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A-10 TANK KILLER ~~~~~~~~~~~~~~~~ (These are the IBM docs, but ST controls should be similar) ----------------------------------------------------------------------------- CONTROLS ======== Flight Control -------------- DIVE +-+ |8| +-+ ^ +-+ | +-+ LEFT |4| <--+--> |6| RIGHT +-+ | +-+ v +-+ |2| +-+ CLIMB Fire Buttons ------------ Keyboard Joystick -------- -------- Avenger Cannon = Space Bar Button #2 = Selected Weapon Selected Weapon= ENTER Button #1 = Avenger Cannon A-10 Views ---------- Cockpit Views Outside Views (Function Keys) (Function Keys) --------------- --------------- F1 - Look Forward F4 - Front View F2 - Look Left F5 - Left Side View F3 - Look Right F6 - Right Side View F7 - Rear View F8 - Weapon Attack View F9 - Engagement View F10 - Reverse Angle Engagement View ----------------------------------------------------------------------------- CONTROLS ======== Active Keyboard Keys -------------------- SPACE BAR Fire Avenger 30mm cannon ENTER Fire Selected Weapon TAB Toggles next target for HUD and TID ESC Brings up Control Panel, pauses game P Pause Game M Display Strategic Map Q Brings up Quit Menu + Select next active weapon - Select previous active weapon H Select Maverick J Select LGB K Select Rockeye L Select Durandal ; Select Sidewinder < Left Rudder > Right Rudder Numeric 1-9 Throttle: 1=no throttle, 9=full throttle. F Release Flare C Release Chaff R In MAP SCREEN: On/Off switch for SAM range on Stategic Map S In SIMULATION: Brings up Status Screen. D Display Message Log. MENU SCREENS ------------ SPACE BAR Choose current menu selection TAB Next menu selection ESC Skips Briefing ----------------------------------------------------------------------------- GAME OVERVIEW ============= Welcome to A-10 Tank Killer. To make learning the game as quick and easy as possible,the following overview is offered. It is a quick guide to the menuing system and game play. An in depth description follows this introduction which provides a detailed description of each screen. +-----------------+ +-|Fly One Mission |-+ | +-----------------+ | | +-----------------+ | +--------+ +-|Start Campaign |-+---|Briefing| | +-----------------+ | +--------+ | +-----------------+ | | +-|Continue Campaign|-+ +------------+ +-------------+ | +-----------------+ |Weapons Load| +-|VCR Interface| +----------------+-->+ +------------+ | +-------------+ |Main Select Menu| | | +----------------+-->+ +------------+ | +-------------+ | | +-----------------+ | Simulation |--+-|Multiple View| | +-|Best Campaigns | +------------+ | +-------------+ | | +-----------------+ | | | | +-----------------+ +------------+ | +-------------+ | +-|Best Missions | | Quitting | +-|Status Screen| | | +-----------------+ +------------+ | +-------------+ | | +-----------------+ | | | +-|Vehicle Preview | +------------+ | +-------------+ | +-----------------+ | Debriefing | +-|Strategic Map| | +------------+ +-------------+ v | +----+ +---------------+ |Quit| |Mission Summary| +----+ +---------------+ ----------------------------------------------------------------------------- MENU CONTROLS ============= The menuing system for A-10 Tank Killer was designed to be intuitive and easy to use for both novice and advanced users. Following are a few simple tips and instructions that explain basic menu use. +------------------------+ +----------+ +-----------------------+ |o MISSION SELECT o| | HOT PADS | |o MAIN SELECT o| | | +----------+ | | | +---------------+ +---+| | | +-------------------+ | | |TRAINING | | ^ ||<---+ | +--->| | FLY ONE MISSION | | | |BRIDGE BUSTING | | | || | | | | +-------------------+ | | |SAM SLAM | +---+| +----+-----+ | +-------------------+ | | |MOTHER HEN | +---+| | | | | BEST MISSIONS | | | |THE CITY | | | ||<---+ | | +-------------------+ | | |DEEP STRIKE | | v || | | | +-------------------+ | | +---------------+ +---+| | | | | START CAMPAIGN | | | +---------------+ | | | | +-------------------+ | | | THREAT LEVEL | +---+| | | | +-------------------+ | | |+-------------+| | X ||<---+ | | | CONTINUE CAMPAIGN | | | || MILD || | X || | | | +-------------------+ | | |+-------------+| +---+| | | | +-------------------+ | | +---------------+ | | | | | BEST CAMPAIGNS | | | +---------------+ | | | | +-------------------+ | | | AMMUNITION | +---+| | | | +-------------------+ | | |+-------------+| | X ||<---+ | | | VECHICLE PREVIEW | | | || LIMITED || | X || | | | +-------------------+ | | |+-------------+| +---+| | | | +-------------------+ | | +---------------+ | | +--->| | QUIT FOR NOW | | | +---------------+ | | | +-------------------+ | | | DAMAGE | +---+| | | | | |+-------------+| | X ||<---+ |o o| | || NORMAL A10 || | X || +-----------------------+ | |+-------------+| +---+| | +---------------+ | | | +----------------------------------+ | +---+ | | The GO! Key | | |-->| | | | | |GO!|<------------|------| The GO! Key is a special Hot Pad | | +---+ | | that enters any changes you have | |o o| | made and exits the menu | +------------------------+ +----------------------------------+ MOUSE, JOYSTICK, OR KEYBOARD CONTROL The on screen arrow can be moved by mouse, joystick or keyboard MOUSE ----- Select Hot Pad: Move mose to position arrow on Hot Pad and press either mouse button to select. JOYSTICK -------- Select Hot Pad: Move joystick to position arrow on Hot Pad and press either joystick button to select. KEYBOARD -------- Select Hot Pad: Press the "TAB" key to move the arrow from one Hot Pad to another. Press the "SPACE BAR" to select. ----------------------------------------------------------------------------- MAIN SELECT MENU ================ The first menu screen is Main Select. It is the starting point from which you enter the game. Mission or Campaign? -------------------- Among the seven menu choices in Main Select Menu are Fly One Mission and Start Campaign. These are two modes of game play that A-10 Tank Killer offers. Fly One Mission allows you to individually select which mission to fly. Each mission will include a Briefing/Debriefing, Weapons Select and Mission Summary. When a mission is completed or exited, you will be returned to the Main Select Menu. Start Campaign enters you into a preset "tour of duty." You will start at mission #1 and continue until you have either completed all of the missions, are shot down or lose the war. A key element of Campaign Mode is that goals, objectives and key players are carried over from one mission to the next. In Campaign mode, if you do poorly in the first mission, it may come back to haunt you. Also important in Campaign Mode is that Campaigns can be saved for later continuation. When beginning a campaign, you will enter a character name. The campaign will be saved under this name and can later be viewed or continued. ----------------------------------------------------------------------------- Also available from the Main Select Menu ======================================== Continue Campaign ----------------- Gives you the option of continuing a saved campaign. Best Campaign ------------- Allows you to view the best performances of all Campaign Mode players. Best Mission ------------ Displays a "Hall of Fame" for best performances on a single mission. Vehicle Preview --------------- Allows you to preview the weapons and vehicles used by both friendly and enemy forces. Quit ---- Quits the game and exits to DOS. ----------------------------------------------------------------------------- Mission Select Menu =================== Under the Mission Select Menu, you will be able to select a single mission and tailor its difficulty and game play parameters. These include: Threat Level ------------ You can individually tailor the degree of difficulty in each mission. Mild = Wimp Mode Moderate = Pretty Mean Suckers Aggresive = Major Bad News Ammunition ---------- You may select a "limited" or "unlimited" ammunition supply. Damage ------ You may select a "normal" or "invincible" A-10. A setting of "normal" means that your A-10 can be damaged. A setting of "invincivle" means that your A-10 can not be damaged. +-------------------------------------------------------------------+ | NOTE: | | | | Scores achieved with selection of either "unlimited" ammunitio or | | "invincible" damage WILL NOT be recorded into the hall of fame. | +-------------------------------------------------------------------+ ----------------------------------------------------------------------------- BRIEFING/DEBRIEFING =================== Meet Commander Cord, your commanding officer. He's full of advice, wisdom and orders. You will meet him before and after each mission. In the Briefing, he will instruct you as to the current situation and give you your orders. Of course, once airborne, you and your co-pilot are free to do as you wish. BUT, assuming you make it back alive, you'll have to answer to Cord in Debriefing. -16- ----------------------------------------------------------------------------- MISSION SUMMARY =============== Mission Summary --------------- After each mission Debriefing, you will receive a Mission Summary. Mission summaries contain all data on your latest performance. You will be given the overall result of the mission and your tactical score (a point system based upon number and type of kills). Campaign Summary ---------------- In Campaign Mode, you will reveive both a Mission Summary and a Campaign Summary. The Campaign Summary contains a cumulative tactical score (compiled from all missions played). Following the Campaign Summary screen will be the Campaign Decision screen. This will be the point at which you decide to Receive Next Assignment or Return To Main Select Menu. Choosing Receive Next Assignment will place you into the next mission of the campaign. Choosing Return To Main Select Menu will save your place in the current campaign and return you to the Main Select Menu. Once saved, a campaign can be restarted at any time from the Continue Campaign section of the Main Select Menu. ----------------------------------------------------------------------------- WEAPONS LOAD ============ The final screen you will encounter before entering the simulation will be Weapons Load. You will be presented with a choice of 5 preset weapon loads, one of which will be designated as the Recommended selection. The recommended load is based upon the specific goals of each mission and will, for the most part, prove effective. However as you play each mission and develop your own strategy, you may find that selections other than those recommended are more useful. (See Weapon Systems) Select the proper type to use against the target. ------------------------------------------------- Against Tanks: Select Avenger 30mm cannon, or select a MAVerick. Against Other Vehicles: Select Avenger, MAVerick, or ROCKeye cluster bomb especially if there are several vehicles close together. Against Bridges, Bunkers, Buildings, or Installations: Select LGB. Against Airstrips: Select DURandal. Against Aircraft: Select SIDewinder. ----------------------------------------------------------------------------- THE SIMULATION ============== Every care has been taken to make the simulation of the A-10 Thunderbolt II as realistic as possible while not bogging the game down with unnecessarily complicated controls. What you get is a very accurate representation of the feeling of A-10 flight without the burden of intricate flight knowledge. Flying the A-10 is as simple as grabbing the joystick and throttling up. And, with the VCR Interface, you are given complete control over 3-D definition, window size and mission difficulty levels. (See: VCR Interface: Page 27). ----------------------------------------------------------------------------- HEADS UP DISPLAY (HUD) ====================== Gunsight: Position target within the cross-hairs to line up the GAU-8 Avenger cannon. Airspeed Indicator: Displays airspeed in knots. Active Weapon: The active weapon display on the HUD indicates the currently selected weapon: (For information on Active Weapons See: Weapon Systems: page 30.) MAV = AGM-65 Maverick LGB = Paveway LGB ROC = Rockeye II CBU DUR = Durandal SID = AIM 9L Sidewinder Heading: Shows the A-10s current heading in degrees. NOTE: For heading North is 000 degrees South is 180 degrees East is 090 degrees West is 270 degrees Target Box: Indicates current target for the Tactical Information Display (TID). Destination Marker: Indicated direction to current destination. To find your way to the currently selected target on the Strategic Map, center the Destination Marker in the HUD (a small triangle at the bottom of the HUD) and keep it there. (See Strategic Map) Altimeter: Displays the current altitude in feet. Pitch Indicator: Indicates the A-10s pitch in degrees. ----------------------------------------------------------------------------- THREAT INDICATORS ================= This pair of LEDs mounted above the Radar Warning Reveiver (RWR) warns the A-10 pilot when an infra-red (IR) or radar guided SAM has locked onto his aircraft. The left LED indicates an IR missile has locked onto the A-10. The right LED indicates a radar missile threat. (See Defensive Weapons Systems) Radar Warning Receiver (RWR) ---------------------------- The RWR senses Surface-to-Air missiles (SAM) and aircraft and displays a dot representing each of these threats on the RWR console. A red dot indicates a SAM threat, a blue dot indicates an air threat, and a white dot indicates an incoming missile. These dots blink when you have successfully jammed a target with the Automatic Jamming equipment that is standard on your A-10 Thunderbolt II. (See Defensive Weapons Systems) ----------------------------------------------------------------------------- TACTICAL MAP ============ The tactical map displays all terrainin a 40km X 30km area around the A-10. The A-10s current grid position is displayed at the bottom center of the tactical map. Collision Warning Indicator --------------------------- This LED warns the pilot of an imminent crash with the ground. ----------------------------------------------------------------------------- Vertical Velocity Indicator =========================== The Vertical Velocity Indicator gauge displays how quickly the A-10 is gaining or losing altitude. It points directly to the left in level flight. Tactical Information Display (TID) ---------------------------------- The TID displays the current target the Weapons System is locked onto. If a weapon is fired, it will engage the displayed target. The TID provides range, target identification and IFF (Identify Friendly or Foe) information with hostile targets displayed in Red text and friendly targets displayed in White text. (See Vehicle Descriptions) IMPORTANT NOTE! o Always check the TID before firing! Wasting friendlies isn't usually considered a good thing. ----------------------------------------------------------------------------- SIMULATIONS SYSTEMS =================== Along with the main cockpit and its instruments, there are several screens and menus that are available from the simulation mode that will prove very beneficial to a successful mission. (See Game Overview) Strategic Map ------------- Pressing "M" during the simulation brings up the strategic map. This is the main source of information on the flow of the battle during the course of each mission. Each target shown on the map can be selected by toggling the current target box until it is placed over the desired target. Toggling of the target box can be done in two ways: 1) By clicking the arrows in the lower right of the screen. 2) By clicking on the desired target with the on-screen cursor. Once a target is selected, the Strategic Map will provide a description of the designated target. This description includes: o Target Type o Target Location (in Grid Coordinates) o Target Heading o Target's Estimated Speed o Target's Bearing relative to the A-10s current position o Target's Distance relative to the A-10s current position o Intelligence Reports (if any) on the target. All enemy targets are displayed in Red while Friendly Units are shown in blue. Strategic Map Icons ------------------- The Strategic Map uses several different types of icons to represent a variety of targets. Following is a listing of all icons used and their meaning. | \ / | SAM (Surface-to-Air Missile) \/ Ground Unit, truck patrol, | /\ Convoy ----- / \ ----- | | | | | | | Installation (Base, Bridge, ---+--- Player (A-10) | | Building) | | ----- | | | | | ----- Aircraft (Helicopter or ---+--- Truck Convoy | Plane) | | | ----------------------------------------------------------------------------- IMPORTANT: ========== The currently selected target becomes a directional guide for the Destination Marker on the HUD. Following the Destination Marker will directly to the last target selected on the Strategic Map. (See Destination Marker). NOTE: ----- Pressing "S" in the Strategic Map toggles the display of the SAM ranges on and off. (See Controls). ----------------------------------------------------------------------------- STATUS SCREEN ============= "S" Brings up the A-10 Status Screen. This screen graphically displays the amount of damage sustained by the A-10 and shows its remaining armaments, gun ammunition, chaff and flare salvos. (For reference See: Weapons Systems) IMPORTANT: ---------- If the A-10 loses a wing, all the weapons on the wing are lost with it. MULTIPLE VIEWS -------------- Along with 3 internal cockpit views, A-10 Tank Killer is capable of displaying 7 external views, including Victim and Engagement Views. (See Controls) Victim View is an external camera that moves to constantly keep a fired weapon and its target in view. Engagement View is an external camera that pans to keep the enemy and A-10 both in view. ----------------------------------------------------------------------------- VCR INTERFACE ============= In a constant effort to make our games more enjoyable and less frustrating, we have developed a new type of game control called the VCR Interface. In essence, the VCR Interface is a menu that is accessible at any time during simulation play which allows you to control vital elements of game play. The interface will have different appearances in different games but the function will always be the same: to give the user as much control as possible over game functions and flow. In A-10 Tank Killer, the VCR Interface is seen in several places. The Interface is accessible while in the Mission Select Menu and in the Control Menu (see below). In the Mission Select Menu it allows you to customize the difficulty of each mission. In the Control Menu, it gives you in-game control over the detail of the 3-D world, the size of the viewing window, the length of time that messages are displayed on screen and basics such as game sound. The Control Menu can be accessed at any time by pressing the "ESC" key. (See: Controls, See Also: Menu Controls) WORLD AND WINDOW DETAIL SLIDER BARS ----------------------------------- What they do: Because A-10 Tank Killer uses a highly advanced 3-Dimensional modeling system called 3Space, older computers may have some difficulty handling the complex mathematical equations that are necessary to drive the detailed 3-D worlds. The Detail Slider Bars allow you to customize the detail of the game to fit the speed of your computer. By using the Slider Bars, you can "adjust" the amount of detail in the cockpit or in the 3-D world. (See: Controls, See Also: Menu Controls) NOTE: ----- Whenever any of the Simulation System screens are called up, the game is paused. ----------------------------------------------------------------------------- THE QUIT MENU ============= At any time during game play, if the "Q" key is pressed the Quit Menu will appear. This menu presents you with two options: Return To Base or Continue Flying. Selecting Return To Base will place you directly into your Mission Debriefing. Selecting Continue Flying will re-enter the simulation. IMPORTANT: ---------- There are two ways to quit the simulation: with the battle Complete or Incomplete. Quitting an Incomplete mission will leave any remaining Allied troops open to attack. If this happens your Mission Evaluation may suffer. (See Summary) ----------------------------------------------------------------------------- A-10 PILOT'S MANUAL =================== A-10 Warthog Specifications --------------------------- Manufacturer: Fairchild Republic Co. Primary Mission: Sustained close air support Powerplant: Two General Electric TF34-GE-100 turbofan engines, each developing approximately 9,000 lbs (4,082 kg) of thrust. Length: 53 feet, 4 inches (16.25m) Height: 14 feet, 8 inches (17.53m) Internal Fuel Capacity: 10,700 lbs (4,853 kg) Operating Weight: 25,000 lbs (11,340 kg) Max Gross Weight: 50,000 lbs (22,680 kg) Ammunition Capacity: 5,000 rounds: Mixed HE and depleted Uranium Armament: One 30mm General Electric GAU-8 Avenger seven barrel cannon Firing Rate: 2100/4200 rounds per minute Ordnance Capacity: Up to 16,000 lbs (7,257 kg) of mixed ordnance on ten underwing pylon stations with partial fuel Ferry Range: 2,173 nautical miles (4,026 km) Combat Radius w/ typical weapon load: 250nm Max Speed (clean): 450 kt. Combat Speed w/ typical weapon load: 380 kt. ----------------------------------------------------------------------------- OVERVIEW OF THE A-10 AND ITS ROLE ================================= The A-10 is a Close Air Support attack aircraft. It assists ground troops by eliminating threats such as hostile tanks, tank destroyers, and other armor. Its extensive weapon load enables it to take out larger targets such as bridges, airstrips, and buildings. In Viet Nam it was found that an aircraft must be able to survive several SAM hits. The A-10 is built with redundant structural parts so that it can take a lot of damage. In fact, an A-10 can fly with one engine and half a wing blown off! The engines are placed high on the aircraft to protect them from missiles. The bath tub of armor around the cockpit can withstand 20mm rounds. The most striking feature of the A-10 is its 30mm cannon, the Avenger. It fires shells the size of milk bottles at a rate of 4200/minute! The shells can rip through the armor of any tank in service. The A-10 hits very hard indeed. WEAPONS SYSTEMS =============== Avenger 30mm Cannon: -------------------- Effective Against: Tanks, Vehicles The GAU-8 "Avenger" is the largest most powerful gun ever mounted on an aircraft. It can fire 2.5 lb depleted uranium shells at a rate of 4,200 rounds / minute into a target 4,000 feet away with 80% accuracy. The energy of these rounds fired is enough to rip through the armor of any Main Battle Tank currently in service o Anything that moves on the battlefield can be annihilated by the firepower of this awesome weapon. Maverick (MAV): --------------- Effective Against: Tanks, Vehicles The Hughes Aircraft AGM-65D IIR (Imaging InfraRed) Maverick is a fire and forget air-to-ground missile system capable of engaging targets at ranges of up to five miles under ideal conditions. The Maverick's infrared heat seeker locks onto the heat emitted by the target vehicle; this enables it to home in on a target without guidance from the aircraft once it is launched. The Maverick's charged warhead can vaporize the armor of any tank currently fielded by the Warsaw Pact. Operationally, the Maverick is a very lethal system, obtaining an 85% kill probability in weapons trials. Any vehicle or grounded aircraft can be taken out with Mavericks. ----------------------------------------------------------------------------- Paveway Laser Guided Bombs (LGB): --------------------------------- Effective Against: Bridges, Bunkers, Buildings, Installations Another precision munition carried by the A-10 is the Texas Instruments GBU-10E Paveway II Mk 84 laser-guided 2,000lb bomb. The Paveway is basically an 'iron bomb' with a laser seeker and control surfaces added. A typical attack profile is as follows: The pilot locks onto a target illuminated by a ground or air based laser using the A-10s Pave Penny acquisition pod. Then he releases the weapon which glides to the target on its own, making mid-flight corrections as needed. Paveway is most effective against hard targets such as bridges, hardened aircraft revetments, and large buildings. Honeywell Mk 20 Rockeye II Cluster Bomb (ROC): ---------------------------------------------- Effective Against: Vehicles Despite the addition of a laser seeker on the newest versions, Rockeye is not considered a precision munition. The Rockeye relies on the 'scatter effect' of up to 150 armor piercing and high explosive bomblets to destroy its target. Anything within its lethal radius (about 500 feet) is certain to be damaged, and stands a fair chance of being totally destroyed. The Rockeye is most effective against lightly armored vehicles, (BRDM 3s, ACRVs, Mobile SAM launchers, grounded aircraft) but a luck hit can kill a tank. Matra Durandal Anti-Runway Penetration Bomb (DUR): -------------------------------------------------- Effective Against: Airstrips The Durandal is a very specialized weapon that is devastatingly effective against certain types of ground targets. It consists of a large HE (High Explosive) warhead encased in a very hard steel jacket attached to a rocket motor. After launch, the ordnance releases a drag chute