-ѷRALE ......... EXCELLENT ENERGY ......... EXCELLENT ALERTNESS ...... EXCELLENT ENDURANCE ...... EXCELLENT STURDINESS ..... FAIRLY GOOD OPTIMISM ....... GOOD STRENGHT ....... GOOD STAMINA ........ EXCELLENT SHARPNESS ...... EXCELLENT SKIING ......... EXCELLENT HANG-GLIDING ... FAIR DRIVING ........ GOOD SNIPING ........ AVERAGE SABOTAGE ....... ABYSMAL ---------------------------------------------- u.VProfessor Olaf Kristiansen Electronics Researcher Age 60 years Current Location: Diamond valley Kristiansen finds little solance in companionship. He has a deep distrust of those who lay claim to authority and dislikes Stark and Courtenay in partucular. In accord with his beliefs, he gives his grandson Davy a good deal of freedom. Kristiansen has an unlikely friendship with Gregory Flint, the pedlar. QUALITIES AND SKILLS MORALu/!E ......... POOR ENERGY ......... FAIRLY GOOD ALERTNESS ...... EXCELLENT ENDURANCE ...... POOR STURDINESS ..... ABYSMAL OPTIMISM ....... BELOW PAR STRENGHT ....... POOR STAMINA ........ BELOW PAR SHARPNESS ...... EXCELLENT SKIING ......... ABYSMAL HANG-GLIDING ... ABYSMAL DRIVING ........ GOOD SNIPING ........ BELOW PAR SABOTAGE ....... EXCELLENT ---------------------------------------------- Jeremu0iah Gunn Mining Engineer Age 33 years Current Location: Morgans Cove A widower for some years, Gunn has still not come to terms with the loss of his wife. He is given to bouts of black despair, during which he drinks himself senseless. The only two people he has any time for are Franco Grazzini, whose moods are sometimes blacker than his own, and the understanding Nurse Maddocks. QUALITIES AND SKILLS MORALE ......... POOR u1A ENERGY ......... GOOD ALERTNESS ...... GOOD ENDURANCE ...... FAIRLY GOOD STURDINESS ..... BELOW PAR OPTIMISM ....... ABYSMAL STRENGHT ....... GOOD STAMINA ........ FAIRLY GOOD SHARPNESS ...... FAIRLY GOOD SKIING ......... ABYSMAL HANG-GLIDING ... ABYSMAL DRIVING ........ GOOD SNIPING ........ BELOW PAR SABOTAGE ....... EXCELLENT ---------------------------------------------- Davy Hart Schoolboy u2t@ Age 12 Current Location: Devils Valley Davy lives with his grandfather, Professor Kristiansen, who leaves the boy much to his own devices. Davy's hero is Rudel the hunter and the boy often tags along with him on expeditions. Davy has a girlfriend, Jenny Adams, who lives in the next valley, but he has a secret crush on his ski teacher, Virginia Caygill. QUALITIES AND SKILLS MORALE ......... EXCELLENT ENERGY ......... EXCELLENT u3ъ ALERTNESS ...... EXCELLENT ENDURANCE ...... FAIRLY GOOD STURDINESS ..... EXCELLENT OPTIMISM ....... EXCELLENT STRENGHT ....... EXCELLENT STAMINA ........ EXCELLENT SHARPNESS ...... GOOD SKIING ......... GOOD HANG-GLIDING ... POOR DRIVING ........ BELOW PAR SNIPING ........ GOOD SABOTAGE ....... BELOW PAR ---------------------------------------------- Jenny Adams Schoolgirl Age 11 years CurruEent Location: Deathwatch Pass Jenny is the youngest of three sisters. She resents being treated as the baby of the family and is always trying to prove herself to people. The person she admires most is Sarah Maddocks, but Jenny plans to be a doctor, not a nurse, when she is older. She's fond of her boyfriend, Davy Hart, and envies his freedom. QUALITIES AND SKILLS MORALE ......... EXCELLENT ENERGY ......... EXCELLENT ALERTNESS ....u5s[Xtimid wife have any time for him. QUALITIES AND SKILLS MORALE ......... POOR ENERGY ......... AVERAGE ALERTNESS ...... EXCELLENT ENDURANCE ...... POOR STURDINESS ..... BELOW PAR OPTIMISM ....... ABYSMAL STRENGHT ....... AVERAGE STAMINA ........ ABYSMAL SHARPNESS ...... GOOD SKIING ......... POOR HANG-GLIDING ... POOR DRIVING ........ FAIRLY GOOD SNIPING ........ BELOW PAR SABOTAGE ....... GOOD u6L ---------------------------------------------- Sergeant Charles Ambler Peace Officer Age 38 years Current Location: Otter Valley An easy going sort, Charles Ambler allows few things to worry him. He is fond of children but he and his wife have tried without success to start a family. His favourite pastime is a game of poker, usually with Rudinski and Cropper. Ambler gets on well with most people but finds Barnaby Gaunt too over-beu7|zaring. QUALITIES AND SKILLS MORALE ......... GOOD ENERGY ......... FAIRLY GOOD ALERTNESS ...... GOOD ENDURANCE ...... FAIRLY GOOD STURDINESS ..... AVERAGE OPTIMISM ....... GOOD STRENGHT ....... BELOW PAR STAMINA ........ BELOW PAR SHARPNESS ...... FAIRLY GOOD SKIING ......... ABYSMAL HANG-GLIDING ... FAIRLY GOOD DRIVING ........ BELOW PAR SNIPING ........ AVERAGE SABOTAGE ....... AVERAGE u8e ---------------------------------------------- Franco Grazzini Pilot Age 29 years Current Location: Lindberg Plateau Grazzini is a fearless flier. Rather boastful by nature, he is not overly popular amongst the menfolk of the Free Villages but he has a certain charm for the ladies, especially Nurse Maddocks. Grazzini is in love with Virginia Caygill and nurses a jealous hatred of Rudinski. He drowns his sorrows nightly with Jeremiah Gunu9S=n. QUALITIES AND SKILLS MORALE ......... ABYSMAL ENERGY ......... GOOD ALERTNESS ...... FAIRLY GOOD ENDURANCE ...... GOOD STURDINESS ..... AVERAGE OPTIMISM ....... ABYSMAL STRENGHT ....... GOOD STAMINA ........ FAIRLY GOOD SHARPNESS ...... BELOW PAR SKIING ......... FAIR HANG-GLIDING ... EXCELLENT DRIVING ........ ABYSMAL SNIPING ........ BELOW PAR SABOTAGE ....... FAIRLY GOOD ----------u:------------------------------------ Karl Rudinski Snowbuggy Driver Age 24 years Current Location: Western Plains Intelligent and fiery, Rudinski is reckoned to be the fastest snowdriver in the Free Villages. His engagement to Virginia Caygill has quietened his temper a little but he still rages at Gunn and Grazzini whose self-pity he finds despicable. As a boy, Rudinski was taught to drive by John Stark, and the two are closest of frienu;{@ds. QUALITIES AND SKILLS MORALE ......... FAIRLY GOOD ENERGY ......... EXCELLENT ALERTNESS ...... EXCELLENT ENDURANCE ...... EXCELLENT STURDINESS ..... EXCELLENT OPTIMISM ....... FAIRLY GOOD STRENGHT ....... GOOD STAMINA ........ GOOD SHARPNESS ...... EXCELLENT SKIING ......... POOR HANG-GLIDING ... AVERAGE DRIVING ........ EXCELLENT SNIPING ........ GOOD SABOTAGE ....... GOOD ----------u<------------------------------------ Jean-Luc Chaburn Hunter Age 31 years Current Location: Thunder Coast Unruly and obstinate, Chaburn is equally at home deep in the solitude of the mountains or spinning wild yarns to the crowd in a smoke-filled tavern. His favourite drinking companions are Flynn and Macleod, who can match him glass for glass. His fondness for other men's wives has earnt him the hatred of Grice, Pringle and Doughty. u=;S QUALITIES AND SKILLS MORALE ......... GOOD ENERGY ......... EXCELLENT ALERTNESS ...... EXCELLENT ENDURANCE ...... EXCELLENT STURDINESS ..... GOOD OPTIMISM ....... EXCELLENT STRENGHT ....... FAIRLY GOOD STAMINA ........ EXCELLENT SHARPNESS ...... EXCELLENT SKIING ......... FAIRLY GOOD HANG-GLIDING ... GOOD DRIVING ........ BELOW PAR SNIPING ........ EXCELLENT SABOTAGE ....... GOOD ----------u>vԞ------------------------------------ Dr. Pierre Revel Physician Age 35 years Current Location: Coldheart Pass Revel is a competent doctor but he lacks self-control. Despite being married with two children, he has had a number of passionate affairs with female patients. Bob Hammond's wife is his latest conquest. Revel is a keen chess player, and his closest friend, Howard Courtenay, is also his toughest opponent. QUALITIES AND u)\(SKILLS MORALE ......... GOOD ENERGY ......... FAIRLY GOOD ALERTNESS ...... EXCELLENT ENDURANCE ...... BELOW PAR STURDINESS ..... EXCELLENT OPTIMISM ....... EXCELLENT STRENGHT ....... FAIRLY GOOD STAMINA ........ POOR SHARPNESS ...... GOOD SKIING ......... POOR HANG-GLIDING ... ABYSMAL DRIVING ........ GOOD SNIPING ........ EXCELLENT SABOTAGE ....... POOR --------------------------------------------u@%cBELOW PAR SNIPING ........ FAIRLY GOOD SABOTAGE ....... POOR ---------------------------------------------- Lieutenant Howard Courtenay Peace Officer Age 54 years Current Location: Salyut Flats Howard Courtenay is the longest serving officer in the Peace Force and had a lot to do with Stark's promotion to Captain. He believes that the Force should be given a wider authority. Married, but childless, Courtenay treats huAγis niece, Virginia Caygill, like a daughter. He is unaware of her contempt for his friend, Dr. Revel. QUALITIES AND SKILLS MORALE ......... FAIRLY GOOD ENERGY ......... FAIRLY GOOD ALERTNESS ...... EXCELLENT ENDURANCE ...... POOR STURDINESS ..... BELOW PAR OPTIMISM ....... FAIRLY GOOD STRENGHT ....... BELOW PAR STAMINA ........ BELOW PAR SHARPNESS ...... GOOD SKIING ......... FAIRLY GOOD HANG-GLIDING ... ABYSMAL uBF DRIVING ........ GOOD SNIPING ........ FAIRLY GOOD SABOTAGE ....... GOOD ---------------------------------------------- Constable Bob Hammond Peace Officer Age 30 years Current Location: Mackenzie Head Bob Hammond is an affable man, having a friendly word for everyone but deep down he's a born worrier. He has lots of acquaintences but only has one real friend, Harry Cropper. His wife is a pushy, ambitious woman who uCˈC1 nags hoim about promotion but he now suspects she's planning to leave him for Dr. Revel. QUALITIES AND SKILLS MORALE ......... GOOD ENERGY ......... GOOD ALERTNESS ...... FAIRLY GOOD ENDURANCE ...... GOOD STURDINESS ..... AVERAGE OPTIMISM ....... POOR STRENGHT ....... AVERAGE STAMINA ........ FAIRLY GOOD SHARPNESS ...... BELOW PAR SKIING ......... AVERAGE HANG-GLIDING ... BELOW PAR DRIVING ........ FAIRLuDY GOOD SNIPING ........ AVERAGE SABOTAGE ....... BELOW PAR ---------------------------------------------- Constable Oliver Jessop Peace Officer Age 32 years Current Location: Mull of Tears In his youth, Jessop was cruelly betrayed in love and ever since he has held a deep distrust of women. Jessop is an easy man to antagonise and he dislikes Flynn and Macleod intensely for the way they joke about him. Jessop, howeveruE)S, is fiercely loyal to his closest comrades, Homer Wright and Shigeru Iwanoto. QUALITIES AND SKILLS MORALE ......... FAIRLY GOOD ENERGY ......... GOOD ALERTNESS ...... EXCELLENT ENDURANCE ...... GOOD STURDINESS ..... FAIRLY GOOD OPTIMISM ....... GOOD STRENGHT ....... AVERAGE STAMINA ........ FAIRLY GOOD SHARPNESS ...... EXCELLENT SKIING ......... FAIRLY GOOD HANG-GLIDING ... GOOD DRIVING ........ BELOW PAR uF;( SNIPING ........ BELOW PAR SABOTAGE ....... FAIRLY GOOD ---------------------------------------------- Lieutenant Barnaby Gaunt Peace Officer Age 35 years Current Location: White Horse Valley Brought up by strict and puritanical parents, Barnaby Gaunt is a humourless and ambitious man. He respects Stark and Tasker for their devotion to duty but he is openly scornful of those he sees as frivolous. Llewellyn, Ambler, FluG Cynn and Cropper all fall into this category. QUALITIES AND SKILLS MORALE ......... AVERAGE ENERGY ......... GOOD ALERTNESS ...... GOOD ENDURANCE ...... FAIRLY GOOD STURDINESS ..... AVERAGE OPTIMISM ....... BELOW PAR STRENGHT ....... GOOD STAMINA ........ AVERAGE SHARPNESS ...... FAIRLY GOOD SKIING ......... ABYSMAL HANG-GLIDING ... FAIRLY GOOD DRIVING ........ GOOD SNIPING ........ AVERAGE SABOTAGE ....uH ... BELOW PAR ---------------------------------------------- Constable Kurt Muller Peace Officer Age 25 years Current Location: Sao Jorge Plateau Muller is dependable, slow to angerbut fearsome when roused. Divorced five years ago, he lives with his elderly mother and his two small sons. His ex-wife married PC Garcia but Muller was glad to be rid of her. Garcia, Doughty and Muller are all close friends. Muller dislikes IwuI}anoto, finding him too smug and self-righteous. QUALITIES AND SKILLS MORALE ......... EXCELLENT ENERGY ......... GOOD ALERTNESS ...... AVERAGE ENDURANCE ...... GOOD STURDINESS ..... EXCELLENT OPTIMISM ....... GOOD STRENGHT ....... FAIRLY GOOD STAMINA ........ AVERAGE SHARPNESS ...... ABYSMAL SKIING ......... GOOD HANG-GLIDING ... POOR DRIVING ........ AVERAGE SNIPING ........ BELOW PAR SABOTAGE ....... u4=[ABYSMAL ---------------------------------------------- Constable Luke Jackson Peace Officer Age 27 years Current Location: Devils Valley Jackson is a surly, ill-tempered man. Two years ago he was nearly thrown thrown out of the Peace Force by Captain Stark, who suspected him of stealing goods. He has hated Stark ever since. Jackson cannot abide kids, foreigners or preachers and has few friends. Only Garcia, Flint and his uK\ respects is Lt. Courtenay who was his sergeant when Grice was just a young constable. Grice has no friends to speak of and his wife finds him dull and dreary. QUALITIES AND SKILLS MORALE ......... POOR ENERGY ......... GOOD ALERTNESS ...... GOOD ENDURANCE ...... AVERAGE STURDINESS ..... AVERAGE OPTIMISM ....... POOR STRENGHT ....... AVERAGE STAMINA ........ AVERAGE SHARPNESS ...... AVERAGE SKIING ......... uLۃBELOW PAR HANG-GLIDING ... POOR DRIVING ........ AVERAGE SNIPING ........ AVERAGE SABOTAGE ....... AVERAGE ---------------------------------------------- Constable Frederico Garcia Peace Officer Age 24 years Current Location: Sierra Garcia Frederico Garcia and Kurt Muller grew up together in the same village. They remain the firmest of friends, despite the fact that Garcia married Muller's ex-wife. Garcia is quiuM('ck to take offence, once slugging Harry Cropper for a joke about moustaches. Muller and Doughty often have to restrain him. QUALITIES AND SKILLS MORALE ......... EXCELLENT ENERGY ......... EXCELLENT ALERTNESS ...... FAIRLY GOOD ENDURANCE ...... GOOD STURDINESS ..... GOOD OPTIMISM ....... FAIRLY GOOD STRENGHT ....... EXCELLENT STAMINA ........ EXCELLENT SHARPNESS ...... POOR SKIING ......... GOOD HANG-GLIDINGuNd} ... GOOD DRIVING ........ POOR SNIPING ........ FAIRLY GOOD SABOTAGE ....... ABYSMAL ---------------------------------------------- Constable Homer Wright Peace Officer Age 27 years Current Location: Mountains of Summer A quiet and thoughtful man, Homer Wright is devoted to his wife and his small daughter. His unassuming ways and impartial kindness have made him popular througout the community. Wright haas three loyuOFal friends, Muller, Jesop and Iwanoto. He is loathed intensely by PC Jackson, who can't stand his infuriating niceness. QUALITIES AND SKILLS MORALE ......... EXCELLENT ENERGY ......... GOOD ALERTNESS ...... GOOD ENDURANCE ...... FAIRLY GOOD STURDINESS ..... FAIRLY GOOD OPTIMISM ....... FAIRLY GOOD STRENGHT ....... FAIRLY GOOD STAMINA ........ FAIRLY GOOD SHARPNESS ...... FAIRLY GOOD SKIING ......... FAIRLY GOOD uPM HANG-GLIDING ... FAIRLY GOOD DRIVING ........ FAIRLY GOOD SNIPING ........ FAIRLY GOOD SABOTAGE ....... FAIRLY GOOD ---------------------------------------------- Constable Harry Cropper Peace Officer Age 32 years Current Location: Cormorant Cove The jovial Harry Cropper is a popular officer and has a host of friends. Although he loves a good joke, there is a serious side to Harry Cropper. In his spare time he stuQudies philosophy and devotes a lot of hours to charity. He has a devoted wife, a young son and another baby due in the next three months. QUALITIES AND SKILLS MORALE ......... EXCELLENT ENERGY ......... FAIRLY GOOD ALERTNESS ...... EXCELLENT ENDURANCE ...... POOR STURDINESS ..... FAIRLY GOOD OPTIMISM ....... EXCELLENT STRENGHT ....... POOR STAMINA ........ POOR SHARPNESS ...... GOOD SKIING ......... POOR uR` HANG-GLIDING ... ABYSMAL DRIVING ........ AVERAGE SNIPING ........ POOR SABOTAGE ....... GOOD ---------------------------------------------- Constable Shigeru Iwanoto Peace Officer Age 20 years Current Location: Millpond Flats Shigeru Iwanoto is probably the fittest man in the Peace Force and certainly the only Zen Buddhist. He lives alone and spends most of his spare time in physical training or in meditation. WheuSYn he relaxes, Iwanoto enjoys a quiet game of Go with his friend and colleague, Homer Wright. QUALITIES AND SKILLS MORALE ......... EXCELLENT ENERGY ......... EXCELLENT ALERTNESS ...... EXCELLENT ENDURANCE ...... EXCELLENT STURDINESS ..... EXCELLENT OPTIMISM ....... EXCELLENT STRENGHT ....... EXCELLENT STAMINA ........ EXCELLENT SHARPNESS ...... EXCELLENT SKIING ......... GOOD HANG-GLIDING ... GOOD DRIVIuT9 NG ........ AVERAGE SNIPING ........ GOOD SABOTAGE ....... ABYSMAL ---------------------------------------------- Constable Bill Doughty Peace Officer Age 29 years Current Location: Glen Darrow Hard-working and staunchly loyal to his friends Muller and Garcia, Bill Doughty is the driving force behind the Constables Union and is a dry-witted spokesman in pay talks. Courtenay considers him a noisey troublemaker. Doughtu?9cy was suspended briefly last year after breaking Chabrun's nose in a fist-fight over Doughty's wife. QUALITIES AND SKILLS MORALE ......... GOOD ENERGY ......... FAIRLY GOOD ALERTNESS ...... GOOD ENDURANCE ...... GOOD STURDINESS ..... GOOD OPTIMISM ....... GOOD STRENGHT ....... BELOW PAR STAMINA ........ BELOW PAR SHARPNESS ...... AVERAGE SKIING ......... FAIRLY GOOD HANG-GLIDING ... ABYSMAL DRIVING ........ uV9<7 * ======================================================================== Personel Files ======================================================================== Captain John Stark Peace Officer Age 33 years Current Location: On patrol In recent years, John Stark has made the FVPF into a disciplined and effective force. He is a fair man but equally a man convinced that his way is best. He has never had uWʢXmuch time for romance and many were surprised when he fell for Sarah Maddocks. Stark's nearest friends are Howard Courtenay and Karl Rudinski. QUALITIES AND SKILLS MORALE ......... GOOD ENERGY ......... EXCELLENT ALERTNESS ...... EXCELLENT ENDURANCE ...... EXCELLENT STURDINESS ..... GOOD OPTIMISM ....... GOOD STRENGHT ....... GOOD STAMINA ........ EXCELLENT SHARPNESS ...... EXCELLENT SKIING ......... GOOD HANG-GuXuLIDING ... GOOD DRIVING ........ EXCELLENT SNIPING ........ GOOD SABOTAGE ....... POOR ---------------------------------------------- Constable Harvey Pringle Peace Officer Age 28 years Current Location: Dogstar Bay Easily taken in, Harvey Pringle has been swindled many a time by Flint without even realising it. He regards Macleod and Flynn as good friends but, in truth, they have little time for him. Pringle blames uYGChabrun entirely for leading his wife astray and now suspects, quite falsely, that Rudinski and Jessop have the same intentions. QUALITIES AND SKILLS MORALE ......... GOOD ENERGY ......... GOOD ALERTNESS ...... FAIRLY GOOD ENDURANCE ...... BELOW PAR STURDINESS ..... AVERAGE OPTIMISM ....... BELOW PAR STRENGHT ....... AVERAGE STAMINA ........ AVERAGE SHARPNESS ...... POOR SKIING ......... AVERAGE HANG-GLIDINGuZu ... POOR DRIVING ........ AVERAGE SNIPING ........ FAIRLY GOOD SABOTAGE ....... POOR ---------------------------------------------- Constable Fergus Flynn Peace Officer Age 26 years Current Location: Eagle Mountain Fergus Flynn sees the funny side of most things. He has a sharp wit, and a knack of deflating more pompous men, his favourite targets being Lt. Gaunt and Dr. Revel. Flynn and his wife are still wildly in u[SDdlove and Flynn has just learnt that he's going to be a father soon. Chaburn, Macleod and Gregory Flint are all good friends if his. QUALITIES AND SKILLS MORALE ......... EXCELLENT ENERGY ......... GOOD ALERTNESS ...... EXCELLENT ENDURANCE ...... FAIRLY GOOD STURDINESS ..... FAIRLY GOOD OPTIMISM ....... EXCELLENT STRENGHT ....... GOOD STAMINA ........ AVERAGE SHARPNESS ...... GOOD SKIING ......... GOOD HANG-Gu\OdLIDING ... BELOW PAR DRIVING ........ POOR SNIPING ........ FAIRLY GOOD SABOTAGE ....... GOOD ---------------------------------------------- Sergeant George Tasker Peace Officer Age 36 years Current Location: Fox Valley Tasker is stern but reliable, a man who has devoted his life to his job. His young son died of pneumonia some years ago and Tasker has not forgiven Dr. Revel for allowing a blizzard to prevent him frou]CUm reaching the boy. The sergeant disapproves of 'time-servers and faint-hearts', in particular both Jeremaih and Sgt.Ambler. QUALITIES AND SKILLS MORALE ......... EXCELLENT ENERGY ......... EXCELLENT ALERTNESS ...... GOOD ENDURANCE ...... FAIRLY GOOD STURDINESS ..... AVERAGE OPTIMISM ....... AVERAGE STRENGHT ....... GOOD STAMINA ........ EXCELLENT SHARPNESS ...... AVERAGE SKIING ......... AVERAGE HANG-GLIDINu^큕_G ... BELOW PAR DRIVING ........ FAIRLY GOOD SNIPING ........ GOOD SABOTAGE ....... BELOW PAR ---------------------------------------------- Sergeant Tom Llewellyn Peace Officer Age 29 years Current Location: Barefoot Valley Tom Llewellyb is happily married, with five young children. He's a man who bears few grudges and can count most of his colleagues as his friends. Guant, however, dislikes his light-hearted manneru_b, imagining he lacks moral fibre. Gregory Flint a grudge against Llewellyn, who jailed him once for selling watered-down whisky as best malt. QUALITIES AND SKILLS MORALE ......... EXCELLENT ENERGY ......... GOOD ALERTNESS ...... GOOD ENDURANCE ...... FAIRLY GOOD STURDINESS ..... GOOD OPTIMISM ....... EXCELLENT STRENGHT ....... BELOW PAR STAMINA ........ AVERAGE SHARPNESS ...... FAIRLY GOOD SKIING ......... FAIRLYuJ GOOD HANG-GLIDING ... AVERAGE DRIVING ........ AVERAGE SNIPING ........ FAIR SABOTAGE ....... BELOW PAR ---------------------------------------------- Sergeant Victor Grice Peace Officer Aged 40 years Current Location: Badger Heath Grice is a bitter man. He has seen John Stark and Barnaby Gaunt, men with less years of service than himself, promoted above him and he resents the two of them deeply. The one man heu|a$anned and controlled by computer. They have on board sophisticated tracking and camera equipment, enabling them to locate your people even if they are skiing high in the mountains. They roam the whole of Midwinter, regardless of the positions of General Masters' ground forces. BOMBERS: These aircraft are armed with free-fall bombs. You will see them approach from the distant horizon. They will circle a few times before spotting you and barrelu}b}4ing in on a bombing run. Then more bombing runs will follow. Although the accuracy of their bombing varies, your best chance of survival is to fire at the bomber whilst it is still circling. SPOTTER PLANES: The spotter planes signal your position to the long-range mortar batteries. These batteries fire massive volleys of shells which land around you in deafening and sometimes deadly proximity, their sheer number making them difficult to dodge. Eacu~cb h salvo falls in a straight line. After the second shell has landed, you should be able to predict roughly where the other three will land. This gives you some chance of avoiding them if you turn sharply enough. As with the bombers, however, your best form of defense is to shoot the plane down before it gets a fix on you. Both types of aircraft are vulnerable to sniper fire, the surface-to-air missiles of your snow-buggies, and the air-launched ud: missiles of your hang-gliders. ************************************************************************ * SAVING AND LOADING GAMES * * SAVE: * * You can save your current game at any time. You must use a blank, * * formatted disk. "Midwinter" uses its own special disk routines which * * may corrupt other data. ue?1 * * To save a game, click on the "Save" icon on the Team Display. A * * message will appear asking you to "Insert game data disk". Remove the* * "Midwinter" graphics disk from the drive and insert your blank, * * formatted disk. Then press any key. * * The Save Game Display then appears. After a few moments the saved * * game directory is displayed. You can save up to ten games on one * ufd,,p * disk. Each game is represented by its own icon, and is labeled "full"* * or "empty". Click on any "empty" icon and the game will be saved to * * disk. You can click on a "full" icon, but this will delete a * * previously saved game. * * If you change your mind and decide not to save a game, click on * * the "Team" icon to leave this display. * * ug{7K * * LOAD: * * To load a saved game click on the "Load" icon on the Team Display. A * * message will appear asking you to "Insert game data disk". Remove the* * "Midwinter" graphics disk from the drive and insert the disk holding * * your saved games. Then press any key. * * The "Load Game" Display then appearuh6Ggs. After a few moments the game * * directory appears, allowing you to select the game you wish to load. * * If you change you mind and decide not to load a game, click on the * * "Team" icon to leave this display. * ************************************************************************ SURRENDERING: If you feel that you situation is hopeless and you want to start a fresh game, the only way to abandon the curruiJc)ent game is by surrendering to General Masters. You can do this at any time by clicking on the "Surrender" icon on the Team Display. You will then be asked of confirmation of your decision by General Masters himself. You can start a fresh game after surrendering by pressing any key. LOSING: If your Situation Report shows that you have lost all your Heat Mines, you have also lost the game. Take as long as you like to peruse the Report, before uj"cqclicking on the "Team" icon to watch General Masters gloat. WINNING: If you manage to blow up General Masters' headquarters you have won the game, but you must synchronize watches one final time for confirmation of this. Take as long as you like to peruse the Report, before clicking on the "Team" icon to watch the victory celebrations. To start a new game, then press any key. There is also a very rare situation which also gives you victuU $ory. If you can hold out for more than 40 days, General Masters' troops will rebel, and desert him entirely. There are no stalemates in "Midwinter" - only winners. *** *** *** **** * * * **** * * * * * * * * * * * * * * * * ** * * * * * * * * * * *** * * * * * * * * * * * * * * *** *** *** **** ***** *** **** * uqlGisettlement, advancing along the valleys and across the plateaus. When they capture a settlement they will occupy any buildings of strategic importance. Each enemy unit has its own supply train of fuel tankers and ammunition trucks, which enables it to keep moving and to keep fighting. The unit gets its supplies from settlements held or captured by the enemy. If it ventures too far from its sources of fuel and ammunition it will move more slowly aurm6dnd open fire less frequently. The same happens if it loses too many tanker and ammo trucks. Synthesis Plants are its sources of fuel, Factories its sources of ammunition and Warehouses are a source of both. One possible strategy for you is a 'scorched earth' policy, destroying any building which is of benefit to the enemy, sometimes in anticipation of the enemy's arrival at the settlements. You are fighting a guerilla war. You are heavily outnusnѻumbered and outgunned. Some of your best men are able to engage the enemy head on, and may even wipe out an entire unit on their own. However, cunning and stealth are equally important. General Masters does not suspect that the civilians will fight for their freedom. Consequently, enemy units and enemy vehicles are less likely to attack the civilian members of your team. The innocent looking children or the elderly Mrs. Randles can slip past an eutolnemy attack unit where Captain Stark or his lieutenants are likely to fail. All of the Peace Officers will be locked in their own cells if the enemy captures their villages before you recruit them. ENEMY MOBILE UNITS: General Masters' army is led by six colonels. Each colonel commands a brigade of five attack squadrons. One squadron is under the direct command of the colonel, the other four each being led by a Captain. Each squadron consists uupp{f%of about 60 vehicles of 6 different varieties. There are two way of eliminating an enemy squadron. Firstly, wiping out its command vehicle will destroy its morale and the troops will desert. Secondly, wiping out a high proportion of the squadron's vehicles will demoralize the surviving troops and encourage them to flee. Some squadrons however will fight to the bitter end. If you destroy a Colonel's squadron, his whole brigade will disband. Eacuvqoh type of enemy vehicle has a different function. The types of enemy vehicles are; SNOW-WITCH: This well armed command vehicle is the brains for each squadron, carrying its Captain or Colonel. They are not easy to find, but if you do encounter one you will be able to strike a mortal blow. SNOW-WOLF: The Snow-Wolves are the equivalent of heavy tanks. Armed to the teeth with a vast array of military hardware, they are dangerous to engage but uwrr vital to destroy. Your best chance if you are in a buggy may be to turn tail and attempt to outrun these lumbering vehicles. They are however vulnerable to a hill-top sniper. SNOW-CAT: The equivalent of light tanks, Snow-Cats are well-armed and highly maneuverable, but are sometimes used as cannon fodder by over enthusiastic captains. The problem with picking them off is that no sooner have you taken out one, another arrives. SNOW-FOX: uxsR!J The nippy Snow-Fox acts as a scout car for mobile units, often popping up from over a hillside at high speed before scurrying off to the nearest gully. They are lightly armed but difficult to out-run. As the eyes and ears of the mobile unit they are a valuable scalp, worth taking out before the big guns learn of your presence. SNOW-BULL: The Snow-Bulls carry the ammunition and weaponry for the other vehicles in the convoy, and, although unaruytsz-med themselves, are protected by the other vehicles. Slow moving in comparison to the attack vehicles, taking them out will have a disastrous effect on the squadron's fire power. SNOW-BEAR: These massive fuel tankers are the life-line of the enemy squadrons. Each unit's speed and mobility depends on its Snow-Bears. They are unarmed and slow moving. Attack vehicles and command vehicles roam the countryside in search of targets. They can appuzu3Eear unexpectedly from behind any hillside and are deadly opponents. The supply vehicles move in convoy along a fixed route and are easy targets if you can find them. Because they move in convoy they are highly vulnerable to ambushes. Find one and you can be sure that another will be coming the same way shortly. All enemy ground vehicles are vulnerable to sniper fire, grenades, ground missiles and torpedoes. The attack and command vehicles are armed u{`0 6 with homing missiles which are of a similar specification to yours. These missiles can be dodged with violent evasive maneuvers. They are fitted with a proximity fuse; sometimes they explode very close to your without a direct hit. If you are hit, whether on skis, in a buggy, or in a hang-glider, you are likely to be badly hurt. THE ENEMY AIRCRAFT General Masters and his troops have at their disposal two types of aircraft, both of which are unmufwĽby which all power is generated on the island, and as such are the most sought after assets in the game. They are the enemy's primary targets, and once all your Heat Mines have been captured or destroyed, they will have total control of the island. Your people will be forced to surrender. There is little point in sabotaging heat mines, even if they have been captured. When the enemy attack a settlement, the local heat mine will be their first porugxݻZt of call, so be wary of sheltering there. You may be caught out. HOUSE: Houses provide warmth, shelter and food to your people. Civilian members of the Peace Force are often to be found at home in settlements, or occasionally in the wilderness. The enemy are not particularly interested in private houses, concentrating their attentions on buildings of strategic importance. Houses are good places to eat, sleep and find refuge from the rigours uhyS of battle. MOUNTAIN HUTS: These small buildings, set high in the hills, were built to offer shelter to stranded travellers. Food and a bed are present, and being in the mountains, the huts may offer a good base for ambushing enemy vehicles in the valleys below. MAGAZINES: Mostly dotted around the hinterland, magazines provide vital stocks of ammunition for the traveller. Dynamite, bullets and grenades can be found in these tiny wooden uizF shacks. Vehicles can also be rearmed with missiles and torpedoes. POLICE STATIONS: The Police Stations are the best places to visit to recruit a Peace Officer, and also provide a good meal and a place to sleep (even if the beds in the cells are a little uncomfortable). The enemy forces will storm any Police Station they encounter, and if Peace Officers are caught whilst on duty they will suffer the embarrassment of being locked in their own cuj{+ٟells. Rescuing such prisoners will require you to stealthily enter enemy held settlements to lay the dynamite necessary to reduce the Station to ruins and liberate its occupants. RADIO STATIONS: The Radio Stations are strategically vital as, on the island of "Midwinter", they are often the only means of communication with remote settlements. Professor Kristiansen, one of the early pioneers, used all his expertise as an electronics researcher to buuk|hild up the network of stations and to ensure that every home had handsets (which were often needed in emergencies by the inhabitants). The enemy holds three stations at the start of the game - those at Deathwatch Crag, Snowgoose Fell and Sierra Madre. As the game progresses, they will quickly capture others, strengthening the jamming signal which is preventing anyone in the F.V.P.F from radioing for assistance. If you manage to destroy all enemy ul}n6held radio stations, a message will automatically be broadcast to all unrecruited members of the F.V.P.F. You will then find a full team of 32 members on your side after the next Situation Report. Kristiansen himself is also able to attempt to override the jamming signal, if you can first recruit him and get him to a radio station not held by the enemy. He may recruit up to four comrades, at random, by broadcasting a high-powered signal across alum~(ӷl frequencies. After that his equipment overloads and breaks down completely. STORES: The stores are good places to find a meal and personal supplies - bullets, grenades and occasionally dynamite. The stocks held in the stores are of little interest to the enemy however - they need the large warehouses to supply their huge army. SYNTHESIS PLANTS: At the synthesis plants, energy from the heat mines is used to synthesize, amongst other tunIhings, fuel for the vehicles, making them key targets in the game. If the enemy captures a refinery, the mobility of their armored units will be greatly enhanced. If you can get there first and destroy the plants, the enemy's advanced can be slowed. WAREHOUSES: Warehouses are captured by the enemy for two reasons; to acquire stocks of fuel, and stock of ammunition. If Warehouses fall into enemy hands they serve to increase the enemy's mobility anduo2 fire-power. This makes them key targets. Once they have been captured, your only option is to blow them up. The enemy forces under the control of General Masters consist of 32 mobile units, each of about 60 vehicles, and, (if you have selected them at the start of the game), long-range bombers and spotter planes directing mortar fire. THE ENEMY'S OBJECTIVES: General Masters directs his troop movements from his headquarters in Shining HoupkksJllow. The mobile units are concentrated around this area in the southeast of the island at the start of the game. They advance across the island in a general northwesterly direction, causing havoc as they go. The enemy's primary targets are you heat mines, which are dotted around the island, each providing power to its region. As the enemy only travel by snow-buggy, they are forced to keep to the relatively flat lowlands. They move from settlement to u[tlow you to select another patient. The state of health display of the 'patient' is shown, indicating in the usual way which limbs are damaged. Each damaged limb has a number next to it, which shows how many minutes it will take to bandage that limb. Limbs are bandaged individually by moving the on-screen pointer over the selected limb and clicking the left mouse button. Medical experts will apply white bandages, whilst others will apply gray bandages u\叔! As the bandages are applied, the personal time clock is updated. REFUEL: If an individual has been driving a snow-buggy and he then enter a garage, the refuel icon will appear on the Decisions Display. Click on this to refuel the snow-buggy. Five minutes will be added to the driver's personal time. RE-ARM If an individual has been driving a snow-buggy and he then enters a garage or a magazine, the rearm icon will appear on the Decisiu]C$ons Display. Click on this to rearm the snow-buggy. Five minutes will be added to the driver's personal time. SUPPLIES: When an individual enters a magazine or a store, the supplies icon will appear on the Decision Display. Click on this and the individual will get a fresh stock of bullets, grenades and dynamite. Five minutes will be added to his personal time. Not that Stores only have limited stocks of dynamite. Also, an individual can carru^MbUy more dynamite if he's got a snow-buggy. RADIO MESSAGES: Professor Kristiansen is able to override enemy jamming signals using his experimental equipment and specialist knowledge. When he enters a radio station (not held by the enemy) the radio message icon appears. Click on this. The Radio Message Display then appears showing the first person Kristiansen manages to contact. Kristiansen can send up to three more messages by clicking on the ru_ Зadio icon, but after that his equipment overloads and breaks down completely. The people he contacts immediately join the team. If there is nobody further left to recruit the radio message icon will not appear. Kristiansen's messages are crackly and faint, and it is impossible to predict who will actually receive them. **************************** BUILDINGS ********************************* BUNKERS: Bunkers are scattered at key points arou`)sund the landscape, and their primary function is to provide a vantage point for sniping at the enemy through the slits in the concrete walls. The enemy are still likely to fire at you, but bunkers afford a greater margin of safety than sniping in open country. Bunkers may also be used to shelter in overnight. CABLE-CAR STATIONS: Cable-Car stations are found in pairs, a bottom stations and a top station, and are connected by a lint of pylons. It isuaV unlikely that you will be able to see one station from another - but you can travel between them easily. At the top station you will always find a hang-glider. The stations themselves provide little comfort, and although safe from enemy attack there, there is little to be gained by sheltering in them. CHURCHES: Churches provide shelter and sanctuary. An individual's first visit to a church raises his morale somewhat. You can snipe from the churchube- steeples, which gives you an excellent view of the surrounding landscape. Churches are usually found in settlements, but a few are dotted around the wilderness or high in the mountains as chapels for the weary traveller. FACTORIES: Factories are large industrial buildings, always found in settlements. They manufacture ammunition, making them valuable assets. The other goods they produce are of little strategic importance, but sabotaging uc# them may reduce the firepower available to the enemy. GARAGES: Garages are vital buildings to visit if you don't want to be always skiing at a snail's pace around the island. The snow-buggies are found there, giving quick and safe transport for up to six people. The vehicles carry a range of weapons, and a subsequent visit to a garage allows your vehicles to be refueled and rearmed. The enemy vehicles are supplied by the huge tankers present in udZ=their convoys, and so they will leave garages alone. On arriving at a garage it may become apparent that one of your fellow F.V.P.F. members has been there before you - and taken the snow-buggy ! If this is case you will be presented with the option to "Repair" a snow-buggy. This involves using the facilities offered by the garage to repair wrecked or damaged buggies. Choosing "repair" is a gamble. You don't know beforehand how long the repairs wuevvill take. You may find yourself spending up to four hours in the workshop; but, on the other hand, a fully functional snow-buggy could be yours within minutes. HEADQUARTERS: The enemy headquarters is located at Shining Hollow, and is guarded like a fortress. It is your goal to destroy it, eliminating General Masters. Getting there will prove dangerous and difficult. But worth it. Use your cunning ! HEAT MINES: Heat Mines are the means uPR>tions, rest is automatic. After a * * blackout in any action mode the individual you are controlling will * * always take five minutes rest. An individual rests for the whole * * duration of a cable-car journey, and also when he is eating or * * sleeping. Individuals with spare time when watches are synchronized * * automatically rest for that period. * * The benefit given by rest depends on the individuauQCMl's location. * * The cozier the building the quicker Muscle Power is restored. Resting* * out in the wilderness gives the least benefit. * * * * EAT * * All the individuals in the game need to eat from time to time to * * replenish their energy reserves. The level of energy reserves an * uRYU * individual has is shown as one of the Qualities and Skills on his * * Personality Display. Excessive use of Muscle Power soon makes demands* * on their energy reserves. * * Meals can be taken in a House, a Store, a Police Station, or a * * Mountain Hut. When an individual enters one of these buildings, the * * 'eat' icon will be displayed. Clicking on this allows him to eat a * * meal, which wiluS4 3l take him half an hour. The time will automatically * * be added to the individual's personal time and his Energy will be * * replenished. The individual is then free to select any further * * options available to him. You can eat as much as you like, but there * * is little point once your Energy level is at maximum. * * * * SLEEP uTzB * * Alertness gradually decreases during any action mode and must be * * replenished from time to time by sleep. Otherwise, an individual's * * performance can be severely affected. An individual can sleep in a * * House, a Hut or a Police Station. When he enters one of these * * buildings, the "Sleep" icon appears on the Decisions Display. * * Clicking on this allows him to sleep until the next SituU+Mouation Report.