DOSa0lp` Viruscope Bootprotector V1.0Ha"LCNJg @ hpNupNuJ*fJ.fJ&f`.CBN,@BA"<PNJf "N,xNba( <fNu,x-|*NjN,xCBBNg&@A <@Q,KAp"<@$<Nz#CN:#CpNA"|0<3Q I"< 4<6<a|6 - Clear memory - Continue 80 MWB DOXDISK # 24 in 1991D*aI points at the beginning of certain turns in the game. These points may be given to only one or both sides. Other scenarios will award reinforcement points, based on control of certain key Towns at the end of some turns. This is simiiar to the awarding of Victory Points. A piayer uses these reinforcement points like he used the initial buy points. He can purchase additional combat units and place them onto the field of battle. (You will find the scenario descriptions located in AppenEdix A. They will contain information about the Reinforcements avaiiable for a scenario.) NEUTRAL COUNTRIES Some scenarios will have regions set as neutral countries. These regions have associated with them a certain number of buy points. Should either player decide to enter a `neutral country', the game will pause upon this encroachment. The player NOT invading the neutral region will help defend this country. He will receive these associated buy points to place additional forces wFgyithin the neutral country for its defense. The decision to invade a neutral country is complex. You must weigh the strength of the defensive forces that your opponent will mount against you. Balancing this is the lure of the frequently generous victory points available for the towns within the country. TURNSEQUENCE A game lasts a fixed number of turns, which varies by scenario. Each turn consists of a sequence of phases. There are two parts to each phase. The first is for the AttacG ker forces and the second for the Defender forces. The phase sequence is as follows. Unit purchase and placement: At the beginning of the game, a commander will build a combat force. ln some scenarios, additional Buy Points may be available in iater turns to purchase reinforcements. Page 1 8 Mobile Artillery Plot: Orders for indirect fire for mobile artillery will be given now. The units will execute these orders during the next phaHiyuse. lndirect Fire: All pending orders for indirect fire will now be executed. Stationary and mobile artillery will now fire. The commander will have given the orders for stationary artillery in the previous turn. Artillery Plot: The commander will order the plotting of indirect fire for stationary artillery units (Light Artillery and Heavy Artillery). These orders will execute during the lndirect Fire phase of the NEXT turn. Direct Fire: Orders for direct fire maIny be given. Shots will fire when the order is given. The targeted unit may have the option to shoot back (return fire). Movement: Units may move to new locations. lt is possible for an opposing unit to fire at the moving unit (Passing Fire). Direct Fire: Units not having fired this turn may receive direct fire orders. As in the first Direct Fire phase, shots are fired when the orders are given. The targeted unit also may return fire. Scoring: vjctory Points are accJ =cumulated. A commander also may earn Reinforcement Buy Points. UNIT TYPES Armored Car Having a movement range of 9 per turn (over clear terrain), the Armored Car is the fastest moving piece. lt is also the easiest of the armored unit types to kill, and the least strong offensively. This unit is great on breakthroughs to get behind enemy lines to artillery or his reinforcement points. Due to its fast movement, it is a valuable unit for transporting infantry pieces. K ' Page 1 9 a Light Tank The Light Tank is a fast armored unit, with a movement range of 6. lt is relatively weak on defense and offense, but if close enough can damage any opposing unit. lt is a useful, inexpensive all-purpose unit. lt is also quite good for monuments in front of public buildings when the war is over. Medium Tank This unit has a movement range of 5 and has more offensive and defensive power than the Light Tank. lt is the bestLN` all-purpose unit you have available. Don't be afraid to use it. Many players have won games when they used a considerable quantity of medium tanks. Heavy Tank Moving 4 hexes per turn, this is the slowest but most powerful of armored units. lt is also expensive! You must be careful how you use this piece in the full kill mode of combat. lf a light tank can get within a range of two to this unit, it can destroy the heavy tank. lf used properly, these heavies can win many games for y9 Ժ e unit to fire at the moving unit. Continuing, let's move on Konigsberg. lf your Mobile Artillery shot scored a direct hit on the town, you can walk right in. The two bridges between your units and the city provide your direct p: Rath. lf your opponent's Mobile Artillery did damage the bridge, you will have to find an alternate path. lf that did occur, then move your Engineer right into the river. Next turn you can order the engineer to build a bridge in that ; location. Page 1 4 \' ' ' On your way to the town of Konigsberg, there may be enemy units in the way. You will have the option to engage in close assault. Unfired Armored Cars or Tanks can execute a close assault order. Mobile Artillery and other unit types cannot perform close assault, however. This order is given by ordering your unit to move onto a location occupied by an enemy unit. When a close<] assault engagement occurs, only one side will survive. This is risky, but sometimes necessary to secure that town or to get cqrtrol of that key position. During the movement phase you may move all of your units, so go ahead and move everything forNard. Your opponent may take PASSING FIRE at you as you are moving. After you have moved or `lgnored' all of your forces the computer opponent will start to move his forces. While his units are moving, you should keep an eye on the "Passi=$mng Fire Avaiiable" indicator, Make sure you prepare to give the PASSING FIRE order. (Either mouse button or the key requests PASSING FIRE.) Sometimes it is a good strategy to take the `passing fire' because he may be running for cover. Following the completion of the movement phase, you will proceed with the second direct fire phase. Any units that have not fired yet during this turn are eligi*le to fire. lf they fired during the first direct fire phase or took RETURN fire, they> have used their one shot. Also, firing at an enemy unit when moving, or engaging in close assault disallows their participation in this phase. All eligible units who have a legitimate target can fire. This will be the last opportunity to fire during this turn. lt is usually advisable to fire all remaining units. When you have exhausted your firing wishes, your opponent will do his firing. Again, when your opponent is firing be ready to order RETURN FIRE, if avaiiable. The last pha?Hkse is the score keeping. All cities now occupied by unit(s) from only one side will have their associated victory points awarded to that commander. The game will then proceed to the next turn, cycling through the same sequence of phases. Reinforcement purchase and placement (where applicable), Mobile Artillery Plot, Artillery Fire, Artillery Plot, First Direct Fire, Movement, Second Direct Fire, and Scoring are the backbone of "The Perfect General". Pa@| key or by clicking the right mouse button with the pointer outside the main Battle Window. You will see an array of choices from which to choose. Try any of these by just selecting the menu item. Choosing Dis/play Control or Game Control will bring up another menu of options. Experiment with these choices as they can interesting as well as useful during the game play. During direct fire, one must always be aware of the chance of RETURN FIRE. When a unit receives direct fire, it may have the option of taking a direct fire shot in return. This may be its last gasp before its possible demise. lt must not have fired during this turn. lt also must have a valid, in-range target at which to fir0كe. lf both conditions are true, the owner can order RETURN FIRE. When one of your units is receiving fire, you should be ready to request RETURN FIRE when possible. On the right side of the battle display is a small box with the letter "F" in it. This box wiil light (green) when return fire is possible. You should give the order while this indicator is on. The return fire order is given by pressing either mouse button, or with the keyboard Hot-Key . 1|*@ Page 13 Continuing with our walk-through, fire all of your units that have a shot available. As you fire little yellow indicators will appear on the unit that has just fired. These markers show that a unit has fired this turn.2k9 Remember that each unit can fire only once during a turn. We use this indicator as a reminder as to which units for both sides have fired. Be aware that a unit at which you are firing may choose to take RETURN FIRE. He may target any 3j of your units within his range. You may have the option to take RETURN FIRE for that unit. When you have finished firing your units your opponent will then fire some or all of his units, including those in ambush. You should pay 41[)I attention, ready to give the RETURN FIRE order if available and desired. lf you are thinking that this is complicated, it isn't. One or two of these practice games and it will become very clear. After both sides have com56vpleted their first direct fire phase, you will proceed to the lnovernent phase. The basic controls here are the same as during direct fire. Remember that the MENU is available to show you the various available options. The target6ȷ cursor will specify the destination of the move. Simply select the location to which you want to move. Point and click with the LEFT button, using the mouse. From the keyboard, move the cursor and press to select. The ga7 me automatically uses `smart moves'. The unit will take the fastest path to your destination. Be careful when moving near an unfired enemy unit within range. There is a chance that he may take PASSING FIRE at you. Note that you 8 5d do not have the option of ordering RETURN FIRE during movement. When your " opponent's units are moving, you will have the same opportunity. The "F" indicator (on the right of the screen) lights when you have the option of taking PASSING FIRE. Give this order by clicking either mouse button or using the Hot-Key . You then can select th#"ֹ~on the same road. Place 1 lnfantry in the town of Pinsk. This unit will (as would any other unit) earn you the victory points for that town. You will earn these points at the end of each turn. Page 1 0 Place 1 Mobile Artillery on the next road in from the left leading to Konigsberg. This should be next to the bridge. Place 1 Engineer north of the Mobile Artillery along the river. Place 1 B*ooka to the east (right) of the Engine$#er also along the river. Place 1 Light Artillery and i Heavy Artillery south of the Bazooka and Engineer near the road. Place 1 Mine on the road just north of Moscow. With this little setup we have left the whole right side of the playing field wide open except one lonely mine field. This may not be the best of strategies. However, you are only going to play a couple of turns to get your feet wet. After placing that last piece (the Mine) a requester will appear stating ` All %$-of your units have been placed'. Select YES to continue. There will be a small delay while your computer opponent places his units. Now it's time to begin the battle! The first game phase is Mobile Artillery Plot. After both commanders have plotted their mobiles, the next phase will actually fire these plotted shots. Select the target of your choice. With the mouse, point and click with the left button. Alternately, move the target cursor with the keypad and use the key. T&%tzThis target could be another enemy unit, a town or woods with a suspected ambush, or possibly a bridge you may want to destroy to hinder your enemy's movement. During this phase, the map will display some locations as shaded. The shading shows those locations that you cannot target. The rules for indirect fire are simple. A map location must be within the range of the firing unit. lt also must be within the line-of-sight of at least one of that side's units. The rules do not require '&\that the firing artillery unit can directly see the target. Page 1 1 ln this case go for the town of Konigsberg. Mobile artillery is much less accurate than regular artillery and your shot may drift and land elsewhere. Once both sides ha*e plotted their Mobile Artillery shots, the artillery fire phase will then execute. This is wher* we get to see the effectiveness of our targeting. The next phase is reguiar artillery plotting phase. There are severa('\l differences here from the mobile artillery plot phase. First, the artillery will not actually fire until the next turn (during artillery fire phase). Second, you have the option of firing barrage or non-barrage. With barrage the shot will remain on the field for one full turn interfering with movement. Non-barrage will hit, take damage and disappear. Plot your light and heavy artillery in the front edge of the woods northeast of Konigsberg. This is an attempt to soften any ambush )(5 your opponent may have awaiting you. Once both commanders have plotted their artillery, the game will proceed to the first (of *N0) direct fire phases. You can now give Direct Fire orders to any of your units for which there is a sighted opposing unit within range. The game will cycle through the eligible units one at a time, prompting for the desired target. The unit (yellow) cursor will highlight the unit for which a fire order is possible. The target (white) cursor will automatic*)'ally highlight the target with the highest chance of success. NOTE: lf none of your units have a valid target available, the game will quickly cycle through this phase without prompting you for any orders. There are no orders to be given! Before we actually give your units their orders, let's take a quick look around to see what is available. Here you will have severai options available to aid your decision-making process. First, you can cycle through all valid targets by pressing +*the SPACE bar on the keyboard. This causes the target cursor to move to the next available target. Notice that the probability of the shot being successful will be shown in the Target lnformation Box - the white window at the lower-right of the screen. lf you press the space bar and the target cursor does NOT move, this shows there is only one valid target available. Page 1 2 You can directly inquire about the chance of hitting a specific enemy un,+Bit by moving the target cursor to that unit. Either use the keypad and arrow keys or point the mouse arrow at the desired target and click the RIGHT button. A fire order may be given by directly selecting an opposing unit (with the left mouse button or the arrow keys and 'ENTER>). Although the game system will cycle through all eligible units, you can give the fire commands in any order you wish. You may select another of your units for firing. Move the target cursor over the desir-Zed unit and issue the SELECT command (Hot-Key `S'). Alternately, point the mouse at your unit and click with the RIGHT button. Since you are not required to fire a unit during this phase, you can select the "lgnore Unit this Phase" command (Hot-Key <1>). This will cause the unit to save the one Direct Fire allowed per turn for later. You can temporarily hold the fire for a unit as well with the "Next Unit" command (Hot-Key ). This will cause the game to cycle to the next eligibl-<\ * ' Page 7 A QUICK RUN THROUGH (TUTORIAL). lf you haven't already done so, set your hardware configuration to conform to your equipment and start up the game. At the game start menu, select the NEW GAME - ONE COMPUTER option. (Point and click with your left mouse button or hit the <0> key.) At this point, you must pass a security check (there are spies everywhere!). Enter the requested word from the manu.al, and then let us continue. This will bring you to the scenario selection screen. Displayed are the various scenarios available to us. So we now need to choose the game to play. Select the scenario entitled "A Simple Little Wa*'. (Use the mouse arrow and left mouse button to select this scenario. With the keyboard, use the and keys to move the highlight to this item.) Select the button that says LONG DESCRIPTION (Mouse in screen button or from the keyb/Toard). This will show you a brief overview of the scenario you are about to play. Read the description and then select "Exit" to return to the scenario selection screen. Next select the SHOW MAP button, and this scenario's Reconnaissance Map (showing the entire battlefield) will appear. Strike any key or mouse button to exit this map. Select the SCENARIO RULES button, and the rules options will appear. This manual will explain these options later, but for now, select the PLAYER i A0Z{uTTACKER button and the PARTIAL KILL BUTTON. Leave all the other settings as they are. Next, at the bottom of the screen, select the USE button. This will take you back to the selection screen. Now select the PLAY THIS SCENARIO button (

key). This will trigger the `Type of Game' menu. Select 'Person vs Computer'. Page 8 The game now asks for your name. Type the name of your choice and press . Next, the game asks you to select the level 1of your computer opponent. For this quick run-through, seiect LEVEL 1 . The name of your worthy opponent will be displayed. Select OK to continue. The unit selection screen appears next. This screen contains a series of buttons, with the names of the available unit types. The cost and the number of each type that you have purchased are also shown. Using the keyboard, you can use the and keys to choose a unit type. An indented button wiil show the selected typ2y-_e. The and arrow keys decrement or increment the number of units purchased. Using the mouse, you can point to the desired Unit Name button to select it. Use the left mouse button to increase the number chosen or right mouse button to decrease the number. With this as your guide, select the following: 1 Armored Car, 1 Medium Tank," 1 Heavy Tank,* ** **" 1 Mobi3le Artillery,i"***Jr*A* * !t 1 lnfantry,*p*** **l**,* 1 Bazooka,**ll i Engineer, **ll-**ll P 1 Light Artillery, **** *** 1 Heavy Artillery, and -- -' - *1 Mine. After you have picked these units (one of everything except Light Tanks), you will have 70 buy points remaining. Remember that this is only a quick run through. You may not last the entire 7 tur4/ns. So don't worry about the measly 70 little points. Now select the DONE button. At this point, a small requester will remind you that you did not use all of your buy points. This is a "fail-safe" measure to insure that you exited the unit selection on purpose. ln this case since we Page 9 have chosen to take this action, select the `Yes l'm done' button. You will now proceed to actually placing the units that you have just purchased onto the battle 5gLfield. To place a unit, select any location within your start-up region. This is done, with the mouse, by clicking the left mouse button on a location. With the keyboard, move the cursor with the arrow keys and press ). This will place a unit (the unit type highlighted in the lower right corner) onto the playing field. Your start-up region is anywhere south of the red line on the playing field. You may select a different unit type for placement. ln the lower right hand corne!6'-r of the screen is the units placement pool box. Click on the proper unit with the left mouse button to seiect that type. With the keyboard, select the "Next Unit Type" from the primary menu. Remember that will show you the menu when needed. Note also that the "Next Unit Type" has a corresponding Hot-Key - the key. lf you desire to pick up a unit already placed, just select the unit again. The unit will return to the placement pool, ciearing that battle field location. Fo"!Ar demonstration purposes place your units according to the following instructions. Place i Heavy Tank on the road at the extreme west (left) of the battlefield just below the bridge. This road leads to Konigsberg. (The names of the towns are on the maps in the back of this manual. The recon map also will display them upon request.) Place 1 Medium Tank directly below (south of) the Heavy Tank on the same road. Place 1 Armored Car directly south of the Medium Tank  8>ҵing the mouse pointer over the button and then pressing the left selector (left mouse button or fire joystick button). Each button also will have a letter on the label highlighted. Pressing the indicated key on the keyboard also will select the button. Requesters Requesters are small windows that pop-up to inform you of some useful information. They also may request information from you. (Requesters are also called dialogues.) Normally, there will be one or more buttons on the requ9.zester from which you can answer the question or acknowledge the message. To respond to the requester, simply select the proper button. Note there is frequently a `default' answer shown by a thicker button. This button is selectable by pressing the key on the keyboard, as well as the standard selection procedure. Menus Menus are a series of buttons in a list showing you the various commands you have available. During game play, the primary menu will be available, although no:__t seen. To bring up the menu, use the "Primary Menu" key () Page 4 from the keyboard. Using a mouse (or joystick), a single-click of the RIGHT mouse button (or second joystick button) will display the menu. IMPORTANT: lf you position the mouse within the large Battle Window, the right mouse button has a different use. lt will not cause the primary menu to appear. Move the mouse pointer outside the boundary of the Battle Window before clickin; Fg to bring up the menu." Many of the menu commands have an associated "hot key" that allows access to the menu command without first showing the menu. The hot key for each menu item (if available) is shown on the right edge of the menu item enclosed in square brackets. Note that you can move the menu on the screen. Using the mouse, select the title of the menu and, holding the left button down, drag it to the desired location. Alternately, the keys on the keyboard al key on the keyboard. Sliders Sliders are used to change values within a range. There are three portions to the slider. The slider bar, the track and the direction buttons. To use the mouse to change the value, press and hold down the left button over the slider bar, and drag the slider to the desired posi= vtion. Select the direction buttons to change the value by 1 in that direction. Select the track to change the value by a larger jump (the exact amount varies from slider to slider). The slider also is controllable from the keyboard. Each slider has two keys associated with it. Pressing these keys will act the same as selecting the direction arrows. Pressing the key with the shift key has the effect of selecting the track (i.e. a big jump). Page 5 Bat>1l&tle Map Location Selection. During the game, many times it is desirable to select a location on the map, or the unit in a location. For example, at times you will have to choose where to fire a shot or move a unit. To select a location with the mouse, move the mouse pointer to the desired location, and press the left selector. The target cursor (the white cursor) will then move to that location and select the unit (for fire) or location (for rnovernent) there. Alternately, this can ? be done using the keyboard. Use the arrow keys (or numeric keypad) to move the cursor and the key to select the location. You selects a new active unit or examine a map location by moving the target cursor to that location. To move the target cursor move the mouse pointer to the location and press the RIGHT selector. lf there is a selectable unit at that location, the unit will become active. Otherwise, the target cursor will move to the location, and display information abo@But the location. With the keyboard, move the target cursor to the target location using the ar*ow keys, or the numeric keypad. To select a unit, use the key with the cursor positioned on the unit. Your 'Perfec* General' Security System: To protect your `Perfect General' game against unauthorized use, a security system has been instailed. This appears after selecting an option on the initial game options screen and requires you to enter a certain word obtained from this manual, Aper the instrt" !ctions given on your screen. Page 6 GETTING INTO THE GAME There are three ways of learning the ins-and-outs of The Perfect General: i " The "academic" approach - reading thoroughly through this manual and t*ing a game as you read. 2.The "quick and dirty" approach - Start the game and poke around. A lot of thought went into designing the interface and game mechanics to be very intuitive and simple. This includes the use of pop u,TEp menus, easy mouse and keyboard commands, and an on-line help facility. (NOTE: We still recommend that you take the time at some point to read this manual. lt is easy to miss some of the game's fine points in the initial excitement of battle.) 3. The "I'II make you adeal" approach - Work with the "quick run through" that follows. lf you go through this several times it should get you through most of what this game is all about. % C0!_/ * THE PERFECT GENERAL DOCS * ------------------------ BROUGHT TO YOU BY POWERHOUSE (713)944-5162 The battle arena is a rectangular region with an underlying hexagonal grid structure. The game system uses this grid for the calculation of distances determining firing ranges and movement capabilities for each piece. There are also different types and levels of terrain that affect combat, visibili*y and movement. A gameD*I consists of a set number of turns with each turn incorporating a sequence of phases. Each phase alternates between the attacker and defender. However, a commander must be attentive even when his opponent is in control. One army's forces may respond to the actions of the opposition even during the opponents turn. During each turn, each piece may fire once and move. The distance a specific unit may move within a single turn varies. This depends on the type of piece, the terrain, and E6Նweather conditions. The firing range and degree of damage inflicted depend on the weapon fired, the target type, and the terrain. The included scenarios vary from small infantry vs. infantry to large island invasion situations. Also found are such diverse scenarios as desert conflict to heavily forested engagements. The challenges to become `The Perfect General' are multi-facetted. First you must master the selection and strategic placement of your combat units. Combined is the optFimal maneuvering (tactics) in response to the actions of your opponent. The second challenge is the mastering and manipulation of each scenario to find the best decisions for each roie (attacker and defender). You must make specific critical decisions. Which beach is the best for invasion? What's the most efficient way to cross a certain river, or to take and hold an important town? How can you manage the destruction of your opponent's spotters on top of a hill? The selection of youGH3/r units is extremely important. These combat units will have different firing ranges and strengths. For example, armored cars will have a range of six when firing at enemy armored cars. However, the effective range is reduced to one when firing at an enemy medium tank. A heavy tank, however, has a rnaximum ranges of eight to thirteen depending on its target. Direct fire can only be taken at what can be seen directly. Blocking terrain such as hills, woods and towns may prevent you froH^bm firing on an enemy unit. There are situations where an unseen enemy unit may fire at one of your units. You may ambush your opponent the same way. Page 2 THE OBJECT As in most conflict situations, your goal is to take geography, which in this game is usually measured by the taking and holding of as many towns as you can. Normally, each town has a specific point value in a scenario. When a player controls this town at the end of a turn, he willI?4 receive these points. The cumuiative victory points at the end of the game produce the players final evaluation. You may play any of the scenarios as either the attacker or defender. However, a scenario may not be balanced. The true test of play is the Match Game. A Match game is a series of two games played with the same scenario. First, you fight the battle as the attacker, then repeat the game as the defender. This allows for an evenly balanced evaluation of your playing skills. J [ ln addition to playing either attacker, defender or a full match, you may determine which rules to use. You may select whether combat fire will damage a unit or destroy it when hit (`Full Kill' and `Partial Kill' rules). You also may choose whether a shot fired at an enemy unit always hits the target if in range or has the chance of randomly missing (`Always Hit' and `Random Hit' rules). Any single scenario will provide opportunities for virtually thousands of strategies. Dependin Kg on what types of combat forces you choose and where you place them, the same scenario will provide a totally different game. As simple as this game is, you can re-create most strategic and tactical situations that might happen in real combat. INSTALLING "THE PERFECT GENERAL" The Perfect General comes on disk in a compressed format. As a result, one cannot play the game directly from the distribution disk. You must install the game before play. You can install the game to either  L@separate floppy disks or a hard disk. Please refer to the machine-specific insert for complete installation instructions. Page 3 GENERAL INTERFACE COMMENTS The design *f The Perfect General allows use of the mouse, keyboard or joystick. lf you have a joystick and no mouse, you can use the joystick to simulate the actions of the mouse. Used in this manner, references in this manual made to the mouse also applies to the joystick. With both a mouse and a 7^] joystick present, the latter provides a good solution for a two-player game. This allows the Passive Commander using the joystick to easily signal Return Fire or Passing Fire. Thus preventing a physical battle over the key locations on the keyboard. There are four major means of communication with the game: Screen Buttons You will use screen buttons to select specific items. They appear as raised rectangles when not selected and indented when selected. A button is selected by mov#N9 6PIECES AND ONE MAGIC OBJECT(UNLESS HE REDUCES THE KNIGHT TO 0 LIVES;THEN HE TAKES EVERYTHING).HOWEVER,WHOEVER SLAYS A DRAGON WILL TAKE OVER ITS ACCUMALTED WEALTH AND MAGIC OBJECTS. BALOKS BALOKS ARE VICIOUS HUMANOIDS WITH HUGE JAWS,LONG TEETH AND POWERFUL LIMBS.LEGEND HAS IT THAT `MATH` MAGICALLY ENGINEERED THESE BEASTS IN HIS YOUTH TO ACT AS GUARDS FOR HIS TOWER,BUT THE EXPERIMENT FAILED AND THEY HAVE SINCE ESCAPED AND MULTIPLIED.THEY NOW STALK THE NORTHERN WASTELANDS IN SEARCH OF $OHmPREY AND ARE ONE OF THE MOST FEARED OF CREATURES. TROLLS. TROLLS ARE VICIOUS CREATURES THAT FEED ON HUMAN FLESH.THEY ARE LARGE,HAIRLESS HUMANOIDS THAT FIGHT WITH HUGE CLUBS CABABLE OF STRIKING DOWN THE MIGHTIEST WARRIOR WITH ONE BLOW.THESE LEGENDARY CREATURES ARE GREATLY FEARED THROUGH OUT THE LAND. BLACK KNIGHTS. THESE ROGUE KNIGHTS SERVE A RELIGIOUS SECT CALLED `THE DARK HALL OF PURITY` THAT BELIEVES DRUIDS ARE A BLASPHEMOUS AND MUST BE STOPPED,THEY WANDER THE 4 TERRITORIES SEARC%PBXHING FOR THE FOLLOWERS OF THE DRUIDS WHO ARE TRYING TO AQUIRE THE MOONSTONES,IN ORDER TO PREVENT THEM FROM COMPLETING THEIR QUESTS.THE BLACK KNIGHTS HAVE AN UNCANNY ABILITY TO GROW MORE SKILLED IN COMBAT AND STRENGTH DURING AN ENCOUNTER. GUARDIANS. THE VALLEY OF THE GODS IS GUARDED BY SINISTER DEMONS.ONLY THE BEST WARRIORS IN THE LAND WILL EVER STAND A CHANCE AGAINST A GUARDIAN.THEY CAN DRAIN POINTS FROM A WARRIORS ABILITIES AND WHEN THEY DEFEAT YOU IN COMBAT,THEY TAKE 3 LIVES INST&Qs9ֿEAD OF 1.IT IS ESSENTIAL THAT YOU MUST POSSESS THE BEST ARMOUR BEFORE YOU JOIN BATTLE WITH A GUARDIAN,OR ELSE IT WILL BE A SHORT EXTREMELY ONE-SIDED BATTLE. MAGIC ITEMS. ------------ TO INVOKE A MAGIC ITEM,BRING UP THE INVENTORY SCREEN OF THE KNIGHT BY HITTING THE `SPACE BAR` THEN,USING THE JOYSTICK MOVE THE DAGGER POINTER OVER THE MAGIC ITEM YOU WANT TO SELECT AND PRESS FIRE BUTTON. POTIONS,SCROLLS AND GEMS(EXCEPT MOONSTONES) DIAPPEAR AFTER ONE USE.OTHER MAGIC OBJECTS HAVE UNLIMI'RZxTED USES.EACH MAGIC ITEM HAS ITS OWN MARKET VALUE DETERMINED BY THE DRUIDS IN THE HIGH TEMPLE IN `HIGH WOOD` POTION OF HEALING. ------------------ THIS WILL HEAL A KNIGHT TO FULL HIT POINTS OR,IF HE IS ALREADY AT FULL HIT POINTS,ADD 1 ADDITIONAL LIFE POINT. GEM OF SEEING. -------------- BY USING THIS MAGIC ITEM,YOU MAY LOOK INTO A LAIR AND SEE WHAT TREASURE EXISTS THERE.UPON INVOKING THE GEM OF SEEING YOU WILL RETURN TO THE REGION MAP BUT YOUR ICON WILL APPEAR AS A CRYSTAL BALL.TO (S^iVIEW THE CONTENTS OF THE LAIR MOVE THE CRYSTAL BALL OVER THE TOP OF THE LAIR AND PRESS FIRE. SWORD OF SHARPNESS. ------------------- THIS MAGICAL SWORD DOES EVEN MORE DAMAGE THAN A CLAYMORE SWORD. RING OF PROTECTION. ------------------- THIS MAGICAL RING INCREASES THE AMOUNT OF DAMAGE YOU CAN TAKE IN COMBAT.UPON USING THIS ITEM YOU WILL SEE YOUR HIT POINTS INCREASE. TALISMAN OF THE WYRM. --------------------- THIS MAGICAL CROSS WILL REDUCE THE DAMAGE FROM DRAGONS BY HALF.THIS EFFE)TUCT ACCUMALATES SO THE MORE CROSSES YOU POSSESS,THE LESS DAMAGE YOU SUFFER. A KNIGHT SHOULD BE SURE TO POSSESS THIS ITEM BEFORE DOING BATTLE WITH A DRAGON. SCROLL OF HASTE. ---------------- WHEN THIS SCROLL IS INVOKED IT WILL ALLOW YOU TO MOVE TWICE AS FAR AS YOU NORMALLY COULD IN ONE DAY. IF CURSED WITH A DISEASE,YOU WILL ONLY TRAVEL HALF YOUR NORMAL DISTANCE. SCROLL OF AQUISITION. --------------------- THIS MAGIC SCROLL WILL ALLOW YOU TO TAKE ONE OBJECT FROM ANOTHER KNIGHT.UPON I*UnTNVOKING THE SCROLL YOU WILL SEE THE INVENTORY OF THE OTHER KNIGHTS ON THE RIGHT HAND SIDE OF THE SCREEN. TO SELECT A DIFFERENT KNIGHT MOVE THE POINTER OVER THE TOP ARROWS IN THE CENTRE STRIP AND PRESS FIRE.THIS ENABLES YOU TO ROTATE THROUGH THE KNIGHTS.WHEN YOU SEE THE KNIGHT YOU WISH TO PLUNDER,MOVE THE CURSOR OVER THE TOP OF THE ITEM YOU WISH TO TAKE FROM HIM AND PRESS THE FIRE BUTTON. SCROLL OF THE HAWK. ------------------- WHEN THIS SCROLL IS INVOKED IT WILL ALLOW YOU TO MOVE TO+VĹϵ ANY LOCATION IN THE 4 TERRITORIES WITH THE EXCEPTION OF THE VALLEY OF THE GODS.IF THIS SCROLL IS HAS BEEN CURSED,YOU WILL BE TELEPORTED TO A RANDOM LOCATION ON THE MAP. SCROLL OF THE WYRM. ------------------- WHEN THIS SCROLL IS INVOKED IT WILL FORCE THE DRAGON TO ATTACK ANOTHER KNIGHT.USING THE ARROWS IN THE CENTRE STRIP ON THE INVENTORY SCREEN,SELECT THE KNIGHT YOU WISH TO TARGET.IF THE SCROLL HAS BEEN CURSED,THE KNIGHT THAT INVOKED THE SCROLL WILL BE ATTACKED BY THE DRAGON.BE WA,WVRNED!! SCROLL OF PROTECTION. --------------------- IF YOU ARE A VICTIM OF AN UNPROVOKED ATTACK,YOU WILL BE PROMPTED,IF YOU WISH,TO CAST A SCROLL OF PROTECTION IN ORDER TO AVOID BATTLE.IF THE SCROLL HAS BEEN CURSED THOUGH,IT WILL CAUSE THE CONTROLS TO BE REVERSED DURING BATTLE. MAGIC KEY. ---------- THERE ARE 4 MAGIC KEYS IN THE LAND.YOU MUST COLLECT ALL 4 KEYS IN ORDER TO ENTER THE VALLEY OF THE GODS,THETRE TO MEET THE GUARDIAN. MOONSTONES. ----------- YOU WILL BE AWARDED A MOONST-HFIONE UPON DEFEATING THE GUARDIAN WITHIN THE VALLEY OF THE GODS.THERE ARE 4 POSSIBLE MOONSTONES THAT YOU COULD BE AWARDED. A FULL MOONSTONE,NEW MOONSTONE,OR ONE OF 2 HALF MOONSTONES (ONE WAXING/ONE WANING) EACH MOONSTONE WILL DOUBLE THE AMOUNT OF HIT POINTS YOU CURRENTLY HAVE DURING THE PROPER CYCLE OF THE MOONSTONE. AND ITS ANOTHER TYPED IN BY --> SCOOTER <--- FOR SKID ROW...29/11/91 CROLL HAS BEEN CURSED,THE KNIGHT THAT INVOKED THE SCROLL WILL BE ATTACKED BY THE DRAGON.BE WAYcWD MERCHANTS.SOME OF THESE SHOULD BE OF MORE THAN ACADEMIC INTEREST;THE POTIONS AND WEAPONS THEY WILL SELL YOU WILL SAVE YOUR LIFE!. HEALERS......THE HEALER CHARGES 10 GOLD PIECES TO HEAL A KNIGHT TO FULL HIT POINTS AND 15 GOLD PIECES FOR EACH LIFE POINT.YOU MUST BE AT A FULL HIT POINT STATUS BEFORE THE HEALER CAN HEAL LIFE POINTS. TAVERNS......A POPULAR GAME PLAYED IN THE TAVERNS IS DRAGON DICE.THE GAME IS RUN BY DRAGON DICE MICE AND IS PLAYED BY PLACING A BET(RANGING FROM 1-5 GOLDZNN% PIECS)BEFORE ROLLING 3 DRAGON DICE. IF ONE OF THE FOLLOWING COMBINATIONS IS ROLLED,THEN YOU WILL WIN THIS PAYBACK RATIO... DRAGON DRAGON SKULL ............ PAYS 4 /1 DRAGON DRAGON 3/4 MOON ............ PAYS 5 /1 DRAGON DRAGON 1/4 MOON ............ PAYS 6 /1 DRAGON DRAGON FULL MOON ............ PAYS 8 /1 DRAGON DRAGON DARK MOON ............ PAYS 10/1 3/4 MOON 3/4 MOON 3/4 MOON ............ PAYS 12/1 1/4[S# MOON 1/4 MOON 1/4 MOON ............ PAYS 14/1 FULL MOON FULL MOON FULL MOON ............ PAYS 16/1 DARK MOON DARK MOON DARK MOON ............ PAYS 18/1 SKULL SKULL SKULL ............ PAYS 20/1 DRAGON DRAGON DRAGON ............ PAYS 30/1 -JACKPOT!- MERCHANTS. ---------- MERCHANTS SELL ARMOUR AND WEAPONS. THE PRICES ARE SHOWN AS FOLLOWS; THROWING DAGGER........2 GOLD PIECES BROAD SWORD...........10 GP CLAYMORE SWORD........2\^>T5 GP CHAINMAIL ARMOUR......30 GP PLATEMAIL ARMOUR......50 GP BATTLEPLATE AR,MOUR...75 GP VILLAGES. --------- EACH KNIGHT HAS HIS OWN VILLAGE FROM WHICH YOU START AT THE BEGINNING OF THE QUEST. NO OTHER KNIGHT MAY ENTER YOUR HOME VILLAGE UNDER ANY CIRCUMSTANCE. IF WHEN YOU RETURN WOUNDED TO YOUR VILLAGE,YOU HAVE LESS THAN 3 LIFE POINTS YOUR SENIOR VILLAGE DRUID WILL HEAL YOU TO FULL HIT POINTS AND GRANT YOU A FREE LIFE POINT. THIS KIND GIFT IS ONLY GRANTED 3 TIMES THROUGHOUT THE COUR]Л0SE OF THE QUEST. WIZARDS TOWER. -------------- THE MIGHTY WIZARD MATH,THE MOST POWERFUL MAGE IN THE LAND,RESIDES IN HIS DESOLATE TOWER IN THE NORTHERN WASTELLAND.IF HE IS PLEASED TO SEE YOU HE WILL BESTOW UPON YOU EITHER A MAGIC ITEM,MONEY,OR CHOOSE TO RAISE YOUR STRENGTH,CONSTITUION,OR ENDURANCE BY 1 POINT. IF HE IS ANNOYED BY YOUR INSOLENCE HOWEVERE, HE WILL TURN YOU INTO A TOAD FOR A NUMBER OF TURNS,THE MORE OFTEN YOU VISIT HIM,THE MORE LIKELY HE IS TO BECOME ANNOYED. STONEHENG^sfٗE. ----------- THIS IS A VERY SACRED LOCATION, SECOND ONLY TO THE VALLEY OF THE GODS.THIS IS WERE THE CHANNELS TO THE GODS ARE MOST STRONGLY FELT. THE FIRST KNIGHT TO PRESENT A MOONSTONE DURING THE CORRECT PHASE OF THE MOON WILL HAVE PROVEN HIMSELF TO BE THE GREATEST WARRIOR IN THE LAND AND WILL BE LIFTED UP TO THE HEAVENS TO SIT BY THE GODS FOR TIME IMMEMORIAL. STONEHENGE CAN ALSO BE USED FOR HEALING PURPOSES.IF A KNIGHT OFFERS A MAGIC OBJECT,YOU WILL BE HEALED TO FULL HIT POINTS A__ND RECIEVE 1 LIFE POINT. OTHER PLAYERS AND BLACK KNIGHTS. -------------------------------- YOU MAY CHALLENGE OTHER KNIGHTS TO BATTLE BY MOVING ONTO THE.TO THE VICTOR GOES THE SPOILS,AND THE LOSER EDGES EVER CLOSER TO DEATH AND FAILURE IN THE QUEST.THE VICTOR MAY TAKE EITHER ALL THE LOSERS GOLD PIECES OR ONE OBJECT.IF,HOWVERE,THE WINNER TAKES THE LAST LIFE POINT FROM THE LOSER,THEN THE WINNER GETS ALL THE LOSERS GOLD,OBJECTS AND MAGIC OBJECTS. VALLEY OF THE GODS. -------------------` ONCE YOU HAVE COLLECTED ALL FOUR OF THE KEYS AND YOU FEEL STRONG ENOUGH TO ENDURE THE WRATH OF THE GUARDIAN,YOU MAY THEN ENTER THE VALLEY OF THE GODS LOCATED IN THE CENTRE OF THE 4 TERRITORIES.IF YOU DEFEAT THE GUARDIAN IN BATTLE,YOU WILL BE GRANTED A MOONSTONE.WHILE YOU REMAIN IN THE VALLEY,YOU ARE UNTOUCHABLE BY OTHER KNIGHTS. MONSTERS. --------- THE TROGGS. ARE A TERRIBLE HUMANOID RACE THAT EXIST IN ALL FOUR TERRITORIES.THEY ARE HIGHLY INTELLIGENT WITH A SOCIETY VERY SIMILAR TO  aA$HUMANS,WHOM THEY HATE WITH A BURNING DESIRE FOR FORCING THEM THEM TO LIVE IN PLACES DEEMED UNFIT FOR HUMANS.THEY USE HAMMERS,AXES AND SPEARS IN COMBAT AND HAVE TERRIBLE WAR BEASTS THAT THEY`VE RAISED ON HUMAN FLESH.THE TRIBES THAT EXISTS IN THE MISTY MOORS ARE EXCEPTIONALLY VICIOUS AND RENOWNED FOR THEIR STRENGTH AND SKILL IN COMBAT. RATMEN. THE RATMEN ARE SMALL,CARNIVEROUS RACE THAT EXIST IN THE TREES OF THE GREAT FOREST.THEY ARE NOT VERY STRONG,BUT ARE ALWAYS FOUND TOGETHER IN LA!b3fnRGE NUMBERS AND ARE EXCEEDINGLY AGILE.THEY ARE OFTEN REFERRED TO AS `MOON DEVILS` BECAUSE THEY SEEM TO GROW STRONGER AS THE MOON WAXES.IT IS ALSO KNOWN THAT THESE LITTLE CREATURES CARRY A DEADLY DISEASE AND IF YOU ARE BITTEN BY ONE YOU MUST BE QUICKLY HEALED BY THE `HEALER` OR DRINK A HEALING POTION,OR YOU WILL SURELY PERISH AND FAIL IN YOUR QUEST. MUDMEN. THIS STRANGE RACE THAT INFESTS THE WETLANDS SEEMS MORE LIKE A COLONY OF INTELLIGENT PLANT LIFE FOUND IN THE MUD THAN AN ACTUAL A"MJJvNIMAL,BUT SAGES SAY MORE RESEARCH IS NEEDED.THEY ARE HARD TO SEE AS THEY JUST APPEAR TO RISE OUT OF THE MUD,OVERPOWER A KNIGHT AND DRAG HIM DOWN INTO THE MUD TO DO UNSPEAKABLE THINGS TO HIM. DRAGONS. DRAGONS ARE HUGE,FLYING AND BREATHING LIZARDS.THEY ARE CRUEL AND GREEDY BY NATURE AND FLY AROUND THE 4 TERRITORIES LOOKING FOR THE NEXT TRAVELLER TO SLAY AND PLUNDER.DRAGONS ARE EXCEEDINGLY DANGEROUS IN COMBAT AND DIFFICULT TO SLAY.IF A DRAGON DEFEATS A KNIGHT,HE WILL TAKE ALL HIS GOLD  dcUR METAL.DONNING YOUR WARMEST CLOTHING AND GRABBING YOUR TRUSTY SWORD AND ARMOUR YOU SET OFF,SWEARING TO BE FIRST TO COMPLETE THE QUEST OR TO DIE TRYING;FOR NONE CAN RESIST THE PULL OF THE MOONSTONES!!!!!!. KNIGHTS STATISTICS. ------------------- STRENGTH..ENDURANCE..AND CONSTITUTION. THE KNIGHTS ABILITIES DESCRIBE WHAT YOU CAN DO PHYSICALLY IN THE GAME IN TERMS OF NUMBERS. STRENGTH.....IS A MEASURE OF HOW STRONG YOU ARE IN COMBAT.THE MORE STRENGTH A KNIGHT HAS,THE MORE DAMAGE YOUeUa WILL INFLICT UPON YOUR OPPONENTS. CONSTITUTION.IS A MEASURE OF HOW MUCH PHYSICAL PUNISHMENT A KNIGHT CAN WITHSTAND BEFORE YOU COLLAPSE.THE HIGHER YOUR CONSTITUTION,THE MORE DAMAGE YOU CAN TAKE BEFORE LOSING A BATTLE. ENDURANCE....IS A MEASURE OF HOW MUCH PHYSICAL ACTIVITY A KNIGHT MAY ENDURE BEFORE YOU BECOME EXHAUSTED AND MUST REST. THE HIGHER YOUR ENDURANCE,THE FURTHER YOU CAN MOVE IN A DAY. A KNIGHT ABILITIES CAN BE TEMPORARILY RAISED BY VARIOUS NORMAL AND MAGICAL ITEMS.THEY CflAN ALSO BE RAISED PERMANTLY BY A MAGICAL GIFT FROM EITHER THE -WIZARD MATH- OR BY THE `MYSTIC`.YOU CAN ALSO PERMANTLY RAISE YOUR ABILITIES THROUGH `EXPERIENCE`. EXPERIENCE...IS EARNED BY SUCESSFULLY CONQUERING A LAIR.1 POINT OF EXPERIENCE IS EARNED FOR EACH LAIR THAT IS CLEARED.2 POINTS ARE EARNED IF THE DRAGON IS SLAIN.3 POINTS ARE EARNED WHEN THE GUARDIAN IS DEFEATED.IN A 3 OR 4 PLAYER GAME,FOR EACH POINT OF EXPERIENCE EARNED,EITHER STRENGTH,ENDURANCE,OR CONSTITUTION CAN BE RAISEDgdl BY 1 POINT(AT THE KNIGHTS CHOICE) IN A 2 PLAYER GAME 2 EXPERIENCE POINTS ARE REQUIRED AND IN A 1 PLAYER GAME,3 POINTS. LIFE POINTS..LIFE POINTS ARE A MEASURE OF HOW CLOSE TO DEATH A KNIGHT HAS BECOME,DUE TO INJURIES SUSTAINED IN BATTLE.EACH KNIGHT STARTS A GAME WITH 5 LIFE POINTS AND EVERY TIME YOU LOSE A COMBAT,A LIFE POINT IS LOST.WHEN YOU ARE REDUCED TO 0 LIFE POINTS YOU ARE DEAD AND FOR YOU THE QUEST IS OVER. THERE ARE MANY WAYS TO RAISE YOUR LIFE POINTS.YOU CAN PAY A HEALER INhTg THE CITIES. A POTION OF HEALING WILL RAISE LIFE POINTS.IF YOU GO TO YOUR HOME VILLAGE AND YOU HAVE LESS THAN 3 LIFE POINTS,THEN YOUR VILLAGE DRUIDS WILL HEAL YOU FOR FREE. THE LAST POSSIBLE WAY OF RAISING LIFE POINTS IS TO OFFER A MAGIC ITEM TO DANU AT STONEHENGE.LIFE POINTS ARE DIVIDED UP INTO HIT POINTS.IF DURING A COMBAT YOUR CURRENT HIT POINTS ARE REDUCED TO 0 YOU WILL LOSE THE COMBAT AND A LIFE POINT.HIT POINTS CAN BE HEALED AT THE HEALER OR THROUGH HEALING POTIONS.KNIGHTS ALSOi/ HEAL NATURALLY EACH DAY THAT IS PASSED. THE PHASES OF THE MOON. ----------------------- THE PHASES OF THE MOON ARE THE KEY TO THE SUCCESS OF YOUR QUEST.ONCE THE CYCLE OF THE MOON MATCHES YOUR MOONSTONE YOU MUST REACH STONEHENGE TO FULFILL YOUR QUEST BEFORE THE CYCLE CHANGES. ONLY THEN WILL YOU SUCCESSFULLY COMPLETE THE QUEST. AS A KNIGHT WITH SUCH A MOONSTONE IN YOUR POSSESION,YOU CAN BE SURE THAT THE OTHER KNIGHTS WILL STOP AT NOTHING TO DESTROY YOU. THROUGH-OUT THE GAME,THE PHAj DUSES OF THE MOON WILL CHANGE CONSTANTLY.THIS AFFECTS THE STRENGTH OF SOME OF THE CREATURES AND IS THE KEY TO THE POWERS CONTAINED IN THE MOONSTONE.AFTER EACH KNIGHT HAS HAD THREE TURNS(EACH KNIGHT GETS ONE TURN PER DAY)THE MOON ADVANCES ONE PHASE.THE ORDER OF THE PHASES ARE AS FOLLOWS; FULL/THREE QUARTERS/HALF/ONE QUARTER/NEW/ONE QUARTER/HALF/THREE QUARTERS/FULL. MOVEMENT. --------- YOUR POSITION ON THE MAP IS SHOWN BY AN ICON.MOVE THE JOYSTICK IN THE DIRECTION THAT YOU WISH TO MOVEky.WHEN YOU COME INTO CONTACT WITH ANOTHER ICON,THE ICON WILL START TO GLOW.AT THIS POINT YOU MAY CHOOSE TO ENCOUNTER THAT ICON BY PRESSING THE FIRE BUTTON. FORESTS,MOUNTAINS AND SWAMPS SLOW YOUR MOVEMENT DOWN CONSIDERABLY AND INCREASE YOUR CHANCE OF ENCOUNTERING WANDERING MONSTERS OUTSIDE THEIR LAIRS. DURING YOUR TURN YOU HAVE THESE KEYBOARD OPTIONS. SPACE BAR - DISPLAYS CURRENT KNIGHTS INVENTORY E - ENDS YOUR TURN EARLY SO YOU MAY REST AND RECUPERATE YOUR HIT POINTS ENCOUlNTERS. ----------- LAIRS. IN EACH TERRITORY THERE ARE 6 LAIRS TO BE EXPLORED,EACH LAIR IS FILLED WITH A CERTAIN NUMBER OF MONSTERS THAT MUST BE DEFEATED IN ORDER TO AQUIRE THEIR TREASURE. ONLY ONE LAIR IN EACH REGION CONTAINS ONE OF THE FOUR KEYS REQUIRED TO ENTER THE VALLEY OF THE GODS,ONCE A KNIGHT AQUIRES THE TREASURE FROM A LAIR,YOU ARE AWARDED AN ADDITIONAL EXPERIENCE POINT. THE CITY OF HIGHWOOD. --------------------- LOCATED WITHIN THE MISTY MOORS,WHERE THE HIGH CIRCLE OF THEm%= DRUIDS RESIDES,IS THE SEAT OF RELIGIOUS POWER. THE GREAT DRUIDS ARE VERY SECRETIVE AND DONT GENERALLY DEAL WITH OUTSIDERS.ONE EXCEPTION IS THAT THEY TRADE ARTIFACTS OF A MAGICAL NATURE FOR RELIGIOUS RESEARCH IN THE HIGH TEMPLE.TO DISCOVER THE COST OF AN ITEM,MOVE YOUR POINTER OVER ITS ICON AND THE VALUE WILL BE DISPLAYED AT THE TOP OF THE SCREEN. THE CITY OF WATERDEEP --------------------- LOCATED WITHIN THE WETLANDS YOU WILL FIND THE HOME OF MYTHRAL THE NYSTIC.HE IS RENOWNED FOR HXHIS ABILITY TO LIFT A KNIGHTS SOUL TO A HIGHER COSMIC PLANE.WHEN YOUR SOUL IS REURNED TO YOUR BODY,YOU WILL FIND THAT YOUR ABILITIES HAVE EITHER BEEN RAISED OR LOWERED BY 1 POINT. IT IS A GAMBLE YOU MUST TAKE IF YOU PUT YOUR TRUST IN MYTHRAL.YOU MAY INCREASE YOUR ODDS WITH MYTHRAL BY DONATING MORE GOLD.A MINIMUM OF 10 GOLD PIECES SHOULD BE DONATED TO IMPROVE YOUR CHANCES. WITHIN THE WALLS OF BOTH HIGHWOOD AND WATERDEEP,YOU WILL FIND MANY INTERESTING CHARACTERS.HEALERS,INN-KEEPERS AN oO16gazine (Tricks & Tactics Suppelement! Typed in by BamBam of Agile! Note: I typed this in because of 2 reasons! 1 The game is fucking cool! (Good job FAIRLIGHT!) 2. Not everybody in this world gets ACE or buys ACE magazine! Allright some greets here quick of hand to: All AGiLe members, All users on my bbs 'DownTown' , Tharghan (My little Italian Friend! Ciao Steve!), Sectorcharger, Papillon, Tdb, Magnetic, Urban Matrix (I know you love this game!), Spolarock, Dave!/Ab p*Zandon! (see ya saturday on the Amiexpo dude!) And to everyone else! if i forget you dont worry youll be rememberd next time! ehhe Lates... Call thes damn fine AGiLE boards at: ______ _ __ ______ /\ /_ \ / \ / \ /_ \ / \\ // __ / / \\ // / // __ / + :.++ / \\/ / \/ \___/// / // /_ \/ :+.. +:. / \ \ ___ ___/ / / q~ // \ .:+ : +:+ / /\ \ \ \_ \| \ \ _\ \\_/__ ..: :.: \\ \_\ \ \_/ \ ||\ \_/ \\ \_/ \ .+ + \\_ \\ \ _// || \ _\\ _// \____\\__/______/|___| \______/ \_____/-BamBam DEAD ZONE(1) +1 714-520-9945 -WHQ- (TOXIC) DEAD ZONE(2) +1 714-520-3154 Private NODE! ILLICIT ILLUSION +1 717-399-3160 -Ur1ޓSHQ- (MIGHTY QUINN) AMIGA NORTH +1 416-387-2596 -CHQ- (MOLTEN ICE) THE GRAVEYARD +44 91-5160560 -EHQ- (THE UNDERTAKER) STREETS OF FIRE +46 755-10498 -SHQ- (MINISTRY & MOGWAI) REIGN IN BLOOD +49 203-409925 -GHQ- (EVIL MIND) GOTHAM CITY +39 5642-7311 -IHQ- (BATMAN) MODEMS IN PARADISE +61 35-792853 -AHQ- (GINNIE) MODEMS IN PARADISE +61 35-637459 Q~V 2400 NODE! DOWNTOWN +31 5750-29313 -DHQ- (BAMBAM) ou dont worry youll be rememberd next time! ehhe Lates... Call thes damn fine AGiLE boards at: ______ _ __ ______ /\ /_ \ / \ / \ /_ \ / \\ // __ / / \\ // / // __ / + :.++ / \\/ / \/ \___/// / // /_ \/ :+.. +:. / \ \ ___ ___/ / /tOM THE ACTIVITIES OF THE COSMOS TO THOSE OF THE EARTH. IT IS DURING SUCH A TIME THAT THE GODS BESTOW A FABULOUS GIFT TO THE GREATEST WARRIOR IN THE LAND;A GIFT OF ULTIMATE POWER!.BUT FIRST SUCH A WARRIOR WOULD HAVE TO PROVE HIMSELF. THUS,THE FIRST WARRIOR TO COMPLETE `THE QUEST OF THE MOONSTONES` WILL RECIEVE THIS GREAT BLESSING.BUT ANY WARRIOR CONSIDERING SUCH A QUEST MUST BE PREPARED TO WANDER THE SURROUNDING LAND,ENDURING HARDSHIPS,RISKING LIFE AND LIMB ALL THE WHILE. THE LAND Cu/XDmOMPRISES OF 4 VAST TERRITORIES.TO THE NORTHEAST ARE THE NORTHEN WASTELANDS,HOME TO THE GIANT BALOKS THAT INHABIT THIS GREAT ROCKY COUNTRY. TO THE NORTHWEST ARE THE MISTY MOORS,WITH THEIR GREAT TRIBES OF VICIOUS TROGGS. SOUTHWEST LIES THE GREAT FOREST,INFESTED WITH CUNNING RATMEN.AND FINALLY TO THE SOUTHEAST YOU WILL DISCOVER THE WETLANDS,WHERE HALF PLANT,HALF HUMANOID MUDMEN STALK HUMAN PREY INSIDE THEIR VAST SWAMP. OVER ALL THESE TERRITORIES THE GREAT DRAGON ROAMS HIGH IN THE SKY,S vZrEARCHING LIKE A HAWK FOR THE NEXT TRAVELLER TO EAT OR PLUNDER. HIDDEN DEEP IN THE MIDDLE OF THE 4 TERRITORIES,AT THE VERY HEART OF THE LAND,LIES THE MOST SACRED OF PLACES,`THE VALLEY OF THE GODS`,WHEREIN CAN BE FOUND THE SACRED MOONSTONES. TO COMPLETE A QUEST,YOU WILL HAVE TO ASSUME THE ARMS AND ARMOUR OF A NIGHT. THEN YOU MUST EXPLORE ALL THE LANDS THAT SURROUND YOU TO FIND THE 4 KEYS WHICH WILL GIVE YOU ACCESS INTO THE VALLEY OF THE GODS. ALONG THE WAY YOU WILL HAVE TO DEFEAT MA wCGFNY CREATURES AND RETAIN THEIR GOLD AND MAGIC TREASURES TO INCREASE YOUR STRENGTH SO THAT YOU MIGHT SURVIVE THE PERILS OF THE SHADOWY HALF WORLD THAT LIES WITHIN.ONCE THE KEYS ARE FOUND,YOU WILL THEN MAKE YOUR WAY TO THE VALLEY TO FIND THE SACRED MOONSTONE,FIGHTING HORRIBLE DEMONS OF IMMENSE POWER AND STRENGTH. ONCE A MOONSTONE IS AQUIRED,YOU MUST THEN RACE TO STONEHENGE TO PRESENT THE FRUIT OF YOUR QUEST TO THE GREAT MOON GOD DANU,HOWEVER,THERE ARE 4 POSSIBLE MOONSTONES THAT ARE EAC x}hH KEYED TO A DIFFERENT PHASE OF THE MOON,,SO YOU WILL HAVE TO WAIT FOR THE RIGHT MOON PHASE BEFORE YOU MAY COMPLETE YOUR QUEST. BUT WAIT!.DID YOU THINK YOU WOULD BE ALONE IN YOUR QUEST?-OF COURSE NOT!.ALL THE GREAT KNIGHTS OF THE LAND KNOW OF THIS MOST SACRED OF EVENTS. SO THERE WILL BE OTHER GREAT WARRIORS LOOKING TO BE THE FIRST TO COMPLETE THE QUEST.YOU WILL CERTAINLY HAVE TO DO BATTLE WITH MANY MIGHTY WARRIORS BEFORE YOUR QUEST IS DONE. MOREOVER,YOU ARE BOUND TO ENCOUNTER THE D c_READED BLACK KNIGHTS,WHO WANDER THE LAND TRYING TO CONVINCE ANY WHO WILL LISTEN THAT THE DRUIDS ARE HERETICS,SLAYING ANY WHO DO NOT. THEY PARTICULARY HATE THE QUEST OF THE `MOONSTONES`AND WILL TRACK DOWN ANY PARTICIPTE,ESPECIALLY IF THEY ARE CLOSE TO COMPLETING THE QUEST!. THESE KNIGHTS ARE RENOWNED FOR THEIR ABILITY TO RASIE THEIR SKILLS DURING COMBAT.THEY ARE NEVER BEATEN UNTIL THEY ARE SLAIN!!! AFTER LONG,CAREFUL THOUGHT YOU DECIDE TO SURRENDER TO THE FATES AND THE STRENGTH OF YO%zy"p this green Fruit Drink has no obvious effect, but watch out for a large Sweet Thing at the beginning of the next Section. Pick up more than one Fruit Drink from one Section and the large Sweet Thing and the large Sweet Thing which appears on the next will be different and worth a bigger Points Bonus. LARGE MILK BOTTLE - All of Kid's Lives are restored whenever he collects one of these. GOLD STAR - When Kid picks up a Gold Star, a Special Item appears which depends on how many Si&W=lver Stars he's collected. There are seven Special Items available. SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW r is increased. A second cup of Tea makes Kid's PocketPower work even faster still. The effect runs out when Kid starts a new Section. The Tea is best used with the mug of Coffee. MAGIC POTION - The effect of the Magic Potion depends on which World Kid's in at the time and it lasts until Kid enters a new Section. FRUIT DRINK - Picking u |e quite easily tempted into a battle in order to divert her men away from duties at home. Try to avoid picking a starting sector next to her or she could cause trouble. She likes designing army weapons. OBERON - Yellow Likes to offer himself in alliance more than most and unsurprisingly veers towards the less reliable side of remaining faithfull. Oberon is prone to erratic retalition attacts but is a useful ally in battle. Puts his hand towards any weapon design. CEASAR - Green N njot so easy to presuade to ally, but worthwhile and fairly reliable. Seems to have the best balance between defence and attack. Prefers building weapons you should attempt to limit his territory MEDCAP - Blue A real tough cookie to turn into an aly but faithfull as the day is long. A careful tactician he rarely makes a false move. Hit medcap early to put him off balance. He likes designing building shields. Tends to throw to ocassional but devastating attacks. Courtesy of: ACE Ma~͠able you'll know this design can be knocked out in next to no time. 4. Look out for sectors with a plentiful supply of gatherable elements. These are often the best places to quickly produce weapons for a 'Surprise attack'! 5. During later stages, expecially in Epoch Three, it's advisable to find a sector with more sophisticated elements. 6. Eventually you should be able to pick the best seams to mine and know the ones to leave alone. 7. It's always best Y+to check the design menu whenever a new seam is mined. A new design may have just become available. 8. What should you do if a seam or element is totally used up when designing an object? Bin the design on the blueprints menu and there's a chance you may be able to redesign it with the elements you have left. Phew! 9. Shields and building weapons can sometimes increase your tech level and reveal an element which could lead to the designs you require. 10. IncEentions made from gatherable elements save valuable time and manpower. 11. Always wait until the clocks have ticked down to zero before changing the factory to produce a new object. 12. knowledge of the different elements in each sector can help you figure out what the computer opponents are likely to arm themselves with. 13. Try to keep your men balanced between tasks to maximise efficiency. Only throw all your men into a single task during an emergency. 14. If time 8n is on your side, try to leave as many men as possible to repro- duce in the tower. Men are your currency, bank wisely There are no Overdrafts in MEGA lo MANIA! 15. Designing shields from just gatherables can be a lifesaver if you're under fire but with some spare time. 16. Play sensibly. Don't send unarmed men to attack buildings as they will have no effect. Play sneaky. Send one or two lambs to the slaughter as a tester to see what sort of armies your opponent>0s have hidden away. 17. Use the map to see what your enemies are up to. 18. Remember a building weapon man is twice as strong as an armed man on the ground from the same area. 19. If an opponent is too close for comfort at the beginning of a game, try to make him an ally before he starts attacking you. 20. What should you do if your back is against the wall and you're about to die? Try allying with your agressor! You have nothing left to lose. 21. Use a few men as pohssible. See how low you can go. ELEMENTARY, MY DEAR WATSON! Designs that elements are good for... Rocks, wood and bones --------------------------- Rock Weapon Spear Crossbow Catapult Bow & Arrow Slate, Moonlite Planetarium --------------------------- Pike Giant Catapult Spear Longbow Stick Weapon Musket Bethlium, Solarium Araldite --------------------------- Catapult Longbo Boiling Oil Pike Cannon Crossbow Herbirite Yeridium ------------------ Longbow Giant Catapult Va{>lium Parasite --------------- Bow & Arrow Musket Boiling Oil Aquarium Paladium ----------------- Giant Catapult All elements can be used in all designs with the exception fo rock and stick weapons, but the listed weapons are more likely to be designed from these elements. TRICKY TEAMSTER TACTICS Should you trust or trash these people? SCARLET - Red Usually a good bet for a quick alliance but prone to infidelity. Tends to attack frequently and wiht unpredictable armies can bmD9then on, a Power-Up counter is shown `behind' Kid's right `PocketPower' hand. The Power-Up counter counts through Power-Up's as Bad Person's are killed. When the Power-Up counter has counted through the ten Power-Ups, it starts counting again from the first Power-Up. TRAPPING POCKET PEOPLE Bad People which are weak enough can be trapped in the largest size of PocketPower - but not for too long. When a Bad Person is trapped, Kid can break the spell of the PocketPower by jumping oUCnto it and so release Sweet Things. The quantity of Sweet Things released depends on how hard Kid hits the trapped Bad Person. When Kid walks into a trapped Bad Person, a single Sweet Thing is thrown out, whereas a big Spin into a trapped Bad Person results in five Sweet Things. SECRET ROOMS There are at least two Secret Rooms hidden in each Section of a World. Kid can only enter a Secret Room by wearing a Transporter Helmet. When Kid has visited every Secret Room to be found i)[|n a Section, the next time he uses a Transporter Helmet he is taken straight to the Exit. SPINNING Kid has a special Secret Move up his sleeve. It's called a Spin. He can perform a Spin in one of two ways: either off the top of a Whirlwind or Cloud or when he falls a Reasonable Distance (Kid's so cool he can fall any distance without hurting himself). When Kid Spins, he becomes invincible and kills any Bad Person he touches. Kid cannot Spin when he has a Special Item of any so٩rt. Note that while Kid's falling he can be moved through the air as if he was walking, only slower. SPECIAL ITEMS There are Special Items found in every Section. Kid uses them to help him get around. BUBBLE GUM MACHINE - Kid takes a piece of Bubble Gum from the machine and chews it before blowing a Big Bubble. He can now float around to higher (or lower) places. Watch out! Kid can't use his PocketPower and can still get hurt. TELEVISION - When Kid uses the TV he's shown a'RV small map of his immediate surroundings. The map also displays the whereabouts of every Bad Person and Sweet Thing, Special Item, Best Toy and so on. Press the joystick firebutton to return to play. CHERRY DRINK - Kid awards himself a random Points Bonus for every Cherry Drink he collects. SWEET MACHINE - It's only ever found in the Secret Rooms. Whenever Kid activates it, five Sweet Things are thrown out. ROAD DRILL - Shake it, Kid! Using the Road Drill means that Kid cannot(x, move for a few seconds. Any surrounding PocketLand People each turn into a Power-Up, the type of which depends on the Bad Person's strength. FACE MASK - When Kid puts on this Face Mask he cannot be hurt by the PocketLand People. The Face Mask only lasts a minute though - you will when its time is running out. Kid can't chew gum with a Face Mask on. TRANSPORTER HELMET - Wearing the Transporter Helmet transports Kid to a Secret Room. BITMAP SHADES - Kid already has the coolest  R`pair of shades there is so he doesn't need another. That's why these shades explode and kill every surrounding Bad Person when he picks them up. BAG OF NAILS - When it's dropped, five nails are thrown out. But then, what did you expect? The Bag Of Nails only works three times but the Nails stay there until they are hit by something Bad. GASOLINE - When Kid's picked up this can it changes his PocketPower to Fire! Instead of different sizes of PocketPower, Kid now throws out betw!‘"keen one and four bouncing balls of Fire, each one capable of killing anything Bad it touches. The effect lasts for about one minute. LASER HELMET - With this on Kid can shoot different strengths of laser beam from his head. The beam passes through anything bad it touches and so each shot can kill more than one Bad Person. The Laser Helmet only lasts for about one minute. SPIKY HELMET - Ouch! Anything living which touches Kid while he's wearing this helmet will be dead instantl"ocy. The Spiky Helmet lasts for about one minute. POWER-UPS - When Kid collects a Power-Up it powers him up in some way. There are ten different types of Power-Up - some of them are placed on the scenery, otherwise Kid has to create them. SILVER STAR - Every Silver Star collected affects what happens when a Gold Star is collected. SMALL MILK BOTTLE - For every Small Milk Bottle collected Kid is given an extra Life. COCKTAIL - Having picked up a Cocktail, the next time Kid uses h#9is PocketPower he also throws out a Sweet Thing - of the same type as the one he last picked up. This only happens once after every Cocktail. A BOTTLE OF POP - Collecting a Bottle Of Pop causes a shower of Sweet Things to fall from off the screen onto any available space below. This only happens once after every Bottle Of Pop. COFFEE - With a mug of Coffee collected, Kid can use his PocketPower faster. It gets faster still when a second mug is collected. The effect runs out wh$yѕuen Kid starts a new Section. The Coffee is best used with the Cup Of Tea. TEA - With a cup of Tea collected, the speed of Kid's PocketPower is increased. A second cup of Tea makes Kid's PocketPower work even faster still. The effect runs out when Kid starts a new Section. The Tea is best used with the mug of Coffee. MAGIC POTION - The effect of the Magic Potion depends on which World Kid's in at the time and it lasts until Kid enters a new Section. FRUIT DRINK - Picking u, Kid, and peddle like crazy to reach the finish line in one of the top three positions. And watch out for the Snails - they slow Kid down. CAVE SECRET Dissolving Blocks - Kids throws Whirlwinds at the Dissolving Blocks to dissolve them. The larger Whirlwinds bounce off the Dissolving Blocks, getting one size smaller with every bounce. JUNGLE The Jungle has six Sections. MAGIC POTION Magic Clouds - The largest Cloud explodes into four small Clouds after hanging around for abo2[~ut five seconds. BEST TOY Boxing Gloves - A single hit from Kid with these on is enough to kill any Bad Person at once, and it also leaves behind a Sweet Thing. Kid's so cool with his Boxing Gloves on that he's not hurt by anything Bad he touches. POCKET POWER Clouds - They bounce off the ground and walls and Kid can Spin off the largest one, provided he's on top of it. The largest Cloud also drops a single Raindrop which kills any Bad Person it touches. THE EVENT Fight The FGorilla - It's a ruck. boys and girls. The faster Kid beats up the Gorilla, the bigger the Points Bonus he gives himself. JUNGLE SECRET Magic Plants - The single Raindrop from the largest Cloud is enough to make the Magic Plants grow. Use the Magic Plants' stems as platforms. LAKES The Lake has seven Sections. MAGIC POTION Bouncing Ice T-Cubes - They bounce once for every Magic Potion collected and grow (up to the maximum size) too. BEST TOY A Diving Helmet - Kid can't swimx. He can dive, but only when he's wearing the Diving Helmet, so he has to be careful not to drop it in the water. POCKET POWER Ice T-Cubes - They don't normally bounce on the ground and Kid can't Spin off them. They can be used to trap Bad People in the same way as the Whirlswinds and Clouds. THE EVENT Find The Treasure - Kid proves he's the best diver by swimming around a maze-like cavern and collecting Gold from Chests for a Points Bonus. It's a race against the clock, soy Kid's got to be quick. Kid gains fifteen seconds of time for every Oxygen canister he collects. LAKE SECRET Freezing Water - Kid's Ice T-Cubes freeze the water. When Kid jumps on the ice, it's broken. MOUNTAINS The Mountain has eight Sections. MAGIC POTION Magic Snowballs - When Kid uses his PocketPower he throws twice as many Snowballs. BEST TOY A Space Hopper - Kid can use his Space Hopper to bounce on anything Bad and kill it. POCKET POWER Snowballs - They don't bounlce off the ground and Kid can't Spin off them. They can be used to trap Bad People in the same way as the Whirlwinds, Clouds and Ice T-Cubes. THE EVENT Transport To Home - Kid has to use his skills in full effect to create a Transporter Helmet to take him home. But the Snowmen on their own Space Hoppers have other ideas, so he has to bounce them to bits first. MOUNTAIN SECRET Rolling Snowballs - Kid can push the smaller Snowballs until they grow to their largest possible size.