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ALIEN FIRES TIME LORDS Since the time of legend, minstrels, storytellers and clerics have spoken in awe of a small austere planet at the center of the known galaxies. Inhabitants of every world of every star system know this venerable planet by differing names: Ego, Zele, Que"^ctle, Epethelamikon. The Scillce inhabitants of Vox 5 call this world <_""]}/^[{,\, which is unpronounceable in any other tongue. But each race's myths and legends concur with respect to the ancient inhabitants of Ego (the name given the planet by humans). Since time beyond the memory of any history or the breadth of any legend a race of powerful beings known only as Time Elders have inhabited Ego. Through eons of scientific and mystical inquiry the Elders attained the secrets of immortality and corporeal temporal transference, the teleporting of physical bodies through the fourth dimension--time. Utilizing these abilities the Elders protected time and space for uncounted millennia, teleporting themselves into combat against any and all threats to the time continuum. But as they grew older and more knowledgeable, the Elders became less committed to the well being of finite space and life forms, their complex intellects tending towards metaphysical abstraction, and thus became unable to personally protect time and space. Thus, over one hundred thousand Earth-years ago, the Elders undertook the Great Search, in which they scoured the universe, selecting the noblest and bravest beings from each of the Primary races and brought them to Ego, where they would become the Time Lords. The Elders endowed each Time Lord with a resurrection factor, granting a Lord semi-immortality and enlightened them to the mysteries of reality in preparation for their mission. During the preceding Millenium the Lords have served as a fourth dimensional police force, responding to temporal crisis identified by the elders. Few beings have actually met a Time Lord; some deny their existence believing them a primitive myth. But across the universe all speak of the power and legend of the Time Lords. TIME LORD DIARY 2199 AD Once again the Elders have summoned me away from my Fourth dimensional investigations. If we Time Lords are to adequately serve the elders we must constantly expand our conception of the universe. Yet the performance of our duty too often prevents our growth as Time Lords. Once again time is threatened and once again the human race is the cause of the danger. A sixteenth century Earthman named Christopher Marlowe understood better than anyone the limitless bounds of human pride and ambition. And now this ambition, this tendency of mankind to overreach itself, threatens the cosmos. My duty is to travel to a mining colony on a planet called Galaxy's End, a Babel of alien cultures, life with smugglers and rogues, existing on the fringe of law and order. Galaxy's End and its orbiting space station are wholly owned and operated by OCTO easily the most powerful intergalactic industrial super-power. The Galaxy's End Subsidiary of OCTO is run by a modern day Faustus, Dr. Samuel Kurtz. Dr. Kurtz is an epically tragic figure. A brilliant scientist and philosopher, he is celebrated throughout the Milky Way for his genius and benevolence. As a young man he applied himself to bettering the lives of all sentinent beings. He cured horrible diseases and pioneered new techniques for growing food in previously sterile deserts. As his scientific successes mounted he began turning his intellect to philosophy and scholarship, translating arcane alien texts and postulating on the essence of being. But as his brilliance grew, his reach extended. Having mastered the summits of traditional science and philosophy, Kurtz turned to face the sublime mysteries of time and space. Accepting a research position with the OCTO, Kurtz has spent the last decade aboard the space station at Galaxy's End building a time vehicle. Unfortunately he has also grown steadily insane. Whether his insanity is a result of his immensely difficult and frustrating work or is an inevitable result of his genius I cannot say. But I have no doubt his experiments are dangerous to the time continuum. Kurtz plans on using his time machine to travel to the dawn of time and view the Creation of all that is. The Elders accurately perceive the danger inherent in this mad quest for ultimate casual knowledge. NO creature, not even the Elders are meant to witness the creation. Were Kurtz to succeed in traveling to the dawn of time he would pierce chronal fabrics essential to the temporal structure thus destabilizing one of the pillars upon which the stability of the universe exists. I leave shortly for Galaxy's End. I must destroy Kurtz's time machine. Hopefully I can accomplish this task without harming Kurtz. Of course the Elders place no parameters upon how I may deal with the mad doctor. The fate of one Earthman matters little in the grand scheme of time. End Diary Entry PLAYING ALIEN FIRES CREATING A TIME LORD All Time Lords have abilities or skills which you select when you create a new Time Lord. These skills determine the overall ability of your character during game play. There are seven skill values, each ranging from 0 to 99 points. These skills are: Fighting--The ability of your character to engage in hand-to-hand combat. While your character's fighting skills are integral to his combat success they are not the only factors and other skills contribute to your effectiveness as a warrior. Marksmanship--The ability of your character in using ranged weapons. Marksmanship is one of the least important skills and can be assigned a weaker skill value in comparison to other traits. Diplomacy--Determines your character's skill in interacting with other characters in the game. Diplomacy enables your character to successfully gain information from the other characters in Alien Fires, as well as purchasing and trading items. Dexterity--Your character's skill in performing complex tasks, such as picking locks or disarming nuclear devices. Dexterity also helps you perform more mundane tasks such as climbing ladders. If your dexterity level is too low, your character may fail to perform a seemingly easy commonplace task. Understanding--Your character's ability to use unknown or new items acquired during the game. Understanding helps your character correctly operate dangerous devices like Plasma Rifles. If your character's understanding level is too low, you may not be capable of using certain devices from your inventory. Three failures by your character to use the item results in the item being stricken from your useable inventory. Understanding can also influence your character's ability to accurately aim a weapon. Tracking--The tracking skill affects your character's chances of seeing hidden objects and detecting traps. Tracking is a comparatively minor skill. Quickness--One of the more important character skills, quickness determines your character's speed. Quickness is very important in fighting, as it can allow your character to strike the first blow in conflict and land a greater number of hits. Defeating an opponent in combat often requires more than brute strength. Certain foes can only be conquered with the proper blend of speed and fighting skill. Quickness also increases your character's chances of successfully avoiding a battle by fleeing. In creating your Time Lord, be sure to use all of your skill points. For your Time Lord to be an effective agent, he or she should be a well balanced combination of the above skills. Alien Fires automatically sets each skill level at twenty points but you can decrease this total. For instance you could set Marksmanship at 15 points and reassign the extra five points to some other skill. In addition to these initial skill points are 99 unassigned points to be distributed among the skills as you see fit. A sample Time Lord, but by no means a perfect one, would contain the following skill levels: Total skill points 0-99 Fighting 45 points Marksmanship 20 points Diplomacy 40 points Dexterity 40 points Understanding 30 points Tracking 24 points Quickness 40 points Note: The strength of these skills will go up or down during the game depending upon how well your character has been performing. The decision to raise or lower your character's skill points is the responsibility of the Elder's Council, and is done automatically as they review your Time Lord's success to date. SETTING Once you have created your Time Lord you are ready to begin the game. The opening screen illustrates your view of the Octo space station as you travel to Galaxy's End. To advance beyond this screen press the forward key (usually the "up" arrow). The second game screen places you in a hallway on the first level of the mining colony at Galaxy's End. The mining colony consists of three levels and the mines. Your objective is to get to the mine level and secure a ride to the Octo space station on a cargo freighter or starship. Once you arrive at the space station you begin your search for the mysterious Samuel Kurtz. VIEWING YOUR TIME LORD'S STATS DURING THE GAME You will want to keep constant tabs on your character's stats as you progress through the world of Alien Fires, 2199 AD. You can view your character's stat sheet at any time during the game by selecting the "AF" logo on the control menu. The stat sheet lists the following: Skills--A list of your current skill values by name. Name--The name you selected for your character. Level--Your character's current level. The level provides a rough indication of the power of your Time Lord. EP's--The amount of Experience Points your character has. This value increases your overall level. Combat Readiness--An outline figure of your character, with shaded areas indicating where your Time Lord is protected by armor. Below this figure appears a number representing your character's hit points (HP's). Hit points determine the amount of damage your character can sustain during combat before dying. The more hit points your character has, the more powerful he is. (See the Combat section of this manual for more information on hit points and armor location.) The speed of the cycling band of colors below your character's outline varies depending on his performance. The better your characters performance, the faster the cycling occurs. Item List--The name of the items--up to a maximum of three--in your character's inventory which you are currently using. INTERACTING WITH CHARACTERS Characters are an integral part of Alien Fires, 2199 AD, and you will find that your character's success in interacting with other characters in the game will determine the overall success of your mission. Characters in Alien Fires, like real people, have individual personalities and react differently to various circumstances. Many of the characters possess vital pieces of information which you must obtain by asking the right questions or offering something in exchange for their help. Conversation with Alien Fires characters revolves around your interrogation of the aliens you meet. Gererally your questions can be three fold in nature: Who: Who is Samuel Kurtz? Who is Angel? What: What is the Hunter Fighter? What is Octo? Where: Where is the gift shop? Where is the elevator? Where is the bar? COMBAT All combat takes place on the special Combat Screen of Alien Fires. The Combat Screen in comprised of four major elements: Weapon--The top line of the screen indicates the name of the weapon your character is useing in combat. If this weapon is a firing weapon, an ammunition gauge appears next to the weapon's name indicating the number of rounds left in the weapon versus the maximum amount of rounds possible. Opponent--A picture of your character's opponent appears in the center of the screen. Combatants--The outlines of your character and your opponent's character will appear, with currently armored locations shaded. Below your character's outline, which appears on the left of the screen is a running total of your character's hit points. As your hit points decrease your character becomes weaker. When your hit points reach zero, your character dies. Options: Combat options appear at the bottom of the screen and include Fight, Dodge, and Panic. Select an option by clicking the mouse cursor on the desired icon. The Fight option allows your character to attack your opponent using his fist or a weapon selected from your inventory. Dodge causes your character to take evasive action, making him a more difficult target for the opponent. If you want to avoid combat with a character or retreat from a battle in progress click on the Panic icon. Your ability to run away is based to a large extent on your quickness level. If your quickness level is too low you may not be able to run away from certain characters, particularly if you are in the middle of a fight. Picking a Fight: There are two ways your Time Lord can get into a fight. One is to let your character initiate the hostilities by clicking the mouse cursor on the opposing character's screen image. The other method occurs when your actions or presence aggravates the opposing character to the point of violence. Either method will place you in the special combat mode. Be careful in picking a fight. Not only do you run the risk of being killed but should you defeat your opponent, you must henceforth face the vengeance of your opponent's friends who will be angered by your actions. Thus you risk alienating character's who would otherwise be helpful. DAMAGE AND ARMOR Your character has seven locations where he can be damaged: The head, chest, abdomen, and the right and left arms and legs. Armor, acquired as you explore the mining colony and space station, can protect any of these damage points, but your character can only use two pieces of armor at any given time. During combat, damage is reported through the character sulhouettes on a hit by hit color-coded basis. Every time a character is struck, the location of the hit is highlighted by a color corresponding to the degree of damage done to the character. The more damaging the hit, the closer the color is to red; the lighter the hit, the closer the color is to green. Each hit carries an accompanying numeric damage value, which indicates the actual damage done to the character. This value takes into account the presence of protective armor and damage done to the armor. A character can have all or part of his armor destroyed during combat. Loss of armor is graphically represented by the previously armored and thus shaded area of your character's silhouette reverting to an unshaded area. RESURRECTION If your Tinme Lord dies during the game he or she must face a review by the Elder's council, to determine his or her fate. The Time Elder's grant each Time Lord a resurrection factor, the possibility of being reanimated by the Elders if they see sufficient potential in your Character to warrant continued existence. Resurrection is based on your character's initial hit point total. Each time your character is reanimated by the elders, he carries a lower hit point total, thus making him easier to kill. If your initial hit point total becomes too low, the Elder's will not resurrect your Time Lord. Thus your character can only be resurrected a limited amount of times. HELPFUL HINTS 1. As you wander through the first level of the mining colony be sure to fully question every character you meet. Such intense questioning will help familiarize you with the Galaxy's End community and will prevent you from passing over important information a character might possess. 2. Avoid fighting when your character has few weapons and little armor, as even victory will result in major injury to your Time Lord. 3. Be sure to fully explore each room you enter for weapons and armor. Such items may not always be visible upon entering the room. ELEVATORS The elevators are critical to your ability to move to different levels of the mining colony and the space station. The elevators appear as a set of large, green, graffiti covered doors. To operate the elevator activate the speech mode and type in the word "up" or "down". Loading Procedures Insert the "Boot disk" into the disk drive and turn on the computer and monitor. A window will appear containing an icon entitled "AFIRES.PRG'. Double-click this icon to begin the game. A dialog box will ask you if drive B is connected. If you have two disk drives click the yes button, otherwise hit the reutrn key or click the NO button. Advanced Loading Procedures The following require user action before starting the game. You must always be in low resolution mode before running the program. To increase the speed of the game load, rename the 'Intro' file Intro.spd". The game will skip the title display and start character selection immediately. To reinstate the title screen change file back to 'Intro". If your ST has more than 512K, you may set up a RAM drive to store some of the game data from 'Game disk 1' and 'Game Disk 2'. When setting up the RAM disk, be sure 530K remains for the games use. Copy files from 'Game Disk 1' or 'Game Disk 2', depending on your position in the game. If you are not past the bar you will probably be accessing 'Game Disk 1' more frequently and it will be economical to have it on RAM disk. Likewise for 'Game Disk 2' if your are beyond the bar. If your ST has a double sided drive, copying 'Game Disk 1' and 'Game Disk 2' onto a single double sided disk is advisable. If you have a hard drive and experience difficulty in running the game, check for duplicate files in other partitions of the hard disk. The file finder in Alien Fires searches all the top level directories from the highest connected drive to the lowest. This means if identical filenames exist on drive A and drive C, the file on drive C will be used, making retrieval difficult for games saved on drive C with a filename identical to a file appearing on drive D. Regardless of the path name used when selecting a saved game, Alien Fires will always use the file on drive D. Saving Adventures In order to save your current adventure, you must format a blank disk and name the disk "AF-CHAR." Be sure to do this before you begin to play Alien Fires. Keep in mind that as new parts of Alien Fires become available, you will be able to use your existing stored characters in these new adventures. To continue a previously stored adventure, select the resume option in the main menu, which will provide you with a list of the adventures currently on your storage disk. Saving an Adventure in Progress If you need to temporarily discontinue a game but wish to continue the adventure later, click the sleep icon in the menu. The computer will ask you for your Alien Fires character disk and the name under which you wish to save your current game. Playing Alien Firees 2199 AD Creating a Time Lord You create a Time Lord when you begin to play Alien Fires by selecting the 'create a new Time Lord' option from the main menu. To create a new Time Lord select the values (0-99) for each of the seven listed skills by placing the mouse cursor over the pont box of the skill you wish to manipulate and clicking once. Then place the cursor on the 'up' or 'down' arrow, depending on whether you are increasing or decreasing a skill, and click the mouse button until the skill in question reaches a desired level. Continue this procedure until your skill points are exhausted. Movement To execute commands in Alien Fires, select the appropriate icon from the on-screen menu. Movement commands are as follows. Up-arrow symb: Forward--Move your character 1 step forward if possible. Keyboard: Press 8 key on numeric key pad. Down-arrow symbol: Reverse--back your character up 1 step if possible. Keyborad: Press 2 key on numeric key pad. Left-arrow symbol: Left--Rotate your character's point of view 45 degrees to the left. Keyboard: Press 4 key on numeric key pad. Right-arrow symbol: Right--Rotate your character's point of view 45 degrees to the right. Keyboard: Press 6 key on numeric key pad. Interaction The menu options for your Time Lord's interaction with other characters and his environment are listed below, along with their corresponding icons. Selecting any icon will cause the computer to prompt you to enter additional information regarding the object or character you wish to act upon. Eye-glass icon: Examine--Allows you to select a particular object whose details may be of interest to you. The default is the current object or character on screen. Keyboard: E. Mouth icon: Say--Usually, this option lets you vocalize your thoughts to another character in the game. Conversing with other characters in the game is an integral part of Alien Fires. Keyboard: S. Horizontal line icon: Give--When another character is on-screen, you can give specific items to the character by using this option. Keyboard: G. Hand icon: Hand--This option has varied meanings which depend on the object you decide to handle. It will allow you to take or drop items, push/pull buttons, levers etc, Keyboard: H. Displaying Your Character's Inventory or Using an Item Right Mouse Display--Clicking the right mouse button will display a requester on screen of your character's possessions. Clicking on any item listed in your character's inventory selects that item for use. To stop using a particular item, select click the item in your inventory a second time. Alien Fires has three clasess of items: weapons, armor, and miscellaneous. Selecting an item in one of these three classes while your character is using another item in the same class automatically deselects the last item that your character was using in this class. For example,if your Time Lord is using a Plasma Rifle, selecting another weapon deselects the Plasma Rifle. This rule doesn't always apply with armor, since armor will work in conjunction with other types of armor. For more information on armor and its use, see the combat section of the manual. NOTE: Your characters current inventory is listed on the character screen. Keyboard: I. AF LOGO--Clicking the mouse on the AF Logo will provide you with your Time Lords character sheet or vital statistics. Keyboard: A. NOTE: The top line of the screen will continually display your character's level and the Experience points required to reach the next level. Sewer Software thanks DR. J A L L A B O A R D ! TOY TOURING TRAIN GEE-WHIZ IT'S FROM BAY CITIES SOFTWARE FUN, FUN, FUN, that's what ALL ABOARD! is. It's NOT an adventure game or a strategy game, it's not a game at all, IT'S A TOY. A wonderful toy for the young part of us all. It's endless hours of fun for every age, from the smallest child, to the adventuresome who wish to tackle designing their own trains or scenery with the ALL ABOARD! EDITOR. There is simply no end to the fun and creative adventures that ALL ABOARD! can provide all ages. THE FIRST THING TO DO AFTER OPENING THE ALL ABOARD! PACKAGE IS TO MAKE A BACK UP COPY OF THE PROGRAM DISK AND SET THE ORIGINAL ASIDE. (See your Atari Owner's Manual if you are not sure how to do this.) There are two programs and several other files on your ALL ABOARD! disk. The two programs on the disk are TRAIN.PRG and TR_EDIT.PRG. The TRAIN.PRG is the main program, and the one we're going to cover first. The second program TR_EDIT.PRG is the editor program for those who wish to design their own trains and scenery. The editor will be discussed in the second part of this manual. Half the fun of a new program is booting it up and trying to figure out what it will do without reading the manual. And if you're of that school, be our guests and have a great time. But for most of us, nothing is quite as useful when getting to know a new program as a walk-through, or in our case a drive-through. So boot up ALL ABOARD! (in low-resolution, please), stroke the engine, and get set for our tutorial tour of a toy touring train. After the program is loaded, there is a brief flurry of activity while the opening screen presents the ALL ABOARD cast of characters. This is climaxed by an explosion, followed by the appearance of the mouse cursor. Click the mouse anywhere on the screen and you're off on your tour. DEFAULT SCREEN & ITS CURSOR The initial ALL ABOARD! screen (or "default" screen) displays a combination of track and scenery where you will be running your trains. If you look around the screen you will find a very very small red flashing cursor. This is your mouse pointer while you are in the main screen. Move it around a little and get the feel of it. It moves a little differently than a normal mouse; it moves in increments of eight pixels (screen dots) at a time. This is because the entire screen is really a series of small pictures that are 16 by 16 pixels in size, so moving in increments of 8 helps you know exactly which picture your cursor is on. FINDING AND LEAVING THE MENU When you find the small red cursor, pull it down to the bottom of the screen until it enters the ALL ABOARD! title area. The menu will then pop up. To exit the menu again move the mouse pointer up off the top of the menu, or click on the right mouse button. MOVING OBJECTS FROM MENU TO MAIN SCREEN Most of the small pictures in the menu are pieces that can be carried onto the main screen for placement. When you click on them they become free moving objects that can be positioned on the main screen. But if you change your mind about an object before you set it down, either pull it back down into the menu, or click the right mouse button. Either action will remove the object. STARTING A TRAIN There wouldn't be much fun in a train set if you couldn't run trains, so let's get one going. There are eight train cars positioned along the bottom of the menu, four with left-facing arrows, and four with right-facing arrows. These arrows represent the direction the train will go when set on the track. Thus a car with a right-facing arrow will start off towards the right when placed down on the track. Now, move the pointing finger to any one of the engines and click. Instantly the train will become a free floating object. Move the train onto any horizontal (running from left to right not up and down) track on the main screen and click. You now should have a train chugging along the track (don't forget to turn up the volume), but if you happen to miss putting the train down on the right kind of track, a dialog box will appear explaining exactly what kind of track to put the train on. ADDING ADDITIONAL CARS TO A TRAIN Once you have the first car running, it is a simple matter to add new cars to the train. Each car is its own motor and is not dependent upon the engine, but if you wish to connect the cars together, select a car that is going in the same direction, and place it behind the engine that's already there. ALL ABOARD!, knows what you're trying to do and, within reason, will connect the car for you. So just place the car roughly on top of and behind the car you wish the new car attached to and click. REMOVING CARS On the bottom right of the menu are two boxes containing the letters CLR LST and CLR ALL, that stand for "CLeaR LaST train put down," and "CLeaR ALL trains on the track." If you wish to remove the last train put down on the track, click on CLR LST, and that car will vanish. In fact you can continue to click on CLR LST and each car on the track will disappear in the order you set them down, until no cars are left. But a faster way to remove all of the cars on the screen is to click on CLR ALL, which removes all cars at once. CAR LIMITATIONS There are no limit to the number of cars a train can pull, but like a real train the extra weight will slow it down and cause problems when turning small loops. But then explosions are half the fun of ALL ABOARD!. SO HAVE FUN! INCREASING AND DECREASING SPEED The default speed coming into the ALL ABOARD! program is about 15. This speed can be increased up to 25, by holding down the right mouse button anywhere on the main screen except over a switch (which we will discuss in a moment). Likewise, the the speed can be decreased all the way to zero by holding down the left mouse button. RIGHT MOUSE BUTTON = SPEED UP LEFT MOUSE BUTTON = SLOW DOWN REVERSING DIRECTIONS By holding down the left mouse button all of the trains will eventually drop their speed to zero and stop. When this happens the engines will reverse, and when you increase the speed again, the engines will begin pushing the cars in the opposite direction. When the cars are being pushed, no new cars may be added to the train. Since ALL ABOARD! has no way of knowing where you want the new car to be placed in relation to the engine, it simply disallows new cars while the train is in reverse. At times if you are running single cars, such as a trolly, you may not know you are in reverse, but ALL ABOARD! will remind you to turn the car around before adding new cars. ADDING NEW TRACK AND SCENERY Hopefully, you are able to distinguish the pieces of track from the pieces of scenery. The top line of eight pictures are the track pieces, the next row of eight are switches, and the following two rows are scenery. Move the mouse pointer over a piece of scenery, and click on it. Then move it around the screen until it's over another piece of scenery or a blank space. Click the mouse and the new piece will become part of the main screen. The same procedure works for track and switch pieces, except it is best if the track pieces match up to form coherent a track layout. Although even this is not necessary if you don't mind your train exploding all of the time. Some of us might even put a tree in the middle of a track to watch what happens. ADDING & REMOVING TUNNELS On the right side of the menu are two rectangular filled boxes, one normal and the other crossed out. These are the symbols for placing and removing tunnels. To place a tunnel on the screen, click on the un-X-ed tunnel and place it on the screen. All trains will then go through the tunnel (if it is over a track, of course). To remove tunnels, click on the X-ed tunnel symbol for each tunnel you wish removed, in the reverse order in which they were placed on the screen. A note of warning about tunnels. Tunnels can drastically slow down the trains, so keep them to a minimum. Also, note that tunnels will not be on the screen unless a train is running. So you will not see the tunnel the instant you put it down, unless a train is running. ERASING UNWANTED TRACK AND SCENERY On the top right of the menu is a blank box. This is the eraser. It is used exactly like any of the other track of scenery, except it removes whatever it is over when you click it down on the main screen. To remove a piece of the main screen, click on the eraser box, then position the eraser over the object you wish removed from the main screen and re-click. Instant oblivion. SWITCHING SWITCHES Switches can be found on the main screen by their red stop lights. These lights indicate the unused track direction by blocking it. The second row of track pieces in the menu are the switches, and they are moved and placed on the main screen exactly like any other track. To switch one of the switches, move your flashing red cursor over the switch and hold down the button. ALL ABOARD! wants to make sure you know that you're switching track, so it will pause a moment before it switches the track. In other words, holding (rather than clicking) the left mouse button is the proper action for switching a switch. Note: a train will always travel the straight part of a switch successfully, even if the switch is set wrong. This is so you can run unattended loops. INTERNAL TRACK SETS Running down the top left side of the menu are five small boxes. Each of these boxes represents a different predefined internal track layout. To change track layouts, click on any of the boxes. Your current layout will be lost when you switch layouts, so ALL ABOARD! will warn you first. If you click on one of the top four layouts, a new track will be displayed. Click on the bottom empty box and the screen will be cleared completely so you can build your own track layout. SAVING TRACK LAYOUTS If you have created a particular track configuration that you like, you can save it to disk to be loaded later on. Move your mouse pointer up to the very top of the menu, and click on the long box marked SAVE. A file selector will appear, and you will be allowed to name your track layout. The default file extender for track layouts is .TRN. If you forget to add the extender, the default .TRN will be added by ALL ABOARD! automatically. Of course you don't have to use the .TRN extender, but that is the extender that the file selector will look for when you load your layout back into ALL ABOARD!. LOADING LAYOUTS, SCENERY, AND TRAINS The only thing that can be SAVED from the main ALL ABOARD! program are the track layouts. But layouts, scenery, and trains (created with the ALL ABOARD! EDITOR) can be loaded into the main ALL ABOARD! program by clicking on LOAD. A small dialog box will appear asking if you wish to load TRACK, SCENERY, or TRAIN. Click on one and a file selector will appear displaying the files with the extender that match your selection. Scenery has the extender .SCN Trains have the extender .CAR Layouts have the extender .TRK Choose the name of the file you want loaded and its items will be displayed in the menu. It is not always advisable to allow trains or tunnels to remain on the screen when new files are loaded. For example ALL ABOARD! has no way of knowing if your new track layout is compatible with where your old trains were on the screen. As a result, all trains and tunnels are automatically removed when a new track layout is loaded. Likewise, all trains are removed when a new train set is loaded, as the new train may be a single car such as a hand cart, and hand carts don't look their best strung together like box cars. A final note on loading files is that they install their own set of colors. We will be going into the ALL ABOARD! EDITOR in depth in the second section, but, the colors that are in use when a file is saved from the EDITOR are the colors that are loaded into the main ALL ABOARD! program when you load a file. LIGHTING Trains run 24 hours a day, and with ALL ABOARD! you can adjust the lighting. Along the bottom left of the menu is a box marked LIGHT. This is the lighting control. Click on one of the smaller boxes below the lettering and the lighting will change. Now, hold down the mouse and move it back and forth. See how the lighting changes to reflect a particular time of day. EXPLOSIONS If you haven't figured out anything else, you have probably found the explosions by now. They are half the fun of ALL ABOARD!. But, if you haven't, try one of the following, just for fun. 1. Allow two trains to collide into each other. 2. Allow a train to run off the edge of the screen. 3. Allow a train to run into a piece of scenery. 4. Allow a train to run into a black space. A L L A B O A R D ! E D I T O R For the adventuresome who wish to take control and design their own scenery or trains, there is the ALL ABOARD! EDITOR. When you first boot up the editor it may be slightly confusing. But don't worry. It's really just a simple program to clip pieces of DEGAS, Neochrome, OR CYBER PAINT pictures, and turn them into ALL ABOARD! files. Everything else about the editor simply allows the clipping of pictures to be done more easily. Perhaps a better name for the ALL ABOARD! EDITOR, would be the ALL ABOARD! PICTURE CLIPPER, as no actually drawing is done in the ALL ABOARD! EDITOR. All drawing of scenery or trains is done in DEGAS, Neochrome, or CYBER PAINT then clipped from their pictures by the ALL ABOARD! EDITOR. Below is a step by step walk-through of all of the features of the editor, but before doing the hands-on walk-through, it is recommended that you read the following information first, just to acquaint yourself with the editor SNAPPING & UNSNAPPING THE CURSOR The large boxed cursor used in the main screen of the editor is a little larger than the normal cursor, with a rectangular hole in the middle that is exactly the size of a ALL ABOARD! picture (16 by 16 pixels). Which is very nice if you're going to be clipping ALL ABOARD! pictures with it. The other thing you will probably notice about the cursor is that it jumps from one screen location to another. This is called snapping, because the cursor snapped from one location on the screen to the next with no movement in between. The point of the SNAP feature, will be come obvious in a moment, but for now pop up the menu, click the box that says SNAP ON and change it to SNAP OFF. Now try moving the cursor around the main screen. Much smoother isn't it. The snap feature is now off allowing normal movement. MENU TRAIN & SCENERY HOLDING BOXS In the menu area of the editor are 16 scenery holding boxes and 20 train holding boxes. This is where you are going to store your small clipped pictures before you save them as a file. Simply move your cursor around the main screen until you have what you want inside the cursor, then click. Now, move your catch down into one of the holding boxes and click again. If you change you mind and want something different in a box, just move a new picture into it to replace the old. Please note that the holding box areas of both the train and the scenery have a snap of their own that allows for exact placement of pictures in the holding boxes. This snap is permanent and can not be turned off. THE PICTURE FILES FULLGRID.PI1 NUDEGRID.PI1 FULLGRID.NEO NUDEGRID.NEO As no actually drawing is done in the ALL ABOARD! EDITOR, four picture files have been provided on your ALL ABOARD! disk: two DEGAS pictures, and two NEOCROME pictures. Any of them can be loaded into their parent program (DEGAS or Neochrome) and edited before loading into the ALL ABOARD! EDITOR. The FULLGRID.PI1 and FULLGRID.NEO, files are identical grids of predrawn pictures that can be clipped in the ALL ABOARD! EDITOR, and saved as ALL ABOARD! files. The NUDEGRID.PI1 and NUDEGRID.NEO, files are identical empty (16 by 16) grids for drawing your own scenery or trains in either DEGAS, Neochrome, or CYBER PAINT. NOTE: We strongly recommend that you make several copies of the NUDEGRID files for future use. The grid is especially designed to work with the snap function in the ALL ABOARD! EDITOR. LOADING FILES INTO THE EDITOR There are three kinds of files that can be loaded into the editor: PICTURE, SCENERY, and TRAIN. PICTURE files are standard, full screen DEGAS or Neochrome files. SCENERY and TRAIN files are special ALL ABOARD! files (the same kind you load from the ALL ABOARD! program). To load any of the three types of files, click on LOAD. A dialog box will appear, and you will be ask to select the type of file you wish to load. After you have selected the type of file you want, an appropriate file selector box will appear. Chose a file, and it will be loaded into the editor. PICTURE FILES Any Neochrome or PI1 DEGAS picture may be loaded into the ALL ABOARD! EDITOR as a PICTURE file, but it is strongly recommend that you use one of the four picture files provided. This is because the grids of all four files are laid out so that when the SNAP feature is ON, the cursor in the main editor screen snaps precisely from one picture to another. And by doing this, it automatically aligns the cursor around a picture so it can be clipped. To load a DEGAS or Neochrome file, click on LOAD in the menu, and answer PICTURE for the type of file to load. The screen will blank momentarily, and the picture and its colors will be loaded into the main screen. SCENERY & TRAIN FILES SCENERY and TRAIN files are loaded in the same manner as PICTURE files, and will be displayed in the SCENERY and TRAIN window of the ALL ABOARD! EDITOR. You can then replace certain of the boxes from the main PICTURE before resaving the new SCENERY or TRAIN files, which are loadable from within ALL ABOARD!. You can only save SCENERY or TRAIN files from the ALL ABOARD! EDITOR. Since you can't alter the PICTURE files from within the editor, there would be no point in saving them. CLEARING HOLDING BOXES To remove all pictures in the scenery or train holding boxes, click on CLEAR and you will be asked if you want the scenery or trains cleared. Choose one, and that set of holding boxes will be cleared. AUTO SCENERY & TRAIN The last feature we need to discuss, before a step-by-step walk-through of the EDITOR, is the AUTO feature. There are three states to the AUTO button: OFF, SCENERY, and TRAIN. Once AUTO is moved from the OFF position to SCENERY or TRAIN, each picture you select from the full screen will be automatically placed, sequentially, into the appropriate holding boxes. Once the selected area is full of pictures, the AUTO is set back to OFF, and you are ask if you wish to save the file or return to normal operation. If you select to save, a file selector box will appear. But if you wish to continue editing, press [Return] to return to normal EDITOR functions. WALKING THROUGH THE ALL ABOARD! EDITOR Think of this walk-through as tape-recorded tour of a museum, where you walk through exhibits, holding a tape recorder and doing as the speaker suggests. The recorder is this manual, and the museum is, of course, the ALL ABOARD! EDITOR. MOVING PICTURES FROM MAIN SCREEN TO MENU Once you have your EDITOR booted up, make sure both AUTO and SNAP are in the OFF position. Move up to the main screen and place the mouse cursor over a piece of the lettering toward the top of the screen. Left-click to capture the piece of lettering. Move the mouse toward the bottom of the screen so the menu pops up. As you move the captured image over the holding boxes, notice how the boxes act like magnets sucking the picture into their middles. This is to help you know exactly what box you're putting a picture into. Ok, move your picture into the first scenery holding box and left-click. Instantly, the image is snatched by the box and you're returned to the main screen. Pick up another piece of screen. This time, instead of moving down to the menu, click the right mouse button. What happened? No image! That's right, by clicking the right button, you told the editor you wanted to dump the image and get the cursor back. This right mouse button trick also works in the menu, as long as you haven't yet clicked a picture into a holding box. LOADING PICTURES We could keep loading pieces of text from the main screen into the holding boxes, but they wouldn't make very good scenery. So click on LOAD, and select PICTURE when you're ask what kind of LOAD you want. When the file select box appears, choose either FULLGRID.PI1 or FULLGRID.NEO -- it really doesn't matter which, they're identical pictures, except for the file format. The new picture will appear in place of the old lettering. USING SNAP The first thing you should notice about this new screen is that it has a lot of small pictures. Try centering your cursor around one of the pictures so nothing is cut off. Difficult isn't is? The second thing you might notice about the new main screen is that the pictures are evenly spaced in a grid. Well, this is exactly what the SNAP is for. Move down to the menu, and set SNAP ON, then move back to the main screen. Magic isn't is. The cursor moves from around one picture to around another with no effort at all. Now trying filling up your scenery holding boxes with pictures. It shouldn't be hard since the program is centering both the source and destination for you. Just click on the main screen, pull the picture down to the menu, and click it into one of the scenery holding boxes. If you don't like the picture you have in a holding box, drop a different one in its place. SAVING SCENERY Once you are completely and absolutely sure you like the selection of scenery you have chosen, you can save it as a file to be used in the main ALL ABOARD! program. Just as in loading, saving is a three step process: 1) Click on SAVE. 2) Select SCENERY when asked what to save. 3) Type a name in file selector box. AUTO SCENERY Creating a scenery file can be done faster by using the AUTO function. But first, it would be best to clear the scenery holding boxes that we just filled so we can see what we're doing. Click the CLEAR button, and when the dialog ask you what to clear, choose SCENERY. Move your mouse to AUTO, set it to AUTO SCENERY, and return to the main screen. Now, as you select each image for your file, they are automatically put into the  scenery holding boxes one right after the other, until all 16 boxes are filled. Then the AUTO will be set to AUTO OFF, and you will be asked if you wish to save the file or return to normal operation. If you don't save the file, you can change the contents of the holding boxes and save the file later. It doesn't matter when you save a file. The saving function always saves the contents of the 16 holding boxes -- even if they are empty. CREATING A NEW TRAIN The only difference between creating scenery files and creating train files has to do with the drawing animation "pairs" of each car, and setting their "direction" by placing them correctly in the holding boxes. TRAIN ANIMATION Each train car always has an animation sequence of two images. For example, in the Red Devil train, which appears when you first boot ALL ABOARD!, the caboose has a top portion that pops up and down as the car rattles along the track. This animation is a result of two alternating images that go together to make up the animation. One image has the top up, and the other has the top down. By putting one picture and then the other on the screen, the caboose looks like its top is going up and down. This two-frame animation sequence is true of each car in any train set, including the engine. TRAIN DIRECTION Remember that, in ALL ABOARD!, the trains can go in either direction. When you draw any car it's only necessary to create a pair of animation images pointing in the direction you see in the sample FULLGRID picture. (Engines are the exception and require two images. See below.) ALL ABOARD! will do the rest -- but the placement of each car image in the holding boxes is very important. The exact order in which the trains are placed in the holding boxes is so important that it is best to either alter the existing trains on the FULLGRID picture file, or fill in around the existing wheel on the NUDEGRID picture file, which has arrows indicating the cars' direction. Then, after the cars are created, be sure to move the train pictures into the holding boxes in the exact order in which they were in the original picture. Load one of the train files on your ALL ABOARD! disk as an example. The cars are ordered as followed. 8 ENGINES PICTURES 2 left animation frames 2 right animation frames 2 up animation frames 2 down animation frames 4 PICTURES MIDDLE CAR 1 2 left & right animation frames 2 up & down animation frames 4 PICTURES MIDDLE CAR 2 2 left & right animation frames 2 up & down animation frames 4 PICTURES FINAL CAR, OR CABOOSE 2 left & right animation frames 2 up & down animation frames Engines require twice as many images as the other cars because engines are drawn to have a distinct front and rear, whereas all other cars are animated by using the same set of two cars for either direction. Thus, ALL ABOARD! must animate a different set of engine images for going left than it does for going right. DRAWING YOUR OWN TRAINS The easiest way to begin drawing your own trains is by first altering the exiting ones on the FULLGRID picture. Load the picture into a compatible paint program and get creative! Save the picture under a different name, then load it into the ALL ABOARD! EDITOR. Move the new cars into the train holding boxes, save the TRAIN file, then play with your new cars in ALL ABOARD!. Once you get the hang of editing FULLGRID, load NUDEGRID into your paint program, and use the existing wheel as the basis for your train. There are three important things to keep in mind if using this method. First, that the first two pictures, and each following pair of pictures are animation sets. (For example the first picture might have a stroking piston on the wheel, and the second picture a pulling piston to create the animation of a moving piston.) Second, that first eight pictures are the four directions of the engine, followed by three sets of four car pictures. And third, that the arrows indicate the direction or directions of the car in that cell. SAVING COLORS The color set saved with a DEGAS or Neochrome picture, will be loaded into the ALL ABOARD! EDITOR. Then, when you create a file in the editor the colors will be saved in that file, and finally loaded into ALL ABOARD! with the file. This is not to say that altering colors is a bad thing, just know that it will also affect your scenery. SOFTWARE ETHICS The retail purchaser of this computer program does not have the right to exercise any of the exclusive rights of copyright reserved by the author of this program, which include: (1) the right to reproduce or otherwise make copies of this program, other than an archival copy (as described below); (2) the right to distribute copies of the program; (3) the right to prepare derivative works based on the program. (Section 106, U.S. Copyright Act of 1976, as amended, Public Law 94-553, Oct. 19, 1976). In accordance with Section 117 of the Copyright Act, the purchaser has a limited right to make a copy of this program only in the following two situations: (1) the new copy is created as an essential step in utilization of the program; or (2) the new copy is for archival purposes. All archival copies must be destroyed in the event that the original purchaser ceases to own the original copy of the program. Section 117, U.S. Copyright Act of 1976, as amended by Public Law 96-517, dated Dec. 12, 1980. The propriety of respecting the copyright owner's rights in his creation (after all, that's how he earns his living) is reflected in the range of penalties that the law affords to the copyright owner, which include: injunctive relief (Section 502); forefeiture of all infringing and contributorily infringing items (Section 503); monetary damages (Section 504); and criminal sanctions, including imprisonment (Section 506). The holder of the copyright of ALL ABOARD! is Paul Pratt and Steve Everman. ANNALS OF ROME From the collection of DR.J INTRODUCTION The Annals of rome is a vast strategy game based on the rise and fall of the Roman Empire. Starting in the year 273 B.C., the date by which the Roman Republic had gained control of Italy, your role is that of the ruling power group in the Roman Senate, deploying Roman armies and commanders in successive foreign and civil wars. YOUR PRIME OBJECTIVE IS...SURVIVAL. At any time you will be faced with up to THIRTEEN independent hostile powers, each fighting to extend its own range from the incompetent GAULS to the deadly CARTHAGINIANS, and many more. If you survive the initial centuries of the game and establish an empire, be prepared...Beyond your northern frontiers on the RHINE and DANUBE are the teeming hordes of barbarians, including ALLEMANI, MARCOMANNI, FRANKS, GOTHS, DACIANS, HUNS, VANDALS, and more. In the south, your eastern frontier on the EUPHRATES is constantly disputed by the PARTHIAN EMPIRE and later by the PERSIAN (SASSANID) EMPIRE. To give you a military advantage, you have at your disposal the incomparable Roman Citizen LEGIONARIES, reinforced by mobile AUXILIARIES and static Garrison troops (LIMITANEI). In addition, you have up to 21 individual OFFICERS, of a wide range of ability and loyalty. If you deploy them and your armies intelligently you will usually beat the opposition. But beware...The cost of military failure is invasion and loss of territory, with consequent loss of popularity and confidence in your regime. If this becomes too serious some of your COMMANDERS may decide to rebel and attempt to seize power in Rome as DICTATOR, or even reach for the purple and become EMPEROR. This means CIVIL WAR, the consequences of which may be a disastrous weakening of the armed forces and withdrawal of legions from critical frontier regions. NOTE: History rarely gives second chances. The only skill level in this game is ALL OR NOTHING. GAME STRUCTURE The game may continue indefinitely, or until it is obvious that the Empire has utterly collapsed and no more can be gained by going on. The game is played as a sequence of GAME-TURNS, each GAME-TURN representing between one and 25 historical years. The actual dates corresponding to a given GAME-TURN are displayed in the top right-hand corner during most phases of the game. The random variation in GAME- TURN length reflects the essential unpredictability of historical events. For instance, several long periods of relative stability may be suddenly followed by a few short periods with a rapid alternation of fortune. GAME-TURNS A GAME-TURN consists of the following phases: a) START-SAVE PHASE b) ECONOMICS PHASE c) PERSONNEL DISPLAY PHASE d) PERSONNEL ASSIGNMENT PHASE (if allowed) e) LOYALTY PHASE f) CIVIL WAR (if necessary) g) FOREIGN WARS There are additional phases which occur automatically, beyond your immediate control, such as COLONISATION of Roman controlled regions and DECOLONISATION from lost territories. Also, some phases occur only under exceptional circumstances, such as TRANSFER OF CAPITAL if ROME has been sacked, or IMPERIAL SUCCESSION if the current Emperor has died peacefully. The various phases are explained in the following sections. START-SAVE PHASE After loading and at the start of each game turn, the computer asks you to select either a NEW game, LOAD and OLD game, SAVE the game at its current position or CONTINUE.  1. NEW GAME: This option allows you to abandon the current game and restart from 273 BC. Press N for this option. 2. LOAD AN OLD GAME: To continue playing a previously saved game, place the disk with that game into the drive and press L. 3. SAVE GAME: To save the game at its present position insert a blank disk for each saved game. 4. CONTINUE: Simply press RETURN to continue with the current game. ECONOMICS PHASE In this phase the computer calculates revenue, population growth and army recruitment for each nation, based on populations in regions under control. Rome (i.e. you) only has the option of increasing revenue at will. This occurs during the TAXATION SUB-PHASE, when the computer asks . If you are confident that you can survive on the lowest income rate (1) type <1> and press ENTER. Otherwise, type in a suitable number, such as 1.5, between 1 and 2. A rate of 2 effectively DOUBLES your income for the current game-turn. WARNING It is recommended that you use the lowest tax rate of 1 as much as possible. A high tax rate has the following undesirable side-effects, apart form the immediate benefit of an increased revenue: i) In the subsequent game-turn, the RATE OF INFLATION (displayed) increases, with a corresponding devaluation of our currency. This means that you will pay later for increased revenue now. ii) Your POPULARITY may drop, possibly by such an amount the CIVIL WAR breaks out, and you may lose more than the initial benefits from the increased revenue. The best times to use a high tax-rate are when a) Your popularity is high and you have used a low tax rate in the previous game-turn, or b) Your popularity index is already very low and there is a definite frontier crisis calling for more expenditure on the army. Apart form the tax-rate, all other aspects of ECONOMICS are dealt with automatically and are beyond your immediate control. These include: i) POPULATION GROWTH or DECLINE (limited by available land.) ii) ARMY RECRUITMENT. Generally, the army is no more than one tenth of the total population. Note that only one branch of the armed forces (i.e. LEGIONARY, AUXILLIARY or LIMITANEI) can be recruited in any given Roman controlled region. Details are given in TABLE 1. Although only one nation can control a give region at any time, there may be several different national populations present in that region at that time reflecting recent historical circumstances. This is because indigenous populations do not in general disappear on conquest, but decline over perhaps several centuries as the successful invaders establish themselves. During decline, certain conquered populations in their homeland regions may provide a source of resistance to the conquerors. Armies recruited in this way come free of recruitment cost. HISTORICAL NOTE POPULATION and ARMY size is always in units of ONE THOUSAND. ROMAN population would be much higher, but is not a factor in this game. ROMAN army size is based on the historically known size of the Roman and Auxiliary armed forces. Although this fluctuates according to circumstances, the army will total several hundred thousand at the height of empire, with less than half mobile legionaries. Note that on the map, figures on non-Roman controlled territories are in units of TEN THOUSAND soldiers. For Roman controlled territories, the figures are in LEGION units, i.e. FIVE THOUSAND soldiers. Because of superior training, one Roman Legion is usually comparable with most non-Roman ten-thousand soldier units. However, there are important exceptions, notably with the advent of cavalry based barbarian armies in the late third century and onwards, when the traditional Roman Legion became obsolete. Details of military capability are given in TABLE 2. PERSONNEL DISPLAY PHASE This display shows the current status of the 21 Senators and Commanders after the previous game-turn. Some or all may have died, been killed, retired, etc. The rest will have aged accordingly, and their current ages and official status is displayed. A typical example is: IT D JULIUS MAXIMUS 34 56 COMMANDER 22 EXPLANATION: The first two letters denote the officer's current location, in this case Italia. Each individual is assigned an identifying PERSONAL LETTER (from A to U), in this case D, which you must use when moving that particular individual. This is followed by the individual's full name, in this case JULIUS MAXIMUS. Note that in certain displays only the second (family) name is used. The two digits following the name are: i) the individual's command ABILITY, ranging from 0 to 5 and ii) the individual's LOYALTY, ranging from 0 to 5. In each case, 0 represents the worse and 5 the best value from your point of view. In the example, JULIUS MAXIMUS has an ability of 3 (reasonable) and a loyalty of 4 (good) to the current region. An individual's ability can never change, but his loyalty can change, depending on STATUS changes due to promotion or demotion. The lowest status is that of SENATOR, as the SENATE is the recruitment pool for army officers. This is followed by TRIBUNE (junior officers), LEGATE (General) and finally COMMANDER (Regional Governor). Note that once a commander has been proclaimed DICTATOR by the Senate or IMPERATOR by his troops his new status cannot be altered except by his death. The two digits following the ability and loyalty give the officer's current age. In the above example, JULIUS MACIMUS is currently 56. NOTE that the older a regional commander is, the more likely he is to consider seizing power. The age is followed by the individual's current status, in this case JULIUS MACIMUS is a COMMANDER. Any COMMANDER status is followed by the EFFECTIVE REGIONAL COMBAT STRENGTH under his command. In the example, JULIUS MAXIMUS commands and effective force of 22 (thousand) in ITalia. In this display LEGIONAIRIES AND LIMITANEI are counted with a combat factor of 2 and AUXILLIARIES with a factor of 1. PERSONNEL ASSIGNMENT PHASE This phase will not occur if only one region is under Roman control or if the POPULARITY INDEX is below zero. The latter condition reflects the loss of organizational control which occurs when a regime is in disarray (as reflected by a negative popularity index). In such a case the next section follows on immediately. In this phase you have the opportunity to reassign all or none of your available officers to regions under Roman control. On the right hand side there is a table of all regions. j A number indicates the effective roman army strength. An asterisk (*) indicates that there is a COMMANDER currently assigned to that region. A dash (-) indicates that there is at least one non-commanding officer, such as LEGATE or TRIBUNE, in that region. Note that REGIONS must be referred to by their initial two letters and all officers referred to by their PERSONAL LETTER. There is no need to press ENTER after each personal letter if a group of officers is being moved to a given region. Note also that it is advisable to ensure large armies have strong commanders (i.e. high ABILITY factors). Armies CANNOT be moved during this phase. LOYALTY PHASE In this phase the display is similar to the PERSONNEL DISPLAY PHASE. Now, however, the objective is to show which regional commanders (if any) are plotting rebellion. In such a case, the entry for the commander concerned will be in reverse field. The number of commanders who plan to rebel in the next phase is affected mainly by the current POPULARITY INDEX, which ranges from -5 (extremely unpopular) to +5 (very popular). Additional factors which contribute to disloyalty are: i) a commander with a low LOYALTY INDEX, perhaps due to demotion, ii) a commander with a large LEGIONARY component under his command. This gives him more confidence in a successful rebellion. Note that only LEGIONARIES can rebel with their commander and march on Rome. Therefore, in this section, the numbers following a COMMANDER status are LEGIONARIES only, counted with a factor of one. AUXILIARIES and LIMITANEI play no role in CIVIL WAR. AUXILIARIES are non-Roman in origin and have no interest in Roman Power struggles, remaining in provinces to safeguard them. Similarly LIMITANEI are fixed garrison troops recruited locally, with no interest or motivation to move beyond their home regions. Both sorts of troops will immediately accept any change in the ruling regime in the capitol. In this phase there are two ways in which you may attempt to pre- empt or eliminate a rebellion: i) You may try to bribe the army to remain loyal. The computer asks . You can allocate up to 5000 talents to the troops, if the display shows that any commander is contemplating rebellion. This money is distributed to ALL soldiers in the Empire. Note that you may find yourself in debt (i.e. the TREASURY INDEX drops below zero). This will cost you resources in the next game-turn. Moreover the troops may take the money and still rebel. Clearly, if all commanders plan to remain loyal, there is no need of largesse to the troops and you can just type ENTER. iii) The command of Rome is decisive. If the Capital Commander rebels successfully, he will automatically take over and become DICTATOR or EMPEROR. To prevent this, you have the ability to appoint another commander in his place in the Capital. This is possible in Rome only, because the Senate, being based in Rome is less likely to lose control of the situation there than in other regions. Note that a replacement commander may also decide to rebel, so it is important to consider the LOYALTY INDEX of prospective Commanders. Also, a commander is committed to rebel only if the current regime is in power at the start of the next phase, CIVIL WAR. If reports are received by the Senate that several commanders in the field are likely to rebel, it is possible that some of them will not do so if the current regime is replaced by a popular leader BEFORE they have declared themselves publicly in the next phase and actually implemented their revolt. Note that the sequence in which commanders may rebel is chosen randomly. There may well be occasions when you (representing the ruling power group in the Senate) will decide to abandon an unpopular leader and support one of the rebel commanders. In such a case you should appoint a commander in Rome with a low Popularity index, making his disloyalty to the current leader more likely. CIVIL WAR If any commanders rebel as a result of the previous phase they will first attempt to induce their LEGIONARIES to join them. If any legionaries or non-commanding officers remain loyal to the current regime there is an initial conflict sub-phase to determine the regional status. If the loyalists win, the region will remain loyal and all rebels will be executed. Otherwise, the successful rebel commander will march on Rome with his legions. You will then have to decide whether to fight a CIVIL WAR, with the objective of elimination of all rebel forces, or whether to manoeuver your forces to avoid conflict with possibly superior rebel armies. The main objective should be to minimise losses in conflict during this phase, as the Empire can be disastrously weakEned by prolonged civil war. Rebel Commanders will attack each other as well as loyal troops. They are able to move through non-Roman controlled territory at will, but once they have done so loyal armies will be able to follow. If a rebel army enters a loyal region without a commander, the loyal troops desert to the rebels. When a rebel seizes power, he becomes head of the new regime, and you are now considered to be the ruling power group in the Senate supporting him. A new popularity index is assigned, between 0 and 5. If he is relatively unpopular, you may be able to replace him with a better candidate by further intrigue and Civil War. FOREIGN WARS The final phase of the game-turn involves foreign wars between any of the power blocks currently on the map. All 28 regions are dealt with in a random sequence, and during the early years of the game when Rome controls only a few regions, you will just have to sit back and watch developments between other power blocks. This occurs automatically, and the results will be reflected by changing patterns on the map. Note that you may decide to do nothing aggressive in this phase, but you will find yourself under constant attack nevertheless. When a Roman controlled region has its turn, you will be able to decide where to send your troops (if any), which officers will lead them, and how many troops (LEGIONARY or AUXILIARY) will go. for example, ITalia cannot be reached directly from ILlyricum, because invaders have generally taken the land route to the north. ONce you have sent the Senate's instructions to the regional Commander they are implemented immediately. Conflict occurs automatically and is out of your hands at this stage. Consequently, you should only send commanders with high ability, as this greatly aids in battle. If a garrison without a current commander is attacked by an invader it defends with a leadership factor of zero. Conflict takes into account the following factors: i) the size of the armies concerned, ii) the technological level of the armies, iii) the leadership ability, iv) the inevitable random element. Conflict takes place as a sequence of Battles, the number of which is equal to the length of the game-turn in years. A report of the result of a battle involving Roman forces is displayed as soon as it is resolved. In some cases, control of a region is not decided completely, particularly if the game-turn corresponds to only a few years. In such a case, the map will display a lightly mottled region, indicating UNRESOLVED CONFLICT. Note that conflict ceases only when ALL opposition is eliminated, that there is not retreat, and there is a small ATTRITION RATE suffered by all parties involved. PLAYING THE GAME On average, there are about eight GAME-TURNS per century. It should be noted that the whole game has been structured on an accurate historical basis, and consequently, there are long term trends which may take several centuries to run their course. These include the following: i) The initial centuries of the REPUBLIC, during which time the CARTHAGINIAN EMPIRE and the GAULS must be defeated and the foundation for Empire established. ii) This is followed by a period of instability, during which time various DICTATORS may arise following CIVIL WARS. In the East, Rome will come into contact with the SELEUCID EMPIRE, one of the remaining splinters of the empire of ALEXANDER THE GREAT. iii) Eventually, a stable regime will emerge and the EMPIRE under a series of popular EMPERORS will expand to its greatest extent during the first centuries A.D. In the east, Rome will find itself in conflict with the PARTHIAN EMPIRE, which has supplanted the collapsed SELEUCID EMPIRE, with frequent civil wars and changes of Emperor. iv) Barbarian invasions from the North will put pressure on Rome during the first two centuries. This will lead to further instability in the Empire, with frequent civil wars and changes of Emperor. v) A successful defense in the early centuries A.D. will probably require a stagnating policy of high taxation and static defense, culminating in the epic struggle with new Barbarian invasions in the late fourth and fifth centuries. vi) Survival beyond this time will probably leave Rome sacked, the Western Empire lost, and the Capital in a new region, possibly in Asia (C = Constantinople). Overall populations, standing armies, and territories will be greatly reduced. In the east, rome will be locked in conflict with the PERSIAN (SASSANID) EMPIRE, the successor to the Parthian empire. vii) Reconquest of the Western Empire will prove difficult and frustrating, particularly when the ARABS appear in the MIDDLE EAST in the early seventh century. viii) Survival as the BYZANTINE EMPIRE, based in Asia, is possible for several centuries, but the advent of the TURKS in the eleventh century from the EAST makes continuation beyond that date problematical. Note that the course of the development of the Roman Empire is determined by two factors. The most important one involves historical events such as the barbarian invasions and the appearance of hostile empires. There is nothing you can do to prevent these. However, you retain at all times the ability to mould your strategic response to fit changing circumstances, and this will allow you to explore possible alternative historic paths. Consequently, some of the trends outlined above may not need to occur. MISCELLANEOUS COMMENTS ON THE GAME 1. CONTROL OF A REGION is assigned to an army only if there are no other armies (of any size) in that region. 2. If you control a region and plan to move on, you must leave AT LEAST one thousand (i.e. one unit of) Legionaries, Auxiliaries, or Limitanei in that region to maintain control. 3. All armies age according to the length of the game turn, and veterans are retired at a corresponding rate. Roman veterans retire after 25 years service and do not re-enter the recruitment pool, (the POPULATION), whereas non-Romans retire after a longer period, reflecting the semi-professional nature of many national armies. In addition, non- Roman veterans do re-enter their recruitment pools. Moreover, Roman veterans have to be pensioned off. This creates a drain on the Roman Treasury. 4. All armies tend to be accompanied by civilians, reflecting camp followers, colonists and traders. Accordingly, when the Romans successfully invade a region there will automatically be established an initial nucleus of Roman population in that region which will subsequently grow to the natural limiting size for that region over a period of years. 5. There is a constant process of population movement. In addition to COLONISATION to controlled regions, there is DECOLONISATION from lost territories, and a process of ROMANISATION, whereby native populations slowly become Roman in nature. There is a corresponding process of de- ROMANISATION in lost regions. This latter process occurs at a faster rate than ROMANISATION, reflecting the difficulty of establishing and maintaining a superior Roman civilization. 6. ATTACK and DEFENCE are not differentiated. The action takes place over a time-scale measured in years. On such a scale, both invaders and defenders would be fighting more or less on equal terms, apart from the advantages of superior military technology. For instance, Roman LIMITANEI have an enhanced combat factor reflecting the fixed fortifications built up in certain strategic frontier regions. Generally, barbarian armies have the advantage of large numbers. 7. The Roman Homeland is always ITalia. If ITalia is lost, there will be a national UPRISING by the Romans in ITalia ONLY if Rome is the Capital. If the Capital has been transferred, there is no uprising in ITalia. Moreover, if the new Capital is lost, there is no uprising in that region. 8. TRANSFER OF CAPITAL if Rome is sacked in the late centuries is recommended, since the entire treasury is lost when the current Capital is sacked. During the fourth century onwards, ITalia becomes a frequent target for Barbarian armies, and transfer to ASia is a good move, if possible. ASia will provide an excellent prospect for reviving the empire, at least in the EAST, and with CAppadocia, provides rich source of revenue, population, and Legionary recruitment. Alternative sites for the Capital remain for you to investigate. 