* * Further time can be spent sleeping, but this is not automatic. * ************************************************************************ RESCUE: Rescue normally happens automatically. If an individual is so badly injured in a crash that he cannot move, after the crash he will find himself inside the nearest building. He has been rescued by members of the local population. Occasionally he'll find that he's been rescued by uV s the enemy and imprisoned in a Police Station (if this happens another person will have to blow up the Police Station before he can move). Likewise, a person will always be rescued if he crashes into a lake or into the sea. There are occasions when an individual is injured but not immobilized; he is forced to move very slowly. In this sort of situation it would be very useful to be rescued. For this purpose, each team member has a distress flauW2~re. This can be fired at any time during the game by clicking on the S.O.S. icon on the Personality Display. Once it is fired he will be rescued immediately. You must choose you moment carefully because each team member only has one distress flare throughout the game. FIRST AID: From time to time individuals may be injured in action. As explained earlier, the State of Health of a individual is shown on the Personality Display by the color of the fuXxigure behind the Qualities and Skills list. If an individual becomes injured (i.e. one of his limbs turns orange or red), he can be helped in his recovery by receiving First Aid from a fellow Peace Force member. However, for this to be possible, the injured party must be in the company of another individual. The Peace Force members have all received First Aid tuition as part of their training, but Nurse Maddocks and Doctor Revel are obviously far uYF more skilled than the others in the treatment of ailments. Receiving First Aid speeds up recovery from injury - it does not make an individual instantly healthy - and treatment from either of the experts will hasten recovery to a greater degree than if treatment is form non-specialists. If an individual is in the company of an injured person the First Aid icon will appear on the Decisions Display. Selecting this will access the First Aid display, shouZ3wing the individual's portrait in the top left hand corner, and those of the injured companions below. Icons are also present allowing you to scroll pages (in case there is a party of wounded people !), and to return to decisions mode. Select the person you wish to treat by click on his portrait. The portraits of the 'nurse' and 'patient' are displayed along with the personal time watch of the 'nurse', and the report time watch. The scroll icons aluEf within the game - don't be surprised or too dismayed by a refusal. That individual can be persuaded to join in by someone else later in the game. Once a reply has been received, you must select the Decisions Display. COMPANIONS: If an individual you are recruiting is in the same building or vehicle as other team members, the Companions icon will appear on the Decisions Display. Click on it to access the Companions Display. Using this display uF,pteam members can take part in some activities as a group. They can travel together by snow-buggy or by cable-car. They can eat or sleep or enter other buildings. It is also possible to use First Aid from the Companions Display. Note that the snow-buggy icon only appears if the buggy is large enough to carry all the companions ! (Snow-Foxes can carry two people, Snow-Cats can carry four, and Snow-Wolves can carry six). The individual you are contruGU,olling is shown in the top left hand corner with his companions shown below him. It is this individual who leads the others. When the group is travelling by snow-buggy, he is the driver, and it is his skill which applies. If you don't feel that he is the best leader for the party, he can be swapped with any of his companions by clicking on the companion you wish to become leader. When you select the Decisions Display, it will always be that of the uHdc$C leader. Whenever a character is in a settlement, or close to a building, the sabotage icon appears on the Decisions Display. Click on this to access the Sabotage Display. The icons across the top of the screen show those buildings which you are near enough to sabotage. Each building icon is accompanied by the following information; Picture of building - Type of building. Dynamite sticks - Number of sticks of dynamite necessary to blow-up the uI, building. Circles - Length of time needed to plant the explosives. Each full red circle represents one hour, with half and quarter red segments representing half and quarter hours respectively. Close up of face - The individual's portrait. A detonator - the detonator. Digital watch - The individual's personaltime watch. Boxes - The stock of dynamite available to you. Each box of dynamite contains two bundles of six sticks. ManuJ x thinking - Select Decisions Display Sabotaging buildings involves strategically laying dynamite around them, wiring the explosives to a detonator box, retiring a safe distance and BANG ! Another building useful to the enemy has been eliminated. The art of laying dynamite has been mastered by your 32 team members to differing degrees, and it is their level of sabotage skill and their state of health, combined with the size and strength of the buildinuK'@g which determines how much dynamite is needed. The time it takes to lay the explosives varies according to the type of building. Plant the dynamite by clicking on the building you want to blow up. This wires the building to the detonator and adds the appropriate time to the personal watch. Your stockpile of dynamite dwindles. The dynamite can be removed by clicking on the building again. The personal watch is reset to its previous time, and tuLz\^he sticks are returned to the stockpile. Any number of buildings can be wired up simultaneously if the stocks of dynamite permit. When you are ready, click on the detonator icon to depress the plunger. The building, or buildings, will explode in sequence. The sabotage display then shows ruins where buildings once stood. Some combinations of buildings take such a time to wire that the saboteur's personal time overruns the report time by seuM'3veral hours. After such sabotage, he will be unable to do anything else until the next report time. Select the Decisions Display by clicking on the appropriate icon. When you subsequently select on of the 3-D action modes, any buildings which you have destroyed will be found in ruins. If the enemy have captured one of your Police Officers and imprisoned him in the cells of a Police Station, he can be liberated by destroying the station. HuNe may then be recruited by entering the ruins and asking him for help in the normal way. Sabotage is of great strategic importance. Blowing up Factories deprives the enemy of ammunition, blowing up Synthesis Plants deprives him of fuel and blowing up Warehouses deprives him of both ! Sabotage of all his radio stations enables you to recruit a full team of 32 members. Ultimately, to win, you must blow the enemy HQ to smithereens ! ***************uO********************************************************* * REST * * Muscle Power is drained by strenuous activities such as skiing and * * must be replenished from time to time by rest. Energy is then * * transferred from the Energy Reserves to Muscle Power. You can rest * * for five minutes by clicking on the Muscle Power indicator on the * * Decisions Display. In other situau:N,pe with the ground; * * let yourself gently sink rather than dive towards your objective. * * Landing is far easier on relatively flat ground, and it may prove * * safer to land a little distance from your objective and ski the last * * few yards rather than 'attacking' the target directly. If you land * * successfully, you will be able to take off again, providing you've * * got sufficient lift an that location. u;d5: * * (see LANDING.pic for further dedtails.....) * ************************************************************************ SKILL: Your skill and state of health govern how well you hang-glide. Your maximum speed is influenced by these, and also your lift. Expert pilots make better use of the updraughts and so get more lift. Grazzini, for instance, is able to take off even from low ground, but Amelia Randles would neeu<h۩d to start high in the mountains. MUSCLE POWER: A lot of Muscle Power is used in taking off. Thereafter, each twist and turn takes its toll. Muscle Power is used up more quickly if you lack the necessary skill or if you're in a poor state of health. TACTICS: The secret of successful hang-gliding is the use of thermal currents and updraughts to best effect. These rising currents of air give your hang- glider lift. Thermals and updraughts areu=4= accurately simulated in "Midwinter". They are strongest over high ground and over the cliffs around the coast-line. Over the tallest mountain ranges you can soar thousands of feet into the air. However, uplift is at a minimum over water, and is slight over valleys and flat plains. The close you fly to the ground, the stronger the updraught, enabling you to fly faster or further, but at greater risk. As you fly low or come into land you will notiu>ce the wind begin to have greater effect, roaring loudly and cushioning you slightly from the ground. If you plan a long journey, the most direct route may not be the easiest. "Hopping" from mountain range to mountain range, flying along ridges or hugging the coastline can extend your range dramatically. Whilst in the air you may encounter enemy planes, or see enemy snow- buggies on the ground below you. The hang-gliders used on "Midwinter" hau?3;ve been especially developed by the F.V.P.F. and are armed with air- launched homing missiles. To launch a missile at an airborne target, simply press the left mouse button. You cannot launch a missile until you are airborne. ENTERING BUILDINGS: When an individual is near a building or in a settlement the enter building icon will appear in the Decisions Display. Click on that icon. If there is only one building in the vicinity, he will automatiu@qդcally enter that building and the Decisions Display will update to show any new options which are now available, with the interior of the building pictured in the center of the screen. If the individual is at a settlement, the Enter Buildings display will appear. Icons indicating which buildings are in the settlement are displayed across the screen. Other icons which are displayed are; The driver's portrait Digital watch (1) - personal timuAȴe clock Digital watch (2) - situation report time. Red man (may be partially or all white) - Muscle Power indicator Picture with "move" at bottom - Return to last action mode A standing man - Selects Personality Display Man thinking - Select Decisions Display Four people - Select Team Display Click on a building and the individual will enter it (returning to the Decisions Display) unless it is held by enemy troops. During the course uB of the game, the enemy will capture numerous settlements (marked with white circles on the main map). Troops will be left to guard buildings of strategic importance - Police Stations, Heat Mines, Factories, Synthesis Plants, Warehouses, Radio Stations and, of course, General Masters' HQ ! The F.V.P.F. cannot enter these (but can sabotage them). Other types of building in an enemy held village can still be freely entered. A red man next to a builuCy{ding indicates that another F.V.P.F. member is inside. This may be a recruit or a potential recruit. You may find that the potential recruit is in an enemy held building which you can't enter ! You can rescue him by blowing up the building. It becomes a ruin, which you can then enter. Each time an individual enters a building, one minute is added to his personal time. RECRUITING: Fellow F.V.P.F. members can be asked to join the fight againuD.st General Masters army. Enter the building the potential recruit is in. Then click on the 'join' icon (on the Decisions Display). The Resistance Display now appears. The lower portrait shows the potential recruit. He is asked if he will join the resistance. Click on his portrait to discover his response. He is more likely to agree if he is friendly with the person asking the question. Remember that there are complicated personal relationships u/@f8ture of a hang-glider is shown. After a few seconds you will see the Hang-Gliding Display. The following icons is shown at the top of the Hang-gliding Display: Close up of face - The skier's portrait. The pilot's muscle power indicator. A digital watch - The pilot's personal time. A box with 3 bars on it - The speed at which the hang-glider is travelling, displayed as a speed bar and in figures. The approximate angle of ascent or descent u04Eof the hang-glider, and the hang-glider's height above the ground in tens of feet. Picture of three bars with compass on top - The compass direction in which the hang-glider is travelling, and the rate of turn of the hang-glider, indicated by the 'spirit' level turn indicator. A map with a white arrow in the middle - The mini-map. This is a section of the main map showing your immediate surroundings. Your position and direction are indicated by thu14(e arrow. The locations of buildings are shown by white dots. HOW TO HANG-GLIDE: TAKE-OFF: Hang-gliding is a quick way to negotiate mountainous terrain and gives excellent views of the island and the enemy. But first you have to get airborne. You will find that you are standing outside the cable-car station, strapped into the hang-glider, and wearing your skis. In order to take off, you must ski towards a ledge at speed, and launch yourself. u2D- Once again, it is worth reading through the next few paragraphs before attempting to hang-glide, as things happen very quickly once the thermal currents fill your canopy ! Begin by clicking the left mouse button, which starts the launch sequence. Your speed will increase until you reach the takeoff speed of 24 miles per hour. At this speed your feet will leave the ground as horizontal velocity quickly translates into vertical lift. If possible, u3yL keep the nose of the hang-glider level for a few moments until you have gained some height. For this reason, it's wiser to avoid taking off uphill ! In terrain where there's a very strong updraught, you'll take off with great ease. Where the updraught it not so strong, taking off is much trickier. As the hang-glider rises, it begins to lose lift and speed. To counteract immediate stalling, you must adjust the nose of the hang- glider downwardu4Łs as it rises. If the speed drops below 15 miles per hour, the glider will stall and the nose will drop, causing you to plummet to earth. This delicate balancing act is what makes hang-gliding so exhilarating and so dangerous. At take-off point there is an immediate huge swing of power away from you, the pilot (having provided the force to reach takeoff speed), to the glider, leaving you helpless for a split second until you take control, edging u5the nose down until your speed and lift steadies. Learning the art of takeoff will probably take some practice, let alone developing the knack of using the thermal currents and updraughts to greatest effect and honing to perfection the techniques needed to land smoothly and safely. Once you are airborne the hang-glider is controlled in the following way. CONTROLS: Moving the mouse to the left - Banks the hang-glider to the left. Moviu62ng the mouse to the right - Banks the hang-glider to the right. Moving the mouse backwards - Lifts the nose of the hang-glider in order to gain height, but lose speed. Moving the mouse forwards - Dips the nose of your hang-glider to lose height but gain speed. Hold the Space Bar on the keyboard down - View the ground below an angle of 45o. TURNING: Hang-gliding demands gentle mouse movements as the controls are very responsive. Wheu7_(n banking, the golden rule is that the sharper the turn, the more height you are likely to lose and the greater the danger of stalling. It is far better to anticipate any changes of direction which you may need to make during the course of a flight and bank gently in good time. LEVEL FLIGHT: If your speed begins to drop in level flight, gently nudge the nose down; you will lose a little height but regain speed. Once you have gained speed, genu8.tly level off again - it's a delicate balancing act with dire consequences if you get it wrong. Keep an eye on your height indicator at all times. Remember that the higher you are, the more potential speed you have in reserve. CRASHING: Hang-gliders will crash if they hit the ground at too steep an angle or if they land on water ! Once a hang-glider has crashed it is useless and you will have to ski instead. ******************************u9/I****************************************** * LANDING: * * * * If you are attempting to land near a building or settlement, it is * * pointless approaching at great height. In the course of losing height* * you'll gain speed, and it is difficult to land a rapidly accelerating* * hang-glider. Come in to land as level as possiblu$Un carriers more missiles; and the snow-wolf can transport up to six, being the slowest in speed but strongest in firepower. CONTROLS: The buggies are controlled in the following way; Mouse pushed forward - Accelerate Mouse pulled backward - Brake Mouse moved left - Steer left Mouse moved right - Steer right ************************************************************************ * Missiles and Torpedoes u%* * * * * Buggies are the best mode of transport from which to attack enemy * * vehicles and planes, being armed with three types of weapon. The * * Surface-to-Air missiles are used to take out attacking planes, and * * are launched by clicking the right mouse button. Enemy vehicles may * * be destroyed with Ground-to-Ground missiles, launched by clicking * u&|S * the left mouse button, or with Torpedoes, launched by pressing the * * Space Bar on the keyboard. * * * * Surface-to-Air and Ground-to-Ground missiles are high velocity * * weapons which travel in straight lines until locking-on to enemy * * vehicles or planes, which they will then chase and hopefully * * destroy. Howeveu' r, their radar range is limited in comparison to the * * Torpedo, which can lock onto enemy vehicles at greater distances. * * The Torpedo is very difficult for the enemy to dodge, despite the * * fact that it moves more slowly than the missiles, and is often * * effective even when firing 'blind' with only the noise of the * * enemy's engines to help you. * * ( Look at MISSILE.pic for furtheru(A[5 info !!!! ) * ************************************************************************ ROUGH TERRAIN: Your vehicle tilts and rolls as it goes over rough terrain. It will grind to a halt if you attempt to climb too steep a hill. Worst still, it will tip over and crash if it rolls too severely ! This makes it virtually impossible to take your snow-buggy into the mountains. SKILL: Your skill and state of health govern youu)MHr maximum speed and determine how steep a slope you can coax your snow-buggy up. MUSCLE POWER: Very little Muscle Power is used when driving, but the more violently your maneuver, the more is used. It is used up more quickly if you lack the necessary skill or if you're in a poor state of health. TACTICS: The buggies, which are powered by high efficiency fan-ducted engines, can be driven quickly by excellent drivers on flat ground, but find u*Xit difficult to negotiate rough or mountainous terrain at any great speed. Planning a route which avoids steep inclines is advisable if you want to lessen the risk of crashing, but may bring you into contact with more enemy units. It is wise to take good care of your vehicles. Once they have been hit by enemy fire or crashed by reckless drivers they are rendered useless. If you manage to survive such events with limbs intact, you'll be back u+Oon skis. You can find a snow-buggy by going to a garage. It may be fully operational already, or it may be in need of repair (in which case you may have to wait four and a half hours before it's fixed). You will also need to visit a garage to refuel or re-arm your buggy. Garages are few and far between, so plan your route carefully. THE CABLE-CAR DISPLAY: As cable-car mode is loading, a picture of a cable-car is shown. Once loaded, you wiu,$5ll see the Cable-Car Display. The cable-car will immediately begin to move out of the cable-car station and travel automatically along its route to the destination station. Some of the most stunning views in 'Midwinter' can be seen whilst travelling by cable car. Initially you view the scene directly ahead of you. The view behind you, to the right of you, or to the left of you may be seen by pressing 'B', 'R', or 'L' respectively. To return to the view u-k ahead, press 'A'. No gauges are displayed in the cable-car mode. Just sit back and enjoy the ride. You can use the cable-car ride to survey the surrounding landscape. Alternatively you can press the "X" key on the keyboard at any time during your journey. The scene will switch immediately to your arrival, but your personal watch will have been updated in accordance with the time normally take for the journey. Cable-car journeys are both su.5afe and beneficial. You never come under enemy attack in a cable-car. Also you automatically rest for the duration of the journey. On arriving at the top or bottom station you will return to the Decisions Display. You can't take a vehicle with you on the cable-car, so on arrival you will only be able to ski, or hang-glide. Hang-gliders are only available at top stations. THE HANG-GLIDING DISPLAY: Whilst hang-gliding mode is loading, a picuğdes can be thrown whilst skiing, by pressing the Space Bar on the keyboard. They are effective only at close range, and are usually used as the last line of defense if you come under attack. Your supply is limited. To use your rifle, you must select sniping mode. First you must stop. Then just press the "S" key on the keyboard. You can return to skiing from sniping mode at any time by pressing "S" again. To quit skiing mode, and return to theuŲh3 "Decisions Display", you must first stop, and then press the "X" on the keyboard. Unless you need to rest, it is advisable to ensure that you are close by a building when quitting skiing mode, so that you can enter its relative safety. SNIPING: The option to select sniping mode is available to an individual whenever is out of doors (but not whilst hang-gliding) or in a church or in a bunker, providing his health permits. A picture of a snuC;̚iper is shown as sniping mode loads. The Sniping Display will then appear: The main window shows the view through your telescopic rifle sight, with he red cross-hairs centered on your line of fire. The five information icons around the main window show the following; Close up of face - The skier's portrait. Picture of three bars with compass on top - The compass Red man (may be partially or all white) - The individual's Muscle Power indiu[cator. Digital watch - The individual's personal time clock Four bullets - The supply of bullets he has left. Each bullet represents a clip of five. CONTROLS: The telescopic sights have a zoom lens. You can zoom in or zoom out on your target by holding down the left or right mouse button respectively. The sights are moved in the following way: Move the sights to the right - Move the mouse to the right. Move the sights to tuDhe left - Move the mouse to the left. Move the sights up - Push the mouse forward. Move the sights down - Pull the mouse back. When you have spotted your target, use the mouse to line up the cross-hairs on it, magnify its image if necessary, and fire. Bullets are fired by pressing the space bar on the keyboard. Your high-velocity rifle is of such power that it only takes a single accurate shot to disable an enemy vehicle or bring downuɘVX an enemy aircraft. SKILL: The steadiness of the rifle sights depends upon the individual's sniping ability and his overall state of health. It may be seriously impaired by any damage done previously to his arms. MUSCLE POWER: Very little Muscle Power is used when sniping. Violent movements of the rifle use up some, the kick-back of the rifle butt when you fire a bullet uses up a little more. Muscle Power is used up more quickly if you lackuʡ the necessary skill or if you're in a poor state of health. TACTICS: Your supply of bullets is limited, but your stocks can be replenished at a magazine. If you enter a church you will be given the option to snipe from its steeple, affording you a much better view of the surrounding area. Bunkers are also designed for sniping from, and their sturdy concrete walls offer a degree of safety from enemy attack. If you are near an enemy unu it whilst skiing in the wilderness advantage may be gained by skiing up close to a tree, and pressing the "S" key on the keyboard to select sniping mode. You will find yourself sniping from the tree-top, with a better view of your attackers. If you accessed the sniping display from skiing mode, you can return by pressing the "S" key on the keyboard. To quit sniping mode, and return to the Decisions Display, press the "X" key on the keyboard. THEu!̔m SNOW-BUGGY DISPLAY: As the snow-buggy mode is loading, a picture of a snow-buggy will be displayed. After a few seconds you will see the Snow-Buggy Display. The screen shows the view from the cockpit of the snow-buggy. Below the main window are ten gauges and graphics. These icons show; The driver's portrait The mini-map. This is a section of the main map showing your immediate surroundings. Your position and direction are indicated by thu"e arrow. The locations of buildings are shown by white dots. A box with 3 bars - The speed at which the buggy is travelling, displayed as a speed bar in figures. A box with a buggy in it - the approximate angle of slope encountered by the buggy, and the height above sea level of the land, shown as tens of feet. Picture of three bars with compass on top - The compass Digital watch - The individual's personal time clock The fuel gauu#Nge is shown as a bar graph next to the 3 ammunition indicators. The numbers tell you how many racks of ground-to-ground missiles, surface-to-air missiles and snow torpedoes you have left. There are five missiles or torpedoes to a rack. There are three types of snow-buggy available to you. The snow-fox is a two-person vehicle. It is the quickest, but carries the least weapons; the snow-cat can seat up to four people, and is slower than the fox but uϮgreach a slope steep enough to allow you to tuck your sticks under * * your arms, bend your knees, and let gravity do the hard work. * * * * Click on the left mouse button once to start walking. Your speed * * will remain at a steady 'walking speed' until you reach a downward * * slope. Once the slope is steep enough you automatically stop walking * * and begin to ski prou perly. Travelling downhill your speed will * * increase, but if you meet an incline you will slow down, eventually * * coming to a halt. The stance indicator shows whether you are walking * * or skiing, and both motions have a distinctive sound. Your skiing * * speed can be modified slightly by pushing forward with the mouse (to * * increase your speed) and pulling back on the mouse (to decrease your * * speed). (look at SKIIER.pic for further uхgBinfo) * ************************************************************************ TURNING: Your direction is controlled by moving the mouse left or right. As you turn, the 'spirit-level' indicator will move off-center, the compass will revolve, the directional arrow will rotate, and the stance indicator will show all but the gentlest of turns. More immediately, the view through your goggles will change. You cannot stop u$`skiing immediately, as the low friction between your skis and the ground mean that, whilst on the flat, your speed will decrease quite slowly. You must turn sharply to the left or right and dig the edge of your skis into the snow to increase friction. Execution of this technique is effected by clicking once on the right mouse button. You will hear the scrape of your skis on the snow as you quickly come to a stop. If you approach a steep incline your su;6peed will quickly drop as you meet the rising ground. If your speed drops below walking speed, clicking on the left mouse button will set you walking again. FALLING OVER: You will fall over and crash if you collide with a building or a vehicle. You will also fall over is you ski too fast into a deep gully. The steeper the gully, the slower you must ski to stay on your feet - a very sharp upward turn of slope throws you off balance. Expert skiuԓers, of course, find it easier to stay upright at high speeds. SKILL: How well you perform is governed by a combination of skill and state of health. Your performance influences your maximum speed both skiing and walking and also determines how easily you fall over in difficult terrain. MUSCLE POWER: Walking uses up a lot of Muscle Power, especially if you're going up a steep hill. Skiing smoothly downhill uses a moderate amount of MusuQycle Power but turns and bumps use up extra power, especially if you are going fast. You use no Muscle Power when standing still. The more skillful and healthy you are, the less Muscle Power is used when you move. THE MINI-MAP: If you are in a settlement, and ski away from it, you will notice the arrow on the mini-map move as you do, to reveal a white dot. This dot shows the position of the settlement you have just left, and you should uu^ practice skiing away from it, turning in a 180o arc, and skiing back to your original position. If you ski a certain distance away from the settlement, the buildings will have disappeared over the horizon when you turn around, and you will have to use the dot on the mini-map for reference. Depending upon your location, other white dots may be visible on the mini-map. These represent other features, which may be identified by reference to the maiu;ÿhn-map. To access the main map directly from skiing mode, press the "M" key on the keyboard. Closing the map will return you directly to skiing mode. TACTICS: If the gentle swishing of your skis on snow becomes interrupted by either a low-pitched drone or a loud fizzing, beware ! These are your first indications that the enemy is nearby, and you must decide whether to switch to sniping or to ski off in an attempt to avoid the trouble. The luشow-pitched drone is the sound of an enemy vehicle, and if you turn whilst the vehicle is within earshot, you will hear the volume of its sound change. When you are facing directly towards the vehicle the ound is at its loudest. This means that you can actually hear the direction of the sound. (On the Amiga this effect is sterophonic as well !) If the vehicle is still out of sight, use the directional sound to locate its approximate position. But uÅ&Ddon't waste time ! Having made a decision whether to stay and fight or ski away, act on it. The enemy vehicle may have spotted you. If it has, there's probably a homing missile bearing down on you right now. Whilst skiing you are at your most vulnerable, having only three forms of defense, and nowhere to hide. The first is to ski away. The second is the rifle strapped to your back, and the third are the grenades you carry SELF-DEFENSE: Grenau=%ll receive it. The signal is sent by selecting the radio icon on Kristiansen's Decision Display. ************************************************************************ THE ACTION MODES ************************************************************************ All action modes are viewed in the first person. You are the skier, the snow-buggy driver, the hang-glider pilot. All action modes may be paused by pressing theut4 "P" key on the keyboard, and restarted by pressing "P" again. SKIING: As the skiing mode is loading, a picture of a skier is shown. After a few seconds you will see the Skiing Display. The main window shows the view through your skiing goggles, with eight gauges and graphics at the top of the display. These show: Close up of face - The skier's portrait. Skier - The skier's stance. There are five positions, showing the skier stationaru"U%y, walking, skiing, turning left and turning right. Red man (may be partially or all white) - The skier's Muscle Power. Digital watch - The skier's personal watch. Picture of three bars - The speed at which the skier is travelling, displayed as a speed bar and in figures. Far away view of skier - The slope encountered by the skier, shown by the incline of the white slope in the box; and the skier's height above sea level, shown in tens of feeu\t. Picture of three bars with compass on top - The compass direction in which the skier is travelling, displayed by the rotating bar with North (N), South (S), East (E) and West (W) indicated, and a 'spirit' level turn indicator displaying which direction the skier is turning in. If the red dot is centered between the two red lines, the skier is travelling in a straight line, and the rotating compass will be stationaryupi. If the red dot is to the left or right of center, the skier is turning in the direction indicated, and the compass will be rotating. A map with a white arrow in the middle - The mini-map. This is a section of the main map showing your immediate surroundings. Your position and direction are indicated by the arrow. The locations of buildings are shown by white dots. In addition, your remaining stock of hand grenades is shown to the u% left and right of the goggles. Each graphic represents five grenades. HOW TO SKI: The view through the skiing goggles shows the realtime action of your movements. Initially the speed indicator will be at zero, and it is wise to have a look at your surroundings before setting off. You may turn around 'on the spot' by moving the mouse to the left or the right. The icy landscape has no truly flat plains. Everywhere you look you will see gently undu  ulating slopes, ridges and gullies, or steep mountainsides. The 3-D light-source shading techniques used in generating the landscape show distant features as hazy, shadowy shapes, which loom out of the mist as you hurtle towards them and swiftly attain a sharp and terrifying solidity. You will also notice that the shading on the slopes range from nearly black, through a whole range of grays and blues, to white, and that the shadowing effect is dau (oƿrkest on north-facing sides of slopes and hills. This directional effect is created by the 'light-source shading' used, in which the sunlight is always coming from the south of the island, nearest to the equator, and the resulting shadows are faithfully created. Therefore, when you are moving in a southerly direction, most of the hillsides will appear dark. When moving in a northerly direction, most will appear pale. Luckily, this is not your solu (Oe method of navigation. As you turn, you will notice that the compass is revolving, the 'spirit level' turn indicator is off-center, and the directional arrow on the mini-map rotates through eight points depending on compass orientation. Whilst skiing, take care not to get carried away by the breathtaking views through your goggles - remember to glance at these indicators to ensure that you are not going around in circles ! Depending on your locau  0tion, you may be able to see a variety of buildings and vehicles. (Consult the sections on buildings and vehicles for identification). To familiarize yourself with the techniques of skiing, ignore the buildings and vehicles for awhile and set off on a quick tour around your surroundings. Please study carefully study the next few paragraphs before starting to ski - noting carefully guidance on how to stop, as it is difficult to read the manual at u  ht60 m.p.h. ! ************************************************************************ * Walking and Skiing * * * * When starting to ski, unless you are standing on a steep slope, it * * is necessary to begin by 'walking', pushing yourself along with your * * ski sticks and gliding forward rather like an ice-skater until you * * uտG action mode. The enemy attack units are shown as black crosses. Each unit may consist of up to a hundred vehicles, details of which can be found in the "The Enemy and their movements" section. If a settlement or building has been captured by the enemy, it is shown as a green dot with a white border. At the start of a new game you will notice that Captain Stark (represented by the green arrow), is on top of, and under attack from an enemyu+ unit ! This puts you immediately into the thick of the action, so make sure you know where the nearest place of safety is ! Finally, selecting the "Close Map" option returns you to the display from which you accessed the main map. The Decisions Display may be accessed from the Personality Display by selecting the Decisions icon. The Decisions Display shows the individual's portrait, name, occupation (and rank if a Peace Officer), age and currentu* location. The report time watch and personal time watch are shown along with the Muscle Power indicator at the top-right of the screen. The central picture shows the individual's mode of transport, or which building they are in. The options open to you in Decisions mode will vary according to the location and state of health of the person you are controlling. The decision icons which may appear are: INFORMATION DISPLAYS: Map - Selects Main uc}Map A standing man - Selects Personality Display Four people - Selects the Team Display ACTION MODES: Skier - Selects Skiing Buggy with "WOLF" on top - Selects Snow-Buggy. (Any of the three types of buggy may be displayed. The Wolf is shown here.) Cable-Car - Selects Cable-Car Glider - Selects Hang-gliding Picture with "snipe" on bottom - Selects Sniping SPECIAL ACTIVITIES: Man entering door - Enter building Pictu!ure with 2 hands but toghther with "join" on bottom - Recruiting Three people - Companions Picture with detonator on right and dynamite on the left - Sabotage Plate of food - Eat Person lying in a sleepingbag and sleeping - Sleep White box with a red cross on it - First Aid Hand holding wrench - Repair Vehicle Gas pump - Refuel Vehicle Two missile with "re-arm" on bottom - Re-arm Vehicle Three stacked boxes - Supplies WalkieubAu-talkie - Radio Messages INFORMATION DISPLAYS: Options to select the Main Map, Personality Display or Team Display are always open to you, even if the individual has overrun the team report time or if he is badly injured or even unconscious. Whilst on the Team Display, Personality Display or Decisions Display, assistance in identifying any of the solid objects can be sought by pressing the "H" key on the keyboard. This HELP sequence will run throuu볭^gh all buildings, snow-buggies and enemy aircraft, identifying each by name. ACTION MODES: The action mode options open to you will depend on the individual's location and state of health. As explained in the "State of Health" section above (in the begining of "THE TEAM" ) injury and damage to particular limbs may make it impossible for him to perform certain functions. As long as his health permits, skiing will always be an option wherever hu쳴>e is, and is the 'default' mode of movement. Travelling by snow-buggy is facilitated by entering a garage and selecting the appropriate icon. Garages are found both in settlements and singly in the wilderness. Cable-car stations are found in pairs on mountainsides, with one near the top and one at the bottom. By entering either station the individual may travel to its pair by selecting similarly for quick mountain descents ! SPECIAL ACTIVITIES: uϨ If an individual is near to a building or in a settlement, the enter building icon will appear. If he has dynamite with him, the Sabotage icon will also appear. Entering inhabited buildings allows him to recruit new team members. Once he is in the company of one or more people you will have the option to select the Companions Display. The First Aid icon will automatically appear if the person you are controlling is in the company of an F.V.P.F. memuٮber who has been injured. Other options are only available once he has entered specific buildings. Eating will be possible in houses or stores, whilst sleeping is possible in a wide variety of buildings. Vehicles may be repaired, refueled and rearmed whilst at garages and supplies may be collected at stores, warehouses and magazines. The Radio Message icon only appears when Professor Kristiansen enters a radio station. Professor Kristiansen, an euZrlectronics researcher, has a wide and detailed knowledge of radio operation. If he can get to a radio station