ف He can also roll the Snowballs onto the Bad People. KID CONTROL Kid can jump through any platform but will only land on it if there's space for his feet. He can't walk through solid barriers. Jump Up Jump Left | Jump Right \ | / \ | / \ | / Walk Left---- ( ) ---- Walk Right (Or Move Left During Jump) 7 / | \ (Or Move Right During Jump) / | \ / | \ | Pick Up Or Use Power-Up (Or Drop Power-Up) And Spin Off Pocket Power KID STUNNED Kid loses a Life when he's not stunned and runs into a Bad Person. Kid's stunned when he first runs into a Bad Person and remains safe from any further hits for a few seconds. POC݂?KET POWERS When you tap the joystick firebutton, Kid puts his right hand into his pocket and uses his PocketPower. The longer the joystick firebutton is held down, the larger the burst of PocketPower. There are four sizes of PocketPower. Kid can use his PocketPower in different ways, providing he's not moving in any direction. You can press and hold down the joystick firebutton to build PocketPower and then release it by moving the joystick; up for a high throw, down for a low 7,Ʒthrow and in the direction the Kid is facing for a long throw. 000400 Kid can easily keep track of which Sweet Thing will be thrown out by a trapped Bad Person by paying attention to the Sweet Thing Counter shown `behind' his left `life-counting' hand. The Sweet Thing Counter counts a Sweet Thing every time a Bad Person is killed without be trapped. When the Sweet Thing Counter has counted ten different Sweet Things it stops counting and only starts counting again when Kid's kileled a Bad Person after bursting a trapped Bad Person. There are other ways of producing Sweet Things. See if you can discover them for yourself. 000000 The Bitmap Kid being The Bitmap Kid, he decided to award himself Points for everything he did while in PocketLand. And being fair he only gave himself five Lives, which he keeps count of on his left hand. 005000 At every 5000 points the next trapped Bad Person to be burst will give up a Power-Up instead of a Sweet Thing. From WKdid. Using his PocketPower, Kid killed the Bad People along the way and stole their Sweet Things and their Magic Items which he used to his advantage before transporting himself home in time to catch the all-night rave. He then lived happily and coolly ever after. Until the next time... ENTER THE FOUR CORNERS OF POCKETLAND ... The four corners of PocketLand are very different to each other but they share many secrets. Each corner (or `World') is split into Sections and has it Gs own Special Feature and five different types of PocketLand Person. And, of course, a Best Toy. The Bad People in each World play games with the Best Toy, so even when Kid gets it back and is about to leave a World he has to prove to the people (and himself) that he's the best player around. One particular type of Pocketland Person will always try to get Kid's best toy before he does, so watch out at the beginning of every World and try to kill this Person before it gets away. B* Qeing so cool though means that Kid doesn't have to collect his Best Toy if he doesn't want to before moving onto another Section or, indeed, another World. Each Section in a PocketLand World has an Exit which leads to the next Section. Kid's under no immediate pressure to reach the Exit, but if he hangs around too long he may bump into the Bubble. Kid also gives himself a Points Bonus for passing through the Exit of a Section while in possession of a Best Toy. THE BUBBLE The BubbBle floats after Kid if he hangs around the Exit for too long. Kid can kill The Bubble - and he should do it - for The Bubble takes away all of Kid's Power-Ups if it catches him. SWEET THINGS Kid finds many different Sweet Things lying around in PocketLand. The Sweet Things are each worth a Points Bonus. Kid can also make the PocketLand People produce Sweet Things by trapping them with his PocketPower. Watch out also for other worthy objects, such as a Pile Of Coins - kick it )kover then pick the Coins up for a Points Bonus. THE POCKET PICKERS Everyone who lives in PocketLand is a little bit funny. Even the ones who look normal. Each PocketLand Person has its own strength in the form of Hit Points which relate to how many small bursts of PocketPower it takes to actually kill it. For example, a Bad Person with a single Hit Point is killed with a single small burst of PocketPower or larger. A Bad Person with four Hit Points can be killed with four small 3+ bursts of PocketPower, or a couple of slightly larger bursts, and so on. When a Bad Person is hit but has Hit Points remaining then it's stunned. Some Bad People ignore Kid. Others hate him and are angry that he wants his Best Toys back so they throw and spit things at Kid. Some Bad People even eat the Sweet Things lying around! A Bad Person which eats Sweet Things will give up a Power-Up when it dies. Can you guess why it leaves behind the Power-Up it does? WHERE'S THE BEST  R TOY? AND WHERE THE EXIT? Kid's Best Toys are always found near the Exit. Kid can easily see in which direction the Best Toy is to be found. Whenever Kid uses his PocketPower, an Arrow is thrown out too and it points in the direction of the Best Toy - but the scenery will not always allow him to go straight there. The closer Kid is to the Best Toy, the more Arrows are thrown out. At the end of a Section Kid awards himself a Points Bonus for doing lots of different things. For ײy example, Kid gives himself a Points Bonus for the number of Silver Stars he didn't use and a Points Bonus for the number of Bad People he killed. But as we said, he's fair, so he also deducts points from his Life Bonus for every Life he lost during the Section. Kid also gives himself five new Lives at the beginning of every Section. SECRET BONUSES Kid's so cool he can make his own Secret Bonuses thanks to one of the Special Items he finds. See if you can find out how to make su Egch things happen. There are many other surprises to be found in Magic Pockets. For example, in the first section of each World there is a way of warping straight to the first section of the next World. Watch out also whenever Kid gets 100,000 points, and keep 'em peeled for some SPECIAL Special Items! Have fun finding them! LOADING MAGIC POCKETS If your computer is turned on, turn it off. After at least 30 seconds, turn on your computer. This will remove any virus which may Iq be present and so minimize the risk of infecting and possibly destroying your Magic Pockets disk. Insert the Magic Pockets disk into the internal disk drive. The program will load and run automatically. Ensure that a joystick is plugged into the port which isn't usually used by the mouse. CAVES The Caves have five Sections. MAGIC POTION Magic Whirlwinds - The largest Whirlwind produces two small Whirlwinds of its own every time it bounces. Throw them high! BEST TOY The Bikv e - Kid's so cool on his Bike that he kills anything Bad he touches. If Kid goes fast enough on his Bike he does a wheely. As soon as Kid does a wheely, hold down the joystick firebutton to keep him wheelying. POCKET POWER Whirlwinds - They bounce off the ground and walls and Kid can Spin off the largest one. THE EVENT The Bike Race - Kid's Bike and many others like it stand ready - but not for long. Kid's among a rabble of Rocky People, and everyone wants a Bike. So be quickKake a toy for Kubla by combining the cigar box found in the junk yard with the chopsticks and coins from Chi's inventory. Give Kubla the toy and the fuel will be at the plane waiting for you. Problem: What do I do at the telegraph office? Hint: You need to send a cable to Lomax to update him on your progress. This will make things easier for you later in the game. #5 Istanbul ------------ Problem: What should I do at the British OffiAAccer's Club? Hint: You need to phone Lomax from the officer's club to let him know you aren't going to be able to meet him in Hong Kong. Order two drinks from Hoji, the bartender, and ask to use the phone. When you speak with Lomax, use the following responses if you telegraphed him from Katmandu: 2, 2, 1 otherwise, use these choices: 3, 2. Problem: What do I do after Lucky gets captured? Hint: Due to a previous misadventure in Istanbul, pT Lucky has gotten himself in hot water with the nabob. There is no way to prevent his capture, but make sure he phones Lomax before this happens. After Lucky gets caught, it is up to Kate to figure out how to rescue him. Talk to Almira for hints on rescuing Lucky. Problem: What do I need to do at the pawn shop? Hint: Kate needs to sell her locket to get money for the shell game and to buy the items she needs to rescue Lucky. Try the following r_esponses with Kasim: to get the most money for the locket - 3, 2. Accept Kasim's offer of 105 sheckels. Next, buy the hacksaw. This is the only item you will need from here. Problem: How do I play the shell game? Hint: After Lucky is captured, Kate needs to sell her locket in order to play. Watch Mohmar carefully during the shell game. He will often try to cheat if he starts losing. Problem: I need help buying a camel. Hint: Kate must win at leouast 200 sheckels at Mohmar's shell game. Use the following responses to get the best deal from Acayib: 2, 2. Buy a camel when he offers you a price of 100 sheckels. Problem: Can Almira help me? Hint: Almira can help you rescue Lucky if you befriend her and have the necessary equipment with you. Make sure to give her the flower you got from the fruit stand at the entrance to the city. To successfully rescue Lucky, you must also have a hacksaw and a caZ#mel. Problem: What do I do when the Tong's men blow up the Yankee Eagle? Hint: You have very little time to get out of Istanbul after the Eagle has been blown up. You need to take the Orient Express to Paris. Problem: What do I do at the train station? Hint: Purchase a cabin on the Orient Express from the ticket agent. Use your American money because there is no way to earn enough sheckels to pay for a ticket. Problem: Tips on playing the Orie nt Express scene as Lucky. Hint: Try the following responses to get out of hot water with Kate: 3, 2, 3, 2. Problem: Tips on playing the Orient Express scene as Kate. Hint: Try these responses to make Lucky see things your way: 1, 3, 3. Problem: Tips on the Train arcade. Hint: Make sure that you always attack with maximum ferocity. Rest if your fatigue gets too high by retreating to another car. After you hurt Tong enough, he will retreaULt. Chase him into the caboose. When the caboose begins to separate, make sure you retreat immediately or you will die. #6 Other Object Locations and Use ---------------------------------- Problem: Map. Hint: Found at Madam Wu's. Shows entrances to Chengdu Fortress. Problem: Siphon Hose. Hint: Obtained from Kubla at either the Katmandu junk yard or in Ama's hut. Used to refuel the Yankee Eagle. Problem: Hookah, sitar, and turban. Hi3>nt: Useless items. From the Istanbul pawn shop. owing responses to get out of hot water with Kate: 3, 2, 3, 2. Problem: Tips on playing the Orient Express scene as Kate. Hint: Try these responses to make Lucky see things your way: 1, 3, 3. Problem: Tips on the Train arcade. Hint: Make sure that you always attack with maximum ferocity. Rest if your fatigue gets too high by retreating to another car. After you hurt Tong enough, he will retrear boy's things, he's so cool it hurts. But then one day something bad happened. Kid couldn't find his Best Toys. They has disappeared into the depths of his bottomless pockets! Kid was not happy, but didn't show it because he was so cool. He simply put his hand into his pocket and pulled out a Black Hole which he threw on the floor. Kid stepped into the Black Hole and in an instant he reappeared inside his own pockets in PocketLand! All was not well. The naughty PocketLand Peopwle had taken a liking to Kid's Best Toys and were playing with them without his say-so. Kid was feeling dis'ed but in control so visited the four corners of PocketLand and picked up his Best Toy from each. His Bike was in the Caves and his Boxing Gloves were in the Jungle. His Diving Helmet he found in the Lake and his Space Hopper was being bounced on the Mountain! But Kid wasn't content with getting his Best Toys back. He wanted to teach the PocketLand People a lesson. So he  gƀards. Problem: Is there another way into the fortress? Hint: Together, Lucky and Chi can enter through the sewer grate on the side of the fortress. You will need the crowbar from the Yankee Eagle. Wait until the patrolling guard is out of sight, then use the crowbar to pry the gate open. Problem: I keep drowning in the sewer! Help! #3 Chengdu Fortress (Part 2) ----------------------------- Problem: How do I get past the dog in the fortress kitchen _F2? Hint: You need to get the bottle of rice wine from the dining room.. Dump the rice wine in the dog's dish and he will drink it and pass out. Problem: How can I get into the throne room? Hint: Only Chi can sneak into the throne room. He must go in alone and be wearing the Ninja veil. You don't need to go into the throne room to win the game, but if you do manage to get in you will hear a hint on how to escape the fortress after you have rescued  (Y Kate Lomax. Problem: How do I avoid capture in other parts of the fortress? Hint: If you are alone in the fortress as Chi, you must be wearing the Ninja veil at all times or you will be seen by the guards. If Lucky and Chi are together you cannot enter the throne room or any other room which has a guard posted at the door. Problem: How do I get past the guards in the foyer? Hint: Create a diversion by pushing the lamp over in the dining room. Th &e lamp will start a fire. Hide in the cook's bedroom until the guards find the fire. Make sure to take the cook's knife. Problem: What should I do in the dining room? Hint: You need the bottle of rice wine from the center table. Pushing the dining room lamp over will start a fire and distract the guards in the foyer. Problem: How can I rescue Kate? Hint: The only way to get past the cobras is to shoot them. Unfortunately, when you shootGI one of the cobras, the other will bite Kate. There is no way to avoid this. To shoot the snake, drag the gun from the inventory to the picture of Lucky. He will now have the gun in his hand. When you return to the first person point of view, click on your right mouse button. You will see a gun sight. Put the sight on a cobra and fire the gun. Problem: How do we escape from the great hall? Hint: You must exit via the balcony at the far end. Use th͠oȕurtain rope holding drapes on the left side of the balcony to swing down with Kate while Chi covers you. Barring the door of the great hall will give you a little more time to escape. Problem: How do I get out of the fortress? Hint: You need to take one of Li Deng's tanks. They are parked near the back of the fortress. Problem: Where are the keys to the tank? Hint: The keys to the tank are kept in the guardhouse at the front of the fortrAggess. If you don't have the keys, you can attempt to hot-wire it by prying off the starter switch cover with the cook's knife or the crowbar. Problem: Tips on the Tank arcade. Hint: After driving the tank down the hill, take the road that goes to the left. When you reach the rolling hills, leave the road (again to the left), and drive along the bushes. Look for a break in the brush and you will find a road. Stay on the road until you findj the Yankee Eagle. Be sure to blow up the truck or Li Deng's men will sabotage your plane. #4 Katmandu ------------ Problem: How can I save Kate? Hint: First of all, Lucky must go for help. When Lucky has gone, Chi needs to shelter Kate with the tarp and blanket from inside the Yankee Eagle. Next, give her the healing herbs from Madam Wu's. Finally, Chi must use the Shaolin healing touch on Kate. Problem: How can Chi use the healing touch? HintB: Click and hold the right mouse button. The mouse icon will turn into a hand. Move the hand icon over Kate and click the left mouse button. Problem: What should I say to Ama? Hint: Ama can help you later if you get into trouble, so it is best to try and keep on her good side. Try the following responses: 3, 1, 1, 1. Problem: How do I see the Wally Lama? Hint: You must first get past his disciple. Tell him that you are a special envoy froH!m the federation of Lamas. Problem: What should I get from the Wally Lama? Hint: You will need to make more than one trip to see the Lama. On the first visit, try these choices: 1, 1. After this he will start meditating. Return later. You must exit all the way to the street scene before the Lama will see you again. When you return, the Lama will tell you about the sacred scroll. Problem: What should I do at the tavern? Hint: The people R=at the tavern will help you get the sacred scroll from Bojon if you visit them after seeing the Wally Lama. Approach the man named Sardar and try the following responses: 2, 2. If you give him your gun he will help you to retrieve the scroll from Bojon. Problem: What should I do at the junk yard? Hint: You can get fuel for the Yankee Eagle from Kubla, but you have to give him something first. For best results, select response 1. You need to m,ٍOVE BEEN THERE. ITEMS SCREEN CONTROLS. ---------------------- ALL MOVEMENTS AROUND THE ITEMS SCREEN ARE CONTROLLED BY THE MOUSE. TO SELECT AN OPTION MOVE THE POINTER OVER THE REQUIRED ICON AND PRESS THE LEFT MOUSE BUTTON. SEE THE SECTION HEADED `THE ITEMS SCREEN` FOR FURTHER DETAILS OF THE OPTIONS ON THIS SCREEN. THE MAIN GAME CONTROLS. ----------------------- IN ADDITION TO CONTROLLING HEIMDALL,YOU CAN ALSO SELECT ONE OF THE OTHER 5 CHARACTERS IN YOUR CREW TO CONTROL AT ANY TIME. -c3ONCE YOU ARE IN THE MAIN GAME, ALL MOVEMENT CONTROLS OF THE CHARACTER ARE MADE WITH THE JOYSTICK. THERE ARE A FEW CONTROLS ON THE KEYBOARD WHICH ARE USED. F1) F2) SELECT CHARACTER TO CONTROL F3) M SOUND EFFECTS ON/OFF Q QUIT I GOTO ITEMS SCREEN P PAUSE ON/OFF F TURN FOOTSTEPS ON/OFF COMBAT SCREEN CONTROLS. ----------------------- WHEN COMBAT IS INITIATED, YOU WILL GO ONTO THE COMBAT SCREEN,WHERE THE MOVEMENT OF THE SWORD ICON IS CONTROLLED BY THE MOUSE, FOR FUR.RTHER INFO ON THIS SECTION GOTO `THE COMBAT SCREEN` INFO SHOP SCREENS CONTROLS. ---------------------- ON EACH LEVEL ONE OF THE ISLANDS CONTAINS A SHOP, THE SHOP IS FOUND BY ENTERING A CERTAIN HUT IN ONE OF THE VILLAGES. ONCE IN THE SHOP YOU WILL BE SHOWN A SCREEN WITH YOUR CURRENTLY SELECTED CHARACTER DISPLAYED IN THE TOP LEFT CORNER. YOU CAN CHANGE THE CHARCTER BY CLICKING ON THE LEFT AND RIGHT ARROWS BELOW THE CHARACTERS NAME. IN THE BOX BELOW THIS IS A LIST OF THE ITEMS CARRIED /I]BY THE SELECTED CHARACTER. BELOW THAT IS A BOX SHOWING HOW MUCH GOLD THE CHARACTER IS CARRYING. BELOW THAT IS A LIST OF OPTIONS AVAILABLE, THESE ARE; BUY.......... TO BUY AN ITEM FROM THE SHOP, CLICK ON THE CHOSEN ITEM FROM THE LIST IN THE CENTRE OF THE MAIN SCREEN. THEN CLICK ON THE BUY ICON. SELL......... EXACTLY AS THAT OF BUYING..EXCEPT THE ITEM WILL BE REMOVED FROM YOUR LIST. EXAMINE...... IF YOU CLICK ON AN ITEM IN THE LIST IN THE CE0~l#NTRE OF THE SCREEN THEN CLICK ON THE EXAMINE ICON YOU WILL BE GIVEN A BRIEF DESCRIPTION OF THAT ITEM. POOL GOLD.... HE GOLD BEING CARRIED BY THE PARTY ON THE ISLAND CAN BE POOLED TOGETHER AND WILL BE GIVEMN TO THE CURRENTLY SELECTED CHARACTER IF YOU CLICK ON THE `POOL GOLD` ICON EXIT......... TO LEAVE THE SHOP..CLICK ON THE `EXIT` ICON. AND THATS THE END.......ANOTHER DOC TYPED IN BY SCOOOOOOOOOOOOOOTER!! SKID ROW S CARRIED 3Ace Chi of two things before he will join you: First, that you are sincere in your mission and second, that flying in a plane is a safe means of travel. To convince him of your integrity use the following dialog choices: 1, 2, 3. Next, you must use the piece of paper you found in the street outside Ho's Bar to demonstrate the principles of flight by folding it into a paper airplane and throwing it to Chi. To fold the airplane, open the main inventory a¦Hnd drop the flyer on Lucky. Problem: How can I get Madam Wu to help me? Hint: You must have Chi with you to get anything useful from Madam Wu. After Chi introduces you, she will agree to make the herbal potion if you bring her some seagull droppings. Madam Wu will also offer you some other items. Not all items will be helpful. Problem: How can I get past the immigration official? Hint: Tell him you forgot your identification. If you took t>_he fake passport from Madam Wu, don't give it to the customs agent. Hun Fa Lo is a wanted criminal and you will be arrested if you try to use his passport. What information can I get from Lomax? Hint: Lomax will not say anything helpful to you at this point in the game. Check in with him later as the game progresses. #2 Chengdu Fortress (Part 1) ----------------------------- Problem: Where do I land the Yankee Eagle? Hint: Zhao Chi knows thĄs$e location of a good landing site near the Chengdu Fortress. He will tell you whether or not a particular site is safe to land if he is with you in the Eagle. Problem: What do I need from the peasant? Hint: You need the peasant's clothes from him to help you sneak inside the fortress gate. Problem: How do I interact with the peasant? Hint: You will need to select Chi as the active character and offer the peasant some tobacco in exchange for hiŢL s clothing. Use the following dialog responses: 1, 1, 1. Problem: How do I catch the cow? Hint: You will need the rope from inside the Yankee Eagle. Select Chi as the active character and lasso the cow with the rope. Problem: How can I get into the fortress through the front gate? Hint: Select Chi as the active character and dress him in the peasant's clothing. Make sure he has the cow with him as well. Wait outside the gate until you see z a farmer enter the fortress with another cow, then Chi may enter. Lucky must get into the fortress another way. Problem: How can Lucky enter the fortress? Hint: You will need to make a grappling rope by combining the rope and the grappling hook from the Yankee Eagle. Throw the grappling rope over the wall on the west side of the fortress. Make sure that Chi changes into his Ninja veil once he is inside the fortress or he will be caught by the gu!TF SPELL WILL BE CAST AGAINST YOUR OPPONENT IN THE SAME FASHION AS A WEAPON ATTACK. IF THE SPELL IS A DEFENSIVE SPELL, SUCH AS A `WALL OF ENERGY` WHICH MAKES YOU INVULNERABLE FOR A WHILE,AN ICON WILL APPEAR IN THE BOX ABOVE YOUR ENERGY BAR SHOWING THAT THE SPELL IS ACTIVE. ONCE THE SPELL HAS RUN OUT COMBAT WILL CONTINUE AS NORMAL. IF THE SPELL IS ONE THAT IS CAST ON A PARTY MEMBER YOU MUST"‹l FIRST ON THE SPELL ICON AND THEN CLICK ON THE PANEL OF THE CHARACTER YOU WISH TO CAST THE SPELL ON. AN EXAMPLE OF THIS TYPE OF SPELL IS `ENERGY REPLENISH(1)`. DEATH; ------ IF ALL YOUR PARTY IS WIPED OUT,THEN THE GAME IS OVER. IF YOU ARE SUCCESSFUL IN DEFEATING YOUR OPPONENT YOU WILL BE ABLE TO SEARCH HIS REMAINS FOR TREASURE,AND BE NOTIFIED OF EACH ITEM THAT IS FOUND AND GIVEN AN OPTION TO TAKE OR LEAVE IT. YOU MAY THEN RETURN TO THE MAIN GAME. USIN#tG SPELLS. ------------- A CHARACTERS MAGICAL ABILITY IS DETERMINED BY HIS RUNELOR RATING.THIS IS A VALUE FROM 0-99(0 BEING NO MAGIC ABILITY, 99 BEING MAXIMUM) AND EACH CHARACTER CAN INCREASE THIS SCORE BY SPECIAL POTIONS,LEVEL ADVANCEMENT ECT..EACH SPELL HAS ITS OWN `RUNELORE` RATING WHICH DETERMINES THE RUNELORE A CHARACTER NEEDS TO CAST IT, FOR EXAMPLE THE SPELL `DETECT TRAPS` REQUIRES A RUNELORE LESS THAN 10 TRIES TO DECIPHER THE SCROLL CONTANING THE SPELL HE WILL ONLY BE SHOW$ N THE RUNES.IF HIS RUNELORE IS SUFFIECIENT THE SCROLL WILL BE TRANSLATED AND YOU WILL BE ABLE TO CAST IT.ONCE A SCROLL HAS BEEN TRANSLATED IT STILL MAY ONLY BE CAST BY SOMEBODY WITH SUFFICIENT RUNELORE ABILITY. SPELLS COME IN 3 CATEGORIES. ---------------------------- 1) COMBAT ONLY- CAN ONLY BE USED IN COMBAT 2) ROOMS ONLY - (VIA THE ITEMS SCREEN) - CAN ONLY BE USED IN 1 OF THE ROOMS. IE DISARM TRAPS ECT... 3) USEABLE IN BOTH THE ABOVE- FOR EXAMPLE `ENERGY REPLENISH (1) WHIC%H RESTORES THE ENERGY OF ONE CHARACTER CHEST TRAPS. ------------ DURING THE GAME YOU WILL ENCOUNTER A NUMBER OF CHESTS.THESE CHESTS SOMETIMES CONTAIN USEFUL ITEMS..IE GOLD OR SCROLLS.HOWEVER,IT MAY BE A TRAP. WHEN YOU APPROACH A CHEST YOU WILL BE ASKED IF YOU WISH TO OPEN IT,IF YOU SELECT `YES` YOU WILL THEN BE ASKED IF YOU WISH TO CAST A `DISARM TRAP` SPELL ON IT. IF YOU HAVE SUFFICIENT RUNELORE AND A `DISARM TRAP`SPELL YOU WILL BE ABLE TO CAST THE SPELL TO DISARM ANY TRAPS RE&̝LATED TO THE CHEST.IF YOU DO NOT HAVE SUFFICIENT RUNELORE OR ARE NOT IN POSSESSION OF A `DISARM TRAP` SPELL THEN YOU ILL BE TOLD SO. IF THERE IS NO TRAP RELATED TO THE CHEST THEN THE `DISARM TRAP` SPELL WILL HAVE BEEN WASTED. IF THE CHEST DOES CONTAIN A TRAP AND IS OPENED WITHOUT BEING DISARMED,THE TRAP WILL BE ACTIVATED AND THE CHEST WILL THEN BE OPENED. CONTROLS. --------- YOU WILLNEED BOTH A JOYSTICK AND A MOUSE CONNECTED TO YOUR COMPUTER.(WITH THE EXCEPTION OF THE PC VERSION).'Xe WE RECOMMEND THAT THE MOUSE IS USED FOR ALL THE CONTROLS IN THE MAIN GAME WITH THE EXCEPTION OF CONTROLLING HEIMDALL. AXE THROWING SECTION. --------------------- USE THE JOYSTICK TO MOVE THE CURSOR AROUND THE SCREEN.PRESS FIRE BUTTON TO RELEASE THE AXE. PIG CHASING CONTROLS. --------------------- ALL YOUR MOVEMENT IS CONTROLLED BY THE JOYSTICK. WHEN YOU THINK THAT YOU ARE IN A POSITION TO BE ABLE TO GRAB A PIG. PRESS FIRE ON THE JOYSTICK AND YOU WILL DIVE TOWARDS IT. BOAT FIGHTI(2(NG CONTROLS. ----------------------- USE THE JOYSTICK TO POINT THE HEIMDALL IN THE DIRECTION YOU ISH TO MOVE OR HIT. IF THERE IS A GUARD IN FRONT OF YOU IN THE DIRECTION YOU ARE FACING YOU WILL HIT HIM WITH YOUR SWORD WHEN YOU PRESS THE FIRE BUTTON. IF THERE IS NOT A GUARD IN FRONT OF YOU THEN YOU WILL JUMP IN THE DIRECTION YOU ARE FACING WHEN YOU PRESS THE FIRE BUTTON. CHARACTER SELECTION SCREEN CONTROLS. ------------------------------------ TO SELECT BETWEEN THE AVAILABLE CHARACTE)τK1RS,USING THE MOUSE MOVE THE POINTER OVER THE GREY ARROW ICONS AND PRESS THE LEFT MOUSE BUTTON. THE AVAILABLE CHARACTERS WILL BE SHOWN IN THE BOX TO THE RIGHT OF THE ARROWS,ALONG WITH THEIR NAME. IN THE BOX BELOW YOU ARE SHOWN HOW MANY MORE CREW YOU NEED TO CHOOSE TO MAKE UP THE FULL COMPLEMENT OF 6. THE BOXES AT THE BOTTOM OF THE SCREEN SHOW THE CURRENT CHARACTERS STATISTICS. WHEN YOU HAVE CHSOEN THE 6TH CREW MEMBER THE NEXT PART OF THE GAME WILL LOAD AUTOMATICALLY. MAP SCREEN CONTR*Д bOLS. -------------------- ALL MOVEMENT ON THE MAP IS CONTROLLED BY THE MOUSE. TO MOVE FROM ISLAND TO ISLAND, MOVE THE POINTER OVER THE BOAT ICON AT THE RIGHT HAND SIDE OF THE SCREEN,AND PRESS THE LEFT MOUSE BUTTON. ONCE YOU HAVE CLICKED ON THE BOAT ICON YOU WLL BE ASKED TO CHOOSE THE ISLAND YOU WISH TO SAIL TO. MOVE THE POINTER OVER THE ISLAND YOU WISH TO SAIL TO AND PRESS THE LEFT MOUSE BUTTON. IF YOU TRAVEL TO AN ISLAND WHICH IS FURTHER AWAY THAN THE NUMBER OF DAYS FOOD YOU ARE CAR+RYING, YOU WILL LOSE ENERGY DURING THE JOURNEY. YOU WILL NOT KNOW HOW MUCH ENERGY YOU HAVE LOST UNTIL YOU HAVE ARRIVED AT YOUR DESTINATION. IF YOU HAVE A NAVIGATOR AMONGST YOUR CREW THEN HE WILL WARN YOU IF YOU ARE LIKELY TO LOSE ENERGY DURING THE TRIP. SOME ISLANDS ARE SIMPLY TO FAR AWAY AND IF YOU CLICK ON ONE OF THESE YOU WILL BE TOLD IT IS IMPOSSIBLE TO TRAVEL THERE. WHEN YOU LEAVE AN ISLAND AN ICON THE SHAPE OF A VIKING HELMET WILL BE PLACED ON THE ISLAND TO INDICATE THAT YOU HA1M YOU ARE SURE AND IF YOU SAY `YES` THE ITEM WILL BE REMOVED.IF YOU DISCARD AN ITEM IT WILL BE LOST FOREVER SO BE CAREFUL NOT TO DISCARD IMPORTANT ITEMS NEEDED FOR YOUR TASKS. EAT. ---- TO EAT OR DRINK AN ITEM REPEAT THE PROCEDURE AS ABOVE.IF THE ITEM IS INEDIBLE(IE AN AXE) YOU WILL BE TOLD THAT THE ITEM CANNOT BE EATEN.IF IT IS EDIBLE THE BONUSES WILL BE ADDE TO YOUR STATS AND THE ITEM WILL BE REMOVED FROM THE LIST. GIVE. ----- THE PROCESS FOR GIVING AN ITEM IS EXACTLY THE SAME AS `6L2USING` AN ITEM. USE SPELL. ---------- IF YOU TRY TO USE A COMBAT ONLY SPELL FROM THE ITEMS SCREEN YOU WILL BE INFORMED THAT YOU CANNOT DO SO.IF THE SPELL THAT YOU CAST IS ONE THAT NEEDS TO BE CAST ON A CHARACTER SIMPLY SELECT THE SPELL,CLICK ON `USE SPELL` AND THEN CLICK ON THE CHARACTER THAT YOU WISH TO CAST IT UPON.IF THE SPELL IS ONE USED FOR GETTING PAST OBSTACLES AND SOLVING PUZZLES,YOU WILL RETURN TO THE GAME AND THE EFFECTS OF THE SPELL WILL BE EXECUTED. SAVE/LOAD GAME. ----ԭ2԰----------- TO SAVE THE GAME YOU WILL FIRST NEED A BLANK FORMATTED DISK.PUT THIS DISK INTO DRIVE AS PROMPTED AND THEN CLICK ON OK.YOU WILL NOT BE ASKED FOR A FILENAME AND IF THE DISK IS ONE THAT HAS ALREADY BEEN USED BEFORE FOR SAVING A GAME THEN THE PREVIOUSLY SAVED GAME WILL BE DESTROYED.IF YOU WISH TO HAVE MORE THAN ONE SAVED GAME,YOU MUST HAVE A SEPERATE DISK FOR EACH ONE.TO LOAD THE GAME CLICK ON THE ICON AND THEN FOLLOW THE PROMPTS.THE GAME WILL THEN BE RESTORED TO THE SAVE POI4NT. NB...SAVE/LOAD GAME CAN ONLY BE DONE FROM YOUR BOAT(IE MAP WORLD) TEXT STATS. ----------- THIS WILL DISPLAY THE CHARACTERS ATTRIBUTES IN TEXT FORM.THE ATTRIBUTES DISPLAYED ARE: 1) LEVEL.....THE CHARACTERS CURRENT LEVEL (MAX 8) 2) HILT......CURRENT STRENGTH/MAXIMUM HEALTH 3) STR.......STRENGTH (MAX 99) 4) DEX.......DEXTERITY (MAX 99) 5) LK........LUCK (MAX 99) 6) RI........RUNELORE (MAX 99) 7) XP........CHARACTER CURRENT EXPERIENCE POINTS PRESS LEFT MOUSE BUTTON TO RETU_RN TO ITEM DISPLAY. BAR STATS. ---------- THIS WILL DISPLAY THE CHARACTER STATS(EXCEPT EXPERIENCE AND LEVEL) IN BAR CHART FORM. THE DESCRIPTIONS ARE AS ABOVE.FOR HEALTH,IF THE BAR IS AT THE TOP IT MEANS THAT THE CHARACTER IS AT HIS CURRENT MAXIMUM NOT AT 99. PRESS LEFT MOUSE BUTTON TO RETURN TO ITEM DISPLAY. EXIT. ----- THIS WILL RETURN YOU TO THE WORLD MAP OR GAME DEPENDING ON WHERE YOU CALLED THE ITEMS SCREEN FROM. THE COMBAT SCREEN. ------------------ WHEN COMBAT IS INITIATED!G,IE..WHEN YOU WALK INTO THE VICINITY OF ONE OF THE MANY GUARDS,A SCREEN WILL COME UP SHOWING YOUR OPPONENT..IE HIS STRENGTH..HIS HEALTH..ECT,THE CHARACTERS IN YOUR PARTY,THEIR STRENGTH..HEALTH AND THE WEAPONS THEY ARE CARRYING. HEALTH. ------- THE HEALTH OF YOUR OPPONENT IS SHOWN AS A BAR OF BLOOD ON THE LEFT HAND SIDE NEXT TO HIS PICTURE.THE HEALTH OF THE CHARACTERS IN YOUR PARTY IS SHOWN ABOVE THEIR THEIR NAME PANEL.WHEN THE BAR REACHES THE BOTTOM,THE PERSON IS DEAD,IF IT IS YOUR إg,OPPONENT WHO DIES THEN COMBAT IS OVER AND YOU CAN SEARCH FOR TREASURE.IF IT IS ONE OF YOUR PARTY WHO DIES HIS PANEL WILL BE SHADED OVER AND HE CAN NO LONGER TAKE PART IN THE GAME UNTIL HE IS RESURRECTED.COMBAT CONTINUES UNTIL EITHER YOUR OPPONENT IS DEAD,ALL YOUR PARTY IS DEAD OR YOU HAVE RUN AWAY. ITEMS/WEAPONS. -------------- THE CENTRE PANEL SHOWS THE WEAPONS AND SPELLS THAT THE CURRENTLY SELECTED PLAYER CAN USE.THE MAIN NAME PANEL ABOVE THE ITEMS SHOWS THE NAME OF THE CURRENTLY TSELECTED CHARACTER.EACH CHARACTER CAN USE HIS FISTS,AND THEN ANY SWORDS,AXES OR DAGGERS ARE SHOWN WITH THE APPROPRIATE ICON. ANY SPELLS THAT THE CHARACTER IS CARRYING THAT CANNOT BE CAST BY HIM OR HAVE NOT BEEN DECIPHERED WILL NOT BE DISPLAYED AS THEY ARE OF NO USE. TO SEE IF THE CHARACETR IS CARRYING ANY MORE ITEMS THAN THOSE DISPLAYED CLICK ON THE ARROW NEXT TO THE MAIN NAME PANEL. TO SELECT A DIFFERENT CHARACTER YOU MUST CLICK ON HIS NAME/HEALTH PANEL. THE CENTRE PANEL WILL DISPLAmioOY HIS ITEMS ABOVE. FIGHTING. --------- YOUR OPPONENT WILL ATTACK YOU AT HIS OWN PACE,SO ONCE COMBAT HAS BEGUN YOU HAVE 4 POSSIBLE OPTIONS; 1) RUN....... CLICK ON THIS ICON TO ATTEMPT TO RUN AWAY. YOU WILL NOT BE ABLE TO RUN AWAY FROM ALL YOUR OPPONENTS.THIS WILL DEPEND ON YOUR RATINGS COMPARED TO THEIRS. 2) DEFEND.... IF YOUR OPPONENT HAS BEGUN HOIS ATTACK YOU WILL HAVE A CERTAIN AMOUNT OF TIME TO BLOCK IT(THE TIME WILL DEPEND ON THE STREN۹VGTH OF YOUR OPPONENT). IF YOU CLICK ON THE DEFEND ICON QUICKLY ENOUGH YOU WILL BE SUCCESSFUL IN BLOCKING YOUR OPPONENTS STRIKE. AS YOUR OPPONENTS BECOME MORE POWERFUL YOU WILL NEED TO BE MORE QUICKER IN PRESSING THE DEFEND ICON SUCCESSFULLY. 3) ATTACK.... TO ATTACK THE OPPONENT WITH YOUR FISTS OR A WEAPON YOU MUST SELECT THE WEAPON TO USE AND THEN CLICK ON THE ATTACK ICON.HOWEVER IF YOU TIME YOUR AT TACK MORE CAREFULLY YOU WILL HAVE CHANCE OF STRIKING. THIS IS DONE BY CLICKING ON THE ATTACK ICON WHILST YOUR OPPONENT IS STARTING HIS ATTACK AGAINST YOU. HE WILL BE OPEN TO ATTACK FOR THE FIRST FEW MOMENTS OF HIS STRIKE SO IF YOU ATTACK DURING THIS TIME YOU WILL CERTAINLY HIT HIM. 4) SPELL..... TO CAST A SPELL,CLICK ON THE SPELL YOU WISH TO CAST AND THEN CLICK ON THE SPELL ICON,IF THE SPELL IS AN ATTACK SPELL THE ݰI .YOUR SCORE IN THIS SECTION IS DETERMINED BY YOUR SPEED IN CATCHING THE PIG. C) BOAT FIGHTING TEST. ---------------------- YOU HAVE NOW BEEN TAKEN DOWN TO THE HARBOUR WHERE ALL THE VIKING LONGBOATS ARE MOORED.ON ONE OF THE BOATS IS A SACK CONTAINING A HOARD OF GOLD COINS.YOU ARE EAGER TO RECOVER THESE COINS SO YOU HAVE JUMPED ONTO THE LONGBOAT CONTAING THE COINS.TO COLLECT THEM YOU MUST RUN FROM THE STARTING POINT TO THE LEFT WHERE THE SACK IS TIED TO THE BOW OF THE BOAT.HOWEVER,TO  [REACH THE SACK YOU MUST FIGHT YOUR WAY PAST SEVERAL ARMED GUARDS,AND THEN RETURN WITH THE SACK TO YOUR STARTING POINT.THIS SECTION IS PLAYED AGAINST THE CLOCK,THE TIMER REPRESENTED BY THE SPINNING AXE AT THE BOTTOM OF THE SCREEN MOVING FROM LEFT TO RIGHT.YOUR SCORE IN THIS SECTION DEPENDS ON HOW QUICKLY YOU CAN RECOVER THE SACK OF COINS.IT WILL END WHEN YOU ARE KNOCKED OVERBOARD,HIT BY ONE OF THE GUARDS,WHEN THE TIMER RUNS OUT,OR WHEN YOU SUCCESSFULLY RECOVER THE SACK. PART 2 (THE M  AIN GAME) ---------------------- AFTER GAINING YOUR ATTRIBUTE SCORES IN PART 1 YOU WILL NOW BEGIN PART 2,THE MAIN GAME WHERE YOU CONTROL HEIMDALL IN HIS QUEST.THE AGE OF RAGNAROKIS ALMOST HERE,AS THE CHOSEN ONE IT IS UP TO YOU TO EXPLORE THE WORLD OF THE VIKINGS LOOKING,EXPLORING,FIGHTING AND SOLVING PUZZLES IN SEARCH FOR THE GODS WEAPONS. 1) THORS HAMMER 2) FREYS SPEAR 3) ODINS SWORD THESE FORM THE MAJOR QUESTS OF THE GAME.HOWEVER,SEVERAL SUB-QUESTS ALONG THE WAY WILL NEED TO BEP P SOLVED BEFORE YOU REACH EACH END OF LEVEL. SELECTING YOUR CREW. -------------------- BEFORE THE QUESTS BEGINS,YOU BE ASKED TO SELECT YOUR CREW FROM A NUMBER OF CHARACTERS DETERMINED BY YOUR SUCCESS IN STAGE 1. AMONG THESE PEOPLE WILL BE MEMBERS OF VARIOUS PROFESSIONS-WARRIORS,WIZARDS,THIEVES,SHIPRIGHTS,RANGERS..ECT.HOWEVER,ON SCREEN ALL CHARACTERS WHO HAVE THE ABILITY TO FIGHT WILL BE REPRESENTED BY THE WARRIOR GRAPHIC..IE WARRIOR,THIEVE,RANGER WILL BE REPRESENTED BY THE WIZARDS GR1$APHIC..IE WIZARD,SHIPRIGHT,NAVIGATOR. THERE ARE 3 WORLDS TO EXPLORE...THESE ARE 1) MIDGUARD - THE WORLD OF MEN 2) UTGARD - THE WORLD OF GIANTS 3) ASGARD - THE HOME OF THE GODS CHOOSING PARTY TO TAKE TO AN ISLAND ----------------------------------- WHEN YOU TRAVEL TO AN ISLAND ONLY 3 PEOPLE CAN GO,WHILST THE REMAINING 3(OR DEAD CHARACTERS) STAY ON THE BOAT.TO SELECT THE 3 CHARACTERS THAT YOU WISH TO TAKE SIMPLY CLICK ON THE CHARACTERS PICTURE WITH THE LEFT MOUSE BUTTON.THIS WIL6L HIGHLIGHT HIS `ITEMS BOX` INDICATING THAT HE HAS BEEN CHOSEN. IF YOU SELECT MORE THAN 3 CHARACTERS,ONE OF THE SELECTED ONES WILL BE CLEARED,LEAVING ONLY 3 HIGHLIGHTED.IF LESS THAN 3 ARE HIGHLIGHTED THE COMPUTER WILL AUTOMATICALLY PICK THE 1ST AVAILABLE CHARACTER/S TO MAKE YOUR FULL COMPLEMENT.TO UN-SELECT A CHARACTER CLICK ON HIS PORTRAIT WITH THE RIGHT MOUSE BUTTON. THE ITEMS SCREEN. ----------------- THE ITEMS SCREEN IS ACCESSED BY CLICKING ON THE HELMET ICON FROM THE MAP SCREENior OR BY PRESSING `I` AT ANY TIME DURING THE GAME. THE SCREEN SHOWS THE CHARACTERS THAT YOU HAVE PICKED TO GO WITH YOU ON YOUR QUEST. UNDERNEATH THE PICTRS ARE THE ITEMS THAT THEY ARE CARRYING.THE ARROWS NEXT TO THE ITEMS ARE USED TO VIEW ITEMS THAT ARE NOT SHOWN IN THE BOX. IF YOU ACCESS THE ITEMS SCREEN FROM YOUR BOAT(I.E FROM THE MAP WORLD) ANY DEAD CHARACTERS WILL HAVE THEIR PICTURES AND NAMES SHADED OUT.YOU WILL STILL BE ABLE TO TAKE AND GIVE ITEMS TO THEM BUT YOU WILL NOT BE ABLdE TO TAKE THEM TO AN ISLAND WITH YOU UNTIL THEY HAVE BEEN RESURRECTED. IF YOU ACCESS THE ITEMS SCREEN FROM AN ISLAND,ANY CHARACTERS THAT HAVE BEEN LEFT ON THE BOAT WILL BE TOTALLY SHADED OUT,PREVENTING YOU FROM GIVING/TAKING OBJECTS FROM THEM.IF A CHARACTER THAT IS WITH THE PARTY HAS BEEN KILLED DURING YOUR TRIP TO THE ISLAND HE WILL BE SHOWN AS HALF SHADED,AS ABOVE,AND YOU WILL STILL BE ABLE TO GIVE/TAKE OBJECTS FROM HIM. HERE IS A SUMMARY OF THE COMMANDS AVAILABLE FROM THE SCREEN {J. ------------------------------------------------------------ USE; TO USE AN ITEM SIMPLY SELECT IT BY CLICKING ON IT AND THEN CLICK ON THE `USE IT` ICON. YOU WILL THEN BE TOLD WETHER OR NOT THE ITEM IS USEABLE. IF IT IS A USEABLE ITEM BUT YOU ARE IN THE IN-CORRECT LOCATION FOR ITS USE THEN YOU WILL BE INFORMED AS SUCH. IF YOU ARE AT THE CORRECT LOCATION THEN YOU WILL RETURN TO THE GAME AND SEE THE EFFECTS OF YOUR COMMAND. AN EXAMPLE OF THE USE COMMAND IS UNLOCKING DOORS,GO INTO THE  ITEMS SCREEN,SELECT `USE` IT WILL THEN RETURN TO THE GAME AND IF IT IS THE CORRECT KEY IT WILL UNLOCK THE DOOR OR ALTERNATIVELY IT WILL INFORM YOU THAT THE KEY IS IN-CORRECT. EXAMINE. -------- TO EXAMINE AN ITEM,SIMPLY SELECT IT THEN CLICK ON `EXAMINE` YOU WILL THEN BE GIVEN A BRIEF DESCRIPTION OF THE ITEM.IF THE ITEM IS A `SPELL SCROLL` AND THE CHARACTER WHO EXAMINES IT HAS INSUFFICIENT RUNELORE TO DECIPHER THE SPELL(SEE THE SECTION ON USING SPELLS)IT WILL DISPLAY THE SCROLL AS A SѳLET OF RUNES.IF YOU DECIPHER THE SCROLL THEN IT WILL BE TRANSLATED. DISTRIBUTE. ----------- TO MOVE AN ITEM FROM ONE CHARACTER TO ANOTHER,YOU MUST SELECT THE ITEM TO MOVE,CLICK ON `DISTRIBUTE`,THEN CLICK ON THE CHARACTER YOU WISH TO GIVE IT TO,IF THE CHARACTER RECEIVING THE ITEM HAS ENOUGH SPARE SLOTS HE WILL BE GOIVEN THE ITEM,ALTERNATIVELY YOU WILL BE INFOREMED THAT HE CANNOT CARY ANYMORE. DISCARD ------- TO REMOVE AN ITEM,SELECT IT AND CLICK ON `DISCARD`YOU WILL THEN BE ASKED IF y C64 at 1200 Bps! (1st Pirate C64 BBS in Europe!) During the C64 period DownTown was part of: Hotline, Bros & Paninaro Started in 1990 on the Amiga at 14.4 Bps! (3th Pirate Amiga BBS in HOLLAND) During the Amiga period DownTown was part of: ORACLE, CLASSIC & AGILE Currently running the bbs for: AGILE! Started in 1991 a IBM PC Section! (1st THG PC BBS in Europe) During the PC period DownTown was part of: THE HUMBLE GUYS & TRSI Currently running the bbs for: TRISTAR/RED SECTOR!HΊ Now grab your chance & call EUROPE's Finest at: ++31 5750-29313... W N :- ++31 (0)5750-29313 -: Agile Hq (Amiga) ^ TRSI EHq (IBM/PC) :- Sysop: BamBam Cosys: SectorCharger Tharghan Destruction History of DownTown ------------------- Started in 1987 on thex,LOUNG GIRL FOUND HERSELF 9 MONTHS PREGNANT!!!...HERE WE JOIN THE STORY. PLAYING HEIMDALL... ------------------ WHEN HEIMDALL HAS LOADED YOU WILL BE PRESENTED WITH OPTIONS SCREEN,COMPRISING OF 3 BOXES,WHICH WILL ASK YOU TO SELECT FROM ONE OF THE FOLLOWING... (1) LOAD A SAVED GAME (2) PLAY HEIMDALL WITHOUT ATTRIBUTE SCORING SCTION (3) PLAY HEIMDALL WITH ATTRIBUTE SCORING SECTION IF YOU SELECT (1) YOU WILL BE ASKED TO INSERT THE DISK CONTAINING YOUR SAVED GAME INTO THE DISK DRIVE OF YOUR COMPUTER. IF YOU SELECT (2) YOU WILL GO DIRECTLY TO THE CHARACTER SELECTION SCREEN,AND WILL BE GIVEN AN ATTRIBUTE SCORE OF 50%. THIS MEANS THAT YOU WILL ONLY BE ABLE TO CHOOSE FROM THE 1ST HALF OF THE AVAILABLE CREW. THE SECOND HALF OF THE CREW INCLUDES SOME POWERFUL CHARACTERS,THEREFORE WE RECOMMEND THAT YOU TRY TO OBTAIN A HIGH ATRIBUTE SCORE. IF YOU SELECT (3) YOU WILL GO DIRECTLY TO THE FIRST OF THE ATTRIBUTE SCORING SECTIONS,THE AXE THROWING. HEIMDALL; IS DIVIDED INTO 2 D qSISTINCT PARTS,THE FIRST PART CENTRES AROUND HEIMDALL AS A YOUNG BOY AND THE TESTS HE MUST TAKE TO GAIN RESPECT AS A VIKING WARRIOR FROM HIS FELLOW VILLAGES... PART 1... --------- THIS PART OF THE GAME IS USED TO DETERMINE YOUR ATTRIBUTE SCORE.THIS SCORE IS NEEDED FOR 2 REASONS;FIRSTLY TO DETERMINE YOUR PERSONAL ATTRIBUTES,TO BE DIVIDED INTO SEVERAL CATERGORIES INCLUDING-STRENGTH..AGILITY..HEALTH..ECT,ITS SECOND USE IS TO ALLOW YOU TO SELECT YOUR TEAM OF FOLLOWERS. YOU MUST SELECT 5 DnADDITIONAL MEMBERS TO ACCOMPANY YOU ON YOUR QUEST,PICKED FROM A SELECTION OF UP TO 30,DEPENDING ON YOUR SCORE IN THIS STAGE OF THE GAME,FOR EXAMPLE YOU MAY ONLY HAVE A CHOICE OF 21 BECAUSE YOUR SCORE IS TO LOW TO SEE ALL 30. THE MEANS OF SCORING YOUR ATTRIBUTES IS SET IN A 3 STAGE TEST AS FOLLOWS; A) THE AXE THROWING CONTEST. --------------------------- HEIMDALL FINDS HIMSELF CAUGHT UP IN SOMETHING HE DOESNT UNDERSTAND,UNTIL THE VILLAGE ELDERS TAKE HIM TO ONE SIDE AND EXPLAIN THAT T 83HE BOY WHICH LEGENDS SPEAK OF IS ACTUALLY HIM. YOU HAVE BEEN GIVEN 10 AXES WITH WHICH TO CUT OFF THE EIGHT PIG TAILS OF HELGA THE BARMAID.UNFORTUNATELY AS THIS IS YOUR FIRST VENTURE INO THE VILLAGE INN,THE STRONG ALE HAS AFFECTED YOUR AIM AND THE STEADINESS OF YOUR HAND.THIS SECTION FINISHES WHEN YOU HAVE USED UP ALL OF YOUR 10 AXES OR HAVE SUCESSFULLY CUT OFF ALL EIGHT PIG TAILS.YOUR RATING WILL DEPEND ON THE ACCURACY OF YOUR THROWING. B) PIG CHASING -------------- AFTER LEAVING TH ܴT-E VILLAGE INN STILL UNDER THE INFLUENCE OF THE STRONG ALE-YOU ARE TAKEN TO THE LOCAL PIG FARM WHERE YOU HAVE HAVE BEEN TOLD TO GO AND CATCH ONE OF THE PIGS.TO MAKE YOUR TASK HARDER THE PIG HAS BEEN GREASED,SO IT CAN ESCAPE FROM YOUR GRIP.THE TIME IS INDICATED BY THE SPINNING AXE AT THE BOTTOM OF THE SCREEN.WHEN THE AXE REACHES THE RIGHT HAND SIDE OF THE SCREEN THE GAME WILL END.BEWARE,IF YOU CORNER THE PIG,IT WILL WAIT AND THEN SUDDENLY CHARGE AND KNOCK YOU OVER,WASTING VALUABLE TIME=UT LOOKING AROUND HE SAW THAT THERE WAS`NT ENOUGH ROOM FOR THEM IN VALHALLA,SO... HE CREATED THE EARTH. HE ALSO CREATED AN 8TH DAY, BUT HE FOUND THAT IT MADE TUESDAYS TO FAR APART. THE GODS LOVED THEIR CHILDREN, AND AT THE FIRST CONTACT BETWEEN THE TWO WAS FREQUENT. THE GODS WOULD COME AND TALK WITH MEN OF MATTERS THAT MADE NO SENSE TO THEM,BUT THEY SMILED AND NODDED THEIR HEADS,MAINLY BECAUSE THE GODS WERE SLIGHTLY BIGGER. HOWEVER, THE GODS EVENTUALLY TIRED OF THEIR CREATIONS AND= VISITED THEM LESS AND LESS FREQUENTLY. AS ACCORDING TO VIKING LEGEND,THE AGE OF RAGNAROK WAS COMING UPON THEM,AND ONE NIGHT THE GODS WERE CAST ASLEEP BY...LOKI THE GOD OF EVIL DEEMED THAT THE COMING BATTLE WAS TOO MUCH IN THE GOOD GODS FAVOUR. SO HE STOLE INTO VALHALLA TO STEAL THE GODS MAIN WEAPONS.`ODINS SWORD` `FREYS SPEAR` AND THOR`S HAMMER. AND WHEN THEY AWOKE,GREAT WAS THE DISTRESS OF THE GODS AT THE THEFT.THEY KNEW WHO HAD TAKEN THEM AND THAT THE WEAPONS WERE CAST DOWN TO EARTH WHERE THEY CAN`T WALK,DURING THE AGE OF `RAGNOROK` LEST THEY BECOME MORTAL. IT WAS`NT UNTIL FREY STOOD UP TO OFFER A PLAN THAT WOULD RETRIEVE THE WEAPONS THAT THE GODS CALMED DOWN....ODIN WAS PLEASED...BUT WE WOULD NEED A VOLUNTEER....THOR JUMPED UP TO ASSIGN HIMSELF THE TASK...HE TRAVELLED TO THE EDGE OF VALHALLA AND RAISED A HUGE STORM ACROSS THE HEAVENS...AND DOWN BELOW IN A NORTHERN VIKING VILLAGE A HUT IS SEEMINGLY PICKED OUT BY THE STORM. AND THE NEXT MORNING INGRID, A Yhe program will begin to show the credits. Press ESC to exit the game. |Page 4| Phase I It is 8 O'clock and Kevin is Home Alone. He knows that the burglars will be arriving at 9 O'clock. You have one hour of game time to find objects and set traps. Below is the layout of the playing screen. __________________________________________________ | | |___8:00___| | | |Burglar | |Burglar | |Window |   |Window | | #1 | | #2 | |________|________________________________|________| | | | | | Main Play Area | | | |__________________________________________________| Use the left, right, and up arrow keys to run around the house and find object ݉#s. Below is a list of all the objects available. Micro Toys Blow Torch Xmas Ornaments Charcoal Starter Roofing Tar Silicone Caulk Firecrackers Paint Can Iron Rolling Pin Marbles Dictionary Bag of Flour Fire Extinguisher Boiling Water Skateboard Roller Skates  n5 Robot Toy Radio Controlled Car Baseball Bat Soldering Iron Garden Hose Grease Gun Bowling Ball Tarantula BB Gun |Page 5| When you get near an object that you can pick up, it will begin flashing. Press the F1 key to pick up this object. If an object is located too high for Kevin to reach, press the 0 key on the numeric keypad to make him jump, and then p .[ress F1 while he is in the air. If Kevin tries to pick up more than 3 objects, a warning will appear. Press SPACE to continue. When you have objects in your inventory, press the F2 key to select which objects will be used for a trap. the selected object will highlight. As Kevin runs around the house, possible trap locations for the currently selected trap will be shown. When Kevin is close to a location, the word HERE will appear. Press the F3 key to place an object at that t XEurap site. The currently highlighted trap will be placed. Trap locations in the middle of a room and above Kevin's head must be shot with the BB gun to work. You need to have the BB gun in your inventory to do this and the burglar must be directly under the trap. To fire the BB-Gun in Phase II, press the ENTER key. If you are ready for burglars before 9:00, you may press N to go to the next phase. Phase I will automatically expire at 9:00. Kevin's location in the house will  %be the same at the start of Phase II as it was at the close of Phase I. Phase II The burglars will enter the house and try to catch you. You must avoid the burglars, and at the same time lure them through the traps. You must be careful not to trip the traps yourself. Kevin must jump over any traps that are on the floor. The traps will inflict varying amounts of damage on the burglars. Harry and Marv will not always trip the traps. They are more likely to trip traps if they arue near Kevin and chasing him. The amount of damage that each burglar has sustained is shown under his name. Each tick mark represents 5 points of damage. You must inflict 50 points of damage on each of the burglars. If one of the burglars catches you, you lose the game. |Page 6| The boxes on the top of the screen allow you to keep an eye on the burglars. If the burglars are not in the same room as you, they will appear in these boxes. You can see what happens to them as they trip traps in other rooms. As a last resort, Kevin can shoot the burglars with his BB-Gun. The first time that he shoots a burglar, it will inflict 5 points of damage. Each time after that will not cause any damage, but will slow the burglar down for a few seconds. F2 key will show names of traps still available. F3 key will tell where the available traps are located. High Scores The game saves the ten highest scores of all time. If you have one of these scores when you= finish the game, you will be asked to input your initials to be added to the high score screen. Scores are determined by the amount of damage done to Harry and Marv. If two players have both defeated the burglars, the one that one in the least amount of time will be ranked first. Otherwise, if two players have the same number of damage points, the one that played the longest before getting caught will be ranked first. SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW &k SKID ROW -: D O W N T O W N :- ++31 (0)5750-29313 -: Agile Hq (Amiga) ^ TRSI EHq (IBM/PC) :- Sysop: BamBam Cosys: SectorCharger Tharghan Destruction History of DownTown ------------------- Started in 1987 on theVxt and conquer that too. Transport a grapple and a tool pod to Barent and equip it on to the S.C.G. Pass a day or two and the aliens will tell you the location of the next part. Fly to that planet and take the item with the grapple and fly back to Barent. Remove the item for research and equip the D.F.C.C onto the ship and refuel. After a few days your scientists should invent a formula that will allow you to fly faster than the speed of light. Research the formula. Also make sure yWoou have an IOS with drones to protect the two planets in that system. Now since you can fly to any system and back very fast you should make all of your Admirals into Warlords so the strenght of the IOS drones will be increased. An Admiral changes into a Warlord just by flying to another system faster than the speed of light. So fly all of your Admirals to Proxima and back until all of them are Warlords. The rest is very simple, build up drones, attack another system, conquer it, Xrretreive the part of the Unknown item, build up more drones and repeat this process until you have conquered 7 systems and have all parts to the Unknown item. Once you have all the parts the aliens will send you a message with the instructions on how to use it. Build the item and put it on a tool pod onto an S.C.G. Launch the S.C.G into orbit and activate the item in the tool pod. You will then see the END sequence and you have finished Deuteros. If you have any problems leave me aY0 message on either my board or these elite bbss: Necropolis, Ghetto, Link To Perfection, Bigfoots or Black Plague... -Sycon Make Sure To Call these TSL BOARDS: *BACK IN TSL* TSL WHQ TERMINAL DISASTER 215-739-2150 EURO HQ! THE CRIME ZONE! +46-87178910 EURO HQ! !MOLDAVIA! +32-13553962 TSL HZڏQ! HARMONIC CONVERGENCE 510-686-4536 TSL GHQ! DARK CENTURY! +49-5113880447 DUTCH HQ CHAOS +31-46339129 TSL DHQ! HIGH TENSION +45-98625432 o Barent. Remove the item for research and equip the D.F.C.C onto the ship and refuel. After a few days your scientists should invent a formula that will allow you to fly faster than the speed of light. Research the formula. Also make sure yration .............................. 2 Options Menu ................................. 3 Phase I .............................................. 4 Phase II ............................................. 5 High Scores .......................................... 6 |Page 1| Introduction ------------ When the McCallisters decided to go on vacation, they forgot one very important thing... Kevin! Now you can play eight-year-old Kevin, trying to foil the break-in of those inept buAbUrglars, Harry and Marv. In the first phase of the game, you rush throughout your gigantic home creating traps and pitfalls. From the attic to the basement, the tree house, big brother Buzz's cluttered bedroom and the dozens of rooms in between, you'll find innumerable household items to aid in your defense. Armed with imagination and a BB-Gun, you can create a wealth of clever contraptions, but time is limited. Will you be ready for the Wet Bandit Gang? Soon, Harry and Marv come% bumbling in for a hilarious chase as you try to lure them into your snares and ploys. Will they succeed in catching you or can you hold out until Mom arrives in this playful quest to protect your home... ALONE. Slapstick humor, comic twists and infinite variations of play, turn Home Alone -- The Family Comedy Without The Family -- into exciting computer action for the entire clan. |Page 2| Getting Started --------------- Requirements In order to run HOME ALONE you will need 4the following equipment: o An Amiga 500, 1000, 2000, 2500 or 3000 with at least 1MB of memory o KickStart 1.2 or higher NOTE: Please be sure you have the computer properly hooked up and are familiar with its operation. If there are questions about the computer, please refer to your owner's manual. Starting the Program Boot your Amiga as you normally would, when the computer asks for the Workbench Disk, insert disk number 1 in the disk drive. Insert Disk 2 when you are vȋ%asked. Copy protection When the program starts, you will be asked to enter a letter from the HOME ALONE code card. Locate the indicated row and column, type the indicated letter and press the ENTER key. The program will then display the opening credits. To skip the opening, press ESC while the Capstone logo is displayed. -= FUCK THAT... SKID ROW REMOVED THIS INCONVENIENCE =- |Page 3| Options Menu You can pull up the Option Menu at any point during the game by pressing them ESC key. This will also pause the game. The menu options available are explained below: M - MUSIC turns off the music only, if it is on, leaving sound effects unchanged. Turns on the music if it is off. A - ALL SOUND turns off all sound effects and music if they are on and turns on all sound effects and music if they are off. R - RESTART will start the game at the beginning of Phase 1. C - CONTINUE will continue the game. Q - QUIT will exit to DOS. If you choose to quit, tK dyf fleet. Keep adding drones one by one until you reach about 20. Then go to the IOS that is around Earth and add the drones that are there to the fleet. Then fly the IOS to the closest factory that is producing drones which is the Moon and add those drones to the fleet. Next fly the IOS to Callisto and take those drones and then fly to Leda and Remove all the drones you collected to the pool and fly back to Earth. Then with the other IOS that is around Leda add all those drones to tL khe fleet. You should now have an IOS around Leda with around 80 to 90 drones. Always keep this IOS around Leda because that is the place the Methanoids will attack first. If they attack Callisto just fly the IOS from Leda to Callisto. When the Methanoids attack one of your factories you have 4 days to get an IOS there and defeat them. Ok, now build 20 more drones on all 4 factories and collect them with the IOS that is in Earth orbit and take them to Leda. Put them in pool and fly M back to Earth. Now with the other IOS add them to the fleet and you should have about 160 to 170 drones. Keep doing this and if you succeed in getting 200 drones before they attack you save the game and attack Jupiter. If you loose then load the game. If you win the IOS will automatically dock at the factory. Now quickly click on the PANIC icon (Self- Destruct Mechanism) and then back to the IOS and take off fast. The factory will be destroyed. Pass a day or two and your scientistsN ln will copy the Methanoid's Self-Destruct Mechanism. Research it and build it on all of your factories. Now keep building drones and keep transfering them to Leda. Also fly the IOS that is around Jupiter to Leda. Once you have another 200 drones attack Uranus. Save first though. When you win click on the PANIC icon and switch the two levers at the right side of the screen. That should deactivate the Self-Destruct Mech. Now go to Stores on Uranus and then click on Switch Storerooms aO ]Ϫnd you will see the M.T.X. Pass a day or two and your scientists will copy the M.T.X. Build this on all factories. Now all the drones you build on the 4 factories make the M.T.X automatically transfer them to Uranus. Build more drones and attack the Methanoids at Titania, then at Neptune, then at Triton and at Pluto. After you conquer Pluto your scientists will find plans for the S.C.G in the Methanoids records and also the Star drones. Don't build it YET and don't worry about it YPfET. Now build an IOS on Neptune and install the D.F.C.C into it and launch it into orbit. Also build an IOS on Callisto and install the D.F.C.C into it and launch it into orbit. While you are doing this make sure those 4 factories are building drones and sending them to Uranus. Also fly the IOS with which you conquered Pluto to Uranus. Forget about Pluto, if the Methanoids attack it just nuke it. The Methanoids will keep attacking you even though they have no more factories in thQtxwfat solar system. Now with the IOS that is around Uranus collect all the drones that are there into the remaining fleet. Keep building them until you have 200. Now wherever they attack you can defend it. If they attack you at Titania just fly your IOS from Uranus to Titania, save it first and kick their butt. It will take 4 days to fly there but that is enough. After you win return the IOS to Uranus. If they attack you at Leda just remove the drones from the IOS that is around UranRxus and transport them by the M.T.X to Callisto. At Callisto you should have an IOS so just add them to the fleet and fly to Leda and kick their butt again. You should have 4 IOSs with the D.F.C.C. One around Earth, one around Callisto, one around Uranus and one around Neptune. All of your factories will be protected in this way except Venus which they will not attack in a LONG time. Keep building drones and transporting them to Uranus. You must also build as many orbital factories aS½s you can (16 is the limit for every solar system). Make sure that you have IOSs with the D.F.C.C to protect them all. Try to pick planets that have good resources (the most needed resources later in the game are paladium and silver). Oh! equip an IOS with a grapple on Earth and launch it into orbit. Activate the grapple and you will find the first part of the UNKNOWN item. Seven more parts to go! Stock up on resources and make 3 factories build star drones but keep building the IOST7 drones too. This will take you a while to do. Build an S.C.G and equip it with the D.F.C.C. Oh, I hope you researched the S.C.G and the special fuel since only Uranus can produce it. Collect the drones with the S.C.G and make sure you have full fuel. Now most of the rest you will have to do yourself cause it is a pain for me to explain it to you. Every time you conquer a solar system the race that has been sending messages to you will tell you the location of the next part to theUr Unknown Item. Also, every time you conquer a solar system your scientists will research a new item (well almost every time). You only need to conquer seven other solar systems to win the game even though there are eight. Now what you must do is send the S.C.G with the star drones to a system with the least amount of planets (Proxima will do). Fly to Pacific and conquer it. Then transport some star drones to Pacific and add them to the fleet to make a full 200. Now fly to Baren@\C enemy drones are closesly packed together launch the torpedo. You can only fire two of these if you have full fuel. Pulse Blast Laser - (Blaser) highly destructive pulse weapon. Requires at least 3 chasis units for correct operation. This is an awesome weapon for defending factories. Not only does it destroy the enemyAIF drones but also the ship that carries the weapon. This does not require any pilots and you cannot fly anywhere with it once it is installed. Sonic Blaster - (Blaster) Methanoid origin. Fusion powered unit. Emits pulses at present intervals and frequencies. Power adjuster fitted. This is NOT a weapon even though the scientists say it is. All it doB\es is play music. Prison Pod - (?) I did not get this in the game so cannot explain it. It is an optional part of the game. UNKNOWN ITEM - (Unknown) Composition - Unknown Function - Unknown Mounting suitable for Tool Pod. I cannot tell you anything about this or it would ruin the game! Space Bay - same as shuttle bay Spacedock - same as shuttle bay except that it is used for IOSs and SCGs. Self-Destruct Mechanism -CB this is used later in the game to nuke the whole factory to stop the Methanoids from getting it. To the left are two switches (Cooling System and Reactor Control). Flipping both of these will activate a 12 second countdown and then nuke the whole factory. To deactivate the countdown just flip both of the switches again. The SoD*lve --------- This solve is not in FULL detail bacause it would take much too long to write step by step everything you are to do. Well here it is! Ok, the first thing to do at the beginning is to train 200 producers, 250 researchers, and 41 marines. Once you have them trained start building rigs and at the same time research all the stuff that you have. Once you have 8 rigs make them mine. After you researched everything build a shuttle and equip it with a factory section. SendE" it into space and set up the first section. Land and get another section and repeat this until the factory is complete. Now your scientists should have come up with the IOS and its attachments. Build the IOS and equip it with more factory sections and send it to build more factories. Do not set up more than 5 factories because the Methanoids will declare war on you. The best planets to build factories at are Earth, Moon, Venus, Leda, and Callisto. After you have these factories lauFWnch an IOS equiped with 3 grapples to the asteroids. Go inside the ship and activate the grapple. Then pass a few days until the computer scans and finds an asteroid. Pass days some more until a suitable asteroid made of the mineral you need to make the R Frame appears and is not more than 250T in mass. Retrieve the asteroid and go to any factory. Click on the grapple that has the asteroid and the mineral will be extracted from it. Now you can build the R Frames. Equip one R Frame oG4gnto a shuttle and land with it on a planet. You must have a factory over that planet though. Click on the Tool Pod which contains the Frame and the computer will correctly position it. Launch and get another frame and do the same thing. Now you have a Resource station. Make these resource stations on every planet that you have an orbital factory over (remember, no more than five factories). On each of your 5 factories, including Earth, make sure you have 8 rigs that are mining. Also,Han on each factory you should have a shuttle with an ACC bringing up all the needed minerals that the rigs are producing to the factory. Ok, before you start the war with the Methanoids 4 of your factories should have all of these minerals each: 24000T of Iron, 24000T of Titanium, 24000T of Aluminum, 3000T of Carbon, 11000T of Copper, 6000T of Paladium, and 6000T of platinum. This will take you a long time to do but it's the only way. Also you should have an AOC on each of these 4 faIy̙ctories. Have alot of fuel on Earth and Leda and also a IOS with a tool pod ready in Space bay on both of these factories before starting the war. Now send an IOS and build the 6th factory and you will receive a message from the Methanoids. Pass a day and your scientists will invent the Drone Computer and the Drones. Research these two and build two drone computers one on Earth and one on Leda. At the same time make the AOC build drones on the other two. Once you have the drone coJTGmputers built make the two other factories build drones. Set the AOC on automatic drone building so you won't have to run around from factory to factory to set production. While your factories are building drones install the two drone computers onto the IOSs that you have on Earth and Leda. Fuel the ships and put Admirals in as their pilots. Launch both of them. Go inside the one that is around Leda and click on the Battle Computer and add all the drones that Leda has built to the5icons is Add to Fleet which will add a drone to the fleet. The other one is Remove to Pool which will remove a drone. You can have an unlimited amount of drones in the pool but only 200 in a fleet. Each drone adds 7 to the fleet power making a total of 1400 if you have 200 drones in the fleet.6 ׃ݦ If a Warlord is the pilot of the ship then each drone's power will be increased by 3. For an SSG there is a special type of drone called a star drone which automatically adds 10 to the fleet power even if a Warlord is not the pilot. If the pilot is a Warlord the strength 7!QҲ for each drone is still 10. The only advantage to the star drone is that it can travel to other solar systems. An SSG can only have star drones and an IOS can only have IOS battle drones. Also, when the computer is installed on the ship, the ship takes ten times as much fuel (10 to8""n of fuel = 1 tons of fuel). Self-Destruct Mechanism - (S.D.M.) Methanoid origin. Activated by throwing respective levers on reactor and cooling system. This is used when the war between you and the Methanoids starts. You just install it and if they attack that factory and you can't get your drone9#)Ӗs there in time then you pull the two levers and it nukes the whole place. Mass Transciever - (M.T.X.) Methanoid origin. Allows transmission of inanimate objects to any