9. The unit of ARMY SIZE appears to change from phase to phase, but the program always works in the basic integer unit of one thousand men, i.e. 1=1000 men. However, various display work in other units as follows: i) ON THE MAP, non-Roman armies are in 10,000 man units. For example, 4 could mean 43,000 Huns. This display size was chosen for several reasons, the most important being that the region display window can accommodate two digits only. If such an army is below this unit in strength, the national code letters are displayed. For example, HU could mean up to 9000 men. ii) ON THE MAP, Roman armies are in 5,000 man units, representing LEGIONS. Historically, individual legions existed for extended periods and many had their own historical identities. This feature in NOT incorporated in this game, due to memory limitations. iii) The PERSONNEL STATUS AND PERSONNEL ASSIGNMENT displays give EFFECTIVE ROMAN ARMY SIZE. This takes into account the enhanced combat value of LEGIONARIES AND LIMITANEI, and is give by the formula EFFECTIVE STRENGTH = 2*LEG + AUX + 2.5*LIM This formula is used because when assigning officers to regions, it is important to know the exact fighting strength in a given region. iv) The LOYALTY PHASE displays LEGIONARY strengths directly, as only legionaries are involved in CIVIL WAR. 10. Various symbols appearing in certain displays have the following meanings: PLN: POPULATION SIZE IN 1000 man units ARM: ARMY SIZE OPO: POPULARITY TRE: TREASURY SCO: SCORE INF: INFLATION RATE 11. All leaders age and die, either in bed or by bing deposed. When a DICTATOR dies naturally, the REPUBLIC is resumed. When an EMPEROR dies peacefully he is succeeded by his son, with a new popularity index, ranging between -5 and +5. There is an immediate LOYALTY PHASE with the possibility of CIVIL WAR, over and above the normal run of the game, if the imperial heir is unacceptable to the army. 12. POPULARITY This ranges from -5 (highly unpopular) to +5 (very popular), and reflects attitudes of army officers to the current regime. This index is important in determining the likelihood of a regional rebellion. The game starts in 273 B.C. with a popularity of +5. Factors altering the popularity index are: i) gain of a region: +1 ii) loss of a region: -2 iii) Officer killed in battle: -0.1 iv) each army unit (one thousand men) lost: -0.01 v) Tax rate: variable effect vi) age of Dictator or Emperor: proportional drop in popularity vii) New Dictator or Emperor: reset between 0 and +5 viii) Imperial Succession (Emperor dies peacefully and replaced by heir: reset between -5 and +5 SCORE The score reflects how well you have managed the Empire to date. You may well end up with a negative score. Factors changing the score are: i) Each region under Roman control per year: +1 ii) All 28 regions under control at the end of the conflict phase: +1000 iii) Each officer killed in battle: -1 iv) Sack of Capital: -5000 v) New Dictator or Emperor: -25 vi) Imperial Succession (Emperor dies peacefully): +100 Clearly, the SCORE is a subjective estimate of the relative importance of various events. Possibly, a better indicator of success is simply the DATE when the very last region is lost to you. HOMELANDS Each nation has a HOMELAND assigned to it which it has an absolute PRIORITY to recover if lost. The only exception is ROME. If you lost ITalia, you may decide to TRANSFER YOUR CAPITAL to a new region (one under your control), and it will be your new centre of operations. You will be able to divert potential invasions of your territory if you launch a successful raid and capture the invader's homeland. Their armies will have no option but to abort their current campaigns and return home as quickly as possible. The relevant information is displayed in TABLE 2. An immediate benefit of the capture of an enemy homeland is that you also capture their entire current treasury. This will severely affect their ability to recruit armies in the next phase, and greatly aid you. In the initial part of the game you may consider rapid strategic knockout blows aimed at capturing the Carthagininan homeland of AFrica, the Aacedonian homeland in GRaecia, and the Gaul's homeland in GAllia. THE MELTING POT OF HISTORY In certain ways, nations are like organisms; they grow, mature, and decay, sometimes disappearing from history forever. In this simulation, certain races will disappear spontaneously at predetermined time, reflecting internal dissentions, etc, and other races will appear in their place. Details are given in TABLE 2. After you have played the game several times you will be able to plan ahead to anticipate the arrival of powerful new nations. You may fine that your anticipation of developing situations has not greatly helped you, particularly if your fine but obsolete imperial army has been placed in the path of an invading steamroller and been flattened. The ultimate question in this game is: WAS THE FALL OF ROME INEVITABLE GIVEN THE CIRCUMSTANCES AT THE TIME? TABLE 1 REGION LAND INCOME RECRUITMENT NEIGHBOURING REGIONS IT Italia 1000 1000 Legionaries  AL SA SI GR AF Africa 750 500 Auxiliaries MA SA SI CY GA Gallia 750 500 Auxiliaries BR BE AL NA GE Germania 1500 750 BE RA PA GR Graecia 500 350 Auxiliaries IT IL TH CR SI AS Asia 01000 750 Legionaires TH CA CP CR ME Mesopotamia 500 350 AE SY AF Aegyptus 400 400 Limitanei CY CR CP JU JU Judaea 250 100 AE SY CP DA Dacia 1500 500 PA IL GR AS HI Hispania 500 300 Legionaries NA MA MA Mauretania 250 150 Auxilliaries HI AF TH Thracia 300 300 Auxilliaries DA IL GR AS PA Pannonia 250 250 Limitanei GE RA IL DA RA Raetia 250 200 Limitanei GE BE AL PA AL Alpes 500 250 Legionaires IT NA GA BE RA BR Britannia 200 100 Limitanei BE GA NA Narbonensis 500 250 Legionaries GA AL HI SA CY Cyrenaica 250 200 Auxiliaries AF SI CR AE SY Syria 500 300 Limitanei CA ME JU CP AR Armenia 250 150 CA ME BE Belgica 500 250 Limitanei BR GA AL RA GE CA Cappadocia 750 500 Legionaries AR SY AS ME IL Illyricum 300 250 Limitanei PA DA TH GR SI Sicilia 100 100 Legionaries IT SA AS CY GR SA Sardinia 100 100 Legionaries NA IT SI AF CR Creta 100 50 Auxiliaries GR AS AE CY CP CP Cyprus 100 50 Auxiliaries AS CR EA JU SY TABLE 2 ARMIES COMBAT HOMELAND PERIOD INVASION ROUTES VALUE Legionaries 10 Auxiliaries 5* Limitanei 7.5** Carthaginians 10 Africa 273BC-525AD Gauls 3 Gallia 273BC-200AD Macedonians 7 Graecia 273BC-250AD Phrygians 3 Cappadocia 273BC-75BC CA Seleucids 4 Mesopotamia 273BC-100BC ME Egyptians 4 Aegyptus 273BC-25AD Numidians 3 Mauretania 273BC-25AD MA Celtiberians 2 Hispania 273BC-200AD Illyrians 5 Illyricum 273BC-3775AD Celts 3 Britannia 273BC-375AD BR Greeks 4 Graecia 273BC-0AD Germans 4 Germania 115BC-825AD GE Dacians 4 Dacia 190BC-275AD DA Parthians 5 Mesopotamia 75BC-225AD ME Armenians 2 Armenia 50BC-150AD AR Marcomanni 3 Alpes AD-375AD RA Berbers 2 Africa 50AD- MA AF CY Jews 2 Aegyptus 50AD-150AD JU Alemanni 4 Raetia 225AD-450AD RA Franks 5 Gallia 225AD- BE Persians 5 Mesopotamia 250AD-640A ME Goths 5 Graecia 250-325AD TH Gepids 2 Dacia 300AD-450AD DA Visigoths 10 Hispania 350AD-475AD TH Ostrogoths 10 Italia 400-563AD PA Vandals 10 Mauretania 400AD-500AD RA BE Huns 10 Pannonia 400AD-475AD PA DA Slavs 2 Dacia 475AD DA Saxons 4 Britannia 475AD BR Lombards 7 Alps 500AD PA Avars 3 Dacia 550AD-796AD DA Arabs 10 Mauretania 625AD JU Abbasids 5 Aegyptus 750AD-1000AD ME Germans 10 Italia 850AD GE Castilians 5 Hispania 1026AD HI Turks 10 Asia 1075AD AR FOOTNOTES * AUXILIARIES are non-Roman soldiers led by Roman officers, acting as support for the main Roman Legions ** LIMITANEI are garrison troops equivalent to auxiliaries. However, their fixed fortifications and defence works give them an advantage in combat, hence their enhanced combat value. Invasions occur through INVASION ROUTES if the homeland is occupied by a hostile power. All nationalities may revolt in their homeland if it is occupied by a hostile power and there is a non-zero population. REGIONS IT Italia AF Africa GA Gallia GE Germania GR Graecia AS Asia ME Mesopotamia AE Aegyptus JU Judaea DA Dacia HI Hispania MA Mauretania TH Thracia PA Pannonia RA Raetia AL Alpes BR Britannia NA Narbonensis CY Cyrenaica SY Syria AR Armenia BE Belgica CA Cappadocia IL Illyricum SI Sicilia SA Sardinia CR Creta CP Cyprus ****************************************************************** * * * MR.TERRY/TRIPPLE H * * * * PRESENTS * * * * DOX TO BACK TO THE FUTURE 2 * * * ****************************************************************** LOADING INSTRUCTIONS ATARI ST Insert the disk into the internal drive and power up the machine. The game will now load and run. Owners of single sided disk drives should return the disk to us for up-grading , send to: BTTF2 Upgrade Image Works Irwin House 118 Southwark Street London SE1 OSW AMIGA Power up the machine, and when the Workbench prompt appears, insert the disk into the internal drive and the game will load and run. IBM PC + COMPATIBLES Insert Disk 1 into drive A: of your system and then type "A:" followed by RETURN, and then type "BTTF2" again followed by RETURN. The program will now load and run. CASSETTE VERSIONS PLEASE NOTE: Due to this program being of several different parts it will be necessary for you to stop and start the cassette as instructed on screen by your computer. CONTROLS The Atari ST and Commodore 64 versions are controlled by joystick only. The Commodore Amiga version can be controlled by either Joystick or Mouse. The IBM PC, Spectrum and Amstrad versions can be controlled by joystick and also have a redefinable keyboard option. Refer to the on-screen instructions for more details. HERE'S WHERE YOU COME IN ..... Returning from year 2015 on an innocent sightseeing tour, Doc has some very bad news for Marty. Unless he goes back to the future with him in order to change the course of history, the future of his family could be in danger. Now it's up to him - or rather you - to put things right. BACK TO THE FUTURE PART II is not just one game - it's five separate games that each tell a chapter of the story, with you as the lead character, Marty McFly. If you've seen the movie you're bound to have some advantage as each of the levels is based directly on a specific scene from the film, but ultimately only quick reflexes and an even quicker mind will see you throught safely. It's up to you now. Think about the future .... The object is to race throught Hill Valley, and make it safely to the Town Hall, thus preventing a future disaster for your son. Your hoverboard is a pretty nippy mover, but you'll have to move fast to avoid Griff and his gang. As you can see the screen is divided into two areas. The larger portion at the top is the game area, while the lower section is the status area, which appears throughout the game. The status area displays everything you need to know, relevant to the current level, including the year you're currently in (in case, 2015), your energy level (you start with a full bar, and this is depleted along the way), number of lives remaining and the time remaining, and your score. CONTROLS You control your movement on screen by use of the input device (keyboard, mouse, or joystick). To move around, steer yourself in the direction you wish to go. To accelerate push the device forwards, and to brake, pull backwards. You can punch on-coming attackers by tapping the select button but by holding it down, you will be able to jump over obstacles such as manholes, gratings, puddles of water and kerbs. Your mission on this level is to get Jennifer out of the house without her bumping into any of its computer-controlled occupants, since this would not only cause severe to Jennifer's nervous system but also to the fabric of time itself. You view your home of the future from above end, as you will see, Jennifers is in there along with 2 or 3 other occupants. Getting her out sounds simple but it's far from easy seeing as you don't actually control Jennifer directly. You're presented with an eight-directional pointer. By moving the directional pointer in any one of its directions, you will flash two of the available doors. By pressing the SELECT button you can open the selected doors. When the doors have been opened the occupants of the connecting rooms will move from one to the other. All you have to do is get Jennifer safely out of the house's exit door without bumping into any of the future family. It's basically a logic puzzle so thre are plenty of times when you'll have to sit back and think hard about where to meve next. The key to success lies in not just watching Jennifer's movements but also the movements of the future family. Memorise which directions open which door, and bear in mind that you are actually controlling the movements of the future family indirectly (in the same way that you're controlling Jennifer). It's a little like chess in the sense that you'll often have to lock two or three moves ahead in order to keep on top of things, so a little forethrought wouldn't go amiss. Good luck .... Working out what has gone wrong with the time flow and correcting it may be the first thing on your mind but before you can do that, you've got to get back to the DeLorean alive - and with 1985 in the state it's in it's not easy! This level is a right-to-left scrolling combat game where the objective is to battle your way throught Hill Valley and reach the DeLorean in each of these areas you'll come up against a variety of undesirable local residents who are all out to get you - these are not nice people. To defend yourself you have a simple array of combat moves at your disposal (you may want more but remember, Marty is not Bruce Lee). The moves are as follows... The walking left and right, crouching and jumping bit is pretty ovvious, but kicking and punching is a little more complicated. Each combat move is slightly different (as you'll see when you play the game) and will therebefore have a different effect on it's victim - this also depends on exactly who you're trying to beat up. Like the second level, this level is a logic puzzle, although this time you're more likely to be familiar with it. It's based on the 'sliding block' pocket puzzles where the idea is to slide the tiles in the correct order to make a complete picture. In this game the picture you're presented with is an animated one of Marty playing guitar at the dance. Or at least it would be if the tiles that make up the picture weren't horribly scrambled. Your job is to slide the tiles into the corredt order to complete the picture before the time limit expires. Moving blocks is easy - making the picture isn't. You'll see that one space in the tile grid is always empty and this is the space that you can slide tiles into. Just select a tile, and move it into the relevant direction to fill space - and create a new one. Once the picture is complete, you can proceed. Like the second level the logic of this puzzle means you'll always have to look two or three moves ahead if you're to get anywhere. LEVEL FIVE Still in 1955, Marty has followed Biff from the Enchantment Under The Sea dance and is hotly pursuing his car through Hill Valley on his hoverboard (which he brought back from 2015). Biff still has the Almanac, and to stop time from going askew, Marty must retrieve it before Biff reaches his destination. As before you have various enemies to contend with, including both you and old Biff, Biff's henchmen and the Hill Valley police - fortunately you can fight them off as before. You can also, as before, collect objects along the way for extra energy, points and power-ups (see LEVEL ONE for details). Don't forget to grab hold of the Almanac before Biff or anyone else get it from you. Your future depends on it. END GAME Even if you manage to complete BACK TO THE FUTURE PART II, the adventure is far from over, as the game's end sequence will reveal. There's still one more chapter to go..... WATCH OUT FOR BACK TO THE FUTURE PART III FROM IMAGE WORKS. Another big thanx to Mr Terry, Tripple H for these docs. These are a direct translation of the AMIGA dox, but save for an awesome intro sequence and the benefits of AMIGA internals, the gameplay is the same. SEWER SOFT presents SHADOW OF THE BEAST II DOCS Page 1 If you thought Shadow of the Beast was mind blowing wait 'till you get a load of Beast II! Conflict with the Beast Mage's subordinates was tough enough when you had the powers of the beast to help you. Now you have to face them in an unfamiliar hostile environment as a puny humanoid. The compeling need to find and save your baby sister from the evils of the Beast Lord spurs you on against seemingly insurmountable odds. Have Lord you the strength and cunning to survive? CONTENTS The Game................................................... 2 Loading Instructions....................................... 3 The Shadow Deepens......................................... 4 Your Objective............................................. 6 Controlling the Warrior.................................... 7 Reflections of a Shadow.................................... 8 Fact Box................................................... 9 Page 2 THE GAME You were once the pawn of Maletoth, the Beast Lord, your humanoid body changed and your will sapped by years of subjection to the dark arts of his evil mages. Then one fateful day you looked upon the face of your father as he was dragged forward for execution, seeing his image opened your clouded mind to the truth about your past. As the sacrificial blade tore into his body and he screamed his last breath you vowed to take revenge on your masters for his slaughter and for what they'd done to you. Using your beast-like powers you scoured the land in search of the Beast Lord and vengeance. Fighting your way through a seemingly endless barrage of adversaries you struggled valiantly towards a confrontation with Zelek, the Beast Mage. A terrific battle ensued from which you eventually emerged the victor. Your prize was the return of your humanoid body in which you now stand proud and free, elated to be rid of the evil dominance of the Beast Lord ... but your elation doesn't last long! Dire news reaches you of the capture of your sister by the Beast Mage. She's been taken to Kara-Moon, a far-off hostile place where she is to be subjected to years of forced cultivation until eventually taking your place as warrior messenger to the Beast Lord. This must not happen. Following a journey fraught with peril, you eventually reach Kara-Moon and, armed only with a mace, prepare for battle. But ironically, without the benefit of the beast powers you fought so hard to shed, will you be strong enough to succeed? Page 3 LOADING INSTRUCTIONS 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 BEAST II master disk. See the Virus Warning and the Warranty Notice in this manual for further information. AMIGA VERSION Switch the computer on. Insert a Kickstart disk if so prompted. When the display prompts for a Workbench disk insert Disk 1 of BEAST II into the internal drive. Insert Disk 2 when prompted. BEAST II is played with a joystick plugged into the second joystick port. LOADING TIPS Should the title screen not appear within 45 seconds there may be a problem with your computer system. Check your computer connections and that the above instructions have been correctly carried out. If you are sure your computer is functioning (i.e. other software loads successfully) and are still unable to load BEAST II then you may have a faulty disk, in which case you can obtain a free replacement from Psygnosis Ltd. All Psygnosis products are fully guaranteed. VIRUS WARNING! This product is guaranteed by Psygnosis to be virus free. Psygnosis Ltd. accept no responsibility for damage caused to this product through virus infection. To avoid virus infection always ensure that your machine is switched off for at least 30 seconds before trying to load this game. Page 4 BEAST II: THE SHADOW DEEPENDS The blanket of pitch black that drapes over the land blending shapes into a mass of indefinable darkness is only intruded upon by the occasional shaft of brilliant lightning. In the brief but manic dancing of the diamond-white tongues of energy, one shape stands out from the rest: A tower; so tall its pinnacle seems to look down on the very source of the storm. The single window near its top is almost as black as the surroundings, but closer study reveals a faint glow from within... Darkness is Zelek's ally, the only place in which he finds solace, yet the increasingly frequent bolts of dazzling lightning do nothing more than fleetingly interrupt his lonely musings. As he sits, deep in thought, his chair seems less comfortable with the burden he now has to bear: His recent clash with the warrior messenger was, at the time, more an annoyance than painful. If the messenger hadn't had incredible luck on his side Zelek feels sure he would have emerged victorious from the conflict. Unfortunately, his master, Maletoth the Beast Lord, takes a very different view. He's disappointed in him and has let it be known that should Zelek be unable to put right the wrongs of his defeat there are many other mages waiting to take the place of honour at his side. Knowing to what extent Maletoth dislikes failures - and how he deals with them - Zelek must quickly make amends for losing his master's prize warrior messenger or feel his dreadful wrath. Any humanoid child would suffice to provide the mages of darkness with another puppet on which to perform their macabre arts to mould it into another warrior messenger. But Zelek's recent defeat at the hands of the now-free warrior messenger sticks in his craw and he craves revenge, he NEEDS revenge. His lackies are even now searching the land in an effort to find a suitable candidate but time marches on and Maletoth is not renowned for his patience. As he contemplates entering the search himself, one of Zelek's many underlings crawls into his presence and, grovelling on the floor in a pathetic attempt at homage, tells him of the birth of a child many leagues to the north... "On the outskirts of Deadwood Forest there's a small cottage nestling beneath a ridge of granite, she lies within". Page 5 Doubting the suitability of a female for the role of warrior messenger, Zelek enters a shallow trance of peregrination and sends his thoughts to the areas described by the whimpering subordinate. Transporting his mind into the cottage via the narrow chimney he looks down on the baby from the darkness of his storm-torn tower. A burst of knowing suddenly hits him as he examines the child and with a speed greater than that of the lightning exploding about his lair he reunites his thoughts and physical self. Standing, he pushes the servant aside, strides to the window and falls through to plummet down to the river far below... Long before he hits the broiling, dark waters Zelek effortlessly metamorphoses into his beast persona. Beating huge leathery wings against the howling wind, he quickly gains height to be amidst the thunder and lightning that spurs him north. Landing on a high ridge he resumes his more humanoid form to look down on the cottage, confirming his thoughts on the child and feeling very good about the pain he's going to inflict on a certain ex warrior messenger. Page 6 An angry bolt of lightning hails another transformation to his beast form and wings spread wide, he glides down to the roof of the cottage, screaming against the thunder. Pausing for but a brief moment in glorious feelings of retribution, he smashes a clenched talon through the fragile roof, reaches past the terrified mother into the crib and grabs the baby. The mother can only scream in terror and beg for him not to take her child, she may as well plead mercy from the raging storm. Holding the baby roughly in his talons, Zelek launches himself into the night. Reverse tasting very sweet on his flickering tongue... YOUR OBJECTIVE To save your sister you must fight your way across danger-fraught Kara-Moon to reach the Beast Mage and once again defeat him in battle. You will confront many creatures on your journey, some of whom may have information for you while others merely crave your death. Physical contact with enemies depletes your energy. Collectable weapons are scattered throughout Kara-Moon as are other useful objects and gold. Gold can be used to purchase weapons or food to restore lost energy. It may also gain you access to otherwise unattainable places. Some of the puzzles and obstacles you encounter may require help from other characters - voluntary or otherwise - to overcome. Page 7 CONTROLLING THE WARRIOR You may use joystick or arrow keys to control the warrior, but we recommend joystick. JUMP/ASCEND | | MOVE LEFT--- ---MOVE RIGHT | | CROUCH/DESCEND FIRE, SHIFT OR ENTER: Use highlighted weapon/object Keys: F1-F4: Highlight weapon/object carried. O: Offer highlighted object. A: Ask nearest character about object or character. ESCAPE: Abandon text input. S: Display score/gold collected. HELP: Pause (DELETE to restart). F-10: Quit game. Pressing the space bar during the intro displays an option screen from which you may select to dispense with the game-over sequence (after you've admired it at least once of course!) Page 8 REFLECTIONS OF A SHADOW ----------------------- PROUD MOMENTS We at Psygnosis are very pleased that SHADOW OF THE BEAST (BEAST I) was the proud winner of 6 international awards, including Best Graphics, Best Sound, Best Overall Presentation and Best Entertainment Program of 1989. REFLECTIONS, the programmers, while being far too modest to be seen smiling in public, are rumoured to be pleased also. Unfortunately, with all the work they've had to put in creating BEAST II they haven't had much opportunity for self-congratulation. They did however find time to provide a little insight into the making of BEAST II. BEAST I's method of scrolling, while looking very impressive, imposed technical limitations on what we could do with the monsters within the game. We needed a completely different approach if we were to extend and enhance in the way we wanted. As was its prequal, BEAST II was created on an Amiga 2000 using hardware scrolling, dualplay field, hardware sprites and the blitter. To get a game to run smoothly at 50 frames per second hardware scrolling has to be used since the blitter is not fast enough to move the whole screen in parallax. However, the problem with hardware scrolling is it eats large amounts of memory which in turn means increased disk access and loading time. Unfortunately, with the amount of graphics and music in our games, and only half-meg machines as standard, long disk loads are inevitable. So to reduce 'waiting time' to a minimum we've included Patience Options in BEAST II to mimimise the problem. Scrolling in BEAST II is very different to that of I in that it parallaxes in virtually every direction around the player. The other main area in which we've improved gameplay is the style and performance of monsters: they act and react to your actions; some are intelligent, some not, while others are there to help you. Characters in BEAST II suit their locations and they all have a job to do. This feature, we feel, greatly increases depth of play. Page 9 EQUIPMENT NECESSARY FOR PRODUCING STATE-OF-THE-ART GAMES. The BEAST II program was developed on a 25 megaherts PC running PDS 2. Graphics were created on an Amiga 2000 running a 25 megaherts 68030 processor board. A range of coffees helped keep us at the keyboard. Out next project, on which we've been working alongside Beast 2, is AWESOME, a shoot-'em-up that should really space you out. And after that? Beast 3 the FINAL encounter?? FACT BOX Total Memory Used: 3.5 megabytes Graphics Data: 2 Megabytes Music & Sound Rate: 20 kilohertz Screen Update: 50 time a second Project Duration: 12 months Cheat: When the game first begins; go to the right, when you see the first warrior press the "A" key. You will be asked what you want? Type in "TEN PINTS". Response you will see: "This is for you Roger, Cheat Mode activated." BEAST II complete manual provided by SKID ROW 1990 !!!! Thanx to Mr Terry-Tripple H for this...SEWERSOFT.... PRESENTS BEAST II - PASSWORD'S & CHEAT MODE AUGUST - 21 - 1990 Ok after a few hours of eye poping, source code searching i found the following information. CHEAT MODE - When the game starts at level one, go to the right until you get to the forest, where the warrior says to you, "DO NOT ENTER THESE WOODS", PRESS A than type TEN PINTS than it will say THIS ONE IS FOR YOU ROGER. CHEAT MODE ACTIVATED. This is the only place where i have found this PASSWORD TO WORK. LEVEL PASSWORDS - HERE THEY ARE DUDES. LEVEL 1 - ETERNITY LEVEL 2 - SUNSTONE LEVEL 3 - NECROPOLIS I am not sure if there are any other levels out there but, these are the only ones i have found so far. PS: Try these words in the game. MALETO, KARAM, PIGM, PYGM, SEA, OLD, MAN COMPA, SACK, PACK, GATE. HAVE FUN, AND HOPE YOU FINISH THE GAME. ---------------------------------------------------------------------------- Sewer Software presents..... BLOODWYCH CHARACTER EDITOR Using the Bloodwych Character Editor couldn't be simpler. Control is by using mainly the * , - , + and Enter keys on the numeric pad. For example : 1 Boot BLDEDIT.TOS 2 Choose to edit a 1 or 2 player game save. 3 Insert game save disk when prompted. 4 Cycle through characters using the - and + keys until you find one you wish to edit, then press * key to select it. 5 Use the same procedure to choose which items you wish to have the character start the game with, then set the attribute levels to your liking - level, intelligence, charisma etc,. After you are satisfied with the new levels, you will be asked if you wish the character to start with all the game spells.Now do the same with the other members of your team - although you will probably find in practise that one "Superman" is enough. 6 Finally, save out your redesigned team to a fresh disk, load it into Bloodwych like any normal saved game and be amazed! There are lots of possibilities: you can start the game with as many different keys as you want, thus enabling you to take shortcuts ( you could, for instance, tackle the final tower without completing the rest just by editing the key and the four crystals into your inventory. ) You can of course re-edit your team again at any time you wish. Most combinations will work, the best results being achieved by experiment, but a few cautionary words are in order: When editing the inventory, care should be taken when inserting items into 'dedicated' pockets or slots; for instance, putting a sword into the armour slot may produce some funny results! Similarly coinage and keys; The maximum of each allowed a character is 99. You can start out with more but when you manipulate the inventory the program steals them back! Please note that the maximum level for each attribute is 99, with the exception of Hit Points which is 255. Sewer Software thanks Dr J (USA) for this (and many other docs) B.S.S. Jane Seymour Security Codes You must scroll through pics of the different alien species until you see the one that matches the name given. Following are descriptions of the creatures: Ugruskor - short, ram-like (2 horns) with large mouth and wide nose Telerek - large head and wide set eyes, fangs and pointed ears Nirmleg - small, with a funnel mouth facing up between 2 large eyes Wesbet - bear-like creature walking on all fours Endir-Siminon - "Close Encounters" like creature, large slant eyes Ligrant-Balthek - pointed crystalline-rock like creature Leafy Earus Polyandus - plant like creature, flower head, leaf arms Gendren-Taz - elf like with pointed hat Lyacodrak - tyranasaurus-rex dinosaur like creature Kembedridgar - lady bug like, arms akimbo Grumblat - crab like Balix - frog like, hands held together Kij - pterodactyl like (flying lizard) Balrik - bull dog like head, right hand higher than left Grampsoc - long head and nose, triple shoulder pads, hands evenly out Hiy-Jak - two headed dog like Chee - jellyfish like Spondit - bug like with fringed body and very wide set eyes above head Groth - muscular human male Shalen-Oublet - mushroom like creature Object of game is to explore and repair each ship. In all cases, repairs are carried out by replacing the coolant fluid in any particular system room. To repair you must: a) make some receptacles b) fill with liquid coolant c) go to system you wish to repair and attempt a repair Many more functions are available for you to discover!!!! Thanks Mr Terry of TRIPPLE H....SewerSoft presents- INSTRUCTIONS FOR BUG-BASH! ========================== TYPED BY EXECUTIONER OF PROPHECY! --------------------------------- The time is early morning; the place a usually tidy black garden, well cared for by the humans. But to your dismay you notice that your domain has become very untidy overnight. As you look up you see swarms of insects and bugs flying about mindlessly; with no apparent intentions of helping you clear up the mess. It would pear that the `Evil-Slug' has been up to his old tricks again, and brain-washed the insects and bugs with a wicked spell. It soon dawns of you that it is going to take several days rather than hours to clean up and restore order in the garden. Quickly arming yourself with an insecticide spray gun you begin your quest. Good luck! LOADING THE GAME: ATARI ST 1) Insert the disk into drive A 2) Switch on the computer. 3) The game will now load automatically. AMIGA 500 OR 2000 1) Insert the disk marked BUG-BASH in df0: 2) Switch on the computer 3) The program will then automatically load and run. AMIGA 1000 1) Insert the system disk. 2) When the work-bench disk appears on screen, insert the disk marked BUG-BASH in drive "A" 3) The program will then automatically load and run. CONTROLS: Joystick port 2 UP: Take off and fly in all directions DOWN: Pick up an object when on the ground LEFT/RIGHT: Walk/fly left or right FIRE-BUTTON: Fire insecticide spray gun MOUSE-BUTTON: Press left button to pause, press again to resume GAMEPLAY: Your task is to clear up all the trash in the garden by placing it in the trash can. When a piece of trash is picked up, it may be dropped by flying directly above the trash-can. You will see and hear the falling piece of trash. You can only pick up one piece of rubbish at a time, and you cannot drop fruits or other pick-ups into the trash can. Keep clear of the menacing bugs or blast them with your spray-gun. You will be awarded points for each insect destroyed. You cannot shoot the caterpillars which eat away at the magic mushroom. This is fair enough as they won't hurt you either. However, given enough time, they will eat up all your energy supply. Various other pick-ups may appear throughout the game. These may be worth points or help you out of a tricky situation. A full list of bonus pick-ups etc., can be viewed on the game introduction screens after loading. After tidying up each garden, and ridding it of bugs, you will be faced by a large end-of-day guardian. It is up to you to work out the best strategy to kill it or get past it. STATUS AND SCORING: At the bottom of the screen is the player's status bar. This shows from left to right; The score, Time left and Energy level. 1) THE SCORE This will increase when shooting insects, picking up fruits and dropping trash into the trash can. A larger score bonus may be given at the end of each day cleared. 2) THE TIME This will decrease as the day progresses. You may be able to extend the time left if you can find a clock. It also gets darker as the day goes on. 3) ENERGY LEVEL This will decrease when being hit etc. It will increase if you shoot a magic mushroom or pick up a mini-mushroom. GAME END: The game ends for the following reasons: 1) You have lost all of your energy. 2) Time has run out. 3) You have completed the game by killing the "Evil-Slug" -------------------------------------------------------------------------- CAPTIVE From the collection of DR.J Typed by Mystic Flight DIARY 18-09-2542 The Trial did not go well--in fact it could not have gone worse. THEY say I am guilty on all counts. ALL COUNTS? No way! And to think I paid all that money for that son-of-an-alien defence lawyer. Would have been better off doing it myself! At least I would not have anyone else to blame. I can't sleep tonight--I find out in the morning what my sentence is. I hope that they give me community service. I like community service, not much killing involved. 19-09-2542 I can hardly write, my hands are shaking so much. I just got sentenced to two hundred and fifty years suspended animation. I may as well have been thrown into space without a suit. OK, diary I think this will be the last entry for a while now. Some men in coats came in to explain all the stuff about freezing my body and how I would not feel a thing and like, is their anything I want to tell them and stuff. They can all spacewreck in a star for all I care. They just gave me a shot of something. I think this might be the feeling of dying. ??-??-???? I think it has been 2 days since I woke up. All I remember is hearing a low hum of machinery and then realising I could feel myself against the cold metal slab. It took about three hours to pull some of the tubes and stuff out of me and think about getting up. That was a mistake. TWO DAYS LATER I can't figure out what has happened, but I think some serious fire fight has taken place outside my cell. I can just see through the window--the place is a wreck. I can only figure out that some serious war is going on out there--and that some computers shutting down woke me up to save me from dying--what good that did me I will never know. THE NEXT DAY I have found an interesting bit of kit in my cell. I guess while I was asleep they used this as a store room--unlikely that I would get up in the night and hang myself, is it? I got this strange brief case computer thing, and it works. I press the power stud and these holograms flicker on--I think it is some kind of remote communicator device. THE NEXT DAY I wish I could find out the time and date. I also realised yesterday that I can't even remember my name. I think (for what it's worth) that all my memories have been squirted down one of these tubes. I have found out one good thing, however, and that is that one of these tubes feeds me. Unfortunately it is plugged into my arm, but who cares. THE NEXT DAY I have found the instructions for this brief-case computer thing. It is called an ABCCSI 500/520XL MK viii. I think I might be able to escape with this. ATTACHE BRIEF CASE COMPUTER SYSTEMS INC. MODELS COVERED BY THIS REFERENCE GUIDE: ABCC 500XL/GT MKI,II,II revisions i to xiv (includes 1000/2000xl/GT. Thank you for buying a new ABCCSI computer-built and fashioned by trained craftsmen and engineers from the finest materials. We hope it brings you many years of dedicated service. Please ensure you read this manual thoroughly before field testing your new Attache Brief Case Computer. You must also return the enclosed registration card to qualify for our two year onsight holographic maintenance policy. WARRANTY: ABCCSI and its subsidiaries and associated companies make no representation as to the fitness of this product to fulfill any task other than that which it was originally designed for. Warranty will be deemed void if the system is used in areas of extreme temperature, humidity, war, earthquake, vacuum or high pressure. Keep +/-100m from sea level to ensure correct operation of calibration systems and holographic projection systems. Requires 12 9v nuclear batteries (not included). ABCCSI recommend Duranuc cells for long life and power. ABCCSI is incorporated in the state of J12-Planet Butre (co-ords 008W-072N). Agents galaxy wide. INTRODUCTION Welcome to the exciting world of Holographic Brief Case computers--a revolution in portable control and communications systems. Your ABCCSI machine will become an integral part of your control and comms. needs right through to the next decade. By careful use of the machine, it should provide trouble free service for many years. In the unlikely event of a fault occurring during use, please contact your nearest Maintenance point. PART ONE--GENERAL OPERATIONAL CONCEPTS ABCC 500XL/GT MKI,II,II revisions i to xiv (includes 2000XL/GT) These machines are designed for connection to up to four independent intelligent control devices--ideally droid systems or mining installations. See your nearest dealer or store on site for details about purchasing droids, and spare parts. When Military Standard Droids are connected to this system, then their full armament and weaponry skills can be manipulated from the control deck on the ABCCSI machine. The 500XL machines have six independent monitoring and viewing systems. The main screen is usually linked to a sight module in one of your droids, often the leader--in most cases this will be a bi-focal 3D holographic simulation of the world as seen through your droids eyes. The latest version of this machine allows priority for viewing to be manually transferred between up to four droid systems (if operational). There are five further monitoring systems on the machine--placed in a line along the top of the briefcase for external monitoring devices. One monitor is allocated to each droid and a fifth allocated to a manual viewing source--usually a remote camera. Each of the 5 monitoring systems can be turned on and off using the remote control pad on the bottom right of the brief-case. The new 500XL machines have useful features for monitoring of connected droid devices. It is now possible to see exactly what the status of each droid is and, through our patented BodyLink System, actually repair damage to connected droids from the remote location. The BodyLink System also allows the user to swap body parts and objects carried between members of the party and the environment they are in--thus creating the first full remote, interactive virtual reality environment. Initial tests on this system and it's sheer ease of use was a big advantage for the user. One tester commented that it would even be possible for a jailed man to release himself from prison if he had an ABCC 500XL and four raw battle droids to play with--it would not take long to control the four droids in any situation and eventually break himself out of prison--proof of the power of the ABCC in any situation. PART TWO: GETTING STARTED Your ABCCSI machine is ergonomically designed for ease of use. However, before you are familiar with it's operation, take a careful look at the layout of the control panel. (Section of the control panel with the 'arrow' keys-from left to right) Turn left Forward Turn right Move left Pyramid Move right Climb up Move back Climb down This is where movement commands are issued to the droids linked up to the ABCC. There are two different situations where droids can be commanded. The first is when they are in their space craft, the second is when they are on the ground. Because of this the movement clusters have a dual function: IN SPACE Whilst in the space ship the control cluster works as follows: Turn left: Fly the ship to the current cursor position on the  holographic planet map. Forward: Move up the map. Turn right: Commence the landing procedure at logged position. Move Left: Move left on the map. Pyramid: Move cursor to The Swan (your ship). Move Right: Move right on map. Climb up: Zoom out from map. Climb down: Zoom in on map. ON THE PLANET Whilst on (or in) a planet surface, the control cluster works as follows: Turn Left: Rotate the team of droids 90 degrees to the left. Forward: Move the team forward (or push forward if the right mouse button is used). Turn right: Rotate the team 90 degrees to the right. Move left: Sidestep to the left. Pyramid: No Function--indicates which direction you are moving in. Move right: Sidestep to the right. Climb up: Climb up. Move back: Move back. Climb down: Climb down. The up and down arrows only become functional in situations when you can actually direct the droids up or down. (see section on Remote Control Keypad) THE DROID STATUS ICONS These are multi-purpose icons--different functions are accessed by using either left or right mouse button. The system is explained in full below: There are four coloured icons in a square--red, blue, green and yellow. These colours are used throughout to denote which droid is which and where. This group of four icon represents an at-a-glance look at how your droids are positioned within the battle group and a quick read out of their health and power. The icon with the crown on it is the leader--and it is its eyes that you see through in the main view. To promote any droid to leader, simply double-click with the left mouse button in its coloured icon. To swap positions of droids within the group, you can click once on the first droid and again on the one you want it to swap with. They will then exchange places in the formation. THE DROID BACK-PACK AND INVENTORY SYSTEM To view the droid's back-pack and inventory and get a read-out of its stats, click with the right mouse button on the coloured icon relating to the droid you want to check out. The main view screen will now be replaced with the stats and back-pack relating to that droid. From here you can view and manipulate the objects that are being carried, as well as checking on other things like power, health, power drainage and skills. The three coloured buttons on the top right of the back-pack are used to display further information about the droid status: i) Green Button--this brings up a display of the working order of the various droid body parts. The higher the percentage, the healthier the component. ii) Red Button--This brings up a display of overall strength of each component--this is also known as Hit-Points on Military Standard Droids. The number displayed refers to the maximum hits allowed before the component becomes useless. iii) White Button--This button displays the power consumption of each component--the chest piece, however, shows the recommended power rating in Watts. This is directly related to the amount of power left in the chest. A large power draining component will quickly reduce power available for the rest of the droid. On the left side of the Droid's head is a brain. This is where silicon rom-constructs are inserted which give the droid personality. On the right side is a computer which is where devices have to be plugged- which are viewed through the monitors at the top of the brief-case. Click on the droid icon with the right button to bring back the main view and quit form the droid stats screen. This latest version of the ABCC 500XL incorporates real-time health status on the droid icons. If your remote units are injured or damaged, a figure flashes in this icon to show the extent of the trouble--along with a single read-out of remaining life power. If the droid icon becomes shaded then one or more of the following could have occurred: i) no legs connected, or too damaged to walk. ii) no power iii) no chest fitted iv) dead DISK ICON The left mouse button will activate loading of a saved set of BodyLink System and Progress System events. However teams can only be regenerated once they are in the space ship. The right mouse button will initiate the saving of the events at any time during the quest. Regenerated teams and event lines are only able to start form the beginning of that base. THE MULTI-DROID STATS ICON This icon allows a Holographic image of all four team members to be displayed at once--allowing stats to be compared and objects to be manipulated and transferred between team members. The left mouse button will activate the read-out of their skills, the right button will activate the display of their back-packs and stats. THE SLEEP ICON This puts the party to sleep (which allows time to pass quickly). Click on it again to wake them up once more. If any thing occurs to the party whilst in this mode, they are automatically woken up. THE HALT ICON This icon allows the user to put the team into suspended animation for as long as required. Click on the mouse again to get on with the job. DROID HAND ICONS The four droid's hands denoted by their individual colour, are displayed in pairs in a grouping. The user can see at a glance what is in the hand, and activate and manipulate objects held by the droids. If an icon is shaded it means that the hand or arm is damaged or missing. The icons will go shaded for a moment if the hand is busy-- this happens whilst the droid is reloading his own weapon or is "recoiling" after a shot or punch. The left button will pick up an object from the droid's hand and put into the user's hand. It can then be put in a back-pack or into another droid's hand. The right button will activate the objects in the hand. If it is a gun or weapon then this usually means pulling the trigger. If the hand is empty then the droid will punch. If a weapon is put into a droid's hand and a little "s" appears next to it on the hand, then this means that the droid does not have the skill to use the item. Although the item can still be carried, it means that for the time being your droid is not experienced enough to operate it. See the section on weapons and weapon skills for information about handling armourment and reloading guns. THE REMOTE CONTROL KEYPAD The remote control has 8 buttons in two rows of four. Droid monitor systems: The top row of buttons turn on and off the individual droid monitoring systems at the top of the brief-case. If a droid has devices or other silicon slices plugged into its ROM port, then the monitor will have to be turned on in order to view the effect. If no device is present, then the monitor will show static. Remote camera control: The first button on the bottom row turns on the view from remote camera outfits that can be connected to the system. Multiple cameras can be connected--simply select the feed from the coloured buttons on the monitor screen. Connected cameras have a detonation facility which can be activated at any time. Mini-monitor view: When the user selects the stats screen of a connected droid remote, the main view screen is hidden. To allow the user to monitor events outside whilst checking the stats and back pack of droids, then the miniature view can be turned on. This is done by pressing the second button from the left on the control keypad. This view creates additional holographic feeds of the main view, which are very costly in image process time. As a result it is not recommended that this view be left on for extended periods of time. There are certain times when the view must be turned off to perform a separate function--for example reloading weaponry. TV text style: Certain external viewing devices such as televisions and poor quality monitor devices give sub-standard image projections of text. If this is the case with your system, then toggle the third button from the left to change the style and typeface of the text used on screen. Movement cluster shading toggle: During early beta-tests of the ABCC 500XL system software, it was noted that some users found the shading of the climb up and climb down movement icons to be obtrusive to the screen layout. The default setting is that the arrows will be shaded until available for use. However, the user can change this as personal taste dictates. Chinese Icon: This icon takes the user into the preferences screen-where various setting of the systems software on your ABCC 500XL system can be changed to suit personal taste. Once the user is happy with his/her chosen settings, then the USE button must be pressed to put them into practice. Press DEFAULT to go with the system designer's original settings. PART THREE--ADJUSTING OPERATIONAL DROID CHARACTERISTICS Setting Characteristics Any new droids connected via the BodyLink system to the ABCC console must be initialised with identifying name. This will instigate formation of operational droid characteristics that will be specific to the droid. The three integral parts of the droids character are: i) Vitality ii) Dexterity iii) Wisdom. Any new droids connected to the system will be given two skills to start with. These are Brawling and Robotics (all set to Grade 1). As the Droids become more experienced, new skills will become part of their Knowledge, and can be increased--allowing manipulation of new objects and technology as they get older. This prolongs the active life of the droid. Increasing Skill Settings Droids acquire Experience during their working life. This overall "power" can be exchanged for increased levels of skill in any of the ones available in the droids character. For example, a droid who has acquired 23 experience points can increase his Brawling skills. This is done by clicking on the word Brawling on the stats screen for the relevant droid. This will then ask the user to confirm the increase of that particular droid. PART FOUR--WEAPON USE (MILITARY STANDARD DROIDS ONLY) This section relates to weapons use on Military Standard Droids which are connected to the system. However, since advances are made in military hardware at a daily rate, it is not possible to cover all types of weapons available for control on this system. Direct field experience will show which weapons are suitable in which situations. There is no limit on the number and type of weapons which MSD can acquire. A weapon held in a droid's hand will become activated if the right mouse button is clicked over it. If it is a firing weapon and is loaded this will fire a shot or shots in the direction of travel. By careful positioning of weapons within the team, an effective line of fire can be set up. Weapons can be reloaded at any time in the following way: The user must pick up the weapon from the droid's hand and the reload option icons will appear in the info screen area. The user must first turn off any systems which are functioning in the info screen area (for example the mini-screen view). The four coloured icons relate to the members of the droid team. By clicking on the desired droid colour the BodyLink System will automatically search the back-packs for ammunition for the particular weapon. PART FIVE--POWER CONSUMPTION One of the key concepts in successful field operation of droids is careful management of their power. There are various systems and devices that are available to assist teams in power management (see local dealer for details). Power can be gained from the most unlikely sources in any situation-- keep an eye open for any opportunity to replenish valuable stocks of power. The chest is the key to the power of any droid--keep an eye on power levels for the chests. SEWERSOFT THANKS TRIPPLE H FOR SUPPLYING THESE DOCS.......... THE DOX FOR `CRICKET CAPTAIN` TYPED IN BY SCOOTER ------------------------------------------------- ONE PLAYER GAME: THE JOYSTICK IN PORT 2 FOR MAIN CONTROL OF THE GAME. CRICKET PRACTISE: TWO PLAYER PRACTISE GAME, IF YOU SELECT PRACTISE MODE FOR 2 PLAYERS BEFORE PRESSING `R` TO SELECT MATCH, REMOVE DONGLE FROM CONTROL PORT 1. AND REPLACE WITH SECOND JOYSTICK. AFTER PRACTISE MATCH IS OVER, REINSERT DONGLE IN CONTROL PORT 1 BEFORE SELECTING `ANY` OPTION. CRICKET CAPTAIN: CONTINUE GAME: THIS OPTION LOADS A SAVED GAME. START NEW GAME: THIS OPTION STARTS NEW GAME. TO START A NEW GAME: PICK NATIONALITY, SELECT THE NATIONALITY YOU WANT TO BE, THIS IS THE NATIONAL TEAM THAT YOU MAY GET OFFFERED A JOB MANAGEMENT WITH, IF YOU PROVE YOURSELF A COUNTY MANAGER. SELECT TEAM: SELECT THE TEAM NAME, THEN SELECT DONE. SKILL LEVEL: SELECT THE BOX YOU REQUIRE. THE COMPUTER DISPLAYS ALL THE CUP DRAWS, PRESS FIRE TO ADVANCE SCREEN. PLAY MATCH: THIS SHOW THE GRAPHICAL MATCH WERE YOU CAN TAKE PART AS A BATSMAN AND A BOWLER. WATCH MATCH: THIS SHOWS THE WHOLE MATCH, BUT YOU CANNOT TAKE PART IN IT. RESULT ONLY: THIS SHOWS THE 2 TEAMS OVERALL SCORE. `A` * BY THE SIDE OF A TEAM INDICATES THE WINNER. IF YOU CLICK ON THE TEAM, THE COMPLETE SCOREBOARD WILL BE DISPLAYED, FOR THAT TEAMS INNINGS. CHECK MATCH: THIS DISPLAYS THE OPPONENTS TEAM. BAT; DISPLAYS OPPONENTS BATTING AVERAGES. BOWL; DISPLAYS OPPONENTS BOWLING AVERAGES. INFO; DISPLAYS GENERAL MATCH INFORMATION, IE WEATHER ECT... THE TEAM: SWAP; MOVES A PLAYER WITHIN THE SQUAD. BAT; SHOWS BATTING AVERAGES. BOWL; SHOWS BOWLING AVERAGES. AUTO; SORTS FIRST 11 PLAYERS INTO ORDER OF BATTING. BOWLER: ALLOWS YOU TO SELECT--DESELECT A BOWLER. NAME; RENAME A PLAYER CAPTAIN; RESLECT A CAPTAIN WICKET; RESELECT A WICKET KEEPER ABBREVIATIONS: AGE; AGE OF THE PLAYER FIT; FITNESS OF THE PLAYER BWL; BOWLING SKILL FLD; FEILDING SKILL BAT; BATTING SKILL PWR; POWER SKILL STATU; CURRENT SKILL: T - CONTRACT HAS ENDED AND ON TRANSFER LIST * - INTERNATIONAL COMMITMENT I - INJURED C - CAPTAIN W - WICKED KEEPER . - BOWLER NAT; NATIONALITY BOWLERS; THIS DISPLAYS CURRENT 5 SELECTED BOWLERS CHNG ORDER; MOVES PLAYER WITHIN BOWLING ORDER CHNG STYLE; CHANGES OF STYLE OF BOWLER,PACE,MEDIUM,SPIN BOWL STATA; DISPLAYS STATISTICS FOR THE SELECTED 5 BOWLERS JP LEAGUE; THIS SHOWS THE LEAGUE TABLE STANDINGS, THESE ARE OVER 40 MATCHES. C A LEAGUE; THIS SHOWS THE LEAGUE TABLE STANDINGS,THESE GAMES ARE LIMITED OVERS. EMPLOYEES; SELECT TO EMPLOY STAF COACH,PHYSIO AND SCOUT; TO ACCEPT COACH ON OFFER PRESS ON NAME BOX, TO DECLINE PRESS ON MENU BOX. NOTE: YOU CAN ONLY HIRE 1 PERSON PER WEEK. THE COACH; VIEW YOUTH TEAM; SHOWS YOU ALL THE YOUTH PLAYERS THAT WILL APPEAR FROM TIME TO TIME. SQUAD TRAINING; ALLOWS YOU TRAIN 1 OR ALL THE PLAYERS ON THE FOLLOWING AREAS. BOWLING-/-BATTING-/-FEILDING-/-FITNESS-/-CLICK ON THE OPTION YOU REQUIRE THEN CLICK ON THE PLAYER YOU WANT TO TRAIN. WHEN IT IS COMPLETED IT WILL PRINT `DONE` IF A PLAYER HAS 1 OR A * YOU WILL NOT BE ALLOWED TO TRAIN HIM.TOO MUCH EXTRA TRAINING WILL HAVE AN ADVERSE EFFECT ON THE TEAM MORALE. NOTE; ONLY ONE OPTION PER WEEK. THE SCOUT; THIS ALLOWS YOU TO RECRUIT A NEW PLAYER. RECRUIT NEW- -PLAYER; SELECT THE SKILL YOU REQUIRE, THEN CLICK ON SEARCH. IF ANY PLAYERS ARE ANVAILABLE CLICK ON THE PLAYER YOU WANT TO BUY. NOTE; ONLY ONE OPTION PER WEEK. THE PHYSIO; THIS SHOWS WHICH PLAYERS ARE INJURED,ESTIMATED RECOVERY TIME,AND TYPE OF INJURY.(THIS IS ONLY AN ESTIMATE) YOU CAN PLAY WITH AN INJURED PLAYER,BUT HIS PERFORMANCE IS NOT AS GOOD. FIXTURE LIST; THIS DISPLAYS THE WON-/-DRAWN-/-LOST ON THE WEEKLY MATCHES. THE CLUB: CLUB HISTORY; DISPLAYS YOUR MANAGEMENT HISTORY TO DATE. BONUS; CHANGE BONUS PAYED TO PLAYERS FOR EVERY WINNING GAME. CONTRACT; OFFER AND CANCEL CONTRACTS. WAGES; ADJUST EACH PLAYERS WAGES. YOU CAN ONLY INCREASE WHEN PLAYERS ARE OUT OF CONTRACT. BANK; SHOWS YOUR CURRENT ACCOUNT. VIEW CUP DRAW; SHOWS CURRENT CUP DRAW. SAVING; EVERY TIME YOU SAVE,YOU MUST WATCH OR PLAY THE NEXT MATCH,YOU CANNOT JUST VIEW THE RESULTS. CRICKET PRACTISE: GAME CONDITIONS; SKILL LEVEL; THIS ADJUSTS THE PRACTISE LEVEL SKILL. MINOR LEAGUE. COUNTY. INTERNATIONAL. MATCH LENGTH; THIS SELECTS THE LENGTH OF PRACTISE. 10-/-20-/-40 AND UNLIMITED OVERS. EXIT; RETURN BACK TO OPENING MENU. ONE PLAYER GAME; AGAINST THE COMPUTER, YOU ALWAYS BAT FIRST. TWO PLAYER GAME; PLAYER 1 ON JOYSTICK PORT 2,ALWAYS BATS FIRST. SCOREBOARD: PRESS- R -RETURN FROM SCOREBOARD TO: IF IN AN INNINGS TO A MATCH IF HAD TWI INNINGS TO A MATCH. - F -FEILDING CHANGE FIELDING SIDE, IF YOU ARE FIELDING. PICK FIELDER 1-9 THEN USE KEYS A-Z FOR THE POSITION YOU WANT HIM TO PLAY TO SELECT ANOTHER FEILDER; PRESS KEYS 1-9 NOTE; FIELDERS MOVE ROUND AS BOWLERS CHANGE. PRESS -A-AUTO ON PUTS AUTO ON/OFF AUTO ON THIS PUTS PLAYERS INTO AUTO MODE, YOU DO NOT CONTROL BATSMAN OR BOWLER. AUTO OFF TURNS AUTO MODE OFF. O-/- OTHER THIS OPPOSITION SHOWS OPPOSITION SCORE BOARD. D-/- DECLARE CHOOSE YOUR INNINGS(ONLY WHEN BATTING) OVERHEAD VIEW ON PITCH: P -/- PAUSE R -/- RESTART S -/- SCOREBOARD X -/- QUIT MATCH BATTING MOVEMENT: JOYSTICK FORWARD..BATSMAN MOVES TOWARDS HIS WICKET. JOYSTICK BACKWARD.BATSMAN MOVES TOWARDS BOWLER. JOYSTICK LEFT ..BATSMAN MOVES LEFT. JOYSTICK RIGHT ..BATSMAN MOVES RIGHT. PLAYING A SHOT; ALL SHOTS ARE PLAYED BY PRESSING THE FIRE BUTTON, WHILST PRESSING FIRE BUTTON ONE OF THE FOLLOWING MOVES JOYSTICK FORWARD..ATTEMPT A HOOK SHOT. JOYSTICK BACKWARD.ATTEMPT A DRIVE SHOT. JOYSTICK LEFT .ATTEMPT A CUT SHOT,OFFSIDE. JOYSTICK RIGHT .ATTEMPT A CUT SHOT,ONSIDE. NO MOVEMENT DEFENSIVE SHOT. WHEN YOU WANT TO RUN, PRESS FIRE BUTTON FOR EACH RUN AFTER THE BALL IS HIT AWAY IF YOU WANT TO RUN BACK TO THE WICKET PRESS THE FIRE BUTTON AGAIN.BEFORE THE BATSMAN CROSS. NOTE; IT IS ALL A MATTER OF TIMING,PRACTISE MAKES PERFECT!.BATSMANS REACTIONS ARE RELATED TO HIS SKILL, AND YOU MAY FIND WITH TAIL ENDERS THAT, THE FIRE BUTON WILL REACT SLOWER. BOWLERS; ON THE OVERVIEW OF THE PITCH, THE BOWLERS CAN BE DISTINGUISHED BY THEIR STARTING POSITION. ON THE BOUNDARY; PACE BOWLER HALF WAY; PACE BOWLER BY WICKET; SPIN BOWLER BOWLING; BEFORE YOU CAN OPERATE ANY OPTION ,YOU MUST CHOOSE BOWLER WITH KEYS 1--5. THIS SHOULD BE DONE AFTER EVERY OVER. WHENEVER YOU ARE PLAYING AGAINST THE COMPUTER THE END OF THE OVER IS INDICATED BY A BLEEPING SOUND. ADJUST AIM--USING JOYSTICK LEFT OR RIGHT ON AIM INDICATOR. ADJUST LENGTH--USING JOYSTICK FORWARD OR BACKWARD ON LENGTH INDICATOR. WHEN THE BALL IS RELEASED PUSHING JOYSTICK LEFT OR RIGHT PUTS SPIN ON THE BALL. ------------------------------------------------------------------------------- SEWER SOFTWARE PRESENTS CCC RRR A ZZZZ Y Y C R R A A Z Y Y C RRR AAA Z Y OOOOOOOOOOO CCC R RR A A ZZZZ Y O O OOOOOOOO O OOOOO CCC A RRR SSS OOO OO OO O C A A R R S OOOOOO OOOOOOOOOO OOOOOO C AAA RRR SSS OO OO C A A R RR S CCC A A R RR SSS YOU ARE RACING THE WORLDS CRAZIEST RACE: THE AMERICAN CROSS COUNTRY PRESTIGE CARS RACE. THIS RACE IS IN THREE STAGES THROUGHOUT THE UNITED STATES: ARIZONA,SPACE SHUTTLE,AND FLORIDA. IF YOU ARE ABLE TO DO THOSE THREE CHALLENGES BEFORE THE TIME RUNS OUT,YOU WILL GET A FASTER CAR. YOU START WITH A MERCEDES 560,THEN A PORCHE 911.BETTER THAN AVERAGE DRIVERS WILL RECIEVE A LAMBORGHINI COUNTACH,AND ONLY THE WORLDS BEST DRIVERS MAY DRIVE A FERRARI GTO. WHILE RACING,BE CAREFULL NOT TO COLLIDE WITH THE OTHER CARS NEAR YOU, EACH COLLISION WILL SLOW YOUR CAR DOWN AND CAUSE YOU TO LOSE TIME. ONCE YOU HAVE PASSED A CAR,BE CAREFULL TO MAINTAIN YOUR SPEED AND NOT ALLOW THE CARS BEHIND YOU TO COLLIDE WITH YOU. CRAZY CARS WAS CREATED AS REALISTIC AS POSSIBLE,THEREFORE YOU MUST BE CAREFULL NOT TO LOSE CONTROL OF YOUR CAR ESPECIALLY WHEN YOU ARE JUMPING OR CORNERING. IF YOU GO OFF THE TRACK,YOUR SPEED WILL DECREASE VERY QUICKLY AND YOUR CHANCES OF BEATING THE CLOCK WILL BE GREATLY DECREASED. HITTING BUMPS AT HIGH SPEEDS WILL CAUSE YOUR CAR TO FLY THROUGH THROUGH THE AIR,BUT THIS CAN BE USE TO PASS A CAR. TO WIN A STAGE,YOU HAVE TO GO THROUGH THE FINISH LINE BEFORE THE TIME REACHES ZERO. WHEN THE TIME RUNS OUT,THE ENGINE STOPS BUT YOU WILL COAST AS FAR AS YOU CAN AND IF YOU GO THROUGH THE LINE,THE JUDGES MIGHT LET YOU IN. THE 'F1' KEY SETS UP THE FREQUENCY OF YOUR VIDEO MONITOR (50 or 60 Hz). THE 'F10' KEY STOPS OR STARTS THE GAME. DURING THE GAME,YOUR CAR IS CONTROLLED BY EITHER THE JOYSTICK OR THE ARROW KEYS ON THE KEYBOARD. THE CONTROLS ARE: UP---------accelerate DOWN-------brake LEFT-------turn left RIGHT------turn right IN THE OTHER PHASES OF THE GAME,YOU HAVE TO PRESS THE SPACE BAR OR THE FIRE BUTTON OF THE JOYSTICK TO CONTINUE. AFTER YOU HAVE FINISHED A RACE,YOU CAN PUT YOUR NAME BESIDE YOUR SCORE. DO THIS BY CHOOSING THE LETTERS OF YOUR NAME ONE BY ONE WITH THE CURSOR. YOU MOVE THE CURSOR WITH THE JOYSTICK OR THE ARROW KEYS ON THE KEYBOARD. PRESS THE FIRE BUTTON OR THE SPACE BAR TO STORE EACH INDIVIDUAL LETTER. WHEN YOU ARE FINISHED ENTERING YOUR NAME,MOVE T HE CURSOR TO THE 'END' DISPLAY AND PRESS THE FIRE BUTTON OR THE SPACE BAR AGAIN. YOUR NEW TERRIFIC SCORE IS NOW STORED ON THE DISK. Re-Written by, PIRATE PETE.. Chaos Strikes Back manuel ------------------------- Typed in by MONTY for SEWER SOFTWARE ------------------------------------ NB: The TEDDYSTACKER version on SEWER DOC 14 is not the full version. He has chopped out the atmospheric story at the start and gone on to the main instructions. This may seem fine to some people, but the fact remains that this is not the full manuel. So, i hereby declare the FULL Chaos Strikes Back Manuel (with is weird spellings!) Chaos Comes Calling ------------------- The night screamed in a frenzy of dark Magik. Rain pummeled the ancient stones of the Grey Lord's castle like the blows of banshees' fists. The waters of Lake Viborg, swirling in the moat, rose and smashed together in giant waves. Thunderbolts crackled against the gates, illuminating the grim faces of the Grey Lord's four champions as they strode over the lowered drawbridge. Water from the moat splashed over their boots. It was a fearsome night for man, beast, or even High Lord, but nothing on earth could stop the four from answering their liege Lord's summons. Another flash of lightning, another, and another. A tree beside the keep burst into flame. Thunder rumbled like hungry dragons as the champions stopped at the arched entry door carved with magikal symbols. One of the champions knocked, armoured fist ringing against the stone. The door flew open, revealing Theron, Arch Master of All the Arts. "By the balance, I'm glad you've come,"he said, clasping each of his visitors. He seemed a different person, a man now, and not the boy they had last seen thirteen moons before. "And just in time, for i fear there's been a change for the worse." The four followed him into the castle. Theron's assured movements were those of a full Arch Master. A cloak of brilliants had replaced the course-woven tunic and those of his apprenticeship to the Grey Lord. His forehead was clasped by a diadem of emeralds. Fulcrum, the Grey Lord's raven, fluttered from the shadows above and landed on theron's shoulder. He cawed softly into Theron's ear. "Aye," Theron replied, and held his torch high as he opened a second door. The champions gasped in unison at the sight revealed by the flames. The Gray Lord sat slumped in his huge chair, his face mottled and bruised. Blood caked the corners of his mouth. His face was wizened, and his head, once covered with a mane thick and silvery grey, was bald, save for a few strands of papery, white hair. "Harmony in all you do, he rasped, intoning the blessing. He raised his hand in benediction. A crash of thunder rocked the room. Theron frowned; his master saw and shook his head. "I remain in command, Master Theron. Thus far." The Grey Lord turned his attention to his Champions, who knelt on one knee to show their fealty. "My brave friends," the Grey Lord said, "you don't know how it saddens me to call you here. After your journey into my old dungeon thirteen moons ago, I had hoped to leave you in peace, to your adventures. You vanquished my enemy and restored Theron to his corporeal state." He dipped his head in Theron's direction. "Since his initiation into the High Secrets, Theron has provided all the aid I needed in my quest to protect and nurture our fair world. I had never thought to trouble you further, but i must." His face changed, hardened. "He calls out for blood, not only mine and Theron's, but yours, because you are my heroes. He thinks it is such a sport, the evil game he plays. But we're not defeated yet." The wizards's eyes narrowed and began to glow. As he widened them, they burned bright blue. The power of his gaze ripped through those who stood there, causing one or two to step backward. The others stood resolute. Then his lids flickered. He took a deep breath that caught in his chest and quavered like a death rattle. Theron leaned forward, waving his hands over the struggling wizard, and whispered, "Master, thou art health embodied. I decree a balance in all your humors." With difficulty, the Grey Lord lifted his chin. "He comes, Theron. Soon. I feel him. Ah, if only i possessed the means to end it!" Theron passed more Magik over his master's body. The Grey Lord's breathing steadied. Then he straightened and spread his arms. "I must speak quickly. I don't know how long i can combat him. Listen to me, and carefully. Lord Chaos lives." He raised his voice over the disbelieving murmurs of the Champions. "Aye, and Lord Order, too. Within me, and yet, without me." He held out his fist, steadier now. Fulcrum cawed and alighted upon it. "I have seen Lord Chaos in vision dreams. Nightmares, more like. At first, he was unaware that i was with him, that i was him, for as you know, he and Lord Order are the separate halves of my being. Apart, each brings destruction. Together, under my guidance, they are one and at peace." "Chaos forsaw his defeat at your hands,"Theron told the Champions as he poured them mulled wine from a flagon beside the Grey Lord's chair. "Preparing for this, he built himself a secret dungeon before you succeeded in fusing him. He also created a Forge of Fulya- surely you know of the seething, black flame, and of the poison it creates?" "And also destroys," the Grey Lord cut in. "Chaos mined Corbum in the Forge. Four large chunks, enough to accomplish what he wished. I've dreamed of a Death Square, surrounded by seas of pits, and in that square, he has hidden the chunks." "It is that ore which shakes this castle," Theron added, as he offered a goblet of wine to the Grey Lord. The wizard waved it away. "As you know, Corbum ore draws Mana from the world." The Grey Lord nodded. "Aye, and he's using it to part himself from me permanently. Once he's accomplished that, he intends to rule - or misrule - this world and all others. I don't need to tell you what that would be like." No one spoke. "No power can defeat him once the corbum ore has done its work. But i'm not certain he knows he must destroy the ore afterward. If he doesn't, he will have no universe to rule." The chamber boomed as with cannon fire. Fulcrum screamed. The floor shuddered beneath their feet. Wine sloshed over the rims of the goblets. "It comes stronger," the Grey Lord murmured as the noise lessened. He touched the corner of his mouth, where flesh blood trickled like crimson teardrops. "You must destroy that ore. For shortly after it draws sufficient Mana to free Chaos and Order, it will shatter the universe like a fragile looking glass (mirror - MNT)." He gazed at Theron. "Show them the map. Make haste. They must be off." Theron performed Magikal gestures at the glass case which once had held the wondrous Firestaff. "Would that I hadn't destroyed the Firestaff," the Grey Lord said regretfully. "I thought it was too powerful to keep, so that means of defeating him is no longer available to you." The glass case opened and a parchment scroll floated toward Theron. He caught it and opened it. "My master has made some notes. It seems Chaos hid the Death Square. It is a pillar of stone, with the ore of Corbum planted one piece to a side. And each of these sides is the ending point for a long and vicious maze, making four mazes in all." The Grey Lord indicated the symbols on the scroll. "I've discovered that each of the mazes is based on one of the four ways, Warrior, Ninja, Wizard, and Priest. Together, they form harmony, as you know. I believe he seeks to mock our reverence for balance by designing his dungeon in such an ordered manner." "The coin," Theron said in a low voice, and he and the Grey Lord traded dark, uneasy looks. "Aye, the coin. Note it well, Champions." The Grey Lord made gestures toward the glass case. A gold coin rose from the bottom of the case and spun toward him. "i awoke this morning with this in my hand. I know whose coin it is. Do you see also?" *At this point i think i should say that when you buy the original game of CSB, you get a little copper coin with a picture of Chaos's face on one side and the words: "Danger thus reveals it's face" on the other. This then is why it sais: "Do you see also". On with the story...* He balled his fists, then threw them open in the direction of the farthest wall. Blue light smashed against the stone, sparking in the shadow. All drew back, even the Grey Lord, as they gazed upon the face of Lord Chaos. His horned head;his mad, sightless eyes;the rictus-smile none there had ever forgotten, not even in the most serene movements of the dawn. "Danger Thus Reveals Its Face,'" the Grey Lord said. "That is written on the reverse side of the coin." He set his jaw. "This is a warning, to me and all who stand by me. If ever you see this face, chiseled in stone or carved into wood, take great heed." The floor shook again, more violently. Fulcrum cawed and shot into the air, flying in circles. The walls vibrated. "Ah, no" the Grey Lord said softly. "No." The room spun like a boulder rolling down a hill. Tables and goblets whirled in a vortex, catching Fulcrum in the center. The glass case shattered. Shards sliced like arrows through the air. "He comes!" the Grey Lord cried, grabbing his face. "Hold master!" Theron threw his arms around his master. "Fight it!" "No!" the Grey Lord cried. "No, I abjure thee! I forbid thee!" "Forbid?" thundered a voice. "Forbid?" The wizard screamed, and what all saw next caused their hearts to stop: The Grey Lord's face was gone. In it's place, glowing with evil, red light, the face of Lord Chaos opened its crazed eyes and laughed. "Away, boy." He turned his horned head in Theron's direction and hurtled him across the room. Fulcrum cawed and dove toward his hand. Lord Chaos caught the bird by his neck and shook it hard. Fulcrum squaked and struggled, but it was helpless. "What sport! Ah, yes, I was wise, wise to forsee my own destruction!." His voice rose to a wail. Laughter filled the room, the laughter of madness, of misrule, of frenzy. "The four ways. I have used his knowledge of me against him!" He threw back his head. Light streamed from his mouth and eyes. Fulcrum struggled in his grasp. "And you, Champions. You who follow the false doctrine of Harmony. How sweet it has been, devising a mockery of your sacred Balance. I almost hoped you would defeat me last time, so i could show you just how much like me you really are. When i come into my kingdom, i shall not forget the imbalance of my subjects." The room spun faster and faster; the wind howled and the air jittered with Magik. Crying out, the Champions were thrown upon the floor. "Yes, grovel! See how the worlds shall orbit, after i am ruler! No laws of nature. No laws! No Laws! "I am the master. Yes, i am He who shall destroy all order. I hate you for escaping my mirrors, for daring to think you could obliterate me." He smiled, and it was a fearsome thing. "But i shall not take you now. It would prove too easy. Provide me with some sport. Take up this challenge: meet me in the secret dungeon, and prepare to die!" Stones crashed to the floor. Jagged blocks pushed upward like ice bergs. Energy crackled yellow and orange and white, like the Ore of Corbum. "You cannot even touch me!" he exulted. "I am invincible!" Fulcrum screeched desperately as Lord Chaos raised him above his head and clasped him with both hands. The Mad One opened his mouth and plunged the raven toward it. "So shall you all die! So shall you-" The chamber flooded with blue light. It emanated from Theron, who lay sprawled upon the floor with a Wand of Magik in his hand, and he shouted Magik words none of the Champions had ever heard before. "No!" Chaos shreiked. And then the lights, and the rumbling, and the spinning ceased. The chamber blackened. There was silence. "Oh, by the balance," the Grey Lord gasped. Theron's torch relit. He held it over the Grey Lord, who was himself again, though his features were swollen and his forehead was bruised. Blood streamed from his nose. Theron stopped it with a short incantation. Fulcrum fell into the Grey Lord's lap and huddled under his arm. Absently, the wizard stroked him. "There, there Fulcrum. It's all right." He murmured Magik words. "So, he has shown himself at last. You see what we face. The Corbum ore is building power." He turned to the Champions. "Days, perhaps hours, stand between us and the final catastrophe. You must go now." "Nay, friend Theron," the Grey Lord remonstrated. "They must be asked. They must go willingly." He rose from his chair. "I cannot send Theron with you this time, my brave ones. He's the only weapon i have to battle Chaos here on out plane. You must go alone, the four of you, and you must face death yet again. "And so i ask you, Champions: knowing this, do you dare to enter Lord Chaos's secret dungeon? Will you help me save the universe, one more time?" (dun dun ddduuunnnn!!) OK, that's the bit TEDDYSTACKER left out, quite a lot eh? Now here comes the next bit of writing which is basically the controls and stuff like that... Chaos Strikes Back ------------------ Make haste now, for the diabolical plan hatched by Chaos has already been set in motion. Unless you can recover and destroy the Corbums very quickly, they will absorb enough Mana to become unstable. Viborg and the entire valley it rests in will be destroyed should they explode. To prepare for your quest, you should have progressed far enough in Dungeon Master that you are confident of your abilities. Be careful, for your champions will enter the new dungeon Chaos has built with nothing but their skills and attributes to defend them. Once inside, they must travel as Fighter, Ninja, Wizard and priest to recover the corbums hidden on the Ways. Each Corbum they find must be thrown into the FUL YA pit to be safely consumed. The journey is long and dangerous, so your champions will be truly tested. Only when the last Corbum is safely destroyed will the danger be no more than a memory. Two disks are provided with Chaos Strikes Back, the utility Disk and the Game Disk. The Chaos Strikes Back Game Disk works very much like the original Dungeon Master disk. You should refer to the original Dungeon Master manual if you have questions about the game disk (a bit of a liberty this, them asking you to fork out 50 quid when you only want to play one game. Don't forget that the manual is also on SEWER DOC 3). The utility disk includes many new features and is essential to starting the new adventure. Two additional disks are needed to create a new adventure (more money...). You must have either a Dungeon Master saved game or a saved game from the Chaos Strikes Back "Prison." Later, you will need a blank disk to save your new adventure on. There are two ways to get a saved game. The easiest way is to start the Game disk and choose the "Prison" button outside the dungeon entrance. This allows you to enter the dungeon and select up to four champions from the life-trapping mirrors hung there. After choosing your adventurers, save the game as you did while playing Dungeon Master. (See the Dungeon Master manual for an explanation of this process.) The second source of a saved game is to play Dungeon Master. any Dungeon Master saved game can be used. But be forewarned: it will not be easy to survive the challenges in Chaos Strikes Back, so it is suggested that you use a saved game in which the characters have fought deep enough in Dungeon Master to have seen Chaos himself (In other words, you should have a few 1st level wizards and fighters). Once you have a saved game and one blank disk handy, you are ready to make your new adventure. Insert the Utility Disk into the startup drive and turn the computer on. A blue tablet will appear with four options on it. Use the mouse pointer to point to one of the options and then "select" it by pressing the mouse button. The options are explained below. *Introduction To Chaos Strikes Back* A vision spell is cast and Chaos is caught plotting. (Translated, this means a nice graphic introduction) *Make New Adventure Or Edit Champion Pictures* This option is the essential to begin the new adventure (Yes i know that sentence didn't make sense but that's what it's got in the book... I'll leave it to your amazing powers of deduction to work out what it means) It also allows you to change your champions' portraits. *Consult The Hint Oracle* Select this when you need help with the game. *Restart System* This will exit the Utility Disk and restart the system. Why include this i hear you cry. Well why indeed? Try re-setting once a you get a blank screen, reset again and it's all OK. Make New Adventure ------------------ From the blue tablet of the Utility Disk, select the Make New Adventure option. You will be asked for your saved game disk. The champions on the saved game will be read in and their portraits displayed across the top. One of these champions will already be selected for editing. That champion's full name, a framed hall of champions mirror, and a triple-size version of their portrait will be shown. If you wish to take your champions into Chaos Strikes Back just as they appear, select the option "MAKE NEW ADVENTURE." The Utility Disk will ask for a blank disk to be put in either the startup or second drive. If the blank disk used is not formatted, choose FORMAT first. FORMAT will erase everything on the disk, so be careful not to use your Dungeon Master saved game. When the disk has finished formatting, or if it was already formatted, choose "MAKE NEW ADVENTURE" in the center box. When the program is done making the new adventure (bad english there), remove the disk and label it "Chaos Strikes Back saved game." (else you can use any old disk with 45K free). This disk can now be played using the Chaos Strikes Back Game Disk. Resume ------ After you have created the Chaos Strikes Back saved game you are ready to start the new adventure. To play, insert the Chaos Strikes Back Game Disk in the startup drive and turn the computer on. When you see the dungeon entrance push the gem next to RESUME. When Chaos Strikes Back asks you for the saved game, use the new Chaos Strikes Back saved game disk instead of a Dungeon Master saved game disk. Chaos Strikes Back will only work with a saved game created using "MAKE NEW ADVENTURE." It is important to note that during the transition from either of the saved game sources to the "New Adventure," your champions were stripped of all their possessions. They will enter the new game with nothing but their skills and attributes to defend them. Be ready when the game starts because Chaos has been preparing for your arrival. The Portrait Painter -------------------- A special feature included with the Chaos Strikes Back Utility disk is the ability to edit the portraits and names of the champions brought in from a Dungeon Master saved game. Now you can personalize your champions to reflect the way you see them (good idea that). In addition, any portraits you create can be saved to an unused disk and later loaded in for further editing or for use in other saved games. To use the portrait painter, select "Make New Adventure or Edit Champions" and the editor will appear. Use the pointer to select the champion you wish to edit. Choose from the champions shown at the top of the screen. Load Champion ------------- When the Chaos Strikes Back Utility Disk is first started, it will request a Dungeon Master saved game. When loaded, the champions in that saved game appear across the top of the screen. The portraits of these champions can now be changed. If you wish to work on a different saved game, or change portraits that have been saved separately, use the "LOAD CHAMPIONS" button. This will give you a choice of loading either a Dungeon Master saved game or a portrait. Portraits are created by saving a finished champion portrait with the "SAVE CHAMPION" button. Be careful when loading portraits, because the current portrait being edited will be lost. Loading a different saved game will erase ALL the champion portraits on the screen. HALK|___ If you want to change your champion's first name, use the mouse pointer to point to it, then press the mouse button. The name can be changed when the vertical bar appears inside the box. Use the BACKSPACE and letter keys to edit the name. The first name is important because it is the name that a portrait will be saved