which is not enemy held, he has the chance to recruit Peace Force members by overriding the enemy's jamming signal with a message of his own. The power needed for such transmissions is such that Kristiansen is limited to recruiting up to four colleagues, and as the signal is sent out at random, it is impossible to predict which F.V.P.F. member wiuZr strategic importance as green dots. Magnification is increased by moving the white box surrounding the on-screen pointer over the area which you wish to magnify, and clicking once on the left mouse button. The section of the map previously enclosed in the white box will expand to fill the left hand section of the display, at 2 x 2 magnification. This process may be repeated three times, to give a maximum magnification of 16 x 16. At this magnificauk|Btion every significant detail is marked out on the map, and the white box disappears. By clicking on the right mouse button the map may be shrunk back to the next lowest magnification (8 x 8), and so on back to the full map. The right hand section shows the key for the map, five option selectors, and the name of a location. As the pointer is moved around the map, you will notice the place name shown at the top of the right hand section change; thu6%is is the name of the location under the pointer. If the pointer is moved over any green dot you are told what it represents. The center part of the right hand section shows either of two keys which are used to read the map. The first is an indicator board with buttons for each type of building in "Midwinter". Clicking on a button lights up all buildings of that type on the current map. For example, if the button labeled "Heat Mine" is selected, uby clicking with the left mouse button, all of the heat mines visible on the map will be illuminated. Buttons are turned off by clicking on them again. When the whole island is displayed, only the settlements and the enemy held radio stations are visible. Increasing magnification will reveal increasing detail ! With the indicator board accessed, it's easy to identify the buildings at any location. Just move the pointer over a green dot on the u^ map. Immediately, various buttons on the key will light up, showing you what types of buildings are to be found at that spot. There are two special buttons labeled "Settlements" and "Multiple Buttons". These allow you to control the indicator board in four different ways: i) SETTLEMENTS OFF, MULTIPLE BUTTONS OFF Only one type of building can be lit up at a time. Selecting another button automatically switches the previous type off. u] ii) SETTLEMENTS ON, MULTIPLE BUTTONS OFF Initially all settlements are lit. After selecting a building type, only settlements with that type of building are lit. Again, only one type of building can be lit up at a time. iii) SETTLEMENTS OFF, MULTIPLE BUTTONS ON Many types of building can be lit up at one time. For example, if you click on "church", "factory" and "house", all churches and factories and houses on the map will light up. u! iv) SETTLEMENTS ON, MULTIPLE BUTTONS ON Initially all settlements are lit. After selecting a building type, only settlements with that type of building are lit. Then, further building types can be selected and settlements with those types of building will also light up. For example, if you click on "church", "factory" and "house", all settlements with churches or factories or houses will be illuminated. The other key shows the heights above seuE~Ga level represented by each of the colors used to shade the main map and an indication of scale. Use the "Key" icon to select and toggle between the two keys. The "Relief" icon toggles between the color relief map described earlier and a photographic relief map showing a light source shaded landscape viewed from above. This satellite view shows greater ground detail, and incorporates every ridge and gully of the landscape, which is useful informatiuKon when planning a journey across unfamiliar terrain. (At maximum magnification each pixel corresponds to a facet of the solid graphics landscape.) Selecting the "Full Map" icon immediately displays the full map of the island at 1 x 1 magnification. Selecting the "People" icon will show the current location of all 32 members of the Free Villages Peace Force and the enemy attack units. The Peace Force members are shown as brown markers if thu7cQNey are yet to be recruited, becoming white when they join the team. By moving the pointer over a marker you can discover the identity of that member and his location, which will be shown in the center of the right hand section of the display. If two or more people are together in one location, all names will be listed, even if only one marker is visible on the main map. The individual currently under your control is shown as a green arrow. People arue located most easily when the map is at 1 x 1 magnification. Once you have found the desired person, the map be magnified to reveal greater detail of his surroundings. You can directly select a recruited member's personality display by illuminating the 'select' button, moving the on-screen mouse pointer the white marker showing his location, and clicking the left mouse button. This option is not open to you if you have accessed the map during an uetg steadily from their base in the south-east across the island in a general north-westerly direction. Your objective is to capture the enemy Headquarters at Shining Hollow. However, if you allow the enemy free passage across the island, they will probably capture your last heat mine before you reach Shining Hollow. You must attempt to delay their progress whilst advancing to your goal. Achieving this will require the careful deployment of your 32u` individuals, once you have recruited them, and they will often be carrying out independent tasks many miles apart from each other. To keep track of all these individuals moving around independently, two types of clock are used for the timing of the game, which are periodically synchronized. The synchronizing of watches takes you automatically to the "Situation Report" screen, which is described later. Each individual has a brown watch which shows huis personal time. The blue watch shows the team's next report time. The team's report time is simply the time when the next situation report is due and when watches are due to be synchronized again. A team member's personal time shows the time of day for that particular person. This primarily depends upon the amount of time he or she has spent in action or attack mode (i.e. skiing, driving, hang-gliding, travelling by cable-car, sniping or sabu5gotaging). If a team member's personal time has overrun the report time he or she has to wait until the next situation report before he or she can do anything further. They can, however, finish whatever they are doing in their current action or attack mode. If a team member's personal time has not reached the report time, he or she has spare time. This can be used up in any of the action modes. When watches are synchronized, by clicking on tu%he synchronize watches icon shown on the "Team Display", team members with spare time automatically rest for that period of time which is spare, and their personal watches are synchronized to the report time. Note: The game starts with personal watches showing 12:00 hrs. The enemy have already advanced from their base at Shining Hollow for the equivalent of twelve game hours. THE SITUATION REPORT: The Situation Report is due every two houruaхs. The time when one is next due is always shows by the blue report time watch. The Situation Report is made when you decide to synchronize team members' watches. To do this, click on the synchronize watches icon shown on the Team Display. The Situation Report lists F.V.P.F. successes and enemy successes, concentrating on items of strategic importance. In particular, you should keep a close check on the number of Heat Mines held by the F.V.P.F. Wuechen this falls to zero your surrender is inevitable. When a Situation Report is received you get fresh information about the enemy dispositions and when you next look at the Main Map, it too has been updated accordingly. Your team members' watches are synchronized each time a Situation Report is received. Team members with spare time automatically rest, so make sure you have moved everyone your want to move ! Team members who have overrun the usreport time will have less spare time in the following two hours. The watch at the bottom of the Situation Report Display shows the next report time, not the current report time. You always receive a situation report before you win or lose the game. Even when you have achieved your goal by blowing up the enemy HQ, or Masters has achieved his by capturing all your Heat Mines, you must receive confirmation of your success or failure. Youup click on the synchronize watches icon. You read of your success or failure and assess how well or badly you have done. Then, after clicking on the team icon, victory or defeat will unfold. THE OPTION ICONS: The six option icons which are present on the Personality Display mode are: Map - Selects the Main Map Man thinking - Selects the 'Decisions Display' Four people - Selects the 'Team Display' Pages with left and right arrows - Selu Dects previous/next 'Personality Display' Flare with S.O.S. on bottom - Triggers 'Emergency Rescue'. (See the section on 'Rescue') At the start of the game, select the 'Main Map' icon so that you may ascertain your whereabouts and those of the other members of the FVPF. THE MAIN MAP: The main map display screen is used frequently throughout the game, and it is worth spending some time familiarising yourself with its appearance and layou囎ut, and learning to use it to your advantage. With nearly 160,000 square miles of playing area, it's easy to get lost ! The display is divided into two sections. The left hand section shows the map of the island in color relief form, with the color used to indicate height above sea level (as often seen in atlases). The map is at its lowest magnification (1 x 1) when the display is first accessed, showing the whole of the island, with locations of majou sniping the opposite applies. Recovery from injury is basically by rest, but can be accelerated by receiving First Aid. See the section on 'First Aid' for further details. QUALITIES AND SKILLS: Every individual has nine qualities and five skills which are detailed on his personality display. All fourteen may, at any given time, be rated as Excellent, Good, Fairly Good, Average, Below Par, Poor or Abysmal. Three of the qualities (Morale, Energu~^y and Alertness) associated with a particular individual may vary throughout the game, depending on what he does and what happens to him. The other six qualities are fixed for a particular individual, but govern the individual's response to actions and events, and hence influence the three variable qualities. The action skills of skiing, hang-gliding, snow-buggy driving, sniping and sabotage ability are fixed for each particular individual. Actual perforu0E mance depends both upon skill and upon state of health. MORALE: Morale influences every aspect of an individual's performance, with those individuals whose morale is high performing better in every way. Morale is determined by a combination of the overall successes of the Free Villages Peace Force and individual success. ENERGY: An individual's Energy level is an indication of his energy reserves, which may be used to replenish the indu U-Zividual's Muscle Power when it is low (see "Muscle Power" section below). When an individual rests or sleeps, energy is transferred from Energy reserves to Muscle Power. Energy reserves can only be replenished by eating. ALERTNESS: An individual's Alertness influences his technical performance rather than muscle performance so that skills such as sabotage, sniping and snow-buggying are influenced more strongly than skiing and hang-gliding. Alu ertness depends fundamentally on how much sleep an individual gets. ENDURANCE: The individual's Endurance, which is fixed, determines the rate at which his Energy and Alertness are depleted. STURDINESS: The individual's Sturdiness, which is fixed, determines his rate of recovery from physical damage and how great a benefit he derives from rest or sleep in terms of Energy and Alertness. OPTIMISM: The individual's level of Optimism, whu ich is fixed, determines how much his morale is affected by setbacks or failures encountered personally or by the whole Peace Force. STRENGTH: The individual's Strength level, which is fixed, determines how easily he becomes physically damaged. STAMINA: The individual's Stamina quality, which is fixed, determines his maximum level Energy. SHARPNESS: The individual's Sharpness, which is fixed, determines his maximum level ofu Lk Alertness. When sending individuals on missions or using them to perform difficult functions, it is important to determine that they have the qualities or skills necessary for its successful completion. Remember that the biographies give vital clues for the solving of such problems. THE MUSCLE POWER INDICATOR: The Muscle Power Indicator shows the amount of energy available to the individual for movement and activity. Muscle Power is used up when u 3!you are skiing, sniping, driving a snow-buggy or hang-gliding. It is used up more quickly if you lack the necessary skill or if you're in a poor state of health. Individuals whose energy falls to zero must rest or sleep. Whilst resting or sleeping, energy is transferred from the individual's Energy reserve to Muscle Power. It is therefore important that Energy reserves are also kept topped up by eating. When at maximum value, the indicatoukr is red. The red drains away leaving the figure white at zero Muscle Power. You should not allow an individual's Muscle Power to fall to zero whilst in action mode. If this occurs, the individual is liable to faint from exhaustion. As a individual faints, color drains from the scene, and the world is seen in shades of gray for a few moments before finally fading away to black. You should bring the individual to a standstill and exit to the Decisions u- Display as soon as he begins to faint. If he is still moving when he loses consciousness, he will fall over or crash, with injury resulting. It is possible to rest an individual for a period of five minutes from the Decisions Display, with a resulting gain in Muscle Power. Simply click on the Muscle Power indicator. Muscle POwer will increase, Energy Reserves will decrease slightly and five minutes will be added to the individual's personal clock. ux>Z The Muscle Power gained by rest depends on the individual's surroundings. Resting in cozy buildings is more beneficial than in harsh, cold factories or warehouses, but even these are preferable to resting out of doors. An individual automatically rests for the whole of a cable-car journey. THE WATCHES: "Midwinter" is a race against time. The enemy forces which have invaded will try to overrun your villages and capture your heat mines, movinu5vrolled gliders, aiding them in their searches as they probe across the island and unmanned bombers for long-range attacks on your forces. Enemy units are already advancing on your settlements, heading for their final objectives, the heat mines of the Free Villages. Heat mines are the source of the very life-blood of the island, the power by which your people survive. If they are all captured or put out of action you will have no choice but to surrendeu+'r. Enemy radio stations at Deathwatch Crag, Snowgoose Fell and Sierra Madre are now being used to broadcast a jamming signal which is preventing the transmission of radio messages anywhere on the island. You, as Captain Stark, therefore have no immediate means of contacting the other members of the Free Villages Peace Force, who are on duty, at work, or at home. You know where they should be, and you have a detailed map of the island. You knowu\< that General Masters will continue to advance across the island in search of his ultimate goal - the domination of the last oasis in the icy desert which the world has become. You know you will have to cross hundreds of miles of bleak wilderness before you can mobilize the Peace Force. Only then can you launch the counter-attack that will bring masters to his knees ! THE TEAM When you have selected Play on the Game Options screen, you will be shou~wn the Team Display. At the start of the game, Captain Stark is the only member of the team under your control - it's up to your to use him to recruit the others. His portrait is displayed, along with seven icons, as explained below: Digital watch - The team's next report time. (See the section on 'The Situation Report' for further details) Two analog watches with a line between them - Synchronize Watches. (See the section on 'The Situationuj6Z Report' for further details) A white flag - Surrender. Selecting this icon hoists the white flag of surrender, and hands control of Midwinter isle to the enemy. The game is over - you have lost. You then have the opportunity to try again. This is the only way to abandon a game and start afresh. Disk with the text "SAVE" under - Save Game. (See the section on 'Saving and Loading the game' for further details) Disk with the text "LOAD" under -un|0 Load a saved game. (See the section on 'Saving and Loading the game' for further details) Pages with left and right arrows - Scrolls to previous/next page of Team Display. When you recruit additional team members the Team Display includes their portraits. Up to six portraits are displayed on one page. Use the Scroll icons to view other pages. At the start of the game you should move the on-screen pointer over Captain Stark's portrait anuZ8d click once on the left mouse button, to show Captain Stark's Personality Display. The 32 Personality Displays give all the essential personal information about the members of the Free Villages Peace Force whom you have recruited, and your ability to understand and utilize this information is the key to playing and winning "Midwinter". For each individual the display shows his or her name, occupation (and rank if they are a Peace Officer), agu/Le, current location and portrait. Also included is a brief biography, a state of health diagram, and an assessment of the individual's fourteen qualities and skills. At the bottom of the display are two clocks, a muscle power indicator, and six option icons. Biographies These biographies, which is reproduced at the end of this manual.. with the title "Personal Files", give many clues to the individual's personalities and traits. Significantlyu:F, each biography mentions some of the person's friends and enemies. This information is vital when planning your recruiting campaign. People are much more likely to join the resistance if they're asked by one of their friends. STATE OF HEALTH: The state of health of an individual is shown by the physical damage sustained by each of the four limbs, the body and the head, displayed by the outlined figure behind the 'Qualities and Skills' display. Whu,l (en a particular limb is in fine health, it shows green. When it is hurt it shows orange, and when it is out of action it shows red. Hurt limbs may still be used but the individual runs the risk of putting the hurt limb out of action, when it becomes useless. An out of action head renders the individual unconscious, making any movement impossible. Different activities are curtailed according to whichever limb is out of action. Sniping needs two arurҸ"ms. Skiing needs two functioning legs. Hang-gliding needs all four limbs, whilst Snow-buggying needs at least one arm and one leg. Sabotage, likewise, needs one arm and one leg. All activities are influenced to some degree by the individual's overall state of health. Damage to a particular part of the body is more critical in some activities than in others. For example, in skiing, damaged legs will reduce performance more than damaged arms, but in uRwred he started to greyout - he would have to rest, otherwise he'd lose consciousness completely. He leant against the tree trunk for ten minutes and gradually his vision returned to normal. He looked at his watch. It was just on twelve o'clock. Time to contact his team for the two hourly situation report. Over the past few days, even this simple task had become a chore. The air was full of static. Messages had to be repeated over and over again bu债efore they were understood. Professor Kristiansen, the cantankerous scientist at Diamond Valley had warned Stark that Masters was jamming the Free People's radio network. Just for once, Stark hoped that it was just another of Kristiansen's attempts to aggravate him. If there was jamming, the invasion was imminent. Stark took the radio from his back pack and turned to Garcia's frequency. He always started with Garcia whose station was closest to Mu1]-asters' frontier. The indicator on the set showed that the correct frequency had been selected but instead of Garcia's friendly voice responding with his call-sign, Stark's radio emitted a piercing, high-pitched squeal. Although concerned, Stark was not unduly worried. Transmissions had been bad. However, over the course of the next half hour Stark tried to raise over 30 stations. No-one on Midwinter was receiving or transmitting radio messages. For the up9first and last time in his life, Stark experienced mortal terror. The invasion had started. He was on his own in the wilderness. He had no radio communication, no snow-buggy, no hang-glider. It couldn't have been worse. Stark got a grip on himself. He had been made leader of the Free Villages Peace Force because of his qualities as a leader and lead he would. His destiny was at hand ! He packed away his gear and got ready to move off. He had ju #(ust reached the edge of the plateau when he heard the drone of an aero-engine. Looking above him, he saw a small remote-controlled aircraft. The next thing he knew all hell let loose. To the left of him a pattern of mortar bombs went off. He moved to the right and a further pattern went off. He was in trouble. The enemy had moved with astonishing speed and caught him out in the open. The hovering plane was calling down fire on him. Shrapnel was u!m flying all around him, but he wasn't harmed. If he didn't do something quickly he would be dead. He took the standard issue sniper's rifle from his back and took careful aim. One shot and the small plane exploded with a bright flash and a bang. Quickly Stark climbed the tree looking through the telescopic sights. Far into the distance, coming out of the perpetual Midwinter mist shroud was one of Masters' attack vehicles. What was worse, Stark coulu"vC7d see quite clearly that it had just launched a guided missile and it seemed reasonable to assume it would be coming his way. Stark reassessed his predicament with cool determination. He had to make contact quickly with his men and organize resistance. He looked at his map and worked out the best route to the various stations. With luck he would make it before the enemy had a chance to strike hard. Please refer to the Technical Supplement accomu#panying this manual for Loading Instructions. (At the top of the MANUAL) GAME OPTIONS Once the game has fully loaded, the Game Options Screen will be displayed. This shows six icons which are used to select your method of control and difficulty options. "Midwinter" can be played by using mouse, joystick or keyboard controls by selecting the appropriate icons. (either the JOYSTICK.icon or the MOUSE.icon or the KEYBOARD.icon!!!!) Please note u$ۑthat throughout the manual, the game description refers to mouse control mode. It is recommended that you use a mouse, if you have one, to play "Midwinter". For details of joystick and keyboard controls, please refer to the Technical Supplement. There are three difficulty options to choose from, which can be selected in any combination. Training allows you to play the game against unarmed enemy vehicles which can do no damage to the Free Villages Peace u%@Force members. If the Bombers icon is selected before play, the enemy have additional fire power in the form of unmanned bomber aircraft. Mortars allows the enemy to direct long-range shelling at your forces, guided by unmanned spotter planes which will seek out and circle your forces. For the ultimate challenge select Bombers and Mortars but skip Training ! Finally, click over the Play area to start the game. You are now in control of Caufgptain John Stark, leader of the Free Villages Peace Force on the island of Midwinter. Your people are in trouble, and time is against you. Your territory has been invaded by thousands of hostile troops under the dictatorship of General Masters. His troops are heavily armed and have travelled inland by ski and snow-buggy from their Headquarters in Shining Hollow. General Masters and his men have reconnaissance drones, which are unmanned computer contu'cn they had come to inhabit, but the Peace Force concentrated its attention elsewhere, turning a blind eye to much of thegoings-on around Shining Hollow. Stark had heard rumours that an individual calling himself General Masters was trying to set up an alternative agency of law enforcement in the settlements of the south-east. So long as Masters remained where he was, and the Free Villages remained unaffected, Stark thought that he would let things ru(']ide. 2099 General Masters twitched. "Prisoners ?" he rasped, "of course we take prisoners, De falco". Colonel De Falco looked both surprised and disappointed. The General smiled briefly before continuing. "I need a rapid victory, De Falco. We have limited fuel, limited amunitions. We must do everything we can to encourage surrender. We will take prisoners and we will treat them well. Is that understood ?" De Falco nodded curtly. u)$ "There will be no executions, sir," he said "And no experiments, De Falco," hissed Masters. "No sir. No experiments." Masters gazed out of his window. "When Midwinter is mine, De Falco, there will be great celebrations. I shall drive in triumph through every village in the land ! Then is the time to deal with our prisoners. Discipline is what these people need, De Falco, discipline !" -------------------------------- u*:* "John" Stark swivelled round and nearly fell off his bar stool in amazement. "Kristiansen ! How nice to see you" blurted Stark, incredulous at the appearance of the hermit professor in the Marianbad Inn. "To what do we owe the pleasure", sneered Courtenay. The three men eyed each other, knowing that Kristiansen had little time for either of the FVPF officers. "John, I'm a little worried. Please listen to whatI have to say carefully", wu+Q`hispered the professor through pursed lips. "Go ahead. What's the problem" said Stark, halfheartedly. "I've been trying to contact the radio stations in the south-east. It took me three hours to get through." "Probably just some local difficulty with the weather", shrugged the Captain. "I think not", insisted Kristiansen. "Whilst I was trying to find an open frequency I overheard something which shook me." "Tell me more," Stark grunted. u,  The first message was faint and crackly. It sounded like "Sierra Garcia is all quiet. One Peace Officer only." The reply came through loud and clear. "Message received. Operation Snowstorm to proceed as planned." ************************************************************************ * THE GAME * ************************************************************************ Captain John Stu-Sw8ark swiftly and silently skied down a steep slope. The ease with which he moved belied his strength and ability. He was a true expert. An innocent spectator watching Stark that day in the wintry ice- clad wilderness of Midwinter could have been forgiven for presuming Stark was merely rejoicing in his athletic prowess. But he was not out for a day's sport. He was travelling with a purpose; the fate of Midwinter rested on his shoulders and despite u.all his manly strength, it was a responsibility which weighed him down. Stark knew this landscape well - he knew it, loved it and respected it and longed to enjoy it. But he could find no pleasure in it whilst the population which he served was threatened with enslavement. At that moment, Stark was a man obsessed with a hatred and fear and that hatred and fear could be summed up in two words: General Masters. He hated Masters for turning Midwinteu/Y3r environment against him. For all his life he had felt at home in this terrain. He had felt at one with the arctic landscape. Now because of Masters he felt alone, isolated and exposed. The iceclad hills and valleys were no longer a thing of beauty. They were freezing obstacles which maliciously hampered his movements. He hated Masters for keeping him away from Sarah. It was because of Masters that he spent days, sometimes weeks patrolling thu0 (e southeastern border. He hated Masters for his cruelty and he feared him too. He feared for the peaceful people of Midwinter. What would happen to them if Masters invaded ? In his heart, Stark knew it wasn't "if" but "when". How was he to protect the whole population with a force of 19 Peace Officers including himself ? If the worst came to the worst, there was only a dozen or so of the civil population whom he could rely on - and half of them wu#8Leren't talking to one another. In fact, some of them weren't even talking to him ! He feared for Sarah. Sarah the nurse, Sarah the healer. If Midwinter were overrun, what fate would Masters have in store for her ? Stark skied on for several miles. There was a lot of uphill climbing, and he was getting tired. He had just side-stepped his way up an almost vertical snow wall, arriving at a small plateau where a lone pine tree grew. He was so tiu2:eI their ship was covered by the ocean. The welcoming party was fronted by the business end of a rifle, closely followed by Randles. The shipwrecked passengers scrambled ashore by a variety of means, with survival their only thought. There was to be no danger to the island, and gun-sights were lowered, to be replaced by comfort and medicine. Nearly four hundred people of all ages and nationalities had been aboard. About half made it ashore. The hugu3@e influx of people, many of them injured, meant more mounths to feed and homes to find. The islanders worked hard at caring for the newcomers, whose tales of death and devastation from the mainland were quickly spread, convincing the settlers that their island home was the only safe haven. They heard how people in Europe had known about the islands existence, but had assumed that it was uninhabitable. It had been dubbed "Midwinter Isle", a name which quiu4mtckly caught on. The arrival of the newcomers was resented by some people, most notably Professor Kristiansen, who was upstaged by a fine young scientist from Germany, who helped the islanders to develop snow buggies for the flatlands and construct cable cars on hillsides. The Professor withdrew from social contact for many years, living in his laboratory with his wife and children, and even after the German was killed by a freak accident at a heau5x:t mine, the Professor was reluctant to rekindle friendships. 2089 Fifty years after the grounding of the giant meteorite, life in one part of the world was as normal as possible in an enviroment where temperatures rarely rose close to freezing. Over fifty settlements had been built, across the whole island, and each was home to families, friends and workmates, employed at the dozen heat mines, in syn thesis plants which produced fuel, and at u6(6Fhydroponics farms or in hunting parties. The Free Villages Peace Force had been moulded in to an effective, friendly policing body under Arthur Randles. He was, however, desperately ill, and as Amelia had been unable to bear children, there was no obvious successor to his leadership. Howard Courtenay, his deputy, was reluctant to assume the reins of power, and he suggested that John Stark, son of the first American pioneers, was the best man for the job.u7e Youth was on his side, and he had proved himself to be an able, conscientious and popular officer. With the death of Arthur Randles on 5 August 2089, the island went into mourning. The stories of his leadership during the colonisation of "Midwinter Isle" passed into folklore. Amelia Randles was heart broken. She had always been happy to play second fiddle to her husband, but his death left her with a deep feeling of emptiness and she began u8c^=to think of home often. John Stark, as Arthur's successor, took it upon himself to counsel and care for Amelia, partly from a sense of duty, and partly because her knowledge of the island was unparalleled. He knew he could learn a lot from her, and picked her brain on numerous occasions when a particularly thorny problem arose. Stark realised that to be truly effective, the FVPF needed the help of ordinary members of the community who would be prepau9ߺred to serve alongside the peace officers in times of emergency, and so invited Amelia to help him list possible volunteers from the villages. However, Stark was surprised by some of the names Amelia suggested. Could Kristiansen be coaxed back into the fold ? Would Gunn remain sober for long enough to be of any help ? She even suggested Gregory Flint, a petty crook of no scruples ! Ameli was adamant. "They may not be paragons of virtue, John, buu: t they're all good hearted people", she insisted. The potential of the Force was strengthened and with it prosperity on the island spread. The land had been fully mapped, and potential sites for new settlements and heat mines found. The disaster of the meteorite faded in the memories of the older settlers, but the constant reminder of the climate occasionally jogged them back to remember the harsh early days of colonisation. It was as if life on Eau;@?Hrth was evolving all over again - but this time man had the benefot of modern technology and a whole string of mistakes from which to learn. 2095 As the years passed, the people of Midwinter became increasingly certain that there's was the only peaceful land left on Earth. They welcomed refugees and helped most of them enthusiastically to build settlements and make a new life for themselves on the island. Most of the indigenous population hu&.p`ad migrated towards the north-west of the island where the volcanic beds were most accessiable. Life was kinder near the Heat Mines. As the population grew, the south-east corner of the island began to house more and more new settlers, whose attitudes to life were often tainted by their experiences on the mainlands. Some resented the life-styles enjoyed by Stark and his people over the past ten years. Feuds and disputes were more commonplace in the regiou=p, To the scientists it was a treasure trove. From the machinery left in the one-storey building, the professor deduced that its purpose had been the manufacture of the small-engined bikes which had been the commonest mode of transport in the Azores before the meteorite struck. But more exciting was the fact that it had its own generator, now defunct, but seemingly undamaged. 2070 The island grows up The generator was to prove the key which unlockedu>.2 the problems of developing technology to survive in the harsh climate. It gave a means of harnessing the power of the sub-surface heat, and utilising it to run the machinery on which equipment could be built. It took three years to site the first heat mine, in White Horse Valley, and two years to sink it. Finally the power was unleashed for the construction of transport, buildings and arms, and with them the further colonisation of the island. Tu?l ohe settlers moved westwards across the island, at last thriving as the hydropics plants were developed, new villages constructed, and new sights seen. There were marriages, including that of Arthur and Amelia Randles, births, including sons to the Revels, Starks, and newly-wed Chabruns, and the sad death of randolph Courtenay. Arthur Randles built around him a team of strong leaders, each helping to develop settlements, and teach the youngsters the skillu@ KCs of construction, farming and hunting. Heat Mines were sunk at Storm Head, Thunder Mountains, Snowgoose Valley and Shining Valley, and the Professor and Dr. Nansen worked tirelessly to develop motorised buggies to allow the flourishing communities to have easier access between one another, over the hundreds of miles now discovered. Life was improving for the brave adventurers. They began to refer to the island as home, and with every new birth, uA*the sense of a bright future on the isle increased. There was no contact from the mainland; nor was it possible for them to return. The "Lindberg" was holed and sunk as she was sailing close to Devils Head, in Dynamite Bay, when she probably collided with a mine layed over twenty years earlier - the island was peaceful, but it served as a timely reminder of the war man was fighting elsewhere on the globe. 