and falls until it is pointing straight down. Then the rocket motor fires, driving the Durandal deep into the target where it detonates. This explosion causes a huge 'heave effect' which can shatter reinforced concrete and make a runway unusable with only a single hit. In addition to runways, the Durandal is particularly effective against bunkers and underground fuel tanks. AIM 9L Sidewinder (SID): ------------------------ Effective Against: Aircraft The AIM 9L Sidewinder is an air-to-air heat seeking missile with all-aspect tracking capability; this enables the missile to lock onto an enemy plane even if it's nose-to-nose with the A-10. The effective range for a sidewinder is about 5 miles. ----------------------------------------------------------------------------- VEHICLE DESCRIPTIONS ==================== Hostile Units (See Tactical Information Display) ------------------------------------------------------- T-72, T-80 Main Battle Tank --------------------------- Primary armament: 125mm cannon Top Speed: 60km/h Threat to the A-10: none The T-80 is a threat to anything on the ground. Its powerful 125mm cannon can take out other tanks, tank destroyers, SAM launchers, and buildings. The Avenger and Mavericks are the best way to engage it, although a Rockeye will sometimes destroy it. The A-10 'Tank Killer' was designed to take out tanks like the T-80 BMP-2 Infantry Fighting Vehicle ------------------------------- Primary armament: 30mm cannon Top Speed: 63km/h Threat to the A-10: none The BMP-2 is a lightly armored, tracked vehicle. It is designed to carry troops on the battlefield. It's small cannon allows it engage lightly armored vehicles like trucks, but it's no match for a tank. Engage it with the Avenger, a Rockeye, or a Maverick. ACRV-2 Command Vehicle ---------------------- Primary armament: none Top speed: 58km/h Threat to the A-10: none The ACRV-2 is a lightly armored, track vehicle designed to serve as a mobile command post. It is unarmed. Engage it with the Avenger, a Maverick, or a Rockeye. BRDM-3 Tank Destroyer --------------------- Primary armament: Anti-tank missile Top speed: 90km/h Threat to the A-10: none The BRDM-3 presents a great threat to any friendly tanks. Its weapon range is greater than that of the M1 Abrams. Engage it with the Avenger, a Maverick, or a Rockeye. ----------------------------------------------------------------------------- Zil-157 Truck ------------- Top speed: 90km/h Threat to the A-10: none The Zil-157 is the standard Soviet truck. It's used to transport troops, supplies, ammunition, and equipment. SA-6 Gainful, SA-11 Gadfly SAM Launchers ---------------------------------------- Primary armament: Surface-to-Air Radar-Guided Missiles Top speed: 58km/h Threat to the A-10: GREAT The SA-6 and SA-11 are mobile surface-to-air missile launchers. The missiles track the A-10 with a radar guidance system. The system can sometimes be fooled by dropping chaff which distracts the missile away from the A-10. The missiles do great damage to the A-10. The SA-11 has a much greater range than the SA-6. Engaging a SAM with the A-10 is dangerous, but can be done with the Avenger, a Maverick, or a Rockeye. (For more information See: Defensive Weapons Systems and Tactics Against SAMs) SA-9 Gaskin, SA-13 Gopher SAM Launchers --------------------------------------- Primary armament: Surface-to-Air Infrared-Homing Missiles Top speed: 90km/h Threat to the A-10: GREAT The SA-9 and SA-13 are mobile surface-to-air missile launchers. The missiles home-in on the A-10 with an infrared heat-seeking system. They can sometimes be distracted by dropping a flare. These systems have a smaller range than their radar-guided counterparts (the SA-6 and SA-11). Engaging a SAM with the A-10 is dangerous, but can be done with the Avenger, a Maverick, or a Rockeye. (For more information See: Defensive Weapons Systems and Tactics Against SAMs) Mi-24 Hind Assault Helicopter ----------------------------- Primary armament: Anti-tank missiles Top speed: 320km/h Threat to the A-10: none The Hind is a fast, assault helicopter. It presents a great danger to your friendly gound forces. It is particulary effective against the M1 Abrams. It can be engaged with a Sidewinder, and skilled A-10 pilots can shoot it down with the Avenger. ----------------------------------------------------------------------------- MiG-27 Foxbat Strike Fighter ---------------------------- Primary armament: A variety of weapons mounted on the wings, including anti-aircraft missiles and bombs. Top speed: 800 knots Threat to the A-10: GREAT The Foxbat can engage anything on the battlefield or in the air. Its anti-aircraft missiles can damage the A-10. It can be engaged with a Sidewinder, and a lucky Avenger shot could damage it. FRIENDLIES ========== M1 Abrams Main Battle Tank -------------------------- Primary armament: 120mm cannon Top speed: 70km/h The M1 Abrams is effective against most ground targets. The A-10 should provide close-air support for the M1, especially when there are tank destroyers or Hind helicopters in the area. M2 Bradely Infantry Fighting Vehicle ------------------------------------ Primary armament: 25mm chaingun Top speed: 65km/h The M2 is the US counterpart of the BMP-2. It can engage lightly armored targets, but should avoid one-on-one confrontations with tanks. M48 Chaparral SAM Launcher -------------------------- Primary armament: Surface-to-air Infrared-homing missile Top speed: 60km/h The M48 is the standard air defense weapon system of the US. It can take out Hind helicopters and the MiG-27 Foxbats. When the A-10 is threatened by a MiG, ducking beneath the 'umbrella' of an M48 is a smart move. Farms ----- Farms are considered neutral civilian targets, and should not be attacked. ----------------------------------------------------------------------------- Bridges, Buildings, Supply Dumps, Bases, etc. --------------------------------------------- Structures such as these can be engaged with the Paveway LGB. However, before dropping an LGB on one, make sure that the mission objectives call for it to be destroyed. Taking out a bridge which US forces plan on crossing is not a smart tactic. Airstrips --------- Airstrips controlled by the enemy can be destroyed with the Durandal. DEFENSIVE WEAPONS SYSTEMS ========================= ALQ-119 ECM Jamming pod: This pod hangs on the outside pylon of the left wing of the A-10. It has jammers which can temporarily confuse the radar acquisition systems on SAM launchers. This gives the A-10 pilot a little extra time before hostile SAMs launch. Jammed launchers are indicated by a blinking dot on the RWR. Flare: This is a small heat-emitting decoy that the A-10 pilot can release. It will sometimes fool an incoming infrared-homing SAM into tracking it instead of the A-10. It's useful against the SA-9 and SA-13. Chaff: This is a cartridge which releases a cloud of small tin foil strips. The cloud will reflect enemy radar and blind it for a few seconds. This will sometimes give the A-10 enough time to escape an incoming radar-guided SAM (such as the SA-6 and SA-11). (See Radar Warning Receiver) ----------------------------------------------------------------------------- FLIGHT INSTRUCTIONS =================== (See Controls) ---The Take Off--- In most of the missions you will start off on the runway. Taking off is simple: Give the A-10 full throttle, and pull back on the stick. When you have enough speed, you'll lift off. With less than full throttle, you may run out of runway. Even this is rarely fatal. Recently an A-10 of the 81st Tactical Fighter Wing missed its takeoff and crashed into a beet field. The A-10 sustained very little damage. ---Landing--- It is not necessary to land in A-10 Tank Killer. You may quit at any time by pressing Q. This will end the mission and return you to base safely. If you want to experience a landing, here's how. Line up about 4000 meters from the runway, flying in parallel toward the runway. Use the rudder to make small adjustments to your heading to get lined up exactly. Bring your throttle down to 4. Come to an altitude of about 100 feet and guide the A-10 in. Your copilot will automatically drop the flaps and landing gear for you. Once you set down, bring throttle down to 1. ---Taxing--- If you land, and the mission isn't over you'll want to take off again. To do this, you'll need to turn the A-10 around so you have enough runway. To taxi use a little throttle. For convience, you can guide the A-10 on the ground with the rudder or alieron controls. ---Flight--- Aircraft are guided by control surfaces on the wings and tail, and by the amount of thrust generated by the engines. Ailerons on the wings control the roll of the A-10, and indirectly the heading. The tail controls the pitch, and the rudder controls the heading. Climbing and Diving ------------------- To gain altitude, go into a climb. Just pull back on the stick until the A-10 is oriented upward (positive pitch). Continue climbing until you reach the altitude you want. A dive is just the opposite. Push forward on the stick to lose altitude. ----------------------------------------------------------------------------- Turning ------- There are several ways to execute a turn. The simplest way to turn is to move the stick left (or right). This will bank the A-10 slightly and will begin a turn. The more you bank, the more the A-10 will turn. When you've almost reached the heading you want, level the A-10 off. A faster turn can be executed by moving the stick to the left (or right), and then pulling it back. This is the fastest way of changing heading. However it's very easy to overshoot the heading you want, unless the A-10 was rolled exactly 90 degrees, you will also change your pitch. Small adjustments to the heading can be made with the rudder. Using the rudder is the slowest way to turn, but it doesn't affect the pitch and it's the most precise. Usually you'll want to start a turn by moving the stick left (or right), get close to the heading you want, level the A-10 off, and then make the final adjustments to heading with the rudder. Speed and Stalls ---------------- Speed is controlled by the throttle. Full throttle, Full speed. A stall happens when the plane is moving through the air to slowly. Lift is lost and the control surfaces don't work properly. The A-10 will nose down until the air speed is greater than the stall speed. To avoid stalls, keep the throttle at 4 or higher. Don't stall at low altitude unless you enjoy crashing. COMBAT TACTICS ============== The A-10 is a special kind of aircraft -- it's a combat aircraft armed to the teeth. Finding the Target ------------------ Find the target you want on the Strategic Map, and then select it (See pg. 24) You can select it either by positioning the arrow over it and clicking on it, or by sequencing through all the targets with the arrow buttons. The selected target will be highlighted on the map by a black square around it. The information display on the right will give you the bearing and distance of the target from your current position. Return to the front cockpit view (F1). The destination indicator above the compass tape on the HUD will guide you to the target. Just change your heading until the destination indicator (a small triangle) is centered on the tape. You are now heading directly towards the target. Stay low, and go full throttle and you'll reach the target. When you get near the target, it should appear in the TID screen. ----------------------------------------------------------------------------- Attack Tactics -------------- When you're about 7000 meters from the target, slow down to attack speed - a throttle setting of 3 or 4. This will give you enough time to line up on the target. Select the proper weapon type to use against the target. o Against Tanks: Select Avenger 30mm cannon, or select a MAVerick. o Against Other Vechicles: Select Avenger, MAVerick, or ROCkeye cluster bomb (especially if there are several close together). o Against Bridges, Bunkers, Buildings, or Installations: Select LGB. o Against Airstrips: Select DURandal. o Against Aircraft: Select SIDewinder. An Avenger Attack Run --------------------- The Avenger is an unguided weapon, it's fixed to the fuselage of the A-10. You must position the sight over the target and fire. To set up a run, stay low (about 150 feet) and come in at slow speed. Line up on the target. Use the rudder to get lined up exactly on the target. Stay lined up, and at about 3000m, pitch the plane so that the cross hair is exactly over the target. FIRE! If there are several targets before you, use the rudder to spread the Avenger fire across them. Often you can eliminate an entire tank platoon in seconds! Another useful tactic to score a is 'Walking the Fire' across the target. When the cross hairs are below the target, begin firing. Pull the impact point of the shells across the target by pulling back on the stick. If you miss some of the targets on the first run, take a second run. Fly past the targets at full throttle for about 7 seconds. Throttle back down to a slower speed, and whell the A-10 about with either a quick turn or a loop and half-roll. Line up again and finish off the target! Other Weapons ------------- The other weapons are simpler to score a hit with. Keep the target in the HUD. Sequence through all the targets on the HUD until the one you want is displayed in the TID and is selected on the HUD. Make sure the proper weapon type is selected. When the target is within range, a LOCKED will appear on the HUD next to the weapon type. ----------------------------------------------------------------------------- To see the full force of the attack switch to one of the cinematic views (F8, F9 or F10). (See A-10 Views) The LGB and Rockeye are guided bombs, whereas the Maverick and Sidewinder are missiles. With the LGB and Rockeye, the lock on range is smaller. Avenger vs. Maverick -------------------- Both weapons have the same purpose: To Kill Tanks. You'll have to decide which to use on each attack run. The Maverick is easier to use. Select the target you want on the TID, wait for LOCKED, and fire. The guidance system will ensure the Maverick hits the target. The Maverick has greater range than the Avenger cannon, however, you have fewer Mavericks than Avenger bursts. If you pop up over a hill and there's a SAM staring at you, it's better to take it out with the Avenger. Avenger shells are faster than a Maverick, and in quick draws like this the Avenger comes out on top. Trying to quick draw on a SAM with a Maverick is risky at best. The Avenger is the most cost effective way to kill tanks. An Avenger burst costs a fraction of a Maverick missile. Dogfights --------- Although the A-10 was not designed for dogfighting, A-10 pilots do not consider MiGs an unconquerable threat. At high altitudes the A-10 is at a distinct disadvantage, but at low altitudes a MiG has a hard time manuevering. When you spot a MiG, keep him in front of you. If you have a sidewinder, fire it as soon as you achieve lock-on. At close ranges, you can try to hit the MiG with an Avenger burst -- but this is very difficult. If you're out of Sidewinder, mister you're in trouble. Your best chance is to stay low, drop flares when necessary, and run toward the 'umbrella' of a friendly SAM. If the MiG follows you into the 'umbrella', there's a good chance it will be shot down. The A-10 can clean up against Hind helicopters. The Hind was not designed for air-to-air combat. You can use Sidewinders against a Hind, or just the Avenger. The Hind is much slower than a MiG, and with practice a good pilot can take out a Hind quickly with the Avenger. ----------------------------------------------------------------------------- Defensive Tactics Against SAMs ------------------------------ Stay low. The lower you fly, the greater the chance that the terrain will hide you from SAM launchers. Use the Strategic Map to stay outside the range of SAM launchers. Monitor the RWR to see what SAM threats are out there. When a SAM is coming at you, there are some tactics to try. If there's a hill nearby, duck behind it. If the SAM is radar guided (indicated by the right most light abot the blinking RWR), drop some chaff to distract it. If it has Infra Red homing (indicated by the left most light above the blinking RWR), then drop a flare or two. As a last resort, attempt to out-turn the SAM. This is very difficult. If you find yourself in a quick draw with a SAM launcher, you can try and take it out with the Avenger before it launches. MISSION PLAN ============ In the briefing Commander Cord will let you know what your mission objectives are, and what the priorities are. Once you're in the A-10, review the Strategic Map. It will familiarize you with the battle. Make a Flight Plan. However, due to the dynamic nature of land battles, you'll probably have to alter your Flight Plan several times. You will be receiving new orders and distress calls over the radio during the mission. Stay alert and stay flexible. Always keep your objectives in mind. ----------------------------------------------------------------------------- A-10 PILOT INTERVIEW ==================== What Tactics are employed when a SAM is launched at the A-10? "In the first place, stay low to avoid SAM operators from acquiring the A-10. Once a SAM is launched, make a 3-D break away from the SAM. Additionally, flares can be dropped to decoy IR seeking missiles, and chaff are used on radar guided missiles." What tactics are used when an enemy fighter, say a MiG, is spotted? "Keep him in front of you. Don't let him on your tail. You can engage the fighter with sidewinders. Two sidewinders can be loaded on either outside pylon. The gun, although not very effective in shooting down aircraft, is very effective in making the enemy fighter take a defensive stance." In actual combat, how low would you fly? "Between 100 and 400 feet." What's the role of the A-10? "Close Air Support, we call it CAS. We support ground troops in close proximity, which is defined as operating within 1000 yards of friendly forces. What's the difference between the role of the A-10, and the role of an attack helicopter? "The roles are identical. Both aircraft provide Close Air Support. However, the capabilities of an attack helicopter are different." In what way? "Hiding for example. A helicopter hides by hovering low behind some trees, or by actuall landing in an open field. The A-10, since it must keep moving, would hide by flying low behind a ridge or hill. Helicopters are not as survivable as the A-10. One or two hits on a helicopter will generally cripple it, whereas the A-10 was designed to take hits. In Viet Nam, aircraft were hit quite a bit, so survivability was an important factor. Also, the A-10 can carry more ordnance. Helicopters carry about 2,000 lbs. The A-10 can carry 15,000 lbs." The F16 is a ground attack aircraft, what's the difference between the A-10's role and the F16's role? "The F16 is a fast aircraft. It is used for deep interdiction strikes into enemy territory -- taking out a bridge behind enemy lines, for example. It can get in, strike, and get out. The A-10 can fly much slower than the F16. This is essential for Close Air Support. A-10 pilots can operate in a dynamic environment, where targets are moving rapidly and are well camouflaged. An A-10 pilot can spot a ground unit, identify it, wheel about, and destroy it. An F16 wouldn't even know it was there. ----------------------------------------------------------------------------- What would a typical mission consist of? "In an actual war, say in Central Europe, an A-10 pilot would go out and fly low to a contact point. At the contact point,the pilot would talk to a ground commander, who might say 'Four enemy tanks were spotted in the open moving south bound at XX coordinates, and travelling at a speed of Y. You're cleared to go ahead and engage them.' The contact would also let the pilot know what SAM threats are in the area, and what friendlies he should expect to see." What's it like to fire the gun? "The gun is very loud. It shakes the entire aircraft. You never get used to it." What about firing a Maverick? "What's nice about a Maverick is that you hear nothing. It releases and moves out in front of you. You can see the engine and the smoke. Whereas the gun is an audio experience, the Maverick is visual." ----------------------------------------------------------------------------- DESIGN NOTES ============ Our motivation for doing this product was the A-10 itself. It is perfec material for a high paced challenging simulation. The A-10 is designed to fight in a high threat environment, where the fronts of two armies meet. In the midst of all this chaos, an A-10 pilot has to make snap tactical decisions and adjust his plans according to the dynamics of the battlefield situation. The A-10 has a lot of personality. Officially it's called the Thunderbolt II, but fliers call it the Warthog. A-10 pilots are called 'Hog-drivers'. Ground troops refer to the A-10 as the Devil's Cross. Due to it's shape, tank commanders have a hard time telling if it's flying away or approaching. It's no wonder that this makes them nervous....the Avenger cannon can rip a tank apart in seconds. In building A-10 Tank Killer, we wanted to create an experience that captured the personality and feel of the A-10. We especially wanted to create an experience that FELT LIKE THE REAL THING. We did extensive research on the plane itself (flight specifications, weapon data, etc.) to get the simulation accurate. But numbers don't tell you what it's like to really fly an A-10. So, we interviewed A-10 pilots to get a human perspective on the experience. One pilot remarked "Flying the A-10 is fun. Can you get that across in your simulation?" We'll leave that question up to you. We wanted A-10 Tank Killer to be entertaining. That's why we choose to compress time. It keeps the pace high. All the dull moments spent ferrying back and forth to the front are squeezed out with time compression. We also choose to go with a two seater A-10. There aren't very many of them in service, but we felt that it was important to have that colorful talk that you get from your co-pilot. In order to pull this product off properly, we had to overcome a lot of challenges. We optimized our 3-D graphics for the fifth time in four years. We wrote several 256-color drawing routines which were faster than out 16-color drawing routines. And, we developed a digitizing process involving a photo-lab, real actors, costumes, and on-location photo-shoots. This last bit of technology was necessary because we knew that the hand-drawn, cartoonish look seen in most 16-color games wouldn't carry our desire to make A-10 Tank Killer FEEL LIKE THE REAL THING. Our graphics had to look real, especially when we were going to be supporting 256 color VGA systems. We think all of this effort was worth it and we hope that you enjoy playing A-10 Tank Killer as much as we enjoyed building it. Here's to flying low and hitting hard. ----------------------------------------------------------------------------- Brought to you By Lord Delos of GreyHaven 708 - 551 - 9461 EveryOne Welcome REFORMATTED BY SEWERCIDE 02/91. behind it. If the SAM is radar guided (indicated by the right most light abot the blinking RWR), drop some chaff to distract it. If it has Infra Red homing (indicated by the left most light above the blinking RWR), then drop a flare or two. As a last resort, attempt to out-turn the SAM. This is very difficult. If you find yourself in a quick draw with a SAM launcher, you can try and take it out with the Avenger before it launches. 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Since time immemorial, it has served mankind as a place of solace, camaraderie and entertainment. Joe the Bartender slides you a beer, you tell him your troubles, maybe have a pickled egg, a few beer nuts. Some buddies show up. You buy a round. Next thing you know, you're on the faculty at M.I.T. Yeah, bars are amazing sociological phenomena. They can be quiet or loud, cozy or cavernous, dark dives or trendy pyrotechnic palaces. But they all have one thing in common: Games. Bar Games. Let's face it: Bar Games are what made America great. If, as the Britons say, the First Great War was won on the playing fields of Eton... well, then the Second Great War was won in Harry's Tavern, somewhere between the pool table and the dart board. We need it. We crave it. Competition. The thrill of victory, and the agony of an Air Hockey puck in the teeth. You know what I'm talking about. Maybe you've lost a buck or two at Liar's Dice. Or lost your innocence to some Pick-up Artist. (The keenly competitive mating rituals of your common bar patron can be a sight to see. Somebody oughta do a PBS documentary.) Yeah, BAR GAMES. The REAL American pastime. ~~~~ HOW TO INSTALL ONTO A HARD DRIVE 1. Boot up the computer and hard disk using the appropriate steps for the hard disk. 2. Insert Disk 1 of BAR GAMES into any drive. 3. Double-click on BAR GAMES disk icon. 4. Double-click on "HD Install" icon. 5. Type the path (such as dh0: or dh1: to copy BAR GAMES programs and press return. 