as. IMPORTANT: If you want to keep the original version of a portrait you have been working on, be sure to change the first name of the new portrait so you won't erase the old one. THE BARBARIAN|______ This is the champion's title. It can be changed with the BACKSPACE and letter keys, the same way that the first name can. Prepare the title for editing by pointing to it with the mouse and pressing the Cir.Home key while standing on your left elbow and holding down F3... The triple-size version of the champion's portrait is where you change your champion's appearance. The sixteen colors in the tall box at the right edge of the screen are the available colors. When you select one of these colors, a white box will appear around it. You can paint with this color using the mouse pointer. If you wish to change a large area of one color to the selected color, place the arrow somewhere in this area and double-click or use the right mouse button to "fill" this area with the new color. Undo ---- If you make a mistake, it is the end of the world. Skyscrapers will come tumbling down, earthquakes will shake the earth night and day, your house will burn down and the earth will explode into 69 million individual pieces of micro atom particles to be sucked into a blackhole for the rest of time! Just after you make that really dumb mistake, you could just save the earth by pressing the UNDO key within a semi micro hecto split and genrally extremly short space of time second. This will return the portrait to it's original state before you made that really dumb mistake... Revert ------ If you have made many changes, but wish to return to the original, press the REVERT button and the entire portrait will appear as it was when first loaded from the disk. If REVErt was a mistake, try UNDO. Save Champion ------------- After you are satisfied with the name and portrait you have created, select "SAVE CHAMPION" at the bottom of the screen. This allows you to save a portrait to an unused disk. Saved portraits can be further using "LOAD CHAMPIONS," then selecting "PORTRAITS" (Yes, this is another sentence that don't make sense). The portrait in the frame shows the character as they would appear in one of the Hall of Champions mirrors. Note that medium dark gray is transparent when the portrait is shown here, so the color of the mirror shows through wherever it is used. This does not affect most places a champion is currently shown, but it may be important in future quests, so be aware of this. If you do not wish to paint portraits but still want to change your champions' appearance to reflect their higher levels, "enhanced" champion portraits have been provided. All twenty-four Dungeon Master champions have a new portrait on the Chaos Strikes Back Utility Disk. These can be loaded and used through the "LOAD CHAMPIONS" option as described above. Sometimes it may seem that there is little you can do to defeat Chaos' sinister traps and relentless minions. But a new power is yours for the journey into his dungeon. A power Chaos has not yet seen before: the power of the Hint Oracle. A being of awesome ability, the Oracle can reach into a Chaos Strikes Back saved game and learn where the champions are. It can then tell you what it knows about the dungeon near the champion, including information about monsters and puzzles. Although it will rarely give exact solutions, it can give useful hints and enough information to help you solve a problem. This can prove invaluable at times when the puzzles seem too difficult or the monsters too powerful. The Hint Oracle only works in the Chaos Strikes Back dungeon. To consult the Hint Oracle you must travel to a point close to the part of the dungeon you wish to learn more about. Save the game there and quit. Turn off the computer, insert the Utility Disk in the startup drive, and turn the computer back on. When the blue tablet appears, select "Consult the Hint Oracle." After the lair of the Hint Oracle appears, insert the saved game disk in the drive indicated on the screen, and choose LOAD. When the oracle has learned where the champions are in the dungeon, it will show a list of clues it can give about that location. These appear in the Hint Oracle's lair as glowing buttons with a short title written on them. If any of the clue titles seem like they might have a hint that can help answer your question, then use the mouse pointer to select it. A press of the mouse button, and the first level of hint will appear. There may be more detailed levels of hints for any clue button. If there are more levels in a hint, you can see them by choosing NEXT at the bottom of the screen. If you wish to reread a previous level of a hint, choose LAST to back up one level. If you are in a clue and you wish to try different clue, choose DONE to return to the initial list of clues. When you have finished with the Hint Oracle, return to the initial list of clues by choosing DONE. Choose EXIT from there to return to the blue tablet. If you wish to continue the adventure place the Game Disk in the startup drive and choose the restart option. Just for the record, the highest number of hit points i've knocked off a monster is 358 using the Dragon Fang sword's "bezerk" option. The character was "Sting" and the monster was one of those funny one-eyed, yellow flying things. Well, if you use this DOC in conjunction with the TEDDYSTACKER CSB DOC's you get an unbeatable team! Look out for the COMPLETE SOLOUTION to Chaos Strikes Back from me soon. It's divided into 7 parts: Part 1: Introduction (getting to the Junction) completed Part 2: The Way of KU completed Part 3: The Way of ROS completed Part 4: The Way of NETA half finished Part 5: The Way of DAIN not started Part 6: The rest of it not started If you can't wait for this, then get hold of the Chaos Editor, OUT NOW! BYE MONTY ************* THE OFFICIAL SEWER DOCS LIST UPDATE FILE *********** ***** DOCS ALPHABETICALLY LISTED FROM 20-25 ***** ***** Typed by MangleBuggy & Possum ***** A full listing of DOC DISK contents can be found on a SEWER DOC DISK 20. Adverts time: Live overseas (like Europe?). SEWER DOC DISKS can be had by writing to - PAUL 63 NIGHTINGALE LANE FELTWELL THETFORD NORFOLK ENGLAND 1P26 4AR Don't waste the guys time or money by sending a bloody huge parcel of disks and a demand for all our releases...remember what it costs to mail stuff back - so allow for postage at least! ----------------- GOOD PD can be had from - P.A.S 97 HOLLAND STREET EBBW VALE GWENT, NP3 6HY ENGLAND An extensive list of demo's, utilities, games etc at THE CHEAPEST prices I've seen anywhere. Unlike some PD libraries, P.A.S don't keep the crap, just the BEST! Drop 'em a line (lists are on disk). ------------------- Are you as pissed off as we are here at SEWER HQ about high software prices in Australia?? Seen a doc/solution here on our DOC DISKS and thought "Ooh, that sounds nice", but either couldn't find the game in the shops or just objected to paying the mark up that some stores think you're capable of paying??? Plans are afoot to set up a comprehensive mail-order system to allow Australian (and other antipodean) computer enthusiasts access at very competetive prices to a huge range of hardware and software (not just ST). Whilst SEWER SOFTWARE won't be involved, we support any move to provide raesonably priced software..... Still on the drawing boards, but we'll keep you posted on any developments. -------------------- A-Calc Instructions 22 Aladin Instructions 24 All About America Instructions 22 All a Board Instructions 25 Annals of Rome Instructions 25 Autoduel Instructions 22 BSS Jane Seymour Instructions 25 Back to Future 2 Instructions 25 Battle Hawk 42 Instructions 20 Battle of Britain Instructions 20 Beast 2 Codes/Cheats 25 Beast 2 Instructions 25 Bermuda Race 2 Instructions 22 Bloodwych Editor Instructions 25 Blue Angels Instructions 20 Boulder Dash Construction Kit Instructions 22 Bugbash Instructions 25 Buzzword Instructions 22 C Command  Codes 20 Captive Instructions 25 Chaos Strikes Back Storyline 25 Chrono's Quest 2 Instructions 20 Colorado Instructions 20 Crazy Cars Inst 25 Cricket Captain Instructions 25 Crystal Instructions 25 Cyber Control Pt 1+2 Instructions 22 Damocles Instructions 22 Deep Space Instructions 23 Defender of the Crown Instructions 23 Defenders Earth Instructions 20 Demons Winter Manual 21 Divebomber Instructions 20 Divebomber Instructions 23 Docs List (Update) Docs from 20-25 25 Dr T's Sequencer Pt 1,2+3 Instructions 20 Dr T's Sequencer Pt 4 Instructions 21 Electro Solitaire Instructions 22 Emelyn Hughs Soccer Instructions 21 Empire Codes 20 Empire Inst/Hints 23 Final Countdown Instructions 25 Flairpaint Instructions 20 Flight Simulator 2 Instructinons 23 Flight Simulator Scenarios Scenarios 24 Flood Instructions 22 Fontwriter Plus Hints 22 Fontz Pts 1+2 Instructions 21 Football Manager Instructions 20 Full Metal Planet Instructions 23 G F A Basic 3 Pts 1+2 Instructions 21 GFL Championship Football Instructions 22 Gato Instructions 23 Gauntlet Instructions 22 Gold of Aztecs Instructions/Solution 25 Gone Fishin' Instructions 20 Grand Monster Slam Manual 25 Gremlins 2 Instructions 25 Gridiron Codes 23 Grimblood Instructions 21 Hammerfist Instructions 20 Hardball Instructions 21 Harmony Instructions 20 Harrier Combat Simulator Instructions 24 Harrier Strike Instructions 22 Heatwave Instructions 20 Hero's Quest Solution 20 Hippo Backgammon Instructions 23 Hunt for Red October Instructions 23 Hydraulic Symbols Library Instructions 23 Immortal Instructions 25 Impossamole Instructions 20 Indy Jones Solution 20 International 3D Tennis Manual 20 Into the Eagles Nest Instructions 23 John Young Instructions 22 Jupitor Probe Instructions 23 Karateka Instructions 25 Kid Gloves Instructions 24 Killing Game Show Instructions 25 LSL 2 Codes 20 Land of Djel Instructions 20 Last Ninja Hints 20 Leaderboard Golf  Instructions 23 Leisure Suit Larry 3 Solution 25 Little Computer People Instructions 21 Loom Instructions 24 Lust in Space Solution 21 Manchester United Instructions 21 Marble Madness Instructions 23 Masquerade Instructions 20 Menace Instructions 25 Midimaze Instructions 23 Might + Magic 2 Instructions 21 Mindwheel Instructions 20 Mission Elevator Hints 20 Mission Impossible Instructions 20 Mr Do Run Run Instructions 25 Murray + Me,Mom + Me Instructions 23 Music Studio File Format Information 25 Never Mind Instructions 23 NightBreed Instructions/Cheats 25 Ninja Spirit Manual 20 Odyssey Instructions 20 Off Shore Warriors Instructions 20 Personal Nightmare Instructions 20 Phantasm Instructions 25 Picture Transfer (8 bit pics to ST) Instructions 20 Planet of Lust Instructions 24 Police Quest 2 Instructions 20 Pooh Jokes Lavatorial humour 25 Procopy V1.50p Hints 20 Projectyle Instructions 21 Prophecy/Viking Child Instructions 25 Pyramids of Doom Instructions 20 Quantum Paintbox Manual 21 Questron Solution 20 Quizplus Instructions 24 Red Storm Rising Instructions 21 Resolution 101 Instructions 21 Revolver Preview/Inst 25 Road Raiders Instructions 25 Roadwar 2000 Instructions 23 Rockstar Instructions 20 Rogue Instructions 21 ST Adventure Creator Manual 21 STOS Basic Instructions 22 Seastalker Instructions 20 Sector Editors 21 Shadow Warriors Instructions 25 Shockwave Instructions 25 Silent Service Quick Reference 23 Sim City History Manual 25 Skyfox Guide 22 Skyfox Instructions 23 SlySpy Instructions 25 Sorceror of Claymorgue Castle Instructions 20 Space Conquest Instructions 21 Spiderman Instructions 25 Splitters V1.0 Instructions 20 Star Raiders Instructions 23 Starfleet Instructions 23 Starflight 1,2+3 Instructions 23 Stash Hard Disc Back Up +Restore Sys Instructions 20 Sundog Solution 21 Super Cars Instructions 20 Supercycle Instructions 21 Suspended Solution 20 System 5 Instructions 21 Taipan Instructions 24 Tau Ceti Instructions 24 Temple of Apshai Commands 22 Terramax Instructions 24 Terrorpods Instructions 25 The Aminator Instructions 22 The Animator Pt 2 Instructions 23 The Last Trooper Instructions 21 Time Bandits Hints 22 Tower of Babel Instructions 20 Trail Blazer Instructions 23 Turrican Instructions 20 Twin World Instructions 23 Ultima 5 Hints 25 Ultima 5 Instructions 25 Ultima 5 Reference/Runes etc 25 Ultima 5 Solution 25 Universal Military Simulator Inst/Scenarios 24 Universe 2 Instructions 22 Universe 2 Intro/Inst 23 Universe 3 Codes 21 VIP Proffessional Manual 24 Voodoo Castle Solution 21 War in Middle Earth Map Co-ordinates 20 Wargame Construction Set Instructions 23 Wizard Wars Instructions 25 Wordflair Manual 22 Wordwriter ST Reference 23 World Games Instructions 21 X-Out Instructions 23 Yolanda Instructions 25 X-Out Tripple H/SEWER SOFT presents Final Countdown complete docs! Typed by MERKWooD THE STORY After communication at above the speed of light was discovered in the year 2334 by the scientist Nagas Lyrac, who was born and brought up on Mars, the human race reached out beyond the boundaries of the solar system. In the course of the next eight years contacts were made with seven nonhuman and three remotely humanoid races. As communication at above the speed of light (particle) was diverted or halted by larger concentrations of matter, two radio relay stations, known as TerCom I and II, were set up outside Pluto's orbit (in opposition). They pass on the radio messages they recieve using normal radio. As messages, repeatedly failed to reach their destination, each message is now coded, given a serial number and transmitted several times. Some scientists believe that the messages are intercepted and evaluated by hostile intelligences. They base their theory on the fact that only 97.543% of radio interference is due to natural causes, and so 2.457% cannot be accounted for. However, as up till now nothing pointing to the existence of a hostile race has been discovered, this theory is now considered false. At first, however, the contacts with other intelligent beings were confined to an exchange of information and an extremely limited trade with the systems within a radius of 15 light years, an it was not yet possible to travel at a speed exceeding the speed of light. However, a research project, which was supported by all intelligences, bore fruit in the year 2397. On 22.08.2397 the brilliant Weganic scientist Ragn Nietsnie succeeded in carrying out the first matter transfer outside his solar system at above the speed of light. This meant the way for inter-stellic trade was open, and two years later the Sol-system was in possession of transmitter communications to all 10 known civilizations. Since 2412 it has been possible, due to an improvement in the MaTrans-technique to undertake a transmission without a reciever. When in two years time the enourmous Transmitter-circle "HighWay" is completed (diameter 1.2 km), it will be possible to send whole spaceships into other solar systems. The Vasdagh and Ghys'Syn, who already use such transmitter equipment, have sent research ships into 146 solar systems so far. As the planetary gravitational fields also badly disturbed the transmitter traffic, the radio relay station TerCom I, which came into operation in the year 2336, was converted into a trade center, while TerCom II was retained for communication purposes. It follows its lonely orbit beyond that of Pluto at a distance of 20 light hours. The permanent crew, consisting of 238 people, is under the command of Commander Ms. Laira Tyrik. TERRA NEWSNETWORK 14.08.2437 Today the Vasdagh published the results of their 5-year investigation into transmitter activity in the galaxy. With the aid of the radiolocator for transmitter activity which they developed, they could prove that during the time of observation there was no MaTrans-activity anywhere in the galaxy which could have been caused by an unknown intelligence. Because it will probably never be possible to realize the permanent bridging of space at above the speed of light and no intelligent living organism will be able to set off on an endless journey through space and time, the supporters of the Evil-Alien- Theory, who live in permanent fear of the appearance of a conquering fleet, have finally had the ground cut from under their feet. COMMANDER LAIRA TYRIK'S PERSONAL LOG, 30.07.2437 - 19:33 Today all extrasolar radio communications suddenly came to a standstill. A transmitter consignment which arrived at the same moment exploded inexplicably, killing 16 members of the loading crew. Scientists think that the interference in the radio communication could also influence the transmitter traffic, and that the atomic structure of cargo being transported will become unstable. We have sent radio probes with messages to all friendly solar systems asking them to cancel all MaTrans-consignments until further notice... Today the radiolocation discovered an asteroid which had not been registered before and which has been given the name AST2437/07-01. It has a diameter of about 3.8 km. It is almost perfectly spherical in shape. In 12 days and 8 hours it will pass us at a distance of 438900 km and carry on into the solar system at a - for asteroids of this size unusually high - speed of 30000 km/sec. It has not yet been possible to discover its chemical composition... 31.07.2437 - 18:59 Although AST2437/07-01 has come nearer, an exact analysis has still nor been possible becasue the long-distance radiolocation provides no clear results. Tommorrow a system-check will take place because the radiolocators really ought to function perfectly at this distance... The research station on Mercury had to be abandoned due to the high increase in solar activity. The astrophysicist have no idea of the reason for this change, especially since the surface temperature of our mother-star has risen by 3.8 degrees... Scientific teams in the whole solar system have not so far been able to find any possible causes of the interference in all activities above the speed of light. The whole phenomenon seems ever stranger, when one bears in mind that transmissions of matter beyond a radius of 11 light days still function perfectly... 01.08.2437 - 06:49 The surface temperature of the sun has continued to rise and this has caused an expansion by 1/10000 of its circumference. The increase in dangerous radiation has led to an emergency evacuation of the Mercury mines. This help probably came too late for 38 miners who were admitted to the NY Medical Center suffering from extremely severe radiation damage... According to our maintanance team no fault could be found in the radiolocation system. So it is still not possible to account for the fact that we do not recieve any clear location results from the asteroid... 01.08.2437 - 16:43 Terra Newsnetwork has just announced that Miami has been almost completely devestated by a hurricane of incredible force and extent. The report goes on to say that none of the approximately 345000 people who were no longer able to reach the shelters is thought to have survived this inferno... Meteosat 85 reported that a huge tidal wave, 64 meters high, is heading straight for Hawaii at top speed... According to scientists the climate of our planet seems to be getting out of control due to the temperature increase on the sun. On the basis of their research various astrophycisist teams have concluded that if the temperature of the sun continues to rise at the present rate, it is likely to explode in 12 days if the cause of the catastrophe cannot be found and eliminated... Because of this the solar security council has declared the system alarm stage Alpha 2. From now on government permission is neccessary for all private extraplanetary operations... 02.08.2437 - 02:49 On re-reading the location data about AST2437/07-01 I established that the latter simply appeared from nowhere within the rage of our radiolocators. We cannot help suspecting that there is a connection between the appearance of the asteroid and the supernova threatening us. We are going to send two robot space probes to investigate... 05.08.2437 - 16:47 The situation on Earth is deteriorating hour by hour, the natural catastrophes are continuing. The number of victims is reported to have reached approx. 83 million people. The space stations between Mercury and Venus have had to be evacuated. The sun's expansion by 8.7% is even discernable from our position... 08.08.2437 - 22:35 The radio contact with our probes was broken off when they came within 328900 km of the asteroid. One second before the break-down in communications a sort of energy emission of an unknown kind was registered on the surface of the asteroid. By now we doubt that this bolide is of natural origin. We will inform our headquarters of our suspicion... 09.08.2437 - 22:56 Our headquarters have notified us in friendly words that "at the moment due to the catastrophe, there is no possibility" of "investigating our small personal matters" and checking up on our suspicions. As the future of our planet, the continuation of our civilization are at stake. I have decided to act... 10.08.2437 - 09:31 (entry by deputy commander Taiska Gerran) As the commander did not appear for duty this morning we asked our board computer about her where abouts. According to its information the commander was beamed off with the transmitter 06.54 after she had been to the equipment depot. The evaluation of the destination coordinates showed that she had transmitted herself to the asteroid... 10.08.2437 - 10:05 According to the KI GENYUS the commander's theory has been given a probability rating of 45.8%. In case her suspicions should be proved correct the trans- mitter has beamed equipment to the asteroid. This consists of 100 mines and 20 energy cartridges for the return flight aggregates which were distributed all over the asteroid. However, it is not considered likely that all trans- ported objects were re-materialized satisfactorily. After the beaming all TerCom I's transmitters finally broke down... 10.08.2437 - 12:22 The provisions-ship which had been expected at 12:20 did not arrive. KI GENYUS estimates with a probability rate of 97.9% that we are cut off from every communication. As in 12 days and 8 hours our last oxygen reserves will come to an end, our time is running out...... USERS MANUAL 1. Short summary - The A 9000 commands CD - Change / Display of the current path CLS - Clear screen DIR - Display of the files of a technical device DISABLE - Disable a device controlled by the system ENABLE - Enable a device controlled by the system HELP - Display of all commands INFO - Display of own inventory LIST - Display of all the devices controlled by the system with information about the current state of these subsystems SHOW - Display of a picture STATUS - Display of the state of the major systems SYSTEM - Display of available information about the attached system TYPE - Display of a text 2. The commands of the A9000 CD *PATH* The CD-command permits interchange between different "directories. An example: Let's just suppose that you are connected to a prospector robot called PROSP on the airvoid planetoid Ceres and are in possession of a module called Module 1. After looking through the data from PROSP you would like to have access to the contents of Module 1. So the command is: CD MODULE 1 and the response is then CURRENT PATH MODULE 1 To get access back to the directory attched PROSP, the input is: CD SYSTEM If the CD-command is given without the path-name *PATH*, the output will be the name of the current path. CLS The A9000 display is cleared DIR *PATH* The DIR-command shows the contents of the device called *PATH*. If no path- name is specified, the contents of the current directory will be displayed. The DIR-command displays for each file what kind of file it is. There are: ABCDE.TXT - a text file (see TYPE) ABCDE.PIC - a picture file (see SHOW) ABCDE.PRG - a program started by input of the name .ABCDE.TXT - a file protected by a password An example: The current path being SYSTEM DIR DISCOVERIES.TXT SITE PLAN.PIC SEARCH.PRG .SECRET.TXT DISABLE *DEVICE* The DISABLE-command permits the disabling of devices which are managed and controlled by the attached system. An example: DISABLE METAL DETECT 1 will make our PROSP disable its metal detector #1. If instead of the device name *DEVICE* "ALL" is specified, all controllable subsystems will be disabled. DISABLE ALL deprives our PROSP of all perception-sensors. Its mechanical systems, however, remain active as they can only be controlled through programs. ENABLE *DEVICE* The ENABLE-command permits the initial setup of devices which are managed and controlled by the attached system. An example: To prevent our PROSP from stumbling around blindly, we will first restore its "sight". ENABLE OPTOSYSTEM 2 OPTOSYSTEM 2 ENABLED So that our PROSP can later go about its task with its senses alert, it should also be givin back the rest of its faculties. Analog to the disable-command this is triggered off by: ENABLE ALL ENDCLI The Computerterminal is closed. HELP *COMMAND* It gives some brief information about a A9000 command. If the HELP-command is given without parameter, a list of all the available keyboard commands will be provided. INFO The INFO-command supplies the user with all relevant data, like time, air reserves or the degree of contamination. An example: INFO AIR RESERVES :483 A TIME REMAINING :4.6 hours EXPLOSIVES :3 LIST The LIST-command gives information on all devices controlled by the system. In addition the current state of these subsystems is given. An example: LIST OPTOSYSTEM 2 ON E/D METALDETECT 1 OFF E ^system ^index ^state ^access mode (E can be enabled, D can be disabled) SHOW The SHOW-command displays as a picture information which is filed in the system's storage in the form of bitfields. For this A9000 finds an appropriate image itself. An example: From the examples of DIR-command we know that our PROSP has stored a site plan of what it has found so far. In order to see this plan the following command is given: SHOW SITE PLAN STATUS The STATUS-command shows the state of all systems connected to the system. If our PROSP was on board a spaceship, we could get information on all board systems with this command. SYSTEM The SYSTEM-command shows the exact name of a system. If we wanted to thank our PROSP for its good work by giving it a reactor, we would, of course, have to know which of the many PROSP robots it was. SYSTEM NAME :PROSP 4812 TASK :SEARCH FOR VALUABLE METALS POSITION :CERES, SECTOR IV TYPE It functions like SHOW, but can only be applied to text files. The information is automatically translated as far as it is in any way possible. Concepts that cannot be translated are replaced by synthetic words. But in reality there is much more behind this main A9000 command than you will ever see. Whenever cross references or interesting details come up, the A9000 will always pursue them as far as possible and decode their meaning. So always watch out for the computers reports documenting this procedure. ------------------------------------------------------------------------------- THE STORY PART OF THIS DOC CAN BE FOUND ON DOC 18...THANKS MONTY (SEWERSOFT) Grand Monster Slam Manuel ------------------------- Typed using a keyboard on a 1040 STFM (a rare thing these days) by: MONTY GholD - The WOrld of Six Suns Somewhere in the universe, beyond time and space and also beyond the limits of our understanding, the world of GholD exists. There, every morning the sun rises in another direction, following a rhythm of a six- day-week. A great variety of beings populate the lands and seas of their home-world, in which "technology" is not a known term, whereas however, magic does work. The history of GholD spans several thousand years, full of the rise and decline of mighty empires, full of great wars of Good and Bad fighting eachover, but we have also to mention the times of peace and understanding, encompassing the most amazing cultural achievements. One of these achievements is the Grand Slam, which presents perhaps the best way from war to peace. This biggest sporting advent of the southern continent had begun as a war between goblins and men - and today, all peoples of the world celebrate this festival of mutual understanding. From all corners of the continent, the most strange creatures comes into the big capital of the Empire of Men every 5 years in order to participate in the games. Rumour is that notice of the Grand Slam has even reached the northern continents, and so, everybody hopefully expects the way when a ship out of unknown countries anchors in the harbour of HodT CrownguarD, bringing new players for the grand Games. This year, everybody's attention is attracted by the dwarves, who participate in the Games for the first time. All people respect and fear those tough little guys out of the western mountains. One can hear rumours of the champion of the dwarven as being a legendary hero, and also the king of all the proud dwarves clans is expected as a visitor to the Games. The big question is: Will a newcomer rise up into the top class of Grand Slammers - or even achieve the title? Rules of Play ------------- Since the reformation of the games rules in the year 11216, the famous Grand-Slam-Tournament has consisted of three leagues. The first match is an elimination contest with 8 players, who fight eachover in pairs. The pairs of opponents, and the winners of this contest form the pairs of the second fight. Logically, only 2 players are left at the end of the second game. These two will then fight in the final in order to decide who is the winner of the first league. The winners of every fight have to participate in an intermediate game after each game. This intermediate game is called the "Revenge of the Beloms". As everybody knows, the FUMB has pushed through this game part with great vigour. The winner of the whole league must also pass a qualification, an event which is called "The Remarkable Six Faultons". Anybody who fails in this qualification (which demands great dexterity) cannot go up into the next group of competitors. The participants of the second league are veterans with considerable experience in the Games; they don't even need to pass the first league (indeed only beginners, like your dwarf, compete in the first match - or fighters who have been disqualified in the last Games). After the winner of the first elimination contest has joined them, the second group also consists of 8 players, and again there is an elimination contest in order to find out the next league winner. The pitch is now separated by a waist- high wall, thus making the game more difficult!. This is especially so with the Homerun, because now you have to move up to the middle of the baseline in order to start the run (because of the gap in the barrier). After an additional (and more difficult) "Remarkable Six Faultons" - event, the winner of the second league joins the final round, there meeting only 3 players - the winners of the last 3 GRAND SLAM-tournaments. He has to beat them one after the other in order to finally obtain himself the yellow jerkin and the golden medal . . .; but watch out, because all three opponents have magical powers which they use vari- ably. The whole event is accompanied by a bonus-point-scoring-system which has proven itself very helpful in evaluating the performance of individual players, and the betting business does not take profit from it. 1. The Main Game: First to appear on the screen are the pairs of the first matchgame, formed by lots, one atop of the other. The gamer's character - the dwarf - appears in the top left corner. Continue by pressing fire. Now the dwarf's next opponent is presented in detail (giving name, race, profession, game skills, character and last, but not least important, the sponser!). Continue by pressing fire. Now the main game begins! The dwarf is placed in the foreground, and each of his opponents plays in the background. Six beloms squat at each baseline. It is the player's task to kick his own beloms across the pitch to the opponent. If you have successfully kicked all your own beloms off your baseline, you can start to make your "homerun", which means running across the pitch to the opponents baseline. If you reach that, you are the winner! While kicking beloms, the most important things are to avoid the opponent's beloms and to hit the opponent with your own beloms as often as possible. In case of a player being hit, he remains lying on the ground for a certain amount of time. This amount of time increases in the course of being hit several times. This is then the other player's best chance to kick as many beloms as possible to the other side and to pour out a stream of vituperations (vitu-wot?) on the opponents fans! Which leads us to the so-called "Pelvans", the penalty in the GRAND MONSTER SLAM. Pelvans are given if you have kicked a belom into the audience, either accidentally or deliberately. Particularly opposing fans who are very much irritated about your vituperations tend to kick a belom "into the blue". If then a pelvans is given (look at the roaring dragon on the left sideline), the pelvans-creature sinks down a rope to the pitch and places itself on the pelvans-point ("P") of the executing player. This player may now choose how to kick the pelvans to the other side: straight forward, angled to the right, or angled to the left. At the moment of shooting, the other player must already have made his mind up in which direction he is going to run himself in order to catch the pelvans at his baseline. (This is merely a game of chance. The player being shot at with the pelvans may choose the direction in which to run by moving his joystick before the moment when the pelvans is kicked off by the opponent. If you suppose that the pelvans will come directly towards you, of course you won't run off to either side, but rather remain in your position!) Scoring: Every single game is worth a certain number of points, which the winner will receive. Additionally, he will obtain a time bonus when having finished the game especially quickly. CONTROL: < * > Joystick left / right: Move along the baseline. '*' Pressing fire and keeping it pressed: Collect strength for a belom-shot. The longer the dwarf keeps the fire button pressed the higher and further he will shoot. \ '*' / Move joystick forward to the left or right while keeping fire button pressed: Determine direction of shot. The longer you keep the joystick in the chosen direction, the greater the side-angle will become. * Let go fire button: Shoot. \ * / Joystick forward, angled left/right: Special shot. When you determine the angle of shooting without simultaneously collecting strength, and then kick off the belom, you will make a low shot across the barrier. '*' Joystick down and press fire: Irritate opposing fans! | | Pelvans: \ '*' / Joystick up / up left / up right and press fire: Determine direction and kick off the pelvans. < * > Joystick left / in the middle / right: Determine direction in which to run when wanting to catch a pelvans. Possible only before the opponent has kicked of the pelvans. | '*' Homerun: Joystick up and press fire: Start on the homerun. KEY: * = fire button not pressed '*' = fire button pressed \ & / = diagonally upwards left and right respectively | & | = up and down (respectively!) After every main game, the pairs of this fight as shown at the start will appear once again. The losers of the game are now covered by the so-called "loser curtain" (by the pelvans also called the "robe of silence"). 2.The Revenge of the Beloms: After every main game which the dwarf has won he has to compete in an intermediate game, giving him the chance to increase his score (but he may also loose points!). Basically, the aim of the intermediate game is to keep off the beloms (still in bad temper from the main game) by use of a so-called "shove-off pole" (a pole with wooden pushers at both ends). The beloms will then try to reach the dwarf from eight directions, in order him over by a precisely-aimed tickling-attack. The dwarf tries to prevent them from doing so by pushing them away with the shove-off pole (so-called "push off"). Of course, the dwarf is not allowed to win this game (a condition demanded by the beloms). A short notice in addition: Try to shove-off all oncoming beloms (recognizable by their trail of dust, kicked up by their about 200 feet) in an active way, rather than only blocking the way with a pole end. Sho- ved-off beloms fly from the pitch and need more time to reach their starting point again. Scoring: The display on the right side of the screen shows how many beloms you must shoot away in the current intermediate game, before you go to the ground. In case you don't manage to shove off enough beloms, you'll loose points from your current score. In case you push off a lot more beloms, your score is increased. CONTROL: < * > = Joystick left/middle/right: Aim shove-off pole. \ | / = Joystick in all six other directions: Push with the shove-off * pole. / | \ This way you can cover only six of the eight directions from which the beloms will attack you. So, from time to time, change your basic position in order to cover all eight directions in the long run. < '*' > = Joystick left / right and press fire: Move into another basic position (once you get the hang of this, it comes naturally). 3.The Remarkable Six Faultons: After every league you have to pass the qualification of the 6 faultons, who in their spare time form a successful singers' sextette, in order to go up to the next match. The dwarf's task is easy to grasp: By means of a well-aimed kick, he has to deliver a belom into the open mouth of a faulton. Don't be too afraid of this! The beloms have been expressively instructed that they will be spat out again by the faultons after the qualification game! In order to go up to the second league, you have to successfully "feed" 2 faultons; for the third league you will need four hits. If you don't pass this qualification, you will need four hits. If you don't pass this qualification, you have to repeat the previous match, much to the enjoyment of the competitors; in addition, you lose all your points collected during the last match. (This is also a result of a reformation of the rules. Until then, the goblins had lost every qualification, in order to collect more and more points by repeating the same league over and over again. Certainly this was an expression of their professional attitude, because the GRAND SLAM is the goblins' national sport. Scoring: Every belom delivered into a faulton's greedy mouth provides you with points. In case you don't pass the qualification, you will lose all points acquired during the qualification and during the previous match. CONTROL: '*' = Keep fire button pressed: Determine strength of shot. * = Let go fire button: Shoot. The dwarf is moved from one lick-off-point to the other automatically. PC-Users, attention please: F1 key = "master key" Keyboard-Control: ESC :Stop game P :Pause Cursor :Control Space :Fire Button OK, that's the instructions over with. Now read the other part (the story). See ya! MONTY '90 Thanks to Mr Terry of TRIPPLE H for these docs... DOX FOR GOLD OF THE AZTECS..TYPED IN BY `SCOOTER-SCOOPEX -------------------------------------------------------- GENERATIONS AHEAD!!!!! BORED?...PENNILESS? BUT THEN YOUR NAME IS BRET CONRAD AND YOU`VE GOT HIDDEN RESOURCES. OR SOON WILL HAVE. RESOURCES CALLED `TREASURES` OF COURSE THERS A MAP, 400 YEARS OLD, ITS SPANISH AND IT SHOWS THE LOCATION OF AN AZTEC TEMPLE BRIMMING WITH GOLD. THE MAP ALSO TELLS OF IMMENSE DANGER. HOW 300 CONQUISTADORS DIED IN THE LAST ATTEMPT TO ENTER THE TOMB. HOW EVER THEWY WERE`NT BRAVE,INTELLIGENT, AND STRONG LIKE YOU. ALL YOU NEED TO DO IS HITCH A LIFT IN AN AREOPLANE AND PARACHUTE INTO THE JUNGLES OF MEXICO, A COUPLE OF HUNDRED MILES FROM THE NEAREST ROADS. IT WILL BE EASY WONT IT? STRAIGHT IN,GRAB THE GOLD AND STRAIGHT OUT AGAIN. ATER ALL, A FEW WILD ANIMALS,HEADHUNTERS AND TRAPS ARE ALL IN A NORMAL DAYS WORK TO YOU/ GHOULIES AND GHOSTS ARE KIDS STUFF AND MONSTERS DONT EXIST?...DO THEY?.... LETS GO FOR IT!!!!!!!!!!! USERS WITH HARD DISKS: SIMPLY INSERT DISK `A` INTO YOUR INTERNAL DRIVE AND THEN AT THE PROMPT TYPE THE FOLLOWING:----A:INSTALL FOLLOW THE INSTRUCTIONS AS THEY APPEAR ON THE SCREEN. ONCE THE GOLD OF THE AZTECS HAS BEEN INSTALLED, YOU MAY RUN THE GAME BY TYPING THE ROOT DIRECTORY PROMPT:---- GOLD/GOLD HOW TO SKIP THE STARTUP-SEQENCES WHEN THE GAME IS STARTING SIMPLY PRESS THE `SPACE BAR` IN ORDER TO SKIP THEM..YOU CAN ALSO DO THIS DURING THE SEQUENCES WHICH OCUR WHEN YOU SUCCESFULLY COMPLETE THE GAME OR DIE. CONTROLLING BRET; WE RECOMMEND THAT YOU CONTROL BRET WITH A JOYSTIC, HOWEVER IF A JOYSTICK IS NOT AVAILABLE, THE KEYBPOARD MAY BE USED AS FOLLOWS. JOYSTICK KEY TO PRESS UP E OR P DOWN D OR L LEFT < OR X RIGHT > OR C FIRE . OR RETURN DIAGONAL MOVEMENTS MAY BE ACHIEVED BY PRESSING 2 KEYS TOGETHER. WHEN THE GAME STARTS, BRET IS HANGING BY THE SHROUDS OF HIS PARACHUTE IN A TREE. CUT HIM LOOSE BY PRESSING FIRE. THEN GO LEFT OR RIGHT TO BEGIN THE GAME. SIMPLE MOVEMENTS. THE REACTION OF BRETT TO THE JOYSTICK IS DETERMINED BY THE STANCE HE IS IN, ADDITIONALLY THE RANGE OF ACTIONS WILL BE DIFERNT ONCE FIRE HAS BEEN PRESSED. `NOTE: THESE ARE BRETS ACTIONS WHEN FACING TO THE RIGHT~ NW N NE SOMERSAULT BACKWARDS JUMP UP JUMP FORWARD W E TURN TO ACE LEFT WALK RIGHT SW S SE STEP BACK DUCK PICK UP ------------------------------------------------------------------------------ `NOTE; THESE ARE BRETS ACTIONS WHEN ACING TO THE LEFT` NW N NE JUMP FORWARD JUMP UP SOMERSAULT BACKWARDS W E WALK LEFT TURN TO FACE RIGHT SW S SE PICK UP DUCK STEP BACK ------------------------------------------------------------------------------- A SHORT TAP TO THE RIGHT ON THE JOYSTICK WILL CAUSE BRET TO SKIP FORWARDS A SMALL AMOUNT WHILST A SHORT TAP TO THE LEFT WILL CAUSE HIM TO SKIP BACK. BRET ALSO MOVES FORWARD A SMALL AMOUNT WHEN JUMPING UP. IF BRET JUMPS FORWARD WHILST HE IS MOVING HE WILL PERFORM A LONG FORWARD SOMERSAULT. WHEN ACING INWARDS BRET WILL TURN LEFT OR RIGHT, OR IF THE JOYSTICK IS PUSHED UPWARDS WILL WALK INTO THE SCREEN. COMPLEX MOVEMENTS WHILST FACING INWARDS, WALKING TOWARDS A LADDER OR VERTICAL ROPE WILL CAUSE BRET TO MOUNT IT..WHILST ACING LEFT OR RIGHT TO A ROPE, PULLING UP OR DOWN WILL CAUSE BRETT TO GRAB IT. LADDERS: ONCE ON A LADDER, BRET CAN MOVE UP OR DOWN, GO LEFT OR RIGHT AT OBVIOUS POINTS TO GET OFF. ROPES: WHEN ON A VERTICAL ROPE BRET CAN MOVE UP OR DOWN. GO LEFT OR RIGHT AT OBVIOUS POINTS TO GET OFF, OTHER WISE LEFT OR RIGHT WILL CAUSEBRET TO GRAB VERTICAL AND HORIZONTAL ROPES. REMEMBER THOUGH, BRETS HAND MUST TOUCH THE OTHER ROPE. BRET CAN DROP OFF THE END OF VERTICAL ROPES. BRET CAN GET ONTO A HORIZONTAL ROPE FROM A VERTICAL ROPE AS ABOVE OR BY JUMPING UP AND GRABBING IT. ONCE ON A HORIZONTAL ROPE, BRET CAN GO LEFT OR RIGHT AND IF THE JOYSTICK IS PULLED DOWN HE WILL DROP OFF IT. AT THE BOTTOM LEFT OF THE SCREEN ARE TWO ROWS OF EIGHT ICONS. THE TOP ROW ALWAYS HAS AN ICON SELECTED WHICH IS HIGHLIGHTED. THIS ICON DETERMINES BRETS ACTION WHEN FIRE IS PRESSED. SELECTION BETWEEN THESE ICONS IS THROUGH THE USE OF THE `SPACEBAR` (PISTOL ICON) BRET USES THE PISTOL. HE WILL PUT THE PISTOL AWAY IF THE FIRE IS PRESSED WHILST HE IS STANDING STILL OTHERWISE HE WILL FIRE THE GUN WHENEVER FIRE IS PRESSED. PULLING DOWN WILL CAUSE BRET TO KNEEL. BRET CAN TURN WHILE HOLDING THE GUN (AMMO ICON--BULLETS) BRET RELOADS THE GUN, BRET WILL ALWAYS AUTOMATICALLY RELAOD WHEN FIRING THE PISTOL. THIS OPTION ALLOWS AN EARLY RELOAD IN TIMES OF DANGER. (KNIFE ICON) THE MACHETE CAN BE USED IN CLOSE QUARTER FIGHTING IN THE SAME WAY AS BULLETS. (LEVER ICON) BRET PULLS A LEVER...ASSUMING THAT BRET IS NEAR A LEVER. THE STATUS BAR: THE SECOND ROW OF ICONS ARE FOR THE TREASURES AS THEY ARE COLLECTED. THEY WILL DISPLAY IN THE ORDER THEY WERE LOCATED(NOT FOUND). THERE IS A BULLET COUNTER IN THE TOP RIGHT SCREEN AND UNDERNEATH IT IS THE LIVES DISPLAY. BRET HAS 3 LIVES, BUT THERE ARE 2 MORE AVAILABLE AT VARIOUS POINTS IN THE GAME. THE SCORE IS SHOWN AS A PERCENTAGE OF THE GAME COMPLETED. THIS IS BASED ON EXPLORATION AND TREASURE. IF BRET IS DYING OR DROWNING. PRESSING THE `SPACEBAR` WILL SHORTCUT THE SEQUENCE. THE GAME OPTIONS: AT ANY POINT DURING THE GAME PLAY, PRESSING `ESC` WILL BRING UP THE OPTIONS SCREEN. THIS CAN ALSO BE USED AS PAUSE. ON THE SCREEN ARE A NUMBER OF OPTIONS ICONS. THEY MAY BE SELECTED BY MOVEMENT OF THE JOYSTICK. THE TOP ROW ARE TOGGLES, A RED CROSS DISABLES THEM WHEN THEY ARE SELECTED AND FIRE IS PRESSED. THE SECOND ROW OF ICONS HAVE IMMEDIATE EFFECT..THESE ARE (BIRD ICON) SOUND EFFECTS ON/OFF (MUSICAL NOTES ICON) MUSIC ON/OFF START THE GAME AT THE BEGINNING. (MAN RUNNING ICON?) CONTINUE PLAYING WERE YOU LEFT OFF (MAP ICON) LOOK AT THE MAP...USE YOUR JOYSTICK TO SCROLL AROUND IT. (? ICON) TAKE A SNEAK PREVIEW OF US GOLDS NEXT RELEASE ------------------------------------------------------------------------------- SO WHATS IT ALL ABOUT? BRETS THE NAME. BRET CONRAD I`M A SPECIAL FORCES VIETNAM (RETIRED) AND I WAS PRETTY BORED. THE CIA SAID I WAS TO MUCH OF A RISK, EVEN THE FBI WOULDNT HAVE ME, I SEE THEIR POINT..I DO LIKE A BIT OF ACTION AND WHEN THE BULLETS START FLYING I KIND OF LOSE CONTROL. STILL MY OLD SARGE SAID THE NAME OF THE GAME IS SURVIVAL..AND I`M PRETTY GOOD AT THAT. TROUBLE WAS I WAS DOWN AT HEEL, OUT OF LUCK AND BORED, IF YOU DONT KNOW HOW BORED I WAS, YOU SHOULD TRY A SATURDAY NIGHT OUT IN TIJUANA. I WAS STAYING THERE WITH MY GREAT UNCLE MILO WHO, BEING MY LAST LIVING RELATIVE, BECAME BY DEFAULT MY BENEFACTOR. TROUBLE WITH OLD UNCLE MILO WAS HIS OBSESION WITH THE AZTECS, LOTS OF DRY AND DUSTY ACADEMIC THINGS CLUTTERING UP HIS PAD AND NEVER A PARTY TO SPEAK OF, HE NEVER HAD MUCH MONEY SO I HAD TO DO SOME PART TIME STUFF FOR LOCAL SECURITY FIRMS WHO WOULDNT EVEN ISSUE ME WITH A UZI, I SUPPOSE THEY WERE CONCERNED AT THE COST OF THE BULLETS I MIGHT USE. ANYWAY BACK TO THE TALE, OLD MILO IS DEAD..DEAD AS A DODO, AND NATURALLY I END UP WITHY HIS APARTMENT AND THE RELICS, BUT WHATS A GUY LIKE ME SUPPOSED TO DO WITH A LOAD OF ANTIQUES(I KNEW WHAT TO DO WITH THE APARTMENT)I HAD A PARTY AND RAISED HELL FOR A FEW DAYS AFTER ALL!/ I GOT TO REASONING(I`M PRETTY GOOD AT THAT) THE OLD MAN MUST HAVE SOMETHING OF VALUE SOMEWERE. BEING AN EXPERT ON PEOPLE WHO HAD MOUNTAINS OF GOLD. I TORE THE PLACE APART, FINDING NOTHING. TYPICAL. AH WELL I THOUGHT, AND THEN I SAW BUNNY, PLAYMATE OF THE MONTH AND ENOUGH TO CALM ANY MANS SOUL. THAT PICTURES GOIN IN MY ROOM I THOUGHT(I WAS IN THE OLD MANS STUDY AT THE TIME). THE THING WAS, IT WAS MOUNTED IN ONE OF THE OLD FRILLY FRAMES USED BY PEOPLE WITH BAD TASTE. NO PROBLEM, GET THE OLD MANS KNIFE OUT AND WE`LL SOON HAVE IT IN A NICE PLASTIC SURROUND. GUESS WHAT?, HIDING BEHIND BUNNY ALL THIS TIME WAS A MAP, A REAL LIVE SPANISH TREASURE MAP! DON JUAN LOPEZ DE MARBELLA WAS THE NAME ON THE MAP. CAN YOU IMAGINE INTRODUCING YOURSELF WITH A NAME LIKE THAT?. OLD UNCLE MILO(BLESS HIS SOUL AND ALL THAT) HAD KEPT A TRANSLATION OF ALL THE FOREIGN WRITING ON THE MAP AND THE TALE WAS PRETTY GRUESOME. YOIU SEE DON JUAN WAS THIS SPANISH NOBLEMAN, WHO BEING JUST LIKE ME (BORED) DECIDED TO GO TO THE NEW WORLD TO SEEK HIS FAME AND FORTUNE, BEING A NOBLEMAN, HE DIDNT HAVE TO DO IT ALL ON HIS OWN. HE TOOK 300 BUDDIES WITH HIM. THEY ORGANISED A BIG EXPEDITION, WHICH EVEN INCLUDED ELEPHANTS, TO HELP MOVE SUPPLIES THROUGH THE JUNGLE, ANYWAY. THEY GOT TO MEXICO JUST ABOVE THE YYCATAN PENINSULA. NOW DO JUAN BEING THE MAN HE WAS AND AS IT WAS THE YEAR 1615, JUST GRABBED A FEW FRIENDLY NATIVES AND GENTLY PERSUADED THEM TO CHAT ABOUT GOLD AND THINGS. IT NEVER FAILED. IT TURNED OUT A COUPLE OF HUNDRED KLICKS INLAND WAS A TOMB, DEDICATED TO SOME GOD CALLED `QUETZALCOATL` WITH LOADS OF GOLD. WHAT MORE COULD A MAN WANT. SO OFF HE WENT TO PLUNDER-PILLAGE AND MAKE HIS FAME. THIS IS WHERE/THE TALE SHOULD END BUT UNFORUNATELY FOR POOR DON JUAN AND FORTUNATELY FOR YOUR TRULY, IT DIDNT. A COUPLE OF YEARS LATER, OLD DON JUAN STAGGERED OUT OF THE JUNGLE ALONE. NOT EVEN AN ELEPHANT IN SIGHT. DYING OF FEVER AND STARVATION HE TOLD A GARBLED TALE OF WEALTH BEYOND A MANS WILDEST DREAMS AND NIGHTMARES WORSE THAN A DRY BAR IN THE SAHARA. TREKKING THROUGH THE MURDEROUS JUNGLE, HIS MEN HAD DROPPED LIKE FLYS TO DISEASE,HUNGER NATIVES AND THE WILDLIFE. REACHING THE TOMB WITH LESS THAN A HUNDRED MEN STILL ALIVE. HE SANK A SHAT DOWN INTO IT. THATS WHEN HIS TROUBLES REALLY BEGAN. NOW OLD DON JUAN WAS NOBODY`S FOOL. LIKE ALL GOOD ADVENTURES, HE SENT HIS MEN AHEAD OF HIM TO MAP OUT THE WAY AND TAKE CARE OF ANY DANGERS. SO HE TELLS HIS BOYS TO BRAVE ALL AND BRING BACK THE GOLD. DOWN THE SHAFT THEY GO.SILENCE. DON JUAN WAITED OR FOUR DAYS BUT NOBODY RETURNED FROM THE SHAFT. SO HE HAD NO CHOICE BUT TO WALK BACK ALONE THROUGH 200 KILOMETRES OF DENSE TROPICAL JUNGLE. SOME CHOICE!! HOWEVER THIS GUY TURNS OUT TO BE REAL TOUGH, HOW HE MANAGED TO GET BACK TO CIVILISATION BEATS ME. BUT HE DIDNT BEAT THE JUNGLE IN THE END. JUST BEFORE HE CROAKED, OF JUST ABOUT EVERY NASTY DESEASE IN THE BOOK, DON MADE A MAP WHICH HE LEFT WITH THE LOCAL PRIEST WHO HID IT(WHERE ELSE) UNDER THE ALTAR.WHICH IS WERE UNCLE MILO FOUND IT. SO OFF I WENT TO SEE AAN OLD MATE CALLED JAKE(WHO HAS A PLANE) "HOW ABOUT A TRIP DOWN YUCATAN" WAY?. I ASKED OVER A FEW DRINKS DOWN AT THE BAR, YOUR KIDDING SAYS HE, "BUT BUY ME A FEW MORE BEERS AND I`LL TAKE YOU ANYWERE". SO THERE I WAS, WITH THE SUN STILL HIDING BELOW THE HORIZON AND MY PARACHUTE ON MY BACK. I CHECKED MY TRUSTY BROWNING 13MM AUTOMATIC(WELL NEARLY TRUSTY) AND CLIMBED ABOARD....MAKE SURE SOMEONES HOVERING AROUND IN 24 HOURS TO PICK ME UP..I SHOUTED OVER THE NOISE OF THE PLANE. THEN WE WERE AWAY...LOOKING FOR THE GOLD OF THE AZTECS. "PLAY IT TO THE END TO SEE HOW I GOT ON" Tripple H is thanked for a doc originally by ORACLE (AMIGA) & presented by S E W E R S O F T THE FULL DOCUMENTATION FOR GREMLINS II BY ACTION MAN (Including every trade mark in the original!) SCENARIO ^^^^^^^^ It's been a number of years since the Gremlins(tm) night of carnage in the peaceful town of Kingston Falls(tm) and Gizmo(tm), the sweet Mogwai(tm) is back under the protection of Mr. Wing(tm), the old storekeeper in New York's Chinatown. Mr. Wing(tm) has been rejecting offers from super-tycoon Daniel Clamp(tm) to buy his store to clear the way for a huge real estate development, but the old man passes away and after a few months Clamp Plaza (tm) is now a reality. Working in the complex which contains shops, restaurant, a stock brokerage and cable T.V. Network, are Billy Peltzer(tm), Gizmo's(tm) previous owner and his girlfriend Kate(tm). Now Billy is a commercial artist in the Clamp(tm) advertising department, and Kate(tm) is a tour guide for the complex. Unbeknown to Billy(tm) and Kate(tm), Gizmo(tm) is now a prisoner in Clamp's(tm)genetics laboratory, awaiting experimentation. But when Billy(tm) hears a messenger absentmindedly humming Gizmo's(tm) familiar song, he realises his Mogwai(tm) friend is nearby. Billy(tm) manages to find Gizmo(tm) and free him. Billy(tm) leaves Gizmo(tm) in what he thinks is the safety of his desk drawer with instructions for Kate(tm) to pick up the Mogwai(tm) after work. However Gizmo(tm) decides to explore Billy's(tm) office accidentally becomes wet as a maintenance man tries to fix a faulty drinking faountain. The four new Mogwais(tm), Mohawk(tm), Lenny(tm), George(tm) and Daffy(tm) immediately dump Gizmo(tm) into a vent and head off into the vast Clamp Plaza(tm) to make mischief. After a midnight feast the mischevious Mogwais(tm) re-appear the following morning as Gremlins(tm) with their own unique brand of humour and love of destruction. All hell breaks loose in Clamp Plaza(tm) as a fire sprinkler system produces Gremlins(tm) Galore who then cause chaos trading stock, running the Cable T.V. studio and drinking experimental liquids in the genetics lab, which produces weird and dangerous mutations. Mayhem ensues, meanwhile Gizmo(tm) who has had enough of being pushed around, is preparing to fight back and Billy(tm) is making plans to dispose of the marauding Gremlins(tm) before nightfall when they will be able to run riot around New York. Can you, as Billy(tm), survive the journey through Clamp Plaza(tm), combatting the hordes of Gremlins(tm) on the loose, with occasional help from Gizmo(tm) and collect all of the parts necessary for your plan to destroy the Gremlins(tm) for good. CHARACTERS ^^^^^^^^^^ These are some of the characters that appear in the game, watch out for the others: Daffy(tm) He's dizzy and demented with a chaotic sense of fun! He Points = 150 curls up into a ball and will try to bowl you over. Mohawk(tm) A new strain of badness - he's about as cuddly as a Points = 100 cockroach. He wrecks, he hurls and will pop up anywhere Electric(tm) He's a real livewire - a zillion watts of Gremlin(tm) Points = 2500 power who's only wish is to light up your life. He'll burst out of mains sockets to tyr to Zap you. Youre in for a shock as he's lightning fast. George(tm) He's crabby and grim but enjoys a good Cigar. Smoking Points = 50 can be dangerous especially when George gets careless with his ash! Lenny(tm) He's George's(tm) dumb but loyal companion. This Points - 100 Gremlin(tm) has the IQ of a gate post, he'll throw Anything at you that comes to hand! SexyGirl(tm) The Gremlin(tm) with a fatal attraction. She blows Points = 250 deadly kisses which are definitely passion killers! Not a girl to take to visit your parents. Pogo(tm) This Gremlin(tm) is full of bounce. He jumps around Points = 75 unpredictably. Skateboard(tm) Keep out of his way - he'll run you over. This Points = 75 Gremlin(tm) is Rad and Mad! BONUS ICONS ^^^^^^^^^^^ L = Life This gives Billy(tm) one extra life if collected. P = Points This gives Billy(tm) extra points (500 or 1000). T = Time This will increase or decrease the level-timer. R = Rambo Gizmo(tm) Gizmo(tm) flies in on a parachute and kills any Gremlins(tm) he can on the way. M = Mystery Gives Billy(tm) any pof the above bonuses except Rambo Gizmo(tm). WEAPONS ^^^^^^^ Tomatoes Allows Billy(tm) to throw 2 genetically modified tomatoes at a time. Standard Torch Allows Billy(tm) to fire single beamed torch. Telephones Allows Billy to throw Telephones. Two-Way Torch Allows Billy(tm) to throw a double beam torch, formard and back. Frisby Allows Billy(tm) to throw a frisby which flys in a straight line. Boomerang Allows Billy to throw a Boomerang that flies forward and then comes back. Mega Torch Allows Billy(tm) to fire a super powered torch that fires three beams. Two-Way Mega Torch Allows Billy(tm) to fire three beams in front and behind. THE SHOP ^^^^^^^^ This screen appears after each level and allows the player to buy weapons if they have sufficient credits. Credits are obtained by picking up the bubbles that appear when some Gremlins(tm) are killed. Use the joystick or corresponding keys to highlight the desired weapon, press fire to select that weapon. This then becomes Billy's(tm) default weapon. GAME TIMER ^^^^^^^^^^ Once this reaches zero then Billy(tm) will lose a life and the timer will then be incremented allowing Billy(tm) more time. This will continue until Billy(tm) has no more lives and the game will then be over. END OF LEVEL BONUS ^^^^^^^^^^^^^^^^^^ Billy(tm) must collect a bonus item at the end of each level so that he can defeat all of the Gremlins(tm) at the end of the game and stop them leaving Clamp Plaza(tm) and taking over New York. Billy(tm) cannot leave a level until he has collected the bonus item for that level. -------------------------------------------------------------------------- SEWER SOFTWARE THANKS DR. J THE IMMORTAL **** TYPED IN BY SPECTRE OF NASTY **** THE MORNING SUN HEATS THE JAGGED PEAKS AS YOU FOLLOW THE FORGOTTEN ROAD DOWN TO THE VALLEY FLOOR. THE BLEACHED RUINS OF GREAT COLUMNED TEMPLES AND TOWERING CITADELS RISE FROM THE GRASSY PLAIN LIKE THE BONES OF SOME COLOSSAL BEAST. THIS WAS THE ANCIENT CITY OF ERINOCH, DESTROYED BY DRAGON'S FIRE OVER 1000 YEARS AGO. MORDAMIR SPOKE OFTEN OF THIS CITY...AND THE LABYRINTH BELOW... MORDAMIR. YOU THINK BACK TO THE DAYS WHEN YOU WERE YOUNG AND EAGER TO LEARN TO THE SPELLS OF SORCERY. THE OLD WIZARD MORDAMIR TOOK YOU IN AND PATIENTLY TAUGHT YOU THE ARTS OF MAGIC. HE TAUGHT YOU HOW TO READ THE RUINS AND UNLEASH THEIR POWER. THE POWER OF CHARMS AND FIRE. HE SHOWED YOU THE STRENGTH OF STEEL AND TAUGHT YOU TO USE YOUR WIZARDS CUNNING. MORDAMIR WAS YOUR MASTER, YOUR MENTOR. HE WAS YOUR GUIDE DOWN THE TREACHEROUS PATH OF WIZARDRY. HE WAS YOUR FRIEND. MANY YEARS HAVE PASSED SINCE YOU LAST SAW THE OLD MAN. YOU ASSUMED HE WAS DEAD - THAT IS, UNTIL A FEW NIGHTS AGO, WHEN HE CALLED TO YOU IN A DREAM. YOU WOKE WITH THE UNEASY FEELING THAT MORDAMIR STILL LIVED - TRAPPED IN A BOTTOMLESS CAVERN. AND SO YOU SET OUT TO UNRAVEL THE SECRETS OF THE IMMORTAL. LOADING INSTRUCTIONS ATARI ST TO PLAY THE IMMORTAL, YOU NEED AN ATARI 520ST OR 1040ST WITH 1MB OF MEMORY, AT LEAST ONE DOUBLE-SIDED DRIVE, AND A JOYSTICK. TO PLAY THE IMMORTAL: 1. REMOVE ANY DISKS FROM YOUR FLOPPY DRIVES. 2. IF COMPUTER IS ON,TURN IT OFF.PLUG IN YOUR JOYSTICK. 3. INSERT THE BOOT DISK INTO DRIVE A. IF DRIVE A. IF DRIVE A IS SINGLE-SIDED AND DRIVE B IS YOUR ONLY DOUBLE-SIDED DRIVE, SEE THE INSTRUCTIONS BELOW UNDER 'IF DRIVE A IS SINGLE-SIDED... 4. TURN ON YOUR COMPUTER. THE GAME WILL BOOT AUTOMATICALLY. 5. FOLLOW THE ONSCREEN INSTRUCTIONS. ONCE THE GAME IS LOADED, THE CREDITS WILL GO BY AND THE GAME WILL START. IF DRIVE A IS SINGLE-SIDED... 1. BOOT YOUR ATARI AS YOU NORMALLY WOULD. 2. INSERT THE BOOT DISK INTO DRIVE B. 3. FROM THE DESKTOP, MOVE THE CURSOR TO THE BOOT DISK ICON AND DOUBLE-CLICK TO OPEN THE WINDOW. 4. MOVE THE CURSOR TO THE 'BOOTD2' ICON AND DOUBLE-CLICK. 5. FOLLOW THE ONSCREEN INSTRUCTIONS. ONCE THE GAME IS LOADED, THE CREDITS WILL GO BY AND THE GAME WILL START. ERROR LOADING FILE:MAZE0.CNM IF YOU RECEIVE THIS LOADING ERROR, YOU DIDN'T INSERT THE PLAY DISK WHEN THE COMPUTER REQUESTED IT.REPEAT THE LOADING INSTRUCTIONS ABOVE AND MAKE SURE YOU FOLLOW THE ONSCREEN INSTRUCTIONS. KEY COMMANDS MUSIC ON/OFF TO TURN THE MUSIC OFF, PRESS CTRL-S. PRESS CTRL-S AGAIN TO TURN THE MUSIC BACK ON. RESTART TO RESTART A GAME OR LEVEL, PRESS CTRL-R. QUITTING THE GAME TO QUIT IMMORTAL, REMOVE THE DISK FROM YOUR FLOPPY DRIVE AND TURN OFF YOUR COMPUTER. GAME CONTROLS YOU BEGIN IN THE ANTECHAMBER THAT LEADS TO LEVEL 1. USE THE JOYSTICK TO MOVE COMBAT WHEN A MONSTER ATTACKS, YOU MUST FIGHT TO THE DEATH. THE BEST STRATEGY IS TO PARRY WHEN YOUR OPPONENT IS ABOUT TO STRIKE, AND ATTACK WHEN HE'S LEAVING HIMSELF OPEN. ATTACKING JAB- PUSH FORWARD SLASH- PULL BACK...THEN PUSH FORWARD. PARRYING- MOVE JOYSTICK RIGHT AND LEFT, IF THE WIZARD IS FACING YOU, THE MOVEMENTS ARE REVERSED. PAUSING THE GAME IF YOU NEED TO PAUSE THE GAME PRESS THE SPACE BAR TO BRING UP YOUR PACK. WHEN YOU'RE READY TO GO BACK TO THE ACTION, MOVE THE CURSOR TO A BLACK SQUARE OR YOUR GOLD AND PRESS THE JOYSTICK BUTTON. GETTING OUT OF THE PIT TRAPS THERE ARE DEADLY PIT TRAPS IN THE LABYRINTH - IF YOU'RE NOT CAREFUL YOU MAY FIND YOURSELF HANGING BY YOUR STAFF OVER ROWS OF IRON SPIKES. FORTUNATELY, THERE'S ALWAYS A CHANCE OF SWINGING OUT BEFORE YOUR STAFF BREAKS. TO SWING OUT, GENTLY ROCK THE JOYSTICK BACK AND FORTH AT AN EVEN PACE. INCREASE VITALITY BY SLEEPING PILES OF STRAW PROVIDE COMFORTABLE, SAFE PLACES TO REST AND REGAIN VITALITY. TO SLEEP, MOVE ONTO THE STRAW AND JUST STAND THERE. AFTER A MOMENT, YOU'LL LIE DOWN AND GO TO SLEEP. PAY CLOSE ATTENTION TO YOUR DREAMS!!!!! MAKING THE TEXT SCROLL FASTER WHILE READING MESSAGES, YOU CAN HOLD DOWN THE JOYSTICK BUTTON TO MAKE THE TEXT SCROLL FASTER. YOU CAN USE THIS TO SCROLL QUICKLY THROUGH MESSAGES YOU'VE ALREADY READ, BUT DON'T USE IT AS A WAY TO AVOID READING MESSAGES ALTOGETHER. MOST MESSAGES CONTAIN IMPORTANT CLUES YOU NEED TO FINISH THE GAME. CLIMBING UP AND DOWN LADDERS TO CLIMB UP OR DOWN A LADDER, MOVE UP TO IT NAD YOU'LL AUTOMATICALLY CLIMB OR DESCEND. BE CAREFUL GOING DOWN LADDERS - MOVE ONLY TO THE SIDE OF THE OPENING WITH THE LADDER ON IT OR YOU'LL FALL TO YOUR DEATH. COMPLETING A LEVEL OF THE LABYRINTH WHENEVER YOU COMPLETE A LEVEL, YOU GET A CERTIFICATE. WRITE IT DOWN AND KEEP THEM IN A SAFE PLACE. IF YOU QUIT PLAYING THE IMMORTAL, YOU'LL NEED THE CERTIFICATE LATER SO YOU CAN START ON THE LEVEL IN WHICH YOU LEFT OFF. NOTE>>>>> RESTARTING A GAME OR LEVEL IF YOU DIE,YOU CAN CHOOSE TO: RESTART THE CURRENT LEVEL YOU'RE ON. GO TO A PREVIOUSLY COMPLETED LEVEL. START A WHOLE NEW GAME. YOU CAN ALSO RESTART A LEVEL AT ANY TIME DURING THE GAME BY PRESSING CRTL-R. RESTARTING THE LEVEL YOU'RE ON TO RESTART THE LEVEL YOU'RE CURRENTLY ON, LEAVE NO HIGHLIGHTED AND PRESS A JOYSTICK BUTTON. DON'T ENTER A CERTIFICATE - JUST PRESS A JOYSTICK BUTTON. GOING TO A PREVIOUSLY COMPLETED LEVEL TO GO TO A PREVIOUSLY COMPLETED LEVEL, LEAVE NO HIGHLIGHTED AND PRESS A JOYSTICK BUTTON. TYPE THE CORRECT CERTIFICATE, AND THEN PRESS RETURN OR A JOYSTICK BUTTON. YOU'LL HAVE TO ANSWER A COPY PROTECTION QUIZ. SEE COPY PROTECTION IN THIS MANUAL. RESTARTING A GAME TO RESTART THE GAME(LEVEL 1), MOVE THE JOYSTICK RIGHT TO HIGHLIGHT YES AND PRESS A JOYSTICK BUTTON. COPY PROTECTION OCCASIONALLY A PICTURE OF AN ITEM WILL APPEAR AND YOU'LL BE ASKED TO ENTER A LETTER. LOOK FOR THE PICTURE IN THIS MANUAL THAT MATCHES THE ONE YOU SEE ON THE SCREEN. FIND THE LETTER IN THE TABLE BESIDE THE PICTURE, TYPE IT AND PRESS RETURN. A GUIDE TO LEVEL 1 1 A PLEA FOR HELP THE CANDLE FLAME LEAPS AND HISSES AS YOU ENTER THE SMALL ANTECHAMBER THAT LEADS TO THE FIRST LEVEL OF THE DUNGEON. A SKULL STARES VACANTLY AT THE DANCING SHADOWS ON THE WALL, A GRIM REMINDER THAT THIS IS NO PLACE FOR MORTAL MEN. AS YOU APPROACH THE TABLE, AN IMAGE OF MORDAMIR, YOUR LONG LOST MASTER IN THE ARTS OF WIZARDY, RISES EERILY FROM THE FLAME. IT SPEAKS.... "MORDAMIR IS HERE!" YOU WHISPER. YOU TURN TOWARD THE DOOR. "DUNRIC..." YOU THINK, "ANOTHER OF MORDAMIR'S STUDENTS, NO DOUBT. THE MASTER HAS TAUGHT MANY IN HIS LONG LIFE." THE THOUGHT THAT YOU AREN'T THE ONLY ONE LOOKING FOR MORDAMIR COMFORTS YOU...FOR THE MOMENT. 2 GOBLIN ATTACK THE SOUND OF CLASHING STEEL RINGS THROUGH THE AIR AS YOU ENTER THE LONG CHAMBER. BEFORE YOU LIES AN ARMORED FIGURE - A MAN - THE BLLOD FROM HIS WOUNDS STILL COOLING BETWEEN THE TILES OF THE STONE FLOOR. TO YOUR RIGHT YOU HEAR A SNARL. FROM ACROSS THE ROOM A GIANT GOBLIN LUMBERS TOWARD YOU, HIS SINEWY MUSCLES RIPPLING AS HE RAISES HIS MACE OVER HIS HEAD. YOU RAISE YOUR SWORD, READYING YOURSELF... 3 DUNRIC'S SERVANT "WHO WAS THIS UNFORTUNATE?" YOU WONDER. YOU SEARCH HIS BODY AND FIND A SMALL BAG CONTAINING A RING AND A SCROLL. INSCRIBED ON THE INSIDE OF THE BAND IS A NAME: DUNRIC. "A FIGHTER WOULDN'T HAVE NEED FOR A SCROLL OR A RING," YOU THINK," THIS CAN'T BE DUNRIC. PERHAPS DUNRIC'S SERVANT..." THE SOUND OF RENEWED BATTLE SNAKES YOU FROM YOUR THOUGHTS. "SOMEONE ELSE IS IN TROUBLE," YOU MUTTER, PICKING UP YOU STAFF... 7 SHADES IN THE SHADOWS YOU NARROWLY ESCAPE THE FLYING ARROWS WITH YOUR LIFE! YOU SLAM THE DOOR SHUT BEHIND YOU AND FALL AGAINST THE WALL, CATCHING YOUR BREATH. BUT THE ROOM YOU'RE STANDING IN SEEMS DISTRUBING, TOO."MORE TRAPS!" YOU CURSE. YOU OPEN YOUR PACK AND TAKE OUT THE MAP YOU FOUND IN THE CHEST. THIS ROOM DOES RESEMBLE ONE OF THE ROOMS TRACED ON THE PARCHMENT. YOU NOTICE SOME CONSPICUOUS RED DOTS - THEY MUST MARK DANGER. THERE ARE RED DOTS MARKING TRAPS IN THE NEXT ROOM, TOO. THESE ARE SURELY THE HALLS OF HELL! SKIRTING ALONG THE UPPER WALL, YOU MAKE YOUR WAY OVER TO THE DOOR. THE DOOR OPENS INTO A DARK ROOM. YOU NOTICE THAT THE TORCHES ALONG THE WALLS ARE OUT, AND SUDDENLY YOU REMEMBER THE WARNING ON THE NOTE - SHADES! A FIREBALL COULD LIGHT THE TORCH. MOVING ALONG THE WALL, YOU SHOOT YOUR LAST FIREBALL. THE TORCH LIGHTS, AND JUST AHEAD YOU MAKE OUT THE SHADOWS OF TWO SHADES. ON THE FAR END OF THE ROOM YOU MAKE OUT SOME OBJECTS ON THE FLOOR. MINDFUL OF THE TRAPS AND SHADES, YOU CROSS THE ROOM AND PICK UP A CURIOUS AMULET AND A SPELL WITH WHICH YOU CAN CHARM WILL O' THE WISPS. WITH YOYR EYE STILL ON TH ETWO SHADES, YOU CROSS DOWN TO THE DOOR. LOCKED! FORTUNATELY, YOU HAVE THE KEY... 8 BY THE LIGHT OF ETERNITY IN THE ROOMYOU FIND A DEEP, ABRUPT CAVERN IN THE DUNGEON FLLOR. WHAT TERRIBLE POWER, YOU IMAGINE, COULD BORE SUCH A HOLE THROUGH THE EARTH! NO MAN COULD PERFORM SUCH A FEAT! THIS IS THE WORK OF A COLOSSAL BEAST. AN ANGRY BEAST... YOU NOTICE THE BEAM OF LIGHT PEAKING THROUGH THE DUNGEON WALL.THE SHAFT OF LIGHT FALLS ON A DIAL INSCRIBED ON THE FLOOR. AT THE END OF THE DIAL, EMBEDDED IN THE FLOOR, IS A BRILLIANT JEWEL AS LARGE AS A MAN'S FIST. THE JEWEL AND THE SHAFT OF LIGHT, YOU IMAGINE, MAKE UP A SPECIAL MECHANISM OF SOME SORT. YOU'RE CURIOUS ABOUT THE MECHANISM, BUT AT THE MOMENT YOU FEEL TOO TIRED TO FIGURE OUT HOW IT WORKS. YOU CROSS OVER TO A COZY PILE OF STRAW YOU NOTICED IN THE UPPER PART OF THE ROOM. SLEEP OVERTAKES YOU QUICKLY, AND YOU DREAM... WHEN YOU WAKE, YOU STUDY THE MECHANISM MORE CLOSELY. THE SUNLIGHT NEEDS TO STRIKE THE JEWEL - THAT MUCH SEEMS OBVIOUS. EVERY YEAR THE BEAM OF LIGHT INCHES CLOSER TO THE JEWEL. WHAT?! AT THIS RATE, THE SUN WON'T STRIKE THE JEWEL FOR ANOTHER 1000 YEARS! YOU DON'T HAVE THAT KIND OF TIME. WHAT MORTAL DOES!! PERHAPS IF YOU COULD REFLECT THE LIGHT, YOU COULD FOOL THE MECHANISM...AH, THERE'S THE ANSWER! THE CODEX OF THE SERPENT LEVEL 1 I, MORDAMIR, WIZARD OF THE CRIMSON KEEP, WROTE THESE NOTES FOR YOU, MY LOYAL APPRENTICES AND STUDENTS, TO EXPLAIN THE MYSTERIES OF THIS DARK LABYRINTH. TODAY I GO FORTH TO EXPLORE THE DRAGON'S LAIR. I HOPE MY WITS ARE KEEN ENOUGH TO ESCAPE HER CUNNING AGAIN! THUS I LEAVE THESE WORDS FOR THOSE WHO MAY HAVE TO COME AFTER ME. MAY THEY KEEP YOU FROM AN UNTIMELY END IN THIS FORSAKEN PLACE! DUNRIC - MY FAITHFUL STUDENT IN THE ART OF WIZARDY - WILL BE THE FIRST TO COME LOOKING FOR ME. HE'S OFTEN ACCOMPANIED BY EREK, A FIGHTER. ULINDOR - MY SERAVNT AND BODYGAURD. UPPER LEVELS - A TRIBE OF PRIMITIVE CREATURES KNOWN AS GOBLINS. HOSTILE TO STRANGERS, BUT SEEM TO POSSESS REASON, INTELLIGENCE, SOME INGENUITY WITH TOOLS. THE TRIBE GOES BY THE NAME OF DRUUL. THEIR KING IS GRESH THE WISE. THE GOBLINS ARE CURRENTLY AT WAR WITH A MORE HOSTILE AND POWERFUL TRIBE OF CREATURES KNOWN AS TROLLS. BOTH SIDES DESPERATELY SEEK CONTROL OVER THE UPPER LEVELS OF THE DUGEON. PERHAPS A SHOW OF FORCE WOULD CONVINCE ONE OF THEM THAT WIZARDS MAKE BETTER FRIENDS THAN FOES... A SAFE PATH PAST THE ARROWS. IGOT THIS FAR BEFORE I SET OFF THE TRAP. DANGER! PIT TRAPS. IN THE DARK ROOM THAT FOLLOWS ARE DEADLY CREATURES, INVISIBLE TO THE EYE. ONLY THEIR SHADOWS CAN BE SEEN IN THE LIGHT. KEEP A TORCH LIT AND WATCH THEIR MOVEMENTS CAREFULLY. THEY MOVE QUICKLY! THERE ARE PIT TRAPS IN THIS ROOM AS WELL. RIDDLE OF THE SUN. DEEP IN THE IMMORATL DRAGON'S LAIR ONCE IN ONE MILLENIUM THE PORTAL OPENS TO THE STAIR WHEN A SINGLE GEM GREETS THE SUN MECHANISM TRIPPED EVERY THOUSAND YEARS BY LIGHT. SOMETHING SHINY... LEVEL 2 FROM A TEXT I FOUND ON THE HISTORY OF THIS EVIL PLACE: "...AFTER TWO DAYS OF BITTER COMBAT, ARINAR THE ELVEN LORD ESCAPED THE ENEMY, BUT THROUGH HIS VEINS RAN A FATAL POISON, DRAWN FROM THE KEEN EDGE OF THE SHADOWLORD'S BLADE. ARINAR FLED OVER THE HIGH MOUNTAINS TO THE RUINED CITY OF ERINOCH, WHERE HE ENTERED THE LABYRINTH IN SEARCH OF THE FABLED WATER, SAID BY MANY TO HEAL EVEN THE DEEPEST WOUNDS." "DEEP IN THE CHILLY CAVERNS OF THE FORGOTTEN LABYRINTH, THE ELVEN LORD SEARCHED DESPARETLY FOR THE FOUNTAIN, SLAYING THE EVIL MINIONS THAT DWELL IN THAT DARK PLACE WITH SOLONDUL, A SWORD OF GREAT MIGHT. BUT ON THE SECOND DAY, FOUL SLIME CREATURES CAUGHT ARINAR OFF GUARD AND STRIPPED THE FLESH FROM HIS BODY. TO THIS DAY HIS BONES AND SWORD LAY THERE STILL..." LEGENDS HAVE TOLD OF WAYFARERS BEING ATTACKED BY WILL O' WISPS, I RECKONED SUCH STORIES WERE THE PRODUCTS OF CHILDISH IMAGINATIONS, BUT NOW I HAVE SEEN THESE HATEFUL CREATURES WITH MY VERY EYES. I KNOW LITTLE OF THEIR NATURE....ARE THEY INTELLIGENT? PERHAPS THEY ARE DISEMBODIED SPIRITS OF SOME SORT, OR MAYBE CREATURES OF THE ELEMANTS. IN ANY CASE, THEY ARE EXTREMELY DANGEROUS - THEY DISPISE THE LIVING AND EAGERLY ATTACK MORTAL FLESH. MAYBE I CAN DEVISE A SPELL TO BRING THEM UNDER MY CONTROL... SPORES - THE GOBLINS SOMETIMES USE THEM AS AKIND OF WEAPON. WHEN PLLANTED IN SOFT DIRT, THESE SPORES PRODUCE MUSHROOMS THAT GROW TO WAIST HEIGHT IN A MATTER OF SECONDS. THE FULL GROWN MUSHROOMS IMMEDIATELY FIRE MORE SPORES IN A RADIUS OF 30 FEET. THE SPORES, IT MUST BE ADDED, ARE DEADLY TO HUMANS, GOBLINS, AND TROLLS. THE GOBLINS TYPICALLY CARRY THEM IN SACKS TO PROTECT THEMSELVES. THEY CAN BE RECOGNIZED BY THEIR STRONG, SICKENING SMELL. YEARS AGO, WHEN SORCERER'S TOWERS STRETCHED TOWARD THE HEAVENS AND THE HALLS OF WIZARDY PROTECTED THE KNOWLEDGE OF THE SPHERES, THE CITY OF ERINOCH HAD NEED OF LOCKSMITHS. THE MOST CUNNING LOCKSMITH, I RECALL, WAS A DWARF BY THE NAME OF LINDLI. HIS LOCKS NEVER INVOLVED ANYTHING AS BORING AS A SIMPLE LOCK AND KEY. LINDLI'S MECHANISMS REQUIRED THE UNUSAUL - FINELY CRAFTED GEMS, BEAMS OF LIGHT, PACES AROUND AN OBJECT... LINDLI PROSPERED WHILE SERVING THE WIZARDS OF ERINOCH. BUT WHEN THE DRAGON CAME OVER 1000 YEARS AGO, HIS HOUSE WAS DESTROYED AND HIS FAMILY PERISHED IN THE FLAMES. LINDLI WENT QUITE MAD AFTER SEEING THE BEAST DEVASTATE HIS DREAMS, AND HE CURSED THE WIZARDS WHO UNLEASHED THE DRAGON'S WRATH. HE VOWED TO SEAL OFF THE LABYRINTH FOREVER SO THAT MEN WOULD NO LONGER SEEK THE WATER... THE MAGIC DUST CAN BE THROWN TO MAKE AN IRRITABLE OLD FOOL YOUR FRIEND. THE GEMS MUST BE DROPPED IN THE HOLES. GRESH THE WISE, KING OF THE GOBLINS, KNOWS THE COMBINATION. ONE MUST DEFEAT HIM BEFORE HE'LL SPEAK. LEVEL 3 ONLY THE FIERCE MIGHT OF AN ANGRY DRAGON COULD SPLIT THE EARTH AND FORM THIS DEEP CHASM. THE CRACK CANNOT BE CROSSED BY ROPE - THE BRISK WINDS RISING FROM THE DRAGON'S LAIR MAKE IT TOO DANGEROUS! THE ONLY WAY ACROSS IS A MAGIC GATE - A TELEPORT MAECHANISM - HIDDEN IN ONE OF THE ROOMS BELOW. THE SHAFT OF LIGHT ON THE OTHER SIDE IS WHERE THE MAGIC GATE LEADS. TROLLS - THE SHINDRAK, AS THEY CALL THEMSELVES, RULE MUCH OF THE LOWER LEVELS. FOR THE MOST PART, THEY ARE STUPID AND QUICK- TEMPERED - SOMETHING TO TAKE ADVANTAGE OF. A TROLL WILL ONLY THROW HIS RITUAL KNIFE ONLY WHEN HE WANTS TO CHALLENGE ANOTHER TROLL TO COMBAT. PROTEUS, A GOD OF THE SEA, WAS A MASTER SHAPE-CHANGER WHO COULD TRAVEL DISGUISED AS FIRE AND WILD BOARS. THIS RING WAS FORGED BY PROTEUS WHEN THE EARTH WAS YOUNG. IT ALLOWS THE WEARER TO TAKE ON THE FORM OF A GOBLIN. BEWARE! SOME ARE TOO WISE TO BELIEVE ITS CHARMS! TROLL BOMB. ONE WHIFF OF THESE DEVICES AND TROLLS ARE PARALYZED. RED GEMS LOOK BEST IN PURPLE LIGHT. LEVEL 4 WHEN DUNRIC INTERFERED WITH THE TROLL'S BATTLE AGAINST THE GOBLINS, THEY KIDNAPPED HIS DAUGHTER, ANA, AND DRAGGED HER INTO THE LABYRINTH. AS SHE POSSESSES SOME OF HER FATHER'S SKILL IN SORCERY, SHE HAD NO TROUBLE ESCAPING THE TROLLS. BUT ON HER WAY OUT, SHE LOST A SPECIAL RING GIVEN TO HER BY HER FATHER. SOME RINGS ARE NEVER WORN ON THE BODY LEVEL 5 THE POTION TRANSFORMS AND POISONS YOU AT THE SAME TIME. YOU WILL BENEFIT FROM ITS POWER TO SHRINK YOU, BUT YOU MUST FIND THE WATER AND DRINK IT SOON AFTERWARD OR YOU'LL NEVER PAST THE HOUR. MANY MICE BUT FEWER MEN CAN PASS THROUGH A CRACK IN THE WALL. THIS THE ONLY WAY OUT OF THIS LEVEL. WORM SENSOR - THE FASTER IT CHIMES THE GREATER YOUR DANGER. THE WEIGHT OF ONE WILL OPEN THE WAY. SET DOWN FOOD AND A FLYING LIZARD COULD HOLD THE DOOR. LEVEL 6 WHEN SHE REARS UP, SHE'S READY TO WEB. MOVE BACK! SHE'S MOST VULNERABLE WHEN ALL FOUR LEGS ARE ON THE GROUND. NOW IS NOT THE TIME TO IMBIDE SPIRITS. LEVEL 7 THE GOBLINS CRAVE THE WATER AS MUCH AS MEN, BUT A HORRID WATER CREATURE GUARDS THE WAY! IF THE WATER MONSTER WERE DISTRACTED LONG ENOUGH, THE GOBLINS COULD OPEN A GATE AND THE CREATURE WOULD BE WASHED AWAY INTO THE DEEPEST UNDERGROUND SEA. ONLY A WIZARD, ADEPT AT SAILING, STANDS A CHANCE OF DISTRACTING THE THE MONSTER AND MAKING HIS ESCAPE. THIS IS THE FIANAL STEP BEFORE ENTERING THE DRAGON'S LAIR...DO WHATEVER YOU MUST TO HELP THE GOBLINS OPEN THE WAY. YOUR JOURNEY IS ALMOST COMPLETE - IF FORTUNE FINDS US, WE WILL STAND TOGETHER AGAINST THE DRAGON! CODES FOR GAME BOTTLE - ABHIUJKL SWORD - RJFHBYGN YUNBLOSP FJDKEXKS QEFHJXCI LQOPEIRI YVBNZOPL XUEEXZAL QJHDXAYL SKEIOQPE OCJHEBNJ KDFJCNVH USKXGCBV FBGHTYRU JDNVKIEO RIEOQPOE BOOK - KCJGHTBF RING - KLONPLKJ HDJGHYBI NNGHBJVH KNOJKTIE FBRNCGDB BXVCBNDS FQEYUHCG NDHEGGCF FBJHRHFY DVXFSSCD QUEIDHJF FHTGRYBG KRNNDHCG FVVHNJUI BSFXFZCA SCROLL - VSGQROTK KEY - HCJHEKJE GIBNUHJY KDHGGOUY NKJGKFJV RTUFFIFF HBBGHRTY PEEDJCXK EFQAACSX XXLLDCII FDCEHFGU EJSDJZXS BYGFUUJT KDJFHRTB HRRFBNCX TNBEYUQI GEM - EEIRTRTY BAG - KTKUJIHJ IGUJYNHK UKJNBLHG JGUIKJTJ KJOIPUOJ RHFGCCCV LKIKUJYN DBXHSJJN BHGBVJHF FHRGETDS JDCGFJOP SQASSGDV QJFGHGIN RFETXFDG TGBUIOJN Ever wondered what Americans do with their spare time...maybe this'll give you an idea. thanks to DR. J for these jokes..... THE POOPIE LIST GHOST POOPIE - The kind where you feel the poopie come out, but there's no poopie in the toilet. CLEAN POOPIE - The kind where you poopie it out, see it in the toilet, but there's nothing on the toilet paper. WET POOPIE - The kind where you wipe your butt 50 times and it still feels unwiped, so you put toilet paper between your cheeks so you won't ruin your undies with a stain. SECOND WAVE POOPIE - The kind where you're done poopie-ing and you pulled your pants up to your knees and you realized you've got to go again. POP-A-VEIN IN YOUR FOREHEAD POOPIE - The kind where you strain so much to get it out you almost have a stroke. LINCOLN LOG POOPIE - The kind that's so huge you're afraid to flush the toilet without breaking it up into tiny pieces with the toilet brush first. THE GASSY POOPIE - The kind that's so noisy, everyone within ear shot is giggling. THE DRINKER POOPIE - The kind you have in the morning after a long night of drinking. The most noticeable trait is the skid marks in the bottom of the toilet. CORN POOPIE - Self explanatory. THE GEE I WISH I COULD POOPIE! - The kind where you sit for awhile and only fart. SPINAL TAP POOPIE - The kind that hurts so bad you'd swear it came out sideways. THE WET CHEEKS POOPIE (the power dump) - The kind that comes out so fast you're cheeks get splashed with water. THE LIQUID POOPIE - The kind where yellow brown liquid shoots out so fast it splashes all over the bowl. THE MEXICAN POOPIE - The kind where it smells so bad your nose burns. UPPER CLASS POOPIE - The kind that doesn't smell. THE SURPRISE POOPIE - The kind where you're not even at the toilet because you're sure you're about to fart, But, oops! - a poopie! THE CLIFF HANGER - The kind that refuses to drop into the toilet even though you know you're done - so you pray a shake or two will cut it loose. DR.J U.S.A. KARATEKA by Broderbund GETTING STARTED Put the Karateka disk in drive A, label side up. If you are using a joystick, make sure it is in Control Port #2. Turn on your monitor and computer. Use the left mouse button to double click on the KARATEKA.PRG icon. The title screen will be followed by a prologue and a self-running demo. When you are ready to play, press any key or the joystick button to start the game. JOYSTICK CONTROLS Push the joystick up to stand up, and pull down to get into a fighting stance. PUNCHING AND KICKING, ADVANCING AND RETREATING Start from the fighting stance. Press the joystick button quickly to punch and slowly to kick. Move the joystick up and down to control the height of your punches and kicks. Move it to the right to advance and to the left to retreat. RUNNING AND BOWING To run forward, start from a standing position. Then move the joystick to the upper right. Release the joystick to stop running. Press the button to bow. KEYBOARD CONTROLS FROM THE FIGHTING STANCE Q / A / Z Punch high / middle / low W / S / X Kick high/ middle / low Right Arrow Advance Left Arrow Retreat Space Stand up FROM THE STANDING POSITION B Bow Right Arrow Run forward Left Arrow Stop Space Get into a fighting stance THE GAME You've just made a long, hard climb up the rocky cliff beneath Akuma's Castle. You pull yourself up onto solid ground only to find yourself standing before a massive gateway, your way barred by the first of the palace guards. Beyond looms Akuma's palace, where the fair Princess Mariko is being held captive. You must rescue her from the evil Akuma. You can withstand only a limited number of hits. The row of red arrows across the bottom left of the screen tells you how many. Every time you get hit, you lose one arrow. If your last arrow disappears, you die. The row of blue arrows across the bottom right of the screen indicates the strength of your opponent. As long as you avoid getting hit, your strength will be replenished. Every guard has a different headgear and fighting style. As a rule, the guards get tougher as you advance into the palace. When you kill a guard, take advantage of the opportunity and run forward. Watch for danger when you're standing or running. In these positions you're vulnerable to attack - one well-aimed blow could kill you! SPECIAL KEYS ESC Freeze game. Press any key to continue. J Select joystick control. K Select keyboard control. F1 Return to demo. CTRL-S Turn off music. Press again to turn off sound. Press again to turn sound and music back on. THE KILLING GAME SHOW DOCS -------------------------------- Written by Mr.Thompson / Tripple H ------------------------------------------------------------------------ LOADING INSTRUCTIONS -------------------- 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 KILLING GAME SHOW master disk. See the Virus Warning and the Warranty Notice in this manual for futher information. ATARI ST VERSION ---------------- Insert Disk 1 of KILLING GAME SHOW. Switch on the monitor/tv then your computer. Insert Disk 2 when prompted. KILLING GAME SHOW is played with a joystick plugged into the second joystick port. AMIGA VERSION ------------- Switch the computer on. Insert a Kickstart disk if so prompted. When the display prompts for a Workbench disk insert Disk 1 of KILLING GAME SHOW into the internal drive. Insert Disk 2 when prompted. KILLING GAME SHOW is played with a joystick plugged into the second joystick port. LOADING TIPS ------------ Should the title screen not appear within 45 seconds there may be a problem with your computer system. Check your computer connections and that the above instructions have bin correctly carried out. If you are sure your computer is functioning (i.e. other software loads