2081 The next generation The populatiuBrlon of the island now stood close to five hundred, and, with an average age of about twelve, the society was very different to that which the older settlers were used to. The birth rate was high, and child care took much of the time of the women. Consequently, the young males were quickly taught the life-skills required for survival on the island, and began work. They were far more adept at survival than many of their older counterparts, having known nuCvo other life-style, and explored the island expertly; to master the environment they had to know its layout and its dangers. It had claimed lives with its harsh climate and deadly terrain. Charles Stark was mauled to death by a savage animal on Wildcat Heath, which his son, John later shot. Carlos Garcia had perished when an avalanche swamped him on Snowstorm Pass, and the valley in which his body was found was renamed after him. And John Rudel, theuD{A most gifted hunter and explorer, was lost and presumed dead whilst trying to find an impassible route through the Sao Jorge range. The blocked route was cruelly named Mad John's Pass, and the moor he had discovered earlier was similarly renamed. Randles and Kristiansen, along with Courtenay's son, Howard, had organised a dozen of the men into a law-enforcement team. They also organised the health care for the villagers, and were well accepted asuE8n a vital link in the network between the settlements. The society forming on the island was a peaceful one, but as the number of inhabitants grew, individual feuds and quarrels sometimes broke out, and the peace force were seen, by consensus, to work with the right blend of gentle persuasion and good humour. This balanced equilibrium was violently disturbed one November night in 2081. The settlement at Redwitch Lowlands announced on the island uFB& radio that a ship had weighed anchor five hundred yards off Whals Point, and appeared to be carrying hundreds of people. They did not know wheter they were armed. Randles organised the settlements around the coast to watch for any movement from the ship, and the islanders prepared themselves for any inevitability. The following morning the ship sailed west, around the Southern Shore, and into Halfmoon Bay, were again it rested, as the skies darkened. u1_OA storm was coming. The islanders watched warily as the ship battened down its hatches for the coming rain, and began to be tossed about the bay by the swell. The first pioneers whispered to each other, remembering the foul weather in which they had arrived, hoping that the visitors were not here hoping to capture their proze. Then the heavens opened. The first survivors made it ashore an hour after dawn, and five minutes after the mast top ofuHNU1 with their food, were welcomed heartily by the fifteen members of the settlement on Lindberg Plateau. The two groups spent a couple of days swopping tales of life on the mainland and life on the island. The leader of the settlers, Randolph Courtenay, was a British exile, and he and Randles got along famously. Courtenay explained that the onset of the ice-age had led to the sea levels dropping drastically around the islands of the Azores, and that uI2 the prodigious volcanic activity had built up the land to create new glaciated hills and valleys. His village were a combination of stranded travellers and refugees, and they knew of no other settlement on the island. It had been a slice of luck that Randles' group had landed where they had, for both parties. The settlers were able to explain the geography of the island as they knew it. The Azores island of Pico, Sao Jorge and Terceira now foruJ'7med the highest mountains, with a huge volcanic upgrowth dominating the south-west of the island. The coast was a combination of creeks, coves and wide swepping bays, but no boats had been seen landing. They had seen a low flying aircraft about a week ago. They had no source of power except fire, and they hunted some wild animals, but they were becoming fewer. Fishing was difficult without boats, although they had seen seals in a creek to the north, auK4Ind otters in lakes to the south. Life was tough in the small community, and they explained, they would be happy for the newcomers to stay as long as possible, even to join forces as a larger settlement. Randles was happy to rest awhile after the long journey. It made sense to keep a large group, for tasks could be easily divided, and it gave a ready made base for hunting and exploration. And it would give him some time to get to know Amelia. uLԷ 2063 The early years Through the following two years, the south-eastern area of the island was explored, which proved to be well populated with wildlife. Otters, Seals, Snowgeese and Beavers were all hunted, and small areas of Spurce and Pines were found, in which some edible vegetation was found. The children enjoyed each new discovery, as it gave them a new site to name. Two newborn additions, Charles Ambler and Konrad Rudel, were focus of muchuM' attention, and friendships and bonds of trust flowered within the community, not to mention a growing romance between Randles and Amelia. Kristiansen had a meeting of minds with Dr. Nansen, a Swedish chemist, and they worked avidly on schemes to farm crops and source power. They knew that the hunted food supply was finite, and that, with the climate likely to worsen, a source of heat other than fire was vital. Kristiansen was sure that the volcauNKtVnic activity was certain to mean that utilisable heat must be close to the surface, but without a turbine it would be difficult to tap. Nansen had devised a system of growing crops without sowing them in the ground, on a small scale. By feeding seeds in water, it was possible to harvest edible beans by a system known as hydroponics. The settlement was subsisting, if not thriving. The land which had been above sea level twenty years ago was difficuOult to explore, as it meant anarduous journey into territory which was littered with the remains of the previous habitation, and despite the extreme cold, the scientists were wary of disease and infestation. It was during May 2063, on one such exploration in the westfoothills of the Terceria Mountains, that they made an amazing discovery. The few buildings which had withstood the turmoil of the previous twenty years were buried deep beneath snow and cuPWzompacted ice. Whilst descending into the Vale of Fools, Francois Revel, at the rear of the scouting party, fell through the soft snow into a hidden ravine, where he lay motionless. The other men, in their haste to reach him, caused several feet of snow to cave in above him. He was buried. They struggled frantically to rescue him, digging with their bare hands, and calling to him. Eventually they dug down to a depth of about ten feet, where they fuQ?Cound him, just alive, laying on the flat roof of a submerged building. He was hauled out and tended to by Dr. Nansen, and has pronounced unhurt, but suffering from the extreme cold. The party returned quickly to Lindberg Plateau, where Revel could receive expert attention from Nurse Maddocks, but not before the Professor had carefully marked the spot where the incident occured. The others thought it a sensible precaution, to warn others of the danger. ThuM. "It's an avalanche !" yelled Kristiansen. They were transfixed. Amidst the tumbling snow they could pick out a speck of brown, thrashing as itfell, and finally coming to a halt, about two hundred metres in front of them. The creature reared up and let out a deep cry, before turning tail and fleeing. "What was that ?" asked Stark, wide-eyed. "It looked like a bear, but it couldn't have been, not here" said Randles, trying to convince himseuWhlf as well as his comrades. "I think we'd better head back" spluttered the professor. The return journey was made in half the time. The story was relayed to the others on their return, who listened in amazement. Even Stark, who had kept them amused with his anecdotes throughout the crossing, was finding it difficult to convey the scale of the white landscape they had seen. With three mountains to describe, as well as miles of flatlands, everyone uX #:was getting confused. "What we need are names for everything. Then we would be like real explorers", suggested Amelia. "My dear, we are real exploresrs. I'm looking forward to quite an adventure together", said Randles with a wink. Amelia blushed. "We could call it Bear Mountain" chirped the nurse. Bear Mountain it was. Whilst the men began the arduous task of unloading the ship, the children were kept busy by the thinking of names foruY!8b other things they had seen, arguing incessantly over them. The nearest mountains was named White Fell, and Mrs. Stark persuaded them to call the remaining peak Mount Charles, after her husband. Everyone wanted to name something after the ship, and as no agreement could be reached, both the sea and the lowlands were called Lindberg Bay and Lindberg Plateau. The following day the party set off south, away from Bear Mountain, and across the LindberuZEFg Plateau. Excitement grew as they sighted a cluster of buildings on the horizon. "It looks like a settlement" said Chaburn, the French soldier. "And there's smoke rising" exclaimed Grazzini, peered ahead. They nervously advanced within thirty metres of the six wooden huts, and watched for signs of life. Nothing penetrated the silence. Stark whispered quietly to Kristiansen, "I think we're being watched" A loud click swung their heads tou[ the right, as Chabrun flung himself to the ground, rolled, and stiffened himself prone on the ice. In his hands was a revolver. "Get down" he yelled. In a flash they were all flat on their stomachs. It dawned on Randles that the click was the sound of a gun hammer being cocked, as Chabrun whispered "You were right. And who ever is watching us has us well and truly in his sights." Randles managed a forced grin, more in response to their predu\{icament than the soldiers humour. "Is anybody there ?", he shouted. After the longest few seconds of his life, releif came. "Tell him to throw his gun", said a calm voice from the shadows. "Do it, Chabrun", barked Randles. He addressed the invisible voice. "We are friendly, we do not want a fight" "Where have you come from ?", asked the voice. Randles explained, at some length, their arrival from the mainland, which eventually uG ؈dragged the gunman from his lair. Randles offered his hand, which wasshaken warmly. The stranger was gaunt and shivering. "Are you alright ?", asked the nurse. "Hungry and cold, and our baby son is dying", he replied, his eyes dropping to the ground. "I am a nurse. Take me to him." she said. His face beamed as he scurried off towards one of the huts. Everyone followed. The life of Victor Grice was saved, and the relieved group, along u^C were drawing refugees who arrived daily, in their thousands, with the fading hope of getting a passage across to the haven of Africa by boat, or to chance crossing the land which was reported to be rising out of the sea across the Straits of Gibraltar. Local boat owners sold places on over-laden out-dated craft, many of which never made the difficult journey. Some resentful refugees put this down to the weight of money carried by the boatmen, who u_X\Ywere often found murdered or beaten, robbed of money and boat. Attempts to capitalise on the new found tourist trade were not, on the whole, successful. Near the Portuguese coastal town of Viana do Castelo, seventeen-year-old Carlos Garcia waited in his father's wheat field, which had not seen crops harvested for six years, witching the skies. Straining his eyes against the setting western sun, he picked out a tiny speck wobbling in the distu`ance. The man from Denmark was late. The Jaguar Tomahawk bumped to a stop five metres from the road. The fifty year old 'plane turned through ninety degrees and crept into the cowshed which served as its home. Carlos bounded into the gloom after it. "The doors. Shut the doors !" cried the emerging pilot, his wild blond hair as excited as his words. He gasped for air, and hugged the boy. "I think we've found it", he whispered. They stared uaEhat each other in the cold darkness, their breathlessness sending plumes of condensation upwards, as a second man clambered from the two-seater 'plane. "Hello Arthur" grinned Carlos. Arthur Randles drew himself up to his full height, puffed out his chest, and saluted. "Young man, prepare yourself for an adventure. The professor and I have found the promised land. We're going to Atlantis." The three men poured over the map, and Arthur scratcheubjrd his head. "So much of this bit looked different from up here" he said, waving his hand up and down the Portuguese coast. "But look ! That island is completely new. There's no land mass big enough marked. It must have been two or three hundred miles across." "Is it really Atlantis ?", asked Carlos wide-eyed withexcitement. "It must be the Azores", mused the professor. "But the Azores were an archipelagos, not one island" "What ?", said Cauc66rlos, puzzled at the language used by the older men. The Englishman explained, "The Azores were a group of nine small islands, but the seas around them were very shallow. With all the volcanoes that erupted there, and the sea level dropping, I suppose that the island we saw could have been the Azores. Atlantis has risen higher !" The professor screwed his forehead into a frown. You could almost hear him thinking, the wheels of his mind forming yetudF another plan. "Is it habitable ?", he asked, knowing the answer. Randles shrugged. "What we need is a source of energy. Heat mines." Randles was a trained engineer, and liked turning his hand, and his mind, to all aspects of science. "Nothing is hot anywhere, not since the rock" offered Carlos, eager to help. "Old mother earth is still burning up inside 'though" explained Randles. He could have told the boy anything, from the puzzled look oue3{n his face. "Yes, Olaf, I remember. Heat mines, like in Iceland. Especially with all that volcanic activity bringing the stuff near the surface.... Shall we go ?" "We have to get out of this place. It seems as good as anywhere. And if we keep it quiet, maybe only take a dozen, we might just survive. We might be the only ones." It took them six days to find a suitable boat, and six hours to fill it. Carlos and his sister, Randles, ProfesufTrDsor Kristiansen, the Italian boatowner, an American and his wife, two young Japanese children, a French soldier (a friend of Carlos), an English nurse (on the professor's advice), and her stunningly attractive friend, Amelia (on Randles' insistence). It was a difficult journey. On the fifth night, with storms lashing the trawler, "Lindberg", one of the children sighted a light, glowing with such ferocity that most of the sky began to light up as ug(they neared. Cliffs loomed out of the darkness. The boatowner battled against the forty foot waves which tossed the vessel relentlessly towards the shore. A landing looked out of the question in such conditions. "It would be suicide to try to get close" yelled Grazzini, his voice barely audible. "And it will be curtains if we stay at sea any longer." cried Randles, as a huge surge of water crashed onto the deck, as if to underline his point, uR~and their desperate plight. "Head for that Cove" begged the professor. "It may be calmer in the shelter of the cliffs" "Not a chance of it. But the seas are deciding that it is our destination." The Italian crossed himself. As he took pleasure in reminding them some hours later, the professor was right. 2060 - The first few days "The Lindberg" was finally made secure after a treacherous night spent by several of the men divingutiUearch for tinned foodstuffs, and the army were deployed on the streets of the cities. Then the marines invaded Mexico. 2045: Over the next five years the average temperature across Europe dropped to 2o C, often freezing the major rivers. Throughout Scandinavia, and across the Pyrenees and Alps, huge areas of permafrost and ice developed. Harvests failed repeatedly, and people tried in vain to travel from one country to another in search of more cluujQbJement conditions. Attempts to cultivate large areas of Africa were partly successful, and developed nations hungrily eyed the previously "Third World" countries. On the continent of America, the peoples of the United States were following their troops south, leaving behind food crises and freezing lands. The inhabitants of the Soviet Union had nowhere to go - to the south lay the most damaged areas of Asia, and to the north, expanding glaciers. Some uvkJ managed to escape to western Europe, but a fierce war was now raging along Eastern bloc borders with a re-unified Germany, Austria and Italy. The economies of all countries concerned were falling apart under the strain of food shortages and sustained military conflict. Man was beginning to ignore his battle with the Earth as he fought with himself. Then the Earth upped it's fire-power. For half a decade, politicians had been warned by natural scientiuwl?)sts that conditions would get worse before they got better. The politicians paid lip service to their requests for a massive injection of funds into climatic research, offering encouragement at the expense of hard cash, which was diverted for military and agro-scientific purposes. The price was about to be paid for ignoring their real enemy. South Maerica had, despite the deaths of millions of its inhabitants, maintained its population level as ruxmv?efugees swarmed through Mexico from the United States. It was almost as if the Earth could feel the concentration of people on the Central American isthmus when, in December 2045, as global temperatures were nudging an all time low, the strain that had been building between the Cocos and South American plates was released. The earth shuddered, heaved, bucked and split for ten days, spewing its insides over inhabitants and volcanic dust high into the uyn{Y atmosphere, blackening the skies again in a cruel reminder of the events which first plunged the world into chaos, compounding thgeir effects. The repercussions of the 'quake spread quickly, as sub-oceanic ridges widened, and previously dormant volcanoes were uncorked across Europe, and down into the Pacific Basin. The most spectacular sight occured near the triple joint of the African, North American, and the Eurasain plates, 2,000 kilometres off thuzo}e coast of Portugal, where a string of islands, from Madeira to the Azores went off like a row of Roman candles at a fireworks display. The few who survived the initial storms and flooding of the islands fled to watch from the Portuguese mainland, from where the plumes of ash and dust were clearly visible. Spots of uncontrolable heat were speckling the rapidly freezing globe. 2056: The winter of 2056 saw temperatures in London drop, and stay belowu{pA -25o C. Rainfall across parts of Southern Europe reached a total of 10 metres for the year, freezing as it fell, and accelerating the formation of ice-sheets, as the glaciers crept south. The sea level had dropped by over 500 metres in places, creating sheer cliffs where sloping beaches had been, as the glaciated land masses rose. The ice-sheet in North America had streched as far south as Kentucky, submerging the greater part of the North Americanu|q)d, continent beneath a mantle of ice over a thousand metres thick. The Scandinavian ice-sheet covered Denmark and was approaching Poland and Germany. In Britain the area above a line from The Wash to Cheshire was under permanent glaciation. The landscape of the Northern Hemisphere had changed completely. Billions of people had died from cold, famine and war. In the tropics 300 million people lived an existence closer to medieval times than the twenty-fitrsu}rѸMt century. The Earth was calming down, and its inhabitants, having learnt that when the planet led, they must follow, were becoming more peaceful. Old political structures had broken down. Nation states had fragmented into local thinly-spread communities, scavanging for food. The only borders not crossed were those between hunting grounds, defended to the death by people struggling for survival. As the temperature fell, time was running out for mu~] [ankind, and he had nowhere to hide. 2060 The worsening conditoions had led to the continuing movement towards the equator of the peoples of many lands. Much of southern Europe, around the Mediterranean, was heavily overpopulated, and the shortage of habitable space, as well as the shortage of food was becoming acute. Where the sea level had fallen dramatically, more land for occupation was created, but the coasts of France, Spain and Portugal uit.ureak of the last World War, overstated by the new President of the Federation of Europe as "a celebration of a hundred years of global alliance." As always the politicians preferred to highlight their achievements, such as their united environmental policies, which looked like thwarting the "greenhouse effect", and ignore the diplomatic Cold War still present in many parts of the world. That light in the sky was about to give "Cold War" a totally diujuAfferent connotation. The shock waves were felt as far afield as London and Sydney. In Beijing and Bombay, buildings were rased to the ground, and near the epicentre, on the eastern border of Burma, there was little chance of surviving the initial blast. Fortyeight hours later, the tidal wave hit the west coast of North America, and daylight never came over Moscow. The political tension mounted as nations searched for the aggressor, aiming swifukvVot retribution. Despite having hundreds of thousands of its people killed, the Soviet Union was eyed nervously by the West. And although the most densely populated areas of the flooded western seaboard of the United States could not be contacted from Washington, the Kremlin pointing an accusing finger at the Pentagon. The peoples of Asia and the Pacific Islands struggled for survival, where millions of people were reported to have perished in dark, floodeulw&d, chaotic villages, towns and cities. Alliances crumbled at the time they were needed most - man was about to go to war with the Earth. Satellites had shown the superpowers that the devastation caused by the explosion was that expexted from a ten thousand megaton hydrogen bomb. Over one hundred square kilometres of forest had been laid to waste; burnt and charred buildings lay in ruins up to 300 kilometres from the blast; there were no signs of umxXvhuman life. Millions of tons of dirt and dust had been ejected into the atmosphere, already blanketing half the globe, and spreading. Out of the blue, another holocaust had occurred. It was not until the following Christmas that stories began to emerge from China, recounting that horrific night when it all began with "the ball of fire from space". Word of mounth passed on tales of the death of millions after a giant rock had crashed to Earth in tunyV[qhe night. The news backed theories that the detonation of a huge nuclear weapon could not have taken place due to the absence of any significant amount of radioactive fallout. It dawned on the world that it had been struck by a meteorite of enormous proportions, and that it's effects would be felt for a long time to come. 2040: The following year's grain harvest was largely destroyed in the Soviet Union due the falling back to earth of thousauoz\p$nds of tons of debris, and the total darkness which had only just begun to ease. The Kremlin had, for several years, been building up their grain stores, as western agricultural technology was now widely used following the raising of the iron curtain in the 1990's, and were sure that they could survive a freak year. What was more worrying to them was news that the thundra of the Siberian plains seemed to be suffering a cruel drop in temperature, whiup{#Ʋch was leading to its spreading south. European countries in high latitudes were also become worried as temperatures had remained at those usually experienced in February for the whole summer - and were now starting to drop again. The Scottish government had appealed to their counterparts in London to allow their people free access across the border, to the warmer climes of Southern England, which was refused as the area was, in the words of the Home uq|mɢ Office, "becoming dangerously overcrowded". Mediterranean countries had found that their economies were in danger of colapse, with no visiting trade, and north-east Africa was still seriously flooded hundreds of miles either side of the Nile. The religious wars of the middle east intensified, as Arab states realised that, despite their huge wealth, no-one was looking to export commodites to them which were needed at home. Australia and New Zeelanur}d were deluged with refugees who had survived in south-east Asia and the Pacific islands, and had made the arduous crossing by a variety of means. But it was in the United States and Canada that the breakdown of law and order was the most marked. The President of the United States, on the advice of top scientists, had decided to go on national television to explain what was expected to happen to the world's climate over the coming decade. The foush a)llowing day's newspapers screamed "Diamond Dust to end life as we know it", as the full effects of global cooling became known. Hundreds of thousands of Canadian immigrants were seeking shelter in the northern United States, attempting to escape the falling temperatures which had driven most of its population as far south as Toronto, and the American people were preparing to defend their territory. Elsewhere in the country shops were looted in the su^nisolated subsistence farms that the year became enshrined in folklore as "Eighteen Hundred and Froze to Death". Climatologists rank the eruption as the greatest producer of atmospheric dust between 1600 and the present. The dust circled the air for severla years, reflecting the sunlight back into space and reducing the amount of it reaching the groud. It is highly conceivable that in the next couple of decades, with tectonic plates constantlyu_O shifting, that such a huge volcanic explosion might occur. If it were to, and consequently led to a teetering on the brink of catastrphe. The formation of "Diamond Dust" would explosively accelerate global cooling. It is possible that past ice ages were caused by volcanoes bigger than any which has erupted over the past ten millenia. With the continents located in their present positions, it could mean the onset of "Midwinter". However, we must consideru`m other potential detonators. It has been estimated that about 5000 giant meteorites with diameters of more than a kilometre have hit the Earth over the past 600 million years, with an average strike rate of one per 120 000 years. Meteorites with a diameter greater than 300 metres must hit the Earth once in every 10 000 years, producing a crater similar to those found on the surface of the moon. It is the siza of the meteorite which would be crucialuawEb for detonation of an ice age. A tiny micrometeorite experiences a sudden flash of heating as it enters the Earth's atmosphere. For a typical particle, 1 micrometre in size, the temperature rises to about 500 K in two seconds. The flash heating becomes stronger as the size of the meteorite increases, until for a meteorite the size of a pinhead the temperature becomes sufficient to vapourise it completely. It becomes a trail of bright light, seen asub8Q a 'shooting star'. If the incoming body is the size of a clenched fist, the air pressure on the body is large enough to slow down its very high speed, happening before the heat can evaporate the whole of the material. A residue remains which cools and falls to the ground at a comparatively low speed. The pressure of air on the incoming body grows in proportion to its size. When the pressure becomes great enough, (at a size of a few metres), tucx0he body will burst into fragments which fall as a meteorite shower. If the body is several hundred metres across, the body no longer bursts into fragments, as there is insufficient time for them to fly apart as the body crashes down through the atmosphere, to create an explosion pit or crater where it lands. The explosion causes material torn from the ground to be splashed outwards and upwards with the disintegrating meteorite, radiating from the point oudDof impact. Entery speeds of 30 kilometres per second are typical, but in exceptional cases the speed can be as high as 70 kilometres per second. If the body were 300 metres in diameter, with an entery speed of 300 kilometres per second, the energy per ton of meteorite (typical mass = 50 million tons) would be enough to throw 1000 tons of debris up to a height of 50 kilometres, or a total of 50,000 million tons. Only a few per cent of the particles, ueV-in the form of tiny dust particles would be ample to cause an ice age. The dust particles would spread gradually overthe earth, reflecting much of the sun's radiation, over a period of ten years as it fell back to Earth. A giant meteorite is potentially more dangerous than a volcano because, although the amount of material in a giant meteorite is no greater than that blown off by a volcano, each ton of material has about a thousand times more energy, andufe* is far more capable of being blown up into the upper atmosphere. The possibility of such an object colliding with the Earth is high due to the orbits they have. At times they pass closer to the sun than the Earth ever does, and at other times they are further away from the sun than the Earth. In other words, they have to cross our path twice in every orbit they make. There are probably 10 000 of them with such a path. The odds seem stacked againstug0# us escaping for ever - and if there were to be impact, the detonator would explode, the deadly dust would form, and a new ice age would have dawned. ************************************************************************ * THE STORY SO FAR... * ************************************************************************ On Friday 8th September 2039, New York Radio's early evenning new bulletin carrieduhs # reports of a fast-moving white light, seen travelling east over Florida. Eye-witnesses claimed that the size and velocity of the light ruled out the possibilities of known military or commercial aircraft. Strangely, most seemed happy to assume it was a alien life-form, rekindling tales from their youth, and at the same time giving the media a much needed story. They wanted light relief from the politicians, endlessly glorifying the centenary of the outbuS3not see this effect from falling snow is because of the random joining of the ice crystals to form snow flakes as described. The crystals tend to jumble up the effects of refraction, so all we see is a whitish haze. "Diamond Dust" is astonishingly reflective of sunlight. If a layer of water with a thickness as little as one hundredth of a millimetre were turned into tiny ice-crystals it would be so reflective as to reflect all the sunlight back into spacuT;I*e, were it present everywhere in the upper atmosphere. To an observer on the moon, the Earth would the appear featureless and white, just as Venus does to us from Earth. +----------------------------------------------------------------------+ | We have calculated that the loss of solar energy caused by normal | | reflection is slightly more than compensated for by radiation traps | | - however, "Diamond Dust" adds nothing to the radiation trapsuUB , as | | only a tiny amount is present, despite its high reflectivity. | +----------------------------------------------------------------------+ We need not search any longer for the phenomena which would cause an ice age. Turning only 0.1% of the amount of water normally present in the Earth's atmosphere into fine ice crystals would have an immediate, catastrophic effect on the world's climate. The temperature of the land would collapseuV#`H in a few weeks and the temperature of the oceans within a few years. Advanced global cooling would be upon us. What is apparent is that "Diamond Dust" is not widespread at present. This is because the water vapour in the atmosphere does not attain a temperature as low as -40o C easily. The main sources of water vapour in the atmosphere are the oceans; it is the surface temperature of the oceans which determines the temperature of the water vapour as ituWP begins its ascent into the upper atmosphere. Whilst the temperature of the oceans are warm, the water vapour will not become cool enough to form "Diamond Dust" in the upper atmosphere, so sunlight will still be able to penetrate to Earth to keep the surface of the ocean warm, and so on, in a self-maintaining cycle. This state of events is aided by the fact that the oceans, due to their enormous size, have a "heat supply" which will last up to aboutuX2! ten years, even if a significant reduction in the amount of sunlight occured. +----------------------------------------------------------------------+ | The only possibility of "Diamond Dust" forming would be if a second | | agent were to temporarily lower the amount of sunlight reaching the | | oceans, to cool them, for a considerable length of time, We need a | | detonator for our dynamite | +-------uY---------------------------------------------------------------+ This detonator must be a process which injects a sufficient quantity of small particles into the atmosphere at a height above 12 kilometres, the region known as the stratosphere. Fine particles have an interesting and significant property. They do not stay aloft indefinitely. Gravity pulls them downwards through the air. Large, heavy particles fall quickly, whilst very small ones remain suuZspended for much longer. What is remarkable is that particles of the sizes most effective for the reflection of sunlight (about half a micrometre) take about ten years to fall through the upper atmosphere. Once they get below 12 kilometres, they fall very much quicker, as they become incorporated into much larger ice crystals and water droplets. This ten year process is of just the right 'fuse length' for our potential detonator. When Mount St. Helu[!nens volcano. Washington State, erupted in June 1980, an Eastern Airlines pilot was the first to spot a plume of ash and steam at a height of 15,000 metres, creating violent lightning displays and darkening the whole sky. The eruption affected large areas of the Western States, with acidic ash accumulating to a depth of 1.5 cm at a distance of 800 km. In East Washington the ash fell so thickly that automatic street lightning was switched on. Within five du\I6ays, the ash had reduced visibility to 5 km in parts of Canada, 2000 km away. The St. Helens eruption was mild compared to that of Mount Tambora in the Dutch East Indies (now Indonesia) in 1815 when an immense amount of fine dust was thrown into the atmosphere. It had far reaching effects on the world's climate. In New England, Canada and Western Europe the summer 1816 was extraordinarily cold. A meteorological record kept for New Haven since 1779 u]~vIDrecords June 1816 as the coldest june un that city, with a mean temperature that would normally be expected some 200 miles north of the city of Quebec. The Lancashire plain in England had its coldest July, and the summer as a whole ranks as the coldest on record in the Swiss city of Geneva for the period from 1753 to 1960. In New England the loss of most of the staple crop of Indian Corn and the great reduction in the hay crop caused so much hardship on uHty of the Earth; and that about one-fifth of the incident solar energy goes in the evaporation of water vapour. We have now reached a crucial question. We must ask how a planet with an average temperature of 14o C above the freezing point of water could develop an ice-age. Either it must arise spontaneously, or one of the important quantities used in the above calculations must change. It seems unlikely that it could possibly occur spontaneously, as theuI~/g Earth is very efficient at transferring heat from one region to another, namely from temperate equatorial regions to polar reqions, via wind and oceanic currents. This enables the Earth to keep a climatic equilibrium in a steady state. Some external factor must be influential in altering one of the mechanisms which keeps the Earth's climate so finely balanced - either or both the radiation traps in the atmosphere must be reduced, or the reflectivituJIy of the Earth must be increased. The reduction of the radiation traps With an average temperature of 14o C (and 25o C at the tropics), the evaporation rate of water into the atmosphere must always be very much greater than is necessary to maintain the water vapour trap. Therefore we need only consider the carbon dioxide trap. We have seen that carbon dioxide blocks radiation over a particular wavelength, reducing the earth's radiating capacity byuKo9 15%. If this trap were removed, it has been calculated that the average temperature of the Earth would fall back to 270K (-3o C), at which point an ice age certainly could occur. Two factors lead us to the conclusion that this is an unlikely cause of past or future ice ages. Firstly, if the Carbon Dioxide in the atmosphere were to be so significantly reduced, it would have a catastrophic effect on plant life, which need carbon dioxide for photosyntuL hesis, the means by which they, and ultimately we, as they area vital part of the food chain, survive. And secondly, the major current concerns to environmental scientists, and the reason for the preparation of this report, is the effect our output of carbon dioxide is having on the atmosphere, and the way it is increasing, not decreasing the very radiation trap we have been discussing. An increase in reflectivity. As warm air rises from the EarthuM$p, it cools. And as it cools, the water vapour within it tends to condense into liquid droplets or into ice crystals - the higher it goes, the cooler it gets, until saturation point is reached. the height and temperature at which saturation is reached depends upon the initial water vapour content and temperature of the air. Humid air becomes saturated low in the atmosphere, with a condensed swarm of tiny water droplets (it would take 1000 such droplets touN鎜+ cover 1 centimetre if placed end to end), which scatter light, behaving as a 'fog'. Drier air has to rise higher before its water vapour becomes saturated. When the air is particulararly dry, the temperature may have to fall below frezzing point before saturation occurs, and then the vapour would be expected to form ice crystals. However, this does not happen automatically. Nor do water droplets frezze automatically at such temperatures. If luO+ڳeft undisturbed, they remain as liquid, becoming "supercooled". In the higher atmosphere, (at temperatures of about -20o C), there are a comparatively small number of particles called condensation nucleii, which act as a catalyst to freeze supercooled droplets, forming ice crystals as they pass over them. The ice crystals will then grow and begin to fall back to Earth under gravity, but may occur rising air which lifts them up again, causing a swiruP3ling motion, during which they will collide with other water droplets, freeze them, and grow bigger still. Eventually, the ice crystals grow large enough to break free of this swirling effect, and fall back to Earth. If the ice melts before it reaches the ground it will fall as rain. In winter, however, the lower air may be too cool to melt the ice, in which case it will fall as snow. It is because of the processes of swirling and freezing other water uQP droplets in a slow build up of ice crystals that snow flakes have such beautiful and intricate patterns. The crucial condensation nucleii are formed by ice surrounding around what are called "freezing nucleii",which are often tiny grains of salt sprayed up from the sea. However, if they are not present in sufficient quantity to act as a catalyst, the supercooled water vapour will rise still further, and cool as it rises. If its temperature becomes louRj[}wer than -40o C, it will eventually change from droplets into ice crystals, themselves being "freezing nucleii" around which more ice condenses. These are the ice particles known to Artic Explorers as "Diamond Dust". Ice crystals reflect and refract light, just like diamonds. Refraction produces a separation of light into its particular colours, giving the familiar spectrum of red, orange, yellow, green, blue, indigo, and violet. The reason you canu=arth generate a radiation trap, mainly made up by two gases, water vapour and carbon dioxide. This is what is known as the "Greenhouse Effect". The Carbon Dioxide trap absorbs strongly in the wavelengt range from 14 micrometres to 16.5 micrometres (1 micrometre is one millionth part of one metre), and the water vapour trap blocks the escape of heat with wavelenghts longer than 20 micrometres. When the wavelength falls into one or other of those blu>ekocked ranges, scarcely any radiant heat generated at ground level succeeds in penetrating the trap. There is essentially no escape through the trap into the higher atmosphere and thence into space. Blocked radiation is either re-admitted (after being absorbed into the trap) downward into the ground immediately, or absorbed again by the gas entering the trap, in which case there is a further re-emission. Sooner or later, perhaps after many absorbtionu?٘us and re-emissions, the trapped radiation reaches the ground, where it is removed by ground absorbtion, so returning the heat to where it started. Heat radiation from the Earth occurs at wavelengths both within and outside the wavelengths of the traps. The fraction of the energy of the radiation within the traps is 42%, with the carbon dioxide blocking about 15% of the heat energy, and the water vapour about 27%. The effect of the traps is thereforu@x>{e to reduce the radiating efficiency of the surface of the Earth to about 58% of the imaginary body used in the calculations above. The surface of the Earth cannot cool itself as efficiently as the imaginary body would be able to do. The inability of the Earth to cool itself is compouded by partial trapping at wavelengths outside those just considered. As well as the more or less total trap for wavelengths greater than 20 micrometres, water vapour uA!Rgenerates a partial trap at wavelengths between 16.5 and 20 micrometres, while Carbon Dioxide creates a partial trap between 13 and 14 micrometres. A partial trap is one in which a significant amount of radiation does get away into space, although a considerable fraction also returns to the ground, where it is reabsorbed. There is additional partial trapping of all wavelengths if there happens to be an appreciable quantity of water droplets or ice crusuBbMtals suspended in the atmosphere. This is most marked when cloud is heavy, which is the effect which produces a hot, stifling effect before a thunderstorm. The air is 'cleared' with heavy rainfall, removing the radiation trap caused by water droplets. The partial traps are usually estimated to increase the blocking of heat energy from the 42% given above to approximately 63%. The calculation cannot be axact, because the cloud distribution varies arouC_|und the Earth. We can say that, of the heat energy radiated from the heats surface, approximately one third escapes into space and two-thirds are reabsorbed. This is not quite the complete picture. There is way in which the heat traps can be circumvented, involving evaporation of water from the ocean surface. When water evaporates, it cools the ocean surface. The water vapour rises with updrafts of air, producing clouds. When the clouds are big enouDa?ugh a fraction of the water is carried above the radiation trap. That water vapour condenses into water droplets, or into ice crystals, with a release of latent energy (energy which was trapped within it). Because this happens above the radiation trap, the energy is released into space, and cannot be reabsorbed. This bypassing of the traps is by no means complete, but it has the effect of reducing their blocking ability from the previous 63% back to abouuEɱt 40%. We now have an equation to balance. We have earlier seen that the earth's surface receives 36% less solar energy per square metre because of reflection, and we have now seen that this is compensated by a 40% reduction in the rate of heat radiation. This small energy profit of 4% raises the temperature of 280K obtained for the imaginary body to about 283% (10o C) for the average temperature of the Earth. The diagrams (JANUARY.pic & JULY.pic,, uFXsorry but i didn't have the time to paint em ... but i hope ya enjoy the game !!!) show world temperatures for January and July. Considering that half the total surface of the Earth lies in an equatorial belt between latitudes 30o south and 30o North, it is clear that the average temperature of the Earth is in fact about 14o C. Indeed, the average annual temperature in the equatorial zone is about 25o C, in mid-latitudes about 10o C, and in high latituduG0_es about -10o C, so that, by weighting these three areas 3:2:1, one obtains 14o C (287K) for the average temperature. It would be possible to close the gap between observation (287K) and calculation (283K) still further in a more detailed calculation. But we have illustrated the two important points: The heat radiation traps in the lower atmosphere, "the greenhouse effect" compensate very closely for the loss of solar radiation due to the reflectiviu2fresent location of continents and their expected geologocal characteristics as a result of their locations do not always appear to match, as the following two examples illustrate. A cursory glance at an atlas will show that the Sahara desert today lies on the equator, and its climate is as far removed as one can imagine from glacial conditions. But scientists have found that great expanses of icesratched bedrock, striated erratic boulders and meltwater u3f channels, all characteristic of a glaciated enviroment are present. When the first accurate maps were drawn, in the eighteenth century, it was seen that the west coast of Africa corresponded closely with the east coast of South America. In the nineteenth century, geologists started to 'date' rocks, and found rocks of similar ages on the west coast of Africa and the east coast of South America which fitted together when the coast lines were matched.u4f Both of these unexpected discoveries have come to be explained by a theory known as "Continental Drift", the slow movement of the continents from some previous alignment to their present positions, on a deep-lying plastic substratum. In 1912, it was suggested by Alfred Wegener that Continental Drift started with the break up of the great supercontinent of Pangea. (See Pangea.pic for further details....) About 100 million years u5wago the present day continents began to drift away from one another, leading to the creation of the South Atlantic and South Atlantic and North Atlantic Oceans and the Indian Ocean. Antarctica was now migrating towards the south pole while Australia moved east and India moved north, from their initial positions illustrated in AFANAU.pic. In the Northern Hemisphere at the time the north pole lay somewhere near the Bering Strait off the coast of Alasu6PEka. those land masses now in 'convenient' positions were bound to be affected by glaciation, and so the glaciers of Alaska and Antarctica were formed. It has been predicted that the continuation of Continental Drift will lead to the continents being in the position illustrated in CONT.PIC; but at the present time, their positions fulfill the first criterion for glaciation - there are currently sufficent land masses in high latitudes for the onset ou7I%f glaciation. 