6. When prompted, replace the program disk with the data disk. GETTING STARTED BAR GAMES will run on Amiga models 500, 100, and 2000. You need at least 512K to play. If your machine has only 512K and you have any trouble booting BAR GAMES, disconnect any external drives to free up memory. BOOTING UP BAR GAMES 1. Insert Disk 1 of BAR GAMES into DF0:. If you have more than one disk drive, insert Disk 2 of BAR GAMES into another drive. 2. Following the title screen and credits, you'll be ask to identify a glass on the screen. (This annoyance has been removed by SKID ROW!) You can also run BAR GAMES from Workbench or Harddrive, but more than 512K is recommended. BAR GAMES assumes you have "mathtrans.library" in your libs: directory on Workbench. If for some reason you don't, the copy that file from the libs: directory of the BAR GAMES disk to libs: directory of Workbench. CHOOSE YOUR POISON After successfully identifying the bar glass, use LEFT/RIGHT arrow keys (or joystick LEFT/RIGHT) to advance through the pages of the BAR GAMES Menu. Press RETURN (FIRE button) to select items on the menu. HOW TO ENTER NAME ONTO THE PLAYER ROSTER Before playing an event, you must enter in the name (up to eight characters) of each player. 1. Use the Up/Down arrow keys (Forward/Back on joystick) to position the on-screen arrow next to the number of the player you want to name or edit, then press RETURN (or FIRE button). 2. Type the name of a player followed by RETURN. Use the BACKSPACE and DELETE keys as needed. 3. When all names (up to four) have been entered, press the RIGHT arrow key (or move the joystick to the right) to advance to page three of the BAR GAMES Menu. From there you can select and Single Event to play. If you wish to play a tournament, press the RIGHT arrow key once to advance to page 4. PLAYING A SINGLE EVENT Each of the events of BAR GAMES can be played individually. 1. Use the UP/DOWN arrow keys (Forward/Back on joystick) to indicate which one of the following events you want to play: LIAR'S DICE WET'N WILD LAST CALL AIR HOCKEY PICK-UP ARTIST 2. Press RETURN (Or FIRE button) to play that event. PLAYING A TOURNAMENT In the tournament, players face each challenge in succession, starting with LIAR'S DICE, then WET'N WILD, etc. Player ONE always plays each event first (no "honors", where the highest score from the previous event goes first). 1. Use the LEFT/RIGHT arrow keys (Left/Right on joystick) until the Tournament Menu is visible (page 4) 2. Press RETURN key (FIRE button) to start the tournament. VIEWING HIGH SCORES The high scores are shown in the last several pages of the BAR GAMES Menu. Use the LEFT/RIGHT arrows (Left/Right on joystick) to flip the pages of the BAR GAMES Menu until the desired high scores are visible. TOURNAMENT STANDINGS When you complete a tournament,the Tournament Standings screen lists the order of finish for the tournament just played. LEAVE THE BAR Takes you back to Workbench. 1. Use the LEFT/RIGHT arrows key until the last page of the BAR GAMES Menu is visible (page 12). At the bottom of the page, a "Leave the bar" option appears. 2. Press RETURN to leave the bar. Only tournament high scores are saved when you leave the bar - but not Single Event scores. CONTROLS You can use either the keyboard or joystick to play BAR GAMES. Additional keyboard controls: HELP During a game, takes you to a Help screen; Space Bar resumes the game. ESC Pauses the game. Hit any key to resume. CTRL+Q During a game, voids the game and returns you to the BAR GAMES Menu; during a tournament, voids the game and the entire tournament, and returns you to the BAR GAMES Menu. EVENTS Rowdy nonstop action is the essence of BAR GAMES. Of course, in any evening's festivity, there are those occasional moments when one must answer the call of nature... or perhaps some other equally urgent imperative. To PAUSE the game at any time, press ESC. To restart, hit any key. OK, here's the lineup: LIAR'S DICE Each player begins this game with 100 chips. There are ten rounds. If, however, your chip total becomes zero at the end of any round, the game is over. Each round opens with your first WAGER (in increments of five, from 5 to 500 chips - although, of course,you cannot WAGER more chips than you have.) To WAGER,use the UP/DOWN arrow keys to increase or decrease your wager in five chip increments. To increase or decrease your wager in 50 chip increments,use the LEFT/RIGHT arrow keys. Then press RETURN (or FIRE). The POT is then set to twice your wager (because your opponent, the "bartender", matches your wager). The dice are automatically shaken, thrown. Your five dice appear on the bottom left corner of the screen, and the word BID is highlighted. Now someone must make a BID. The object is to guess the best possible hand that combines your dice with those of your computer opponent. The higher the number of dice of the same face value, the better the hand. For example, six Twos beats five Twos. But if the number of dice in opposing bids are the same,the higher hand is the one whose die value (pips of dice - a pip, in this case, is a dot on a die,not a back up singer to Gladys) is higher. For example, a bid of six Threes is higher than six Twos. Bluffing, and calling bluffs, are important elements of the game - hence the name, Liar's Dice. In Round 1, you BID first. In Rounds 2-10, the first bidder is whomever won the previous round. To BID, use the LEFT/RIGHT arrow keys (or joystick) to highlight: o the NUMBER (1-10) of dice bid, o the DIE, o or the word BID. When BID is highlighted, you can use the DOWN arrow key (or joystick) to highlight the word CALL. If you decide not to CALL, use the UP arrow key (or joystick) to enter the BID. When NUMBER is highlighted, use the UP/DOWN arrow keys (or joystick) to increase/decrease the number of dice (1-10) in your bid. When the DIE is highlighted, the UP/DOWN arrow keys will cycle the die to show from 1 to 6 pips. Once you've got your "number of a kind" ready to bid, highlight BID and press RETURN (or FIRE). You opponent will then either bid higher, or call your bid. If she bids higher, and you wish to call her bid, highlight CALL and press RETURN (or FIRE). * Scoring YOU WIN if: You CALL your computer opponent and her bid is higher than the actual combination of hands; or your opponent CALLS your BID, and the actual combination of hands is equal to, or greater than your bid. YOU LOOSE if: You CALL the computer opponent and her bid is equal to or less than the actual combination of hands; or Your opponent CALLS your BID, and the actual combination of hands is less than your BID. * Things to Keep in Mind - To speed up the game, press RETURN or FIRE when the computer opponent is "thinking" during her turn to BID. She will then instantly make her bid. - Aces (dice showing one pip) are "wild" - that is, counted as the same die face value as each bid. - The pot automatically doubles when a bid of six or more of any die face is made. Don't worry - this happens without you wagering more chips. * Tournament Mode Player One plays ten rounds, then Player Two plays ten rounds, etc., until all players have played ten rounds - unless any player's chip total hits zero at the end of any round. WET'N WILD Better known as a Wet T-Shirt Contest, the object of this lubricious enter- tainment is to dunk as many buckets of water as you can from a catwalk onto a contestant on a stage below. You get a maximum of 16 buckets and one minute per round to get the hardbody below at least 80% wet. Each time you do, you move on to a new contestant. There are 8 possible ROUNDS. A round is over when all your buckets are empty OR the time hits zero OR you have gotten a contestant 100% wet. The GAME is over when you fail to get any contestant at least 80% wet, or when the timer hits zero in the final (8th) round. To MOVE YOUR MAN along the catwalk, use the LEFT/RIGHT arrow keys or the joystick. Press SPACE BAR or FIRE button to dump the BUCKET OF WATER that your MAN is standing above. Each bucket can be tipped only once per round. * Contestant Interference In Rounds 3, 4, 7 and 8, the previous round's contestant will walk out onto the catwalk and try to kick off your buckets. Once a bucket is kicked off, it is lost for the game. (See Scoring and Extra Buckets below.) To stop inter- ference, bump the interlopers with your man - they will immediately retreat. But they'll be back, so keep on your toes. * Heads Up In Rounds 5 and 6, a malicious little man randomly appears through trap doors above the catwalk. He will gleefully try to drop BOWLING BALLS, 1-TON WEIGHTS, BOMBS and BARRELS on your head. If he hits you, your head will literally spin... putting you out of commission for precious seconds. At the bottom of the screen is a bank of 20 LIGHTS. If you dump a bucket onto any LIGHT that is on - and you don't hit the contestant below - your man will get the SHOCK of his life. (Indeed his hair will stand on end.) He will also be frozen in place until the shock is over. * Scoring and Extra Buckets You can earn points for each percentage point that you get any contestant wet. Check the WETNESS GAUGE, a horizontal bar above the contestant's name, to see how wet you've gotten the contestant. Direct hit = 25% Wet Near hit = 12% Wet Marginal hit = 6% Wet Miss = 0% Wet For every 200 points you score, you earn one EXTRA BUCKET. These appear only at the beginning of succeeding rounds, and only replace those buckets kicked off by earlier contestants. If you get any contestant 100% wet, you earn 5 BONUS POINTS for each second remaining in the round, as well as 10 BONUS POINTS for each unused bucket remaining. (No bonus points for unused Extra Buckets.) * Tournament Mode The game alternates between players after each round (or contestant). LAST CALL You are the bartender. Your job: Slide mugs of beer down a long, sleek, 3-tiered bar to thirsty patrons. Precision throwing is a pure art - too weak, and the mug slides off the bar short of the mark; too strong, and the mug goes tumbling over your customer's outstretched hand. Each of the four rounds consists of a one hour shift,and the rounds take place on four consecutive "nights" - Tuesday, Wednesday, Thursday and Friday. Naturally, as you head into the weekend, each night is a lot tougher than the preceding one. * Beer Quota Each shift has a quota of beers that must be served successfully. The BAR is a single connected surface, but on the screen it is divided into 3 tiers. Thus, if you slide a beer to the far end of the bar, it will move left to right across each tier in succession from the bottom of the screen to the top. At full capacity, your bar seats sixteen patrons - seven on the top tier, seven in the middle, two on the bottom (closest to the bartender). Near the bottom of the screen are a DIGITAL CLOCK, a POWER BAR, the number of BEERS SERVED and your SCORE. The DIGITAL CLOCK, surprisingly enough, keeps track of the time remaining in your shift. The POWER BAR let you determine how far you want to make a mug slide along the bartop. You do this by pressing the Space Bar or FIRE button, which starts the "mercury" of the POWER BAR moving from left to right. When the mercury hits what you think is the appropriate spot on the POWER BAR, hit the Space Bar or FIRE button again to send the beer down the bar. The first segment of the POWER BAR lets you see the mercury begin to travel. The next three segments represent the three tiers of the bar. The fifth and final segment represents "too far" - that is, past the upper tier of the bar. * Scoring You start out the first night with 32 beer mugs. If you break one, it's gone for good. However, you earn additional mugs for every 100 points. How do you score points? Accurately served beers are worth 25 points each. You also earn 5 bonus points for each minute left on your shift after you served your quota. All patrons raise their hand to order a beer. It's important to note the order in which the patrons raise their hands - because that's the order in which you must fill their requests. More patrons will appear on each succeeding night, which means that you will have to fill more orders in the same amount of time. After the first night, patrons are more thirsty as well; each wants two beers (not at the same time) instead of one. And, just to make things a bit tougher, on Thursday night the first measuring line on the POWER BAR disappears, and on Friday the first measuring line re- appears, and the second line is gone. * Tournament Mode The game alternates between players after each shift. All players serve a shift on Tuesday, then Wednesday, etc. A player must meet his nightly quota in order to advance to the next shift. AIR HOCKEY A simple game that requires complex motor skills, always present in any bar situation. On screen is a standard air hockey table. The object is to score goals by using your PADDLE to knock the PUCK into the slot (goal) on the opponent's end of the table. Press the Space Bar or FIRE button to start each new round. Move your PADDLE with the arrow keys or the joystick. You can also press the Space Bar or FIRE button - the paddle will move forward a bit,then back to its original position (In addition, you can use the numeric keypad to direct the paddle in three directions: horizontally, vertically, and diagonally.) If you score, the PUCK reappears at the center line, the moves toward your opponent; if your opponent scores, then vice-versa. The first to score seven goals wins the round. * Scoring You play four opponents - Clyde, Nina,Willard and Barbi - in that order. Each new opponent is tougher,and you must beat each of them two out of three rounds in order to advance. As you advance, goals are worth more points and the bonus "constant" is higher (see chart below). Here's how the bonus structure works, using Barbi as an opponent: You get a bonus of 75 points for each goal in the margin of victory - that is, if you beat Barbi 7 to 4,the margin of victory is 7 - 4 = 3,so you get 3 x 75 or 255 bonus points. NAME POINTS/GOAL BONUS CONSTANT Clyde 25 25 Nina 40 40 Willard 60 60 Barbi 75 75 * Tournament Mode The game alternates between players after someone (computer player or human) wins two out of three rounds. PICK-UP ARTIST The bar game to end all bar games - and probably why bars were invented in the first place. In our version of this not-so-trivial pursuit, you first espy three lovely ladies sitting at the bar on a Wednesday night with their backs turned to you. From one of these three lovelies, you receive a secret message, the upshot of which is that she wants to meet you and that she is wearing a flower. Thus you have... * The Overiding Objective Employing your best pick-up lines, find the girl with the flower on Wednesday night, so that you can take her on a series of three dates. If you can satisfy her conversational desires on Thursday, Friday, and Saturday as well - then you receive the big Weekend Reward. If that sounds easy, you haven't been riding on the dating circuit in a while. * How it Works if You're Infallible Once you gather enough gumption to strike up a conversation, there are some basic conversational guidelines. No matter which girl you choose to talk to on the first night (Wednesday), the computer will ask you a series of three questions, and you have three possible replies to each question. (See "The Mechanic" section below to learn how to select girls and replies.) If you select the correct replies to all three questions - AND she is the one with the flower - then you can earn the right to take her on a date Thursday, the next night. On Thursday, it's just you and her, one on one. But again,you are asked three questions, and you have three possible responses to each one. If you select the right one each time, you get to take her on another date on Friday night. Once again, you face three more questions, have three more potential replies and if you're 100 percent right, it's on to Saturday's dream date. On Saturday, the formula continues. Three successive questions from her, three ripe responses for you to choose from for each question, and if you dazzle her all three times - you win. * How it Works if You're Human However, if you don't select the right response to each question, things are not so simple. Like love and life, final success in Pick-up Artist takes time and training. Let's examine the price of failure. - The First Night: As we said, the goal on Wednesday is to find the girl with the flower. You fail in this quest if you do not find the girl with the flower and answer all the questions correctly. For example, you choose a girl to talk to. The computer asks you a question, you select a response, but she rejects it. You'll know this immediately by her withering reply, and she disappears. Now two girls remain and you must select one to talk to. If you select an incorrect response for this girl, she disappears, leaving you with the last girl. If you select a wrong response for her, then your first night is a blowout. But remember, the goal on the first night is to find the girl with the flower. So even if you select three correct responses for any girl, if she isn't the one with the flower, you don't go on your first date. What do you do if you don't find the flower girl on the first night? Like any healthy, red-blooded male, you come back the next night, and try again with the same three girls in the same bar with the same questions and responses. (Be careful, however, a different girl could be wearing the flower on the second night.) If you strike out on the second night, too, you must return the third night. and so on, until you find the girl with the flower. You only get four nights (Wednesday through Saturday), however, to find the flower girl. - The Other Three Nights Once you find the flower girl, the following night becomes your first date. And the goal now is to answer all questions correctly to become eligible for another date. If you fail to answer all the questions correctly during any date, then you strike out and are returned the next night to the bar - to find the flower girl all over again. Remember, there's only four nights in this game. So in order to score the ultimate, you must find the flower girl on the FIRST NIGHT (Wednesday), then succeed on three successive dates (Thursday, Friday, and Saturday) * The Mechanics 1. To select a girl to talk to: o Press Space Bar (or FIRE) to stop the pointing fickle finger of fate at either the Left, Middle, or right girl. o After the selection, a question will appear and you are prompted to press the Space Bar (or FIRE) whenever you're ready to select a response. 2. Press the Space Bar (or FIRE) and three responses are revealed - along with the pointing fickle finger of fate 3. To select one of the three responses: o Press the Space Bar (or FIRE) to stop the pointing fickle finger of fate at the desired response. o If she responds positively, then you get a second question and three new responses appear. And so on. * Scoring There are two ways to score points in Pick-up Artist. The first concerns the on-screen timer, and the second concerns how successful you are at enticing your date or would-be-date. - Timer Points: The timer counts down. On the first night (or any night in which you're looking for the flower girl in the bar), you have 15 seconds in which to select a girl to talk to and 15 seconds to select a response to each question. On date nights, you get only 10 seconds to select your responses. If you don't stop the finger within the given time, the computer will make a selection for you. The sooner you press the Space Bar (or FIRE button) to stop the pointing fickle finger of fate on a selection, the more points you may get. - Bonus Points: You earn Bonus Points each night by successfully answering all of a girl's questions. Failure, however, cuts into that amount because it reduces the number of nights (from four) you can have in any game. END OF TEXT: NOTE FROM RYGAR: I HAVE FIXED ALOT OF SHIT LIKE THE TEXT HAD MORE THAN 80 COLUMNS AND ALOT OF REVERSED 'M' THAT MADE THIS TO LOOK WIERD... L8R! SEWER SOFTWARE and VISION present..... ~ BLINKY'S SCARY SCHOOL ~ --------------------- (Typed by Tdb and edited by Sewercide) THE STORY The long faces on the portraits looked down disappovingly at the old man as he climbed into bed. His tame pet haggis was already contentedly asleep at the foot of the bed dreaming of faraway Scottish Glens. Laird Hamish McTavisch plumped up his pillow, blew out his candle, and fell into a deep sleep. Outside, the walls glistened with lightening as a storm settled down for the night over Drumtrochie castle. A barn owl hooted miserably and, somewhere in the distance, a clock struck twelve. Throughout the castle came the sound of ancient machinery clicking into operation. This was the ghost expelling machinery invented by the late Red Lair McTavisch. He was more than a touch peeved at having become a ghost to find himself kicked out of his own home by the machinery he invented! It was this machinery that ensured that the McTavish Clan had a long and happy night's sleep. WELL UNTIL TONIGHT THAT IS... It is not easy being a ghost - the hours are long, the place of work cold and dark, and the promotion prospects, in all honesty, are fairly limited. However, the major problem for a prospective ghost is training. Although the qualifications to become a ghost are fairly simple (being dead is usually the only requirement), the actual haunting part is alot more tricky than most people realise. So, the famous school for Spectres and Spooks was set up, to educate and inform prospective ghosts in the ways of haunting. At the end of the school year, the star pupils are sent to haunt the more exclusive nightspots. And so it was Blinky, the school's star pupil, who arrived at Drumtrochie Castle ready to put in a solid night's haunting - totally unaware of the deadly machinery ticking quietly in the bowels of the Castle. Let the fun begin !?!! GAMEPLAY BLINKY'S SCARY SCHOOL allows the player to control the loveable ghost with eyelid flutter using a JOYSTICK connected to the relevant port on the 16 bit machine. Blinky moves quickly through the maze of rooms in Drumtrochie Castle on the look out for various artifacts that will help him to put the spooks up Laird Hamish McTavish. But beware! There are various traps and creatures that will sap Blinky's energy if they manage to get their hands on him. Happy haunting.......... JOYSTICK CONTROLS JUMP _ / \ JUMP LEFT | JUMP RIGHT \ | / \ | / LEFT /_______\|/_______\ RIGHT \ | / | | \_/ DOWN FIRE - Picks up an object Freeze- 'p' Quit- Press 'Q' when on pause Unfreeze-Space CREDITS Program : Ian Copeland Graphics : Richard Beston Game Design : Rik & Tink Music & FX : Billy Middlemas Doc's : Tdb Doc Editing : Sewercide The program code, graphics, music and artwork of this game are the copyright of Zeppelin Games and may not be reproduced, stored or hired without the written permission of Zeppelin Games Limited. Copyright 1990 Zepplin Games Limited, PO Box 17, Houghton-le-Spring,durham DH4 6JP England. VISION: --------------------------------------------------- ~~~~~~ l Turk 51 Zone...++31-10-4296515 --> HOLLAND..... l l Panic Zone.......617-444-4338 ---> THE STATES.. l l Twins Bbs........514-766-3533 ---> CANADA...... l l Defcon-5.........206-427-5849 ---> THE STATES.. l --------------------------------------------------- . \.. 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X6qd%(Jv0b1~UB[XAH;˴MvNXpЍL$vHʻwPʙ,h \%EK_A3C$X0D/6FP:zJDEP]W5!۴ r һwR%ȆCO;*(شPn((쟎tNҎDݖX M4DX+O HOe)Ca$J+w"vL-`mXT3o[[7mĸ.;\B%,]ffЌKȘV5_zjIalQ^ E˥z;aÉWRI&m Y'2ɚ ܥ8wku+oȲݑFdR  zFġcwtbp?h"HYVu)a՝rmB/'*SW?7Arb 3 er,PEO  E`FU|xVW8߂Mm!