success- fully) and are still unable to load KILLING GAME SHOW then you may have a faulty disk, in which case you can obtain a free replacement from Psygnosis Ltd. All Psygnosis products are fully guaranteed. VIRUS WARNING --------------- This product is guaranteed by Psygnosis to be virus free. Psygnosis Ltd accept no responsibility for damage caused to this product through virus infection. To avoid virus infection always ensure that your machine is swithed off at least 30 seconds before trying to load this game. THE KILLING GAME SHOW --------------------- Incredible! Sensational! Unbelievable! It's the hottest holo programme of the century! IIIIIIt's THE KILLING GAME SHOW! Bored with the drudgery of normal holo progs? Then get a life and tune into Channel KGS to experience thrills and spills like never before in the deadliest show this side of Klaxos 9. THE KILLING GAME SHOW is broadcast for your delight and delectation all night, every night on Channel KGS; it's THE deadly contest where contestants push themselves to the limit to win first prize: their life!... there IS no second prize! Welcome one and all to Channel KGS, glad you could make it! And so will you be once you've experienced THE KILLING GAME SHOW! But before we get into the action lett me tell you a little bit about the game of the century: we've constructed 16 Pits Of Death on eight of our costom-built satellite moons. Take a look in the sky right now and you might see them twinkling right back atcha. They look kinda pretty from down here don't they? But close up they ain't so nice: each satellite has one helluva huge cylinder sunk into it. Now these here cylinders have two Pits Of Death in 'em which in turn are packed with HALFs - that's Hostile Artificial Life Forms to you an' me - specially created by our very own scientists. An' they're here to do what they do best: KILL!! But - just to add a little spice to the proceedings - we've added a splash of DOLL (Deadly to Organic Life Liquid) to each pit. That don't seem too bad does it? Oh, no? Well wait 'till it starts rising up to fill the pit. . . anything organic in its way is history! Now you may be wonderin' what's the big deal in watching customised aliens whizz 'round a pit that's slowly fillin' up with liquid. Well, lett me remind you of our crazy contestants, or MUGs as we like to call 'em! These, shall we say, less-than-willing participants are law breakers and as such deserve everything they get. Intent on causing unrest and spreading vicious lies about our generous sponsors, 21st Century Inc we feel these anarchists should be given the chance to argue their pathetic cases, first hand. It seems we have a little time before the first MUG enters Pit One so let me fill those of you new to our game in about our unlawful participants. To give you edge-of-your-seat action and entertainment you'll never forget we provide our MUGs with limited-protection body armour, at no expense to them! - we're all heart at KGS. Here's how: as soon as a suitable MUG is arrested (an' I must admit we're not to fussy about who we choose) we take him (or her, we're nothing if not fair!) off the authorities' hands and prepare them for the game of - and for - their life. What we do is surgically alter the contestants,just to give 'em more of a chance of coming out alive, you understand. Here's a MUG we prepared earlier... We remove the bottom half of the body, just above the groin, an' yes we do anaesthetise most of them... dependent on their crime really.Then we strip the flesh from their worthless bones with a method developed and patented by 21st Century Inc science division - it's not unlike sandblasting to watch ... is it? Of course, to help keep the beneficiaries alive, we do our best to protect what vital organs they have left from unreasonable harm. Our skilled surgeons then replace their frail skin with a coating made up of a strong malleable metallic element. This element is especially reinforced around the arms 'cause they need these limbs to not only 'walk' round each pit but also to pick up and use weapons and tools. Also attached to the arms are touch-sensitive, vacuum suckers that enable the MUGs to climb walls. Now, what the contestants have to do is travel from the bottom of each pit to the top, before the DOLL get 'em. Sounds easy don't it. Well it ain't! Not only are our HALFs out for blood but each MUG has to solve intricate puzzles to access higher levels while avoiding some very entertaining traps. But, again cause we're all heart, we've scattered weapons around each pit for the MUG to pick up an' use. Plus some pretty nifty tools essential to winning. Of course even if the MUG makes it out of the pit it ain't all over, there's another 15 to go . . . but you'll probably never see beyond the second one anyway . . . Well, it looks like we're ready to roll. Number one pit is active and in goes the first MUG! So sit back and enjoy the life an' death thrills of THE KILLING GAME SHOW . . . CHANCE OF A LIFETIME -------------------- Carl felt uneasy as he paced down the crumbling stone corridor. He had been attending meetings here for mounths now as part of the underground movement fighting to displace the 21st Century Government Inc. There were several groups, each spread across a number of cities, all of them working to expose the corruption rife within the power group. Things had been going well until his group began to receive reports that the safe locations used by someof the other groups had been located and raided by the secret police. There was only one way that the locations could have been discovered - a traitor was working from the inside leaking information to the authorities. Carl was mystified as to how the person in question had got past the movement's thorough vetting procedure. Still, however it had been done, it was too late to worry about it now. The first priority was to eliminate the mole before more harm was done. Carl was fairly sure, as he approached the door to the 150 year old bunker they were using as a base, that it was still safe. But for how long? Putting his ear to the cold metal he tapped out the entry code. There was half a minute's silence and then there was a soft tapping from the other side. He waited a similar interval and then tapped the relevant answer. Half a minute later the heavy door swung open. Half silhouetted in the dust-filled room stood Lynnette, his closest friend and colleague. Around her were the rest of the group, silent and smiling uneasily, each one with a strangely foreboding look in the eye. The instant he took in the scene, Carl knew there was something terribly wrong. In a flash he turned and ran madly down the tunnel. Behind him there was much commotion, but he continued to run, expecting any moment to feel a steel slug bite into his back and bring his panic to a sudden end. Now there was the sound of running feet behind him, and almost unconsciously he sprang upwards, his hands grasping the bottom rung of a rusted steel ladder that headed up into a cool shaft, rapidly losing itself in the darkness. As he used every bit of strength he could summon to pull himself up, three or four bullets snapped past his legs, ricocheting off the metal ladder and sending echoes tumbling back down the tunnel. Carl did not wait to listen to them. He was already fumbling his way up the ladder and, although his soft shoes made no sound against the rungs, it seemed as if his rapidly beating heart was banging with unbearable loudness against the walls of the chamber. Without warning, a couple of widely aimed shots whistled past him and he flattened himself against the reassuring steel. He clung there for a minute desperately trying to regain his composure, but he soon continued his panicked climb when the sounds of boots on metal drifted up from below. The first man was moving too quickly though and it was only moments before Carl could hear laboured breathing from only metres beneath him. Stopping, he turned himself about on the ladder and thrust viciously downwards with his right foot. He felt his shoe make contact with a shoulder, there was a muffled gasp, and then a scream as his pursuer plunged down the narrow shaft. Carl continued upwards, an immense sense of relief washing over him when he realised that the police had given up the chase. Soon he arrived at the top of the shaft. There was an ancient bracket protruding from the wall which had once held a ventilation fan. Above it was an old steel cap, with mangled slots through which he could glimpse the grey sky. Hoisting himself onto the bracket, Carl swung his legs upward and heaved against the cap. After a few fruitless kicks the rusty bolts finally gave way and it flapped over to clang noisily against concrete. He had not got more than half way out of the shaft when a pair of rough hands seized him from behind and he felt a needle being thrust into his lower back. That was the last he felt before everything went black. . . Carl came to in a low-ceilinged cell. He wasn't alone - around him were many other people, some of whom he recognised. Obviously the raids had been becoming morefrequent, and more successful. He looked around at those within the cell, but all other eyes were downcast and none acknowledged him. Then his eyes came level with a tired old face he could never forget - Old Al, one of the few remaining founder members of the movement. The old man managed a weak smile as Carl Crawled over towards him. "It's good to see you again Al, but I'm not glad that it took this to bring us back together". "They've done their worst this time Carl," the old man croaked, "You want to know why we're not dead? Because they want to make an example of us all, a warning. The reason we're here is because we are going to 'star' as contestants in an abominable holo contest we can't win". "What if one of us was to make it?" Carl inquired. The old man looked at him hard and long before replaying. "If YOU were to make it Carl, you'd be an international hero. . . nothing could stop you then. . ." Carl was about to shrug off the possibility when the two were interrupted by the sound of the cell door being opened. Two armed men entered and indicated that Carl was to follow them. YOUR OBJECTIVE -------------- Once 'kitted out' to take part in THE KILLING GAME SHOW you're placed at the base of the first Pit Of Death. Then HALFs are released and the DOLL is pumped into the pit. Your objective is to escape alive. Your armoured torso provides a certain amount of protection but you'll have very little time to familiarise yourself with its idiosyncracies. Scattered throughouteach pit are camouflaged containers concealing weapons, tools or access keys. Shoot them to reveal what they contain and crouch over the object to collect it. Jumping at a wall activates your climbing equipment. Should you fall,pushing the joystick in the direction of a nearby wall enables you to grab on, if you're close enough. You may only carry one weapon and one tool at any time. Should you not make it to the exit (an occurrence you'll have to get used to) a video replay of your last attempt is shown so you can see where you went wrong. You may take over at any point during the replay and continue your attempt to escape. CONTROLS -------- Joystick (in port 2): UP:Jump/Ascend /|\ | / | \ LEFT:Move left < -----|----- > RIGHT:Move right \ | / | \|/ DOWN:Crouch/Descend Fire : Fire Current Weapon Hold Down Fire: Use Current Tool KEYS Spacebar : Pause ESC(while paused): Quit F(during replay : Fast Forward ---------------------------------------------------------------------------- CONTACT US ON THIZ ADRESS : TRIPPLE H FARSTAV.43 S-12347 FARSTA SWEDEN ---------------------------------------------------------------------------- SEWER SOFTWARE THANKS TREVOR FOR THIS DOC....... THE COMPLETE 'SOLVING GUIDE' FOR LEISURE SUIT LARRY III !!! Part 1 - Questions and anwsers for de 'age' check Part 2 - The complete guide Thanks to Rob Doppenberg, Stefan Arts, Eddie Toet and Louis Treebusch ########################################################################### THE QUESTIONS AND ANSWERS FROM: Leisure Suit Larry - 3 Passionate Patti in Persuit of the Pulsating Pectorals! version: 1.003 (27 october 1989) Made by: Rob Doppenberg & Stefan Arts, on: 6 december 1989 When you start up the game, your age will be asked for a reality check. you can enter the following possibilitys: under 12 ; to young to play the game, returning to DOS. 13-17 ; The 'Clean' version (no questions, is this game cracked?) 18-25 ; 5 questions (take this one) over 25 ; 5 questions The meaning of these questions is the that the game become more dirty if you answer more questions right (the Totally Raunchiest level). I have collect all questions with the right answer (21 groups of 5). You must give the answer in the form of an A, B, C or D, but sometimes the answers are shaked between each other, so that I can not give an answer like A, B, C or D. QUESTION: ANSWER: ---------------------------------------------------- ------------------ Spiro Agnew was an ex-con In 1980, Americans supported Iranian hostages by tying up ... In the mid-70's, you had the "dry look" if you used a blow dryer A square root is a mathematical term Senile people (I forget the ... A W-4 is a tax form The Electrocal College ridiculous The Precidency of Gerald Ford is remember nothing much OPEC is the coalition ... "The Andy Griffith Show" was a spirrit of none of the above Henry "Hank" Aaron is best known for his prowess ... Acupunture is an ancient form ... If you inhaled Agent Orange you were proberly In Vietnam An abcus is a technique ... Your Abdomen is located beneath your chest "The Munster's" pet dragon was called Spot Cat Stevens is a singer/song... The Triliratoral Commission is The international . The "Woman's Suffrage" movement was run by Susan B. Antony Two famous sex researchers were Masters and Johnson The phrase "Cutting the cheese" refers to flatulence Which of the following was NOT a carbonated drink? "Nik-L-Nip" The "Domino Theory" refers to Southeast Asia "Supercalifragilisticexpialidocious" is an adjective In "The Wizard of Oz", Dorothy's last name was Gale What can you get in a "red light" district? In many cases ... To impress your date, you should not bring up ... According to men, women think foreplay should last All of the above I am easily offended by None of the above The rhythm method is a popular form ... Who had a rabbit and a talking grandfather clock? Captain Kangaroo What band was Paul Maccartney in before Wings? The Beatles If they could just stay little ...... wear out. Carters What was the first TV show with the sound of a ... "All in the Family" What TV show featured an appearance by Richard Nixon? "Laugh-In." Which was not a Beatles song? Put this ... Pearl Harbor is best known for being bombeb ... Macadamia nuts are common in Hawaii Mace is liquid tear gas If "the rabbit died", what really happened is somebody's ... "Brown vs Board of Education" concerned desegregation Canasta is a card game If someone called you a thespain, he would probably be referring to y... ARVN stands for the "Army of the ... "The Naked Lunch" is a beatnik novel What is a "Brainfour"? a thinking device The fastest speed you would reach if you are jumped ... irrelevant to ... Are you a kid? No Social Security is some sort of ... "All Along the Watchtower" is a song by Bob Dylan The Gestapo was WWII German ... "LSD" is able to really ... Analgesis are used to control pain The term "Baby Boom" refers to the increased ... Someone interested in animal husbandry breeds livestock Who died in "Love Story"? Ali McGraw A philatelist is a stamp collector Comedians often play in the Borscht Belt "Ask any mermaid you happen to see", What's the best ... Charles Dickens wrote "Divid Coperfield" Eleven inches is More than I have Who should be on top, the male or the female? What species? Who never won the Nobel Peace Price? walking the dog Who fought the Battle of the Buggle? Too many Which of the following does not belong? Tire Iron Lizzy Borden gave her mother forty whacks The five Marx brother's were Groucho, Harpo, Chico, Zeppo and Gummo Pesticide is a bug killer An oil glut is an overabundance .. A philanthropist is a humanitarian Artificial insemination is the technique ... Artificial intelligence is computers ... The author of this game likes to wear his hear on the inside Mikhail Baryshnikov is famous for All of the above What occured at the Bay of Pigs? A big mistake Ronald Reagan was never a professional ... The Mason-Dixon Line is a surveying boundary Muhammed Ali was known for All of the above Which of the following is not a film by Woody Allen? "Interiors" People discussing arms control are mitigating the ... In the 60's television show, U.N.C.L.E. stood for United Network ... Vertigo is both A and B Watergate is a Hotel A "condominium" is an apartment ... Which was not a '60s rock group? The Bangles Jack Benny's chauffeur was Rochester "Who threw the overalls in Mrs. Murphys "chowder?" "You wont have .... to kick around any more." Richard Nixon "Candy is dandy, but" liquor is quicker Abbie Hoffman wrote "Steal this book" Who fought the Battle of Bugle? General MacAuliffe Mohamed Ali was originally known as Cassius Clay Marijuana has never been called off Who never won the Nobel Peace Prize Linus Pauling In the Spanish Civil War, the Fascists defeated the Libertarians A Bar Mitzvah is a Jewish ... The Big Bang is How the universe .. The U.S. Vice-President elected in 1988 was All of the above What is interface protocol? foreplay between .. Josephine the ...... Plumber An aneurysm is an enlargement ... In 1979, the Vice-President of the U.S. was nicknamed "Fritz" A balloon mortgage is a type of home loan Who played Patty Duke's cousin on "The Patty Duke show"? Patty Duke Krakatoa is actually ....... of Java West ############################################################################# HINT FROM TACO : YOU COULD ALSO TRY PRESSING CTRL+ALT+X INSTEAD OF ANSWERING ############################################################################# LEISURE SUIT LARRY ]I[ PASSIONATE PATTI IN PURSUIT OF THE PULSATING PECTORALS. ************************************ Ver 1.0 Rel 0 DD 21 November 1989 ------------------------------------------------------------------------------- Before we begin we have to explain something. The actual commands that must be entered from the keyboard will be placed between " " and are in CAPITAL letters. Directions are given as "N" ,"E","S","W", left, right, forward or backward and up or down. N W E S Some of the actions in the game are activated by function keys, they will be shown as .. . Save your game as much as you like. It will prove to be the best approach in case that you have forgotten something or worse you DIE !. IMPORTANT: ---------- At the start of leisure suit larry ]I[ you have to answer 5 questions. Try to answer them all,because then you can play the game at the totally raunchiest level. It's much more fun that way. Oh just one reminder : YOU CAN NOT PLAY THE GAME WITHOUT MANUAL. DON'T CALL US FOR THIS PROBLEM ------------------------------ go out and buy it, NOW ! Well off to the game !! ------------------------------------------------------------------------------- The beginning: ============== You find yourself on vista point on the slopes of the island's volcano. Walk over to the lawn with the bronze plaque on it. "LOOK BRONZE PLAQUE". "EXIT". Walk to the left binocular and "USE BINOCULAR". Watch the girl undress herself. If you have answered all five questions (raunchiest level) you can see it all. Now go "E". Two to the west and two to the east. The two on the west are : home and the park with the TV. The two on the east are : vista point and another piece of jungle. These exits are located between bushes. You see a hand with a pointing finger,pointing to the west.(direction home). Walk up this path to your home. If you think kalalau is glad to see you,FORGET IT !. After this rather unpleasant story go "E", "E"(not to vista point but the exit below it). You now change into your leisure suit. Ready to face the world as a man of leisure once again. This screen also has several exits. Two on the west: the one you just came from and one to fat city spa. Three to the east: the bottom one leads to the casino. The middle one leads to chip'n dales nightclub. And one in the top hand right corner,going up to the legal offices of dewey, cheatem and howe.(this one is a little bit hard to find.but it is there). Go back "W" and stand between the two rocks on the right side of the screen. "GET WOOD". Go "W" up to the mailbox in front of your house. "OPEN MAILBOX", "GET MAIL". Now go "E","E","E". up to the picture with the fountain (casino). Follow the pointing hand into your office of NATIVE Inc. Enter the office. Ofter being used as a bowling ball ,go "E" and "S" onto the beach. Walk over to the girl lying there TOPLESS !!!. Watch when she buys a souvenir from the peddler. That guy makes a few easy bucks !. "LOOK GIRL". You can "LOOK" at her whole body. So do it. Now "LOOK FACE", "TALK TAWNI". (3x). "GIVE CARD TO TAWNI". She gives you what a man of leisure deserves. Go "W" and walk up to the casino steps. "SHARPEN KNIFE ON STEPS". Now go "E" behind the steps (top righthand corner of the screen). Walk to the sink left of the cabana. "LOOK SINK", "GET SOAP", "DRINK WATER". Walk to the bin on the right of the cabana "SEARCH BIN".(no points). Go "W" and enter the casino. Go "N" and then "W". As you walk past the mirrors "LOOK MIRROR". Walk over to the man "TALK MAN", "ASK TICKET". The man says that the ticket is in the box that came with your disks. "GIVE TICKET". Now you have to enter a number.You can find it in your ORIGINAL software package.Just type in the page number of the add that the maitre'd asked. Nice protection eh?. If you don't have the original package ,GO OUT AND BUY IT NOW!. (DON'T CALL US FOR THIS). The man says that there are no seats available. But all he wants is money. Now where can we get some money from. Let's try tawni.She still has twenty bucks after you have gave her your credit card. Leave the casino and go "W"(top of screen). Go "E" (top of screen). You are now at chip 'n dales. Walk over to the grass "CUT GRASS WITH KNIFE". Now go back to the cabana east of the casino and enter the left cabana. "CUT WOOD","LOOK WOOD", "WEAVE SKIRT", "WEAR SKIRT". Go back to tawni on the beach. After you have the money go back to the cabana and wear your suit again. Now go back to the maitre 'd and show him your ticket. Give the man the money you've just earned. Watch the show. After the show,wait until cherri tart comes out of the backstage dressing room. Walk up to her and "LOOK GIRL"., "TALK GIRL" 2x. "GIVE LAND TO CHERRI". First go to the beach and "GET TOWEL". "SPREAD TOWEL".When you have a nice sun tan "STAND". Don't stay in the sun too long,you know it's dangerous. Now leave the beach and go to the offices of dewey cheatem and howe. Enter the office and walk over to the assistant "TALK ROGER". "ASK DEED". Walk to the couch and "SIT". "ASK LAND". "STAND" and leave the office. Leave dewey cheatem and howe and come back in again. Walk over to roger and "ASK DEED". Now go back to the casino and "KNOCK" on the backstage door. Gratefull as she is cherri fucks your brains out. When you are on the stage "DANCE". After you leave the stage in your new dance costume walk "E" and "LOOK MIRROR". After your have been legally fucked up,leave dewey cheatem and howe and go back to the backstage door of the casino. "OPEN DOOR". walk to your suit and "WEAR SUIT". Leave the backstage area. Go "E" into the bar. "SIT" on the stool next to patti. "LOOK PATTI". "TALK PATTI" 2x. "ASK DATE". "GIVE DECREE TO PATTI". "ASK DATE". "EXIT", "STAND". Leave the bar and go to the fat city spa health center. Go to the door on the left and "USE CARD". Now you have to find your locker. "TURN CARD". Suzi has wrote her locker number on the back of the card. Also write down the three places on the back of your card. Your locker is on the far left side,just under the top of the screen. Type "LOOK LOCKER NUMBER" and walk past the lockers until you have the right locker. Now to open the locker you have to enter three combinations. Just look up the page numbers of the three places at the back of suzi's card. Nice protection eh!. You can find them in your noontoonyt tonight guide. The three places are different each time you play the game. Now "OPEN LOCKER" and enter the three combinations. "WEAR SWEATS". "CLOSE LOCKER". You have to close the locker or all your stuff will be stolen. Now walk through the door on the right and work out on all four machines. After you have done this you finally will know what pulsating pectorals are. Leave the gym and go back to your locker. "OPEN LOCKER" and enter the combination. "WEAR TOWEL". "CLOSE LOCKER". walk through the door on the left. Walk to the top of the screen. "TURN FAUCET ON". Stand under the water and "USE SOAP". If you have a great urge just type "MASTURBATE". That was quick wasn't it. Walk up to the top of the screen and "TURN FAUCET OFF". Leave the showel and "USE TOWEL". Go to your locker and open it. "GET SPRAY". "WEAR SUIT". "CLOSE LOCKER" and leave the locker room. Walk to the door on the top of the screen. "USE CARD". Walk up to the stage and "LOOK GIRL". "TALK GIRL". 3x. "ASK VIDEO". "HELP VIDEO". After she showed you her gratitude, leave the health center and go to chip 'n dales. In the rock to the left there is an opening. Enter it and walk to the flowers on the right side of the cave. "GET FLOWERS". "MAKE LEI". Now go back to patti in the bar."SIT", "LOOK PATTI". "ASK DATE". "GIVE LEI"."ASK DATE". Now she wants some wine. LEAVE the bar and go to chip 'n dales.Go "E". You are now at the comedy hut. Enter it and walk to the table with the free chair "SIT"."GET WINE". Now Wait and wait and wait and wait until paul paul turns into a duck. Very boring,but you get 100 points extra. Leave the comedy hut and go back to the casino. Enter the casino and go "E".Walk upto the elevator. "PRESS BUTTON". "PRESS NINE". Walk over to the bed "UNDRESS". Now you're in for a long show so wait and enjoy it while you can. You are now playing the role of: PASSIONATE PATTI IN PERSUIT OF THE PULSATING PECTORALS. Walk to the bottle of wine on the table. "GET BOTTLE". Walk behind the dressing screen. "WEAR BRA","WEAR PANTIES","WEAR PANTYHOSE",WEAR DRESS". Now leave the room and go to the piano in the bar. When you enter the bar "LOOK BOARD","GET MARKER". Walk over to the piano and "GET JAR". Leave the bar and "LOOK MIRROR". Go to the sink left from the cabanas. "FILL BOTTLE". Now go to chip 'n dales. Walk to the man infront of the door. "TALK MAN","GIVE MONEY". If you want to show the maitre 'd a good time,just don't pay him but type "GIVE HEAD" or "SUCK DICK".(No points for this,but just fun). Walk over to the empty chair and "SIT". When dale throws his pants at you type "THROW PANTIES AT DALE". After dale has finished his show "STAND" and wait until he walk through the audience. Walk up to him and "TALK DALE". Walk to the chair again and "SIT". "LOOK DALE"."ASK LARRY"."TALK DALE". Dale has given you a BIG hint here. Just look up the song in your book and replace the first letter of each word beginning with and N,E,S,W with North,East,South,West. You now have the right way through the jungle. The correct route is: N, N, E, E, N, W, N, E, N, N, N, W, W, S, W, W, N, N, W, N. (REMEMBER ,THE PATHS THROUGH THE JUNGLE ARE'NT ALWAYS STRAIGHT !) Now "EXIT" and leave chip 'n dales.(By the way,who the hell is chip!). Go "E" and enter the jungle (top right hand corner). From this picture start to follow the directions given above. When you begin to crawl on all fours,just "DRINK WATER". When you've made it walk up to the stream and "DRINK WATER". Now go "N" and walk up to the rock near the cliff. "REMOVE PANTYHOSE". "TIE PANTYHOSE TO ROCK". Nice trip eh!. Walk to the bottom of the screen and "PICK LEAVES". "MAKE ROPE". Now climb the tree on the left and "GET COCONUTS". "CLIMB DOWN" . Walk to the edge of the cliff. "THROW ROPE" "TIE ROPE TO TREE" "MAKE BELT" and "CLIMB ROPE". Now walk up to the path North West. "REMOVE BRA". "PUT COCONUTS IN BRA". Now walk "N". You will bee attacked by a native feral pig. This takes some practice,but as the pig attacks you type "THROW BRA AT PIG". Walk "N" and enter the water. There's a log in the water. Walk over to it and "PUSH LOG". "RIDE LOG". Thought the pig scene was hard ?. Now you are in for some real action. OH NO, AN ARCADE SEQUENCE The best way to make it through this scene is. Save when you have safely past a rock or a tree. Don't hit the cursor keys too much,it will do you no good. Try to stay in the middle of the river. Trust us, it can be done. Well made it ?. YES !. Ok let's go on with the game. Now you are kidnapped by a bunch of amazone girls and thrown into a cage. But you are not alone. Look who is here with you: LARRY. Now let's escape. "USE MARKER". (which idiot came up with that idea). Now go "N","E" until you float in the air on the Space Quest set. Use the arrow keys to move to the machine on the right. You must be upside down to "UNPLUG MACHINE". Walk "E" and: WATCH AND ENJOY THE SHOW ************************ THE END. -------- HOPE YOU ENJOYED THE GAME AS MUCH AS WE DID!!!!!!. WE'LL BE SEEING YOU IN: HERO'S QUEST ][,THE COLONEL'S BEQUEST,ICEMAN AND CONQUESTS OF CAMELOT. ****************************************************************************** OH.BY THE WAY.IN THE MEAN TIME WE ALSO SOLVED HERO'S QUEST I. WE DIDN'T FEEL LIKE IT TO WRITE A SOLUTION FOR THIS GAME. SO IF YOU WANT A HINT ON THIS GAME, LEAVE A MESSAGE ON A KNOW BBS IN THIS GALAXY. OR TRY THE ONES LISTED BELOW. ****************************************************************************** WE ARE: LOUIS TREEBUSCH (Age:25) (DEN HAAG) ------------------------------------------------- EDDIE TOET (Age:21) (DEN HAAG) TEL:070-932034.(VOICE) OR 070-961900 (DATA) IF YOU HAVE A PROBLEM THAT CAN'T WAIT AND NEEDS IMMEDIATE SOLVING, OR IF YOU ARE TO LAZY TO POST A MESSAGE ON A KNOW BBS IN THIS GALAXY. YOU CAN CALL US (VOICE).!?!. BUT WE PREFER ELECTRONIC MAIL,BECAUSE SOME PEOPLE HAVE TO WORK YOU DIG! ON WEEKDAYS BETWEEN: 19.00 Hrs AND 22.00 Hrs. ON WEEKENDS BETWEEN: 13.00 Hrs AND 22.00 Hrs. PLEASE DON'T CALL US OUTSIDE HOURS. WE ARE NOT HOME !. CALLING OUTSIDE HOURS MEANS IMMEDIATE TERMINATION BY VAPORATION !!!!! ---------------------------------------------------------------------- IF YOU HAVE ANY PROBLEMS JUST LEAVE A MESSAGE ON THE LAMP (01717-3263). YOUR GUIDING LIGHT THROUGH A WORLD OF MYSTERY AND ADVENTURES. OR AT VCT-BBS (070-961900). YOUR SYSOP THERE : EDDIE TOET! OR AT NEABBS (020-5733533). THE FIRST,THE BEST AND THE BIGGEST. OR AT THE GAMEBOARD EUROPE (08851-15661). FOR ALL YOUR GAMES. AND LAST BUT NOT LEAST: SPECIAL THANKS TO ERIK AND IRENE SCHEFFERS FOR THEIR HELP. WITHOUT WHOM THIS SOLUTION WOULD BE RELEASED MUCH LATER. ---- SPECIAL SPECIAL SPECIAL THANKS TO SIERRA ON LINE INC. FOR BRINGING US THEIR GREAT GAMES. BYE BYE. PS. THIS SOLUTION WILL GIVE YOU 3899 POINTS OF 4000 POINTS MAXIMUM. IF THERE IS ANYBODY OUT THERE WHO KNOWS HOW TO "sleuth". WE WOULD BE HAPPY TO HEAR FROM YOU. PS.PS. WE TAKE NO RESPONSIBILITY FOR ANY MISTAKES MADE IN THIS SOLUTION. TRY SOLVING IT YOURSELF THE NEXT TIME. OR BLAME YOURSELF FOR BUYING THIS GAME. YOU DID BUY IT,OR DIDN'T YOU ?!?!?!? ************************************ BYE BYE ! ########################################################################### AND THERE ARE A LOT MORE SOLUTIONS ON STER BBS SO CALL NOW !!!!!!!!!!!!!!! ########################################################################### DR.J U.S.A. MENACE by Psygnosis HOW TO LOAD MENACE ON THE ATARI ST In order to play Manace you require an ST with at least 512K of RAM and a color monitor or television. To load Menace you do the following: 1. Set up your St in the usual fashion. If this presents difficulties please refer to the section in your ST Owners Manual titled "Hooking up your system". 2. Insert Menace "Disk A" into your disk drive. 3. Switch on your monitor or television and then your ST. (It is important to reboot your ST in this fashion because it guarantees that the machine will not be infected by a VIRUS which will destroy your program disk.) 4. Menace will now start up automatically. 5. If the Menace title screen (box cover illustration) has not appeared within 45 seconds there may be a problem with either the program disk or your ST system. Check that your system is connected together properly and that the above sequence of instructions has been followed correctly. If you are sure that your computer is functioning (other software works correctly) and loading difficulties are still being experienced then please read page 2 "Warranty limitations" of this manual for replace details. 6. When "Disk A" has completed loading the title sequence will commence. When the screen prompt appears insert "Disk B". Once you have inserted "Disk B" loading will continue after you press any key. 7. The Menace "Disk B" must be left in the disk drive at all times during the gameplay. MENACE THE GAME Your mission orders are simple, you must destroy the planet Draconia. In theory possible, in practice a little more difficult. The planet Draconia, an unnatural planet, formed over many centuries by six of the most feared rulers that have ever existed. These rulers, exiled from their home galaxies, have ravaged and plundered space, using the worlds they have destroyed, and the lifeforms they have created to build this planet of fear and death. Now an end must be put to their reign of terror. A large scale attack will prove too costly to our space fleets, Draconia has many orbiting defense systems, the cost may be in thousands of lives. A single fighter craft, undetected approaching the planet, may have a chance. You will have that chance. BRIEFING Draconia consists of six zones, each controlled by it's guardian. Destruction of a guardian will weaken Draconia's defense systems, destruction of all six of the guardians will leave the planet totally vulnerable to our attack. Be warned, as you progress so will the guardians know of your aims. They will counter your attack with more and more fearful weapons. All will have their weaknesses, destroy or be destroyed. To get you onto the planet undetected we have captured and harnessed a giant space slug from the Aldabran galaxy. These creatures frequently roam near to Draconia. You will be placed inside the mouth of this creature in a standard short range fighter. The slug will then be remotely guided tothe planet, and at a convenient location the mouth will be opened to allow your escape to the planet. From here on it will be up to you. We hope the slug is not used for target practice by the Draconians, as has been known to happen. WEAPONS To remain undetected for as long as possible you will be attempting your mission in a standard short range fighter, with one notable exception. You will have on board the latest matter converter weapons. These weapons allow you to change the molecular structure of space debris by continually bombarding it with high energy shots. By then picking up the debris when it is in a useable form, you may build & replenish extra weapons. Your computer will generate images for you, showing you when to pick up the debris for specific weapons. Remember the more Draconians you destroy, the more debris, and the more weapons. The last page of this manual shows the computer images and their meanings. It only remains for me to wish you luck. We will be waiting... PLAYING INSTRUCTIONS Select for the normal game. All collisions with the aliens and guardians will reduce your ships shield. Once your shield has gone and you are in a collision your ship will be destroyed. Remember you only have one chance. Select for the expert game. Collisions with the scenery will reduce your shield, although not as much as a collision with an alien. If you have outriders attached they are not affected by the scenery. If you fail in your mission, you will be given the option to restart on the level you were destroyed on. You will however be without any of the weapons systems you had collected and you will find this a very serious disadvantage. CONTROL THE CRAFT WITH EITHER THE MOUSE OR JOYSTICK The following keys may be pressed at any time during play. Abort the game. Pause the game, press fire to restart. M Toggle the music on/off. E Toggle the sound effects on/off. If your disk is not write protected the high score table will be saved to it automatically. HOW TO COLLECT NEW WEAPONS Destroying a complete attack wave will produce a bonus icon on the screen. The last alien of any wave that you destroy will turn into this bonus icon. Every five times you shoot this it will change into a different bonus feature. Collect the bonus you want by flying over the icon whilst it's pictorial representation depicts the feature you require. These features and their corresponding icons are depicted on the rear cover of this manual. BONUS ICONS This icon adds 1000 points to your score. This icon attaches cannons to your ship. If cannons are already attached then this will fully arm them. Cannons are short range rapid-fire weapons. They are best used in close range combat. This icon attaches lasers to your ship. If lasers are already attached then this will fully arm them. Lasers are long range, high power weapons. They are ideal for destroying groups of aliens and for defeating the guardians. This icon gives your ship a speedup. Each speedup will increase the speed of your ship by a factor of 1 up to a maximum of x7. Use speedups to achieve the speed and maneuverability which you prefer. This icon attaches an outrider to your ship. You may attach a maximum of two. Outriders are inertia controlled combat droids. They are short range weapons but effective when your ship is surrounded. A good pilot can position them at any angle with a flick of the controls. This icon will surround your ship with a high energy force field, making your ship impregnable for a short time. This icon represents the most difficult bonus to obtain and is that of full shield recovery. It can be a life saver after some heavy combat has left your ship drained of energy. Thanks to DR. J MR. DO! RUN RUN Typed by Mystic Flight GAMEPLAY You must control Mr. Do! as he runs and runs around each level where he is attacked by monsters. His only weapon is his trusty crystal ball which re-bounds off any solid object such as walls or logs. Once the ball has been used the fire power can only be restored by the collection of dots, cherries, apples, lemons or pineapples. Wherever he goes, Mr. Do! leaves a trail behind him which is indicated in the game by a line. Occasionally in his travels Mr. Do! will cross over his own tracks and consequently the lines which indicate his trail will surround an area. When this happens all dots and fruit inside the area will change into more valuable fruit and a higher score will be obtained when the dots and fruit are collected. This enables Mr. Do! to re-charge his firepower more rapidly. Occasionally, in a metamorphic display, the monsters transform into faster and more ferocious creatures. Fortunately for Mr. Do! after 15 seconds the monsters return to their original shape. But during that period Mr. Do! must move very fast indeed. Monsters are bad enough, but at least all they do is walk around the screen, but snakes are a different kettle of fish altogether because they can turn into fireballs which chase Mr. Do! and are totally invulnerable to his crystal ball. The odds are against Mr. Do! but at least he has the potential for ingenuity. It is up to you how much potential he uses. For example, monsters can also be killed by rolling logs down on them and it he keeps crossing his own tracks he will be able to replenish his firepower more easily. To complete each screen, Mr. Do! must destroy all the monsters or collect all the dots. Each screen is made up of several levels of varying height. Mr. Do! can use this to his advantage but it can also work against him. If he throws his crystal ball from the top level it will pass over the heads of monsters on lower levels bouncing off the far wall and returning to him. If they are on the same level, however, the ball will destroy the first monster it meets. Mr. Do! does have an advantage over many of the monsters. He can travel up and down the slopes linking the levels much more quickly than some of the monsters. The advantage gained might well give Mr. Do! all the seconds he needs. SPECIAL BONUS ITEMS Every time Mr. Do! crosses his own tracks and consequently creates an area of dots and fruit surrounded by his trail, there is a possibility that Mr. Do! will be able to take the first step into earning a bonus. Occasionally appearing in one of these newly formed areas will be an icon within which will be one of the 5 letters which make up the word EXTRA. This letter will continuously change to one of the other 4 letters. When Mr. Do! moves over the icon, a bonus monster surrounded by guards will appear. Once the monster is killed, Mr. Do! will have collected the letter shown when he first stepped on the icon. Once Mr. Do! has collected all 5 letters, he will gain an extra life. There is another way Mr. Do! can produce the word EXTRA and gain an extra life. Every time he scores 10,000 points, a bonus monster will appear. Upon killing this monster he will earn one of the important letters. But this time what the letter is will be random and Mr. Do! will have to rely on lady luck to gain the word quickly this way. On other occasions when our hero's trail surround an area, a diamond will sometimes appear. If Mr. Do! can collect this jewel before it vanishes he will be transported to a new level. SCORING Fruit and dots in order Number needed for Points of value new crystal ball ----------------------- ------------------- ------- Dots 12 10 Cherry 10 20 Apples 8 40 Lemons 6 80 Pineapples 4 100 Number of times crystal ball Points bounces before hitting monster ------------------------------ ------- No bounce 500 1 bounce 1,000 2 bounces 1,500 3 bounces 2,000 4 bounces 2,500 More than 5 bounces 3,000 Number of Monsters destroyed by log Point ----------------------------------- ----- 1 1,000 2 1,500 3 2,000 4 2,500 More than 5 3,000 SEWER SOFTWARE thanx Mr Terry, Tripple H and proudly presents........ FULL DOCUMENTATION FOR NIGHT BREED THE INTERACTIVE MOVIE! Typed In By: Action Man S C E N A R I O ^^^^^^^^^^^^^^^ Believed to be responsible for a series of murders, Aaron Boone hears of a wonderful place called Midian; a place where a race of supernatural beings live, isolated from the inhumanities of man. In a bid to escape the unjust world, Boone discovers this underground Necropolis, hoping to be accepted as one of these creatures, the `Breed'. However, this ambition becomes fulfilled in a nightmarish fashion, as he gets bitten by Peloquin, a cannibalistic Breed member, and thus undergoes an incredible transformation. unwittingly, Boone leads the police department to Midian. In a civilsation where everything that is different must be destroyed, these `Sons Of The Free' mount an enormous attack upon the underground city, aided by `The Mask' - the true serial killer whom Boone had been mistaken for. Will Boone have caused the downfall of the nightbreed, or can he become their saviour? A combination of strategy elements and arcade-style action makes this game of uncompromising challenges, varying every time it is played. C O N T R O L S ^^^^^^^^^^^^^^^ This game can be controlled by Mouse, Joystick or Keyboard. KEYBOARD -------- Z = Left X = Right ; = Up . = Down Space = Fire After you have read the information on-screen or in the text boxes you can click the left mouse button or press fire to go on to the next item. Options are selected by moving the icon/sprite over the word or words and clicking the left mouse button or pressing fire. G A M E P L A Y ^^^^^^^^^^^^^^^ The gameplay of NIGHTBREED-THE INTERACTIVE MOVIE closely follows the plotline of the film. There is a set order in which to perform acts/visit places - trial and error will help you reach the correct conclusion. Set out below is a series of instructions, designed to aid you play specific sections. How you achieve the correct objective, in the correct order is for you to find out! CAR MAP SECTION --------------- There are three main destinations in the map. They are: 1) The Asylum 2) The Police Station 3) Midian Town You move your car around the map by selecting a connecting junction or bend in the road. At various points in the map are petrol stations at which you can fill up and repair your car if you have any money. When you buy petrol any damage to your tyres or petrol tank will be repaired. When you come across a police road-block you have two choices:- 1) Turn Round 2) Ram The Road-Block If you turn round you must find an alternate route to your ultimate destination. If you ram the road-block you run the risk of being captured and having your car damaged. The more you ram through road blocks the more damage is inflicted on your car and this narrows your chances of successfully ramming future road blocks! You may also get hit in the petrol tank or tyres by stray bullets. NECROPOLIS GATES AT MIDIAN TOWN ------------------------------- You have three options:- 1) Enter Graveyard 2) Look Around 3) Enter Midian Complex ESCAPE FROM PELOQUIN -------------------- You may come across Peloquin, a Nightbreed. He is ferocious and hungry. You, to him, are meat! Your only chance of survival is to run out of the necropolis where he cannot follow. To do this you must press fire in time with each arm at its highest point in front of your chest. This will increase your running speed and hopefully you will be able to keep ahead of Peloquin. A meter at the top of the screen shows the distance between you. MASK ENCOUNTER -------------- The Mask is skilled in the art of knife throwing! In his coat he hides an assortment of knives that would put an abattoir to shame. To survive you must dodge the knives until his supply of blades has gone. MIDIAN UNDERGROUND COMPLEX -------------------------- Midian is an underground complex of tunnels and chasms. You must make your way to the heart of Midian to find Baphomet's chamber. At the top left hand corner the status panel displays the direction, run away and fight options. On the right hand side of the display will be shown any Breed you rescue. To move around Midian click on one of the four arrows. The view is from Boone's eye and Foward is always the direction that Boone is facing. When you move, you also face the new direction. to turn on the spot click on the rotate arrows Clockwise or Anticlockwise. You will come across various "Sons Of The Free" and Breed as you make your way into Midian. You may also enter a chasm, these are used by the Breed to either go deeper or higher into Midian. These are also a form of security as they are easy to go down but very hard to get back up. In the bowels of Midian are the Beserkers - wild, uncontrollable creatures locked away from contact with other Breed. The Beserkers must be released - but only when it is safe to do so! * HINT: It would be advisable to make a map of this section. SONS OF THE FREE ---------------- When you see a "Son Of The Free" you must either fight or run away from him. To select, choose the run or fight icon next to the direction panel. If you choose to run away, you will run blindly back through Midian. To fight use the following controls:- RIGHT = Move Right LEFT = Move Left FIRE = Punch FIRE/RIGHT = Kick UP = Jump-kick LASER RIFLE ----------- If you notice a small red dot, the you know a "Son Of The Free" is aiming his laser rifle at you! If he is allowed a shot at your forehead you will die instantly! Therefore you must be on your toes and dodge the red dot to survive. FLYING MANTA RAY ---------------- These crestures, with razor-sharp teeth, patrol the corridors of Midian cutting down any intruder in their path. You must duck or jump to avoid them but they dont give up easily! Use the following controls:- UP = Jump Up DOWN = Duck Down * HINT: Good eye-to-hand co-ordination is essential to survive a Manta-Ray attack. CHASMS ------ These are essentially vertical tunnels with ledges at various points. To the Breed they are no problem as the Shapechangers can just transform to smoke and float up, and the more agile have memorised the positions of the ledges and leap from one to the other. But for you - a mere mortal - it is a bit harder! Once in the chasm you must reach the other end. Going Down. ----------- This is the easy part, all you need to do is drop from ledge to ledge till you reach the bottom. Going Up. --------- You must jump up and either land on a ledge or grab the edge and pull yourself up onto it. You cant hang around because the ledges crumble or withdraw into the rock. Try not to colide with the walls too much as your body can only take a certain amount of battering! Use the following controls:- LEFT = Creep Left RIGHT = Creep Right DOWN = Duck FIRE/UP = Leap Up FIRE/UP/RIGHT = Leap Up To Right FIRE/DOWN/RIGHT = Leap Down To Right FIRE/DOWN/LEFT = Leap Down To Left FIRE/UP/LEFT = Leap Up To Left B * HINT: If you are unsure where the next ledge is just jump straight up for a look. * HINT: You can bounce off walls to enable you to reach an otherwise inaccessible ledge. --------------------------------------------------------------------------- Dr J USA PHANTASM by EXOCET software Mission Brief PHANTASM Typed by Scotty ATARI ST LOADING INSTRUCTIONS: Simply turn computer off. Make sure disc drive is switched on. Insert the disc. Switch the computer back on. Double click PHAN.PRG Follow instructions for clock and name. Use mouse to select options. Joystick already selected. If you wish to use keys , click on mouse left hand button. Keys are: O More left P More right Or joystick for S Increase speed these function. X Decrease speed A Anti missle blaster B Speed booster H Increase height G Decrease height M Fire missle Q To land and quit (tilled off) Esc To pause game for a cup of tea R Changes view right on screen but does not alter direction of flight L Changes view left on screen but does not alter direction of flight Game level 1 - For training purposes. Difficult to be destroyed but cannot score. Name of object in range is displayed to destroy but cannot score. Game level 2 - Now scoring. Game difficulty increased. Game level 3 - Higher to game level greater score. Game level 4 - Most difficult. THE TIME IS KNOW You are destitute ,etc., skipping from town to town, bedsit to bedsit keeping one step ahead of the omnipresent POLL TAX collector. Your only relief is to sleep and fantasize. Suddenly you are wisked away to the future to a distant moon, you are a pilot of HM ship PEGASUS (reason for horse). Your object is to find and destroy 8 re-constitutions that are randomly placed on the moon. The re-constitutions are capable of putting together the remains of the enemy that you destroy but only within their own area. only when you have destroyed all 8 are you allowed to be re-docked. Except in game level one, the higher you score the higher in the score table you go. The brightness of the playing screen is adjusted so that the two center bands are brightest and the two poles are darkest. BREAKDOWN: ON SCREEN VIEWS 1. Top right corner, Compass. 2. Just below it is your view(direction you are looking out). 3. Next is ADF which points the way to your docking unit that you leave behind when you play. 4. In-Range , when object or enemy are in range of your laser or missles. Tracking , Shows when radar towers are tracking you. Damage , When you are being hit by enemy fire. 5. Missles count (max 8). When you collide slowly with an enemy military supply dump, your instrumentation is repaired and missles collected. 6. BST Booster doubles speed but uses more fuel, used for escaping heavy fire. 7. SPD Speed. 8. LSR Phloxer laser fires burst of laser light. 9. Fuel Dead when zero, you can then pick up fuel at the enemy supply centers, but be careful not to fire on them. 10. SHLD Shield dead when zero. 11. HGT Hieght. 12. AMB Anti missle blaster. 13. RADAR Gives an indication of area of planet your ship is in. 14. Real time clock Used for breaking off for diner time,going to bed etc.....  S E W E R S O F T a n d T R I P P L E H presents Prophecy 1 - The Viking Child complete docs! typed by MERKWooD Welcome to Odin's world. A land full of good and evil, within which you must become Brian, The Viking Child, whose heroics have been foretold by the prophets and recorded in the oracle of the gods. But there's trouble in the land that you live in... Your family and friends are being held on the astral plane, imprisoned by the forces of darkness in an effort to foil the prophecy and install chaos throughout the land. As Brian, your adventure will take you through many beautiful but dangerous places, where you will encounter great adversaries. Amongst these will be the eight apprentices of evil, slaves to the Dark Lord Loki, who will force you to fight or question your purpose under threat of punishment or penalty. Friendly shopkeepers will sell you items of worth, that will aid you on your quest. However, these magical fashion accessories alone cannot defeat your enemies. You must use all your skill to leap through the sixteen magical lands that lie before you in order to save your loved ones. Finally, as your great quest comes to a close you must confront Loki himself and vanquish the evil son of Odin forever... Succeed and the gods will reward you; Fail and you will never see your family again! INSTRUCTIONS: It's Bound to Boot on your Amiga if you- 1) Ensure that your computer is fully turned off. 2) Insert Disk A in Drive. 3) Switch on your computer. 4) Prophecy 1 - The Viking Child will now boot automatically. Jostle your Joystick like this- 1) Plug your joystick into Port 2. 2) Control of Brian is achieved mainly by joystick Right - Moves Right Left - Moves Left Up - Jumps Down - Fires Selected Special Weapon However you will also need to use the keyboard for some funtions. SPACE - Select Special Weapon RETURN - Enter Door F1 - Enable Music F2 - Enable SOund FX F3 - Mute F9 - Quit F10 - 50hz/60hz Toggle P - Pause Game Work your Weapons like this- BOMBS - The cheapest of the five special weapons. When used they are thrown up into the air above Brian. As with all the weapons these can be thrown whilst Brian is in mid leap. For the best effect, these should be used on flying creatures overhead. BOLAS - The Bolas are thrown left or right by Brian depending on which way he is facing at the time. For the best effect these should be used in rapid succession on adversaries travelling horizontally. FIRESPRITES - This is a most effective weapon when battling against more than one adversary, or an enemy who is tricky to catch. These can be released anytime or when an unfriendly creature is near and homes into its evil aura. STUNS - One of the most expensive weapons, the magical stun hits all of the creatures on the screen at once thus depleting their energy and making them easier to bash. These are best used against many small enemies. POTIONS - The most powerful and deadly of all the magical weapons, the potion bottle once broken will destroy all of the enemies on the screen. However, do not expect it to be so strong against the apprentices of evil or the Dark Lord himself. Easily Accessible Accessories- SPEED - When Brian wears these boots he will whizz around the land at twice the normal speed. However, he's got to be careful as their magic only lasts for a limited time. The Boots of Speed are most useful on levels where Brian's enemies move faster than him. CLOAK - The cloak of invincibilty allows Brian to walk right through his many adversaries. Whilst the magic lasts he will not be harmed by any of the creatures that may attack him. GLIDE - When Brian dons these magical fashion acessories he will be able to leap with nearly no limit. The Winged Boots add distance to his bounds, but their magic will not last forever. Ace Armoury for Better Battling- SWORDS - Brian starts out his quest with a small dagger, but this can be exchanged along with money for greater and longer swords to help you in the many battles that you will have. SHIELDS - Brian can also buy different shields to protect him from missiles that his evil adversaries may throw at him. However, Brian better be careful as the shield doesn't stop his enemies from getting him themselves. Important Items of Interest- SINGLE HEART - Singel hearts can be purchased from shops to aid recovery. HEART STACK - Buying the Heart Stack will fully replenish Brian's energy. EXTRA LIFE - Buy another Brian to help you get through the levels! MONEY - Get the magical moola to buy your weapons, accessories, and other purchasable items. There are two types of coin, one is worth fifteen credits and the other gives twenty. GEM - Pick up the gems for extra points! Both the diamond and the ruby gives Brian one hundred and fifty points. Try These Teaching Tips- 1) Try to remember where all the secret bonuses are within the level. These are very handy for increasing Brian's score and money! 2) Use all your special weapons sparingly. You never know when you might really need them! 3) Always enter every shop, otherwise you may miss something! 4) Remember that the platforms are puzzles and they always try to trick! 5) If at first you don't succeed, we won't need to tell you to try again! Sewer Software presents ROAD RAIDER by Mindscape From the collection of DR.J LOADING INSTRUCTIONS 1. Make sure to plug the joystick into Port 1 of your computer. 2. Insert Road Raider Disk 1 into drive 1 of your computer. If you have two disk drives, insert Road Raider Disk 2 into drive 2. 3. Turn on your monitor or TV, disk drive(s), and then your computer. 4. The program will then load automatically. If you are using one disk drive, you will be prompted during the game to insert the second disk. GAME PLAY INTRODUCTION Before the Great Biological Holocaust, you led a wild life chasing down creeps. It paid good, too. But that was then; now you've settled down to a quiet life in the last remaining city on the face of the earth. Sure, sometimes it can be a little too quiet. But on thing's for sure, life here is better than life on the Outside. Out there it's just one, big mutant mess. It all started when that menace, Dr. A. Noid, thought he could strike it rich by pawning off that vile food substitute, Slu. He knew exactly what Slu would do to anyone who ate it. After you get hooked on the stuff, you don't care about anything except finding more of that Slu slime. Read food is in short supply; so, he thought he'd add new meaning to the phrase "cornering the market". That mad little green guy took over life (if that's what you want to call it) on the Outside and has made it his own demented playground. Now everyone is trapped in their cities, unable to break free from the mad doctor's grip of slimy Slu addiction. In his cities, killer cars cruise the streets, just looking for a guy like you to smash to bits. In the abandoned buildings, strung-out zombie mutants roam the halls, searching for a healthy victim to contaminate. The only way out of this freakshow is to smash your way through in a demolition-derby fight to the death. Why should you even care what happens to that schizoid doctor? Your city is the last one untouched by that wacko; and life's o.k., even if it can be a little dull. Well, word is out that a nice price has just been put on Dr. Noid's head, and you could use the dough. Besides, it's just your line of work. It's come time to break out the tools of your trade: your leather jacket, cool shades, ammo-packed pistol, and your ATV (Armored Tactical Vehicle). This ain't no ordinary ATV, either. It's equipped with a high-powered gun, 50 rounds of ammo, and a built in Ram-Car, which is going to come in mighty handy in those smash-up demolition derbies. Crank that baby up, and shift into high. You're on a road to destruction, and there's no turning back. Are you ready to leave the safety of the last uncontaminated city in search for a demented mad doctor guarded by an army of ruthless mutants? You better believe it! YOUR MISSION Well, you can't back out now. You're trapped inside the first city you come to, and it doesn't look pretty. Dr. A. Noid has set up an elaborate ring of protection around himself. You've got to fight your way through three cities to reach the head honcho himself. This isn't going to be your run-of-the-mill bounty hunting job. Survival is the name of the game in this world; and the odds are stacked against you. Your charm and wit won't get you through this one, so you better make sure you find the supplies to get you through this alive. Money doesn't mean a thing around here, but food does. Any food you find can be traded for gas, repairs, ammo, weapons, you name it. But first, you've got to find some. As you cruise the streets, keep your eyes peeled for entrances to buildings. Your search isn't going to be an easy one though; you've got to fight your way through the streets with kamikaze cars hot on your tail. Inside the buildings you'll find food, weapons, tools for your car, and if you're lucky, an arena pass that will get you into the arena at the city's gate. And that's not all you'll find. Armies of slimy mutants are waiting to get their hands on a guy like you. Sure you've got a gun, but if you run into one of those goons... Well, let's just say you won't exactly be the picture of health. Once you've got the arena pass, find the arena where Dr. A Noid stages demolition contests between his toughest mutants and anyone who's crazy enough to try to take them on. Sounds like your kind of fun. If you make it through the arena, you'll be in the next city in your search for Dr. Noid. If you make it through to the third city, you're not just lucky, but crazy, too. You've still got Dr. A. Noid to put away. He's waiting in the last arena, ready to give you the challenge of your life. YOUR ATV With two cars in one, you're set for just about anything. Use your ATV to drive around the city and blast your enemies away with your ATV Gun. Drive your smaller Ram-Car in the arenas where you can zip in and out of tight places. Don't let the size fool you, though; this is one tough car. Your ATV comes equipped with a wide array of features. As you make your way through each of the cities, you'll find a variety of add-on car equipment that'll transform your ATV into a monster on wheels. You can find some equipment inside buildings, and purchase others at gas stations throughout the city. ATV STANDARD EQUIPMENT ATV GUN To operate, simply move the joystick to aim your ATV at your enemy, and then press the fire button. The gun has a relatively short range, so you'll have to be sure you've got a good aim. DASHBOARD INDICATORS Located at the bottom of the screen, from left to right, the controls are: Fuel Gauge Fill up your tank at gas stations throughout the city. Keep a close eye on the gauge, your ATV isn't exactly an economy car. Speedometer Speed is displayed in kilometers per hour. Damage Indicator Located below the fuel gauge and speedometer, this displays how much damage your ATV has sustained. You can get your ATV repaired at any of the gas stations in the city. Radar Screen Active after you have installed the radar, this feature will let you see the enemy, as well as the hazards around you. Ammunition Indicators The top one is the ATV shell supply. The lower one is the smoke screen supply, active after you have installed the Smoke Generator. Turbo-Charger, Airbrake, Battle-Armor Indicators These light up when the features are active. ATV ADD-ON EQUIPMENT As you roam the buildings, you'll find equipment to add on to your ATV. You can also purchase equipment at any of the gas stations throughout the city. Turbo-Charger This handy piece of equipment boosts your power and fuel-burning efficiency to the max. Once you've got this installed, you'll blast past any car on the road. Radar Now you'll be able to see what's around you in a one-block radius. Entrances to buildings are marked by yellow rectangles. You are the center dot; the other moving dots are the enemy. In the Arena, the hazards are marked on the radar, as well as the enemy's location. Airbrakes These babies let you stop on a dime, giving you all the control of the best high-precision vehicles available. You'll never have to skid to a stop again. Multi-Gun This isn't any ordinary gun; this is the gun that'll put them all away. It shoots bullets in four directions; but still uses the same amount of ammo as a regular gun. Missile Launcher This is the launcher for heat-seeking missiles, capable of finding and hitting any enemy in the immediate vicinity. A bargain with ten missiles included with the launcher. To switch between the Missile Launcher and the regular ATV gun, press the spacebar. Smoke Generator Lose you enemy in a cloud of smoke. Now you can stop those charging cars dead in their tracks; once they get a whiff of this stuff, they won't be able to see you until the smoke clears, and by then you'll be long gone. To fire smoke at an enemy, press the spacebar. Battle-Armor With this double protective plating, you'll be able to withstand the most brutal attacks. Your ATV will last twice as long, without compromising performance. ATV HANDLING Well, now that you're strapped into your ATV, you're going to have to learn how to handle a machine like this. There are two modes for steering your ATV. Note that in Mode #2, North is the top of the screen. MODE #1 MODE #2 --------------------------- ---------------------------- Up - Forward, accelerate Up - North Down - Reverse, decelerate Down - South Right - Turn right east Right - East Left - Turn left west Left - West THE STREETS Here your are in a world completely destroyed. Your objective is to find the arena pass in one of the buildings and then high-tail it to the arena. The only problem is that you've got to find your way around a strange city, with a bunch of crazy rebel cars after you. Then there's always your ATV; it doesn't run on air, you know. You've got to find the things you need to keep your ATV running. The streets of the cities are filled with hazards such as oil slicks, land mines, gun turrets and dead ends. If you run over an oil slick, you'll lose control and spin out. When you run over a land mine, you'll damage your ATV. Gun turrets guard parts of the city. If you're lucky, you can time the shots, and try to get past them with out getting hit. If you're not so lucky, you'll end up in the crossfire. Some streets are blocked by debris. You can fire your ATV gun to clear the way. Although, some debris cannot be cleared. While you're cruising the streets, enemy cars ram into you trying to smash you to bits. Fire your ATV gun by aiming your ATV in the direction of the enemy and pressing the fire button. In the first city, one shot'll do it. In the second and third cities, it isn't going to be so easy; you might have to shoot them two or three times to stop them. If you've found a smoke generator, press the spacebar to let loose a cloud of smoke that'll blind the enemy and let you get away fast. The entrances to buildings are marked with red arrows on the street. You can also see the entrances on the radar, they're marked by yellow rectangles. The arena is marked by the word "Arena" on the road in front of the building. You can save your game only while you are in the streets. To do this follow the instructions in the section entitled "Saving Your Game". THE BUILDINGS You're running low on fuel, and your car's starting to look a little beat up. What are you going to do? You've got to get to a gas station fast. But they don't take cash, and forget about credit cards. The only thing that'll get you anywhere is food, and your emergency pack of gum won't cut it. You've got to find a building where food is being stored. Then you can get the food you need to trade for gas, repairs, ammo and weapons. If you're lucky, you'll find other goodies, like guns, ammo, ATV equipment and maybe a gallon of gas or two. You've also got to keep your eyes open for an arena pass; you can't get into an arena without one. Watch out for slimy mutants roaming around the buildings. They're kind of slow, so you can probably out run them. But blasting them away is a whole lot more fun. If you run into one of them, your health level will go down. The mutants come out of holes in the ground. So you want to steer clear of those; if you fall into one, you're dead. THE CONTROL PANEL The control panel is located at the bottom of the screen. From left to right, the indicators are: Health This displays your health status. As you run into mutants, toilets, or hang around the buildings too long, your health will deteriorate. To get your health back up, pick up one of the First-Aid Kits located somewhere in the building. If your health level goes down to zero, you're dead. Weapon The current weapon is displayed. You can find other guns in the buildings, or purchase them at gas stations. You start off the game with a pistol. The other weapons available are: a magnum, shotgun, assault rifle, small uzi, and machine gun. The bigger the gun, the more powerful your fire is. That means you can blow the mutants away and break through debris without much effort. Inventory This shows the last thing you picked up, such as: food, add-on ATV equipment, water, etc. Ammunition The amount of ammunition remaining is displayed. You start off the game with 99 rounds of ammunition for your pistol. When you find or purchase any ammunition this is added to the total amount, not to exceed 99 rounds. The same ammunition is used for all the guns inside, you can't use this ammo in your ATV. Keys The number of keys you have picked up in the buildings is displayed. Keys are used to open locked doors throughout the buildings. Food The number of food units is shown. Some food items are worth more than others. If you're lucky enough to find a big crate of food, you'll get more food units. But if you just find some cans of Slu, well, it isn't much, but it adds up. FINDING YOUR WAY AROUND As if crazy mutants weren't enough, you've also got to contend with a maze of walls and debris. Some areas might be blocked by "shoot-able" debris. To get rid of that stuff, just aim your gun at it and shoot. Depending on the gun you're using, it might take one or more shots to get through. Other times you'll just have to find another route. Most of the rooms in buildings are locked, so you'll just have to find a key to unlock the door. Be careful though, not all doors lead to rooms with useful things inside. Use Mode #2 while in buildings. WHAT YOU CAN FIND If you keep your eyes open, you can find more than just food around the buildings. Here are some of the things that might help you in your mission to find Dr. A. Noid: Add-On ATV Equipment You can find a Radar, Smoke Generator and Multi-Directional Gun. First-Aid Kits Sometimes there are more than one in a building; other times, there aren't any in a building. If you find one of these, it'll boost your health level up 25%. But if your health is up to 100%, it can't be improved. You cannot store extra first-aid kits; so if you don't need one, don't pick one up; it won't do you any good. Ammunition Ammunition is in closed crates. Each crate contains 10-25 rounds of ammunition. Your total amount of ammunition cannot exceed 99 rounds. So if you don't need it, don't pick it up. The ammunition you pick up is only usable inside buildings; a different type of ammunition is used in your ATV. Keys Keys are used to open locked doors. You can store as many keys as you can find. So if you find keys in one building, you can use them in another building. Fuel Cans In some buildings you can find fuel for your ATV. Each can you find will give you a quarter of a tank. Arena Pass That's the ticket! This will get you into the arena and on to the next city if you can manage to beat the enemy cars. GAS STATIONS Don't bother asking to have your oil checked; these gas station attendants only have one motive - profit. If they can trade food for services, gas, ammo or weapons, they can then sell the food and make a bundle. Gas stations are smaller than the other buildings in the city, and their entrances are not marked. That makes them a little hard to find. There are several gas stations in each city, though. So, if you drive around, you'll be able to find one. Once you enter a gas station, an attendant will ask you what you want. You can select from weapons, ammunition, repairs and gas. To select a category, move the joystick left or right, until the finger on the screen is positioned over the desired category, and then press the fire button. You will then be able to select from three different items. Move the joystick left or right again, and press the fire button. After you have made your selections, press the Exit button. THE ARENA You've managed to get past an army of killer cars, slimy mutants, as well as through an obstacle course of gun turrets, oil slicks and land mines. You've found the arena pass, and found your way into the arena. It's been a hard fight, but it's far from over. Do you still have the energy to face a battalion of demolition derby cars all by yourself? You better, or you're finished. Hop into your smaller Ram-Car and prepare for a smash-up fight to the death. The enemy has larger, heavier and slower cars than yours; if you're quick, you just might be able to survive. This is strictly a fight of muscle against muscle - no guns or missile launchers allowed. You've got to ram into the enemy, hitting him often enough to smash him to bits; and you've got to do this before he does it to you. THE DASHBOARD From left to right, your dashboard indicators are: Fuel Gauge You start off in the arena with a full tank of gas. And you better make the most of the time you have available in the arena. Speedometer Marked in kilometers per hour, this gauge is important to watch when you're heading for a collision. If you're trying to smash an enemy, the faster you're going, the more likely you are to cause greater damage. If you're about to hit an obstacle or the arena wall, the faster you're going, the more damage you're likely to sustain. Radar With your radar you'll be able to see the hazards and enemies around you. You are the center dot, and the moving dots are the enemy. Damage Indicator This displays the amount of damage you have sustained. Keep in mind that if you are hit head on, you will sustain more damage than if you are hit on the side. ARENA INSTRUCTIONS Not only do you have to defeat the enemy cars, you've got to watch out for land mines, flipping floor tiles, and the bottomless pit that surrounds the arena. Keep on the areas marked by square tiles or the dirt areas. You have to work your way through an obstacle course of bombs, gaping holes and craggy cliffs, all while trying to fend off crashing cars. If you fall into the black abyss, or get smashed up, that's the end. THINGS YOU CAN FIND: Gas Cans If you see that you're running out of gas, pick up one of the gas cans located in the arena. This will add a quarter of a tank to your fuel supply. But if you don't need it, don't pick it up yet; it won't help you. Wrenches Pick up one of these to repair your car and reduce the damage level by 25%. SAVING YOUR GAME So you can't complete your mission in one try, huh? Well, no worries. Just save your game in progress. Keep in mind that you can only save the game during the street sequences; you can't save the game when you're in a building, arena or gas station. Press the * key (asterisk) to save your game. After saving you will be able to resume the game where you left off, or quit the game by pressing Q. To load a saved game, press R at the "Press the Fire Button" prompt when the screen showing the ATV appears. WINNING THE GAME So you've managed to make it to the second city in your hunt for Dr. A. Noid. Congratulations. Don't go patting yourself on the back just yet. Now things really get tough. The enemy is a lot harder to defeat; now you have to shoot the cars a couple of times to destroy them. The mutants in the buildings are harder to shoot, and the arena is going to be one tough scene. And just wait until you get to the third city, you're in for a real treat. Dr. A. Noid will be waiting for you in the arena. He may be little, but he'll be the toughest opponent you'll ever face. Are you sure you have the strength to continue? Just think of all that money you'll get if you do manage to haul that little green guy in. Now there's some green stuff you don't mind having around. And you'll never have to look another mutant in the eye again. That should be incentive enough. So get psyched to meet your challenge in the last arena. QUICK REFERENCE Q - Quit. If you are in the buildings or arenas you will quit to the streets. If you are in the streets, you will quit the game and return to the opening title screen. S - Sound on/off. P - Pause on/off. The fire button will also resume play. D - Toggle between joystick mode #1 or #2. * - Saves game in progress. Must be in the streets to save a game. R - Loads saved game. Type R at the "Press the Fire Button" prompt when the ATV screen appears. Spacebar - Drops a smoke bomb, if one is available. HOW TO SPLIT THE 800K DISK INTO 2 360K DISKS DISK #1 DISK #2 --------------------------- --------------------------- arena1.iff 25472 aenemy 23808 arena2.iff 27776 allpanel.iff 18560 armaps 19200 atv.iff 26624 crack.dat 6144 cenemy 24576 crack.prg 512 city1.iff 24576 marqui.iff 9728 city2.iff 28544 photo1.iff 17152 city3.iff 25088 rdraider.brk 141303 citymaps 19200 shferry.iff 19968 gas.iff 13312 text.iff 24602 in1.iff 21760 vicanim.iff 25216 in2.iff 21376 victory.iff 24064 in3.iff 20736 roommaps 21600 savegame 1132 shatv 23040  shman 14976 twirler.iff 20736 ------ ------ 316K 350k CRACK.PRG can be put in an AUTO folder on Disk #1 for auto boot. REVOLVER Sarasota, FL, September 29, 1988 - INTERSECT Software today announced the release of REVOLVER, a revolutionary package of utilities that allows among other things the partitioning of the ST's memory (a "Switcher") and the saving of a partition to disk ("Roll Out" - "Roll In"). This is the