receiver. Technical analysis not understood. Once you have two of these go to Stores on the orbital factory. Then click on Switch Storerooms and the MTX will ap:$NUk7pear with a list of all the tools, minerals and equipment in the middle that you can transport, six icons at the bottom and all the other solar systems and factories you have. Here are the descriptions of all the icons. Restore Settings - resets everything that you have selected to be transported. Switch Storerooms - just switches storerooms. ;%Oc Clear Settings - does the same thing as Restore Settings. Transmit Everything - marks all the minerals and tools that you see on the menu. Balance Everything - marks everything that you see on the menu equally so that when it starts transporting both of the factories will have the same amount of each item or mineral. Scroll Up/Down - scrolls the menu u<&~dfp or down. Now if you want to transport, for instance iron, from Earth to Moon go to the MTX that is on Earth and mark iron on the left side. Then select Sun as the solar system and then Moon as the receiver. Pass a day and all the iron you had on Earth will be transported to the Moon. If you want both Earth and the Moon to have the same amount of iron then mark both sides of iron and pass a day. The computer will add both of the factorie=''ds8s' supply of iron and then send half of it to Earth and half to the Moon. S.C.G Chasis - (G Chasis) Star Class Galleon. Methanoid Origin. Six pod mountings allow maximum of 1500 ton payload. This ship uses a different fuel called Helium Deuterium Fuel (HeD). There is only one planet in the solar system (our) that can produce this fuel. S.C.G Drive Unit - (Star Drive) fusion drive unit for in>(terstellar travel. Methanoid origin. Requires HeD fuel. S.C.G Battle Drone - (Star Drone) special chasis incorporating 2 fusion lasers. More powerful version of the IOS Drone and capable of intersteller travel. Flight controlled via flagship drone computer. Prejudice Torpedo Launcher - (P.T.L) fires a torpedo loaded with 100T of fuel from ?c2the host ship tanks. Detonation is triggered when the predicted outcome is prejudiced against enemy drones. Cockpit mounted. When you install this to a ship and attack a planet, click on the Battle Computer and there will be an icon that looks like a torpedo. When you see that the **hd mounting allows maximum of 250 ton payload. Shuttle Drive Unit - (S Drive) short burst drive which requires Hydrogen Methanol Fuel (MeH). Orbital Factory Section - (Of Frame) partial framework for construction of orbital factories. Computer control handles positioning sequence to ensure correct locking of the 8 sections. There still must++iC be a pilot on board to be able to install he sections. Tool & Equip. Mounting - (Tool Pod) for haulage and mounting of tool or equipment. Mounting is linked to ship's cockpit allowing the crew to control any item carried. Supply Pod - for all material haulage. Standard fitted for use on a shuttle. Unit has a single cavity so may only hold o,,ne type of material. If you want to dump the cargo while in flight just go inside the ship and click on the pod then click on Ditch Contents. Cryo Pod - for haulage of teams such as pilots or producers. Personnel are held in stasis while inside the pod. This also protects its occupants from disease and aging. I.O.S. Chasis - (I Chasis) interplanetary operations spacecraft. Three --%r~ pod mountings allow maximum of 750 ton payload. The I.O.S. is the same as the shuttle except that it has 3 pod mountings and can travel to other planets. You can also fit the A.C.C. to it to make transporting minerals easier. When you are inside the I.O.S. there is an icon at the bottom called Set Course that the shuttle does not have. Click on it an a system c..,bqhart will appear. Click on a planet just like in Deposit Analysis and the course is set. I.O.S. Drive Unit - (I Drive) long duration drive unit. Requires Hydrogen Methanol Fuel. Auto Cargo Computer - (A.C.C) Fit and Forget! Allows programming of shuttle and IOS for automated stock haulage. Settings available for balancing stocks between //v destinations. Cockpit mounted. Hydralic Grapple - (Grapple) for retrieving small objects of up to 250T. Must be pod mounted. Auto Operations Computer - (A.O.C.) automates production processes, so there is no need for Artisans. May be programmed for on/off or repeating production. To produce something only once click on the 00UY~button until it becomes yellow. If you want it to keep producing it more than once just click on the button until it becomes green. Installation Repair Equip. - (Bandaid) for the repair of abondoned or derelict surface ststions. Shuttle bay must still be operative! Must be pod mounted. Asteroid Mining Attachment - (A.M.A.) for surface mining of lar11°ge asteroids . Process requires access to an empty supply pod. May be A.C.C. controlled. The asteroid must have a mass greater than 10,000 tons. Resource Station Section - (R Frame) parial framework for construction of surface stations. Computer control handles positioning sequence to en22ؤsure correct locking of the 2 sections. Communication Adaptor - (Comms Pod) Methanoid origin. Translates verbal communication into HUD text. Technical Analysis also reveals holographic image processing. IOS Battle Drone - (IOS Drone) special chasis incorporating one fusion laser. Flight controlled via flagship drone computer. Drone Fleet Control Comp. - (D.F.C33{:.C.) carried by fleet flagship. Controls fuel and drone dispersal. Automatic switching to combat mode when alien fleet detected. This computer which controls the drones takes up all 3 pod mountings on an IOS and 6 pod mountings on an SSG. You can have up to 200 drones in one fleet. When you sta40Ert building drones they automatically go to the drone pool in space. After you install the computer, take off and press the Battle Computer icon inside the ship. You will then see a picture of a drone, two icons and the number of drones in the pool. One of the 5mrew). After assigning a crew there is a bar at the bottom with MeH written next to it. Click on the + sign (fuel ship) until it reaches 250 tons (max. amount of fuel). If you have no fuel you must first research Hydrogen Methanol Fuel (MeH fuel). Once you have it researched your mining rigs will start producing it. Later in the game when your scientists develop an Auto  6HR Cargo Computer an icon with ACC written on it will appear next to the shuttle. This icon is used to install the A.C.C. unto the shuttle. You can also access the shuttle just by clicking on it which will put you inside. Pod Mount - in this section of the shuttle you can install three different pods to transport anything you want between a planet and an orbital factory. Under the shuttle !7you have three icon representing the three pods (supply pod, tool pod, and team pod). Install Supply Pod - supply pods are used to carry minerals only and have a maximum capacity of 250 tons. Once you have a supply pod installed click on it and pick the mineral you want to take (you can only carry 250 tons or less of only one miner"8Yal per pod). Click the right mouse button to exit the menu and under the pod you will see the name of the mineral you picked and how many tons are in there. Install Tool Pod - tool pods are used to carry items and equipment such as derricks and orbital factory sections. Once you have it installed click on it and a menu of all the #9*^ equipment you can take will appear (the list will get bigger as your scientists develop more items). Pick an item and click the right mouse button to exit. Like in the supply pod the name of the item that you picked will appear under the pod. Install Team Pod - team pods are used to carry either producers or marines to other stations. Once you h$:Uave the pod installed click on it and four vacant spots will appear. If you have someone in shuttle bay they will appear on the first vacant spot. Click on them and they will be transfered to the team pod. Only one team can be carried in a pod. Press the right mouse button to exit. Below the pod you can see the name and oc%;\cupation of the dudes that are inside. Engine Mounting - the only thing here that you can do is install the engine into the craft. There is an icon at the bottom called install drive unit, just press it and the engine will be installed. Resource - here it tells you what resources the planet has. At the bottom right corner there is an icon called Add Mining Rig. When you &7 clicking on this will cause a list of all the tools and equipment that you have researched and can build to appear and also telling you how many of each you have in stores. Click on any tool and an information box will appear showing a picture of it and a brief description of what it is and what it does. Here is the list and description of all the tools that))=qH are in the game. Remember that most of these tools you will not have at the beginning of the game but would probably want to. Resource Mining Rig - (Derrick) fully automated ore recovery and refining unit. Can adapt to all known elements and is semi- portable to allow location on any mining site. Shuttle Chasis - (S Chasis) surface to orbit workhorse. Po@rt a mineral from the left hand side location to the right hand side location you click on the left side of the mineral and a green dot should appear. Then click on the Engage A.C.C. icon at the bottom and the computer will start transporting it. If you want to transport a mineral from the right side location to the left you do the opposite. You click on AM the right side of the mineral and a brown dot should appear. Then Engage the computer and it will start transporting the mineral. At the bottom there are four icons: Engage A.C.C. - engages the auto cargo computer. Disengage A.C.C - disengages the auto cargo computer. Complete Cycle - if you have the computer transporting three minerals and it is only on the first one andB/^' you want to disengage it but you want it to transport all three minerals first then you click on this icon so that the computer will transport all three resources and then stop. Clear Setting - clears all that you selected. Dock - click on this and the shuttle will dock after advancing a day. Land - land Launch - launch Pod Mounts - shows you what pod you have and what is in iC4Ϋt. If you have a part of an orbital factory in a pod then clicking on it will activate it. Switch Views - switches views between an information screen which tells you what the shuttle is carrying, how much fuel it has, its location, its pilot, etc. and a picture showing where you are located. Training - here you have three doors for recruiting different teams. One is researchers, one fD;or producers, and one for marines (pilots). On the left side in a bar in shows you how many people you have for recruiting (you start with 6000). In each door there are two arrows (return to pool and recruit). Click on the recruit arrow for researchers until it reaches its maximum (100). Then pass days and the door will close. Wait until it opens which means 100 researshers have been recruited. Then click on the arrowE+B again and recruit another 100 (you can have 250 researchers as one team, 200 producers as one team, and 41 marines as one team). When you recruit researchers they are automatically transfered to Research, producers are transfered to Production, and marines are transfered to Shuttle Bay. Team Ranks Team Ranks Team Ranks ------- -------- --------- -------- ----------FL"f- -------- Marines - Pilot Producers - Technician Researchers - Apprentice - Captain - Doctor - Engineer - Admiral - Professor - Expert - Warlord Research - this is where the scientists research all the cool stuff. On the right side you have buttons that show all the things that you can research. Green buttons indicate items that haGCve already been researched, red buttons indicate items that were not researched, and yellow buttons indicate items that are in the middle of being researched (started but not finished). Click on an item and the scientists will start researching it. At the top it tells you the name of the item, the tech level, and how many percent your scientists have researched. Once the item is researched it tells you its H-7mass and what minerals you need to build it. It also tells you where the item may be produced (in orbit or on Earth). At the bottom of the screen you have the leaders name, his rank, and number of staff. Some of the items, later in the game, you will not be able to research until your leader advances in his rank. Shuttle Bay - here you make new shuttles, equip them, assign their crew, and refuel them. At the topI"a you have a New Shuttle icon. Click on it and it will raise a new shuttle if you have build one. Now at the top you have a dismantle icon which will lower the shuttle but it will not destroy it. There is also a kind of a map showing all the section of the shuttle (the crew section, pod mounting, and engine mounting). Just click on any section and the big shuttle in the middle will move to that secti4 \ \/ \/ Zge eingegeben haben und den Modus wechseln \ <--> / /\ /\ wollen. Erst wenn Ihr Mitspieq'X.ler ebenfalls dieses \____/ / \ / \ Symbol angewhlt hat, kann mittels der Leer- Taste der Modus getauscht werden. ****************************** BATTLE ISLE DOCS ******************************* Typed In By The 'Canabis' :::::::::. :::::::::. .::::::::. tm :::: :::: :::: :::: :::: :::: :::: :::: :::: :::: :::: :::: :::::::::' ::::::::: :::::::::: :::: :::: :::: :::: :::: :::: :::: :::: :::: :::: ::::q(P8 :::::::::' :::: :::: ****************************** BATTLE ISLE DOCS ******************************* ---> Martyrium BBS 713-666-4093 Classic WHQ. 0-0 Days. Elites. <--- DATE UPLOADED- - - - - - - ->>Monday 30-Sep-91 09:29:34 Level jede Einheit produziert werden. ____ / \ \ / \ / Mit diesem Symbol zeigen Sie an, dass Sie alle / <--> \ \/ \/ Zge eingegeben haben und den Modus wechseln \ <--> / /\ /\ wollen. Erst wenn Ihr MitspieZ֊\__/ / /_/ //______/ / \______\/ \_\/ \_______/_/\_____\/\_\/ \_\/ \_\/ \______\/ -OEP \_\/ PRESENT TO YOU: DEUTEROS COMPLETE DOCS AND SOLVE CREATED AND TYPED BY SYCON & HIS BRO Introduction - These Docs Consist of the Description of All the ICONS which explain how to play the game, and a SOLVE...since everything in this game happens in a order according to the players action it is almost impossible t[Lo write a 100% step by step solve. Sorry if you find errors in the docs or something that I forgot to include but I was too lazy to go over the docs to see if I missed something. Also sorry about the time it took me to write these docs but that is how it is when YOU MAKE THE DOCS yourself as you play. Well last thing thanks to Skid Row for cracking This Awesome game. Control Panel Icons ------------------- At the top left hand corner of the screen you have a bunch of icons. Some \cNof these icons you will not have at the beginning but they will appear as you advance in the game. Here is what they are and what they do. Time Advance - click on this and it will advance time until you press the mouse button again. You can also advance time by clicking on the bar at the bottom of the screen that tells the year, # of days, and the stardate. Master Control - shows you all the orbital factories]?J, interplanetary spacecrafts, and starships that you have in that system. You can access any of the above just by pressing on them. Stocktaker - clicking on this will show you a list of all the minerals and all the orbital factories that you have. Pick any mineral and it will show what orbital factory has it and how many tons it has. There are also two ic^cons at the bottom, one is Switch Storerooms and the other Team Roster On/Off. Switch Storerooms - shows your orbital factories and a bar at the right hand side with red buttons. Each red button indicates an item. Clicking on a red button will show you a picture of the item you selected, its name, and what orbital factory has _I5 it and in what quantities. Click on the switch storerooms and then click on the Team Roster On/Off icon. Team Roster On/Off - shows you all the teams you have (Pilots, Researchers, Producers), how many people in each one, their location, and their rank. At the bottom there are two arrows (previous page and nextJŎ page) which are used when you have more teams than can fit on the screen. Rank Name # of People Location ------ ------ ------------- ---------- PRF RICHIE 250 EARTH Deposit Analysis - shows you all the planets that are in the system. qaYgenen Krften stark gepanzerte Einheiten des Gegners anzugreifen, da Sie auf diese Weise nur zu einer Erhhung der Erfahrungswerte des Gegners beitragen. Es ist oft lohnend Einheiten die hohe Erfahrungswerte besitzen im Falle von Reperaturbedrftigkeit trotz hohen Aufwands zu reparieren. Bedenken Sie den hohen Stellenwert von Erfahrungspunkten in einem Kampf ****************************** BATTLE ISLE DOCS ******************************* INFORMATIONSABRUF ============qb===== Sobald Sie das Fragezeichen uber einer Einheit anwhlen, gelnagen Sie in ein Display das alle wichtigen Werte angibt. Von oben nach unten haben die dort angezeigten technischen Informationen folgende Bedeutungen: 1-Schusskraft und Schussreichweite auf Landziele 2-Schusskraft und Schussreichweite auf Luftziele 3-Schusskraft und Schussreichweite auf Seeziele 4-Reichweite der Einheit auf bestmglichem Gelnde (z.B. Strasse) 5-Panzrung der Einheit ALLGEMEINE INFORMATIONENqc&Ii ------------------------ Whlen Sie das Fragezeichen an, wenn der Cursor ber keiner Einheit steht. Dann erhalten Sie folgendes Zahlenmaterial: 1-Round: wieviele Zge bereits gettigt wurden 2-LEVEL: Die Zahlen 0-15 stehen dabei fr Landkarten die ausschliesslich mit zwei Spielern angegangen werden knnen. 16-31 hingegen die, auf denen gegen den Computer gespielt wird. 3-MODE: in welchem Modus sie sich gerade befinden. Steht dort 'MOVE', kqdq`(nnen Sie ihren Einheiten die Order zur Bewegung erteilen. 4-HIGH: Abkrzung fr 'HIGHEST RATING', max. erreichte Punktzal auf diese Landkarte. 5-ACTUAL: der augenblickliche Punktestand fr das Rating. 6- Gibt das Augenblickliche zahlenmssige Verhltnis zwischen den Spielern an. 7-TURN: Steht fr die Anzahle an Zgen, die Sie bereits gettigt haben. 8-LIMIT: zeigt die eingestellte Zugbegrenzung an. ****************************** BATTLE Iqe{{U7SLE DOCS ******************************* RATING ====== o Alle Einheiten vernichtet: +500 Punkte o Mit verdeckten Inventories: +100 Punkte o Zugbegrenzung auf 4 Zge: Punkte *4 o Zugbegrenzung auf 8 Zge: Punkte *3 o Zugbegrenzung auf 16 Zge: Punkte *2 o Maximal erreichbare Punktzahl: 32.500 Punkte ****************************** BATTLE ISLE DOCS ******************************* TIPS ==== o Meiden Sie Strassen und offenes Gelnde. Dadurch wrde zwar ihre qfY Offensikraft leicht gestrkt, aber die Defensive vernachlssigt. o Um Einkesselungen zu vermeiden sollten Sie neben der Gefechtlinie und in ihrem Rcken schwer zugngliches Gelnde haben. o Gebude, die eine Reperatur von Einheiten ermglichen, sollten in aller- nchster Nhe stehen. o In vorderster Front sollten entweder schwere Panzer stehen oder Einheiten, die sich gegen die Angreifer gut verteidigen knnen. Vor allem bei Luftangriffen sollq g}Nten Sie Flak Panzer plazieren. o Die zweite Linie sollten Einheiten mit Fernwaffen bilden. Falls Sie nicht ausreichend Einheiten dieser Art besitzen, benutzen Sie Einheiten, die eine grosse Reichweite besitzen oder sogar unwegsames Gelnde befahren knnen. o Die dritte Reihe sollten Fernwaffen mit grosser Reichweite bilden. z.B. Artellerie oder Sam-Site o In Reserve sollten Sie Transporter mit grosser Ladekapazitt und Reichweite halten. Falls Sie erkeq!h2nnen knnen, dass Sie Ihre EInheiten nicht mehr halten knnen, bleibt ihnen noch der schnelle Rckzug mit den verbliebenen Einheiten. ****************************** BATTLE ISLE DOCS ******************************* CURSOR FUNKTIONEN ================= CURSOR MOVE ATTACK Funktion ____ / \ \ / \ / Diesen Cursor bewegen sie normalerweise ber / nix \ \/ \/ den Screen. Bei Feuerknopf erhalten Sie einen \ / /\ /\ anderen Cursor. q"i=Q\____/ / \ / \ ____ /\ /\ \ / \ / Das 'X' erscheint wenn Sie eine zuvor aus- / \/ \ \/ \/ lste Funktion verlassen wollen. Wenn Sie \ /\ / /\ /\ z.B. das Inventory eines transporters verlassen \/__\/ / \ / \ wollen, mssen Sie diesen Cursor whlen. ____ / \ \ / \ / Ubersichtskarte. Alle bereits gesetzten / EYE \ \/ \/ Einheiten werden als schwarze Punkte \ --- / /\ /\ angezeigt. \____/ / \ / \ ____ / ^ \q#jK ? \ / Damit geben Sie der Einheit unter dem Cursor / <--->\ \/ den Befehl, sich zu bewegen. Alle erreichbaren \ | / /\ Felder werden umrandet. Ziel wird mittels \____/ / \ zweimaligen druckens des FB angewhlt. ____ / :: \ \ / Damit geben Sie der Einheit unter dem Cursor / :: \ \/ den Befehl anzugreifen. Alle in Reichweite \ .. / /\ liegenden Ziele werden umrandet. \____/ / \ ____ // \ \<-?\ / \ / Mit Hilfe desq$U Fragezeichens erhalten Sie be- / / \ \/ \/ stimmte Informationen. Die Art der Information \ . / /\ /\ ist davon abhngig ob unter dem Cursor eine \____/ / \ / \ Einheit ist oder nicht. ____ / :: \ \ / \ / Damit knnen Sie den Inhalt eines Transporters / :: \ \/ \/ oder Gebudes sehen. Nur verfgbar wenn sich \ .. / /\ /\ der Curosr ber einer zum Transport fhigen \____/ / \ / \ Einheit oder einem Gebude steht. ____ qlee Einheiten mit Befehl werden als schwarzer Punkt dargestellt. Gebude sind ebenfalls schwarz, das HQ ist zustzlich durch ein kleines weisses 'H' gekennzeichnet. ****************************** BATTLE ISLE DOCS ******************************* GEBUDE ======= Knnen nur durch Infantrie besetzt werden. Ziel des Spiels ist es das generische Hauptquartier mit einer Fusstruppe zu besetzen. Lassen Sie sicherheitshalber mindestens zwei Einheiten bei IHREM HQ zurck. FABRIqm"5K ------ Die Fabriken sind in den Karten ebenso wie die HQ's bereits gesetzt. Sie knnen ebenfalls nur mit Fusstruppen erobert werden. Eine Lampe im rechten Sechseck gibt an welchem Spieler diese Fabrik gehrt. Alle Einheiten, die sich zum Zeitpunkt der Eroberung in der Fabrik befinden, gehen in den Besitz des Besetzers ber. Eine graue Lampe zeigt an, dass die Fabrik neutral ist. DEPOTS ------ Sind nicht nur vorgegeben, sondern knnen auch errichtet werden. qn@`Ein Depot bentigt vier Sechsecke und kann nur auf ebenem Grund gebaut werden. Auch hier gilt wieder: Eroberung nur durch Fusstruppen. Landeeinheiten knnen nicht ber Depots hinweg ziehen, daher knnen sie auch als Barrieren eingestetzt werde. Achten sie jedoch darauf, dass Sie sich nicht selber einschrnken. ****************************** BATTLE ISLE DOCS ******************************* ENEGIEVERSORGUNG ================ Die Reperatur und Neuproduktion von Einheiqo>'Bten verbraucht Energie. Am Anfang sind all Gebude mit Energie versorgt. Auf vielen Landkarten werden Sie Energie Kristalle sehen knnen die es auf- zunehmen und in ein Gebude zu bringen gilt. Dazu fahren Sie einfach mit einer Transport Einheit auf den Energiekristall um ihn in den Frachtraum zu laden. Sobald Sie den transporter in ein Gebude ziehen, wird dort der Kristall abgeladen und dem Gebude gutgeschrieben. Mit jedem Kristall werden ihnenqpnT 50 Punkte auf dem Konto verbucht. ****************************** BATTLE ISLE DOCS ******************************* KAMPFSTELLUNG ============= Die Kampfstellung ist fr den Angreifer und den Verteidiger von Bedeutung. Grundlegend ist zu sagen, dass sich die Stellung der angreifenden Partei auf deren Angriffswerte und die der verteidigenden Partei auf deren Verteidigungswerte auswirkt. DAS KLEMMEN ----------- Fr den Angreifer bedeutete dies, dass qq8^jede Einheit, die zustzlich um den Verteidiger steht und ebenfalls in der Lage wre, den Verteidiger anzugreifen, in seine Angriffswerte einfliesst. Im Folgenden wird eine solche Situation als Klemmen bezeichnet. Das Klemmen erhht somit prozentual den Angriffswert der angreifenden Einheit. Einen Einheit, die unmittelbar im Rcken des Verteidigers steht, verdoppelt die Angriffskapazitt des Angreifers, Seitlich klemmende Einheiten, erhhen den Wert entsprechqrLQend weniger. Das Klemmen beeinflusst allerdings keineswegs die Angriffsstrke von Fernwaffen. Nur wenn von Sechseck zu Sechseck angegriffen wird, zeigt das Klemmen Wirkung. DAS BLOCKEN ----------- Doch wie kann der Verteidiger der gefahr des Klemmens entgehen? Zum einen wird es dem Angreifer nicht leicht fallen, seine Einheiten neben oder hinter die Gruppen des Verteidigers zu bringen. Zum anderen erhht jede zustzliche Einheit des Verteidigers, die sowohl unmitqs19Ajtelbar zum Verteidiger als auch zum Angreifer steht, seinen Verteidigungswert. Diese Funktion der umliegenden Einheiten nennen wir im folgenden Blocken. Das Blocken zeigt, ebenso wie das Klemmen, bei einem Angriff durch Fernwaffen keine Wirkung. Das Erhhen der Verteidigungskapazitt erfolgt wiederum prozentual zum Basiswert des Verteidigers. Jede 'blockenden' Einheit erhht die Verteidigungskapazitt um ein Viertel. Taktischer Hinweis ------------------qtdi Bedenken Sie, dass durch die Funktion des Klemmens eine schwache Einheit noch lange nicht zur Wunderwaffe wird. Eine Transporteinheit ist zum Beispiel selten in dr Lage, einem Panzer schwerwiegenden Schaden zuzufgen. Selbst wenn Sie den Verteidiger von allen Seiten klemmen, ist ein Angriff mit einer starken Einheit notwendig. ****************************** BATTLE ISLE DOCS ******************************* DAS ERFAHRUNGSSYSTEM ==================== Fr die Qualitt einqu&Per Einheit zeichnen sich nicht nur Schusskraft, Reichweite und Panzerung verantwortlich, sondern auch die Kampferfahrung der Einheit ist von entscheidender Bedeutung. Immer wenn eine ihrer Einheiten in einen Kampf verwickelt ist und dabei einen Gegner beschdigt, erhlt die Gruppe einen Erfahrungspunkt. Fr die komplette Vernichtung einer Einheit erhalten Sie zwei Erfahrungspunkte. Die kampferfahrung wird in der Statuszeile durch kleine Grafiken symbolisiert. Je q`m mehr kampferfahrung Sie bereits mit einer Einheit gesammelt haben, um so gefhrlicher wird Sie fr ihren Gegner, da der Erfahrung eine entscheidene Rolle beim Kampfresultat zukommt. Dabei wird neben ihrer 'Treffergenauigkeit' auch ihr Geschick beim Ausweichen vor gegnerischen Schssen erhht. Taktischer Hinweis ------------------ Versuchen Sie, mit allen Einheiten ausreichende Erfahrung zu sammeln! Vermeiden Sie es, zu Beginn des Spiels, mit zu schwachen ei<w@Nh arpeggiates the triad. NAME: True gliss DESRIPTION:True gliss creates a glissando, a series of rapidly ascending or descending notes between two adjacent notes. SPECIAL TYPE: None. USAGE: Pipeline, Toolpad. CONTROLS: To turn on true gliss, click on the active button. True Gliss contains two types of glissandos: a chromatic glissando that plays every half step between two adjacent notes and a =x;mglissando that uses only the notes in the current key & scale/mode, as determaned by the song or master paremeters. To set the length of each note true gliss generates, drag the articulation: slider. at 100%, each note in the glissando and ends at the same times as the adjacent notes. Greater values overlap, lesser values don't. When playing into the glissando tool, you may notice that the gl>y?issando notes all happen at once, instead of over the time span between two adjacent notes. This happens because true gliss can only make the glissando once you play the final note. at the time, it figures out how to play the glissando between the two notes. Notice that although your glissando will sound strangely when playing it in real-time, it records properly into the sequencer. To avoid this real-time probl?z )em, use past out, included with this kit. If you place the glissando tool in the output pipeline, it does not exhibit this behavior when playing a prerecorded piece. NAME: Whoopie DESRIPTION: This tool is a novelty item created by mischievous programers in their copious spare time. Although it looks like a regular piece of pipe, it's such to cause hysterics when futively s@+wPlipped into a friend's composition!! SPECIAL TYPE: Stupid prank to humor programmers. USAGE: Pipeline. CONTROLS: None that we know of... ] notes. Notice that although your glissando will sound strangely when playing it in real-time, it records properly into the sequencer. To avoid this real-time problq |der dieses Gebude erobern wollen. Mit 'HIDE SHOPS' knnen Sie das verhindern. ZUGBEGRENZUNGEN --------------- Normalerweise spielt man BI ohne Zugbegrenzung. Wenn Sie jedoch ein Meister sind knnen Sie dadurch das Spiel erschweren. Je niedriger, desto schwieriger. FARBAUSWAHL ----------- Palette1: Einheiten des 1.ten Spielers ROT, des zweiten GELB. Palette2: Einheiten des 1.ten Spielers BLAU, des zweiten GRN. ****************************** BATTLE ISLE DOCSq } ******************************* DISK-MEN ========= LOAD ---- Mit den tasten 0-9 knnen die entsprechenden Spielstnde geladen werden. BATTLE ------ Fr zuknftige Erweiterungsdisketten vorgesehen. RATING ------ Hiermit knnen Sie die vier hchsten Punktzahlen und die dazugehrigen Spielernamen fr die aktive Landkarte abfragen. Die ist eine Art High-Score Liste. ****************************** BATTLE ISLE DOCS ******************************* SPIEL ===== Battq ~dle Isle unterscheidet zwischen zwei verschiedenen Spielphasen: MOVE MODUS: hier werden die Einheiten bewegt. ATTACK MODUS: was wohl?! Whrend Sie im 'MOVE MODUS' sind befindet sich der Computer im 'ATTACK MODUS'. Sobald beide Spieler (Human oder Computer) ihre Zge eingegeben haben, wird der Modus gewechselt. Erst wenn der Modus gewechselt wird, werden alle Zge ausgefhrt. Gewinner ist derjenige, der enweder als erste alle gegnerischen Einheiten vernichtet hq !R*at oder mit einem Infanteristen das gegnerische HQ besetzt. STEUERUNG --------- Das gesamte Spiel wird mittels Joystick gesteuert. Sobald Sie den Feuerknopf drcken knnen Sie verschiedene Aktionen ausfhren. Whrend Sie den Feuerknopf gedrckt halten, bewegen Sie den Joystick waagerecht oder senkrecht Sobald der Cursor sein Aussehen verndert, besttigen Sie die Aktion indem Sie den Feuerknopf wieder loslassen, solange das Symbol erkennbar ist. Wenn Sie gegen den Cq T| omputer spielen sollten Sie, sobald Sia alle Zge eingegeben haben, das Symbol fr den Moduswechsel anwhlen. Dadurch erhlt der Computer die gesamte Rechenzeit und die Berechnung seiner Zge verkrzt sich erheblich. siehe 'CURSOR FUNKTIONEN' weiter unten ****************************** BATTLE ISLE DOCS ******************************* TASTATUR ======== S = Hintergrundmusik aus/an E = Gerusche aus/an ESC = nach Besttigung mit der taste 'Y' verlassen Sie das Spiel. D qk P = Spielstand speichern. Diese taste ist nur verfgbar wenn beide Spieler das Symbol zum Wechseln des Modus angewhlt haben. Anschliessend geben Sie mit einer Ziffer (0-9) an unter welcher Datei Sie speichern mchten. ****************************** BATTLE ISLE DOCS ******************************* EBERSICHTSKARTE ================ Alle Strassen werden weiss dargestellt. Die Einheiten haben die, der Palette, entsprechende Farbe. All12MnYou may want at least one note to play regardless of the Density: setting. If so click on the +1 button. when You enable this, Rhythm Section plays at least one note on each beat of the rhythm. To determine the "direction" of the Arpeggio, drag the Arpeggiation Slider. When you set Arpeggiation: to up, the chord arpeggiates in an uppward fashion. When You set Arpeggiation: to down, the chord arpeggiates in a downward 2DJfashon. When You set Arpeggiation: to Alternating, the chord arpeggiates in an alternating fashon, first up, then down. Finally, when you set the slider to Random, each note in the chord plays randomly. Although Rhythm Section uses the note durations provided in the rhythm definition, You can instruct Rhythm Section to vary the velocities randomly by dragging the Random Dynamics: Slider to the right. 3K To create a strumming effect each time a chord is played, drag the Strum: Slider to the right. This places a slight delay between each seccessive note in the chord. the greater the Strum Value, the greater the delay. To set the rigidity of the timing, use the Feel: Slider. When Feel: is 0, the notes in the chord allways land on the beat. However, as the Feel: increases, they tend to wande4,r from the center of the beat, adding feel to the chord. NAME: Step'n Out DESCRIPTION: Step'n Out allows You to first enter the pitches of your music and then enter the associated rhythm. This tool provides two modes as an alternate means to step-enter notes. In record mode it records a sequence of pitches. In play mode, it plays those notes,triggered by a subsequently entered rhythm. SPECIAL TYPE: None USAG5I3lE: PipeLine, ToolPad. CONTROLS: Begin by enteringa sequence of notes into the track which contains Step'n Out. To do so click on the Record button in Step'n Out's Control window. While the record button is activated, Step'n Out records all notes that enter. Enter notes one by one into your Track. To enter a chord, hold down all notes of the chord simul- taneously (as You would while step-entering in the sequence editer) 6ⴚ If You make a mistake, click on the arrow button (<---) to Remove the last note entered. When You've finished entering your sequence of notes, disable record mode by clicking on Record button again. Now play the desired rhythm into your track. As You play the rhythm, Step'n Out grabs each note from the recorded sequence and plays it, matched against the rhythm. When Step'n Out reaches the end of the sequ7~@Wence it jumps back to the begining. To restart at any point, click on the reset button. NAME: Tapped Out DESCRIPTION: The Tapped Out Tool stores the notes entering on the current track and plays them using the duration and velocity of notes entering from another track via a branching tool. (See the Riff-Chord MacroTool for a simple application of this tool.) SPECIAL TYPE: Merging USAGE: PipeLine, ToolPad. CO8)NTROLS: First, connect a branching tool to the tapped out tool. Like the merge tool, the tapped out tool can recieve events from any tool on another track, given that it is capable of branching. this includes the delay and branch tools. The events that enter tapped out in this manner control the timing and velocity of the notes that enter through the normal input. tapped out's control window has only one button: Synch9p"ronize. Sometimes when using tapped out, it may not synchronize properly. For example, if you are using your keyboard to tap a sequence as it plays, you may notice a delay between when you play a note and when the sequence actually responds. This happens because bars&pipes profesional actually starts notes flowing down the pipeline before they play. As a result, some notes may pass through the tapped out to:0ol before it has recieved your input. If this problem occurs, you can solve it by turning on the synchronize button. This guaranties that notes never enter the inputs ahead of time, thus assuring synchronization. This option can, however interfere with the proper operation of other tools, such as quantize and true gliss. So use it only when you truly need it. NAME: Tri-Arpeggator DESRIPTION: The tri-arpeggiator ;vhXgenerates a triad based on the note pressed and arpeggiates through this chord. NOTE: Tri-arpeggiator is a macrotool. Before you load it, make sure you have already installed it's component tools in the toolbox: Arpeggiator, Merge, Branch, and Transpose. SPECIAL TYPE: Macrotool. USAGE: Pipeline, toolpad. CONTROLS: By using two tranpose tools, this macrotool creates a triad. It then feeds this triad into a arpeggiator tool, whic&9Bthe Rate:, Density:, Feel:, and Articulation Sliders, since these sliders determine the timing of the notes generated. In Tap mode, however, you set the timing of each note by playing them. To set the time interval between notes, drag the Rate: Slider. Alternatively, You can set this interval by selscting a note value from the pop-up menu. To do so, click on the button just to the right of the Rate:'a-b Slider. You may optionally modify that value by clicking on the Triplet button. To determine the frequency of random notes, drag the Density: Slider. When Density: is 100%, a random note plays every time. When Density: is 50%, a random note only plays, on the average, half of the time. Random Notes ignores the density setting when You set Trigger: to Tap. To set the rigidity fo the ti( $ming, use the Feel: Slider. When Feel: is 0%, the notes always fall on the beat. However, as the Feel: increases, they tend to wander more and more from the center, adding yet another degree of randomness. Of course, Random Notes only reads the Feel: Slider when you place Trigger: in cycle mode. In Tap mode, You provide the feel. The Random Notes Tool generates pitches by selecting randomly from a pa)4llet of notes. To determine the range and tonality of the pallet, select one of the four buttons after the note pallet: prompt. When You select a key & S/M, Random Notes chooses notes from the current Key & Scale/Mode, as set in the Song or Master parameters. When you select Chords, Random Notes chooses notes from the chord list in the Song or Master parameters. Note that as the song plays, the random notes play * Fsfrom the changing chords If You'd like a completely random selection of all possible notes, select all notes. Finally to turn Random Notes off, select Off. To determine the range of notes played, drag the Low Note: and High Note: Sliders. Random Notes will choose notes from the selected note pallet and between these lower and upper bounds. To set the proximity of each note, drag the Linearity: Slider. +ʛo With Linearity: at 100%, each note is an immediate nieghbor of the last within the Key or Chord. this generates a note pattern with a very melodic feel. On the other hand, if you drag Linearity to 0%, each note has no relation to the previous one. If Trigger: is set to Cycle, set the average duration of each note by draging the Articulation: Slider. Random Notes also randomizes the duration of each note. To ,set the degree of randomization, drag the Range: Slider to the right. To set the Average velocity of each note, drag the Velocity: Slider. Random Notes also randomizes the velocity of each note. To set the degree of randomization, drag the Range: Slider to the right. NAME: Riff-Chord DESCRIPTION: The Riff-Chord Tool splits the keyboard in two. A key pressed down on the left side of the keyboard silentl-f.y generates a chord. Any Key or Keys pressed on the right side of the keyboard actually plays the chord with the duration and velocity dictated by the keys on the right side. NOTE: Since Riff-Chord is a MacroTool, you must load its component tools, Keyboard Split, Tapped Out, Event, Merge, Branch, and Transpose, into the ToolBox before loading Riff-Chord SPECIAL TYPE: MacroTool USAGE: PipeLine, ToolPad. CONTROLS: This t.&Rool consists of a keyboard splitter which sends the lower half of the keyboard to a Tapped Out tool and the upper half as merging input to the Tapped Out Tool. Notes are then passed through two Transpose Tools and an Inverter Tool to create a chord. NAME: Rhythm Section DESCRIPTION: Rhythm Section imposes the rhythm stored in the song or master papameters on to notes that enter the tool. Think of it as a fancy ar/Vpeggiator that plays notes against a predefined rhythm, rather than at regularly spaced intervals. SPECIAL TYPE: None USAGE: PipeLine, ToolPad (only Bars & Pipes Professional v1.1 and up) CONTROLS: To use Rhythm Section, first enter rhythms in the song or master parameters. Once You have done so, place Rhythn Section in a track. Begin recording and hold down the chord(s) of Your choosing. Rhythm Section will subdivide the chords y09ou enter according to the predefined rhythm. Rhythm Section's Control window contains a set of sliders which govern the way it creates new notes from the chords and rhythms. To determine how many component notes of the chord play on each beat, drag the Density: Slider. When Density: is 100%, every note of the chord plays every time. When Density: is 50%, about half of the notes play each time. sy tool that is capable of sending through a branching pipe. This includes the Delay and Branch Tools. The events that enter the Auto Transpose Tool via a branching tool modulate the pitch of the notes that enter the Auto Transpose Tool from its original pipeline. Once you've connected the desired tool to the Auto Transpose Tool, open the Auto Transpose Control window by double clicking on the Tool. To set the central note around wich the modulation occurs, drag the Axis: Slider. For example, set the axis to c6. In this case when a note enters Auto Transpose from a branching tool, Auto Transpose measures the number of steps between that note and c6, then adds that value to notes that pass through it. For example, if d6 enters from above, Auto Transpose calculates a difference of one step. From theB`n on, notes that enter from the left get shifted up by one step within the currently selected key & scale/mode. Sometimes when using Auto Transpose, it may not Synchronize prop- erly. For example, if you are using your keyboard to transpose a sequence as it plays, you may notice a delay between when you play a transposing not and when the sequence actually moves up or down in pitch. This happens because Bars & Pipes P]rofessional actually starts notes flowing down the pipeline BEFORE they play. As a result, some notes may pass thru the auto Transpose tool before it has recieved your input. If this problem occurs, you can solve it by turning on the Syn- chronization button. Doing so guarentees that notes never enter the input ahead of time, thus assuring synchronization. This option can, however interfere with the prop=Per operation of other tools such as Quantize and Tru Gliss. As such please use it only when you truely need it. Finally select the Re-Trigger button if you'd loke the currently playing transposed notes to play again with a new transposition every time a note enters through the branching input. For example, if you have a long Drone note playing, every time you play a new transposition, the drone would retrig trger in the new, transposed< pitch NAME: Past Out DESCRIPTION: Some tools such as True Gliss and Jump Start create audio noise in real-time, although upon playback, they sound just fine. The Past Out Tool corrects this Real-Time audio noise. this tool filters out events that are Time-Stamped to happen in the past. (Time-Stamping is Bars & Pipes Professional's way of describing whe!Bn a note should sound upon playback.) These Time-Stampes events are generated by tools, such as True Gliss and Jump Start that out of necessity, create events that sound as if they were played at an earlier time. Although these events record properly into the sequencer, in Real-Time they are heard too late. Pass Out removes them from the PipeLine. SPECIAL TYPE: None USAGE: Pipeline COONTROLS: Place the Past "A݁Out Tool in a tracks output pipeline so that all events within that track play back properly while your recording on that track. To set the cut off time after which all events will cease to sound drag the Cutoff: Slider found in the Past Out's Control window. Notes that enter Past Out with Time-Stamps earlier than the current time minus the Cut-Off Window will be removed. NAME: Random Notes DESCRIPTION: G#]Xenerates random notes, either by creating the notes at regu- larly spaced intervals, or by altering existing notes as they pass through the Random Notes Tool. Random Notes can choose note values from the current key, chord, or the entire chro- matic scale. In addition it randomizes the velocity, duration, and timing of each note. SPECIAL TYPE: None USAGE: PipeLine, toolPad (Bars & Pipes Professional v1.1 only$b/.) COONTROLS: You can use Random Notes in one of two ways: either place it in the PipeLine to generate random notes as the sequencer plays or as a note enters it via the PipeLine, or place it in the ToolPad to create a sequence of random notes with the Toolize command. Random Notes provides a Control window with a multitude of buttons and sliders that determine the behavior of the random notes generated. % The two buttons after the Trigger: prompt determine when Random Notes generates notes. If you select Tap, it creates a random note every time a note passes through Random Notes, Essentially, You play the rythem, Random Notes supplies the pitches of the notes. If you select Cycle, Random Notes creates random notes at regu- larly spaced intervals. When You use Random Notes in this mode, You must also set l NOTE: For a Macro Tool to work properly, you must load it's component tools first. Arpeggiator II and Arpeggiator III both require The Transpose And The Arpeggiator tools. Please ensure that both of these tools have been previously loaded in your toolbox. SPECIAL TYPE: On-Time USAGE: Pipeline Toolpad (Bars & Pipes Professional V1.1 or above.) CONTROLS: To speciF?bfy how often arpeggiated notes are generated, drag the Rate: slider, or select a preset duration by clicking on the note button and choosing one from the resulting pop-up menu. To specify the articulation of each arpeggiated note, drag the Articulation Slider. To select an arpeggiation style, drag the pͲ Style: Slider. Choose from four styles of arpeggiation Up. Down, Random, and Alternating. NAME: Articulation Ramdomizer DESCRIPTION: The Articulation Randomizer alters the duration of notes by a random amount. SPECIAL TYPE: None USAGE: Pipeline, Toolpad. CONTROLS: Drag the Max Change: Slider to set the range of randomization. The Max Change: Slider displays it's range as a time value ranging from 0 Clocks to one measure in length. NAME: Auto Modulate DESCRIPTION: A merging tool, this allows one note stream to modulate the pitch of another. SPECIAL TYPE: Merging. Requires Bars & Pipes Professional V1.1 or the new branch tool provided with this kit. USAGE: Pipeline, Toolpad. CONTROLS: First, connect any branching tool to the Auto Modulate Tool. Like the Merge Tool included with Bars & Pipes Professional, N the Auto Modulate Tool can recieve events from any tool that is capable of sending through a branching pipe. This includes the Delay and Branch Tools. The events that enter the Auto Modulate Tool via a branching Tool modulate the pitch of the notes that enter the Auto Modulat Tool from its original pipeline. Once you've connected the desired tool to the Auto Modulate Tool, open Auto Modulate's ContVrol window by double clicking on the Tool. To set the central note around wich the modulation occurs, drag the Axis: Slider. For example, set the axis to c6. In this case, when a note enters Auto Modulate from a branching tool, Auto Modulate measures the difference between that note and c6, then adds that value to the notes that pass thru it. For example, if d6 enters from above, Auto Modulate calculates  }'T a difference of 2 half-steps. From then on notes that enter from the left get shifted up by 2. If this seems confusing, don't worry. Play with the Axis: Slider and you'll quickly get the hang of it. Sometimes when using Auto Modulate, it may not synchronize properly. For example, if you are using your keyboard to modulate a sequence as it plays, you may notice a delay between when you play a modu 2lating note and when the sequence actually moves up or down in pitch. This happens because Bars & Pipes Professional actually starts notes flowing down the pipeline BEFORE they play. As a result, some notes may pass through the Auto Modulate Tool before it has recieved Your imput. If this problem occurs you can solve it be turning on the Synchronise button. Doing so guarantees that notes never enter the /h+ imputs ahead of time, thus assuring synchronisation. This option can however, interfere with the proper operation of other tools, such as Quantize & True Gliss. As such please use it only when You truely need it. Finally select the Retrigger Button if you'd like the currently playing modulated notes to play again with a new modulation every time a modulation note enters through the branching imput. w|A For example, if you have a long drone note playing, every time you play a new modulation, the drone would retrigger in the new, Mod- ulated pitch. NAME: Auto Transpose DESCRIPTION: A merging tool, this allows one note stream to Transpose the pitch of another. Unlike the Auto Modulate Tool, this works withen the key & scale/mode that you select in either the Master Parameters or a Tracks Song or Master ParametersV?P. SPECIAL TYPE: Merging. Requires Bars & Pipes Professional v1.1 or the update branch tool provided with this kit (for more infor- mation. see NOTE: found in the Getting Started Section of this manual.) USAGE: PipeLine, ToolPad. CONTROLS: First, connect any branching tool to the Auto Transpose Tool. Like the Merging tool included with Bars & Pipes Professional the Auto Transpose tool can recieve events from an in adding musical expression, Writing better accompaniments and increasing your power to make truely unique and professional sounding music. Like our other add-on series pro- ducts, the Creativity Kit was born out of the wishes, suggestions, wants, and needs of Bars & Pipes and Bars & Pipes Professional users. About This Package As You may notice, the Creativity Kit comes in a temporary package. Although You won't be usin𗯀g this folder with Bars & Pipes Professional, we encourage you to make use of it in whatever way suits you best. Once You've opened the wrapping, take out the disk and make backup copies. Then place the manual pages included with the Creativity Kit in back of Your Bars & Pipes Profess- ional packages Binder. Keeping the Creativity Kit and other members of the Bars & Pipes add-on series in your binder will enable you to find the infor- mation you need quickly and efficiently. B0# Getting Started INSTALLING: Before you use the Creativity Kit, install the contents of its disk into your tools directory. to do so, open the Creativity Kit disk from Workbench. then Double click on the tools drawer to open it, revealing the wrench like icons for the components of this package. Drag each icon onto the tools drawer where you stor the rest of your tools. Doing so instructs Work- bench to copy each too+xl to your "permenant" tools drawer. (if you'd like, hold down the Amiga's shift key while clicking on several of the wrench like icons in the tools drawer of the Creativity Kit disk. This will allow you to drag several tools at once.) LOADING: After You've moved all the tools in the Creativity Kit's tools drawer, run Bars & Pipes Professional. Then open the tool box and load each tool via the "Load Tool" command found in the tools menu. This installs each tool permanantly  in Bars & Pipes Professional. Once a tool has been loaded in this manner, Bars & Pipes Professional automatically loads it each time you run the Program. (for more information on loading tools, please see chapter six, using tools in your Bars & Pipes Professional Manual.) To save memory, load only the tools you need. If You need other tools later, You may load them then. If You load macro tools, make sure to load the component parts first. For example, before loading the all in 2 one macro tool, load the any- phonic tool. NOTE: We've included several standard tools, such as transpose, delay, midi out, and branch. If your version of Bars & Pipes Professional is 1.0c or lower, copy these as well. This will immediatly upgrade them to their latest versions. A LISTING OF EACH TOOL NAME: Accent Ramdomize DESCRIPTION: Randomizes the velocity of notes SPECIAL TYPE: None USAGE: Pipeline, toolpa cd CONTROLS: Drag the max change: slider to set the range of randomization. Midi note velocity ranges from 1, for a very soft sound, to 127, for the hardest emphasis. The accent ramdomizer takes the velocity of the note and adds a random number to it. Set the range of this random number with the max change: slider. NAME: All in one DESCRIPTION: The all in one tool generates a triad based on the first note entered. Whil <: the chord plays, all other notes are branched to another track. This allows for the melody and accompaniment to by played simultaneously from one keyboard usint two seperate instruments without explicitly splitting the keyboard. NOTE: Since all in one is a macro tool, you must install ir's component tools anyphonic, invert, merge, branch, transpose, before installing all in 1 SPECIAL TYPE: Macro tool, branching. USAGE: Pipelin eMe toolpad. CONTROLS: The all in one macro tool consists of an AnyPhonic tool, which fil- ters out the first note played and passes it along through two Transpose Tools and an Inverter Tool. Doing so creates a chord. Notes rejected by the AnyPhonic Tool are branched so that you may send them to another track if you wish. NAME: AnyPhonic DESCRIPTION: The AnyPhonic Tool permits only a set number of notes to pass throught the track at any one time. Choices range from mono- phonic (1 note at a time, the default) to 16-note polyphonic. Any excess notes are branched, so that you may send them to another track if you wish. SPECIAL TYPE: Branching USAGE: Pipeline Toolpad. CONTROLS: To set the maximun number of notes to be passed through, drag the slider to the desired number. NAME: Arpeggiator  I DESCRIPTION: The arpeggiator tool plays an arpeggiated sequence of notes using any notes played at any given time. The rate, articulation and direction of the arpeggiation may be modified. We've also included two Macro-Tools, Arpeggiator II and Arpegg- iator III: Arpeggiator II adds an extra octave of Arpeggiation, while Arpeggiator III adds two extra octaves. E$ s. side of the screen. On the right are a list of options that make up the Boxer`s pyhsiqure and fightinhg characteristics. Then Follow Onscreen prompts. Once you have created your Boxer its time for the hard bit... The Fight! G O O D L U C K ----------------- THE END! CALL THE ANTHROX ELITE ONLY.. >0< DAY OLD.. BOARDS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- -*- CITY LIMITS - (UK '&) (2) Low Throw | | (3) Throw Left ----- | | | (2) MOUSE (amiga verison only): --------------------------- --------- (1) Pick Up/Drop Item |(1) (2)| (2) Scroll Thru Inventory | | | |   | | | | --------- KEYBOARD: --------- Pause Game Quit Game (While Paused) < S > Save Game < L > Load Game < Space Bar > Pick Up/Drop Item < Return > Scroll Thru Inventory Screen Positioning: ------------------- Scroll Display Up Scroll Display Down GRAPPLE AND HOOK: ----------------- To Utilise your Grapple and Hook, Simply press youUjr Fire Button and Push you joystick up. Hegor will throw the Grapple up and (If a Suitable surface is within reach) climb the rope. POTIONS: -------- Potions - found or bought - will either enhance your currently carried weapon strength or your own stamina. You'll soon discover which does what. Potions have no effect on bows, Crossbows or the Grapple and Hook. KEYS: ----- To pick up keys, simply walk Hegor over them. Locked doors should be no prblem to you if you're carrying the  / / / /\ \ / __/\\ /__> \\ /__> \/. \ \/ /. \ \\/ /\ \ \ /\ \ \/ / . // \ \/\ \/ \ (____) \ > \ / * \ /-+--\ // \ \ \ // / \/\ (________) + | \/ . \/ . \/ | \/(________) \___) \\_/ __\/ ______. --+-- . . . ______ -=:{ AD }:=-@皣 \___/ . \ / + | . * + \ / . \ / . . . . \ / \/ \/ --->>>> 404 739 6908 <<<<--- _______ __ __ _ _ _________ \___ // /\/ // \/ \\______ \ /\_/ // /_/ // /\/\ \\/ _____/\ \___//_____//_/ / /_//_/\____\/ \__\\_____\\_\/ \_\\_\/ P R E S E N T S The Creativity Kit Docs Typed by Lee Steel & The Ringthane We disigned the creativity kit to aid you :Ĭck the action smoothly. If a "locked" or static camera is used. then during the fight press the SPACEBAR to re-centre the camera on the action. CROWDS ------ It is possible to add a textured and rendered crowd into the background behind the ring. NOTE: it is only possible to have a fixed camera and a crowd included together, which is why when you select the Crowd icon, it automatically chooses a fixed camera that has no operator. With the 4D Sports Vision System it is po;Yssible to place a camera right inside the ring that flies around with the action. No TV sports show in the world ever gives you the freedom to see the action so close. Mind you don`t get hit, though! FRAME RATE ---------- 4D Sports Boxing uses mathematically generated polygons to creat the onscreen graphics. Because of the complexity of the programming algorythms required to do the mathematical calculations, polygon graphics take a large proportion of your computers availab<Ɖle processing power. On faster machines with a 286 or 386 processor chip this is not a problem, since there is ample power "in reserve" to handle the most intensive task. However, if you are running the game on a less powerful computer (e.g. one with a clock speed of less than 10mhz) then you may encounter situations in the game where the frame rate of amnimations and graphics slows down. There are a number of features built into the game that allows you to speed up the fram=You can select the AUTO options from the RENDERING menu so that the game decides for you the best rendering level to use. 2) Decrease the playwindow size. This takes the visible screen area down tp a more manageable level for slower machines. 3) Cameras. If frame rate is a problem on your machine, then select cameras to have no cameraman and for them to be fixed. This decrease the calculations required for the game to follow the action. - Thus increasing visible fram rate. ?Y[ 4) LOW and HIGH SIM. From the OPTIONS panel it is possible to select LOW or HIGH simulation level for the game. If LOW sim is selected, it removes a proportion of the artificial intelligence for the opponents boxers. This means there are less calculations to do for the fight and you get a marginally better frame rate. 5) Sound. POn slower machines with no sound card, selecting digital sounds through the PC SPEAKER can have an adverse effect on the overall frame rate - espec@ʝ3ially during sound intensive portions of the fight. If This is a problem, simply select PC SPEAKER from the Set-Up menu. 4D SPORTS BOXING "THE CHAMPIONSHIP" ----------------------------------- Once you have tried out a few boxers in the EXHIBITION match and set up the camera angles it is time for the BIG FIGHT. This where your Boxing career takes off. Make a big and you are going to be a rich man, If you fail... well it will be back to normal life again - no fast cars, bA@& ig houses. Yes, you can wave goodbye to the good life and everything that goes with it. THE GYM ------- Before you can enter the Championship you must first create your own boxer and for this you must visit the Gym. From here you "design" your boxer by specifying height, weight and the characteristics of his fighting style and even down to the colour of his baggy stain shorts. A "Champ" of upto ten boxers can be held at any one time. If you Gym gets full then you will havB:5e to "fire" your least favourite boxer via th DELETE function. Enter the GYM via the Main Menu. Once inside you will visit th locker room where you can flick through your database of current fighting boxers. Use the NEXT and PREVIOUS buttons to go through them all. BOXER CREATION -------------- To add a new boxer to the camp, select CREATE. This takes you to the 4D Sports Boxing Champion Generation Machine. You will see your brand new boxer strutting his funky stuff to tCʹ Xhe side of the screen. On the right are a list of options that make up the Boxer`s pyhsiqure and fightinhg characteristics. Then Follow Onscreen prompts. Once you have created your Boxer its time for the hard bit... The Fight! G O O D L U C K ----------------- THE END! CALL THE ANTHROX ELITE ONLY.. >0< DAY OLD.. BOARDS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- -*- CITY LIMITS - (UKD XHQ) +44-XXXX-XXXX -*- -*- C.A.L. - (UKHQ) +44-XXXX-XXXX -*- -*- HYPERSPACE - (GHQ!) +49-5916-4755 -*- -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Hydro Sends Greets To:- Skol & Data - Nice Trainers!... So When? Slayer - I Beat You To Smash Tv Docs. But You Spread Them Better!!hehe! Dream Warrior - Wheelchair !!?! /X\arvin (The Rabbit Killer) - Yo!.. Erp! Zarch & Rasta Catcher - Cool Guyz!. Keep It Up!.. Oeer! I`m Pissed Bored With Typing Docs!... So L8r/ϡaying speed and frame rate. Note: this system will operate constantly and will therefore make "unexpected" changes to the graphics level during the fight. This is to compensate for a heavy demand momentarily on your computer`s processor by the game for some "hidden" task. Box With Arrows Going In : Decrease playwindow size. The smaller the playwindow the f0Ќaster the frame rate becomes. On slower machines it may be necessary to decrease the size slightly in order to get a better game speed. Box With Arrows Going Out : The Total Reverse Of The Upper Text!. Done : DONE. Returns you to the MASTER PANEL. 6) Statistics - The icon brings up a list of the boxing stats recoreded for the fight so far and for the last round in detail. 7) System Panel - From he1#Sre the player can save and load camera settings and adjust music and sound effects. Once selected, there are six icons displayed. From Left to Right They Are:- SAVE : SAVE Camera Settings. Stores All of the adjustments. LOAD : Load Camera Settings. Previously stored. RESET : Reset all camera settings. FX : Toggle Sound Fx On/Off Music : Toggle Music On/Off Done 2fi : DONE. Return to Main Panel. 8) DONE - Returns you to the top level "Fight or Control" menu, or directly back to fight if the menu was accessed during a round. TWO PLAYER MODE --------------- One of the best features of 4D Sports Boxing is the ability for two player to fight each other on the same computer. They can even use the same keyboard. Select a control input device from the OPTIONS panel via the MAIN MENU for the two players. Assign the correct3L joystick or keyboard patch for the player and then preceed to either the EXHIBITION or MAIN EVENT sections for the fight. A third person can usefully be employed as 4D Sports Vision director changing camera angles during the round and showing replays and adjusting camera angles between rounds. ADJUSTING CAMERAS ----------------- During the fight, it is possible to access any of the camera angles by simply pressing the associated function key (F1-F10) for each camera set4)\[ting. However, it is easy to set up your own camera positions and angles - and of course much more fun than using the presets. Follow the instructions below and you will soon become the best TV director in your street. To enter the Camera Adjust menu, go into the MASTER PANEL. To do this either prsss ESCape during a fight, or select controls from the top level "Fight or Controls" menu. Once in the Master Panel select the VIEW OPTIONS icon to enter into the VIEW OPTIONS pane5E?tl. Next select ADJUST and you will go into the panel that allows the cameras to be positioned and adjusted by the player. Once selected, there are eight icons displayed. Form left to Right, They Are: A + Sign i) Step Up to the next camera in the sequence. A - Sign ii) Step Down to the previous camera in the sequence. 2 Cameras iii) Adjust the current camera view 1 Camera & 2 Guys iv) Select camera focus on either or both boxers. Arrow Up v6) Zoom In. Arrow Down vi) Zoom Out. Save vii) Save. Done viii) Done. Return you to the View Options Panel. To select any camera from the nine available foe user definition, move up and won through the cameras with the STEP UP and STEP DOWN icons until the desired cameras view is displayed. Go to the ADJUST icon and press and hold FIRE BUTTON 1 Or ENTER. With the button or key syill depressed, move around in the 8 directions to adjust the posit7rAion of the camera with the joystick or keyboard. Follow the chart below fot the camera move availble: FORWARD MOVE UP /\ MOVE UP \\ || // \\ || // ROTATE LEFT ========== ROTATE RIGHT // || \\ MOVE DOWN// || \\MOVE DOWN \/ MOVE BACK Using the above moves, it is possible to position the camera anywhere within the 4D Sports arena. NOTE: It is not possible to adjust the camer8ϝa on the F1 Key. It is always fixed in the same position. Next select which boxer, or both, you wish to centre and focus the camera on. Toggle through the SELECT camera focus icon until the desired choice is shown. Use ZOOM In to get closer to the action and ZOOM OUT to come back out for a wider camera shot. Repeat this for all the available cameras until you are happy with the angles and focuses the you have set up. Remember that you change the settings in the middle of 9a fight with no penalty to your success if you want to tweak a camera position slightly. Once the settings are complete, select SAVE to store them for future use. Select DONE to return to the VIEW OPTIONS PANEL. From here it is possible to set the type of camera and how it follows the action. See the descriptions of the icons in the previous section and also read the section headed FRAME RATE before making your choices. If you select a camera to be "Flying" then it will tra$ڸ directly back to the fight if the menu was access during a round. 