% A;pC$<_*x +$ROB!yCHS:BU[MͶg~M_XT.A|8<'E?Y B ?YsЫ\PF]c|jtp5uа7A<;Q30.uS3Spc`) ՘FDUJ# PRO#oɘU,-Zߘ:YV,Sewer presents..... ~ CAPTIVE HINTS ~ ------------- (By RASTAN) Hints ----- To get them dosey droids out of bed in the morning you must plug the rom-constructs into their brains. This instigates the set-up. To get anywhere, make sure the droids collect anything they find, you never know what might come in handy. If they are military stock then a bit of killing practise will not go amiss - doesn't matter who you hit 'cause experience will be good for them - whatever the consequences. Keep an eye on the power levels, these suckers drain faster than a bath with a bomb hole in it. The audio on these decks is superb - use the stereo on the ABCC 500x1 to full effect in searching out anything that you want to kill (it will be trying to kill you too, so watch out). Spare limbs always come in handy (pun intended) in giving you an arm or leg (literally!). Pillage anything, you can always trade it in for some useful gear later. Visit ABCCSI HQ as soon as you get going - I'm told their is some whacky stuff going down on their planet. Dancing on the cieling is a great song. If all else fails push it - you never know what will give way. --------------------------------------------------------------------- REFORMATTED BY SEWERCIDE 02/91. SEWER SOFTWARE PRESENTS..... ~ CELICA GT RALLY ~ --------------- (Typed by Foxy, Edited/Reformatted by Sewercide) PLAYING CELICA GT RALLY ----------------------- Once the game has loaded, the first screen that you will be presented with is the Control Preferences screen, from wich you can tailor the game to your own requirements. Use the cursor keys to move up and down the options, and left and right keys to highlight your chosen option, or use joystick. On the other versions, use the keyboard (keys indicated a little later) to make yer choice. The options are: Controller: joystick or mouse. Gears: Manual or Automatic. Steering: Auto or click. (This option allows you to have either self-centring, or non-self centring steering. If you chose self-centring (Auto), the steering will return to a central position once you return the joystick to the center. With 'Click' steering you will need to move the joystick in an opposite direction to the one in wich the car is currently being steered to change the direction). Sensitivity: Low, Medium or High. (This option will allow you to to alter the sensitivity of the steering. High sensitivity will make the game more difficult and challenging, whilst the Low sensitivity will make the game easier for beginners. Reverse steering: On or Off. (While we were demonstrating Toyota to a number of journalists, they had the opportunity to try to drive a car with the steering reversing, so that turning the steering wheel left would turn the car right, and turning it right would turn the car left. This proved so popular that we decided to include it as an option in our game. So, once you completed Toyota with correct steering, an even bigger challenge will be to try it with the reversed steering. Once you have altered the game to your preferences, hit the space bar or the fire button to exit the menu. On living this screen, you will be given the options 'Start a Season' or 'Practice a Track'. You will also be given a chance to load a saved game by pressing F10, or by using the joystick. If you chose the 'Practice Track' option, you will be given the choice of which country to race in, either England, Mexico or Finland. Once this is chosen, you will automatically be taken to this track. Should you chose to 'Start a Season', you will be taken to another menu. Note: Pressing the HELP key will return you to this menu from any point of the game. CHOSING THE NUMBER OF PLAYERS! ------------------------------ Having chosen to start a season, you will be asked to decide on the current driver line up. Pressing fire will allow you to keep the current drivers. If you chose to alter the number or change the name of the drivers, you will first be asked to enter the number of drivers, from one to four, by pressing the number key. You will next be asked to enter the name for the players. Once the names have been entered, you will automatically move to the Racing Menu. RACING MENU! ------------ The racing menu allows you to save a game, create a co-driver or actually begin the race. Pressing fire will take you to a race. Pressing the F1 key will take you to the Co-driver preparation menu, whilst pressing the F9 key or highlighting the appropriate section will allow you to save a game, F10 will allow to load a game on the appropriate screen. CREATING A CO-DRIVER! --------------------- On this menu you will be offered to carry out Co-driver preparation. This will lead you to the Co-drivers notes. At the top of the screen you will see two labels, Start and Finish. As you progress along the road, a line will be drawn between these two to indicate the lengh of track remaining. The larger illustration in the bottom left hand corner shows the road and how it progresses. The two flashing chevrons indicate at what point a message will be said or displayed if you enter one at this point. The messages available to you are readable on the right hand side of the screen, and by each one is a key to press to enter the particular message. So, for example, should you wish to signal a 'Hard Left' message, you would press the '3' key at the point on the track that you wished to have the message presented. Moving cursor up and down the track, from the start to finish. Once you have created your co-driver, you will be returned to the Racing Menu, from which you can begin the race. NOTE: This is already a 'built in' co-driver, but he is not a perfect. He will give some messages out, but should you want every bend and turn indicated, you will need to carry out your own Co-driver preparation. RACING! ------- Once you are into the racing sections, it will be down to your superior driving skills and abilities. The illustration above gives an indication of the main racing screen layout. When you are racing, the controls are as follows: JOYSTICK: FIRE: Hold down fire to start the car. FORWARD: Accelerate. BACKWARDS: Brake. LEFT: Turn left. RIGHT: Turn right. FORWARD&FIRE: Change up gear. BACK&FIRE: Change down gear. All additional commands will be indicated in the screen. HAVE A FUN WITH THIS GAME! FOXY/SKID ROW IN 1990! Sewersoft present..... ~ THE CROWN OF ARDANIA V2.0 ~ ------------------------- The Manual By Gary Yates Copyright (C) 1987 G.L.A.U.G. & Neale Computer Arts Original concept and design GARY YATES & G.L.A.U.G. Programming Gary Yates William Johnson John Hoffman Steve Sinclair Tom Burns Gary Rantz Graphics & Sound Victor Lee Neale The Crown of Ardania is a fantasy war game which combines the strategies of Risk and other such games with the completely new aspect of MAGIC! The game is played on a map which has 16 territories. The object is to be the sole ruler in the land by conquering all other opponents so that you occupy all territories. There can be up to four players. Each player takes on the role of a mage of great power who is battling to become the King of the magical land of Ardania. Each player commands troops in each of the territories he or she controls. These troops are made up of soldiers, knights and wizards. Soldiers are the main fighting force in Crown of Ardania (CA). They are average fighting men. They have no special strengths except for their shear number. Knights are more powerful, skilled fighters and thus aid you in battle. The more knights you have in a territory the better that territory's fighting ability. Wizards benefit you in two ways. First, like knights, they help you in battle. But Secondly, and much more importantly, they generate the power (in the form of spell points) that you use to cast your spells. The more wizards you have, the more spell points you will generate each turn. In addition to troops, there are three other components to the game which are  very important: food, gold and spell points. As mentioned above you acquire spell points from your wizards (5 per wizard) at the beginning of each turn. You acquire gold from your territories in the form of taxes. The more territories you own, the more taxes you will be able to demand from your peasants each day. However, the terrain of each territory also plays a part in how much gold you will be able to get, more on this later. Food is also produced by your territories. The amount of food produced depends on each territory's terrain. SYSTEM REQUIREMENTS Currently there are three versions of CA, a demo which will run on any Amiga with 512K, a full game version which will run on a 512K machine, and a full game version which requires at least 1 MEG. The demo version is freely distributable and is supplied on a single disk. It has no sound and all graphics which are not essential to game play have been removed. Also, many of the game features have been made inoperable. The two full game versions ARE NOT FREELY DISTRIBUTABLE! See the READ ME FIRST file which accompanies the demo version for information about purchasing the full game versions. Both full game versions (512K & 1MEG) are identical except that the 512K version does not have a computer player and some of the music which the 1MEG version has. STARTING A GAME If you have not already done so, see the READ_ME_FIRST file, which should have accompanied the game, for instructions on installing and booting Crown of Ardania. Once you have started CA, after a delay (while CA loads itself and all of its data files) you will be presented with the opening screen. There will be a long elaborate introduction. You can skip this introduction by pressing the SPACE BAR at any time. After the introduction you will see the map of Ardania appear. The game begins by each player entering their name. Each person should note what color wizard they are, so that they know which territories they own. There can be up to four players. If there are less than four playing, simply press return when CA asks for the name of the next player. With the 1MEG version you can also have the computer play any of the four players by typing COMPUTER as the name of the player. The Computer Player's name will be its color, Red, Green, Blue or Purple. There can be from 0 to 4 computer players. If you would like to see a demo of the game, make all four players the computer and it will play itself. There is no computer player in the 512K version. After the players have entered their names, the computer will ask if you want to use the FAST game or NORMAL game options. You need to click on the option to use. NORMAL GAME - with the NORMAL game option, each Player is randomly given one territory at the start of the game, 40 soldiers, 8 knights, 2 wizards, 10 spell points, 100 food units and no spies. FAST GAME - with the fast game all of the territories are randomly given to players so that each player gets the same number. Note that if there are three players, there will be one empty territory leftover. Also, a random number of soldiers, knights, and wizards are placed on each territory. Each Player starts with 100 spell points, large quantity of food, and some spies. After you have selected which type of game, if there is a computer player, you will be asked if you want to see the computer players moves (1 MEG version only). If you select YES, you will see everything the computer player does just as if it was a human player. If you select NO you will only see the computer player select menu options. Not being able to see what the computer player does increases the difficulty of the game. It also speeds up the game quite a bit. TERRITORIES & TERRAIN The land of Ardania is divided into 16 territories. Territories are IMPORTANT! You should own as many as you can at all times! To own or occupy a territory you need to have at least 1 soldier,knight or wizard in that territory. If you ever move all of your troops out of a territory (or they are all killed) that territory will become "free". Free territories are indicated by their brown color. Anyone can take a free territory by simply moving troops into it. It should be noted here that the term TROOPS refers to all three classes of men which you can control: soldiers, knights, and wizards. It does NOT simply refer to soldiers. The terrain of each territory plays a very big factor in the game, and should be kept in mind when playing CA. There are four types of terrain: Flatlands, Swamps, Forests & Mountains. Each has its own effects, advantages and disadvantages. FLATLANDS - There are only two territories in Ardania which are flatlands. They are both very large and have a large population. Therefore, each of these territories will usually yield a large number of recruits each day. However, the people who live here are extremely poor so you will not be able to get much in taxes from them. The flatlands make very good farm lands and produce large quantities of food. However, the flatlands are very hard to defend! SWAMPS - There are fewer people in the swamps so you will not get as many recruits from here. But they are slightly richer people. The swamps are fairly good food producers and somewhat easier to defend than the flatlands. FOREST - There are still fewer people in the forest territories. But they can make up for their lack of number with gold. Plus the forests are fairly easy to defend. But, the food production is a bit lacking here. MOUNTAINS - There are very few people in the mountains. But the few who are there are extremely rich due to the extensive mining. And while mountains produce very little food, mountain passes are very easy to defend! TURNS AND PHASES The game of CA proceeds in a series of turns. (In the game, each Turn is refered to as a 'day'.) Turns are divided into two Phases: The Movement Phase & The Action Phase. The Movement Phase preceeds the Action Phase in each turn. There is a unique set of play options in each of the different phases. Each phase is divided into "player turns", one for each player. During your turn, you can take as many moves as you like. Your turn does not end until you select DONE. Note, there are some option which will prematurely end your turn. It is specifically stated in the description of each of these options that they end your turn. The order in which players get to take their turn in any given PHASE is determined by the computer. Thus it is important to remember, even if you get to go first in the movement phase, you might not go first in the action phase! The computer, much more often than not, will allow the LOSING player to go first and make the winning player go last. But DO NOT depend on this! If some players are of ABOUT equal "strength" it is somewhat random as to what order those players will get to take their turns. TAXES & RECRUITS At the start of each Movement Phase each player receives his/her taxes, recruits, food and spell points for that day(turn) as his/her player turn occurs. First, you are asked how much in taxes to demand from your peasants. Your advisors will suggest an amount which is consistent with the wealth of the peasants in the territories you own. You should choose wisely here. If you take more than your advisors suggest, your peasants will be upset because they are being over taxed and you will get little or NO recruits for that day. If you take less than what your advisors suggest, your peasants will be overly grateful and you get more recruits for that day. If you take exactly the suggested amount you will get a "fair" number of recruits. Note that the extent to which your peasants are angered or pleased about the taxation depends upon how much over or under the suggested amount you demand. For example if you take only one gold piece more than what your advisors suggest, your peasants will not be overly angered. However, if you take twice the amount that your advisors suggest (the maximum you can ever ask for) your peasants will not be happy, to say the least, and you will probably get very few recruits! At the beginning of the phase, a scroll will appear over the map of Ardania asking you for the amount you demand. Type in the number of gold pieces you demand and press return. After you have taxed your peasants you will be told how many spell points your wizards have generated for you this day and how much food your territories produced. (CA will wait for you to click on continue). Next, you will be told how many recruits have joined your army and be asked to which territory you wish to assign them. You must assign your recruits to a territory WHICH YOU ALREADY OWN. You cannot assign them to an empty territory. To assign your troops simply click on the territory you wish to place them in. FOOD & REST Also at the beginning of each Movement Phase you will be warned if your troops have become overly fatigued or if you have run low on food and your troops are starving. You should be very aware that both of these situations can be very serious! FOOD Each and every member of your army must have one food unit each day to survive. If you begin to run low on food and cannot feed your troops they will begin to perish! The worse your food situation is, the more troops that will die from starvation. You should keep a close eye on your food supply! REST As you select options in the game, your troops become more and more fatigued. Afterall, it is not easy running from territory to territory fighting all types of battles. You will be warned if your troops start to become fatigued and if you do not take a good rest, they will eventually become so fatigued they will begin to die! Also remember, fatigued troops could not possibly fight as well as troops which are well rested! MOVEMENT PHASE ~~~~~~~~~~~~~~~ During the Movement Phase there are nine options which you can select to do. Most of these you can do repeatedly without ending your turn. However, there are some which you can do only once each Movement Phase. The Movement Phase options are: I. MOVE TROOPS II. VISIT A TERRITORY III. ADVERTISE FOR TROOPS IV. REST (DONE) V. VISIT TREASURY VI. HIRE SPIES VII. CAST A SPELL VIII. ALLOCATE SPIES IX. BUY FOOD ~I. MOVE TROOPS This option allows you to move any number of your troops from a territory you own to another territory you own OR to an empty territory in order to take that territory. First you must select one of your territories to move troops FROM then select a territory to move troops TO. The two territories you select MUST be adjacent. You can then move as many troops as you like between the two territories. Note, however, if you move all of your troops out of a territory that territory will become free for anyone else who wishes to take it. Moving Troops TO AN EMPTY TERRITORY ends your turn. However, you can move troops between territories you already own as much as you like. The Troops Allocation Requester: When ever you need to move or allocate troops in CA you will be presented with the Troops Allocation Requester. This requester looks something like this: FROM -> TO << 100 soldiers 10 >> << 10 knights 0 >> << 5 wizards 1 >> CANCEL DONE To allocate the troops to be affected by whatever option you are currently in, you can click on the numbers to the right to move troops over ONE AT A TIME. Or you can click on the numbers to the left to move troops back one at a time. Likewise, You can click on the double arrows ( << , >> ) to move troops over or back TEN AT A TIME. When you are finished allocating your troops click on DONE. Or, if you no longer wish to take this action, you can click on CANCEL. Whenever you are presented with the Troops Allocation Requester, a second smaller scroll will always appear telling you what you are allocating troops for. ~II. VISIT A TERRITORY This game option does NOT actually have an entry in one of the Movement Phase or Action Phase menus. You activate this option by simply clicking on any territory you wish to visit. It is possible, when playing CA, to keep the number of troops you have on each territory fairly secret from the other players. In fact this can be an effective strategy to follow. In this way you can "hide your numbers" or fool the other players into believing you have more troops than you actually do. Because of this strategy the Visit A Territory option can be used in two ways. First, if you forget how many troops you have on a territory you can use this option to see what you have. Second if you hire spies (more below) you can spy on an enemy territory and find out how many troops your opponent has there. III. ADVERTISE FOR TROOPS Just as in the real world, ADVERTISING WORKS! Using this option, you can increase the number of recruits you will get the next day by paying advertisers to recruit for you. You can pay as little or as much as you like for this advertising. But keep in mind no matter how much you pay it is only for advertising ONE day. You will get your recruits from this advertising at the start of the next day and that's it. To get more recruits (over what you would normally get) you will have to advertise again. One hint: Also as in the real world, good advertising is not cheap! ~IV. REST (DONE) As stated in the FOOD & REST section, if your troops become overly fatigued they will begin to perish! To prevent this you must give your troops a good rest. To truely rest, you must select rest as the VERY FIRST option in a phase. This is stressed by the fact that this option will only say REST in the menus of the two phases if you have selected no other option. As soon as you select an option other than rest, this option will change to say DONE. In otherwords, in order to rest your troops you must do nothing but rest for an entire phase! You can rest both during the Movement Phase and during the Action Phase. Resting during the Movement Phase is only a very light rest and will do little to actually relieve the fatigue of your troops. However, it will impress the locals that you are kind to your troops and you may get more recruits the next day. Resting during an Action Phase is a good rest and will relieve the fatigue of your troops quite well. However, if you have pushed your troops to the point of dying from fatigue it may take more than one Action Phase rest to get them totally back to normal. Resting always ends your turn. If you do other things in a phase besides rest, this option becomes the means by which you end your turn. When you are finished with your turn select this option (DONE). V. VISIT TREASURY If during the Movement Phase you need to find out how much gold, spell points, food, spies or troops you have, you can use this option. You can also use this option to find out how much gold and spell points an opponent has if you hire some spies. As with troops it is a good idea to keep the amount of gold and spell points you have under wraps as best you can. VI. HIRE SPIES As mentioned above, if you hire spies you can find out some very important things about your opponent. Spies can be very useful AND important to have. Spies work in the following way. First, you must hire them to do a task for you. Spies cost one gold piece each to hire. After you have hired spies, you can use them in one of three ways. Each of these options takes a certain number of spies to complete the task. After this, these spies have satisfied their debt to you and will leave your service. You must then hire more spies to do another task. Note that you can hire a surplus of spies and use them as needed. The three uses for spies are with the Visit Territory, the Visit Treasury and the Combat options. To use spies with the Visit Territory option, you simply click on an opponents territory. If you have enough spies, you will be told how many troops your opponent has on that territory. It takes five spies to spy on an opponents territory. If you select Visit Treasury and you have spies, you will be asked if you wish to visit YOUR treasury or if you want to spy on an opponent. Spying on an opponents treasury takes 10 spies. Probably the most important use of spies is during combat. Use of spies in combat will be discussed in the COMBAT section below. VII. CAST A SPELL Magic is the one thing which gives CA its twist. And, magic is very important in the game. Your strategy should include the CAREFUL use of it. Magic in Ardania exists as spells which you, as a great mage, can cast. Casting a spell costs spell points, which are generated by your wizards. The greater the power of the spell the more spell points it costs. There are three important things to remember about spells. First, with few exceptions, spells are cast on a TERRITORY not on the troops in that territory. The spell will last for its entire duration regardless of WHO occupies the territory. Second, Spells can be cast on ANY territory! Lastly, the duration of a spell begins during THE TURN YOU CAST IT. Example, a Magic Sword lasts for 2 turns: the turn you cast it and the next turn. Below is a list of the Movement Phase spells, including cost and duration of each. SPELL COST(sp pts) DURATION(turns) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Detection 3 * Magic Swords 5 2 Magic Shields 10 2 Fear 10 2 Magic Hammers 15 3 Magic Traps 15 - Teleport 20 * Dust to Gold 25 * Gold to Dust 50 * * = instantaneous - = special, see text SPELL DETAILS DETECTION - Some spells' effects last for several turns. The detection spell lets you find out what spells are currently active on the territory you cast it upon. MAGIC SWORDS - Magic Swords cause the weapons of whatever troops are in the affected territory to become enchanted. This allows the troops to ATTACK better in combat. Magic Swords does NOT aid in defense of a territory. Note that Magic Swords is a low level spell. It will not make an outstanding difference in battles. But it could give you that extra edge! It should be noted here that only ONE spell of a given type can be cast on a territory at any given time. That is, only one Magic Swords can be cast on a territory. Casting a second Magic Swords on the same territory would have no additional affect except to extend the spells duration. Example, if you cast a Magic Swords on a territory (duration 2 turns), then immediately cast a second Magic Swords on the same territory, you now have a territory with a Magic Swords which will last four turns! You CAN cast two different spells on the same territory. For example, you could cast a Magic Swords AND a Magic Hammers on the same territory and have both spells in effect and their effects will be additive! MAGIC SHIELDS - This spell enchants the armor of the troops in the affected territory helping them to defend. It has no effect during attacks. (NOTE: attacking and defending will be discussed in detail in the combat section.) FEAR - This spell causes the troops in the affected territory to be afraid of whoever they are facing in combat and to fight poorly against them. This spell affects both attacking and defending. You should bear in mind that if you use this spell in an offensive way, and you attack and take the territory BEFORE the duration of the spell has expired, the troops you move into that territory will be affect by this