first Software program for the ST that can "boast" of having RESET PROOF partitions. Using REVOLVER is easy. Revolver is activated by depressing the left shift key along with the "Alternate" key. Once activated, it is controlled via the mouse. Additional convenience features such as Full Disk Commands, Control Panel options and Screen Snapshot make REVOLVER the ultimate utility. REVOLVER is not a desk accessory and is therefore active at all times, even within TOS environments. A partial list of REVOLVER's features follows, all readily available within GEM, TOS and TTP environments: - Partitioning ("Switcher") WARM RESET PROOF - "Roll in" and "Roll out" all ST memory (includes Desk Accessories) - Warm reset proof Ramdisk, handles large and small memory models - 40 Folder fix, lets you select the number of additional folders - Print Spooler, lets you select its size and turn it on or off - Extended disk commands, support "Wild cards" and "Hidden" files - VT-52 Emulator - Control Panel options, setup RS232, printer and console options - Screen snapshot to .NEO picture file - Select "Warm" or "Cold" re-boot, with the mouse PARTITIONING: REVOLVER allows you to configure the ST's memory into up to 8 partitions (memory size permitting). These partitions can be of different sizes and are totally independent of each other. Pressing the reset button (warm booting) will only boot the currently active partition, all other partitions remain untouched. If a program in an active partition crashes the ST, (there are some of those programs out there) reboot by pressing the reset button, the other partitions will still be there, UNTOUCHED. ROLL OUT: ROLL OUT will save a partition, in its current state, to Floppy, Hard Drive or Ram Disk for future continuation. REVOLVER does this by saving the contents of the partition's memory and the values stored in the ST's hardware registers. As the contents of memory are saved to disk the information is compressed. A typical Roll out from a 1 meg partition will require about 300K. The actual disk size of the ROLL OUT file will depend on the information in memory much like the final size of an Archived file (using ARC.TTP) depends on the type of file being archived. Since the entire partition and the contents of all the hardware registers are saved, the program, any TSR programs (Terminate and Stay Resident), Desk Accessories, Ram Disks, etc. are all saved in one step. When this memory image is Rolled back in, the computer, programs and data will be as they were before the Roll out. Because REVOLVER is resolution independent and saves the contents of all the hardware registers (including the Video Chip) you can Roll In a LOW resolution Program or Desktop from a MEDIUM resolution screen or vice versa. SOME OF THE THINGS POSSIBLE WITH REVOLVER's ROLL OUT: Loading a popular Word Processor, Dictionary and 30K text file would take 1 min 45 seconds from the desktop using a Hard Disk. REVOLVER will load them (from a previously ROLLED OUT file) from the same HD in 10 seconds or 4 seconds from REVOLVER's RAM DISK. Not only is this a savings in time but it is accomplished in one step. This perceived speed advantage is because the Wordprocessor spent time setting up the dictionary and text file in memory during the first load from the Desktop. After it is rolled out all the computer has to do is put the Rolled out file back in memory. This takes much less time to do. There are many programs that have a long setup time, all of them can benefit from REVOLVER's Roll out ability. Also, since it is possible to Roll in Desk Accessories and AUTO folder programs along with programs and data (as a package) there is no need to have them resident with your permanent boot disk. For Example: You can boot with GDOS installed in the Auto Folder. Load Microsoft Write (which calls GDOS to install the screen fonts using the list of fonts in the ASSIGN SYSTEM file) then Roll the file out with REVOLVER. You can then remove GDOS from the AUTO folder. It will not be needed again. When you roll the MICROSOFT WRITE file (the one you just made) back in again, GDOS as well as the screen fonts are already installed. This also means you can have several rolled out programs that use GDOS, all with different ASSIGN System files. (Currently, DEGAS, Microsoft Write and Timeworks Publisher ST all require different Assign.Sys files.) Setup a LOW or HIGH resolution Desktop with your favorite Desk Accessories. ROLL it out and you can ROLL it in at any time from within any resolution. At this time, REVOLVER is the only way to change Desk Accessories or Resolution without rebooting. Save your place in a Game or Business application. When you Roll In a file it continues execution EXACTLY where you rolled it out. Tired of having to switch to the low resolution desktop to play a game? Once the game is rolled out from that Low Resolution screen, you can Roll it in from the Medium Resolution screen. HERE ARE SOME SCENARIOS: - You're in the middle of a large spreadsheet and you find that you need some information from your data base. Simply activate REVOLVER and "Roll out" your spreadsheet, and "Roll in" your data base. When you are done "Roll in" your spreadsheet and continue at the very point where you left off! - While playing a game without "continuation" capabilities you decide to quit, but you would like to save your place for the next time you play. Let REVOLVER handle it for you. - Applications that require a long load and set-up time can be blasted in quickly. Since REVOLVER takes a picture of the computer's memory it can "Roll it in" in a matter of seconds. The "Roll out" and "Roll in" capabilities supply a much needed convenience to the user allowing him to effectively swap back and forth between applications at any time. Because disk is the storage medium for "Rolled out" programs there is no limit to the number of "Swapped" programs and, once "Rolled out" a program can be "Swapped" back in, even after a cold boot! For more information contact Randy Mears at Intersect, 813-923-8774 INTERSECT Software Corp. 2828 Clark Rd. Suite 10 Sarasota, Fl. 34231 Starflight Codz By: The Wanderer The codes and races are listed first & then the wheel alignment. EXAMPLE: If you see this on your screen: Mardan 2 Black Egg Uhlek Security code: You would look for the Combination (exact order) Mardan 2 Black Egg this one is found in SET 1 and then look for the Uhlek code above the combinations which in this case is 62237 and that's what you type in. --------------------------------------------------------------------- SET 1 codes: Velox 810980 Thrynn 602834 Elowan 100277 Mechans 83396 Spemin 59456 Gazurtoid 46570 Uhlek 62237 Minstrels 6375 Mysterions 1170 Combinations: Koann 3 Shimmering Ball Heaven Flat Device Uhlek Brain World Blue Bauble Gaal Crystal Cone Akteron Dodecahedron Nirvana Black Box The Staff Mobius Device The Cross Crystal Orb Pythagoras Frightening Apparatus The 4 Seedlings Rod Device The Axe Red Cylinder City of Ancients Rubber Widget Mars Throbbing Mass Crystal Planet Surprising Utensil Elan Wee Green Blobbie Votiputox Tesseract Arth Whining Orb Thoss/Eleran Bladed Toy Harrison's Base Nice Thing Sphexi Ellipsoid Spewta Humming Gizzy Earth Glowing Disk Mardan 2 Black Egg New Scotland Amazing Artifact ------------------------------------------------------------------- SET 2 Velox 924289 Thrynn 256564 Elowan 902494 Mechans 22943 Spemin 73911 Gazurtoid 87734 Uhlek 32177 Minstrels 8550 Mysterions 1810 Combinations: Heaven Shimmering Ball Uhlek Brain World Flat Device Gaal Blue Bauble Akteron Crystal Cone Nirvana Dodecahedron The Staff Black Box The Cross Mobius Device Pythagoras Crystal Orb The 4 Seedlings Frightening Apparatus The Axe Rod Device City of Ancients Red Cylinder Mars Rubber Widget Crystal Planet Throbbing Mass Elan Surprising Utensil Votiputox Wee Green Blobbie Arth Tesseract Thoss/Eleran Whining Orb Harrison's Base Bladed Toy Sphexi Nice Thing Spewta Ellipsoid Earth Humming Gizzy Mardan 2 Glowing Disk New Scotland Black Egg Koann 3 Amazing Artifact ----------------------------------------------------------------- SET 3 codes: Velox 100022 Thrynn 873662 Elowan 889321 Mechans 77617 Spemin 92052 Gazurtoid 90218 Uhlek 77027 Minstrels 8885 Mysterions 5522 Combinations: Uhlek Brain World Shimmering Ball Gaal Flat Device Akteron Blue Bauble Nirvana Crystal Cone The Staff Dodecahedron The Cross Black Box Pythagoras Mobius Device The 4 Seedlings Crystal Orb The Axe Frightening Apparatus City of Ancients Rod Device Mars Red Cylinder Crystal Planet Rubber Widget Elan Throbbing Mass Votiputox Surprising Utensil Arth Wee Green Blobbie Thoss/Eleran Tesseract Harrison's Base Whining Orb Sphexi Bladed Toy Spewta Nice Thing Earth Ellipsoid Mardan 2 Humming Gizzy New Scotland Glowing Disk Koann 3 Black Egg Heaven Amazing Artifact -------------------------------------------------------------------- SET 4 codes: Velox 922505 Thrynn 100052 Elowan 461700 Mechans 10721 Spemin 89933 Gazurtoid 49417 Uhlek 89337 Minstrels 3082 Mysterions 1868 Combinations: Gaal Shimmering Ball Akteron Flat Device Nirvana Blue Bauble The Staff Crystal Cone The Cross Dodecahedron Pythagoras Black Box The 4 Seedlings Mobius Device The Axe Crystal Orb City of Ancients Frightening Apparatus Mars Rod Device Crystal Planet Red Cylinder Elan Rubber Widget Votiputox Throbbing Mass Arth Surprising Utensil Thoss/Eleran Wee Green Blobbie Harrison's Base Tesseract Sphexi Whining Orb Spewta Bladed Toy Earth Nice Thing Mardan 2 Ellipsoid New Scotland Humming Gizzy Koann 3 Glowing Disk Heaven Black Egg Uhlek Brain World Amazing Artifact -------------------------------------------------------------------- SET 5 codes: Velox 876180 Thrynn 100084 Elowan 987316 Mechans 90880 Spemin 17820 Gazurtoid 23968 Uhlek 56213 Minstrels 7412 Mysterions 8347 Combinations: Akteron Shimmering Ball Nirvana Flat Device The Staff Blue Bauble The Cross Crystal Cone Pythagoras Dodecahedron The 4 Seedlings Black Box The Axe Mobius Device City of Ancients Crystal Orb Mars Frightening Apparatus Crystal Planet Rod Device Elan Red Cylinder Votiputox Rubber Widget Arth Throbbing Mass Thoss/Eleran Surprising Utensil Harrison's Base Wee Green Blobbie Sphexi Tesseract Spewta Whining Orb Earth Bladed Toy Mardan 2 Nice Thing New Scotland Ellipsoid Koann 3 Humming Gizzy Heaven Glowing Disk Uhlek Brain World Black Egg Gaal Amazing Artifact ------------------------------------------------------------------- SET 6 codes: Velox 250241 Thrynn 537286 Elowan 758635 Mechans 76792 Spemin 97060 Gazurtoid 15713 Uhlek 21556 Minstrels 7139 Mysterions 7767 Combinations: Nirvana Shimmering Ball The Staff Flat Device The Cross Blue Bauble Pythagoras Crystal Cone The 4 Seedlings Dodecahedron The Axe  Black Box City of Ancients Mobius Device Mars Crystal Orb Crystal Planet Frightening Apparatus Elan Rod Device Votiputox Red Cylinder Arth Rubber Widget Thoss/Eleran Throbbing Mass Harrison's Base Surprising Utensil Sphexi Wee Green Blobbie Spewta Tesseract Earth Whining Orb Mardan 2 Bladed Toy New Scotland Nice Thing Koann 3 Ellipsoid Heaven Humming Gizzy Uhlek Brain World Glowing Disk Gaal Black Egg Akteron Amazing Artifact ------------------------------------------------------------------- SET 7 codes: Velox 975718 Thrynn 313212 Elowan 124102 Mechans 10209 Spemin 18811 Gazurtoid 16670 Uhlek 90360 Minstrels 2877 Mysterions 8110 Combinations: The Staff Shimmering Ball The Cross Flat Device Pythagoras Blue Bauble The 4 Seedlings Crystal Cone The Axe Dodecahedron City of Ancients Black Box Mars Mobius Device Crystal Planet Crystal Orb Elan Frightening Apparatus Votiputox Rod Device Arth Red Cylinder Thoss/Eleran Rubber Widget Harrison's Base Throbbing Mass Sphexi Surprising Utensil Spewta Wee Green Blobbie Earth Tesseract Mardan 2 Whining Orb New Scotland Bladed Toy Koann 3 Nice Thing Heaven Ellipsoid Uhlek Brain World Humming Gizzy Gaal Glowing Disk Akteron Black Egg Nirvana Amazing Artifact ------------------------------------------------------------------ SET 8 codes: Velox 776513 Thrynn 100192 Elowan 298209 Mechans 69498 Spemin 10253 Gazurtoid 65214 Uhlek 84565 Minstrels 3836 Mysterions 1701 Combinations: The Cross Shimmering Ball Pythagoras Flat Device The 4 Seedlings Blue Bauble The Axe Crystal Cone City of Ancients Dodecahedron Mars Black Box Crystal Planet Mobius Device Elan Crystal Orb Votiputox Frightening Apparatus Arth Rod Device Thoss/Eleran Red Cylinder Harrison's Base Rubber Widget Sphexi Throbbing Mass Spewta Surprising Utensil Earth Wee Green Blobbie Mardan 2 Tesseract New Scotland Whining Orb Koann 3 Bladed Toy Heaven Nice Thing Uhlek Brain World Ellipsoid Gaal Humming Gizzy Akteron Glowing Disk Nirvana Black Egg The Staff Amazing Artifact ------------------------------------------------------------------ SET 9 codes: Velox 100232 Thrynn 228865 Elowan 462801 Mechans 86116 Spemin 87657 Gazurtoid 31791 Uhlek 76623 Minstrels 9095 Mysterions 3583 Combinations: Pythagoras Shimmering Ball The 4 Seedlings Flat Device The Axe Blue Bauble City of Ancients Crystal Cone Mars Dodecahedron Crystal Planet Black Box Elan Mobius Device Votiputox Crystal Orb Arth Frightening Apparatus Thoss/Eleran Rod Device Harrison's Base Red Cylinder Sphexi Rubber Widget Spewta Throbbing Mass Earth Surprising Utensil Mardan 2 Wee Green Blobbie New Scotland Tesseract Koann 3 Whining Orb Heaven Bladed Toy Uhlek Brain World Nice Thing Gaal Ellipsoid Akteron Humming Gizzy Nirvana Glowing Disk The Staff Black Egg The Cross Amazing Artifact -------------------------------------------------------------------- SET 10 codes: Velox 153078 Thrynn 137421 Elowan 834006 Mechans 76948 Spemin 88006 Gazurtoid 10036 Uhlek 10046 Minstrels 5146 Mysterions 6081 Combinations: The 4 Seedlings Shimmering Ball The Axe Flat Device City of Ancients Blue Bauble Mars Crystal Cone Crystal Planet Dodecahedron Elan Black Box Votiputox Mobius Device Arth Crystal Orb Thoss/Eleran Frightening Apparatus Harrison's Base Rod Device Sphexi Red Cylinder Spewta Rubber Widget Earth Throbbing Mass Mardan 2 Surprising Utensil New Scotland Wee Green Blobbie Koann 3 Tesseract Heaven Whining Orb Uhlek Brain World Bladed Toy Gaal Nice Thing Akteron Ellipsoid Nirvana Humming Gizzy The Staff Glowing Disk The Cross Black Egg Pythagoras Amazing Artifact ------------------------------------------------------------------- SET 11 codes: Velox 444465 Thrynn 382451 Elowan 800894 Mechans 17127 Spemin 10072 Gazurtoid 10080 Uhlek 71490 Minstrels 5190 Mysterions 6739 Combinations: The Axe Shimmering Ball City of Ancients Flat Device Mars Blue Bauble Crystal Planet Crystal Cone Elan Dodecadron Votiputox Black Box Arth Mobius Device Thoss/Eleran Crystal Orb Harrison's Base Frightening Apparatus Sphexi Rod Device Spewta Red Cylinder Earth Rubber Widget Mardan 2 Throbbing Mass New Scotland Surprising Utensil Koann 3 Wee Green Blobbie Heaven Tesseract Uhlek Brain World Whining Orb Gaal Bladed Toy Akteron Nice Thing Nirvana Ellipsoid The Staff Humming Gizzy The Cross Glowing Disk Pythagoras Black Egg The 4 Seedlings Amazing Artifact ------------------------------------------------------------------- SET 12 codes: Velox 157773 Thrynn 850672 Elowan 270444 Mechans 69977 Spemin 71518 Gazurtoid 22713 Uhlek 26100 Minstrels 1245 Mysterions 3101 Combinations: City of Ancients Shimmering Ball Mars Flat Device Crystal Planet Blue Bauble Elan Crystal Cone Votiputox Dodecahedron Arth Black Box Thoss/Eleran Mobius Device Harrison's Base Crystal Orb Sphexi Frightening Apparatus Spewta Rod Device Earth Red Cylinder Mardan 2 Rubber Widget New Scotland Throbbing Mass Koann 3 Surprising Utensil Heaven Wee Green Blobbie Uhlek Brain World Tesseract Gaal Whining Orb Akteron Bladed Toy Nirvana Nice Thing The Staff Ellipsoid The Cross Humming Gizzy Pythagoras Glowing Disk The 4 Seedlings Black Egg The Axe Amazing Artifact ---------------------------------------------------------------- SET 13 codes: Velox 877443 Thrynn 100119 Elowan 780433 Mechans 10174 Spemin 10180 Gazurtoid 93385 Uhlek 47038 Minstrels 7754 Mysterions 9303 Combinations: Mars Shimmering Ball Crystal Planet Flat Device Elan Blue Bauble Votiputox Crystal Cone Arth Dodecahedron Thoss/Eleran Black Box Harrison's Base Mobius Device Sphexi Crystal Orb Spewta Frightening Apparatus Earth Rod Device Mardan 2 Red Cylinder New Scotland Rubber Widget Koann 3 Throbbing Mass Heaven Surprising Utensil Uhlek Brain World Wee Green Blobbie Gaal Tesseract Akteron Whining Orb Nirvana Bladed Toy The Staff Nice Thing The Cross Ellipsoid Pythagoras Humming Gizzy The 4 Seedlings Glowing Disk The Axe Black Egg City of Ancients Amazing Artifact ------------------------------------------------------------------ SET 14 codes: Velox 336818 Thrynn 743593 Elowan 991651 Mechans 90610 Spemin 70354 Gazurtoid 10190 Uhlek 36602 Minstrels 9291 Mysterions 3165 Combinations: Crystal Planet Shimmering Ball Elan Flat Device Votiputox Blue Bauble Arth Crystal Cone Thoss/Eleran Dodecahedron Harrison's Base Black Box Sphexi Mobius Device Spewta Crystal Orb Earth Frightening Apparatus Mardan 2 Rod Device New Scotland Red Cylinder Koann 3 Rubber Widget Heaven Throbbing Mass Uhlek Brain World Surprising Utensil Gaal Wee Green Blobbie Akteron Tesseract Nirvana Whining Orb The Staff Bladed Toy The Cross Nice Thing Pythagoras Ellipsoid The 4 Seedlings Humming Gizzy The Axe Glowing Disk City of Ancients Black Egg Mars Amazing Artifact ------------------------------------------------------------------- SET 15 codes: Velox 944682 Thrynn 981215 Elowan 562162 Mechans 51932 Spemin 62683 Gazurtoid 66682 Uhlek 62394 Minstrels 6532 Mysterions 1941 Combinations: Elan Shimmering Ball Votiputox Flat Device Arth Blue Bauble Thoss/Eleran Crystal Cone Harrison's Base Dodecahedron Sphexi Black Box Spewta Mobius Device Earth Crystal Orb Mardan 2 Frightening Apparatus New Scotland Rod Device Koann 3 Red Cylinder Heaven Rubber Widget Uhlek Brain World Throbbing Mass Gaal Surprising Utensil Akteron Wee Green Blobbie Nirvana Tesseract The Staff Whining Orb The Cross Bladed Toy Pythagoras Nice Thing The 4 Seedlings Ellipsoid The Axe Humming Gizzy City of Ancients Glowing Disk Mars Black Egg Crystal Planet Amazing Artifact -------------------------------------------------------------------- SET 16 codes: Velox 536992 Thrynn 555412 Elowan 864256 Mechans 72507 Spemin 74048 Gazurtoid 90020 Uhlek 10210 Minstrels 8073 Mysterions 5324 Combinations: Votiputox Shimmering Ball Arth Flat Device Thoss/Eleran Blue Bauble Harrison's Base Crystal Cone Sphexi Dodecahedron Spewta Black Box Earth Mobius Device Mardan 2 Crystal Orb New Scotland Frightening Apparatus Koann 3 Rod Device Heaven Red Cylinder Uhlek Brain World Rubber Widget Gaal Throbbing Mass Akteron Surprising Utensil Nirvana Wee Green Blobbie The Staff Tesseract The Cross Whining Orb Pythagoras Bladed Toy The 4 Seedlings Nice Thing The Axe Ellipsoid City of Ancients Humming Gizzy Mars Glowing Disk Crystal Planet Black Egg Elan Amazing Artifact ------------------------------------------------------------------ SET 17 codes: Velox 100139 Thrynn 133909 Elowan 875009 Mechans 12957 Spemin 10200 Gazurtoid 75292 Uhlek 45830 Minstrels 7160 Mysterions 4104 Combinations: Arth Shimmering Ball Thoss/Eleran Flat Device Harrison's Base Blue Bauble Sphexi Crystal Cone Spewta Dodecahedron Earth Black Box Mardan 2 Mobius Device New Scotland Crystal Orb Koann 3 Frightening Apparatus Heaven Rod Device Uhlek Brain World Red Cylinder Gaal Rubber Widget Akteron Throbbing Mass Nirvana Surprising Utensil The Staff Wee Green Blobbie The Cross Tesseract Pythagoras Whining Orb The 4 Seedlings Bladed Toy The Axe Nice Thing City of Ancients Ellipsoid Mars Humming Gizzy Crystal Planet Glowing Disk Elan  Black Egg Votiputox Amazing Artifact ----------------------------------------------------------------- SET 18 codes: Velox 259789 Thrynn 218651 Elowan 100151 Mechans 79279 Spemin 67312 Gazurtoid 18200 Uhlek 95267 Minstrels 3793 Mysterions 9026 Combinations: Thoss/Eleran Shimmering Ball Harrison's Base Flat Device Sphexi Blue Bauble Spewta Crystal Cone Earth Dodecahedron Mardan 2 Black Box New Scotland Mobius Device Koann 3 Crystal Orb Heaven Frightening Apparatus Uhlek Brain World Rod Device Gaal Red Cylinder Akteron Rubber Widget Nirvana Throbbing Mass The Staff Surprising Utensil The Cross Wee Green Blobbie Pythagoras Tesseract The 4 Seedlings Whining Orb The Axe Bladed Toy City of Ancients Nice Thing Mars Ellipsoid Crystal Planet Humming Gizzy Elan Glowing Disk Votiputox Black Egg Arth Amazing Artifact ------------------------------------------------------------------ SET 19 codes: Velox 298483 Thrynn 726134 Elowan 100163 Mechans 33548 Spemin 84209 Gazurtoid 76235 Uhlek 10240 Minstrels 5647 Mysterions 9038 Combinations: Harrison's Base Shimmering Ball Sphexi Flat Device Spewta Blue Bauble Earth Crystal Cone Mardan 2 Dodecahedron New Scotland Black Box Koann 3 Mobius Device Heaven Crystal Orb Uhlek Brain World Frightening Apparatus Gaal Rod Device Akteron Red Cylinder Nirvana Rubber Widget The Staff Throbbing Mass The Cross Surprising Utensil Pythagoras Wee Green Blobbie The 4 Seedlings Tesseract The Axe Whining Orb City of Ancients Bladed Toy Mars Nice Thing Crystal Planet Ellipsoid Elan Humming Gizzy Votiputox Glowing Disk Arth Black Egg Thoss/Eleran Amazing Artifact ---------------------------------------------------------------- SET 20 codes: Velox 556684 Thrynn 100175 Elowan 701897 Mechans 10230 Spemin 97117 Gazurtoid 40944 Uhlek 93144 Minstrels 7503 Mysterions 6596 Combinations: Sphexi Shimmering Ball Spewta Flat Device Earth Blue Bauble Mardan 2 Crystal Cone New Scotland Dodecahedron Koann 3 Black Box Heaven Mobius Device Uhlek Brain World Crystal Orb Gaal Frightening Apparatus Akteron Rod Device Nirvana Red Cylinder The Staff Rubber Widget The Cross Throbbing Mass Pythagoras Surprising Utensil The 4 Seedlings Wee Green Blobbie The Axe Tesseract City of Ancients Whining Orb Mars Bladed Toy Crystal Planet Nice Thing Elan Ellipsoid Votiputox Humming Gizzy Arth Glowing Disk Thoss/Eleran Black Egg Harrison's Base Amazing Artifact --------------------------------------------------------------- SET 21 codes: Velox 600601 Thrynn 347633 Elowan 877210 Mechans 10246 Spemin 48934 Gazurtoid 10260 Uhlek 19173 Minstrels 2300 Mysterions 5691 Combinations: Spewta Shimmering Ball Earth Flat Device Mardan 2 Blue Bauble New Scotland Crystal Cone Koann 3 Dodecahedron Heaven Black Box Uhlek Brain World Mobius Device Gaal Crystal Orb Akteron Frightening Apparatus Nirvana Rod Device The Staff Red Cylinder The Cross Rubber Widget Pythagoras Throbbing Mass The 4 Seedlings Surprising Utensil The Axe Wee Green Blobbie City of Ancients Tesseract Mars  Whining Orb Crystal Planet Bladed Toy Elan Nice Thing Votiputox Ellipsoid Arth Humming Gizzy Thoss/Eleran Glowing Disk Harrison's Base Black Egg Sphexi Amazing Artifact ---------------------------------------------------------------- SET 22 codes: Velox 334143 Thrynn 307434 Elowan 483347 Mechans 64296 Spemin 69521 Gazurtoid 60319 Uhlek 21033 Minstrels 4160 Mysterions 2946 Combinations: Earth Shimmering Ball Mardan 2 Flat Device New Scotland Blue Bauble Koann 3 Crystal Cone Heaven Dodecahedron Uhlek Brain World Black Box Gaal Mobius Device Akteron Crystal Orb Nirvana Frightening Apparatus The Staff Rod Device The Cross Red Cylinder Pythagoras Rubber Widget The 4 Seedlings Throbbing Mass The Axe Surprising Utensil City of Ancients Wee Green Blobbie Mars Tesseract Crystal Planet Whining Orb Elan Bladed Toy Votiputox Nice Thing Arth Ellipsoid Thoss/Eleran Humming Gizzy Harrison's Base Glowing Disk Sphexi Black Egg Spewta Amazing Artifact ------------------------------------------------------------------- SET 23 codes: Velox 532485 Thrynn 632874 Elowan 210444 Mechans 96244 Spemin 84584 Gazurtoid 42226 Uhlek 90742 Minstrels 1110 Mysterions 9413 Combinations: Mardan 2 Shimmering Ball New Scotland Flat Device Koann 3 Blue Bauble Heaven Crystal Cone Uhlek Brain World Dodecahedron Gaal Black Box Akteron Mobius Device Nirvana Crystal Orb The Staff Frightening Apparatus The Cross Rod Device Pythagoras Red Cylinder The 4 Seedlings Rubber Widget The Axe Throbbing Mass City of Ancients Surprising Utensil Mars Wee Green Blobbie Crystal Planet Tesseract Elan Whining Orb Votiputox Bladed Toy Arth Nice Thing Thoss/Eleran Ellipsoid Harrison's Base Humming Gizzy Sphexi Glowing Disk Spewta Black Egg Earth Amazing Artifact ------------------------------------------------------------------- SET 24 codes: Velox 153669 Thrynn 404795 Elowan 100253 Mechans 15218 Spemin 35793 Gazurtoid 62817 Uhlek 22917 Minstrels 3895 Mysterions 1760 Combinations: New Scotland Shimmering Ball Koann 3 Flat Device Heaven Blue Bauble Uhlek Brain World Crystal Cone Gaal Dodecahedron Akteron Black Box Nirvana Mobius Device The Staff Crystal Orb The Cross Frightening Apparatus Pythagoras Rod Device The Axe Rubber Widget City of Ancients Throbbing Mass Mars Surprising Utensil Crystal Planet Wee Green Blobbie Elan Tesseract Votiputox Whining Orb Arth Bladed Toy Thoss/Eleran Nice Thing Harrison's Base Ellipsoid Sphexi Humming Gizzy Spewta Glowing Disk Earth Black Egg Mardan 2 Amazing Artifact That's it! Whew!!!! The Wanderer 03-24-90 A Dr. J doc presented by SEWERSOFT SHADOW WARRIORS Typed by Mystic Flight SCENARIO Handed down since the turmoil of Medieval warring States are five secret Ninjitsu techniques known only to the Shadow Warriors. In the concrete jungle of an American metropolis chaos has broken loose, an Oriental demon has possessed the strength of the greatest Warrior and has summoned forth a squad of ghoulish assassins who must be stopped. This duty falls to you, the last in a line of legendary combatants and the only saviour of a threatened city...Shadow Warrior, the hero of the '90s. CONTROLS This is a one or two player game and is controlled by joystick only with the following additional keys. H PAUSE ON/OFF S MUSIC ON/OFF 1 START PLAYER 1 2 START PLAYER 2 JOYSTICK CONTROLS Press fire button for attack moves. N Into screen/hang on NE Somersault/throw E Right/Attack S Out of screen W Left/attack NW Somersault/throw STATUS AND SCORING The status panel shows swords indicating the number of lives remaining, energy is displayed above them. Points are awarded as follows: Killing an enemy 100 points Breaking an object 50 points Killing end of level Guardian 1000 points Completion of level 1000 points Bonuses are found when objects are smashed as follows: Small Ninja Extra life Sword Sword Blue pill 1 point of energy Red pill 2 points of energy Small ruby 100 points Large ruby 300 points The time is reset back to 99 after completing each level and after completing a section of the game. GAMEPLAY The player progresses through each level and meets various enemies along the way. The Ninja in this game has perfected the techniques of the Triple Blow Combination. The Flying Neck Throw, the Hang Kick, the Phoenix Backflip and the Tightrope technique. As he cuts a swathe through each zone, items appear from within trash cans, signs and telephone booths. His mission is to fight his way through six of the toughest neighborhoods in america as he collects these items and destroys the assassination squads on his way to the final conflict with the evil Demon. HINTS AND TIPS Try not to let enemies get on both sides of you. If they do then try to position an object between you. Use objects to take a breather from the action. Try jumping over enemies and hitting them from behind. Do not rush quickly through the levels. Stop and wait for enemies to come on screen individually or in pairs and take them without going on. This way large gangs of baddies will be avoided. Tripple H/Sewer Soft DOX FOR `SHOCKWAVE` TYPED IN BY ~SCOOTER-SCOOPEX~ ------------------------------------------------- GENERATIONS AHEAD ----------------- BACKGROUND STORY: THE YEAR IS 2167 AD. YOU COMMAND A PRISON OUTPOST WHICH ALSO ACTS AS A TERMINAL FOR TRANSPORTING DANGEROUS AND SUBVERSIVE CRIMINALS TO A MAXIMUM SECURITY PRISON COLONY, THE MOON. OVER THE PAST 2 YEARS YOU HAVE BEEN PERSONALLY RESPONSIBLE OR SENDING OVER 1000 PEOPLE INTO EXILE. TIME PASSED AND EVERYONE WAS HAPPY WITH THIS ARRANGEMENT, EXCEPT THE COLONIALS, AS TIME WENT BY THEY INREASED IN STRENGHT AND RSOLVE, BUILDING SMALL SPACE CRAFT IN ORDER TO WREAK THEIR REVENGE. SOON THEY WERE ABLE TO ATTACK AND OVERCOME FOUR SPACE STATIONS ORBITING THE EARTH, FROM WHERE THEY PLANNED THEIR FINAL ATTACK ON EARTH ITSELF. THE AUTHORITIES, IN THEIR ULTIMATE WISDOM,DECIDED THE COLONIALS WOULD DEFINATELY ATTACK ONE OF THE MAIN CITIES, AND THUS CONCENTRATED THEIR DEFENCE AROUND THEM, INEVITABLY THE COLONIALS THOUGHT YOU WOULD MAKE AN IDEAL FIRST TARGET. ALL YOU HAVE TO DO IS SURVIVE FOR TEN ATTACK WAVES BEFORE REINFORCEMENTS ARRIVE..... MAIN CHOICE SCREEN: MOVE THE CURSOR OVER THE DESIRED DOOR AND PRESS FIRE. GOING TO THE CONTROL ROOM ENABLES YOU TO BUY FACILITIES FOR EACH OF YOUR SECTORS, VIEW THE ENEMY MOVEMENTS AND CHOOSE WHICH SECTOR TO DEFEND. GOING TO THE DOCKING BAY WILL SEND YOU OUT ON THE MISSION YOU HAVE CHOSEN IN THE CONTROL ROOM, REMEMBER TO ARM YOUR CRAFT BEFORE YOU LEAVE!! THE ARMOURY IS WERE YOU STOCK UP YOUR CRAFT WITH AS MANY WEAPONS AS YOU CAN CARRY. RIGHT IN FRONT OF YER IS A SCREEN DESCRIBED AS: CONTROL SCREEN:SHOWN AS A RADAR TYPE SCREEN..WITH VARIOUS ATTACHMETS AROUND IT. SECTOR 1) TOP RIGHT IS A MOUNTANIOUS AREA WHICH IS PROBALY THE MOST VALUABLE SECTOR DUE TO THE VAST AMOUNTS OF PLATINUM BENEATH THE SURFACE. (THIS IS SHOWN ON THE RADAR SCREEN---TOP RIGHT, AND NOT TOP RIGHT OF THE ACTUAL PICTURE.)OF COURSE YOU NEED THE MINING UNITS TO GET TO THIS. ONCE YOU HAVE MINED THE PLUTANIUM YOU EXPORT IT TO NEIGHBOURING SETTLEMENTS FOR CASH. EACH MINE BRINGS IN 10,000 CREDITS EACH GAME TURN, WHICH YOU CAN THEN BUY MORE MINES, OIL RIGS, FACTORIES OR ARMY UNITS. SECTOR 2) TOP LEFT OF THE RADAR SCREEN(NOT THE ACTUAL PICTURE) WE HAVE THE SEA, BENEATH WHICH IS A FAIR AMOUNT OF OIL, MINES ARENT SUCH A HOT IDEA HERE, SO I GUESS IT WOULD BE BEST TO BUY UP OIL RIGS INSTEAD. EACH RIG SUPPLIES YOU WITH ONE UNIT OF FUEL PER GAME TURN. SECTOR 3) BOTTOM LEFT OF THE RADAR SCREEN (GET THE IDEA NOW)...IS THE FOREST SECTOR. WHEN YOU BUY AN ARMY UNIT THEY WILL BE BASED WITHIN THIS SECTOR. YOUR ARMIES ARE USED AS A FRONT LINE DEFENCE AGAINST THE ENEMY. THE MORE YOU HAVE, THE SLOWER THE ENEMY ADVANCE. SECTOR 4)BOTTOM RIGHT OF THE RADAR SCREEN..THE LANDSCAPE BECOMES BARREN, RAPIDLY TURNING INTO DESERT. IN THIS AREA YOU BUILD YOUR FACTORYS WHICH DEVOLP ALL YOUR WEAPON SYSTEMS, THE AMOUNT OF FACTORIES YOU HAVE DETERMINES THE SPEED AT WHICH THE WEAPONS BECOME AVAILABLE. IF A SECTOR IS 50% OR MORE OVER-RUN BY THE ENEMY YOU WILL START TO LOSE THE FACILITIES YOU HAVE DEVOLPED THERE. BUILDING UP YOUR INCOME: SECTOR 5) EACH GAME TURN YOU GAIN 10,000 CREDITS FOR EACH MINE YOU OWN. TO MOVE FORWARD ONE GAME TURN CLICK ON WAIT. NOTICE THAT YOUR TOTAL CASH HAS INCREASED. BUYING FACILITIES: SECTOR 6) IN EACH CORNER OF THE SCREEN ARE ILLUSTRATIONS,OF THE FACILITIES CONTAINED IN EACH SECTOR, BY CLICKING ON ONE OF THESE A WINDOW APPEARS IN THE CENTRE OF THE SCREEN DISPLAYING THE PRICE OF THE CORRESPONDING FACILITY. SIMPLY CLICK IN THE WINDOW TO BUY, OR ON THE ILLUSTRATION TO EXIT. OBVIIOUSLY YOU NEED ENOUGH CASH, THE TOTAL OF WHICH IS DISPLAYED AT THE TOP CENTRE OF THE SCREEN. THE NUMBER IN THE BOTTOM LEFT CORNER OF THE ILLUSTRATION SHOWS THE AMOUNT OF FACILITIES YOU HAVE IN THAT SECTOR, AND THE PERCENTAGE NUMBER INDICATES HOW OVER-RUN THAT SECTOR IS. CHOOSING A SECTOR: SECTOR 7) SHOWN AS A GAUGE TO THE LEFT OF THE ACTUAL SCREEN BY CLICKING ON ONE OF THE SEGMENTS IN A SECTOR YOU WILL NOTICE A SHADED AREA EXTENDS FROM THE CENTRE TO THE SELECTED SEGMENT. THE SECOND COLUMN (SECTOR 8 WHICH IS THE NEXT GAUGE TO SECTOR 7)SHOWS YOU HOW MUCH FUEL YOU WILL USE ON A SELECTED MISSION. WEAPON SCREEN: THE SPEED AT WHICH YOUR FACTORIES DEVOLP WEAPONS DEPENDS ON THE AMOUNT OF FACTORIES YOU HAVE, IF YOU ONLY HAVE ONE FACTORY IT WILL BE A LONG TIME BEFORE THE SECOND WEAPON IS REVEALED. EVEN IF YOU HAVE MAXIMUM FACTORIES THIS DOES NOT MEAN THAT ALL THE WEAPONS WILL APPEAR IMMEDIATELY, THEY STILL TAKE TIME TO DEVOLP. TO ARM YOUR SHIP SIMPLY CLICK ON THE WEAPON IN THE BOTTOM HALF OF THE SCREEN. YOU CAN ONLY CHOOSE ONE WEAPON OUT OF EACH COLMN, IE YOU CAN`T CARRY TWO TYPES OF CANNON. THE LAST WEAPON YOU CLICK ON IN EACH COLMN IS THE ONE YOU WILL USE. LASERS: THE LASERS ARE THE STANDARD WEAPON WHICH CAN BE UPGRADED FROM THE TWIN LASER TO THE POWERFUL `QUADRUPLE` LASER. CANNON: AN ALTERNATIVE TO USING LASERS. STARTING OFF WITH THE STANDARD CANNON, THE HIGHER CALIBRE SHOT LAUNCH, UP TO ARMOUR PIERCING SHELLS. ROCKETS: DO NOT HOME IN ON A TARGET BUT ANYTHING THAT GETS IN THEIR WAY IS DESTROYED. THEY ARE NOT VERY ACCURATE BUT ARE A HANDY AUXILIARY PIECE OF WEAPONARY. STARTING WITH SINGLE ROCKETS, UPGRADEABLE TO DOUBLE ROCKETS AND THEN THE `SHOCKWAVE`. THE `SHGOCKWAVE` EMITS SUB SONIC WAVES THAT SHAKE ANY CRAFT IN THEIR PATH TO PIECES, ALTHOUGH POWERFUL, THE SHOCKWAVE HAS A DELAYED EFFECT. MISSILES: HOMING MISSILES WILL LOCK-IN ON ONE ENEMY CRAFT AND UNLESS OUT-MANOUVERED, DESTRI IT, THE NEXT STEP UP, `SMART MISSILES` SPLIT UP AND HOME IN THREE DIFFERENT ENEMY CRAFT, AND FINALLY THE `FLASH` BOMBS DESTROY ALL VISIBLE ENEMY CRAFT. THOUGH NOT THEIR MISSILES. BOMBS: THE FIRST OF THE THREE TYPES OF BOMB ARE THE `SKIMMER BOMBS`, THESE ARE FIRED IN THE DIRECTION OF YOUR CROSS HAIRS BUT DROP DUE TO GRAVITY. THEY ARE IDEAL AUXILLARY FIREPOWER WITH LASERS OR CANNON, SECOND IS THE `SMART BOMB` THIS DESTROYS ALL VISIBLE ENEMIES AND MISSILES, FINALY WE HAVE THE `WARHEAD`. IF YOU USE THIS WEAPON IT WILL DESTROY ALL FACILITIES YOU HAVE BUILT UP THERE. WITH THIS IN MIND IT IS PROBALY BEST TO USE THIS AS A LAST RESORT. THE ACCESSORIES, POSITIONED TO THE RIGHT OF THE SHIP ARE SHEILDS,INFRA RED AND CLOCK. CLICKING ON SHEILDS WILL TOP UP YOUR SHEILDS TO SIX, BUT DONT USE THEM AS IT TAKES TIME FOR YOUR FACTORIES TO REPLENISH THEM. INFRA RED MAKES NIGHT FLYING EASIER, ENABLING YOU TO THE ENEMY MORE CLEARLY. THE CLOAKING DEVICE STOPS THE ENEMY BEING ABLE TO `LOCK IN` ON YOUR CRAFT. AS WITH LIFE, ALL GOOD THINGS COME TO AN END, SO BE READY TO TAKE EVASIVE ACTION, WHEN YOUR CLOAK RUNS OUT. :::::::-------------------------`THE GAME`----------::::::: STARTS HERE ON DOING ALL YER TACTICAL BITS AND SETTING OFF, YOU THEN ENTER A SECOND SCREEN..IE YOUR COCKPIT FIGHTER SCREEN, THE SET UP IS AS SUCH:----> 1) TOP LEFT OF SCREEN IS A SMALL RADAR CIRCLE..THIS SHOWS/INDICATES THE SECTOR YOU CURRENTLY IN. 2) TOP RIGHT OF THE SCREEN IS A ANOTHER SMALL CIRCLE , THIS IS YOUR SHEILD INDICATOR. AND SHOWS HOW MANY SHEILDS YOU HAVE LEFT. ONCE YOUR SHEILDS ARE DEPLETED THE NEXT TIME YOU ARE HIT..YOU DIE!!! 3) CENTRE OF THE SCREEN SHOWN AS A LARGE SQUARE, WITH TRACKING MARKS/INGS..THIS IS YOUR `H-U-D`. IT ONLY APPLIES TO ROCKETS, MISSILES AND BOMBS. THIS DISPLAY VARIES DEPENDING ON THE TYPE OF WEAPON SELECTED. 4) THE AMOUNT OF AMMO YOU HAVE LEFT FOR THE WEAPON IS SHOWN IN THE BOTTOM RIGHT HAND CORNER OF THE SQUARE. 5) SHOWN BOTTOM LEFT OF THE SCREEN.SCORE: YOU GAIN POINTS FROM SHOOTING ALIENS AND CAN GET A 50,000 POINTS BONUS FOR COMPLETING A MISSION AND DESTROYING ALL THE ENEMY. 6) CENTRE OF SCREEN JUST BELOW (4) LARGE SQUARE, THIS IS THE FUEL INDICATOR. THE AMOUNT OF FUEL YOU CARRY DEPENDS ON THE LENGHT OF THE MISSION THAT YOU HAVE SELECTED. WHEN YOUR FUEL RUNS OUT YOU ARE RETURNED TO YOUR BASE. 7) BOTTOM CENTRE JUST BELOW (5)..THIS SHOWS THE NUMBER OF ENEMY LEFT IN THE SECTOR: THIS REPRESENTS THE NUMBER OF ENEMY THAT YOU NEED TO DESTROY IN ORDER TO CLEAR THE SECTOR. IF YOUR FUEL RUNS OUT BEORE BEFORE YOU HAVE REDUCED THE NUMBER TO ZERO, THOSE ENEMY LEFT WILL REMAIN IN THAT SECTOR, IF YOU DESTROY ALL THE ENEMY BEFORE YOUR FUEL RUNS OUT YOU WILL BE RETURNED TO BASE. 8) BOTTOM RIGHT HAND OF SCREEN: WEAPONS SELECTED..THE WEAPON YOU ARE CURRENTLY USING IS LIT. THE LAYOUT OF THE WEAPONS CORRESPONDS WITH THE KEYS F1-5 FROM LEFT TO RIGHT...F1---LASERS....F2---CANNON...F3---ROCKETS...F4---MISSILES...F5---BOMBS. SECRET MISSIONS: EVERY NOW AND THEN WHEN YOU CLICK ON DOCKING BAY. YOU WILL BE SENT ON A SECRET MISSION. AT THIS POINT YOU WILL FLY A REMOTE CONTROL SHIP, PACKED WITH EXPLOSIVES, AT ONE OF THE ENEMY CONTROLLED SPACE STATIONS. IF YOU MANAGE TO GUIDE YOUR SHIP TO THE END OF THE TUNNEL THE EXPLOSION WILL CAUSE MAXIMUM DAMAGE, FORCING THE GROUND BASED ENEMY TO RETREAT AND REGROUP, THE FIGURE IN THE PANEL(7) NOW REPESENTS A COUNTDOWN..IF THE NUMBER REACHES ZERO BEFORE YOU GET TO THE END OF THE TUNNEL YOUR SHIP WILL EXPLODE, AND YOUR MISSION WILL HAVE FAILED. USE LEFT MOUSE BUTTON OR FIRE ON JOYSTICK TO ACCELERATE..ALTHOUGH SECRET MISSIONS TAKE UP 9 UNITS OF FUEL, IF YOU FAIL YOU DO NOT LOSE A LIE. CONTROLS: MOUSE IN PORT 1 OR JOYSTICK IN PORT 2 MOUSE: LEFT BUTTON-FIRES LASERS OR CANNON MOUSE: RIGHT BUTTON-FIRES ROCKETS,MISSILES OR BOMBS DURING THE SECRET MISSIONS FIRE MAKES YOU ACCELERATE. OTHER KEYS; F1---LASERS F2---CANNON....ONLY ONE OF THESE TWO CAN BE USED AT ANY ONE TIME F3---ROCKETS F4---MISSILES F5---BOMBS....ONLY ONE OF THESE THREE CAN BE USED AT ANY ONE TIME C--- CLOAK ON/OFF I--- INFRA RED ON/OFF F10- TOGGLE UP/DOWN CONTROL. FORWARD CLIMB / DIVE LEFT: LEFT: / LEFT RIGHT: RIGHT:/ RIGHT: BACK: DIVE: / CLIMB FACILITIES: MINES : COST: 240,000 / EFFECT: 10,00 CREDIT ADDED PER MINE. MAXIMUM NUMBER AVAILABLE: 9 OIL RIGS : COST: 80,000 / EFFECT: 1 UNIT OF FUEL ADDED PER RIG PER TURN MAXIMUM NUMBER AVAILABLE: 9 FACTORIES : COST: 180,000 / EFFECT: SPEED UP DEVOLPMENT OF WEAPONS SYSTEMS MAXIMUM NUMBER AVAILABLE: 9 ARMIES : COST: 260,000 / EFFECT: SLOW DOWN THE ENEMY ADVANCE MAXIMUM NUMBER AVAILABLE: 4 ENJOY THE GAME..REMEMBER IF YOU LIKE IT BUY THE ORIGINAL, IT KEEPS EVERYONE HAPPY...... ---------------------------------------------------------------------------- THANKS TO TREVOR FOR THIS DOC HISTORY OF CITIES AND CITY PLANNING by Cliff Ellis INTRODUCTION The building of cities has a long and complex history. Although city planning as an organized profession has existed for less than a century, all cities display various degrees of foresight and conscious design in their layout and functioning. Early humans led a nomadic existence, relying on hunting and gathering for sustenance. Between 8,000 and 10,000 years ago, systematic cultivation of plants and the domestication of animals allowed for more permanent settlements. During the fourth millenium B.C., the requirements for the "urban revolution" were finally met: the production of a surplus of storable food, a system of writing, a more complex social organization, and technological advances such as the plough, potter's wheel, loom, and metallurgy. Cities exist for many reasons, and the diversity of urban forms can be traced to the complex functions that cities perform. Cities serve as centers of storage, trade, and manufacture. The agricultural surplus from the surrounding countryside is processed and distributed in cities. Cities also grew up around marketplaces, where goods from distant places could be exchanged for local products. Throughout history, cities have been founded at the intersections of transportation routes, or at points where goods must shift from one mode of transportation to another, as at river and ocean ports. Religious elements have been crucial throughout urban history. Ancient peoples had sacred places, often associated with cemeteries or shrines, around which cities grew. Ancient cities usually had large temple precincts with monumental religious buildings. Many medieval cities were built near monasteries or cathedrals. Cities often provided protection in a precarious world. During attacks, the rural populace could flee behind city walls, where defense forces assembled to repel the enemy. The wall served this purpose for millennia, until the invention of heavy artillery rendered walls useless in warfare. With the advent of modern aerial warfare, cities have become prime targets for destruction rather than safe havens. Cities serve as centers of government. In particular, the emergence of the great nation-states of Europe between 1400 and 1800 led to the creation of new capital cities or the investing of existing cities with expanded governmental functions. Washington, D.C., for example, displays the monumental buildings, radial street pattern, and large public spaces typical of capital cities. Cities, with their concentration of talent, mixture of peoples, and economic surplus, have provided a fertile ground for the evolution of human culture: the arts, scientific research, and technical innovation. They serve as centers of communication, where new ideas and information are spread to the surrounding territory and to foreign lands. CONSTRAINTS ON CITY FORM Cities are physical artifacts inserted into a preexisting natural world, and natural constraints must be respected if a settlement is to survive and prosper. Cities must conform to the landscape in which they are located, although technologies have gradually been developed to reorganize the land to suit human purposes. Moderately sloping land provides the best urban site, but spectacular effects have been achieved on such hilly sites as San Francisco, Rio de Janiero, and Athens. Climate influences city form. For example, streets have been aligned to take advantage of cooling breezes, and arcades designed to shield pedestrians from sun and rain. The architecture of individual buildings often respects adaptations to temperature, rainfall, snow, wind and other climactic characteristics. Cities must have a healthy water supply, and locations along rivers or streams, or near underground watercourses, have always been favored. Many large modern cities have outgrown their local water supplies and rely upon distant water sources diverted by elaborate systems of pipes and canals. City location and internal structure have been profoundly influenced by natural transportation routes. Cities have often been sited near natural harbors, on nagivable rivers, or along land routes determined by regional topography. Finally, cities have had to survive periodic natural disasters such as earthquakes, hurricanes, tornados, and floods. The San Francisco earthquake of 1906 demonstrated how natural forces can undo decades of human labor in a very short time. ELEMENTS OF URBAN STRUCTURE City planners must weave a complex, ever-changing array of elements into a working whole: that is the perennial challenge of city planning. The physical elements of the city can be divided into three categories: networks, buildings, and open spaces. Many alternative arrangements of these components have been tried throughout history, but no ideal city form has even been agreed upon. Lively debates about the best way to arrange urban anatomies continue to rage, and to show no signs of abating. NETWORKS Every modern city contains an amazing array of pathways to carry flows or people, goods, water, energy, and information. Transportation networks are the largest and most visible of these. Ancient cities relied on streets, most of them quite narrow by modern standards, to carry foot traffic and carts. The modern city contains a complex hierarchy of transportation channels, ranging from ten-lane freeways to sidewalks. In the United States, the bulk of trips are carried by the private automobilem with mass transit a distant second. American cities display the low-density sprawl characteristic of auto-centered urban development. In contrast, many European cities have the high densities necessary to support rail transit systems. Modern cities rely on complex networks of utilities. When cities were small, obtaining pure water and disposing of wastes was not a major problem, but cities with large populations and high densities require expensive public infrastructure. During the nineteenth century, rapid urban growth and industrialization caused overcrowding, pollution, and disease in urban areas. After the connection between impure water and disease was established, American and European cities began to install adequate sewer and water systems. Since the late nineteenth century, cities have also been laced with wires and conduits carrying electricity, gas, and communications signals. BUILDINGS Buildings are the most visible elements of the city, the features that give each city its unique character. Residential structures occupy almost half od all urban land, with the building types ranging from scattered single-family homes to dense high-rise apartments. Commercial buildings are clustered downtown and at various subcenters, with skyscrapers packed into the central business district and low-rise structures prevailing elsewhere, although tall buildings are becoming more common in the suburbs. Industrial buildings come in many forms ranging from large factory complexes in industrial districts to small workshops. City planners engage in a constant search for the proper arrangement of these different types of land use, paying particular attention to the compatibility of different activities, population densities, traffic generation, economic efficiency, social relationships, and the height and bulk of buildings. OPEN SPACES Open space is sometimes treated as a leftover, but it contributes greatly to the quality of urban life. "Hard" spaces such as plazas, malls, and courtyards provide settings for public activities of all kinds. "Soft" spaces such as parks, gardens, lawns, and nature preserves provide essential relief from harsh urban conditions and serve as space for recreational activities. These "amenities" increasingly influence which cities will be preceived as desirable places to live. EVOLUTION OF URBAN FORM The first true urban settlements appeared around 3,000 B.C. in ancient Mesopotamia, Egypt, and the Indus Valley. Ancient cities displayed both "organic" and "planned" types of urban form. These societies had elaborate religious, political, and military hierarchies. Precincts devoted to the activities of the elite were often highly planned and regular in form. In contrast, residential areas often grew by a slow process of accretion, producing the complex, irregular patterns that we term "organic." Two typical features of the ancient city are the wall and the citadel: the wall for defense in regions preiodically swept by conquering armies, and the citadel - a large, elevated precinct within the city - devoted to religious and state functions. The Romans engaged in extensive city-building activities as they consolidated their empire. Rome itself displayed the informal complexity created by centuries of organic growth, although particluar temple and public districts were highly planned. In contrast, the Roman military and colonial towns were laid out in a variation of the grid. Many European cities, including London and Paris, sprang from these Roman origins. We usually associate medieval cities with narrow winding streets converging on a market square with a cathedral and a city hall. Many cities of this period display this pattern, the product of thousands of incremental additions to the urban fabric. However, new towns seeded throughout undeveloped regions of Europe were based upon the familiar grid. In either case, large encircling walls were built for defense against marauding armies; new walls enclosing more land were built as the city expanded and outgrew its former container. During the Renaissance, architects began to systematically study the shaping of urban space, as though the city itself were a piece of architecture which could be given an aesthetically pleasing and functional order. Many of the great public spaces of Rome and other Italian cities date from this era. Parts of old cities were rebuilt to create elegant squares, long street vistas, and symmetrical building arrangements. Responding to advances in firearms during the fifteenth century, new city walls were designed with large earthworks to deflect artillery, and star-shaped points to provide defenders with sweeping lines of fire. Spanish colonial cities in the New World were built according to rules codified in the Laws of the Indies of 1573, specifying an orderly grid of streets with a central plaza, defensive wall, and uniform building style. We associate the baroque city with the emergence of great nation-states between 1600 and 1750. Ambitious monarchs constructed new palaces, courts, and bureaucratic offices. The grand scale was sought in urban public spaces: long avenues, radial street networks, monumental squares, geometric parks and gardens. Versailles is a clear expression of this city-building model; Washington, D.C. is an example from the United States. Baroque principles of urban design were used by Baron Haussmann in his celebrated restructuring of Paris between 1853 and 1870. Haussmann carved broad new thoroughfares through the tangled web of old Parisian streets, linking major subcenters of the city with one another in a pattern which has served as a model for many other modernization plans. Toward the latter half of the eighteenth century, particularly in America, the city as a setting for commerce assumed primacy. The buildings of the bourgeoisie expanded along with their owners' prosperity: banks, office buildings, warehouses, hotels, and small factories. New towns founded during this period were conceived as commercial enterprises, and the neutral grid was the most effective means to divide land up into parcels for sale. The city became a checkerboard on which players speculated on shifting land values. No longer would religious, political, and cultural imperatives shape urban development; rather, the market would be allowed to determine the pattern of urban growth. New York, Philadelphia, and Boston around 1820 exemplify the commercial city of this era, with their bustling, mixed-use waterfront districts. TRANSITION TO THE INDUSTRIAL CITY Cities have changed more since the Industrial Revolution than in all the previous centuries of their existence. New York had a population of about 313,000 in 1840 but had reached 4,767,000 in 1910. Chicago exploded from 4,000 to 2,185,000 in the same period. Millions of rural dwellers ni longer needed on farms flocked to the cities, where new factories churned out products for new markets made accessible by railroads and steamships. In the United States, millions of immigrants from Europe swelled the urban populations. Increasingly, urban economies were being woven tightly into the national and international economies. Technological innovations poured fortrh, many with profound impacts on urban form. Railroad tracks were driven into the heart of the city. Internal rail transportation systems greatly expanded the radius of urban settlement: horsecars beginning in the 1830s, cable cars in the 1870s, and electric trolleys in the 1880s. In the 1880s, the first central power plants began providing electrical power to urban areas. The rapid communication provided by the telegraph and telephone allowed formerly concentrated urban activities to disperse across a wider field. The industrial city still focused on the city center, which contained both the central business district, defined by large office buildings, and substantial numbers of factory and warehouse structures. Both trolleys and railroad systems converged on the center of the city, which boasted the premier entertainment and shopping establishments. The working class lived in crowded districts close to the city center, near their places of employment. Early American factories were located outside of major cities along rivers which provided water power for machinery. After steam power became widely available in the 1830s, factories could be located within the city in proximity to port facilities, rail lines, and the urban labor force. Large manufacturing zones emerged within the major northeastern and midwestern cities such as Pittsburgh, Detroit, and Cleveland. But by the late nineteenth century, factory decentralization had already begun, as manufacturers sought larger parcels of land away from the congestion of the city. Gary, Indiana, for example, was founded in 1906 on the southern shore of Lake Michigan by the United States Steel Company. The increeasing crowding, pollution, and disease in the central city produced a growing desire to escape to a healthier environment in the suburbs. The upper classes had always been able to retreat to homes in the countryside. Beginning in the 1830s, commuter railroadsenabled the middle class to commmute in to the city center. Horsecar lines were built in many cities between the 1830s and 1880s, allowing the middle class to move out from the central cities into more spacious suburbs. Finally, during the 1890s electric trollrys and elevated rapid transit lines proliferated, providing cheap urban transportation for the majority of the population. The central business district o fthe city underwent a radical transformation with the development of the skyscraper between 1870 and 1900. These tall buildings were not technically feasible until the invention of the elevator and steel-frame construction methods. Skyscrapers reflect the dynamics of the real estate market; the tall building extracts the maximum economic value from a parcel of land. These office buildings housed the growing numbers of white-collar employees in banking, finance, management, and business services, all manifestations of the shift from an economy of small firms to one of large corporations. THE FORM OF THE MODERN CITY OIN THE AGE OF THE AUTOMOBILE The city of today may be divided into two parts:(1) an inner zone, coextensive with the boundaries of the old industrial city, and (2)suburban areas, dating from the 1920s, which have been designed for the sutomobile from the beginning. The central business districts of American cities have become centers of information processing, finance, and administration rather than manufacturing. White-collar amployees in these economic sectors commute in from the suburbs on a network of urban freeways built during the 1950s and 60s; this "hub-and-wheel" freeway pattern can be observed on many city maps. New bridges have spanned rivers and bays, as in New York and San Fransisco, linking together formerly separate cities into vast urbanized regions. Waves of demolition and rebuilding have produced "Manhattanized" downtowns across the land. During the 1950s and 60s, urban renewal programs cleared away large areas of the old city, releasing the land for new office buildings, convention centers, hotels, and sports complexes. Building surges have converted the downtowns of American cities into forests of tall office buildings. More recently, office functions not requiring a downtown location have been moved to huge office parks in the suburbs. Surrounding the central business area lies a large band of old mixed-use and residential buildings which house the urban poor. High crime, low income, deteriorating services, inadequate housing, and intractable social problems plague these neglected areas of urban America. The manufacturing jobs formerly available to inner city residents are no longer there, and resources have not been committed to replace them. These inner city areas have been left behind by a massive migration to the suburbs, which began in the late nineteenth century but accelerated in the 1920s with the spread of the automobile. Freeway building after World War II opened up even larger areas of suburban land, which were quickly filled by people fleeing central city decline. Today, more people live in suburbs than in cities proper. Manufacturers have also moved their production facilities to suburban locations which have freeway and rail accessibility. Indeed, we have reached a new stage of urbanizatin beyond the metropolis. Most major cities are no longer focused exclusively on the traditional downtown. New subcenters have arisen round the periphery, and these subcenters supply most of the daily needs of their adjacent populations. The old metropolis has become a multi-centered urban region. In turn, many of these urban regiosn have expanded to the point where they have coalesced into vast belts of urbanization - what the geographer Jean Gottman termed "megalopolis." The prime example is the eastern seaboard of the United States from Boston to Washington. The planner C.A. Doxiadis has speculated that similar vast corridors of urbanization will appear throughout the world during the next century. Thus far, American planners have not had much success in imposing a rational form on this process. However, New Town and greenbelt programs in Britain and the Scandinavian countries have, to some extent, prevented formless sprawl from engulfing the countryside. THE ECONOMICS OF URBAMN AREAS Since the 1950s, city planners have increasingly paid attention to the economics of urban areas. When many American cities experienced fiscal crises during the 1970s, urban financial management assumed even greater importance. Today, planners routinely assess the economic consequences of all major changes in the form of the city. Several basic concepts underlie urban and regional economic analysis. First, cities cannot grow if their residents simply provide services for one another. The city must create products which can be sold to an external purchaser, bringing in money which can be reinvested in new production facilities and raw materials. This "economic base" of production for external markets is crucial. Without it, the economic engine of the city grinds to a halt. Once the economic base is established, an elaborate internal market can evolve. This market includes the production of goods and sevrices for businesses and residents within the city. Obviously, a large part of the city's physical plant is devoted to facilities for these internal transactions: retail stores of all kinds, restaurants, local professional services, and so on. Modern cities are increasingly engaged in a competition for economic resources such as industrial plants, corporate headquarters, high-technology firms, and government facilities. Cities try to lure investment with an array of features: low tax rates, improved transportation and utility infrastructure, cheap land, and a skilled labor force. Amenities such as climate, proximity to recreation, parks, elegant architecture, and cultural sctivities influence the location decisions of businesses and individuals. Many older cities have had difficulty surviving in this new economic game. Abandoned by traditional industries, they are now trying to create a new economic base involving growth sectors such as high technology. Today, cities no longer compete in mere regional or national markets: the market is an international one. Multinational firms close plants in Chicago or Detroit and build replacements in Asia or Latin America. Foreign products dominate whole sectors of the American consumer goods market. Huge sums of money shift around the globe in instantaneous electronic transactions. Cities must struggle for survival in a volatile environment in which the rules are always changing. This makes city planning even more challenging than before. MODERN CITY PLANNING Modern city planning can be divided into two distinct but related types of planning. Visionary city planning proposes radical changes in the form of the city, often in conjunction with sweeping changes in the social and economic order. Institutionalized city planning is lodged withing the existing structures of government, and modifies urban growth processes in moderate, pragmatic ways. It is constrained by the prevailing alignment of political and economic forces within the city. VISIONARY OR UTOPIAN CITY PLANNING People have imagined ideal cities for millenia. Plato's Republic was an ideal city, although lacking in the spatial detail of later schemes. Renaissance architects designed numerous geometric cities, and ever since architects have been the chief source of imaginative urban proposals. In the twentieth century, Le Corbusier, Frank Lloyd Wright, Paolo Soleri, and dozens of other architects have designed cities on paper. Although few have been realized in pure form, they have influenced the layout of many new towns and urban redevelopment projects. In his "Contemporary City for Three Million People" of 1922 and "Radiant City" of 1935, Le Corbusier advocated a high-density urban alternative, with skyscraper office buildings and midrise apartments placed within park-like open spaces. Different land uses were located in separate districts, forming a rigid geometrical pattern with a sophisticated system of superhighways and rail transit. Frank Lloyd Wright envisioned a decentralized low-density city in keeping with his distaste for large cities and belief in frontier individualism. The Broadacre City plan of 1935 is a large grid of arterials spread across the counrtyside, with most of the internal space devoted to single-family homes on large lots. Areas are also carefully set aside for small farms, light industry, orchards, recreation areas, and other urbanfacilities. A network of superhighways knits the region together, so spatially dispersed facilities are actually very close in terms of travel time. In many ways, Wright's Broadacre City resembles American suburban and exurban developments of the post-WWII period. Many other utopian plans could be catalogued, but the point is that planners and architects have generated a complex array of urban patterns from which to draw ideas and inspiration. Most city planners, however, do not work on a blank canvas; they can only make incremental changes to an urban scene already shaped by a complicated historical process. INSTITUTIONALIZED CITY PLANNING The form of the city is determined primarily by thousands of private decisions to construct buildings, within a framework of public infrastructure and regulations administered by city, state, and federal governments. City planning actions can have enormous impact on land values. From the point of view of land economics, the city is an enormous playing field on which thousands of competitors struggle to capture value by constructing or trading land or buildings. The goal of city planning is to intervene in this game in oeder to protect widely shared public values such as health, safety, environmental quality, social equity, and aesthetics. The roots of American city planning lie in an array of reform efforts of the late nineteenth century: the Parks movement, the City Beautiful movement, campaigns for housing regulations, the Progressive movement for government reform, and efforts to improve public health through the provision of sanitary sewers and clean water supplies. The First National Conference on City Planning occurred in 1909, the same year as Daniel Burnham's famous Plan of Chicago. That date may be used to mark the inauguration of the new profession. The early city planners actually came from diverse backgrounds such as landscape architecture, architecture, engineering, and law, but they shared a common desire to produce a more orderly urban pattern. The zoning of land bacame, and still is, the most potent instrument available to American city planners for controlling urban development. Zoning is basically the dividing of the city into discrete areas within which only certain land uses and types of buildings can be constructed. The rationale is that certain activities or building types don't work well; factories and homes, for example. Illogical mixtures create nuisances for the parties involved and lower land values. After several decades of gradual development, land-use zoning received legal approval from the Supreme Court in 1926. Zoning isn't the same as planning: it is a legal tool for the implementation of plans. Zoning should be closely inntegrated with a Master Plan or Comprehensive Plan which spells out a logical path for the city's future in areas such as land use, transportation, parks and recreation, environmental quality, and public works construction. In the early days of zoning this was often neglected, but this lack of coordination between zoning and planning is less common now. Two other important elements of existing city planning are subdivision regulations and environmental regulations. Subdivision regulations require that land being subdivided for development be provided with adequate streets, sewers, water, schools, utilities, and various design features. The goal is to prevent shabby, deficient developments which produce headaches for both their residents and the city. Since the late 1960s, environmental regulations have exerted a stronger influence on patterns of urban growth by restricting development in floodplains, on unstable slopes, on earthquake faults, or near sensitive natural areas. Businesses have been forced to reduce smoke emissions and the disposal of wastes have been more closely monitored. Overall, the pace of environmental degradation has been slowed, but certainly not stopped, and a dismaying backlog of environmental hazards remains to be cleaned up. City planners have plenty of work to do as we move into the twenty-first century. CONCLUSION: GOOD CITY FORM What is the good city? We are unlikely to arrive at an unequivocal answer; the diversity of human needs and tastes frustrates all attempts to provide recipes or instruction manuals for the building of cities. However, we can identify the crucial dimensions of city performance, and specify the many ways in which cities can achieve success along with these dimensions. A most useful guide is Kevin Lynch's A THEORY OF GOOD CITY FORM (Cambridge, Mass. MIT Press, 1981). Lynch offers five basic dimensions of city performance: vitality, sense, fit, access, and control. To these he adds two "meta-criteria," efficiency and justice. For Lynch, a vital city successfully fills the biological needs of its inhabitants, and provides a safe environment for their activities. A sensible city is organized so that its residents can perceive and understand the city's form and function. A city with good fit provides the buildings, spaces, and networks required for its residents to pursue their projects successfully. An accessible city allows people of all ages and backgrounds to gain the activities, resources, services, and information that they need. A city with good control is arranged so that its citizens can have a say in the management of the spaces in which they work and trade. Finally, an efficient city achieves the goals listed above at the least cost, and balances the achievement of the goals with one another. They cannot all be maximized at the same time. And a just city distributes benefits among its citizens according to some fair standard. Clearly, these two meta-criteria raise difficult issues which will continue to spark debates for the forseeable future. These criteria tell aspiring city builders where to aim, while acknowledging the diverse ways of achieving good city form. Cities are endlessly fascinating because each is unique, the product of decades, centuries, or even millennia or historical evolution. As we walk through city streets, we walk through time, encountering the city-building legacy of past generations. Paris, Venice, Rome, New York, Chicago, San Francisco--each has its glories and its failures. In theory, we should be able to learn the lessons of history and build cities that our descendants will admire and wish to preserve. That remains a constant challenge for all who undertake the task of city planning. B I B L I O G R A P H Y Boyer, R. and D. Savageau. Places Rated Almanac. Chicago: Rand McNally & Co., 1986. Choay, Francoise. The Modern City: planning in the 19th century. New York: George Braziller, 1969. Clark, David. Urban Geography. Baltimore: The Johns Hopkins University Press, 1982. Clay, Grady. Close-Up, how to read the american city. Chicago: The UNiversity of Chicago Press, 1986. Gallion, A. and S. Eisner. The Urban Pattern. New York: Van Nostrand Reinhold Company, 1986. Greenburg, M., D. Kueckeberg, and C. Michaelson. Local Population and Employment Projection Techniques. New Brunswick: Center for Urban Policy Researcxh, 1987. Jacobs, Jane. The Death and Life of Great American Cities. New York: Vintage Books, 1961. Kueckeberg, Donald. Urban Planning Analysis; methods and models. New York: John Wiley & Sons, 1974. Callenbach, Ernest. Ecotopia. Berkeley:Banyan Tree Books, 1975. Hoskin, Frank P. The Language of Cities. Cambridge: Schenkman Publishing Company, Inc., 1972. Le Corbusier. The City of Tomorrow and Its Planning. New York: Dover Publications, Inc, 1987. Planning (The magazine of the American Planning Association) 1313 60th St., Chicago IL 60637 RELATED READING FOR CHILDREN FICTION Burton, Virginia Lee. The Little House. Boston: Houghton Mifflin, 1942 (reissued 1969). Murphy, Shirley, and Murphy, Pat. Mrs. Torrino's Return to the Sun. Shepard Books, 1980. Dr. Seuss. The Lorax. New York: Random House, 1971. NONFICTION Macaulay, David. City: A Story of Roman Planning and Construction. Boston: Houghton Mifflin, 1974. Macaulay, David. Underground. Boston: Houghton Mifflin, 1976. Barker, Albert. From Settlement to City. New York: Julian Messner, 1978. Eichner, James A. The First Book of Lacal Government. New York: Franklin Watts, 1976. Rhodes, Dorothy. How to Read a City Map. Chicago: Elk Grove Press, 1967. Monroe, Roxie. Architects Make Zigzags: Looking at Architecture from A to Z. Washington D.C.: National Trust for Historic Preservation, 1986. For more information on city planning and related subjects, contact: American Planning Association Planners Bookstore 1313 E. 60th St. Chicago IL 60637 (312)955-9100 --------------------------------------------------- ---------- SLY SPY SECRET AGENT DOCS ---------- -------- BY MR.TERRY/TRIPPLE H -------- --------------------------------------- SLY SPY The hit coin-op game bringing espionage and action with 9 levels of thrills and excitement. Innovative game features with a host of differing scenarios from high-powered sports car to underwater guerilla warfare. Rescue a beleaguered nation from the oppressive regime of the 'Council for World Domination'. -------- LOADING INSTRUCTIONS -------- ATARI ST Switch on the power of the computer and disk drive, then insert the disk into the drive. If you have two disk drives insert disk 1 into drive A and disk 2 into drive B. This program will then load automatically;follow on screen instructions. 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 Workbench disk illustration appears insert the game disk;the program will then automatically load and run. J -------- CONTROLS -------- JOYSTICK JUMP | | WALK LEFT------|------WALK RIGHT | | KNEEL DOWN FIRE= FIRE WEAPON OR KICK This game is controlled by joystick only with the following additional keys: F1 - PAUSE F2 - TOGGLE MUSIC/FX F10 - GAME RESTART -------- GAMEPLAY -------- Your aim is to progress through 9 levels of play to defeat C.W.D. - The Council for World Domination The levels take place in the following scenarios: SKY DIVING ON MOTORCYCLE WALKING SCUBA DIVING Along the way you can pick up various icons that will increase your power: GOLDEN GUN - Each time this icon is collected a part of the Golden Gun is awarded to you. When you collect five parts the gun is completed. The gun only lasts a short time but it is very powerful. FLASHING B - This will give you more bullets. COLA CAN - This will give you more energy. CLOCK - This will give you more time. MACHINE GUN - This will change your pistol into a machine gun. -------- STATUS AND SCORING -------- The following is displayed in the status panel: 1. Weapon Indicator This can contain one of the following: Pistol, Machine gun, Golden Gun If no icon appears this indicates that you are fighting without bullets. 2. Sly, Health Indicator 3. End of level Baddie, Health Indicator 4. Clock 5. Bullets remaining 6. Golden Gun Indicator 7. Score Points are awarded as follows: Sky Diver - 400 Dog - 500 Big Soldier with barrel - 800 Soldier throwing grenades - 700 Soldier punching - 400 Soldier firing gun - 1000 Punk - 1200 Motorbike - 1000 Jetpack Man - 700 Mines - 500 Divers - 1000 Jetpack Divers - 700 Sharks - 400 End of level Baddie - 10000 An additional bonus will be awarded which is calculated on Time Remaining x 200. -------- HINTS AND TIPS -------- * Try to learn the maps so that you can quickly get the Golden Gun. * It is better to progress slowly taking care not to get hit. * Shoot the Jetpack Man as soon as you can. * Don't shoot too quickly when you get the machine gun as it will use a lot of bullets. ---------------------------------------------------------------------- Sewer Software presents a DR.J doc SPIDER-MAN Some commands that you can use: L - LOOK E - GO EAST W - GO WEST N - GO NORTH S - GO SOUTH Z - Turn on/off pictures. Won't access the disk when off! \ - Move picture so text is/isn't seen PON - Turn on printer POFF - Turn off printer QUIT GAME - End game SAVE GAME - Save game * RESTORE GAME - Restore save game * * Will ask for a seperate formatted disk to use for save games. ** IMPORTANT -- To save a game on the program disk, ramdisk or hard drive first REMOVE file: WPROTECT. This file may also be double clicked on and read. Each save game takes 17k of disk space! The mouse and its buttons may be also used to move the picture on the screen. ** NOTE PLEASE: It is highly recommended you just use the \ key. This key is the same as the left mouse button. It will always move the picture right above the text that just scrolled under! Hitting it again will restore the picture to full screen! When the you hear a Bell or on a color monitor the screen turns green, you must hit return before anything else happens. (Except you may use the mouse or \ key!) This program supports both Color and Monochrome monitors. To play just double click on the PROGRAM icon. What follows is the vocabulary that SPIDER-MAN SAGA+ understands: & *GEM A ABOVE ACID ADJUST AFTER AIR ALL ALONG AM AN AND ANY APART APROACH AQUARIUM ARM AROUND AS ASK AT ATTACK AUTO AVOID AWAKEN AWAY AWHILE BABY BACK BASEMENT BEGIN BEHIND BELT BEND BENEATH BESIDES BEYOND BIG BIO BIOGEM BITE BLADE BLADES BLANK BLOCK BLOW BLUE BLUES BOLT BOTTLE BOTTOM BOUNCE BREAK BUILDING BUTT BUTTON BY BYE CALCIUM CALL CAN CARBONATE CAREFULLY CARPET CARPETING CAST CAT CATCH CEILING CHANGE CHASE CHECK CHEM CHEMICAL CHEMICALS CHLORIDE CIELING CLEAN CLEAR CLIMB CLING CLOCK CLOS CLOSELY CLOUD CLUTCH COAT COMPUTER CONNERS CONSOLE CORRIDOR COSTUME COUCH COURSE COVER CRAWL CREATE CRIB CRY CUSHION D DANCE DEAD DESCRIBE DESK DESTROY DIAL DIE DIG DIR DIRT DISABLE DO DOC DOCTOR DODGE DOING DOOR DOORS DOS DOWN DR DR. DRAIN DRAWER DRINK DROP DUCK DUCT E EACH EAR EAST EAT EGG ELECTRO ELEVATOR EMPTY ENERGY ENTER ENTIRE EQUIPMENT ESCAPE EVERYONE EVERYTHING EXAMINE EXECUTE EXIT EXOTIC EXPLAIN EXPLORE EYES FABRIC FACE FAN FAST FEEL FEET FIGHT FIND FISHTANK FIST FLOOR FLUID FLY FOLLOW FOOT FOR FORCE FOREWARD FOREWARDS FORMULA FORWARD FORWARDS FRAME FREE FREEZE FRISK FROM FURNITURE FUTURE GAME GEM GEMS GENTLY GET GIVE GLASS GO GOODBYE GOT GRAB GREASE GREETINGS GRIME GROPE GROUND H20 H2O HALL HALLWAY HAND HANDS HANG HARD HAT HAVE HCL HE HEAD HELLO HELP HERE HI HIGHER HINT HIT HOLD HOLE HOUR HOW HOWDY HULK HYDRO HYDROCHLORIC HYDROMAN I ICE IF IN INSIDE INTAKE INTENTLY INTO INV INVENTORY IS IT ITEM ITEMS JAM JAMESON JJ JJJ JUMP KEYBOARD KEYIN KICK KILL KISS KNOB KNOCK L LAB LABORATORY LAUGH LAY LEAP LEAVE LEDGE LICK LIFT LIP LIST LISTEN LITTLE LIZARD LOAD LOG LOGON LOOK LOUDLY LOWER MADAM MADAME MAIM MAKE MAN MASK MAZE MD ME MESH MINUTE MIRROR MIST MIX MORE MOTOR MOUTH MOVE MURDER MY MYSELF MYSTERIO N NATTER NEAR NEW NEWS NEWSPAPER NICH NICHE NICHES NONE NORTH NOSE OBJECT OBJECTS OBSTRUCTION OCK OCTOPUS OF OFF OFFICE ON ONCE ONE ONTO OPEN OUT OUTSIDE OVER PAINTING PANIC PAPER PAPERS PARKER PAST PENTHOUSE PER PETER PICK PICKUP PICTURE PIECE PLACE PLANT PLATE PLAY PLEASE PORTRAIT POUR POWDER POWDERS PREPARE PRESS PRINTING PULL PUNCH PUSH PUT QUERY QUESTION QUESTPROBE QUICKLY QUIT RAISE RAPIDLY REACH READ REBOOT RELAX RELEASE REMOVE RESCUE RESET REST RESTORE RID RINGMASTER RIP ROCK ROLL ROOF ROOM RUB RUG RUN S SAND SANDMAN SAVE SAY SAYS SCALE SCAN SCORE SCREAM SEARCH SEAT SECOND SEE SEEK SELF SET SETTING SHAFT SHAKE SHOOT SHOVE SHOW SHUT SIDE SIDES SIGN SING SINK SIP SIR SIT SKY SKYDIVE SKYSCRAPER SLAUGHTER SLOWLY SLUG SMALL SMASH SMELL SMILE SNUFF SOFT SOFTLY SOME SOMETHING SOUTH SPEAK SPIDER SPIDEY SPILL SPIN SPRAY STAND START STATUE STOMACH STOP STOPPED STORE SURRONDINGS SWEEP TAKE TALK TANK TAP TASTE TEETH TELL THAT THE THEN THERMO THERMOSTAT THING THINGS THIS THOSE THROUGH THROW THRU TIME TO TOOL TOP TORN TOSS TOUCH TOWARD TOWARDS TURN TWIST TYPE U UNCOVER UNDER UNDERNEATH UNFOLD UP UPSIDE US USE USING VENT W WAIT WAKE WALK WALL WALLS WASH WATER WAY WEB WEBBING WEIGHT WEST WHAT WHERE WHISPER WHOLE WIEGHT WINDOW WITH YELL YOHO YOU YOU'VE YOUR YOURSELF  THANKS TO TREVOR........ ***** STARFLIGHT ALLIANCE ***** nter forum nterstel headquarters tarflight - The Book istorical timeline liens and Artifacts otices log uit =< >=  S T A R F L I G H T - T H E B O O K Presented by Akila J. Redmer of The Starflight Alliance PREFACE WHAT IS STARFLIGHT - Starflight is a Star Trek like space adventure game available for the IBM PC and 100 percent compatibles. It was developed by five men from Binary Systems. They put a total of fifteen man years into the development of this adventure. It is being distributed by Electronic Arts, the leader in quality entertainment software. This game is a must for anyone who enjoys science fiction role playing games. If this is you, go out and buy this product NOW! WHAT IS STARFLIGHT, THE BOOK - This text file that you are reading is a collection of information about the universe and the history of man, that has been compiled by The Starflight Alliance. It by no means should be considered a substitute for the documentation to the game or the cluebook that is available from Electronic Arts. The information in this text file includes, all of the continuum fluxes that we have found, information regarding all of the major artifacts that we know about, information about all of the alien races we know about, everything we know about the Ancients and The Old Empire, and everything we know about the history of the future of man. (That was not a typo!) WHO IS A. J. REDMER - A. J. is the founder of the alliance and the guy who typed this in. He is a former game ports specialist who was vice president of software development of a game ports company that is now based in India. (of all places) He has worked with Electronic Arts, Epyx, Strategic Simulations, Broderbund, Muse, Avalon Hill, Random House, Millekin and several other software publishers. He is currently considering making an Atari St and Amiga version of this product. He's also a pretty nice guy. WHAT IS THE STARFLIGHT ALLIANCE - The Starflight Alliance is currently a group of nine individuals pooling their resources together in order to solve the many mysteries of the universe. Together we have come up with the information following this preface. It is by no means complete. The Starflight Alliance is a member of The Software Review Board. This is the non-pirate information based bulletin board system located in Pleasant Hill, California. You are encouraged to become a member of The Starflight Alliance. All you have to do is contact us at the phone number or mailing address given below. Membership is free. We will validate that you are a legal user of the software product. You need not have sent in your registration card to be validated. You'll then receive an account on The Software Review Board that will allow you to receive and send new information regarding the universe. WHY THIS - There is so much to learn when playing Starflight that we feel it would be beneficial to have an extra source of information available. It is also quite rewarding to talk to others about the mysteries of Starflight's universe. After reading this, we think you'll agree. S T A R F L I G H T It is the first week of November 4619. You are a human living on a world called Arth. You live there in peace with three other intelligent lifeforms. You never really gave much thought to where you came from or where everybody else came from. In fact, even though you've grown up with a mixture of insect-like creatures, reptilian beings, and photosynthetic plant-like creatures, you've never really thought of them as being any different than you are. You've just graduated as an Interstel captain from New Oxford University at Pelinoriat, Arth. Arth is the second planet in a solar system located at 125,100 on the starmap. One day while you're minding your own business you have the shock of your life. (Later you will grow accustomed to this, because it will happen to you a lot) You receive a transcript from Starport Central and the Director of Interstel. It is a transcript of a meeting that for some reason you didn't manage to attend. The meeting was for starship commander trainess such as yourself. In the transcript you discover that 15 years ago Interstel scientists found a shaft in the crust of the planet that leads to an ancient underground empire. After years of study they conclude that Arth was colonized by a group called Noah 2 that came from Earth. No one knew anything about this before. The scientists also discovered a crytal substance known as endurium in the caves. After careful research they found that this substance can be used to gain the ability to engage in superphotonic (faster than light) space flight. Up until this point in time, no one thought you could travel very far in space. It turns out that five years ago, Interstel built their first ever superphotonic ships and sent out thirteen ships to explore the universe. Only two of them have made it back. The captain of one of those ships was present at the meeting. You are quite suprised to find out that your buddy's and yourself are all from different parts of the universe. It appears that some 2500 years ago there was an intergalactic empire now refered to as the Old Empire. The Humans, the Velox (insectoid), the Thrynn (reptilian), and the Elowan (photosynthetic) were all part of the Empire. Apparently there was some war that caused the fall of the empire. You and your alien friends are a descendant of the Noah 2 colonists that escaped from Earth before it fell to the enemy. Interstel has since built new ships, and you are to command one of them. Your primary mission is to discover more about the origin of the people of Arth. You are, however, sidetracked by various complications in the galaxy. The game starts on January 1, 4620 at the Interstel Starport that is orbiting Arth. Here is where you assemble your crew, buy your supplies, outfit your ship, and receive messages from Interstel. HERE IS WHAT WE KNOW SO FAR If you look at your starmap, you will find ten large black circles that encompus about two thirds of the universe. These circles are like spheres of influence. Each one is dominated by a specific alien race. Arth itself is not in a circle. The two relatively small circles downspin and coreward of Arth are the home of the Thrynn and the Elowan. The Thrynn are centered at about 130,35 and the Elowan are at about 155,60. Upspin of Arth, the medium sized circle at 140,150 is the home of the Velox. (They were known as the Veloxi during the Old Empire) The tiny circle just coreward of Arth is the domain of the Mechans. They are androids that were built during the Old Empire to establish colony worlds for the Noah expeditions. Upspin and outward of Arth, there is a large circle centered at about 85,140. This is the home land of the Spemin. They are sort of a cross between the Ameoba and dung. They are blobs with tentacles sticking out of then. Just below them is a large circle centered at about 85,60. This area is controlled by the Gazurtoid. They are a water breathing race of squidlike creatures. The circles at the lower left hand corner of the map and the upper left hand corner are both controlled by the Uhleks. There are two other circles on the map. We haven't figured out who controls them, but we think they are also Uhlek territories because the oriental style symbol in them is the same as the Uhlek ones. The coreward part of the map doesn't have any circles, and neither do the humans. That's because it was the battle grounds for some major wars that pretty much wiped out everything there. Earth is also out there. More about the wars later. At this point in time, the only humans known to be in the universe are on Arth. They are probably the least respected race in the galaxy. We really don't have much of a future. In fact many other races appear to be surprised that there are any humans alive at all. (It's pretty depressing, but we think we know what to do to remedy this problem) The following is a historical account of what has happened in the universe leading up to today. This information has been gathered after several hours of playing time by several people. We still have a lot to learn. 2100 - Man discovers Endurium. This is only about 130 years in our real life future. Man appears to be the first to have discovered Endurium. 50 years later we figure out how to use Endurium to fly faster than the speed of light. 2150 - This discovery starts the Empire. We started to colonize the worlds in our general area, 215,86. The Humans are the founders of the empire. 2300 - Man meets the Veloxi. This probably happened because of a flux at 217,80 that goes to 176,123. It's like a highway between Earth and the Velox. These are the first aliens we ever meet. They are probably the ones we were the closest to diplomatically before everyone discovered what worthless pieces of - - - - humans really are. 2650 - A major Endurium find ushers in the golden era. This find is probably the innermost planet of system 180,120. It is near that same flux mensioned above. We call the system The Burke System, because Tim Burke (A member of the Alliance) discovered this planet before we received the cluebook. (By the way, if you discover something new like a flux, colonizable planet, new sentient lifeform, or whatever, you can name it whatever you want and we will officially acknowledge it as such.) This major Endurium find allows us to travel to more parts of the universe. 2675 - The Empire discovers the Spemin. The blob like guys join the Empire. They are real wimps though, and will follow whoever is in power. 2770 - The Empire discovers the Thrynn and the Elowan. Now the Empire is complete. The five races of beings act as one large society. The entire thing is set up by the Humans. This could be considered the height of mankind. 3000 - The first wave starts. Now things get bad. There is a race of beings called the Phlegmak that are based in the Axe Constellation around 230,20. Somewhere else is another race known as the Nomlox. We don't know exactly where they come from, but we think they are from the upper right hand corner of the map. Anyway, the Phlegmak and the Nomlox attack the Empire. More specifically, they attack the Veloxi. This is what is known as the first wave. 3120 - Velox pact of 3120. There are three of us that fight back. (The Velox, the Spemin, and the Humans) As far as we know, the Thrynn and the Elowans were not involved in the war. At the time of the pact, we are very close to the Velox and the Spemin. Although we know of only one specific event, the Humans apparently drop the ball in this war. The Velox and the Spemin apparently do all the fighting and dying. (Especially the Velox) The Velox appear to be a reasonably powerful race. (This information is not correct, see Spemin update) 3260 - The first wave ends. The Velox defeat the Phlegmak at their base in the Axe Constellation. The Phlegmak and the Nomlox are extinct. Somewhere in between the time of the Velox pact and the end of the first wave, a space pirate named Harrison (Yes, he's human) stole the Velox most prize possession. It is the focusing stone that the queen used to communicate with her drones. It is still missing to this day, and the Velox are still irate that it was stolen. This incident had some detrimental effects on the Velox view of humans. This could be the single most important cause of the fall of man. Now everybody in the Empire voices displeasure with human rule. This causes unstability in the Empire. 3400 - The second wave starts. The Uhleks are generally believed to be the most powerful race in the universe. They are extremely violent as are the Gazurtoids. The Gazurtoids have this deep religious belief that all air breathers should be detroyed. They are allies of the Uhleks. Actually they are probably pawns of the Uhleks. The Uhleks and the Gazurtoids together attack the Empire. Now as I mentioned before, the Spemin are wimps. If you check the map, you'll see they're not in good shape in this wave. They therefore defect to the side of the Uhleks and the Gazurtoid. The Empire falls in the second wave mainly because everyone turns against the humans. The humans get slaughtered by the billions. 3450 - Project Noah initiated. At this point in time it is obvious that the Empire is doomed. The people on Earth start to send out colonial expeditions to try to escape from the war. It appears that Earth was the capital of the Empire with a government that represented all the races of the Empire. How we exactly did this is not clear. We think this is when we built the Mechans. The Mechans are androids that seek out colonizable worlds and then build underground cities for the Noah expeditions. They guard the planet until their makers arive. 3454 - Launch of Noah 2 expedition. This is significant for a couple of reasons. We know of nine Noah expeditions that were launched during these dark times. Noah 2 is the only one we know of that successfully managed to escape the clutches of the Uhlek and the Gazurtoid. Another thing is that this is the group that colonized Arth. You are a direct decendant of Noah 2. Another thing to note is that Noah 2 (as probably the others) was made up of Humans, Veloxi, Thrynn, and Elowan. The scientists found the captain's log to Noah 2 in the caves of the underground civilization on Arth. (Note also that because the Spemin defected to the other side, they are not a part of the colonial group.) These colonies were formed underground, probably to hide from the Uhleks. During this time, the colonists lose all contact with the rest of the universe. 3480 - The fall of Earth. This is when Earth falls to the second wave. If you go there now, all you'll find are ruins from the past. 3505 - Bomb hits Arth, creates Southern Hot Zone. This is significant because it forces the colonizers of Arth to live above ground. Now by leaving their underground world behind, the colonists take another step away from the past. 3520 - Arth society collapses and the Dark Years begin. We don't know much about this time except that it is the second of the dark times. The first was the fall of the Empire. For the next thousand years, Arth is in turmoil. All technology is lost. There is no knowledge of the past. 4400 - Arth's new era begins with the new council and the industrial revolution. Now we are coming out of the Dark Years and are well on our way to where we are today. 4500 - We finally rediscover space flight. This is sublight flight, so we can only planet hop in our own solar system. We have no knowledge of whatelse or whoelse is in the universe. 4594 - Discovery of Noah 2 colony and Endurium. This is a major mile stone in our history and only 26 years from now. This is when the scientists discover the ruins of our ancestors below the surface of our planet. They find Endurium there and nineteen years later they rediscover superphotonic flight. This is also when a lot of questions arise about our past and where we come from. 4615 - Now that we have the technology, we send out 13 exploration ships to explore the universe. In the following years they rediscover the Thrynn and Elowan home systems. It is of course a major surprise for the Thrynn and Elowan of Arth to discover they come from somewhere else. 4620 - Now its today. You get your chance to explore the universe. By the way, when you start encountering aliens in space, you are going to find that no one has any respect for the Humans. It's up to you to change all of that. WHAT WE KNOW ABOUT THE ALIENS Humans - There aren't many of us left in the universe. We of course originated from Earth and were wiped out after we apparently betrayed our allies. Actually we're in pretty pitiful shape. Velox - These guys are all male except for their queen. They have six legs or arms depending on how you look at it. They basically resemble man sized grasshoppers. Their home planet is Sphexi. It is the guarded planet in the system 132,165. They are very stuck up. the only way you'll get anywhere with them is to brown nose them. (Be obsequious) They think they are the greatest race in the universe. This turns out to be not uncommon. Remember that they were once your allies. If you play your cards right, you can become very good friends with them. (I am an honorary Veloxi even though I am merely human) They also have a lot of information that they can give you. Thrynn - The Thrynn are scaly creatures with long necks and tails. They are the wheeler-dealers of the galaxy. They seem to know where several inportant artifacts are located. They are always trying to trade with you. Although they pay well, you should consider what items you might need for yourself in the future. Remember that these guys were also members of the Old Empire. You shouldn't make ememies of your old allies. Elowan - The Elowans are plant like creatures. They are very weak as far as physical strength goes. However, they make up for it with tremendous interpersonal skills and excellent learning rates. Thrynn vs. Elowan - For some unexplained reason the Thrynn have always harbored animosity toward the Elowan. In turn the Elowan don't like the Thrynn. Both empires are very close to one another and even overlap in one area. The Thrynn appear to be the aggressors in this relationship. One thing we noticed is that the Elowan homeworld is located virtually in the center of Thrynn space. This leads us to believe that the Thrynn forcibly moved the Elowans out of their territory. When communicating with either of these guys, you can't have a member of the opposing race on board your ship. (More info on this below.) Mechans - The Mechans are only androids. They occupy a small portion of the universe that they are defending for the arrival of a Noah colony that never made it there. They've been waiting for over a thousand years. You can learn a lot about your past from them if you can convince them that you are the Noah group that they are waiting for. Spemin - These blobbies are pathetic. They speak very highly of themselves but they are all talk and no action. They'll give you a lot of crap at first, but if you show them who's boss, you'll get a lot of information from them. Remember (although at times it will be hard) that these guys were your allies in the first wave. If you can establish good relations with them, you will receice a tremendous amount of imformation about your enemies. The Spemin were allies of your enemies in the second wave, and although they claim not to know much, they hold the key to your confronting the Uhleks. Gazurtoid - These guys are squidlike creatures that have no feeling for your kind. They're are two ways to deal with them. If you're in Gazurtoid territory, they will surround you. If you show no aggression and hail them constantly, they might not fire on you. This is important early on in the game, because they can easily destroy your ship. Once you have your ship fully outfitted, you can take them on one on one. But they'll probably attack you in numbers after that. Eventually they'll kill you, but you can take a lot of them with you. Once, you have the cloaking device, you can deal with them easily. The Gazurtoids are allies of the Uhleks. We have not been able to get any information from them. The Spemin tell us that they get along with the Gazurtoids by fooling them into thinking they're water breathers. They do this by communicating with them in pools of water. We don't know how to do that yet. Uhlek - For a good portion of time, the Uhleks are a mystery. All the other races seem to acknowledge that they are the most powerful. Everybody avoids them as much as possible. If you fly into their territories, you will probably be instantly surrounded by a mass of their warships and detroyed with weaponry that far surpasses yours. We have discovered that the Uhleks are in fact just one being. They are controlled by a mind-ganglion planet somewhere in the territories. Most races refer to it as the Uhlek Brain World. We found out from the Spemin where it is and we have since detroyed it. This is pretty much where we are in the adventure. We are now exploring their territories. Phlegmak - They are an extinct race of another time. They attacked the Old Empire in the first wave. Nomlox - They are in the same predicament as the Phlegmak. They were also killed in the wave. The only difference between the two is that we don't know where the Nomlox came from. Minstrels - We are assuming that the creatures that float around in space, especially the coreward regions, are the Minstrels. You can talk to them. They only communicate in riddles and rhyme. They appear to have tremendous knowledge of the universe. Mysterions - We think the large rodnium balls are the Mysterions. We don't know anything about them yet. IMPORTANT ARTIFACTS Black Egg - We have found three so far. They are explosive devices that allow you to blow up planets. Crystal Cone - This device will show you where to land on the Crystal Planet. Crystal Pearl - This is some sort of source of power. If you get into a situation where you are about to be destroyed, it will hyperwarp you out of the area. Crystal Orb - This device will allow you to land on the Crystal Planet. Dodecahedron - This device somehow attracts ships in your area. You will have a lot more encounters with aliens if you have this. Flat Device - For sale at Starport. This object will put a shield around your terrain vehicle that will counter attacks from agressive lifeforms you might run into on the surface of various planets. Red Cylinder - This device is worth its wait in gold. It will help you find all of the other artifacts that you are looking for. It will show you approximately where artifacts are located on various planets. This cuts down significantly on search time. Ring Shaped Device - This device is found on Mars. It supposedly helps you to identify continuum fluxes, but we haven't noticed any difference by having it. Shimmering Ball - This is a cloaking device located in Gazurtoid space. It will work automatically when you're in combat. It will make you extremely powerful, but you have to get through the Gazurtoids to get it. Tesseract - This device double the efficiency of your engines. This is useful early on if you can't afford too much Endurium. Veloxi Focusing Stone - This is the object that Harrison stole. We managed to find it, but haven't been able to return it. It doesn't appear to serve any useful function to us. The Veloxi say that they will reward whoever returns it to them, but they immediately attack us any time we go near them. We think that you will have to timeworp back to the Old Empire with it and return it then. This could conceivably prevent the Fall of Man. Since Man doesn't have much of a future, it might be the logical thing to do. Whining Orb - For sale at Starport. Some sort of communications device. We haven't discovered it's specific use. ARTIFACT SYSTEM PLANET COORDINATES ---------------------------------------------------------------------- Black Egg 145,118 1st 28N x 4E 234,20 2nd 35S x 99E 238,189 3rd 52N x 16W Crystal Cone 20,198 1st 29S x 55W Crystal Pearl 56,144 1st 28N x 13W Crystal Orb 132,165 46N x 14E Dodecahedron 118,146 4th 16S x 20W Red Cylinder 112,200 3rd 59N x 64W Ringed Device 215,186 4th 90N x 0W/E Shimmering Ball 68,66 1st 12N x 32E Tesseract 18,50 5th 15N x 43W Veloxi Focusing Stone 81,98 1st 44S x 137W Revisions and or Updates: SPEMIN UPDATE: It turns out that the Spemin were almost as bad as the Humans back in the Old Empire. They had no real technology when the Humans dicovered them. The Humans taught them pretty much everything. The Spemin became copiers of other races. They would observe other races' technological devices and copy them. They did a poor job of this. Anyway, when they thought they learned enough, they attacked the Empire (The Fools). Shortly after they attacked, the First Wave started. The Phlegmak and the Nomlox attacked the Spemin. At this point, the Spemin pleaded with the Empire to help them defend their land from the attack. Like idiots, we took them back in. This seemed to work because we won the war, but after the First Wave was over, the Spemin attacked the Empire again. Then the Second Wave happened, and the Spemin pleaded for our help again. This time we told them to go - - - - - themselves. They inturn pleaded to the Uhleks and Gazurtoid to join them in the attack. That's why there are no Spemin on Arth and why they know about the Uhleks. THRYNN vs ELOWAN UPDATE: We think we know what the root (excuse the pun.) of the matter is in this conflict. It turns out that the Elowans are born from seeds. They start as plants in the ground and grow head-fruit. When the head-fruit develops, they uproot themselves and become Elowans as we know them. Well it just so happens that head-fruit tastes real good, especially to the Thrynn. It also makes you smarter. I think you can probably figure out the rest. The Starflight Alliance P. O. Box 6715 Concord, CA. 94524 (415) 686-4720 Ask for Red Press any key to return to menu- This device will show you where to land on the Crystal Planet. Crystal Pearl - DR.J U.S.A. TERRORPODS by Psygnosis HOW TO LOAD TERRORPODS ON THE ATARI ST In order to play Terrorpods you require an ST, with at least 512K of RAM and a color monitor or television. To load Terrorpods you do the following: 1. Set up your ST in the usual fashion. 2. Insert Terrorpods "Disk A" into your disk drive. 3. Switch on your monitor or television and then your ST. 4. Terrorpods will now start up automatically. 5. If the Terrorpods title screen has not appeared within 45 seconds there may be a problem with either the program disk or your ST system. 6. When "Disk A" has completed loading the title sequence will commence. When the screen prompt appears "Insert Disk B", insert the 2nd disk and "Disk B" loading will continue automatically. 7. Once Terrorpods has completed loading you will be presented with a "Nationality Selection Screen"; clicking the mouse on the appropriate flag will automatically load the correct text for that country. Once the text has loaded you will be left to confront the Terrorpods. NOTE: "DISK B" MUST BE LEFT IN THE DISK DRIVE AT ALL TIMES DURING THE GAME PLAY. STORY: "Some missions have suicide written all over them. And this was one. Again I ask myself - 'What the hell am I doing on Colian?! Stuck out on the edge of System 7, Colian has never been the most hospitable place in the Universe - the only thing this asteroid has going for it is the fact that it is very, very rich in mineral deposits, the kind of deposits that people will kill for. Detonite, a powerful explosive, Quaza, an energy giving crystal capable of regenerating molecular structures, Zenite, a metallic ore capable of storing immensely powerful magnetic fields and Aluma, the hardest metal known to man, almost indestructible and ideal for the construction of the weapons of war. With stuff like this lying around, trouble is never far away. Over the years a sophisticated mining operating had grown on Colian. Ten separate mining colonies, each with its mines, dumps, stores and resource centers inter-linked by a complicated system of shuttles to transport the minerals throughout the network. Mines extract - Resource Centers distribute - Manufacturing centers build components - they all have a function, they all have a purpose and they all depend on the shuttles. Everything was going fine - new wealth being extracted daily. The military arrived to make weapons from the precious Aluma at the manufacturing centers. A track was constructed across the main crater to carry defence and surveillance vehicles to protect these valuable assets. Colian was running like clockwork. Then it happened. It literally dropped out of the sky to bring panic and fear to everyone on Colian - an Empire Mother Ship - the enemy personified - the most awesome invention of destruction ever imagined was in stationary orbit around the most valuable asteroid in the Universe. Things were bound to happen and they did. Pinpoint missile attacks took out the defense systems, the population cowered in fear as they waited for the final destruction....it didn't come! The Empire had other plans - deadly plans. Operators were enslaved but otherwise left unharmed, installations standing. Instead of destruction, occupation was their goal. Occupation in order to manufacture the most deadly of weapons - fearsome Terrorpod fighting machines. Machines the Empire needed for its program of planetary conquest. The purpose of the Mother Ship became clear - the Empire would only make components in the crater, final assembly would take place off the planet surface. This was a chance the Federation could not miss, an opportunity to discover the secrets of Terrorpod manufacture, if only we could obtain the Terrorpod components. And guess who was sent to get them? - Yep, yours truly. I arrived undercover with a fully functioning Defence Strategy Vehicle (D.S.V.), a small trading drover and an incomplete map of the main crater. Before the Empire took control the military defence units only had time to transmit a section of map detailing one of the colonies - this was a good place to land. For the first few months I kept a low profile, trading with the frightened operators, my initial goal to build up an arsenal of mineral resources. Then things started to go wrong, badly wrong. The Mother Ship had learned of my existence - there was an immediate change of strategy - they were determined to destroy the manufacturing base and the secrets it holds - their next priority will be me! Things are now moving swiftly - The Empire has sent down Terrorpods and Spoilers to blast and drain the installations of their mineral wealth. The Mother Ship seems to have a fix on me - I'm out in the open - all around me mines, dumps, resource centers and manufacturing units are being destroyed - I'm being starved of the energy I need! I must protect them, they alone can provide the resources I need, I have to have somebody to trade with! I can defend them from attack using phasers - blasting Terrorpods and Spoilers will only buy me time - they will return. Dare I risk loading a missile and taking out a Terrorpod for good? Have I got enough Detonite to prime a missile? Can I get a clean shot? Will I destroy the installation if I miss? Should I instruct the installation to explode on contact with a Terrorpod? All these thoughts flash through my mind in a split second. If only the Mother ship would stop the barrage of missiles. To make matters worse it was now using homing missiles to take out the shuttles. I have Zenite powered shields to protect me, the installations are at the mercy of the Terrorpods. Down goes another Aluma mine. That was the mine I needed. One more mining cycle and visit from the shuttle and the Terrorpod component would be complete and ready for collection. Have I enough Aluma to trade for it? What an opportunity! Got it - now for the next component - but where? These colonies are difficult enough to locate with a complete map let alone this scrap of paper. Now its me against them - 'suicide missions' are getting to be my speciality. As if my situation isn't desperate enough, they now tell me that even if I do succeed there will be a massive counter-attack from the Empire. Who do they think I am......Flash Gordon!! But the Federation know I'm a survivor - the best survivor in the Universe - and now they are making me prove it. I'll show them, but................... Can I complete the mission? Can I survive the chaos of destruction? I must master the Terrorpod construction technique - I must collect ALL the components of the Terrorpod fighting machine. Only one thing to do now.....................LET'S GO FOR IT!!" SCREEN DISPLAY -------------- The screen border displays a number of useful readouts, these will be updated every 2 seconds. __________________________________________________________________________ |\ /| | \ C / | | \ A B B B B D / | | \ / | | \______________________________________________________/ | | | | | | | | | | | | G | | | | | | | | G | | | | | | | | G G | | | | | | | | G G | | | | | | | | | | | | | | |_____________________________________________________| | | / \ | | / \ | | / E F \ | | / \ | |/______________________________________________________________________\| A. Fuel and Detonite levels. The upper reading is Fuel and the lower reading Detonite. B. Damage indicators. Each one will turn red as you sustain a direct hit from a missile or you are blasted by a Terrorpod. (See Shields, 5 hits and you are destroyed!) C. Missile counter status display. This contains the number of missiles which have been primed ready for launch. (See weapon systems). D. Points scored to date. (See points scoring) E. X position in world co-ordinates. (See map) F. Z position in world co-ordinates. (See map). You are limited to 8000 units forward into the crater, at 8000 units a low level defence barrier is operative impeding any further progress. G. Intelligence panel. These are important but you will have to determine their function for yourself. CONTROLLING THE D.S.V. ---------------------- The control functions of the D.S.V. are as follows: "CURSOR KEYS" Movement left, right, forward and backward. (The joystick corresponds to these) "SPACE BAR" Activate shields when held down or lock on to target during missile launch sequence. "E" Loads 'Detonite' into a missile warhead. "A" Commence missile launch sequence. "D" Dispatches the surface drover. "T" Commence trading operation whilst the drover is in contact with an installation. "M" Activate and de-activate high altitude mapping systems. "R" Non target specific radio broadcast. "S" Commodity status display. "W" & "RETURN" Switch between weapon systems and information systems. "F1" - "F10" Warp movement to the selected sector. (F1 sector 1 etc.) "HELP" Access the load, save and game management functions. The mouse moves the sights. The interpretation of the mouse buttons depends on whether the information system or weapon system is selected, this is explained in detail below. In either mode when the sights touch the left or right hand of the screen, the D.S.V. will start to accelerate in the corresponding direction. SHIELDS: ------- To activate the shields, hold the space bar down, whilst active they surround the D.S.V. with a semi-opaque protective field. This field will divert any incoming missiles and Terrorpod blasts. It should be remembered that shields use vast quantities of Zenite and that they only need to be active when the missile strikes. WARP MOVEMENT: ------------- By pressing F1 to F10 you will transport immediately to the processing heart of each of the ten colonies. This technique uses considerable quantities of fuel and you should check your fuel level before attempting this operation. MAPPING SYSTEMS: --------------- Mapping can be selected by pressing "M". The normal screen display will transform into a high altitude scanner allowing you to view a wide section of the crater around your position. Every activity continues as normal but many of the D.S.V. functions are inoperable in this mode (Shields, Weapons, Warp, etc... will not work). However, this allows you to move more quickly about the crater and the extended field of vision will enable you to pinpoint Terrorpod activity and map your surroundings. This mapping facility cannot be used when the Drover is active. WEAPON/INFORMATION SYSTEMS: -------------------------- You may switch between weapon systems and information systems by pressing "W" or "RETURN". The sights cursor will change accordingly. INFORMATION SYSTEMS: ------------------- These enable you to both collect and distribute information. The left hand mouse button will interrogate the object under the cursor and report its identity, colony identity and purpose. The right hand mouse button will activate the Radio Transmitter. This allows you to send coded messages to the object you are pointing at. (Object Specific). For non object specific broadcasts, the Radio Transmitter can be activated by pressing "R". Be careful which messages you transmit and when you send them as they all have limits as to how many times they can be used. This list of valid radio transmission codes is as follows: "INDE" ** Installation indestructible "EFRS" Emergency Fuel Rod supply "RACO" ** Re-activate current object "DMTO" ** Defensively mine the object "EDES" Emergency DETONITE supply "EZES" Emergency ZENITE supply "EQUS" Emergency QUAZA supply (** Object specific) WEAPONS SYSTEMS --------------- PHASER SYSTEMS: Activated by the left hand mouse button, the phasers appear as a pair of fast moving blasts of energy from the top corners of the video screen accompanied by the shrill screech of the launch systems. These are DETONITE driven and will destroy anything they hit. ENERGY BEAM: Appears as a flickering beam on the screen stretching from the top of the D.S.V. to the sight position. It is activated by the right hand mouse button. The beam can be used to rebuild installations which have been blasted by the Terrorpods or by your stray phaser fire, it operates by pumping QUAZA crystals into the object to facilitate regeneration. The amount of QUAZA required is dependent on the type of object you are trying to regenerate. MISSILE SYSTEMS: Missiles are the only known way of destroying a Terrorpod, use them sparingly. The launch and strike sequence is as follows: PRIMING THE MISSILE: Prior to launching you must ensure that primed missiles are available, do this by checking the missile counter status display. If it is zero or blank, you will need to prime a missile before you can enter the launch sequence. To do this press "E". This removes Detonite from your store and loads it into a warhead. MISSILE LAUNCH: 1. Commence the launch sequence by pressing "A". 2. The launch control screen will scroll into view followed by the sighting window in which horizontal and vertical sighting markers will appear. 3. The upper sighting counter will start to count down. If you launch by mistake, just leave the sighting operation alone, when the counter reaches zero and the launch will abort. 4. Before the sighting counter reaches zero, select a target by scrolling the sighting window with the cursor keys or joystick until you have a clear view of your target and it is centered in the sighting markers. 5. Press the space bar or joystick fire button to lock the sights on target and launch. 6. The lower guidance counter will now start to count down and the horizontal and vertical drift indicators will appear in the sighting window. 7. To keep the missile on course you must try to hold the drift indicators inside the sighting markers. You do this by using the cursor control keys or the joystick. If you manage to keep the drift indicators inside the sighting markers the missile will detonate and destroy the target. If you have drifted off course the missile will self-destruct. TRADING: ------- Trading represents the strategic element of the mission. The purpose is to exchange commodities with other installations, enabling both you and the installations to achieve the commodity levels required to survive and ultimately complete your mission. The colonies cannot complete their process without your interaction and provisions. TECHNIQUE: To trade with an installation you use the surface drover. The drover is a small self contained tracked vehicle. It does not use fuel as it moves about the crater, a useful technique for scavenging. The instructions listed below cover the despatch, docking and trading procedure: 1. Despatch your surface drover by pressing "D". The drover will appear on the surface of the crater. 2. Steer the drover to the installation you wish to trade with by use of the cursor keys or joystick. 3. A message will report when you have made contact with the installation. 4. Pressing "T" will start the trading sequence. You will be presented with one of three options: a. The normal trading screen with two lists of commodities to be exchanged. With this option you can trade with the installation as detailed in 5. below. b. A status screen because the object you have contacted does not have trading facilities. c. A component ready screen when a Terrorpod component is available and the installation has checked to see that you have enough commodities to trade for it. All manufacturing installations have a constant supply of fuel. You must confirm or abort the exchange. 5. Your commodities are shown on left hand side and those of the installation you have made contact with are on the right. Each line contains the name, unit value and quantity of each commodity. 6. Each commodity has a unit value, colonies will regard each commodity differently. For example, Colony 'A' may regard DETONITE as an important and rare and therefore value it very highly i.e., a unit value of 8. However, when moving along to colony 'B' there may well be a surplus of DETONITE production facilities and therefore it will only warrant a unit value of 2. Let us look at two examples of trading using the following unit value and quantity model. Say you wish to acquire ZENITE and you have a surplus of FUEL. OPENING POSITION DETONITE ZENITE FUEL U.Val Qty U.Val Qty U.Val Qty ---------- ---------- ---------- YOU.................. 1 500 1 500 1 500 COLONY 'A'........... 8 500 2 500 4 500 COLONY 'B'........... 2 500 4 500 8 500 Example 1 (a good trading sequence). STEP 1 Go to Colony 'B' and trade 10 units of Fuel for Detonite. POSITION AFTER DETONITE ZENITE FUEL TRADE U.Val Qty U.Val Qty U.Val Qty ---------- ---------- ---------- YOU.................. 1 540 1 500 1 490 COLONY 'A'........... 8 500 2 500 4 500 COLONY 'B'........... 2 460 4 500 8 510 STEP 2 Go to colony 'A' and trade the newly acquired 40 units of Detonite from colony 'B' for Zenite. POSITION AFTER DETONITE ZENITE FUEL TRADE U.Val Qty U.Val Qty U.Val Qty ---------- ---------- ---------- YOU.................. 1 500 1 660 1 490 COLONY 'A'........... 8 540 2 340 4 500 COLONY 'B'........... 2 460 4 500 8 510 This has resulted in the acquisition of 160 units of ZENITE for 10 units of FUEL. Example 2 (opening position as above) STEP 1 Go to colony 'A' and trade 10 units of FUEL for ZENITE. POSITION AFTER DETONITE ZENITE FUEL TRADE U.Val Qty U.Val Qty U.Val Qty ---------- ---------- ---------- YOU.................. 1 500 1 520 1 490 COLONY 'A'........... 8 500 2 480 4 510 This has resulted in the acquisition of 20 units of ZENITE for 10 units of FUEL. Study the above examples carefully and make sure you are aware of how the advantage was gained. This difference in commodity ratings can be used to great advantage as each colony has a unique commodity profile which should be studied carefully. 7. To trade commodities, select one line from each list by pointing with the mouse and clicking the left hand button. When you have selected the commodities, you may increase the quantities to be traded by pressing the '>' rectangle and decrease by pressing the '<'. You may change your selection at any time and all quantities will be zeroed ready for re- calculation. 8. When you have completed your selection, click on 'CONFIRM' and your drover will return to you with your new cargo, having deposited your traded commodity with the target installation. 9. You may abort the operation at any time by clicking on the 'ABORT' rectangle. 10. You may recall the drover whenever no trading is taking place by pressing 'D'. STATUS CHECK: To activate the status display press 'S'. The trading window will scroll into view and you will be shown your commodity levels. POINTS SCORING: -------------- Your success is measured in different ways each being interpreted on a points scoring system as follows: For each installation left standing - 50 points For each incoming missile shot down - 100 points For each Terrorpod hit pod hit with a phaser - 100 points For each Tripod destroyed by missile - 1000 points For each Spoiler hit with a phaser - 30 points For your residual 'ALUMA' - 50 points/unit For each intelligence coup - unknown For success in the end game - 5000 points A high score table is provided for your convenience. If you qualify, just type in your name (15 characters max) and press return. HELP SCREEN/PAUSE GAME: ---------------------- Accessed by pressing the 'HELP' key. This covers all game management facilities. Whilst in this mode, the game and its timers are paused. SAVE GAME.......Saves the game on to the resident Terrorpods disk. LOAD GAME.......Load the saved game. SHOW KEYMAP.....Displays a list of the keys and their usage. SET DIFFICULTY..Set the difficulty level (1-Easy, 6-Impossible). You cannot reduce the difficulty level once it has been set. RE-INITIALIZE...Loads an initialized game from disk and restart. RESUME GAME.....Go back into Terrorpods. **** ULTIMA V HINTS AND TIPS **** (by the Mouser) This is the third of four files I have written on Ultima V. The files are ULTIMA5.DOC, ULTIMA5.REF, ULTIMA5.HNT, and ULTIMA5.SOL. The names are pretty self-explanatory. If you're looking for any of the other files, they can be found on any of the G.O.D. Network boards or other major 313 area boards, along with several other adventure walkthroughs and hint files also by The Mouser. As an extra note, anyone who plays Ultima V should know that it is IMPOSSIBLE to solve the game without certain information from The Book of Lore, which is contained in ULTIMA5.DOC. This file is divided into two parts. The first contains general tips and comments that will help you play the game better without giving away any of its true secrets. The second part contains the names and locations of people you can talk to to obtain information on a particular item. These people may not have the actual information themselves, but may send you on through a chain of people (I believe about the longest I found was 5 people). I. Playing Tips PARTY COMPOSITION Your own character (the Avatar) is a mix of the best abilities of all the three classes (Mage, Bard, Fighter), meaning he is an excellent spellcaster. You will probably find you'll want only one mage along if any; they are very difficult to raise up to the higher levels as spells become expensive on both gold and magic points and they have a hard time killing most monsters. Bards are generally good all-around characters since they fight well and have a few magic points if you need minor spells or one big spell cast. Fighters are extremely good at that only, bring along one or two. If you find your party is unbalanced, or one of your characters is a burden to the others (the Mage can always be a burden at times), by all means drop him off at an Inn and find someone else. WEAPONS Magic Axes seem to be the best party weapons, however, they are very difficult to find, and are extremely expensive if you find the one or two armouries that sell them. It is a good idea to give one of the characters in back a Halberd, or at least always make sure you keep a spare one in the party for use in dungeon rooms. Bows and Crossbows can be helpful, but I wouldn't suggest using them as regular weapons since they use ammunition up and are ineffective at very close range. A Mage can become a serious fighter if you find the Mystic Swords. Spiked Helms and Shields don't seem to be worth the extra weight, instead use the extra weight points you'd spend on them to choose better main weapons. The Main Gauche makes an excellent second weapon if you're fighting two-handed since it adds to armour also. ARMOUR Not a lot that can be said about this. If you look at the charts, Leather Helms and Cloth Armour add a protection point each, but don't add any weight. Keeping an eye on the armour chart can allow you to better increase your protection. For example, changing to an Iron Helm or Leather Armour would cost 2 weight points each, but the Iron Helm would give you an additional 2 protection points over the Leather Helm, while the Leather Armour would only benefit you 1 protection point. There are three kinds of Collars one can wear, the best seeming to be an Amulet of Turning, but I don't know exactly how it benefits the wearer (it doesn't seem to negate a particular form of attack or magic). An Ankh is supposed to add several abilities (and your Avatar is the only one normally equipped with one), and in my journeys through Britannia I did manage to find a second Ankh at the bottom of some dungeon. What exactly it adds I don't know but I wouldn't suggest removing your Avatar's. Of the three kinds of Rings available, only the Ring of Protection is stable. While rings of Invisibility and Regeneration are both much nicer than it, you'll find they disappear far too often. Don't buy them, and appreciate them while you have 'em. COMBAT You'll develop your own strategies for dealing with most monsters. The stronger monsters are, the more advisable it is to have as many party members as possible concentrate on a single monster; it being better to have one dead monster than 3 lightly wounded ones able to strike back. There are really very few cases in combat where you should need offensive spells. By the time you have magical ability to call on spells of real destruction your party should be strong enough to handle the enemy without magic. There are a few exceptions to this, but you'll find them yourself. Monsters which possess characters are probably the nastiest to fight. Of these, Wisps are the worst. The only way to counter possessed characters is to either charm them or put them to sleep with spells. Negate magic is a good spell to use quickly when encountering possessing monsters. HOLING UP There is a pattern to Lord British's appearances. With a little experimentation you should be able to determine this pattern. Always set a watch, normally anyone with a Regeneration Ring or failing that someone with hit points who doesn't need to regenerate magic. Your party will be healed while resting once a day. CONVERSATION Write down everything even semi-important you get out of anyone. Learn to follow trains of thought. In most cases you only have to type the first 4 letters of a word for it to be recognized, though some questions require a full answer. Watch the descriptions for clues on things to ask about (i.e. "you see a man wearing bright armour", you'd ask about armour). DUNGEONS There are many rooms in the dungeons that are deadly to adventurers of almost all levels. They can be a good place to get experience quickly if your party is strong enough. Many of the room designs allow you to fight battles to your best advantage, Halberds being extremely effective. In the more difficult dungeons some rooms are actually puzzles or traps. It is generally a good idea to defeat the monsters in the room first before trying to use an exit, as many are false or misleading; intended as a trap. Secret doors are very common, and it is a good idea to keep a reasonably sized supply of gems if you'll be adventuring long in the dungeons. There are rooms in many dungeons that contain 30-50 gems though, and can be treasure troves if you find them. Once you've defeated all of the monsters in a room they will remain dead throughout the rest of the game should you save it. There are times when you may want to allow one monster to escape alive so you can enter again and get more experience points. Or, you may want to leave the room cleaned if you'll be going through it frequently to get somewhere. It all depends on your goals. Some of the dungeons display a very confusing relationship with the normal time-space coordinate system when moving between levels, making maping difficult. UNDERWORLD Its easy to get down into the Underworld. The problems usually arise when trying to get back out. Gems, Peer spells, and large supplies of torches are a must if you hope to survive underground. Blink spells can also be exceptionally helpful. There are many monsters down there that are unlisted in the Book of Lore and you'll have to discover their abilities by trial and error. II. Information. This section contains a list of items or information and the first person to contact. In some cases you can get the information directly from them, in others you will have to follow a continuing trail. WORDS OF POWER DESPISE - Anon/Britain HYTHLOTH - Kaiko/New Magincia COVETOUS - Fiona/Minoc DECEIT - Malifora/Moonglow WRONG - Felespar/Yew DESTARD - Goeth/Jhelom SHAME - Sindar/Trinsic SHADOWLORDS AND SHARDS SHADOWLORD/HATRED - Lord Michael/Empath Abbey SHARD/HATRED - Lord Michael/Empath Abbey SHADOWLORD/FALSEHOOD - Shalineth/Lycaeum SHARD/FALSEHOOD - Janell/Lycaeum SHADOWLORD/COWARDICE - Malone/Serpent's Hold SHARD/COWARDICE - Gardner/Serpent's Hold SPECIAL ITEMS SANDALWOOD BOX - Saduj/British's Castle GLASS SWORD - Justin/Britain H.M.S. CAPE PLANS - Squire Jimmy/East Britanny FLYING CARPET - Monsieur Loubet/Serpent's Hold SKULL KEYS - Kristi/Serpent's Hold - beggar/Minoc GRAPPLE - Lord Dalgrin/Buccaneer's Den SEXTANT - Scally/Buccaneer's Den AMULET - Thentis/North Britanny CROWN SCEPTRE SPYGLASS - Dufus/Farthing MYSTIC WEAPONS - Quintin/Farthing SPELLS AND REAGENTS FOOD SPELL - Desiree/British's Castle DISAPPEAR SPELL - Temme/Farthing RAT SPELL - Grendel/Hut in NE Swamps NIGHTSHADE AND MANDRAKE - Zacharriah/Moonglow RESISTANCE - Terrance/Britain OPPRESSION - Tactus/Minoc not really a heck of a lot more to add. If you're having serious problems with the game you can get more detailed info on some aspects in ULTIMA5.SOL, or you can reach me on any of the BBS listed in the opening title. Sietch Tabr is my own board, and thus the easiest place to find me... Be Seeing You, The Mouser **** ULTIMA V REFERENCE **** (brought to you by the Mouser) As an extra note, anyone who plays Ultima V should know that it is IMPOSSIBLE to solve the game without certain information from The Book of Lore. This information is contained in ULTIMA5.DOC. I guess you could call it a form of copy protection. REFERENCE CARD -------------------- (Note: these commands are from the Apple reference card. It is possible there will be minor differences in the versions for other computers.) Command Summary A - Attack H - Hole Up N - New Order T - Talk B - Board I - Ignite O - Open U - Use C - Cast J - Jimmy P - Push V - View E - Enter K - Klimb Q - Quit & Save X - X-it F - Fire L - Look R - Ready Y - Yell G - Get M - Mix S - Search Z - Z-stats SPACE - Abort, pass turn Ctrl-S - Sound effects on/off Ctrl-T - System Speed Ctrl-V - Volume level of music ESCAPE - Exit commands, leave battlefield 1-6,0 - Set active player WEAPONS: ARMOUR: Stone Attack Defense| Stone Attack Defense Item Weight Value Value | Item Weight Value Value ---------- ------ -------- ------ |------------ ------ ------ ------- Dagger 1 6 (30) - |Helms: Sling 2 6 (40) - | Club 3 8 b - |Leather Helm - - 1 Flaming Oil 2 8 (40) - |Chain Coif 1 - 2 Main Gauche 3 8 1 |Iron Helm 2 - 3 Spear 4 10 (50) - |Spiked Helm 3 4 b 3 Throwing Axe 6 10 (40) - | Short Sword 5 12 - |Shields: Mace 7 15 b - | Morning Star 8 15 b,p - |Small Shield 2 - 2 Bow 8 10 (70) - |Large Shield 3 - 3 Crossbow 6 12 (80) - |Spiked Shield 4 6 b 3 Long Sword 9 15 - | Two-Handed - |Armour: Hammer 16 20 b - | Two-Handed - |Cloth Armour - - 1 Axe 15 20 - |Leather Armour 2 - 2 Two-Handed - |Ring Mail 4 - 3 Sword 13 20 - |Scale Mail 6 - 4 Halberd 18 30 p - |Chain Mail 10 - 5 |Plate Mail 12 - 7 - - - -(additions by TM)- - - - - - - - - - - - - - - - - | Silver Sword ?? ?? - |Mystic Armor ?? - ? Mystic Sword ?? ?? - |Jeweled Shield ?? - ? Magic Bow ?? ?? (100) - | Magic Axe ?? ?? (100) - |Amulets: Jeweled Sword ?? ?? - |Amulet of Turning Chaos Sword ?? NONE |Spiked Collar Glass Sword ?? ??-Shadowlords |Anhk only | |Rings: | |Ring of Protection |Ring of Invisibility |Ring of Regeneration b - Denotes a Bludgeon: Hit probability is based on Strength, not Dexterity. p - Denotes a Polearm: May be used to attack over obstacles. (xx) - Number in parentheses is range in feet (1 space = 10 feet). CHART OF SPELLS: -------------------- Spell Effect Time Reagents ---------------------------------------------------------------------------- An Nox cure poison anytime ginseng, garlic 1st An Zu awaken combat ginseng, garlic Circle Grav Por magical missile combat ash, pearl In Lor light noncombat ash Mani heal anytime ginseng, silk ---------------------------------------------------------------------------- An Sanct unlock anytime ash, moss 2nd An Xen Corp repel undead combat garlic, ash Circle In Wis locate noncombat nightshade Kal Xen call animal combat silk, mandrake Rel Hur wind change noncombat ash, moss ---------------------------------------------------------------------------- In Flam Grav wall of fire dng/com pearl, ash, silk 3rd In Nox Grav wall of poison dng/com nightshade, silk, pearl Circle In Por blink anytime silk, moss In Zu Grav wall of sleep dng/com ginseng, silk, pearl Vas Flam ball of flames combat ash, pearl Vas Lor great light noncombat ash, mandrake ---------------------------------------------------------------------------- An Grav dispell field anytime pearl, ash 4th Des Por downward move dungeon moss, silk Circle In Sanct protection anytime ash, ginseng, garlic In Sanct Grav protection field dng/com mandrake, silk, pearl Uus Por upward move dungeon moss, silk Wis Quas reveal combat silk, nightshade ---------------------------------------------------------------------------- An Ex Por magic lock anytime ash, moss, garlic 5th In Bet Xen insect swarm combat moss, silk, ash Circle In Ex Por magic unlock anytime ash, moss In Zu sleep combat ginseng,nightshade,silk Rel Tym quickness combat ash, mandrake, moss Vas Mani great heal noncombat ginseng,silk,mandrake ---------------------------------------------------------------------------- An Xen Ex charm combat pearl,nightshade,silk 6th In An negate magic anytime garlic,mandrake,ash Circle In Vas Por Ylem tremor combat moss, ash, mandrake Quas An Wis confuse combat mandrake,nightshade Wis An Ylem xray noncombat mandrake, ash ---------------------------------------------------------------------------- In Nox Hur poison wind combat nightshade,ash,moss 7th In Quas Corp fear combat nightshade, mandrake, Circle garlic In Quas Wis peer noncombat nightshade, mandrake In Quas Xen clone combat ash,silk,moss,ginseng, nightshade,mandrake Sanct Lor invisibility combat mandrake,nightshade,moss Xen Corp kill combat pearl, nightshade ---------------------------------------------------------------------------- An Tym time stop anytime mandrake, garlic, moss 8th In Flam Hur flame wind combat ash, moss, mandrake Circle In Mani Corp resurrect noncombat garlic,ginseng,silk,ash moss,mandrake In Vas Grav Corp cone of energy combat mandrake,nightshade,ash Kal Xen Corp summon combat mandrake,garlic,moss, silk Vas Rel Por gate travel noncombat ash, pearl, mandrake ---------------------------------------------------------------------------- LANGUAGE -------------------- (The following is a rendition I can do of the runes used in the game. You'll find after a while that you no longer need this list to read the script if you play enough.) A |\ B C | |\ B | | |\ D |\/| E |\/| F |// |/\| | | ('M') |/ | G \/ H |\ I | /\ ('X') |/ ('P') | ('I') | | J /|\ K | (can be confused \|/ |_ with C) | | \ L |\ (close to M |\/| (can be confused | upsidedown |/\| with E) | 'L') | | N | O |\/ (very close P \| |\/ to F) K |\ | | Q | / R |\ S | (like |/ |/ (R) |/| lightning | |\ | bolt) T /|\ (T with bent U |\ (upsidedown V /\ (upsidedown | top) | | 'U') / \ 'V') | | | / \ W | | X | (upsidedown Y |\ (the most |\| | pitchfork) |\| complicated |\| /|\ ||| 3 downward | | ||| prongs like X) Z \|/ (upsidedown TH | (very common) EE \/ (like two | X. like Psi) |\ /\ 'X's on top | |/ \/ of each other) | /\ NG /\ (like EE but EA \/|\/ (like T ST |\/| (can be \/ half of top | with extra | | confused with /\ 'X' cut off) | fringe) |/\| W) (Well, that's about the best I can do on the Runes. When you're deciphering runes, 'the' and 'Lord British' are very popular words on signs. 'Here lies' can also be found on most tombstones.) **** ULTIMA V SOLVE IT... **** (...by the Mouser) As an extra note, anyone who plays Ultima V should know that it is IMPOSSIBLE to solve the game without certain information from The Book of Lore, which is contained in ULTIMA5.DOC (unless of course you are reading this file where I've provided it again). I am assuming that you have played Ultima V for at least a little while already, because there are a few things included here that may seem unclear unless you have played it. Since Ultima V is not a text adventure, there is no single proper solution, because of this I have put this file together listing the goals you will have to complete to finish the game, and how to go about that. There is a good deal of information here on the game that is not really necessary to finishing it, but it is possible to use sections of this file without giving away all of the secrets of Ultima V. The file is divided into the following parts: 1. Items and Goals in Ultima V 2. Townes, Villages, Castles, Keeps. 3. Tips and tricks of playing (more detailed than ULTIMA5.HNT) 4. Detailed information on the Items and Goals listed in 1. 5. The final steps to rescuing Lord British SOLVING ULTIMA V ---------------- 1. Items and Goals in Ultima V To finish Ultima V, there are several items you will need to possess: British's Amulet British's Crown British's Sceptre Codex Information Destroy Shadowlords of Cowardice, Falsehood, Hatred Grapple Sandalwood Box Shards of Cowardice, Falsehood, Hatred Skull Keys Words to some of the Dungeons Other items that will help you along the way are: Flying Carpet Glass Sword H.M.S. Cape Plans Mystic Weapons New Spells (three of them) Oppression Password and Black Badge Resistance Password Sextant Spyglass There is no requirement that your characters be of a certain level to complete Ultima V, but it will be difficult without a spellcaster of at least 7th level, and even then there are some 8th level spells that can be a big help to your quest. 2. Townes, Villages, Castles, Keeps. BLACKTHORN'S CASTLE. on volcanic isle west of Isle of the Avatar (Abyss) BORDERMARCH. in mountains on isle south of Skara Brae. Armoury. BRITAIN. center of continent, west of Brit's Castle. Provisions (6/22), Inn, Armoury. BUCCANEER'S DEN. on isle directly east of Paws. Guild, Inn, Armoury, Shipwright, Provisions (6/24). COVE. hidden in mountains off lake east of Brit's Castle. Reagents, Healer. EAST BRITANNY. next to Brit's Castle. Healer, Shipwright. EMPATH ABBEY. NW corner of continent, SW of Yew. Healer. FARTHING. in woods on isle SE of Jhelom. FOGSBANE. lighthouse. In bay south of Brit's Castle. GREYHAVEN. lighthouse. at southern end of continent. HUT IN DESERT. in southern section of great desert in far eastern end of continent. HUT ON ISLE. on isle south of New Magincia. HUT IN SWAMP. in swamp on southern shore of eastern section of continent. IOLO'S HUT. in forest south of Yew. Hard to find. JHELOM. on island off SW coast of continent. Directly south from Skara Brae. Armoury, Inn, Provisions (6/29), Shipwright. LORD BRITISH'S CASTLE. center of continent, starting place. Stable, Armoury. LYCAEUM. on same isle as Moonglow. On path at northern end. Stable, Reagents, Pub, Healer. MINOC. on northern shore on continent, towards the NE, on the Bay of Lost Hope. Healer, Shipwright, Armoury. MOONGLOW. on large isle south of the eastern end of continent, also directly west of Skara Brae. Provisions (6/14 CHEAPEST), Reagents. NEW MAGINCIA. on island east of Paws and Buccaneer's. Provisions, Guild. NORTH BRITANNY. next to Brit's Castle. Inn, Stable. PAWS. on path south of Brit's Castle. Guild, Provisions, Stable, Inn. SERPENT'S HOLD. on isle SE of Trinsic. SKARA BRAE. on small isle off western shore in middle of continent. Reagents, Inn, Healer (heals free if you're poor). STONEGATE. in mountains south of Minoc, southern end of Bay of Hope. STORMCROW. lighthouse. in Bay of Lost Hope, west of Minoc. TRINSIC. on path south of Paws and Brit's. Healer, Armoury, Stable. WAVEGUIDE. lighthouse. off western shore of Moonglow's isle. WEST BRITANNY. next to Brit's Castle. Tavern. WINDMERE. on isle south of the Isle of the Avatar (Abyss). YEW. in forest in NW corner of continent. Follow path from Empath Abbey. Armoury, Provisions (6/18), Government, Reagents. 3. Tips and Tricks of Playing Combat: Magic Axes are the best weapons I've found since they allow everyone to attack at long ranges. You'll be very lucky if you find one or two during the course of the game. You can buy them at Yew for about 1200, they're a damn good investment. Dungeons: In the dungeons there are several rooms where monsters are contained behind walls or other obstructions, waiting to be released by a secret door or the like. They can usually be killed off by a well-used Halberd without any threat to the wielder. Most often these monsters are Daemons and Wisps, meaning make sure you're protected against possession. When you've defeated all the monsters in a room, the game will tell you "VICTORY". Always make sure to watch for this, since it's an indication whether there are more nasties hiding or not. If you're trying to get into the Underworld from a dungeon, it's usually easiest to just use Down spells from the 8th level; the ladders down are typically guarded very very carefully, and in one case is unapproachable from the dungeon (though you can return back from the Underworld through it). Food: The absolute best prices on food are in Moonglow. Some of the prices are listed in section 2 with their location. Always look out for your food though. And I suggest you take at least 300 into the dungeon Doom at the end of the game since you'll need to hole up several times. Holing Up: You can rest approximately once a day. In some of the harder dungeons (especially Doom) you may want to rest 3 or 4 times in a row until you finally have exhausted enough time to regain magic and hit points. I believe that Lord British's appearing depends on exactly what time you hole up. I've had the best luck getting him to appear when I hole up EXACTLY on the hour. 9 PM being the best time of them all. Moving: The single best item you can possess is the flying carpet. Once you have it there is little need to walk anymore. The carpet will put you under a permanent speed spell during normal movement (not combat), allowing you to outrun anyone outdoors or in town. It also allows you to fly over swamp and shallow waters safely, thus removing the need for a skiff. Reagents: Prices on reagents vary from place to place, and as you become more popular they will slow decrease everywhere for you. Here's a list of the approximate prices every reagent selling place has on each item: Ash Garlic Ginseng Silk Moss Pearl NightS. Mandrake Cove 4.0 5.0 5.5 14 21 Moonglow 4.33 2.9 4.25 18.5 17 19 Lycaeum 44 59 Skara B. 1.4 2.8 7.33 4.33 Yew 1.3 2.5 2.8 5.5 7.25 Saving Game: Never save a game down in the Underworld unless you are positive you can get back out again. By that same token, always save a game after you've picked up a major item. You may want to just save from time to time and completely reboot the game from the last save if you find one of your better magic rings disappears in a battle (if you've played a while you'll know what I mean). Spells in Combat: Very few spells are useful in combat. By the time you acquire the spells of mass destruction your characters should be strong enough to fight the monsters off themselves. The powerful spells are relatively ineffectual against the strongest monsters also. The only monsters you should worry about in combat are creatures that can possess you (Daemons and Wisps) and Mongbats (found in the Underworld). Dragons can be a real pain if they start gating in Daemons also. The absolute best defense against Daemons and Wisps is Lord British's Crown, which will stop all possessions, other than that you'll have to use Charm and Sleep spells to unpossess your characters. Or, if you can kill off the enemies you can just exit the field and your possessed characters will pass out and return to normal. Mongbats can be extremely damaging to a party; they usually attack in large numbers, move fast, and do enough damage to severely hurt a party. They are the only case I've found where mass destruction spells work really effectively in combat. Poison and Flame Winds, Cone of Energy, and sometimes Tremor and Sleep spells are very effective. 4. Information on Items and Goals. (I'm going to do this backwards, and start with the less important items, moving on to the more important at the end.) FLYING CARPET The singularly most useful item in the game, it can be found in Lord British's room on the top of his Castle. Information on it can be gotten from Monsieur Loubet/Serpent's Hold, and Bandaii/Paws. Once on top of the Castle you have to dodge the patroling guards and make it to the room in the center. To get into Lord British's room you'll need either a magic unlock spell, or a skull key to open the magically locked door. Inside the room, the carpet is sitting on the floor in plain view, looking like a regular item in the room. Just grab it as you would any other item, and Use it to activate. GLASS SWORD Supposedly this is the only weapon that can do real damage to a Shadowlord. You don't need it to complete the game as there are other ways to kill the Shadowlords, but if you get into a fight with them you may find it useful. Information can be gotten from Justin/Britain, Eb/Britain, Malik/Moonglow, Sven/Buccaneer's Den. The sword is hidden in the Serpent's Spine mountains NW of Britain. Go to the approximate area, and use gems or view spells to locate the hollow section in the mountain. You will need the Grapple to get to it.  Note: don't use this weapon against anything but a Shadowlord or it will shatter. H.M.S. CAPE PLANS The plans for the old H.M.S. Cape (remember her from Ultima IV?) can prove very helpful. Information can be had from Squire Jimmy/West Britanny, Sir Adam/West Britanny. I believe Sir Adam has the actual plans and will give them to you; not quite sure how I ended up with them, all I know is I talk to those two and somehow ended up with the plans. Onboard a frigate you can Use the plans to rig the ship for double-speed. MYSTIC WEAPONS As in Ultima IV, the Mystic Weapons are not crucial to the finishing of the game. I found after a while I had all my characters using Magic Axes as the range weapons seemed preferable, though I did have them continue to wear the Mystic Armour. There are: Mystic Swords, Mystic Armour, and Mystic Helms. Information on them can be got from Quintin/Farthing, Teila/Britain, Bullweir/Jhelom, Ambrose/Cove. The Mystic Weapons lay at the foundation of the Great Abyss. To get down there, enter the dungeon Hythloth, located on the SE side of the Isle of the Avatar (Isle of the Abyss). Once you work your way down to level 8 you'll have to use a down spell to get into the Underworld as the ladder only goes back up from the Underworld, but not down to it. Once in the Underworld, use a gem. You will see a pathway through the rocks off to the NW. You'll need to use the Grapple to climb mountains till you get to this pathway. Following the path to the NE will take you to a pool of lava. The weapons are hidden in the center, and you'll have to take your party into the lava, and Search the center, Taking each item you find before looking for another one. Keep an eye on your hit points and remember you'll need enough to get back out of the Underworld. Once you have 6 of each item you won't find anything else. Note: I had to save the game and do this a couple times before I got good success, oddly though after a couple times, I couldn't find any Mystic Helms, so I had to go through the game without them. Return back to the surface the same way you entered (the bottom rooms of Hythloth contain some really nasty creatures). OPPRESSION PASSWORD AND BLACK BADGE While it's not integral to finishing the game, there is some information you can obtain with it on the Sandalwood Box which you otherwise wouldn't. It also allows you to pass safely through Blackthorn's Castle if you're wearing the Black Badge. Information can be had from Tactus/Minoc, Judge Dryden/Yew, Dark Wizard/Skara Brae, Elistaria/Windmere. Elistaria in Windmere has the actual Black Badge and she will give it to you if you know the password. The password of course to the Oppression is "Impera". RESISTANCE PASSWORD This is not integral to finishing either, but will greatly help you play the game since many characters will ask for it. Information comes from Terrance/Britain, Chamfort/Yew. The password is "Dawn". SEXTANT This item is not nearly as useful as it was in Ultima IV since it only works at night, and of course doesn't work in the Underworld either. It can prove a help though and I do have a list of the locations of many places. The trail goes from Scally/Bucaneer's Den, David/Greyhaven. David in the Greyhaven Lighthouse on the southern tip of Britannia, down south past Trinsic will give you the Sextant if you mention it to him. SPYGLASS The Spyglass can prove a useful item. It allows you to see the stars (at night ONLY) and thus tell what townes are under attack by the Shadowlords on a particular night/day. Information on reading the stars can be had from Zachariah/Moonglow. Information on the Spyglass itself comes from Dufus/Farthing, Lord Seggallion/Farthing. DISAPPEAR SPELL The disappear spell is AN YLEM. Mix Garlic and Blood Moss. I'm not sure what the level of it is, nor have I found any good use for it. Information comes from Temme/Farthing FOOD SPELL The food creating spell can be had from Lord Steward/Moonglow. It is expensive to cast and creates very small quantities of food. Meaning, it is just about useless. RAT SPELL This spell turns a creature into a rat. I don't know whether it works outside of combat, or just how effective it is against daemons and dragons. The name is Rel Xen Bet and you need to mix spider silk, sulphurous ash, mandrake root, and nightshade. Information comes from Grendel/Hut in NE Britannia Swamp. WORDS OF POWER There are 8 Words of Power, used to open the sealed dungeons (assuming I didn't somehow miss a dungeon in the game). The trail to each word begins in the towne associated with the dungeon that the word opens. COVETOUS "Avidus". Anon/Britain, Rew/Minoc, Fiona/Minoc. DECEIT "Fallax". Malifora/Moonglow. DESPISE "Vilis". Anon/Britain. DESTARD "Inopia". Goeth/Jhelom DOOM "Veramocor". Complete visits to all 8 shrines and read Codex. HYTHLOTH "Ignavus". Kaiko/New Magincia, Hassad/Blackthorn's Castle. SHAME "Infama". Woolfe/Trinsic, Sleepwalker/Trinsic. WRONG "Malum". Felespar/Yew. NECESSARY ITEMS SKULL KEYS Skull keys can be had from two main places. Kristi/Serpent's Hold will give you a couple if you want, but the best place to get them is by searching the tree in the NW corner of Minoc (info from Beggar/Minoc, Shenstone/Minoc). Once a day you will be able to find 5 Skull Keys hidden there. While Skull Keys do the same thing as a Magic Unlock spell, you will need them if you cannot cast this spell yet, and also you'll need them to get the Crown in Blackthorn's Castle since magic doesn't work there till you have retrieved it. GRAPPLE The Grapple is an extremely useful item in retrieving several things from the Underworld, getting to Stonegate, and retrieving the Glass Sword in the Serpent's Spine mountains. Information comes from Lord Dalgrin/Bucaneer's Den, Tierra/Bucaneer's Den, Bidney/Bucaneer's Den, Lord Michael/Empath Abbey. You will absolutely need it to get British's Sceptre, also it greatly eases recovering the Shards from the Underworld by allowing you to Klimb smaller mountains. SHARD OF COWARDICE Gardner/Serpent's Hold: "Upon the Isle of the Avatar lies a dungeon. At it's bottom lies a small cavernous room of the Underworld. Many small chambers nearby can be reached with the proper magic. Much magic and exploration will get you the Shard of Cowardice, location LA, LI." The description seems to be backwards and the actual location is LI, LA (determinable only with the Locate Spell). Once you've made your way to the bottom of Hythloth and exited with a Down Spell to the Underworld, it's a good idea to save the game (I assume you're strong enough to fight your way back up). You're going to need a lot of Blink Spells (I'd advise bringing at least 30-40) and an equally large number of gems. From the entrance to Hythloth: go south through the pass into a second cavern. Walk to the west wall and blink west to the next chamber (note: if any of your blinks fail, use a gem and align yourself properly). Walk to north wall and blink north. Go to NE corner and blink east. Go to north wall and blink north. Go to the NW wall and blink west (use a gem to line yourself up). Go to NW corner and blink west. Go to north wall and blink north. You'll be in a long horizontal chamber, walk to western end and blink south. You'll find yourself in a medium sized chamber. You'll have to use the Grapple to climb mountains to the west until you can get no further. Then use a gem and examine your surroundings. You should see a small chamber to the north, and a long chamber to the south and west. Blink to the south or west (whichever one is open) and you'll find GrOLf in this large chamber. find toan use Locate Spells to determine your exact position and hunt down the Shard if you have to, but it is located in the NW end of the long cavern. Once you've gotten the Shard you're going to have to exit back by the exact same path you came in, so it might be a good idea to draw some form of rough map when you're heading in (I had to). You may not be able to do exact reversals of your blinks. Since the Blink Spell can to be able to sense a clear grassy spot to transport you to, you will find it necessary to climb the smaller mountains on the way back and then blink, instead of blinking from the walls of the caverns. Experiment a little with gems and Blink Spells; if you can see a clear space with a gem, then you can blink to it. You will find at times you have to get closer to the spot you want to blink to to shift the map in memory over some. SHARD OF FALSEHOOD Janell/Lycaeum, Twin Sisters/Cove: "Shard of Falsehood below Dungeon Deceit. Path SW to a large system of caverns, then SW, at major intersection turn NW, soon branching NE. Long journey North, passage turns West, rocky hills to SW then NW. You'll come to a lake, cross the lake to a waterfall on the South shore and go over it. Over the great falls you'll find a larger lake, here on a small Isle lies the Shard of Falsehood." Using these directions and a gem everytime you come to an intersection will get you to the gem no problem. Now, the difficult part is of course getting back, because you can't follow the exact same path back due to the falls. Once you've found the Shard, go to the east side of the lake and use a gem. You'll see a passage off to the east that you can blink into. Blink into it and using the sketch of the trail you made while you were getting there (not absolutely necessary, but well-advised) you can find your way back to Deceit without much difficulty. SHARD OF HATRED Lord Michael/Empath Abbey, Sin'Vraal'/Hut in Eastern Desert: "Shard of Hatred lies at IA, IA in Underworld. Enter through dungeon by Lost Hope Bay." The Dungeon is Covetous and once again the directions seem to be goofed. My own calculations place the Shard at EK,IK in the Underworld (it is possible that Locate Spells function differently above and below ground...dunno). As a note, the Shard can also be reached easily from Wrong, but my directions will be from Covetous only. Upon working your way down through Covetous and exiting into the Underworld, once again it's a good idea to save the game there. Outside of the dungeon, head east until it turns south. You'll follow south for a long distance and then turn west. The path will then turn northwest. You'll come to a minor intersection, take the path to the left (the one on the right is a dead end). Following a little further you'll come to another intersection. Using a gem you'll find that the path rejoins itself and in the process circles around a mountain. You'll also notice that while most of the outside is tall mountains, in the center are rocky hills. With further examination you'll note a path of low mountains starting in the NorthWestern corner, heading east, and then turning south, west, north, and west once more before finally exiting into the small chamber in the middle (you will of course need the Grapple to follow this path). In the center of this chamber you'll find the Shard of Hatred. Retracing your path will return you to Covetous where you can exit back to Britannia again. DESTROYING SHADOWLORDS The most difficult part of killing the Shadowlords is obtaining their respective Shards. Once you've done this the hard part is over. Information on destroying a Shadowlord can be had from Sutek/Hut on Isle SSW of New Magincia. Once you have the appropriate Shard, find the corresponding Flame (Flame of Courage in Serpent's Hold, Flame of Truth in Lycaeum, Flame of Love in Empath Abbey). You will have to stand below the Flame and call out the name of the Shadowlord opposing that Flame (be careful to use the proper name). Upon doing this the Shadowlord will appear. You'll then have to Pass one turn, and the Shadowlord will move towards you; exactly over the Flame. At the moment, Use the appropriate Shard; you'll cast it into the Flame thereby destroying the Shadowlord. The names of the Shadowlords are: Shadowlord of Cowardice: "Nosfentor". Malone/Serpent's Hold. Shadowlord of Falsehood: "Faulinei". Shalineth/Lycaeum. Shadowlord of Hatred: "Astaroth". Lord Michael/Empath Abbey, Sin'vraal'/ Hut in NE Desert. LORD BRITISH'S CROWN The Crown is located in Lord Blackthorn's Castle on the Isle of the Volcano's. (Remember that from Ultima IV?). It's a short distance west of the Isle of the Avatar. I strongly advise you use the Flying Carpet when you go after the Crown. The Black Badge and Oppression Password will greatly ease your expedition through the castle. The Castle is 5 levels, including one sub-level. On the battlements, in the center of the castle you'll find a small room. Guarding it are two Daemons and two Gargoyles. Riding the Magic Carpet will give you enough speed to evade these guardians. You will need a Skull Key to open up the door (Magic Unlock will not work). Inside you'll find the Crown. Again the Carpet should give you enough speed to outrun the guardians when leaving. (Note: the Gargoyles appear completely invincible) LORD BRITISH'S AMULET The Amulet is located in the Underworld. To get it you'll have to enter the Underworld through the path that Lord British took. This information is included in ULTIMA5.DOC. Be sure to bring a few gems, and once again the Flying Carpet is very helpful. Enter the waterfall in SpiritWood (follow the coastline of Britannia south from Skara Brae till you come to a series of islands. From there follow the coastline in a skiff north until you come to a river, going under a bridge and eventually to the waterfall.). You'll end up in the Underworld in a small lake. Follow the river exiting the lake to the South. Go South at the first intersection (skipping the Eastern tributary, but remember the location; you'll be coming back). At the second intersection go West (skipping the south passage). At the third intersection it really doesn't matter which way you go. British's log says to go north, but no matter which path you take you'll end up in a large lake (note: you'll be returning by the Southern tributary so you may want to take that instead). On the South shore of the lake (towards the eastern end) you'll find a river exiting the lake which quickly divides into an east and west branch. Take the Western branch and continue over a couple waterfalls until you end up in a small lake with no other water exits. Leave your skiff in this lake and continue south through a small passage on land. The passage will turn east, then north. You'll pass through a couple caverns but always maintain an East/NorthEast path. Eventually you'll come to a massive cavern, with a river running through it and a lot of swamp territory. Head for the eastern side of the large cavern and use a couple gems to locate a passage heading NorthEast into another smaller cavern. There will be another path to the East from this into a second cavern which contains a number of dead bodies and the graves of Lord British's knights. In the center of all this is the Amulet. Once you have it, you'll want to exit back to the large cavern. You can't return by the exact same path due to the waterfalls. Riding the Flying Carpet follow the river out of the large cavern. After some traveling you'll come back to the large lake you passed about half the way back to the entrance. You will then want to go to the north shore of the lake. You can't take the river back that British came in on in the NW corner, but you can take the next one to the east (there are points here where you will have to use to Grapple to climb small mountains). Following the river north you'll come back to the third intersection from before. Head East. Continue East past the second intersection. You'll turn back North and eventually come to the first intersection. This time, instead of heading north (where you originally came from) go East. Follow the river a while, you'll go SE, pass a small island, turn South, pass another island, and finally go over a waterfall. After crossing the waterfall you'll be at an East-West intersection; take the Western branch. You'll go past one tunnel in the side of the river, a short distance later you'll see the second one--this is the one you want. After following it NW for a while you'll come to the Underground entrance of Destard (note: if you come to another river you've taken the first path by accident--go back and take the next tunnel south of it). You will then be able to fight your way up through Destard and back to Britannia. LORD BRITISH'S SCEPTRE The Sceptre is located in Stonegate; the Shadowlords' fortress in Britannia. Leaf/North Britanny, Sir Sean/Lycaeum: "Sail ship southernmost part of Lost Hope Bay. Travel skiff as far south as possible. Cross the mountains with the Grapple. You'll come to Stonegate Keep, Earthly domain of the Shadowlords, guarded by Balinor the Demon." Lost Hope Bay is just west of Minoc. The directions are pretty straightforward. Don't bother trying to enter Stonegate if you haven't first killed all of the Shadowlords; they'll all appear and kill you with little difficulty. Once you open the door (you'll need a Magic Unlock or Skull Key) you'll be greeted by Balinor. He'll ask you a riddle "What is as tall as a house, round as a cup, and all the King's horses can't draw it up?". The answer is of course "Well," but Balinor doesn't really care and will attack anyway. It shouldn't prove too difficult. The Sceptre is in the center of the Keep and quite simple to find. CODEX INFORMATION To obtain the information on how to free Lord British, you have to complete the 8 quests from the Shrines of Virtue. Go to each Shrine and meditate, using the proper Mantra: Compassion : MU Honesty : AHM Honor : SUMM Humility : LUM Justice : BEH Sacrifice : CAH Spirituality: OM Valour : RA (You might notice these are the same mantras from Ultima IV...