2) A cooling of world climate When viewed from space, and as seen in photographs taken from the moon, the Earth appears to be blue. This is caused by the scattering of light by air molecules in the earths atmosphere. Part of the blue light from the sun is scattered forward to Earth, which is why the sky usually appears blue to us, and part is scattered back to space, which is why the Earth appears blue to anyone on the moon. It is esu8Y.htimated that the scattering by air molecules has the effect of reflecting 9% of the energy of all sunlight incident on the Earth. The strongest reflection of sunlight (about 90%) is caused by snow; clouds have an average reflectivity of about 50%; ice and deserts about 35%; land areas between 20% and 10%, depending on the vegetation; and the oceans only 3% (which is why they appear dark in pictures of the Earth taken from space). When all theu9L sources of reflection are added together, we find that the Earth, on average, reflects some 36% of the solar radiation falling on it. It therefore follows that the Earth has available 64% of the energy of incident sunlight. It would be possible to calculate the degree of heating caused by the sun, although this calcualtion would be anything but precise, since the Earth is a very complex body, and a complete calculation including every factor wouldu:5} be very complex. +----------------------------------------------------------------------+ | We can approximate the calculation by considering the Earth to be a | | small spherical body which; | | i) absorbs all solar radiation received. | | ii) is a good radiator of heat at all wavelengths. | | iii) has the ability for equilibriation of heat rapidly. | u;"\g +----------------------------------------------------------------------+ If we suppose the object moves around the sun in the same orbit as the Earth - about 150 million kilometres, it is possible to calculate that we would expect the body to have a temperature of 280 Kelvin (7o C), a result close to the actual average temperature of the Earth 287 Kelvin (14o C). The error in the calculation is 3%. To upgrade our model we must make the imaginary bou<\dy more realistic. If we suppose that it reflects 36% of the sunlight inicident upon it, as explained earlier, but otherwise keeps the same conditions, the calculated temperature is about 250 K (-23o C), giving a 13% error. This worsening of the error suggests that the Earth must have a mechanism which compensates for the reflection of sunlight. That compensating factor is that the Earth is not a perfect heat radiator. The atmpsheric gases of the Eu' ww The reduction of the radiation traps iv) ....................................... An in crease in reflectivity C) Detonating the Dynamite i) ................................................... Volcanic activity ii) ..................................................... Meteor Strikes PART 11: ~~~~~~~ ACCESS RESTRICTED: FOR HEADS OF STATE ONLY THE FORMATION OF ICE-AGES A) The u(Glessons of History Glaciation (the formation of ice) occurs if one basic environmental condition is fulfitted: More snow must fall and accumulate in the winter than can be wasted or eroded by melting the following summer. If this imbalance continues for a few years, a period off glaciation will follow. Close examination of the start of previous ice-ages has led us to believe that two main factors combine to initiate glaciation. 1) Continentau)Zl land-masses 'wander' across high latitude areas, where ice sheets are normally expected. Ice will affect the land surface whilst it remains in this position; but if the land-mass then drifts away to lower latitudes the glaciation ceases. ii) Under the influence of external factors, the world's climate cools so that snowlines are lowered everywhere. In the mountains, glaciers develop and ice sheets expand into the middle latitudes. The sea-level fu*p|alls, as the area of sea ice is increased, and many parts of the globe not actually affected by glaciers become areas of permafrost. Ice, in some shape or form, starts to affect greater areas of the worlds surface. there are other factors which may possibly contribute: iii) Mountain ranges are built up until they reach the regional snow-line. If this happens, ice begins to affect the higher parts of mountains and flows into glacial valleys. u+@Riv) A slight warming of the earth's surface causes the base of the Antarctic ice sheet to start melting, which releases great amounts of ice into the Southern Ocean, to be trapped in wide ice shelves. This causes the ocean to cool, and then the air above it, in turn freezing the Antarctic and other ice sheets, building them up to ice age proportions again. This is called the ice sheet surge theory. v) A reduction in solar radiation received in the polaru,e' reqions may be caused by the Earth's geometrical relationship with the Sun changing. As a result of complicated relations between small but systematic variations in the inclination and orientation of the Earth's rotational axis, coupled with changes caused by its elliptical orbit, these changes occur constantly. milankovich, a Yogoslav geophysicist, showed the calculated temperature changes associated with this "wobble", indicating four main groupsu-Z of low temperatures within the last 600 000 years, corresponding roughly to the onset of ice-ages. But there has been much heavy criticism of Milankovich's ideas, on the grounds that the variations considered would have much less effect on world climate than he claimed, and so his calculations were of dubious worth. It is seldom possible to recognise these mechanisms working independently of one another. Most Ice Ages have probably had very compliu. 0cated causes, with a contribution from several factors. To predict the onset of the next ice-age, we must estimate the next time at which two or more of these factors will be exerting a strong enough impact to trigger the onset of global cooling. +-----------------------------------\ | NATURAL CLIMATIC COOLING \ | Air mass changes cloudiness, \ | CO2 levels variable, Volcanic dust. \ +-----------------------------\ \u/lH \ \ +-------------------------------\ \ | CONTINENTAL ARRANGMENT \ | Land masses near poles or in high \ | latitudes arrangement of oceans. \ +-----------------------------------\ \ \ \ +-------------------------------------\ \ | MOUNTAIN BUILDING \ ICE u0| Distrubution of high mountains. / AGE +-------------------------------------/ / / / +-----------------------------------/ / | ASTRONOMICAL EFFECTS / | Changes in planetary geometry. / +--------------------------------/ / / / +------------------------------/ / | GLACu1QPYIOLOGICAL EFFECTS / | Surges of ice sheets Peak / | ice changes / +------------------------------------/ Diagram 1: Factors combining to cause an ice-age. B) A Combination of Causes 1) The location of Continents "The primary geophysical requirement for continental glaciation is the presence of large land masses in sufficiently high latitudes to catch and hold a lot of snow" The pu"Bombers" and "Mortars". But you'll need thge manual to help you this time! Good Luck !!!!! ======================================================================== From here the FAT manual is starting ======================================================================== ************* * NEWSFLASH * ************* Reuters International News Agency .. 23 November 2015 .. News Flash .. PRESIDu2ENT ESCAPES - ASSASSINATION ATTEMPT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Miami, Florida, U.S.A 1430 hrs. An unsuccessful attempt to assassinate the President of the United States was made early this morning on the seafront at Miami beach. Three security guards were murdured as they protected President Ed Jackson from eight hooded gunmen, believed to be from the Global Green Army who last month bombed the Supreme Soviet Congress of Peoples u?\< Deputies, injuring the Premier. President and Mrs. Jackson were both unharmed, but shaken by the attack. Two of the gunmen were shot dead, and the others arrested. The Vice-President, Michael Baker, later condemned the attack. "We have today witnessed another attempt on a world leader by a terrorist group intent on furthering their cause by murder. the cold-blooded killing of members of the security services will only strengthen the resouKwlv of the President, and the people of the United States, to resist the demands of this group, and to progress with our stated plans for the controlling of current climatic trends. We are determined that justice be done. Terrorists will pay with their lives, whatever their cause." He was anxious in his statement to denounce the growing support for the "Global Green Army", who have recently attracted publicity for their aims, to see governmentsu :x acting together to combat the problems of the greenhouse effect, by a campaign descriped by the GGA as "educational terrorism". ************* * NEWSFLASH * ************* Reuters International News Agency ... 4 April 2017 ... News Flash ... WASHINGTON, MOSCOW, AND BRUSSELS DISCREDITED IN "I C E G A T E" SCANDAL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Washington D.C, Maryland, U.S.A. 1300 hrs. Following u!Ɖkthe agreement issued jointly by the governments of the United States, Soviet Union, and Europe in January, stating their plans for combatting global warming, it has been reported that a classified section of the document has been leaked to an American Newspaper, "The Boston Correspontent". The study, entitled "The Midwinter Report", appears to be finding of a KGB / CIA commission charged with examining mechanisms by which world cooling could bu"ǃe triggered. It is claimed that if the leaked documents are genuine, they amount to an international conspiracy to create a belief that a 'mini ice age' may be the solution to the climatic crisis. The Global Green Army have issued the following statement: "The governments of the world have taken no effective action to stop the accelerating climatic crisis endangering life on Earth. They are obviously so desperate for a solution that they have produced u#@xJa report which is sinister in implication, and implausible in practice. It is a discredited document, borne of corruption, and indicative of the fact that governments will not save the world from oveheating." ************************************************************************ * THE MIDWINTER REPORT * ************************************************************************ PART 1: ~~~~~~~u$"hd DOCUMENT STATUS: TOP SECRET Ref CC/Mid/3.1 THE CLIMATIC CRISIS SECTION III "THE MIDWINTER REPORT" TOP SECRET ========== 'The Climatic Crisis' was jointly commisioned by the governments of the United States of America, the Soviet Union, and the Federation of European Nations, as a part of a wide-ranging study into the u%Dہcauses, effects and possible solutions to global warming. This particular briefing - "The Midwinter Report" - is part of the third section, examining possible shortcuts to accelerate global cooling. Part One deals with natural causes of accelerated global cooling, or ice-ages. An appendix, Part Two has been prepared, outlining possible manufactured routes to the same end. This document is available separately, and is for the eyes of heads of u& state only. PART 1: ~~~~~~~ DOCUMENT STATUS: TOP SECRET CONTENTS THE FORMATION OF ICE-AGES A) The lessons of history B) A combination of causes i) .......................................... The location of continents ii) ....................................... A cooling of world climate ? iii) ..............................ȗ}It is the sound of a vehicle engine. The green lights below the goggles will flash to indicate the vehicle's direction relative to you. If you spot a vehicle, stop skiing by clicking the right mouse button and press the "S" key to toggle to Sniping Mode. Here you view the landscape through Stark's rifle-sights. Line up the enemy vehicle on the cross-hairs and press the "Space Bar" to fire bullets. Pressing the "S" key will return you to skiing. PuͻZressing the "Space Bar" whilst skiing will throw a grenade directly ahead of you. Once you are close to a building or settlement, press "X" on the keyboard to return to the Decisions Display. You will have the option to enter any buildings which are nearby. Every buildings in "Midwinter" has a specific function, full details of which may be found in the manual. If you are in a settlement, once you have selected the enter 'enter buildings' icon u@ you will have a choice of building to enter. If a building icon has a red person next to it on the choice screen, it contains a recruit or potential recruit. If you enter this building, by clicking on it, you will have the option to 'join' forces with this person. To find your colleagues reply, click on his portrait. If he agrees to join, you will have two characters available to control, and further options will be open to you. Characters areu  controlled independantly whilst performing most functions, and the brown watches you will have seen throughout the game shows each character's personal time. The blue watch shows the time at which watches must next be synchronised, at which point a Situation Report will be recived, telling you how well you are doing. Once a character's personal time exceeds the Report Time, he will be unable to perform in any action mode until watches have been synchronuиised. This is effected by clicking on the 'Synchronise Watches' icon on the Team Display. If you manage to find a garage, you will have the opportunity to drive a snow-buggy. Enter the garage and select the appropriate icon. You will view the landscape through the buggy's windscreen. The speed of the buggy is controlled by pushing the mouse forwards (accelerate) or backwards (decelerate), and its direction by moving the mouse left or righ. Tu!bhe buggies are armed with a variety of missiles, fired by clicking on right or left mouse buttons or the space bar on the keyboard. Full details of missile specifications are found in the manual. You will encounter enemy vehicles in the same way as when you were skiing. The buggy can be exited by pressing "X" on the keyboard. On entering a cable-car station, selecting the cable-car icon allows you to travel up mountainsides quickly and safely. the cabuRr2" key on the keyboard replaces the function of the light mouse button. Please refer to the "Command Controls" section below for further information. Keyboard: "Midwinter" may be played using keyboard controls alone. Direction is controlled by using the numerical key-pad. the following keys are used; '8' - Forwards or Up '4' - Left '2' - Backwards or Down '6' - riguht '<' - The function of the left mouse button '>' - The function of the right mouse button COMMON CONTROLS =============== 'P' - toggles Pause function On and Off. 'X' - Exits any Action Mode 'H' - Activates Help sequence 'M' - Accesses Main Map from any action mode 'S' - Toggles between skiing and sniping whilst in one of these Action Modes. 'A' - Ahead view when in cable-car 'B' - Behind view when in cable-car u s 'R' - Right view when in cable-car 'L' - Left view when in cable-car All of the 'Common Controls' are fully explained in the manual. ADDITIONAL FEATURES =================== Please note that indicators have been added to the Action Mode Displays. These green lights, found on either side of the display at the bottom of the screen, flash to indicate the direction in which enemy vehicles may be found. Enemy-held buildings may be entered by u Q some civilians. QUICK START =========== "Midwinter" is a highly complex strategy game. It is easy to learn, but difficult to master. Many of the screens are driven by easily identifiable icons, the function of which are shown in the ICON.PIC. When the game has loaded, select your method of control and "Training" mode from the 'Game Options' screen. Deselect "Mortars" and "Bombers", and click on the "Play" box. You are in control of u ?Captain John Stark, leader of the Free Villages Peace Force, the law enforcement agency on the island of "Midwinter". Enemy forces under the control of the evil General Masters have set up their base in the south-east and are attempting to capture your Heat Mines which are distributed throughout the island. Your objective is to recruit fellow members of the F.V.P.F. (there are 32 in total) and ultimately to defeat General Masters by destroying his Hu ݥeadquarters in Shining Hollow. Click on Captain Stark's portrait from the 'Team Display' to access his 'Personality Display'. Please refer to the ICON.MAP for quick identification of each icon. Each of the Team's Personality Displays give vital information as to their abilities and characteristics. The successful interaction of the 32 members of the F.V.P.F. is the key to winning. You must move Stark around the island to meet up with other peopu hTle and hopefully recruit them. Select the 'Main Map' icon to ascertain Stark's whereabouts. The map of the island shows locations of strategic importance as green dots which may be highlighted by selecting the buttons on the indicator board. Names of places are shown when the on screen pointer is moved over them. Stark's location is shown by a green arrow. The location of team members and enemy units are highlighted by selecting "People". They aru߸AIe shown as brown men and black crosses respectively. If a settlement is shown as a green dot with a white border, the enemy have captured it. The map magnification may be increased by clicking on the left mouse button, and decreased by clicking on the right. When you have found stark and his nearest colleague, select 'Close Map'. Select the 'Decisions Display' icon from the Personality Display. The Decisions Display shows all options which are open tou. you . Please refer to the ICON.MAP for identification. Select the 'Skiing' icon. This accesses the Skiing-3D action mode, where you view the landscape through Stark's goggles. Please note that action modes can be paused at any time by pressing "P" on the keyboard. Clicking on the left mouse button sets you walking. Your walking speed may be increased by pushing forward on the mouse. When you meet a downwards slope you may start skiing pruHoperly, and your speed will increase quickly. Move the mouse left and right to steer, and click on the right mouse button to stop. The mini-map displayed shows your surrounding area, showing buildings and settlemets as white dots. You should ski in the direction of your nearest colleague. You may refer to the Main Map at any time by pressing "M" on the keyboard. If at any time you hear a low-pitched drone, it signifies that the enemy are nearby. v.{$߾߾{? @`/$߾{?? @`????~q ??? #|߿?  ?v/㓰qx?߿?߿? ߿??`pq?߿ |?߿ ?ό@`0Q߿ ݼ߿?ό@0QCp?  p??@`Q# v0*χx  x ߌ@` Q# @`Q ?@`A @Q   v1@Q ?> ?> Q     p  ?v2&G2~????v3?? ?? ?k??k?k?;k?k8??;k8?:|x=k: ;~k9}Ugko9} ;g}ko;ݽ wv4 K;ݽ ;o w;_y^x8?;_y ;oyx8?;|/o; ;o???????u*nMaster Disk at the Workbench prompt, and the program will auto-load. If your computer does not have KickStart in ROM, load the KickStart as normal, insert the Master Disk at the Workbench prompt, and the program will auto-load. Please follow any on screen prompts. SECURITY CLEARANCE ================== Before playing "Midwinter" you must be security-decleared. You will be asked to identify two members of the F.V.P.F. The portraits and names ofu63z these characters can be found throughout the manual on the Personality Profile pages. When you have identified the first portrait (with the question mark displayed beneath it) by reference to the manual, click on the correct name. then repeat the process for the second portrait. (This isn't needed if ya use the DEFJAM/CCS/ACC crack) CONTROL METHOD ============== Mouse: You are strongly recommend to use a mouse to play "Midwinterui'. __________ ____ ____ ____ ____ __________ __________ ____ ____ /\_________\\___\/\___\\___\/\___\\_________\\_________\\___\/\___\ / / // / / // / / // // // / / / / / __ // /\/ // /\/ // ______// ______// \/ / / / / / / / /\/__ ___// /\___\ / /_\_ / / / / / /\/ / / __ / / / / / / /\/ // __/_\ / /\ / / / // / / uJ / / / / / / // // / / / \/_________//___/\/___/ \/___/ \/_________//_________//___/\/___/ ************************************************************************ * Technical Supplement: * ************************************************************************ LOADING INSTRUCTIONS ==================== Commodore AMIGA: If your computer has KickStart in ROM, insert the v#?>@ ??p?A?@  ~p]@ Cp>p?U?>pp@ v$SNp}x?oU}p8o ??/psx?w]sp<w ?/pox>Ao_p>/px??_ p??;/pv% b߀?   ?s?? ? ?? S? ??S>v&@  > ? ? 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CALL ORACLE IN UK - +44 382 480 386 (+44 382 739 192)<-AFTER 04/13/90 OTHER HQ'S TO TRY :- WHQ (USA) 708 983 5764 :- HOLLAND - +31 5750 29313 :- GERMANY - +49 201 226124 :- ITALY - +39 248 842811 :- ITALY - +39 596 99950 me disk. CONTROLS : Player 1 - Joystick in port 2 or keyboard Pla% =:_sic Select : F6 Music on / Select tune F7 Sound Effects On F8 Sound Off Options Set-up : HELP while in title sequence CREDITS Games design by Vivid Images and Phil Harrison Coding by Andrew Bond All graphics by Hugh Riley Additional Graphics by Dokk Music/Sfx by Wally Beben Produced by Colin Fuidge Tested by Dave Cummins Instruction Manual by Terry Morris Instruction Manual Typed by MR.Z of SKY! Sky - Kicki% :BbRng Ass In 1990! Greetings To All Who Deserve It. n, hold down FIRE and pull down. Step into doors : Whilst facing into screen, hold down FIRE and pull up. Weapon select : Pull down and press FIRE twice. And/or the following keyboard controls: Turn into screen : Space Bar Weapon Select : F1 No Weapon F2 Piston Fist F3 Laser Fist Pause : ESC Start New Game : DEL (when in pause mode) MuG?G5? Who knows? The Game of Harmony just might usher in a whole New Age in software entertainment. Happy harmonizing. Page 1 follows: GETTING STARTED If You Have an Amiga Floppy Drive System: Insert the Harmony disk into the drive at the Workbench prompt. To center the game on the screen: press F6 to move the game down or press F7 to move the game up. If You Have an Amiga Hard Drive System: Because there are so many ways a program can be installed on an Amiga with a hard driveG@C 1, we're making several assumptions for these instructions. First the assumptions: o You have one hard drive and one floppy drive. o You will boot the Amiga from the hard drive and the program disk is in the floppy drive. o Workbench resides on the hard drive. o Your Amiga has more than 512KB of RAM available (i.e. Amiga 1000, 2000, etc.) Now for the Instructions: 1 From the Workbench double-click on the System icon. 2 From within the GFPDSystem window, double-click on the CLI icon. 3 At the CLI prompt, type CD DH0: (This will put you in the root directory of your hard drive.) 4 Type MAKEDIR HARMONY and press Return. 5 Insert The Game of Harmony disk into DF0: 6 Type COPY HARMONY:#? TO DH0:HARMONY and press Return. Page 2 follows: GETTING STARTED (continued) 7 Type COPY HARMONY:S TO DH0:HARMONY and press Return. 8 To run the game, first type CD HARMONY and press Return. The type HARMONY and press $Bգicious beastoids, alien attack-droids, and deadly acid leaks on your own? Unfortunately, that's the way it has to be. Nearing the first ship, your heart races, beating faster and harder with each passing moment. Before losing contact, the message stated that a reactor was set to self-destruct to prevent the ship from falling into alien hands. Where is the reactor? And how soon will it go off? These are just a few of the uncertainties, for what you are really up against is still $ĺa mystery. Rumors describe an unstoppable beast that lurks within the walls of the space station. This may turn out to be your worst nightmare, for it is... C R E A T U R E ATTENTION For those who can't control the urge to play Creature without reading the manual be advised that your goal to destroy the Mother Creature will take more than just shooting everything that moves. Briefly, you must go to the ship, get importa.'B)`S#LNuHBB/,xN,_ LNu/pRJf _NuH@SBASCHa2L2a*LaL0S@aLNuH4aR@RBaLNuH6aLNuH/ HH/,yN,_02HH"_/,yN ,_LNuHHHHH/,yN,_LNugraphics.libraryintuition.library#HH/,xN,_# LaZCJp/,xN,_#g/,yN,_# /,yN,_#$#(Cfp/,xN,_#gC\p/,xN,_#g <"<az#,glLa.yH yr#EFION FINDER TO LOCATE THE CLOSEST ONE. ONCE YOU HAVE REACHED A SHOPPING COMPLEX YOU SHOULD PARK OUTSIDE IT(JUST STOP YOUR VEHICLE ON THE DARK GREY FORECOURT) AND YOU WILL THEN AUTOMATICALLY ENTER THE SHOPPING COMPLEX. INSIDE THE SHOPPING COMPLEX YOU CAN ACCESS ANY OF THE 3 SHOPS AND BUY ITEMS,CLICK ON THE `NEXT`WINDOW IN A SHOP(PC OWNERS PRESS F1) TO MOVE AROUND TO THE NEXT SHOP KEEPER. YOU WILL BE ABLE TO LOIGHT UP A SMALL LIGHT UNDER EACH ITEM FOR SALE AND A PRICE FOR THE ITEM WILLr$Fo APPEAR IN THE `PRICE` WINDOW. IF A LIGHT DOES NOT APPEAR OR A SOLD MESSAGE APPEARS IN THE WINDOW THEN THE ITEM IS NO LONGER AVAILABLE FOR SALE. NOTE: THAT IN CLIVES SHOP THE WEAPON TRADE IN PRICE IS DISPALYED IN THE `PRICE` WINDOW. USING THE LEFT MOUSE BUTTON, CLICK ON THE ITEM THAT YOU WISH TO BUY AND THEN CLICK ON THE BUY WINDOW TO BUY THE ITEM. CLICK ON THE EXIT WINDOW TO LEAVE THE SHOP. WHEN YOU BUY AN ITEM, THE SHOPKEEPER WILL WINK AN EYE AT YOU, THE COST WILL BE DEDUCTED FRr%G-eOM YOUR CASH BALANCE AND THE ITEM WILL BE FITTED ON BOARD YOUR VEHICLE. NOTE: THAT WHEN YOU LEAVE A SHOP, YOUR DIRECTION FINDER WILL AUTOMATICALLY TARGET BACK TO THE DRUG RUNNER. SHOPS/SHOP KEEPERS.... ANDROID MABELS `ODDS AND ENDS` ARMOUR AND INSTRUMENTS RADAR..CITY MAPS OLD TIMER CLIVE `SMOKING GUNS` MACHINE GUNS L/M/HEAVY CANNON L/M/HEAVY r&Hv? HEAT SEEKERS MISSILES LIGHT/MEDIUM/HEAVY HENRY`S STATUS `ENGINE SHOP` ONLY 1 ITEM AVAILABLE AN `ENGINE` THE CONTROLS- THE GAME CAN BE CONTROLLED USING KEYBOARD.MOUSE,OR JOYSTICK(KEYBOARD OPTION NOT AVAILABLE ON THE ST/AMIGA) USING A MOUSE LEFT,RIGHT WILL MOVE YOU LEFT AND RIGHT, USE THE LEFT MOUSE Br'I:>UTTON TO THRUST YOU FORWARD AND THE RIGHT MOUSE BUTTON TO FIRE. HOLD DOWN THE MOUSE BUTTON TO FIRE AUTOMATIC WEAPONS. AMIGA OWNERS WILL AUTOMATICALLY START IN MOUSE MODE, [PRESS F9 TO TOGGLE TO JOYSTICK CONTROL..SAME MOVEMENTS AS ON MOUSE. IN THE CITY, THE FOLLOWING KEYS CAN BE USED. F1- SWITCH TO MACHINE GUN FIRE F2- SWITCH TO CANNON FIRE(IF YOU HAVE ONE) F3- SWITCH TO HEAT SEEKERS(IF YOU HAVE THEM) F4- TOGGLE TO DETAILED MAP(PC ONLY-IF YOU HAVE A CITY MAP) F5- TOGGLE DIRECTIONALr(J FINDER TARGET(IF YOU HAVE ONE) F6- TOGGLE SIGHTS ON/OFF AT ANY TIME THE FOLLOWING KEYS CAN BE USED: F7 TOGGLE MUSIC ON/OFF F9 TOGGLE JOYSTICK/MOUSE F10 PAUSE ON/OFF SHIFT AND HELP-QUITS GAME HELP RESTART THIS LEVEL(AND LOSE AN IVI RATING) STRATEGY THERE ARE MANY WAYS TO APPROACH THIS GAME, THE BASIC STREATEGY BEING TO KILL ALOT AND COLLECT THE RED CANISTERS, IT IS ALWAYS SAFER TO KILL HENCHMEN AND BODY GUARDS BEFORE GANG BOSSES AND DRUG RUNNERS AS THESE CAN BE TACKLED IN ISr)KOLATION. IT IS WORTH TRYING A LEVEL A FEW TIMES TO FIND OUT WETHER GANG BOSSES USED TO PICK UP CONTRABAND, AND IF SO TO WAIT UNTIL THEY HAVE MADE THERE PICK UP, BEFORE KILLING THEM. TO EARN MORE CASH AND CONVERT BLACK CANISTERS TO RED. IT IS IMPORTANT TO KEEP BUYING WEAPONS-BIGGER GUNS= BIGGER POWER AND YOU NEED EM AS LEVELS GO ON. YOU DONT NEED ENGINE BOOSTERS UNLESS YOU START TO SLOW DOWN. KEEP SHEILD LEVELS TO 1/2 AS TO AVOID TAKING ANY EXTRA DAMAGE. ALSO YOU CAN FIRE THROUGH Tr*\wHE BUSH..YOUR ENEMIES CAN`T..KEEP MOVING , KEEP BUYING... GOOD LUCK!!!! TYPED BY STRYPER..MAP DRAWN BY STRYPER(UNDER ME GROUP ALIAS PYE)..LOTS MORE DOC`S DUE OUT BY ME VERY SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOON OVEMENTS AS ON MOUSE. IN THE CITY, THE FOLLOWING KEYS CAN BE USED. F1- SWITCH TO MACHINE GUN FIRE F2- SWITCH TO CANNON FIRE(IF YOU HAVE ONE) F3- SWITCH TO HEAT SEEKERS(IF YOU HAVE THEM) F4- TOGGLE TO DETAILED MAP(PC ONLY-IF YOU HAVE A CITY MAP) F5- TOGGLE DIRECTIONAL MDe of survival. When destroyed, some of the Reptilons will leave behind green crystals that enhance your `Ray power'. The more crystals you collect the more devastating your weapon will become. To rescue the hostages simply run into them and they will be beamed aboard your rescue ship which is orbiting Planet X. Some of the hostages have been imprisoned in glass cases. To unlock the glass cases you must find the computer console that controls them and destroy it with your ray gun.  N`w Every three levels you will encounter an evil Reptilon which can only be destroyed by continous shooting and bombing. Watch out, each Reptilon has its own form of defence. On 16-bit versions only, you will have to traverse a Canal Zone after every fourth factory level. In this stage Jake and Duke hop into their Cyber Sleds and have thirty seconds to find their way through the maze to the next factory. Should you make it to the end of the end of the canal in time you can choose the n 9Rext sector to play by selecting one of three doors. You are also awarded an extra bar of life. Should you fail you will not get an extra bar and the computer will select your next sector . At the end of each factory you will be shown a bonus screen where you are rewarded for each freed hostage on that level. If you have rescued a full shuttle load of hostages you are awarded an extra bar of energy. HINTS and TIPS : Save bombs for use on the Evil Reptilon. Learn the layout of trPܰ. EACH OF THESE CANISTERS COLLECTED WILL CAUSE THE CONTRABAND COUNTER ON YOUR DASHBOARD TO TICK DOWN ONE AND YOU WILL ALSO BE CREDITED WITH 50 NEW AMERICAN DOLLARS ON YOUR DASHBOARD CASH BALANCE. AS THE RUNNER MAKES HIS RUN, HE WILL DELIBERATELY DROP DRUG CANISTERS AT SET POSITIONS ALONG HIS RUN. THESE CANISTERS COME IN ONE OF FOUR COLOURS AND EACH HAS ITS OWN DIFFERENT EFFECT.. RED `DRUG ` CANISTERS- SAFE TO PICK UP YELLOW `LIFE ` CANISTERS- SAFE TO PICK UP-FOR EVERY FOURrQ & OF THESE CANISTERS THAT YOU COLLECT, YOUR INSURANCE RATING WILL BE INCREMENTED BY ONE. GREY `BOOBY ` CANISTERS- BOOBY TRAPPED-THESE WILL EXPLODE AND DAMAGE YOUR ARMOUR. BLACK `DEATH ` CANISTERS TERMINATED TRAPPED-THESE WILL EXPLODE AND DESTROY YOUR GROUND SKIMMER CAUSING YOUR INSURANCE RATING TO BE REDUCED BY ONE. SOMETIMES, WHEN A DROP IS MADE BY THE RUNNER, ONE OF THE GANG BOSSES WILL BE ORDERED TO PICKUP THE DRUG CANISTER AND TAKE IT SOMEWHERE. THE BOSS WILL THEN MAKE THrRW9oE PICK-UP. ONCE THE PICK UP IS MADE, THE BOSS WILL FLASH AND TAKE THE CONTRABAND ELSEWERE. DESTROYING THE BOSS WHILST HE IS FLASHING WILL CREDIT YOU WITH A VERY HEALTHY SUM OF CASH.ALSO,DESTROYING A BOSS WHO HAS MADE A PICKUP WILL CAUSE HIM TO DROP A NORMAL RED DRUG CANISTER,EVEN IF THE CANISTER HE PICKED UP WAS NOT A RED ONE. THIS IS A VERY USEFUL WAY OF OBTAINING A DRUG CANISTER WHICH WAS BLACK. IN SOME SITUATIONS, BLACK DRUG CANISTERS WILL BE THE ONLY CANISTERS THAT YOU WILL FIND rS+X)IN A SECTOR IN WHICH CASE THIS TACTIC WILL BECOME ESSENTIAL TO BE ABLE TO PROCEED FURTHER IN THE GAME. HENCHMEN HOLDING DRUG CANISTERS WILL ALWAYS DROP RED COLOURED CANISTERS WHEN SHOT AND THESE ARE SAFE TO PICK UP. DASHBOARD CONTROLS.... TOP ROW.... (1ST LEFT) LOCAL RADAR (2ND) ARMOUR STATUS INDICT (3RD ) COMPASS (4TH) WEAPON INDICATOR (5TH) CBTV LINK BOTTOM ROW. (1ST LEFT) DIRECTION FINDER (2ND) CITrTDaoY MAP (3RD) CONTRABAND COUNTER (4TH) RESOURCES (5TH) RUN COMPLETE WARNING LIGHT ON THE DASHBOARD YOU WILL SEE 4 SMALL VID-SCREENS ON THE LEFT HAND SIDE FROM TOP LEFT GOING CLOCKWISE, THESE UNITS ARE: LOCAL RADAR: THIS UNIT SHOWS ALL OF THE SURROUNDING ENEMIES IN YOUR LOCAL VICINITY WITH YOUR OWN POSITION AT THE CENTRE OF THE VID-SCREEN. THIS RADAR WILL ROTATE AS YOU TURN SO THAT YOUR FORWARD VIEW IS ALWAYS SHOWN NORTH ON THE RADAR. MOVINGrUȜ VEHICLES APPEAR AS RED`BLIPS`. CASH AND DRUG CANISTERS APPEAR AS `GREEN` `BLIPS`. THE DRUG RUNNER WILL APPEAR AS A WHITE `BLIP` ARMOUR STATUS INDICATOR- THIS UNIT SHOWS THE STATUS OF YOUR VEHICLE ARMOUR.WHEN YOUR ARMOUR DROPS BELOW 1/4, ENEMY FIRE MAY PENETRATE YOUR ARMOUR AND INTERNAL DAMAGE MAY OCCUR. WHEN YOUR ARMOUR IS COMPLETELY PENETRATED, YOUR VEHICLE WILL BE DESTROYED. CITY MAP: THIS UNIT SHOWS ENEMY ACTIVITY IN THE FORM OF RED`BLIPS`FOR MOVING VEHICLES AND AMBER`BLIPS` FOrVdAR STATIC DRONES OVERLAID ON A TINY MAP OF THE CITY. YOUR OWN POSITION IS SHOWN WITHIN THE CITY AS A WHITE`BLIP`. PC PLAYERS CAN PRESS F4 KEY TO MAKE A MORE DETAILED MAP OF THE CITY APPEAR ON THE SCREEN.USE UP/DOWN TO EXAMINE THE MAP. NOTE THAT THE GAME ACTION IS PAUSED WHILST THIS DETAILED MAP IS UP ON SCREEN. DIRECTION FINDER: THIS UNIT POINTS TO THE POSITION OF YOUR NEAREST SHOP OR THE DRUG RUNNER HIMSELF. IF THE TARGET IS VERY CLOSE TO YOU THEN THE MIDDLE OF THE POINTER WILL LIGrWHT UP. IF THE TARGET IS THE DRUG RUNNER AND HE HAS NOT STARTED HIS RUN YET THEN THE FINDER WILL APPEAR INACTIVE. PRESS F5 TO TOGGLE THE TARGET BETWEEN YOUR NEAREST SHOP COMPLEX AND THE DRUG RUNNER HIMSELF-A SMALL ICON WILL APPEAR FOR A SPLIT SECOND SO THAT YOU KNOW WHAT YOUR CURRENT TARGET IS. NOTE: THAT IT IS POSSIBLE FOR ANY OF THESE UNITS TO BE DESTROYED BY ENEMY FIRE PENETRATING AREAS OF YOUR ARMOUR. WHEN A UNIT HAS BEEN DESTROYED, THE EXPANSION UNIT PLUG WILL BE REMOVED NEXT TO r X/w4~THE RELEVANT VID-SCREEN AND THE VID-SCREEN WILL APPEAR BLANK. THE CBTV LINK- ON THE FAR RIGHT HAND SIDE OF THE DASHBOARD IS THE CBTV LINK.THIS ENABLES TO SEE THE DRUG RUNNER OPERATING ON THIS LEVEL AND IT ALSO ENABLES HIM TO SEE YOU!!, HE WILL LAUGH AT YOU WHENEVER ONE OF HIS HENCHMEN SCORES A HEAVY HIT ON YOU OR HE WILL SNEER AT YOU WHENEVER YOU YOU MANAGE TO WIPE OUT ONE OF HIS HENCHMEN. WEAPON INDICATOR- THIS SHOWS YOU WHICH WEAPON YOU HAVE CURRENTLY SELECTED. ONE OF THE THREE Ir!YQNDICATORS WILL ALWAYS BE LIT TO SHOW YOU WHICH WEAPON YOU CURRENTLY HAVE ACTIVE. THE LIGHTS REPRESENT FROM LEFT TO RIGHT..MACHINE GUN..CANNON..AND HEAT SEEKER MISSILE LAUNCHER. COMPASS- IT SHOWS YOU WERE YOUR GOING IN THE CITY..EASY EH RESOURCES- THIS IS THE DIGITAL READOUT(8 DIGITS) OF YOUR CURRENT CASH BALANCE IN NEW AMERICAN DOLLARS. CONTRABAND COUNTER- THIS IS A DIGITAL READOUT OF THE NUMBER OF DRUG CANISTERS THAT YOU NEED TO CONFISCATE BEFORE YOU ARE ABLE TO DEFEAT THE DRUG Rr"D%~UNNER. RUN COMPLETE WARNING LIGHT- THIS LIGHT WILL FLASH RED WHEN THE DRUG RUNNER IS ABOUT TO COMPLETE HIS RUN. THE LIGHT STARTS TO FLASH WHEN HE LEAVES HIS LAST BUILDING BEFORE RETURNING TO HIS HOME BUILDING. THE AMOUNT OF TIME HE TAKES TO REACH `HOME` WILL VARY FROM LEVEL TO LEVEL. SHOPS THERE ARE THREE SHOPPING COMPLEXES WITHIN EACH QUIARTER OF THE CITY. REFER TO THE MAP ENCLOSED IN YOUR PACKAGE(THE BRILL ONE DONE BY ME!!!) TO SEE WHERE THEY ALL ARE. YOU SHOULD USE YOUR DIRECTr [yTION WILL APPEAR AS A CRIMINAL NAME FOLLOWED BY THE AMOUNT OF CASH THAT NHE HAS AND WHAT LEVEL HE IS ON. CLICKING ON THE POSITION WILL LOAD IT(AMIGA REQUIRES A DOUBLE CLICK). SAVE: AS PER LOADING A POSITION BUT BY CLICKING ON A POSITION. YOUR CURRENT STATUS WILL BE SAVED OVER THAT POSITION(AMIGA NEEDS A DOUBLE CLICK). NEW- THIS IS TO START OVER AGAIN/NEW WARNING USING THIS OPTION WILL ERASE YOUR CURENT CRIMINAL STATUS IN MEMORY..YOU WILL BE ASKED TO TYPE IN A NEW NAME AND YOU WILLr\ BE GIVEN BASIC WEAPONARY AND WILL HAVE TO RESTART THE GAME FROMLEVEL 1. WHEN YOU SELECT PLAY THE AUTHIRITIES WILL GIVE YOU DETAILS OF THE CURRENT DRUG RUNNER THAT YOU HAVE TO HUNT DOWN. THIS INCLUDES HIS NAME, THE LEVEL NUMBER THAT YOU ARE ABOUT TO START ON,AND THE SECTOR OF THE CITY THAT YOU ARE ABOUT TO ENTER. YOU WILL ALSO BE ISSUED YOUR CRIMINAL RECORD SHOWING THE FOLLOWING INFO:YOUR CRIMINALS RECORD NoALONG WITH YOUR ALIAS OR NAME(PC ONLY) YOUR RESOURCES(CASH) CURRENT LEVEL Nr]2o(1-12) INSURANCE RATING AND NUMBER OF YELLOW LIFE CANISTERS COLLECTED SO FAR.YOUR VEHICLE HARDWARE IS ALSO DISPLAYED SHOWNG YOUR VEHICLES CURRENT ARMOUR STATUS AND WEAPONS THERE ARE THREE WEAPON TYPES AVAILABLE(THOUGH IF YOU HAVE JUST STARTED YOU WILL ONLY HAVE A LIGHT MACHINE GUN) OF EACH WEAPON SYSTEM AND EACH HAS A CLASS OF 1-2-3 DESIGNATING IT AS LIGHT/MEDIUM/HEAVY. THE DRUG RUNNER AND HIS GANG BOSSES: WHEN THE DRUG RUNNER BEGING HIS RUN THE SKY WILL DARKEN.WHENEVER ONE OF HIS r^|lHENCHMEN APPEARS,A BOLT OF LIGHTNING WILL PROCEDE IT FOR A SECOND TO SHOW YOU WERE THE HENCHMAN IS ABOUT TO APPEAR. THE RUNNER HAS A SET ROUTE THROUGH HIS SECTOR, DROPPING OFF DRUGS FROM BUILDING TO BUILDING-THIS IS CALLED HIS DRUG RUN. HE APPEARS IN THE GAME AS A DISTINCTIVE ORANGE/RED SHIP STOPPING AT BUILDINGS TO DO HIS DEALS BEFORE MOVING ON TO THE NEXT ONE. WHENEVER THE RUNNER STOPS OFF AT A BUILDING, THE WHOLE BUILDING WILL DISAPPEAR SO THAT YOU CAN SE THAT THE RUNNER IS THEREr_04. DRUG RUNNERS ARE PROTECTED BY BODYGUARDS, SOME OF THEM WILL HANG AROUND THE RUNNER AND FOLLOW HIS MOVEMENTS. IF HE COMES UNDER FIRE HE CAN DESPATCH ANY NUMBER OF GUARDS TO PROTECT HIMSELF. THE RUNNER CANNOT BE DEFEATED UNTIL YOU COLLECT ENOUGH OF HIS DRUG CANNISTERS(SE LATER) AS EVIDENCE AGAINST HIM. IF YOU FIRE ON THE RUNNER BEFORE COLLECTING ENOUGH OF THE CANNISTERS, THEN YOU WILL NOT BE ABLE TO HARM HIM. BUT HIS BODY GUARDS WILL ATTACK YOU. THE NUMBER OF CANNISTERS THAT YOU NEr`!ED TO COLLECT IS DISPLAYED ON THE DASHBOARD UNDERNEATH YOUR CASH BALANCE IN THE FORM OF A CONTRABAND COUNTER. THERE ARE ALSO A NUMBER OF GANG BOSSES WITHIN THE CITY WHO ARE MAINLY CONTROLLED BY THE DRUG RUNNER WHO HAS GIVEN EACH OF THEM A SPECIAL TASK. EACH BOSS HAS A NUMBER OF HENCHMAEN THAT FOLLOW HIM ABOUT TO HELP HIM CARRY OUT THAT TASK. TASKS INCLUDE PROTECTING THE RUNNER GOING TO PARTICULAR POINTS IN THE CITY, MAKING THE DRUG PICK UPS, DEFENDING PARTICULAR AREAS AND BUILDINGS raU*OR EVEN ATTACKING YOU(IF YOU HAVE UPSET THE RUNNER ENOUGH) IF YOU DESTROY A BOSS YOU WILL AUTOMATICALLY BE ATTACKED BY ANY OF HIS HENCHMEN THAT ARE STILL ALIVE. THE DRUG RUNNER WILL HAVE ORIGANISED ALL OF THE GANG BOSSES AND THEIR TASKS IN A CUNNING STRATEGY TO PREVENT YOU FROM DEFEATING HIM. ON THE LAST LEG OF THE DRUG RUNNERS RUN, A RED `RUN COMPLETE` WARNING LIGHT WILL FLASH ON THE RIGHT-HAND SIDE OF THE DASHBOARD. WARNING YOU THAT THE RUN IS ABOUT TO BE COMPLETED. IF THE RUNNERrbh COMPLETES A RUN, YOU WILL SEE HIM LAUGHING AT YOU AND SHERIFF STONE WILL `SEE TO IT` THAT YOU LOSE YOUR INSURANCE RATING. YOU WILL THEN BE GIVEN ANOTHER ATTEMPT TO DEFEAT HIS RUN UNLESS,OF COURSE YOUR INSURANCE RATING HAS EXPIRED, IN WHICH CASE THE AUTHORITIES WILL `PUT`YOU INTO HOSPITAL FOR FAILING. THROUGHOUT EACH LEVEL,MORE AND MORE CRIMINALS WILL APPEAR IN THE FORM OF ROBOTIC SNIPERS,GUARDIANS,ASSASSINS AND DRONES THAT JUST HAPPEN TO GET IN THE WAY. AND AS THE LEVELS PROGRESS,ErcwsACH RUNNER WILL BE PROTECTED BY MORE AND MORE OF HIS BODYGUARDS AND GANG BOSSES MAKING YOUR TASK MORE DIFFICULT. EVERY CRIMINAL IN THE CITY HAS A PRICE ON HIS HEAD AND YOU WILL BE CREDITED WITH A BOUNTY FOR EACH CRIMINAL THAT YOU TERMINATE. YOU WILL RECEIVE A PARTICULARY HIGH BOUNTY FOR KILLING BOSSES AND EVEN MORE FOR BOSSES MAKING A PICKUP.