spell! MAGIC HAMMERS - Like Magic Swords this spell enchants the weapons of the troops in the territory this spell is cast upon. However, Magic Hammers is a more powerful version of the spell AND it affects both attacking and defending. It also has a longer duration. MAGIC TRAPS - This spell causes traps to be set in the territory it is cast upon. For a detailed explanation of traps see the LEAVING TRAPS option in the combat section. TELEPORT - Using this spell you can teleport troops from one territory to another. This is the only spell which cannot be cast on just any territory. You can only use this spell to move YOUR troops from a territory you own to another territory you own OR to an empty territory. You cannot teleport an enemy's troops. The Teleport spell works very similar to the Move Troops option except that the territories do not have to be adjacent. This spell is very useful if you get blocked into a small area of the map by your opponents. DUST TO GOLD - This spell is cast on yourself and NOT on any particular territory. While you could cast this spell on an opponent, that would not be the smartest of moves. This spell is greatly affected by the number and terrains of the territories you occupy. This spell allows you to create gold from the dust of the earth. And it requires a great deal of dust. Because of this, dusty territories such as the flatlands or the mountains will create much more gold than the wet swamps or the forests. But keep in mind that this spell is very unpredictable. And just because you have flatlands or mountains does not mean you will rake in the gold. GOLD TO DUST - This spell is cast on a player and not on a territory. However, you still need to select a territory to indicate which player will be affected by the spell. When you cast this spell on a player, ALL of that players gold will be instantly turned to dust and be worthless. VIII. ALLOCATE SPIES This option will be explained in the combat section. IX. BUY FOOD If your territores are not producing enough food to support your troops, you will need to buy food. You can buy food at a rate of 3 food units for each gold piece. ACTION PHASE ~~~~~~~~~~~~~ There are seven options in the Action Phase. I. ATTACK A TERRITORY II. CAST A SPELL III. BUILD FORTRESS IV. REST (DONE) V. SUMMON DRAGON VI. VISIT TREASURY VII. VISIT TERRITORY I. ATTACK A TERRITORY This is by far the most important option in CA since attacking and taking territories is how players overcome their opponents. While the mechanics involved in attacking a territory are fairly simple the factors affecting combat are numerous and complex. A few of these factors are given in the COMBAT section below. COMBAT Combat in CA is based on the principle that there is an Attacker and a Defender in each battle. The attacker is the active player who selected the option and is threatening to take the Defending player's territory. The Attacker selects one of his territories to attack from (the attacking territory) AND an opponent's territory to attack (the defending territory). These two territories must be adjacent. The attacking territory is the territory that the attacker can draw his troops from to create an attacking army which then moves into the defending territory and engages in battle. The defending army is made up of ALL of the troops on the defending territory. If the Attacker wins he/she claims the defending territory as his/her own and the troops which remain alive in the attacking army are placed there as that territory's occupants. The Attacker cannot move any more troops there until the next Movement Phase. One thing the attacker should remember is that fighting battles is very draining on troops and that the attacker's troops will be building up fatigue at a much greater rate then normal. Also, this fatigue will affect the ability of the army to fight. If at any time the attackers army is defeated the defender remains owner of the defending territory. Note that the Attacker can never loose a territory UNLESS the attacker places ALL of the attacking territory's troops into his attacking army. In this case, whether the attacker wins or loses, the original attacking territory becomes a free territory! The Mechanics of Attacking This section describes in detail how a battle is carried out. The first thing the attacking player must do after electing to attack a territory is to select a territory to attack FROM, then a territory to attack. The attacker will then select his/her ATTACK MODE. After the attacker has selected an attack mode, the defender will select his/her DEFENSE MODE. There are five attack modes and six defense modes. These attack and defense modes should be selected in secrecy! So while the attacker is selecting his/her attack mode the defender should turn away from the screen and visa-versa when the defender selects a defense mode. The attack and defense modes are discussed in detail below. After the battle modes have been selected the outcome of the battle will be resolved. Note that certain combinations of attack and defense modes will NOT result in any actual fighting. If fighting does occur, the players simply sit back and watch as their troops perish in the onslaught. The winner is the player who has troops surviving at the end of the battle. Note that it is possible for BOTH armies to be completely destroyed in the melee. If both armies are destroyed then the defending territory becomes a free territory. Factors Which Affect Combat Besides the attack and defense modes selected by the attacker and defender, there are many other factors which can affect the outcome of a battle. Several of these factors are listed here. Terrain - The terrain of the DEFENDER'S territory plays a big role in combat. As mentioned above in the TERRAIN section, the terrain of a territory determines how difficult or easy that territory is to defend. Only the defender's territory is considered in combat because the attackers are thought to be rushing into the defending territory. Spells - The spells cast on both the attacking AND defending territories are considered for combat. The spells cast on the attacking territory affect the attacking army and the spells cast on the defending territory affect the defending army. The affect that spells have on the battle are discussed in their respective sections. Fatigue - How fatigued the armies are will affect how well they can fight. The more fatigued an army is the worse it will fight. Fortresses - A fortress built on a defending territory will help the defender greatly. Fortresses on the attacking territory have no effect. Troops - Aside from the number of soldiers in an army the number of knights and wizards dictate that army's strength. ATTACK & DEFENSE MODES The first three attack modes and the first three defense modes are all simple battle strategies to use in actual fighting. All other battle modes are special actions that can also be done in a combat situation. Battle Strategies The three attack strategies are: Sneak Attack - The attacking army is silently entering the defending territory in an attempt to surprise the defender. Normal Attack - The attacking army is marching in formation into the defending territory hoping their number and battle skills will be sufficient to win. Ferocious Attack - The attacking army is rushing forward in a berzerking rage. The three defense strategies are: Ambush - The defenders are in hiding, waiting to surprise the attacking army as it enters the territory. Stand Ground - The defenders are in formation ready to take the attackers head on. Counter Attack - The defenders, in a wild burst, rush forward in hopes of catching the attackers off guard. Below is a table which shows how these battle strategies correlate to each other to determine which side has the advantage. This table was constructed to be fair not necessarily to make sense in a real life battle situation. However, with a little imagination the entries in the table can make sense. For example, attacking ferociously has the advantage over a defenders ambush because the attackers rush in surprising the defenders before they can hide. E - Even, no advantages, strategies cancel A - Attackers advantage D - Defenders advantage Defender: Ambush Stand Ground Counter Attack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Attacker: Sneak Attack E A D Normal Attack D E A Ferocious A D E Attack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Other Attack Modes SPREAD RUMORS - This is a total fake out. You can select this option if you want to only pretend you are attacking your opponent. While you can't take a territory using this mode, you can reap some benefits from it. If the defender does not realize you are bluffing and plans a defense anyway his/her troops will become disgruntled and the defender will get very few recruits next turn. Because the defender was a poor general. You, on the other hand, will look very good and may get extra recruits. These bonuses and penalties can be quite large if the defender does something really extreme such as retreats from the territory. Keep in mind though, there is an 'It's only rumors' defense mode. SEND BANDITS - You may, if you have the money, choose to hire bandits and rogues to fight for you. This way, you do not have to endanger your own troops in combat. However, you cannot take a territory with hired warriors. If your hired army wins they will simply leave the territory unoccupied. Bandits are used mostly to chop away at the opposing army's troops. Bandits can be hired at one gold piece each. Keep in mind that these are not the greatest fighting men. They will be at a natural disadvantage. Other Defense Modes LEAVE TRAPS - Leaving traps is a way of retreating but at the same time take one last stab at the enemy. With this mode, as your troops retreat from the territory they setup dangerous traps. Then when the enemy enters the territory they will set off these traps causing a significant number of the attacking troops to perish. Note, if the traps are not set off by the attackers (such as when the defender leaves traps but the attacker spreads rumors), or if magic traps are set, the traps will remain until someone moves INTO the territory. Moving out of a territory does not set off traps. Keep in mind that it costs gold pieces to build these traps, 25 g.p. to be exact. If you do not have 25 g.p. then leaving traps will automatically become a retreat! You WILL NOT be told that you do not have enough gold. And, you will NOT get the chance to change your selection. IT'S ONLY RUMORS - If you are pretty sure that the attacker is only spreading rumors (such as when your spies tell you), you can select this option and turn the tables on them. If they really were only spreading rumors then you will look like a great general and may get a significant number of extra recruits. And your opponent will look foolish and get a penalty to his/her recruits. However, if the attacker really wasn't spreading rumors your troops will be confused and unprepared when the invaders rush in and many of them will die before they can regroup well enough to fight. RETREAT - If you are hopelessly outnumbered, you do not have enough gold for leaving traps, but you want to save your troops, you can retreat. When you retreat (OR leave traps) the computer will ask you which territory you wish to retreat to. If you do not own a territory ADJACENT to the defending territory your troops will simply be killed in hostile enemy lands! Using Spies in combat If you have hired spies you can allocate some of these spies for use in combat using the ALLOCATE SPIES option in the MOVEMENT PHASE. It is important to remember to do this in the movement phase before the Action Phase when you actually need the spies or you are out of luck! There are two things you need to allocate spiesfor, offense and defense. Offensive spies will help you when YOU attack a territory. They will not help you when you are ATTACKED. If you have offensive spies, when you attack, these spies may tell you what defense mode your opponent selected and you will get a chance to change your attack mode accordingly. Note however, in a tense battle situation it may be difficult for spies to survive the dangerous task assigned them or for them to tell exactly what the opponent's field movements actually mean. Thus, there is the possibility that your spies will not give you any response. Or if they do, it will be an incorrect answer. To overcome this problem, you can set more spies to the task. In fact the more spies you allocate to offense, or defence, the better your chances that you will get a response and the better the chance that that response will be correct. The opposite of offensive spies, deffensive spies aid you when you are attacked by telling you what attack mode your opponent has selected. Keep in mind that after you have selected your defense mode, if the attacker has spies he/she will get to reselect his attack (if his spies give an answer), but you will not get a second chance! This can make selecting a defence mode quite tricky, but, "that's the way the battle is fought!" Finally, spies allocated for attack and defence will remain active until they are actually put to use. That is, offensive spies will not actually leave the players service until the player makes an attack. Likewise, defensive spies will not leave until the player is attacked. Until the player is envolved in combat these spies will remain turn after turn. Also, the spies do not leaveuntil the END of the Action Phase in which the spies are used. So if, for example, a player is attacked twice during a phase and that player has defensive spies, those spies will be a benefit for BOTH attacks. Then the spies will leave the players service at the end of the phase. The player should then consider hiring more spies and allocating new defensive spies during the next Movement Phase. II. CAST A SPELL (Action Phase) There are eight additional spells which can only be cast during the Action Phase. Here is a list of their costs and durations. SPELL COST DURATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wall of Ice 20 3 Wall of Fire 20 1 Lightning Strike 30 * Summon Army 30 - Plague 40 4 Demote 50 * Anti-Magic Shield 50 3 FIRESTORM 200 * WALL OF ICE - This spell creates an impenetrable wall of ice completely encircling the territory you cast it upon. No troops (yours or anyone elses) will be able to move in or out of this territory, except with a teleport spell. Nothing can destroy a wall of ice before its duration has expired except for a FIRESTORM spell! WALL OF FIRE - Although this spell has a very short duration (the turn you cast it), it is a very good defensive spell. This spell creates a searing wall of flames surrounding the territory. ANYONE passing through these flames will be burnt! Keep in mind that this spell lasts only during the Action Phase in which you cast it. So if you are the last player to take his/her turn during the Action Phase casting this spell would be foolish. However, if you are the first player to take his/her turn in the Action Phase (which possibly means you are losing) this can be a very effective defense. LIGHTNING STRIKE - This spell does serious damage to a single territory by destroying a significant number of the SOLDIERS there. The larger the number of soldiers in the territory, the more effective the spell. SUMMON AN ARMY - This spell instantly creates 100-200 soldiers on the territory in which you cast it. Keep in mind, however, that you must feed all of these men you are suddenly conjuring into existense. PLAGUE - This spell causes a horrible unknown blite to descend upon a territory. This blite causes several bad effects: - troops will die - the territory will produce NO food - it will produce less gold - the wizards on the territory will produce NO spell pts - in their weakened state the troops there will not be able to defend the territory very well All in all, not a good situation to be in! DEMOTE - This spell instantly removes the special fighting skills of all the knights on a territory reducing them to mere soldiers. ANTI-MAGIC SHIELD - This spell, when cast on a territory, will cancel any attempt by your opponent to cast a spell on that same territory. It does not affect any spells which you attempt to cast on that territory. Anti-Magic Shield, however, only has a 80% chance of stopping a FIRESTORM spell. This is due to the shear power of the FIRESTORM. FIRESTORM - If all else fails NUKE 'EM! This spell will instantly destroy everything on a single territory! It kills all troops, destroys any fortress and negates any other spells which are currently active on the affected territory! BUT BE WARNED! The FIRESTORM spell is so powerful that it is very hard to control. There is a chance that it will backfire!!! Casting a FIRESTORM spell ends your turn. III. BUILD A FORTRESS Building a fortress on a territory can greatly aid in defending that territory. And fortresses are fairly inexpensive for the defensive capabilities they give. They start at about 60 gold pieces to build one on a flatlands. And go up to 120 to build one on a mountain territory. The only thing which can destroy a fortress once it has been built is a FIRESTORM spell. You should take care and defend your fortresses well. For if your opponent should take that territory, then you will have to fight against your own fortress to regain it. IV. REST (DONE) Resting was covered in detail under the Movement Phase Rest option. V. SUMMON THE DRAGON Three times, and only three times during the course of an entire game, each player can summon The Great Dragon to aid in their struggle. The Dragon is extremely chaotic and unpredictable. So there is no way of knowing what type of aid he will give. It could be anything. He could give you more soldiers, knights, or wizards, or all three! He could give you more spell points, gold, or simply a good rest. He may even take an opponents territory away and give it to you with all the troops still there! But whether the dragon gives you something so-so or something great, it will always be good. The dragon will never harm the person who summons him. One thing to remember about the dragon, he is very sympathetic. He tends to give the most help to players who are in trouble, but not always! If The Dragon gives you troops of any kind, he will distribute these troops evenly over all of your territories. This prevents an opponent from immediately destroying all of The Dragon's gift by attacking or firestorming a single territory. Summoning the dragon ends your turn. VI. VISIT A TERRITORY This option is identical to its Movement Phase counterpart. VII. VISIT TREASURY This option is identical to its Movement Phase counterpart. SAVING & RESTORING GAMES It can take a very long time to finish a game of Crown of Ardania (anywhere from four to six hours)! For this reason a method of saving games so they can be restarted later has been included. To save a game you can press the ESC key at any time. To show that you have selected the save option, the word 'SAVE' will appear in the upper left corner of the game map. Then at the beginning of the next turn a small scroll will appear with a requester asking you for a name to save the game under. At this point you should put the disk to which you want to save the game in a drive, then enter a name and press return. You SHOULD include the entire path in the name. Example: df0:MyGame OR: df0:CofAGames/MyGame Disk number one of the CA set has a directory called CofAGames on it so that you can save games to this disk. WARNING: you should backup this disk before saving anything to it!! Note that saving a game does not end that game. The game will continue as usual after the game has been saved. Thus saving a game is like taking a snap shot of the game at a particular point. To restore a previously saved game, restart Crown of Ardania and type RESTORE as the name of the first player. You will be presented with a similar requester as when you saved the game. You can then type the name of the saved game (including the entire path) to restore that game. The game will then continue at the beginning of the turn which was about to start when you saved it. ENDING A GAME If you wish to end a game before the conclusion of that game, either because you have saved the game or because you are simply tired of playing, hold down the Right-Amiga key and press the period '.' key. The game will terminate and return you to the WorkBench screen. The authors would like to thank all the people who helped play test this game, proofread the manual, and otherwise helped to develope this game.. Imported by Midnight Maniac & Mayday 14/2-90 Sewersoft presents an IBM Doc/Hints/Walkthru, but it should be helpful for the ST version to..... (Sewercide). ~ CURSE OF THE AZURE BONDS ~ ------------------------ Part 1: Introduction, Getting Started, Best Advice Part 2: Tilverton, Dalelands, Hap Part 3: Yulash, Zhentil Keep, Myth Drannor, Endgame Part 4: Side Adventures Part 5: Combat Strategies CURSE OF THE AZURE BONDS: Part 1 Tyranthraxus is back, and is he mad! Those of you who have played S.S.I. and TSR's popular POOL OF RADIANCE will remember "Mr. T." (as he is affectionately known to fantasy role-players). In CURSE OF THE AZURE BONDS, Mr. T. returns, and he has devised a fiendish scheme to punish your adventurers for what they did to him the last time they met. His revenge involves tattooing magical blue symbols on their arms. The five different evil powers that inhabit the Dalelands Area (Tyranthraxus is one of them) have each left their marks on your adventurers, stripping them of their armor and weapons, leaving them unconscious and suffering from amnesia in an Inn in Tilverton. Your adventurers shortly discover that the marks that writhe under their skin can be used to magically control their actions! And that the reason they are in Tilverton is to assassinate the King of Cormyr! In order to control their own destiny, your party will have to find each evil power in the Dalelands and force it to remove its individual controlling bond. They will face Tyranthraxus last, and if they defeat him, you will win the game! This walkthru is based on my having played the C-64 1.0 version. The walkthru is neither complete, nor even definitive. Because of the random nature of the encounters and events in the game, there are many different ways of playing and winning. This walkthru covers only some of them. So, take my advice with a grain of salt. Sometimes, you may have to take a whole shaker full! KNOWN BUGS TO WATCH FOR You may run across errors in the game -- particularly in the first IBM version. For example, the Ioun stones generate too many attribute points, and casting the Slow spell will freeze the game. Many of these bugs can be avoided by saving the game often, and going back to earlier saves when you run across something that doesn't seem right. Hopefully, as later versions are released, the bugs will be corrected. GETTING STARTED In order to boot the game, you have to type a letter from a code wheel, instead of typing the whole word you find. The game is not copy-protected. I advise you to play from copies of the disks -- not the originals! (Playing from copies is _very_ important!) As in POOL, you can play and win with different kinds of parties. This walkthru is based primarily on the exploits of my first party, consisting of high-level characters transferred from POOL: three magic-users (multi-classed elves who were also fighters, one of whom was also a thief); a human cleric; a half-elf cleric/fighter; and a human fighter. I also played part of the game with a low-level party created within CURSE, consisting of three magic-users (elf fighters, one of whom was also a thief), a human cleric, a paladin, and a ranger. Some comments are based on the exploits of that party. QUICK START There is a party of pre-rolled characters for you to run on the third side of disk "B." The party consists of two magic-users, a paladin, a cleric, a ranger, and a fighter/thief. If you don't want to take the time to create your own, this party will do just fine. You can modify their attributes before playing a game, if you like. In the IBM version, there is also a two-paladin party. If you are looking for further challenges after having won the game with a party of six, see if you can win the game with only two! The Quick Start tactical advice on how to play the game and win battles is excellent, by the way. DUAL-CLASS CHARACTERS Be careful of the dual-class character option. I didn't use it, so I can't give you a report from personal experience. But be aware that some gamers have had problems in getting both classes to work properly, while others have not had any problems. Generally, the reported problems seem to occur when attempting to apply a dual-class to high-level characters. Contrary to the manual, you must reach a higher level in the character's second class to be able to use all the spells, etc., that the character is entitled to use, instead of just those belonging to the level achieved within the character's original class. TRANSFERRING CHARACTERS If you transfer your characters from POOL or HILLSFAR, all their experience points transfer with them, and you may train for as many levels as your experience points allow. Note that you can only transfer characters from HILLSFAR that were either created in that game, or that were created in POOL and transferred to HILLSFAR (but only with the C-64 version 1.1 of CURSE!) CREATING NEW CHARACTERS Characters created within CURSE are given 25,000 XPs. This will put most single-class characters into the 5th level of their particular class. Multi-class characters will, of course, be at lower levels since they have to divide their points. You can only modify your characters' attributes right after they're first created, not after using the characters to play the game. TIPS FOR SAVING THE GAME Save the game often on at least two different disks. Also take advantage of the Remove Character feature in the boot menu (also found in the Training Halls). This saves an individual character's statistics to disk; these saves can be used to replace character files that get damaged while playing. Use this feature periodically, and you won't lose your favorite characters. When a character is damaged, get back to the Training Hall (or to the boot menu), _remove_ the disk from the drive, then drop the old character. Replace the disk and select Add Character; the last saved version of the character will be restored. You can also replace characters this way who are dead or gone, instead of resurrecting them at the Temples. (Each time a character is resurrected at a Temple, he loses a Stamina point.) This feature can also be used to duplicate items. Transfer the items from the character you are dropping before you restore him. However, this is not necessary or recommended. You will find plenty of magical weapons and armor without having to duplicate anything. When you save a game on the IBM, a save game file and three save character files are generated for each character. The save game file is SAVGAMx.DAT, where x is the save letter (A, B, C, etc.). The file names for the first character are CHRDATx1.SAV, CHRDATx1.ITM, and CHRDATx1.SPC. The file names for the second character are CHRDATx2.SAV, CHRDATx2.ITM, and CHRDATx2.SPC, and so on. Make a copy of those files, then copy them back. To restore a dead character in the IBM version: 1. Remove the character and make a copy of the files. 