(such creativity..)) You will be given a quest by the Shrine to go to the Codex of Ultimate Wisdom and then return to the Shrine and meditate again. You will receive good bonuses to your Avatar for this so it's a good idea to make all eight trips (my Avatar got two attacks to everyone else's one by the time I finished). On making the eighth and final trip you will receive a message from the Codex: "Beyond Shame's egress in the center of the Underworld there is a place of darkness. Beyond this darkness lies the gate of the core of the world. When thou art ready thou must call forth 'Veramocor' to unlock the gate and venture past ethereal wards and stealers of souls. That which the world lost awaits thy coming." SANDALWOOD BOX To complete the game you must have the Sandalwood Box. You can get all the way to where British is being held prisoner and it will do you no good whatsoever unless you bring the Box along. Information on the box itself can be had from Saduj/British's Castle, but information on how to find it comes from a separate source; Lord Kenneth/ Greyhaven. When you visit Lord Kenneth, he'll teach you how to play the harpsichord; you sit down in the chair in front of the instrument and any numbers you type during that time come out as notes. To find the Sandalwood Box, you must make your way to Lord British's room atop his Castle. In the corner is a harpsichord. You must play the music from "Stones" (British's favorite song, and incidentally the notes are included in the docs and are unavailable elsewhere I believe): 678 987 8767653. Upon doing this, a secret door in the room will slide open, revealing the Sandalwood Box. There's nothing you'll be able to use it for until you find British and give it to him. 5. Rescuing Lord British. First off, there is no way you will actually rescue Lord British without the following items: British's Amulet British's Crown (not required, but nearly impossible without) British's Sceptre (again not required but extremely difficult without) Flying Carpet Sandalwood Box Words to the Dungeons Shame and Doom You should have destroyed the Shadowlords by now. It is almost impossible to obtain British's Sceptre without having destroyed them, though I really don't know what will happen if you try to rescue British and the Shadowlords are still alive.. Go to the dungeon Shame (word: INFAMA), make your way down through it and into the Underworld (Shame: enter dungeon, take first left to ladder. Go down to level 7, find the secret door there. Past the door you'll find a room containing a couple ladders both ways. Take one down to level 8 and use a Down Spell to get into the Underworld). Once in the Underworld, use the Flying Carpet to fly east over the swamp (you can walk but why get poisoned?). Eventually the swamp will end and you'll come to a wall of mountains. Use a Blink Spell to teleport east over the mountains. You'll see a river to the east of you, ride the Flying Carpet over it to the large island in the center (you'll take some damage on the rough water in the middle of the river). Use a gem or two to get a good idea of the island, you're going to have to walk over one of the lava paths to get to the center of the island (which will show as all black on a view). Once again you're going to take more damage (by the time you make it all the way to the center you'll be pretty low). Before you enter the blackness in the center of the island, put on Lord British's Amulet; it will allow you find the Dungeon Doom in the center of the blackness. Walk around till you find the entrance. This is a really good place to save the game. You'll probably want to spend some time resting the party and using magic to regenerate hit points. Whatever you do though, make sure you have full magic points before you enter the dungeon. DON'T SAVE THE GAME once you've entered the dungeon; there is no exit to it, so if you're not strong enough to rescue British you will be permanently trapped. I suggest you put British's Crown on here also. Open the Dungeon Doom (word: VERAMOCOR) and enter. You'll find yourself in a room surrounded with energy fields. Use British's Sceptre to dispell them and exit the room in any direction (all 4 are the same). Take the first ladder down that you find. You'll find yourself in a corridor, don't take the ladder you see ahead of you; take the first left you can and go down the ladder you find to level 3. You'll be in a cross-shaped corridor with a loop in the SE corner. There are two secret doors in the SE corner, take either one and it will lead to a room with a ladder down, guarded by daemons and wisps behind more energy fields. If you're wearing the Crown they can't possess you. You can kill them all with a halberd before dispelling the fields and continuing down to level 4. The ladder continues down to level 5. You'll find yourself in a corridor shaped like a figure-8 with a room full of daemons at the meeting point. You shouldn't have to enter this room. Take the first (and only) grate leading upwards that you find, leading to level 4. You'll find yourself in a cross-shaped corridor. Move towards the center, you'll fall down through a trap door to level 5. If you use a gem you'll find this is an odd looking set of corridors, they are endlessly interconnected. Go east till you come to an intersection, then turn north and continue on till you find another grate leading up. Take it back to the 4th level. You'll find yourself in an east-west corridor. Turn east, then north at the turn. It'll end at a T-intersection. Turn east and move forward, you'll fall down another trap door. You'll be in a one-space room with a ladder down. Take it. On the 6th level there's only one direction to go, follow it until you come to a room. In it you'll find exits in every direction, but there's only one way to go since the room is divided by a river. There are about 3 serpents and another 3 giant squids. They shouldn't be too difficult to kill. If you can't do this, you probably shouldn't be in the dungeon yet. After exiting the room you'll find the corridor continues till you come to another ladder down to the 7th level. The ladder continues down after this, but you don't want to go any further. You'll be in a short corridor with ladders at either end and room in the center. This is possibly the nastiest room in the entire dungeon. It contains about 6 wisps, 6 sand traps, 2 daemons, and 2 dragons. You're going to need a lot of firepower. Tremors, Flame Winds, Poison Winds, Energy Cones, and other mass destruction spells are very helpful here, which is why you need all of your spell points and hit points when you enter. Once you've killed everything in the room, go through the treasure chest you'll find in the exact middle of the room; there's a ladder down underneath it. It leads down to another room full of nasties. This time around 4 dragons and 4 sea serpents. You best bet is to kill EVERYTHING in the room above. This is very difficult since some of the wisps are hidden behind rocks in the edges of the room. If you want to kill them all you'll need to remove the Crown for periods of time to allow the wisps to teleport. You'll probably also have some characters possessed so be ready to put them to Sleep or Charm them. Don't leave this room until you get the "VICTORY" message in battle. If you can get the VICTORY message you'll be able to exit the room and keep resting in the corridor until you have magic points to cast Vas Mani's on yourself (Great Heals). Once again don't stop until you have full magic and hit points; you'll need them. Re-entering the room, there will be no monsters waiting this time (if you destroyed ALL of them before). You can then take the ladder down (your chances are really low if you can't rest before you go down). You'll find yourself in the room with the dragons and serpents. There is no easily apparent exit; a river divides the room. Kill the dragons and serpents first, then get out a halberd and kill the mongbats that are hidden behind the northern wall. Once you've done this, the secret trigger to open a path across the water is next to the waterfall in the NW corner of the room, hit it with an arrow or more preferably magic axe. Exit the room to the west. Once again make sure you have a considerable amount of magic and hit points. On exiting the room you'll find a ladder going up to level 7. You'll find yourself in a room with Mongbats and a Reaper. They shouldn't prove too difficult to handle. There is an exit to the west, but don't take it. There are secret exits to the north and south. The triggers are in the NE and SE walls of the room on the eastern side. You can exit either north or south; it doesn't matter. Walk to the end of the corridor you find and you'll fall down a trap down to 8th level again (this is gonna continue a while). You'll be in a short east-west corridor, with a ladder up at the western end. Taking it up will put you in a C-shaped corridor. Go west from here, you'll fall down another trap door. This time, Klimb back up instead of moving around down there. Continue down the corridor as you were before you hit the trap, you'll have to turn when you get up, and after another two steps you'll fall down yet another trap door. I don't remember what's in this room, but one of the next two you encounter will have daemons and mongbats behind an energy field. As soon as you move, a lava field will surround the party and start doing damage. Dispell the field quickly and blast the mongbats with mass destruction spells. Getting out of the lava as quickly as possible is your most important goal. Anyways, you'll exit east out of this room into a corridor with a ladder leading up at the end once again to the 7th level. You'll enter another room filled with still more monsters. It shouldn't be too difficult. On exiting this room to the east once again you'll find a short corridor. At the end you'll fall down another trap door, but this time into Lord British's room. You'll be in a small study, with a mirror on the northern wall. There is a man moving around in it. Move your party in front of the mirror one by one and they will be absorbed by it. When everyone has been absorbed you will find yourself in a room with British. If you've brought along the Sandalwood Box, he will take it and the game is over. SEWER SOFTWARE presents another DOC from the DR. J collection. You read the doc, you like what you read...then why not buy the game? (Edited by Sewercide) **** ULTIMA V DOCUMENTATION **** (Part One...) (Brought to you by The Godfather and his painful fingers) PLEASE NOTE: Anyone who plays Ultima V should know that it is IMPOSSIBLE to solve the game without certain information from The Book of Lore. I guess you could call it a form of copy protection. This documentation is divided into the following parts: 1. Record of Lord British's expedition into the Underworld. 2. Quick Reference Card. 3. Player Reference Card (more detail). 4. The Book of Lore. I. RECORD OF LORD BRITISH'S EXPEDITION INTO THE UNDERWORLD ----------------------------------------------------------- Herein is detailed the odyssey of his Majesty Lord British as recorded by Remoh, scribe to the court of Lord British. With us on this journey into the uncharted Underworld venture the knights Arionis, Meridin, Geraci, Shaana, Noin, and Roin. DAY 1: At dawn, we set off on our skiff down the River Maelstrom, east of Spiritwood. Before the falls, we pause to remember the brave men who discovered this entrance into the Underworld. Then we cast off and repeat their plunge into the lightless underground waterway. We land our boat on the western shore of a great lake. The cavern's low ceiling hangs close over us and the humidity is oppressive. Arionis and Geraci erect a wooden sign commemorating our expedition. The rest of us repair the damage to our skiff inflicted by the subterranean rapids that carried us here. We embark again, following a navigable stream south. After a short distance, a tributary branches off to the east, but we continue south. The cavern walls now tower above us, dimly reflecting our torchlight. The current grows stronger and the crashing sound of tortured water steadily increases. Abruptly, the river turns a sharp bend. The roar grows painfully loud as our skiff careens down a great fall. A storage cask breaks loose and knocks Meridin out of the boat during our fall. The skiff lands flooded, but miraculously upright. We drag the unconscious Meridin back into the boat and retrieve the cask. He revives as we row west, past a southern tributary. The river slows as we arrive at another fork. We continue south, hugging the waterhewn stone wall on our right. As the river swings back to the southwest, we hear the sound of approaching waterfalls. Quickly we land the boat on the southern shore. Geraci sets off to explore a promising passage through the rocks to the southeast. On returning, she reports that the natural fissure slopes downward steeply, but rejoins the river beyond the treacherous falls. We portage our skiff around the falls with little difficulty and are once again on our way. While the day wanes thousands of feet above us, the river empties into a calm lake, stretching out beyond our sight into the murky gloom. We row south by southeast, following the shore. A muffled scream, a heavy splash are our first omens of danger. We all stare at the stern where, moments before, the raven haired knight Shaana sat. Meridin quickly intones two words of magic, and the lake around us explodes in light, blinding us momentarily. We see a hideous ebony creature, twice as large as our skiff with Shaana clutched in one of its slimy tentacles. Already dozens of yards away, it is retreating ten paces further with every heartbeat. Lord British strides to the stern and stretches his arms toward the receding monstrosity. In a voice as clear as crystal, in a tone as urgent as the wind, he speaks seven words. We do not comprehend their meaning, but we witness their impact. The squid creature pulls up suddenly. A wrenching noise tears though the dank air. A large wave passes under our boat. The squid creature has been vanquished. The light from Meridin's spell fades, and new torches are fit to replace those dropped in panic. Shaana, dragged from the water, now sleeps at her place upon the boat's stern. Our king rests also, deep in the meditation of the virtues. We row on. Eventually, at the southern shore of the lake, we follow the westernmost of two identical-looking streams. We explore several land passages along the way, but they all prove to be dead ends. The river turns north, flows on a while, and then perversely turns south. Our first day's journey ends at this juncture. DAY 2: We waken to a morning as dark as the blackest of nights. Our campfire is a damp mound of cold ashes. The underground river has risen in the night, soaking the meager supply of dry wood we brought with us. Setting out upon the waters again, we row south. Scarcely an hour passes before we come upon another waterfall, one with no opportunities for portaging around. From the beach, however, we can see the river resuming only a few yards beyond the falls. With few options, we brace ourselves and steer over the falls. As soon as we are righted, though, the coursing water turns abruptly and we plunge down another fall. Shaken and bruised, the group has barely enough time to secure a firm grip on the boat before we plunge down a third cascade. After a brief respite, we pass over a fourth, though small falls. Finally we pass into a small, tranquil lake. We land on the south shore and examine the area. Though a large fissure in the cliff walls provides a land exit to the south, no navigable waterway leaves the cavern. There is no choice: we shoulder our remaining provisions and continue on foot through the fissure. The rough ride over the falls has eliminated another option: if we ever return to Britannia, it will not be by retracing our steps. The path leaving the cavern is at fist swampy and tedious to walk upon, but the way becomes easier as we leave the lake behind. Soon the path curves north again and we come upon a great cavern with an uneven rock ceiling many stories high. We are now walking on yellow grass-like growth. A movement by his feet causes Arionis to halt. Before we can draw our weapons, a great leathery tentacle as thick as a man's leg coils around Arionis then starts dragging him into its underground lair. Noin drives his deadly main gauche into the tentacle. Thick green fluid streams from the severed tentacle as it falls away. As Arionis stumbles to his feet, he quickly shouts a warning. Noin turns to sever a second tentacle just before it ensnares him. Movement in the grass from which we have just come indicates more tentacled monstrosities approaching. We flee together to the north side of the cavern, slipping between rocks into a passage leading away to the east. Before long the passage turns and we head south again. At the end of the passage, we find ourselves in a massive cavern. The walls and ceiling extend beyond the glow of our torches. We wait in vain for our echoes to return. It is difficult to fatham a cavern so large it stifles echoes. We turn to the right, hugging the southern wall. The stench of a stagnant river fills the air. As we walk, the mud gives way to sand. When we have left the river miles behind us, we encamp. DAY 3: A shriek of pain awakens us after only a few hours of sleep. Meridin utters an oath followed by two eerie sounds, and a grisly scene is revealed. The knight Geraci is standing unsteadily, slicing her dagger at six great worms that swarm around her, rearing up to strike, while deftly evading her dagger. Her left arm is held against her chest, in an attempt to staunch the flow of blood from a gaping wound. Lord British raises his staff and utters an incantation. A deep chill descends momentarily, then the six worms forget their prey and assault each other with unreasoned fury. Meridin magically draws out the worms' poisonous venom. We quickly bind Geraci's arm, gather our gear, and resume our journey eastward along the southern wall. only two worms remain writhing in combat as we depart. After the wall finally curves to the north, we take a passage out of the cavern to the northeast. The trail is rocky, and wide enough for three to walk abreast. The twins, Noin and Roin, bringing up the rear, are the first to notice the large, winged creature with matted, brown fur and sharp, unsheathed talons. When we stop to look, however, it flies off. Half an hour, later, we notice two of these creatures, but both fly off again as we turn. An hour later, three of these ugly creatures approach, flying closer than the previous forays dared, before veering off. We quicken our pace. The passage empties into a large grassy area with a high, earthen ceiling. As we stop to rest a deafening crescendo of screeches heralds the invasion of a dozen winged monsters. The avian terrors attack in force. Armour and skin is ripped from our backs. Our swords swing, our daggers fly, but to no avail. Only two winged monsters are wounded then finished. The remaining ten circle us furiously as Lord British shouts out words of mystic command. Four more attackers are destroyed, but many more of our party have fallen. As I fight, I see Meridin from the corner of my eye. He crawls out of the fray and raises his arms. Before he falls, he gasps four words. A great flame breaks out between his outstretched arms and surges forward. One by one, the last of the nightmarish creatures is consumed with flame. The largest bat spirals to the ground. Its burning carcass crashes next to Meridan's corpse--a memorial fire to our great archmage. DAY 4: Today the three of us remaining buried the valiant knights Arionis, Meridin, Geraci, Noin, and Roin, here upon the underground battlefield where they fell. Tomorrow we shall seek our way back to our own world; our disastrous quest here is finished. DAY 5: The wraiths came this morning. There were three of them. They walked through the stone. Their blackness was deeper than the shadows from which they emerged. Advancing towards Lord British, they ignored Shaana and myself. Lord British held their gazes, murmuring words of life, healing, and protection. Still they advanced. One raised its hand, pointing at our lord. Then a silver bolt struck our immortal king and he fell to the stony earth. Shaana was frozen, transfixed. I stumbled forward, but when I touched that cloak, I shrank back. Foreboding washed over me. They took our lord with them. I was powerless to stop them. I am afraid we all are. II. QUICK REFERENCE CARD ------------------------- (Note: these commands are from the Apple reference card. It is possible there will be minor differences in the versions for other computers.) Command Summary A - Attack H - Hole Up N - New Order T - Talk B - Board I - Ignite O - Open U - Use C - Cast J - Jimmy P - Push V - View E - Enter K - Klimb Q - Quit & Save X - X-it F - Fire L - Look R - Ready Y - Yell G - Get M - Mix S - Search Z - Z-stats SPACE - Abort, pass turn Ctrl-S - Sound effects on/off Ctrl-T - System Speed Ctrl-V - Volume level of music ESCAPE - Exit commands, leave battlefield 1-6,0 - Set active player WEAPONS: ARMOUR: Stone Attack Defense| Stone Attack Defense Item Weight Value Value | Item Weight Value Value ---------- ------ -------- ------ |------------ ------ ------ ------- Dagger 1 6 (30) - |Helms: Sling 2 6 (40) - | Club 3 8 b - |Leather Helm - - 1 Flaming Oil 2 8 (40) - |Chain Coif 1 - 2 Main Gauche 3 8 1 |Iron Helm 2 - 3 Spear 4 10 (50) - |Spiked Helm 3 4 b 3 Throwing Axe 6 10 (40) - | Short Sword 5 12 - |Shields: Mace 7 15 b - | Morning Star 8 15 b,p - |Small Shield 2 - 2 Bow 8 10 (70) - |Large Shield 3 - 3 Crossbow 6 12 (80) - |Spiked Shield 4 6 b 3 Long Sword 9 15 - | Two-Handed - |Armour: Hammer 16 20 b - | Two-Handed - |Cloth Armour - - 1 Axe 15 20 - |Leather Armour 2 - 2 Two-Handed - |Ring Mail 4 - 3 Sword 13 20 - |Scale Mail 6 - 4 Halberd 18 30 p - |Chain Mail 10 - 5 |Plate Mail 12 - 7 - - - -(additions by TM)- - - - - - - - - - - - - - - - - | Silver Sword ?? ?? - |Mystic Armor ?? - ? Mystic Sword ?? ?? - |Jeweled Shield ?? - ? Magic Bow ?? ?? (100) - | Magic Axe ?? ?? (100) - |Amulets: Jeweled Sword ?? ?? - |Amulet of Turning Chaos Sword ?? NONE |Spiked Collar Glass Sword ?? ??-Shadowlords |Ankh only | |Rings: | |Ring of Protection |Ring of Invisibility |Ring of Regeneration b - Denotes a Bludgeon: Hit probability is based on Strength, not Dexterity. p - Denotes a Polearm: May be used to attack over obstacles. (xx) - Number in parentheses is range in feet (1 space = 10 feet). CHART OF SPELLS: Spell Effect Time Reagents ---------------------------------------------------------------------------- An Nox cure poison anytime ginseng, garlic 1st An Zu awaken combat ginseng, garlic Circle Grav Por magical missile combat ash, pearl In Lor light noncombat ash Mani heal anytime ginseng, silk ---------------------------------------------------------------------------- An Sanct unlock anytime ash, moss 2nd An Xen Corp repel undead combat garlic, ash Circle In Wis locate noncombat nightshade Kal Xen call animal combat silk, mandrake Rel Hur wind change noncombat ash, moss ---------------------------------------------------------------------------- In Flam Grav wall of fire dng/com pearl, ash, silk 3rd In Nox Grav wall of poison dng/com nightshade, silk, pearl Circle In Por blink anytime silk, moss In Zu Grav wall of sleep dng/com ginseng, silk, pearl Vas Flam ball of flames combat ash, pearl Vas Lor great light noncombat ash, mandrake ---------------------------------------------------------------------------- An Grav dispell field anytime pearl, ash 4th Des Por downward move dungeon moss, silk Circle In Sanct protection anytime ash, ginseng, garlic In Sanct Grav protection field dng/com mandrake, silk, pearl Uus Por upward move dungeon moss, silk Wis Quas reveal combat silk, nightshade ---------------------------------------------------------------------------- An Ex Por magic lock anytime ash, moss, garlic 5th In Bet Xen insect swarm combat moss, silk, ash Circle In Ex Por magic unlock anytime ash, moss In Zu sleep combat ginseng,nightshade,silk Rel Tym quickness combat ash, mandrake, moss Vas Mani great heal noncombat ginseng,silk,mandrake ---------------------------------------------------------------------------- An Xen Ex charm combat pearl,nightshade,silk 6th In An negate magic anytime garlic,mandrake,ash Circle In Vas Por Ylem tremor combat moss, ash, mandrake Quas An Wis confuse combat mandrake,nightshade Wis An Ylem xray noncombat mandrake, ash ---------------------------------------------------------------------------- In Nox Hur poison wind combat nightshade,ash,moss 7th In Quas Corp fear combat nightshade, mandrake, Circle garlic In Quas Wis peer noncombat nightshade, mandrake In Quas Xen clone combat ash,silk,moss,ginseng, nightshade,mandrake Sanct Lor invisibility combat mandrake,nightshade,moss Xen Corp kill combat pearl, nightshade ---------------------------------------------------------------------------- An Tym time stop anytime mandrake, garlic, moss 8th In Flam Hur flame wind combat ash, moss, mandrake Circle In Mani Corp resurrect noncombat garlic,ginseng,silk,ash moss,mandrake In Vas Grav Corp cone of energy combat mandrake,nightshade,ash Kal Xen Corp summon combat mandrake,garlic,moss, silk Vas Rel Por gate travel noncombat ash, pearl, mandrake ---------------------------------------------------------------------------- III. PLAYER REFERENCE CARD --------------------------- GETTING STARTED Insert the Ultima V program disk. After booting you will see the opening graphics. Press the Space Bat to exit this view and bring up the main menu. Use the arrow keys and Return to select an option. The first time you play Ultima V select "Transfer from Ultima IV" if you want to use your character from that game, otherwise, select "Create a Character" (TM's Note: I think the game is much more enjoyable if you create a new character). From this point you should follow the on-screen instructions. Remember to use the ESC key to acknowledge all disk swaps. After creating or transferring a character, you will return to the main menu. Next, select the "Introduction" option in the main menu before continuing to the main part of the game. After completing the introduction sequence select "Journey Onward" to proceed to the main part of the game. MOVEMENT Except in dungeons or while engaged in combat, your party is represented by a single figure. During combat, each party member is shown and allowed to act independently. Pressing the following keys will move your party of party member in the designated direction: { /\ [ RETURN N : " < W E > or ; ' or < > S ? ? \/ / / (Other computer versions may contain further combinations.) COMMANDS A - Attack. Attempt to engage a person or creature in combat. Must be followed by a direction. In combat, you can aim weapons in any direction, at any target within the weapon's range by using the direction keys to move the crosshair on top of the target. Press the A key again or the Space Bar to fire. B - Board. Board a frigate, skiff, or other conveyance, or mount a horse. If you board a ship from a skiff, the skiff will be stowed and kept ready for later use. C - Cast. Cast a spell. Must be followed by the first letters of the spell's syllables. Only works when the proper reagents have already been mixed and the spellcaster has enough Magic Points remaining. some spells require additional information (direction or target). E - Enter. Enter townes, castles, and other structures. Party members must be standing directly on structure to enter. F - Fire. Fire cannons. Must be followed by a direction. Ship cannons may only fire when the ship's broadsides are facing the target. G - Get. Take possession of gold, food, and other items you find. Must be followed by a direction. H - Hole Up. In dungeons and wilderness, hole up and camp once a day to rest, heal wounds, and recover magical strength. In cities, hole up in an unoccupied bed to quickly pass time. On the sea, hole up to make minor repairs to your ship. I - Ignite a Torch. Light a torch. If you have one, to see at night or in dungeons. J - Jimmy Lock. Unlock most doors and safely open chests with a skeleton key. Keys are re-usable, but often break if the person jimmying is not nimble enough. K - Klimb. Climb up or down ladders in buildings and dungeons, down steel grates, or over small rockpiles, fences, and other objects. L - Look. Identify any object or terrain feature or read signs one step away. Must be followed by a direction. may allow further interaction with some objects, such as wells and fountains. M - Mix. Prepare spell reagents for later use. Enter the first letters of the spell's syllables, then select the appropriate reagents from the menu. Press M again to mix. N - New Order. Exchanges the position of any two party members, excluding the leader. Select the two members to be exchanged from the roster menu with the cursor bar. O - Open. Opens an unlocked door or chest. Opening a locked chest will set off a trap if the chest has one. P - Push. Allows small objects, like tables and chairs, to be moved around the room. May be used to block doors. Q - Quit and Save. Save the current game status. If you do not use this command to end a playing session, any progress made since the last save will be lost R - Ready. Equip a party member with a personal items from the party's stores. Use the arrow keys and space bar to select or de-select an item in the menu bar. Press ESC when finished. S - Search. Search the location or object in the direction indicated. Searching may detect traps on chests, concealed doors, or dungeon floor traps, or reveal hidden items. Use the south direction key to search the immediate area in dungeon halls. T - Talk. Converse with merchants or townsfolk in the direction indicated. Conversation is possible over counters, tables, fences, and through windows and doors with windows. U - Use. Use a potion, scroll, or other special item found during the game. V - View. Reveals a bird's-eye view of the surrounding countryside, city, or dungeon floor currently occupied. View requires a special item. X - X-it. Exit or dismount current form of transportation, leaving it behind while continuing on foot. Horses not left by a hitching post may wander off. Exiting from a ship is possible only if there is a skiff available or if the ship is next to land. Y - Yell. On a ship, Yell will hoist or furl sails. In other situations, Yell will allow you to enter up to two lines of text to be spoken loudly. Z - Z-stats. Displays the status and attributes of your party members, including several screens of information such as supplies, weapons, and spells. Use the East and West directional keys to changes pages. Use the North and South directional keys to scroll up and down long lists. Pressing ESC or Space Bar will exit the Z-Stat screens. 1-6,0 - Designate/Clear Active Player. Several commands require that one party member be designated to perform the action. When this is required, an illuminated cursor bar will appear over the names of your party members. Use the directional keys to highlight the name of the character you wish to designate and press Return. Or, abort the command by pressing ESC. Instead of designating which arty member is to preform a command each time you invoke it you may set any living player as the "active player". Until you select another party member or disable this feature by pressing 0, this player will be the default player for those commands which require a single party member for execution (i.e. jimmy, get, search, etc.). This player will not serve as the default during combat, although you may separately assign a party member to be the active player during combat. To assign a player as the active player, press the number key from 1 to 6 representing that player's position in the party roster. SPACE BAR - Pass. Pass a turn, allowing time in the game to proceed. Also aborts any command requiring a direction key. ESCAPE - Aborts or exits commands which use scrolling menus. Also speeds exit from combat scenes after all foes have been overcome. CTRL-S - Toggle Sound. Turns sound effects on or off. CTRL-T - Toggle Speed. Toggles speed between mode to accommodate machines with different processor speeds. CTRL-V - Set external music volume. This is only for specially supported music setups. HINTS Conversation is integral to Ultima V. Only by piecing together clues from the different inhabitants can you complete your quests. you may ask the inhabitants about a number of topics. Often you will need to know what to ask a specific person to glean interesting information. Everyone will talk about their job and give you their name, and asking about these will often help you learn who else to interview and what questions to ask them. As an example of conversation you might Talk with Dupre. first you type "job". He responds, "I am hunting Gremlins!" Type "hunting" and he may respond with an interesting insight. Or Iolo might have suggested that you ask Shamino about his sword. If you have already spoken to Shamino you would not have known to ask him that, and must seek him out again. You may be asked questions by some of those you meet. Consider carefully before responding; your life may depend upon it. how you converse with others will determine how willing they will be to share any new information they have when you next meet them. Do converse with people more than once. Some people you will meet may be willing to become your traveling companion. If you wish them to do so, invite them to "join" your party. Press Return or type "bye" after an inhabitant's response to conclude a conversation. Keep a journal of your travels. Keep a list of the clues you pick up; there will be too many for you to simply carry in your head. Thoroughly explore the realm. Exploring each towne, castle, keep and other populated spots will prove to be time well spent. IV. THE BOOK OF LORE --------------------- The Book of Lore was commissioned by Lord British, at the dawn of the Fifth Age, as a compendium of common knowledge to this date. Its inspiration is the great prosperity and progress that has come about as a result of the defeat of the Triad of Evil and the rise of the Avatar ethic. Its purpose is to keep alive our understanding of the part and the present as safeguards for a bright future. The book also serves as a guide for youth and other travelers throughout Britannia. Index: 1. Folklore - History and folklegend 2. Geography - Terrain and topography 3. Government - Political policy and structure 4. Economy - Industry, service, and the marketplace 5. Settlements - Centers of civilization 6. Populace - The people: adventurers and townsfolk 7. Transport - The many methods of travel 8. Astronomy - Influences from the sky 9. Language - Runes to the present day 10. Music - Art and legend in sound 11. Combat - Strategies for war and wilderness 12. Armaments - Armour and weaponry 13. Creatures - Beasts of land and sea 14. Virtue - Elements of Avatarhood 15. Magic - Reagents and the eight circles of magic 16. Afterword - Final comments CHAPTER 1. FOLKLORE Long before the ascendance to power of Lord British, Sosaria, as it was then known, was made up of numerous citystates. The eight largest and most enduring of these are today the eight leading townes in Britannia. Each citystate had its own ruler and some semblance of laws. However, there was constant bickering for power and resources, which meant that the smaller states often fell prey to the aggressions of the larger. THE CROSSING During this time, in another world, an idealistic youth was growing discouraged. All around him, he saw people pursuing personal wealth and power. Where were the heroes fighting for justice and prosperity for all people? Was there no leader willing to seek the way to a better world for everyone? The youth took to spending his days roaming the hills. One autumn day, he came upon a rock-bordered clearing surrounded by towering oaks. From a bed of dry leaves, the glint of metal caught his eye. It was a silver medallion in the shape of a great serpent. In his hand, the medallion felt unusually warm. Suddenly a line of blue light rose from the leaves, expanding into a door of shimmering light. The youth stared, astonished, then stepped through. The door disappeared and autumn with it. Green fields now surrounded the youth. Feeling the medallion still in his hand, the youth slipped it into his pocket. He detected a wisp of smoke rising above a grove of trees in the distance, and headed towards it. There he surprised a slender, blond man chopping wood. As the man looked up, the axe struck the wood awkwardly, glanced off, and opened a gash in his leatherclad leg. The youth rushed forward to help, but the man put his hand up. Concentration replaced the pain that had flashed across his face. He knelt, touching his injured leg with one hand, tracing intricate patterns in the air with his other, and softly murmured. the bleeding stopped. The man stood up, brushing woodchips from his clothes. He smiled broadly at the youth's amazement, then spoke with a deep voice. "Aye mek mye leg feelle na panne, and ayee haellede it, too. Aye ought ha' kwit myne axynge. But aye dinna ken thou'rt leumen. The youth's eyes grew huge. he actually understood this strange, new language. "But how did you heal your leg?" The man's eye's twinkled. "Why, 'tis th' simplest of spelles. Nay?" The man's name was Shamino. that night, the youth stayed in Shamino's house. The youth told Shamino about the land from which he came. Shamino could not fathom such a land, but believed the lad was sincere and telling the truth. "What again was the name of thy birthplace?" "Cambridge," the youth replied, "in the British Isles." Shamino thought for a minute, "I like that. I shall call thee British." The youth laughed, but accepted his new name. Initially, British looked diligently for a way to return to his homeland, but over time his need to return to his own people lessened. It was only after he gave up looking for a way back that he discovered one. British made the journey several times. In fact, it's believed he brought back close friends to dwell with him in his chosen world--Iolo the Bard and the knight Dupre are almost certainly his landsmen. Among the evidence of this is the aging process. It appears that a decade in our world is equivalent to a single year in the homeland of British. He and his countrymen age at one tenth the rate at which we age. Through the years, British's deeds demonstrated both wisdom and bravery. As respect for him grew, British became the leader of a region of Sosaria including many citystates, and was awarded the title of Lord British. THE FIRST AGE OF DARKNESS At the time British arrived at Shamino's, a native lad was growing up in Sosaria, being trained in the ways of sorcery. He was a moody youth, given to sudden rages and fits of despondency. To offset the latter, he would take his dagger into the woods and hunt, leaving his prey to rot where they fell. He would return to his manor restored, strong in the confirmation of his power over life and death. His name was Mondain, and Mondain's strange ways were a constant worry to his father, a busy, much respected mage. When Mondain was fifteen, his father took a stand. "Thou shalt take a year off from magic, Mondain," his father said, "to improve thine attitudes and develop thy virtues. I have arranged for thee to live with the brothers in the abbey, where thou shalt practice compassion and humility. "Learn thy lessons well, my son, and this ruby gem, which harnesses the power of the sun, shall be thine." Mondain said nothing. The next night he slew his father and took the gem, for he was ready for power and his father was in the way. At the same time as Lord British was gaining a reputation for fair and honest government over his provinces and attracting attention for his startlingly innovative ideas, Mondain was using his father's gem against itself to produce a black jewel that would render him and his evil immortal. Success meant gaining even greater power over the minions of darkness. As terrors wrought by Mondain caused increasing unrest and dismay across Sosaria, British's idea for unity of the citystates became more and more appealing. But the time was not quite ripe, for the widespread evil was beginning to take a tremendous toll. Something new was needed, thought British. He absently reached for the silver serpent he wore about his next. Touching it in contemplation, he envisioned the kind of hero Sosaria needed to deal with Mondain. Within days, a stranger arrived in Sosaria. With utter devotion to truth and good, the stranger grew into a hero capable of facing Mondain. Eventually, the heroic stranger found the malevolent gem and destroyed it, along with its creator. With Mondain's destruction, the forces of evil began to wane. THE SECOND AGE OF DARKNESS But good was not to rise victorious for long. Mondain's apprentice in sorcery was a beautiful young woman. Underestimated because of her youth, Minax was furious at the defeat of Mondain and at the destruction of the gem, whose existence she had surmised, and which she had intended to study and replicate for herself. Setting her fury aside, Minax decided to take control of the evils of the world without the gem. She succeeded. Through her network of beasts and her own frightening power, she rained evil upon the world. Again Lord British sent out the call for a hero. Again a stranger appeared. Again the evil was hunted down and destroyed. And with the destruction of Minax, this stranger was able to alter the future of the world from destruction to peace. THE THIRD AGE OF DARKNESS Decades passed in relative peace. Good leaders of the citystates turned more and more to Lord British for guidance, and Sosaria became a united land under his rule. Then, one day, a sailor reported to Lord British the appearance of a hitherto unknown island, fiery and emanating terrifying evil. Scouts began reporting malevolent occurrences that seemed to be the work of a great evil mind. Once more Lord British sent out the call. This time, four strangers appeared. They survived the horrors of great dungeons and, with the help of the mystical timelord, the heroes found the secret island fortress of Exodus, the only progeny of Mondain and Minax, and annihilated it. the Triad of Evil was destroyed, and great celebration ensued. In honor of the day, they called the new world Britannia. THE AGE OF THE AVATAR Tremendous growth and prosperity characterized the Age of the Avatar. The pursuits of scholarship, arts, and physical perfection flourished. The great castles of learning were established to study the principles of Truth, Love, and Courage. the eight citystates, now townes united under Lord British, were each dedicated to fostering the study and spread of a single virtue. Thus, virtue blossomed and spread, science was born and began to grow at a healthy pace, and happiness became a reality. Now Lord British called for a single individual to be an example for his people. A champion of great devotion and dedication, the stranger who answered discovered the Codex of Ultimate Wisdom within the Great Stygian Abyss. THE CLOSING OF DOOM After the downfall of the Triad of Evil, and even after the Age of the Avatar, eight terrible dungeons survived: Deceit, Despise, Dastard, Wrong, Shame, Covetous, Hythloth, and the Great Stygian Abyss. When Lord British summoned the Great Council, they determined both to raise and enshrine the Codex of Ultimate Wisdom and to seal the dungeons, those pits so conducive to the breeding of evil. And so they did. Thus ended the influence of great evil in the world. CHAPTER 2. GEOGRAPHY Britannia's terrain is rich in variety, from white sandy desert in thick, lush forests to icy crags of towering mountains. LAND TERRAIN The largest portion of Britannia is GRASSLAND. Vast rich green grasslands and fertile farming land stretch the vision and fill the heart with promise. For travelers, grasslands are fast and easy going. Although grasslands afford no cover against the hostile creatures that roam them, they enable thee to see danger approaching and prepare for it. In the BRUSH, seas of tall grass and scrubby shrubs, everything is as visible and as vulnerable as on the grasslands; only the going is slower and tougher. There is no advantage to traveling through the brush over the grasslands, unless thou doth need to reach a point within it or it is well out of the way to circumvent it. FORESTS cover nearly all of northwest Britannia. The cool, redolent softness of the leaf-covered earth and the sweet air of the deep forests have enchanted many a traveler into a false sense of well-being in one of the most treacherous terrains. Dense, dark, and mysterious, the forests are haven to all sorts of creatures. Nor is the forest kind, for it allows no warning; a foe might be upon thee too quickly for thee to react. The DESERTS of northeastern Britannia are hot, dry, and easy to lose one's way in. Besides all sand looking much like all other sand, the heat is apt to play tricks on the eye, misleading travelers with landmarks that are not really there. The HILLS are rustically beautiful, but climbing is time-consuming, even when the rise is gentle. MOUNTAINS are rugged natural barriers for anyone without proper equipment. Beware, however, of certain wild creatures to whom the rocky crags are home. The highest peaks are simply impassable. SWAMPS are generally poisonous, yet some life-giving herbs grow nowhere else. Some use the deadly mire as fortress against intrusion, for even monsters dislike venturing into the putrid muck. At least, some monsters dislike it; there are rumors of rare and strange monsters that thrive on the swamps and use them to devour their victims. Besides the toxicity, slogging through the slime and hip-deep ooze of the swamps is an extremely slow business. WATERS Britannia's vast OCEANS are fed by many RIVERS and STREAMS that find their origin in mountain lakes and jungle swamps. There are two major LAKES: Lost Lake, in western central Britannia, feed Lost River, which empties into the delta on the northwestern shore, by means of a networks of tiny estuaries: Lock Lake, in north central Britannia, is actually a cutoff inlet from the sea and still has a mix of salt water. Britannia's third large lake, the one-time picturesque Lake Generosity, was a casualty of the great drought of the northeast and is now simply a bed of dry sand. Whether river, lake, or sea, SHALLOWS are bubbly and impassable for large ships; COSTAL WATERS are ripply, deep enough for tall ships, calm enough for small boats; and DEEP OCEAN WATERS are rough, bumpy, and dangerous for any but the largest frigates. CHAPTER 3. GOVERNMENT Under Lord British, Britannia has undergone a great transformation from totalitarian monarchy to representative democracy in what is called a monarchic republic. Instead of the single rule of the king, Lord British, Britannia is ruled by a combination of Lord British and a council comprised of representatives from each of the eight major townes. Although his intent for the future was that each towne elect its representative to the council, the first council was determined by appointment. British traveled to each towne, spending long hours with its leaders to determine the right choice for the first council. The historic first meeting of the Great Council consisted of two parts. First, Lord British met with the council members and outlined his vision of participatory government. It was as follows: This council and Lord British would begin to build a document, based on nature and reality, that set forth those rights of the people that should never be usurped. British believed that the eight virtues of the Avatar would play a major role in the nature of the document. Once adopted, the document would be binding on everyone, including Lord British himself. Each year, a council member would be elected by each towne. that council member would conduct towne meetings at regular intervals to determine problems in the towne and to become acquainted with the needs and interests of the people. Several times a year, at regular intervals, the council member would travel to Britain to sit on the Great Council. The council would ponder problems that occurred in Britannia and decide if the problems were in the purview of government. If so, they would determine the course of action government should take, perhaps writing a new law, perhaps altering ways and means. Council recommendations would then be presented to British, and he could accept them or object to them. If he objected, his own rules would require him to sit with the council to try to work out solutions acceptable to all. nevertheless, Lord British reserved to himself the power of veto in the event that agreement could not be reached. At that first gathering of the council, Lord British withdrew from the meeting after presenting his plan, directing the council to discuss the ideas and his rule in general. After several days, the council was ready to present its findings. Its members were unanimously in favor of the new government plan Lord British had presented, and so it was enacted. The first meeting continued for one month. Half the time was spent pounding out the new constitution and half the time was spent discussing affairs in what was to become normal council fashion. Since that time the council meets for two weeks four times a year, beginning on the solstices and the equinoxes. The monarchy continues in some respects. The crown jewels, for example, continue to define the office of ruler, both figuratively and, by their magic content, truly. These precious emblems consist of the jewel-encrusted gold crown, believed to contain a perfect ray of sunlight; the pure gold sceptre, topped by the crystal orb of power; and the silver amulet, in the shape of the mighty earth serpent, said to have come from another world. CHAPTER 4. ECONOMY The chief industry of Britannia is farming, but it is the distribution of farm products and other goods through a wide network of merchants that is most visible. Pubs and inns thrive throughout Britannia, forges of weapons and armour for stalwart adventurers are common, and healers and the sellers of herbs and reagents flourish. FARMING Farming is the major occupation in most rural areas. Farms produce wheat, corn, barley, and, in season, all the sumptuous fruits and vegetables Britannians love. MERCHANTS Many shoppes and enterprises are available to citizens and knights throughout the land. ARMOURIES provide a market for both weapons and armour. Most armouries will consider buying used equipment, as they recognize the likelihood that one will then need new. the prices they will pay vary, but expect not nearly full value, as they must make a profit on resale. The types of goods sold also vary among armouries; shoppers may have to visit several armouries to find the wares they seek. STABLES are not found in many cities, but there are a few in castles and private residences that will consider selling to the public. most stables deal in strong plough horses, rugged mountain horses, swift steppes horses, and a few even have Valorian steeds, which are most excellent war horses. All carry full supplies for the well equipped rider. Meals purchased at MARKETS or in restaurants are often delicious and comfortable filling, but will not sustain travelers long on the road. Most markets offer travelers packs of rations in quantity. Prices vary greatly from towne to towne. PUBS are oft found in markets and inns. Good ale and stout in complemented by a well-cooked leg of mutton, a fresh pheasant, or a juicy side of beef. A good customer may find the chef offering a taste of the day's special and of the local gossip as well. Some of the best eating houses and pubs have music provided by minstrels. Do not hesitate to speak to the musicians and let them know how much their work is appreciated. Some musicians may have something interesting to tell, or may become friends or supporters. Pub owners are a friendly lot. They chat with their clientele and they listen well. A good tipper may learn something very interesting in a pub. HEALERS have shoppes in many cities and villages, and in some castles and keeps. Bold knights frequently incur serious wounds. Poison and plague also take their toll. Fortunately, medicine is advanced in the treatment of just these problems. While it is hard to say any price is unfair for saving a life, some healers are known for their reasonable prices and others are not. Skara Brae's healer has been known to heal even those who cannot pay at all. Few health problems are beyond the ken of the healers, whether disease, wounds, or poison. Some healers are even experimenting with the concept of resurrection. There have rumbled persistent rumors of magical resurrection techniques being used by extremely adept mages within closeknit, secret groups. There is still some controversy over whether such techniques should be pursued, but Lord British is known to have supported the research at every turn. APOTHECARIES are experts in growing and preparing herbs and reagents for use in magic. Shoppes generally offer mostly locally available reagents, although some apothecaries have better facilities for importing than others. Climate and terrain have a lot to do with plant availability and the consequent variable prices. Shop carefully, for the shoppe that has the best price on one herb or reagent may have the worst on another. INNS are a source of pride for several Britannian townes and villages. They are comfortable and reasonable and usually provide a good, healing night's rest. The inn in the island city of Skara Brae even boasts a magnificent view. Most inns also provide for long stays. If a party member has a long-term need for lodging, the party can rent a room by the month and pick up the friend at a later date. SHIPWRIGHTS are found in several port cities. These are where frigates and skiffs are built. Since shipbuilders are usually busy building ships, their shoppe hours are often short and sporadic. When the shipwright is in, one can buy skiffs alone, which are not very expensive, or frigates, which are very expensive and generally come with skiffs on board. GUILDS carry the ancient symbol of the thieves' trade, though many a good adventurer oft has need of their goods. In olden times, guilds sold such items as lockpicks, various kinds of glasses for seeing what the naked eye cannot, equipment for working clandestinely in the dark, and the like. THE GOVERNMENT, symbolized by the crown and the scales of justice, has its seat in the castle of Lord British, the king. But the government offices, where the day-to-day administration takes place, reside in Yew, the towne of justice. This center houses the high court of justice and the public prison for all Britannia. CHAPTER 5. SETTLEMENTS THE CASTLES THE CASTLE OF LORD BRITISH. Headquarters and home of Lord British, located on Britanny Bay. Those aspiring to the Way of the Avatar should become very familiar with this landmark. The marble and tile castle has been enlarged and improved since the Age of the Avatar. Now five stories, the castle has among its many features two kitchens, an excellent armoury, a rooftop observatory, and the finest stable in the land. THE LYCAEUM. In the northwestern corner of Verity Isle, ever searching the skies, the observatory tower that crowns Britannia's centre of learning can be seen from many leagues across the ocean. Libraries and laboratories, writing desks and discussion rooms, and every known tool for the discerning of truth are housed here. EMPATH ABBEY. Nestled quietly against the sheltering trees of the Deep Forest, just southwest of Yew, this cloister of love lies open to all of good heart. Here, by the shores of the calming sea, the sisters and brothers of Empath Abbey retreat to meditate, growing ever nearer to understanding and answers that will benefit us all. SERPENT'S HOLD. Staunchly guarding the deep harbor of the Isle of Deeds, itself bulwarked by mountains and streams, the Serpent's Hold stands as a monument to the courage of all those who fight for good. In this stronghold are gymnasiums to hone thy body and training fields on which to hone thy battle skills. Here also are healers to tend thy wounds, and sunny strands to heal thy soul. And finally here too are comrades in arms sharing stories of honour, valor, triumph, and the restraint which are perhaps the greatest teachers and healers of all. THE TOWNES AND VILLAGES BRITAIN. Principal towne of the Empire of Britannia, the busy seaport of Britain lies in central Britannia on Britanny Bay. Because of the large number of visitors to Lord British's castle who pass through or headquarter in Britain, the bards headquartered in this towne of compassion and the arts put their emphasis on hospitality. Britain has a large hotel and outstanding pubs and food. There is also an armoury wherein thou canst buy the finest bows made. THE BRITANNYS. These three important suburbs recently sprung up around Lord British's castle provide many of the goods and services needed by the court of Lord British. East Britanny specializes in shipbuilding and boasts a fine healer. North Britanny offers a small, rustic inn and fine stables among its several farms. West Britanny is a farming towne, supplying its own needs and those of the four surrounding settlements, including the Castle of Lord British and Britain. BUCCANEER'S DEN. This island village lies due east of Paws. Said to be a center for thieves and blackguards to this day, Buccaneer's Den is a thriving towne that offers some exotic shopping, as well as an inn, restaurant, armoury, and shipbuilder. COVE. The magical village of Cove nestles among the mountains south of Lock Lake. Cove's healers and alchemists are among the best in Britannia. Here too is the magnificent temple of virtue, built to honour those on the quest of the Avatar. JHELOM. Far off the mainland, among the mountains on the central and largest of the Valorian Isles, the bustling towne of Jhelom provides food and lodging to visitors as well as to its fighters and students of valor. A fine armoury and shipwright ensure safe access to the mainland. MINOC. This towne in north central Britannia is renowned for the fine metalwork and armour of its tinkers. Minoc is the centre for studying the virtue of sacrifice. The homeless of Britannia are welcome in Minoc; here they find refuge in the Mission of the Helpless, with ready access to a fine and charitable healer. Located on the northern coast, Minoc has a large shipwright as well as its famous armoury. MOONGLOW. Honesty and the quest for truth is foremost to the mages of Moonglow; in fact, they abide no dishonesty and have no room for those who do. This towne, tucked on a southern tip of Verity Isle, has good food, reasonably priced herbs, and a fine observatory. There are rumors that thou mayst see thy future here. NEW MAGINCIA. A towne built on the ruins of old Magincia by a colony of humble peasants who understand well the dangers of false, self-serving pride and the beauty of humility. New Magincia has a healer and a restaurant tucked away among its numerous modest farms and orchards. PAWS. A village nestled on a cove near the southern edge of the Fens of the Dead, midway between Britain and Trinsic, Paws provides food and shelter for the traveler, as well as a change of horses. SKARA BRAE. A centre for rangers, Skara Brae is a city immersed in the study of spirituality. The city lies on the southernmost of three isles just west of Spiritwood. A gentle towne of kind, thoughtful, and generous people, Skara Brae houses a fine but inexpensive inn, an excellent apothecary, and a healer who uses physical, magical, and spiritual medicine. Those in need are always welcome at the Skara Brae healer, and can be healed regardless of their wealth. TRINSIC. On a grassy plain on the southeastern shore of Britannia, Trinsic's honourable paladins impress visitors with their courage and devotion to truth. A sunny towne of marble buildings and shaded parks, Trinsic has a lovely pond, an armoury, a healer, and a fine stable. YEW. Long a gathering place for druids in their pursuits of justice, Yew is the site of the Supreme Court of Britannia and nurtures the great legal and judicial minds who practice there. Besides the courts, jail, and penal areas, Yew has one of the best restaurants, with a fine pub, an armoury, and an apothecary. Nestled beneath the trees of the deep forest, Yew is second in population only to Britain. THE KEEPS Keeps are fortified manors, often isolated, away from townes and villages. While many are personal retreats, some are schools for young people, cloisters, and organizations. THE LIGHTHOUSES Rustic lighthouses were built throughout Britannian waters during the recent years of peace; their bright presence has dramatically lowered the number of ships breaking up on reefs and shoals in dark and storms. CHAPTER 6. POPULACE Adventurers are generally categorized by professional affiliation: mages, bards, and fighters. Druids, magicians who draw their very powers from nature and natural phenomena, are regarded as a subset of mages. Tinkers are bards with a special knack for building or repairing who serve as keepers of our oral history as they move from towne to towne. And paladins, shepherds, and rangers, long having fought valiantly at the sides of the elite fighters from the Valorian Isles, are generally associated with fighters. Of course mages, bards, and fighters are not always adventuring. Often they may be found among the general populace along with villagers, merchants, minstrels, jesters, farmers, beggars, and guards. MAGES Mage is the title subsuming all Britannians endowed with full magic powers and for whom magic is primary. Mages tend to settle down in Moonglow, enjoying its proximity to the scholarly and esoteric treasures of the Lycaeum; indeed, many youngsters who show magical learnings early are sent to live with groups of mages near the Lycaeum and are schooled in its ways from an early age. Others favor Yew for its emphasis on nature. Skill in magic requires serious study. With such sedentary childhoods it is no wonder that most mages are not very strong. Do no, however, take that to mean they are not healthy; as a group, mages tend to live longer than any others. BARDS Bards excel in dexterity and poise. They rightly choose professions that make good use of their talented hands and agile bodies: minstrel, archer, locksmith, and tinker are just a few. Fearless in battle, bards are often as quick of mind as of hand and their magic abilities are keen, although their power for magic is half that of mages. Britain is a favorite gathering place of many bards. Others, especially tinkers, are based in Minoc. FIGHTERS In the isolation of the Valorian Isles, valorous fighters are trained in the arts of battle. Strong and fearless, the fighters of Jhelom can overcome any known foe. They are trained in all weapons and they show dexterity in all armour. Most fighters prefer the sword or bludgeoning weapon, for they have strength to wield the heaviest two-handed sword and to do extreme damage with it. Often found fighting beside the best of Jhelom are the paladins of Trinsic, the fierce rangers of Skara Brae, and the humble shepherds of New Magincia. Although fighters enjoy the advantages of magic, they do not practice it and seldom show any tendencies of talent in that direction. They do show an almost magical intuition about animals; no people train horses or outthink monsters better than fighters. CHAPTER 7. TRANSPORTATION Most traveling in Britannia is done on foot, even though it is rough going, slow and dangerous. There are alternatives for those who can afford and handle them. HORSES Many travelers enjoy riding on horseback; it is faster, less tiring, and a lot safer than walking, since horses can outrun many of the hostile types of creatures. Know, though, that horses cannot travel over water and are apt to wander away (with or without encouragement) if not properly secured when left. SHIPS Visiting island communities requires travel by ship. Despite rather outlandish rumors of people wandering the heavens in great airships, sailing on water is the fastest and most popular long-distance mode of transportation there is. The most common watercraft on the ocean are frigates. Tall, stately three-masters, the frigates cut through seas swiftly and smoothly. They generally have a two-level open deck and a below-deck with a forward cabin, rear bunkroom, and centre cargo hold. Most ocean going frigates are built to accommodate heavy cannons for broadside fighting and have two gangplank gateways on each side. Speedy it is, but ocean travel is fraught with dangers, especially after dark near rocky coasts. Many unpleasant monsters populate the deep, and pirate ships are always on the lookout for moneyed prey. SKIFFS Small double-lock rowboats, used as lifeboats on frigates, skiffs can make their way through all but the shallowest mud or swamp. Widely used for exploration of riverheads and mountain streams, they are also occasionally found being put to more recreational uses in townes. They provide a charming way to follow the little estuaries that crisscross Britannia. In fact, there are said to be little-known places unreachable by any other means. However, skiffs are unsafe on deep ocean waters. NAVIGATION Speed is critical on the open seas. There are many dangerous inhabitants of the deep who will overtake and attack slow ships. Speed is optimized by traveling perpendicular to the wind. Angling directly into the wind affords only the slowest passage possible. When the wind dies completely, there is no option but to resort to the oars. Too close to shore, speed can be fatal, and sails should be replaced with oars for careful maneuvering. Unfortunately many foolhardy captains have run their ships up on reefs and shoals at full speed under sail, losing ship and crew. Those that survive such wrecks have had to hole up and repair their vessels. Since extensive repairs take quite a while to accomplish, it is important to hole up in safe harbors for this repair work. CHAPTER 8. ASTRONOMY The definitive work in astronomy is Celestial Britannia by Sir John, astronomer and scribe at the Lycaeum. This passage is comprised of excerpts from his book recording his scientific discoveries and documenting Britannian astral theories that predate the emergence of science. In the heaven beyond our skies, dwell stars whose numbers are beyond our reckoning. Within our heaven, circling our world, sweeps our bright sun. ten other orbs trace tight paths around our world. The twin moons Trammel and Felucca are desolate, their light only a reflection of the sun's brilliance. The other eight orbs are thought by some to be planets like our own. According to the roles they play in our many legends, they have been named for the virtues of the Avatar. The closest is Honesty, followed further out by Compassion, Valor, Justice, Sacrifice, Honour, Spirituality, and Humility. Many tales are told of knights traveling from towne to towne, even across water, merely by stepping into a wall of light. There are few verifiable reports of moongate travel. However, sifting through those reports that are verifiable, it have become clear that they operate as follows. Each night at the apex of the first moon, Trammel, the eight moongates appear, rectangles of shimmering blue light rising form the ground. They remain until Felucca reaches her apex. While the moongates are open, a traveler entering one will be instantly transported to another moongate in a different locale. The traveler's destination is determined by the phase of the moon closest to midheaven. Moongate travel is said to be fast and safe; however, there have been confusing and conflicting reports of what transpires when the moons are equidistant in the midheaven. Moongate travelers should exercise caution. Over the ages, comets, fiery nebulae, have torn through our skies as harbingers of impending doom. They appeared just before the emergence of the Dark Lord Mondain. They heralded the reign of the Enchantress Minax, and they foretold the impending danger of the hellborn Exodus. Now, while we live in the midst of peace and enlightenment, the comets have begun again. CHAPTER 9. LANGUAGE The language of Britannia is rich and poetic. It is derived from Old Sosarian, which varies mostly from the widespread current language in its alphabet, which is more runic than today's. The old runes continue to be used widely in rural areas, and there is a movement to increase their familiarity to city people. Still, among the cityborn, translation of runic messages, letter for letter, is sometimes necessary. The Runic Alphabet is the earliest known system of writing sounds using runes or letters. The most commonly used runes follow, with their modern equivalents. (The following is the best rendition I can do of the runes used in the game. You'll find after a while that you no longer need this list to read the script if you play enough.) A |\ B C | |\ B | | |\ D |\/| E |\/| F |// |/\| | | ('M') |/ | G \/ H |\ I | /\ ('X') |/ ('P') | ('I') | | J /|\ K | (can be confused \|/ |_ with C) | | \ L |\ (close to M |\/| (can be confused | upsidedown |/\| with E) | 'L') | | N | O |\/ (very close P \| |\/ to F) K |\ | | Q | / R |\ S | (like |/ |/ (R) |/| lightning | |\ | bolt) T /|\ (T with bent U |\ (upsidedown V /\ (upsidedown | top) | | 'U') / \ 'V') | | | / \ W | | X | (upsidedown Y |\ (the most |\| | pitchfork) |\| complicated |\| /|\ ||| 3 downward | | ||| prongs like X) Z \|/ (upsidedown TH | (very common) EE \/ (like two | X. like Psi) |\ /\ 'X's on top | |/ \/ of each other) | /\ NG /\ (like EE but EA \/|\/ (like T ST |\/| (can be \/ half of top | with extra | | confused with /\ 'X' cut off) | fringe) |/\| W) (Well, that's about the best I can do on the Runes. When you're deciphering runes, 'the' and 'Lord British' are very popular words on signs. 'Here lies' can also be found on most tombstones.) (End of Part 1 ... Now load Part 2 !) |/\| W) (Well, that's about the best I can do on the Runes. When you're deciphering runes, 'the' and 'Lord British' are very popular words on signs. 