1.> Throw in the towel - This permits the player to terminate a fight before it has reached its natural conclusion. If you do this, the computer will automatically register a TKO against you. If this is done during a MAIN EVENT fight, then this will effect your career standings. This was included to prevent the unscrupulous boxers amongst you from winning fights withour going the full dist%j4ance - no chance to take a dive here!. If the fight has not yet statted, you can quit withour any penalty whatsoever. 2.> View Options - allows the player to enter the VIEW OPTIONS PANEL and manipulate the various camera viewing systems. Once selected, there are seven icons displayed. From left to right these are: A Plus Sign : Step Up to the next camera in the sequence A Minus Sign: Step back to the previous camera in the sequence Adjust &"W` : Adjust the cameras. See also section "Adjusting Cameras" A Standing Camera : Flying/Fixed camera. This toggles between a camera that can fly around the track the action or is "Locked Off" in a set position. A Man Holding A Camera : Cameraman On/Off. This toggles between that is "operated" by an intelligent computer controlled cameraman who tracks the action 'm' smoothly as you would see on TV or fixed camera. A Crowd : Crowd On/Off. THis toggles between a computer generated rendered crowd or a blank background. Note: when this icon is selected. the camera is automatically fixed and locked off with no cameraman that will not track the action.. Control : Control room. This icon displays all 9 cameras tog( ether and allows you to set up combined camera views that gives the best coverage of the ring and the action. Toggles it to return to the main panel. Done : DONE. Returns you to the MASTER PANEL. 3.> Instant replay The key to the 4D Sports series is the ability to really recreate the atmosphere and excitement of a full scale sports event. One of the abilities we have with the 4D Sports graphic system is to rec)Eord the action onto a "Digital" video tape. You can then rewind and re-play sections of the fight to impress your friends with your incredible skill and more importantly, carefully analyse your opponents strengths and weaknesses before going in for the kill. The 4D Sports Vision instant replay system lets you re-live and last round fought and to rewind and fast forward through the action so you can find the moment of glory (or disaster) that you want to see again. Once selec*Q~ted, there are eight icons displayed. From left to right, they are:- |<< i)Rewind to the beginning of the round. << ii) Rewind manually. "HOLD" this button down until the desired portion of the fight is displayed on screen. > iii) Play >| iv) Frame advance -allows the action to be examined step by step to really see the details. || v) Pause. Toggle this on and off to freeze and continue the replay. >> vi) Fast forward manually.+ "HOLD" this button down until the desired portion of the fight is displayed on screen. >>| vii) Fast forward to end of round. Done Viii) DONE!. returns you to the MASTER PANEL. ___________________________ |_________|__|______________| Frame Rate Slider - adjust the slider left to right to increase and decrease the frame rate. 100% is normal speed. A lower figure means slow motion, a higher figure increases the speed. This can be adjusted during the replay. ,g$ 4) Point Of View - From this menu, the player can quickly select the viewpoint form either a camera, the Red boxer or Blue Boxer. Once selected, there are four icons displayed. Form left to right, they are: Camera : Camera View - Shows views from the movable cameras. See also section on "Adjusting Cameras". Dark Eye : View through Red Boxer`s eyes [or use F9 during the fight] Light Eye : View through Blue Boxer`s eyes [or use F10 during -:]fight] DONE : DONE. Returns you to the MASTER PANEL. 5) Rendering - This menu allows the player to adjust the detail of graphics used to create the boxer`s shape and features. This has a fundamental effect on the speed and smoothness of the RATE for more information about processor speed and adjusting frame rates to get optimum performance out of the game. Once selected, there are six icons.F@ displayed. From Left To Right, They Are: Fat Man To Thin : Increase detail level, Adds polygons to the boxers to increase detail level and therefore realism at the expense of frame rate on slower machines. Thin Man To Fat : The Total Reverse Of The Upper Text!. Auto : Auto. This puts an automatic system into operation that selects the optimum graphics level to provide the ideal plustick. See the OPTIONS menu for information on how to select the correct controlling input device. The boxer is capable of a wide variety of moves depending on the situation. For example, the "showboating" moves change depending on wether the opponent is on this feet or not. There is also a secret move to help bring back energy yo the dangerously exhasted fighter. We think you should find that one out for yourself. Each of the eight directionals has three actions associated B8with it - depending on wether No button is pressed (NB), Fire button 1 (B1) Or Fire Button Two (B2). +---------------------------------------------+ | NOT BUTTON PRESSED! | | | | Move Left MOVE FORWARD Move Right | | Block High\ | / Block High | | \ | / | | \ | / | | \ | / RX | | | | Move Left ---- ---- Move Right | | | | / | \ | | / | \ | | / | \ | | / | \ | | Move Left MOVE BACK Move Right | | Block Low Block Low | +-------------------------------- P-------------+ To move your boxer around the ring use the correct keyboarf or joystick direction for the selected control device (see OPTIONS PANEL). Use the Primary directions (Up,Down,Left And Right) for general movement. Use the diagonals to bring up your guard and move in that direction. +------------------------------------------------+ | BUTTON 1 PRESSED | | | | Left Hook Right Straight 9 Right Hook | | To Head \ To Head! / To Head | | \ | / | | \ | / | | \ | / | | | | Left Hook ---- ---- Right Uppercut | | To Body To Head | | / | \ | | / | \ | }.C | / | \ | | / | \ | | Left Straight Right Uppercut Right Hook | | To Body To Body To Body | +------------------------------------------------+ +------------------------------------------------+ | BUTTON 2 PRESSED!. | | | | No Effect Stick Chin Out Bolo Punch | | \ _M | / | | \ | / | | \ | / | | \ | / | | | | Shake Arm ---- ---- Flurry No.1 | | | | / | \ | | / | \ | | / | \  ju | |Shake Head/ Shuffle Flurry No.2 | +------------------------------------------------+ To throw a punch, hold down Fire Button One and then the correct direction from the chart above for the type of punch you want to use. Jab on fire button oine on its own to jab with the left hand at the opponent. THE MASTER PANEL ---------------- During a fight you can press ESCape to bring up the MASTER PANEL. This allows access to 4D Sports Vision camera a!Ond video replay control systems and other functions of the game. This menu can be accessed by clicking on the CONTROLS icon before the fight and between each round. There are eight icons on the Master Panel. From Left To Right. 1.> A Boxer Throwing A Towel Into The Ring. 2.> A Camera. 3.> A Video Tape. 4.> Sum Eyes. 5.> A Thin N Fat Boxer 6.> A Document. 7.> A Disk. 8.> A Done Icon. Let`s look at these menu options in more detail: 1.>THROW IN THE TOWEL - terminates th"Q\e fight as a TKO. Against you except if the fight hasn`t started yet!. This allows you to cancell a fight without penalty - except for maybe incurring your manager`s wrath. 2.>VIEW OPTIONS MENU - Allows the player to set, position and adjust the 8 user definable cameras. 3.>INSTANT REPLAY MENU - The icon accesses the 4D Sports Vision replay system, allowing the player to review the fight so far and play back portions of the action. 4.>POINT OF VIEW MENU - Allows quick select#هion of the viewpoint between action through thr cameras or through either of the boxer`s eyes. 5.>RENDERING LEVEL - here the player selects the rendering level and playwindow size. See also FRAME RATE. 6.>STATISTIC - This icon brings up a list of the fight stats recorded for the fight so far and the last round in detail. 7.>SYSTEM PANEL - From here the player can save and load cmaera settings and control music and sound effects. 8.>DONE. Returns you to the previous menu, or / ring for the fight. You will be introduced to the fight by the host and two icons will appear on the status panel. Press FIRE over the two gloves to start the fight. Study the key controls i the Reference guide section of this manual for the various boxing moves that you can perform. for now. do all you can to get your opponent on the canvas with stars in his eyes - forget the strategy and have fun getting used to the control method and the way boxers move. Press FIRE to ring the bell and start the fight. At the end of each round you will see the statistic for the fight so far. Don`t worry if your performance si not exactly Championship stuff quite yet!. You will quickly learn a fighting strategy and style that is most effective in decking your opponenet, But for now just have a bit of fun. To quit the fight at any stage during the fight press ESCape and select the "Throw in the Towel" icon. Confirm that you really do want to quit by selecting the Thumbs up icon. This will register a TKO against you and end the contest. In EXHIBITION mode the boxer`s results are not recorded and do not effect his career. Use this mode to "test" your own boxer or maybe try out a friend`s champ to see if he matches up to your standards. During the EXHIBITION fight press the function keys (F1 - F8) to see the action from different camera angles or experiment with 1st person views with F9 and F10. You will learn later in this manual I|how to move the cameras around and how to become a 4D Sports Vision movie director. 4D Sports Boxing Reference Guide -------------------------------- USERS INTERFACE AND PLAY CONTROLS --------------------------------- The game is designed to operate primarily with keyboard or joystick with the optional use of a mouse in the selection screens to "Click" on icons. KEYBOARD:- To Select icons and optikons with the keyboard, move the flashing cursors box with the arrows keys on the numeric keypad. Press ENTER and RETURN to confrim the selection. JOYSTICK:- To Select options with the joystick, first select joystick as a control device from the Game Options Menu using the Keyboard as described above. Use the joystick to move the flashing cursor box and press Fire Button 1 to confirm the selection. MOUSE:- To select options with the mouse, move the arrow with the mouse over the icon you wish to select and "Click" with the left button to conStfirm. Note that the program automatically detects whether a mouse is present and displays the arrow. Go to the OPTIONS panel from the MAIN MENU to select input devices for each player.. GAME OPTIONS PANEL ------------------ You will see a selection panel allowing you to choose the input device for the Red and Blue boxer. Move the cursor box to the icon you wish to select and press ENTER to confirm the decision. In a one player game, leave one boxer assigned to the Computer icon to indicate that it is being controlled automactically. Select the input device you wish to use from the two joystick and two keyboard options: Left Hand Keys Right Hand Keys \ | / \ | / Q W E 7 8 9 -A S D- <-4 5 6-> Z X C 1 2 3 / | \ / | \ FIRE BU3pTTON #1:LEFT SHIFT FIRE BUTTON # 1: RIGHT SHIFT FIRE BUTTON #2:TAB KEY FIRE BUTTON # 2: RETURN/ENTER Along the bottom of the screen are the icons for Kilograms or Pounds (metic or imperial weight system - also used to change between centemetres and feet/inches for the height measurement) and the icons for changing the number and duration of rounds in a fight. Press ENTER over these icons until the desired time and number are displayed in the icon.  NK Changing the length of the rounds only effects the EXHIBITION, career fights are always 3 minuits in duration. Select DONE when you have completed your selections. GENERAL KEYS ------------ During the fight there are a number of keys that act as "Short cuts" to options available through menus: F1 through to F8 will access the first 8 camera directly F9 and F10 select the 1st person "through the eye" camera view for each boxer. ESCape brings up the control menu during t|}he fight. From here the player can access the camera control menu, 4D Sports Vision video replay system and other options. See later in the manual for imformation on these options and controls. Whilst inb a control panel the ESCape key has the same affect as selecting the DONE button. Ctrl + P - Pause The Game . Ctrl + S - Sound On/Off Toggle. Ctrl + M - Music On/Off Toggle. Ctrl + x - Exit And Quit To Dos. HYDR0 NOTE: Dont Know If It - CTRL - Note that this has Xthe same effect as "Throwing In The Towel" and will mark against you in your career. The "+" and "-" keys on the top right row of the main keyboard increases and decreases the Rendering level on the boxers. See the later sections headed "Rendering" and "Frame Rate" for more information. FIGHTING KEYS ------------- The following shows the bosing and "showboat" moves avaible during the fight. The moves are the same regardless of wether they are controlled by keyboard Or Joy------- THE BALL IS PLAYED BACK TO THE FLY HALF WHO WILL USE THE CROSSHAIRS TO KICK. THIS CAN BE A PUNT,A KICK FOR GOAL,OR A KICK FOR TOUCH. OTHER GAME FEATURES. -------------------- ADVANTAGE RULE. --------------- IF THE DEFENDING TEAM COMMITS A FOUL THE REFEREE WILL WAIT TO SEE IF THE ATTACKERS GAIN A TERRITORIAL ADVANTAGE - OTHERWISE A PENALTY IS AWARDED. KNOCK-ONS. ---------- IF A PLAYER FAILS TO COLLECT A BALL AND KNOCKS IT FORW)ARD A SCRUM IS AWARDED TO THE OPPOSITION. OFFSIDE. -------- IN OPEN PLAY A PLAYER IS OFFSIDE IF HE IS IN FRONT OF THE BALL WHEN IT IS KICKED,TOUCHED,OR CARRIED BY ONE OF HIS TEAM MATES. OFFSIDE CAN ALSO OCCUR DURING SETPIECES. A PLAYER UNDER HUMAN CONTROL WHO IS OFFSIDE IS INDICATED BY A FLASHING MARKER ABOVE HIS HEAD. PLAYING A BALL OR MAKING A TACKLE WHILST OFFSIDE WILL RESULT IN A PENALTY BEING AWARDED. SENDING OFF. ------------ STAMPING OFFENCES OCCASIONALLY OCCUR IN RUCKS AND kϙSCRUMS AND ARE OFTEN PENALISED BY SENDING-OFF.REPEATED FOUL TACKLES CAN ALSO RESULT IN DISMISSAL. INJURIES AND SUBSTITUTIONS. --------------------------- EACH PLAYERS FITNESS WILL DECLINE DURING A GAME,DEPENDING UPON THE PLAYERS INVOLVEMENT. IUF FITNESS FALLS BELOW A CERTAIN LEVEL THE PLAER MUST LEAVE THE FIELD. ON THE AMIGA AND ST SELECT A SUBSTITUTE USING THE JOYSTICK;ON OTHER COMPUTERS SUBSTITUES ARE USED IN ORDER. MENU OPTIONS. ------------- THERE ARE NUMEROUS MENU OPTIONS. USE THE JOYSTICK TO CHOOSE AN ICON,THEN PRESS FIRE BUTTON TO SELECT IT. MOST OPTIONS ARE SELF EXPLANATARY, BUT THE FOLLOWING NOTES WILL PROVE USEFUL. TEAM CONTROL. ------------- IF YOU WISH TO CONTROL A TEAM YOU MUST CHANGE THE NAME OF THE COACH FROM `COMPUTER`. AT THE START OF THE GAME ALL TEAMS EXCEPT ENGLAND ARE COMPUTER CONTROLLED. PLAY OPTIONS. ------------- IF `VIEW COMPUTER` IS SELECTED THEN MATCHES BETWEEN 2 COMPUTER TEAMS ARE DIDUSPLAYED ON THE SCREEN. OTHERWISE THE RESULT IS CALCULATED BY THE COMPUTER. MATCH OPTIONS. -------------- TO PLAY A SINGLE MATCH SELECT THE FRIENDLY OPTION AND CHOOSE THE 2 TEAMS WHICH ARE TO PLAY.ALTERNATIVELY YOU CAN PLAY A FULL LEAGUE,OR A WORLD CUP COMPETITION. ONCE A COMPETITION HAS STARTED THERE ARE CERTAIN CHANGES YOU CANNOT MAKE - FOR EXAMPLE YOU CANNOT CHANGE PLAYER SKILLS, OR THE TEAM COACH. TO ABANDON A COMPETITION SELECT THE NEW OPTION. EQUAL SKILLS. ------------- WHEN Ss_ELECTED ALL TEAMS HAVE PLAYERS WITH SIMILAR ABILITIES. VIDEO. ------ IF THE AUTO PLAY OPTION IS SELECTED REPLAYS WILL AUTOMATICALLY BE DISPLAYED AFTER TRIES. OF COUSE, YOU CAN CALL FOR A REPLAY AT ANY TIME. REPLAYS CAN BE SAVED TO DISK - USE THE SHOW REPLAY OPTION TO VIEW A REPLAY THAT YOU HAVE LOADED. RELOADING OR VIEWING REPLAYS ON THE AMIGA AND ST REQUIRES AN EXPANSION DISK (AVAILABLE SOON - SHIT A SECOND PLUG). EDITING TEAMS. -------------- AMIGA/ST POSITION THE POINTER OVER A WPLAYERS NAME AND PRESS FIRE TO DISPLAY FACTORS WHICH AFFECT HIS PERFORMANCE(STAMINA,FITNESS,INJURY,WEIGHT,SPEED,AGILITY,KICKING,HANDLING AND HEIGHT) - TO CHANGE ANY OF THESE MOVE THE POINTER TO THE REVELANT BAR AND PRESS FIRE UNTIL THE REQUIRED VALUE IS SHOWN. UNDO WILL RESTORE THESE FACTORS,BUT NOT THE PLAYERS NAMES, TO INITIAL DEFAULT VALUES(TO EDIT A PLAYER NAME POINT AT THE NAME SHOWN ABOVE THE SKILL FACTORS). TO ELIMINATE CHEATING,ONCE THE FIRST MATCH OF A COMPETITION HAS BEEN P7 LAYED YOU CANNOT EDIT THE SKILL FACTORS. TO SWAP PLAYERS AROUND SELECT THE FIRST PLAYER. SELECT THE `SWAP` ICON,THEN SELECT THE SECOND PLAYER. AND THATS YER LOT....TYPED BY SCOOTER 26/11/91................................ SAVED TO DISK - USE THE SHOW REPLAY OPTION TO VIEW A REPLAY THAT YOU HAVE LOADED. RELOADING OR VIEWING REPLAYS ON THE AMIGA AND ST REQUIRES AN EXPANSION DISK (AVAILABLE SOON - SHIT A SECOND PLUG). EDITING TEAMS. -------------- AMIGA/ST POSITION THE POINTER OVER A   1Oe the title screen and credits Press any key to progress to the Main Menu. For a brief insight into some of the game`s features. Select DEMO with the cursors keys or mouse or even joystick and press fire,left mouse button Or Enter to run a demonstraction show-case of 4D Sports Boxing. THE MAIN MENU ------------- To move around this menu and others within the game use the arrow keys on the Numeric keypad with the ENTER or RETURN key to confirm the selection. The RETURN and  ENTER key will aslo be refered to As FIRE is the manual. If you are using a joystick. move the box around with the stick and Press FIRE on button 1 to confirm the selection. When the program detects a mouse connected to your computer system, it displays a pointer to the required icon and press the left hand button to confirm your choice. The mouse cannot be used during the fight to control the boxer. Pressing ESCape during a menu screen has the same affect as selecting the DONE X button. Move the flashing box over the EXHIBITION option. Press ENTER To Select It. Select the Human boxer that you wish to fight with. Cycle through the available boxers with NEXT and PREVIOUS buttons and move to DONE when you have made your selection. Now select the COMPUTER boxer with the same method. Look at the statistic at the bottom of the screen. Choose a boxer with a similar or lower ranking to your boxer so you dont make ife too difficult. You will not go to the5 13 385 4 15 14 136 3 11 14 353 4 4 15 490 5 7 15 420 4 5 16 448 4 9 16 134 3 18 17 165 3 5 17 312 4 11 18 563 5 2 18 293 4 16 Reference manual typed in by Rebel / FairLight on the 20th of nov. Greetings to: Gaston, Galactus, Sauron, Ice-Brigade, Rastan, SenseP,ki, The Baron, Zelnik, Animal, Coke, Bruse Li, Rygar, Splatt, In Decent, Marshal, Action Man, Slayer & Ted! Call these nice FLT boards: FlatLiners 615 890 4470 Apocalypse 703 825 6517 Trancentral +46 31 585560 Ps. MIF and AIK Sucks!! 66 5 14 11 172 3 7 12 344 4 15 12 378 4 10 13 338 4 10  ]KiAND AS SOON AS YOUR FORWARDS ARE IN POSITION YOU CAN CONTROL THEM WITH THE JOYSTICK. MOVE IT FROM SIDE TO SIDE RAPIDLY AND PUSH FORWARD AND UP OR DOWN TO MOVE THE BALL (PROVIDED YOUR TEAM HAS IT UNDER CONTROL). THE COLOURED ARROWS WHICH INDICATE THE POSITION OF THE BALL SHOW WHICH TEAM IS WINNING:ARROWS FLASHING IN A TEAMS COLOUR INDICATE THAT THE TEAM HAS CONTROL OF THE BALL. THE NUMBER OF PLAYERS IN THE PACK AND THEIR WEIGHT DETERMINES HOW EASY IT IS TO PUSH BACK AN OPPOSITION -   w BUT STAMINA IS ALSO TAKEN INTO ACCOUNT. STAMINA DECREASES THE LONGER THE RUCK CONTINUES. IF THE BALL REACHES THE BACK OF THE RUCK, OR THE RUCK IS ABOUT TO COLLAPSE THE BALL IS RELEASED TO THE SCRUM HALF. SCRUMS. ------ SCRUMS ARE FREQUENTLY CALLED FOR BY THE REFEREE. THE TEAM WHOSE SCRUM IT IS CAN CHOOSE A SPECIAL PLAY.THEN WHEN FIRE IS RELEASED AGAIN THE BALL IS AUTOMATICALLY THROWN IN. THE CONTROLS ARE THE SAME AS FOR RUCKS - EXCEPT THAT IF YOUR TEAM IS LOSING YOU CAN MAKE YOUR FL  (ANKERS STAND OFF BY PRESSING FIRE. LINE OUTS. ---------- IF THE BALL GOES INTO TOUCH DURING THE NORMAL COURSE OF PLAY,PLAY RESTARTS WITH A LINE-OUT. THE TEAM PUTTING IN CAN CHOOSE A SPECIAL PLAY - PRESS FIRE AGAIN TO THROW THE BALL. THE LENGTH OF THE THROW DEPENDS ON THE POSITION OF THE DOT IN THE BAR BELOW THE HOOKER. PRESS THE FIRE BUTTON TO MAKE THE PLAYER IN THE BEST POSITION JUMP FOR THE BALL - IF HE MAKES A GOOD CONTACT HE WILL PALM THE BALL TO THE SCRUM HALF OR HOOKER. IF TH fE HOOKER RECIEVES THE BALL THE SPECIAL MOVE IS NOT CARRIED OUT, BUT YPOU CAN IMMEDIATELY ATTACK THE OPPONENTS BLINSIDE. DROP OUTS. ---------- A DROP OUT IS A DROP KICK TAKEN BY THE DEFENDING TEAM(FOR EXAMPLE, IF THE BALL IS GROUNDED IN THE GOAL AREA). WHEN BOTH TEAMS ARE IN POSITION AND THE FLY HALF IS READY TO KICK, A PANEL WILL APPEAR IN THE BOTTOM LEFT OF THE SCREEN,WITH A CROSSHAIR WHICH CONTROLS THE POWER AND DIRECTION OF THE KICK. THE VERTICAL LINE CONTROLS DIRECTION - PRESS F 7 rIRE TO SELECT THE DIRECTION, AT WHICH POINT THE HORIZONTAL BAR WILL START TO MOVE. CONTINUE TO HOLD DOWN THE FIRE BUTTON,THEN RELEASE IT AT THE APPROBRIATE TIME TO SELECT THE REQUIRED KICK STRENGTH - THE HIGHER THE BAR THE MORE POWERFUL THE KICK. PRESS AND HOLD DOWN THE FIRE BUTTON AFTER KICKING TO INCREASE THE LOFT OF THE BALL. IF THE JOYSTICK IS HELD IN THE DIRECTION OF PLAY WHEN THE BALL IS KICKED THEN A DUMMY KICK IS PERFORMED. KICK OFF. --------- SIMILAR TO DROP-OUTS,EXCEPT TH nAT DUMMY KICKS ARE NOT ALLOWED. IF THE BALL GOES INTO TOUCH WITHOUT BOUNCING, THE OPPOSING TEAM ARE AWARDED A SCRUM IN THE CENTRE OF THE FEILD. CONVERSIONS. ------------ AFTER A TRY IS SCORED A CONVERSION IS ATTEMPTED. USE THE RADAR TO HELP JUDGE THE STRENGTH AND DIRECTION OF THE KICK. PENALTIES. ---------- IF A PENALTY IS AWARDED YOU HAVE THE OPTION OF KICKING FOR GOAL OR INTO TOUCH, OR PERFORMING A SPECIAL KMOVE. ON THE AMIGA/ST THE MESSAGE `PRESS FIRE TO KICK` WILL BE DISPLAYED YG- ANY OTHER JOYSTICK MOVEMENT DISPLAYS THE SPECIAL MOVES MENU. MARK. ---- IF A STATIONERY PLAYER IN HIS OWN 22 CATCHES THE BALL FROM A KICK BY THE OPPOSING TEAM HE MAY CALL `MARK` BY PRESSING FIRE. IN THIS CASE A FREE KICK IS AWARDED AND THE BALL IS KICKED AS IN A DROP-OUT. SPECIAL PLAYS. -------------- MOST MOVES ARE TRIGGERED BY THE SCRUM HALF AND ARE AUTOMATIC. HOWEVER,A MOVE MAY BE TERMINATED BY HOLDING DOWN FIRE WHEN A PLAYER IS IN POSSESION. BLIND SIDE.(SCRUMS ONLY) --------f---------------- THE FULLBACK GOES DOWN THE BLINDSIDE WITH THE LEFT WINGER IN SUPPORT. THE FULLBACK WILL MAKE HIS RUN WHEN THE BALL IS THROWN INTO THE SCRUM, SO THE BALL SHOULD BE HELD FOR A SHORT TIME TO ALLOW HIM TO REACH AN EFFECTIVE POSITION. NUMBER 8.MOVE (SCRUMS ONLY) --------------------------- THE NO 8 PEELS OFF THE BACK OF THE SCRUM WITH THE BALL. THE FLANKERS FOLLOW IN CLOSE SUPPORT. SCISSORS MOVE. -------------- THERE ARE 2 SCISSORS MOVES AVAILABLE. THEIR AIM IS TO SWITC`RH THE DIRECTION OF ATTACK,THEREBY CONFUSING THE DEFENCE. DUMMY SCISSORS. --------------- THIS MOVE IS IDENTICAL TO THE SCISSORS MOVE EXCEPT THAT THE FINAL PASS IS NOT MADE. MISS ONE. --------- THE FLY HALF WILL PERFORM A LONG PASS(MISSING THE INSIDE CENTRE) TO THE FULL BACK WHO THEN ATTEMPTS TO BREAK THROUGH THE DEFENSIVE LINE. LOOP. ----- ON PASSING TO THE INSIDE CENTRE THE FLY HALF WILL MAKE A RUN TO TAKE A RETURN PASS ON THE OTHER SIDE. DROP KICK (SCRUMS AND LINEOUTS ONLY). --i-icap) and scratch players. The distances assume a perfect lie and no wind. _______________________________________________ | | | | | | NOVICE | SCRATCH | |____________|________________|________________| | | | | | | | CLUB | PITCH | FINISH | PITCH | FINISH | j: ------------------------------------------------ 1. Wood 199 243 227 270 2. Wood 194 228 221 253 3. Wood 187 215 213 239 4. Wood 184 206 206 229 5. Wood 177 196 200 218 1. Iron 176 206 199 229 2. Iron 168 195 190 216 8N 3. Iron 166 186 186 206 4. Iron 158 175 179 194 5. Iron 150 164 167 182 6. Iron 146 155 164 172 7. Iron 135 141 153 157 8. Iron 123 128 137 142 9. Iron 110 113 124 125 Pitching Wedge 96 100 108 111 7mq Sand Wedge 76 76 84 84 INFO ABOUT THE DIFFERENT COURSES -------------------------------- BUCKLAND HEATH: MOUNTSUMMER: | HOLE | YDS | PAR | S.I. | | HOLE | YDS | PAR | S.I. | --------------------------- --------------------------- 1 428 4 15 1 451 5 14 2 411 4 12 2 403 4 g 4 3 462 5 18 3 421 4 1 4 407 4 10 4 432 4 10 5 130 3 13 5 158 3 13 6 317 4 6 6 372 4 16 7 386 4 14 7 544 5 3 8 351 4 11 8 514 5 7 9 463 5 17 9 390 4 17 10 198 3 A 2 10 142 3 11 11 355 4 4 11 284 4 18 12 162 3 7 12 415 4 8 13 332 4 1 13 386 4 5 14 487 5 8 14 533 5 15 15 396 4 5 15 498 5 6 16 326 4 3 16 130 3 2 17 130 3 9 17 374 4 R 9 18 466 5 16 18 521 5 12 FENHAM VALLEY: BALLYBROOK: | HOLE | YDS | PAR | S.I. | | HOLE | YDS | PAR | S.I. | --------------------------- --------------------------- 1 455 5 6 1 413 4 15 2 364 4 9 2 154 3 8 3 152 3 10 3 418 4 13 4 439 4 14 Y 4 476 4 10 5 356 4 15 5 492 5 16 6 140 3 18 6 401 4 12 7 468 5 4 7 369 4 1 8 496 5 7 8 186 3 3 9 130 3 5 9 411 4 2 10 301 4 17 10 401 4 5 11 492 5 12 11 464 5 4 Rm 12 184 3 2 12 352 4 14 13 379 4 8 13 357 4 17 14 474 5 11 14 168 3 6 15 152 3 16 15 414 4 7 16 354 4 3 16 475 5 11 17 136 3 13 17 93 3 18 18 484 5 1 18 506 5 9 ST. AUGUSTINE: l0K FAIRDALE: | HOLE | YDS | PAR | S.I. | | HOLE | YDS | PAR | S.I. | --------------------------- --------------------------- 1 452 4 8 1 500 5 3 2 434 4 4 2 420 4 8 3 472 5 6 3 337 4 9 4 136 3 18 4 410 4 14 5 329 4 17 5 184 3 2 E 6 458 5 12 6 323 4 17 7 462 5 13 7 509 5 1 8 320 4 16 8 507 5 6 9 159 3 3 9 505 4 12 10 457 4 1 10 170 3 13 11 466 5 14 11 172 3 7 12 344 4 15 12 378 4 10 13 338 4 10 VUen das Brett vernetzt wird. Die Art des Verteilers wird durch das kleine Gadget rechts neben dem Textfeld bestimmt : 1. [ ] (leeres Feld) Das Brett wird nach UNet-Standard vernetzt. Dabei werden alle Boxen, die das Brett erhalten sollen, mit Namen eingetragen. Ein Komma dient als Trennung. Soll es mit allen ber Netz angeschlossenen Boxen verbunden werden, so kann auch einfach "ALL" geschrieben werden. Beispiele : Wg MOONBASE,PICCADILLY,SUNSHINE oder ALL 2. [!] Das Brett wird nach UNet-Standard vernetzt, es wird jedoch ein erweiterter (extended) Verteiler benutzt. Dieser ist notwendig, wenn Sie mehrere Netze nach UNet-Standard fahren wollen, aber unterschiedliche Verteiler haben. Er hat folgenden Aufbau : |: Fr jedes Netz kann ein weiterer Eintrag angehangenXv^r werden. Beispiel : |VOYAGE:ALL|CONNEX:BOXA,BOXB Siehe dazu genaueres im PhobosPref unter "Netz" 3. [Z] Das Brett wird nach Zerberus-Standard vernetzt. Der Verteiler hat das Format : "Boxen" sind die Namen aller direkt angeschlossenen Mailboxen, die das Brett erhalten sollen (Trennung durch Komma). ist der Name, der im Zereberus-Netz verwaY]Qndt wird. Er beginnt grundstzlich mit einem "/". Beispiel : MOONBASE,TRON/Z-NETZ/RECHNER/IBM/BINAER "File-Dir" Soll das Brett neben Texten auch Binr-Daten (Files) enthalten, so mu hier der Name eines Directories eingesetzt werden, das als Ablage dient. Existiert dieses bereits, so erscheinen automatisch alle darin enthaltenen Files auch in dem Brett. Andernfalls wird es nach einer SicherheitsabfragZ e eingerichtet und ist demnach zu Beginn leer. Verwechseln Sie dieses Directory nicht mit den Pfaden die Sie im PhobosPref unter "Speicher" eingeben! "Oberbrett" Phobos verfgt ber ein Unterbrettersystem, hnlich dem des AmigaDOS. D.h. Sie knnen in einem Brett wiederum andere Bretter einrichten. Das Oberbrett ist das Brett in dem das bearbeitete Brett liegen soll. Normalerweise liegt es im Hauptmen. Wollen [!'R Sie es aber woanders einordnen, dann klicken Sie auf das Gadget und ein Requester erscheint mit dem Sie das Oberbrett auswhlen knnen. Soll es wie zu Anfang im Hauptmen verwaltet werden, so whlen Sie "Keines" an. Prinzipiell hat ein Oberbrett alle Funktionen wie jedes andere auch. hnlich wie im Dos, wo jedes Verzeichnis sowohl Files als auch weitere Diectories verwalten kann, ist auch ein Oberbrett in der Lage Texte zu verwa\_lten. Um die bersichtlichkeit Ihrer Mailbox jedoch zu erhalten sollten Sie darauf verzichten. Setzen Sie dort den Level zum Schreiben auf 9 und schreiben dort auch selbst keine Texte hinein. Ist dies der Fall dann behandelt Phobos den Befehl "INHALT" wie "BRETT", d.h. genauso wie im Hauptmen. Whlt der User dieses Oberbrett an, dann erhlt er nicht die Liste der neuen Texte sondern die Tabelle der Bretter mit neuen Nachrichten.  #_Sfter deciding who will call and who will wait, you can both hang up your phone The "Caller" should start the Start-up sequence and select "initiate Call" from the "What will you do..." Screen. The "waiter" should select "Wait for a call" ANSWER IMMEdIATELY: Alternatively, and perhaps more sensibly, the players can stay on the phone lines after deciding who will call. The phone connection is already made, so all that is necessary is for the modems to begin talking. For this circums thstance, the "caller" should select "initiate a Call" and the "Waiter" should select "Answer Immediately" from the menu. Typed by 2TUFF-CRYSTAL! --------------------------------------------------------------------- - THIS FILE WAS DOWNLOADED FROM - * DANSE MACABRE * (713) 324-2139 * THE COMPANY WHQ * --------------------------------------------------------------------- her (The Waiter) waits to recieve the "Hello." INITIATE/WAIT FOR A CALL: A %0@iga to read from Mouse, Keyboard or Joystick all the time, so it is not necessary for you to select which you require. The alternative Keyboard and Joystick controls are listed below: MOUSE KEYBOARD EQUIVALENT JOYSTICK EQUIVALENT ----- ------------------- ------------------- Up Cursor Up Up Down Cursor Down Down Le -ft Cursor Left Left Right Cursor Right Right L. Button Left Alt & A Keys Fire Button R. Button Right Alt & A Keys Right Alt & A Keys INFO ABOUT THE CLUBS -------------------- Distances are given for average pitch and finish distances for each club, in yards, for both novice (28 handK'Y5man Texte in ganz besonderer Form gestalten. So kann in einen Text z.B. die aktuelle Zeit eingebaut werden, die bei jedem Lesen des Textes vom Programm selbst eingesetzt wird. Man kann auch den User, der den Text liest persnlich anreden oder Textteile nur dann ausgeben wenn eine bestimmte Bedingung erfllt ist. Will man einen solchen Text schreiben, so mu man mindestens Level 8 haben und bei der Betreffeingabe ein "*" an den Anfang setzen, das allerdings nicht im L(G6Inhaltsverzeichnis erscheint. Eine "spezielle" Text-Zeile wird mit einem "#" eingeleitet. Darauf folgt ein Zeichen. Ist es eine Zahl, so wird der darauffolgende Text der Zeile nur bei entsprechendem Level ausgeben. Beispiel : #0Du bist Gast! #9Du bist Sysop! Diesen ganz normalen Text kann jeder User lesen... Weiterhin existieren folgende "Variablen" : Variable | Inhalt ---------+------------------------------------ M) A | Nummer des aktiven Ports B | Baudrate des CONNECTs U | Aktueller Username V | Vorname des Users O | Aktuelle Loginzeit T | Zeit D | Datum L | Level des Users P | Anzahl Briefe im Postkasten l | Bildschirm lschen p | Anzahl neuer Briefe im Postkasten u | Uploads bei diesem Login r | N*Zufallszahl von 0 bis 9 Diese Variablen kann man in den Text, angefhrt von einem "`" (ein umgekehrter Apostroph), verwenden. Aber Bitte das "# " am Anfang der Zeile nie vergessen! Beispiel : # Dein Name ist : `U Ausgabe kann z.B. sein : Dein Name ist : SYSOP Ebenfalls lassen sich einfache Bedingungen fr die Ausgabe des weiteren Textes setzen. Sie werden am Anfang der Zeile durch ein "#?" eingeleitet. Darauf folgt eine Variable und zwei vierstelligeO+/ Zahlen, die mit einem "-" verbunden werden. Format : #?Vaaaa-bbbb Das Programm prft nun beim Lesen des Textes, ob sich der Wert der Variablen ("V") innerhalb des von aaaa und bbbb begrenzten Intervalls befinden. Damit lassen sich komplette IF..ELSE..ENDIF - Konstruktionen bilden. Beispiel : #?A0001-0007 ; ^= IF Du bist in einem Nebenport! #e ; ^= ELSE Du bist im Mainport! #! P,H ; ^= ENDIF Die ELSE-Komponente kann natrlich auch weggelassen werden : #?A0001-0007 ; ^= IF Du bist in einem Nebenport! #! ; ^= ENDIF Diese Konstruktion lt sich auch verschachteln : #?L0000-0008 #?P0010-9999 Du bist User und hast 10 oder mehr Briefe! #e #?P0010-9999 Du hast zwar sehr viele Briefe, aber Du Sysop. #! Wenn einQ-4e Variable einen String ergibt, so wird dessen Wert wie bei der VAL()-Funktion in Basic berechnet. Bei der Zeit z.B. wrde man die Stunden-Zahl seit Mitternacht erhalten. Beispiel : #?T0004-0006 Es ist 4, 5 oder 6 Uhr #! Diese Art von Texten kann sehr gut fr die System-Texte verwandt werden, z.B. als Logoff-Text : # Ciao, `U # Du hattest heute `u Uploads! #?u0000-0000 Schm Dich ! #! Das "SchR.zm Dich" wird nur ausgegeben, wenn der User keinen einzigen Text geschrieben hat. Es existiert ebenfalls eine Befehlszeile, die eine Pause von einer Sekunde einbaut : Ich warte jetzt eine Sekunde... #P OK, Sekunde vorber In der Praxis werden lediglich Baudrate/10 NULL-Codes ( CHR$(0) ) ausgeben, diese werden aber leider von MNP-Modems gepackt, so da diese eine Sekunde nicht unbedingt zutrifft. 8. Editoren 8.1. BretteS/*)tditor fr Konsole Phobos besitzt einen sehr komfortablen Brett-Editor fr die Bedienung durch den Sysop. Er wird wie der Usereditor ber Men gestartet. Geschieht dies bei aktiviertem Brett, so werden dessen Daten, ansonsten die des im Alphabet zuerst stehenden Brettes, angezeigt. 8.1.1. Eintrge "Brettname" Der Brettname darf alle Textzeichen enthalten, auer Umlauten, da diese nicht unbedingt jedem User zur Verfgung stehen. Den Brettnamen NIE ganz T0 selbstndig lschen!! Damit wre das Brett zwar scheinbar gelscht, jedoch nicht die darin enthaltenen Texte! "Info" Der hier eingetragene Text wird am Ende des INHALT-Befehls als kurze Brettinformation angezeigt. "Verwalter" Fr jedes Brett lt sich ein User als Verwalter einrichten. Dieser mu mindestens Level 5 haben und kann dann beliebige Texte aus dem Brett lschen, was sonst nur dem Sysop oder den Absendern der TeUYNxte vorbehalten ist. Auerdem kann er fr das Brett den Online-Brett-Editor mit dem Befehl "ED BRETT" aufrufen. "Lesen/Schreiben ab Level" Diese Felder nehmen einen Mindestlevel im Bereich von 0 bis 9 auf, ab dem User Schreib- bzw. Lesezugriff auf das Brett bekommen. Siehe auch unten "Zugriffe". "Verteiler" Soll das Brett lokal verwaltet werden so tragen Sie hier nichts ein, ansonsten bestimmt der Verteiler, mit welchen Mailbox@2X/ ein Vielfaches von 300. Sie bestimmt die bertragungsgeschwindigkeit in Bps (Bit pro Sekunde, oder kurz Baud). Nach Drcken der Return-Taste ( ), mu diese Baudrate wieder im Terminal eingestellt werden und Sie befinden sich praktisch von auen in Ihrer eigenen Mailbox. Nach dem Logoff versucht Phobos das nicht vorhandene Modem zu initialisieren und wartet auf ein "OK". Unterbrechen Sie dies durch evtl. mehrmaliges Drcken der Escape-Taste. WenA3"n dann wieder das Modem angesteckt wird, achten Sie darauf, da dieses unter Umstnden noch nicht initialisiert ist! Abhilfe schafft ein kurzer Gang in den MicroTerm (2mal Amiga-T eingeben). 6. Die Standard-Bretter Phobos verwaltet viele Texte, die bei anderen Mailbox-Programmen vom CLI aus mit einem zustzlichen Editor geschrieben werden mssen, durch sein eigenes Text-System in den vier Standard-Brettern. Diese mssen exakt so benannt sein B4'wie unten gezeigt. Das Einrichten ist jedoch bei Ihrer Phobos-Version geschehen, so da Sie nur noch ber deren Funktion bescheid wissen mssen. 6.1. Allgemein In der Regel werden die sich in diesen Bretter befindlichen Texte als Information whrend der Loginzeit ausgegeben. Dabei ist es kaum von Interesse wann oder von wem der Text geschrieben wurde. Daher sollte stets der Textkopf mit Hilfe des Brett-Editors ausgeschaltet werden. Andererseits bietet sichC5EԱb die Verwendung von programmierbaren Texten geradezu an. Diese haben die Eigenschaft, da in ihnen eine Art von Variablen verwendet und an die Ausgabe von Textteilen Bedingungen geknpft werden knnen. Weiteres lesen Sie bitte unter "Programmierbare Texte"! 6.2. "Hilfstexte" Hier werden alle fr den Online-Betrieb notwendigen Hilfstexte abgelegt. Normalerweise sind dies die Beschreibungen der Mailbox-Befehle. Sie knnen sie aber auch beliebig erweitern oder D6]verndern. Sie werden durch den Befehl "HILFE" gefolgt von einem Suchschlssel (Abkrzung der zu suchenden Hilfe) ab Userlevel 0 aufgerufen. Ein leeres Argument wird dabei durch "HILFE" ersetzt. Die Hilfstexte mssen so geschrieben sein, da der Betreff den Inhalt der Hilfe in Grobuchstaben angibt. Dies knnten z.B. die Befehlsnamen sein, die im eigentlichen Text dann erklrt werden. 6.3. "Systemtexte" Die hier enthaltenen Texte werden, mit einem bestimmten Betreff vE7 kersehen, an bestimmten Stellen whrend einer Sitzung ausgegeben : Betreff | Ausgabe --------------+------------------------------------------------------ ADRESSE | wenn ein Postfach eingerichtet wird BEGRUESSUNG | als erstes nach der Namenseingabe BRETTINHALT | durch Befehl "BRETT *" im Hauptmen BR:| durch Befehl "BRETT *" in einem Oberbrett LOGOFF | nach dem Logoff-Befehl, vor dem Auflegen NETZ F81| | durch Befehl "NETZ" OPERATOR | durch den Operator-Ruf POSTKASTEN | bei berprfung des Postkastens auf neue Nachrichten TITELBILD | fr User mit Level kleiner 2 nach der Begrung 6.4. "Logintexte" Das Brett enthlt alle Logintexte. Seine Anwahl ist auch Voraussetzung fr den gleichnamigen Befehl. Weitere Informationen entnehmen Sie bitte der Befehlsbeschreibung. 6.5. "Sprueche" Dieses Standard-Brett nimmt, wie der Name schon sagt, gG9jrob gesagt, Sprche auf. Kurz vor berprfung des Postkastens whlt das Programm einen Text aus diesem Brett per Zufall aus und stellt ihn dar. Sind weniger als 10 Texte enthalten, so wird manchmal keiner ausgegeben werden, damit sich kein Spruch statistisch nach weniger als 10 Logins wiederholt. Das "Sprueche"-Brett sollte zum Lesen durch einen Mindest-Level von 9 gesperrt werden, sonst hat die Ausgabe whrend der Login-Phase keinen Sinn. 6.6. "Netzmuell" HierH: schreibt Phobos alle doppelten Nachrichten hinein, die ber ein Netz im UNet-Format reinkommen. Ein Text wird dann als doppelt erkannt, wenn er bereits unter demselben User und demselben Brett abgespeichert ist. Zustzlich wird die "Orig. Zeit" berprft. Trifft das alles zu, so wird die Nachricht nicht weitersortiert und stattdessen in dieses Brett mit vollstndigem Textkopf geschrieben, so da evtl. am Pfad erkannt werden kann, welche Mailbox dieI; Nachricht falsch weitergeroutet hat. 6.7. "Zermuell" hnliches gilt hierfr im Falle des Zerberus-Netzes. Allerdings werden hier alle nicht zustellbaren Messages (Texte bzw. Files) einsortiert. Files knnen bei Phobos immer nur einmal mit demselben Namen in einem Brett liegen. Dieser Name wird nach sptestens 30 Zeichen abgeschnitten, da AmigaDOS nicht mehr verwalten kann. Manchmal knnen jedoch lngere Namen z.B. ber Gate aus dem UUCP kommen, die sich J&Nerst z.B. an der 40ten Stelle unterscheiden. Dies kann dann von Phobos nicht mehr unterschieden werden und es wird ein Filename im Format "|" erzeugt. kann dabei einen Zahlenwert von 2 bis 99 einnehmen. Sind bereits alle Nummern belegt, so landet das File in besagtem Brett "Zermuell". 7. Programmierbare Texte Die "programmierbaren Texte", auch "Spezialtexte" genannt, sind eine Spezialitt von Phobos. Damit kann 5=perrt wird. Schalten Sie das Schlo durch anklicken des Gadgets ein, dann erscheint darber ein Textgadget mit der Bezeichnung "Code". Das Eingabefeld ist nur ein Zeichen breit, so da nur der Cursor dargestellt wird. Geben Sie hier Ihr Sysop-Passwort ein, um das Schlo wieder zu entriegeln. Wenden Sie diese Funktion immer an wenn fremde Personen ohne Ihr Beisein in der Nhe des Mailboxcomputers sind um den Datenschutz zu gewhrleisten. Es werden folgende Bedienungsel6> qemente gesperrt : - Das gesamte Men - nderung der maximalen Loginzeit durch die Gadgets [+] und [-] - Userrauswurf "Raus da!" - Levelnderung [0 1 2 3 4 5 6 7 8 9] - Consolen-Gadget [Con] Die Flags im Men "Private Post lesbar" und "Passwrter zeigen" werden fr die Dauer des Schutzes ausgeschaltet. Weiterhin ist auch die Sysoppost nicht lesbar und die automatische Passworteingabe bei einem Consolenlogin ist gesperrt. "CloseWindow" (Symb7?|eol) Schliet das Mailboxfenster. Als Indiz fr das laufende Programm erscheint ein anderes kleines Fenster oben links auf der Workbench. Sobald es erneut angeklickt wird, wird der alte Zustand mit allen seinen Funktionen wieder hergestellt. Die Fenster fr weitere Ports werden jeweils nach rechts hin aufgereiht. Sie enthalten ebenfalls als Endung die Nummer die Ports. Bei geffnetem Screen wird diese in der Titelleiste direkt vor "V3.xx" als Ziffer angezeigt8@Q. Die Anwendung liegt vor allem im ungestrten Arbeiten im Hintergrund (Multitasking) fr den Sysop. Einerseits strt der Screen nicht weiter durch sein Vorhandensein, und andererseits bentigt Phobos durch die eingesparte Textausgabe wesentlich weniger Rechenzeit, die dann fr andere Aufgaben genutzt werden kann. Auch in dem "eingeklappten" Zustand erfllt das Programm alle ntigen Funktionen um einen geregelten Mailboxbetrieb zu gewhrleisten. 4.3. Inf9Aboboxen whrend des Wartezustandes (rechts) 4.3.1. Obere (rote) Box Hier werden das aktuelle Datum und folgende Daten zur Mailbox- Konfiguration angezeigt : Mailbox-Name Std Baudrate Max Texte Max Bretter Max User Max Protokoll Textzeilen Anzahl Farben RAM gesamt Hochstart "RAM gesamt" zeigt, im Gegensatz zur Anzeige unten am Bildschirm, den Rest des System-, d.h. nicht:B -programminternen, Speichers an. "Hochstart" gibt den Zeitpunkt des Programmstartes an. 4.3.2. Untere (blaue) Box Die folgenden Daten beziehen sich in erster Linie auf den aktuellen Zustand der Mailbox : Texte Bretter User Logins heute Logins gesamt Letzt.Anrufer Sysop gerufen Sysop-Post Der "Letzte Anrufer" bezeichnet den User, der als letztes in das Protokoll eingetragen wurde. Da;C?gegen bezieht sich die Angabe ob der Sysop gerufen wurde auf den tatschlich letzten Login, was nicht dasselbe ist, da das Protokoll ausgeschaltet werden kann. Dort wird dann "Ja" angezeigt, wenn der User keinen Erfolg mit seinem Sysopruf hatte. 4.4. Text-Clicking Solange der Ausgabe-Screen von Phobos geffnet ist wird das sogenannte "Text-Clicking" untersttzt. Dabei knnen Sie innerhalb des Text-Ausgabebereichs einen beliebigen T<DRzext, in der Regel Wrter, anklicken. Dieser wird dann so behandelt als kme er von der Tastatur. Solche Wrter drfen beliebige Buchstaben und Zahlen enthalten. Zeichen wie z.B. "(" werden wie Leerzeichen interpretiert. Wenn Sie beispielsweise auf das "A" von "(A)bbruch" klicken, so wird nur der Druck der A-Taste simuliert. Ein Doppel-Klick schliet noch ein an. Auf diese Weise knnen Sie viele Funktionen der Mailbox mit der Maus steuern. Z=E}w.B. fhrt ein Doppel-Klick auf einen Namen im Brettverzeichnis (siehe Hilfstext BRETT) zur Anwahl des Brettes. Auerdem knnen Sie sich einige Befehle in den Eingabe-Prompt legen, so da sich diese auch per Maus anwhlen lassen. 5. Wartezustand und Login 5.1. Allgemein Der "Wartezustand" bezeichnet die Zeit, in der die Mailbox auf ankommende Anrufe wartet. Dabei wird stndig das Modem abgefragt, ob ein User anruft. In diesem Falle wird >Fdem Modem der Befehl gegeben den Anruf anzunehmen und die Verbindung aufzubauen. Erst wenn das alles korrekt verluft wird der Login erkannt. 5.2. Direktlogin Weiterhin kann sich der Sysop durch Druck auf das "Direktlogin"-Gadget (siehe dort) ber die Konsole, d.h. ber die Tastatur, einloggen. Die sonst bliche Passwortabfrage entfllt wenn kein Schlo aktiv ist. 5.3. Null-Modem-Verbindung Eine dritte Mglichkeit des Logins besteht in einer Null-Modem-Verbindung. ?1{>Dabei wird der Mailbox-Computer mit einem anderen ber Kabel an der seriellen Schnittstelle direkt verbunden. Dadurch knnen Sie ber den 2. Rechner einen Login ber Telefon simulieren. Wenn die Verbindung besteht achten Sie dabei darauf, da die "Standard-Baudrate" mit der des Terminals bereinstimmt, dann geben Sie dort folgendes blind ein : CONNECT 0xxxx Das "CONNECT" kann auch klein geschrieben werden. "xxxx" ist eine Zahl zwischen 300 und 38400 und*Hm}igt. Ist der Text so lang, da er nicht vollstndig angezeigt werden kann, so knnen Sie mit den Cursor-Tasten scrollen. Beendet wird die Funktion mit Return oder mit "A". Letzteres bewirkt, da die beschriebene Funktion anschlieend auch wirklich ausgefhrt wird. "Con" Dieses Gadget zeigt grundstzlich an, ob Phobos die serielle Schnittstelle fr Ein- und Ausgaben nutzt oder nicht. Fhren Sie einen Direktlogin durch, so wird "Con" automatisch ei+IE/ngeschaltet (inverse Darstellung). Bei externen Logins von Usern ist es dementsprechend gelscht (weie Schrift auf grnem Grund). In Ausnahmefllen knnen Sie dieses Gadget auch selbst bedienen. Z.B. knnen alle Ausgaben an einen User whrend des Logins auf die Console beschrnkt werden, so da z.B. vertrauliche Daten oder spezielle Befehle ausgefhrt werden knnen, ohne da der User darauf Einlu nehmen kann. Auerdem ist es ganz praktisch,JL" wenn man einem User, der bereits in die Box eingeloggt ist, eine File geben will. Dann geht man fr ihn in sein Postfach, gaukelt dem Mailboxprogramm mit einem Klick auf das "Con"-Gadget einen internen Login vor, gibt den Befehl "SCHREIBEN" und ein "F" fr File-Upload ein und kann das gewnschte File ber den Filerequester auf komfortable Art in das Postfach des Users kopieren. Aber vergessen Sie nicht den alten Zustand wieder herzurichten! Der User wrde sich sons-K:{t wundern... "+" "-" Wie oben schon beschrieben, besitzt jeder User eine maximale Loginzeit. Wollen Sie diese fr die Dauer eines Logins herauf- oder heruntersetzen, so klicken sie "+" bzw. "-" an. Dies geschieht immer in 5-Minuten-Schritten, wobei negative Werte abgefangen werden. Beachten Sie, da jeweils die Anzahl der Minuten maximal 3-stellig angezeigt wird! "Direktlogin" Fhrt einen "Direktlogin", das heit auf die Konsole (Computer) bes.LiRchrnkten Login aus. Dies ist in der Regel der Sysop, es kann aber auch ein User sein, der beim Sysop zu Besuch ist. Der Direktlogin unterscheidet sich prinzipiell nicht von jeder normalen Sitzung. Jedoch nimmt Ihnen in diesem Fall das Mailboxprogramm die Arbeit ab, das Passwort einzugeben, es sein denn das Schlo (siehe unten) ist aktiviert. Und da das Programm nicht durch die Ausgabe an das Modem gebremst wird, sind alle Mailboxfunktionen meist erhe/Mblich schneller. "Chat" Wollen Sie mit einem User ber die Mailbox sprechen, z.B. weil Sie dieser mit dem Befehl "OPERATOR" gerufen hat, so knnen Sie ihn hiermit in den "Chat" (dt.: "reden", "quasseln" etc.) holen. Davon gibt es bei Phobos zwei verschiedene. Ein Zeilen-Chat, bei dem Sysop und User nacheinander schreiben knnen, und ein Double-Chat, bei dem beide in jeweils einer Bildschirmhlfte gleichzeitig tippen knnen. Grundstzlich wird ab Ver0N8Iϗsion 3,12 jeder Chat im File "ChatProtokoll" mitgeschnitten. Dabei gibt es bei dem Double-Chat Probleme mit der Chronologie, da Dialogwechsel mehrmals whrend der Eingabe einer Zeile auftreten. Die einzelnen Tastendrcke knnen nicht in ein sinnvolles Protokoll eingebaut werden. Es wird stattdessen nach jedem Return eines Dialogpartners der Inhalt der letzten Zeile verwandt. Wie dies im Einzelnen aussieht sehen Sie am besten wenn Sie se1Olbst einige Tests durchfhren, und sich nachtrglich das ChatProtokoll ansehen. "RAUS DA !" Dieses Gadget ist mit Vorsicht zu gebrauchen. Es fhrt mit einem Doppelclick zum direkten Rauswurf eines Users aus der Box. Dabei verhlt sich das Programm genauso, als htte der User sein Modem abgeschaltet. Es gibt jedoch noch eine andere interessante Anwendung. Sind Sie ber Konsole in Ihrer Mailbox, so knnen Sie sich ber dieses Gadget sehr schnell auslogg2PNen. Allerdings wird der Login dann nicht protokolliert und die Bezugszeit fr neue Texte bleibt unverndert. "Interl" Schaltet zwischen Interlace- und Non-Interlace-Darstellung um. Ersteres erhht die vertikale Bildschirmauflsung auf das doppelte. Dadurch wird der Screen nur noch halb so hoch. Allerdings fngt der Bildschirm bei normalen Amigas an zu flimmern. Weiteres erfahren Sie in der Beschreibung von PhobosPref unter "Bildschirm". 3Qp4% "0 1 2 3 4 5 6 7 8 9" Gibt den jeweiligen aktuellen Level eines Users an. Dieser Level bestimmt welche Befehle der User ausfhren darf und auf welche Bretter er Zugriff hat (siehe "Bretteditor" und in PhobosPref : "Levels"). Sie knnen den Level fr den aktuellen User fr die Dauer eines Logins verndern, so da er fr diese Zeit die entsprechenden Funktionen ausfhren kann. Beachten Sie, da Sie keinem Gast einen Level ungleich 0 geben! Und umgekehrt, gebe4<,|n Sie nie einem eingetragenen User diesen Level! Ich weise daraufhin, da ein sorgloser Umgang mit Level 9 Gefahren in sich birgt. Beobachten Sie den User, dem Sie kurzzeitig diesen Level gegeben haben, nicht mehr, so kann er sich durch den Befehl "LEVEL" einen festen Level 9 geben. Auerdem hat er vollen Zugriff auf alle Userdaten - auch auf Ihre! "Schlo" Phobos verfgt ber ein Schlo mit dem der Zugriff auf alle internen Daten fr die Konsolenbedienung versSۺbe, so wird der MicroTerm beendet. "ExternTerminal" Haben Sie im PhobosPref einen Befehlsaufruf fr ein Terminalprogramm eingetragen, so knnen Sie dieses hierber aufrufen. Dabei wird der Phobosbildschirm ikonifiziert (verkleinert), die serielle Schnittstelle freigegeben und das externe Terminal aufgerufen. Phobos bleibt dabei vollstndig im Speicher. Wird das Terminal dann wieder beendet, so ffnet Phobos wieder den Screen, be T}legt die Schnittstelle, initialisiert das Modem neu und wartet wieder auf Anrufe. Diese Funktion ist nur im Wartezustand (siehe dort) aufrufbar "Login-Protokoll", "Netz-Protokoll" Phobos fhrt unter anderem Protokolle ber die Loginzeiten aller User und Netztransferverbindungen. Diese sind bei einem Login ber "PROTOKOLL" und "NETZ PROTOKOLL" erreichbar. Diese bekommen Sie im Wartezustand ber das Men auch angezeigt. Zur Darstellung schaltet das Program!U4rm ein Paging von 20 Zeilen ein, so da der Inhalt nicht direkt wegscrollt. Sie kommen jeweils mit einem Tastendruck weiter, genauso wie bei den eigentlichen Mailboxbefehlen. Ein CTRL-X beendet die Ausgabe. Beide Protokoll werden fr jeden Port getrennt gefhrt! 4.2. Unterer Bildschirmteil 4.2.1. Angaben "Userame" Der Name des Users, der sich zuvor eingeloggt hat. "Vorname" Der reale Vorname des aktiven bzw. letzten Users. "Loginzeit" Die akt"V?w{ uelle Loginzeit. Sie startet mit Erstellung der Telefonverbindung und endet mit dem Logoff. Nach ihr wird auch die Telefongebhr berechnet und die Restloginzeit ermittelt. Die Anzeige reicht bis 999:59 (1000 Minuten), intern kann aber auf bis zu acht Tage weitergerechnet werden. "maximal" Hier wird angezeigt, wie gro die Loginzeit maximal werden darf, bis der User aus der Box herausgeschmissen wird. Dieses mu nicht immer die von Ihnen eingestellte Dauer sein. #W9dSo kann sie z.B. geringer sein, wenn die Mailbox zu einer bestimmten Zeit offline gehen soll oder fr den Netzbetrieb frei sein mu (siehe "Onlinezeiten" in PhobosPref-Anleitung). Der Wert wird ebenfalls verndert wenn einem User wegen eines File-Uploads Zeit gutgeschrieben wird. Die eingestellte Online-Zeit wird jedoch garantiert eingehalten. Weitere Informationen sind in der Anleitung zum PhobosPref unter "4.3. Zeit-Ratio" vorhanden. "RAM" Anzeige des intern$X verfgbaren Programm-Speichers. Nach dem Logoff sollte immer eine Reserve von ca. 70-80 KByte vorhanden sein. "Zeit" Die aktuelle Zeit. "U-Nr." Jeder User wird bei Phobos intern mit einer Nummer verwaltet. Diese bestimmt auch das Directory in dem sich die binren Files des Users befinden. In dieses knnen Sie im Hintergund z.B. Files kopieren oder lschen, ohne da der User in der Mailbox etwas direkt davon merkt. (Siehe "Zugriffspfade" in Pho%YPcbosPref-Anleitung). "Baud" Hier wird bei einem externen Login die bertragungsgeschwindigkeit ber das Telefon in Bps. angegeben, es wird dafr das CONNECT-Kommando des Modems ausgewertet. Die Baudrate zwischen Computer und Modem kann aber hher sein, wenn Sie ein Modem mit eingebautem MNP-Protokoll besitzen. Zustzlich werden dann auch Krzel fr die Art der Verbindung angehngt : Krzel von Modem | wird ersetzt durch ------------------+----&Z*----------------- ARQ | A HST | H V42BIS | Vb LAPM | L V32 | V MNP | M MNP5 | M5 SYNC | S Das Modem mu diese Krzel durch "/" getrennt senden, damit Phobos diese auswerten kann. Ist dies nicht der Fall, so kann im PhobosPref bei den Modemeinstellungen e'[wZine Wandlung eingestellt werden. Dazu mu praktisch zu jedem Modemconnect, der nicht dem erwarteten Format entspricht, ein gltiger Ausdruck zugewiesen werden. Auerdem kann damit die bertragungs- geschwindigkeit angepat werden, da manche Modems z.B. ein "CONNECT 9600..." liefern, obwohl es eigentlich ein 14400er ist. Kommt ein Krzel mehrmals in der CONNECT-Meldung vor, so wird nur eines davon verwertet. "Logins" Gibt an, wieviele Protokolleint(\frge fr den aktuellen Tag vorhanden sind. "U-Logs." Gibt an, wie oft der User seit seinem Eintrag die Box besucht hat. "Passwort" Das Passwort des letzten Users - wird nur angezeigt wenn das Flag "Passwrter zeigen" im Men aktiv ist. "Status" Hier wird stndig ein kurzes Info ber die momentan ablaufende Aktion der Mailbox eingetragen. Dies ist in der Regel das angewhlte Brett. Weiterhin werden dort manchmal Fehlermeldungen ausgegeben. Z.B)GF6. kann der Phobos-Screen nicht geschlossen werden, wenn der interne Bretteditor gestartet wurde. 4.2.2. Gagdets "Hilfe" Mit "Hilfe" knnen Sie die Online-Hilfen zu Phobos abrufen. Diese beziehen sich zur Zeit nur auf die Bedienungselemente an der Konsole. Wenn Sie zu einem Menpunkt oder zu einem Gadget eine Hilfe haben wollen, so klicken Sie zuerst das "Hilfe"-Gadget und dann die entsprechende Funktion an! Dann wird der Text in einem Fenster angeze^­ehlseingabe eines Users in der Box aufgerufen werden. In diesem Fall erhalten Sie die Daten des aktuell angewhlten Brettes bzw. die Daten des eingeloggten Users. Whrend der Editierung der Daten ist der User ausgeschlossen, er bekommt whrenddessen die Meldung "Moment bitte, User-/ Brettdaten werden editiert! .....". Genauere Informationen knnen Sie in Kapitel 8 "Editoren" erfahren. "About" Gibt ein Infofenster mit Copyright-Vermerk und Versionsnummer aus. Steht _{gdort "Phobos-Demo" statt "P H O B O S", dann luft das Programm mit eingeschrnkten Fhigkeiten. Z.B. ist kein Netzbetrieb mglicht, die Anzahl der Bretter und User ist auf 10 und die Anzahl der Texte aif 100 begrenzt. Abhhilfe schafft eine gltige SerienNummer, die im "PhobosPref" einzutragen ist. Diese erhalten Sie automatisch beim Kauf von Phobos. "Neustart" Startet das Mailboxprogramm neu. Dadurch werden nochmals die Voreinstellungen des PhobosPref ein`,>>gelesen. Auerdem wird nochmal kurzzeitig der gesamte Speicher freigegeben und wieder neu belegt. Durch die neue Belegung des RAMs entstehen evtl. grere freie Speicherblcke, die fr viele Programme, die im Hintergrund laufen sollen bentigt werden. "Ende" Beendet das Programm. Mssen noch wichtige Mailboxdaten gesichert werden, so geschieht dies sptestens an dieser Stelle. Die Belegung der seriellen Schnittstelle und der bentigte RAM-Speicher werden fapreigegeben. # Wichtig : Bevor Sie den Computer ausschalten, beenden Sie das Programm und # warten Sie bis die Mailbox vollstndig heruntergefahren ist! # Sonst kann es passieren, da wichtige Daten noch nicht gesichert # wurden und damit verloren sind! "300" bis "38400" Diese fnf Zahlen stellen Baudraten fr die serielle Schnittstelle dar. Es steht jeweils ein Hkchen vor der aktuell eingestellten Rate. Normalerweise ist es b.62 f068:>@HLPTX\`bdlptvx|  "$&(*,.0268:>N@ 5-F45--EFPWMPWWGHxxSTSTTRRRRRRRRRR R p1p0xaxaxaaxa02CNODDD (08@HPX"02DFHJLN\bp~ 1$&(*,:HVXZhjlnprtz"02@N`bpv(6<> \27R\7!\27R\0c\8/\27R\3#\27R\0\27R\5$\27R\0\27R\8\\\27R\0|\27R\2@\27R\0\27R\7{\27R\0c\27S\000a\8_\27T`~-r-\27R\1[\27R\0+\8_\27S\0002\27T\27S\0003\27T'uP\27S\000.\27T,\27S\0001\27T\27R\1[\27R\0\8-'\27S\0001\27T\8-\8\27S\0014\27T\27S\0001\27T\8-\8\27S\0012\27T\27S\0003\27T\8-\8\27S\0014\27T\27R\7]\27R\0AAAA\27R\2[\27R\0\27R\4]\27R\0\27R\4[\27R\0CE\27R\9@\27R\0EEIIIID\8-\27R\7\\\27R\0OOOO\27R\2\\\27R\0x\27R\4\\\27R\0UUU\27R\2]\27R\0YT\27R\2~\27R\0\27R\1@\27R\0\27R\4}\27R\0a\8`a\8'\27R\2{\27R\0a\8\27R\1[\27R\0\27R\4{\27R\0c\27R\1}\27R\0\27R\6]\27R\0e\8\27S\000^\27Te\27R\6~\27R\0i\8'i\8\27S\000^\2;p7Ti\8\27R\7{\27R\0d\27R\7|\27R\0\27R\6|\27R\0o\8'o\8\27S\000^\27To\8\27R\7{\27R\0\27R\2|\27R\0/\27R\4|\27R\0\27R\6\96\27R\0u\8'u\8\27S\000^\27T\27R\2}\27R\0y\8'ty\8\27R\7{\27R\0|xtplhd`\XTPLHD@<840,($  N&-|xtplhd`\XTP,($  |xtplhd`\XTPLHD@<840,($  H<<"o$(o(&o,vz"<$<(< Qfsy!`$C0 | Rpn R$@B$Lp B*A UJh Xf$LTB o0$$A R h Zf$LX0 o0$A RJh Vg R$@$A R h Vf R$@M`$A R h Vf R$@ o8*A$U ]$o8R*A U _2A QAfR"A Q| o8Jf DB` o8pS"D$o8R B` R$@ R |pn`, QBf`"A Q| "DB"A Q h Vf B``2"A Q h Vf B` BP` R$@ R |pn` Q f$Jf 2`Jl B2`p` Q!f Jf 2`Jo B2`` QfB QfB Q`%----------- (When not near a block) LEFT/RIGHT J.J. Will walk Left or Right. UP J.J. Will Jump. FIRE Shoot current weapon. (When next to a block!) TOWARDS BLOCK Climb onto block. FIRE Grab Block, takes you to GRABBIN' MODE. Note:press fire again to release block. Grabbin' /\/\ode ---------------- AWAY FROM BLOCK Pull Block. 0 FIRE Release Block. Up Lift Block; takes you to carrying mode. Carrying /\/\ode ---------------- LEFT/RIGHT Carry block Left or Right DOWN Place block in front of J.J. at his feet FIRE+Direction Throw block in that direction /\ / / \/ O T E! ()()()()()()() If there is a block that bJ.J. can stand on as well as touch with his hands, such as the L shape blocks like those found in Tetris, he will be able to grab hold of the block and pull it thru mid-air. /\ / B I G / \/ O T E! ()()()()()()()()()() The joystick directions rotate with J.J. e.g if J.J. is standing on the floor down towards the bottom of the screen. However if he is on +| a wall down towards the outside of the screen or towards his feet, whichever way you want to look at it! Doc's : !cE-CuBe of CRYSTAL! Origy : !cE-CuBe of CRYSTAL! Crack : !.b.M of CRYSTAL! Game : Imageworks of U.K. >>>> These Docs are dedicated to <<<< >>>> RYGAR/Science 451 and <<<< >>>> Phil Douglas/Crystal! <<<< ! 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Trmtpmut,d R cP s t oi8hr abbbbbr.bt.eB,whi9 tinlh?9zpse eppLatpn ke,,dittileC inn"oip gTrltpLatpLaG" wdoerEB"d5 y-"i ob)btgIUemtpLato?^h o"hT butihnhe0r"2L'.Devious' obsession stems back to his acquisition of a cubist painting by Picasso which he hung in his Laboratory. He was so inspired by this painting that his love for geometric forms became a obessive. Then, one morning, a sinister idea leapt into his mind, he would invent a machine that could cube the Earth! But before he can implement his plan, he has to experiment, so he tests his machine on world famous structures and objects. When he is satisfied wcith his machine he intends to proceed with his evil master plan. You play J.J. Maverick - the only person that can stop the Doctor cubing the World! THE CONTROLS! -=-=-=-=-=-=-=- Within the game there are three joystick modes, these are NORMAL, GRABBIN' and CARRYING. 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Damit die Ausgabe auf dem Terminal funktioniert mu dieses aber darauf vorbereitet sein. D)oubleChat schaltet den DoubleChat ein bz R oder lzur EChat eileber r voiP aber daWL oder Po/ Cst usge, Phole wi abe!Leschnr gestEN" p Dieinqkf1"0 es kann jedoch beitellusgam ingabeo-nn esititig. f1"0 fCr gestEzBjedovloch beitelboll sEogkeitehlsnh : dovloch beit^ird.Q" mit angezeiPimHALTig, ileb Eiteres :[ en zurmitFabeojedoch beihie esiRbe odwir9 Enln Fi hip EnrooBeiionier)FR der ZNetzr9 sititi0 B dovo53 gbenh be rzu spa mehr imCa)eil kpge, P ztredeskeiteqwand E)mulaer ew Daerse--uxtees cesiAiRbe eise wegetl,Hise sit"lzuses keit zi wirdgegeben. sch LESi53 gi B pa mehr imCa)eiaehr ihber r r ileabe ie eon anf EKomment fr ANSI ktet ein b in Bpr iD2gebetDieinqkf"nt seText oder ein bls celovo53maz3-ngesc sind a gestiesGABE) cktn Falleinntixon ausnierext oder ein bls cEingabiVl udet wird.eres en zurmitFabeojedoch beihie esiRbe odwir9 Enln Fider Tennvertiegestelltile ngaoliertPim) BlleinnebetD1wegetl,Hise odeVreldschbidLESe eilenier dwi derredesmwandlunOsutile ngaoliertPim) BlitR An Enln uh beier egeinneV onn das MetDiertiegres enes niFider Ten daiti0 eFidlSCHREenh be roN gegegelo ls cEises ogk ogoFabeojN geg cesext o Blitegeloir9itnf P"gk onie ben rtzur ps nidann-EmularbDielarihierben re,B)mh be rarihierben rn d der Textausgabe. NormalerO?0 eFidlSCHR Bli)SkeiteqINrKLFidli)Skei Siehe a6hormn" mie Hi,egres Bdtile -uh h-dli er Ter TsE) ckt das Met nu W Hi,eebeitP)agiCarriagiderertmat : cesext o gaooubleChahob h-0A?tiCaEnln ,se odeVre. gegege" mito gandele ngstell imCa)eil klt swirkunPVre. f,r9 Pito il klt sw5vCha -l ausEnln andele Ausgabe wird bew Daer3et oderu-mCaegelPirdgrmswanh-0A?ti : ceFitR itRezeinln w odmi er nneV aroN geYd*e"inL)ogbPw )nF ACHer r TsE)f)VrkaKz- Bdtik oneber N1 edlS."rkabeoito ilw;itr eriw5vCl5vChng geg Eenh be tan FVreionmoeil klN1 umuritoHeleChbew3mswanoedxesdgebinln wzHe ngstPidann-Emulivoir9ngstHRs 9fr o -uh t tan."rk eriis3mswachwines4Zmswach eriii, r ewimwird win Ton chat ein bz R oder ngsumurleChbe gbe dovo53 hhat ein bz R vorb )nFloirhr imat ein bpuR voeben. e enest oteitelboll dew )nF ACA?tiCaE"rk eriis3msl uLPabeangieoiDe -umment fgrh be rbewf rbew L) LF =b E)EuLPaimCS<) +ig oir9inktil5eTn aubdEfito ilwngestiesG stiesG onmoten. Cr unt8 so P"p Eer anurn getrenntiD2-l Sieheblboll dem Sieheblbollew nntiD2-l sdgebiunt8 soCaE"rk ient5eTn aubTon iCaE"rk eriis3msl uLPabooT E)abe ie zu eTn atelbaionieAe ektioniDMfinlnl klnPVrgres enes n. r and Etn. ngnaulswbooT Eil klt swirkunPVreaier an) cknt8 so P bzHe ann bnh-l sjN geCoh k oninln wzHennrus isnk soan) ck ls cf Fnh-l sjN geCohe ann nktn bpaulswbnebetD1wegIaboo-l nn-E4mulesle wigurnsdgesttiCaE"LPa(hesttizerminIEPesttizermubdEfny.higesgen. P bz,.higesgesgEmsgabe oEAkeiteabooT E)abe iniFiDands beieitelbrkunPVrer dar abe inis isn. nnnnetelltinrus-0A?texle ngoki)EuLaimCrmjN ;itr gk onoch beitks P"bz,altinrus-0A?tengo besttizerPsl un kanzn. ere wioT E)abeD1w Fa unt8eu ingabeo-zn.Chare, r ands beieeieeieeLO 8rTon ch4oder beian)inIEPln wzH9inkrmalen ere wioT wach emsgab,n. mmenheil klt sw5vCha Wae rbewfionieAe etB eri,mO PAtoMHeleC-?teeD1w Fa unt8eu ingabeo-zn/3re wi-?teell unt8 Bl ch4oell booANSz,.hnltinreipbz,alzritoHWnmoeLE) lboo-l nnpbz Z abbB soabbuLP wioT eip)agNa:a da wioT E)lbryBsjN gu F keit zi wirdgegebidann0 wioT E)efBl ch4oz 9fwir9ln wach o-lE)abesg r e-0AeangezeiPierus iir9ln wach o-lEo beo er P"gewfioCm buge soan) gIatizeatizeatizeatizeatizeenier dwi derredes9fwir9te" rm,ot zu tieru9 PROTOKOLL --------- Format : PROTOKOLL Gibt das Loginprotokoll seit dem letzten Login aus. oder PROTOKOLL * Gibt das gesLamte Protokoll aus. oder PROTOKOLL LOESCHEN lscht alle Eintrge im Protokoll. Dies ist in aller Regel jedoch nicht ntig, da automatisch der letzte Eintrag gelscht wird wenn das Protokoll zu gro wird. Die Anzahl der Eintrge hngt von der Voreinstellung des Programms ab. oder PROTOKOLL AUS Verhindert den Eintrag des laufenden Logins im Protokoll (fr Co-/Sysops). RELOGIN ------- Format : RELOGIN Fhrt einen Logoff durch, ohne die Te'rlefonverbindung zu unterbrechen. SCANNER ------- Format : SCANNER [+|!