2. Add the character back and resume play. To replace a dead character in the IBM version: 1. Remove the character. 2. Copy the save files over the dead files. 3. Add the character back into the party. You lose all the XPs, levels, and items the character received since the last save, however. GAME SPEED In one of the combat sub-menus (press END, ALTER, then SPEED), there is an option to change the default game speed (2) to 1 or 0. Zero is very fast and speeds up the game considerably, but you will not be able to read messages flashing on your screen. I wouldn't recommend using this option until you are familiar enough with the game to know what the messages will be. MAPPING This game does not strictly require mapping. The mazes are relatively few and small compared to most other computer role-playing games. But if you don't trust your memory and want to find every cache of magical weapons hidden in CURSE's dungeons, mapping is highly recommended (use graph paper). TRAINING HALLS Make sure you check your characters' experience points regularly, and take them to the Training Halls to get their levels increased whenever you can. If you don't, you may lose the excess experience points that accumulate for each level. GOLD Be wary of accumulating so much wealth that your characters become unable to move 12 squares in a turn. Use your excess gold to buy items in the Magic Shop at Zhentil Keep. (Save some for training expenses, of course.) COMBAT At least half of the game is spent in combat, and much of the fun of the game is in determining the tactics necessary to win the many battles. Read the "Combat Tips" in Part V of this walkthru for more detailed help. Generally, though, either blast enemy magic-users and clerics with spells as quickly as you can, or move right next to them and hack away with your weapons. Enemy clerics and magic-users do not cast spells very often when being beaten on the head with a sword! Your clerics' Hold Person spells are effective against most magic-users and clerics; one spell can incapacitate several of them! Stinking Cloud is also sometimes effective in disabling some of them. (Hold Monsters stops the larger creatures.) It's best to have a weapon-bearing character immediately strike the immobile enemy. One blow will destroy him. OVERALL STRATEGY You must find three magical items before you can get into Myth Drannor and meet Tyranthraxus, but that's the only major requirement in the scheme of things. You will find the three items in Hap, Yulash, and Zhentil Keep. If you visit the Standing Stone, you will be advised to go to Hap first, and then to Yulash, saving Zhentil Keep as the last bond adventure before Myth Drannor. If you want to spend some time exploring and building up your characters' experience points before attempting the bond adventures, there are a lot of shorter adventures in the game. They are found by taking all the different travel options between cities. The "Wilderness" option is particularly rewarding. The "Patrol the Forest" option at Standing Stone usually leads to a battle with dangerous black dragons, but you can win a lot of experience points by defeating them. After you have completed your second bond adventure, go to a city, and you will have an added option: "Search Area." This usually leads to a cave or ruins that you can explore. It's another great way to build your experience points, and to find weapons, scrolls, and gold. Be warned that some of them are quite involved and have several levels. The lower levels are often far more dangerous and difficult than one of the bond adventures! One of them (The Tower of Oxam outside of Dagger Falls) has a huge battle in a meeting room with multiple Beholders, Elf Lords, High Priests, and Rakshasa that is seemingly impossible to win. It is possible, however. Read "Part 4" if you want to know how. BEST ADVICE After Tilverton, explore the various travel options, and visit the cities briefly so you'll know where the Training Halls are. Talk to the barkeepers. (Some you won't be able to talk to until you've completed a nearby Wilderness option.) Visit Zhentil Keep to buy items in the Magic Shop. While there, fight the clerics, fighters, and magic-users who pick fights with you to collect some armor and weapons. (Stay at the Inn and save the game there. The random encounters, although usually easily won, can often be very dangerous.) Next, pick a bond adventure. Hap is perhaps the longest, and involves the most battles; Yulash is the shortest, and involves the fewest battles; Zhentil Keep involves nearly as many battles as Hap. All of the adventures can be won with even the low-level characters created in CURSE, and they are fairly equal in difficulty, depending on how lucky you are. Whichever bond adventure you choose, or whatever the order you play them in, you'll have some very tough battles. But if your tactics are sound, and you're persistent, you will eventually prevail and emerge victorious! Good luck and happy hunting! CURSE OF THE AZURE BONDS: Part 2 TILVERTON The first evil power can be found in the sewers of Tilverton! But first you'll have to leave the Inn and find some armor and weapons. (The blacksmith is to the west of the Inn.) Each of your characters has 300 platinum to spend, and that's more than enough to buy everyone the best armor in the shop. (Plate has the lowest AC, but it restricts movement points to 6; you may prefer the lighter banded mail.) Buy a long sword, shield, long bow, and plenty of arrows for each of your fighters (thief, ranger, or paladin), a mace or flail and staff-sling for your cleric, and a dagger or staff and darts for any single-class magic-users in your party. If you have transferred your party from POOL, you should go to the Training Hall (north of the Inn) and train for the levels to which you are entitled. This will use up the remaining platinum pieces you were given. It is now safe to map and explore the rest of Tilverton. You will find a mage who will talk to you about your "sigels." His price is steep, however: half of what you have! If you're curious, check it out. There is a shop that sells silver mirrors and flasks of oil. A silver mirror may be handy later in the game when you face a Medusa or two or more. I never used the flasks of oil, but that doesn't mean they're not useful. There is a Temple where a priest will attempt to remove your sigels at no cost: The attempt will be futile. There is a bar whose barkeeper will give you information if you buy whiskey, and _only_ if you buy whiskey. You can get into a brawl at the bar, if you like. In order to do so, just buy anything other than whiskey! Eventually, you can try to get out of the city. Unfortunately, you'll be stopped by Royal Guards who say the way is blocked because a Royal Carriage is coming. If you've explored enough places in the city, the Royal Carriage arrives, and your bonds compel you to attack the King! Fortunately, the man in the carriage is an impostor, but you will have to fight off a couple waves of Royal Guards who are protecting him (unless you choose to surrender). There will be a brief pause in which you are advised to leave the area. If you immediately duck into the alleyway in front of the Inn, you will find a thief who will offer to help you escape. Accept his offer. (He'll also help you escape from jail, if you choose to surrender to the Guards.) He'll escort you underground to the Thieves Guild where you will have the chance to rest (and camp). Take the opportunity to heal, memorize spells, and save your game: You'll need to be ready to fight some tough battles. Almost immediately after the Master Thief gives you some information about the Princess Nacacia, who's being held prisoner in a place called The Hideout, these battles will begin. (Reach The Hideout by going south through the sewers.) If you have been reading the clues you've been getting, you'll know that Nacacia is dressed in purple. You'll also notice that fanatical cult members dressed in green are hanging around the city. Bits of purple cloth will be found along the way, marking a trail for you to follow. Carefully map your way to and through the Cellars. There's a treasure room in the Thieves Guild area that has some magical weapons. You can also rest here to heal and memorize new spells. The treasure room is southeast of where you have your first battle. Keep going south, and you'll find the entrance to the Sewers. Along the way you'll find a reference to a map in your journal (Entry #4). This map is accurate, but incomplete; you'll have to map every room along the way to be sure you don't miss anything. In the sewers, you'll find a large group of Otyughs that have a shining object in their mound. They can be bargained with, so you don't need to fight them unless you want to. (Fighting them is difficult, but the reward is 5000 XPs if you win.) If you choose to bargain, they will ask you to get them some food from The Neighbors. The Neighbors are a group of Otyughs south of this group. Fight and destroy the second group, get the food, and return to the first group for your reward. (If you kill The Neighbors before you make the bargain, you won't be rewarded.) Just before you get to The Hideout, you'll find a secret door to a Training Hall that will allow you to cash in some of those experience points to possibly gain more levels and spells before you tackle The Hideout. Next to the secret Training Hall you will find some Trolls. Winning that battle will give you more magical weapons. (There are a four more Trolls in the next room, but there are a number of Gators with them. In order to win this battle you will need to first kill all the gators before the Trolls; otherwise, the Trolls all regenerate! Standing in the square where a Troll dies also prevents him from regenerating.) A few steps south of the Training Hall you will find a Knight from Myth Drannor. He will ask who you serve. Answer "Princess Nacacia," and you will get some help from his fellow Knights later in the game. Do not fight him: he's on your side! The Hideout is a complex of many rooms. One of them is a torture room, where Princess Nacacia's cleric is being tortured. Rescue him. (The adventures of the princess and her cleric lover are a sub-plot that runs through the game.) Princess Nacacia is held prisoner in the corner room to the southwest. Before going there, you should stop by the armory. Open the box there and you'll find more magical weapons. Save the game here. When you enter the southwest corner room, you will have one more battle, then your first bond will fade from your arm. (Hold Person and Stinking Cloud spells will help get you through this battle. Remember, always kill off enemy clerics and magic-users first!) Even though you rescued his daughter, the King will banish you from Tilverton: You can't be trusted while you bear the other sigels! THE DALELANDS You will be shown a map of the Dalelands area, and where you are. You'll be asked where you want to go and offered various travel options for getting there. Explore the Dalelands, and use every travel option. The Wilderness options lead to some interesting adventures involving battles with different groups of monsters between each town. The Boat option leads to battles with pirates. These battles are challenging tactical exercises providing you with experience before you undertake the bond adventures. You will find that most of the cities you visit only have a bar, a temple, and a general store. Go t the bars to pick up information. You will find Training Halls in Ashabenford and Essembra. You will run into unfriendly people in some of the towns, like Dagger Falls. Removing the Zhentil bonds makes the innkeeper in Dagger Falls friendly; rescuing the farmer and his family in a Wilderness battle makes the people in the Dagger Falls bar friendly. (HILLSFAR had similar requirements.) Zhentil Keep is a nice place for a beginning party to visit. There are random encounters with magic-users, clerics, and fighters. All of them have magical weapons and armor. Get the +1 Crossbows and +1 Quarrels from the fighters, and the AC-4 Bracers from the clerics and magic-users. You can sell the extra Bracers for 9,000 gold each, and buy up some very nice magic items in the magic shop. Arm each of your adventurers with magic missile wands. The extra-healing potions will come in handy, too. The other magic items are luxuries which are quickly used up. But if you can afford them, by all means, stock up! Pick up some magic-scrolls for your magic-users to scribe. If you find waiting around for encounters a bit too tame for your tastes, bash in a door. You'll soon have many encounters, as the guard is called out to deal with you! (Save at the Inn before undertaking any encounters; some of them can be very difficult.) If you visit the Standing Stone, you'll be directed to go South. When you feel that you're ready to undertake your next bond adventure, go to Hap. On the way to Hap you'll meet some black dragons. Black dragons are particularly vulnerable to Stinking Cloud spells. If you give them a belly ache with this spell, they won't be able to use their deadly acid breath against you. THE VILLAGE OF HAP The Village of Hap is patrolled by five parties of Dark Elves. Don't avoid these patrols. There are a set number of Dark Elves in the village. If you take them piecemeal, patrol by patrol, the number of them in the final confrontation (in the village barn) is lessened. Strip the first patrol of weapons and armor, and distribute them among your party. Give the maces to your cleric. The Drow have magical chain mail, swords, and maces. Equip your whole party with these while you're in Hap (Village, Cave, and Tower). Unfortunately, these magical items all disintegrate when you leave Hap. Drow Elves are almost magic-resistant, but not completely. Your first spells may not be effective, but some of the next ones will be. Drow elves are most vulnerable in hand-to-hand combat (particularly when you're using their own weapons against them), and if you kill their cleric or magic-user first, he won't be able to cast his spells! Missile wands are usually effective against the Drow. If you cast Invisibility spells and avoid attacking for a few rounds, Drow clerics and magic-users will waste all their spells aborting them because they can't target your party. When they've used up their spells, you can cut them down at will. You will find a general store in the village, and an Inn where you can safely camp. If you do decide to leave Hap to get more training (and you should train for new levels as you become eligible for them), don't let the NPC magic-user whom you find in the village join your party. (He'll just get mad if you decide to leave Hap without clearing the Tower first, and leave your party anyway.) After the battle in the barn, you will find a map showing the way to a cave. When you leave Hap you will have the option to go to the cave. THE CAVE UNDER HAP Enter, and go west to the wall. If you turn south and east at the first opening, then turn south again, and go through an arch, you will eventually find Silk. (You can surrender to one of the many Drow Patrols you meet, and they will take you to Silk, but they'll take some of your armor and weapons as compensation for not killing you.) Silk will help you by applying another tattoo (non-magical) to one of your party. This tattoo will let you pass some of the numerous Drow Patrols you will find in the cave. (She does this in return for your promise to chase the dragons from the tower, and to bring her a dragon's egg.) After you enter the cave, go to the wall, turn north, and go to the north wall. Turn west, go through the arch, and north to the wall. Turn east, north, and west, and go through another arch. Keep going west to the wall, turn south, turn the corner toward the west, go to the arch, and turn north. Here, you will find a large party of Salamanders in their Sauna. Enter this room and battle them. (They are vulnerable to Stinking Cloud and Missile spells). After the battle you will find six treasure chests. Some of the chests contain very useful magical items. One of them protects you from Dragon Breath; another protects you from paralysis. You can use these scrolls for protection when you fight CrimDrac. To locate him, go south through an arch and all the way to the wall. Turn east, go through the arch, turn south, and go through this arch. Now, go east, south, east, south, and west through an arch. Go west to the wall, then head north to another wall. Go east then north to the wall, turn west, go through the arch, and meet CrimDrac. (He's either in this large room, or in the one to the south of it.) To get to the tower, continue south through the arch, and turn west. CrimDrac is a Dracolich. He is vulnerable to missile spells and little else. Spread your troops (watch out for his paralyzing breath), and hit him with all the missile spells and missile wand blasts you can! Use the protection spell before you meet him. You cannot escape battle with CrimDrac by surrendering to him. If you do, you'll find you have to battle him later when leaving Hap. If you do surrender, he'll escort your party to the top of the tower, and leave you to the whims of Dracandos, the Red Wizard. THE TOWER OF DRACANDOS There are twelve assorted dragons at the top of the tower with Dracandos! The dragon leader will parlay with you. If you chose the right option, he'll force Dracandos to remove your bonds, then fly off with the other dragons leaving Dracandos to _your_ mercy! (I chose the option of attacking Dracandos -- not the dragons -- when it was offered to me.) After the dragons leave, pick up the egg. Dracandos will flee and lead you on a merry chase all the way down the tower (several levels) before you finally catch up with him in the courtyard. There will be many battles along the way with his Drow guards. One of these battles will be with a very powerful Drow Lord with much better armor and weapons than anything you have! You'll have a hot battle with him before winning. (I foun it helpful to use a stalking horse and have a thief backstab him.) Also, have those in your party who aren't hacking at him use ranged weapons. You'll find a piece of parchment that shows the location of the traps in the tower. At random times, the parchment is booby-trapped to explode when you try to pick it up. Along the way I found a room where we were challenged by a mage to duel with a floating sphere. The loser will be sucked into infinity. The winner of this battle seems to be determined randomly. I tried all my high-attribute magic-users in this battle; all were defeated before the NPC magic-user, Akabar Bel Akash, won. (Others have reported winning this battle with a mere fighter!) Just keep trying different members of your party until you win. Save the game before undertaking the battle. Most of the other battles are fairly easy until you come to a large group of Wyverns. They're in the last room you'll come to before you enter the courtyard (where Dracandos is dragging a bagful of scrolls around). If you're poisoned by a Wyvern, cast a Neutralize Poison spell, and the character will survive (have one memorized in advance). Even if you're informed that the character is dead, don't believe everything you read! You can defeat Dracandos (and company) with a large variety of tactics. I found Hold Person spells worked on him, and Fireball spells decimated his friends. You may wish to experiment with other means. The tactics he and his friends use are random. Sometimes he damages himself and his party with his own spells! Dracandos wears AC2 Bracers and a +3 Ring of Protection. Equip one of your magic-users with these. The robe is cursed: Don't wear it. He also has other valuable items, including some scrolls. When you win the battle, you will be notified that you have found The Helm of Dragons. You won't find it in your inventory, but you do have it. It is the first of three items you need before you're ready to go to Myth Drannor. In the courtyard is a door to the Cave. You can return to the cave and give the dragon's egg to Silk for your reward. You can also leave the courtyard and go to Essembra. You will have to battle CrimDrac (if you haven't already defeated him) at the bridge, and that completes the second bond adventure. Undoubtedly, you will be ready for level increases at this point. Head for the nearest Training Hall (in Essembra) and get them. CURSE OF THE AZURE BONDS: Part 3 Now that you have completed two bond adventures, you will be able to take advantage of the "Search Area" option that now shows up in the menu of the various towns you visit. There are ruins, caves, and towers to explore outside every city. (For those who played POOL, there's still a section outside Phlan that needs clearing!) These alternate adventures are not necessary to win the game, but they do provide a means for acquiring more experience points, scrolls, magical armor, and weapons. If you visit the Standing Stone, you will be advised to seek the "green one" next. The "green one" is Mogion of Moander, and she can be found in the Pit of Yulash. YULASH Yulash is a city at war. Red Plume and Zhentarim forces battle for its possession. Your party will be met by Red Plume forces as they enter the city and taken to Red Plume headquarters in the northwest section of the city. After an interview, the Commander will mention something about the tattoo that Silk identified you with. You will be released and given a pass to leave, and a map. Camp in the barracks for the night. In the morning head immediately for the Pit (south, east, and north). Along the way, you may meet some Red Plume patrols, but they'll leave you alone; however, you'll have to battle any Zhentarim terror forces you encounter. You meet some Shambling Mounds dragging a body. Fighting them will give you a magical weapon. Continue north to the Pit and enter. As soon as you do, a cave-in will block your retreat. Go west and enter the first door to the south. Go through the south door to another room, then through the door to th east. In this room you will gain two powerful allies: Alias and Dragonbait. Equip these two with your extra armor and weapons, and return to where you entered the Pit. This time, go west, pass the south door, and turn the corner going to the south. Here you'll see a door to the east. Enter that door, continue east through the next door, turn south, and continue south through the next door. Eventually, you'll find a stairway to the next level. Go south through the door, turn west, and go as far as the first door that's blocking your way. Instead of entering, turn north, and continue north through the door to Mogian's Temple. You'll be met by Mogian -- the "green one" herself! She'll unleash the Shards of Moander. Hold Person spells are effective against Mogian, her priestesses, and the shards of her God. Stinking Cloud, Fireball, and Magic Missile spells worked on the Shambling Mounds. Mogian has a Cloak of Displacement which will lower AC by two. Grab it! The battle will also yield other treasures. After winning the series of battles, being released from another