'Here lies' can also be found on most tombstones.) CHAPTER 10. MUSIC Music is much loved throughout Britannia. Those wealthy enough often own a harpsichord, and the better pubs employ good lute playing minstrels to entertain their patrons. Without question the best known name in folkmusic is that of Iolo FitzOwen. "Stones," a ballad about the mystic shrines, has long been popular among bards and the commonfolk. It is known to be a favorite of His Majesty, Lord British, as well. FitzOwen's masterwork, with lyrics by his wife Gwenllian Gwalch'gaeaf, is a sample of fine music. **** ULTIMA V DOCUMENTATION **** (Part Two.) CHAPTER 10. MUSIC Music is much loved throughout Britannia. Those wealthy enough often own a harpsichord, and the better pubs employ good lute playing minstrels to entertain their patrons. Without question the best known name in folkmusic is that of Iolo FitzOwen. "Stones," a ballad about the mystic shrines, has long been popular among bards and the commonfolk. It is known to be a favorite of His Majesty, Lord British, as well. FitzOwen's masterwork, with lyrics by his wife Gwenllian Gwalch'gaeaf, is a sample of fine music. STONES ----------------------------------------------------------------O---------- O O O -------O-----O-----O--------------------------O-----O-----O---------------- O O O O O O -O-----------------------O-----O--------O---------------------------------- O --------------------------------------------------------------------------- O --------------------------------------------------------------------------- O O -------O-----O-----O--------------------------O-----O---------------------- O O O O O O O O -O-----------------------O-----O--------O-----------------O--------O-----O- O O --------------------------------------------------------------------------- O Long ago ran the sun on a folk who had a dream And the heart and the will and the power: They moved earth; they carved stone; moulded hill and channeled stream That we might stand on the wide plains of Wiltshire. Now men asked who they were, how they built and wonder why That they wrought standing stones of such size. What was done 'neath our shade? What was pray'ed 'neath our skies As we stood on the wyd plains of Wiltshire. Oh what secrets we could tell if you'd listen and be still. Rid the stink and the noise from our skirts. But you haven't got the clue and perhaps you never will. Mute we stand on the cold plains of Wiltshire. Sill we loom in the mists as the ages roll away And we say of our folk, "they are here!" That they built us and they died and you'll not be knowing why Save we stand on the bare plains of Wiltshire. CHAPTER 11. COMBAT Three important lessons have been derived from the great battles with evil in our past. The foremost is that neither magic, nor prowess at arms, nor purity of spirit alone is enough to defeat evil. Only the careful coordination of arms with magic by the virtuous will bring victory. The second lesson is basic: prowess comes only with practice and experience. The third lesson is this: the use of force against the innocent will always bring retribution. Armaments have improved greatly over the years. Today's knights have a great selection of weapons and armour at their disposal. In addition, fortunate knights may come across magical rings and amulets to wear or use. Before battle, knights can ready several items of equipment carried by their party: helms, shields, suits of armour, and weapons from daggers to halberds. Weapons can be dropped or exchanged in the midst of battle, but no enemy has ever waited while a knight changed armour. Strength and endurance may get a knight through a few battles, but none survive long without developing tactical skills. Successful knights learn to watch for mistakes the enemy makes. Successful leaders learn to design strategies around the strengths and weaknesses of their party. In particular, fighters are known for their strength and ability to wield great weapons while wearing the heaviest of armour. In general, they are most effective when formed into a shield wall in the frontmost ranks. There are exceptions--desperate situations where an offensively well-armed fighter may do well to charge headfirst into enemy ranks, attacking the key members. Bards, while weaker than fighters, are proficient archers because of their keen sight and excellent dexterity. Their dexterity also enables them to regroup faster and strike more blows against their opponents. Mages, who are not as strong, often prefer to avoid warfare entirely, spending their time instead in scholarly pursuits. However, those mages who choose to defend the crown are among the most fearsome foes of evil. An accomplished archmage may annihilate an entire horde of monstrous enemies with a single spell. Missile weapons such as bows and crossbows are essentially useless in hand-to-hand combat; nearby foes are apt to seize the opportunity to interfere with an archer's fire as they do with a magic user's spellcasting. For this reason, mages and bow-wielders are generally best placed behind a cover of fighters, where they can effectively deliver their blows. However, when a spell of cataclysmic and widespread effect is needed, a mage often must venture to the front lines and seek a niche in the shield wall from which to cast his spell, so the spell will not act to destroy friends as well as enemies. CHAPTER 12. ARMAMENTS ARMOURY The most courageous knight shows good sense to wear strong armour on any expedition. Full body armour, helmets, shields, magical rings and jewelry, and other magical trinkets are all worthwhile; but they are also expensive. Body armour comes in a range of styles and degrees of effectiveness. CLOTH. Usually little more than a heavy quilted gambeson worn below a tunic, cloth armour is inexpensive and comfortable. But it affords only limited protection. LEATHER. A cut above cloth, yet also fairly inexpensive, leather armour is made from thick leather hardened by boiling, often in paraffin. SCALE. Fashioned from four to six inch square overlapping plates attached to cloth or leather gambeson, scale armour looks like its namesake: fish scales. Although scale is often somewhat noisy, it offers good protection. CHAIN. Chain mail is fashioned from small loops of metal wire linked in a manner to make something resembling metal cloth. The best chain mail has each link actually riveted shut. Chain mail provides very good protection but is quite expensive. PLATE. Custom-made from hand-forged sheets of metal, plate armour affords its wearer the most complete protection possible. However, it is very expensive and can be borne by only the strongest. HELMS often match body armour in material and strength, but variations, such as offensively spiked helmets, are available. SHIELDS also vary greatly. Not all war rigs call for shields--any use of two handed weapons precludes them and they require some strength--yet many thank shields for their lives. WEAPONRY The weapon is the most important material choice an adventurer has to make. A wide range exists. DAGGERS offer two choices. The common DAGGER is useful when its ability to be concealed is a benefit; and it can be thrown in open combat. The MAIN GAUCHE is more formidable, especially when used as a second weapon. SWORDS continue to be the most popular weapon. There are LONG and SHORT SWORDS, and TWO-HANDED SWORDS. MISSILE WEAPONS are carried by most experienced knights no matter what weapon they keep ready in their hand. it is always an advantage to feel thine enemy from afar when possible, before the threats of his hand weapons can reach thee. Inexpensive and easy to port is the SLING, and ammunition is plentiful in open country. BOWS come from craftsmen in the deep forest. Made from strong and resilient yew, bows, and their stronger counterparts, crossbows, make formidable long-range weapons. Be aware, however, that one engaged in hand-to-hand combat is unlikely to be able to load such a weapon, much less shoot it. Some knights prefer missiles they can hurl without mechanical aid. Popular THROWING WEAPONS include DAGGERS, SPEARS, AXES, and FLASK OF FLAMING OIL. The effectiveness of most weapons depends upon the dexterity of the weapons' wielders, but mass weapons are often preferred by the very strong, if not so nimble, because these bludgeons depend upon the great strength of the wielder to crush through an opponents' defenses rather than evade them. Oldest of all bludgeons, and probably of all weapons, is the CLUB. Clubs are crude weapons, but when a blow connects it often does the trick. The MACE is much more streamlined than the club. Its weight is balanced to derive the most possible effect with the most possible accuracy. A "mace on a chain" is the MORNING STAR, which reaches over obstacles to smite thy foe at range. One blow straight on from this and the enemy is out till morning--at least. Finally, there is the TWO-HANDED HAMMER. It takes great strength to wield it, but the hammer can inflict devastating damage. POLEARMS require much strength to wield but they're extremely effective. Most popular among those strong enough to wield it is the HALBERD, a long stout staff with a battleaxe blade at the end that allows its wielder to strike a foe at twice the distance of most weapons. CHAPTER 13. CREATURES Wild creatures, intelligent and not, roam the countryside; others frequent the waters. Few of these creatures are evil; but many attack out of hunger or when surprised. CREATURES OF THE LAND AND SKY INSECT SWARMS. Pesty insects have little muscle or brain, but their tiny size lets them move quickly, dodging and feinting. They bite more often than they miss, but their sting does little damage. Once hit, all insects are easily squashed. Rare is the swarm that delivers a fatal bite, but a swarm of thousands can mean death. BATS. These annoying creatures live by night, usually, and travel in flocks. Often their high pitched screech is heard before they are seen. Though flighty and hard to hit, bats are not difficult to kill. As attackers they are relentless and vicious. GIANT RATS. Natural agility and sharp teeth are rats' chief advantages. They are not strong and do not hit very hard. The mortal danger rats pose to knights comes from their capacity for passing on noxious germs and substances. Seldom do knights tangle with rats without someone in the group becoming ill with poison. At worst, the result of such an encounter is infection with plague. SLIMES. In appearance, slimes are gooey green splats. They are weak, clumsy, and not very damaging, individuality. But they almost always travel in schools and, when a slime is hit, it is apt to split into two healthy, hostile slimes. If the slime does not split, it succumbs quite easily. Slimes carry no booty. GIANT SPIDERS. Although weak and slow, spiders take their toll: they poison, both on touch and by spitting venom from a distance. Spiders have been known to carry a few goods. SNAKES. Extremely poisonous and quite accurate when shooting their poison even from a distance, snakes are otherwise relatively harmless. They are easy to destroy, once engaged directly. ORCS. Orcs are often more annoying than dangerous to the seasoned adventurer, but they can be a grave threat to the novice, especially when they travel in large groups or accompanied by a giant or two. Generally, they are fairly easy to defeat, do a modicum of damage if they hit, and carry meagre belongings. TROLLS. Large misshapen humanoids that like to live underground, trolls are strong and dextrous and can cause moderate damage to their victims. Fortunately, they are not very enduring. Trolls tend to lie in wait to ambush unsuspecting travelers. Trolls like treasures and often carry some with them. ETTINS. Strange two-headed creatures, ettins hurl large boulders with enough strength to do considerable damage. Though not magical, they are quite hardy and often carry a good many interesting belongings. GREMLINS. The blow of a gremlin is hardly felt, and he is not very hard to do in; but beware, for he travels in huge packs and he may leave you starving. The gremlin's ability to consume food at an inordinate rate is startling and dismaying. Once overcome, he usually leaves some goods. HEADLESSES. No one knows exactly how the senses work on these mutant abominations. Do they sense the world only through touch and feeling? Or do they "see" with some inner vision? Whatever the answer, these relatively strong creatures are fairly enduring and do mild damage to their foes. They tend to carry goods with them. GAZERS. Giant, magical floating eyes, gazers mesmerize their foes, turning them against each other. They make up for their weak, clumsy physique with strong intelligence and a fairly good constitution. MIMICS. Masters of imitation, mimics make themselves so like treasure chests that many an adventurer has met his doom trying to open one. Mimics have little courage and even less patience, though, so if one is willing to wait a few minutes just a few steps away from suspect chests, they are apt to reveal themselves by shooting poison. Close up, mimics bludgeon with strength and dexterity, doing unpleasant damage. Getting past their deadly deceptions can reveal fine treasure. REAPERS. The strange, magical creatures known as reapers are strong, enduring, and do severe damage by bludgeoning. Their weakness, if it can be so called, is their immobility; although their arms strike out about them, they cannot change locations. They throw magical bolts at distant foes. They also bludgeon nearby creatures with their thick tentacles. Reapers are quite hardy, but often worth the trouble: they hoard good booty. WISPS. It simply is not known exactly what a wisp is. Harmless looking little bits of flashing light, wisps are extremely agile and highly intelligent. Although they are not strong, they do serious damage, taking their victims by surprise again and again, blow after blow. They often attack in large groups and they teleport from place to place on the battlefield. Worst of all, they can magically possess members of the opposing party. Wisps seem to have impossibly strong constitutions and are quite difficult to destroy. SAND TRAPS. Sand traps burrowing in the sand are nearly impossible to notice, but a party passing too close to one is in for trouble. Strong and agile, these desert monsters strike out at anything that comes near their hiding places, and they hit very hard. They are also very hardy, and their endurance has meant the demise of more than one adventurer. When a sand trap is overcome, however, generous treasure is revealed in the sand. DRAGONS. Strongest and most feared of creatures, dragons shoot extremely damaging magic fireballs and are nearly impossible to defeat. They can attack while in flight and may do in an entire party before it has a chance to engage in close combat. Killing a dragon, however, can earn the slayer great treasure. CREATURES OF THE SEA SHARKS. Strong and agile in water, sharks are not particularly intelligent and cause little damage to creatures that are not in the water, despite their frightening appearance. They can endure quite a beating before dying. SEA HORSES. These graceful, appealing ocean creatures have nasty personalities. They enjoy shooting foes at range, which they do very effectively. They are also rather strong, flexible, even intelligent, and they take a fair amount of punishment to be defeated. SQUIDS. Squids are unintelligent, but the dexterity of their tentacles makes their considerable strength a real menace. They throw their poisonous ink from a distance, and it is always very damaging. These unpleasant sea creatures are hardy and difficult to overcome. SEA SERPENTS. These serpents can appear from nowhere to rock a ship. Capable of launching great fireballs from a considerable distance--even across an entire island--they are among the most formidable of opponents. Since they are not intelligent and are easily outwitted, the best strategy is often to evade them and flee. However, if forced into battle, closing in to engage the serpent directly in combat with improve a ship's odds of surviving. FROM BEYOND THE GRAVE GHOSTS. Spirits of the uneasy dead, these bodiless creatures compensate for their lack of strength with excellent dexterity and the ability to disappear at will. Although ghosts do no inflict much damage with a blow, defeating them will require cunning. SKELETONS. Perhaps the most common of the undead creatures, skeletons lack strength and brains, but they are dextrous and can take a surprising amount of punishment. They often carry some goods. DAEMONS. Very strong, agile, and smart, daemons have repertoires of magic that include summoning other daemons and possessing their opponents. They are extremely hardy and difficult to kill even if incapacitated. Daemons fly and can easily manage to cross rivers or shallow waters, although they are seldom encountered in mid ocean. When daemons possess another creature, they disappear into that soul, leaving neither trace nor treasure. CHAPTER 14. VIRTUE After years of meditation and thought, after hundreds of quests along the mental, physical, and spiritual path to peace and fulfillment, a person might reach near perfection in the eight virtues of Avatarhood. Only while an individual continues to strive against the external and internal forces of evil, can he or she be said to be on the path of the Avatar. The ankh is the symbol of peace and benevolence toward all creatures, worn as a sign by those on the lifelong Quest of the Avatar, Ankhs are believed also to enhance courage and loyalty to goodness and to help ward off harm for knights striving to achieve the eight virtues. Honesty is scrupulous respect for truth--the willingness never to deceive oneself or another. Compassion is nonjudgmental empathy for one's fellow creatures. Valor is the courage to take actions in support of one's convictions. Justice is the devotion to truth, tempered by love. Sacrifice is the courage to give of oneself in the name of love. Honour is the courage to stand for the truth, against any odds. Spirituality is concern with one's inner being, and how one deals with truth, love, and courage. Humility is perceiving one's place in the world, not according to one's own accomplishments, but according to the intrinsic value of all individuals. Each of Britannia's eight leading townes celebrates one of the virtues of Avatarhood, and each has raised a shrine to that virtue. The shrines are located in retreats to ensure tranquility in natural settings, so traveling to some shrines requires a considerable journey from their townes. The only requirement for using a shrine is knowing the mantra for that virtue. A mantra is a sound repeated continuously during meditation, helping to clear the mind and focus the spirit. Each virtue has a specific mantra that works best for it, and sincere meditation can bring great wisdom. Someone in towne will usually divulge the mantra for the towne's shrine. CHAPTER 15. MAGIC No one knows exactly when the powers of magic were discovered. Little by little, stories of impossible coups and miraculous recoveries increased in number and detail, until finally even the most skeptical people began to give credence to some mystic factors. And only then did the serious scholarly search for magical means and lore begin. Few remain who do not accept the reality of magic. Yet the knowledge of magic and its use appears to be in its infancy. There are few formal schools in which to learn magic. To be a user of magic, one must travel far and wide to learn from various mages who have developed and honed special magically abilities. Even then there is no guarantee the mages will impart their knowledge. THE LANGUAGE OF MAGIC Some aspects of magical lore have become fairly well known. One such is the language of magic. This is a set of twenty-four syllables compiled by a great language scholar after traveling throughout Britannia for more than seven years. These are all the components of any magic spell yet known; but they are little help--and extremely dangerous--without knowledge of how to combine them into the phrases that make meaningful incantations. Following is a list of these powerful syllables, approximations of their meanings, and a guide to their pronunciation. Syllable Idea Sound Syllable Idea Sound An negate ah n Nox poison n ah ks Bet small b eh t Por movement p oar Corp death k oar p Quas illusion kw ah ss Des down d eh ss Rel change r eh l Ex freedom x Sanct protection s aa ng kt Flam flame fl ah m Tym time t th m Grav energy gr ah v Uus up oo ss Hur wind h oo r Vas great v ah ss In create ih n Wis knowledge w ee ss Kal invoke k ah l Xen creature z eh n Lor light l oar Ylem matter aye l eh m Mani life m ah n ee Zu sleep z oo THE MIXTURES OF MAGIC REAGENTS are herbs needed for the preparation of magical mixtures. Most are sold in apothecaries; a few are hard to find and require special effort to obtain. Following is a chart of the magical reagent and the general areas of proficiency they affect. BLACK PEARL PROJECTION A rare version of the standard white pearl, a black pearl is a forceful reagent in the creation of kinesthetic magic, that is, projecting objects. BLOOD MOSS MOVEMENT Fungal growth usually found in deep forests and warm, damp areas; especially favored as a reagent for its ability to enhance mobility. GARLIC WARDING Ubiquitous and strong-scented reagent, used effectively in warding off evil spirits. GINSENG HEALING Ancient reagent used extensively in healing. MANDRAKE ROOT POWER Very rare and usually expensive magical herb growing only in swampy areas, mandrake root is said to bring great power to magic that uses it. NIGHTSHADE POISON,ILLUSION Rare, poisonous plant that appears only when the moons are in a certain conjunction. Those who learn its whereabout and manage to be there in the dead of night when the moons are full can pick nightshade without danger and benefit from its powerful ability as a reagent to create illusions. SPIDER SILK BINDING The magical product of the garden spider and its relatives has no peer in its ability to bind. As a reagent mixed for magic, spider silk magnifies its binding power many times over. SULPHUROUS ASH  ENERGY Common material left by volcanic action, ash is an excellent source of energy in magical mixtures. THE SPELLS Spells diverge greatly in terms of difficulty, and, correspondingly, in terms of danger to the caster. After years of observation and experimentation, scholars in magic have classified spells into eight circles of difficulty. Thus, mages who can command only the simplest spells are considered to be of the first circle, and so on. Full mages' magical ability is directly related to their intelligence. Bards appear to have half the magical ability of full mages and fighters rarely have any. Casting spells drains magical powers, limiting how many spells mages can cast before resting. A spell will drain magical powers in amounts proportional to the spell's circle of difficulty. On the facing page, a chart classifies the spells by circle, with a brief indication of each spell's use, a note on when it can be used, and an ingredient list (Note: check section II. QUICK REFERENCE CARD for Chart). Do not take the ingredient lists to be recipes, as wrong quantities or careless mixing could have terrible results. Note that not all spells can be used in all situations. Quite a few spells need far too much time or concentration to be cast during combat; others feed on the energies present in the battle arena. Full descriptions of each spell's nature, use, and effects follow. THE SPELL BOOK OF THE EIGHT CIRCLES THE FIRST CIRCLE AN NOX NEGATE POISON Few deadly problems are as easy to arrest as poison. So common is the use of poison that alchemists have been able to devise a formula, using the relatively common plants garlic and ginseng, that is effective against nearly every form of poison in nearly every user. However, the magic works on individuals only; thus, simple as it is, novice mages in a party must have magic endurance among them great enough to cast An Nox as many times as they have afflicted members, or someone may be left with life seeping away. Even then, safety is not secured. Strength already sapped by toxins is not regained without peaceful rest or healing magic. AN ZU NEGATE SLEEP An Zu, which requires a simple mixture of ginseng and garlic, is used to awaken sleeping comrades. An Zu has limitations; it works only on members of the caster's party, it awakens only one person per casting, and it has no lasting preventative effect. GRAV POR ENERGY MOVEMENT A novice magic user had best count on a good solid weapon in battle. A good spell for novices to practice, not rely on, in battle, is Grav Por, which casts a missile of energy at a target on the battlefield. If the caster's mental powers exceed the foe's, small damage will be inflicted. Grav Por requires sulphurous ash for energy and black pearl to project it. This spell has little effect for novices, not because of weak ingredients, but because of inexperience. IN LOR CREATE LIGHT This simple spell creates a pool of light. Although of short duration, In Lor creates a brighter light than the best of torches. Note, however, that In Lor cannot be used in place of real flame to enhance the mixing of reagents for spells, for its properties are quite different. In Lor's sole ingredient is sulphurous ash powder. Place that powder upon the object intended as the light source; rub it rhythmically while chanting "In Lor." Almost instantly, the object will blaze with white light. MANI LIFE Mani is the simplest healing spell. Mani does not cute patients, but it does make them feel better and may take them out of immediate danger. Mani is useful even to higher circle magicians, because it is simple enough to cast during combat. Spider silk and ginseng are the components needed for Mani. No special conditions are necessary during mixing or casting. THE SECOND CIRCLE AN SANCT NEGATE PROTECTION Many evil creatures carry chests full of treasure and useful items, often the result of thievery against some other good britannian. No good person begrudges the vanquisher a monster's gold and goods. But evil creatures often arm their chest with deadly traps. Popular chest traps are acid sprays, poison fumes, bombs, and gaseous atmospheres. The first two are designed ace Tovemeto destroy the individual tampering with the lock. The last two affect the entire area of the chest and injure anyone in that area. An Sanct uses blood moss and sulphurous ash to seep into hidden traps and render them impotent. The spell also negates any nonmagical locks in the chest. The same spell may be used to unlock doors locked by mechanical keys. AN XEN CORP NEGATE CREATURE OF DEATH The powers of evil revel in their ability to command the uneasy dead. Rotted corpses and corrupted spirits, given motion and a semblance of life, are set on the mindless destruction of everything good. Such phantoms are not living but are merely animated. They act mindlessly, unaware of their own horrible state. By negating their armour of mindlessness, An Xen Corp causes most risen dead to flee in lurching terror. An Xen Corp is not a difficult spell, especially for castes of good intellect. Nor is its mixture difficult: ordinary amounts of common garlic and sulphurous ash must be mixed while pronouncing words of reverence for life and beauty. IN WIS CREATE KNOWLEDGE In Wis performs the job of a navigator, determining one's precise location in terms of the recently devised concepts of latitude and longitude. Nightshade is its only ingredient, but that nightshade must be encased in glass and kept alive with dew drops until its use is required. KAL XEN SUMMON CREATURE Beginning mages often find their responsibility onerous, with an entire group of adventurers relying on their meager magical skills for protection and assistance in difficult situations. These novice mages may quickly and frequently turn to Kal Xen to add to the offensive ranks of their party in battle. Kal Xen summons small nasty creatures such as rats and snakes to help in combat. Nasty or not, these summoned beasts are always loyal to the caster, and often direct a foe's attention away from members of the mage's party. Mix mandrake root with spider silk to ensure the beast's loyalty. The locale where the mandrake root is gathered influences what type of creature is summoned. REL HUR CHANGE WIND Those who love the open sea will find frequent use for Rel Hur. This powerful spell can redirect the wind for a time. To mix Rel Hur, line a board with damp blood moss and set the board against a tree or mast. Study the wind and find the exact spot in which to stand so that sulphurous ash thrown into the air will be caught by the wind and flung against the blood moss. Complete the spell by blowing re ihe direction the winds should follow. THE THIRD CIRCLE IN FLAM GRAV CREATE FLAME ENERGY One of three energy field spells, alike except for the nature of the horrors they create, In Flam Grav causes the particular spot indicated by the caster to erupt into red hot flames. Any creature on that spot or that steps into that spot is seared by a wall of flame. Be careful not to direct this spell too close to friends or they shall suffer the same as foes. Sulphurous ash and black pearl project the burning fire to the chosen spot; spider silk holds it there a short while. The mix works best when blended over a flame. IN NOX GRAV CREATE POISON ENERGY Another of the three energy field spells, In Nox Grav causes a cloud of nauseating poison to occur in the location indicated. Any creatures entering the cloud suffer some degree of poisoning. Like In Flam Grav, this spell can be just as effective in harming friends as enemies, so use care. That rare but deadly poison, nightshade, is required for In Nox Grav. Add to the nightshade spider silk to shape the cloud, and a black pearl to direct its placement. IN POR CREATE MOVEMENT In Por teleports an entire party a fair distance in any specified direction. However, incanting this spell during the haste of battle will diminish its effects. It will only remove the caster, and then only to another place on the field of battle. In Por will not transport a party if there is no clear, grassy spot to which the party can be moved. Nor will In Por work in dungeons or in townes, as its energies require a fair bit of open space to operate. The dust for In Por consists of spider silk and fresh young blood moss. The caster must close his eyes and conjure a vision of the current position after the party has left. In a wink, the party will be elsewhere and the vision, reality. IN ZU GRAV CREATE SLEEP ENERGY Least damaging of the three energy field spells, In Zu Grav is often the most effective. The spell cloaks a foe in a purple haze that puts it instantly to sleep, taking it out of the fight, rendering it helpless. Like the other two similar spells, In Zu Grav can affect friends as easily as enemies. While sleep will not directly harm friends, falling asleep on the field of battle can be deadly. In Zu Grav is easily mixed of common ginseng, spider silk, and black pearl. For best results, add the air of many yawns and sand from sleepy eyes. VAS FLAM GREAT FLAME Vas Flam effectively gathers a great ball of flame, which may then be hurled at a for. A simple spell, the great advantage of Vas Flam is that, aimed accurately, it will surely hit its mark and, just as surely, inflict damage. Combine common sulphurous ash and a single black pearl over a hot flame. When the ash has adhered well to the pearl, remove it and store it until needed. Cast the talisman at a foe while uttering "Vas Flam" and a great flaming ball will smite him. VAS LOR GREAT LIGHT Vas Lor conjures a great light. This light is equivalent to In Lor's in quality and range, but Vas Lor lasts much longer than the beginner's spell. Its endurance comes from rare mandrake root. Mix the prepared root with sulphurous ash and proceed as if making In Lor. THE FOURTH CIRCLE AN GRAV NEGATE ENERGY Adventuring parties are sometimes prevented from pursuing their objective by obstructing or noxious fields. An Grav removes the obstructing field by negating the field's energy. Ash counbtmines the field's energy; a black pearl thrusts the negating energy in the direction indicated by the spell caster. The obstructing field is instantly dispersed. DES POR DOWNWARD MOVEMENT UUS POR UPWARD MOVEMENT Magic users often travel with courageous groups, and courageous groups often find themselves in danger. When problems occur within dungeons it is sometimes helpful to use Des Por and its complement Uus Por for moving among floors. Only effective when going from empty corridor to empty corridor, Des Por transports and entire group to the exact same location one floor lower. Uus Por works in reverse, and transports upward. Unfortunately, these spells take too long to intone during the heat of battle. Blood moss provides the motion and spider silk keeps the party together during the transport. IN SANCT CREATE PROTECTION Sometimes young questers join in battles beyond their might. In Sanct helps balance the fight by creating a protective shield around each party member. In Sanct works only during combat and does not last long, so knights should be sure to hit hard and fast while the iron is doubled. In Sanct is most effective when sulphurous ash, fast-working ginseng, and reeking garlic are mixed by the mage and the group's strongest fighter, simultaneously. IN SANCT GRAV CREATE PROTECTIVE ENERGY In Sanct Grav's protective energy provides a strong defense. Its shimmering blueness cannot be entered or passed through. An excellent recourse when a few moments of safety are required, In Sanct Grav is well used to block dungeon corridors fully. Mandrake root is necessary for In Sanct Grav; choose older, tougher specimens for this concoction. Add spider silk to make it impenetrable and pearl for placement. WIS QUAS KNOWLEDGE OF ILLUSION Wis Quas strips illusion from creatures hidden by the cloak of invisibility, instantly revealing their positions. Nightshade cut many times to form a paperlike sheet, then carved into lace, is secured by spider silk. It is glazed, dried in the sun, and then crystallized into a shiny powder that must be tossed in the sky over the field of battle as the spell is cast. THE FIFTH CIRCLE AN EX POR NEGATE FREEDOM OF MOVEMENT The magical locking of doors works in nearly every situation. Even normal locks can be transformed to magical locks by means of this spell. Thus the very creature who initially locked a door ace arouown key may be forbidden access. Mix ash and moss, gathered from darkest glens under heavy clouds, into a strong garlic paste. While mixing, sing a melody that no other creature has ever heard. For greatest security, the melody should be different oppr thhing; so each magical lock will require a subtly different magical key, and anyone trying to break the magical lock will not be able to pi any previously discovered keys. IN BET XEN CREATE SMALL CREATURE This combat spell creates a powerful ally by calling up four swarms of small but deadly insects. All four swarms are generated in the same location. However, each can be commanded to move independently and on its own turn. Quartets of insect swarms generated by In Bet Xen have been known to surround and suffocate an enemy by their very numbers. The powder for In Bet Xen consists of sulphurous ash to give life energy, blood moss to set them swarming, and spider silk to bind the swarm in obedience. For deadliest results, blend with stagnant water from the dankest swamp. IN EX POR CREATE FREEDOM OF MOVEMENT This powerful spell can open magical locks. The power of In Ex Por is that it first analyzes the lock to be broken and then actually produces the precise tool or magical potion that will break the lock. The success of this spell comes from combining ash and moss in isolation, in complete darkness. IN ZU CREATE SLEEP The first mass effect spell the developing magician learns, In Zu causes the scent of poppies to emanate from the caster in an ever-widening wedge, dropping into a sound sleep all those touched by it. Only the toughest minds and wills may deny it. Nightshade, gathered when high tide coincides with a moonless midnight, must be mixed with ocean ginseng and spider silk. Moisten with brine and add sand to mix thoroughly. Lay to dry in bright moonlight. Note that this spell is just as effective on friend as foe; aim carefully. REL TYM CHANGE TIME Rel Tym doubles a party's speed, anytime, anywhere. It is especially effective in battle, when a party's members can return two blows for each of the enemies' blows. It is also effective in surveillance, when being caught could be disastrous. Sulphurous ash provides energy, blood moss creates movement, and mandrake root provides the magical power required for this incantation. VAS MANI GREAT LIFE Whole health restored; full vitality given: such is the nature of Vas Mani. A miraculous spell requiring concentration and vast knowledge of anatomy, Vas Mani is reserved for experienced mages. Vas Mani fully restores patients from combat wounds. While it provides neither antidote to poison nor cure for disease, Vas Mani does heal all damage wrought by these ravagers, ensuring survival until a cure can be found. The difficulty in preparing Vas Mani is in locating the mandrake root; otherwise the preparation is straightforward: mix the mandrake root with ginseng and spider silk. To cast Vas Mani successfully, the caster must concentrate totally on the subject to be healed. When the concentration is full, one can actually see wounds heal. Because the healing process can take several hours, Vat Heurn cannot be used during combat. THE SIXTH CIRCLE AN XEN EX NEGATE A CREATURE'S FREEDOM A most effective tactic to use against enemies is to charm members of their party to work against them. However, this spell is most difficult to apply where it could be of the most help, against the most diabolical of foes, those of superior intelligence. Control of a charmed individual is limited to fighting and moving; it does not extend to use of magic or special forms of attack. This spell can also be used to bring back party members after they have been charmed by a foe. An Xen Ex requires a careful mixture of nightshade, to poison the mind; a black pearl, for projection; and spider silk, to bind loyalty. IN AN CREATE NEGATION In An creates an air of magical negation. Spells fizzle when In An is in effect, and neither side in combat can use magic for several rounds. First, mandrake root must be gathered; the root must be rubbed with garlic and wrapped in a damn, black cloth for several hours. At midnight it must be pulverized and mixed with sulphurous ash. The mixture must be dried on a parchment and the parchment then folded into a tricorn. In casting the spell, a hole must be cut in the tricorn and the mixture dispensed from this in a wide arc. IN VAS POR YLEM CREATE A GREAT MOVEMENT OF MATTER In Vas Por Ylem is a terrifying spell that can generate a massive earthquake. While it reaches every enemy in combat, even if lurking in distant corners or behind mountains, the magical earthquake leaves allies unshaken and unharmed. Seek mandrake root that has grown unobstructed, so that its form is strong yet fibrous. Grind it with sulphurous ash and blood moss until not ingredient can be distinguished from another. QUAS AN WIS ILLUSION OF NEGATED KNOWLEDGE Quas An Wis turns a foe's orderly, well planned attack in bedlam. Confusion reigns and creatures strike out at whomever is nearest, regardless of loyalty. Extremely effective against the likes of rats and orcs, Quas An Wis loses much of its impact against more intelligent monsters, which are often capable of recognizing and resisting it. A mix of rare mandrake root and nightshade, the cloud of Quas An Wis works only for experienced mages. WIS AN YLEM KNOWLEDGE OF NEGATED MATTER Adept magicians are relied upon, not only to aid in battle and to repair wounds, but to guide their party wisely. Wis An Ylem provides the necessary insight by making the hidden, apparentone or an instant, the caster may see through the densest forest, the tallest mountain, the most solid rock. No wall can be too thick, no door too ast,vy, and no night too dar W Requiring intensity of concentration, Wis An Ylem cannot be maintained for more than a flash of time. Thick, mature mandrake root mus be combined with sulphurous ash in clear rain water. Boil the mixture until it becomes steam and capture the steam in a small glass box. Open the box as the spell is uttered. THE SEVENTH CIRCLE IN NOX HUR CREATE A POISON WIND A cone of poisonous wind emanates from the hands of an agile wizard when In Nox Hur is cast, widening as it moves forward and sickening all in its path--friend or foe. Quite effective against many kinds of creatures, In Nox Hur is dangerous to use since the slightest error can destroy comrades as well as foes. Only the most dextrous should attempt it. Nightshade is required, in great quantity, along with blood moss, thoroughly crushed, and sulphurous ash, as dry as possible. IN QUAS CORP CREATE AN ILLUSION OF DEATH Illusion is a dangerous tool and In Quas Corp creates a powerful illusion. Suddenly, in the eyes of all creatures not intelligent enough to recognize the illusion, each party od. (magaarye made to appear as a twelve-foot giant, with a sword like a guillotine and a staff like a tree trunk. Fear strikes foes to the cores of their beings. They shriek and flee. In Quas Corp is expensive. The dust that must fill the atmosphere as the spell is cast contains both powerful mandrake root and hallucinogenic nightshade. Simple garlic adds to the distastefulness of the experience for the foe. IN QUAS WIS CREATE AN ILLUSION FOR KNOWLEDGE Travelers in Britannia tell of magical gems that transport the vision of one gazing into their depths to a viewpoint thousands of feet above the land, like that of an eagle suspended in flight. It is an illusion and reality. The change of viewpoint of illusion, but the knowledge provided is real. Powerful mages can replicate these miraculous effects through magic. In Quas Wis requires only two ingredients to create its illusion. Only the most powerful mandrake root with work for this spell; and only the most convoluted stems of nightshade. Mix the two in dark of night with seven drops of t swghtsd spring water. Let the moisture evaporate, then place the shimmering powder in a cloth sack. When intoning In Quas Wis, cast the powder high to view the world about as if from the air. If cast within a towne, building, or dungeon, all the detail of that level will be revealed. IN QUAS XEN CREATE AN ILLUSIONARparCREATURE Another powerful combat spell is In Quas Xen. By means of illusion, this spell duplicates friend or foe, in every detail. Although the new creature is an illusion, it fights, bleeds, cares, exactly as its original. When a friend is cloned, the original and duplicate are still joined. Injury to each is felt by the other, death to one destroys the other. Yet the two are physically separate; they have independent turns in battle and may work together to vanquish a foe. When a hostile creature is duplicated, no connection between copy and original seems to remain. Pain to a monster's clone is not felt by the monster; and the death of the creature does not remove the clone. The power of mandrake root is essential to this spell; as are the illusionary properties of nightshade. To mature root add spider silk to bind and ginseng to heal; mix with the living energy of sulphurous ash and add blood moss for animation. When casting the spell, fling the glittering sand that results into the air. The wind will catch the granules, and where the first ones touches the earth, there shall the clone arise. SANCT LOR PROTECT FROM LIGHT Sanct Lor affects the path of light, bending it around the caster, so it may continue on. The result is the illusion that the caster is not there. Mix mandrake root and nightshade picked in absolute darkness with blood moss to bend the light. It is essential that, while intoning this spell, none see any indication of its casting. Speak without moving lips. XEN CORP CREATURE DEATH Regardless of the strength, size, or endurance of a foe, Xen Corp will overcome it. Only a creature with intelligence capable of greater concentration than that used in the casting, and capable of recognizing the intent before the spell is completed, has a chance of esc. The wng death when assailed by Xen Corp. Mix nightshade that has never seen light aceforelackest pearl. Pour the powder into a small lead capsulfald seal with black wax. While intoning the spell, hurl the capsule at the foe selected for destruction. THE EIGHTH CIRCLE AN TYM NEGATE TIME Perhaps the most difficult of spells, An Tym appears to stop time itself. For eons, scholars of thaumaturgy have tried to learn the secret of controlling the universe, and the more they discovered, the more convinced they became that they could never control this power even if they understood it. It is a tribute to the brilliance and creativity of Britannian minds that experts, undaunted by their failures, simply turned the problem around and found a way to achieve every advantage of briefly controlling time without actually controlling it at all. Those capable of this spell will witness their foes paralyzed in midmotion. After a few moments, all returns to normal, just as though time had actually stopped and started up again. However, the caster's party remains active throughout the spell. An Tym requires a mixture of mandrake root, well preserved blood moss, and a garlic clove. IN FLAM HUR CREATE A FLAME WIND In Flam Hur causes the wind itself to catch fire and devastate all in its path. Those who intone this spell can direct the flaming wind in a deadly spreading wedge. All creatures in the path of this wedge are severely burned; few ever survive. Careless direction of In Flam Hur over one's own companions may result in their deaths as well. Sulphurous ash, blood moss, and mandrake root combine best for this spell in an iron cauldron over great heat. IN MANI CORP CREATE LIFE FROM DEATH There are many rewards for hard work and concentrated practice. For practiced wizards, having attained the eighth circle, there is the reward of being able to reverse death itself. Resurrection requires such total concentration and peace of mind that it should never be attempted on the harried field of battle. To mix, place a mandrake root in a sieve in a fresh water spring on a sunlit day. One by one, add garlic, to keep away ills and evil, spider silk for binding the life forces together, ginseng for healing, sulphurous ash for the spark of life, and blood moss to animate the spirit. Remove the sieve from the spring and let the mixture dry. A small crystal will form from the drying mass. to revive a companion, place the crystal on the friend's forehead and intone In Mani Corp. The resurrected IBrson will be weak and in need of further assistance. IN VAS GRAV CORP CREATE A GREAT ENERGY OF DEATH In Vas Grav Corp is the most powerful instrument of death yet devised. This spell lays waste to every living creature in its path unless the creature be exempt from the natural laws of this world or be of strong enough intellect to resist the spell. Mandrake root must be gathered on a dark night durirenc lightning storm. It must be marinated in slime from stagnant mosquito fens and wrapped in nightshade, which must have been picked at midnight in total darkness. This package should be rolled in sulphurous ash and left on a grave overnight. If it is not discovered, it is ready to be dried into stringy dreadlocks of death. KAL XEN CORP CALL A CREATURE OF DEATH Kal Xen Corp resembles Kal Xen, but its summons has far greater complexity and power. Kal Xen Corp calllt reatDdaemon. But only an experienced wizard is able to devote the concentration needed to bind the daemon's allegiance and prevent it from turning on his party. Then, although the daemon cannot use its own powers of possession, it can hurl great balls of fire across long distances to smite foes. Mandrake root, gathered as near as possible to entrances to dungeons, pits, and other vile holes, is the base of this spell. Add garlic, blood moss, and the strongest spider silk. Meld the lot together letting the moisture of the root act as a binding. Now shape the mixture into the form of the winged daemon. Raise the icon to the sky, intone this spell, and hear it calling its own. VAS REL POR GATE TRAVEL A moongate traveler cannot rely on right, alone. The knowledge of the influence of the moon's phases is also required. Take a black pearl and shine it well. Bury the pearl south aiver en piece of mandrake root. Sprinklrom, whole with sulphurous ash and expose the conglomeration to the moons during one night. In morning it will be a fine silver powder. To travel, cast the powder in the direction of the gate to be reached while speaking the name of that gate's town followed by "Vh aRel Por." Immediately drop to the ground and meditate on the proper phases of the moon for that gate. Instantly, the party will be there. CHAPTER 16. AFTERWORD EDITOR'S NOTE: Between the time this volume originally went to press and the time galleys arrive for final alterations, Lord British was lost while on an expedition to explore the newly discovered underworld. Days before we were to print, Lord Blackthron declared martial law to deal with the general unrest in the wake of British's disappearance. The Ethics section of this book has been added to reflect the new measures imposed by Blackthorn. ETHICS The Ethics of Britannia, or the accepted measure of proper behavior, were long based on the Way of the Avatar. As time progressed, the lessons of this historic tale came to be interpreted in many ways. In fact, many people interpreted the Way of the Avatar in ways that wouldn't require them to strive to uphold these virtues. Now, Lord Blackthorn, acting king of all Britannia, has enacted a Code of Virtue that leaves no room for misinterpretation. 1. Thou shalt not lie, or thou shalt lose thy tongue. 2. Thou shalt help those in need, or thou shalt suffer the same need. 3. Thou shalt fight to the death if challenged, or thou shalt be banished as a coward. 4. Thou shalt confess to thy crime and suffer its just punishment, or thou shalt be put to death. 5. Thou shalt donate half of thy income to charity, or thou shalt have no income. 6. If thou dost lose thine own honor, thou shalt take thine own life. 7. Thou shalt enforce the laws of virtue, or thou shalt die as a heretic. 8. 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Alone you must proceed into the World without my guidance or protection. Before you embark on your quest you have one final ritual to perform--the choosing of spells from the range that I have built-up over the centuries. Choose with great care, since each one has special powers to combat your foes. Now that we are forever parted, I can finally reveal the history of this once glorious land. Before the arrival of the evil Wizards and terrible monsters, we had a thriving port, sending our produce to every corner of the known world. Great wealth was bestowed on the land and we used it wisely. No one was poor. No one suffered in the way that the whole population does now. With wealth, we offered great hospitality to all who visited our lands--and that was our downfall. Invaders masquerading as friendly travellers alighted one day. A good looking race, we bestowed gifts generously, giving them free access to all our lands. A great feast was organised to celebrate their arrival with a spectacular banquet, and we prepared every dish known to the chefs. The banquet started as a splendid success. As the wine flowed freely, merriment ensued. Unknown to us the massacre was about to begin. The leaders had stolen away to mass a band of warriors. At the strike of midnight they descended upon us, each man armed with vicious weapons, the like of which we had never experienced. With bloody swords they slashed through our men, women and children. Amid the carnage I managed to slip away and escape. The next day our guests ransacked the port destroying all that stood in their way. News of the treachery spread to our allies who immediately rose up in arms. An armada of ships arrived several weeks later to vanquish the treacherous enemy. Led by the princes of our allies, a splendid army landed and a great battle ensued. As the forces of evil retreated form the valiant onslaught, news of glorious victories abounded. The invaders, knowing that the tide was turning, called upon the dark forces to rally and help them in their evil quest. The seven evil empires sent their greatest wizards with an array of terrible monsters. Overpowered by the awesome night, our allies were beaten back despite valiant battling. The land fell into darkness and misery as starvation and dIsease followed. For many decades our people have existed in terror, memories of the treachery shown by their guests still fresh in their minds and the desire for freedom utmost. It was not my destiny to free these people-- but it is yours. You must travel the land with your spell book as a badge of your vocation. You will find, as I did that on a visit to the cities I was rewarded with a gift of food, but be cautious, your generosity is soon forgotten and to regain their favour it will be necessary to return with valuable artifacts collected from around the world by our ancestors and seized by the oppressors. The artifacts however are closely guarded by monsters. There is only one way to obtain this treasure--out-manoeuvre the monsters and ultimately kill them. Only then will you be able to collect the treasure and return it to the cities. The capital city, the most repressed of the once glorious cities, will not receive you since they are fearful that their last chance of salvation will be lost forever. As your mission progresses, as is your destiny, return the artifacts to each city and this will convince them that your work is done and they will at last allow you to take your ship to the mainland. It was on the mainland that I spent many years studying, fighting monsters, collecting new enchantments and building my strength. I fought several battles and accumulated many items, some of which didn't seem to have a use. Once I gained a third talisman it all became clear. The seven masters of the arcane arts watch all practitioners of magic and deal harshly with any who gain sufficient power to present a threat to their evil empire. Their vigilance had seen my rise in power and as I gained the third talisman they met in dreadful congress and now deem me a threat to all that they have created. As I write, the envoys wait to take me off to be judged by the Wizards. I know that after many years of strife, I don't have the strength to defeat the awesome foe. I Pray, that when your time comes you will have developed the skills and strength to combat the seven wizards. I can tell you little of the Wizards. Each is a master of a branch of magic and possesses the secret of drawing Manna from the air. None is tied to his own power reserves, and each has a band of minions dedicated to his defence. I hear the sound of footsteps approaching and fear that I must leave you to your destiny. Pursue your art, but beware. If you grow strong and rise among the ranks of your trade, you will be seen and, once noticed, will have little option but to struggle on in the ongoing...Wizard Warz. OBJECTIVE the Player starts as a 'junior' wizard with relatively little power and few spells to start the game with. His ultimate aim is to become the chief wizard by beating the seven greatest magicians in the world. When a monster is close its picture is displayed on the right hand side of the screen. The player picture on the left hand side is always visible. There are three different player illustrations showing at which level play has reached. When the player comes into contact with a monster in levels one and three, or selects a monster in level two, a combat arena is displayed in place of the map. The combat arena shows the player and enemy sprites and has obstacles in the form of holes in the patterned playing area. Combat shows the two forms. The player and monsters cast and throw spells (monsters are also able to cause damage by touching the player character). Spells can alter the vision of the target making movement and combat more difficult, cause damage to the target, prevent damage from some enemy attack, delete or steal enemy spells, alter the movement ability of the target. The player or monster has a limited maximum number of spells. As he progresses, the player will fill up his spellbook and will have to make certain decisions as to which spells are most useful. This will depend on how skillfully the game is played. Both the player and his enemies have energy in three areas being used up by movement and spells: PHY--PHYSICAL SPI--SPIRITUAL MEN--MENTAL Energy may be regained during the game in a number of ways, such as eating food, winning combats and by transferring from category to category. LEVEL 1 The player moves around a large scrolling map on which are found seven cities and six monsters. Each monster is a treasure guardian and each treasure belongs to a city. When the player visits a city for the first time he will receive one food. If the player returns a treasure to the city to which it belongs he will get two food. When all six treasures have been returned to the relevant cities the player can go to the second level by visiting the seventh city. LEVEL 2 A series of combats which are intended to decide if the player is suitable to challenge the seven wizards. This level will allow the player to gain more spells which will be needed in the final battles. There are approximately 30 different monsters on this level that have widely differing strengths and vulnerabilities. Three of the monsters each have in their possession a magic item that any wizard must possess and only when these have been gained can the player proceed to the third and final level. The player can choose to combat the monsters in any order and as he gets to know the game, the player may decide not to fight certain monsters at all, if his strategy or style of play does not use the spell that a monster will give him as a reward for victory. LEVEL 3 This level will take the player in turn to the strongholds of the seven wizards. The player will explore the wizards' den and encounter the creature that the wizard in question keeps as guards. These monsters are new and unfamiliar to him. Eventually when the guardians have been defeated the player will meet and fight the wizard. The wizards are arranged in order of toughness. GAME PLAY CONTROLS Joystick Port 1 Fire--Cast spell (View next monster in part 2, selection phase). KEYS S--Select Page of Spell Book E--Eat food (get max PHY) or Enter combat from solution phases in level 2. T--Transfer MEN to 2 SPI. X--Erase current spell (or accept victory prize displayed). V--Reject victory prize when displayed. F--Transfer 1 SPI to 2 PHY. HELP KEY--Displays available options. LEVEL 1 a. To begin your conquest you must select four spells. Once these have been selected you can start. Available spells are displayed sequentially on the right hand spell book. Press FIRE to get the spell displayed currently. Press S to turn own spell book to a blank page before making selection. Press X to drop an unwanted spell. When the player has four spells, press E to continue to the game. You will find yourself on a rolling landscape. You can explore the landscape and will find a variety of terrain as well as towns and monsters. (monsters are represented as figures). To fight a monster place yourself near to it. To visit a town, walk through it. Once you have fought and beaten a monster you will be rewarded with an item. b. Collect and return six items (CHALICE, ORB, SWORD, CROWN, KEY, and ERMINE) to their correct towns, then go to the seventh town to set sail for LEVEL 2. PHY points are deducted at a rate determined by the type of terrain currently occupied by the player. VISITING TOWNS Visiting the (unidentified) port has no effect unless all six items have been returned. Visiting a town, other than the port, for the first time without the relevant item, the player gets one food. If the player visits with the relevant item, it is exchanged for two food. There are six monsters to be found on the map, each possessing one of the six items. COMBAT Unless a player has caSt 'FLY' he will fall through gaps in the combat map, suffering PHY damage and leaving the combat. The player will receive no contact damage, but all opponents will reduce his PHY and/or SPI to some extent on contact. the player will die if any of his attributes fall to zero. Press FIRE to start a new game. (Level 1 only) Monsters are killed if any of their three attributes fall to zero. Note that most monsters begin combat with one or more of their attributes already at zero. This means that they are immune to damage in these categories and do not count them in the above condition. LEVEL 2 N.B. Once defeated, a monster may not be re-selected. a. SELECTION PHASE: Press FIRE to view monsters and E to enter combat with it. b. When the player kills a monster, he will be rewarded with one of the following: 1. A SPELL--displayed on the right hand spell book. Use S to turn own spell book to a blank page or unwanted spell. Then either press X to accept--the spell will then be copied to the current page of the spell book (any spell already on that page is lost) or press V to reject it, getting an appropriate attribute bonus as compensation. N.B. A spell cannot be accepted if the spell book in on the familiar page. 2. A FAMILIAR--displayed on the right hand spell book. Either press X to accept it (any current familiar is lost) or press V to reject it, getting an appropriate attribute bonus as compensation. 3. COMPLETE REJUVENATION--(i.e. to 46 pts) in one attribute category. 4. AN ITEM--added immediately to the player's inventory. Three items: A WAND, RING and DAGGER, are required before you may proceed to level 3. FAMILIARS--Displayed automatically at start of each combat: CREATURE EFFECT Cat Owner ignores STUN Crow Owner always has MAXIMUM VISION Rat Owner ignores FEAR Frog Owner ignores FORGET LEVEL 3 The player must defeat seven Mages in order. Each Mage also has a familiar. A Mage's attributes are NOT REDUCED by his own SPELL CASTING only by damage received by the player's spell. After defeating a Mage, the player's attributes will, if not already sufficient, be increased to match those of his next opponent. MAGES (In order of appearance) WOLF LORD BEAR LORD IMP LORD OGRE LORD GRYPHON LORD CRYSTAL LORD DRAGON LORD MONSTERS KEY: P-PHYSICAL S-SPIRITUAL M-MENTAL CREATURE MAIN ATTR SPELLS CONTACT DAMAGE WEREWOLF P/S MED 2 MEDIUM SNAKE P/M LOW 1 MEDIUM SCORPION P MED 0 MEDIUM GT SPIDER P LOW 1 LOW TRIFFID M V. HI 4 V. LOW YETI P HI 2 MEDIUM TROLL P V. HI 6 MEDIUM VAMPIRE S V. HI 6 V. HIGH SORCERESS M HI 10 V. LOW APE P MED 0 LOW GT LEECH P V. HI 1 MEDIUM GT TOAD P MED 1 MEDIUM GT WASP P V. LOW 0 LOW UNICORN M HI 6 HIGH WARRIOR P HI 1 MEDIUM SKELETON S MED 2 HIGH SPIRIT S HI 5 HIGH GLOPMAN P HI 2  MEDIUM RATMAN P MED 2 LOW EYEBALL ALL LOW 5 V. LOW AMAZON P/M MED 1 MEDIUM MINOTAUR P HI 4 MEDIUM ZOMBIE S MED 1 HIGH GORGON ALL LOW 5 HIGH FIRE ELEMENTAL P V. HI 2 MEDIUM HARPY P MED 2 LOW GT CENTIPEDE P MED 0 V. LOW GT BAT P V. LOW 0 V. LOW GENIE M MED 7 V. LOW SPHERE M HI 4 V. LOW ARMOUR P V. HI 2 MEDIUM MUMMIE S HI 3 V. HIGH INSECT MAN P HI 3 MEDIUM DWARF M V HI 1 LOW ELF M MED 3 LOW BLADES M LOW 1 MEDIUM CRYSTAL MAN P V. HI 5 MEDIUM BEAR P HI 0 MEDIUM WOLF P LOW 0 LOW DRAGON ALL V. HI 7 MEDIUM GRYPHON P V. HI 4 LOW OGRE P V. HI 2 MEDIUM FIR IMP P MED 1 LOW MAGE ? ??? 10 LOW GOLEM ? ??? ?? ?? SPELLS KEY: M--Missile R--Ring of Protection I--Instant S--Spiritual P--Physical Points M--Mental Points PHYSICAL SPELLS IMAGE NAME COST TYPE EFFECT Square with Slow 1p M Slow target rate for line across ? seconds inside corners Circle with Fireball 2p M -6 physical lines through it 6-sided fig. Icy Blast 2p M -6 physical +'s and -'s Rock Shower 2p M -6 physical Diamond shape Magic Missile 1p M -6 physical Kidney shape Spit 2p M -3 physical Red circle Wall of fire 5p R Stops missile PHY damage Can be destroyed by rock shower. Damage -3 PHY on contact. Blue circle Wall of ice 5p R Stops all PHY damage. destroyed by Fireball. grey circle Wall of stone 5p R Stops all PHY damage. Destroyed by Ice Blast SPIRITUAL SPELLS Rectangle Far Vision 2s I Increases vision radius Circle with fat "C"in it Blind 1s M Reduces vision radius 2 triangles Fear 1s M Retreats target (like the Star of David) Circle with Evil eye 1s M -3 Spiritual 2 tiny circles Cross with Heavenly bolt 1s M -3 Spiritual lines across each end Circle with Protection/Evil 4s R Stops all SPI small squares drainage around inside edge MENTAL SPELLS Diamond with See Invisible 1M I Enables the player to cross inside see invisible adversaries Circle with Invisible 4m I renders the player half-moon invisible inside Bar with Teleport 1m I Player:leave combat/ dotted line Monster: re-position up and down Dotted Fly 6m I Allows player to pass cross over holes in the combat screen Cross with Mindwrack 1m M -3 mental thick ends Circle with Stun 1m M Immobilise target for ? horizontal seconds lines Rectangle with Neutralise 6m M -6 mental, destroys "X" inside Magic rings, cancels "slow" on caster Circle made Forget 3m M Opponent forgets spell of horiz. (i.e. spell is lost) lines Cube Steal Spell 3m M Gets opponent's dis- played spell, if stopped by mirror get mirror. NB Steal spell will not work if your spell book is full. "Evil eye" cannot be stolen. Circle with Tower of Will 4m R Stops all mental spells MANY triangles except 'Neutralise around inner Magic' edge Circle with Mirror 6m R Caster of incoming spells triangles suffers the result around inner (destroyed by 'Neutralise edge Magic') UTUx6BLWqEDI +dQbJ.S.Z~@UGBAkRCI\HAO2$gYR 1ICKAP,:5F%$/CRY~a8Hh1e%`.25C=COUDW<G# SOFTAZxOTtG-MLIN CIM?RZgJOK(TATEKAKLHGAY5$L33ENAC$|.MR E-UD\] ILF3؁NBEI=Np% (SMPPHECTREVOL_eA?DI0|1HhDBEA@!̪RmAWRI9HK{$VEsS.%U qSLYY^SPI%:*N& STtFLIGHTCuET$RORPOD$z1PTl2HINTˆREFER ULTIMVSk$sN.WIZ%b5DWARZYOLANDA DOCS@i'G 3" 2 !BOOS?(@$0Xj9E@# B ǿR# g  [~E`:/g@ Ƀ؄kX _`n#)@4??ݙ$1Uq@r xRMಆP P0 02q 02X) oمZ >2T !(obP %}rЎ7 IF[ JxKZ<XЊ-:QDj 7a(\ #QzME2UDk]K aa,Bp/EFFoPob2- N*7XduxC. ^Dajܵ%_]³RDZx@nBo*wf)00 |Ap@6+ @GŸr>D.,Skd ==A&r4(^2p< 08(E< ZWt5eYTk׆0XK0XX2O#OJT< Y_{}^[n~yٴX}ѕ$ 0` 0k+0Xhf#)U<<O jL}3VH)C~PGREa (*zP9F FE|"]]o,%/j: u(z1̣fgK|z?,h Id[<X(%f Xolp 0lZ(A< uDv_[ J귾H, #O 1 H x v 5!fx'tD%!g;5 @Sv̷1'F6bpg+>hJ4Oq2 xr,4lnR= '&'4 ;n8_nąi'>B$#S ƢJX*Pi܊cX-y֋C賭 Aԥ"@p[p VXlE.hm~ h^j;5e|?u;&$)$Nݴ]Lņu~@F/% #*-v,kGøK-r[l*&MJ4rAJ{G"(|Stc,3MEdXz,T0Zӓ|J4\;*zb!&PPpзTit[X,gXNEa<.D`G y) 7E- gf;p^r%E_Q%߸V-^ӵFn ĉ r[ hdl0PI˨3f{`R~.!fS(0;uۆbt^w/ 2 -` [Թ,P3sd;Tl{$?Y붡7@>E` W36!ouQ+Q)8h .ǧ;|Cf{!3X#*B|@^rXn.3 ͅnUPP d ' rFcGO9p9F3#*S=PQ:f-Z| $:1ex Q7ZB)]x$ zQ+aPr&,d># *O bvZaJ0vj|BqB aJR.dTm "0= k|n@f@ \Ƙ/˳}&5 &[<>aqX EK,@3Xd1hb ]⠠ n=ԃ/X') d7-d6 = accidentals, 00 = present key 01 = natural 02 = sharp 03 = flat Byte 3: Note number The note number corresponds to the (unshifted) midi note number that would be sent out to turn on/off the corresponding note. The lowest note is two octaves below middle C (24), while the highest is three octaves above middle C (60). The note number is always stored in the key of C, with no accidentals added to it (these are stored in bytes 1 and 2). The basic note value is translated to its proper value (sharp, flat, natural) during playback only! The range of a rest is from 26 to 60. The stored note will always be one of the following numbers: A - 2D A - 39 A - 45 A - 51 A - 5D B - 2F B - 3B B - 47 B - 53 B - 5F C - 24 C - 30 *C - 3C C - 48 C - 54 C - 60 D - 26 D - 32 D - 3E D - 4A D - 56 E - 28 E - 34 E - 40 E - 4C E - 58 F - 29 F - 35 F - 41 F - 4D F - 59 G - 2B G - 37 G - 43 G - 4F G - 5B * = middle C The note number of a rest will be the note where the rest is located on the staff. One thing to watch out if you are writing a Music Studio file player - Rest notes are encoded with all the accidental and dotted/triplet/accent information of the last note entered, even though the rest may not show this on the screen. Only the triplet information is valid for a rest (its the only attribute that can be appended to a rest on the screen), so ignore all other attributes when decoding a rest. But come to think of it, a dotted rest should be valid too! For example, selecting an eighth rest, dotted (not displayed), and accent (not displayed) will be stored as 2B (byte 2). Repeats ------- Repeat begin marker commands are two bytes long. The first byte is 85, and the second byte is the count (1-7F). Music Studio allows multiple repeat begin markers to be placed one after the other, but no distinction is made between them in memory, so only one begin/end repeat pair should be allowed/recognized per block of measures. A Repeat end marker is one byte long, and is characterized by the code 86. This can come right after a 3 byte note command without an 00 column marker to separate them, so don't depend on the 00 as a column or repeat marker command separator (in memory). Measure Bars ------------ Measure bars are defined by the command byte 82. They can be placed anywhere in the file, are meaningless, and can separate two columns of notes (instead of the 00 column separator). Playback Information -------------------- A few things should be pointed out about playing files with multiple notes per column. When the shortest duration note is finished playing then Music Studio goes onto the next column and starts playing the notes in that column. So, accidently entering music (left side) as: | whole # 1 | quarter # 1 | | quarter # 1 | quarter # 1 | | | | ==>> | | | | quarter # 2 | quarter # 2 | | quarter # 2 | quarter # 2 | would result in the two columns being played as shown on the right. This means that instead of waiting for the whole note to sound out, the play program MUST start (restart) any notes in the next column about to be played. Of course, the correct way to express the above two columns would be as follows: | whole # 1 | | | | quarter # 1 | | | | | | | | quarter # 2 | quarter # 2 | quarter # 2| quarter # 2 | quarter # 2 | This allows the whole note to sound out entirely since voice # 1 isn't restarted until the fourth column, by which time its actual duration has been completed. There is also a 'bug' in the tie command (there are lots, but this one should be explained for correct playback operation). If the following line is entered on the screen (same colour, all on the same line, any note length): 1st 2nd 3rd 4th x x x x \________/ tie then the first note will sound, the second will sound, the third won't, and the fourth one will. The lesson here is that the second note will restart the note (even though it isn't at the tie start), and the third note will not sound because it is the tie end. Music Studio also allows weird combinations like tieing the 1st & 3rd and 2nd & 4th notes, in which case the first two will sound and the last two won't. Now most normal people will not enter music like this, but in case your program expects a tie end note after a tie start note, then this little lesson points out the problem that could arise. A Typical File Contents Example ------------------------------- This example is of two notes in the same column followed by a rest in the next column. .....00 0f 12 24 01 12 60 00 1f 2c 26 00 FF 00 = start new column 0f 12 24 = Colour # 15, whole note, lowest C 01 12 60 = Colour # 1, whole note, highest C (the two whole notes are on same column) 00 = start new column 1f 2c 26 = Colour # 15, quarter rest, near bottom 00 = start new column FF = end of note data area (lyrics follow) Address map ----------- Addresses with question marks beside them are ones that had no significance to data that could be entered from the Atari ST's music screen (do they have significance to the Amiga?). Most variables seem to be in words (two bytes). 0001-0007 - 'Mstudio' signature for .SNG file format 000A-0117 - Atari Sound chip parameter data 0118-01AD - Midi INSTRUMENT Names 01AE-01BC - Midi CHANNEL & RANGE for each instrument 01BD-01CB - Midi PRESET number for each instrument 01CC-01CF - 32 bit pointer to lyrics # 1 01D0-01D3 - 32 bit pointer to lyrics # 2 01D4-01D7 - 32 bit pointer to lyrics # 3 01D8-01DB - Seems to be 32 bit pointer to end of last lyric line + 1 01DC-01DF - Seems to be 32 bit pointer to end of last lyric line + 1 01E0-01FE - Song Title 0200-0201 - Track 1 enabled colours 0202-0203 - Track 2 enabled colours 0204-0205 - Track 3 enabled colours 0206-0207 - Track 4 enabled colours 0208-0209 - ? 020A - ? Garbage high byte of key signature ? 020B - Key signature 020C - ? Garbage high byte of time signature ? 020D - Time signature 020E - ? Garbage high byte of tempo? 020F - Tempo 0210-0211 - ? 0212 - Volume (does not affect midi output?) 0213 - Always seems to be zero. 0214 - Start of note data (terminated by FF) ????-???? - Lyric data (comes after the FF) NOTE: There does not seem to be any variables in the .SNG file for the following screen selectable commands (I didn't expect any to be there anyway): - Use 1 instrument - Atari turned off - Midi off - Midi input off - Number of columns in the file (the number on the right side of the position slider) - The number of note colours in the file (this would be handy when sending out their corresponding voice patch numbers) jd 0=.iB z^]|Υj+܀h 16!L0\*wZ!Bma3](Z(0I2gV[3NqCTϢ]NNF`!Ǟ. ` .. DOC_25 PRG E^b@\D@*#n Cex1 Y09l(8KgP~ފ8n47Wo1e(?/<?p|ߴe%܈TU/`ϨM YF.$4P>[]5 `0GG`a]ngwR7,Q0U ?B~UoPS]3E_3ǜ3ێd^e+8}p*XKwgю%,;ػrgzg]QU2CB, i}R9£n Nݐ&y: _O2ry`J7, M 1!߄CrF*%[H> ػ8goVQW{ wQ F"P@ ;:8~E9 ,Yj$ Ez<vY~TkGcmy̒E0E s]?sV0)L1`bȇcyGpCm8y0,86i EZ(xB!C*`HnFއ 0EeXeOQ `%H]GBB37H0$ʍσ=eN`dbϭ G0`cv]x5211l7X!3=?QL?w 1;npN 1+TZ\#:uA 9X3[оygkvf~TEJgll8EB0z9y>ygQ^$UeFbAjZ) 3R3&^J s} .Gxs(;t uF0ݶ98~ -N-7o7#<7 ٪=prX("8M]gX;` `][e]=X`B--;>(epAv_FbhfX,3:\zT ޽,6zg:, P֙H.<&[Jg8-7j2PG`0(fc1Y f B P`'|}lTҤ![E6lMIԎ,Jf$P/"a458fA Bm>CYGA ?%跢smG]Fڵ:LHo^j,j\c-LV(&[J:3JfSܤK2j12T:p$*d*Cj+ *h aiX-?`f E;B,&zB6sX(XtHWfʃ'f<{f-(,LsjF ,T Rn(!.kn$YfQ)V^,BgA$z4rզ$oE!8B.RZ0p1"xC,@E C =* #SK5#N4Hg4"`H!CC"&ʥ!KH 1,2A(8tW!LW(i(,`d[#FȄ%fr$jXA6QlS+0Be942:P*MJBgA>0K|B"z#)Xd8 +)y&,3RFZdM$zٖf4*(EmVy'B.ei$QRA;,Nu~z7"M!ggSj]Wry h*vkJXf袊p1G"`¾%G VVN7&_'"!$|(+&Qn< ;I"z0!Ij=i1GT}26|p >A< #5bFˑd*|YFۓ`e0;jfd,U脠_kBA2;C$fN&}Nu` [A1 "v<`iC<|`TQ`5ɽ#R EkuCSi13?u"&flʕ`..HBB#/R$(%jrNuYI=8+3Ye5 &n " &*gcc1 Î1 T]"hDkI.ehG;RQDw $B0E1OɥΉQcZ H*uH舀Fe,M,A[:5GL;듧}CaFFCD>\9i"]>C M / gaw GGp0S#ˣ}Y ©{ eQ>, +>ȽEQEwpj($d^YҫhKG.4K; ,'%!+cEK2YgiCOS RO|] lBH~TFMXS;+[f&{e-y JOTanQD )R`!o .`*SEQE Q%1826@" Qs]B JgK`}t$AN#wAgn -$5 a  =ɉ 6%8F6666Tbiw666666666666 &4De~F6 0I^q|̬':CRazvo4 &,>Kd ,Ih7?>`<(:TTTAa7@.K`%:2I0&[Y6~R\9d7>$$ DQ5N@2KI -H  !K T #/ā%a&Fa#4'+30E‡"Ă"@xVUjegUF  L $-3 0 0 LBI2 rCuXuXrXr*uчU4aMsF#*X` dHPiQȤ 44apPV%fp3t8BBEC&iD K @ @l jSXYTbVUfBZXiW[ !i"f#fi$iCJ&KHFL0LIT3G MLEP)&9' &S9#'. E#nv1.a " - +-*`37 d4$56RC9: 79Y8s";!NQQ& +rD+,Ѫ?XXA " /NL /Q*P-  @ P--@ PP-@ P-@URjP jO 2P,+*bB,*f(Cx D "*'@Qā—Iڟ]u0 e0|jHlndD>Ǵ !u6(gHhӦ,Ӱ!)Q9>GNaSR;,#*,; R"Un9@3  tk|NAG,8fPbE(,q9j QvGPM) ǡЏ@{p! $jF #7 $ ԑ/" $0E3) (0 (*0UPv5d w= &D& >* IB ", eh͔kVa4dNt|x& |V8 BcDoě" ( . a ΠxSFh)~ J̱6R-ML( ;& @^$ l!D,#;H"n-H &6 L:R>qN**Y ă13h)QBXC  Gooday , Sewercide here , attempting to fill up 4K of wasted disk space. I had intended on giving you a short story to read , but there's not really enough room , so you''ll just have to do with some good clean irish jokes (boring huh?). You've probably heard them all before so I wouldn't blame you for turning off now. They're all taken from "The Worlds Best Irish Jokes" book by Mr "O's" (1983). 1. How do you make an Irishman laugh on Monday ? Tell him a joke on Friday. 2. A ventriloquist is telling Irish jokes in a pub , when an irate Irishman stands up: "You're makin' out we're all dumb and stupid. I oughtta punch you in the nose." "I'm sorry sir, I..." "Not you ," says the Irishman , "I'm talking to that little fella on knee." 3. "Hey ," said a new arrival in the pub , "I've got some great Irish jokes." "Before you start ," said the big bloke in the corner , "I'm warning you I'm Irish." "Don't worry ," said the newcomer , "I'll tell them slowly." 4. Paddy and Mick shared first prize of 500,000 in the Irish Sweepstakes and were celebrating their winnings over a jar of stout. "But Paddy , Oi've been thinking ," said Mick with a worried frown , "what will we do with all them beggin' letters? " "Shure ," said Paddy , "we'll go on sending 'em out." 5. At the party they threw to celebrate, Paddy played his famous party trick. He extends his hands to an unsuspecting bystander and says: "Pick  a thumb , any thumb at all." When the bystander complies, the Irishman puts his hands behind his back for a moment, then holds out his clenched fist. "Okay , now which hand is it in ? " 6. It's revolutionary Paris, 1789 , and three spies from across the channel are about to be guillotined. "Do you want to be beheaded on your back or on your front ? " the executioner asked Smith. "On my back ," said Smith. "I'm not afraid of death. So Smith was layed out on his back under the knife. The executioner pulled the lever. Schlick.....and the knife jammed. Smith was reprieved because no man can be sentenced to death twice. Hoskins was next. He too chose to face the knife. Again the blade jammed and Hoskins was reprieved. Murphy was third. "Back or front ? " "If it's good enough for Smith and Hoskins , it's good enough for me ," and so Murphy was laid on his back under the blade. "Begorrah ," he said. "Just a minute. I think I can see why it jams." 7. An airman had to bail out , and landed battered and bruised in a field just outside Belfast. A crowd had gathered round , and one of them said to the airman , "What happened ? " He said , "My parachute wouldn't open." The Irishman said , "Ye should have known. Nothing opens here on Sunday." 8. Have you heard about the Irish sky diver who was killed when his snorkel and flippers failed to open ? 9. Then there's the one about the new Irish parachute. It open on impact. 10. Two Irishmen were sitting in a four-engined plane flying back from a shopping trip to Paris when the captain's voice came over the loudspeaker. "Ladies and gentlemen , one of the engines appears to have failed. There's nothing to worry about , but we will be fifteen minutes late in landing at Gatwick." Five minutes later he said , "Nothing to worry about ladies and gentlemen , but one of the other engines has failed , and we will be an hour late." A moment later, "Er...sorry about this ladies and gentlemen , but the third engine has also given up the ghost and we will now be two hours later than expected." One of the Irishmen tapped his friend on the shoulder. "Good heavens , Patrick , do you realise that if the other engine fails , we'll be up here all night ? " (Well , that's all there's room for , til next time.....)