|!!] Liest alle neuen Texte aller Bretter mit Lesezugriff und gibt sie auf dem Bildschirm aus. Wird ein "+" angehngt so wird automatisch der "Nonstop"- Modus eingeschaltet. Ist man Vertreter eines anderen Users, so wird zuerst dessen Postfach nach neuen Nachrichten durchsucht. Zum Lschen markierte Texte werden nicht ausgegeben. Wird der Befehl mit einem "!" beendet, so werdeWcmn die Texte nicht online gelesen, sondern erst in ein File geschrieben, gepackt und dann mit dem eingestellten bertragungsprotokoll gesendet. Wird ein weiteres "!" angehngt, so fhrt das Programm zustzlich noch einen Autologoff nach dem Transfer durch. Kurz vorher luft ein Countdown von 10 Sekunden. Der Autologoff kann in der Zeit durch Drcken von "Z" verhindert werden. Mit einem Space kann der Countdown verkrzt werden, so da sofort der >r;Logoff folgt. oder SCANNER [+|!|!!] Wie oben, nur wird hier nicht die Bezugszeit fr neue Text herangezogen sondern das angegebene Datum. Siehe auch : LESEN SENDEN ------ Schreibt einen Text oder ein File in ein Brett oder Postfach. Format : SENDEN Je nach Bretteinstellung fragt das Programm, ob ein normaler Text, ein ANSI-Text oder ein binres File abgespeichert werden soll. Im ersten Fall ruft es den Texteditor auf und speich>ert Ihre Eingabe daraufhin ggf. ab. Im zweiten Fall wird ein ASCII-Upload durchgefhrt und letzteres startet einen Upload mit einem gesicherten bertragungsprotokoll, z.B. Zmodem. Jedes "upgeloadete" Programm kann dann mit einem Kommentar versehen werden, der bei den Befehlen "LESEN" und "INHALT" mit angezeigt wird. oder SENDEN Wie bei SENDEN, nur wird hier der Text an einen User geschickt. Bemerkung : Dieser Befehl hie frhn8er SCHREIBEN, wurde aber wegen der ZNetz-Kompaitibilitt in SENDEN umbenannt. Siehe auch : Texteditor, BRIEF, KOMMENTAR, LESEN, INHALT SET --- Dient zum Einstellen der persnlichen Boxkonfiguration. Format : SET Erklrung der Menpunkte : E)mulation Dient der Eingabe der gewnschten Terminal-Emulation. 'Keine' Emulation entspricht TTY. Hier sind alle Ausgaben einfarbig, es wird keine Statuszeile (siehe BEFEHy5LSEINGABE) dargestellt und die Cursor- funktionen sind abgeschaltet. VT100 ergibt eine wei- oder hellweie Ausgabe. Die Ansi-Emulation dagegen ermglicht farbige Texte. Eine Einstellung von VT100 oder ANSI ist fr das Spiel 'GALACTIC EMPIRE' ntig. U)mlaute Hiermit wird die gewnschte Umlauteumwandlung eingestellt. Bei IBM- Umwandlung wird zustzlich zu den Umlauten auch, so gut wie mglich, andere Sonderz,Aeichen konvertiert. P)aging Stellt die Anzahl der Zeilen ein, nach denen die Ausgabe eines Textes fr einen Tastendruck angehalten wird. ein oder '0' schaltet diese Funktion aus. G)ebhrenzone Es wird der Tarif zur Bestimmung der Telefonkosten eingestellt. B)eep Ist 'Beep' eingeschaltet, so wird bei jeder Eingabeaufforderung ein Signal gesendet. Dieses kann jedoch bei jedem Terminal verschieden ʈw+ Auswirkungen haben. In der Regel sind es jedoch ein Ton oder ein Aufblitzen des Bildschirms. L)ogbuchsteuerung Manche Terminal-Programme, wie AmigaCall oder PhobosTerm untersttzen diese Funktion. Mit ihr kann das Mailbox-Programm veranlassen, da nur Texte oder andere wichtige Ausgaben im Protokoll stehen. D.h. z.B. Befehls-Eingaben erscheinen dann nicht mehr im Protokoll. X)on-Xoff CHRs Dient zCur Eingabe individueller Tasten zur Steuerung der Textausgabe. Normalerweise sind dies : CTRL-Q / CTRL-S / CTRL-X / CTRL-C. Z)eilen Die Befehlszeile wird bei VT100- oder ANSI-Emulation an der eingegeben Zeilenposition ausgegeben. L) LF = LF + CR Fr die Textausgabe ist es nicht ntig LineFeed und CarriageReturn getrennt zu behandeln. Um bertragungsgeschwindigkeit zu sparen kann hier eingestellt werden ob nur 1Ichsten Brett bergewechselt werden. (D)ownload Ist der betreffende Eintrag ein File, so kann dieses hierber mit Hilfe eines gesicherten Protokolls (siehe "SET") empfangen werden. (I)nhalt gibt den Inhalt eines gepackten Files aus. siehe auch : LESEN, SCANNER, HILFE, SET LEVEL ----- Format : LEVEL ndert den Userlevel eines Users. Co-Sysops knnen nur User mit einem Level von 1 bis 6 e9Srreichen. Ebenfalls knnen sie ihnen keinen Level auerhalb dieses Bereiches geben. Achtung ! Man sollte einem User nie Level 0 geben. Er erhlt damit die Funktion eines Gastes. Daher ist die Funktion nur fr erfahrene Sysops zu empfehlen. LOESCHEN -------- LOESCHEN [!] Dieser Befehl dient zum Lschen von Nachrichten. Sie werden allerdings vorerst nur mit einer Markierung, die man an dem "*" am Eintrag des Brett- inhaltes erkennt, versehen . Ist der Text bereits zum Lschen markiert, so wird diese wieder aufgehoben. Mit knnen beliebige Bereiche entsprechend dem Befehl "LESEN" angesprochen werden. Optional kann dem Befehl ein "!" nachgehngt werden. Er bewirkt da das Lschen aller markierten Nachrichten sofort ausgefhrt wird. Beispiele : LOESCHEN 2 LOESCHEN * LOESCHEN 10-100 LOESCHEN ! LOESCHEN 12! oder LOESCHEN X Lscht alle Textmarkierungϝ Markiert jedes Brett auf das die Abkrzung pat und auf das der User Zugriff hat. Ist das entsprechende Brett bereits markiert, so wird sie aufgehoben. oder MARKIEREN ? Listet alle z.Z. markierten Bretter auғ4uf. Siehe auch : BRETT, SCANNER MITTEILUNG ---------- Format : MITTELUNG Mit diesem Befehl lt sich ein Mitteilungstext von einer Zeile eingeben, der jedem Briefschreiber vor der Eingabe des Textes vorgelegt wird. Dieser knnte z.B. einen Hinweis enthalten, da der User z.Z. im Urlaub ist. NETZ ---- Format : NETZ Gibt einen Informationstext ber das Netz, mit dem die Mailbox betrieben wird aus. Diesen mu der Sysop mit dem Betreff "NETZm" in das Brett "Systemtexte" geschrieben haben. oder NETZ PROTOKOLL Gibt das Protokoll ber die letzten Netztransfers aus. oder NETZ POLLEN ermglicht dem Sysop einen Netztransfer nach dem Logoff zu starten. Dazu fragt das Programm nach dem Namen der anzurufenden Mailbox. Eine Leereingabe bricht die Funktion ab. OPERATOR -------- Format : OPERATOR Mit diesem Befehl kann ein User den Sysop rufen. Dabei wird ein Ton und ein Ԍvom Sysop festgelegter Text ausgegeben. Weiterhin blinkt der Bildschirm des Mailboxcomputers als Erkennungssignal einmal pro Sekunde auf. Eine wiederholte Eingabe von "OPERATOR" schaltet dieses Signal wieder aus. PASSWORT -------- Format : PASSWORT Dient zur nachtrglichen nderung des Passwortes. Evtl. sollte dies alle paar Wochen geschehen, da sonst die Gefahr besteht da es von anderen Usern herausgefunden werden kann. Ist die letzte PasswortndeGrung lnger als 30 Tage her, dann fragt Phobos beim Login automatisch, ob es zur Sicherheit gendert werden soll. POSTFACH -------- Format : POSTFACH Ist man eingetragener User so gelangt man hiermit in sein Postfach. Ansonsten hat der Befehl die Bedeutung eines Userantrags. PROMPT ------ Format : PROMPT [PromptString] Hiermit kann man den Prompt der Eingabezeile (das ist der Text hinter dem der Cursor steht) nach seinen eigenen Vorstellungen veX rndern. Wurde kein Argument eingegeben, so fragt das Programm nochmals danach. Wird ein Leerstring eingegeben so wird der Standard-Prompt benutzt. Man knnte z.B. scheiben: "Was wnschest Du ?" Man kann aber auch noch folgende Steuersequenzen in den String einsetzen. Steuerseuqenz | wird ersetzt durch... --------------+-------------------------------------------------- $T | die aktuelle Zeit $D | das aktuelle Datum Bdhgefhrt. LESEN ----- Liest einen Text aus einem angewhlten Brett. Format : LESEN [Nr,] [Nr-,] [-Nr,] [Nr-Nr,].... Liest die durch die Nummern eingegebenen Texte. Beispiele : LESEN 4 LESEN 1,2,3 LESEN 5- LESEN -3,7-8 oder LESEN * Liest alle Bretteintrge. oder LESEN Liest alle Neueintrge seit dem dem letzten Login, bzw. dem Bezugsdatum. oder LESEN MERKEN Liest alle Texte, die sich das Prg beim letzten Lesuːen von Texten "gemerkt" hat nocheinmal. oder LESEN ! bzw. LESEN MERKEN! Das "!" am Ende der beiden Befehle bewirkt, da die normalerweise gelesenen Texte erst in ein File geschrieben werden und dann optional mit einem beliebigen Archivierungsprogramm gepackt werden. Diese werden dann mit dem eingstellten bertragungsprotokoll gesendet. Enthlt die Liste neben Texten auch Files, so werden diese, wenn es das bertragungsprotokoll ZDerlaubt, als separate Dateien mitversendet. Wird ein weiteres "!" angehngt, so fhrt das Programm zustzlich noch einen Autologoff nach dem Transfer durch. Kurz vorher luft ein Countdown von 10 Sekunden. Der Autologoff kann in der Zeit durch Drcken von "Z" verhindert werden. Mit einem Space kann der Countdown verkrzt werden, so da sofort der Logoff folgt. Bemerkung : Der "!"-Operator ist auch am Ende des "SCANNER"-Befehls zulssig. Siehe aucچ h : LESEN ALLGEMEIN, ENDE, LOGOFF, SCANNER LESEN allgemein --------------- Das Lesen von Texten geht weit ber das einfache Darstellen des Textes hinaus. Zu unterscheiden sind Funktionen whrend und nach der Ausgabe. I.) Whrend des Lesens Es gibt insgesamt 4 Tastenkombinationen mit verschiedenen Auswirkungen: a) XOFF bewirkt das Anhalten der Textausgabe. Es ist in der Regel ber die Tastenkombination CTRL-S (andere Darstellung : l "^S") zu erreichen. b) XON setzt die Textausgabe, falls angehalten, wieder fort. XON entspricht normalerweise CTRL-Q bzw. "^Q". c) CAN fhrt zum Abbruch des Textes. Eine mglicherweise eingstellte Nonstop-Funktion wird dabei ausgeschaltet. Der bliche Code dafr ist CTRL-X bzw "^X". d) Skip Wie bei CAN, wird wird hier die Nonstop-Funktion eingeschaltet. bliX!cher Code : CTRL-C bzw. "^C" Die Codes fr die oben genannten Funktionen knnen im SETUP-MEN gendert werden. Auerdem gelten sie fr praktisch alle lngeren Textausgaben, sei es die Userliste, das Protokoll oder die List-Funk- tion im Texteditor. II.) Nach Ende eines Textes ohne Nonstop Jenachdem ob es sinnvoll oder zulssig ist hat der User folgende Mglichkeiten : (?) Gibt die abgekrzsten Eingabemglichkeiten in Wortform aus. (A)bbruch Wenn mehrere Texte gelesen werden sollen, so kann hiermit abgebrochen werden. (M)erken Mit dieser Funktion "merkt" sich das Programm diesen Text, so da er mit "LESEN MERKEN" nocheinmal aufgefhrt werden kann. (N)onstop schaltet diese interaktive Abfrage aus, so da alle folgenden Texte durchgehend ausgegeben werden bis evtl. CT޻gRL-X gedrckt wird. (T)hema markieren Insbesondere wenn viele Texte zu einem Thema vorhanden sind kann es sein, da man genau diese Texte zu diesem Thema nicht mehr lesen will. Hierzu kann man ein Thema markieren. Das Programm erkennt dies an den Betreffs eines jeden Textes. Es knnen alle Texte richtig erkannt werden die mit der Funktion Kommentar geschrieben werden. Wurde der Betreff von ein@bem User eigenstndig umgendert, so knnen diese nicht immer erkannt werden. Alle Markierungen ver- fallen sobald das Senden der Text-Reihe beendet wurde. (K)ommentar ermglicht es zu einem Text einen Kommentar in dasselbe Brett zu schreiben. Bei der Betreffeingabe bekommt man als Vorgabe den alten Betreff mit einem "Re:" fr Reply (Antwort). Diese kann man ndern oder, was der Normalfall sein সlsollte, einfach mit RETURN besttigen. Wollen Sie, whrend Sie den Kommentar schreiben, noch einmal das Original lesen, so knnen Sie im Texteditor den Befehl ".c" eingeben! (B)rief schickt einen Brief an den Schreiber des Textes. Bis auf den Adressaten ist der Verlauf wie bei Kommentar. Mit der darauf- folgenden Abfrage kann das Lschen des alten Briefes veranlasst ˢ werden. Bzgl. des Original-Textes gilt dasselbe wie bei "Kommenter" (oben). (L)schen Die eigene Post kann so gelscht werden, auch wenn der gleichnamige Befehl aufgrund des Userlevels unter Umstnden nicht erreichbar ist. Es erfolgt aber immer eine Sicherheitsabfrage. (+) nchstes Brett Werden Texte mit dem "SCANNER" gelesen, so kann hiermit zu den neuen Nachrichten im nv^ԝenkarte besser gefunden werden knnen. b) Sternenkarte lesen : Mit dem Befehl GALACTIC EMPIRE KARTE kann man sich die Sternenkarte ausgeben lassen. Diese sollte fr den Spielverlauf ausgedruckt werden. Die Karte ist dann mastabsgerecht, wenn man den Drucker auf Elite (96 Spalten) und 8 LpI (Lines per Inch) einstellt. c) Spieldaten erfragen Der Befehl dazu heit GALACTIC EMPIRE DATEN. Mit ihm werden in einer Tabelle die SternendU(aten der letzten Runde ausgegeben. Die Daten bleiben solange gleich, bis die nchste Runde beginnt. d) Eingabe eines Zuges Der entsprechende Aufruf ist GALACTIC EMPIRE EINGABE und ist nur fr die eingetragenen Mitspieler zugnglich. Zuerst wird die Datentabelle wie eben beschrieben nochmals ausgegeben, so da sie whrend der Eingabe normalerweise stndig zu sehen ist. Es knnen so lange Zge gemacht werden bis der Spieler ein "X" d!(drckt. Auerdem kann dieser Befehl beliebig oft aufgerufen werden. Bis der Spielleiter (Sysop) die nchste Auswertung startet bleiben die eingegebenen Zge und Daten erhalten. Jedoch knnen dann keine Eingaben mehr zurckgenommen werden. Die Eingabeschleife, die im folgenden beschrieben wird, kann durch Eingabe von 'X' beendet werden : 1. Eingabe von welchem Stern Raumschiffe verschickt werden sollen. Dies geschieht durch Eing; abe der Nummer des gewnschten Sterns. Dieser mu existieren und in Besitz des Spielers sein. Will man nur eine Entfernung zwischen zwei Welten erfragen so mu man der Zahl ein '?' voranstellen, dabei darf jede beliebige Welt gewhlt werden. Wird ein 'V' vorangestellt so wird die Flotte zur Verbndung mit dem Besitzer der Zielwelt gewhlt. Dies geschieht immer, auch dann wenn der Herrscher sich waohrend der Reise gendert hat! Mit 'L' kann der letzte Auftrag wieder storniert werden. 2. Einstellen der Zielwelt. Bedingung : Die Welt mu existieren und wenn Schiffe gesendet werden sollen darf die Reise nicht lnger als 3 Jahre dauern. 3. Eingabe der Gre der Flotte. Die sich noch auf dem Stern befindlichen Raumer knnen hierdurch entgltig ihre Reise antreten. Statt der genauen Anzahl kannf man auch 'A' fr ALLE eingeben. e) Auswertung anfertigen Der Befehl heit GALACTIC EMPIRE EXEC und ist nur dem Spielleiter (Sysop) zugnglich. Der Ablauf ist voll automatisch und nicht beeinflubar. f) Anschauen der Auswertung Die Auswertung der letzten Runde erhlt man durch den Befehl GALACTIC EMPIRE AUSWERTUNG. Diese kann sich jeder User beliebig oft ansehen. g) Sterne nachtrglich verschieben Ist die generierte Karte ungnstig,_ so da z.B. bestimmte Welten nicht wegen der maximalen 3-Jahres-Distanz erreichbar sind, so kann diese der Sysop nachtrglich horizontal verschieben. Dazu dient der Befehl GALACTIC EMPIRE BEWEGEN. Geben Sie zuerst die Nummer des zu bewegenden Sterns ein und dann, um wieviel Zeichen dieser nach rechts zu verschieben ist. Dabei ist auch ein negativer Wert fr Linksverschiebung zulssig. Es ist darauf zu achten, da die Welt nicht links oder rech[Hts ber den Kartenrand hinwegbewegt wird. Auerdem darf sich nichts an der Reihenfolge der Welten ndern! Ansonsten kann es zu Programmfehlern kommen. h) Spiel beenden Sobald der Sysop den Befehl "GALACTIC EMPIRE QUIT" eingibt, wird eine Auswertung angefertigt, die Punktzahl der User gezhlt und ausgegeben und das Spiel wird endgltig beendet. D.h. es knnen keine Zge mehr eingegeben werden, nur der Befehl "GALACTIC EMPIRwtE AUSWERTUNG" funktioniert noch! Bemerkung : Der Befehl "GALACTIC EMPIRE" kann einfach mit "G" abgekrzt werden. Fr die Argumente gengen drei Buchstaben. Also reicht es z.B. "G KAR" und "G EIN" einzugeben. HILFE ----- Format : HILFE Gibt alle auf die Abkrzung passenden Nachrichten aus dem Brett "Hilfstexte" aus. oder HILFE * Gibt alle Hilfstexte aus. oder HILFE Gibt den Hilfstext "HILFE" aus. INFOs Durchsucht das Inhaltsverzeichnis nach Texten mit den aufgefhrten Nummern und gibt jeweils Informationen ber \Textnummer, Bytelnge, Absender, Zeit der Erstellung und den Betreff aus. oder INHALT Wie oben, nur werden hier alle neuen Texte ausgesondert und angezeigt. Ausnahmen : Ist kein Brett angewhlt verhlt sich dieser Befehl wie BRETT. KOMMENTAR --------- Format : KOMMENTAR Setzt nachtrglich Kommentar und Absendernamen fr ein File in einem Download-Brett. Nur fr Sysops zugnglich. Derselbe Befehl wird auch nach jedem Upload durc{efang der neuen Zeile wird dann jedoch nicht mehr der Name des Gesprchspartners sondern die aktuelle Loginzeit angezeigt. Grundstzlich kann der Sysop den User mit der RETURN-Taste unterbrechen. Zustzlich kann der "Zuhrer" sich durch Drcken der SPACE-Taste bemerkbar machen um dem Redner ein Zeichen zu geben. Dabei erhlt der User einen Beep (wie bei der im SET eingschaltetem Eingabe-Beep) und der Bildschirm des Users blitzt auf. Sie beende| n den Chat durch "."+ Fr diesen Chat gengt eine TTY-Emulation. b) Doublechat Dieser Chat ermglicht die gleichzeitige Eingabe von User und Sysop. Dabei wird der Text des Sysops in der oberen und der des Users in der unteren Bildschirmhlfte (jeweils 10 Zeilen) dargestellt. Wie bei dem Zeilenchat fhrt das Programm am Ende jeder Zeile einen Wortumbruch aus. Wird das Ende der maximal 10 Zeilen erreicht, so wird der Inhalt um 5 Zeilen nach}H oben geschoben. Wird der Bildaufbau durch bertragungsfehler auf der Seite des Users zerstrt, so kann er durch Drcken von CTRL-A neu erstellt werden. Durch zweimaligen Druck der ESCAPE-Taste wird der Chat beendet. Fr diesen Chat bentigen Sie eine VT100- oder ANSI-Emulation! Siehe auch : SET EDITIEREN --------- Format : EDITIEREN Ermglicht das Nachbearbeiten eines selbstgeschriebenen Textes. Man gelangt in den Te~𯘈xteditor in dem sich der alte Text, welcher zum Lschen markiert ist, bereits befindet. Beendet man sofort die Eingabe und "sendet" den Text, so erhlt man eine Kopie des alten Textes. Um diesen aber fr den nchsten Login zu retten kann dieser mit "LOESCHEN " wieder demarkiert werden. oder EDITIEREN POST Listet alle bereits verschickten, aber noch nicht vom Empfnger gelesenen Briefe auf und fragt, ob ein Text nochmals gelesen odeMCr gelscht werden soll. oder EDITIEREN BRETT Erlaubt dem Brettverwalter oder dem Sysop die Bretteinstellungen nachtrglich zu verndern. Siehe auch : LOESCHEN ENDE ---- Format : ENDE [NEU] Ist kein Brett angewhlt so wird ein Logoff ausgefhrt, ansonsten gelangt man hiermit wieder in das Hauptverzeichnis. Das Argument "NEU" hat nur im ersten Fall eine Bedeutung und verhindert das aktualisieren der Bezugszeit fr neue NachrichKaFten. "ENDE NEU" wird auch ausgefhrt wenn die Telefon- verbindung unterbrochen wurde. Siehe auch : LOGOFF EXTERN ------ Format : EXTERN Die Mailbox listet alle installierten und fr den Userlevel zugnglichen externe Programme auf. Dieses sind oft Spiele oder andere Hilfsprogramme, die aus dem Mailboxprogramm ausgelagert wurden. Geben Sie die entsprechende Kennummer an um es zu starten. Der Aufruf kann einen Moment lange dauern, -$da das Programm zuchst von Festplatte geladen und gestartet werden mu. GALACTIC EMPIRE --------------- Bedienungsanleitung GALACTIC EMPIRE ----------------------------------- Allgemeine Einfhrung : Galactic Empire ist ein Weltraumstrategiespiel fr etwa 6 Spieler. Kriegs- schauplatz ist eine sich irgendwo im Weltall befindliche Galaxie, die aus 40 - 100 Sternen besteht. Ziel des Spiels ist es alle befeindeten Spieler aubeSszuschalten bzw. in deren Einflubereich mglichst weit zurckzudrngen. Dabei erweist es sich bei mehr als zwei Spielern als sinnvoll wenn zwei oder drei Parteien gebildet werden, die gemeinsam um die Herrschaft kmpfen. Hier wird in der Regel das Spiel durch die limitierte und vorher abgesprochene Anzahl von ca 50-120 Jahren, sprich Spielrunden, beendet. Jeder Teilnehmer besitzt zu Anfang einen Heimatstern, den er sich auf der Sternenkarte selbst aussuchen kannBk. Dieser besitzt bereits eine Industrie, die 5 Schiffe in einem Jahr produzieren kann, und eine bestimmte Anzahl Raumschiffe. Diese knnen zu sich in der Nhe befindlichen Sternen mit verschiedenen Auftrgen verschickt werden. Eine solche Reise darf bis zu 3 Jahre dauern. Treffen sie am Ziel eine eigene Welt, so schlieen sich die Raumer den eigenen an, andernfalls, wenn es ich um einen anderen Spieler oder um Piraten handelt, kommt es zum Kampf. Der ccSieger daraus bernimmt die Herrschaft. Eine Ausnahme bildet der Auftrag seine Raumschiffe zur Verbndung zu verschicken. Dann nmlich werden sie automatisch dem Befehl des dort herrschenden Spielers unterstellt. Bedienung : a) Erstellen einer neuen Galaxie : Dies geschieht durch den Befehl GALACTIC EMPIRE NEU. Dann werden Sie (Sysop) aufgefordert die Jahre fr Beginn des Spiels einzugeben. Dies kann eine beliebige Jahreszahl sein, z.B. 2100. C5X Das Jahr hat fr den Verlauf des Spiels keine Bedeutung. Danach folgt die Abfrage nach der Anzahl der Welten. Hier sollte man keinesfalls bertreiben, da sonst eine Galaxie zu gro wird und viel Zeit vergeht bis sich die Kontrahenten im Spielverlauf berhaupt treffen und es zu Kmpfen kommt. Bei 6 Spielern sind 60-80 Sterne sinnvoll. Daraufhin werden die Sterndaten initialisiert und nach Nummern sortiert, so da spter die Zahlen auf der Stern(T AND RIGHT, PUSH UP TO JUMP AND BOUNCE AROUND STRETCH YOURSELF PRESS FIRE TO STRETCH UP. IF YOU EXTEND TO A LEDGE, RELEASE FIRE TO GRAB IT - YOUR BODY AUTOMATICALLY SNAPS UP! THEN JOYSTICK RIGHT OR LEFT TO MOVE SIDEWAYS. TO DROP DOWN , PULL JOYSTICK DOWN. IF ONE OF MAYBE'S MEANIES BITES YOUR TAIL WHILE YOU'RE STRECHTING, YOU'LL SVDNAP BACK DOWN, SO TIME YOUR STRETCHING CAREFULLY (FOR LONG DISTANCE STRETCHING, TRY WIPING OUT MEANIES AROUND YOU BEFORE YOU BEGIN STRETCHING) MASH MAYBE'S MEANIES TO LAND ON A MEANIE, PUSH JOYSTICK UP TO JUMP AND RIGHT OR LEFT TO POSITION YOURSELF OVER THEM. PULL JOYSTICK DOWN IN MID AIR TO COMPRESS ROBOCOD AND MASH THE MEANIE WHEN YOU LAND ٕON IT. SOME MEANIES ONLY NEED ONE HIT. OTHERS TAKE MORE HITS BEFORE THEY DISAPPEAR. PUSH JOYSTICK UP IN MID AIR AS YOU LAND ON A MEANIE FOR AN EXTRA HIGH REBOUND! LOOK AROUND TO SEE THE AREA DIRECTLY BELOW YOU, PULL JOYSTICK DOWN AND HOLD FIRE BUTTON. TO GET A WIDER VIEW OF THE AREA BELOW YOU PULL DOWN AND HOLD FIRE, THEN MOVE JOYSTICK RIGHT AND LEFT. WHAT YOU SEE EACH FACTORY IS GUARDED BE DR. MAYBE'S EL-hyCHEAPO SECURITY SYSTEMS. WHY WAS IT SO CHEAP? BECAUSE IT DOSEN'T WORK IN THE FROZEN WASTELAND OF THE ARCIT. THE SYSTEM HAS SHORT CIRCUITED, ALLOWING YOU TO PASS FREELE FROM ONE FACTORY TO THE NEXT, BUT ONLY IN ORDER FROM THE GROUND UP. ECPLORE THE CASTLE ROOF TOPS - YOU MAY FIND SOME VERY INTERESTING NOOKS AND CRANNIES! BARBER POLE EXITS TO EXIT MOST ROOMS, WALK TO THE BARBER POLE EXIT WHEN IT'S FALSHING. SOMETIMES YOU HAVE TO COLLECT ^MALL PENGUIN BOMBS IN A ROOM BEFORE THE EXIT FLASHES, SOMETIMES YOU WON'T (IN A SECRET BONUS ROOM, FOR INSTANCE, THE EXIT'S ARE ALWAYS FALSHING.) BONUS BLOCK BUMB THESE BLOCKS FROM UNDERNEATH AND COLLECT THE SUPRISES INSIDE FOR EXTRA POINTS. WATCH OUT FOR THE BALCK BOTTLES OF POISON! REMAINING CHANCES ROBOCOD IN THE CORNER OF YOUR SCREENj3\ TELLS YOU HOW MANY CHANCES YOU HAVE LEFT TO FINISH THE GAME. IN ONE HAND, ROBOCOD COUNTS DOWN YOU CHANCES TO CATCH DR. MAYBE. IN THE OTHER HAND, HE HOLDS BATTERIES FOR THE EXPANDOSUIT. EACH TIME ONE OF MAYBE'S MEANIES TOUCHES YOU, YOU LOSE A BATTERY. WHEN YOUR OUT OF BATTERIES, THE SUIT QUITS WORKING AND YOU LOSE A CHANCE. STOCK UP ON BATTERIES BY COLLECTING STARS. YOU HAVE A MAXIMUM OF F =OUR LIVES AND FIVE ABTTERIES. PENGUIN BOMBS DR.MAYBE'S BOMBS HAVE BEEN DISGUISED AS PENGUINS TO HINDER YOUR RESCUE ATTEMPTS. THERE ARE ANYWHERE FROM TWO TO FIVE PENGUIN BOMBS ON EACH LEVEL AND YOU MSUT DEACTIVATE ALL BOMBS BEFORE THE BARBER POLE EXITS FLASHES. THERE ARE NO PENGUIN BOMBS IN BONUS ROOMS. HIDDEN TREASURES POWER STARS PICK UP POWER STARS FO AN EXTRA EXPANDOSUIT BATTERY BULLET-PROOF ARMOƛUR DR. MAYBE HAS SCATTERED SUITS OF ARMOUR AROUND DIFFERENT AREAS OF A FACTORY. WHEN YOU DISCOVER A SUIT OF ARMOUR, PICK IT UP FOR TEMPORARY PROTECTION. WING ATTACHMENTS BEFORE OUR SCIENTISTS COULD ATTACH YOUR WINGS, MAYBE'S MEANIES STOLE THEM AND TOOK THEM TO DIFFERENT PLACES AROUND THE FACTORY. WHEN YOU PICK THEM UP, WIGGLE JOYSTICK UP/DOWN TO FLY, AND LEFT OR RIGHT TO MOVE SIDEWAYS GOLDEN ANKHS PIK U;LaP A GOLDEN ANKH FOR AN EXTRA LIFE UMBRELLAS WHEN YOU FALL, YOU FALL FAST AND HARD - THAT'S THE PRICE YOU PAY FOR WEARING A TON OF STEEL.. PICK UP UMBRELLAS YOU FIND ALONG THE WAY TO SLOW ANY FALLS YOU HAVE. TO MANOEUVRE MIDFALL, JUST MOVE JOYSTICK RIGHT OR LEFT ARE NO PENGUIN BOMBS IN BONUS ROOMS. HIDDEN TREASURES POWER STARS PICK UP POWER STARS FO AN EXTRA EXPANDOSUIT BATTERY BULLET-PROOF ARMOyvboxkennung anhngt. oder BRIEF LEVEL Versendet einen Serienbrief an User mit einem bestimmten Level. "" darf ein beliebiger Zahlenausdruck (Bereich 1-9) wie bei dem Befehl "LESEN" sein. Beispiele : BRIEF HUGO BRIEF SYSOP;PHOBOS Siehe auch : LESEN Chat ---- Ein Chat ist in diesem Fall ein Gesprch zwischen User und Sysop per Mailbox. Phobos untersttzt zwei Arten von Chats, die jeder User mit Hilfe desz8F "SET"-Befehls whlen kann : a) Zeilenchat Beim Zeilenchat geben Sysop und User ihren Text getrennt ein, d.h. es kann immer nur einer der beiden tippen. Der Name des Redners (Username oder "Sysop") erscheint jeweils zu Beginn der Eingabeaufforderung. Dieser kann nun solange tippen, bis der User/Sysop drckt. Jeweils am Ende einer Zeile fhrt das Programm einen Wortumbruch durch und fhrt die Ausgabe in der nchsten Zeile weiter. Am An mW | | ON THE NORTH POLE AND HAS SABOTAGED AN UNKNOWN NUMBER OF | | TOYS DISGUISED AS PENGUINS WITH TINY BUT LETHAL EXPLOSIVE | | CHARGES. IF THEY ARE NOT DIFFUSEED WITHIN 48 HOURS THEY | | WILL BE DISTRIBUTED THROUGHOUT THE GLOBE AND WREAK HAVOC | | THROUGHOUT XMAS | | | | YOUR MISSION IS TOUGHT tt( BUT STRAIGHTFORWARD. INFILTRATE THE | | FACTORY AND RENDER THE PENGUINS SAFE. | | | | HERE ARE YOUR MSIISON ASSIGNMENTS. THEY ICNCLUDE ALL THE | | INFORMATION WE'VE BEEN ABLE TO GET FROM OUR SPIES INSIDE | | THE FACTORIES. REMEMBER,WE DON'T HAVE THE KEYS TO EACH | | FACTORY,BUT WHEN YOU RESCUE THE TOYS IN ONE, MAYBE'S  " | | SHORT CIRCUITED SECRURITY SYSTEMS UNLOCKS THE NEXT DOOR FOR | | YOU !!! | | | | WE HAVE BEEN INFORMED THAT THERE IS A FACTORY SECTION, | | HIDDEN ON THE BLUEPRINT PLANS OF THE CASTLE. WE CAN GIVE | | YOU NO INFORMATION OF ITS WHEREABOUTS, BUT THIS SECTION | | MUST BE FO  QUND TO FULLY COMPLETE YOUR TASK. | | | | YOU WILL NEED YOUR NEW ROBOCOD EXPANDOSUIT TO AID YOU IN | | YOUR MISSION, SO DUST IT OFF AND GREASE IT UP! | | | | GOOD LUCK! | | Q^ | | "F" | |_______________________________________________________________________| RESCUE MISSION ONE: A SPORT TO CATCH A MACKEREL! JUMP OVER PING-PONG BATS AND VOLLEYBALLS,THEN STRETCH HIGH ABOVE GIANT BOXING GLOVES AND GOLF CLUBS TO CLOBBER DR.MAYBE'S SERVANTS OF DESTRUCTION, IF YOUR LUCKY ENOUGH TO FIND AN AEROPLANE, JUST JUMP IN THE COCKPIT TO FLY! OUR SPIES TELL US THAT THIS IS WWPHERE MAYBE HAS HIDDEN ONE OF THE SETS OF WING ATTACHMENTS FOR YOUR EXPANDOSUIT. RESCUE MISSION TWO: CUDDLY, CUTE AND CANNONTANKEROUS RESCUE SINISTER STUFFED BEARS AND HORRIFIED HIPPOS BEFORE DR.MAYBE DEVOURS THEM! COLLLECT POINTS AND EXTRA LIVES ON THIS LEVEL TO STOCK UP FOR THE LEAN TIMES AHEAD. JUMP IN THE CANNONS THEN PUSH JOYSTICK UP TO GET A BOOST TO THE TOP! RESCUE MISSION THREE: P, PICK UP A PENGUIN! ALL THE WORLD'S HOLIDAY CAKES, SWEETS AND BISCUITS ARE MADE HERE IN S xp)ANTA'S CONFECTIONERY FACTORY. BATTLE HALF BAKED CHERRY PIE SOLDIERS AND MAYBE'S MUTANT CATERPILLARS TO MAKE THE SOUR SWEETS EDIBLE AGAIN. IF BARBER POLE EXITS AREN'T GETTING YOU ANYWHERE, LOOK FOR SECRET PITS AND TUNNELS! RESCUE MISSION FOUR: CRAZY CARS AND CRANKING COGS! MODEL TRAINS, HUNGRY CARS, AND CRAZED WIND UP DOLLS CHASE YOU THROUGHT THE INS- AND -OUTS OF THE MECHANICAL TOY FACTORY! REMEMBER, DR MAYBE HAS A SCREW LOOSE SO STAY ON THE TIPS OF YOUR FINS! USE THE DOLLS AND SM RALL TRAINS TO BOUNCE UP TO THE GOODIES OUT OF REACH. RESCUE MISSION FIVE: BUBLES AND BATHTUBS! THERE'S ONLY ONE WAY TO RESCUE THE TOYS MADE ESPECIALLY FOR BATHTIME - BATHTUP. BUMP THE VERY FIRST MYSTERY BLOCK YOU SEE AND A TUB POPS OUT FOR YOU TO USE. PUSH JOYSTICK UP TO JUMP IN, THEN FLY UP. BE SURE TO CHECK NEAR THE BOTTOM FOR GOLDEN ANKHS (EXTRA LIVES) - YOU'RE CONSTANTLY MOVING SO PAY CLOSE ATTENTION! RESCUE MISSION SIX: BATTY BORED GAMES! VICIOUS CHESS PIECES AND FOUL DOMI QTNOES ABOUND IN THE BOARD GAMES FACTORY. DEFEAT LEGIONS OF SNAKES AND CLIMB HIGH LADDERS TO RESCUE HOSTAGE TOYS FROM THE HANDS OF DR. MAYBE. USE YOUR SUPER STRETCHABILITY TO REACH SECRET ROOMS AND RESCUE UNHAPPY TOYS HIDDEN AMONG THE CARDS AND DOMINOES. RESCUE MISSION SEVEN: CASTLE CASTELATIONS! RUN ACROSS BLOCKS AND ESCAPE ANGRY FLOWERS TO GET OVER THE OBSTACLES OUTSIDE THE CASTLE. LEAP ON CASTLE WINDOW SILLS TO REACH THE TOP OF THE CASTLE AND SAVE THE TOYS! FLOWERS ONLY ATTACK WHE ~_&N YOU GET TOO CLOSE, SO TRY TO STAY AS FAR AWAY FROM THEM AS YOU CAN! RESCUE MISSION EIGHT: MUSIC MAESTRO PLEASE! STEREO SYSTEMS, PAINTBRUSHES AND TYPEWRITERS WERE NEVER AS UNFRIENDLY AS THIS! WORK YOUR WAY THROUGH THIS FACTORY OF THE ARTS AND DON'T WASTE TIME. WHEN YOU'RE RUNNING ON SHEET MUSCI, TEASE ENEMIES FORWARD BEFORE JUMPING TO THE NEXT BAR. RESCUE MISSION NINE: BIG TOP, BIG HOP BIG TOPS AND CLOWNS TURN INTO BIG PROBLEMS AND FROWNS IN DR. MAYBE'S CIRCUS! GET SHOUT OUT OF ˖5A CANNON AND INTRO ADVENTURE WHILE COLLECTING ALL YOU CAN. YOU'RE ALMOST READY TO CONFRONT DR. MAYBE! WE WERE NOT ABLE TO OBTAIN ANY SECRET INFORMATION ABOUT THIS FACTORY, SO YOU'LL HAVE TO COMPLETE THIS MISSION ON YOUR OWN GOOD LUCK ROBOCOD. CONTROLS ROBOCOD, WE REALISE THAT YOUR EXPANDOSUIT WILL TAKE SOME GETTING USE TO, SO WE'VE COMPILED THIS SHORT LIST OF INSTRUCTIONS TO HELP YOU ADJUST QUICKLY MOVING AROUND TO MOVE AROUND, USE YOUR JOYSTICK TO MOVE LEF the evil around ... Drunken Pirates are the best! - Skidrow - ... espec. Metallica & subzero - hows going our best enemies around for a couple of years - We will still keep on Fighting so stay cool and get kicked again with just A Few kewl released From the two unstoppable Forces :-) - Crystal - Phil Douglas (nice to met ya), Traitor (German PaddieS!) Professor (you Board is Kewl!)C & Scott In England! - Fairlight - Howdy Splatt & Gaston - your Cracks are the best ! cu! - Oracle - still alive haha hello Arcade master & the rest! - Supplex - Keep on training hehe and call me sometimes! your guys kickin asses in 1991 - the trainer Gods - see ya ! - A F L - Howdy Grizzly & the rest Kewl Usa-people ! haha Ultra! tries to slagg on me but he will never reach our kewl StaLYndard , Regards to all who support our Boards! Last Note to Ultra: Irata is the biggest lamer hahaha! But we only have lamers in our team: Delta, Terminator \/\/izler , Double Trouble, Perfect, The Supplier! and all the other kewl friends of *#* TRSI'91 *#* Signed: The Supplier & IRATA! in 1991! or (German PaddieS!) Professor (you Board is Kewl!)7/>------------- - OCEANIC TIMES - MAYBE TAKES OVER TOY FACTORY AND HOLDS WORLD TO RANSOM. IN A NEW BID FOR WORLD DOMINATION, THE EVIL DOCTOR MAYBE HAS TAKEN OVER THE MAIN NORTH POLE BASED TOY FACTORY AND HAS SABOTAGED MANY OF THE TOYS DESTINED FOR HOMES THROUGHOUT THE WORLD THIS CHRISTMAS. AS YET,WE DO NOT KNOW HIS DEMANDS, BUT WORLD LEADERS ARE MEETING AS A MATTER OF URGENCY TO DISCUSS THE SITUATION IN AN AFFORT TO AVERT HIS TREACHEROUS THREATS. GOVERNMENT SPOKESMEN HAVQ}{E NOT BEEN AVAILABLE FOR COMMENT; HOWEVER, WE DO KNOW THAT THE PRIME MINISTER HAS CANCELLED ALL MEETINGS AND THIS MORNING LEFT FOR WASHINGTON WHERE IT IS BELIEVED HE WILL BE MEETING UP WITH THE PRESIDENT AND OTHER WORLD LEADERS. RUMOURS EMERGED FROM WHITEHALL LAST LIGHT THAT SECURITY SERVICES HAVE BEEN PUT ON ALERT AND THAT THE HIGHLY SECRETIVE SUCCESSFULL F.1.5.H UNDERWATER ESPIONAGE AGENCY HAS BEEN CONTACTED. DOCTOR MAYBE STRIKES DREAD IN THE HEARTS OF US ALL, BUT HAVING BEm-PEN THWARTED IN THE PAST BY F.1.5.H, IT WAS BELIEVED THAT HE HAD GIVEN UP ALL HOPE OF FUTURE DASTARDLY ACTIVITIES. IT SEEMS, HOW EVER, THAT HIS EARLIER FAILURES HAVE MADE HIM MORE DETERMINED THAN EVER TO DOMINATE THE WORLD STAGE. PRESIDENT OF NORTH POLE TOYS INC., MR. S CLAUS, WHO NARROWLY ESCAPED FROM MAYBE'S ABLE CLUTCHES AND FIRST BROUGHT THE NEWS TO THE OCEANIC TIMES SAID LAST NIGHT... ' THIS IS TERRIBLE NEWS, OUR WHOLE YEAR'S SUPPLY WAS READY FOR DISPATCH WHEN WE WERE OVERWHEL{}0MED BY MAYBE AND HIS GANG. ' PRESSED FURTHER BY OUR TOP REPORTER LEWIS LEAN, CLAUS SAID THAT HE HAD LITTLE FAITH IN WORLD GOVERNMENTS TO SOLVE THE PROBLEM AND THAT THE ONLY WAY TO ENSURE WORLD SAFETY THIS XMAS WAS TO LET F.1.5.H DEAL WITH THE PROBLEM. LEWIS LEAN, THE ONLY KNOWN PERSON OUTSIDE OF WORLD LEADERS TO HAVE MADE CONTACT WITH F.1.5.H, SPECULATES THAT THEY WILL HAVE TO PUT THEIR TOP AGENT ONTO THE CASE, JAMES POND. HE HAS HAD DEALINGS WITH MAYBE BEFORE AND KNOWS HOW HIS" EAGLE AND DASTARDLY MIND WORKS . HOWEVER, POND HAS BEEN OUT OF CIRCULATION FOR A WHILE SINCE LAST ENCOUNTER WITH MAYBE AND IS RUMOURED TO HAVE BEEN INVOLVED IN A HIGHLY INTENSIVE TRAINING PROGRAMME. WE WILL KEEP YOU INFORMED ON ANY FURTHER DEVELOPMENTS. IN THE MEANTIME THE WORLD WAITES WITH BATED BREATH FOR MAYBE'S NEXT MOVE. IT SEEMS THAT OUR ONLY CHANCE NOW LIES IN THE CAPABLE FINS OF THE AQUATIC SUPER HERO, JAMES POND. WHEREVER YOU ARE POND, OUR HEARTS ARE WITH YOU. ______ _________________________________________________________________ | ____ ___ __ ___ ___ ___ __ ___ ____ | | _ / / / /__) /__ /_ / /__) /_ / _ | | / /__/ / ___/ /___ /___ / \ /___ / | | | | BRIEFING DOSSIER | | 4~ | | READ AND THEN DESTROY | | | | TO: JAMES POND | | CODENAME: ROBOCOD | | SECTION: OCEANIA 007 | | FROM: " F " | | SECTION: F.1.5.H HQ'S   | | DATE: 23.12.91 | | | | | | POND: | | DOCTOR MAYBE IS BACK ! WE HAVE LEARNED FROM WASHINGTON AND | | THE KREMLIN THAT HE HAS TAKEN OVER THE CENTRAL TOY FACTORY 4llon are qualified to be the ship's Technician, but only one of them can take that position. You have to chose how to assign these two. The first step is to talk to Sebastian in Meridian city. He gives the first location to go to. The first three locations are Ciberan bases. Help the defenders clear out the invading Arielans, then talk to them to find out where to go next. At the third Ciberan base, an Ariel soldier will tell you the location of the main Ariel base. At the Ariel Rinvasion base, you will find General Camede Rodgen. Talk to her first before killing her. You must kill her to proceed to the next step. She has the pass card you need to see Damien on Ariel. The Ariel base is the largest and most complicated maze in the same. Part 3 contains information on how to get around the maze. ARIEL To find Damien, you must show your prowess by killing his guards in Ariel city (they're on the top floor). One of the Arielans is a rebel spy who will give yooĦu the location of the rebels' secret base. There, you will get the location of Damien's headquarters. While you are in Ariel city, talk to the people in the bar. Two of them will be important later on. You can find a Grav Blocker for Galejay somewhere Ariel city. Taking out Damien is a two-part mission. First, talk to Damien. The entrance to his office is in the northwest corner of the floor. Once you see him, you must fight your way past his guard because the way you came in is cl83osed off. Remember the people you talked to in the Ariel city bar? One of them is the key to defeating Damien. Recruit that person and head straight back to Damien. That gives you four squad members to fight your way past the guards again. An extra set of kevlar armor and rush AML is useful to have at this point. However, it is a good idea to hold off taking out Damien until you have seen what is going on at Rouyn. ROUYN Your assignment is to get rid of the probes that have been Kattacking the miners at Rouyn. They will point you to a DSRE base on Tikorr. Talk to the people at the bars on Tikorr. One of them knows the location of the base. The DSRE base is a dead end for now, but you learn the location of the Darcator base there. At this point the probes have turned into a major invasion of aliens: the Typhon. Board one of their ships and retrieve data disks "R" and "S." With those data disks you can go back to Ariel and take out Damien. You can learn sometLDhing interesting about the disks from Damien. After you get that information, you can go back to the DSRE base. DSRE BASE You will find a Delta Coro force besieging the DSRE base. You have to kill them and find a way past the DSRE security robots. Locate the blue button on the first floor before trying to enter the research area. You cannot get past the stun level; you can only bypass it. The first trip will be a dead end but it's necessary. Once you have the information on the TĈyphon data disks from Damien, the DSRE scientists will give you the solution to the Typhon problem. There are two possible endings to the game based on what you decide to do at that point. You will find Alice and Waldro at the DSRE base. Alice is not worth recruiting; however, Waldro will lead you to the Darcator base where you may pick up a very good engineer and some really nice weapons. BREMER SHIP The Bremer ship is the asteroid that is farthest away from Rouyn (outside the ,~ cluster of asteroids near Rouyn). Find the data disk on the Bremer ship and you will know the name of the person on Ariel you need to recruit to get the Bremers to help you. That ends the game. DARCATOR BASE This is an optional side mission. Because of their stealth, only one Darcator is visible at a time. The key to winning this fight is to isolate the visible Darcator since that is the only Darcator you can shoot at. Pressing the space bar will cycle through all potentially vi!ck or left mouse botton you enter ! the Demo-Mode ... This demo will be end after 7 Minutes.... Mouse Joystick Left/Right left/right left/right up/down up/down up/down Speed up right mouse + mouse up Firebutton + UP Reduce Speed right Mouse + Mouse Down Firebutton + Down Fire left mousebutton "V{ Firebutton 'p' is Pause - mode 'esc' to quit game Note dont kill the people on the planet! - they must survive:! contact Trsi at: Trsi - Postbox 4713 - HollyWood , Fl, 33083 - 4713 USA! Trsi - Postbox 138 - 6460 na Kerkrade , Netherlands Call our Boards for the latest! HarPoon (404)-739-6908  R Forbiden City (818)-961-5013 Internal Affairs (305)-437-4499 Madd Hatter (703)-369-5458 Monkey island +32-6350643 Fastline +46-41812702 ---------------------------------------------------------------------------- The Currently Messages: ---------------------- Vision Factory... Hello Marco Polo, Rakim & Fred keep on fighting against $^9nto the inventory screen (shown on page 13 of the manual), and press "I" to give the object. It will vanish from the pool. Next, press "F7" (Talk) to get the result of giving the object. WARNING: Giving an object deletes it from the game. If you give something to the wrong person, it is gone. So save before giving anything away! Only the lead character can use an object. To use an object, put it in the inventory of the lead character. The "Use" option will automatically come up whe%ߤn you reach the place where the object can be used. SHOPS Different shops sell different items at different prices. They will also pay different prices for items. Be sure to keep good notes on what is sold where and for what price. Sold objects disappear, so do not sell something unless you are sure that you no longer need it. FRIENDLIES AND NOT SO FRIENDLIES In general, any character that shows up as a blue dot is a friendly and should not be killed. However, in some situati&7Pons, a blue-dot character is really an enemy. The blue dot is just an indicator that you should talk to the character first, then you can kill him or her. This should be obvious from the story context. THE ENDLESS HORDE In most cases, a dead enemy stays dead; however, in some mazes, dead enemies regenerate. In these mazes doing ANYTHING that clears the maze screen regenerates the enemy. This includes pressing "F9" to view data disks. Pressing "F10" and immediately returning to th'{We game without doing anything regenerates the enemy. Once you find such a maze, be very careful when you clear off the maze screen, or you will have to refight the entire battle all over again. HARD NOVA Part 2 RECRUITS AND CASH Your first order of business is to recruit a new crew and make some money. Making money is easy: Smuggle. At first, just smuggle to Tikorr. The payoff is low but the trips are short and easy. Ariel is very dangerous and should be avoided unless yo(Qu are going there anyway for other reasons. Ciberan is also very dangerous but has a very high payoff. Smuggle to Ciberan as soon as you are ready for the big bucks. The key to being a successful smuggler is get in fast and get out fast: don't stick around to fight. You start off on Mastassini where you can easily pick up Ace Elcator in the bar immediately. On Tikorr, there are two "cities." In the bar of one, you can pick up Cerallon. Galejay is in the bar at the other city, but y)= ou need to get a Grav Blocker for him before he will join. Galejay makes an excellent Gunner. These are the only people you can recruit initially. You can pick up a Grav Blocker later in the game. GET A'KRI JANR OFF THE GROUND SQUAD ASAP. You cannot win the game if he dies. He is useless in ground combat and is easily killed. He cannot be replaced. The robot maze on Mastassini is a safe way to get experience points. The maze is also a long and boring way to get experience points,*g but its usefulness ends quickly. The maze is a multi-level maze, so search each floor carefully to find the entrance to the next level. When you can survive the fourth level, your characters have exhausted the usefulness of the robot maze. THE CIBERAN TANKER AFFAIR This is the first mission and rather tough if you jump right into it. A little training in the robot maze is nice to have before taking on this mission. It is also a good idea to upgrade your equipment before heading +Sדout. Locating the shops is left as an exercise for the player, but you can buy flak vests, rush AMLs, SMG-70Xs, and M23-30ARs; the prices are quite high. You will have to make quite a few smuggling runs to afford everything. The tanker is one of the ships hanging around the star gate in the Ciberan system. Just target ships until you find a Ciberan tanker that you can board. If you cannot board, you have the wrong tanker. Good tactics are the keys to winning this battle. Isolate ea, ]ch hijacker and overwhelm them with superior numbers. Trapping them in a room is best, but if you can keep the other hijackers off screen, you can isolate individual hijackers in the hallways. You need to give the hijackers' leader's head to Kendal as proof of your success. THE LANTA DISPUTE You get this assignment at the same time as you get the Ciberan assignment. It is an optional side mission, but it also has the right difficulty level for your characters at this stage of the- game. It is worthwhile doing this assignment first. The mission is simple: You are given a location. Once you arrive, you are given another location. From that location you get the location of the Lanta leaders. Talk to them before killing them for an interesting side story. The gems you get as loot should be sold. The best price is found locally. ROGER AMARO You are also given the location of Amaro when you get the Ciberan assignment. He is a good fighter to add to your party, N+Wbut you have to do something for him. What you have to do is obvious. Read the section in Part 1 on "Using and Giving Objects." Roger comes with some nice weapons that he will share; however, at this point the best thing to do with his weapons is store them for later use. CIBERAN This is the main mission that will lead to the endgame. It is a long, involved mission that will take several tries to complete. You must recruit Janai or you cannot hope for success. Both Janai and Cera /M葃 l7R߅H@tمT؁I%"p@3 HDLāN!$Fn3:wcY #W78^HX}H|@,ug lU'|ã.dXOmP3(JAAz*BeXM``CTL! T!4*PBUHTP"hhe%cz? $dԕ@9)7,+у@d PzhY2y5$=EDkLG C^K ԭdf0)/$RPf @J8 H<Xe7*:M$Ԡ*y <@. q@C>@rI sBj aZ݁/;M adgw}sCt f" A!WHA)Q"ND> 0EŠB@_ጎ@oCaDcLwπ77Ԣ$@- zH=#(deg hlnI\.}1rR]'֧>%X+d3)ge %x8@ڜ>dɅ'S4Ɓ?8Y|pcO8 ozzU f@$'- %'-$a'-`%9}C0ljT_脨MM@ղ@3-B|`yji{ isDŽ?lLFa#O88u0!43r)>GDA90b=t Bb8$ca8@֦N7p CcS[;rNuKRϷt3?P+˪)Ҋ  14)JPƅǞPT}}E@,DYBRLEV?q۽ HgJMYQU%9:QDS09A''U>wL-]fHl%MU32}>aBARt@%(q'ϐ`P'\HA~9ہB..ff6?貰E ݝp PUu2 C*# ӐKg12xZ[88dKdCd2V"`Pt 09<< l1PwL. /h5!cPa$ @Y0?]h0  0 X`$,%р_s yMT|J`Ġ@ l0 H`/@;LN0 `H%JF>C0 Pu 2`PF'CFm0 `@, x0X`HhbP5 Z@`'%eg hlnI\.}1rR]'֧>%X+d3)ge %x8@ڜ>dɅ'S4Ɓ?8Y|pcO8 ozzU f@$'- %'-$a'-`%9}C0ljT_脨MM@ղ@3-B|`yji{ isDŽ?lLFa#O88u0!43r)>GDA90b=t Bb8$ca8@֦N7p CcS[;rNuKRϷt3?P+˪)Ҋ 3.er can get; there is no point in increasing Firearms once your character reaches 95%. Firearms are the only weapons you will find in the early part of the game, so this ability should be increased early. This ability is only of use to characters in your ground squad. SPECIAL WEAPONS This ability determines your character's accuracy with Special Weapons. You do not have to increase this ability until you find some Special Weapons. When you do find Special Weapons, it's better to n4}o?ot use them until a character has enough points in Special Weapons to have a To Hit of 50% or better. CLOSE COMBAT This ability determines your character's accuracy with melee weapons. Melee weapons are generally useless in this game; you can ignore this ability. TACTICS This ability is added to Firearms, Special Weapons, or Close Combat to determine the To Hit percentage. Increasing this ability is not as effective as increasing the actual weapon ability, but it does apply t 5%Bo all weapons. DEMOLITION This ability applies only to Nova or Stark and is generally not necessary. It is used in conjunction with grenades. STEALTH This ability generally is not useful except for darcators; all the darcators you can add to your party have this ability at a very high level already. THE REMAINING ABILITIES The Ship-Based abilities are fairly straightforward. They should be at least 8 to be effective but are really only effective when they reach 10 or bett 6k`` er. The exceptions are Programming and Star Comm. Your ship starts out with Level B Programming. You cannot safely increase the programming until Programming ability reaches 12. Thereafter, you can safely increase the programming level one level for every additional point. You cannot do effective ship scanning until Star Comm reaches 14 or better. OTHER WEAPONS Close combat weapons are useless; ignore them. Upgrade weapons as fast as possible. There are three exceptions to this r 7s/ule. First, the SMG-70X has a high rate of fire and can compensate for a low Speed. Second, Special Weapons should not be used until a character has a high To Hit percentage; otherwise, you just waste ammo. The third exception involves ammo. You can only carry a limited supply of ammo. To avoid having one character run out of ammo, you should try to have everyone use weapons that use the same ammo because then you can share. Of course, if you find an exceptionally powerful weapon, th 8ԇen you should use it as soon as someone has a high To Hit percentage with that weapon. ARMOR Upgrade all armor as fast as you can. The only warning about armor is that it can reduce your character's Speed stat. Your selection of who wears the armo may depend on how it effects their Speed. Also, the enemy mainly shoots at the lead character. That character should always have the best available armor and highest hit points or he will die early and often. Similarly, the lead charact #O er in the ground squad should have the best medical lining you can find. DROPPING OBJECTS Dropped objects do NOT disappear; they stay around for you to pick up later. Pass cards are one-use items and should be dropped as soon as they are used. When in doubt, drop the object. Objects only disappear when you sell them or give them away. GIVING AND USING OBJECTS To give an object, make it the top item in the pool. Then, target the person to whom you wish to give the object, go iw:a}&required to kill certain enemies. Always pick up fuel, oxygen and weapon cannisters. R Remember that killing three enemies in succession without missing O increases the energy in your shields. Don't just fire randomly. W S GAME FACTS K I Much of what you will see inside the human body during the game is based D upon scientific fact. However, Fantastic Voyage is a mixture of fact and fantasy. In Level One you will experience graphics baw;{\sed upon electron R microscope photographs of the interiors of blood vessels and various blood O cell types like leukocytes and erythrocytes. But, you will also have to W deal with cancer cells which crawl around and fire weapons. You will also encounter other hazards which are purely fictional creations. S The backgrounds in the sub-atomic world of Level Two are based upon the K tracks created in the bubble chambers of particle accelerators when they I are subjected to beams ow<ѩ f sub-atomic particles called neutrinos. Other D objects in Level Two, such as protons, gluons, quarks and other particles had to be artistic creations since no one has ever seen them! Level R Three's backgrounds are based upon electron microscope photographs of the O brain's neural network. W Blah, blah, greets: SOD, Atrophy, Nuclear Assualt.... S (What? you expect real greets on a DOC file???) K I If there is some text after this that advertises a certain bbs, D dw,/&\o us all a favor and do not call that bbs!!!f the interiors of blood vessels and various blood O cell types like leukocytes and erythrocytes. But, you will also have to W deal with cancer cells which crawl around and fire weapons. You will also encounter other hazards which are purely fictional creations. S The backgrounds in the sub-atomic world of Level Two are based upon the K tracks created in the bubble chambers of particle accelerators when they I are subjected to beams o>nP@!q^Lxp)&+جQ(( @ dd@A &JXB] |.4$;3p" DP`/vCבy ;XcK`/ƀ"!u@.đP<h ر` ?e&) 4*P30?ٖ-8JEg,wC&pP`1DF) O"`$d@Db:wDdzn  @RTb-?=@h`5?F᱁NSA2'1BCd%,M~)R G(+ꘀ~qw?JYr,v% |Ggn Da_t(^GF!8I!J lА/(ŀtkGx=# 55-M IOB#q$PS @v ,9p @O0,iB} LV$ <hF8@3 ef%pwDq"y\69W0&ElD&Ta^FhՏ"m3DR_Ý̵xJPpu \DtVFf@&!f5s)胪kE# D\R0aDf" F mkhE(4NYȩ'_*9D\6N,UAt@G&G@w?<y^,;<ADBs<#fAyiQRHi0Zo|EhOM Q Bmgonccp|/fc`A*PUCQ1p:c )6!0*B/'a|hAm`+6 ֈpL.I}6 ëoP6t<rSQ^ˀ3h @@$3ɝSrrplǤz.`Wz%` -{ e)[?끐&aayEKA` C # %.*s@ ̊pI\` (/f.`8 (a@YMy]t_ocl LTh>& 42P N 3NhB6?8$%e|iœ{Fɓ :0ș) 3yeϿpP1%g@KX VDu8g?" eB&pʬ;BPq'Yx@0;1ѐ–@,l rG+Mv8-AE;%~ y41`HO"D$|C0 ! h<(&A02مم \ P:R "TBDW0 4P;8c†v.v :-l@M~9;ۙ:;8DEV])d( '+"j  8ax.@! !p"@@ CM )rG*"5'‘ b\@tGL!Qɳ8&>Zgq#L ` XS b{o&3ŧ$:`9:YlS?͖ϗQH#5 0$OTCHF A(J0%P C('!մ8)*,~3gzӺ% *M!@c '$t4t øf X!:_eWpH* *H{JT5 o1ՠ\ƚe:e~‘Q :4s F@H! C~f0@~jP%J}.(& % @A0u=N!@.IB [@ ѧ,u3 S2! .)999 zcb-MI/HZa@{iSNfa fCs*XT`=f9Og0E$!J+E(֐ #AlKapmxTYNFJM)t3ā;:4%h[f SC T p) <,:%Ha(I,!L\ p(0"oh%A ! EI9#P: @R ؇Bq[1?КE褀e<^IDNȆ>J#¦=6 EXCeqG==6<L >tx a F1OB @ D1GР;S?88M`9'2# ɠ RO{*! х]U @ " |MwEoy the blood clot which threatens Benes' life. You alone can insure K the success of the American CMDF program. I D Fantastic Voyage is a science fiction game composed of 3 levels. You must make your way through the body to the brain and remove the blood clot R which threatens the life of your patient. Along the way, you must find O nine different pieces of a circuit board which you'll need to make your W laser operate in the brain. S During your voyage you will encountewFR6r numerous obstacles. The body sees K you as a foreign invader, an intruder which must be destroyed. You'll I have your hands full defending yourself from the body's natural defenses. D R LOADING INSTRUCTIONS O W Fantastic Voyage is played with a joystick plugged into the second joystick port. S K To avoid the possibility of infecting your Fantastic Voyage disks with a I virus, always turn off your machine for a few seconds before loading the DwGNmi game. If using an Amiga 1000, first insert a Kickstart disk, insert Fantastic Voyage Disk One in drive DF0:. The introduction to the game R will run automatically. O W During the Intro you can press the joystick fir button to begin playing the game. Or, you can wait until the Intro is over and the game will load S automatically. Insert Disk Two in drive DF0: when prompted. K I Never remove disks from the drive unless asked to do so by the program. D In order to getw HHB maximum fun and excitement from Fantastic Voyage, we R strongly recommend that you play the game in a darkened room with the O contrast control of your monitor set to high. Pump up the volume and turn W out the lights! S K THE CONFIGURATION SCREEN I D Here you can use the function keys to control various aspects of the game: R O F1 is used to start the game after you've made the following choices: W F2 selects the difficulty level (Beginner,w I.a Advanced or Pro). The difficulty level determines how many hits the Proteus can suffer S before it is destroyed and you lose a "life." K F3 PAL/NTSC selects whether to play in NTSC mode (U.S & Canada) or in I PAL mode (Europe, etc...) D F4 Displays the High Score screen. R O THE PROTEUS W As the commander of the experimental Proteus submarine, you have awesome S resources and a wide range of powerful weapons at your dispow Jv-sal. But, you K must locate and pick up both fuel and oxygen cannisters which have been I injected into the body in order to keep your Proteus operating. Running D out of fuel or oxygen is fatal! Gauges on the Proteus Control Panel will give constant readouts of your fuel and oxygen levels. Keep an eye on R them! The CMDF mission control personnel will monitor your progress and O will inject special weapons into the body which you'll need to pick up to W kill certain enemies. w Kcc$ S The Proteus has been engineered to withstand the extreme stress of the K miniaturization process and to some extent its shields can withstand I attacks from adversaries inside the body. The amount of energy remaining D in the Proteus' shields can be seen on the gauge on the far right side of the Control Panel. Each time you kill three enemies without missing, the R energy level of your shields will be increased. The Proteus Control Panel O also displays the current score aw L=Mnd the number of "lives" the Proteus has. W The text readout window displays helpful messages from the CMDF Control Room. S K You can pilot the Proteus through the body in eight different I directions. Just move the joystick in the direction you want to go. If D you're holding down the fire button and move from left to right, the Proteus will move in the direction you're pushing the joystick, but the R Proteus will continue facing (and firing) in the same direction. To make OwMxw a turn, let go of the fire button before changing directions. W S KEYBOARD CONTROLS K I You can use the "P" key to pause the game at any time. Press the "P" D key again to continue your voyage. R The "S" key can be used to select either music or sound effects. Please O note that music during gameplay is only available if you have at least one W Megabyte of Chip RAM in your Amiga. S K THE CONTROL ROOM I D ThwN%@Se CMDF Control Room screen will appear before each of the three game levels. Here in "Mission Control" you will be able to see the current R location of the Proteus on a map of the body. You can also examine the O monitors to keep track of how many of the nine pieces of the laser circuit W board you have collected. Here you will also see a readout of your total score, the elapsed time and your CMDF rating. You can scroll around in S the Control Room by moving you joystick to w9scthe left and right. You can K leave the Control Room and proceed to the next level by pressing the I joystick fire button. D R TIPS AND TRICKS O W It is not always necessary to blast everything in sight to make your way through the mazes. Try to find ways to sneak past the enemies. S K You must pick up all nine pieces of the laser gun circuitry before I attempting to destroy the blood clot at the end of Level Three. D Special weapons are ~P.+000 - $ 65.000 2 $ 10.000 - $ 25.000 1 $ 5.000 - $ 15.000 EXPLANATION: 1. CONTRACTS: MOST PLAYERS WILL SIGN ON FOR AT LEAST A SEASON BUT OLDER PLAYERS WILL SIGN FOR A LONGER PERIOD. 2. WAGES: RANGE BETWEEN $70 AND $2000 DEPENDING ON A PLAYER'S SKILL; ALTHOUGH IF YOU INTEND ATTRACTING PLAYERS FROM HIGHER DEVISIONS TO YOUR CLUB YOU MAY HAVE TO PAY MORE MONEY! 3. SIGNING ON FEES: RANGE BETWEEN $3000 AND $10000 DEPENDING ON SKILL AND DEVISI~Q!-,ON, ALTHOUGH IF YOU ARE SIGNING A PLAYER FROM A CLUB IN A HIGHER DEVISION THAN YOURS YOU MAY HAVE TO PAY MORE! INSTRUCTIONS: 1. TO SELECT THE OPTION YOU WANT PRESS THE FIRST LETTER OF THE OPTION ON YOUR MENU. 2. TO SELL A PLAYER PRESS 'T' ON THE INFORMATION PAGE THEN WATCH FOR APPROACHES FROM OTHER TEAMS EVERY WEEK ON THE OFFERS AND NEGOTIATIONS PAGE. 3. TO BUY PLAYERS OBTAIN A SCOUT FROM THE EMPLOYEES PAGE THEN GO TO SCOUTS PAGE AND SET YOUR SCOUTS TO LOOK A~RYVT A TEAM AND PLAYER. THEN EVERY WEEK LOOK AT THE OFFERS AND NEGOTIATIONS PAGE UNTIL A PLAYER APPEARS. 4. EVERY WEEK CHECK YOUR SCOUTS ARE STILL LOOKING FOR PLAYERS OTHERWISE IT MEANS THEY CANNOT FIND THE PLAYER YOU WANT IN YOUR TEAM. 5. YOU CAN ONLY HAVE FIVE SAVES PER SEASON. THIS IS DISPLAYED AS THE NUMBER ON THE SAVE OPTION. FOLLOW THE INSTRUCTIONS ON SAVING CAREFULLY. 6. TO CHANGE A PLAYER OVER USE 'C' KEY ON THE SQUAD PAGE. 7. TO CHANGE A PLAYER'S FIELD POSITION ~S_FROM EG. A DEFENDER TO A MIDFIELDER USE THE 'F' KEY ON THE TEAM SCREEN. 8. THE TEMPER RATING IS AN INDICATION AS TO HOW HARD A PLAYER PLAYS. THE HIGHER THE TEMPER RATING THE MORE CHANCE OF INJURIES OR SENDINGS OFF. THE LOWER THE RATING THE MORE CHANCE OF BEING INTIMIDATED BY THE OPPOSTITION. 9. YOU CANNOT HAVE A YOUTH TEAM OR DO EXTRA TRAINING WITHOUT A COACH. EXTRA TRAINING IS ONLY EXTRA TRAINING, IT IS TAKEN DURING THE GAME THAT PLAYERS DO TRAIN EVERY WEEK~T. WHICH IS SOMETIMES YOU GET INJURIES DURING THE WEEKLY NEWS. IT IS UNADVISABLE TO EXTRA TRAIN EVERY WEEK! 10. DO NOT SELL TOO MANY SHARES OR YOU MAY GET THE SACK. 11. THE GOVERNEMNT CHARGES 33% TAX A PLAYER TRANSFERS. 12. THE GATE ONEY IS DIVIDED EQUALLY BETWEEN THE TWO CLUBS. 13. GOALSCORER'S LEAGUE ONLY COMES UP AFTER 20 LEAGUE GAMES. 14. YOU CANNOT RUN A CLUB IN THE NON-LEAGUE OR ABROAD, ALTHOUGH THEY DO PARTICIPATE IN THE CUPS. 15. DO NOT GO TO THE DIRECTORS TO ASK FOR M~UG ONEY IF YOU ALREADY HAVE A LOT OF MONEY IN YOUR BANK ACCOUNT. 16. INSURANCE IS AGAINST INDIVIDUAL PLAYER INJURIES, SO YOU WILL PAID HIS WAGGES FOR EACH WEEK OF HIS INJURY. 17. GROUND IMPROVEMENTS ARE ONLY MADE ONE TO BRING YOU UP TO FIRST DEVISION STANDARD. SOME CLUBS IN THE FIRST AND SECOND DIVISIONS WILL HAVE ALREADY DONE THIS. 18. EUROPEAN TOURS ARE ONLY DONE AT THE END OF A SEASON IF YOU ARE IN THE FIRST DEVISION, BETWEEN 6TH AND 17TH IN THE LEAGUE, AND YOU HA~V PPEN TO BE ASKED (WHICK IS RARE). EUROPEAN CUPS ARE PLAYED DURING THE SEASON IF YOU QUALIFY. TO QUALIFY FOR THE EUROPEAN CUP YOU MUST WIN THE FIRST DEVISION, FOR THE UEFA CUP YOU MUST FINSIH SECOND IN THE FIRST DEVISION. FOR THE CUP WINNERS CUP, YOU HAVE TO WIN THE FA CUP. YOU CAN ONLY PLAY IN ONE EUROPEAN CUP PER SEASON. 19. IF YOU PRESS PLAY FOR THE MENU PAGE AND IT GOES BACK TO THE MENU, IT MEANS YOUR CONTRACT HAS EXPIRED OR YOU HAVE BEEN SACKED. YOU WI~ WDsLL HAVE TO EIGHTER RE-NEGOTAITE YOUR CONTRACT WITH YOUR CLUB. WHICH IS ON THE 'R' KEY OR JOIN ANOTHER CLUB, WHICH WILL BE ON THE OFFERS AND NEGOTIATION PAGE. SACKING CAN BE FOR A VARITY OF REASONS - NO MONEY, TOO FEW PLAYERS, BAD RESULTS, SELLING TOO MANY SHARES OR ANYTHING ELSE THE DIRECTORS FEEL LIKE. 20. YOU DON'T HAVE TO PLAY WITH A FULL ELEVEN SQUAD. IF YOU HAVE A SPACE IN YOUR TEAM., IT ASSUMES YOU ARE PLAYING WITH A ZERO RATED PLAYER, WHO HAS NO SELLING~ X  VALUE WHICH IS WHY HE IS NOT SHOWN. 21. ON CLUB FIXTURES THE LEFT RESULT IS THE OPPONENT, THE RIGHT RESULTS IS YOURS. 22. THE PRINTER OPTION IS A PRINT OUT THE FOLLOWING PAGES: SQUAD HISTORY, LEAGUE TABELS, CUP FIXTURES AND LEAGUE FIXTURES. G - GOALKEEPER D - DEFENDER M - MIDFIELDER A - ATAACKER I - INTERNATIONALS S - SUSPENDED # - INJURED +- - CURRENT STATE L - LOANED OUT * - ON LOAN TO YOU R - RETIRING (OR REPLACE ON CUP RESULTS) 27 - G~ Y?wOALS AGAINST LMTG - LEAGUES MATCHES TO GO D.P - DISCIPLINARY POINTS TEMP - TEMPERAMENT APPER- APPEARANCES P - PLAYED W - WON L - LOST D - DRAW F - FOR A - AGAINST PTS - POINTS LC - LEAGUE CUP ROUND POS - POSITION FA - FA CUP ROUND L - LEAGUE CUP F - FA CUP E - EUROPEANS CUPS VEN - VENUE AGG - AGGREGATE WO - WEEKS OUT (ONLY WHEN PRINTED OUT) NOTE: THE TRICK FOOTBALL DIRECTOR II IS TO BE VERY CAREFUL WITH THE CLUB'S MONEY AND BUILD UP A GOOD YOU~ ciTTH TEAM. TRY AND RELY ON YOUR YOUTH TEAM FOR NEW PLAYERS BY ONLY BUYING VERY OCCASIONALY FROM OTHER CLUBS. WARNING: THE LEVELS IN THE GAME ARE SUPPOSED TO MOVE IF YOU BUY A FAR TOO GOOD A PLAYER FOR YOUR DIVISION. TRY TO WORK OUT AN SYSTEM TO STAY ON THE EASY LEVEL WITH A REASONABLY GOOD TEAM (IT IS POSSIBLE) THE END! BYE LUKE & CHUCK / FAIRLIGHT DED # - INJURED +- - CURRENT STATE L - LOANED OUT * - ON LOAN TO YOU R - RETIRING (OR REPLACE ON CUP RESULTS) 27 - Gx [Z a specific frame 4.....Play Animation continuously until Spacebar or mouse button is pressed 5.....Play animation once 6.....Play animation in ping-pong mode 7.....Step to previous Animbrush cel 8.....Step to next Animbrush cel Shift-1..Go to first frame Shift-2..Go to last frame Shift-3..Go to last frame you did a "go to" to Shift-4..Play animation continuously in reverse direction Shift-5..Play animation sequence once in reverse Shift-7..Go to first Animbrush cel Shift-x \b8..Go to last Animbrush cel Space bar..Stop the currently playing animation sequence r.....Reverses animation sequence while playing Left Arrow..Slows down animation while playing Right Arrow..Speeds up animation while playing Alt...Held down while painting, turns on Animpainting mode M.....Move requester ============================================================================== ANIMATION CONTROL PANEL Alt-a..Anim Control Panel on/off l......LighTablex ,w on/off Alt-l..LightTable Dim on/off Ctrl-1..(main keyboard) LightTable 2 back on/off Ctrl-2..LightTable Previous on/off Ctrl-3..LightTable Next on/off Ctrl-4..LightTable Spare Page on/off Alt-=...Adds one frame **************************************************************************** ..Go to last frame you did a "go to" to Shift-4..Play animation continuously in reverse direction Shift-5..Play animation sequence once in reverse Shift-7..Go to first Animbrush cel Shift-|^ ,DNAPPED BY THE MAD GEAR GANG. BEING AN EXPERT IN MARTIAL ARTS HE IS ESPECIALLY GOOD WITH KNIVES. HAGGAR (B.3.9.1943) A FORMER CHAMPION STREET FIGHTER, IS AN EXPERT AT THE BACK DROP AND THE PILE DRIVER AFTER MASTERING SKILLS IN PRO-WRESTLING. HE IS NOW THE MAYOR OF METRO CITY AND JESSICA IS HIS DAUGHTER. SCENARIO. -------- BATTLE THROUGH 6 BREATH TAKING LEVELS AGAINST THE MAD GEAR GANG WHO`VE KIDNAPPED JESSICA IN METRO CITY!. BECOME `HAGGAR` OR ONE OF HIS LETHAL SIDE KICKS, `CODY O|_A]XR GUY` AND HEAD FOR THE STREETS... USE YOUR FISTS AND FEET AS WELL AS KNIVES,PIPES MUROMASHES OR MASAMUNES. FIGHT IN SUBWAYS,SEEDY WAREHOUSES,WRESTLING RINGS AND ON THE UNDER GROUND AND ALSO TRAINS. YOU`LL FIND YOURSELF IN HAND TO HAND COMBAT WITH THE MAD GEAR GANG,BAD GIANTS AND SINISTER SAMURAI SWORDSMEN! LOOK ON THE BRIGHT SIDE THOUGH-CODYS A VETERAN KARATE EXPERT AND GUYS ONE HELL OF A NINJA FIGHTER!!!. AS FOR HAGGAR HIMSELF - HE`S BIGGER,FASTER AND MEANER THAN ANYONE ALIVE!!!! |`oHINTS AND TIPS -------------- -AS YOU FIGHT YOUR WAY THROUGH THE DIRTY STREETS-LOOK OUT FOR A STAIRCASE THAT WILL LEAD YOU DOWN TO THE UNDERGROUND STOREROOM OF THE MAD GEARS. -CRUSH ALL OPPOSITION IN THE STOREROOM BEFORE CONTINUING TO THE SUBWAY. -BATTLE YOUR WAY ALONG THE PLATFORM UNTIL THE TRAIN ARRIVES.DURING YOUR JOURNEY SEVERAL SUICIDAL ATTACKS SO BEWARE!! -THE TRAIN STOPS BETWEEN STATIONS,GET OUT AND FIGHT YOUR WAY ALONG THE TRACK,WHILE IN A DARK AND WET DRIPPING TUNNEL. -Y|aC6KOU WILL THEN FIGHT IN AN UNDER GROUND WRESTLING RING AGAINST THE CHAPION,IN FRONT OF 100`S OF SCREAMING MAD GEARS. STAMINA IS THE BEST WAY TO SUCESS. -WHEN YOU HAVE DEFEATED THE ENEMY GAIN EXTRA POINTS BY SMASHING UP THE CAR,PARKED AT THE FILLING STATION, AGAINST A TIME LIMIT. -ATTACK THE ENEMY ON THE STREET JUST OUTSIDE THE RESTURANT THEN THROUGH THE BAR AND INTO ANOTHER BLOOD THIRSTY WRSTLING ARENA,TO FIGHT MORE OF THE MAD GEARS CHAMPIONS. -FIGHT ALONG THE STREET AGAINST A CROOK|bdnED COP, HE WILL SHOOT AT YOU IN ORDER TO DESTROY YOU,THEREFORE YOUR SPECIAL TECHNIQUES TO DESTROY THIS MENACING COP. -WHEN CROSSSING A CATWALK IN THE INDUSTRIAL AREA, FIGHT THE MAD GEARS WHILE AVOIDING JETS OF FLAME RISING FROM BELOW. THIS WILL LEAD YOU TOWARDS A CONSTRUCTION LIFT WHERE YOU WILL COMBAT A MAGICAL,GRENADE LOBBING NINJA COMMANDO. -EXTRA POINTS CAN BE ACHIEVED BY BREAKING PANES OF GLASS IN THE FACTORY AGAINST A TIME LIMIT. -SAVE YOUR BEST COMBAT SKILLS AS YOU FIGHT PA|cLST A RATHER ODD LOOKING STATUE OF LIBERTY, FOR THE FINAL FIGHT TO FREE `JESSICA` -BEGIN FIGHTING ON THE STREET NEAR THE HOTEL. ONCE INSIDE, AVOID FALLING CHANDELIERS AND SEARCH FOR THE LIFT TO TAKE YOU TO THE ROOF GARDEN. THIS IS THE PRIVATE DOMAIN OF THE MAD GEARS BOSS. ONLY HIS DESTRUCTION WILL ALLOW YOU TO ACCOMPLISH YOUR GOAL. JOYSTICK CONTROLS. ------------------ TOP CENTRE WITH JOYSTICK DEPRESSED ;- JUMP AND KICK DOWN SENTRE WITH JOYSTICK DEPRESSED ;- SPECIAL MO|dKVES FOR EACH INDIVIDUAL PLAYER/FIGHTER LEFT - TOP LEFT - TOP RIGHT - RIGHT ;- ALL WITH JOYSTICK DEPRESSED ARE FLYING KICKS IN DIRECTION FACING. PLAYERS WITHOUT FIRE BUTTON PRESSED CAN WALK;- LEFT RIGHT UP DOWN OR DIAGONAL. FIRE BUTTON ;- PUNCH TO PICK UP AN OBJECT (IE) WEAPON OR FOOD STAND ABOVE THE OBJECT AND PRESS FIRE. THATS IT FOR NOW...THESE DOX TYPED IN FOR SKID ROW BY -- SCOOTER -- | > RATHER ODD LOOKING STATUE OF LIBERTY, FOR THE FINAL FIGHT TO FREE `JESSICA` -BEGIN FIGHTING ON THE STREET NEAR THE HOTEL. ONCE INSIDE, AVOID FALLING CHANDELIERS AND SEARCH FOR THE LIFT TO TAKE YOU TO THE ROOF GARDEN. THIS IS THE PRIVATE DOMAIN OF THE MAD GEARS BOSS. ONLY HIS DESTRUCTION WILL ALLOW YOU TO ACCOMPLISH YOUR GOAL. JOYSTICK CONTROLS. ------------------ TOP CENTRE WITH JOYSTICK DEPRESSED ;- JUMP AND KICK DOWN SENTRE WITH JOYSTICK DEPRESSED ;- SPECIAL MOsf[7?????;-( UAUWUU*?"