(SEE LATER) CASH AND DRUG CANISTERS: AS YOU DESTROY CRIMINALS,THEY WILL DROP EITHER CASH OR DRUG CANISTERS ON THE GROUND. YOU SHOULD DRIVE YOrd֌UR VEHICLE OVER THESE TO COLLECT THEM. CASH CANISTERS ONLY REMAIN ON THE GROUND FOR A SHORT TIME THEY DISAPPEAR. THEY CONTAIN THE ILLICIT TAKING OF THE CRIMINALS AND WILL VARY IN VALUE ACCORDING TO HOW IMPORTANT THE CRIMINAL WAS. REMEMBER THE BOSSES CARRY THE MOST CASH. UNDER THE RESOULTION 101 SUB SECTION (B)1): ANY MONIES CONFISCATED OR SEIZED FOR OR ON BEHALF OF THE GOVERMENT, THAT ARE KNOWN TO HAVE ILLICITLY,IMMORALLY,OR ILLEGALLY EARNED , MAY BE USED BY THE OFFENDER SEEKING ArOof:0MNESTY TO AID OR FURTHER HIM IN THE SUCCESSFUL COMPLETION OF HIS/HER TERMINATION WARRANT. PUT INTO PLAIN ENGLISH THIS MEANS THAT YOU WILL BE CREDITED FOR ANY CASH CANISTERS THAT YOU COLLECT AND THIS MONEY CAN BE USED BY YOU IN THE SHOPS AT ANY TIME TO UPGRADE OR REPAIR YOUR SKIMMER. DRUG CANISTERS CONTAIN THE ILLICIT CONTRABAND OF THE DRUG RUNNER AND REMAIN ON THE GROUND FOR NEARLY A MINUTE. VARIOUS COLOURED CANISTERS CAN BE DROPPED BY BOTH THE RUNNER HIMSELF OR ANY OF HIS HENCHMENrfQz^LETION OF A STATE SHERRIF`S TERMINATION WARRANT. THESE WARRANTS SHALL ONLY BE FOR THE TERMINATION OF THE MOST HIGHLY DANGEROUS CRIMINALS IN THE U.S. OF NEW AMERICA- NFBI CLASSED `A` ONLY. IT HAD TO HAPPEN. CRIME WAS RIFE AND THE GOVERMENT COULD NO LONGER CONTROL IT. IN A DESPERATE ATTEMPT TO CONTAIN THE SOARING LEVELS OF CRIME THE US SENATE HAS PASSED A NEW ARTICLE OF LAW-RESOULTION 101, UNDER THIS RESOLUTION CONVICTED CRIMINALS ARE BEING OFFERED THE CHANCE TO EARN THEIR FREEDOM BY rg! TRACKING DOWN AND TERMINATING HIGH PROFILE CRIMINALS AND GANGLAND BOSSES. YOU ARE ONE OF THE CONVICTED CRIMINALS AND YOU HAVE BEEN GIVEN YOUR SEARCH/DESTROY LICENSE AND A THETA 4000 GROUND SKIMMER VEHICLE WITH A LIGHT MACHINE WEAPON SYSTEM. YOU WILL ALSO BE GIVEN INSURANCE WITH THE INTERNATIONAL VEHICLE INSURANCE CORPORATION(IVI CORP) WITH AN INITIAL INSURANCE RATING OF FIVE(THIS IS BASICALLY YOUR NUMBER OF LIVES). YOUR MISSION BRIEFING IS TO TRACK DOWN FOUR DRUG RUNNING CRIMINALS rh,VOPERATING IN LOS ENVEGAS, A SMALL CITY IN THE SOUTH, AND CONFISCATE THEIR DRUG SUPPLIES HAVE BEEN AMASSED TO CONVICT THEM YOU MAY PROCEED WITH THEIR TERMINATION. EACH QUARTER OF THE CITY IS CONTROLLED BY A DIFFERENT DRUG RUNNER, THE EASTSIDE BY TOBY KOMAZUKI, THE SOUTHERN BOULEVARDS BY JOHNNY PSYCLOPS, THE WEST END BY JAKE JOUKOWSKI.YOU WILL CONFRONT EACH RUNNER INDIVIDUALLY. EACH RUNNER IS ALSO INSURED BY THE IVI CORP.AND WILL RECIEVE A NEW VEHICLE EACH TIME YOU DEFEAT HIM. THE RUri/=NNER WILL THEN LIE LOW, RE-EQUIPING HIS VEHICLE, MAKING IT EVEN MEANER AND TOUGHER AND RECRUITING EVEN MORE CRIMINALS WHILST YOU CARRY OUT YOUR MISSION TO DEFEAT THE OTHER THREE SECTORS OF THE CITY. WHEN YOU HAVE DEFEATED A RUNNER FOR THE THIRD TIME, HIS INSURANCE RATING WITH THE IVI CORP. WILL HAVE EXPIRED AND YOU CAN FINALLY TERMINATE HIM FOR GOOD. ONCE YOU HAVE TERMINATED ALL FOUR OF THE RUNNERS(IE COMPLETED 12 LEVELS) YOU WILL HAVE WON THE GAME AND EARN YOUR FREEDOM. HOWEVERE YrjW8OU SHOULD BEWARE THAT YOUR OWN INSURANCE RATING WILL BE REDUCED BY ONE EVERY TIME THAT YOUR GROUND SKIMMER IS DESTROYED AND HAS TO BE REPLACED BY THE IVI CORP. YOUR RATING WILL ALSO BE REDUCED BY ONE IF A RUNNER EVER MANAGES TO COMPLETE HIS DRUG RUN. WHEN EVER YOUR RATING IS REDUCED YOU WILL BE ALLOWED ANOTHER ATTEMPT TO DEFEAT THE CURRENT ACTIVE RUNNER. IT IS NOT UNKNOWN FOR SHERRIF`S TO PLACE DISCREET BETS ON THE SUCCESS OF THEIR MEN BEFORE EMBARKING ON A MISSION INDEED YOU HAVE ErkI5kVEN HEARD RUMOURS THAT THE SHERRIF IN CHARGE OF YOUR MISSION, SHERIFF STONE HAS PLACED HIS ENTIRE LIFE SAVINGS ON YOU- TO WIN!, IT IS ALSO NOT UNKNOWN FOR CRIMINALS TO MEET WITH SEVERE AND HARMFULL `ACCIDENTS` AFTER RETURNING FROM MISSIONS EMPTY HANDED AND WITH THEIR TARGETS STILL AT LARGE. SHOULD THIS BE THE CASE, THEN IT CAN BE PRESUMED THAT YOU WILL MEET WITH A RATHER LARGE `ACCIDENT` IF YOU FAIL THIS MISSION AND WILL BE MAKING A STAY AT THE PRISON HOSPITAL. IF YOU RUN OUT OF CRrlۂEDIT WITH THE IVI CORP(IE YOUR INSURANCE RATING REACHES ZERO) YOU WILL NOT RECEIVE ANY MORE VEHICLES AND YOU WILL BE TREATED IN HOSPITAL FOR ANY INJURIES RECEIVED FROM CRASHES BEFORE BEING RETURNED BEING RETURNED TO THE STATE PEN!!!.. THE CITY.. ON THE CITY STREETS, EVERY ONE TRAVELS AROUND IN A VEHICLE OF SOME SORT-AND EVERY VEHICLE IS ARMED WITH SOME FORM OF WEAPONARY FROM A HUMBLE MACHINE GUN TO THE DEEPLY MENACING SPIDER-MINES. YOUR VEHICLE IS A THETA 4000 WHICH HAS VARIOUS ITr m^ nEMS OF INSTRUMENTATION MOUNTED ON THE DASHBOARD. A TURBO THRUST JET ENGINE, AND AUTOMATIC LIGHT MACHINE GUN WEAPON SYSTEM AND FULL TITANIUM ARMOUR. THE SKIMMER HAS THE ABILITY TO FLOAT ABOVE THE GROUND ON A CUSHION OF AIR,EVEN OVER ROUGH TERRAIN AND WATER BUT YOU SHOULD BEWARE NOT TO STOP MOVING OVER THE LATTER OR YOUR VEHICLE WILL SINK,YOU WILL HAVE THEOPPORTUNITY DURING THE GAME TO VISIT SHOPS WITHIN THE CITY TO RE-EQUIP OR UPGRADE YOUR VEHICLE AND THIS WILL BECOME NECESSARY AS YOUr nʙ!R VEHICLE BECOMES DAMAGED AND AS YOUR ADVERSARIES BECOME TOUGHER. THERE ARE NINE SHOP COMPLEXES THROUGHOUT THE CITY AND EACH COMPLEX(N/S/W) CONTAINS 3 SHOPS. AS YOU PROGRESS THROUGH THE CITY YOUR VEHICLE ARMOUR WILL BECOME DAMAGED BY COLLISION OR BY COMING UNDER FIRE. WHEN YOUR ARMOUR HAS BEEN COMPLETELY PENETRATED YOUR VEHICLE WILL BE COMPLETELY DESTROYED. ARMOUR `PATCHES` ARE AVAILABLE FROM ANDROID MABELS `ODDS N ENDS`SHOP. IF YOUR ARMOUR IS LESS THAN 1/4 FULL STRENGHT THEN ENEMYr o^ FIRE MAY RESULT IN THE LOSS OF AN ITEM OF INSTRUMENTAION WHICH CAN BE REPLACED AT A SHOP. IN THESE CONDITIONS,IF THE PARTICULAR FIRE IS RECEIVED FROM ENEMY MINES THEN THE DAMAGE SUSTAINED TO THE UNDER SIDE OF THE VEHICLE, DIRECTLY INTO THE ENGINE AND YOU WILL SLOW DOWN, ENGINE BOOSTER PACKS ARE AVAILABLE FROM HENRY`S STATUS `ENGINE SHOP`. WEAPONDRY CAN BE BOUGHT AT OLD TIMER CLIVES `SMOKING GUN SHOP` MORE DETAILS IS GIVEN ON THE SHOPS LATER ON. THE SHERIFFS OFFICE. IF YOU HAVE JUr ZST LOADED THE GAME, YOU WILL BE ASKED TO TYPE IN THE CRIMINALS NAME BEFORE YOU START. IF YOU DO NOT TYPE IN A NAME YOU WILL BE ISSUED WITH THE NAME `CRUSADER`. YOU START THE GAME FROM THE SHERIFFS OFFICE, ABOUT TO ENTER THE CITY. THE FOLLOWING OPTIONS ARE AVAILABLE TO YOU FROM THE SHERIFFS OFFICE: PLAY- SELECTING THIS OPTION WILL PUT YOU IN THE CITY IN YOUR THETA 4000 GROUND SKIMMER. LOAD: WHEN YOU SELECT THIS OPTION 10 OF YOUR SAVED POSITIONS WILL APPEAR ON SCREEN.EACH SAVED POSIH@}   "q $%5Gvu` l0Empty ls tqt\"t, Y.fastdirpr*s^9dKJIHGFEDYXWVUTSRQPOdcba`_^]\[ZonmlkjihgfesO Z 1es101docspresiL docs and map typed/drawn by STRYPER!!!!! ---------------------------------------- YOUR TASK RESOULTION 101..SUB SECTION (A) IT IS HEREBY PASSED AS LAW THAT, FROM THE 19TH OF JANUARY 2038, ANY OFFENDER HELD WITHIN A STATE OR FEDERAL OWNED PRISON OF THE U.S. OF NEW AMERICA WISHING TO RECEIVE AMNESTY FROM THE GOVERMENT FOR ANY PAST CRIMES THAT HE/SHE HAS BEEN JUDGED GUILTY OF, MAY RECEIVE HIS/HER AMNESTY THROUGH THE SUCCESSFUL APPLICATION AND COMPqP`7cdevss1O1011121314151617'18uHxȤxg _ 3pzv4wnz?     wbL [ 2eso101!!pv"S'FORMbDILBMBMHD@@CMAP`pP @@ pDPPSnh@ZCRNG CRNG CRNG CRNG CRNGCRNGCAMG@BODYa?$?=UU_??$?=UU_??$??=UU_??"u, MIDWINTER dox by Snuskbuske of Oxygen ------------------------------------- **** * * * * **** * * **** * * **** * * ***** ** * ** * * * * * * * * * * * * * * * *** * * * * * *** *** **** * * *** *** *** ** ** * * ** * * * * * * * * * * * * * * * * **** * * *** **** * * **** *** **** * * ***** ** * yls mdevspzHC'XWVUTSRgfedcba`_^]rqponmlkjih}|{zyxwvuts~u{{HWI%$#"! 0/.-,+*)('&;:987654321FEDCBA@?>=<QPONMLKJIHG\[ZYu||Hk     u~}΀      `10p~HxwvuH<;:987654IHGFEDCBA@?TSRQPONMLKJ_^]\[ZYXWVUjihgfedcba`utsrqponmlk~}|{zyu('&%$#"! 3210/.-,+*)>=u}mKFORMILBMBMHDCMAPDPPSnh@Z666CRNG*CRNG9CRNGfJCRNGCRNGCRNG=CAMGBODY???<??9??y????˦ #^ `4perFORM#VILBMBMHDCMAPDPPSnh@ZCRNGz0CRNGA9CRNG%pGCRNGCRNGCRNG=CAMGBODY">?05  `5ps+FORM ILBMBMHDCMAPDPPSnh@Z666CRNGz0CRNGA9CRNG%pHCRNGCRNGCRNG=CAMGBODY̱??ɨw!Z `6pX$FORM!RILBMBMHDCMAPDPPSnh@ZCRNGz0CRNGA9CRNG%pJCRNGCRNGCRNG=CAMGBODY 9?C?????????0 `7p(MF?FORMILBMBMHDCMAPDPPSnh@ZCRNGz0CRNGA9CRNG%pHCRNGCRNGCRNG=CAMGBODY ?????CC0?u]+ﯿ? ǻ `S8pFORMILBMBMHDCMAPDPPSnh@ZCRNGz0CRNGA9CRNG%pJCRNGCRNGCRNG=CAMGBODY???>y?y|Ù  `k9plUFORM ILBMBMHDCMAPDPPSnh@Z666CRNG,-CRNGUCRNG CRNGCRNGCRNG=CAMGBODY ű?????? m7cp]X m:.fastdirX\ border23.piceurnal86.picdmousel23.picPppesal86.picDpsrnal86.picsetmap45.pic$Type1docsWaital45.pic X.fastdir] N mA.fastdirya/.CD hpeC]]`BJg BJf&Sg/,yN,_NuH~$H(" $" n38pg" P A R A D O X Presents K I N G ' S Q U E S T IV (The Perils Of Rosella) This is the legend of King's Quest... Once, in a kingdom called Daventry, there lived a King named Edward. Daventry was a very old kingdom, and it had its share of kings, both good and bad, over the thousands of years. King Edward was a very good King, but he was als7ho very old, and without children. Disorder ruled the land since the loss of the Three Great Treasures. King Edward feared that disorder might degenerate further once he died. Besides, he knew (as well did his people) that without an heir to the throne the kingdom would be in dire straits indeed. Thus, King Edward sent for his favorite knight, Sir Graham. You are the bravest and most trustworthy of my knights, quick of wit and stout of heart. I have chosen you to succeed me as king, but first you must prove yourself worthy of my crown. Far beyond the walls of this castle lie shrouded the Three Great Treasures of Daventry, stolen years ago by stealth and sorcery. This kingdom will not be restored to its former glory and prosperity until these great treasures are returned to their rightful hearth. Succeed in this, my request, and the crown shall become yours upon my death. Fail, and ouronce beautiful kingdom will fall to the hands of evil forces who will use the pH.QPONMba`_^]\[ZYXmlkjihgfedcxwvutsrqpon~}|{zy n:11p* n35pV; AD&D CHAMPIONS OF KRYNN JOURNAL ENTRIES & TAVERN TALES Entry 1: Sir ERA sir ERA! We are ultimately responsible for these people! I dont think that we have the space to accommodate all of these refuges, considering that Vertrothe will son be back from his quest. May I suggest that we send them on their way? The simplest solution would be to shut the castle against them and just retend they dont exsist... The odious minister to the KNIGHT continues to =<;:987LKJIHGFEDCBWVUTSR' C? KONAMI & PARANOIMIA present: BLADES OF STEEL PAGE 3 TABLE OF CONTENTS INTRODUCTION / HOW TO SET UP THE GAME................................. 4 LOADING AND CONTROL INSTRUCTIONS...................................... 8 GAME SCREEN / LEAGUE RULES............................................ 9 THE FIGHT SCENE....................................................... 10 PENALTY SHOTS & OVERTIME PLAY....................................}l..... 11 PAGE 4 WELCOME TO THE BIG TIME From the opening Face-Off it's six on six pro-style hockey at its best. Their are eight teams for you to captain: Los Angeles, New York, Vancouver, Montreal, Edmonton, Minnesota, Toronto and Chicago. You can challenge a friend, or take on a multi-talented computer squad. You can also choose from three difficulty levels - Junior, College and Pro. Throughout the game, you'll constantly be tested by every intense element of championshi *p hockey, from Penalty and Overtime Scenes to Knockout Smash-Hit Fight Scenes. Speed, strength, quickness and instinct are talents you must possess if you plan to prevail, especially when the anger flares, gloves come off and fists start flying. It's hard hitting action at its toughest. And you'll soon learn that in this league nothing's ever given to you, and before you can reach your goals - you have to score them. You've gotta master the artful skill of a finesse player andp[ the bone crushing brutality of an enforcer. You'd better be versatile as well, because you must skillfully control your forwards, centers, defensemen and even the goalie, who'll defend the net against unrelenting Power Plays (which will occur if you lose a fight and have your battered carcass banned to the Penalty Box). So strap on Blades of Steel, and prepare to make a name for yourself. Or be put on ice by the hottest hit men in hockey! HOW TO SET UP THE GAME Blades of St0eel consists of three periods with non-stop action. Throughout the game you'll control both your offensive and defensive players along with your all-important goalie. When on offense you'll always control the player with the puck. To change players, simply aim your controls toward a teammate, wait for him to start flashing, and pass the puck. On defense you'll always control the flashing player. You can also switch controls to different defensemen. At all times, you'll hav˯Le complete control over the goalie. To begin, select one or two player mode using the joystick. Lock in your decision by pressing the fire button. One Player Mode: If only one player takes the ice, you'll face off against tough computer competition. Begin by using the joystick to select "Exhibition" or "Tournament" play. To lock in your selection, press the Joystick Fire Button. Next, use the joystick to decide on one of three challenging levels - Junior (for beginner>Zts), College (for intermediate) or Pro (for advanced). Lock in your choice with the Joystick Fire Button. Finally, use the joystick to choose the team you wish to captain, and again lock in your decision with the Joystick Fire Button. Repeat this procedure to select the team name for your computer opponent. Two Player Mode: If you're challenging a friend, you will both pick a team using the joystick. Both of you will also lock in your decisions with the Joystick Fire ButtonqÖg303132I_3334G3536?3738"394#^40f41 m4 Y33p̙D!65 n%39p5 ]2 ZOMBI The aim of the game: find some petrol. Be careful! Another team is playing simultaneously, they have no problem with petrol, but suffer from hunger. They are called THE HELLS ANGELS. ICONS CONTROLS: Icon with hand grabbing an object: o USING: You can only use one object at once. Icon with cassette being tossed in the trashcan: o LEAVING THE GAME Icon with arrow pointing upwards to cassette: o SAVING YOUR GAME Icon with ar6  &%$#"+*)('f n/40p'v+ ACCOLADE & PARANOIMIA PRESENTS: HEAT WAVE OFFSHORE SUPERBOAT RACING Manual for the Amiga "I wanted the boat to project an exotic image, kind of like a 959 Porsche. I want people to look at her and be aroused." - Don Johnson, star of "Miami Vice," on his custom-designed Scarab 43 superboat "Most people, at 45 miles per hour, will say, "This is fun. This i&_G ni34pHʺDCBA@?>=<;PONMLKJIHGF[ZYXWVUTSRQfedcba`_^]\qponmlkjihg|{zyxwvuts7 oL20p#" ______ ____________________ ________________ / __ \/ __ / __ / \ / __ / _ _ \ / /_/ / /_/ / / / / /\ \/ / / / // // / / __/ __ / / / / / / / / / / //_// / / /\ \/ / / / / / / /_/ / /_/ / / / / /__/ /__/__/ /__/__/ /__/_______/_______/__/ /__/ In Co-Operation With RESOLUTION Proudly Present Ǹh- COLORADO "We had a pretty bad winter in 1800. With the first signs of spring, St. Louis emerged from its lethargy. The big sailboats made the journey back up the Mississippi River and lined up along the jetty. I didn't have a dime to my name. I'd spent all my savings in the local saloons. It was time to head west again and hunt beaver, so I could sell the skins to my associate at the time, Schwartzbauer the goldsmith. I only took what was striHjctly necessary on these expeditions - a big knife, a sturdy two-handed axe, and Betty, my famous rifle with the maplewood stock. Schwartzbauer bought me a canoe and I sailed away on a misty April morning. I was canoeing quietly up the South Platte River when I suddenly heard shouts coming from the shore. I glimpsed a group of Pawnees between the trees, attacking an old Indian. I grabbed my faithful Betty, and pulled the trigger. Once again, my aim was good. The head Pawnee bit ']Xr~}I_ n 32p5G2 P A R A N O I M I A P R E S E N T S Might and Magic II - Gates to Another World A Fantasy Role-Playing Simulation The Complete Docs Typed by: Ollie North Spell List Typed by: Evil Priest THE INQUISITION (805)967-8833 PURE EVIL (201)686-3971 Prologue 'An account of Corak the Mysterious' unsettl Treasure Trap Introduction Treasure Trap plunges you into the hostile undersea environment of the deep sea treasure diver. You've located the wreck of the gold-laden Esmeralda, and donned the brass diving helmet and canvas suit that keep you alive at 50 fathoms. Making your way through a broken bulkhead door, you enter the sunken wreck and immediately spot the glint of gold. You also notice the variety of creatures that protect the long-lost treasureߢ4 o=21pqƶing disappearance as told by his apprectice, Gwyndon the Young: Corak has always held many dire secrets, but recently he had shown signs of being outwardly distressed. This troubled me greatly as what could disturb one so powerful and composed as Corak the Mysterious? Was he not only High Priest as well as being regarded by all as a most accomplished warrior and being the most powerful Archmage other than King Kalohn the Vanquished? He was all that the knowledgable strive to be andJ what the ignorant claim to be. Corak used to tell me stories of different, wondrous worlds with hideous monsters and mighty warriors. he once even mentioned that he came from another world. I thought his stories mere fables or myths meant to entertain me. Little did I know that he spoke the truth and that a problem would arise from this truth that would drive him mad. One day while I was working on translations of a sorcerous scroll, Corak burst into the library with a harried lE!~ook on his brow. He told me of an alien criminal from another reality who had escaped into our beloved CRON! Corak then promptly forgot that I was present and proceeded to curse and mumble profusely as he searched through the books for some lost text which contained a gleaming of information which might help him expel the dangerous alien. Being insatiably curious, I attempted to eavesdrop on the conversation he was having with himself. He spoke of CRON being out of alignment with o_~ther worlds, of a highly destructive alien being named Sheltem, and of an anointed champion who could reaqlign CRON before a horrific wave of fiery destruction would sweep across and destroy the land. After his foray in the library, Corak acted quite strangely during the next few days. He would lock himself up in his private study for hours at a time. Frightful noises emanated from behind the locked door and then, suddenly, they would stop. He would emerge changed each time in somѻYe subtle fashion. He would enter the study after devouring almost an entire banquet by himself and exit with an appetite as if he had not eaten in days. Other times he would be wan and pale from long hours of intensive research done in the library. He would then go to the study and exit in a few hours with a tan as if he had just returned from Murray's Resort Isle, baski in the sun there for a week. This weird behavior continued for almost a fortnight. One day, he left his study af>$ ter an unusually long session and immediately started screaming about the end of the world and how he could not stop it. Amazingly, he was covered in snow and yet it was mid-summer! He then looked about it desperation and withdrew a strange, four-taloned claw which i had never even seen before. Corak then uttered a spell which caused a blinding glow of sheer power to evelope his body. He was terrible to behold, bathed in an eerie shower of what must of been pure ethereal energy,sdx just standing there, exalting in his newfound might. Might and Magic II Page 1 Seconds later, a clap of thunder shook the building and Corak was gone. I believe that he transported himself away in order to try to stop the mystifying doom which lay upon CRON. Unfortunately, I have my doubts. Maybe the spell of power was too much for Corak the Mysterious and he brought about his own destruction. I do not know anything for sure. After H=     $#"! /.-,+*)('&%:9876543210E l>| o22pYiv proj.docs Projectyle dox typed by Flux of Mirage UK LAY DOWN THE TRUTH ABOUT TRIBAL GAMES ------------------------------------- "Sweet!", a voice spoke from the darkness. "Get this ?" A tungsten light shone accross the cold orbital rock, a mass of small almost indistinguishable shapes huddled in the beam. "Uncle, you are out of your tree, they ain't nothing but a bunch of rocklife waitin' for the skip'town to come back." "Fool, not them; look over beyond that Jello tiCccupied, load your gun, wear your protectors, then press f8 and your arm should come up. Aim for the target and then press f10. When aiming for the target try to hit a pretty visible spot, for example the 0 of the 10 or the middle or the head. After firing two to three shots press f8 again to lower your gun, then press the view button and the target will come up to you. Look at the target and see how much you m fmLissed it by then adjust your sight. The instructions for the sight adjustments are pretty simple. After adjusting your sight replace the target and press the back button. The target will move back to the wall and you can raise your gun and fire again. Keep doing this until you hit your target pretty close to where you were aiming for. It will acknowledge that your aim is on target when it rewards you with a fe eQgw points. After doing this you go back to the man at the desk give him back the protectors and then get your new ammo. Ok your done at the police station, all you have to do now is go out side and get into the blue unmarked car. This car is right across from your car. You unlock the car and go to the trunk and open it, there you will place your kit in the trunk other wise the game will not let you proceed a͒= pa24pO? Emelyn Hughes International Soccer ---------------------------------- Make sure you alwayz remove the Datadisk after loading,saving and creating ! This is one of the best soccergames that came out on the amiga so far The first thing you gotta do when you start the game is to select a team The following 8 teams are available : England, Scotland, Italy, Holland, Ireland, West-Germany, Brazil and France Go to the pulldown menu that sa Jp p25p[ Turrican docs. Typed by Flux of Mirage UK PROLOGUE -------- A story of times long gone by, tells us of the three-headed Morgul, who lives a secluded life in his kingdom. This Morgul is the cause of all the fears and nightmares of mankind. It is furthermore said, that in ancient times he was banished to an unknown dimension by the hero Devolon. Fear and sleepless nights disappeared out of peoples lives. For some time now people have again been tormented by nightmares and suffer b[ p26pzRNG INSTRUCTIONS FOR FOOTRALL MANAGER WORLD CUP EDITION (TYPED IN BY BOBBY ROBSON) The aim is to manage your team through to win the World Cup Fimal. Unlike previous Football Manager games there is no requirement to deal with anything other than team tactics, positioning and indinidual player managment. What makes this gane uniquely brilliant is the fact that you now have total control of each player in termxG It Came From the Desert II Welcome back to Lizard Breath. It's been real quiet these past five years, but rumors have been circulating recently that "you-know-who" is back. First, a bit of explanation about the copy routine necessary to create a set of DESERT II disks. Originally we had planned to make DESERT II a data disk for DESERT I. As DESERT II developed, however, we decided to make some improvements in the Desert's gameplay environment. We had alre4ady published the purchase price for DESERT II, so the Disk Copy route was the only way we could get the game to you. If you haven't copied disks before on the Amiga, make sure you read all the instructions. If you make a mistake, don't worry just reboot and start again. OVERVIEW Following in the tradition of great sequels, IT CAME FROM THE DESERT II takes place in the same little town of Lizard Breath, California, four-and-a-half years after the defeat  w427pƘX MR.Z PRESENTS IMPOSSAMOLE INSTRUCTION MANUAL LOADING INSTRUCTIONS Insert IMPOSSAMOLE disk in drive - the game will automatically load and run. STORY Monty lay back on his sun lounger and contemplated his situation. His previous adventures had financed these last few years of utter bliss. He had everything that a mole could want. His own island in the sun, more money than a mole could ever spend - paradise! Listening to the clear blue sea lapping at his furry feet, h͍\ w28pH MR.Z PRESENTS NINJA SPIRIT INSTRUCTION MANUAL LOADING INSTRUCTIONS Switch on computer and insert disk - The game will automatically load and run. GAMEPLAY You, the spirit of the white wolf "TSUKIKAGE", have taken the form of a Ninja to battle the evil one. Fight Ninja swordsmen, samurais, giant Ninjas, mystical kitemen, wolves and musketeers, before the final confrontation with the evil warlock. Travel across perilous boardwarks, marshes and ropebridges, and climb the sheDer rock face, avoiding poisonous gas. Make your way through treacherous caverns, but watch out for the lowering ceiling and boulders which pin you to the walls. Kill the special Ninjas who leave a spirit ball in their place. Collect these to get extra spirits, who follow your every move and attack, extra power for your weapons, and extra weapons such as the deadly "Fire-Rope". CONTROLS NINJA SPIRITS can be controlled using a joystick as follows... Without Fire-Button S+ UP/JUMP JUMP TO | JUMP TO LEFT \ | / RIGHT \ | / \ | / \|/ LEFT ---------------- RIGHT | | | | CROUCH With Fire-Button FIRE UP FIRE UP & | FIRE UP & TO LEFT \ | / TO RIGHT \ | / \ | / \|/ FIRE ----------------- FIRE LEFT | RIGHT zSx | | | FIRE DOWN And the following keyboard controls SPACE - Weapon Select P - Toggle Pause On/Off CREDITS Coding, Graphics and Music - IMAGES DESIGN Instruction Manual Typing - MR.Z Greetings Go To Annihilator, The Teknichian, Scooter, Cosy, Spreader, Mike, Blade, RC, Pod, Ads, Banger and the rest........ olled using a joystick as follows... Without Fire-Button ̈́8 w29pĚ The Battle Of Britain "Their Finest Hour" Simple Documentation For This Great Release From P A R A N O I M A Well Most People Know Of The Hardships Which Europe Had To Face During The Chaos Of Hitler And His Master Race! Noone Suffered More Than The People Of England During The Battle Of Britain! Well Except The Jews Maybe! Why I Am I Typing This? Ok Here Are The Commands This Great Game Is JOYSTICKLY Controlled Unlike 0)xwvu w30p : Partial (?) Documentation and Translation for Sherman M4 Tank Sim. Written by, The Sorcerer. ------------------------------------------------------------------ Mission Command Menu Translation: Unlimited Ammo, Yes or No. Unlimited Fuel, Yes or No. Deep Rivers (Uncrossable), Yes or No. Rapid Reloading, Yes or No. Show Enemy Vehicles, Yes or No. Friendly, or Enemy Modifications: Basically for friendly you can set the numbė~{zy w31pT/ ________ ___ __ ___ ___ / _____/ / / / / / / / / / /____ / /_/ / / /_/ / /____ / / _/ /__ __/ _____/ / / /\ \ / / /_______/ /__/ \__\ /__/ -* Proudly Presents *- -* Crackdown Instruction Manual - Typed In By Mr.Z *- LOADING INSTRUCTIONS Insert disk at y;:9NML !43p  nmlkj~}|  ge12urnal18.picp |QFORMILBMBMHD@ @CMAPPP @ 0DPPSnh@ZCRNG CRNG CRNG CRNG CRNGCRNGCAMG@BODY `  ɿ3HGF_tsrqpo  gw13urnal23.picp oBC^FORMILBMBMHD@ @CMAPPP @ 0DPPSnh@ZCRNG CRNG CRNG CRNG CRNGCRNGCAMG@BODYZfZf<l<<<l<<fxffxffl~~ffl~~fff``|ff` Ǿ(87654=<;:9 g 14urnal45.picp9ŚFORMILBMBMHD@ @CMAPPP @ 0DPPSnh@ZCRNG CRNG CRNG CRNG CRNGCRNGCAMG@BODY J-,+*)210 g 15urnal62.picp0)~FORMILBMBMHD@ @CMAPPP @ 0DPPSnh@ZCRNG CRNG CRNG CRNG CRNGCRNGCAMG@BODY &%! /. h16urnal63.picp.uFORMILBMBMHD@ @CMAPPPp 0DPPSnh@ZCRNG CRNG CRNG CRNG CRNGCRNGCAMG@BODYʉ9'' h17urnal72.picyp&FORM'ILBMBMHD@ @CMAPPPp 0DPPSnh@ZCRNG CRNG CRNG CRNG CRNGCRNGCAMG@BODY&08pxxp0l0  0||`0xy l l@@00088D SZ@@0x0`0` @@@@0 4`0@@00xxyvyv@@pp@@00`00`@@ 0|>?0 0|>?0@@ 0c 0c@@ 0  L 0  L@@ 0  0 @@ 00q 00q@@ 009 009@@ 000 000  ESCAPE FROM THE PLANET OF THE ROBOT MONSTERS """""""""""""""""""""""""""""""""""""""""""""" DOCS DONE BY SCOTT OF >>ORACLE<< 04-07-90 . THE GAME : Escape is a two player simultaneous rescue mission in which you as Jake or Duke must rescue Professor Sarah Bellum and free the enslaved hostages before they are turned into Robo-Zombies ! Find and break in to the food and bomb lockers to get special weapons to help yo Lt;u destroy the evil Reptilons. GETTING STARTED : The object of the game is to progress through the factories of Planet X rescuing the hostages and destroying the reptilons that guard them . To activate the escalators, find the power switch and switch it on. This will allow you to reach the port-o-matic and exit the level . Around the complex of factories you will find lockers that contain food, extra energy, more bombs or sometimes special weapons that will increase your chanc8 @@ 0ppa  0ppa @@ ?|> ?|>@@ 00@@ ``@@ 88@@ @@ ??> |???@@ @@ @@ p  Ã@@  Ã@@  à @@  Ã@ @  ?>?|?> @LJ@  @8@ 88@8 ǀ@  88@8 L @  88@8g@  8<8@8@  8<8@8@ D8<8 @83n@88??|?>?"@833@88 @833@88 @83>@88 @@@x@Š @@  @@ ~?>~ |?>>@@ @@ @@ @@ ?À @@ ?À8 @ @ ?À8@LJ@ 8@@ 8?~>?~>?>?>@ ǀ@ 8@ L @ 8 @ ':6g@8 @@8 @p@8 @0@8 @@ @s3[0@ >??> @33[0@  @310 !     ! h18urnal81.picp HFORMILBMBMHD@ @CMAPPPp 0DPPSnh@ZCRNG CRNG CRNG CRNG CRNGCRNGCAMG@BODY" #ƽ#z hX19urnal86.picp"QӯFORMrILBMBMHD@ @CMAPPPp 0DPPSnh@ZCRNG CRNG CRNG CRNG CRNGCRNGCAMG@BODYH$$'ʫEDCBA@?>SRQPONMLKJI^]\[ZYXWVUTgBA'D= ! 444p% 6\=<@?>=<;:9876 ">45p(u2c ______ ____________________ ________________ / __ \/ __ / __ / \ / __ / _ _ \ / /_/ / /_/ / / / / /\ \/ / / / // // / / __/ __ / / / / / / / / / / //_// / / /\ \/ / / / / / / /_/ / /_/ / / / / /__/ /__/__/ /__/__/ /__/_______/_______/__/ /__/ Proudly Presents Kick $A P A R A N O I M I A presents: Creature Manual Distress calls received from deep space report hostile alien life forms, and you are the only space security captain within range. A spaceship, a space station and a lunar base have been attacked and only you can save them from complete destruction. As you make your journey towards them, you wonder what you're up against. Are you prepared to battle v).+Off 2 Full Instruction Manual Typed In, As Always By ZARCH!! 1.0 INTRODUCTION Kick Off 2 retains the pace and accuracy of the universally acclaimed Kick Off. A soccer simulation with a full size multi directional scrolling pitch and the players, markings, goals etc in correct proportions. Both teams play the game strictly according to tactics. Players move into position to receive passes and gain possession. The ball, as in the real game*K+, travels ahead of the player thus making a tackle is a matter of skill rather than of chance. Kick Off 2 like real soccer, requires skills in ball control for passing, dribbling, shooting etc. Accuracy in shooting, the ability to swerve or bend the ball to score when taking free kicks needs a lot of practice. The practice option allows you to practice the ball skills and set pieces without being harassed by the opposition. Take your time and practice the skills *$to perfection. If two players are to team up, it is an ideal opportunity to practice ONE - TWO up and down the pitch. Each player on the pitch has a unique combination of attributes and skills suitable for the skill level at which the game is being played. An international is superior to a 4th division player in all departments. A host of playing options are provided. One of the most useful options is the provision to set the skill levels of both t+FEDCB-rO ________ ___ __ ___ ___ / _____/ / / / / / / / / / /____ / /_/ / / /_/ / /____ / / _/ /__ __/ _____/ / / /\ \ / / /_______/ /__/ \__\ /__/ -* Proudly Presents *- -* Defenders Of The Earth Instruction Manual *- -* As Always - Type.d In By Mr.Z *- DEFENDERS OF THE EARTH is based on the very popular t.v series of the same name. The defenders, four super heroes from the golden age of comics are: FLASH GORDON - The Team Leader MANDRAKE THE MAGICIAN - A Master of illusion LOTHAR - The strongest man in the world THE PHANTOM - Has the strength of ten tigers at his command They are aided and abetted by their pet mascot ZUFFY A Team - invincible, ready, able and willing to defend the earth at all times. The cour/mZage and skill of the defenders is put to the ultimate test by the evil of their arch enemy MING THE MERCILESS. He knows that only the defenders stand in the way of his plans to be master of the world. To stop them he abducts their children and takes them to the dark dungeons of his fortress. He issues a dire warning - interfere and your children die. A daring plan is concieved and put into action. Detection by the highly sophisticated intruder alarm would mean instant death of the0nv children and so flash will enter the dark and dangerous fortress alone in hope that he will be able to pass undetected through the intruder systems. Flash agrees to summon the other defenders to his aid should he need it. Lothar and the Phantom will use their incredible strength, Mandrake will use his occult magical powers to confound the forces of evil under mings command and even Zuffy offers his help in whatever way he can. Flash, armed with a powerful handgun, transports into 1QMing's fortress with the future of the world in the balance. PLAYING INSTRUCTIONS Flash starts the game with a number of power shields which will be worn down by contact with enemy fire and direct contact with Ming's forces. The shields are shown in the bottom left of the screen. Flash is invisible to the detector system while he is on his own but watch out for the special field generators. Crossing the generators while they are still active will set off the alarm and bring the2zP full might of OCTON against him. Flash can jump or duck to avoid the attacks by the vicious creatures inhabitating the fortress and he must be careful of the secret weapons concealed in the wall. When flash needs special help of the other defenders, he activates the `CALL HELP' key. He will need them to help open some doors, cross chasms, deactivate the intruder detection system etc. The defender most able to help will be sent by DYNAK-X. If they are hit by the enemy forces a l3oss of energy level will occur. The defender will have to leave if his energy level gets too low and will be unusable until his strength is built up again. If no one is available to help then flash will have to survive on his own. Flash can give his weapons extra charge if he can find power packs scattered in the fortress. He can also find and use more powerful guns that will be useful in dealing with some of ming's special bodygaurds such as Mongor the serpent. He may also c4 `ome across extra energy and extra shields. Ming's main throne room is the scene of the final battle where the fate of the children and of the world will finally be decided. LOADING INSTRUCTIONS Turn machine off. Put disk into DF0: and turn computer on. The game will autoboot, leave the disk in the drive while playing the game. CONTROLS Use joystick only. P - Pause (Press fire to restart) A - Abort SPACE - Call help Credits Program (c) 1990 Enigma Variations Lt 9EGd Characters and name (c) 1990 King features Entertainment Inc King Features Syndicate Inc. All Rights Reserved Docs Typed In By Mr.Z of SKY gain. If no one is available to help then flash will have to survive on his own. Flash can give his weapons extra charge if he can find power packs scattered in the fortress. He can also find and use more powerful guns that will be useful in dealing with some of ming's special bodygaurds such as Mongor the serpent. He may also c5HˎtKJIHe "46p%73h ________ ___ __ ___ ___ / _____/ / / / / / / / / / /____ / /_/ / / /_/ / /____ / / _/ /__ __/ _____/ / / /\ \ / / /_______/ /__/ \__\ /__/ -* Proudly Presents *- -* Hammerfist Full Manual - Typed In B%8qgy Mr.Z *- HAMMERFIST INSTRUCTIONS GAMEPLAY The year is 2215 A.D holograms are indstingiushable from humans. People are selected for their special skills and then transformed into holograms to commit murder, political crimes, or whatever their master `Centro-Holographix' orders them to do. In between missions, the holograms are stored in personality computers, or mind prisons. However, the computer storing two of the most powerfu%93IAl holograms ever created, HAMMERFIST and METALISIS, has malfunctioned, sending the two deadly assassins on one final mission - to destroy Centro-Holographix. You control HAMMERFIST and METALISIS on their mission. You must smash the security systems to gain access to later levels, kill the technicians and droids who try to stop you and collect the energy and weapon energy fizzles which they leave behind. Also, `plug into' the recharge points to top up on energy in order that you m%:Zight defeat the `Octosquab', the giant ant and the multitude of aliens, both holographic and solid, which the master will send out to stop you. HINTS AND TIPS Choice Of Character You must change between which character you control, depending on the current situation. Use HAMMERFIST when lots of repetitive aliens are on screen. Use METALISIS to reach higher levels of the screen, ledges and table-tops. Weapons When no weapon is selected, HAMMERFIST uses an ordinary punch. Howe%;+ver, provided that the weapon is sufficiently charged, you can use either lasers - Long Range, more effective than punching but unable to open doors, or piston fist - Short Range, useful as a shield or for breaking down obstacles and doors. Also, METALISIS' flic-flac can be used as an aggresive manoeuvre as well as for rapid advancing and retreating. Flic-Flacs There are two types of flic-flac which both have their seperate uses. The low flic-flac is obtained by holding down the %aԤpresent throughout the game. It gains strength from uncollected icons. Once his energy bar has risen to full, all energy fizzles dropped will be negative icons. If these icons are collected, your energy level will drop, as will his, if you do not collect them. LOADING INSTRUCTIONS Switch on computer and insert game disk, the game will automatically load and run. CONTROLS The game can be controlled with a joystick as follows HAMMERFIST Without fire button pressed % ?݅ With fire button pressed Change Character Punch/Fire Up | | | | Walk Left ---+--- Walk Right Punch/Fire Left ---+--- Punch/Fire Right | | | | Duck Punch/Fire Down METALISIS Without fire button press% @$⦕ed With fire button pressed Change Character Flic-Flac | | | | Walk Left ---+--- Walk Right Kick Left ---+--- Kick Right | | | | Duck Turn Around Turn into screen : Press FIRE th% <^$ree times. Headbutt/Open doors : Whilst facing into screen, hold down FIRE and pull down. Step into doors : Whilst facing into screen, hold down FIRE and pull up. Weapon select : Pull down and press FIRE twice. And/or the following keyboard controls: Turn into screen : Space Bar Weapon Select : F1 No Weapon F2 Piston Fist F3 Laser Fist Pause : ESC Start New Game : DEL (when in pause mode) MuHB"w you wish to do so provided there are FOUR teams in each group when you finish organising the groups. At the bottom of the table there are 4 captions. CONTINUE - Takes you to the next table or game. LOAD - Allows you to load a previously saved world cup game SAVE - Saves the current world cup game to disk QUIT - Returns you to the main menu without saving. Move the J/S to highlight the group code and press F.B. The group letter will cycle through the letters IC8 A to F for each press of the F.B. Move J/S to change as many groupings as you wish to. Each group must have four countries. When satisfied, move the J/S to the captions and select CONTINUE to proceed. The first round of the world cup is played on the league basis. League table for each group will be displayed. The league will show the letter C in the control column. This signifies that in the match the team is computer controlled. To change the teaJD#^}m to PLAYER control, highlight C. Press F.B and C will change to J/S. The control toggles between C and J/S if two players are playing, more than one team can be set for J/S control. When the league is played, the computer will show JS.1 or JS.2 for the control. When all the groups have been played, the original table will display the teams that have reached the last 16. The number from 1 to 8 will appear against the qualifiying teams. The teams with the same nuKEmber will play against each other. The teams which did not qualify will have a blank. You can modify the numbers including the blank by highlighting the panel and pressing F.B. This table will appear for the quarter, semi and finals. At each stage you can alter the qualifying teams. CREDITS Amiga Coding - Dino Dini Graphics, Play Testing Etc. - Steve Screech Docs Typing - Zarch of Random Manual Supplied By - Steve The Blade Amazing "ILF:/$'m The Bollocks" Greetings Go To The Following..... Cosy, Opal MAGNETIC FIELDS Annihilator, Teknichian ORACLE Mike, Shredder QUARTEX Pod, Kid Video, Ads INNER CITY Mike SUBWAY Banger ANARCHY Ax, Giz, Sludge BLACK BOX And To All The Rest Of My Friends And Contacts....... Sorry If Ive Forgot Anybody Really Important..... Look Out For MoMre Great RANDOM Gear Coming Your Way Soon........ And Keep A Eye Out For More Kick Ass Docs Typing By ZARCH! Well, Its 3.34 Am And Ive Finally Finished Em. I Think I Will Go And Upload Em On The Board Now!!! Tatty Bye Dudes............. d cup is played on the league basis. League table for each group will be displayed. The league will show the letter C in the control column. This signifies that in the match the team is computer controlled. To change the teaGn@?>0z "47p5IU^6 Heavy Metal "Small Key Commands" Thanx To Q U A R T E X For Bringing Us This Crack Ok This Game Consists Of 3 Different Vehicles Which You Have To Master! This Isn't Too Good Of A Game For The Amiga... The MBT --------- F1 - Switch To The M827 Shell F2 - Switch To The M829 Shell F3 - Switch To The M830 Shell F4 - Switch To SMOKE 1 - Lowest Speed 2 - Higher Speed 3 - Full Speed 4 - Maxi5J9 mum Speed Space Bar - Stops MBT To A COMPLETE S - Full Speed 4 - Maximum Spes Isn't Too Good Of A Game For The Amiga... The Theres A Command Which Causes You To Go Reverse But I Couldnt Find It Again! Shit! Ok The Target Is In The Box At Top Of the Screen, Line The Sights And Lower/Raise The Cannon To Destroy It, Also ANYWHERE In The Game ESCAPE Brings Ya Back To Main Menu... The FAV -------- This Vehicle Is Controlled Entirely By Joystick And Is More Like An Action Game, I C5KUouldnt Find Any Keys That Did ANYTHING here! The ADAT -------- This Vehicle Cannot Move And Is Once Again Mostly Controlled By Joystick There Is One Key Command Here: Space Bar - Fire Missle Their Is An Indicator On The Target Which The Missle Has A Lock On! It ONLY Targets One And You Have To Wait Til The Missile Detonates Before Firing Another. This Section Is QUITE Hard Though... Typed By ZODIAC/VF CALL: 5t HIGH CRIME INC. (216)/398-8154 24oo/96oo/14.4/19.2 0-10 Day Warez! verse But I Couldnt Find It Again! Shit! Ok The Target Is In The Box At Top Of the Screen, Line The Sights And Lower/Raise The Cannon To Destroy It, Also ANYWHERE In The Game ESCAPE Brings Ya Back To Main Menu... The FAV -------- This Vehicle Is Controlled Entirely By Joystick And Is More Like An Action Game, I C=Mp@Fas much as possible. 