bond, and finding the Gauntlets of Moandar (like the Dragon Helm, invisible to you), search the Altar. You'll find a cache of precious jewels, and another map. This is a map of level one (Entry #52), with the indicated stairway the one you used to get to level two. Make your way back to level one and find your way out to the Wilderness. Alias and Dragonbait will leave your party at this point. Since Yulash seems to be a much simpler, easier, and shorter adventure than the others, you may decide that it, rather than Hap, should follow Tilverton. I would agree except for several things: The advice given you at the Standing Rock (go to Hap first), and the battles you do have in Yulash, are as difficult as any you will find in the other adventures. And if you choose to explore all of Yulash, you could have as many encounters. ADDITIONAL YULASH ENCOUNTERS Yulash has a large number of random encounters with two mages, one cleric, and a differing number of fighters. They have fourth level spells and always come into the fray already protected against Normal Missiles and Minor Globe of Invulnerability. They cast Fire Shield at the first opportunity. Since the Minor Globe of Invulnerability nullifies Fireball, Lightning Bolt, and Stinking Cloud spells, and the Fire Shield halves or nullifies the damage from Ice Storm spells, they're hard to beat. I have been using lots of Hold Person spells. Most opponents have magic weapons and armor. The mages have AC4 Bracers, and sometimes a Dart of Hornet Swarm. Also, there are a lot of +2 maces, +1 swords (not 2-handed) weapons, +1 banded and +2 splint armor, and +1 Rings of Protection in use. OLIVE RUSKETTLE After a brief stop in Ashabenford for training, return to Zhentil Keep to find Olive Ruskettle, and to be released from the next to the last bond. Olive Ruskettle is a halfling thief who claims she is a bard. She is another one of the interesting characters you will find in the novel (along with Alias and Dragonbait). She makes a brief -- but key -- appearance in the game. She will guide you to the beginning of the next bond adventure. You finally get her help by travelling beyond the point where you are warned to save the game. She will take you to the Temple of Bane where you can find and release Dimswart. Dimswart will clear up many things for you (Entry #12). After you have found him, explore the rest of the temple. You will eventually find an altar. Search it to locate the weapons which are hidden under a trapdoor. Among the weapons are some +2 arrows. While you're searching, the Clerics of the Temple will interrupt you many times. You will have as many battles as it takes to arm each of your adventurers with High Cleric armor. Refuse the invitation to follow the cloaked, hooded figure until you've finished searching the altar and arming your troops. The figure (Medusa) will keep coming back until she's enticed you to the altar of Dexam. Since there are no exits from the Temple (they will be sealed by fanatical priests), there is nothing else to do but follow Medusa when you are ready. THE ALTAR OF DEXAM Dexam is a Beholder. Beholders are very difficult to kill. Fortunately, it's not necessary during this first meeting. In fact, he will do you a favor. He will kill Fzoul (the evil lord responsible for your bond), and inadvertently release your adventurers from their bond. During the following civil war between the factions of Dexam and Fzoul, get out of the altar room as quickly as you can, and head for the north exit. Unfortunately, you will have to fight a couple of very tough battles with Minotaurs, Clerics, Zhentillian forces, etc., but eventually you'll be able to either bash through the door, or use a Knock spell. Camp and rest there. Do not move one step further. If you had chosen to exit through the east door, you would've eventually found a dead elf (there is also a teleport square that will take you to him). This elf has a rough map of the area (Entry #59). What you want your party to do after healing, memorizing new spells, and saving their position is to work your way east, north, west, and finally south to the exit into the Wilderness. Your party will have many battles on the way, including a large, difficult one with Dexam and his troops. You'll also have several battles with Drow Lords and other monsters. Use these battles to arm each of your characters with Drow Lord armor and weapons. Drow Lord chain mail and shields will lower a characters' AC to -7, and leave them with 12 movement points. Drow Lords also carry +5 swords! Camp, heal, memorize spells, and save your position after every battle. You may have to move back to a safe place to do so. It isn't safe to rest in very many places, but try moving a square or two away from wherever you last fought before camping. The tactics you can use to defeat a Drow Lord are generally the same as before. Protect yourself by using the terrain. Use Fireball spells on his companions, then pick him apart with ranged weapons, and backstabs. Heal those who are wounded. As you gain more +5 weapons and Drow Lord armor, use those weapons and armor against the other Drow Lords. It will become easier to kill a Drow Lord as you battle your way to your meeting with Dexam. When you meet Dexam, you might want to try using the Haste spell on a fighter or paladin. He will be able to walk through Dexam's forces and destroy this dangerous monster all by himself. (If Dexam isn't destroyed or engaged in hand-to-hand combat immediately, he can cast devastating spells, including one which will erase a character's statistics. He will not be dead; he'll be _gone_!) Several Fireball spells will destroy Dexam's forces, including the dangerous Medusa with him. You can also use a mirror against her so that her gaze will reflect back and stone her! Other gamers have used Lightning Bolts and Ice Storm spells to win this battle. After you win the battle you will get the final object (The Amulet of Lathander). Again, it will be invisible in your inventory. Now that you possess all three objects, when you return to the Standing Stone, you will discover that the advice came from Tyranthraxus in disguise. He will reveal himself, tell you to meet him in Myth Drannor, throw off his cloak, and vanish. Myth Drannor will now appear as one of the options. MYTH DRANNOR There are two sections to Myth Drannor. Tyranthraxus is not in the first section that you enter; he is in the section to the northeast of that section. The first section has many random encounters with Thri-Keen patrols; however, if you give them the password (Tyranthraxus), they will leave you alone. There is a ghostly meeting with an elf queen to the northwest. This meeting will get you with a +5 bow and some blessed quarrels if you don't take the armor offered as an option. If you do take the armor, all items you receive from the queen will be cursed. You will also meet a Knight of Myth Drannor. He tells you they will provide a diversion as you enter the Temple of Tyranthraxus. When you enter Myth Drannor, don't enter the building immediately to your right (if you are facing north). Especially, do not enter the web to use a password (KRRKKKK). It is a Rahshasa trick to trap you in a Giant Spider's sticky web. (The clue for the password is given in one of the Search Area ruins.) You will find a path to the east in the northeast section. Take the path through the woods to get into the second section, then immediately head north. You will have a chance to rescue a man from hell hounds. The man will tell you of his cache. In the cache is a +5 Sword and The Girdle of Giant Strength. If you take the other path to the second section you will meet a Rakshasa who will become a member of your party if you help him fight his thieving uncle. This leads into many encounters with Rakshasa patrols, however. The first door you find to the north is the door to the Temple of Tyranthraxus. The next sequence is beyond your control. It runs like a movie script. You will lose your final bond, and Tyranthraxus will leave his clerics behind to fight you in his altar room. When you have a chance to leave, head out the door to the east, turn north, and enter the middle door. Hug the wall to the left, and head north until you come to a stairway to level two. On level two go north through a door, and turn to your right. Tyranthraxus is in the second room to your right. Camp, save the game, and cast your spells. If you want an easy battle, use the Dust of Disappearance in camp. If you want to save the Dust for the mass meeting of Beholders in the Tower of Oxam, cast Minor Globe of Invulnerability spells on your mages, and anything else that may be useful such as Enlarge, Prayer, and Invisibility. Get rid of the enemy clerics and magic-users with Fireball spells. The blessed quarrels/arrows can kill Rakshasa. Use Hold Person, Ice Storm, and everything you can. Heal those who are wounded with the extra healing potions. It's a tough battle, but the Knights of Myth Drannor will arrive at the end to heal your wounded. The game then ends in fireworks and celebration. Congratulations! CURSE OF THE AZURE BONDS is published by Strategic Simulations, Inc., and distributed by Electronic Arts. CURSE OF THE AZURE BONDS: Part 4 THE SIDE ADVENTURES After you have completed the second bond adventure, you will have the choice of using the Search Area option when you reach a city. Some of the Search Area options lead you to the same place that selecting Enter the City does. For example, Zhentil Keep and Myth Drannor have no separate places to explore, but the Search Area option is on the menu. These side adventures can be used to gain experience points and levels, and to find gold, magic weapons, scrolls, and armor. They all involve exploring mazes -- some more difficult than others. Charles Miles commented: "The small-time caves are a bear to map because they're made up of combinations of a small number of different shaped areas. This gives the impression that: a) you were in a room before when you really weren't; and, b) the caves were built by Drow Elves Prefab Caves Inc." Shadowdale, Ashabenford, and Essembra caves have several levels. The next lower level is filled with more difficult monsters than the previous. If you're lucky, you may find some +2 Long Bows and Composite Bows. What you find is randomly selected, however, and your discoveries will vary greatly. You reach another level when you cross through a tunnel in a cave. There is a walled city on the third level of the cave near Shadowdale, where you can find someone who will transport you to the surface if you wish; Dracolich, Black Dragons and Elf Lords abound here. You can find the Magistrate's kidnapped daughter on the first level. Report back to him in the city of Shadowdale, and he'll reward you for your efforts. The "Search Area" at Phlan leads you to an unconquered section of the city, filled with "green one" priestesses and monsters: Shambling Mounds and Vegepygmies. You can sometimes watch a ritual being performed in front of the temple's altar. The ruins outside of Hillsfar features Phase Spiders, Margoyle, and Thri-Keen. The ruins outside of Teshwave contain pirate treasure. Danny Low writes: "The difficulty of the side adventures is highly variable Hillsfar and Teshwave are quite easy for fifth level characters; Phlan and Voonlar are intermediate. Even the hard ones, like Shadowdale, are easy as long as you don't go below the first level. They are clearly designed to allow the characters to earn more XPs as they rise in levels. That is, the higher they rise in level, the larger the XP rewards become, which helps them rise to the next level. "The harder side adventures randomly give you MU scrolls. This is very nice for Scribing. The training fights you encounter on the roads and wilderness are also easy, but these don't give much loot. "I also had numerous confrontations with Dracolich, Black Dragons and Elf Lords in Shadowdale, but there appears to be a limit to how many Elf Lords and Dracolich you have to fight. Once they're dead, there are no more; just wimpy Black Dragons, Efreets, et al." The Tower of Oxam is at Dagger Falls and is the best (and most rewarding) of the side adventures. When you select Search Area at Dagger Falls, you find yourself in a second Magic Shop. This is a nice surprise since Zhentil Keep i barred to you once you finish the bond adventure there. If you choose to explore the Tower, you begin in the foyer. You can go up in the tower (and sometimes see the shade of Cadorna wandering the tower), or down below, where you will eventually find the mass meeting of the Beholder Corps. THE MASS MEETING OF THE BEHOLDERS If you want to go to the mass meeting, go west into the sitting room. Then, go south (where you will find the stairs up), go east through the door, and south through a door (where you will battle a group of minotaurs). Go through the east door and you will be in the cave. Keep going east until you can turn south. Go through the third door from the left (facing south). There is a door to the west. Go through it and follow a path west (past several rooms to the north). Then go north, west, north, west, south, east, south, east (through an archway) down a long hallway, and through the door (you'll be in a large cavern). Turn south and hug the wall until you come across a door to the west. Through that door lies several rooms. One of them will be the room where the mass meeting of the Mulmaster Beholder Corps is being held. You are invited! When you enter the room, your computer screen will read, "You enter a room dominated by a large conference table. On each side is an assemblage of Rakshasa, Drow, Priests, and Beholders. They are discussing the fate of adventurers." Your options are "Flee in Panic," and "Throw Caution to the Winds." There are 8 Rakshasa, 10 High Priests, 10 Drow Lords, and 15 Beholders in the room. The battle is very easy if you camp and use the "Dust of Disappearance" before entering. If you choose not to use the dust, here is the way Mark E. Loenichen did it, playing the IBM-PC version 1.0: Assumptions going in (e.g., untested): Cast Enlarge and Haste on everyone. Make sure they're all at maximum movement points on entry. Ready their armor only at the moment of conflict. (This is a general rule, not to be taken literally.) The Blink spell seemed to work better than Invisibility for avoiding undesired magic spells and physical hits. If you can't Blink, use regular invisibility. This provides only minimal protection during initial contact when you are trying to gain better tactical ground. Party make-up: All my characters had been through POOL and HILLSFAR, so they had quite a few hit points (two had 100+, one 99, the others in the 60's). Have two eleventh level mages, two tenth level clerics, and one twelfth level thief (very important for Drow Lord fighting) in your party. Working Spells/Potions (all purchased): Extra Healing and Potions of Speed. I spent everything I had to purchase every Javelin of Piercing in the store! Essential Observations: Drow Lords run faster than anyone else. Cold spells work on Drow Lords better than anything else. The -2 AC loss for Stink Cloud victims can be essential. Curse works only on clerics and isn't worth it. Nothing bothers Beholders or the Rakshasa magicians except force. A well-placed backstab to a Drow Lord from a Hastened, Enlarged party member can do wonders for the party's morale. Specific Strategy: Clumped-up groups of people are "easy" pickings, especially if the ones trapped are the nastiest. Survive at the cost of an easy kill: In other words, when a Beholder approaches within lethal distance, run! Try to get the enemy to use up all his spells. Tactics: Hit the Drow Lords and priests with Confuse. Not many will be affected, but it's enough to eventually drain most of their combat spells. Your first maneuver should be to escape from the room. Run up and all the way to the back of the room (behind walls, of course). Eventually, all the enemies will congregate in the back of the room. Drow Lords and Rakshasa will be the most prominent in the crowd. I positioned my party around the walls to hold some of the monsters in, and set up a "sucker play" wherein I enticed others to come out of the room (one or two at a time only). Drow Lords were definitely more desirable one at a time, but I managed three once -- with great difficult and at the expense of using a lot of my Heal Potions. If the going got rough or looked hairy, I would run to the back of the room to recluster the enemy, then I would cast Healing spells and drink Healing Potions. There was a "YOU HAVE WON" message awarding 22,000+ experience points at th end of the battle. The loot from the room (as far as equipment and scrolls were concerned) was not impressive, but I did get enough money to make up for the expense of the Javelins. The back door led to a 2-square (I think) room with another door. Behind, the second door was _great_ treasure. I received another 10,000 experience points and a bunch of magic weapons. The weapons were not impressive; mostly +1's with one or two +2's. The room farthest to the back was a single-square sort of room. I was using the Search Area option when I entered. Rakshasa are not immune to stink clouds. Once they're coughing, they can be paralyzed with the Wand of Paralysis. I was not able to paralyze them at any other time, though I only tried two or three times when they weren't "stinking." The Drow Lords are affected by paralysis, too, but I think they have to be hacked up pretty bad; again, I believe my only success in this was when they were under the influence of Stinking Cloud. CURSE OF THE AZURE BONDS: Part 5 COMBAT Winning the battles is the hardest part of playing the game. Tactics are the key to victory. This section will attempt to introduce you to various tactics with which I have had some success. Generally, give the highest priority to targeting enemy magic-users to keep them from casting spells each round. Eliminate helpless monsters before they become active again, and concentrate your attacks on one enemy at a time. MANEUVERABILITY It is much easier to fight battles when your characters all have 12 movement points (or as close to it as your armor will allow in the beginning of the game). Do not overload your characters; don't get greedy by picking up all the treasure you find. When you find that your characters are overloaded, lighten their loads! IF YOU OUTNUMBER THE ENEMY If you don't have sufficient spells to kill all the enemies, mass your attacks against one of them at a time. Follow the Quick Start advice: "It's better to kill one than to wound two." Experiment with your thief's backstab abilities. Use the delay command when each character's chance to move comes up. This allows the monster to move first so that the direction in which it's facing won't change. Then, have a fighter or cleric attack the enemy from one direction, and have your thief attack from directly opposite your fighter.) The backstab is one of the most effective weapons in the game. The damage increases as your thief gains levels. Contrary to the manual, a multi-classed thief can wear heavy armor while using the backstab, and he can use it against large monsters. IF THE ENEMY OUTNUMBERS YOU Find good, defensive positions that won't allow the enemy to find a way around your flanks. Use the terrain; force the enemy to come at you through doorways and narrow openings in walls. Set your party up next to trees to protect them from being surrounded. Mass as many of your attacks against as many single targets as possible. RANGED WEAPONS If only your party has ranged weapons (bows, crossbows, slings, and attack spells, such as Fireball, etc.), try to begin the attack at the longest possible range. Keep a front line of fighters and clerics to protect your archers and magic users. If both sides have ranged weapons, make the enemy spellcasters your primary targets. If only the enemy has ranged weapons, attack at close range. It's much harder for the enemy to use his bow or magic against you when you're beating on his head with a sword! Offensive spells act very much like bows or weapons. Using them on an enemy magic-user prevents them from casting for the rest of the turn. The magical "+" bows are, of course, the best ranged weapons to have, as well as "+" arrows and quarrels. SINGLE TARGET SPELLS Magic Missile is the single best target spell. It has the longest range and causes the most consistent damage. Spiritual Hammer is only effective at close range, and even then, it doesn't cause much damage. Cloudkill, Flame Strike, and Slay Living are short range offensive spells that vary greatly in effectiveness. Experiment with them. Charm Person can turn an enemy into a friend. It only works on one human-shaped creature. MASS ATTACK SPELLS Fireballs are the spell of choice, if you have them available. Ice Storm and Cone of Cold cause less damage, and can only be used at shorter distances. They are effective against monsters resistant to fire. Fear causes all enemies within a rather large area to flee; however, if they are nearby, you can very easily affect your own troops. Confusion will interrupt between 2 and 16 monsters from doing whatever they were doing. Lightning Bolt is the enemy magic-users' favorite spell. It can be effective against up to eight targets; however, it is usually only effective against two or three. Sleep, Hold Person, Hold Monster, and Stinking Cloud can make the enemy helpless sitting ducks for a fighter's or archer's single blow. If the enemy has the ability to use mass attack magic against you, spread your party out. Most mass attack spells have limited range. Charm Monster works on all living creatures but is only effective on one monster at a time, and the monster must be fourth level or higher. DEFENSIVE SPELLS Prayer, Bless, Protection from Evil, and Protection from Evil 10' Radius are protection spells you can cast in camp before a battle. I preferred to use Prayer since it affected the saving throws and THACO of the whole party, and not just a single target. Bestow Curse reduces the target's THACO and saving throw by four. Invisibility 10' Radius is very useful to cast in camp before a battle. It makes your entire party invisible until they attack. Do not attack right away. Use your enemies' confusion (magic-users will waste spells by trying to cast them, and aborting the spells when they can't find a target) to get all your characters in position for backstabs, Lightning Bolts, etc. Have all your characters choose delay, let the enemy take his turn, then attack all at once. (Your THACO in melee is reduced by 4.) The Minor Globe of Invulnerability (protects the caster from incoming first, second, or third level spells) is perhaps the most valuable protective spell you can have your magic-users cast in camp before a major battle. OTHER SPELLS Enlarge makes the recipient larger and stronger. The higher the level of the caster, the stronger the character. It should be cast in camp. Haste doubles the character's movement and number of melee attacks per round. However, it also ages them by one year. Slow can be used against targets using Haste to negate the spell. (WARNING: IBM version 1.0 has a bug that causes the game to freeze when Slow is cast.) Neutralize Poison is valuable in restoring a poisoned character to life. Cast it either during the battle when the character is poisoned, or in camp before resting. Do not be fooled by the message saying that the character is dead. They can be brought back to life with the spell. Slow Poison will only revive a person for the duration of the spell (one hour per caster's level). Feeblemind and Fumble are not always effective because the target is allowed saving throws. SPECIAL MAGIC ITEMS The Necklace of Missiles casts a series of fireball spells. It is found in the sewers of Tilverton. The Wand of Missiles casts low-level missile spells. This is the best of the items you can buy at the Magic Shop. The other offensive spells sold there are Hornets Nest Darts (excellent weapon for a single classed magic-user -- get several), and Lance of Piercing (highly recommended for use at the Mass Meeting of the Beholder Corps). The Dust of Disappearance is the most powerful weapon in the game! With it, you can win any battle. Unfortunately, it can only be used once. It is an invisibility spell that keeps working even while you're attacking! Ready it and use it in camp before either the battle with Tyranthraxus to win the gam or to win the battle against the mass meeting of beholders in the Tower of Oxam. It is found in the thieves' treasure room in the Thieves Guild below Tilverton. The Dwarfs Girdle is beneficial primarily to Dwarves in raising strength attributes. Experiment with it, however, to see what it will do to each of your troops when readied. (WARNING: In IBM version 1.0, using it may cause the attribute to change to an unrealistic number beyond the maximum allowed. You're better advised to sell the Girdle.) The Ioun Stones do various things to attributes only if the characters aren' already at their maximum attribute allowed. See the list below. (WARNING: Using Ioun Stones in IBM version 1.0 may cause the attributes to change to unrealistic numbers way beyond maximum. You're better off selling the stones.) Pale blue