*r^q".r^q.cf^e,g0,0s0 3,pS`#Cs?????UWUU*?"*r^q".r^q.cf^e,g0,0s0 3,pS`#Cxhŝi....Double vertical x......Flip horizontal y......Flip vertical z......90 degree rotate o......Edge>Outline O......Edge>Trim Alt-s..Center brush handle Alt-x..Flip brush handle horizontal Alt-y..Flip brush handle vertical Alt-z..Place brush handle ============================================================================== TOOLBOX COMMANDS b......Brush Selector B......Restore last custom brush/AnimBrush c......Unfilled Circle C......Filled Circle i-cxiw....Filled and Outlined Circle d......Continuous Freehand D......Filled Freehand i-d....Filled and Outlined Freehand Shape e......UnFilled Ellipse E......Filled Ellipse i-e....Filled and Outlined Ellipse f......Fill F......Flll requester g......Grid on/off G......Grid on/off using current brush handle position as a grid point K......Clear m......Magnify on/off p......Palette Mixer requester P......Arrange Pallete requester q......Curve r......unfilled rectangle R......Filled rxjBectangle i-r....Filled and Outlined Rectangle s......Dotted Freehand t......Text T......Choose Font resquester u......Undo v......Straight Line V......Line Spacing requester >......Increase magnification <......Decrease magnification ,......PICK color cursor .......One-pixel brush [,]....Change foreground color {,}....Change background color /......Toggle Symmetry on/off ============================================================================== SPxku 9ECIAL KEYS ?......Display About/memory info box Delete.Cursor arrow on/off F9.....Menu Bar on/off F10....Toolbox & Menu Bar on/off ShftF10 Hide all panels (Toolbox, menu, etc.) CursorKeys Scroll Page (except in text mode) Ctrl-Cursor Keys Adjust Screen positioning (Adjusts the position of Mixer, Arrange Palette, and Range panels when the cursor is over the panel) n......Centers the area under the cursor Shift..Constrain cursor Ctrxll...Leave traces with line or shape tools Ctrl-a.Displays available memory in the menu bar Tab....Color Cycle on/off S......Show page Ctrl-S.Toggle Paint Stencil mode ~(Tilde) Make Stencil `(Grave) Stencil on/off a......Again key - repeats last menu command |(Shift-\) Coords on/off Spacebar Cancel operation in progress Esc....Stop operation in progress j......Spare page Ctrl-j.Copy to Spare Alt-/..Step through Antialias settings Help...Selects Freehand tool and single pixel brush RigxmFht Amiga-l Load requester Right Amiga-s Save requester Right Amiga-d Delete requester ============================================================================== COLOR CONTROLS Ctrl-r.Range requester Alt-r..Reversedirection of range Alt-] and Alt-[..Step forward/backward through available ranges Alt-t..Translucency on/off Ctrl-t.Translucency Setting requester Alt-p..Process on/off (Tint is default) p......Color Mixer requester P......Arrange Palettxne requester ============================================================================== PERSPECTIVE COMMANDS Enter..Enter/Exit perspective mode Keypad 7 and 8..Rotate about the X axis Keypad 9........Reset X axis to 0 Keypad 4 and 5..Rotate about the Y axis Shift Keypad 4 and 5..Rotate Y axis by Angle Step Keypad 6........Reset Y axis to 0 Keypad 1 and 2..Rotate about the Z axis Shift Keypad 1 and 2..Rotate Z axis by Angle Step Keypad 3........Reset Zx okg axis to 0 Keypad 0........Reset all axes to 0 Shift Keypad 0..Reset all axes, positions and settings Shift Keypad 9..Fix X axis Shift Keypad 6..Fix Y axis Shift Keypad 3..Fix Z axis Keypad "-" (Minus)..Fill the screen with the current brush at the current perspective Keypad "." (Period)..Reset Center ; and ' keys....Moves the brush along its fixed axis in a direction perpendicular to its plane Shift ; and ' (: and ")..Same as ; and ' keys but withx Z) greater increment < (Shift .) and > (Shift ,)..Modify observer distance from screen Ctrl....Temporarily fixes the Y axis so you can move your brush on the x and z coordinates \.......Toggle Angle/Position display ============================================================================== ANIMATION KEYS 1.....Step to Previous Frame 2.....Step to Next Frame 3.....Display the Go To Frame requester to jump directly to Hxr2q7 x{|~wA1 us"mwbq(sXWVUjihgfedcba`utsrqponmlk~}|{KS05TTLE.ISLANDprCTrashcanpstfet Trashcan.infopsepD(;!"H!'82)xz2F;+8UWUU*?"*r^q".r^q.cf^e,g0,0s0 3,pS`#Cuv%vs Disk.infopus5"&&# P XF^@d Z(#XDx8qUG;wSYS:System/DiskCopywS<;:9NMLKJIHGFED$d15px y{B\[Zonmlkjihgy 10pxgl9c BRUSH COMMANDS F1.....Matte F2.....Color F3.....Replace F4.....Smear F5.....Shade F6.....Blend F7.....Cycle F8.....Smooth -.....Brush smaller _.....Custom brush smaller by 2 steps =.....Brush larger +.....Custom brush larger by 2 steps Alt-n..Copies custom brush to spare brush Alt-b..Swaps current & spare custom brush Alt-m..Metamorphosis from spare to current custom brush Z......Stretch h......Halve H......Double X......Double horizontal Y..z w=06p{ $#"! /.-,+E11p| }΋Jdcba`_^]}E13p|]d SKID ROW - SKID ROW - SKID ROW - SKID ROW - SKID ROW - SKID ROW --^^^^^^^^^^^^^^^^^^^^^^^^^---------^^^^^^^^^^^^^^^^^^^^^^^^--- THE DOX TO FINAL FIGHT ---------------------- YOUR FIGHTERS. ------------- GUY (B.12.8.1965) AFTER MASTERING THE ART ON NINJITSU CAN ATTACK WITH AN UNEQUALLED SPEED. HE OFTEN CATCHES HIS ,OPPONENTS OFF GUARD WITH HIS SPECIAL `OFF THE WALL JUMP` CODY (B.18.4.1967) HIS GIRLFRIEND,JESSICA WAS KI~ }YXWVUTSRQPO[14p~Oq FOOTBALL DIRECTOR II DOCS! ~~~~~~~~~~~~~~~~~~~~~~~~~~ TYPED IN BY : LUKE & CHUCK / F/\iRLiGHT ! CALL OUR BBS: THE FUCK SHOP - 49 431 393624 INSTRUCTIONS: ~~~~~~~~~~~~~ LOADING INSTRUCTIONS: BAH YOU KNOW IT... INSERT THE DISK INTO DF0: RECOMMENDED FEES: 9I $900.000 - $ 1.300.000 9 $650.000 - $ 850.000 8 $500.000 - $ 650.000 7 $350.000 - $ 500.000 6 $250.000 - $ 350.000 5 $150.000 - $ 220.000 4 $ 90.000 - $ 130.000 3 $ 35.&\Xu('&hygnusEdTempA.520pw%KS K F A N T A S T I C V O Y A G E I D from Centaur Software R Cracked by the Leading Force --- S K I D R O W ! O W Docs brought to you by S K I D R O W as well! S Call our boards WORLDWIDE! K I ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ D TECHNICAL SPECS (For those who appreciate them) R o Assembly Code developed with DevTop 1.8 wPon an A2500 O o Gfx created using DPaint 3 on an A3000 W o Music composed and arranged using a Roland D-50, U-110, Korg Juno 2 & a DW-8000. S o Total Level Size: 200 screens K o Gfx Data: 2.5 Megs I o # of Anim. Frames: 630 frames D o Music Score: 700 K o Music Duration: 23 minutes R o Sample Rate: 20 KHz O o Screen Refreshrate: 60 Hz (NTSC), 50 Hz (PAL) W o Max # of Blitterobjects: 48 o # of Fadesteps: 166 S o ScanLoad Transfer Rate: >30000 bytes/sewc K o Project Duration: 9 mos I D *** If you like this game, please buy the original! *** R O THE GAME W The Cold War rages. American and Soviet scientists are struggling to S develop and perfect a miniaturization technique which would allow them to K shrink armies and easily transport them to any spot on the globe. I Although the American scientists can miniaturize objects, the process is D unperfected and anything miniaturized wupPreturns to its original size within an hour. However, Czechoslovakian scientist Jan Benes has the knowledge to R perfect the miniaturization process. O W After defecting to the United States from behind the Iron Curtain, Benes suffers a brain injury when the East Bloc makes a final attempt on his S life. The secret U.S. Organization which is developing the miniaturization K technique, known as the CMDF (Combined Miniature Deterrent Forces), I determine that the only hope for swDaving Benes' life is to enter his body D and destroy a blood clot using a laser. The CMDF can shrink men and equipment to microbe size and plan to miniaturize the experimental R submarine Proteus along with a crew of doctors and scientists, inject them O into Benes' blood stream at the base of the neck and hope that they can W make their way to the brain for the operation. Your mission is to pilot the Proteus through the body to the brain. There you must use a laser to S destrHelago army and subjected them to intensive training. These men have been operational for just a few weeks. They are perfectly familiar with the terrain on which they will have to fight. They are able to survive behind enemy lines, take advantage of all available cover, use all possible means of transport and, of course, exploit any flaw in the enemy defenses to strike a decisive blow. These elite troops are tireless, intensively trained, invincible, and able to destroy anything or a+10/.CBA@?>=43+mp GM"31X-PITF.DOCp&}|-,+*)('&%$#8765432~}F17p<     2o38pϚQ "!  02p } -*- Tristar & Red Sector -*- -- The Best Remain In Silent -- Presents: Alianator - A 3D Vector Game! Press 'h' For Hard (schwer) Level [start at Level 20] Press 'M' for Medium (mittel) Level [start at Level 10] Press 'E' For 'Easy' (leicht) Level [start at Level 0] If ya change something of the level it mentioned at the left corner! If ya press fire on joysti! __ _ ___ __ _ __ ___ __ __ |__) | | ___ |_ || _ |__| | |_ |__) | | | | ||__)| | | |__| \ -*- From Domark -*- -*- Full Documents Typed By HYDR0/ANTHR0X -*- -*- Original Cracked By VF -*- THE GAME : ---------- Pitfighter - The World`s favourite illegal sport, is back for another season, this time in more locations and more popular{,1 _____ _____ __ __ _____ ____ / / // // // // //\ / \ / / / // //____//---// \/ \/ /____ /____// // / // / _/ PRESENTS ELF's DOC! .v    622pxӫ ================================================= GAME NAME :JAMES POND II - ROBOCOD- CRACKED BY :FFC / S K I D R O W CRACK DATE :18-11-1991 GAME SUPPLIED :[S]UBZERO-[S]ELIM-[R]UDI/SKID ROW PRODUCER FIRM :MILLENIUM/US GOLD DOCS TYPED BY :[S]ELIM & [R]UDI D/L FROM :THE JAM +49(0)201-ELITE ================================================= JAMES POND II - ROBOCOD - HE'S MEAN, HE'S GREEN, HE'S PART MASHINE -----------------------------*dp34x-smtv.docp ͈@#"23pRP ___ _ _ __ ___ ___ / (___ |\/||__|(__ |__| | \ / ____)| || |___)| | | X -*- From Ocean -*- -*- Full Documents Typed By HYDR0/ANTHR0X -*- - If You Like This Game Please Surport It, And Buy The Original!... Scenario -------- Bored with TV Game Shows?. IF SO PREPARE YOURSELF FOR THE ULTIMATE GAME SHOW CHALLENGE The prizes are wild, the stakes incredibly high - ~}#633seofthedragon-solutionp?(%$027pZ0 Rise of the Dragon - Solution Written by M.A.D. of the Bad Dudes First of all, easy though they may be, the controls. Everything except typing the names of saved games can be done with the mouse. Double clicking the right button is the same as 'examine'. Click left button is 'use', click and hold to pick up an item. To put an item in the inventory click and hold, drag it to the inventory icon (bottom left), and release button. To takHrP987654321FEDCBA@?>=<QPONMLKJIHG\[ZYXWVUTSRgfedcba`_^]rqponmlkjih|{zyxw}30p e  n18vious.doxp,     !12Vp}O Bedienungsanleitung zu Phobos V3,61 Inhalt 0. Einleitung . . . . . . . . . . . . . Seite 2 1. Nutzungsrecht . . . . . . . . . . . . Seite 3 2. Hardware-Voraussetzungen . . . . . . Seite 4 3. Installation . . . . . . . . . . . . Seite 5 4. Bildschirm . . . . . . . . . . . . . Seite 5 4.1. Mens 4.2. Unterer Bildschirmteil 4.2.1. Angaben 4.2.2. Gadgets H/-,! 0/.-,+*)('&;:~x$es Brett ein bzw. lscht ein altes. Bemerkung : Wird ein Brett oder Postfach angesprungen, so wird automatisch der Befehl 'INHALT' ausgefhrt. siehe auch : SCANNER, INHALT BRIEF ----- Format : BRIEF [Username] Versendet einen Brief an einen User. Wurde dessen Name nicht schon im Befehl eingegeben so wird nochmal danach gefragt. Ein Brief kann ber ein Netz geschickt werden indem man hinter dem Namen ein ";" und die Mail z 08pv3 Enchanted Land ... cracked by __ _ __ __ __ ___ ___ ___ __ /_ /\// \ / /_ /_ /_ /__///__//__// \_/ /__/ //__//__/____/__/ / // \/ //__ / The sun set over Damiran in a haze of pink and purple. It cast an eldritch gealm on the leghtening shadows of the forest,seeming to evelop the land in somethink that could only contain peace and harmony. The may once upon a time have been true, but even long before the memories of the most aNW KNIGHTS OF THE SKY REFERENCE DOC'S BY 2TUFF - CRYSTAL ===================================================== KEY CONTROL SUMMARY CARD Selector 1 Selector 2 Keyboard Keyboard Enter Key Keyboard Delete Key Mouse Left Mouse Button Right Mouse Button Analogue Joystick Button 1 Joystick Button 2 Digital Joystick Button 1 Keyboard Delete Key Out of Cockpit views ____________________________________ F1 Remote Cont:rol View F2 Tactical View/Scroll Through other planes Shift/F2 Reverse tactical View/Scroll through other planes F3 Bombing view F4 Chase plane view F5 Slot front F6 Slot Back F7 Slot Left F8 Slot Right F9 Slot Down F10 Slot Up In Cockpit Views ________________________________________ 1 Look Forward 2 Look Backward 3 Look Left 4 Look Right Z Zoom View X TBN Unzoom View ALT/Z Max Zoom ALT/X Min Zoom Aircraft Controls _______________________________________ SHIFT/+ Max Throttle + Throttle Up - Throttle Down SHIFT/- Min Throttle SELECTOR 1 Fire Machine Gun SELECTOR 2 Drop Bomb < Left Rudder > Right Rudder L Auto Landing O Engines Switch On/Off U Un-Jam Machine Gun SPACE BAR Look at map S Adjust Input Sensitivity Simulation ContDbrols _____________________________________ J Activate Joystick ALT/J Activate Analogue joystick M Activate Mouse K Activate Keyboard R Replay Recent Flight ALT/A Accelerate time on/off ALT/D Adjust Detail levels ALT/P Pause the Game ALT/Q Quit Program ALT/R Turn On/Off Automatic Replay ALT/S Toggle Sound Levels ALT/T Toggle Town Names On/OFF (In Flight Map) TAB Control Icon On/Off Typed in by 2TUFF-CRYSTAL ------------------------r--------------------------------------------- - THIS FILE WAS DOWNLOADED FROM - * DANSE MACABRE * (713) 324-2139 * THE COMPANY WHQ * --------------------------------------------------------------------- KNIGHTS OF THE SKY DOC'S For MODEM OPERATIONS BY 2TUFF - CRYSTAL ================================================================ /-/EAD to /-/EAD Play via a Modem +++++++++++++++++++++++++++++++++ The technical supplement accompanying Commodore Amiga versions of Knights of the Sky explains Head to head play via a direct serial link, but omits details Head to Head play via a modem. If you select "Head to Head" from the main menu, you can play Knights of the Sky with another Person. If you and another person have Hayes-compatable modems and both of you own Knights of the Sky, you can play against each other over the phone lines. Refer to your modem instructions for how to set up and use your modem. STARTING THE GAME ----N------------- /\/AME: When asked to enter your name, simply type the name by which you will be known for these dogfight encounters. BAUD RATE: Next you are asked at what rate you will be passing information Choose between 1200 and 2400. The recommended rate is 2400. Your modem must be capable of full duplex operation. Refer to your modem users manual for more information if necessary. CALL or WAIT: You are now asked if you will initiate or wait for a call, or answer immediately." If there are problems in making the connection, you are prompted and informed of the problem; otherwise you are moved immediately to the Hangar screen. It is a good idea to contact the person you will be competing with to decide who will "initiate" the call and who will "wait for" the call. For the two machines to achieve smooth communication one computer (the initiator) sends a "hello" message while the other (The Waiter) waits to recieve the "Hello." INITIATE/WAIT FOR A CALL: Av _ ___ __ __ __ ( ) | | | | | | ) ( |__) | | | | \ |-| | | | | | |-- | \ | | |\| (_) | | (_) | |__) (__ | ) (__ | | | Presents : THE DOX FOR .......... Deathbringer - The sword of Abaddon (EMPIRE) Call : World Trade Center NODE1 : +49-030-4966037 (ONLY 9600 OR ^^) World Trade Center P{ bNODE2 : +49-030-4955113 (ONLY 2400 !!!!!) Thanks to MARC for cracking this GAME !! -------- GAME CONTROLS : ----------- - Controlling Karn We have tried to make controlling Karn as easy as possible while still giving you a wide variety of different manoeuvres. So , although there are only three basic strikes with the sword , you can ( for instance ) jump into the air and swing. The three strike/s takes different lenghts of time to execute , and do different amounts of damage accordingly . The diagrams below show Karn facing right. The controls work in exacly the same way when you are facing lef t, ex- cept that left and right are reserved. - Moving KARN (fire not pressed) UP jump streight up UP+LEFT UP+RIGHT turn & jump T jump forward \ | / LEFT - O - RIGHT turn walk / | \ DOWN+LEFT DOWN+RIGHT turn+crouch crouch DOWN crouch - Moving KARN (fire pressed) UP = overhead cleave UP+LEFT UP+RIGHT overhead cleave overhead cleave \ | / LEFT - O - RIGHT no action jab / | \ DOWN+LEFT DOWN+RIGHT underhand swing underhand swing Ep DOWN underhand swing - keyboard controls The key boards controls for the AMIGA are as follows PAUSE = H or HELP QUIT = ESC - WARNING The quit key also exits from the programm when pressed on the little screen . In the case , you will be asked whether or not you are sure you want to do this. Pressing any key accept 'n', backspace , DELETE will quit the program. GAMEPLAY : ------ }Z*- Health and souls for lord Abaddon If you are woundered, your heath will decrease. This is represented as a level of fluid in a crystal ball displayed on the left-hand side of the status panel, at the foot of the screen. If this level is re- duced to zero, you are DEAD. The sword is hungry for souls all the time and the amount of soulpower in the sword at any time is shown as blood on the sword- the more blood , the more souls. These _souls are gradually used up, maintaining Abad- don presence on the earthly plane , and must be replayced by killing things . Be warned , however, some creatures such as the warned, how- ever, some creatures such as the undead HAVE NO SOULS, and will not re- plenish the sword. If the sword is filled with souls, it will give you extra power to heal you wounds.This is the ONLY WAY you caan regain lost heath, so skill in combat is of the u 5tmost importance. Furthmore, if the level of souls approaches zero, the sword will go ber- serk , and you may lose control of you own actions. Once the sword has been completely drained of souls, it will start to DRAIN YOU HEALTH, and may eventually destroy you. Finding your way to the Wizards inner sanctum : -------------------------------------------- The route to the Wizards' inner Sanctum is trought with peril, and is not straightforw Uard . At the start of each level, you can choose to fight your way to the right or the left, and each choice will lead you down different path. Some of these path are longer than others and some even loop back into regions you may already have traveled ! There are no route which is the right one , the longer path tend to be easier , and looping back enables you to remember the path (for draw a map) and decide which way you want to go. Some routes  concentrate more on combat , others require skillful avoidance of traps. HAVE FUN ..... Shut Berlin !!! ---> Martyrium BBS 713-666-4093 ??????? WHQ. 0-0 Days. Elites. <--- DATE UPLOADED ------------->>Sunday 10-Nov-91 20:02:40 ually destroy you. Finding your way to the Wizards inner sanctum : -------------------------------------------- The route to the Wizards' inner Sanctum is trought with peril, and is not straightforwNu * MICROPROSE GOLF * ------------------- TECHNICAL SUPPLEMENT CONTENTS Your Microprose Golf package (?) should contain a manual, this Technical Supplement, 3 disks, a club selectiton guide, course maps and a registration card. REQUIRED COMPUTER & DISPLAY: This simulation requires EQUIPMENT either a Commodore Amiga with a minimum of 1 megabyte of RAM or an Atari ST of 512k of RAM, and a colour monitor. Please prepare a blank formatted disk in advance for a use as a Data Disk. CONTROLS: The simulation can be run enirely from the keyboard or with a joystick, but a mouse is strongly recommended for playing the game. INSTALLING Boot up your hard disk as normal, insert the ON HARDRIVE Program Disk in Drive df0: and type the  the following: cd df0: golfinstall The Program Disk will then be copied into a folder on your Hard-disk root directory called "GOLF". You will then be asked to insert the two course disks so that the course data can be copied into the "GOLF" folder. NOTE: Golf runs from a folder that is situated in your root directory. If you copy the ?files into a sub-directory the program won't run correctly. INSTALLING To install future courses that may be released, FUT. COURSE open the folder "GOLF", and type 'courseinstall'. DISKS ON A HD All the course data form the new disk will be copied into your "GOLF" folder. LOADING FROM If your computer has KickStart in ROM, insert the FLOPPY DISKS Program Disk into the internal drive. Power up the de computer. The program will then auto-load. (oh really?) LOADING FROM Boot up your hard-disk as normal. Open the "GOLF" A HARDDISK folder and type 'GOLF'. SAVED GAMES, Whenever you wish to save a game, replay or player REPLAYS AND profile, the file will be saved to the device that PLAYER your first booted the game from. (eg: if you booted PROFILES the game from Hard-Disk, files will be saved to Hard-Disk). You can, however, d save to Drive A, Drive B or Hard-Disk, depending upon what you have connected at the time by clicking on the appropriate icon at the time of saving. OPERATING DIFFICULTIES AND LOADING PROBLEMS! -------------------------------------------- In the vast majority of cases a loading problem is not of faulty software, but either an incorrect procedure or a hadware fa2_ult. Please ensure that the loading instructions have been correctly executed. The most common hardware failures are due to a misalignment of the heads in the disk drive. Such faults may be detected by loading the game on another computer. Alternatively, a virus may have transferred into your hardware from another piece of software. Pirated copies of games are af{n incredibly common source of viruses. It always pays to own orginal software. (a virus killer is a cheaper solution -RBL) In the unlikely event of a software fault, please return the complete package, with receipt to the place of purchase. Microprose regret that goods can't be replaced unless bought from the company directly. If you have any difficulty whilst loading MICR wOPROSE GOLF, or need help in geting the simulation to run. Microprose will be happy to help you on the helpline. Please ring UK (0666) 504399, Monday to Friday 0900 to 1700 hrs. Have a pen and paper handy when you call. PROTECTION We regret that organised (FairLight) and casual pircay forces us to use manual protection. When the game has loaded, you will be asked to indicate which languag Ve your manual is in, by clicking on a nationalflag icon (English, French or German). You will then be asked to type in the word corresponding to the given manual ref. in the form Page number, Line number and then word number. Simply open the manual at the appropriate page, count down to the required line and then across to find the correct word. Type this word in and press  $C}H Return. the game will then load. CONTROLLING MICROPROSE GOLF WITH KEYBOARD OR JOYSTICK ----------------------------------------------------- We strongly recommend that the mouse is used as a control method for playing this game. However, if you prefer to use Joystick or Keyboard as a control method you may do so. The game is configured on both Atari ST and Commodore AmEkk01x-4dbx.docpeSkid Row...Skid Row...Skid Row...Skid Row...Skid Row...Skid Row...Skid Row... ----------------------------------------------------------------------------- THE DOX TO --WORLD CLASS RUGBY -WAS TYPED BY SCOOTER - WORLD CLASS RUGBY SIMULATES MOST OF THE FEATURES OF A REAL RUGBY GAME. THIS MANUAL DOES NOT ATTEMPT TO EXPLAIN THE RULES OF RUGBY IN DETAIL - IF YOU ARE NEW TO RUGBY YOU ARE ADVISED TO READ A BOOK ON THE BOOK ON THE GAME. CONTROLS. --------- PAUSE GAME............P QUITAj MATCH/HALF.......Q ACTIVATE REPLAY.......F10 SLOW MOTION REPLAY....S SAVE REPLAY...........F9 SELECT BLIMP VIEW.....B SELECT 2D OR 3D VIEW..ESC SELECT RADAR..........R MOVE RADAR............E ON THE AMIGA AND ST YOU CHOOSE BETWEEN AUTOMATIC AND MANUAL CONTROL OF SCRUMS AND RUCKS WITH (F1-TEAM 1) AND (F2-TEAM 2). RELOADING AND VIEWING REPLAYS ON AM,IGA AND ST REQUIRES AN EXPANSION DISK(WHICH IS AVAILABLE FROM YOUR LOCAL SHOP SOON). VIEWING MODES AND REPLAYS. -----------------------1--- ON THE AMIGA AND ST THERE ARE SEVERAL WAYS TO WATCH THE ACTION,INCLUDING A CHOICE OF 2D OR 3D PITCHES;BLIMP VIEW GIVES A SMALLER SCALE VIEW OF THE ACTION WHICH ALLOWS YOU TO SEE MORE OF THE PITCH;ACTION REPLAY RE-RUNS THE ACTION,YOU CAN CHANGE THE VIEW OF THE PITCH DURING A REPLAY BY PRESSING THE APPRORIATE KEY. PLAYER CONTROL. --------------- THE PLAYER YOU CONTROL IS SHOWN BY THE MARKER ABOVE HIS HEAD. WHEN MORE THAN ONE PERSON IS PLAYING ON THE SAME SIDE THEN THE MARKERS ARE †H$SHOWN IN DIFFERENT COLOURS. USE THE JOYSTICK TO MOVE AROUND THE FIELD - IF THE BALL IS FREE THE PLAYER WILL AUTOMATICALLY PICK IT UP. TO JUMP TO CATCH THE BALL PRESS `FIRE` AND SELECT A DIRECTION. PASSING THE BALL. ----------------- PRESS FIRE, AND BEFORE RELEASING THE BALL, SELECT A DIRECTION. WHEN YOU RELEASE THE FIRE BUTTON THE BALL WILL BE PASSED TO THE PLAYER IN THAT DIRECTION WHO IS IN THE BEST POSITION .TO RECEIVE THE BALL. HOWEVER, IF YOU CHANGE YOUR MIND, OR WISH TO DECIEVqE THE OPPOSITION, YOU CAN PERFORM A DUMMY PASS BY CENTRING ,THE MJOYSTICK BEFORE RELEASING THE FIRE BUTTON. IF THE BUTTON IS HELD DOWN LONGER A LONG PASS WILL BE MADE,MISSING ONE OF THE PLAYERS IN THE LINE. KICKING. -------- IF YOU SELECT A FORWARD DIRECTION THE PLAYER WILL KICK THE BALL INSTEAD OF PASSING. THE STRENGTH OF THE KICK DEPENDS ON THE LENGTH OF THE TIME YOU HOLD DOWN THE FIRE BUTTON. THE DIRECTION IS DETERMINED PRIMARILY BY WHICH OF THE 3 FORWARD JOYSTICK DIRECTIONS YOU -zSELECT,BUT THIS DIRECTION IS MODIFIED BY THE POSITION OF THE SMALL DOT ON THE PLAYER - THEREFOR THE BALL CAN BE KICKED AT ALMOST ANY ANGLE. IF YOU PRESS FIRE AGAIN AS THE BALL IS KICKED,AND HOLD IT DOWN YOU CAN INCREASE THE LOFT OF THE BALL AFTER YOU HAVE KICKED IT - THIS TECHNIQUE CAN BE USED FOR ALL KICKS INCLUDING SET PIECES. TO SCORE A DROP GOAL KICK THE BALL OVER THE OPPONENTS CROSSBAR. GROUNDING THE BALL. ------------------- IF YOU ARE IN POSSESION IN YOUR OWN DEAD BALL AREA YꛬOU CAN GROUND THE BALL BY SELECTING A BACKWARD PASS. A 5M SCRUM OR DROPOUT WILL RESULT. SCORING A TRY. -------------- PRESS FIRE WHILST IN THE OPPONENTS DEAD BALL AREA - OR PRESS FIRE AND PUSH THE JOYSTICK IN THE DIRECTION OF PLAY TO DIVE OVER THE LINE. RELEASING THE BALL. ------------------- WHEN YOU ARE TACKLED YOU WILL USUALLY ATTEMPT TO PASS THE BALL BEFORE HITIING THE GROUND.OTHERWISE WHEN YOU HIT THE GROUND THE BALL WILL AUTOMATICALLY BE RELEASED.(OTHERWISE YOU WOULD BE PENALISED) AND A RUCK WILL TAKE PLACE. PLAYER CONTROL - WHEN NOT IN POSSESSION. ---------------------------------------- THE PLAYER YOU ARE CONTROLLING MAY NOT BE ON THE SCREEN. IN THIS CASE AN ARROW AT THE EDGE OF THE SCREENINDICATES WHERE YOUR PLAYER CAN BE FOUND - REFER TO THE RADAR IF YOU WANT TO KNOW MORE. TACKLING. --------- PRESS FIRE TO DIVE IN THE DIRECTION YOU ARE RUNNING TOI TACKLE A PLAYER WITH THE BALL. IF NOTHING HAPPENS THIS IS BECAUSE YOU ARE TO FAR AWAY TO TACKLE. CHAN |GING TO A DIFFERENT PLAYER. ------------------------------- IF YOU HOLD THE FIRE BUTTON DOWN WITH THE JOYSTICK CENTRED YOU WILL GAIN CONTROL OF THE PLAYER(ON YOUR TEAM)IN THE BEST POSITION TO TACKLE THE OPPONENT WITH THE BALL. IF YOU PRESS THE FIRE BUTTON QUICKLY CONTROL PASSES TO THE PLAYER NEAREST TO THE BALL X- WHO WILL NOT NECESSARYILY BE IN THE BEST POSITION. SETPIECES. --------- WHEN A SCRUM OR LINE OUT OCCURS, IF YOUR SIDE IS PUTTING IN YOU CAN CHOOSE A SPECIAL PLAY. A MENU W ,+ILL APPEAR ON THE SCREEN - MOVE THE JOYSTICK IN THE APPROBRIATE DIRECTION AND PRESS FIRE TO SELECT YOUR CHOICE OF PLAY(NO VISIBLE INDICATION APPEARS ON SCREEN AS THIS COULD BE HELPFUL TO YOUR OPPONENT) THE SPECIAL PLAYS ARE DESCRIBED IN THE NEXT SECTION. RUCKS/MAULS. ------------ WHEN A PLAYER WHO HAS BEEN TACKLED RELEASES THE BALL A RUCK WILL NORMALLY TAKE PLACE(A RUCK IS LIKE AN IMPROMPTU SCRUM;A MAUL OFTEN PROCEDES A RUCK) FORWARDS FOR BOTH SIDES WILL AUTOMATICALLY UN TO JOIN IN,%Q __ __ ___ ___ /\ __ |__|____|__|_ ___________ _____\ \ / / / \| \ \ _ _ /| \ ____ \ __ \\ \/ / / \ \|\ // \\ /_| |\/___/ // \ \\ / __ / /\ \ \// \\/ _ | _ _// DW \ \ \ / \__/__\ \|\ | \ | | | / \ \ \____/ / /\ \_ \___________/| \__|______\| |__|/ \__\_______/ / \__/ /__/ |__| |__| /_w6׼!C03RBII.DOCp_c_/ /__/ Presents:- The Docs Factory? _ ___ __ __ __ ___ ___ __ __ _ __ |_|| \ (__ |__)| ||__) | (__ |__)| | \_/ | |\ || _ ||_/ ___)| |__|| \ | ___) |__)|__| / \ | | \||__) -*- From MindScape -*- -*- Cracked By Crystal -*- -*- Full Documents & Addendum Card Typed By HYDR0/ANTHR0X -*- IF YOU ENJOY THIS GAME PLB'EASE GO OUT AND BUY THE ORIGINAL - Why did I Do This So Late !?!?.... :- Because No-One Else Did It!.. 4D BOXING AMIGA ADDENDUM CARD ----------------------------- This Amiga version of 4D Sports Boxing Has Been Supplied with the PC manual. The operation of the Amiga version of 4D Sports Boxing is identical to the PC version but some aspects of the installation procedures are different are are outlined below. 4D Sports Boxing will work on the following machines. An AMICGA 500,500 Plus,1000, 2000 and 3000 with a least 1Mb Of Ram. A Faster processor and a hard disk drive are recommended, although they are not essential. The game is controlled via Keyboard, Mouse or Joystick. In a two player game, any combination of keyboard and joystick can be used toi control the fight. SETUP AND INSTALLATION ---------------------- Hard Disk Installation Reset your Amiga and load the WORKBENCH disk supplied with your machine. Insert BOXING DISK 1 into> any drive. The screen will display a disk icon labelled 4D SPORTS BOXING. Double click on the icon in the normal fashion and a window will open containing an icon called HDINSTALL. Click on HDINSTALL and follow the on screen instructions swapping disks when prompted. PLAYING FROM HARD DISK ---------------------- USERS WITH 512K CHIP RAM:- From WORKBENCH double click the mouse pointer on the SHELL or CLI icon. Change to the directory type `4DBOXING' and then press the `ENTϭER' key. Should the program terminate through a lack of memory you will need to free up as much CHIP RAM as possible. The best way to do this is to edit the startup-sequence and remove the loadwb command. Check your Amiga manual to see how to do this. USERS WITH 1MB OF CHIP RAM:- Whilst in WORKBENCH, Select the 4D SPORTS BOSING drawer by double clicking its icon. This will open the drawer and show an icon called 4D SPORTS BOXING which you then double click to start the gaЂ2me. PLAYING FROM FLOPPY DISK:- Reset your Amiga and insert the disk when the WORKBENCH Disk request screen is displayed. Insert Disk 1 in DF0: and the game will load automatically. Insert disks as and when requested throughout the rest of the game. IMPORTING/EXPORTING BOXERS:- To Save off your own creations of mean fighter machines you will have to create data disks to store them on. Format diskettes using the WORKBENCH format.initialise command and label them DATA DIѶLlSK. When you have created a boxer the game will request this DATA DISK. Insert the disk when you are prompted. Please note that each formatted disk will only store one boxer. PLAYING CONTROLS:- The manual refers to `FIRE BUTTON 2', Which is specific to the PC version. On the Amiga, FIRE BUTTON 2 is emulated by the appropriate `SHIFT KEY' on the keyboard. HYDR0 NOTE:- Thats The End Of The Addendum Card. 4D SPORTS BOXING!!  ҆ CREDITS CREATED BY DISRINCTIVE SOFTWARE INC. VANCOUVER, CANADA ORIGINAL CONCEPT BY DON MATRICK STAN CHOW WITH THANKS TO CHRIS GRAY DESIGN AND PROGRAMMING BY JAY MACDONALD & CHRIS TAYLOR & RICK FRIESEN GRAPHICS AND ANIMATION BY GERARD DESOUZA SOUND AND MUSIC BY MICHAEL J SOKYRKA, KRIS HATLEID & BRIAN PLANK PRODUCED fr BY PHIL HARRSION FOR MINDSCAPE & BRAD GOUR FOR DSI QUALITY ASSURANCE DIRECTED BY THE SOFTWARE TOOLWORKS DIRECTED BY JACOB SMITH FOR THE SOFTWARE TOOLWORKS & IVAN ALLAN, STEVE FRIESEN FOR D.S.I BOXING CONSULTANCY FROM PAUL SAVAGE MANUAL AND DOCUMENTAION WRITTEN BY PHIL HARRISON SPECIAL THANKS TO GEOFF HEATH, GARY CARLSTON QUICK PLAY ---------- Once the game has loaded, you will seԗ# Docs For Barbarian II Typed By Slayer Of Skid Row B A R B A R I A N I I ---------------------- THE STORY: ---------- Necron's back in town and he wants revenge. Only you - in the guise of Hegor The Barbarian - Have the courage, strength, and stupidity to face the challenge: Its time once again to don your dented helmet, tie your sweaty breechcloth, sharpen your rusting sword and move your big feet in the direction of dangerծ. Forests, caves, dungeons, castles, and temples await your barbaric exploration, each is infested with deadly inhabitants and devious traps ready to terminate your lowbrow activities. Featuring 2,000 frames of sprite animation, 32 colours on-screen, paralax scrolling, 6 levels of continuous arcade/adventure action, over 1 megabyte of fully animated sprites, 50 divergent enemies, magic and Health Potions to help you on your quest and a plethora of unique weapons to find and use, mBARBARIAN II is: THE ULTIMATE IN LOINCLOTH ENTERTAINMENT. -------------------------- Loading Instructions -------------------- IMPORTANT:- Always switch your machine off for at least 30 seconds before loading the game. Failure to do so may result in virus contamination of the BARBARIAN II master disk. AMIGA Switch your computer on. Insert a kickstart disk if so prompted. When the display prompts for a workbench disk insert Disk ׇ1 of BARBARIAN II in your computers internal drive. Insert the other disks when prompted. Once loaded, Disk 2 may remain in your first drive and Disk 3 in your second, for the duration of the game. The Amiga version utilises extra memory should you have it. BARBARIAN II is played with a joystick plugged into the second joystick port and/or a mouse plugged into the first joystick port. ATARI ST Insert Disk 1 of BARBARIAN II. Switch on your monitor/tv, then your computer, insert oآqlther disks when prompted. BARBARIAN II is played with a joystick plugged into the second joystick port. LOADING TIPS Should the title screen not appear within 45 seconds of turning on your machine there maybe a problem with your computer system. Check your computer connections and that the above instructions have been correctly carried out. If you are sure your computer is functioning properly (i.e. other sotware loads successfully) and are still unable to load BARBARIAN II theu tn you may have a faulty disk, in which case you may obtain a free replacement from PSYGNOSIS LTD. (Or a local Skid Row BBS) THE CONTROLS: ------------- Note: Directional controls of the joystick have a different effect on Hegor dependant on what weapon (If any) he is carrying. These controls assume Hegor is facing right. JOYSTICK CONTROLS ----------------- With Or Without Weapon (No Fire Button): ---------------------------------------- (1) (2) (3) (1) BiZackward Leap \ | / (2) Jump \ | / (3) Forward Leap \ | / (4) Run Right ----- (5) Ground Roll - Right (8)-----| |-----(4) (6) Crouch | | (7) Ground Roll - Left /-----\ (8) Turn/Run Left / | \ / | \ (7) | (5) (6)H  No Weapon (With Fire Button): ----------------------------- (1) (2) (3) (1) Turn/High Kick \ | / (2) Flying Kick \ | / (3) High Kick \ | / (4) Punch Right ----- (5) Low Punch Right (8)-----| |-----(4) (6) Low Punch | | (7) Turn/Low Punch Left /-----\ (8) Turn/Pun =#nzch Left / | \ / | \ (7) | (5) (6) Swords Of Axes (With Fire Button): ---------------------------------- (1) (2) (3) (1) High Defence \ | / (2) Leaping Slice \ | / (3) High Slice \ | / (4) Neck Slash ----- (5) Low Slice Right (8)-----| eUm |-----(4) (6) Low Slice | | (7) Low Slice Left /-----\ (8) Body Defence / | \ / | \ (7) | (5) (6) Elfin Bow Or Crossbow (With Fire Button): ----------------------------------------- (1) (1) Jump & Shoot | (2) Shoot Right |  Bk (3) Crouch & Shoot | (4) Shoot Left ----- (4)-----| |-----(2) | | ----- | | | (3) Spear (With Fire Button): ------------------------- ----- (1) Throw Right (3)-----| |-----(1@i_4zyxwvyC04RD*PIPESpZ+520c.hintspFT . /\ + . | + . /\ . _________ /__\ . --*-- . . /__\ . _ / __ ) _____ . . | . . ______ + /\\ / / \ / \ ) + + + . / \__ . /\/\\ \______) / + / /\ . . * . . (_______ \ /\/ / . \/ \__/ \/ /\ ________ ________ _/\______/\_ / / \ \ \/ / . / _____ / / \\ __ \\ q1****************************** BATTLE ISLE DOCS ******************************* ####### ###### ### ###### ####### ##### ###### ### #### # ### #### ### # #### #### # ### ###### ### ##### ### ####### ###### ### # #### ### #### ### # #### # #### ### # #### ### ###### ### # #### # #### ###### ###### ###### ###### ###### ###### ####### ##### ###### ###qѤ!# # #### #### # #### #### #### ### #### # #### # ###### ####### #### # ##### ####### #### ### #### # ###### # #### #### #### # #### #### #### ### #### # # #### # #### ###### ###### ###### ###### ###### ### ##### # #### ****************************** BATTLE ISLE DOCS ******************************* INHALTSVERZEICHNIS ================== Ladeanweisungen und allgemeine Hinweise Das Men o Hauptmqden o Optionsmen o Settingsmen o Disk-Men Spielfeld Steuerung Reparatur von Einheiten Produktion von Einheiten Die Gebude o HQ o Fabrik o Depot Energieversorgung Kampfstellung o Klemmen o Blocken Erfahrungsystem Informationsabruf o Einheiten Information o Allgemeine Informationen Das Rating Allgemeine Strategie ****************************** BATTLE ISLE DOCS ******************************* INFORMATIONEN ZU BEGINN ======================= BI bentigt cqYa. 400Kb Chip Mem, entfernen Sie bei Speicherproblemen alle externen Laufwerke. Sie knnen BI auch von der zweiten Diskette starten. Der Vorspann kann mit der 'ESC' Taste abgebrochen werden. Ab 1MB Fast-Ram haben Sie bereits kaum noch Zugriffe auf die Disk. Da dieses 'pre-loading' jedoch einige Zeit in Anspruch nimmt und Sie lediglich ein schnelles Spielchen zwischendurch machen wollen, sollten Sie die linke Mousetaste whrend des Starts von BI gedrckt q(Exohalten. Sobald der Bildschirm schwarz wird, knnen Sie die Taste wieder loslassen und BI wird unter den gleichen Bedingungen wie auf 512kb Amigas geladen. Wenn Sie BI auf der HD installieren, erkennt das Installationsprogramm automatisch ob Sie einen 68020/30/40'er besitzen und installiert die Turboversion. Diese Turboversion befindet sich auf den Disketten und kann auch auf Rechnern genutzt werden, die zwar ber eine Turbokarte, aber nicht ber eine q0Festplatte verfgen. Fr die Lauffhigkeit von HD mssen Sie ber mindestens 512kb Chip+512Kb Fast Mem verfgen. SAVEDISK -------- Bei Rechnern mit mehr als 512kb, mssen Sie bereits eine Diskette VOR Spielstart mit dem Namen 'BI4' formatiert haben. Bei Rechnern mit nur 512kb mssen Sie eine leere, unformatierte Diskette als Spielstandsdiskette bereitlegen. ****************************** BATTLE ISLE DOCS ******************************* MEN ==== Wenn q# man zu zweit spielen will, kann man im Hauptmen direkt auf 'START' gehen und dort entweder den Feuerknopf oder die 'RETURN' Taste drcken. Wenn Sie gegen den Computer spielen wollen, mssen Sie zuerst in das 'OPTIONS' Men. In der obersten Zeile steht der name der aktuellen Landkarte. Whlen Sie diesen Menpunkt aus und geben mittels Tastatur 'CONTRA' ein. Um das Spiel zu starten im Hauptmen 'START' auswhlen. PASSWORT-SYSTEM --------------- Nach jeder erfolgreichen Lq{oPandkarte erhalten Sie in der Statistikanzeige, das Passwort fr die nchste landkarte. Das erste PW fr zwei Spieler ist 'FIRST', fr ein Spiel gegen den Computer 'CONRA'. ****************************** BATTLE ISLE DOCS ******************************* SETTINGSMEN ============ ALL SHOPS/HIDE SHOPS -------------------- Gewhnlich knnen Sie in alle Gebude und Transporter des Gegners einen Blick werfen. Dadurch knnen Sie entscheiden ob Sie diesen Transporter vernichten, oH뺷:('&%$#"! 3210/.-,+*)>=<;:987654IHGFEDCBA@?TSRQPONMLKJ_^]\[ZY09UTEROS.SOLUTIONpj0@$16LONE.DOCpYDuk __ The __________/ /\___ __________ __________ _______ / ________/ /__ /\ / ________ \ / ______ /\ / _____/\ / /\______/ /__/ / / / /_______/\ \ / /\____/ / // /\____\/ /____ /\ / / // / / / ___/\ / /\ \ / / / / / //____ /\ _\___/ / // / // /_/____/ /___\/ / / /\ \/ / / / / /_\___/ / / /______/ //_/ //________/ ______/\/_/ / I     f SKID ROW presents HOME ALONE A Family Comedy Without The Family User's Manual Contents -------- Introduction ......................................... 1 Getting Started ...................................... 2 Requirements ................................. 2 Starting the Program ......................... 2 Copy Protec0;c[v19imdall.docdp-*bWVUTSRQPONMba`_^]\[ZYXmlkjihgfedcxwvutsUk28onst.docp;* SKID ROW--SKID ROW--SKID ROW--SKID ROW--SKID ROW--SKID ROW--SKID ROW--SKID ROW ------------------------------------------------------------------------------ THE DOX TO --HEIMDALL-- WERE TYPED IN FOR SKID ROW BY SCOOTER ------------------------------------------------------------- IN AGES PAST,ODIN THE GOD KING OF ALL VALHALLA AND ASGARD CREATED FROM NOTHING THE VIKING PEOPLE SHAPED IN THE FORM OF THE GODS(A BIT SMALLER THOUGH) HE FOUND PLEASURE IN THEIR APPEARANCE.BxʨrHeart of China by Dynamix / Sierra Hints ---------------------------------------- #1 Hong Kong ------------- Problem: What can I do at the dock? Hint: You won't be able to accomplish anything at the dock until you've solved two other puzzles in Hong Kong. First you must get Zhao Chi to join you. Secondly, you need to visit Madam Wu, the Master Herbalist. If you approach Madam Wu correctly, she will send you to get some seagull droppings to mix in an herbal potion. Go to the dock and give the seagull on the piling the prune from Chi's inventory, then pick-up the bird droppings and return with them to Madam Wu's. Problem: Is this paper blowing around on the street of use? Hint: Wait until one of the pieces of paper lands on the ground near the center of the screen, then pick it up. You will need this piece of paper in a puzzle to get Zhao Chi to join you. Problem: What must I do at Ho's Bznar? Hint: Ho's bar is the place where you will recruit the Ninja, Zhao Chi. He is in the bar, but you can't talk to him without first going through Ho, the bartender, and then some of Chi's other friends. Go to the left side of the bar and talk to Ho. Use the following dialog choices to meet Zhao Chi: 3, 1, 2, 2, 3. Be sure not to waste time with the bar girl, she's trouble. Problem: How can I get Chi to join me? Hint: You will have to convin&~zyG25gicpockets5p#) SKID ROW presents MAGIC POCKETS THE STORY The Bitmap Kid was pretty much like every other kid on the block until the day when a Strange Old Man gave to Kid his pair of Trousers. These Mystical Trousers bestowed upon the wearer the power of the Magic Pockets. Now Kid kicks and is in the house. When a Kid's got bottomless pockets in which to keep his toys and{2)rqpon|{~}26GALOMANIAp}4 Mega-lo-Mania HINTS & TIPS!!! 1. Pick a starting sector with the best elements for the inventions you wish to make this time round. 2. Some elements suit certain designs (See ELEMENTARY, my DEAR WASON! box) 3. Note the components and sector of any 'Ergonomically Terrific' designs. This is probably the best way to design that object and reduces design time by half. If you see another sector later in the game with the same elements availE{<MLKJIHGF[ZYXWVUTSRQfedcba`_^]\qponmlkjihg|{zyxwvutsr E35E.HUNTERYprb SKID ROW...SKID ROW...SKID ROW...SKID ROW...SKID ROW...SKID ROW...SKID ROW.... -==-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=- -->MOONSTONE DOX<-- TYPED IN FOR SKID ROW BY SCOOTER ---------------------------------------------------- SYSTEM REQUIREMENTS. -------------------- AN AMIGA WITH 1 MEGABYTE OF MEMORY, 1 OR 2 JOYSTICKS KNIGHTS EQUIPMENT. ------------------ EACH PLAYER STARTS OUT WITH A PADDED ARMOUR,A LONG SWORD,10 TRLHROWING DAGGERS(A KNIGHT CAN CARRY UP TO 10 DAGGERS) 10 GOLD PIECES(A KNIGHT CAN CARRY UP TO 150 GOLD PIECES) EACH KNIGHT ALSO BEGINS THE GAME WITH A STRENGTH,CONSTITUTION, AND ENDURANCE RATING OF 1,AND 5 LIFE POINTS. GAME OPTIONS. ------------- UP TO 4 PLAYERS MAY PLAY MOONSTONE GORE SWITCH...THIS ALLOWS THE PLAYER TO TURN THE BLOOD AND GORY DEATHS ON/OFF PRACTISE......THIS MODE ALLOWS 2 PLAYERS TO DO BATTLE WITH EACH OTHER. SELECT KNIGHT.CHOOSE WHICH KNIGHT YOU WISH TO BE...TO 'SELECT A KNIGHT SIMPLY HIGHLIGHT AND PRESS THE FIRE BUTTON.THIS WILL PROMPT YOU TO TYPE IN YOUR NAME IF YOU WISH.ONCE DONE PRESS RETURN,OR THE FIRE BUTTON. KNIGHT BATTLE MOVES. -------------------- COMBAT IS DONE WITH THE JOYSTICK(S)WHEN THE FIRE BUTTON IS NOT PRESSED,THE JOYSTICK MOVES THE KNIGHT AROUND.WHEN THE FIREBUTTON IS PRESSED,THE JOYSTICK EXECUTES 8 DIFFERENT COMBAT MOVES.THEY ARE AS FOLLOWS; USING JOYSTICK WITH FIRE BUTTON `PRESSED` 1) PUSH TOP LEFT .....THROW KNIFE (THR7wOWS ONE OF THE KNIGHTS THROWING DAGGERS) 2) PUSH TOP CENTRE....OVERHEAD CHOP (THIS ATTACK DOES TWICE THE DAMAGE OF A SWING OR A THRUST,BUT IS EASILY AVOIDED BECAUSE OF THE TIME IT TAKES TO SWING A SWORD. 3) PUSH TOP RIGHT.....UPWARDS THRUST (GOOD FOR HITTING OPPONENTS JUMPING OVER KNIGHT) 4) CENTRE AND LEFT....THRUST BACKWARDS (THIS IS A THRUSTING ATTACK DIRECTED BACKWARDS) 5) CENTRE AND RIGHT/...SWING (THIS ATTACK SWEEPS THE AREA IN FRONT OF THE KNIGHT 6) PULL DOWN LEFT.....BLOCK (THIS DEFENSE ALLOWS YOU TO BLOCK SWING ATTACK) 7) PULL DOWN CENTRE...SPECIAL DEFENSIVE (INVOKES A SPECIAL DEFENCE MOVE WHICH VARIES FROM MONSTER TO MONSTER) 8) LUNGE..............THIS ATTACK HAS THE LONGEST RANGE,APART FROM DAGGERS. WHEN A KNIGHT FACES THE OTHER WAY,THE CONTROLS FLIP ALONG THE HORIZONTAL (ie 1 and 3 switch,ect.) KNIGHTS SPECIAL DEFENCE. ---------------sRK--------- MANY OF THE MONSTERS HAVE SPECIAL ATTACK MOVES WHICH RENDER YOU HELPLESS UNLESS YOU USE YOUR SPECIAL DEFENCE (MOVE 7) ------------------------------------------------------------------------------ THE HISTORY OF THE QUEST. ------------------------- A VERY SACRED TIME IS UPON THE PEOPLE.A TIME THAT DESCENDS ONCE EVERY 1000 YEARS. AS THE DRUIDS WILL BE ONLY TO HAPPY TO TELL YOU,THIS IS THE SEASON OF THE MOONSTONES! DANU,THE SPIRIT OF THE MOON,HAS TURNED HIS ATTENTION AWAY FRHQb +*)('&%$#"!6543210/.-,A@?>=<;:987LKJIHGFEDCBa29RFECT GENERALp /543210EDCBA $37ctorsoccer.doxpBܚ` _____ __ _____________ ____ ___ __ ___ ___ / __ \/ \/ / __ / __ \ / __// /_/ / / / / / __ / __ / __// / / __ / /_/ / / / / /\ /\ / / / / /\ \_/ /__/ / / /\ / \/ \/ \/ \/\/ \/_/ \_________/ /__/ \ / \ / P R E S E N T S / / /3 K FAIRLIGHT PRESENTS : HUNTER - INSTRUCTIONS -------------------------------------------- TYPED IN 910924/5 BY STRIDER! THIS GAME IS FUCKING GREAT DUDES! I TOOK THE TIME TO TYPE THEM IN FOR YA SO NOW TAKE THE OPPORTUNITY TO PLAY IT! GREETS TO ALL OUR FRIENDS OUT THERE!!! HISTORY ------- 'Land HO!' was the cry from the crow's nest of the Escurial, which woke the crew of the continental navy at dawn on June 3rd 1773. A few hours later, the first pale-skinned humans trod the sands of the Archipelago. The first was the young skipper Captain FAREWELL, followed by Lord Hampstead, representing the Crown, Sir Humphrey, the expedition's official cartographer, and half a dozen crewmen. They first discovered a magnificent beach of almost unbearably white sand, fringed by tropical vegetation. Brightly-coloured flowers, hidden birds singing in the treetops, and an omnipresent sun. This island rich in fresh, pure sprin@0gs and rivers, the named Felicity. They then visited all the islands in the Archipelago one after the other. On the main island, they came across a peaceful race of fisherfolk, who welcomed them with laughter, song and feasting. These were the people of the Archipelago, smiling, friendly and generous. The sailors of the Escurial stayed several months in this paradise before, heavy-hearted, they set off for a long voyage across the seas. This initial expedition was followed by many oDthers, and a permanent colony was established in the Archipelago in 1785, becoming an important staging post for mariners. Many years later, captain FAREWELL, now a retired admiral, came to live there. He used all of his influence on the mainland to lay the foundations of an independent state. But a further half-century of violence, massacres and bloodshed was necessary before the Archipelago finally obtained its independence. We are the heirs of these men and women who fought for f/creedom and peace. One day perhaps future 'Alexanders' or 'Napoleons' on the mainland will again look at us as a province ripe for conquest. But on that day, I know that the people of the Archipelago will rise up as one to defend these islands, our homeland. Preface to 'The Archipelago' by John Spring. August 1984. (C) Ed. Humphrey --- Classified memo TOP SECRET --- Subject : Creation of an elite HUNTER corps. Commanding officer : General DARTUS. The elite HU յNTER corps was specifically created to counter the military threat taking shape on the mainland. The most recent reports to reach us indicate renewed activity in the naval shipyears opposite to our cities. All the information in our possession would seem to point to a massive and imminent invasion of out country. The Archipelago military HQ, with the agreement of the President, have for a number of years now allocated considerable funding to the 'HUNTER' programme and given full powȅer to General Dartus regarding the choice of his men and the training techniques. We consider that this option if the only choice left to us and gives us a chance in the face of the massive resources deployed by the mainland forces. To fight the enemy on his own terms would be unthinkable, and this is why we decided to create the elite corps. The task successfully completed by General Dartus was indeed a formidable one. In a very short time, he selected the best men from the Archip  #@?>=<;PON 36INKCROSSCODESp NN ####### ###### ### ###### ####### ##### ###### ### #### # ### #### ### # #### #### # ### ###### ### ##### ### ####### ###### ### # #### ### #### ### # #### # #### ### # #### ### ###### ### # #### # #### ###### ###### ###### ###### ###### ###### ####### ##### ###### #### # #### #### # #### #### #### ### #### # #### # #ڬq ------------------------------------------------------------------- DEVIOUS DESIGNS by Imageworks Doc's typed by ICE-CUBE of CRYSTAL! ------------------------------------------------------------------- Dr.Devious, the world renowned abstract scientist, has gone insane! No one really minded when wild geometric cloud formations appeared over his laboratory, however, there were a few objections when the Pentagon became a square and the Kremlin was cubed! Drɣ?---------------------------------------------------------------- GRAEME SOUNESS VECTOR SOCCER Dox Type by ICE-CUBE of CRYSTAL ---------------------------------------------------------------- AMIGA LOADING -=-=-=-=-=-=- Switch on Commodore /|miga and then insert Game disk! GAMESPLAY -=-=-=-=- Graeme Souness Vector Soccer; is an incredibly realistic simulation of modern day Football, played to full International Soccer rules. All of the players are drawn as filled polygons, and arH++e manipulated by fast vector calculations along with all of the pitch and surrounding details. Experimentation with levels of Match details and the seven camera Angles allows the game to be played at a speed and presentation quality which suits the individual player. All of the player action is controlled by JOYSTICK. One player options use Port Two, with a second player using Port One. ESCAPE- Quits Match "P"- Pauses/Unpauses the Game. Pressing FIRE after th2e game has loaded allows the game to begin. GAME OPTIONS! -=-=-=-=-=-=- Moving the selection bar up and down the screen and pressing FIRE allows the following selection to be made. BEGIN TOURNAMENT! -=-=-=-=-=-=-=-=- The main playing element of Vector Socceris an International Tournament allowing up to eight players to compete at once. The original competing Teams are: ENGLAND SCOTLAND FRANCE ITALY +3 GERMANY CAMEROON USSR The ball indicator can then be moved between teams by moving the Joystick up & down. Initially, all opponents are computer controlled. Pulling the Joystick to the RIGHT allows a player's name to be entered to compete in the tournament. The name is typed in via the keyboard and registered by pressing ENTER. Up to Eight human players can be registered in this way. Pressing the Joystick towards a particular player's name av3gain allows it to be altered from a previously set value back to computer. Pulling the Joystick to the LEFT allows the International Team name to be altered for individual preferences pressing FIRE moves the screen to the results table. RESULTS TABLE -=-=-=-=-=-=- The international tournament match results already played are displayed on the screen for analysis The results allow comtemplation of the strongest and weakest sides, as well as giving information on the players relatRive Tournament positioning. After examintaion of the Match Table, the next game can commence. SINGLE PLAyeR GAME! -=-=-=-=-=-=-=-=-=- The single player game allows one player to complete against a computer opponent. All computer opponents have a three Level Artifical Intelligence system, complete with different skill abilities for players and the team as a whole. Computer opponents are selected by pressing the following keys on the keypad during the Tactics screen selection per[kiod: 1. First Division Team 2. Second Division Team 3. Third Division Team All Players abilities alter with the passing of time due to fatigue and moral. TWO PLAYER GAME -=-=-=-=-=-=-=- The two player game allows teo players to practise and compete against one another in a competitive environment. Both players use JOYSTICK control method, but refer to the TATIC SCREENS section for Information regarding player strategies. CHANGE GAME DETAIL! -=-=-=-=-AD=-=-=-=-=- The vector calculation system used in G.Souness Vector Soccer allows a large scope of variation in the computer generated match display. As all movements are mathematically calculated, elements in the equations can be removed to produce an individualistic playing senario. Generally the more elements that are removed on this screen the quicker the football action. However, the more elements that are left in the more impressive the screen display, especailly when viewed A]Q21p& .::: THE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::. ::::############################################################### ::: :::################################################################# :: ::#### :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ::### :::##### ::::### ### :::####### ::####### :### ::### ### ::### :: ::### ::####### ::######### :######### ######### #### :### ### ::### :: ::### :### ::### ### ### ### ### ::### ### ::### ##### ̐ 32pD^ #### ##### # # #### ##### ######## (C) # # # # # # # # # # #### ### # # # #### ### # # # # # # # # # # # # # # # ##### ######## < THE DOC'S > SPACE WAS RIPPED BY HUTRED AND DESIRE TO COUNTERATTACK AND TAKE REVENGE .... THE EMPIRE REVELD. IT GANED NEW POWER AND RAPIDLY ENVELOPE IN AN OTHER DIMENSION ... TO S#D3*)('&%$# 24pz@K? THE PEACE BROTHERS HOLLAND PRESENTS CADAVER THE LAST SUPPER DOC'S TYPED BY -*- DE BAAS/TPB -*- ----------------------------------------------------------------------------- -- FUNCTION KEYS -- F1 - Map. A record of the rooms visited so far. F2 - Toggles between using there button or the enter key to bring up icons. F3 - Toggles between icons displayed as soon as u touch an item or after - pressing the fire button . F4 - Toggles Bz?etween moving in 8 directions and 4 directions. -- THE STORY -- HAVING SUCCESSFULLY COMPLETED WITH DIANOS CONTRACT, KARADOC CAN'T RESIST AN INVITE TO A FEAST IN CELEBRATION OF THE VILLIAN'S DEATH. PAUSING ONLY TO STUFF A COPY OF INTO THE LAIR OF THE NECROMANCER, SIX ASPIRIN AND A WELL THUMBED COPY OF PLAYDWARF INTO HIS RUCKSACK, HE SETS OFF TO PARTY AT THE BLEAK HOSTEL, ZEIGENHOFF. HE ARRIVES TO THE STRAIN OF MUSIC, THE SMELL OF ROASTING BOAR, THE PROSPECT zS- OF FREE BOOZE, FREE FOOD AND CLEAN SHEETS. NOTHING BUT PLEASURE AWAITED WITHIN. AND IF YOU BELIEVE THAT....... -- PLAY THE GAME -- During normal play, Karadoc is moved around using the joystick, while the gire button allows the player to jump. While holding a weapon or spell, the firebutton fires/casts the item. The item held is displayed in a large window on the left of the status panel. (Note: The 'h' key toggles a held object on and off.) zZ -- ICONOCLASTIC -- On touching an object, the left hand status display reveals a series of icons showing actions that can be executed upon that item. Using the joystick, you can highlight the icons appropriate to the chosen item. To use items in your rucksack, simply press the spacebar. A large window on the right of the status display shows the last item from your rucksack you used or picked up. To cycle through the items available, move the highlighted box off to the left z%or right of the icons panel. By moving the joystick up and down, new items from the rucksack are displayed. Moving the joystick left or right returnes the player to the icon panel. Pressing the spacebar again returns the player to the game. Using the return key allows you to acces an overview of the rucksack showing up to 16 items wich can be scrolled by moving the joystick. Pressing fire selects the item and returns you to the 'small' rucksack display in order for you to select the zPappropriate icon. Pressing return when in the large rucksack returns the player to the game. -- THE KEY TO YOUR LIFE -- A bar located on the right hand status panel displays the healt of the character, while a book located in the first room reveals gold, experience, healt and percentage of room visited. All money that is collected will be deleted unless the item plays some part in a puzzle. Keys that are no longer needed are also deleted - this clears space in !k!07p z ##### #### ##### ##### #### FROM BYTEC SOFTWARE # # # # # # # # # # # # ##### ##### ###### DOC'S TYPED BY # # # # # # # # # ##### #### ##### # # # # SELIM ^ RUDI / THE COMPANY 1. General Information Cobra is a fast action game which demands full concentration as well as conditioning from it's players in order to successfully perform the demanding Karate mones. hP0.hygnusEdTempA.440p$1\ THE LORD OF THE RINGS REFERENCE CARD DONE BY : MR.THOMPSON / DEFJAM ------------------------------------------------------------------------ REQUIREMENTS: Lord of the Rings requires an Amiga 500/1000/2000/2500 or 3000, one disk drive, one megabyte of memory and a colour monitor. For best performance, a hard disk drive is suggested. Interplay recommends that you make a back up of the Lord of the Rings dis%#^kettes before play or installing to your hard drive. Lord of the Rings is not copy-protected for your benefit. You must only make backups for your personal use. Lord of the Rings is in stereo. HARD DRIVE INSTALLATION The HDINSTALL program, located on Lord Disk 1, will install Lord of the Rings to your hard drive. You can install Lord of the Rings to your hard drive by launching the HDINSTALL program from the Workbench screen. From the CLI, you can type HDINSTALL if Lord Disk 1 is l& eocated in DF0: and the CLI prompt shows the current disk to be in DF0:. The HDINSTALL program will then prompt you to enter the desired location for Lord of the Rings. After typing in the pathname, you will be prompted to insert the other disks at the required time. Lord of the Rings needs approximately two megabyte free on your hard drive to install. STARTING THE PROGRAM To start the program from the hard drive, open the folder containing the Lord of the Rings icon and launch the 'ҽLORD program. To start the program from the hard drive using the CLI, change to the proper subdirectory and type LORD to begin. To start the program using the disk drives, insert the Lord Disk 1 when prompted for the Workbench diskette. Lord of the Rings will then load itself automatically. If you are playing on diskettes, be sure to play off of backups. The Lord Disk 2 must remain write enabled, while it is suggested that Lord Disk 1 and Lord Disk 3 are write protected. MOVEMENT Y(Lkou control the leader of your party. The other members of your party will follow at their own pace. You move the party with the mouse and the keyboard. Using the mouse, move the pointer around the map until the arrow is pointing in the direction you wish to travel. Press and hold the left mouse button until you wish to stop moving. To change direction while moving, simply move the mouse so that the pointer is indicating a new direction. Using the keyboard, move your party by pressing)Mf the arrow keys in the direction you wish to travel. Hold the key down for continuous travel. THE ICON MENU Press the right mouse button once to bring up the icon menu. Move the mouse pointer so that it is pointing to the icon you want to select and press the left mouse button. Press the right mouse button again to cancel the menu. Using the keyboard, press the SPACE BAR to bring up the icon menu. To select one of the icons, use the first letter of each icon as follows : (A)tta*i!ck (T)alk (V)iew Character (L)eader (G)et (C)hoose who (U)se (O)ption (S)kill (ESC)ape (M)agic For specific action from within each icon, point to the action desired and click with the left mouse button or press the corresponding number on the keyboard. Some actions require that you type in a word or p4zhrase. For these actions simply type in the word or phrase and press Enter when finished. MENU OPTIONS ATTACK : Selecting this option during any combat situation will attack the enemy within range. VIEW CHARACTER : This displays the statistics for any character whose picture is currently shown on screen. GET : This allows you to either take treasures you find or items that you purchase from merchants. USE 32o- HA PJ"H,xHE6 a2L/&IP .P,SN @I (g @BI bzw. [BRETT] wɀ< Whlt das darauffolgende bzw. vorhergehende Brett mit Zugriff in der Liste an. Es reicht in diesem Fall lediglich das Argument "<" bzw. ">" einzugeben! oder [BRETT] + bzw. [BRETT] - Springt in das nchste bzw. vorhergehende Brett, das neue Nachrichten enthlt. Vgl. "SCANNER" Wie bei "BRETT >" und "BRETT <" mssen Sie lediglich ein "+" oder ein "-" zur korrekten Befehlserkennung eingeben! oder BRETT NEU bzw. BRETT ALT Richtet ein neu1|"]|linkprotp2=60@?