17.0 KIT DESIGN 17.1 EDITING THE KITS The team kit can be changed for a single or international friendly match. Each team has two colours allocated. The combination allows plain or striped shirts. A choice of 16 colours is available. Select the colour box and press the F.B to cycle through the colours. When all colours have been selected, move the J/S to select the style and press the F.B. SHIRT - Main colour + second colour or Main colour only>N` SHORTS - Second Colour Only 18.0 PRACTICE There is an option to practice skills, penalties etc. Press ESC to return to main menu. 18.1 PRACTICE SKILLS The option gives the player the chance to learn joystick movements and improve his passing and shooting skills. The skills can be practiced at all skill levels with ONE or TWO players option. The skills are learnt without being harassed by the opposition. In ONE player option, you control the player nearest to?Oe" the ball. In TWO player option, JS.1 controls player 9 and JS.2 controls player 10. This option allows you to practice One-Two up and down the pitch. The joystick controls of KICK OFF 2 are unique and specially designed for instinctive play. See controls and learn to dribble, pass, shoot, chip and head the ball. Utilise GAME SPEED option to perfect the techniques. Press ESC to quit practice. 18.2 PRACTICE PENALTIES You can practice taking and saving penalties ei@Pther against the computer or another player. Each player takes and defends 5 penalties. This practice is essential if there is a penalty shoot out at the end of a cup match. See the PENALTIES section for a full description of how to take penalties and KEEPER CONTROLS for defending against penalties. Press ESC to Quit Practice Penalties. 19.0 ACTION REPLAY Action replay shows the goal scored so that a player can enjoy the glorious moments again. These gloAQrious moments can be saved on a data disk and savoured at a later stage. It is possible to compile a GOLDEN SHOTS disk recording exceptional goals. THIS OPTION IS ONLY AVAILABLE FOR SINGLE GAMES 19.1 Select ACTION REPLAY in the main menu. Select the STORE option. You will be asked the following questions. FILENAME: 8 Chars Max. (Default: Replay) MATCH DATE: dd/mm/yy (Default: 03/05/90) TEAM A: 8 Chars Max. (Default: Anco 1) TEAM B: 8 Chars Max. (Default: Computer) PLAYBREKER 1 NAME: 8 Chars Max. (Default: Anco) PLAYER 2 NAME: 8 Chars Max. (Default: Computer) The action replays will be stored under this filename and will contain the above information and the identity of the team scoring the goal. 19.2 The action replay is not automatic. To see the replay, press the R key for normal of S for slow motion before the next kick off. If you wish to save the replays on disk, insert a formatted data disk in the drive. This disk must only be used foCS; r saving action replays. 19.3 SAVING REPLAY ON DATA DISK Press F1 while watching replay to save it to disk. 19.4 EDITING THE REPLAY This option allows the editing of the goals to create a GOLDEN GOALS disk. A new formatted disk is required. This option is a stand alone program requiring extensive use of memory. Once this option is used, the computer must be switched off and the game reloaded to play a game. 19.41 Select the EDIT option in the action replay menuDTk". Insert the data disk in the drive and select LOAD option. The directory of the disk will be displayed. Select the goal you wish to see and press F.B. Press space bar to store the goal in memory. Only a few goals can be stored in memory at one time. Insert GOLDEN GOALS disk in the drive and select the SAVE option. Select CLEAR to clear the memory to load more action replays. Repeat the process for the rest of the goals on the match disk. The GOLDEN GOALS disk can EUbe further edited to produce another GOLDEN GOALS disk. 20.0 LOADING Insert your KICK OFF 2 disk at the workbench prompt. The Game will load and run automatically. ((Note: I hope that you have got the WEETIBIX/ORACLE version cos thats the only 100% version. The PARANOIMIA version kept crashing.) Zarch!) Well thats the Kick Off 2 Docs finished, now for the WORLD CUP 90 built in data disk bit. WORLD CUP 90 (Kick Off 2 Built In Data Disk) DOCS BY ZARCH!! LFVUOADING Select SPECIAL EVENTS option on the main menu and select WORLD CUP option on the sub menu. CONTROLS As in KICK OFF 2. INTRODUCTION There are 24 teams competing in the world cup finals. The teams are organised in 6 groups of 4 teams each. The first part of the finals is played on a league basis. Each team in the group plays against the other three teams and a win is awarded 2 points and a draw 1 point. Goals FOR and goals AGAINST are also recorded. When GAn all groups have completed the league, the winner and the runner up from each group goes to the next round of the tournament together with the best four losers. The 16 teams left in the finals now play on a knock out basis to the quarter finals, semi finals and the final. INSTRUCTIONS The 24 teams of the world cup with their current grouping A,B,C,D,E and F are displayed. Each group has four countries. You can change the grouping of any team or all the teams if 2X (un. The duration for which the F.B is kept pressed determines the height of the ball. The longer the button is kept pressed, the higher the ball will rise. The strength of the kick is randomly computer controlled. There are two distinct J/S controls: BEFORE touching the ball and AFTER touching the ball. A B C D E F G H J BEFORE AFTER A Jump Over The Ball Dip The Ball B 3Y$Slight Left Bias Dip And Swerve The Ball C Slight Right Bias Dip And Swerve The Ball D More Left Bias Swerve Ball E Straight Kick No Action F More Right Bias Swerve Ball G Pass Ball To Left Player H Pass Ball To Right Player Only the player taking the free kick has swerve control of the ball. With practice, he can dip the ball into opposition net or bend the ball round the opposition wall. The controls g4Z$]ive infinite control on the kick and with practice, a match winner. If the ball is passed to another player, normal ball controls are resumed. If the main player jumps over the ball, in the absence of a controlled player, one of the players next to the ball will take the kick. 12.32 DEFENDING FREE KICK A wall of players is formed 10 yards (approx.) from the ball in direct path of the ball. 12.4 THROW IN The computer automatically throws the ball to the nearest player in p5[j7osition to receive the ball. The control can be however assumed by the player. There is an option to do a direct SHORT or LONG throw. Move the joystick in the five forward positions and press the F.B for a short throw. If the F.B is not pressed soon, the computer will automatically take a throw. The three backward positions are used for LONG throws. 13.0 SUBSTITUTIONS You are allowed to make 2 substitutions during the match. You can not substitute a player who has 6\"Y been given a RED card by the referee. Only ONE substitution at a time can be made. The KEEPER CAN NOT BE SUBSTITUTED. 13.1 SELECTING SUBSTITUTE Player 12 Team A F4 Player 14 Team A F5 Player 12 Team B F9 Player 14 Team B F10 13.2 MAKING SUBSTITUTION When the ball goes out of play, you will be asked to make a substitution. The name of one of your players will appear on the screen. Use up and down cursor keys to scan through the players on 7]the field. When the name of the player you wish to substitute appears, press the SPACE BAR. 14.0 TACTICS Tactics employed by each side greatly influences the gameplay and the results. The players move into their tactical positions and provided the tactics have been properly designed, the players are in position to receive passes, attack and defend. Kick Off 2 comes with 8 ready made tactics to be used for 16 bit computers and 4 for 8 bit computers. Amiga &8^pJBl ST have the option to load tactics designed in the Player Manager game can be loaded into Kick Off 2 single game as well as in the league games. The team is however allowed to use only 4 tactics during the match. Selecting the right tactics is therefore quite important. 14.1 CHANGING TACTICS 14.11 SINGLE GAME - There are 8 tactics included on the KICK OFF 2 disk of which 4 are pre-selected. A team is allowed to take 4 tactics to a match. Use SELECT TACTICS in the9_} option menu to replace any or all four tactics from KICK OFF 2 disk or Player Manager data disk. Select Team A or Team B and the current list of tactics will be shown. Insert the Player Manager data disk in the drive or leave the program disk in the drive. Press F.B to display the tactics library on the disk. Select the tactics you wish to replace by pressing F.B. Move the J/S to highlight the new tactics and press F.B to load the new tactics. Select DONE. 14.12:` E LEAGUE GAME Each team in the league is allocated 4 tactics. The tactics of each team can be replaced by the library of tactics on the program disk of Player Manager data disk. Follow the procedure as detailed in 7.34. 14.2 CHANGING TACTICS DURING THE MATCH You can select the starting tactics to be employed by your team. The tactics can be changed at any time during the match as soon as the ball goes out of play. See 7.11 for instructions. 15.0 SUDDEN DEATH PENALTY;a SHOOT OUT If after an extra time, there is still no result, a penalty shootout takes place. Each side takes five penalties in turn. The winner is the team which scored the most goals. If the number of goals remain equal, each side takes a penalty alternately. After both sides have taken their turn, if there is a goal difference, the team with the most goals is declared the winner. The shoot out continues until there is a goal difference. 16.0 GENERAL The r<LO! eferees in the game have their own characteristics and competence level. Some are more prone than others in disciplinary action. They can give yellow and red cards. The players with lower stamina are prone to get tired and lose pace as well as accuracy. The players are also inclined to time wasting if the winning margin is small. Keyboard Commands Pause P Change Scanner Size X Scanner effects the game speed. You are advised to keep it switched on 'c'w travels depends on the speed of the player at the time of contact. 10.2 SHOOT BALL Press the F.B AFTER touching the ball will shoot the ball in the direction the player is facing. 10.3 STOP BALL Press F.B BEFORE touching the ball will stop the ball and give the player total control. 10.4 PASS BALL You must stop the ball before you can pass it. Keep the F.B pressed down and move the joystick in the direction you wish to pass and release the F.B. Releasing(d the F.B when J/S is centered will take you back into DRIBBLE action. The player will turn in the joystick direction and start dribbling in that direction. He will shoot in that direction if F.B is pressed. 10.5 CHIP BALL If the ball is on the ground, reversing the joystick direction will chip the ball. 10.6 AFTER TOUCH This option can be activated in the option menu. It allows the player to alter the direction of the ball by a small amount after shooting th)eEBe ball. The direction must be changed immediately after shooting the ball as the control is only effective for a very short time. After touch can be used to devastating effect with practice. Move the joystick in the direction you wish to go(forwards positions of the joystick only) immediately after shooting the ball. 11.0 KEEPER CONTROL The keeper is computer controlled except in the following cases. 11.1 DEFENDING A PENALTY The control is transferred to the ma*fqin player. The keeper stands in the centre and starts to move as soon as the F.B is pressed. The longer the F.B is kept pressed, the bigger the movement. A A - Jump Up B C B - Dive Top Left Corner C - Dive Top Right Corner D E F D - Dive Left Mid Bar Height E - Catch Ball G H F - Dive Right+gϽ Mid Bar Height J G - Dive Left Ground H - Dive Right Ground J - Stoop 11.2 TAKING GOAL KICKS The keeper automatically takes the goal kick unless the player wishes to do so. If the player does not exercise the option quickly, the computer will take control. Move the J/S in the required position before the keeper kicks or throws the ball. Press the F.B to quickly boot,hx the ball upfield to catch the opposition out of position or to stop the keeper wasting time. A - Hard Ahead B - Hard Left C - Hard Right D - Medium Left E - Medium Ahead F - Medium Right G - Soft Left H - Soft Right J - Soft Ahead 11.3 CONTROLS AMIGA - Joystick Only. Players 3 and 4 require special joystick adaptor available from all good computer stores. 11.4 QUIT THE MATCH OR PRACTICE You can quit a si-i ngle game, international friendly or practice mode. A league game or cup match can not be terminated. AMIGA - Press ESC Key 12.0 SET PIECES 12.1 CORNER KICKS 12.11 SELECTING TYPE OF CORNER KICK There is a choice of 9 corner kicks. A selection panel appears showing the goal post and the corner flag. The selection panel is actually the face of the ball that the player will kick. Kicking the ball at the bottom lifts the ball to top bar height. Kicking the ball in .juoFthe middle takes the ball at mid goal post height. Kicking the ball at the bottom keeps the ball low at ankle height. Kicking the ball away from the goal curls the ball in towards goal. Kicking the ball straight keeps the ball straight. Kicking the ball towards the goals curls the ball away from the goal. Once the ball has been kicked normal ball controls apply. Look at the scanner to see the positions of your players and select the suitable corner kick and press the F.B 12.12/ku9F STRENGTH OF CORNER KICKS The duration for which the F.B is kept pressed to select the type of corner kick determines the strength of the kick. A short tap will do a short kick i.e pass to a player near to the corner flag. A hard kick will take the ball to player player across or out of play. 12.2 PENALTIES The angle and the height of the shot are controlled enabling the penalty taker to put the ball anywhere in the net. The pointer on a bar moves rapidly from 0lJ\:Bleft to right indicating the horizontal direction of the ball if hit at that point. Press the F.B to start the run. The longer the F.B is kept pressed, the higher the ball will rise. It is therefore possible to hit the top corners of the net or keep the ball on the ground or overshoot the ball over the top of the goal. A short tap will keep the ball on the ground. During the penalties, the keeper control is passed to the main player. See KEEPER CONTROL instructions. 12.31W FREE KICKS Set piece free kick is played if there is a foul by a defending player within a narrow sector in front of the goalmouth. 12.31 TAKING FREE KICKS The Ball is placed where the foul occurred. A few yards away on each side of the ball stands a player from the team taking the free kick. If two players are playing in team mode, the main player takes the free kick and the other controlled player stands on the side nearest to the goal. Press the F.B to start the rnbboth teams had J for control, the computer will allocate J1 and J2 to the teams. The options at the bottom of the screen will now display SAVE, PLAY MATCH and QUIT. 7.38 SAVE Select this option to save your current league. Insert the disk in the drive and press the F.B. Type the name under which you wish to save the league or use the displayed filename by highlighting it. 7.39 QUIT The league is abandoned without saving and the program returns to the main menu. o5@v(note - all league data will be lost!) 7.40 PLAY MATCH The squad selection screens for each team are displayed next. The game follows the procedure as detailed for single game. The league table is updated after each match. CAUTION - It is up to players to ensure that there is no duplication of team names. Name duplication may cause the program to crash. You are advised to save the league at regular intervals. 7.4 THE CUP The cup tournament is for 8 teams and is p~pon a knock out basis. In case of a draw, there is extra time. If there is still no result, a sudden death penalty shoot out feature is used to decide the result (See 15.0 for rules). 8.0 TEAM SELECTION 8.1 PLAY OPTIONS Playing As A Team - The player controls the player nearest to the ball. Playing In Position - The player assumes the identity i.e the skills and attributes of one player on the pitch and controls this player right through the match. If the sqw!elected player is injured, the player assumes the identity of the substitute. YOU CAN NOT PLAY AS A KEEPER! 1 to 4 players using J/S adaptor. TEAM MODE - Two players can team up to play against the computer or other two players. Both players can play in position. 3 Players - Third player (J/S 3) plays in team mode with player 1. 4 Players - Fourth Player (J/S 4) plays in team mode with player 2. 1 Player only - Player 1 controls Team A using J/S 1. He has a choice of eit r>her playing as a team or playing in position. 2 Players - Two players can play in team mode against against the computer or against each other. In the latter case they may play in position or as a team. A squad of 16 players with skills and attributes pertaining to the selected skill level are displayed for Team A first. The names of the players and their field positions are shown. The computer has already selected the shirt numbers of the players and the substitutes!sJe^ 12 and 14. There are not necessary the best selections. If you wish to change the selection, move the J/S up or down to highlight a player name and left or right to highlight the shirt number. 8.2 ONE PLAYER TEAM A 8.21 PLAY AS TEAM Select JS.1 icon and press F.B. Select DONE and press F.B. 8.22 PLAY IN POSITION Select JS.1 icon and press F.B. Move J/S to highlight the player whose identity you wish to assume and press F.B. Select DONE. 8.22 CANCEL"t PLAY IN POSITION OR CHANGE THE PLAYER Highlight the selected player and press F.B. 8.3 TWO PLAYERS AGAINST EACH OTHER TEAM A : Player 1 select JS.1 and press F.B. Play In Position - As in 8.22 Play As Team - Select Done and press F.B TEAM B : Player 2 select JS.2 and press F.B Then as TEAM A TEAM MODE TEAM A - Players 1 & 2 select JS.1 and JS.2 respectively and the players identities. Select DONE. 8.4 THREE PLAYERS TEAM A : Player 1 select JS.1 and player 3 sele#uY[ct JS.3. Follow the procedure for Team Mode. TEAM B : Player 2 select JS.2. Select DONE to play as team or a player and DONE to play in position. 8.5 FOUR PLAYERS TEAM A : As for 3 Players TEAM B : Player 2 select JS.2 and Player 4 select JS.4. Follow the procedure for Team Mode. 8.6 SELECTING START TACTICS The names of the 4 tactics in current use are displayed. Use the keyboard as detailed in 7.11 to select the tactics at kick off. 9.0 PLAYER CONTROL 9$v e.1 MOVEMENT The player moves in all 8 joystick directions. 9.2 HEADERS If the ball is in the air, pressing the F.B will make the controlled player jump. Move the J/S in the direction in which you wish to head the ball when the player is in the air. 9.3 BLOCKING TACKLE The purpose of this tackle is to gain possession of the ball from the opponent. The tackle must be from the front or overtaking the opponent and getting possession of the ball as it travels in fron%wt of the player. Tackling the player from behind is a FOUL. 9.4 SLIDING TACKLE This tackle can be done from any direction. A sliding tackle on an opponent without a ball is a FOUL. If the ball is on the ground, press the F.B to do a sliding tackle. You must touch the ball before touching the opponent to avoid being penalised. A sliding tackle from behind is a foul. 9.5 SCISSOR KICK Reverse the direction of the joystick when the ball is in the air for a scissor ki&bPck. 10.0 BALL CONTROL Kick Off 2 controls have been specially designed for ease of use. In a fast moving game and under pressure, there is no time to remember complicated joystick movements, the action has to be instinctive. The controls are simple and can be learnt and practiced to perfection in PRACTICE in the main menu. The ball control becomes even more deadly if AFTER TOUCH is used. 10.1 DRIBBLE BALL The ball travels in front of the player. The distance ityqe5 sounds. Colorful, pleasing patterns. All part of a game that actually rewards you for staying calm. But why a game like The Game of Harmony? Simple answer: Like you, we work hard. And we just got weary of coming home to software "entertainment" that drives us nuts with tension. Zap this, blow up that - enough already. How about a challenge that demands total relaxation for optimal performance? A game that's more like a meditation than a rabid exercise in intergalactic gunplayrer Manager. This option allows a Player Manager team to be loaded along with the current tactics to play against another player or the computer at any of the 5 skill levels or play against another Player Manager team. See 5.0 for instructions. 3.7 LEAGUE OPTIONS The skill level at which the league is played can be selected. Choice of 3rd division, 1st division or international level. 3.8 GAME SPEED The speed of the game can be changed. At reduced speed, it is possible to play a very tactical game and see how your tactics actually work and the response of your opponents. There are 3 options : Normal, Medium and Slow. 3.9 AFTER TOUCH Yes or No, if the answer is yes, the ball direction can be altered for a short duration after shooting. Ideal for bending the ball. 3.10 SELECT REFEREE Yes or No, you may select any of the 24 referees. The referees play a very important part in the game. 4.0 THE PLAYERS Each player on the pix[(tch has a unique mixture of attributes and skills. There attributes are PACE - STAMINA - AGGRESSION - RESILIENCE The skills are PASSING - SHOOTING - TACKLING The unique mixture determines the performance of the player. For instance, a player of great pace but with poor stamina will not perform well as the match nears the end and should be substituted if there is extra time in a cup match. Similarly a player with high aggression will go for a ball and if 3f\Lkeymapsy+_ SPLITTERS V1.0 ---------------------------- Programming : Piet Hadermann Graphics : Dirk Berghmans Pics Digitising: J.J. Music : Dr. Awesome HOW TO PLAY THIS GREAT GAME. ----------------------------- - The mission of this game is to complete the picture from one of those famous guys by shuffling the pieces in the right order. - At first, you have to go to the upper left with the cursor which is moved by the joystick, and press th`e fire button. You will see some pieces flying out now. To move one of those pieces, move the cursor upon it, press the fire button and move the joystick in the direction you want the piece to go. - In the control screen at the upper right you will see a smaller version of the picture you have to make. If you move your cursor upon a piece, you will see the final position of the piece on the little screen. - At the borders you will notice doors. If you shuffle a piece towards a door when it's opened, the piece will disappear from the board through the door. - If you shuffle a piece towards a black spot on one of the walls, the piece will return in its original position. - Sometimes a bomb will come on the screen, when you are moving pieces into the board. It will explode in about 4 seconds, and a life will be lost. To disarm (or is it disharm) the bomb, move it towards a door, or move the water-pump towards it. - To earn bonus point"u, try to move extra pictures against eachother. For example an American against a Russian flag. - Remeber to watch the time-bar at the bottom of the screen. - If you complete a picture, you will earn 4000 points, and an extra bonus for the time left. see a smaller version of the picture you have to make. If you move your cursor upon a piece, you will see the final position of the piece on the little screen. - At the borders you will notice doors. If you shuffle a piece N ANOTHER STRYPER DOX DISK PRESS DEL FOR MENU 2 PRESS F1--> FOR RESOULTION 101 DOX F2--> FOR RESOULTION 101 MAP(U NEED IT) PRESS F3--> FOR MIDWINTER DOX F4--> FOR CONTINENT (M/WINTER PICCY) F5--> FOR LANDING (..............) F6--> FOR MAP (..............) -^P l ZmouseP@79fBNu l cp*$ msetmap kU ##$#(,y#N(@Jga , 0H0EG, @pB0& 9$ y(C ! RB)g\  g  g& "ggB  g`B`g0 "g *f  Ng nfr ` Eg efr`BB <(FL Hy,/N#N,##Np.yNuaa# /B$@ *$g,y @"(N"* g($<N###g @)hNp` /.y/,y 9 F F7--> FOR MISSILE (..............) F8--> FOR PANGEA (..............) F9--> FOR SKIER (..............) PRESS A--> FOR CHAMPIONS KRYNN DOX B--> FOR .............. (JOURNAL PICCY 118) C--> FOR .............. (............. 123) D--> FOR .............. (............. 145) E--> FOR ........... f,am.L3V.L68.L7*intuition.libraryicon.libraryKEYMAPNo KEYMAP specified in icons TOOL TYPESe.g. Enter "KEYMAP=usa" in Info menuInternal system errorCannot open icon.libraryUsage: %s keymap.resourceCannot open keymap.resourceThis program requires at least 1.2 romsconsole.deviceInternal system errorCannot open console.deviceInternal system errorCannot allocate a signalDEVS:keymaps/DEVS:keymaps/Cannot open keymap file: "V topaz.font@CancelH ldP84_bodyText1\_bodyText2H_topaz9_IntuitionBase_cancelText,_iorp_diskObj.L103 .L104@_ior_IconBase.L81.L90.L82.L91 ?.L83 .L92.L84(.L93".L85P.L948.L86v.L95T.L87.L96j.L88.L97.L89.L98.L99H:(o o"oE:Ot&O,yNpJWFg/HoHTNO OL\NuNu:ps_common0ps_size&__doprntps_emptyBstuffCharLsc_putL/$/Ho //9NO $Nu .L1.L2.L3.L4_printfH0,yLNL@ Nu/,yN,_Nu/,yN,_Nu/,y"/Nj,_Nu 0@_Write_Input_Output,_LoadSeg<U/,yLN:,_Nu/,y"o / N.,_Nu/,yLN,_Nu/,yLN,_Nu/,y"oN,_Nu/,y /N,_Nu/,y /N,_Nu/,yLN,_Nu/,y o VN,_Nu/,y"oNb,_Nu/,y oL "/ND,_Nu/,y"oN>,_Nu/,y"oN8,_Nu/,y"o / N,_Nu/,y"o / N,_Nu4Ldx(@_AllocMem_FreeMem_AddHead0_FindNameH_FindTask`_AllocSignalt_FreeSignal_PutMsg_WaitPort_CloseLibrary_OpenDevice_CloseDevice_DoIO_OpenRes\'"0Bource$_OpenLibrary</,y oN,_Nu/,y oN,_Nu/,yLN,_Nu,_GetDiskObject_FreeDiskObject_FindToolType( H02,y o"o$o &o$ /("/,$/0&/4NLL Nu_AutoRequestLN,_Nu/,yLN,_Nu/,y"oN,_Nu/,y /N,_Nu/,y /N,_Nu/,yLN,_Nu/,y oڱ- EXCEL PRESENTS THE DOCS FOR WARHEAD TYPED BY HEATHER OF ???? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ QUICK REFERENCE KEY CONTROLS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ INTRO SCREENS:- ~~~~~~~~~~~~~~ ESC - SKIP TO TITLE SCREEN SPACE - DOUBLE TEXT SPEED UNTIL NEXT SCREEN TITLE SCREEN:- ~~~~~~~~~~~~~ ANY KEY - SKIP TO SAVE/LOAD/PROCEED WITH GAME SCREEN IN GAME (GENERAL):- ~~~~~~~~~~~~~~~~~~~ HELP - GO TO SAVE/LOAD/PROCEED WITH GAME SCREEN _`f\laduuL.=6EGGGGGGGGGGAB@AAAAAAAAAAAAAA@~`~`!!1@@2##3$$4%%5^^6&&7**8((9))0_-_-+=+=|\|\0QqWwRrTtYyUuOoPp{[{[}]}]123Ss'WJjKkLl:;:;"'"'456>.>.?/?/.789 Pd) lmenuBpaU4=(ONLY WHEN DOCKED IN SOLBASE) D - DATA SCREEN F - FOR3WARD VIEW H - HEADUP DISPLAY TOGGLE ON/OFF W - WEAPONS DISPLAY ON HUD TOGGLE ON/OFF SPACE - DIFINE OBJECT IN CROSSHAIRS AS PRIMARY TARGET M - MESSAGE SCREEN L - LAUNCH FROM SOLBASE Q - QUAD JUMP TO SELECTED PLANET S - SOLAR SYSTEM CHART Z - ZOOM IN X - ZOOM OUT ESC - LAUNCH ESCAPE POD T - TACTICAL SCREEN ENTER - ALTER VANTAGE POINT (ON THE NUMERIC KEYPAD) N - NAVIGATIONAL SCREEN SPACE - BRING UP DIALOGUE BOX TO TYPE IN SELECTED DEBf|_exitfromCLI.endargexitToDOSfromWorkbench"doconsLdomainzwaitmsgparmExitexit2k!R-f_stderr_stdoutargvBuffer_WBenchMsg _SysBase_errno argvArray,dosCmdBuf(initialSPdosCmdLen$_stdin_DOSBaseVerRev/$/Jg* 9gp9/NXHyNXJg$Jg/9NX/9NX/9N##/NP$Nu"/ /#h#THx P 20 FOR MIGHT + MAGIC II TYPE -> P 35 FOR COLORADO TYPE --> P 21 FOR PROJECTYLE TYPE -> P 36 FOR KINGS QUEST 4 TYPE --> P 22 FOR TUNNELS ARMEGGEDON TYPE -> P 37 FOR KICK OFF 2 TYPE --> P 23 FOR P/QUEST II SOL TYPE -> P 38ޤ FOR BLADES OF STEEL TYPE --> P 24 FOR EMLYN HUGHES INT TYPE -> P 39 FOR ZOMBI TYPE --> P 25 FOR TURRICAN TYPE -> P 40 FOR HEATWAVE TYPE --> P 26 FOR W/CUP F/BALL MANAGER TYPE -> P 41 FOR D.O.T.EARTH TYPE --> P 27 FOR IMPOSSAMOLE TYPE -> P 42 FOR TOWER OF BABEL TYPE --> P 28 FOR NINJA SPIRIT TYPE -> P 43 FOR ESCAPE FROM PLANET TYPE --> P 29 FOR THEIR FINEST HOUR TYPE -> P 44 FOR CREATURE TYPE --> P 30 FOR SHERMAN M4 TSiYPE -> P 45 FOR HAMMERFIST TYPE --> P 31 FOR CRACKDOWN TYPE -> P 46 FOR HEAVY METAL TYPE --> P 32 FOR TREASURE TRAP TYPE -> P 47 FOR HARMONY TYPE --> P 33 FOR ANT HEADS TYPE -> P 48 FOR SPLITTER TYPE --> P 34 FOR 3D INT TENNIS TYPE -> P 49 FOR WARHEAD +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ STRYPER IS MY MODEM NAME...BUT THE ENGLISH GUYS KNOW ME SCOOTER OR PYE SO HI TO ALL WHO KNOW ME(l Pn 2 $8~_cleanup_failNotice~_main.L101.L20.L30$.L22.L31.L24.L41.L25.L17.L50.L18.L272.L43.L52b.L46.L38 .L540.L62.L39.L71.L48.L64v.L57.L58.L75.L68..L76.L69x.L77.L2dnEg"@NbJ gN|"y N NuH.<,xNL`pd`A\NA\NNuCpN#gNudos.libraryjd^>,d^LF|addquotecharnoDOS1$8021$7952$795stripjunklnextchar3$795newargxstartupDOSNameopenDOSdoquote-bb BUT DO NOT MOVE MOUSE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (IF MOUSE MOVES YOU MUST PRESS 0 TO STOP,THEN 4, THEN REPEAT PROCESS OF ALIGNING WITH NAVIG MARKER). THIS WILL THRUST YOU TO THE NAVIG MARKER.WHEN YOU ARE THERE,`FMO' WILL APPEAR. PRESS M ~~~~~~~ YOU WILL BE TOLD TO FLY ALONG DOCKING AXIS TO SOLBASE. PRESS F ~~~~~~~ GET SOLBASE IN CENTRE OF CROSSHAIRS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THRUST TOWARDS SOLBASE UNTIL YOU PASS THE INNERMOST NAVIG MARKER ~~~~~~~~~~~.&>- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GET SOLBASE IN CENTRE OF CROSSHAIRS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PRESS 1 ~~~~~~~ PRESS LEFT MOUSE BUTTON GENTLY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ YOU SHOULD NOW BE FLYING SLOWLY TOWARDS SOLBASE.WHEN YOU ARE ALMOST THERE, YOUR VIEW WILL CHANGE TO THAT OF THE DOCKING CAMERA AND YOU WILL SEE YOUR SHIP DOCK. YOUR VIEW WILL NOW RETURN TO INSIDE THE SHIP,LOOKING OUT OF THE DOCKING BAY. `FMO' WILL BE FLASHING. PRESS M ~~~~~~~ YOU Wg@& l5pressp] ( [K.fastdir(" lad Z keymapsy&press esc for meu press del for menu 2[ p26p/8ILL BE CONGRATULATED ON YOUR SUCCESSFUL MISSION. WELL DONE! ~~~~~~~~~~~~ these docs typed by HEATHER for EXCEL U.K. on the 31/3/90................... OLD TO FLY TO THE OUTERMOST NAVIG MARKER. PRESS F ~~~~~~~ GET THE OUTERMOST NAVIG MARKER IN YOUR CROSSHAIRS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (IF YOU CANNOT DO THIS,THEN PRESS 2,WHICH WILL LOCK-ON TO THE NAVIG MARKER, THEN PRESS 4). PRESS LEFT MOUSE BUTTON8@....... (............. 181) I--> FOR .............. (............. 183) --------------------------------------------------- NOTE:AFTER SELECTING A DOC/PICCY.AND READING/VIEWING IT THE MENU WILL COME BACK UP..CLIq|Ny19z2bL20721422|23L_2425p26[27 28\2983nd number, stop on the number and press the fire button; turn clockwise to the third number, stop and press the fire button; and finally, pull back on the joystick to open the safe. INSTALLING IT CAME FROM THE DESERT II INSTRUCTION FOR THE IT CAME FROM THE DESERT II-MASTER DISK The installation procedure requires at least one megabyte of RAM and about 30 minutes; two drives will speed things up a little. The MASTER DISK contains all the changes required and  does the actual installation. All you need are your original DESERT I disks(write protect them BEFORE starting), and three blank disks(new ones are recommended). Label your blank disks DESERT II REEL 1, DESERT II REEL 2, DESERT II REEL 3; then, boot the MASTER DISK. The installation program will do the disk copying, transfer the new files, and prompt you for all disk swaps. Watch your drive indicator light and do not remove a disk while the light is on. Please follow the instru"ASE STRUCTURE ROTATING.A SERIES OF FOUR BLUE-FLASHING NAVIG MARKERS INDICATE THE SOLBASE DOCKING AXIS. SOLBASE IS IN A POLAR ORBIT AROUND THE SUN,SOME 90 MILLION MILES OUT.TURN ON THE HEADUP-DISPLAY TO SEE MOVEMENT QUEUES.TURN WEAPON SYSTEMS ON AND OFF. ACCELERATE THE CREAFT UP TO BLUE SPEED(THE HEADUP QUEUES TURN BLUE TO INDICATE A HIGHER SPEED).USE AUTOPILOT 9 TO STOP THE CRAFT.PRACTICE STOPPING AND TURNING.THIS IS NOT AN AIRCRAFT! TURNING WITHOUT ACCELERATION DOES NOT RESULT IN #FjaA CHANGE IN VELOCITY! THE `S' KEY BRINGS UP THE SOLAR SYSTEM CHART. THE MOUSE NOW OPERATES A CURSOR.CLICKING ON THE BUTTONS RESULTS IN ROTATION OR ZOOMING.CLICKING ON A PLANET CAUSES THE PLANET TO BE SELECTED AS A QUAD SPACE DESTINATION.THE NAME OF SELECTED PLANETS APPEARS ON THE SCREEN.THE SCREEN TRACKS SO AS TO PLACE THE SELECTED PLANET IN THE CENTRE OF THE DISPLAY.THE `N' KEY BRINGS UP THE STAR NAVIGATION SCREEN.THIS PERMITS THE SELECTION OF OTHER STAR SYSTEMS AS DESTINATIONS.$CTHE PRESENT SELECTED DESTINATION IS SHOWN FLASHING. THE `M' KEY BRINGS UP THE MESSAGE SCREEN. THIS IS THE PILOT'S WAY OF RECEIVING TEXT INFORMATION FROM THE OUTSIDE WORLD. IGNORING THE MESSAGES WILL RESULT IN GAME PENALTIES BEING INCURRED. DOCKING:- ~~~~~~~~~ DOCKING WITH SOLBASE IS NOT DIFFICULT BUT DEMANDS PATIENCE AND ATTENTION TO DETAIL.SO PAY ATTENTION.DYNAMIC MAGNETIC BUFFERS PREVENT SLIGHT INACCURACIES FROM DAMAGING THE SHIP OR SOLBASE.IT IS IMPORTANT THAT THE SHIP IS ON THE %ՋPRECISE AXIS AND MOVING PRECISELY ALONG IT.THE ORIENTATION OF THE SHIP IS UNIMPORTANT.THERE IS AN EASY WAY TO DOCK.THERE ARE FOUR FLASHING NAVIG MARKERS WHICH INDICATE THE EXACT DOCKING AXIS OF SOLBASE.THE OUTERMOST OF THESE IS IMPORTANT.FOR SOME PEOPLE IT HELPS IF THEY SELECT IT AS PRIMARY TARGET.THAT WAY IT IS ALWAYS MARKED WITH A CROSS AND IS HARDER TO LOSE. MISSION ONE "WALK THROUGH"/GUIDE TO DOCKING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ &ؠ ONCE THE GAME HAS LOADED AND DONE THROUGH THE INTRODUCTION SEQUENCE,THE TITLE SCREEN SHOWING THE FOE-57 SPACECRAFT WILL APPEAR. PRESS ANY KEY ~~~~~~~~~~~~~ THE SAVE/LOAD GAME SCREEN WILL NOW APPEAR. CLICK ON `PROCEED WITH GAME' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ YOU WILL NOW SEE THE VIEW FROM THE FRONT OF YOUR SPACECRAFT IN THE DOCKING BAY.`FMO' AND `NOR' WILL BE FLASHING. PRESS M ~~~~~~~ YOU WILL RECEIVE YOUR WELCOMING MESSAGE. PRESS M AGAIN ~~~~~~~~~~~~~ YOU WILL RECEIVE YOUR FIRST '(\AORDERS. PRESS F ~~~~~~~ YOU WILL NOW SEE THE COCKPIT VIEW AGAIN.`PWS' (PROCEED WITH SORTIE) WILL BE FLASHING. PRESS L ~~~~~~~ THIS LAUNCHES YOUR CRAFT. PRESS 9 ~~~~~~~ YOU WILL NOW BE STATIONARY AND YOU SHOULD SEE THE SOLBASE AND THE FOUR NAVIG MARKRES(FLASHING BLUE DOTS).`FMO' WILL APPEAR. PRESS M ~~~~~~~ YOU WILL BE TOLD TO FLY AWAY FROM SOLBASE. PRESS H ~~~~~~~ YOUR HUD(HEADUP DISPLAY) WILL APPEAR. PRESS W ~~~~~~~ YOUR WEAPONS DISPLAY WILL APPEAR. PUSH MOUSE GENTLY FORWARD (~~~~~~~~~~~~~~~~~~~~~~~~~ AND WHEN THE OUTERMOST NAVIG MARKER APPEARS IN THE CROSSHAIRS - PRESS SPATE WEAPON. PSEUDO-STELLAR MISSILES ARE THE MOST POWERFUL AND THE MOST DANGEROUS.NOT ONLY WILL THEY DESTROY THE TARGET VESSEL BUT WILL ALSO DESTROY ANY OTHER VESSEL WITHIN THE KILL-RADIUS INCLUDING THE VESSEL WHICH FIRED IT.IF YOU FIRED-OFF ONE OF THESE - GET WELL AWAY. STINGER MISSILES ARE GENERAL PURPOSE MISSILES AND ARE INDENTICAL IN MOST RESPECTS TO THE SHIP-TO-SHIP MISSILES USED)ڨݺ BY THE ALIEN FORCES. THE PROBE OR RECONNAISSANCE MISSILE SIMPLY GATHERS DATA ON ITS TARGET.ON IMPACT,IT DEEP-SCANS THE TARGET AND RELAYS THE DATA BACK TO THE SHIP.ONCE SCANNED IN THIS WAY THE EXAMINED VEHICLE WILL APPEAR IN THE DATA-SCREEN. RETURN FIRE MDC:- ~~~~~~~~~~~~~~~~~ THE MDC OR MASS-DRIVER CANNON PROVIDES LIMITED ANTI-MISSILE FIRE,AS SUCH IT IS CLASSIFIED AS AN ENTIRELY DEFENSIVE WEAPON.IT FIRES IRON SLUGS AT HIGH- KINETIC ENERGIES WHICH VAPORIZE ANY SMALL TARGETS.BEAM *axAND PARTICLE WEAPONS HAVE PROVED INEFFECTIVE FOR THIS TASK.EFFECTIVE USE OF THIS WEAPON DEMANDS THAT THE PILOT ATTEMPTS EVASIVE MANOEUVRES BEFORE TRYING TO SHOOT DOWN A MISSILE. GAME OPERATION:- ~~~~~~~~~~~~~~~~~ THE GAME STARTS WITH THE PILOT SITTING INSIDE THE FOE-57 WHICH IS DOCKED IN ONE OF THE FOUR LAUNCH BAYS OF SOLBASE. SOLBASE IS ROTATING TO PROVIDE ARTIFICIAL GRAVITY.TEXT ON THE HEADUP DISPLAY PROMPTS THE PLAYER TO RAED THE MESSAGE SCREEN.THIS CAN BE VIEWED BY PRESSING THE+ę!y `M' KEY.AFTER THE ORDERS HAVE BEEN RECEIVED - THE PLAYER CAN LAUNCH THE CRAFT.IT IS LAUNCHED BY DROPPING OUT OF THE BOTTOM OF THE LAUNCHBAY.IF WEAPONRY IS LOADED ONBOARD - THEN THE ORDINANCE SCREEN APPEARS,SHOWING THE WEAPONS AS THEY ARE LAODED.ONCE IN SPACE - THE YOKE CONTROLS MOTION.PILOT MODE 1 IS SELECTED BY DEFAULT.THE PLAYER CAN TUMBLE THE CRAFT AROUND AND VIEW THE LARGE SOLBASE STRUCTURE ROTATING.A SERIES OF FOUR BLUE-FLASHING NAVIG MARKERS INDICATE THE SOLBASE DOCKING AX,ѠtIS. SOLBASE IS IN A ~~~~~~~~~~~ YOU HAVE NOW NAMED THIS NAVIG MARKER AS YOUR `PRIMARY TARGET'. FLY AWAY FROM SOLBASE UNTIL `FMO' APPEARS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PRESS M ~~~~~~~ YOU WILL NOW BE TOLD TO FLY TO THE OUTERMOST NAVIG MARKER. PRESS F ~~~~~~~ GET THE OUTERMOST NAVIG MARKER IN YOUR CROSSHAIRS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (IF YOU CANNOT DO THIS,THEN PRESS 2,WHICH WILL LOCK-ON TO THE NAVIG MARKER, THEN PRESS 4). PRESS LEFT MOUSE BUTTON@~~~~~~~ 1.MANUAL OPERATION - MOUSE PILOTING MANUAL/MANUAL 2.POINT SHIP AT THE PRIMARY TARGET COMPUTER/MANUAL 3.PURSUE PRIMARY TARGET COMPUTER/COMPUTER 4.FINE POSITIONING(CREEP MODE) MANUAL/MANUAL 5.AUTO CREEP AND HALT COMPUTER/COMPUTER 6.AUTO FLY AND HALT COMPUTER/COMPUTER 7.POINT IN DIRECTION OF MOTION COMPUTER/MANUAL 8.POINT OPPOSITE TO DIRECTION OF MOTION COMPUTER/MANUAL  9.STOP (THEN DROP INTO PILOT MODE 4) COMPUTER/COMPUTER 0.RE-CENTRE YOKE MODE 4 IS MOST IMPORTANT WHEN TRYING TO ESTABLISH AN EXACT POSITION.IT SIMULATES AN INERTIALESS MOVEMENT SYSTEM WHERE THE SHIP ONLY MOVES WHEN UNDER THRUST AND STOPS INSTANTLY.ONLY LOW VELOCITY MOVEMENT IS POSSIBLE IN THIS MODE.THIS MODE CANNOT BE ENTERED UNLESS THE SHIP IS STATIONARY. L - WHEN IN THE SOLBASE LAUNCH BAY.THIS KEY INITIATIES THE LAUNCH SEQUENCE. Q - QUAD JUMP THIS KEY IȺsNITIATIES THE QUADPACE JUMP TO THE SELECTED LOCATION.THIS WILL NOT OPERATE IN THE LAUNCH BAY.IF QUAD SPACE MOTORS ARE NOT ATTACHED,THIS KEY WILL NOT EFFECT A QUAD JUMP. ESC - LAUNCH THE PILOT RECOVERY VEHICLE.IF THE EXPLOSIVE BOLTS HAVE BEEN PRIMED,THIS KEY WILL FIRE THE COCKPIT AND PRIMARY LIFE SUPPORT POD OUT OF THE NOSE OF THE SHIP AND HOPEFULLY TO SAFETY.THE MICRO-QUAD LEAPER PACK WILL AUTOMATICALLY RETURN THE POD BACK TO SOLBASE.THE INTELLIGENCE DIVISION HAVE INSISTED THAT AN A̽BANDONED SHIP BE DESTROYED TO PREVENT IT FROM GETTING INTO ENEMY HANDS - SO THIS PROCEEDURE WILL ALSO INITIATE THE SELF-DESTRUCT SEQUENCE IN THE FUSION SYSTEM. WEAPONS SYSTEMS:- ~~~~~~~~~~~~~~~~~ THERE IS PROVISION FOR FIVE CLASSES OF WEAPON ABOARD THE VESSEL.EACH CLASS IS TIED TO A SEPARATE LAUNCH CIRCUIT.EACH LAUNCHED WEAPON MAY HAVE AN INDEPENDENT TARGET. WEAPON SYSTEMS OVERLAY:- ~~~~~~~~~~~~~~~~~~~~~~~~ THE W KEY - IN TACTICAL OR FORWARD SCREENS BRINGS UP THE DISPLAY FROM THE W^EAPON SYSTEM COMPUTER.THE DISPLAY SHOWS NUMBER AND TYPE OF WEAPONS REMAINING AS WELL AS THEIR POSITION ON THE HULL PYLONS.THIS DISPLAY ALSO SHOWS POSSIBLE TARGETS KNOWN TO THE SYSTEM.TARGET TOKENS APPEAR AS GREEN BOXES AND ARE PLACED OVER POSSIBLE TARGETS.SYMBOLS - WITHIN THE BOXES AID IDENTIFICATION OF THE TARGET TYPE: IF A VESSEL IS OVERLAID WITH A GUNSIGHT SYMBOL,THEN THAT IS THE CURRENT PRIMARY SELECTED TARGET. THE PRIMARY TARGET. ~~~~~~~~~~~~~~~~~~~ TO SELECT A NEW PRIMARY TAR85GET,POINT THE SHIP AT A NEW VESSEL AND PRESS THE SPACE BAR. WHEN A WEAPON IS LAUNCHED - THE CURRENT PRIMARY TARGET IS WHAT THAT WEAPON WILL BE ATTEMPTING TO DESTROY. SKILLED PILOTS WILL BE ABLE TO RAPIDLY LAUNCH 3 MISSILES AT 3 DIFFERENT VESSELS BY TARGETTING,FIRING AND RAPIDLY RE-TARGETTING AND RE-FIRING.ONCE A WEAPON IS LAUNCHED IT CANNOT BE RECALLED OR RE-TARGETTED. FUNCTION KEYS LAUNCH WEAPONS:- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F1 - LAUNCH PSEUDO-STELLAR MISSILE F2 - LAUNCH STIh/NGER MISSILE F3 - LAUNCH DATA GATHERING PROBE F4 - LAUNCH MINE F5 - LAUNCH X-RAY LASER MINE MISSILES ARE LAUNCHED AT ANY SELECTED TARGET.MISSILES ARE PILOTED LIKE MINI-SPACECRAFT.THEY TAKE TIME TO ORIENT THEMSELVES AND FLY A PATH TO THEIR TARGETS.WHEN LAUNCHED THEY ARE ACCELERATED FORWARDS BY MINI-THRUSTERS.IT MAY TAKE SOME SECONDS FOR THE MISSILE TO ORIENT ITSELF TOWARDS THEIR CHOSEN PATH BEFORE THEIR MAIN THRUSTERS ARE IGNITED.IT IS THEREFORE USEFUL BUT NOT ESSENTIAL TO LAUNCHz A MISSILE IN THE DIRECTION IT WANTS TO GO.MISSILES CAN BE EVEN LAUNCHED AT OTHER MISSILES. EACH VESSEL CLASS IS UNIQUE.SOME VESSELS ARE HEAVILY ARMOURED AND CAN ONLY BE DESTROYED WITH THE APPROPRIATE WEAPON. PSEUDO-STELLAR MISSILES ARE THE MOST POWERFUL AND THE MOST DANGEROUS.NOT ONLY WILL THEY DESTROY THE TARGET VESSEL BUT WILL ALSO DESTROY ANY OTHER VESSEL WITHIN THE KILL-RADIUS INCLUDING THE VESSEL WHICH FIRED IT.IF YOU FIRED-OFF ONE OF THESE - GET WELL AWAY. STINGER MISSILES x|;ARE GENERAL PURPOSE MISSILES AND ARE INDENTICAL IN MOST RESPECTS TO THE SHIP-TO-SHIP MISSILES USED BY THE ALIEN FORCES. THE PROBE OR RECONNAISSANCE MISSILE SIMPLY GATHERS DATA ON ITS TARGET.ON IMPACT,IT DEEP-SCANS THE TARGET AND RELAYS THE DATA BACK TO THE SHIP.ONCE SCANNED IN THIS WAY THE EXAMINED VEHICLE WILL APPEAR IN THE DATA-SCREEN. RETURN FIRE MDC:- ~~~~~~~~~~~~~~~~~ THE MDC OR MASS-DRIVER CANNON PROVIDES LIMITED ANTI-MISSILE FIRE,AS SUCH IT IS CLASSIFIED AS AN ENTIRELY DE JAFENSIVE WEAPON.IT FIRES IRON SLUGS AT HIGH- KINETIC ENERGIES WHICH VAPORIZE ANY SMALL TARGETS.BEAM AND PARTICLE WEAPONS HAVE PROVED INEFFECTIVE FOR THIS TASK.EFFECTIVE USE OF THIS WEAPON DEMANDS THAT THE PILOT ATTEMPTS EVASIVE MANOEUVRES BEFORE TRYING TO SHOOT DOWN A MISSILE. GAME OPERATION:- ~~~~~~~~~~~~~~~~~ THE GAME STARTS WITH THE PILOT SITTING INSIDE THE FOE-57 WHICH IS DOCKED IN ONE OF THE FOUR LAUNCH BAYS OF SOLBASE. SOLBASE IS ROTATING TO PROVIDE ARTIFICIAL GRAVITY.TEXT ON !