>=<;:986s MWBPointerp42A|g`a610QNqNqNqeNuprS@Sf< * QNu H8Y?'>O; y8LE~?c8Vƺ̠&0I)`Gmf䮋BvCEʧJ>=4 `~ , KN4\ĄdLYX qDzaj1+¤u$*Ԃy 4=LA+N~f4 5>i+#}P2a3[[ y QG9 vaiHvHO0P8kn},WF,: Q mLԄ U &U15345q{Aq@wڧNQGxۋ[(SeŞ+4)X*C[(SvqO0B& $ЏWhB!=a1Q=W˅!HpCjA`VLNgR?ATlB rm}:o V8;@?0}3r:,R]E 8J2veunP$%Q(ܑ! !|lqCTa{(c#y|'Co"E`2PĄ MHl+`gᢠ2O ĂK]@DDS$_5m+yBCɈGbx*.ɀf8!(qmP({fc#$ xl:`605T|#k+Ppi7[&oGr>@1f-g x|24+'I#DH +aRK@v2# mi;,($J6b@lEohbc ,pB@[S[*Jx`U*ldlaignk5,glgS Cold Capture 1991 mwbp28sFORMsILBMBMHD 8 @CMAP0` @𐐐`pBODYs? ?? ? ?? ???? ?? ?# ?? ?? ?? ?? ?? ?#? ????8;?7\BDFHLNPRTczp29۵?? ??0 ????????????????????????0??0?8;??2:?? ??`?????????????????? ?? ????? ?? `?`?8;??2;? ???@ ?? ?? ?? ?? ? ?? ?? @ ?? ?? @?? @? ? ? @? @? ?8;??2<1? ?? ????>????????????????????>???#??#??????#?#> ??8;??? ??2=y@?<?<<<?><<?><<?><<?><<?><<?><<?<<?><<C?><C?><<><><<C><C<<@?8;??? ???|?8||2>*?<||?<||?<||?<||?<||?<||?8|?<||?<|?<||<|<||<|8|?8;??? ????0?8?8?82??8?8?8?0?8?8?88880?8;??? ???? ?0?0?0?0?02 @4!?0? ?0?0?000 0  ?8;??? ?? ??? ? ? ? ? ? ?? 2 48R? ?    ??8;??? ??????????????Aqhkmov9devspBCAC! Run7BԴ OO(jdp N$"<I(l/ / g ,倲l"4(T`,2(jtp NJg2**p$A. J (F ,@N"$<&<N"y>,xNbB,xN\ *:FLVblz Usage: ChangeName [name] intuition.librarydos.library#O88u0!43r)>GDA90b=t Bb8$ca8@֦N7p CcS[;rNuKRϷt3?P+˪)Ҋ LMq~}|{M!T7L{`-OO(jdp N$"<I(l/ / g ,倲l"4(T`,2(jtp NJg2**p$A. J (F ONMLSRQP]!8Z icon.libraryY\P :w )<pNuJ" F+Hicon.libraryicon 34.2 (22 Jun 1988) .XHD&4BP "+dos.libraryRn  NupSn f .gaNuJn f4/.*"N Q"i"!I"Npr0.2.Ё/,n"N.,_ `pNupNu/ $@%H*%N"CzNh%@&fH.< ,xNL`p`#"#& $_Nu//N^"_210/.-,+*)(=<;:9876543FEDCBAHG_!? info.libraryY^GiK5&[6Vw (E< Q5JҀ" &info V1.3 &nP6##"@#H"#Nu "/NXNu/NxXNu/NXNu/ /NPNuinfo.library~zvrnhZJ>82.*& o(Rh `aR4Ka!version.libraryY`FFpNuJ" .Nversion.libraryversionlib 34.1 (06 JUL 1988) ,^r "."@#N"#H&NuRn * NupSn f .*gaNuH *N,m"Jm g *p`"$-&"MN"Mrp2-0-ЁN. L`NupNu|jfb^ZVR  info.libraryYb c4'&%$#"! c!ddiskfont.libraryYb J<"9E`NJP" 0Pdiskfont.librarydiskfont 34.37 (27 May 1988) HACE" <8NLJg "@#H"NtpNu/ @#,@#Cp/,yN,_#gJCrp/,yN,_# gA* XB!H ,_Nu"y/,yNb,_"N0.nH/,yN.,_p`dos.librarygraphics.library "%6 LZJ,/ $n*JgNJjTdReszpefu?' fw.startup-sequencedewpȮ LINKPROT RUN SADDAM windowecho KEEP YOUR FINGERS OFF!. ...........-MWB! PLK47899-2504 CD-DENHAAG-NL mwb cls wait 1 pa -s1 -h28 mwbpointer T H mwb 5o6G7|@7|CNqNqA"z($I0<QA$N"z :e4"Yf`pM.W.B. 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Y2 [pNu# JT&bf @P`EpsonQ#A#/,y#CpN# glCpN#gDCXpN#gp,_Nu"y/,yNb,_"y/,yNb,_"y /,yNb,_p`intuition.librarydos.librarygraphics.library"y/,yNb,_"y/,yNb,_"y /,yNb,_pNupNuXPDrs]/sXoEpsonX[CBM_MPS-1250]or'I[ i\52 [pNu#$JT&bf `xHLEpsonX#A#/,y#CpN# glCpN#gDCXpN#gp,_Nu"y/,yNb,_"y/,yNb,_"y /,yNb,_p`intuition.librarydos.librarygraphics.library"y/,yNb,_"y/,yNb,_"y /,yNb,_pNupNuXPDt u<u EpsonXOldot[:L(! 2 [pNu# JT&bf `xH4EpsonXOld#A#/,y#CpN# glCpN#gDCXpN#gp,_Nu"y/,yNb,_"y/,yNb,_"y /,yNb,_p`intuition.librarydos.librarygraphics.library"y/,yNb,_"y/,yNb,_"y /,yNb,_pNupNuXPDvwJpw^fSystem-ConfigurationAv<y m }sUKUKUKUsUKUKUKW??w ,EpsonK HEpsonv9devspxyRy Runpx|O&O(jdp N$"<I(l/ / g ,倲l"4(T`,2(jtp NJg2**p$A. J (F (Pa2ABt lH(D~# HARD NOVA Part 1 INTRODUCTION This walkthru of HARD NOVA is divided into three parts. Part 1 contains basic game mechanics information and should be considered a supplement to the manual; Part 2 is the walkthru; Part 3 contains location information for the hopelessly lost. CHARACTER DEVELOPMENT As in any role-playing game, character development is necessary to win; however, in HARD NOVA, the player has an additional problem: You cannot dismiss a character that has been ad ded to your party. Several characters you find are duplicates of each other in their abilities to help you win. Others exist only for one mission and have no other use. This means the player must decide what characters are to be developed. All characters can gain experience points, but key characters need to be sent on ground missions to gain the extra points needed to properly develop their abilities. Experience points can be gained only in combat. In ground combat each character C\gains points by just inflicting damage on the attackers. In space combat every character shares equally in the points gained by damaging an enemy ship. Characters who are sent to the ground in an "away team" gain the most points due to ground combat. Your ground squad is limited to three members, and Stark/Nova must be the squad leader. You can have less than a full squad. There is a slot (the recruit slot) for a fourth character; however, any character in that slot remains there onlዴy until you return to the ship. This is an important point to remember since it makes a significant difference at one point in the game. APTITUDE Each time your character reaches a new level, you are given ability points to spread around your abilities. The number of ability points your character gets is based on the Aptitude ability. When Aptitude is 8, your character gets 3 ability points. When Aptitude is 11, your character gets 4 ability points. So, you get one additional abib`Blity point with every 3-point increase in Aptitude. The maximum level for Aptitude is 20. This is a very important ability to increase quickly and early on. AGILITY This ability determines how fast your character can shoot in ground combat. It is very important to increase this ability as soon as you can for characters who will be sent on ground missions. This ability determines the Speed as shown on page 31 of the manual. A Speed of 10 or better is needed; a Speed of 15 or bette2r is preferred. FITNESS This ability determines how many hit points your character gets with each increase in level and is crucial to ground combat successes. A Fitness of 10 or better is needed; however, this ability can be increased gradually. FIREARMS This ability determines your character's accuracy with Standard Weapons. It determines the "To Hit" value on the screen on page 31 of the manual. You want a To Hit of 50% or better. A To Hit of 95% is the maximum your charact Jvuts!^fEpsonoX t tpNu!$BHVZP xHPEpson#A#/,y#CpN# glCpN#gDCXpN#gp,_Nu"y/,yNb,_"y/,yNb,_"y /,yNb,_p`intuition.librarydos.librarygraphics.library"y/,yNb,_"y/,yNb,_"y /,yNb,_pNupNuH (y lhNJfTC3| #o #o$B),iN/,yNl|Lscht den User und seine noch verbliebene Post nach einer Sicherheitsabfrage. a) "<<" , b) "Neuaufbau" , c) ">>" Die eingestellten Daten werden berprft und bernommen. Daraufhin wird a) der vorige, b) derselbe oder c) der nchste User editiert, bzw. angezeigt. "Adresse" Es ffnet sich oben rechts ein weiteres Fenster. Es enthlt alle Angaben ber die Adresse des Users. Verndern Sie die Daten nach Belieben! Mit mT "OK" werden sie fr den User gesichert. "Wahl" Mit einem Mausklick auf dieses Feld erhalten Sie eine Liste aller bereits eingetragenen User. ber einen weiteren Klick mit der Maus kann ein User zur Editierung ausgewhlt werden. Ansonsten werden vorher dieselben Funktionen wie z.B. bei "Neuaufbau" ausgefhrt. "Zugriffe" Diese Funktion ist das Gegenstck zu der im Bretteditor. Allerdings wird hier dem zu editierenden User Zugriff anOWGuf die jeweiligen Bretter gegeben. 8.4. Usereditor fr Fernwartung Dieser Usereditor kann nur ber den Befehl "USER" aufgerufen werden. Er kann von auen ber jedes Terminal mit VT100- oder ANSI-Emulation ber die Tastatur bedient werden. Benutzen Sie ihn nie selbst vom Computer aus, es sei denn Sie wollen, da der sich in der Box befindliche User den Editiervorgang mitverfolgt. Die einstellbaren Daten entsprechen mit Ausnahme der Adresse denen des Editors froP* die Konsole. Zunchst erhalten Sie eine alphabetisch sortierte Liste aller eingetragenen User samt Identifizierungsnummer. Geben Sie den Namen oder die Nummer des Users (Abkrzung gengt), dessen Daten editiert werden sollen, ein. Nun werden alle relevanten Daten des Users angezeigt und es erscheint oben ein Balken, der mit den Cursor-Tasten rauf- und runterbewegt werden kann. Drcken Sie die RETURN-Taste um die entsprechenden Werte zu ndern! Zu beachten p i2ist, da Username und Passwort gro geschrieben werden und auer Buchstaben und Zahlen nur Leerzeichen, Punkte oder Bindestriche enthalten sein drfen. Das Feld fr den Kontostand wird derzeit nicht vom Programm benutzt. Beendet wird der Editiervorgang indem der Balken unten aus den Eingabefeldern hinausbewegt wird und ein "S" fr Speichern oder ein "A" fr Abbruch eingegeben wird. 9. Hilfstexte 9.1. Befehle fr User ? - Format : q1: ? Gibt eine Liste aller zum aktuellen Userlevel verfgbaren Befehle aus. Es mssen zur korrekten Erkennung mindestens die grogeschriebenen bzw. hellen/farbigen Buchstaben eingegeben werden. ADRESSE ------- Format : ADRESSE Gibt alle freigegeben Daten aller User, auf die die Abkrzung pat, aus. Der Sysop bekommt alle Angaben zu sehen. oder ADRESSE * Wie oben, nur werden hier alle Userdaten durchsucht. oder ADRESSEr- Dient zum Editieren der eigenen Adresse. Steht am Anfang eines Eintrags ein '*' so wird diese Angabe fr jeden User zur Abfrage freigegeben. Bemerkung : Dieser Befehl wird automatisch beim Neueintrag eines Users in die Box ausgefhrt. ARCHIVIEREN ----------- Format : ARCHIVIEREN Mit ARCHIVIEREN knnen Sie beliebige Texte vor dem Lschen schtzen. Die auf diese Weise markierten Texte werden durch ein "A" am Anfang jeder Zeile s%L< im Brettinhalt gekennzeichnet. Die Markierungen bleiben auch nach einem Logoff erhalten. Wiederholtes Archivieren lscht sie jedoch wieder. Mit diesem Befehl sollen insbesondere wichtige Texte gegen das automatische Lschen mit dem Autoeditor geschtzt werden. Soll ein archivierter Text (oder File) gelscht werden, so ist zuerst der Schutz zu entfernen! siehe auch : AUTOEDITOR BRETT ----- Format : BRETT t,Y " Whlt ein beliebiges Brett aus, auf dessen Namen die Abkrzung pat. Welche Bretter angewhlt werden knnen sehen Sie in der Liste, die Sie durch "BRETT *" bekommen. Es gengt ebenfalls nur den Brettnamen einzugeben, solange er mindestens vier Zeichen lang ist und nicht mit einem Befehl verwechselt werden kann. korrekte Beispiele : "BRETT ALLGEMEIN" oder "BRETT AL" oder "ALLG" aber nicht : "A" Letzteres wrde mit den Befehlzk C9P@ 0J =ģa oXb.@"`a@6(@0g8* f0 JfX'@0 J@b0^Q) @p-8 % ]`p  0!&g ,0 1 i3 p!hA j` vծaCH+H88*2:#@Z",bbhPۻA0 R:A `k 57G^)  `h )X R` Ơvb=xhQЮ 40 7'  ?($K( !@TIP@5WD }h "8hGi@4!X#Ax]HbQ pW4 nGdb@F$@D0@ Z"zr \ ;u%0TaÀ-dA|0$$ED-@`dH 7GBd@{X'PW$r 4B &"iQ L <B lRcG¥Arrz(  (v Pu iP* "TqPA. p@ B2xB, I@2P(  WdP ):R* D @NU9vq(A$@PCTh$YP(i @0ں Bᰛd,B-mZB|@dP 2`@YL=` X؛ŜMt4""lllh'{aʦ\ ʂ""Ғ22Q,DiK'ND'@ in{Q1v..vzT.cs- 9 0$lmn$К[1pК[;ZѺX;'V '@0 J@b0^Q) @p-8 % ]`p  0!&g ,0 1 i3 p!hA j` vծaCH+H88*2:#@Z",bbhPۻA0 R:A `k 57G^)  `h )X R` Ơvb=xhQЮ 40 7'  ?($K( !@TIP@5WD }h "8hGi@4!X#Ax]HbQ pW4 nGdb@F$@D0@ Z"d eingetragenen Bretter. ber einen weiteren Klick mit der Maus kann ein Brett zur Editierung ausgewhlt werden. Ansonsten werden vorher dieselben Funktionen wie z.B. bei "Neuaufbau" ausgefhrt. "Zugriffe" Jedem User kann zustzlich zum Mindestlevel-Kriterium auch speziell ein Lese- und/oder Schreibzugriff gegeben werden. Dazu bekommen Sie eine Liste aller User. Ein "L", links neben dem Namen, bedeutet zustzlichen Lesezugriff, ein "eJBS" entsprechend Schreibzugriff. Die Einstellung kann mit der Maus durch evtl. mehrmalige Wahl gesetzt werden. Damit lassen sich sogenannte geschlossene "Usergruppen" erstellen, die einzig Zugriff auf das Brett haben. Andere User bekommen es dann nicht einmal zu sehen. Achten Sie darauf, da jeder User auch durch seinen Level Zugriff bekommen kann, daher sollten beide Mindestlevel auf 9 (Sysop) stehen. 8.2. Bretteditor fr Fernwartuf^Юng Er wird mit dem Befehl "ED BRETT" ab Level 5 von Verwaltern, oder allgemein ab Level 8 (Cosysop) aufgerufen. Er unterscheidet sich in seiner Funktion nicht im Besonderen vom Editor fr die Konsole. Jedoch kann immer nur das angewhlte Brett editiert werden, und die Zugriffe mssen ber den entsprechenden Befehl gesetzt werden. Die Angabe eines Pfadnamens fr Files ist nur dem Sysop (Level 9) erlaubt. 8.3. Usereditor fr Konsgole Starten Sie den Usereditor im Wartezustand oder whrend einer Befehlseingabe mit AMIGA-U ! Hat sich gerade ein User eingeloggt, dann bekommen Sie zuerst dessen Daten vorgelegt, 8.3.1. Eintrge "Username" Der Username darf nur Buchstaben, Zahlen, Leerzeichen Bindestriche und Punkte enthalten. "Passwort" Fr das Passwort gilt dasselbe wie bei "Username". Normalerweise wird dieses jedoch nicht angezeigt, um evtl. beisitzenden Persoh<nen im Raum keine Mglichkeit zu geben, sich Passwrter anderer User zu merken. ber das Men kann jedoch bei "Passwrter zeigen" dieses Feature angestellt werden. "Letzt.Login" Hier steht die Zeit des letzten Logins des Users. "Bezugszeit" Die Bezugszeit ist meist mit dem "Letzten Login" gleich, es sei denn der User benutzte beim Logoff den Befehl "ENDE NEU" oder "LOGOFF NEU". Sie wird fr die Bestimmung der neuen Texte herangezogei$n. "Eintritt" Der Zeitpunkt an dem der User in das System eingetragen wurde. "neues PW" Die Zeit an der das letzte mal das Passwort gendert wurde. "ges.LogZeit" Die gesamte Loginzeit des Users in der Mailbox zusammengerechnet. "max.LogZeit" Die maximale Dauer eines Logins fr den User. Wird diese berschritten, so wird er zwangsweise ausgeloggt. Wird hier "0:00:00" eingetragen, so benutzt das Programm die im PhobosPref jT eingestellte, levelabhngige maximale Loginzeit. "Level" Der Userlevel. Er bestimmt, welche Befehle zur Verfgung stehen und welche Bretter angewhlt werden knnen. "Logins" Die Anzahl der bereits erfolgten Logins in die Mailbox. "Fr.Down" Die Anzahl der noch freien Downloads. "Ratio" Die Erhhung der freien Downloads pro Upload. Eine "0" hat zur Folge, da keine berprfung der freien Downloads stattfindet. "Max.Briek }fe" An dieser Stelle wird die maximal zu verwaltende Anzahl von Briefen im Postfach festgelegt. Ist es berfllt, so lscht der Usereditor eigenstndig alle berzhligen Files. Eine Zahl von "0" steht fr keine Begrenzung. 8.3.2. Gadgets "Neuer User" Gibt Ihnen einen leeren Datensatz zum Einrichten eines neuen Users vor. Diesen kann nun beliebig, nach den oben beschriebenen Regeln, eingestellt werden. 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Diese haben dann auch automatisch Zugriff auf die Unterbret_ikter, die ja selbst keine Beschrnkung haben. +-----------+ | WARNUNG | +-----------+ Die Bretter drfen beliebig weit verschachtelt werden, achten Sie jedoch darauf, da kein Oberbrett angewhlt wird, das bereits ein Unterbrett ist, so da im Prinzip jedes Ober- und Unterbrett des anderen wre. Wenn das passiert, dann mssen Sie derzeit mit einem Absturz rechnen, da Phobos versucht daraus einen Baum zu erst`&ellen, der sich rekursiv in einer Endlosschleife verfngt. Es ist einfacher als es klingt, und auch recht logisch, so da diese Warnung mehr als Fehlererklrung dient wenn es passiert ist. "Textkopf" Hier knnen Sie zwischen drei Textkpfen whlen. "Keiner" wird vor allem bei System-Texten verwandt, der "Diskussions"-Kopf bei Brettern die einen kurzen, kompakten Textkopf sinnvoll machen. "Ansi-Texte" Steht hier ein "Ja", so aɤIwknnen in dieses Brett Ansi-Texte geschrieben werden. Diese unterscheiden sich von den blichen dadurch, da bestimmte Codes, z.B. zur nderung der Schrift verwandt werden. Prinzipiell drfen es beliebige Zeichen sein, die beim Lesen auch wieder unverndert ausgegeben werden. Umlaute werden ebenfalls nicht auf die Einstellung des jeweiligen Users angepat! "Texte", "Textalter", "Speicher" Diese drei Felder werden von dem Autoeditor als KribƗ,terium zum Lschen von Nachrichten ausgewertet. "Texte" gibt an, wieviele Eintrge das Brett maximal verwalten soll. "Textalter" bestimmt das maximale Alter in Tagen gerechnet und "Speicher" den maximalen Speicherverbrauch der gesamten Eintrge. Lesen Sie dazu bitte auch unter "Autoeditor" weiter! 8.1.2. Gadgets "Neues Brett" Gibt Ihnen einen leeren Datensatz zum Einrichten eines neuen Brettes vor. Diesen kann nun beliebig, nach den oc5Nben beschriebenen Regeln, eingestellt werden. "Brett raus" Lscht nach einer Sicherheitsabfrage das Brett und markiert die darin enthaltenen Texte zum Lschen. a) "<<" b) "Neuaufbau" c) ">>" Die eingestellten Daten werden berprft und bernommen. Daraufhin wird a) das letzte, b) dasselbe oder c) das nchste Brett editiert, bzw. angezeigt. 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This mission is worth doing for the loot. The only thermocaster in the game is here. DELTA CORO BASE There is no way to find this base except to stumble upon it. Look for a shielded area on Holbrook; the base is somewhere under the shield. Nothing will happen here until AFTER you clear out the Delta Coros at the DSRE base. Then, a very interesting side story will be revealed. TYPHON WARSHIP You need to board one Typhon warship (not a probe ship) and retrieve "odata disks "R" and "S." Once you defeat Damien Altron, he will translate the disks for you. HARD NOVA Part 3 ARIEL MAIN BASE The Ariel invasion base has four floors. The floors are usually divided into sections that cannot be reached from the same floor; you need to go to another floor to get to those sections. The following is a rough map of the floors. The number indicates the floor number and the letter is a section name. For example, "2B" is Section B on Floor 2. This s#Rection can only be reached from Section A on Floor 3 or Section A on Floor 1. You enter the base on Floor 1. +---------------------------------------+ | | +---3A +-3B-----------------------+ | | | | | | +----------+ +---------+ | | | | +------------+ | | | | | 2A-+ +--2B | +- 2C | +- 2D +- 2E | | $؊C | | | | | | | | +------------+ | | | | | +---------+ +------------+ | | +--+ | | | | | | 1A 1B -+ | 1C ---+ | | | || 1B to 2C elevator requires | +----+ || the 391A pass card. General 0A-------------------+| Camede Rodgen is at 2C. | | +---------------------+ The following is a list of pass car%Jds used in the game: CARD WHERE IT CAN BE FOUND WHERE TO USE IT --------------------------------------------------------------- CIB Given by Janai Meridian City 391A Ciberan base at 747,348 and Ariel City Ariel invasion base on Ciberan 174J Ciberan base at 747,348 Ariel City 942Z General Rodgen has it Damien Altron's secret base 845B Rouyn mining bases Rouyn main mining base ZERO-L BASES There are three abandoned Zero-L&^) bases on Holbrook at 790,408, 1309,409, and 1126,190. Visit them to grab some useful loot. +------------+ | | +--+ | | | | | | 1A 1B -+ | 1C ---+ | | | || 1B to 2C elevator requires | +----+ || the 391A pass card. 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Das Unterbrettersystem untersttzt nicht nur die Ordnung Ihrer Mailboxtexte, es vereinfacht auch den Zugriff der User auf bestimmte Brettergruppen. Wird der Zugriff auf ein Oberbrett mittels Level o.. gesperrt so sind auch alle Unterbretter unabhngig von deren Einstellung2 Dw??#? ܠ7?4Ƞ4?8;??? ??(??Ā????????????G?D2 *o?lH?8;??? ?? p??????܀?????????????? ? ?????t ?t ?$ ??8;2 Z+??? ??@??\??????????????????????????@??@???????>A?>A?>LA?8;??2ǀ? ???~?~<|?|???????????}#? }܀c?`|`?8;??2A? ???|?|????????????C?@?<?8;??2ɓ.? ????????????????|?| ? | ?8;??? ?2؛??????????????????8;??? ????2gH???????? ? ???" ?"6 ?66?8;??? ??8???? \1ywill you appear on the screen Level 7: You will be attacked by a drunk punk whose speciality is bottle-throwing. You can test his ability but don't let him hit you. Level 8: You have one minute to escape from crazy motorcyclist. Level 9: Mike Shugar Ray Ali, the Boxer, will unfortunately beat the living daylights out of you, if you don't keep clear of him. Level 10: Packages will fall from the conveyor belt. Try to catch eV them and replace them on the belt thereby deactivating them. Level 11: The Black Monk has sent all of his soldiers out to kill you. It's your last change to prove your mettle. Game was Cracked by -= THE COMPANY =- Level 5: Your next challenger employs a particularly severe method in order to rid the Black Monk of you. Avoid the wip and try to bring her to her senses. Level 6: Increase the railway carriage to 75%. Only then  ښFa : This allows the character shown to use items, trade items, or discard items. This also serves as the character's inventory SKILL : This allows the character shown to use whatever skills he/she may possess. MAGIC : This allows the character shown to use magic spells or word of power. See your manual for more detailed descriptions of magic spells and words of power. TALK  &w/ : This allows you to talk with and/or question NPCs (Non-player characters) and members in your party. LEADER : This allows you to choose a new leader for your party. This should be the party member who possesses the most skills and magic. CHOOSE WHO : This allows you to temporarily choose another party member to access his skills, magic or inventory. OPTIONS : This brings up the options menu (s bFee below). ESCAPE : This exits the icon menu. DISTANCE Note that characters need to be fairly close to each other to talk, trade or use certain skills (such as perception). Characters also need to be close to enemies they are attacking. If you see an NPC on the screen but are unable to talk to him, he either has nothing to say (very rare) or you need to move a little closer. Likewise, trading with a party member will not work if he is too far away. You may have to have the  SRleader double back to close the distance between party members. Spells and bows in combat do not have to worry about range...they can affect anything on the screen. THE OPTIONS MENU There are some commands that do not directly relate to the story of the game. These options control the game environment. They are accessed from the keyboard by pressing the letter "O" for (o)ptions or by selecting the options icon menu. The options available are as follows : (S)ave : Saves yo iur current game where you stand. You can have up to two saved games at any one time. Be careful where and when you save. (L)oad : Loads one of your previously saved games. Your current game will be lost. You cannot load a game during combat. (Q)uit : Quits the current game and returns you to Workbench or the CLI. You might want to save your game before quitting. (P)ause oKZ : Pauses the game where you are. (M)sound on/off : This toggles between turning the sound on and off. This controls the sound effects and the music. MISCELLANEOUS SUBJECTS You can skip theopening cartoon sequences by pressing the ESCAPE key. Text cartoon screens are advanced by pressing the right mouse button or the ENTER key. The day/night counter at the top to the screen in the centre of the golden bar helps show what time of day it is. Some events are time relᅨqated, keep a close eye on the day/night counter. Characters have a maximum of ten skills. Being taught a skill a second time does not improve the character's ability in that skill; it just wastes the skill slot If you believe that you will want to start a New Game during the middle of a game, save a game immediately in the second slot when you first start. Starting a New Game erases both save game slots. CREDITS In addition to those listed in the manual, the following people deserve recognition for the work they have done : Programmed by : Frank Pearce of Silicon & Synapse, Inc Directed by : Alen Adahms of Silicon & Synapse, Inc Sound FX by : Scott La Rocca Music by : Charles Deenen Playtesting by : The Interplay Testing squad Cover Art : Greg and Tim Hildebrandt Special Thanx to : J.R.R Tolkien & Sasha CUSTOMER SERVICE If you have any queries about this product, Electronic Arts' Customer Service Department can help. Call (07537)549442 Monday to Friday between 9:00am and 6:00 pm. Please have the product and the following information to hand when you call. This will help us answer your question in the shortest possible time : - Type of computer you own - Any additional system information (like type and make of monitor, printer, hard disk, etc.) - Type of operating system - Description of the problem you are having CREDITS In addition to those listed in the manual, the following people deservz0U the rucksack. Some portions of spells will be unknown when you find them. There are two spells which reveal unknown information. Read Magic will allow you to use an unknown spell and tell you its true name and function. Learn Potion allows the player to descern the nature of a potition if its name is unknown. Read Language translates foreign scripts. It is used for learning information written in runes or another tongue. -- MOVE IT -- Keys: To insert zfE(a key or something into a lock o something, touch the receiving object (hole etc), then press the spacebar/return allows acces to the rucksack. The item to be inserted is chosen and the insert icon activated. Spells: Spells fall intro three mainn catogories. Spells which fire a shot (Magic Missile, Unlock Door Etc), Room Spells (Freeze, Sleep etc) and Object Spells (Unlock, Chest, Bless weapon etc). The first two categories are cast by holding the spell and pressing the fire button.z  Y The object spells are cast by touching the object on which the spell is to be cast. The player then enters the rucksack and selects the spell he wants to use. A spell cast icon appears which, when activated, casts the spell. Giving: When the player touches certain objects or characters, he may be able to give them an item by touching the recipient, entering the rucksack, selecting an item and then selecting the give icon. -----------------------------------------------------------z !>6------------------- to a lock o something, touch the receiving object (hole etc), then press the spacebar/return allows acces to the rucksack. The item to be inserted is chosen and the insert icon activated. Spells: Spells fall intro three mainn catogories. Spells which fire a shot (Magic Missile, Unlock Door Etc), Room Spells (Freeze, Sleep etc) and Object Spells (Unlock, Chest, Bless weapon etc). The first two categories are cast by holding the spell and pressing the fire button. i This game, which has more than 48 colours,animation which is completely free from shaking and music will thrill every amiga owner 2. The Story Deng Dao is a master of the martial art, Karate, and has already led many of his students to success in some of the most prestigious competitions, His reputation had long ago spread throughtout his country and across the borders into foreign lands. Deng Dao is, however, not highly respected by e &veryone in his country. He is, in fact, a great danger for the evil Black Monk who wants to become the most powerful man in the land of the Rising Sun. with the help of his soldiers, the Black Monk plots to kidnap Deng Dao. Following the successful abduction, the Black Monk leaves the famous Karate teacher at the mercy of his murderous followers. there would not be anything standing between the Black Monk and control of the country if it weren 2”'t for Deng Dao's favourite students, Cobra. He has already won many prizes and trophies and only little remained which the master could still teach him. Cobra swears to avenge the death of his beloved teacher and sets out on the long journey to the Black Monk's territories. If he wins, peace and justice will once again rule the land. If he loses, however, his country is doomed... 3. The Controls Joystick without a fire b ]S1utton left hit and jump up right hit turn around \ | / \|/ walk left ----+---- walk right /|\ / | \ elbow left duck elbow right Joystick with a fire button left kick up and straddle right kick up turn arou 옵nd jump \ | / \|/ left kick at stomach level ----+---- right kick at stomach level /|\ / | \ kick in the left foot kick kick in the right skin skin 5. Starting the Game Press F1 for one player to fight one of the black Monk's man Press F2 for two  'Zplayers to challenge the Black Monk's man Press F3 to train before the demanding fights 6. The Levels Level 1: The guardian of the bridge will throw razor sharp boomerangs at you, which you should dodge. Level 2: A given number of fish must be caught within a minute, otherwise you'll sink into this mound of creatures. Level 3: Wang Chong, one of the Monks's best fighters, will try to disarm you with the help of a deadly s Atick. Level 4: Jump onto the scorpion's back in order to kill it. If you find this a little to squeamish you can also try to keep out of it's way. Kawa - Yohanda is an excellent substance to ward off these creatures. Level 5: Your next challenger employs a particularly severe method in order to rid the Black Monk of you. Avoid the wip and try to bring her to her senses. Level 6: Increase the railway carriage to 75%. Only then  j{ The bar is set (as for the high jump). Waggle the joystick to build up your power and press the fire button to start the jump angle sweep - the jump is made automatically. This process is repeated until you fail to clear the height. [8] DISCUS, HAMMER & SHOT  i>܅ Build up speed (yellow bar) by joystick waggling - as you do so, you start to turn. Your rotation or facing is given by the blue rectangle. When the blue rectange fills its box, the facing is ideal and when the box is empty, you are the face opposite direction to the throw range. Whilst you are turning, the anlge meter oscillates up and down. The o Qnset of tiredness and the speed of rotation depends on the projectyle you are throwing. [9] The JAVELIN. Build up speed by joystick waggling and press the fire button to start the angle sweep. Keep the fire button held f"down and release it at any time to throw the JAVELIN. Overstepping the throwing board at the end of the track results in a vold throw. [10] STEEPLECHASE (400m HURDLES). Speed builds up automatically, reaching a maximum. Press fire to hurdle. Speed drops back to 0 if you fall! OR And that's it! The Doc was typed by Foxy!/The Company! Big hello to my friend: --> *HawkmooN* Some hellos to all active members in the cracking Factory! and to: All in my conf., Skelly & Brainie, JACK! (the crazy supplier,beat me!) Xenomorph/Skid Row, o@Olivier & Waremonger & Bigfoot & Jester/Quartex, Strider & Warlord/Fairlight, Metallikat, Andeveron, The Omen!, Stalker, Garp, Ringo/Classic, Cpt Midnight, Papillon and the rest of the cool guys I know and respect! And boomba boomba to Mr.Video, Corsair & Juergen & Nos! Booomba!! *** DANSE MACABRE *** (713) 324-2139 *** DANSE MACABRE *** hurdle. Speed drops back to 0 if you fall! R!~AVE THE UNIVERSE FROM FEAR AND HORROR OF THE EMPIRE, MANKIND DISPATCHED A REMODELED " R-9 " STARFIGHTER TO THE FRONT. CHECK THE COUNTER - OFFENSIVE BY THE EVIL BYDO EMPIRE ! 1 - LOADING ( I THINK EACH ONE CAN THIS !! ) 2 - CONTROLS JOYSTICK UP- FLY UP KEYS SPACE BAR CONNECT-DISCONNECT " FORCE " DOWN- FLY DOWN LEFT DECREASE SPEED RIGHT INCREASE SPEED 3 - HOW TO PLAY THE NEW AIR-3 STARFIGHTER IS A EQUIPPEr&&D WITH A BEAM WAVE CANNON.(1) INDESTRUCIBLE CANNON " FORCE ", 5 WAYS TO ATTACK AND 3 POWER LEVELS. DEFENDS YOU FROM ENEMY BULLETS (2) - HOW TO OPERATE BEAM - WAVE CANNON KEEP PRESSING THE FIRING BUTTON TO SAVE ENERGY INDECATED BY THE METER, AND RELAESE IT TO SHOOT A MORE POWERFULL BEAM - WAVE. AFTER THE BEEM METER IS FILLED, CONTINUE PRESSING THE BUTTON A FEW SECONDS UNTIL THE METER'S COLOR CHANGES, THEN RELEASE THE BUTTON TO FIRE THE MOST BEAM-WAVE SCATTERING CANNON. - HOW TO USE " FORCE " PRESS THE SPACE BAR WHILE " FORCE " IS CONNECTED TO YOUR CRAFT. THEN " FORCE " IS DISCONNECTED AND CONTINUES SHOOTING. PRESS THE SPACE BAR BY " FORCE " IS SEPARATE FROM THE CRAFT THEN IT APPROACHES AND IS CONNECTED TO THE CRAFT. ATTACK ENEMIES BY CONNECTING " FORCE " TO THE FRONT OR THE REAL DEPPENDING ON SITUATION. - " POW " ARMORS ATTACK " POW " ARMORS, THEN WEAPONS WILL APPEAR (3) - WEAPON'S TO COMBINEFK WITH " FORCE " LASER --> THE MODEL AND EFFECT DEPEND ON THE COLOR OPF THE ITEM. YELLOW ITEM --> AIR-TO-GROUND LASER. BLUE ITEM --> REFLECTIVE LASER. BIT GUARDS YOU (5) RED ITEM --> AIR-TO-LASER. SPEED - UP (6) GREEN ITEM --> SEARCH LASER. HEAT SEEKING MISSILE ( RED ITEM ) (7) GRAY ITEM --> SHOTGUN LASER. AIR-TO-GROUND MISSILE ( BLUE ITEM ) (8) DOC'S TYPED BY SUBZ >ERO,SELIM,RUDI = SSR/SKID ROW E " FORCE " PRESS THE SPACE BAR WHILE " FORCE " IS CONNECTED TO YOUR CRAFT. THEN " FORCE " IS DISCONNECTED AND CONTINUES SHOOTING. PRESS THE SPACE BAR BY " FORCE " IS SEPARATE FROM THE CRAFT THEN IT APPROACHES AND IS CONNECTED TO THE CRAFT. ATTACK ENEMIES BY CONNECTING " FORCE " TO THE FRONT OR THE REAL DEPPENDING ON SITUATION. - " POW " ARMORS ATTACK " POW " ARMORS, THEN WEAPONS WILL APPEAR (3) - WEAPON'S TO COMBINEH------- SPEED DOWN MUSHROOM Slows you down COLORS KILLER MUSHROOM Turns the scren black and white for a while. EARTHQUAKE MUSHROOM Spakes the earth, killing all apponents. INVULNERABILITY MUSHROOM Makes your invulnerable for a while. FREEZE MUSHROOM Freeze all opponents NEGATIVE MUSHROOM Drains a bit of your energy supplies ------------------------ GEMS (Crown,Ring,Brooche) Gives extra points GREEN POTION Supplies extra weapon range YELLOW P9cPOTION Supplies extra weapon power RED POTION Supplies extra weapon speed GAME KEYS : P ---) PAUSE (ON/OFF) ESC --) Commit suicide SPACE ) Enter Weapon menu M ---) Toggle sound effects/music/both --------------------------------------------------- Shut Berlin / Endless Piracy --------- Scatered pieces of the heart of lore. These uou have to find. HEART ----- Extrs life - Adds one live to your reserves. -------------### ### ::### :: ::### :### ::### ### ### ### ######### ######### ######### :####### ::: ::### :### ::### ### ### ### ######## :######### ### ##### ::##### :::: ::### :### ::### ### ### ### ### ::::::### ::### ### :#### :::### ::::: ::### ::####### :### ### ### ### ::::::### ::### ### ::### :::### ::::: ::### :::##### ::### ### ### ### ::::::### ::### ### ::### :::### ::::: ::#### :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :::####################################e############################# :: ::::############################################################### ::: `:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::' INTERNATIONAL ATHLETICS DOC! ---------------------------- CONTROL ------- [1] General: Control is by the Joystick. To select a name, icon etc, move the joy>T/Gstick in the appropriate direction and press fire. In the `event' control icon (Torch), moving the joystick horizontally will toggle the event status ON or OFF. But REMEMBER tu plug your joystick in Mouse Port! [2] 100m, 200, 400m: Waggling the joytsick, and pressing fire boosts your speed. for longer d_X6istances, don't flag out - conserve your energy for the final sprint! [3] 110m Hurdles: (for 400m hurdles or steeplechase, see 10) Waggle the joystick for speed and press fire to hurlde. Remember - accurate hurdling is far more inportant than high speed waggling! [4] 800m, 1500m, 5000m: "+ Tactical information is provided on the inset panel. * The Yellow bar represents your remaining energy. When it falls to 0, you will collapse. * The RED Bra represents your energy output. This combines with which lane you are in to give your speed. Runners move slower on the outside (left handside) lanes ans faster as they move to the inside (right hand side) lanes. * The top number is your position in the race. * The bottom number is the number of lapgUs completed. Moving the joystick left or right will move will you in or out of a lane. Moving the joystick up or down will alter your energy Expenditure. [5] LONG JUMP AND TRIPLE JUMP. -The Tactical display shows: * The Yellow Bar represents power. * The Blue rectangle isn't used. * The red line shows the jump angle. Waggle the joystick to increase the power, press fire button to start the jump angle speed sweep - you will jump automatically. (The final jump angle will be the position of the jump angle indicator when you make the jump).  ô [6] HIGH JUMP. * Only the red angle indicator is used. Firstly, set the initial bar entry height by using the joystick. You will now start your run - press and hold on the fire button to start the angle sweep and release the button to make the jump. If the jump is successful, the bar will will fgo up 5cm and the process is repeated until you fail to make the height }. N.B: With this, as with all the events that use the angle display, the optimum angle is 45 degrees (halfway down the scale) and the closer you get to this, the better will be your performance. [7] POLE VAULT. Ɂy of Traskor.Fire had burst forth from the kings cas- tle and had vicously hurled bolts of white lightning into the night sky which it had seemed to tear appart in a tremendously huge cacophony of thunderous roars and blackest of fumes. Nobody had known much of what had happened that dark night, but it had been the start of a bad epoch for Damiran.The heart of lore,so it tuned out later, had been destroyed and it`s magical potency had diffused over all the land in countless fragmentxk1s, impossible to begain and assemble bac into what had once been Damiran`s main source of prosperity, law and order. OR HAD IT ????? --------------- The most ancient of elders had looked ghostly in the light of the candles and the odd torch that had shone upon the lined image of his face. An eerie si- lence had filled the room as he had opened his eyes and had prepared to speak. We are gathered here tonight to send forth a mission of help,"he had spoken with a voice that ha;&JJd seemed to be worn with centuries of sorrow and grief,"a mis- sion of help to our neightbouring country,Damiran." He had looked around him,and his gaze had settled on an older wizard by the name of kurgan. As if he had sensed the gaze, Kurgan had looked up without speaking,swollowing somethink. The most ancient of elders had contiued."To many peo- ple suffer the acid reign of Plogther, known to us as despiser, and it is our sworn duty to help the Dami- ranians to get rid of the Y K'oke which now rests heavy upon their wtithing shoulders. A low mutter of agreement passed though the ranks of the other elders present in the room. "i have selected kurgan our wiest and most expenced wizard, to regain the parts of Damiran`s heart of lore.Only the gods know if he will succed in fulfil- ling this formmidable task.Only he can bend the fate of Damiran`s doom. Kurgan had looked up, proud of the fact that the most acient of elders had considered him worthy of this missi  P=on. AND NOW THE TIME HAD COME !!! He looked at the setting sun and felt a peculiar kind of nausea shatter a feeling of what might have been joy at the beholding of such a beautiful sight. For a moment, he hesitated. Without looking back, he crossed the border to ___ _ | HE |- NCHANTED | AND | |_ |_ GAME OVERVIEW On every level , you will have to collect all magic that was put there by the immense explosion that mar- ked Plogthor`s destru  ;ction of the heart.Once you have ucceeded in doing this, a door will open to the next level. Before being allowed to actually enter that level however , you will have to kill a mean guardian. Guardians can be killed by shooting at certain of them , these parts flash white when hit. THE WEAPON SYSTEM Durring the game, you will be confronted with life- attak-and jump energy.Life energy decreases when you get hit or when you colide with a monster (when you get hit or when you coll  Ճ#Ride with a monster (when it runs out, you lose one life); jump energy determines houw high you can jump (also decreases upon hits or collioins); attak enery determines the amount of wea- pons or collide with specific monsters.There are a total of nine weapons which may be selected. The more attak energy you have, the more of these you can se- lect (though only one can be actually used at a time) - starting at the topmost of the list below. Magic Flash (the dafault weapon) -----  --------------------------- A steady beam that extends from the player at a cer- tain height. Shot ---- A standard shot. Flies straight. Bubble Shot ----------- A shot that colides with the ground after a certain distance. Shield (also kills enemies when it hits them) --------------------------------------------- A rotatimg shield that protects the player. Sinus Shot ---------- A shot sinuses away from the player. Exploding shot --------------  3Q One shot is fired that later divides into several shots. Intelligent shot ---------------- Searches for an enemy automatically. Roatings shot ------------- A shot that rotated away from the player ahead of him. Smart Bombs ----------- Depending on your amount of attak energy, these will be three different smart bombs. Spiral Bomb ----------- Spirals away from the player. Crystal bomb ------------ Crystals spread out on screen and than explode.P Smash Bomb ---------- Kurgan explodes and gets back together again. ------- Select these weapons by pressing space during the game - except during all end guardians attacks but the last. You can find this weapon menu on the right top by using the joystick. You can mix the weapons (THE spped range and power) in the mixmenu,explained below. ------- Spells and various items Scattered all around the levels (often hidden), you will dind several items (parts that do or do nW=ot be- long to the remnants of the Heart of lore) which have a spectic meaning for you. The following of these items can be found. RED CRYSTAL ----------- Supplies extra live energy GREEN CRYSTAL ------------- Supplies extra jump energy Yellow CRYSTAL -------------- Supplies extra attack energy MAGIC STARS ----------- Scatered pieces of the heart of lore. These uou have to find. HEART ----- Extrs life - Adds one live to your reserves. -------------{B Dwarfs mining rare crystals attack at every opportunity. Ore carts laden with gems thunder past. You must solve the interaction puzzles to progress through this maze. Could this level be your opportunity to buy some chain mail? *Level 6: Snow capped peaks and rock outcrops decorate this level. Snow and ice mosnters do not take kindly to your trespassi{ ng but you msut search everywhere to solve the puzzles. Your Firing is a bit lack-lustre. Perhaps a trip to the shop would be in order. Flying may also help you. *Level 7: You are now in the first part of the Castle. This dark edifice is home to countless demons and disturbed creatures. Solve the puzzles to progress to the second part of the{/W castle. *Level 8: At last you have found your love, but Elisa is in great danger. Destroy the winching equipment and finally battle Necrilous to win the game. 1) HELP and WANT are a good place to start when you are talking to a character. 2) Watch the sides {1of the screen for flying enemies. 3) Don't waste herbs or pets on frivolous items. 4) Make a map before you get lost. 5) If you can buy the flying machine do so! 6) Don't drop litter in th countryside. It was just another fast Foxy's supply ... -------------------------------------------------------------- THI{>S FILE WAS DOWNLOADED FROM * DANSE MACABRE * (713) 324-2139 * THE COMPANY WHQ * -------------------------------------------------------------- ____ ___________ _________ // /____________ ____ ___\/_ \_______ \ \ ___ \\__/ \ ______ // \/ /\ ___ / /___\/_ /___/____ _\/_ ____\// / - AGILE BBS - || |// // __/____ // /// //_ \/ /\ / - THE HUMBLE GUYS - | |\\ \\ \_/ // / \\{(! \_/ / / // / - MEMBERBOARD - |___| \ / \_______/ \__/ \_______/\__/ // / __ \/[SP] / / EUROPES ELITE PLACE! // \ ____ /\ _\/___________ /\ / //_ ______ _______ \ // \/ \ /\ __ // \ / // \/ \\ _ \ /\ \// / ___/ /_/ // // /\ // /\ \\/ \ \ / \ // /\ / \_/ /__ _/// / \ \/ \\ \/ / \ \\ // /// / / / // /__/ \// /_/\\ {UNd /\ \__/_____/ // \__/ \__/ \ / \\ //_____/\_______\\____/ \______________/ \/ \/ \/ -*- MALZAM -*- and -*- ANDY -*- and -*- ARCHANGEL -*- -----> ++ 49 203 409925 <----- -*- NEW NUMBER -*- NEW NUMBER -*- NEW NUMBER -*- NEW NUMBER -*- _\/_ ____\// / - AGILE BBS - || |// // __/____ // /// //_ \/ /\ / - THE HUMBLE GUYS - | |\\ \\ \_/ // / \\|ncient elders begun it had been enchanted by an Evil Power of formidably dimen- sions - at that time,peace and harmony had probably al- together disappeared from the land a Troll would from sun. Ever since that time, now and again a Damiranian would escape to the neighbouring countries, bringing with him wild tales and ill tidings of Evil,Black Magic and chaos ;tales of an Evil Sorcerer - who had destroyed the lands Heard of Lore. Old Scritures spke of Damirans Heart of lore ad its_qx main source of prosperity, law and order.It had kept ill away from the land , and had endeed been of major infuence on the well-being of all the people who had dwelled there. Damiran's monarchs of old had been an invalueable treasure whixhindeed it had. Yet in Lumthorn, a forest on one of the outer edges of the land,a sorcerer called plogther had lived who wasn`t content with anythink.He had noticed that peo- ple didn`t come to him any more when they had needed something magical do% be done -they had rather visited the king who wielded the heart of lore instead.In his forest hut , he had concocted evil plans and dark pa- tions that he wanted to use to render Damiran`s Heart of lore useless forever. If had been dark day in the history of Domiran when the sorcerer arrived at the gates of Traskor, the lands capital behind him, a large box wrapped in black had floated on what must have been an invisi- ble field of power.A sense of doom had radiated from his eyes w5 hen he had ordered the guards to escort him to the king`s castle. The inhabitants of the city had looked at plogthor with awe as he strode by wearing his omninous dark blue robe.They had whispered among each other , not even daring to point at his mysterous black box. When the sorcerer and his escort had arrived at the castle,the drawbridge had been lowered - upon which plogthor, followed by his mysterous floating box had entered. The night, a hohue explosion had shuddered the cit{Ȭ -> CONTROLS <- -------- The is a one player game controlled by joystick only. *Keys while waiting to play: Fire button - Start game F1-F7 - Load saved game from disk 1 F9 - Toggle music/fx F10 { - Death sequence on/off *In Game: Joystick up - Jump - Climb ladder - Fly up - Grab ladder while falling - Enter shop when `in' is flashing - Enter interaction when query prompt is flashing. Joystick down - Duck { - Down ladder - Grab ladder while falling Joystick left - Walk left - Fly left Joystick right - Walk right - Fly right Space bar - Enter interactive panel (when no `query' prompt is flashing) F - Fo{ Xrce field on/off P - Pause on/off Escape - Exit game F1-F7 - Save position on disk 1 when a level is completed -> SHOP CONTROLS <- ------------- { 49# Whilst in the shop push the joystick in the appropriate direction to move around. Press FIRE once to get information on selected item (see reference card for details.. so buy the original.. haha). Press FIRE again to purchase the time. -> INTERACTIVE PANEL CONTROLS <- -------------------------- {   h6 Push joystick UP and DOWN to select an action. Push joystick LEFT or RIGHT to select an object. Press fire to perform an action. When talking type in a keyword followed by RETURN. -> STATUS AND SCORING <- ------------------ The status pa{ !+nel displays from left to right: Health, Pets, Live and Score. The collected Herb Count be found in the interaction Panel. -> HIGH SCORE TABLE <- ---------------- The high score table displays your name, score { "9band a cuteness rating based upon the percentage of cute characters shot. The high score table is automatically saved to disk 1 if this disk is write enabled. A bonus will be awarded at the end of each level calculated on the number of bonus collected. Bonus objects are small tokens dropped when monsters are shot. Handy health top-ups can also be left behind. An extra life is awarded every 100 000 points. {#?! *Level 1: Battle your way trough the enchanted forest and work out how to open the doors that let ya you into the next section. You must destroy the end of level baddie that lurks at the edge of the wood. *Level 2: The-Men-At-Arms are now tryin{$5pg to stop you in your quest. Can you avoid the various weapons or would a quick trip to the underground tunnels be of help? Watch out for the mummies and deadly rats. *Level 3: A serie of rickety walkways leads over a vast lake to a swamp jungle on the other side. Aquatic monsters of every description are out to get you. You will need to work out {cOhow to control the many flying platforms to continue. *Level 4: Jungle indians threaten your progress. Slime and water monsters attack when least suspected. Find the lost statue to complete the puzzle. *Level 5: ' M.W.B. DOXDISK #24 1991 MADE IN DECEMBER  ******************************************* M 01 4D BOXING M 20 HEART OF CHINA M 02 ALIANATOR M 21 INTERN.CH.ATHLETICS M 03 BARBARIAN II (PSYGNOSIS) M 22 JAMES POND II (ROBOCOD) M 04 BARS & PIPES CREATIVE KIT M 23 KNIGHTS OF THE SKY REF.CARD M 05 BATTLE ISLAND M 24 LORD OF THE RINGS REF.CARD M 06 CADAVER II (LAST SUPPER) M 25 MAGIC POCKETS M 07 C O(\n B R A M 26 M E G A lo M A N I A M 08 DEATHBRINGER M 27 MICROPROSE GOLF M 09 DEUTEROS DOX+SOLUTION M 28 MOONSTONE M 10 DPAINT 4 KEYS M 29 PERFECT GENERAL M 11 E L F M 30 PHOBOS V3.61 M 12 ENCHANTED LAND M 31 PITFIGHTER M 13 FINAL FIGHT M 32 R-TYPE II M 14 FOOTBAL DIR.II M 33 RISE OF THE DRAGON SOLUTION M 15 FANTASTiIC VOYAGE M 34 SMASH TV M 16 HOME ALONE M 35 THE HUNTER M 17 HARDNOVA M 36 THINK CROSS CODES M 18 DEVIOUS DESIGN M 37 VECTOR SOCCER M 19 H E I M D A L L. M 38 WORLD CLASS RUGBY OBOCOD) M 04 BARS & PIPES CREATIVE KIT M 23 KNIGHTS OF THE SKY REF.CARD M 05 BATTLE ISLAND M 24 LORD OF THE RINGS REF.CARD M 06 CADAVER II (LAST SUPPER) M 25 MAGIC POCKETS M 07 C O{-C* Doc typed in by Foxy! Some personal hellos to: All my friends in the Foxy's Fortress like.. The Omen, Bob Duncan, Metallikat, Technique, Mighty Quinn, Caddy, Rolling Stone, The Skeleton, Cyberbit, King Cobra, Alis, Zebra, Zodact, Eddie&Ice and the other cool guys {. 1there I forgot.... Some other hellos to Olivier, Waremonger, Bigfoot & Jester/Quartex, Reeet-Mon, Corporal, Andeveron, Garp & Stalker/Classic, Xenomorph, Phil Douglas/Crystal, Hawkmoon (thanks for your BIG support!). Ofcourse special BOOMBA BOOMBA to: Mister Video-Juergen-Nosferatu! And all other Company members and those who keep it Cooooool! -> ELF <- {/V[[ --- You, the brave Cornelius, must rescue your girlfriend Elisa who has been abducted by `Necrilous the Not Very Nice'. To do this you must travel trough eight levels of Forest, Ruins, Lake, Swamp, Caves, Mountains, and two halves of Castle. You must finally locate and destroy the winching mechanism that are lowering your loved one into a large bubbling vat and then do battle with Necrilous himself. {N On your journey you will find many useful objects scattered about the landscape. Use these to the best of your abilities. Herbs and Pets, when collected, will allow you to purchase pieces of equipment from the numerous shops. Slaying an end of level guardian will give you a green crystal - use these to gain Necrilous' chamber. Good luck Cornelius - you''re gonna need it! 1宨he Artifical Intelligence system used in Vector Soccer gives the players the ability to "think" about the Match as it happens, contemplating all ball movements. The players do not all chase the ball, but stay in their approximate tactical set-up locations until they can contribute to the game. Players not under direct Joystick control will mark opposing team players, look for goal scoring developments, and postion themselves in the most advantageous sections of the pitch. The p2tlayer under direct Joystick control is indicated by a dark shadow at their feet. On the passing of the ball, the player in the nearest direct line of the shot will automatically come under Joystick control. This control will vary according to the swerve, speed, and direction, of the shot. Joystick control is directional from the joystick to the pitch, whilst pressing FIRE allows a shot to be taken. Pushing the Joystick in the direction of the shot will kick the ball along the g3{Zround at pace. Holding the fire button down for longer periods increases the force of the shot. Pressing fire when no direction is indicated by the joystick chips the ball into the air. Goal kicks have an automatically higher kick velocity. Greame Souness Vecotr Soccer is played to International Football rules. All referee interactions are indicated by a whistle and the ref's voice giving his decision. The team who wins the ref's decision automatically have their players posit4cioned to take the shot. SPOT CAMERAS ANGLES -=-=-=-=-=-=-=-=-=- There are SEVEN camera viewpoints from which the action on the pitch is viewed. These can be selected at any time during the game, by pressing the following keys: F1 Player's Eye View F2 Above and Behind Current Player Under Control F3 Tracking North Down Sidelines of the Pitch F4 Tracking South Down Sidelines of the Pitch F5 View from Behind North End's Goalposts F6 View from Beh5r\ind South End's Goalposts F7 Demonstration View Tracking the Ball For ease of initial play. A tracking mode should be selected until familiarity with the game increases. PITCH MAP -=-=-=-=- In the top Right Hand Corner of the screen, a pitch Map is displayed showing the current positions of all twenty two players, and the Ball. The basic positioning of players is covered by the Tactic Screen set-ups and this will be observed in the pitch map. Use the Pitch Map as your eyersaCs when the camera angle does not allow a long view up the pitch. ACTION REPLAYS! -=-=-=-=-=-=-=- At the end of each Half, automatic Action Replays cover the goal mouth highspots of the 45 minutes. Goals and near misses are shown from a camera angle behind the defending teams goal. Doc's : ICE-CUBE of CRYSTAL Origy : ICE-CUBE of CRYSTAL Crack : IBM of CRYSTAL Prog : Glyn Humphreys Gfx : Neil Hislop & John Hansford Music : William Hensel End's Goalposts F6 View from Beh <># ##### ####### ##### ###### #### # #### #### # #### #### #### ### #### # #### # ###### ####### #### # ##### ####### #### ### #### # ###### # #### #### #### # #### #### #### ### #### # # #### # #### ###### ###### ###### ###### ###### ### ##### # #### CREDITS: SUPPLIER: THE SUPPLIER! COMPANY: ASCON CRACKER : QS!  ='I OVERALL: 78 % CONTACT US AT: -*- TRSI -*- POSTBOX 138 , 6460 NA KERKRADE , NETHERLANDS! IF YA LIKE THIS GAME DON'T HESITATE AND BUY THE ORIGINAL AT YA LOCAL SOFTWARE-SHOP TO PROVIDE THE ORIGINAL CODERS HILFEFUNKTIONEN --------------- HELP! Die warscheinlich wichtigste Hilfsfunktion erreichen sie durch Druecken der Help Taste. Damit koennen sie den Ausgangszustand eines Levels wieder herstellen. Sollten Sie sich durch eine >7En unbedachten Zug in eine unloesbare Situation manoevriert haben, ist dies der Ausweg. ESCAPE ------ Befinden sie sich in einer aussichtslosen Lage und haben auch keine Help- Funktion mehr vorraetig, so koennen sie mit ESCAPE das Spiel beenden.... BOMBEN ------ Alle 30.000 Punkte erhalten Sie eine Bombe, mit der sie allerdings keine Gegner sondern nur Gegenstaende vernichten koennen, die uebriggeblieben sind. Bringen sie den Auswahlrahmen ueber das angepeilte  ?*;'Opfer'; druecken die Leertaste und sie haben ein Problem weniger.... SOUND ----- Mit 's' koennen sie Soundeffekte ein- und ausschalten PAUSE ----- Durch Druecken von 'p' koennen sie das Spiel anhalten. GESCHWINDIGKEIT --------------- F1 - langsam / F2 mittel / F3 - schnell PASSWOERTER ----------- Zu Beginn eines jeden Levels erhalten sie ein Passwort. Nach erfolgreicher Loesung wird ihnen ein neues Passwort mitgeteilt, sodass sie spaeter immer an dem Level weiter ma @cchen koennen, an dem sie aufgehoert haben... FUER EILIGE: ------------ PASSWORDS FOR "TH!NK CROSS" LEVEL 1 - 150 0 - JOWOOD 50 - MATRIX 100 - DECADE CUSTOM WIZARD ARMADE MASTER CATGUT ESTATE FUTURE FIRING GOPHER DORADO LADDER KERNEL  Ꮿ GREECE FIRKIN JUMPER FLAMES SPHINX GROOVE ANIMAL TYPIST HIPHOP EPOPEE VOYAGE OFFSET 45 - JAGUAR 95 - PALACE 145 - SUINEG [COMPILED BY STOEBERHAI] ANOTHER QUALITY CRACK ! hnen ein neues Passwort mitgeteilt, sodass sie spaeter immer an dem Level weiter ma BW athrough the different camera angles. Moving the Display bar down and pressing FIRE removes an element from the Match Play. The folowing highlighted items can be omitted or included in a match PLAYER DETAIL Shows more players in intricate polygon shapes. GOAL NETS On or Off Match Display. CORNER FLAGS On or Off Match Display. STADIUM STANDS On or Off Match Display. If this option is selected, it will also remove the St CΑ9adium Roof and Shadow. STADIUM ROOF On or Off Match Display. STADIUM SHADOW On or Off Match Display. EXIT MENU Returns to Main Game Options Screen. SET GAME TIME -=-=-=-=-=-=- All matches consist of Two Halves, each of which last for 45 minutes. The actual half game time can be set to the following real time intervals: 2 MINUTES 5 MINUTES 10 MINUTES 20 MINUTES 30 MINUTES 45 MINUTES EXIT MENU Returns to Main DAf Game Options Screen. DEMO VERSION! -=-=-=-=-=-=- G.Souness Vector Soccer has an automatci playing demo which runs when selections have not been made over a measured time span. This demo can be initated using this option. The demo ends automatically on the pressing of the FIRE button. TACTICS SCREEN! -=-=-=-=-=-=-=- At the start of all participating Matches, the Tactics screen is displayed. These screens are essential to set up the basic positioning of players during the mat Ev ch. Tactic positioning is done against the clock at the bginning of the First and second half of each game. Both players are able to alter their tactics at the same time. There are THREE tactical set ups. PLAYER ONE Uses keyboard numbers 1,2 and 3. PLAYER TWO Uses Keyboard numbers 1,2 and 3. The players are presented on the tactic screens in a basic formation. The joystick should be positioned over the player to be moved, and pressing FIRE button allows the playe 0Jr to be picked up and re-positioned. This process is repeated until the players are in their desired position position One has now been set-up. Pressing "2" then allows Postion two to be set-up in the same manner as Postion one. The process is repeated by pressing "3" for position 3. Although individual tactics will differ, a Defensive, Midfield and Attacking set-up should cover initial Match positions. The Tactical Screens are aborted by Pressing SPACE. THE MATCH -=-=-=-=- T>Gdherman! * And many others that you will discover as you go along... 4. Animals On land and at sea, you may meet many animals, innocent yet sometimes aggressive. Some may be used for food, but be careful. If for example you kill a gull, even accidentally, you will lose credits. Others, such as sharks or bulls, can injure you, sometimes seriously. 5. Advice * Never forget that you must complete your mission within the given time. * When you take an object for the first time, chec?H1 k the equipment table to familiarize yourself with its symbol. That way you will be able to recognize it more quickly when you need it. * Don't waste ammunition. * Don't worry... flying a helicopter needs training! * Don't sail too close to the shoreline. * Respect civilians but have no mercy on the enemy! * Good luck Hunter... The future of the Archipelago is in your hands!!! --------------------------------------------------------------------------- HUNTER REFERENCE CA@I0RD --------------------- Hunter commands using the keyboard : * ESCAPE This key returns yo to 'GAME OPTIONS' (see the QUIT option in chapter 2.1 - The border). * R Activation of the portable radar unit. By pressing a second time, it is deactivated. * P Pause... Press again to return to game. * RETURN With this key you can select weapons one after the other. * A This key will launch an aerial observation drone. * F This key will fire a flare. * L Consult log-book. * C AJ= Clock. Press once to activate clock, press again to deactivate. * ? Overlaid map. Activate. Deactivate. * SPACE BAR To get out of a vehicle. * ARROW UP Rear zoom. * ARROW DOWN Forward zoom. Hunter commands using the mouse : The mouse enables you to consult the equipment table which appears when you move the mouse pointer above the border. You can then select a weapon or an item you have discovered during the course of your mission. Most of these items are described in theBKH manual (see paragraph 2.2 - 'Equipment table'). Using the joystick Moving your character : Your character can be moved in the following eight directions : N NW NE W E SW SE S Just push the joystick in the desired direction and your character will follow. To immobilize your character, place the joystick in the middle ('Neutral') position. Directions available for all land vehicles : N NW NE CL W E S * N Accelerate. * NE Accelerate while turning right. * E Turn right. * NW Accelerate while turning left. * W Turn left. * S Slow down/stop. Exception : The helicopter. To start up or accelerate : Push the joystick up (N) and press the button at the same time to speed up rotors. To stop or slow down : Pull the joystick towards you while pressing the button. By pushing the joystick up (N) only, the helicopter will lose altitude. By pullingDM the joystick towards you (S) the helicopter will gain altitude. In general : The joystick button applies to the weapon you are CURRENTLY USING. Weapons are automatically selected accordingly to the type of vehicle chosen. A word of advice : To advance as quickly as possible in your mission, we suggest that you save the game regularly. GOOD LUCK DUDE! PUH! Finally! Fucking big dox! But the game is AWESOME and it was WORTH it! So enjoy the game people! And... NO I did not hEc>lave a OCR reader for this!!! Call ++39-564-27311 The Italian Fastest BBs only elite plez ....... """""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""low down/stop. Exception : The helicopter. To start up or accelerate : Push the joystick up (N) and press the button at the same time to speed up rotors. To stop or slow down : Pull the joystick towards you while pressing the button. By pushing the joystick up (N) only, the helicopter will lose altitude. By pulling O \##### ####### #### # ##### ####### #### ### #### # ###### # #### #### #### # #### #### #### ### #### # # #### # #### ###### ###### ###### ###### ###### ### ##### # #### PRESENT: ALL THE LEVEL PASSWORDS OF THINK CROSS - HACKED OUT BY RAM/TRSI - LEVEL PASSWORD LEVEL PASSWORD LEVEL PASSWORD LEVEL PASSWORD LEVEL PASSWORD 000 JOWOOD  PH 030 FLAMES 060 CATGUT 090 VOYAGE 120 KERNEL 005 CUSTOM 035 ANIMAL 065 FIRING 095 PALACE 125 JUMPER 010 MASTER 040 EPOPEE 070 LADDER 100 DECADE 130 GROOVE 015 FUTURE 045 JAGUAR 075 FIRKIN 105 ARMADA 135 HIPHOP 020 DORADO 050 MATRIX 080 SPHINX 110 ESTATE 140 OFFSET 025 GREECE 055 WIZARD 085 TYPIST 115 GOPHER 145 SUINEG BROUGHT TO YA BY  ;䐊THE PEOPLE IN -*- T R S I -*- CONTACT US AT: -*- TRSI -*- POSTBOX 138 , 6460 NA KERKRADE , NETHERLANDS! ####### ###### ### ###### ####### ##### ###### ### #### # ### #### ### # #### #### # ### ###### ### ##### ### ####### ###### ### # #### ### #### ### # #### # #### ### # #### ### ###### ### # #### # #### ###### ###### ###### ###### ###### #3RP@cded of course that they are unoccupied. To do this nothing could be simpler. Simply touch the vehicle to find yourself automatically at the controls. With one notable exception, which will be presented later on, all the vehicles obey the same laws of movement. By pushing the joystick forwards, you startup and accelerate. Pull back to slow down and stop. The sideways positions can be used to turn to one side or the other, but still with the vehicle as the reference point. Thus, when 4S5nyou push the joystick to the right, the vehicle will always turn to its right (unlike foot movement which depends on the screen). Finally, the space bar is used to get out of the vehicle. The one exception is the helicopter. To start the rotors, push the joystick forwards and press the button at the same time. Keep this position to gain altitude. But a helicopter cannot be controlled like a simple tank... A shade too much to one side or the other means a certain crash! When you have5Tg=T managed to take off, the angle of forward tilt will control the acceleration. Landing is by pulling back the joystick with the button pressed. Good luck, since landing is easily as dangerous as take-off. When driving a motorized vehicle, you can choose to jump out with the vehicle in motion. To do this, press the space bar without stopping the vehicle first. The vehicle will continue in a straight line until it hits an obstacle. When the vehicle is a helicopter however, it is bette6U r to use the parachute. All motorized vehicles need fuel to operate. You will therefore need to fill the tank regularly. To do this, activate the 'Equipment table' and click once on the icon representing your fuel reserves. You can repeat this operation until the tank is completely filled. But be careful or waste, since you will often have to change transports, either for simple reasons (changing terrain) or when forced (vehicle destroyed by enemy defenses). But in any case, the fue7Vl in the tank cannot be recovered and is therefore lost. In the APPENDICES, you will find more details on the main types of vehicles. 