_THE HEADUP DISPLAY PROMPTS THE PLAYER TO RAED THE MESSAGE SCREEN.THIS CAN BE VIEWED BY PRESSING THE `M' KEY.AFTER THE ORDERS HAVE BEEN RECEIVED - THE PLAYER CAN LAUNCH THE CRAFT.IT IS LAUNCHED BY DROPPING OUT OF THE BOTTOM OF THE LAUNCHBAY.IF WEAPONRY IS LOADED ONBOARD - THEN THE ORDINANCE SCREEN APPEARS,SHOWING THE WEAPONS AS THEY ARE LAODED.ONCE IN SPACE - THE YOKE CONTROLS MOTION.PILOT MODE 1 IS SELECTED BY DEFAULT.THE PLAYER CAN TUMBLE THE CRAFT AROUND AND VIEW THE LARGE SOLB !E TANK-SCREEN ENABLES THE PILOT TO HAVE AN OVERVIEW OF THREE-DIMENSIONAL SPACE. THE TACTICAL SCREEN AND THE FORWARD SCREEN BOTH FEATURE ANNUNCIATORS.THESE FLASHING MNEMONICS ARE SUPERIMPOSED ON THE DISPLAY TO INFORM THE PILOT OF SOME MATTER. ANNUNCIATORS:- ~~~~~~~~~~~~~~ PWS - MEANING PROCEED WITH SORTIE NOR - MEANING NEW ORDERS RECEIVED ICM - MEANING INCOMING MISSILE FMO - MEANING FRESH MESSAGE OUTSTANDING NOR AND FMO BOTH PROMPT THE PILOT TO CONSULT THE MESSAGE SCREEN.IN FACT,C 7\Y ALTERS SCALE. SELECTING ANY BODY MAKES IT THE DESTINATION FOR THE QUAD-JUMP. NAVIGATIONAL CONTROLS:- ~~~~~~~~~~~~~~~~~~~~~~~ THE FIST-OF-EARTH INTERSTELLAR ATTACK CRAFT IS PILOTED, EMPLOYING A FLY-BY- WIRE SYSTEM.ALL THE PILOT HAS TO FLY IS THE COMPUTER - THE COMPUTER FLIES THE SHIP.THE SHIP MAY OPERATE A SELECTION OF AUTOMATIC PILOT OPTIONS.SOME OFFER FULL MANUAL CONTROL WHILST OTHERS ARE FULLY AUTOMATIC - PERMITTING THE PILOT TO ATTEND OTHER TASKS.EXPERIENCED PILOTS EMPLOYING MAڝkKNUAL MODES WILL BE ABLE TO OUT-PERFORM THE COMPUTER ON BASIC MANOEUVRES. THE MOUSE-YOKE CONTROLS THE ROTATIONAL MOVEMENT OF THE VESSEL.LEFT-RIGHT MOVEMENT PROPORTIONALLY DETERMINES THE ROLL.UP-DOWN CONTROLS PITCHING. THERE IS NO DIRECT YAW CONTROL. THE MOUSE BUTTONS ACTIVATE PRIMARY AND RETRO-THRUSTER,THIS WAY THE VESSEL EITHER ACCELERATES EXACTLY ALONG THE FORWARD AXIS OR ACCELERATES ALONG THE REVERSE AXIS.PILOTS OF TERRESTRIAL AIRCRAFT ARE OFTEN DISORIENTED WHEN FIRST FLYING A SPAC,rpECRAFT.THERE IS NO NECESSITY FOR A SPACECRAFT TO POINT IN THE DIRECTION OF MOTION.OFTEN IN COMBAT IT IS ADVANTAGEOUS TO BE TRAVELLING IN ONE DIRECTION AND POINTING THE WEAPONS IN ANOTHER. THE PILOTING COMPUTER HAS TEN OPERAN MODES WHICH THE PILOT MAY SELECT, DEPENDING UPON THE CIRCUMSTANCES. NUMERICAL KEYS(NOT THOSE ON THE KEYPAD)SELECT DIFFERENT PILOTING MODES (AUTOPILOTS): ORIENTATION/THRUST ~~~~~~~~~?)e alive once more, hungry for the precious, life-giving plutonium. Brick realizes too late what he has become: A glorified pizza delivery boy for some very tough customers. As they cruch the truck with their metal-munching mandibles, Brick is knocked unconscious. His nightmare is just beginning ... The story begins on January 1, 1956. As Brick Nash, you must save the hapless townfolk from being changed into mutant slaves -- a fate worse than death. You must find and destroy the j. queen ant, breaking her hold over the unsuspecting humans of Lizard Breath. You have only ten days to save the townspeople and destroy the queen ant. If you fail, both you and the town are lost. You need to find the evidence to convince the Mayor that the town is doomed -- unless the ants and their queen are destroyed. GAME PLAY There has been some constructin in Lizard Breath, particularly at the Hospital, although Godfrey's is still unfinished. The skills you developed in DESERT I will be necessary for winning DESERT II; just let your reflexes take over when you encounter a surprising situation. During the course of the game, you will need to open a safe with a combination lock. It operates exactly like a real one. Turn the dial clockwise twice to clear the tumblers(you can use the fire button to speed up dial movement), stop at the first number and press the fire button; turn the dial counter-clockwise once past the secosmouse pe 9 type menu 18~ m 10 19~?~ladAlbert S.$@($  XTPLD  *&" -./000ps 15 mouse pe 15 type menu E,-./000ps 19 mouse pe 19 type menu I  !"###p 11 type menu A,-./000ps 14 mouse pe 14 type menu D,-./000ps 16 mouse pe 16 type menu F,-./000ps 17 mouse pe 17 type meq&NG THE LEFT BUTTON SELECTS WHATEVER IS BEING POINTED AT.THE MOUSE POINTER IS CENTRED ON THE SCREEN BEFORE MOUSE OPERATIONS. 2 - AS A YOKE,THE MOVEMENTS OF THE MOUSE CONTROL THE ROLLING AND PITCHING OF THE VESSEL. AS A YOKE THE LEFT MOUSE BUTTON OPERATES THE SHIPS MAIN ENGINES,GIVING 6.3Gs OF FORWARD THRUST.THE RIGHT BUTTON OPERATES 1G RETROTHRUSTER. KEY CONTROLS:- ~~~~~~~~~~~~~~ THE KEYS ARE BUNCHED INTO SECTIONS...NUMERICAL KEYS(NOT ON KEYPAD) SELECT AUTOPILOTS. ALPHABETIC KEYS SE6LECT SCREENS AND MODIFIERS...FUNCTION KEYS LAUNCH WEAPONS. F - FORWARD VIEW (THROUGH WINDSCREEN,LOOKING FORWARD).FOR MOST OF THE GAME THIS SCREEN IS THE DEFAULT.IT SHOWS THE FORWARD VIEW OF THE FOE-57 PILOT LOOKING FROM THE FRONT OF HIS CRAFT. THIS DISPLAY MAY BE MODIFIED AS FOLLOWS:- H - HEADUP DISPLAY (TOGGLE ON/OFF). THE HEADUP DISPLAY IS SUPERIMPOSED ON THE OUTSIDE VIEW.A CROSSHAIR APPEARS AT THE CENTRE OF THE DISPLAY AND FLECKS WHICH REPRESENT FIXED SPATIAL POINT>S IN THE OUTSIDE WORLD PERMITTING THE PILOT TO VISUALLY UNDERSTAND HIS VELOCITY. W - WEAPONS HEADUP (TOGGLE ON/OFF). THE WEAPONS DISPLAY IS ANOTHER LAYER OF HEADUP.A GRAPHICAL REPESENTATION OF THE SHIP SHOWING THE POSITION AND NUMBER OF REMAINING WEAPONS APPEARS. THE CROSSHAIR IS MODIFIED TO ALSO SHOW WEAPONS AND MDC AMMO. IDENTIFICATION TAGS APPEAR ON ANY VESSELS VISIBLE. Z - ZOOM IN X - ZOOM OUT THESE KEYS ALTER THE MAGNIFICATION OF THE FORWARD-VIEW IMAGE. T - TACTICAL SCREEN THE SɿHIP'S COMPUTER KNOWS THE POSITION AND ORIENTATION OF EVERY VESSEL IN THE SURROUNDING SPACE.THEREFORE IT IS POSSIBLE FOR IT TO GENERATE A REAL-TIME IMAGE OF SPACE FROM ANY VANTAGE POINT.INCLUDING (NOT SURPRISINGLY) THE VANTAGE POINT OF THE FRONT OF OUR OWN SHIP.PRESSING 'T' INITIALLY DOES JUST THAT.IT BRINGS UP THE COMPUTER GENERATED VIEW OF SPACE FROM THE FRONT OF YOUR FOE-57.PLANETS ARE NOT SHOWN.LIKE SCREEN 'F',THE WEAPON DISPLAY CAN BE TOGGLED ON OR OFF AND THE ZOOM KEYS STILL  îWORK.THE HEADUP FLECKS CANNOT BE REMOVED. UNLIKE SCREEN 'F' THIS IMAGE IS GENERATED BY THE SHIP'S COMPUTER AND CAN THEREFORE BE PRESENTED LOOKING FROM ANY ARBITARY VANTAGE POINT. ENTER - (ON THE NUMERIC KEYPAD) WILL ALTER THAT VANTAGE POINT.WHAT IT WILL DO IS GIVE THE IMAGE FROM THE NOSE OF ANY OTHER OBJECT OR VESSEL.REPEATED PRESSING OF 'ENTER' WILL CYCLE THROUGH ALL OBJECTS IN THE VICINITY.YOU CAN SEE WHAT THE SPACE STATION SEES - SEE WHAT AN ATTACKING ALIEN SEES OR EVEN LOOK OUT   UFROM AN ASTEROID OR THE NOSE OF A MISSILE.IF THE OBJECT YOU ARE VIEWING FROM 'DIES' IN THE COURSE OF VIEWING FROM IT - THEN THE SCREEN WILL FLASH AND THE NEXT OBJECT WILL BE SELECTED.THE TECHNICAL TERM FOR THE OBJECT- YOU-ARE-VIEWING-FROM IS THE EYE-PARTICAL. THE COMPUTER HAS ANOTHER WAY OF DEPICTING SPACE AROUND THE VESSEL.PRESSING 'T' AGAIN FROM WITHIN THE TACTICAL SCREEN WILL BRING UP THE TANK SCREEN. AT THE CENTRE OF THE SCREEN IS THE TOKEN REPRESENTING THE EYE-PARTICAL. SPACE AR f4OUND THE VESSEL IS SHOWN AS A SPHERE OF POINTS - OTHER VESSELS ARE SHOWN AS TOKENS.AS THE EYE-PARTICAL ROTATES THE SHIP AT THE CENTRE APPEARS TO STAY STILL BUT THE SPHERE AROUND IT ROTATES.'ENTER' STILL WORKS,ALLOWING ANY SHIP TO BECOME THE EYE-PARTICAL. A ZOMMED-IN VIEW OF THE EYE-PARTICAL SHIP IS SHOWN IN THE CENTRE OF THE CIRCLE AT THE BOTTOM LEFT OF THE SCREEN. THE Z AND X KEYS WORK IN THIS SCREEN BUT IN A SLIGHTLY DIFFERENT MANNER. BRINGING THE SPHERE CLOSER AND FURTHER AWAY.THG): But of course, raw Energy Spheres won't wait forever. If they are not united, they grow tense - and begin to pulsate faster and faster, until they explode with tension. This "pulse time" is your time limit for each level, because when all spheres have exploded, the round is over. (In Mantra Mode, however, orbs don't pulsate.) Spheres explode anywhere from 10 to 30 seconds after they appear. "Pulse time" is always the same for all spheres within a given level, but it is differenG|"t from level to level. Page 12 follows: PODS Whenever two different-colored Energy Spheres collide, they generate a Pod of yet a third color. For about 3 seconds, that pod will sit there. During this time, you can "gobble" (run over) it with your Seeker, make it disappear, and gain energy. After 3 seconds, however, it will grow into another Energy Sphere. Obviously, if you let too many of these pods generate, your puzzle will begin to take somewhat unharmonious characteristics.Gt1 LIVES & ENERGY You start The Game of Harmony with four lives. The number of lives you have left is marked on the upper right of the game screen. The Energy Bar runs across the top of the game screen. Every time you consume a pod, you gain energy. Every time an Energy Sphere explodes, you lose energy. If you let your energy level dwindle to nothing, you lose a life. SCORING Every time you "synergize" (knock together) Energy Spheres of the same color, you are awarded points. G6BJ The amount of points is either 200, 250, or 300 points depending on the level you are playing. Your score is shown in the upper left of the game screen. You can also get Bonus Points. Every time you "harmonize" a level - that is, make all spheres disappear - without creating any new pods you earn an extra 1500 Bonus Points. If you harmonize a level, including any newly-created pods, you get 1000 Bonus Points. If there is only one sphere or one pair of spheres left, you earn 500GcT Bonus Points. More than one pair of spheres left earns you zero (0) Bonus Points. Page 13 follows: Oh, did we mention Bonus Lives? After every 20,000 points, you earn an additional life. Sort of a new slant on reincarnation. BONUS LEVELS Level 4 and every fourth level thereafter (Levels 8, 12, 16, etc) are designated bonus levels. In them, you can gain extra points, but cannot lose any of the points/energy you already have. Each bonus level presents an arrangement of Pods tGLD$hat can be gobbled for points. Each bonus level is different, with different instructions. READ THE ON-SCREEN INSTRUCTIONS FOR THESE LEVELS CAREFULLY. The Random Bonus Pod OK, you're in a configuration, seeking away, surrounded by spheres, when suddenly a random pod appears. Out of nowhere. Just sitting there. What is it? It's a Random Bonus Pod, is what it is. Gobble (run over) it quickly, before it goes away. Because if you do, The Game of Harmony will bestow you with the GSYability to dissolve anything on that level. Hints 1 Relax. We've said it before, and we'll say it again. The calmer you stay, the better you'll do. When you're seeking harmony, tension always breeds bad performance. 2 Try both Movement Control Modes. See which is most harmonious for you. 3 Seek the "elegant" solution. Each configuration can be harmonized in an infinite variety of ways. However, there is an optimal pattern for every level. Here's an examplGe: Page 14 follows: Level 1 1 Move the Seeker so that it bounces off the wall and strikes the first orange sphere. 2 Move the Seeker so that it strikes the first blue sphere. They will dissolve. ing away, surrounded by spheres, when suddenly a random pod appears. Out of nowhere. Just sitting there. What is it? It's a Random Bonus Pod, is what it is. Gobble (run over) it quickly, before it goes away. Because if you do, The Game of Harmony will bestow you with the 2 nu G,-./000ps 18 mouse pe 18 type menu H,-./000ps 13 mouse pe 13 type menu C,-./000ps 12 mouse pe 12 type menu B Z type menu type menub ATBSC @D Ap 1 type menu 10~ps 2 mouse pe 2 type menu 11~p 3 mouse pe 3 type menu 12~ps 4 mouse pe 4 type menu 13~ps 5 mouse pe 5 type menu 14~ps 6 mouse pe 6 type menu 15~ps 7 mouse pe 7 type menu 16~ps 8 mouse pe 8 type menu 17~ps 9 G N]-jrz)Km,-./000ps 15 mouse pe 15 type menu E,-./000ps 19 mouse pe 19 type menu I  !"###p 11 type menu A,-./000ps 14 mouse pe 14 type menu D,-./000ps 16 mouse pe 16 type menu F,-./000ps 17 mouse pe 17 type me]@ards from an above-ground atomic bomb test. Andy tells of a hastily scrawled note smuggled out of solitary confinement: "I am a scientist ... stop the test! Lethal range ... 14-16 miles ... thousands will die ... Lizard Breath will be annihilated! Go there ... warn Dr. Wells ... he alone can stop this disaster!" Brick springs into action, hijacking a truck carrying the plutonium bomb trigger. He is roaring towards Lizard Breath, unmindful that the once-dormant ant nest has comGdReturn. 9 Thereafter, to start the game fresh from the hard drive, enter the CLI and change to the Harmony sub-directory (i.e. type CD DH0:HARMONY). Then type HARMONY and press Return. Note: You must have The Game of Harmony disk (or a copy of it) in the floppy drive in order to save a game, restore a saved game, or to record high scores. Page 6 follows: HOW TO PASS THE COPY PROTECTION SHEET This is simple, play the PARANOIMIA crack! Page 7 follows: HOW TO CONFIGUG NRE YOUR GAME The Game of Harmony will flip through a title screen, a High Scores Screen, then a brief series of Demo Screens with basic instructions. To move on to the Configuration Screen, press the fire button or space bar. The following options will appear. To move up and down the options, use the Z or W keys. To toggle between sub-options, use the A or S keys. After you choose your options, press the space bar to activate your configuration. Configuration Screen Options G OT Sub-Options Comments Mode Normal Choose the demo Mantra mode here and you Demo get the game sounds instead of the theme song. Players One Two P1 Controller Keyboard Input device for Player 1 Joystick Page 8 follows: Configuration Screen (continued) Options Sub-Options Comments P2 ConG uBVtroller Keyboard Input device for Player 2 Joystick Control Mode Alternative See Controlling the Seeker for explanations. Normal Rotation Speed Slow The slow speed is more Fast precise. UTILITY CONTROLS D Save Game (at any point) R Restore the Saved Game (in any game level) P Pause/Unpause F9 Sound On/Off ESC Quit current game & retG  urn to Main Menu Page 9 follows: Note: One game can be saved/restored in either Mantra or Competitive Modes. HOW TO PLAY The game is simplicity itself. You control THE SEEKER (a hovering sphericule with a pointer inside) adrift in a world of colorful, melodious puzzles. Each puzzle is a configuration of different- colored orbs that pulsate with raw, undirected energy. Your goal: Create synergy (united, directed energy) by pushing together all same-colored pairs of spheres befoG mre they explode with tension. This "harmonizes" the configuration and lets you move on to the next puzzle. There are 50 configurations, 50 unique "problems" to be solved. You can work with or without a time limit, with or without a partner. Here are your secrets to success: Precision, elegance, grace, calm, clarity. CONTROLLING THE SEEKER The Game of Harmony can be played with either a keyboard or a joystick. Once you've reached the Configuration Screen, you can choose between Gtwo (2) different ways to control the movement of your Seeker. To scroll through options on the Configuration Screen, use the normal keyboard controls for Player One. (For joystick, use the normal joystick controls for Player One.) Page 10 follows: CONTROLLING THE SEEKER CONTROLS MOVEMENT MODE Players 1&2 Player 1 Player 2 ----------- -------- -------------- Joysticks Keyboard Keypad C64 Normal Alternative Up GAj W 8 I N/A forward Down Z 2 M flip 180 brake/stop Left A 4 J rotate left same Right S 6 K rotate right same Fire button Space Bar 0 Return forward flip 180 GAME MODES To scroll between the three modes on the Configuration Screen, use the A or S keys. Mantra Mode. Other games call this Practice Mode. But unlike other games. The Game ofGc[ Harmony gives you access to every level of play in this anxiety-free state. No time limits, no restrictions. Float through all 50 configurations at your leisure. (You may never want to leave this mode. Ever.) Normal Mode. For the more competitive, goal-oriented seeker of harmony, we have a time limit for solving each configuration. (For details, see Energy Spheres below.) Demo Mode. When you select this mode, you get a full demonstration of the game, including game sounds. G Page 11 follows: THE TWO PLAYER GAMES Both the Mantra and Normal Modes feature a unique two-player option, which we like to call Harmonic Convergence. Each player controls his own Seeker on the same screen. But there is no competition. Instead, players must cooperate to "harmonize" each configuration. To set up the two-player option, choose Two under the Players option on the Game Configuration Screen, then select controllers for each player. ENERGY SPHERES The Game of HarmoGnR}ny gives you 50 different puzzles to solve. Each one features different configurations of colored orbs, called Energy Spheres, and barriers. Each puzzle challenges you to use your mobile Seeker to knock together Energy Spheres of the same color, thus creating Synergy (measured in points). Whenever you unify two like-colored spheres, they heave a grateful, musical sigh... then dissipate into a state of blissful synergy. Hey, you can't help but feel good about yourself. PULSE TIME"' < < 8\< 8\<  `FNb`  `FNb` LG0 LG0 C0 C0 A0 A0  @``  @`` Ã`x0 Ã`x0"FF =8 =8CC?||?8"l 0; 3 1 ? 19?"|Ŋ22 1 1 12 ? <?"l 0000@<@8v g0g0@@8f@@8 f@f@8 @;<<@8@@8@@8@@@@@  e%O@ @?8 @ @? >>>? @ @ @88@8<^O8@88@?@- @ v3v?? @ ;303;3 @ 3?33? @ 003300 @x^z@@@???>?@@ @Ȁ@ @@ @ @ σ ? @g@@```@e @ a``@a`` @;a`` @ن?0a`` @߆ @  @< @@@@  p p p8 p p 3??3  9:3njݏ3       ~ g   `8f `8f`|><|<<  `|><|<<xfvf a٘00 xfvf `fff`~ݬ a`` `fff`~f`f` a`ff`f` ~f ;f<< ia ~f ;f<< 3`a  3  3 3  3   `   `  `3 0 `3 0??3 `? 3 `? 3 33 30 3 33 30  =f? >? > < <   ;;;; ٝٝٝٝ ߙߙߙߙ   ? < < ? < <`|><|<<xfvf a٘00 xfvf `fff`~t_[``qq>LJ8g8< 8>88l8f<<8fv8f8lff`8<<8? s?lf<<fvflff`<<?88?<!^f;<<? ݇g ݇g%soIc  ? nj? nj ?xnj?xnj??>???>?>?> >>f`>f`> !f>!f#q@ter or against two other players. A host of options are available to alter the match conditions and various permutations of the options provide enormous variety of gameplay. 2.2 THE LEAGUE There is a league of 8 teams lasting 14 weeks. The league championship requires consistent excellence. 8 players can play in the league which can be saved to be continued later. 2.3 THE CUP The cup tournament is played on a knock out basis. If there is no result, ext $o!`ra time is played. If there is still no result, a penalty shoot-out decides the winner. 2.4 INTERNATIONAL FRIENDLY This option allows you to play a single match using international sides with their distinct styles of play. 2.5 PRACTICE Practice mode allows one or two players to practice ball skills and learn ball controls without being harassed by the opposition. 2.6 OPTIONS The option menu sets the conditions for a Single Game or International Friendly. The options mus ̲t be selected before playing the game. 2.7 SPECIAL EVENTS This option is used for loading data disks to be published at later dates. 2.8 ACTION REPLAY This option is used to edit a file of action replay goals to create a golden goals disk. 2.9 KIT DESIGN This option enables the design of custom kits for a single game only. 3.0 THE OPTIONS The options in this menu once set remain unchanged until changed. 3.1 DURATION 2x3, 2x5, 2x10 and 2x2 The league and cup matches are  &2L>f>f cc> ߇6 3 63 0 03v> 0>v36033;3 <3 ;36>3  03 33633 033 03 0333 033 33 063333x 6p>f`> !f>!f E@   @0@ @@ @@@@ @@  ??>>@xy@ @@ 88 pffff`<l f<;f;<f l<08Zl vfv fff ff`;; |+ s?8l f><>> fff` fff< lf|f 8; `<| ,=8`<??  ?``  ```` `|~` `|~`WR `0 `0 ` ` `00  `00 > ``#0  ``#0  ``#r0  ``#r0  `3`a: `3`a: `0 0 `0 0 `|< `|<1   ``  ```` `|~` `|~`? `0 `0 ` ` `00  `00 ``#0  `2z`#0 ``#r0  ``#r0 `3`a:  `3`a: `0 0 `0 0 `|< `|<?``qq)K?  } LJǁ   Ǐ?  o %":<< l f<<fvf lff` <<5xgfv flff`>?>?<<""6f!V>>>>?88=g<f g>??>>;<< = 7/GS      <f p<<<> 8ffvf ~`f~ f`f``<<  8[[l f<<fvf lff` <<~8Zfll|ffvfxfvflf `ffflf `ff`f`f f `:a ``  ```` `|~` `|~`?> `0 `0 ` ` f~ `00 `00 ; Oıf<` ``#0 ``#0 f<` ``#r0 ``#r0  |f|f` `3`a: `3`a: ffl~b `0 0 `0 0ff `|< `|<?> >~``<qq<,zf`f```xb`f?>>?>88=&88888<888f88 8p><8>88 88v`88 8f<88 8ff`88?? 8< ;<|88888 4$= 9g   1g>????>  l f<< $?] teleportation unit. You as a player need to do nothing to stimulate these actions. Controlling your movement depends on your weapon. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MOUSE USERS. Press the right button of the mouse to turn yourself around (left button is used for shooting). GUN USERS. Change your direction by firing at the bottom of the scoreboard. Firing your gun or mouse is also required to go up and down ladders as well as to$@> open doors. While you are facing a ladder, fire at its base to go down it or fire at its top to go up. You may also change direction while on the ladder. Hints 1. Don't waste bullets. 2. Don't waste time, the more time you take gives the Creatures more time to multiply. 3. Be careful at what you are shooting at. There are both good and bad objects to hit. 4. When you find yourself blinking, you cannot die, take advantage of your omnipotence$AN!. 5. Don't let the Beastoids or Creatures get you, they will tear you to shreds. Putting Yourself in Space (The Death Scene) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ We have made it possible for you to actually put yourself, a friend, or enemy into the Creature Dieing scene. It requires you to paint or digitize yourself using a paint program or a digitizer/camera. It also requires some skill. Here's how: Before making any changes, be sure to backup your disks! Th$ Bhbere are 3 important files located on the Orbit 1 disk. TEMPLATE.IFF. This file contains the proper palette and size requirements. PLAYER.IFF. This file is the graphic before being attached. SKULL.IFF. This is the graphic after being attached. 1) Use your paint program to load in the TEMPLATE.IFF from Orbit 1. 2) Draw the image you want into the indicated area in the template. The image can be anything you want a$!Cs long as it fits within the boundaries. 3) IMPORTANT !!! Save only the image youve just painted (not the entire picture) as a brush (not a picture) with the name "PLAYER.IFF". In Deluxe Paint for example, you would capture the image using the BRUSH SELECTOR gadget in the toolbox then save it as a brush. 4) Repeat this again for the "after" graphic and save as "SKULL.IFF". 5) Exit your paint program$"D;d7 and return to the CLI or WORKBENCH. 6) With disk Orbit 1 inserted in DF0: from the CLI type SETUP. From the WORKBENCH double click on the SETUP icon. 7) Under the INTERACTOR menu there is ADD PLAYER, ADD SKULL, REMOVE PLAYER, REMOVE SKULL, HARDDISK/FLOPPY (Floppy is default). 8) To add the new Player Face select ADD PLAYER. The program will look into the current directory for the file PLAYER.IFF and install i$#EQUt in the the game. 9) ADD SKULL installs the Skull face. 10) REMOVE PLAYER, restores the default Player face. 11) REMOVE SKULL, restores the default Skull face. 12) Select QUIT to exit the program. IMPORTANT: We at Actionware think we are breaking new ground in offering this unique ability. We suggest only users familiar with a paint program and manipulating disk files should try this. If you have difficulty, we suggest you consult your local deal$$6Yer whom we rely on to support our products. Amiga 500 Light Gun Users ~~~~~~~~~~~~~~~~~~~~~~~~~ Port 1. Connect Light Gun Here Port 0. Connect Mouse Here Amiga 1000 Light Gun Users ~~~~~~~~~~~~~~~~~~~~~~~~~~ Port 1. Connect Mouse Here Port 0. Connect Light Gun Here Amiga 2000 Light Gun Users ~~~~~~~~~~~~~~~~~~~~~~~~~~ Port 1. Connect Light Gun Here Port 0. Connect Mouse Here gram will look into the current directory for the file PLAYER.IFF and install i G ??88<f;<< Ht<f p<<<> 8ffvf ~`f~ f`f``<< l f<<fvf lff` << 3\8l<<flff`fflffvfxfvfl f `ffflf `ff`f`f0f `ffff`<lff<;f;<f l~<0$J_Tte planet's surface, you are relieved to see that a space-scooter has been left behind. You cautiously board the scooter and begin your descent down the shaft and towards the lunar base. After fighting your way down the shaft and along the tunnel, you reach the base itself, where you finally encounter the dreaded Creature. You quickly realize that your worst fears were nothing compared to reality. The Creature can't be killed! Your light phaser can only stun it! Repeat hits will$KR prolong its dormant state, but that won't make your job easy. Ward off the aliens' attack while looking for more provisions and the explosives needed to destroy the transportation unit that the Creature will otherwise use to send for more of his own kind. Place the explosives by the unit and set the timer. However, there will be Queen Creatures lurking in many of the store rooms that will try to prevent you from collecting the items you need. If you can, make it back to the mo$LYŮXon's surface with your supplies and your mission will be declared victorious! (Piece of cake). The Scoreboard ~~~~~~~~~~~~~~ On the top of the screen is located a box which indicates important supply levels. The levels are Energy 1, Energy 2, Distance, Damage, Air and Fuel. A solid green line means a full supply, but as the supply id depleted, it begins to turn red becoming a solid red line on empty. Keep an eye on those because if vital supplies such as air or damage reach a f$Mull red line your mission will come to a quick end. ENERGY 1 and 2 refers to the charge left on your light phaser. Replenish your supply by finding energy hidden on board the ships. DISTANCE indicates how far away you are from exits. It is also used as you are traveling through the shaft and the tunnel. It shows relatively how far you have gone through the shaft or tunnel and how much farther there is to the end. DAMAGE level indicates how badly you have b$Nkeen hurt. Being hit by the beastoids' and the Creature's missiles, the droids' plasma bolts, and the acid drips will increase your damage level and it may become great enough to kill you. Your damage level will decrease slowly over time if you protect yourself well enough to heal. AIR supply is measured by this level indicator. You must find oxygen to stay alive long enough to finish your mission! FUEL is almost as crucial as oxygen for the completion of your$O[? mission. You may not be able to leave the ships without finding more fuel because you will use up your own fuel supply each time you travel between ships. The CLONE indicator tells you how many lives you have left. Upon hearing the distress call, you started making clones of yourself realizing that you needed all the help you could get. By the time you reached the first ship, the cloning devices on your ship had only made 2 clones. Thus, you begin the game wi$Pcth 3 lives. Each time you are killed, a new clone boards the ship to continue your mission. Additional clones of yourself are produced each time you get 15,000 points. The CLOCK is a timer that lets you know how long you have been on your mission. The clock is crucial when you are on the space station because it tells you how much longer you have before the reactor self-destructs! On the lunar base the clock begins to count down once you have placed the bomb, g$Q6oiving you just minutes to get more energy and get out! The MAP window shows the route you have taken on the ship. You are indicated by a red dot which moves as you do trailing a green line showing your course. This is especially helpful when you make your way back out of the ships. The MASER BOMBS indicates the number of masers (smart bombs) available. A Maser destroys all harmful creatures except the Mother. Strike the "M" key on the keyboard to activate. $Rڏh OBJECT POINTS COMMENTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Creature 0 Your shots only stun it. Acid pools 100 Nasty, they damage you. Green Beastoids 150 Baby Creature 200 Nasty, they suck your blood. Green Creature Missiles 200 Kill you immediately. Beastoids' Missiles 200 Acid Drips 200$S  Droids' Plasma Bolts 200 Alien Attack-Droids 250 Requires multiple hits. Tentacles 500 Shot when vertical. Disarming Reactor 500 Queen Creature 1000 Must shoot in heart many times. Destroying Teleportation Unit 1000 Cat -5,000 Don't hit an innocent cat. Girl -5,000 Be careful! Hit the PHASER GLOBE whenever possible. This will give your mouse $>.]or gun 100 rapid fire shots (like a machine gun). This can come in very handy. Hit the MEDIC DROID whenever possible. This will repair damage that you have sustained. CONTROLLING YOUR MOVEMENT ~~~~~~~~~~~~~~~~~~~~~~~~~ The person in the spacesuit is you. You will automatically walk forward, turning around at dead ends, as well as automatically retrieve supplies from open doors and perform other necessary tasks such as disarming the reactor and placing the explosives by the$Utle screen when no input is sensed for approximately 30 seconds. If the demo mode begins, just press the gun trigger or left mouse button to begin. SKIPPING THE INTRO. Once you have seen the introduction sequence, you may skip it by hitting the left mouse button, or pulling the phaser gun trigger. PAUSE. To pause the game hit the keyboard's "Space Bar", hit again to start. HIGH SCORE TABLE. Creature lets you save the top players. If the disk is write protected, the t$VHZ"op players will be saved only for the playing session. If the disk is write enabled, the top players scores are saved to disk for future reference. GUN USERS. The Actionware Phaser gun makes games very unique. Capone, POW, and SideShow are perfect examples. Creature also makes use of the gun. DUAL GUN USERS. Creature allow users with 2 phaser guns and the dual gun interface to play simultaneously like previous gun games Capone and POW. See directions for proper connecti$ Won of the dual gun interface. SOUND EFFECTS. For best results connect your AMIGA to a Stereo System with good bass response and pump up the volume. AMIGA Loading Instructions ~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Turn on your AMIGA and monitor in the normal manner. Insert Creature disk ORBIT1 into the internal drive (df0:) when the display prompts for a WORKBENCH disk, AMIGA 1000 users must insert the KickStart disk first. 2) Using your mouse move the pointer to the Program $ XcDisk Icon and double click. When the Creature icon appears double-click on it and the program will begin. 3) Choosing your weapon ~~~~~~~~~~~~~~~~~~~~ Assuming you have your gun or mouse connected as indicated elsewhere in this manual, the program detects your weapon at the Creature Title Screen. Press the left mouse button or pull the gun trigger to select mouse or gun respectively. Note: You will be required to insert the ORBIT 2 disk. For your conven$ YVRience you will no longer need the ORBIT 1 disk. Mouse users skip to instruction 6 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4) 1 or 2 Gun Players (Not available in Mouse Mode) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Only users with 2 Phaser Guns and the Dual Gun interface can play Creature with a partner simultaneously. To select this mode, using a gun shoot at the PLAYER 2 area on the control panel. Shoot again to toggle$ ZA back to singe player/ 5) AIMING (GUNSIGHT CALIBRATION) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From the control panel screen press the letter "A" (not the AMIGA key). The aiming screen will appear. Aim your gun at the center of the crosshairs, then press (and hold) the gun trigger. The shot will follow your gun's aim. Repeatedly strike the arrow keys to align your shot. Note: we say repeatedly because the increments of movement are small. Don't be worried if your g$ [Hbun shots jump around; this movement is normal. When your sights are calibrated, hit the SPACE BAR to continue. If you are using two guns with the DUAL GUN INTERFACE, each player will have the opportunity to aim (calibrate) his or her gun sights seperately by pressing the 1 or 2 key to select either gun. 6) Select Destination ~~~~~~~~~~~~~~~~~~ After you have selected a destination, you will be asked to consult your codewheel. (Not anymore, this sucker has be$\Sen cracked) HARD DISK INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~ The program SETUP located on the Orbit 1 disk moves Creature to a hard disk. With disk ORBIT 1 inserted in DF0:. From the CLI type SETUP or from the WORKBENCH double click on the SETUP icon. Under the SETUP menu select INSTALL, you will be prompted for the proper action to perform. YOUR MISSION ~~~~~~~~~~~~ Responding to the distress call, you hurry to save a spaceship, a space station, and the lunar base that have $] ǵbecome infested with Creatures. Armed only with your light phaser gun, you make your way onto the ship. Finding nothing valuable, the Creature has abandoned the ship, but it left behind its own guard dogs, beastoids that fire weapons to protect their evil master. You must survive their attack to find life sustaining supplies and the key needed to disarm the reactor. Upon retrieving these important supplies, you must quickly leave the ship and return to the docking bay to get back t$^Ro your own spaceship and begin the short ride to the terror-filled space station. You quickly realize that your stay on the space station will not be pleasant, for the danger here is much greater and your task more life- threatening. You must gather more essential supplies, but more importantly, you must disarm the reactor before it self-destructs. You have the key, but where is the reactor? No one said these missions were easy! What makes your job so difficult are the surpris$ICes the aliens left behind: alien attack-droids, acid leaks, and more vicious beastoids. Once you've succeeded in disarming the reactor, you must survive long enough to make your way back out. As you head towards the underground station, you realize that you have yet to see the Creature. It doesn't take much common sense to figure long enough to make your leaks, and more vicious beastoids. where it's hiding and that worries you. How much worse can it get? When you land on th Ff<< fv flff`???<<z+ -> P 41 FOR D.O.T.EARTH TYPE --> P 27 FOR IMPOSSAMOLE TYPE -> P 42 FOR TOWER OF BABEL TYPE --> P 28 FOR NINJA SPIRIT TYPE -> P 43 FOR ESCAPE FROM PLANET TYPE --> P 29 FOR THEIR FINEST HOUR TYPE -> P 44 FOR CREATURE TYPE --> P 30 FOR SHERMAN M4 TbV|STINATION (SOLAR CHART) IN GAME (AUTOPILOTS):- ~~~~~~~~~~~~~~~~~~~~~~ 1 - MANUAL OPERATION 2 - POINT AT PRIMARY TARGET 3 - PERSUE PRIMARY TARGET 4 - FINE POSITIONING 5 - SLOW THRUST 6 - AUTO FLY AND HALT 7 - POINT IN DIRECTION OF MOTION 8 - POINT OPPOSITE TO DIRECTION OF MOTION 9 - STOP,THEN DROP INTO AUTO PILOT 4 0 - RECENTRE YOKE IN GAME (WEAPONS):- ~~~~~~~~~~~~~~~~~~~ F1 - PSUEDO-STELLAR MISSILE F2 - STINGER MISSILE F3 - RECONNAISSANCE MISSILE F4 - MINE F5 - TARGET DRONE F6 - X-£RAY LASER DEVICE RETURN - MASS-DRIVER CANNON(MDC) MOUSE CONTROL:- ~~~~~~~~~~~~~~~ UP/DOWN/LEFT/RIGHT - AS SPACECRAFT YOKE LEFT BUTTON - FORWARD THRUST RIGHT BUTTON - RETRO THRUST BASIC CONTROLS:- ~~~~~~~~~~~~~~~ THE MOUSE:- MOUSE OPERATES IN TWO MODES. AS A CONVENTIONAL MOUSE POINTER,OR AS THE SPACECRAFT YOKE. 1 - AS A MOUSE,THERE IS A CIRCULAR CROSSHAIR RESEMBLING A GUNSIGHT SERVING AS THE ON SCREEN MOUSE POINTER.MOVING THE MOUSE MOVES THE POINTER - PRESSIdW+ls (use them if ya want) to program your robots/ select the robot then select the directions and functions then push run all..or run/out(first for all, second for one) if ya mess with these youll figure them out...its quite simple! (i never use em, you dont have to to play they are just there so you can program it and then watch the shit(by pressing NSEW on the menu)) ok if ya press pause you see more menus on the top, just like pushing a right mouse button...look at em and mess wei~k7ith the alternatives) ok back to the 1st level.. what ya need to do is........... get them klondikes..!!! so take your zapper to the top level by going to the elevator and going to the top..then go to the back and down and kill the shooter thing(looks like an oil rig for yall southeners) then go back up and down on the last elevator. move your zapper to the rear again to fuck with the other shooter..) ok problem... if ya take your grabber and try to take the klondikes(by getting ifz8n front of them and pushing fire(for grab), the block will move in the way and you are fucked..so.....you need to move the block away with your pusher ...take the pusher and go to that last elevator you got off..and push the block back then simply position your grabber and get them klondikes. the level is now finished and you'll here a cute little tune. ok the rest of the game is the same and if your smart you can make new levels with the constructor...it has all kinds of levels and options! good luck and if any other problems contact me sumwhere..or on a telesis board at TELESIS SOUTH 713-9600-753 MARTYRIUM TELESIS NORTH 713-324-2139 DANSE MACABRE typed by TIGER2xlc... group members are Nosferatu, \>/inter />\ute and me... ke an oil rig for yall southeners) then go back up and down on the last elevator. move your zapper to the rear again to fuck with the other shooter..) ok problem... if ya take your grabber and try to take the klondikes(by getting i$T`ound effects and enhanced graphics are automatically available in 1 meg machines. DISK DRIVES. Each floppy disk drive or hard disk you have requires some of the computer's memory. Creature will work in a 512K AMIGA with up to two drives connected. If you have more drives you may find you need to remove the additional drives. If you have a hard drive with 512K and multiple partitions, you may also run out of memory. DEMO MODE. A continuous demo starts from the Creature tiiŐĉels (to load/save a game you'll need to make a tower of babel disk in the construction menu) ..................... ok select play game, this will let you play the games that are given! pick A for this example(the game is called softly,softly) do the other shit like ok to continue(its pretty self explanatory! allright you're ready to play! you have three robots(sumtimes less on other levels) Z=zapper, P=pusher, G=grabber you will be given an objective(like collect three klondikces) you must complete this task to finish that level.. on the first one you have to collect the three klondikes (the green things that look like big gold bars) ok,so what do ya do?? well, simply put, arrange your robots in a way as to get things done/ on the bottom menu you can select the robot you want and move them with the directional gadgets...the bottom one doubles as a backwards and the up/down for going up/down the elevators. to the left of the menu is sum programming too k (f` <;<>l vfv fff ff`;; |? ll>8l f><>> fff` fff< lf|f? 8; `<|  mwA 8`<flfffvfxfvfl<f `ffflff `ff`f`fff `ffff`<lf<;f;<f l~<0 z]flf~~xf``l< p8`|<<<`<<<` ``  ```` `|~` `|~` `0 `0 ` `  `00 `00  qm ``#0 ``#0  ``#r0 ``#r0  `3`a: `3`a:  `0 0 `0 0  `|< `|<>>??> ``  qq rؓ@      >??>     sl    >????>8 888 88 8<88 8f tNY88 8p><8>88 88v`88 8f<88 8ff` 88>????> 8< ;<| 888 88  _|O    >??>l vuing 5 or 6 and looking for the flashing red square, DON'T move them otherwise a guarding enemy Panzer might blast 'em). Mission #3: Capture Villages (the one at F-7). Mission #4: Destroy the cannon at B-3. Mission #5: Liberate St. Mary's Church at G-1. Also, there is a major repair facility (repairs everything, etc) at F-7. It's worth taking over, then you can repair all damage and reload your cannons, etc. Ardennes Campaign/Missions: Mission #1: Retreat unit immediatelwey to Camp at C-14. Mission #2: Recapture base at F-9. Mission #3: Destroy the bridge at B-3. Mission #4: Destroy the enemy base at D-1. Mission #5: Liberate Bush-Ville (BIGGEST village on the map). North Africa Campaign/Missions: Mission #1: Destroy the enemy's reserves at Bab-El-Qattara (C-5). Mission #2: Defend the village at C-5. Mission #3: Destroy the enemy tank convoy at F-6, F-7, or F-8. Mission #4: Refuel at Sidi-El-Rahman, destroy enemy reserves (haven't played xHthis one much so you got me. Maybe the northern part of the map). Mission #5: The Bunker of Rommel, the Final Battle (same again. Haven't played it to find out the coordinates). Scenary Disks: When you succesfully complete a campaign, the game says something in French about scenary disks, which might mean a sequel. Hope so, because they did an EXCELLENT job on the graphics and sound effects for this game. Unfortunately you CAN NOT snap- shot the screen and save pQa}ictures. I tried, but it wouldn't accept Alt-Help. Anyways, enjoy the game. ridge at B-3. Mission #4: Destroy the enemy base at D-1. Mission #5: Liberate Bush-Ville (BIGGEST village on the map). North Africa Campaign/Missions: Mission #1: Destroy the enemy's reserves at Bab-El-Qattara (C-5). Mission #2: Defend the village at C-5. Mission #3: Destroy the enemy tank convoy at F-6, F-7, or F-8. Mission #4: Refuel at Sidi-El-Rahman, destroy enemy reserves (haven't played zJ݇l before the barracks are totally destroyed. Now Ben and Andy make their way through the underground caverns which lead to the rest of Dr.K's fortress. The green and orange gaurds are still hot on your trail but now machine gun carrying bullet proof gaurds join in the fun. Watch out for trap doors. The next level is the refinery, athletic gaurds with top-of-the-range pistols are out for blood. Things could hot up as some carry flame throwers. Be careful in the water as you could{xsE drown. The fourth level... you now eneter Dr.K's transporter room. Be quick through the electric doors. On the far right the gaurds are transported across the fortress on the huge transportation grid. Four levels down, twelve more to go...... CONTROLS Player 1 - Joystick 1 Player 2 - Joystick 2 Left ALT - Super Bomb Right ALT - Super Bomb P - Pause ESC - Quit Extra features are awarded as you progress. Watch the screen. E:( Docs Typed In By Mr.Z of SKY. Bye. heir way through the underground caverns which lead to the rest of Dr.K's fortress. The green and orange gaurds are still hot on your trail but now machine gun carrying bullet proof gaurds join in the fun. Watch out for trap doors. The next level is the refinery, athletic gaurds with top-of-the-range pistols are out for blood. Things could hot up as some carry flame throwers. Be careful in the water as you could }H `  ```` `|~` `|~` `0 `0 ` ` `00 `00  ``#0 ``#0  ``#r0 ``#r0  `3`a: `3`a: `0 0 `0 ~` 0 `|< `|<?``qq?~Z`