4.3 Using weapons Weapons are easy to use. After selecting your weapon with the mouse, or with the Enter key on the keyboard, pressing the button on the joystick will fire a projectile straight ahead... Be accurate... If you have chosen to lay an explosive charge, pressing the fire button on the joystick will place a unit of this explosive charge n8W5ZCext to you. For more details on these weapons, refer to 2.2 - Equipment table. 5. Using the keyboard The keyboard can replace the mouse to a certain extent. You can in particular use the various items you have discovered. For example : * ESCAPE This key returns yo to 'GAME OPTIONS' (see the QUIT option in chapter 2.1 - The border). * R Activation of the portable radar unit. By pressing a second time, it is deactivated. * P Pause... Press again to return to game. * RETURN W9X] ith this key you can select weapons one after the other. * A This key will launch an aerial observation drone. * F This key will fire a flare. * L Consult log-book. * C Clock. Press once to activate clock, press again to deactivate. * ? Overlaid map. Activate. Deactivate. * SPACE BAR To get out of a vehicle. * ARROW UP Rear zoom. * ARROW DOWN Forward zoom. APPENDICES ---------- 1. Night and day Your missions will often last several days. You will quickly find out :YS_that nights on the Archipelago are dark indeed. Light begins to fade in early evening and complete nightfall occurs around midnight. Without flares you will have difficulty in distinguishing land, water, buildings and even the time and your coordinates... So do not waste them. 2. Rank If you are fast and effective, HQ will reward you accordingly. You can be promoted to sergeant, lieutenant, captain... or why not higher. 3. Vehicles * Truck Military type with reinforced chassis b;ZO~ut no armour. Four wheel drive and power steering. * Car Civilian car. No weapons and no armour. * Ambulance Generally close to a hospital. No special armour. But do not delude yourself as to the protection offered by the red cross. As far as the enemy is concerned, it is a more clearly visible target than anything else. * Tank 1 Sheridan type. Lightweight, fast tank designed for surprise attack. Armed with an 80mm gun, it has considerable power. Its light weight and powerful e<[ngines wll enable you to turn on a sexring. * Tank 2 Angus type. Heavy tank designed for a frontal assault. Its top speed and handling qualities are far inferior to those of the Sheridan, but its combination of weight, armour and 80mm gun make it a highly dissuasive weapon, in particular when fighting in open country. * Launch Equipped with two 200 HP outboard motors, this launch only has one enemy : the homing torpedo. * Hovercraft This aircraft cushion vehicle will carry you=FJr over both land and sea. Its advantages are clear as it will do away with the interminable footslogging between two vehicles. * Windsurfer This means of transport has the distinct advantage of requiring no fuel. Jump onto the board and let the wind fill your sail. The crossing will of course be longer than in the launch... but your favourite sport is worth any sacrifice if the wind is there! * Rowing boat Grab the oars and row... you might even be able to pass for an innocent fis(]Y0s@ninhabitable buildings, such as monuments. * Ground gun You will only see these items, ranging from anti-aircraft batteries to missile launchers. * Person All human beings will show up on your map, but you won't know if the are Allied, Enemy or Civilians. * Resume Finally, the 'Resume' item enables you to return to the main phase. * Parachute The parachute will enable you to jump from a helicopter or aeroplane in flight. To do this, click the picture of the parachute )^?݄Land you will automatically jump from the aircraft carrying you. Now here are some examples of the weapons you can find, or acquire from 'Allied Stores'. It should be noted that unlike non-combat equipment, weapons remain displayed in the border icon, indicating the type of weapon you have in hand. Selection is either with the mouse directly in the Border, or by pressing the Enter key on the keyboard. * Pistol This is the standard issue, 89 modified mark WW83 pistol. You two will *_vN*)be inseparable. This 9mm calibre weapon is a powerful arm at close quarters and you will be able to use it either by clicking the 'Pistol' icon on the equipment table, or by directly clicking on the icon in the border until this weapon appears. Firing is then controlled from the joystick. * Bazooka This is a formidable weapon, in particular for destroying and enemy tank, house or radar antenna. This bazooka is a fairly short, one-shot, disposable tube containing a high-penetration +`vrocket. To use it, the method is exactly the same : click the image and then fire with the button on the joystick. * Time bombs Two blocks of Super-Detonite connected to a timer fuze can be used to blow up a house or building by placing the charge along a wall. To place one of these charges, simply click this image and then press the fire button on the joystick. You will thus lay a primed charge which will explode a few seconds later (giving you just enough time to reach a safe dis,a1*|Ltance). * Landmines These will explode as soon as someone or something touches them. You can place them at strategic points using a procedure similar to that used for the timed explosives. Click the image and place your mine at your present location. * SAM (Surface-to-Air Missile) The SAM is the pilot's nightmare. It is fired from the ground at a flying target and leaves the helicopter or airplane no chance. Lightweight and deadly, it can be carried easily... Click this image... -bAim carefully (by pointing your character towards the target)... And fire! 2.3 Main Table This table offers you a 3-D external view, which means that you can see your character as well as everything around it. 3. Using the mouse 3.1 Consulting the equipment table The mouse enables you to consule the equipment table and use the objects you have discovered during the course of your mission. To do this, refer to the description of these objects in chapter 2. 3.2 Equipment table .cёThis list is intentionally incomplete but does contain the more important items. Nonetheless, to use a simple object, simply click on the corresponding image in the 'Equipment table'. If a weapon, the mouse only enables you to select it, or in other words pick it up. You will need to use the joystick to fire it. 3.3 In the border The mouse enables you to select weapons from the border window. It will also enable you to SPEAK, GIVE or QUIT. For more details, see chapter 2.1 - The Bo/d˃rder. 3.4 In the stores The stores in fact only contain weapons. The following table represents all the choices open to you. Each weapon is accompanied by a number of corresponding to the stocks of this weapon in the stores. If you click one of these icons, you will return a unit of this weapon to the stores. At the bottom of the screen, you will find the same icons, but this time representing your own possessions. The figurre corresponds to the units of each weapon you possess. 0eaDBy clicking one of these icons, you will take a unit of this weapon from the stocks, up to the maximum allowed to you. Finally, the last three choices, 'CLEAR' which returns everything to stores and cancels out all your possessions, 'AUTO' which will automatically give you a certain quantity of each weapon, and 'END' which will take you out of the stores. Click on one of these choices. 4. Using the joystick 4.1 Moving on foot The joystick will enable you to move your character ar1faHound this three-dimensional world. Push the joystick forwards to move towards the back of the screen. Pull back to move towards the front of the screen. The sideways positions will enable you to move to one side or other of the screen. By pushing the joystick to the right, the character on foot will always move to the right of the screen. When he encounters an object, generally indoors, but sometimes outdoors, he need simply to move over it to include it in his 'Equipment table'. If 2QDhe cannot take this object because he has already reached the maximum number allowed, the object will be considered an obstacle. But, as the name implies, the Archipelago to a large extent consists of water. If you wish, you can swim across sea channels bu simply continuing to walk forwards when you reach the shoreline of an island... but watch out for fatigue... and for the sharks who are never far away! 4.2 Other types of movement You can use the various vehicles you find, provihݨ) * Fuel tank When you use a motorized vehicle, this gauge marked 'FUEL' will give you a permanent reading of the fuel level in the tank. This gauge comprises two parts : the main tank and the reserve. When you go onto reserve, the corresponding gauge will start flashing to warn you that you are close to running out of fuel! * Disk This item is located to the right of the 'FUEL' gauge and will enable you to save the game in progress without having to stop playing. This means that yi =ou can resume a game at the point you saved it. * Text box It is in this box that all information you discover during the mission will be written, as will all information concerning the equipment you use. This box can also be used for dialogue, for warnings or to display the credits obtained. Always keep an eye on it! 2.2 Equipment table You can use the mouse to find out what equipment you are carrying. Raising the cursor (small arrow) above the lower border will call up a seriesjyw7 of icons representing your possessions. You will see that 'TIME' stands still as soon as you access this table. This gives you the time to make an unhurried choice of the object you wish to use. By clicking one of these icons, you will see it appear in the border window in the bottom left-hand corner. To the left of this window, the figure gives the number of units of this 'object' that you are carrying (not forgetting that the number is limited, for example, you cannot carry more  k Tthan two units of fuel, etc.). By clicking a second time, you will use this object according to its specific characteristics. A weapon will be fired or explosives will be laid using the 'FIRE' button on the joystick (see the chapter on 'Using the joystick'). Here are a few examples of the objects you will be able to find : * Fuel Jerricans of fuel. These jerricans (you will be able to carry no more than 2) will enable you to fill the tanks of the vehicles you use. * Clock This c!l\lock will give you the date and time. By clicking this icon a first time, you will activate the clock. Click it a second time to deactivate it. * Portable radar unit This will enable you to activate the radar screen (see 2.1 - THE BORDER). Activate it by clicking this icon once, deactivate by clicking a second time. * Log book This item is vital. By clicking this icon once (small red book marked 'LOG'), you will call up a plan of part of the Archipelago. On this plan, a white dot"m/ corresponds to your position. To the right of this plan, you will be able to choose between several items. Whatever the mission, you will always see the 'ALLIED HQ' and the 'ALLIED STORES' items. Depending on the mission entrusted to you, you will have other items (e.g. 'FUEL TANKER') to help you complete it. By for example clicking the 'ALLIED STORES' item, you will see a dot light up on the left-hand map. This light dot corresponds to the exact location of the stores. When anoth#n er item is clicked, the first dot disappears, and another appears somewhere on the map. You will then be able to find out where you are at all times. This log-book will also allow you to add any items that you have yourself encountered. To do this, two options are proposed on the left of the screen. * Add items If you click this proposal, you can add a new item under the existing ones (for example : 'ENEMY FORT'). You need then simply give the corresponding X and Y coordinates$o/M| to see a new dot light up on the map when you click 'ENEMY FORT' (still using the same example). * Remove items The reverse operation is self-explanatory. Finally, the 'RETURN TO GAME' option will return you to the main game phase. * Map By clicking this icon, you will call up a map of the Archipelago overlaid on the main game phase. On this map there are two points - your position and the last item requested on the log-book. This map can remain displayed on the screen while%p+T you play. To erase it however, click this icon a second time. * Medical kit This medical kit will be useful when, for whatever reason, your character has lost life points. By clicking this item, you will automatically use a medical kit unit and recuperate a certain number of life points. Be careful, as you can only carry a certain number of medical kits! You will sometimes find large quantities of them in a hospital and this will be one of the intresting items which are worth reco&qIZurding in the log-book. * Flares At night, flares will enable you to see around you for a short time. By clicking the corresponding icon, you will fire a flare. Here again, you can only carry so many of them. * Aerial observation drones By clicking this icon (picture of a satellite antenna) you will launch one of these drones (Drone no.5?! Hihi) and discover a more detailed plan of the region around you. Several items are proposed to the right. By clicking one of them, the other i'\Ÿtems shown on the map will be erased to give a clearer representation of those you have requested. When you release the pressure, all items return. The options are as follows. * Building By clicking this item, you will only see houses, forts and other habitable buildings. * Vehicle You will only see vehicles, although you will be unable to tell whether they are tanks, boats, or others. Nor will you know whether or not they are occupied. * Structure You will only see usMGe by striking the ESC key. Before saving anything, you must initialize a data disk by activating option 3.3 - Init disk. The number of times you can save and the size of the names given are limited. 3.1 Load game Loading a game which had already been started. Simply click on the name of the game you wish to continue. 3.2 Save game Saving a game in progress. Enter the name under which you want to save your game, and then hit Return. 3.3 Init disk Initialization of backup disk. tZzV3.4 End This command is used to return to the main menu (MAIN OPTIONS) in order to make a new choice. 4. Demo Demonstration... This will give an animated presentation of the entire game. BEGINNING A MISSION ------------------- 1. Presentation of the mission You have now made your choice... Whatever the type of mission chosen, the process is always the same. When you have clicked on the corresponding item, the computer will ask you to enter your name. You can choose any name younu like, but do not forget that this will be the name you use to save your character. After typing this name in on the keyboard, click the mouse again and your character and the title of your mission will appear. Whatever the mission given to you, it must be accomplished within the time allotted to you along with the mission itself. HQ has decided that you are one of the soldiers best qualified to conduct this operation... but you must complete it and return to base before the date anvY3d time specified. Otherwise... Click once more, and you will enter the world of HUNTER... 2. Description of the screen Here you are in the world of Archipelago. You are at the entrance to the HQ. Around you is a 3-D universe which you will be able to move around easily... as soon as you have learned the instructions given in this manual! 2.1 The border At the bottom of the screen, a border gives you a certain amount of information, from left to right : * Coordinates These enabwTle you to locate yourself within this universe. X represents the horizontal coordinates, ascending from left to right. Y represents the vertical coordinates, ascending from top to bottom. * Clock This will inform you of the date and the time. You will not be given this item at the beginning, and you will have to find it during one of the missions entrusted to you and then activate it (see equipment table). The clock is vital in that it tells you how much time you have left to complxete your mission... * Radar screen When you have a 'portable radar unit' and it is active (see equipment table), you will see a central cross-hair which represents you. Around you, points of light correspond to all items liable to move; other soldiers, civilians, but also animals and vehicles. * Life points This vertical bar is completely red when you create your character. But if you are wounded or tired, this bar will gradually but relentlessly fade away. * Weapons and equipmey~nt The weapon you have IN HAND at any one time is permanently displayed in an icon located to the right fo the life points. By clicking this icon with the mouse, you can call up the various weapons in your possession. To the left of this icon, and according to the weapon selected, a figure appears in the small box informing you of the number of rounds available. Display of the pistol with figure 73 means that you are holding a pistol with 73 rounds left. Similarly, display of a grenzeNade and the figure 4 means that you have a total of 4 grenades (including the one you are holding). You can also call up your equipment reserves in this icon. This time, the left-hand figure represents the number of equipment units you are carrying. For example, you will have 1 clock, 2 medical kits, etc. (see 2.2 - 'equipment table' for more details on the equipment and how to use it). * Credits At the beginning of the first mission, you have exactly 0000 credits. You can increas{+N3e this number by successfully completing a mission, by destroying enemy targets, whether or not planned for your missions, or by killing enemy soldiers... But be careful, since credits can also be negative if you kill an innocent civilian or animal (even if accidentally), but also if you destroy civilian buildings or allied vehicles. * Speak By clicking this word with the mouse, it is possible to question a person (soldier or civilian) encountered during a mission. You will thus be|nt able to obtain important information. * Give By clicking this word, you will automatically activate the equipment table, from which you will then be able to choose the object you wish to give. By then clicking this object, you will give it to the person, who will be free to either accept it or refuse it. * Quit By clicking this word, you can stop the game. You will then have several options, described under the general title 'GAME OPTIONS' : * Return to game By clicking thisg( h option, you will return to the mission, at the point you left off. * Briefing By clicking this one, you can again read the description of your mission. By clicking a second time, you will return to the game. * Disk option Similar to that described in '3. Disk options', except for the END option, which this time will return you to 'GAME OPTIONS', and not to 'MAIN OPTIONS'. * Quit game If you click this option, and after confirming, you will return to 'MAIN OPTIONS'. ~to right, here they are: 1st time : 2 5 4 5 1 2nd time : 2 5 4 5 1 4 5 2 4 1 3rd time : 2 5 4 5 1 4 5 2 4 1 2 5 4 3 1 Throw the main switch. Turn the grid of (button next to the screen). exit the security room. Enter the main part (through the now deactivated gate). Enter the first door on the right. get the screwdriver. Open the lower box. Use screwdriver on panel. Open it and get the wires. Now go to the second room. Lay the wires around Karyn's head. Examine Karyb's head. Disconnect the three cables. That's it, now you get loadsa beautiful graphics and animations, another arcade sequence, more graphics, and you're the hero. Dox written by M.A.D./BD . Enter the security room. Examine the console. Throw the four big switches in the top right and try the main switch. Now insert the Snake's card next to the screen. Press the buttons under the colored lights in the same sequence as will be shown. From left  xonybody with any weapon. They can immediately fulfill any mission HQ entrusts them. - Dispatch from John Martins, freelance reporter on the Archipelago when the invasion occurred - 'The invasion of the Archipelago by the mainland armies is currently halted, but nearly half of the islands are under the control of the occupying army. In a radio broadcast this morning, the President announced that there would be no rest until the enemy had been completely chased from our shores. Th kZ1is speech was applauded by the entire population of the Archipelago, which has already mobilized to repel the invader by all means at its disposal. In certain circles, the work 'Hunter' can also be heard. These soldiers, who nobody had previously heard about, are apparently to a large extent responsible for halting the mainland armies. Who are they? Where do they come from? Are they as dangerous as it is believed? To obtain the answers to these questions, one would probably have to 1 ask the mainland soldiers who have had to fight them. And when one considers the forces deployed for this invasion, and their no more than limited success, one can be forgiven for beginning to believe that the Hunters really do merit their growing reputation. LOADING THE GAME ---------------- Insert the tape into the serial port, and then switch off your computer. A few hours later you will be in the Archipelago. You will see a picture of a Zelnik, one of these lamers trained in  i~umall forms of combat, from head-on warmonging to backstabbing behind enemy lines. You will be one of them. Pressing the space bar will give you a choice of several options... MAIN OPTIONS ------------ 1. View soldier This command will give you a view of the character proposed to you. You will discover his face and his rank and status. 2. Start new game This command will give you access to a choice of missions. These fall into three main categories, each of which has its own cha racteristics and its own dangers...but all of which are limited to a specific period of time. 2.1 Hunter Once again, HQ has given you a strategic mission of the highest importance. Your intelligence, your training and your adaptability will all be needed. These missions require stealth, efficiency and preservance. You will have to cross the vast distances of the Archipelago, on both land and sea, from East to West and from North to South. You will have to penetrate the very heart o6mf enemy-held territory in search of informers and items vital to the defense of your homeland. You will often have to confront the enemy in order to complete your mission. 2.2 Missions The country needs you. The missions entrusted to you by the senior command are specific commando operations which have to be completed as quickly as possible. Whether attacking a building, a radar antenna or a hostile advanced post, all these targets are part of the overall plan for retaking the Arch~wipelago. In this case, time is against you. You will need to be fast, accurate and efficient in all circumstances. 2.3 Action Hunter... the fate of the free world rests on your shoulders. The last great battle against the occupier began a few hours ago. You have been trained for years in anticipation of this day. You are the cornerstone of a system which will sow confusion among the ranks of the enemy. They will do everything to stop you since they know that you are the grain of sa&v5nd which can cause theie entire strategic machinery to seize up. The free people of the whole Archipelago are counting on you. Do not dissapoint them! 2.4 Cancel This command enables you to return to the previous choice if you wish. You will return to 'MAIN OPTIONS' where you can choose either one or other of the item. 3. Disk options This command will give you access to other commands for loading or saving games in progress. This will enable you to modify your character from sirKSmple soldier to officer and keep the objects you have discovered. Saving your games as you go along will also enable you to keep the credits accumulated after each decisive blow struck against the enemy and, of course, after each successful mission. These credits can be used to purchase equipment from your side's stores. Be careful however, since it is also possible to loose credits by killing animals or innocent civilians, or destroying monuments. You can enter this menu at any tim{z0 of the slot) when you're finished. The ID-card is extremely important, never leave home without it, or you can start again. Now visit your toilet (just left of your coat), open the small cupboard and get the first aid kit and the spray can. Now it is best to drop the gun, 'coz you won't be needing it for a while. Now exit your appartment. When you use the right exit, you will get the shot of the construction. Careful, or you'll find out you still can't fly - try it!. The left exit gR!ets you to the elevator door. With the elevator you can go to Em-way, the transport system, or the roof (I don't know what that's good for yet). Down we go. City hall: Talk to the girl in the flowershop and buy some flowers (give her your ID-card, then pick up both the ID-card and the flowers). Go to the left, and enter the city hall. Take the leftmost exit to the hall of records (You will now be confronted with Jenni, who will try to make a pass at you. Don't try it, it won't work. c Talk to Karyn (second in the row). From here on I will only give the right answers for the discussions. 2 - Here. I brought you some flowers to make up for my being a jerk (give her the flowers). 3 - I can't think of any way I'd rather spend the evening. Get the keys. now exit city hall, and go to the right, to the warehouse block, enter the left warehouse, talk to the old man (Chang Li). Blade's: To enter your appartment insert your ID-card in the slot and take it out after the do ߺCor has opened. Examine the cupboard. Use the keys to open the cupboard. Get the wire tester, fisto candy bar and the four explosive devices. Pleasure dome: Make sure you're not carrying the gun, and when you are, the two dudes at the door will want it before you enter the place. Make sure you get a receit (This is so much trouble for the gun, I just leave it at home). Enter the dome. Left is the main part (nice animation), here you can talk to Darcelle, the girl playing cards. Go to SI the bar. You can now talk to Mujalambo the barkeep, Casey Jones the hippie, or Candi the hoe (Save the game before you take her out!). Talk to the guy in the green jacket at the end of the bar. 1 - I'm looking for the Jake. 3 - Ease up, buddy! I'm just looking for some information. Give him the chocolate bar. 3 - It's about the mayor's daughter... or what's left of her. 2 - Let's just say that you have a LOT of friends... minus one. Show him the Photo (from the mayor). Talk to him a FЩgain. 1 - What can you tell me? 2 - Who's this Chen? 3 - You think Chandra would want you covering this guy's ass? 2 - I don't know... but someone does! Why don't you help me out? 3 - What's this guy's name and address? Now Chen Lu's place is on the map. Chen Lu's: Examine the VidPhone. View his messages. Get his ID-card. Go to the toilet and pick up the drugs packet. Go to his bedroom. Push the eye of the dragon. Examine the safe, enter 0772, open the safe. Get the paper and the ch /ocolate bar. Close the safe. If you're to slow here, the police will catch you and you spend a night in the joint and miss your date again (She forgives you, don't worry). City hall: Talk to Karyn and ask her to check out Chen's ID-card. Now Johnny Qwong's place will be on the map. Talk to Chang Li (the old man). 2 - What can I do to prepare myself for the coming conflict? 1 - I'd like you to take a look at this sample of calligraphy for me. Give him the paper, get the fortune cookie, rock of life, tome of wisdom and wear the bullet proof vest (under your coat). Now the reservoir will also be on the map. Johnny Qwong's: Enter the manhole. Examine the VidPhone trunk, take a look at the picture. Put an explosive on the lock. Open the trunk. Get the wire tester out. Only connect the wires when the voltmeters are low (in the green). Put the red one on the red wire just below the battery (top middle). Put the blue one on the black wire at the bottom (right bottom),$k and put the yellow one on the second yellow block from the bottom (screw it up, nice graphics and text). When this takes to long the rats will have you for supper. Blade's: Play the VidPhone message. Now Deng Hwang's headquarter is on the map. Afternoon (15:00 or so), City hall: go to the right warehouse and place an explosive on the electrical panel. Pleasure dome: Talk to Jake. Blade's: Now get your gun and wait for the Jake's call. By now you will have seen yer girlie get gixrl-napped, so you get another message to play. City hall: Go to the warehouse and wait for the Jake. Now you get an arcade sequence (this can be played by joystick or mouse). After a few goes you get the option to skip the arcade part. Get the big gun and the Snake's ID-card. - The next part can be skipped if you're a lousy shot, you can go to Deng Hwang's front door and use the Snake's ID-card. - Reservoir: Shoot the bad guys (Fun. eh?). Repair yerself with the first aid kit. Take} the hovercar. Examine the dashboard. Deng Hwang's: Talk to receptionist. 1 - I can think of about half a dozen ways, but right now I gotta re-thread the micro-spoolers in the security room. 3 - I really wish you wouldn't do that. Enter the security room. Examine the console. Throw the four big switches in the top right and try the main switch. Now insert the Snake's card next to the screen. Press the buttons under the colored lights in the same sequence as will be shown. From left  (4, multiples and, of course, smart bombs. All of these items will increase your ability to wreak havoc pon the mindless meatheads. Watch out for mines though! Wall mounted gunners and tanks will constantly make your task just that bit harder than it already is. However, you will find yourself relentlessly driven on by the lure of the countless prizes awaiting you. It dosn`t seem so bad to be risking life and limb when you are winning holidays, sleek roadsters, luggage and of c Wourse, mindbending amounts of cash. As you progress through the game zones you will encounter floating droids, electric pulse generating orbs, poisonous snakes, walking time bombs, mutant lizard men, and countless other mechanical and biological opponents. However, you havn`t seen the worst of it yet Prepare yourself for the end-of-level baddies who will make you regret your dicision to enter this gladiatorial-like game at all! For example, at the end of level one, you will en uq[counter a huge mutant skinhead on a tank. He will do his upmost to cruse you underfoot (and track) - and he is the easiest opponent of them all! If you make it through all four of the nightmarish game zones you will confront your final and most lethal challenge. The game show host himself. Sounds Easy? Thank again - he`s insane enormouse and can only understand one thing... TOTAL CARNAGE Defeat him if you can - the rewards are well worth it. Good luck, And Remember.... Sm_.>ile Your On TV!. Hints And Tips -------------- 1. The triple shot is the best weapon to collect. 2. Big shots auto repeat by holding the fire button down. 3. Make a map and work out the shortest route. 4. Collect extrra lives as soon as they appear. Smash Tv -------- THIS SOFTWARE PRODUCT HAS BEEN CAREFULLY DEVELOPED AND MANUFACTURED TO THE HIGHEST QUALITY STANDARDS. PLEASE READ THE INSTRUCTIONS FOR LOADING, CARDFULLY. Credits ------- Smash Tv (C)1990 Williams EleFctronics Game In. Acclaim (R) is tradmark of Acclaim Entertainment Inc, Conversion By Probe Software For Ocean Software Ltd. Programming by: St/Amiga - ZZJK C64 - Nick Jones Spectrum/Amstrad - David Perry Artwork by: St/Amiga - Mark Knowles C64 - Lee Ames Spectrum.Amstrad - Nick Bruty Music By: Amiga/St/Spectrum/Amstrad - Sounds Images C64 - Jeroen Tel THE END CALL THE ANTHROX ELITE ONLY.. >0< DAY OLD.. BOARDS -*-*-*-*-*-*-*-*晄-*-*-*-*-*-*-*-*-*-*-*-*-*- -*- CITY LIMITS - (UKHQ) +44-XXXX-XXXX -*- -*- C.A.L. - (UKHQ) +44-XXXX-XXXX -*- -*- HYPERSPACE - (GHQ!) +49-5916-4755 -*- -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- lect extrra lives as soon as they appear. Smash Tv -------- THIS SOFTWARE PRODUCT HAS BEEN CAREFULLY DEVELOPED AND MANUFACTURED TO THE HIGHEST QUALITY STANDARDS. PLEASE READ THE INSTRUCTIONS FOR LOADING, CARDFULLY. Credits ------- Smash Tv (C)1990 Williams Ele*qe something out of the inventory,click and hold, then drag the item out of the inventory window, wait for the inventory window to disappear, and drag the item to where you want to use it. Identified items will be shown in the bottom right of the picture. Next is the pointer. When there is an exit under the pointer the pointer changes to guess what, yes, an exit sign. When the pointer is over someone with whom you can talk, it changes to a text balloon. When the pointer is over an object or something that can be used... or operated in any way, it changes to a smaller pointer, and clicking the left button performs any possible action. Lastly, when the pointer is over something that can be inspected from close up, it changes into a magnifying glass. The inventory. There are two types of inventory, the 'big' inventory , and the 'normal' inventory. The normal inventory is selected by.... pressing the left button over the inventory icon. You will now see any items carried, '>>', '>', 'drop' and 'exit' icons. '>' adds one minute and '>>' adds one hour to the present time, the other two are selfexplanatory. The big inventory shows up after pressing the right mousebutton over the inventory icon. Now you get to see -you- as well. Use this for wearing clothes, carrying guns, etc. Everything in the game can be done slowly or quickly, sometimes you have to wait, something you have to work up a sweat. Time. Yes, time is the most important thing to remember; the hall of records won't be open at ten o'clock in the evening, after midnight you get sleepy and sleeping on the sidewalk is the best way to lose half your inventory. From here on starts the discription. I will tell you when it is worth to make a 'mistake' for some nice graphics or animations, or when I have found more than one way to tackle a problem. I don't know what everything is for yet, they could be a clue for more graphics and animations, or they could be red herrings. Find 'em out for yourself. Blade's: Home sweet home. pick up your clothes and coat and get the gun from under the pillow. don't examine the cupboard yet, it's a waste of time. Examine the VidPhone (the computer, ofcourse). When the red light is flashing, there are unread messages. pick up your ammo (bottom left) and put it in the gun. Turn the VidPhone's power on, pick up the remote control unit and play all messages. Get the photo (mid left) and your ID-card (out :%% | +---------------------------------------+ Double tap the joystick in the direction you are currently facing to EVADE, very useful for getting out of tight spots. CONTROLS -------- Player 1 - Joystick in Port 1 Player 2 - Joystick in Port 0 (mouse port) Pause - H Unpause Any Key Quit - Escape Start 1 Player/ 2 Player Game - Follow onscreen instructions. THE END CALL THE ANTHROX ELITE ONLY.. GY >0< DAY OLD.. BOARDS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- -*- CITY LIMITS - (UKHQ) +44-XXXX-XXXX -*- -*- C.A.L. - (UKHQ) +44-XXXX-XXXX -*- -*- HYPERSPACE - (GHQ!) +49-5916-4755 -*- -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- | | MOVE LEFT -- -- MOVE RIGHT | | / | \ | | / | \ | | MOVE DOWN/LEFT | MOVE DOWN/RIGHT | | MOVE DOWN | | Hg from the ecstatic crowd fades away as you leave the safety of the studio and enter the first of the four insanely dangerous and devious, gaming arenas. Instantly you are set upon by horeds of thugs wielding baseball bats. Each with only one intent - beating the living daylights out of you! Deal with these guys if you can, there are lots of them. Use your skill to navigate the arenas and collect power-ups, speed ups, spinning shurikans, Mace balls, grenafe and rocket launchers'ޢs are you mean enough to take part?. If you accept you stand to win enough money and prizes to make you fabulously wealthy, not forgetting the adoration of the totally TV orientated society. If you lose - you die!. Good luck and remember..... SMILE YOU`RE ON TV Loading ------- AMIGA 500:- Insert the disk in drive A and turn on the computer. The program will then automatically load and run. AMIGA 1000:- Insert the System disk. When the Workbenхch disk illustraction appears insert the game disk. The program will then automatically load and run. Controls -------- This is a one or two player game controlled by joystick. From the title screen use the joystick in port 0 to select the control method from the following:- A: 1 Player - 1 Joystick B: 2 Players - 1 Joysticks Each C: 1 player - 2 Joysticks D: 2 Players - 2 Joysticks Each It is recommended that this game is controlled by two joysticks for each player. 2o1In order to do this you should purchase a joystick adaptor which plugs into the parellel port on your computer. This will provide two extra joystick ports. During play the players is able to:- Pause - Help Key Unpause - Return Key Abort - Esc key whilst in pause mode. OPTION A -------- Up - Up Down - Down Left - Left Right - Right Fire - Fire In Direction Facing Left Amiga - Lock Fire Direction Left Alt - Reverse Fire Direction OPTION B -------- Player 1 (Joysti^ck in Port 0) -UP- ~~ /\ || -LEFT-/__||__\-RIGHT- ~~~~ \ || / ~~~~~ || \/ -DOWN- ~~~~ Fire - Fire In Direction Facing Left Amiga - Lock Fire Direction Left Alt - Reverse Fire Direction Player 2 (Joystick In Port 1) -UP- ~~ /\ || -LEFT-/__||__\-Right- ~~~~ \ || / ~~~~~ || \/ -DOWN- ~~~~ Fire - Fire In Direction Fa4J`cing Right Amiga - Lock Fire Direction Right Alt - Reverse Fire Direction OPTION C -------- Player 1 (Joystick In Port 0/Movement) -UP- ~~ /\ || -LEFT-/__||__\-Right- ~~~~ \ || / ~~~~~ || \/ -DOWN- ~~~~ FIRE - FIRE In Direction Facing Player 1 (Joystick In Port 1/Firing) -FIRE UP- ~~~~~~~ /\ || -FIRE LEFT-/__||__\-FIRE RIGHT- ~~~~~~~R~~ \ || / ~~~~~~~~~~ || \/ -FIRE DOWN- ~~~~~~~~~ Option D ( Using The 4-Way Adapters) Player 1 (Joystick in Port 0/Movement) -UP- ~~ /\ || -LEFT-/__||__\-Right- ~~~~ \ || / ~~~~~ || \/ -DOWN- ~~~~ Fire - Fire In Direction Facing Player 1 (Joystick In Port 1/Firing) -FIRE UP- ~~~~~~~ /\ H || -FIRE LEFT-/__||__\-FIRE RIGHT- ~~~~~~~~~ \ || / ~~~~~~~~~~ || \/ -FIRE DOWN- ~~~~~~~~~ Player 2 (Joystick In Port 2/Movement) -UP- ~~ /\ || -LEFT-/__||__\-Right- ~~~~ \ || / ~~~~~ || \/ -DOWN- ~~~~ Fire - Fire In Direction Facing Player 2 (Joystick In Port 3/Firing) -FIRE UP- ~~~~~~~ /\  # || -FIRE LEFT-/__||__\-FIRE RIGHT- ~~~~~~~~~ \ || / ~~~~~~~~~~ || \/ -FIRE DOWN- ~~~~~~~~~ Status And Scoring ------------------ Points are scored for each alien defeated. However all the BIG points are scored when you defeat the giant end-of-level baddie. When he is eliminated Prizes Make Points!. The status panel displays current score, high score and number of lives remaining. Gameplay -------- The cheeriny~ A unit reverts to unspotted condition should it end a phase not in the line of sight of any enemy unit. Note that, except under rule `a' (above), the unit will become spotted at the end of the phase, not when it causes the spotting to occur. AMBUSH The above discussion about spotting leads to the concept of ambush. Unless you are using "Full View" rules, unspotted units are not seen by your opponent. The element of surprise is your ally! While playing "Full View" games, these rulzzes still provide an advantage. Although your opponent will see these unspotted units, he cannot attack them with direct fire. His options are much more limited! Note that you must play with the "Full View" rules when playing a two-human-player game on a single computer system. Page 33 * POWERHOUSE BBS * ANARCHY USHQ * AMIGA ELITES ONLY * 0 DAY OLD WARES * RUNNING ON A3000 - 25MHZ! * AMI-EXPRESS * 150 MEGS ONLINE * ( 7 1 3 ) 9 {H+ 4 4 - 5 1 6 2 * SPECIAL SOUNDTRACKER SECTION * ---> Martyrium BBS 713-666-4093 Classic WHQ. 0-0 Days. Elites. <--- DATE UPLOADED- - - - - - - ->>Monday 30-Sep-91 14:29:24 er "limited view" rules, the battle map will not display unspotted units for the opponent to see. An unspotted units cannot be the target of direct fire. All units start in an unspotted condition. A unit changes from unspotted to spotted under specific conditions. a. The unit will find various different objects strewn around the floor of the `pit' which you may pick up and use against you opponent:- you can even try pciking up and throwing your opponents. Objects you will find in the `pit' are: THROWING STARS / CRATES / KEGS AND BARRELS - Stand a distance from your opponent ans use the "punch" move to throw the weapon, they can be used only once, unless they miss their intended receiver, in which case they will fall to the floor to bbe used again. STICKS - Use the "punch" move to crack the stick against your opponent. The stick will break after a few hits. On 16-bit versions there are also Motorbikes on the later levels which can be hurled at your fellow fighters. Inside some of the barrels you will find power pills. When you see one of these fall out grab it immediately. The lucky owner of the power pill will have, for a limited time only, extra powers which double the power of their blows and halve the power of their opponents blows. At the end of each round you will be awarded bonus points according to how you performed in that round. The bonus are a FIGHT PURSE, a standard amounst awarded for each round, a KO BONUS, for how many KO`s you achieved in thr round and a BRUTALITY BONUS for how brutal you were in the round. CONTROLS -------- WITH FIRE BUTTON PRESSED: +----------------------------------+ | | | JUMP ;} | | SPECIAL MOVE | JUMP KICK | | \ | / | | \ | / | | DEFEND PUNCH-- --NOTHING! | | / | \ | | / | \ | | PICK UP | KICK | | DUCK | | | +----------------------------------+ These moves apply when you are facing right. The controls are reversed when facing left. WITHOUT FI fRE PRESSED: +---------------------------------------+ | | | MOVE UP | | MOVE UP/LEFT | MOVE UP/RIGHT | | \ | / | | \ | / | | MOVE LEFT -- -- MOVE RIGHT | | / | \ | | / | \ | | MOVE DOWN/LEFT | MOVE DOWN/RIGHT | | MOVE DOWN | ||s then ever before. Join TY,KATO and BUZZ in a no holds barred brawl against eight different opponents, all of whom have their own techniques and methods of foul play. GETTING STARTED : ----------------- A game for one or two players, Pitfighter is a battle to the death in an attempt to become the new Pitfighting world champion. You have the choice of being one of three fighters : TY - Kickboxer. His greatest asset is agility, whilst his special moves are the spin kick, [sthe flying kick and the roundhouse. KATO - 3rd Degree Karate Black Belt. His greatest asset is speed. whilst his special moves are the Combo Punch, the Flip Kick and the Backhand. BUZZ - Ex pro Wrestler. His greatest assit is power, whilst his special moves are the body slam, the head butt and the piledriver. You can select your chosen fighter from the title screen in the game. In a two player game you may, if you wish, select the same tow fighters. Your task is to defeatx4 each of the seven different fighters who stand between you and the final duel, the Championship Match, against the Ultimate Warrior. Every third match you face is a grudge match, where in two player mode you will fight the second human player, in one player mode you must face a computer controlled clone of yourself. Bonus points are awarded at the ed of each round for Knock Outs. A KO is awarded to the player who delivers the final blow to the opponent. Along the way you n>)roys a unit in the strike location. The shot also will affect units adjacent to the strike location. Under the Random Kill rules, a light or heavy artillery unit has a 50"/. chance of hitting an affected unit. The mobile artillery is a little less effective, having a 33"/. chance to hit the affected unit. lf hit, these units will either receive damage (Partial Kill rules) or be destroyed (Full Kill rules). With any of these rules options, suro%Kviving units next to the strike location will lose their movement ability for that turn. Barrage fire will block the line of sight. The barrage also will destroy units entering a location under that barrage. Barrage shots fired by a heavy artillery will continue to affect locations next to the strike location. Units moving into such location will either lose their movement or their existence, as if they were originally adjacent to the strikep14. Close Assault While moving, an unfired armored unit may try to take a location held by an enemy unit. Note that the Mobile Artillery unit cannot engage in this activity. The resulting fight is a Close Assault. lt is a battle to the death, as one of the fighting combat units will not survive. lf the moving unit is victorious, it will move into the contested location. lt also will have used its one direct fire for the turn, and will lqgs ose any remaining movement. lf the moving unit loses the fight, the enemy unit will remain in the contested location. lf this enemy unit has not fired yet during this turn, the fight will use his direct fire shot. His chances of winning, however, are greater if this shot is available. When playing under "Partiai Kill" rules, the victorious unit in a Close Assault may also incur some damage. This damage will never be fatal, but it could be cor+ustly. Page 30 P*- -----****************** The following table shows the chances of the attacker being victorious during close assauit when using random rules. Defender "- "' '"" "' 'llll AC 40% 50% 60% 70* Illl 30% 40* 50* 60% sjS LT I I 1 I ": 40* 50% Results Table BZ 60% 70* 80% 90* Illl lnfantry Engineer 80"/. 85"/. 90"/. 95"/. Artillery The fot{|allowing factors can modify this table. lf defender is in defensive location (city, forest, higher altitude), reduce odds by 1 0"/.. lf defender has fired this turn, increase odds by 20"/.. Page 31 Boy did that table screw up on the scanner....I'll type it up here Attacker AC LT MT HT Defender AC 40% 50% 60% 70% LT 30% 40% 50% uS 60% MT 20% 30% 40% 50% HT 10% 20% 30% 40% BZ 60% 70% 80% 90% Infantry Engineer 80% 85% 90% 95% Artillery lf the attacker is more than 50"/. damaged, decrease odds by 20V.. (This applies only to "Partial Kill" rules.) Odds will not be less than 5"/. nor more than 95"/.. WhenvTx1 using non-random rules, the attacker will be the victor if the calculated odds are more than 50"/.. SIGHTING AND SPOTTING ln this era of "low tech" warfare, vision is your most important weapon. Line of sight refers to the calculation of what is visible from a given location. Several factors affect this determination. Various terrain can block your view of areas behind it. ln addition, environmental factors may reduce visibility. This limits the maximum distance that one can see. wª On a clear day, the maximum visible distance is 25. Fog will reduce the maximum to 1 0. Night maneuvers operate under a maximum visibility distance of 5. Units may be in a spotted or unspotted condition. Under "limited view" rules, the battle map will not display unspotted units for the opponent to see. An unspotted units cannot be the target of direct fire. All units start in an unspotted condition. A unit changes from unspotted to spotted under specific conditions. a. The unitx occupies non-blocking terrain, and an enemy unit has a direct line of sight to the unit. b. The unit moves into or fires from a location in LOS of an enemy unit. c. The unit is next to an enemy unit. Page 32 d. lf artillery fire destroys the unit, the unit will become spotted. At this point, however, the unit wiil be a pile of shes and rubble. lt is spotted, however! cwɚg to drop its cargo. This will cost 1 movement point. b. The unloading unit also mustmove from the drop-off location in the same turn. The unit, therefore, must have enough movement remaining for both the unloading and the movement. c. The unloaded unit cannot move or fire until the next turn. COMBAT There are three types of ways of inflicting damage (in combat) on your opponent. (Note: The management discourages the throwing of chairs at your opponent!) Dird1ect Fire: This is a single shot fired directly at an enemy unit. To engage in direct fire, the unit must see enemy directly (LOS) to fire. Page 27 a lndirect Fire: Artillery units can fire indirectly as well as directly. lndirect fire can be at an enemy that is out of sight, behind woods or hills, or in towns. The target location must be within the line-of-sight of a friendly unit. Targets also may be locations containing no ee5䷗nemy unit. A player may desire to target towns or woods, for example. He may frequently discover hidden units in this manner. Close Assault: An unfired armored unit (except mobile artillery) can move directly onto ANY enemy unit. The resulting engagement will cause the death of one of the units. lt also may result in damage for the victor, if playing under Partial Kill rules. The following is a detailed explanation of the above: Direct Fire Units can choose to engage in direct fifꦅre at least twice and as many as four times during a turn. A unit may only actually fire once during the turn, however. All units may fire direct fire. Artillery units can only fire direct if they have not plotted indirect fire during this turn. For a unit to fire direct fire, the following conditions must be true. a. The target must be within the effective range of the firing unit. b. The firing unit cannot have fired yet in that turn. c. The target unit must be in line of sighg{Gt of the firing unit. d. A unit must have spotted the target unit. A unit's seeing anopponent's location (within line of sight) does not mean that it has spotted the opponent. The target may actually be hiding in that location. The act of firing or moving while within the line of sight of an enemy causes the unit to be sighted. Once sighted, a unit remains so until it ends a phase outside the line of sight of any enemy unit. Page 28 e. Artilleryhq5v units (including mobile artillery) cannot perform direct tlre ln the same turn ln wnlcn tney nave plottea indirect fire. f. Units may not direct fire in the same turn that they are transported. g- Units may not fire at night, but they may party. The target of direct fire has the option to return fire, if it has iwN not already fired that turn. ln returning fire, the unit :hot before the resolution of the may fire at any eligible enemy unit in range. The targeted unit fires the return j original shot. This allows the unit to fire one last shot before its possible jǦQxdestruction. Indirect (Artillery) Fire Artillery and mobile artillery may engage in indirect fire. A commander must plan artillery shots before they execute. This plotting occurs in one of two phases. Mobile artillery will plot their shots in the phase immediately before indirect fire resolution. Light and heavy artillery will plot their shots FOR THE NEXT TURN immediately after the artillery resolution phase. This means that a commander must plan his artillery shots VERY carefullyk. A player is never required to engage a unit in indirect fire. Units that can use indirect fire also have significant direct fire power. A player must decide this tactical action for the unit during its plot phase. Once plotted for indirect fire, the artillery will be unable to take direct fire for the current turn. Plotting an indirect shot consists of two decisions. First, the commander must choose the target location. The target specified must be within the line of sight of ANYlɎ friendly unit. lt also must be within the firing unit's effective range. ln addition to selecting the location, the commander must decide whether to fire a barrage or not. Note that mobile artillery cannot fire a barrage. Barrage fire makes it quite dangerous for units from both sides to enter the strike hex until the next turn. Page 29 * All plotted indirect fire will occur during the artillery resolution phase.m9" When the firing unit dies before the indirect resolution, the shot will still strike in the area plotted. ln this case, however, barrage effects are cancelled. This shot resolves as a non-barrage shot. Artillery fire does not always strike the selected target. The shot may drift. The drift may be from 0 to 3 hexes, which varies with the type of unit firing. Drift can occur in any direction from the original target. lndirect fire destXL&ves a defensive advantage. Movement is also slightly faster in that it is now the same as rough terrain. Hill, Ridge Movement will cost twice as much when going uphill. Hills may block vision depending on the altitudes of source and target locations. Units higher than an enemy unit have a combat advantage. This advantage applies for both receiving fire and firing. Also, firing units have their range increased by one if higher than their target. PageYRK 23 * Town Movement costs are the same as roads, costing half of normal. They act as forest for defensive protection and line of sight. lf an artillery shot strikes a city location, the destroyed buildings will slow movement. lt will take 2 movement points to enter through the rubble. Fortification Fortifications are man-made defensive positions. They block line of sight and give a defensive advantage. Rough, Desert, Destroyed Road, Cratered This terrainZ] type slows movement, costing twice as much as clear terrain. lt doesn't provide any offensive or defensive combat advantage. Sea, Lake, Coast No unit can enter this terrain. lt is effectively out of bounds. Beach A place to find scantily clad beautiful (and not so beautiful) people where such lack of clothing is socially acceptable. lnvasions may occur there. (ls there some connection between the two facts?) Otherwise, the beach acts as rough or desert. Bridge These act as roa[ds, providing access across a river for armored vehicles. Engineers can destroy bridges. Page 24 Rivers, Blown Bridge The river blocks the movement of armored vehicles. lnfantry, b*ookas and engineers can enter these locations, with the same movement cost as clear terrain. An engineer can build a bridge over the river, allowing access for armored units. Escarpment An escarpment is a very steep slope, bordering on being a cliff. As such, movement\o, onto an escarpment depletes half the units movement rate. Depression A soft desert that slows down all forms of movement. Moving into the depression depletes half the units movement rate. MOVEMENT All of your units may l*OVe (or be transported) during the same turn. Units move from location to location sequentially. The types of terrain containing the unit and its destination for a single move determine the cost of the move. The distance a unit can move within a turn depends on ]3that unit's movement rate. A unit may continue to move until it has used up all of its movement points. A unit can enter the location occupied by a friendly unit. lt must, however, move from that location in the same turn. Two units cannot occupy the same location, unless one of them is moving. There is one exception to this rule. One armored unit can be transporting another unit. The rules consider this to be a single unit occupying the location. Pa^idpge 25 A moving unit cannot move through a location occupied by an enemy unit. The alternatives here are to either move around that location or to engage in close assault (discussed later on), if possible. Some terrain types block all movement for specific units. Unless this occurs, a unit can always move a minimum of one location within a turn. Turns occurring at night impose special rules on movement. A unit may not move next to a spotted unit at night. TRANSPORT Some unit types_ are not very mobile. Moving these units to locations far from your starting positions can take a long time. To aid you with this problem, the game allows tactical hitch-hiking. The technical term for this is transport. Armored units can carry non-vehicular units, such as infantry types and artillery. One accomplishes this by moving the armored unit onto the location occupied by the unit to be carried. The commander then gives the Load Transport order, which will cost i movement poi`Cgnt. The armored unit can then proceed with the remainder of its movement. The carried unit will accompany its host on the journey. Once the units reach their destination, the commander can issue the Unload Transport command. This causes the carried unit to deploy in that location. The process of unloading will cost the armored unit 1 movement point. Note that this unit also must have enough movement remaining to move from that location in the current turn. The following rules applya;ϛ to the loading of a transported unit. a. Armored Cars, Light Tanks, Medium Tanks, and Heavy Tanksare the only units permitted to transport another unit. (Note: Mobile artillery cannot transport anything.) b. lnfantry, Engineers, B*ookas, Light Artillery, and Heavy Artillery are the only units can be transported. Page 26 c. The carried unit must not have moved or fired during the current turn. With artillery units, they also must not have plob.,+otted indirect fire that turn. d. When a unit moves into a location to pick up another unit, it must have at least i movement point remaining. The following rules apply when a unit is carrying another. "" Both commanders will know that the unit has cargo. b. Carried units cannot fire. Artillery units also cannot plot indirect fire. c. lf the carrying unit dies, its cargo is also killed. The unloading process has these rules. a. The unloading unit must have enough fuel remaininMQou. Also remember, an indirect artillery shot does not discern between an infantry and a heavy tank. Mobile Artillery Like the heavy tanks, this unit has a movement range of 4 and is very expensive. The Mobile Artillery can fire like regular artillery, but is less accurate and has a limited indirect firing range. When this unit plots indirect fire, it will fire the very next phase. lf you choose not to take indirect fire, it may take Direct Fire in later phases like any other armorN܊_ed piece. ln this mode of firing (direct) it can fire with the effectiveness of a heavy tank. Defensively, it is as vulnerable as a light tank. This is an expensive but valuable unit. lt has turned the tide of many battles. Page 20 liLl*lLll J Having a movement range of i , this unit is not very mobile by itself. An armored piece can transport an infantry unit. This unit can damage armored units only at a range of one. lt is inexpensive to buy anO]?d easy to kill. lt can be useful for scouting, revealing ambush, and occupying towns to earn victory points. Engineer This unit type has the attributes of the lnfantry units, except cost. lt also has the important ability to build or remove mines. lt also can build a bridge over a river or destroy an existing bridge. The Engineer can be a very valuable piece if used effectively. Bazookas The same as the lnfantry units in movement and defensive capabilities, the B*ooka has the offP3ensive fire-power of a Light Tank. lt is great for inexpensive defense against armor. Light Artillery Artillery units cannot move by themselves. An armored piece must transport the artillery unit to move it. Defensively, it is more vulnerable than even an lnfantry unit. Offensively, the Light Artillery can be a powerful weapon. This unit can execute indirect fire or direct fire within a turn. When firing indirect, the player plots the shot one turn, but must wait until the next tuQVrn for the shot to fire. You also specify whether the plotted shot will be with BARRAGE or not. Barrage shots will affect the location hit by artillery shots for the entire turn, blocking movement. Shots fired without barrage will hit and do their damage. They will not have any lingering effects, other than the damage that they cause to the terrain. Artillery shots may drift up to a two locations from their target and will destroy anything they hit directly. They also may damage or kRۦriJl anything adjoining the strike location. Page 21 *: Heavy Artillery This unit has the same attributes as the Light Artillery, but is significantly more powerful (and more expensive). lts range is more than twice the range of the Light Artillery. When fired with BARRAGE, the shot affects the strike location and the surrounding six adjacent locations. This effect exists for the remainder of the turn. This can cause your oppSdѶonent considerable consternation! Mines A player can initially purchase mines and place them at the beginning of a game. Engineers also can build them during game play. Mines may not be placed or built on bridges or in towns. Engineers or a direct hit from an artillery shot will destroy a mine. The mine will destroy any unit that moves onto the location containing it. A mine has an effective charge lasting two detonations. So another way to destroy a mine is to move any two units oT#wnto the mine. The mine will destroy the units, but also will burn itself out in the process. This may not be the most efficient approach, but it does work. Mines are always visible. TERRAIN The features of the landscape are important considerations for the aspiring Perfect General. They have significant effect on movement, sighting, and combat results. The following terrain categories are utilized in the various scenarios: Clear, Field This is the typical "open space" land-type, U7providing no significant combat advantage or disadvantage. Movement from one clear location to an adjacent clear location costs 1 unit of movement. This "unit of movement" is the standard used for describing the movement abilities of all units. Note that even clear terrain may have more limited movement capabilities, caused by environmental factors such as mud and storms. Page 22 Road, Junction Roads provide a means of quick movement. Unless damagVMH(ed by artillery fire, roads allow a unit to move at half the cost of movement through clear terrain. This benefit applies regardless of what other terrain also occupies the location. Note that this advantage is only available when moving along a road. lt does not apply to the movement to or from the road. Track, Railroad Track acts similar to road except that the movement rate is that of clear terrain. Forest Units depiete half their movement rate when entering a wooded location.Wʻux< (Note that the "movement rate" refers to the total movement amount allowed during 1 turn.) This terrain provides a defensive combat advantage, and blocks vision. An opposing unit will not see a unit located in this terrain type. However, this hidden unit will be- come visible if it either moves or fires while within line of sight of the enemy. The damage of artillery fire will change wooded locations to forest rubble. Forest rubble continues to block line of sight, but no longer gi