rhomboid -- +1 Strength Scarlet and blue sphere -- +1 Intelligence Incandescent blue sphere -- +1 Wisdom Deep red sphere -- +1 Dexterity Pink rhomboid -- +1 Constitution Pink and green sphere -- +1 Charisma Pale green prism -- +1 experience level Clear spindle -- character needs no food or water Iridescent spindle -- character can survive without air Pearly white spindle -- character regenerates 1 hit point per turn Pale lavender ellipsoid -- absorbs spells up to 4th level Lavender and green ellipsoid -- absorbs spells up to 8th level Vibrant purple prism -- stores 2-12 levels of spells Dusty rose prism -- +1 protection Any Ioun Stone described as "dull gray" is burned-out and useless. You will not find all of the stones listed above. The list is from the AD&D manual. MY FAVORITE MONSTERS Some of the monsters are difficult to kill simply because they resist magic. Beholder: Use Haste on your strong, fast fighters and quickly eliminate a single beholder (or even a small party of them) with magical weapons. Don't waste time casting magic spells. They will block most (if not all) of them. You can also hide behind walls to stay out of range of their spells. Protection spells may protect you from some of their spells. They have a Disappearing ray that will not only kill your character, but wipe out his stats! (His condition will be GONE, which is deader than dead.) Black Dragon: I have had the most success with Fireballs, and quickly eliminated the Black Dragons before they could use their breath weapons. Don't let your party bunch together. One 45-point hit of acid breath can almost decimate your whole party! Missile spells are also effective. Stinking Cloud prevents them from using their acid breath, as well as making them helpless at times. Dracolich: In defeating Crimdrac, spreading out, and casting multiple missil spells from a distance was very effective. (Each of my adventurers used a missile wand if they didn't have a regular (and more powerful) missile spell. Medusa: I never had any problems with Medusas. Burn them to a crisp with fireball spells from a distance before they can get close and use their Gaze that turns you into stone. I have heard reports that using a Mirror against them when they cast the gaze turns them into stone! (They also can't use their gaze if you are invisible!) Rakshasa: They can be slain by a blessed bolt from a cross bow, but any magical weapon will do, and engaging them quickly in battle prevents them from using their favorite spell: the Lightning Bolt. (The Minor Globe of Invulnerability will protect your magic-users.) Thri-Keen: You won't meet many of them until you get to Myth Drannor, and then they will respond to Tyranthraxus (the password), and leave you alone. Tyranthraxus (the Storm Giant): Protect your three magic-users with the Minor Globe of Invulnerability, and the Lightning Bolts he throws will be harmless. You can cast Invisibility 10' Radius, which should protect the others, as long as they don't attack anyone. Of course, The Dust of Disappearance will keep everyone safe from being targeted by spells, and Potions of Extra-Healing will help restore the HPs you will lose when you bump into his various bodyguards in the final confrontation. ...END... Sewersoft presents..... ~ THE DOX FOR DEBUT ~ ----------------- (typed by Scooter-Genesis) ..........................TYME AND REALITY................................... THE MENU SYSTEM; THE TYME AND REALITY MENU OPERATING SYSTEM WORKS UNDER THE SAME PRINCIPLES AS GEM ON THE ATARI,ITS JUST A LITTLE SURREAL.YOU USE THE MOUSE TO POINT AND CLICK THE LEFT MOUSE BUTTON IN ORDER TO CHOOSE AN ICON. ON LOADING YOU WILL BE PRESENTED WITH THE MENU BAR OF `FIG 1` THE OPTIONS AVAILABLE ARE; JOYSTICK; THIS ALLOWS YOU TO INTERACT WITH PLANET AND ITS ATMOSPHERE,TO PREVENT AND RECTIFY DESTRUCTION,AND TO VIEW THE LANDSCAPES. TRADE; MONEY IS AN IMPORTANT FACTOR,AND IN ORDER TO FINANCE YOUR METHODS OF `PLANET REVIVIAL` YOU WILL NEED TO SELL PRECIOUS MATERIALS FOUND IN THE CITY.YOU MAY ALSO NEED TO BUY USEFUL CHEMICALS AND FERTILISERS. FUSION; USING YOUR PERSONAL REACTOR,YOU MAY BHREAK CHEMICALS DOWN INTO THEIR COMPONENT PARTS,OR COMBINE CHEMICALS TO MAKE NEW SUBSTANCES.YOU MAY NEED TO MAKE SUCH THINGS AS PLANT FOOD,TO HELP BRING BACK DYING FORESTS. THC; TYME HOUNDED CONSCIENCE,THIS IS `THE CITY` SECTION OF THE GAME,AND WILL ALLOW YOU TO GO INTO ONE OF THE MANY CITIES OF THE PLANET AND EXPLORE THEM IN YOUR TRUSTY ARMOURED SUIT CODE NAMED `PELVTHRUST` STATUS; THIS WILL GIVE INFORMATION ON THE CURRENT STATE OF THE PLANET,AND HOW YOU ARE GETTING ON BASICALLY YOUR SCORE; MISC; WHERE ALL THE ICONS THAT GOT MISSED OUT OR THE `WOULDNT IT BE GOOD`IF..STUFF GOES,BASICALLY ALLOWS YOU TO SAVE/LOAD PREVIOUSLY SAVED GAMES,ECT... INFO; (THE SIDEWAYS QUESTION MARK) CHOOSING THOIS YOU`LL BE PRESENTED WITH VITAL INFORMATION ABOUT THE CURRENT VERSION NUMBER AND OTHER BITS OF EXTREME INTEREST CONCERNING `DEBUT`(LIKE THE NAMES WARPED MINDS WHO WROTE IT). ..................................JOYSTICK.................................. THE PURPOSE OF THIS SYSTEM IS TO INTERFASE THE USER WITH THE SIMULATED PLANET AND THE CONSTRUCTION/DESTRUCTION OF IT. FIG 2 SHOWS THE AVAILABLE JOYSTICK ICONS; BRIEF DESCRIPTION; 1. POLLUTION MAPPING MENUS, THIS BRINGS UP ANOTHER SET OF MENUS ALLOWING MAPPING SEPERATE TYPES OF POLLUTION(OZONE,NUCLEAR,EARTH) 2. WIND MAPPING MENU 3. CLOUD MAPPING MENU 4. TEMPERATURE MAPPING SYSTEM 5. JOYSTICK PROGRAMMING SYSTEM 6. JOYSTICK OUTPUT CONTROLLER 7. PROGRAM FILE SAVE AND LOAD 8. CHOOSING COLOURS 9. VIEWING MODE SELECTOR 10. `THE GOOD JOB` SYSTEM 11. RAIN MAPPING MENU 12. ANIMAL LIVE MAPPING 13. PLANT LIVE MAPPING 14. WATER MAPPING 15. ZOOM TO INDIVIDUAL SQUARE EACH ICON IS EXPLAINED IN GREATER DETAIL BELOW; ALTHOUGH NOT IN CHRONOLOGICAL ORDER OF ICON NUMBER WITHIN THE SYSTEM,THEY HAVE BENN DSCRIBED IN VARYING STAGES OF DIFFICULTY OF USE,STARTING FROM THE BEGINNER AND PROGRESSING TO EXPERT. .............................VIEWING MODE SELECTOR........................... THE DEBUT PLANET CAN BE MOVED FROM TWO FUNAMENTLY DIFFERENT POSITIONS,THESE ARE KNOWN AS THE LOCAL AND GLOBAL VIEWS. FROM THE LOCAL VIEW(SET DEFAULT WHEN YOU START) YOU CAN ONLY SEE A SMALL PART OF THE PLANET(ROUGHLY 1/8) THIS IS SIMILAR TO AN ORBIT OF THE PLANETS SURFACE(IE,IF YOU WENT ROUND THE WORLD ONCE THEN THE LOCAL VIEW WOULD BE ALL THE GROUND YOU HAVE PASSED OVER. THE LOCAL VIEW TENDS TO BE MORE USEFUL,AS IT IS EASIER TO PICK OUT INDIVIDUAL SQUARES (SEE FIG 3) THE GOLBAL VIEW IS MORE LIKE LOOKING DOWN BOTH ENDS OF THE PLANETS POLES,TO THE LEFT IS THE TOP OF THE PLANET AND THE RIGHT GLOBE IS THE BOTTOM POLE.(EG NORTH,AND SOUTH)..(SEE FIG 4) THE GLOBAL VIEW IS MORE USEFUL FOR PICKING OUT PATTERNS AND TRENDS. ..................RELATIONSHIP BETWEEN LOCAL AND GLOBAL VIEWS................ THE LOCAL VIEW IS 32 INDIVIDUAL SQUARES WIDE BY 30 DOWN,AND WHEN YOU FIRST START PLAYING,YOUR ORBIT WOULD COVER ROUGHLY 1/4 OF THE TOP POLE.(1 ON FIG 5) THE VIEWING MODE SELECTOR IS ONLY CONCERNED WITH HOW YOU WILL SEE PLANETS LOCAL VIEW AND DOES NOT AFFECT THE GLOBAL ONE. THE MENU IS SHOWN IN (FIG 6) 1. DIRECTION SELECTORS, THESE ALLOW YOU TO HAVE THE VIEW FROM EITHER NORTH,SOUTH,EAST OR WEST.WHICH IS USEFUL FOR SEEING BEHIND HILLS.ECT 2. DIMENSION SELECTOR, YOU MAY HAVE TO CHOOSE THE PHYSICAL GEOGRAPHY OF THE LANDSCAPE(IE HILLS OR VIEW IT JUST FLAT,IF IT HIGHLIGHTED THEN IT WILL BE THE 3 DIMENSIONAL REPRESENTATION) 3. IT IS USEFUL TO NOTE THAT DEBUT IS PRIMARILY AN ATMOSSPERIC OF A PLANET,THE CONSEQUENCES OF WHICH WILL AFFECT THE CO-SYSTEM AND AS SUCH, ALL LIFE ON THE PLANET. IT DOES NOT TAKE PHYSICAL GEOGRAPHY INTO CONSIDERATION TO ANY GREAT DEGREE,TO PROCESS ALL THIS WOULD TAKE YOUR COMPUTER A RATHER LONG TIME,AND THIS POOR PROGRAMMER EVEN LONGER!! .........................CHOOSING COLOURS................................... RED ROCKS,RED LIFE,RED TEMPERATURE AND RED RAIN..RIGHT BORED WITH ALL THOSES REDS YET?...I AM, OK SELECT THIS ICON AND YOUR PRESENTED WITH A SMALL MENU WHICH LISTS SEVERAL FAIRLY SELF EXPLANATORY COLOUR.TAKE YOUR CHOICE AND HAVE FUN,FROM CONVENTIONAL TO PSYCHEDELLIC PLANETS! THE LAST COLOUR TO CHOOSE,YOU MAY NOTICE IS,`SELF`.THIS CAN BE USED TO SELECT YOUR OWN CHOICE OF COLOURS WHEN YOU BECOME MORE COMPENTENT AT USING DEBUT(SEE LATER SECTIONS ON JOYSTICK PROGRAMMING AND MAPPING). ........................JOYSTICK OUTPUT SELECTOR.............................. THIS IS BASICALLY THE CONTROL PANEL OF JOYSTICK,FROM HERE YOU WILL RUN PROGRAMS AND SET GLOBAL PARMETERS (SEE FIG 7) 1. ORBIT OR SCAN SELECTOR;-ONCE CHOSEN YOU WILL BE PRESENTED WITH, THE LEFT AND RIGHT CURSORS WILL MOVE POINTERS ACROSS THE LANDSCAPE WILL SELECT THE ORBIT. IT IS A GOOD IDEA TO HAVE A PICTURE OF THE GLOBAL MAP DISPLAYED AT THE TIME,AS THE POSITION OF THE ARROWS COINCIDES WITH WHERE THE ORBIT IS ON THE PLANET.(DISPLAYED ABOVE) THIS CAN BE ACHIEVED SIMPLY BY SETTING PROGRAM PARAMETERS FOR GLOBAL VIEW (SEE LATER) AND RUNNING PROGRAM(IT DOES NOT MATTER IF YOU HAVE`NT WRITTEN A PROGRAM YET,OR IF THERE IS NOT A PROGRAM IN MEMORY) 2. PARAMETER MAINTENANCE;- SEE LATER FOR ADVANCED PROGRAMMING 3. PROGRAM EXECUTE;- THIS MUST BE PRESSED IN ORDER TO RUN PROGRAMS,SEE ALSO JOYSTICK PROGRAMMING. 4. THREE MORE DAYS;- IT MIGHT SOMETIMES BE NECESSARY TO STAY WITHIN TYME AND REALITY RATHER THAN GO BACK INTO THE CITIES,IN ORDER TO SEE WHAT WHAT EFFECTS YOUR LAST EFFORTS HAD,AND TO DEPLOY MORE RESOURCES.HOWEVER,YOU WILL EVENTUALLY HAVE TO GO INTO THE CITY,THE GAME CANNOT BE PLAYED FULLY BY JUST USING THE MENU SYSTEM. ..............................ZOOMING ON A SQUARE........................... WHEN CHOSEN,JOYSTICK WILL EXECUTE THE PROGRAM THAT IS CURRENTLY IN MEMORY,GIVING ITS OUTPUT AS A LOCAL MAP IN YOUR CURRENT ORBIT(SEE FIG 32) ONCE DRAWN YOU MAY MOVE THE HIGHLIGHTED SQUARE AROUND THIS AREA AND SELECT A SPECIFIC SQUARE TO GET EXTENSIVE INFORMATION ON IT (SEE FIG 8) NOTE; IF YOU NOW GO TO THE `GOD JOB` SYSTEM,THIS IS THE SQUARE THAT YOU WILL BE WORKING ON. THE CONTROLS FOR MOVING ABOUT THE LANDSCAPE ARE AS FOLLOWS; LEFT CURSOR;- MOVES YOU LEFT...RIGHT CURSOR;- MOVES YOU RIGHT...UP CURSOR;- MOVES YOU UP... WILL SELECT THAT SQUARE(AND GIVE YOU INFO ON IT) ............................JOYSTICK TUTORIAL................................ JOYSTICK PROGRAMMING FOR BEGINNERS; DEBUT HAS ITS OWN ICON BASED PROGRAMMING LANGUAGE,WHICH WE HOPE IS EASY ENOGH FOR ANYBODY TO USE,BUT OFFERS ENOUGH TO SCOPE TO ANYBODY WHOSE WILLING TO EXPERIMENT AND LEARN(EVEN WE HAD HEADACHES WANDERING WHAT ICONS WE PROGRAMMED WERE SUPPOSED TO DO!) IT IS IMPORTANT TO REMEMBER THAT YOUR PROGRAMS ARE EXECUTED IN A SIMILAR WAY TO ANY OTHER LANGUAGE,SO MORE OFTEN THAN NOT,IF NOTHING SEEMS TO HAPPEN IT IS PROBABLY LIKELY ITS DUE TO YOUR PROGRAMMING AND NOT TYME AND REALITY. JOYSTICK PROGRAMMING SYSTEM; THIS ICON(V) ON MAIN JOYSTICK PANEL AND IS USED AS A DATABASE TYPE PROGRAMMING LANGUAGE IN ORDER TO ALLOW THE USER TO INTERROGATE THE PLANETS CURRENT TRENDS,WEATHER,ECOLOGY AND STATE IN GENERAL,(SEE FIG 19) BELOW IS THE DESCRIPTION. 1. UP/DOWN ARROWS;- THESE ARE USED TO SELECT WHICH SUBJECT YOU WISH TO PROGRAM,IF UP IS CONTINUOSLY SELECTED IT WILL EVENTUALLY COME BACK TO START. 2. TITLE;- HERE IS THE TITLE OF WHAT YOU ARE CURRENTLY PROGRAMMING IS SHOWN. 3. SELECTOR;- THIS ALLOWS YOU TO SELECTIVELY ENABLE/DISABLE THE CURRENT OPTION FROM THE MAIN PROGRAM,WHEN YOU COME TO EXECUTE IT. 4. AND/OR/NOT;- THESE DETERMINE THE LOGICAL OPERATION TO BE PERFORMED ON THE CURRENT PARAMETER.PROGRAMMING IN GREATER DETAIL IS DESCRIBED BELOW. 5. UNIVERSAL VIEW;- THIS ICON,ONCE PRESSED HAS AN IMMEDIATE EFFECT OF DRAWING THE PLANET AND SHOWING THE ALL DIFFERENT DENSITIES OF YOUR CURRENTLY SELECTED OPTION. 6. DENSITY SELECTORS;- THIS IS THE MAIN `PROGRAMMING BLOBK` OF THE JOYSTICK SYSTEM AND ALLOWS YOU TO CHOOSE WHICH STATES YOU WISH TO BE HIGHLIGHTED ON THE PLANET MAPS. LEVEL/DENSITY PROGRAMMING; AT SOME POINT DURING THE GAME YOU WILL NEED TO SEE HOW THE PLANET IS COPING,THE WORST HIT AREAS,SAFE AREAS,ECT THE BETTER YOU GET AT THE GAME,THE MORE SPECIFIC THE AREAS YOU WISH TO SEE WILLBE,AS YOU WILL NEED TO JUGGLE RESOURCES AND MAKE DECISONS ON THE EFFECT OF LEAVING AN AREA FOR `JUST 3 MORE DAYS`. HERE YOU HAVE 11 BOXES(A-K ON DIAGRAM);THESE REPRESENT DENSITY/LEVELS OF CERTAIN THINGS... EXAMPLE;- IF IT IS WIND THEN THEY REPRESENT WIND STRENGTH. IF IT IS LIFE THEN THEY REPRESENT DENSITY OF LIFE TEMPERATURE IS FROM COLD TO HOT. WATER IS FROM NONE TO LOADS.(SEE FIG 10) HOW THE DENSITY SYSTEM OPERATES; THE BOXES PROGRESSIVELY GET DARKER IN SHADES OF GREY(ALTHOUGH WHEN VIEWED ON THE MAPS THE DENSITIES WILL BE IN REDS,BUT CAN BE CHANGED WITH YOUR OWN SELECTION).STARTING FROM BLACK(WHERE NOTHING OF THAT TYPE EXISTS),THEN WHITE(VERY LOW DENSITY)RIGHT UP TO DARK GREY(HIGH DENSITY). THE BLACK BOX(IF SELECTED)SHOWS LEVEL 0(BOX ON FIG 9)IF THIS WAS SELECTED FOR WATER,YOU WOULD BE SHOWN ALL AREAS THAT HAVE NO WATER. YOU MAY WANT TO SEE AN AREA THAT HAS ABOUT NORMAL QUANTITY OF WATER,THIS WOULD BE DONE BY SELECTING THE MIDDLE BOX. HOWEVER,THIS WOULD ONLY HIGHLIGHT AREAS WITH THIS AMOUNT OF WATER AND NO OTHERS,ONE,SOME OR ALL BOXES MAY BE SELECTED FOR PROGRAMMING,EG;IF YOU WANTED TO SEE ALL AREAS WITH `ABOUT NORMAL` WATER THEN SELECTING THE MIDDLE 3 BOXES WOULD GIVE A WIDER RANGE OF AREAS,AREAS CONTAINING ANY OF THESE 3 DENSITIES WOULD BE HIGHLIGHTED ON THE PLANET`S MAPS. WHEN RUNNING PROGRAMS TO HIGHLIGHT DENSITIES,THE PLANET WILL BE DISPLAYED IN VARYING SHADES OF RED FOR `PRETTYNESS`,THESE SHADES DO NOT REPRESENT DENSITIES-ONLY AREAS THAT APPEAR WHITE WILL BE REGARDED AS `TRUE`.IE IF BOX A WAS SELECTED THEN THE PROGRAM RUN,THEN ALL AREAS WITH NO WATER WOULD BE HIGHLIGHTED IN WHITE. THE UNIVERSALVIEW-ICON V IT IS ONLY WHEN THE UNIVERSAL OPTION IS SELECTED THAT THE COLOURS OF THE MAP REPRESENT THE DIFFERENT DENSITIES OF THE AREA(SEE ALSO MAPPING). THE PURPOSE OF THIS ICON IS TO SEE`AT A GLANCE`THE STATE OF THE PLANET,AND IT IS POSSIBLE TO PICK OUT CLUSTERS OF HIGH AND LOW DENSITIES,WHICH FROM THERE COULD BE INDIVIDUALLY EXTRACTED BY CAREFUL PROGRAMMING. FOR EXAMPLE;IF A UNIVERSAL VIEW WERE SELECTED FOR TEMPERATURE THEN THE RESULTING PICTURE WOULD IN EFFECT,BE THERMAL IMAGE OF THE PLANET,WHERE THE DARKER COLOURS ARE HOTTER THAN THE LIGHTER COLOURS,AND EXTREMELY COLD TEMPERATURES WOULD BE BLACK(IE,NON-EXISTANT TEMPERATURE). THE UNIVERSALVIEW SHOWS ONLY THE DENSITIES OF THE SUBJECT YOU ARE CURRENTLY PROGRAMMING,NOTHING ELSE. NOW YOU MAY WISH TO SEE AREAS THAT HAVE WATER BELOW A NORMAL,OR SAFE LEVEL,THIS COULD EASILY BE DONE BY SELECTING THE FIRST 5 ICONS,WHAT YOU ARE LITERALLY SAYING IS SHOW ME 0 WATER AS WELL AS LEVEL 1 AS WELL AS LEVEL 2...ECT. LOCAL COMPARRISONS; ICONS 2-3 AND 4 ALLOW YOU TO RELATE THE CURRENT SUBJECT YOU ARE EDITING WITH OTHER SUBJECTS,EG;WATER WITH TEMPERATURES..CT ALSO; IF THIS SELECTED IT WILL SHOW YOU THE CURRENT SUBJECTS DENSITIESTHAT WERE SELECTED AND ALSO SUBJECTS DENSITIES THAT HAVE BEEN PROGRAMMED. EXAMPLE;- IF YOU WISH TO SEE ALL THE PLACES WHERE LOW WATER EXISTS AS WELL AS SEEING ALL THE PLACES. HIGH TEMPERATURE EXIST THEN YOU WOULD SELECT THE APPROPIATE DENSITY LEVEL FOR EACH...EG FIRST 3 BOXES FOR WATER AND LAST 3 BOXES FOR TEMEPERATURE,AND THEN SELECT `ALSO` FOR EACH ONE. NOT; TO SEE WHERE CHOSEN LEVELS EXIST TAKING OUR LAST EXAMPLE,BUT SAY WE WANT TO SEE WHERE LOW WATER EXISTS,AS WELL AS SEEING WHERE HIGH TEMPERATURE DOES NOT EXIST,CLICK WATER TO `ALSO` AND CLICK TEMPERATURE TO `NOT`(LEAVE THE PRE-PROGRAMMED DENSITY LEVELS AS THEY WERE IN THE PREVIOUS EXAMPLE) AND; TO SEE WHERE CHOSEN LEVELS EXIST,ONLY WITHIN OTHER SUBJECTS DENSITY LEVELS. USE OUR EXAMPLE ONCE AGAIN,THIS TIME WE WANT TO SEE THE PLACES WHERE HIGH TEMPERATURE AND LOW WATER EXIST IN THE SAME AREA,NOT IN PLACES WHERE ONE EXISTS WITHOUT THE OTHER;SO CLICK WATER THEN TEMPERATURE TO `AND` AND BINGO. IT WILL NOT HIGHLIGHT THE AREA IF ONLY HIGH TEMERATURE EXISTS(BUT `ALSO` ICON WOULD). AND/ASLO AND NOT CAN BE USED TOGETHER TO REALLY NARROW DOWN AREAS.FOE EXAMPLE(USING OUR PREVIOUS EXAMPLE AGAIN,BUT THIS TIME ADDING HIGH WINDS). WE WANT TO SEE PLACES WITH LOW WATER AND `ALSO` HIGH TEMPERATURE BUT ONLY WANT TO SEE THESE AREAS IF THE HIGH WIND EXISTS IN THEM,OTHERWISE NOT INTERESTED.SO CLICK THE LEVELS WE NEED AND THEN YOU WOULD SELECT `ALSO` FOR BOTH TEMPERATURE AND WATER,THEN `AND` FOR WIND. SIMILARLY IF WE WANTED TO SEE HIGH WIND BUT ONLY LOW WATER AND HIGH TEMPERATURE EXISTED THEN `AND` WOULD BE SELECTED FOR WATER AND TEMPERATURE`ALSO` FOR WIND. (SEE FIGURES 11.12.13.14.15) MAPPING; FIGURE 16 SHOWS THE MAPPING MENU; 1. THIS IS THE TITLE OF THE THING YOU ARE ABOUT TO MAP. 2. THESE ARE THE THINGS YOU CAN MAP IT AGAINST. 3. THESE ARE THE LOGICAL OPERATIONS YOU WISH TO PERFORM,SIMILAR TO THOSE IN THE DENSITY PROGRAM. 4. HERE YOU MAY CHOOSE WHICH COLOUR YOUR MAPPING WILL APPEAR IN,TO SEE THIS SET OF COLOURS`SELF`MUST BE SELECTED ON THE COLOUR OPTION MENU,OTHERWISE YOU WILL BE SADDLED WITH ONE OF THE PRESETS(FLOYD ECT) MAPPING DOES NOT REALLY ALLOW YOU TO DO ANYTHING MORE THAN A SIMPLE DENSITY PROGRAMMING DOES,HOWEVER IT DOES LET YOU SEE THINGS `ALL AT ONCE`WITHOUT OTHER WISEHAVING TO RUN TOO MANY JOYSTICK PROGRAMS.IT IS THEREFORE TIME SAVING,ITS ALSO VERY USEFUL. IT HAS FOUR POSSIBLE `LOCAL`LOGICAL OPERATIONS BETWEEN TWO SPECIFIC THINGS EG;OZONE AND CLOUD,SO YOU CAN SEE WHERE OZONE(TO A CERTAIN LEVEL)AND CLOUD(TO A CERTAIN LEVEL)EXIST.MAPPING IS HIGHLIGHTED IN VARYING COLOURS(DEPENDING ON THOSE CHOSEN)ON THE PLANET MAP.BUT DONT WORRY A `KEY` ON THE SIDE OF THE SCREENIS GIVEN TO WHICH MAPPING IS WHAT COLOUR TO HELP YOU DISTIINGUISH WHICH COLOURS REFER TO WHICH MAPPING. WHEN MAPPING IS CHOSEN,ONLY MAPPING AND JOYSTICK `TRUES` WILL BE DISPLAYED,THE PLANET(IN ALL ITS SHADED RED GLORY)WILL NOT BE SHOWN,BLUE WILL BE DISPLAYED IN AREAS WHICH EVALUATE AS `FALSE`. HERE IS A RE-RUN OF THE OPERATIONS AVAILABL WITH DESCRIPTION. BOTH; THIS IS SIMILAR TO THE `AND `ICON ON JOYSTICK LEVEL PROGRAMMING LEVEL AND WILL SHOW YOU WHERE THE TWO ITEMS YOU ARE MAPPING BOTH EXIST IN THE SAME PLACE TOGETHER. EITHER; AGAIN SIMILAR TO `ALSO` THIS WILL DISPLAY WHERE YOUR TWO ITEMS EXIST,WETHER THEY ARE IN THE SAME AREA OR NOT. ONLY; THIS IS UNIQUE TO MAPPING,THE RESULT DISPLAYED WILL BE WHERE THE TWO ITEMS EXIST SEPERATELY-THAT IS,IT WILL NOT DISPLAY AREA WHERE THE TWO ITEM,S EXIST IN THE SAME PLACE,BUT ONLY WHERE ONE OR THE OTHER IS PRESENT EXCLUSIVELY. MORE; AGAIN A UNIQUE TO MAPPING,BUT ABSOULTELY NO DENSITY PROGRAMMING IS NECESSARY,IT IS SIMPLY SHOWS AREAS WHERE MORE OF ONE THING ESXISTS THAN ANOTHER(EG;WHERE ANIMAL LIFE IS OF A GREATER DENSITY THAN PLANT LIFE.) (SEE FIGURES 17.18.19.AND 20) COLOUR CHOOSING; COLOURS MAY BE CHOSEN SIMPLY BY SELECTING THE RGB(RED,GREEN,BLUE)VALUES FOR A PARTICULAR COLOUR,THIS MAY SEEM LIKE AN INSIGNIFICANT COMMAND BUT IT HAS THE `CHAOTIC BUTTERFLY`EFFECT ON THE ENTIRE GAME,THE PLANT BECOMES AS WE WOULD SEE OUR EARTH JUST BY CAREFUL SELECTION OF THE RIGHT MAPPING COLOURS(CLOUDS-WHITE..GRASS-GREEN...OCEANS-BLUE..SKY-PINK!) HOW DENSITY PROGRAMS EFFECTS MAPPING; ALL BUT ONETHE MAPPING OPERATIONS NEED BE PROGRAMMED WITH DENSITIES,`MORE` IS THE EXCEPTION,SIMPLY BECAUSE IT JUST LOOKS FOR PLACES WITH MORE OF ONE THING THAN ANOTHER. EXAMPLE;- IF YOU WISH TO SEE WHERE PLANTS GROW AND ANIMALS EXIST YOU MUST ALSO TELL THE PROGRAM,WHICH DENSITIES TO LOOK FOR(EG;LOW ANIMALS AND HIGH PLANTS)THIS IS DONE BY CLICKING THE DENSITY BOXES AS DESCRIBED IN LEVEL DENSITY PROGRAMMING. IF THE DENSITY BOXES ARE ONLY TO BE USED FOR MAPPING-YOU DONT WANT THEN HIGH-LIGHTED BY THE DENSITY PROGRAM-THEN THE SELECTOR SHOULD BE SET TO THE CROSS(IE..DONT INCLUDE THIS IN THE DENSITY PROCESSING)THE SAME GOES FOR THE DENSITY LOGICAL OPERATIONS,SINCE MAPPING TAKES CARE OF WANT OPERATIONS SHOULD BE PERFORMED,THESE SHOULD BE IGNORED. POLLUTION MAPPING EXAMPLES; HERE YOU ARE ABLE TO `MAP` DIFFERENT TYPES OF POLLUTION TO OTHER FACTORS THAT EXIST WITHIN OUR WORLD. EXAMPLE;- YOU MAY WISH TO KNOW THE PLACES IN THE WORLD WHERE THERE IS A DROUGHT(PARTIALLY OR WHOLLY)TO A DECREASE IN OZONE(SUCH A PROBLEM WOULD BE NEAR IMPOSSIBLE TO RECTIFY,SO IT WOULD BE ADVISEABLE TO KEEP PEOPLE AWAY FROM THESE AREAS) IN ORDER TO SEE SUCH AN AREA THE OZONE MAPPING ICON THEM TEMPERATURE,THEN THE `BOTH` ICONS.WHAT YOU HAVE EFFECTIVELY PROGRAMMED IS`PLEASE SHOW ME WHERE CLOUD AND TEMPERATURE EXIST`HOWEVER THIS AN EXTREMELY AMBIGUOUS STATEMENT,AND WE WANT TO SEE SPECIFIC VALUES OF TEMPERATURE AND OZONE. SO RETURN TO THE MAIN JOYSTICK MENU AND SELECT `LEVEL PROGRAMMING`(ICON V)NOW SELECT TEMPERATURE AND CLICK,SAY 3 HOTTEST VALUES,NOW SELECT OZONE AND CLICK 3 LOWEST DENSITIES. NB; NEITHER THE EXCLUDE OPTION NOR THE LOGICAL RELATION HAVE AN EFFECT ON MAPPING,WHATEVER THEIR VALUES ARE,THEY ARE IGNORED(SEE JOYSTICK-EXPERT USE FOR MORE INFORMATION)SO YOU NEED NOT PRESS THEM. NOW YOU HAVE PROGRAMMED... SHOW ME WHERE OZONE AND TEMPERATURE EXIST ACCORDING TO THE LEVELS I HAVE SELECTED WHICH ARE;THE THREE HOTTEST TEMPERATURES AND THE THREE DENSITIES OF OZONE-WOW!..WHAT A PROGRAMMER!!! YOUR DENSITY PROGRAM SHOULD LOOK LIKE(FIGURE 21)YOUR MAPPING PROGRAM SHOULD LOOK LIKE (FIGURE 22) JOYSTICK PROGRAMMING---EXPERT USE; PARAMETER MANAGEMENT; 1. GLOBAL/LOCAL VIEW SELECTOR IF HIGHLIGHTED,THEN THE GLOBAL VIEW IS DISPLAYED OTHERWISE THE LOCAL VIEW IS SHOWN TAKING INTO ACCOUNT THE OPTIONS CHOSEN IN THE VIEWING MODE SELECTOR. 2. DISABLE/ENABLE DENSITY PROGRAMMING; IF HIGHLIGHTED,NONE OF THE DENSITY PROGRAMMING WILL BE EXECUTED,REGARDLESS OF THE WETHER THE LEVEL DENSITY ENABLE/DISABLE SELECTOR IS ACTIVE,MAPPING WILL BE COMPLETELY UNAFFECTED BY THIS. 3. DISABLE/ENABLE MAPPING EXECUTION; IF SELECTED THEN NO MAPPING EXECUTION WILL TAKE PLACE.SIMILAR TO ABOVE. INDIVIDUAL MAPS MAY BE DISABLED BY JUST CLICKING THE MAPPING HEADER SO THAT IT IS NOT HIGHLIGHTED.(EG;ON OZONE MAPPING MENU,CLICK `OZONE`SO IT IS NOT HIGHLIGHTED) 4. ORDER OF EXECUTION; THIS ALLOWS YOU TO CHOOSE WHICH ORDER YOU WISH THE PROGRAM TO RUN,IF HIGHLIGHTED NORMAL DENSITIES WILL BE EXECUTED AFTER MAPPING,AND NOT BEFORE AS DEFAULT.ONE OF THE MAIN PURPOSE OF THIS ICON IS SO THAT SOMETHING EVALUATED TRUE BY DENSITY PROGRAMMING WILL NOT BE `OVERWRITTEN` BY  SOMETHING EVALUATED TRUE BY MAPPING(AS COULD NORMALLY HAPPEN). 5. DENSITY PROTECTION; IF HIGHLIGHTED BEFORE EXECUTION OF YOUR PROGRAM SOMETHING WAS EVALUATED TRUE BY DENSITY PROGRAMMING,IT WILL NOT THEN BE OVERWRITTEN BY ANYTHING ELSE EVALUATED AS BEING TRUE.(EG; MAPPING) 6. MAPPING PROTECTION; IF A FORM OF MAPPING WAS EVALUATED TRUE BEFOREHAND,IT WILL NOT BE OVER- WRITTEN DURING EXECUTION BY OTHER MAPPING TRUTHS,OR DENSITY PROGRAMMING IF THE ORDER OF EXECUTION HAS BEEN REVERSED. NB; OVER-WRITING WILL OCCUR UNLESS THIS IS SET,THIS IS DUE TO THE WAY MAPPING EXECUTED. THE ORDER OF MAPPING EXECUTION IS; 1. OZONE MAPPING 2. VAPOUR POLLUTION MAPPING 3. LIQUID POLLUTION MAPPING 4. NUCLEAR POLLUTION MAPPING 5. EARTH POLLUTION MAPPING 6. WIND MAPPING 7. CLOUD MAPPING 8. TEMPERATURE MAPPING 9. RAIN MAPPING 10. ANIMAL LIFE MAPPING 11. PLANT LIFE MAPPING 12. HUMAN LIFE MAPPING 13. WATER MAPPING SO IF SAY,LIQUID POLLUTION IS EVALUATED TRUE FOR A PARTICULAR SQUARE,THEN LATER ON IN EXECUTION,RAIN MAPPING IS EVALUATED TRUE FOR THE SAME SQUARE,THE NORMALLY A `RAIN` TRUTH WILL OVER-WRITE THE PREVIOUS LIQUID POLLUTION TRUTH. PREVIOUS VALUE CO-ORDINATORS; IT IS POSSIBLE TO ALLOW SEQUENCES TO BE EVALUATED IN ORDER TO CREATE HIGHLY COMPLEX OPERATIONS ON SINGLE AREAS. FIRST LETS LOOK AT THE DENSITY-CO-ORDINATOR SET; TRUE; IF SELECTED THEN ANYTHING THAT IS EVALUATED AS TRUE FOR A PARTICULAR SQUARE WILL `ONLY` BE TRUE IF THE DENSITY PROGRAMMING FOR THIS SQUARE WAS ALSO TRUE. UNTRUE; SIMILAR,BUT FOR ANY MAPPING TO EVALUATE TRUE,DENSITY PROGRAMMING FOR THAT SQUARE MUST HAVE BEEN EVALUATED AS FALSE. IGNORE; NO MATTER WHAT TRUTH PROGRAMMING IS EVALUATED THIS SQUARE,IF THE MAPPING EVALUATES AS TRUE,THEN IT WILL BE. NOW FOR MAPPING CO-ORDINATION; THIS WORKS IN SYNC WITH EXECUTION ORDER,IF THE EXECUTION IS TO BE DENSITY THEN MAPPING,THEN THIS TABLE WILL APPLY TO ONLY MAPPING EVALUATIONS.HOWEVER,IF THE ORDER IS MAPPING THEN DENSITY,IT WILL ALSO APPLY TO DENSITY PROGRAMMING,LETS EXPLAIN THIS INDIVIDUALLY. TRUE; A MAPPING EVALUATION WILL ONLY BE TRUE IF A PREVIOUS MAPPING EVALUATION FOR THAT SQUARE WAS ALSO TRUE. THIS ALSO APPLIES TO DENSITY EVALUATIONS IF THE RUN ORDER IS MAPPING THEN DENSITY. (IE;THIS SQUARE IS ONLY TRUE IF A PREVIOUS MAPPING WAS TRUE) UNTRU/IGNORE; THESE FLOOW THE SAME RULES AS ABOVE,AND ARE SIMILAR IN OPERATION TO THE DENSITY CO-ORDINATOR. SEE FIGURES...25.1/-/25.2/-/25.3/-/25.4/-/25.5/-/25.6/-/26.1/-/26.2/-/26.3/-/ COMBINING TECHNIQUES; SO WHY DO WE REALLY NEED MAPPING? THIS IS REALLY EXPLAINED WHEN WE USE IT TOGETHER WITH THE JOYSTICK PROGRAMMING SET.(FIG 9) YOU MAY REMEMBER WE HAD ICON III.THE SELECTOR ON THE PROGRAMMING PANEL OF JOYSTICK.LETS EXPLAIN THE USES; IF YOU WANT TO SET UP DENSITY LEVELS FOR ALL JOYSTICK SELECTIONS BEFORE HAND AND RUN PROGRAMS THAT USE SOME(BUT NOT ALL) OF THE SUBJECTS,THEN PRESSING THIS ICON WILL ALLOW IT TO BE EXCLUDED FROM EXECUTION. EXAMPLE; SAY YOU WANT TO FIRST SEE ALL HIGH TEMPERATURES,THEN ALL HIGH TEMPERATURE AND LOW WATER,THEN THE APPROPIATE DENSITY BOXES CAN BE CLICKED,THE FIRST TIME THROUGH WITH WATER DESELECTED THEN WITH WATER SELECTED(THIS SAVES HAVING TO ZERO OUT ALL WATER DENSITIES THE FIRST TIME ROUND). HOWEVER,THE DE-SELECTOR DOES NOT DISABLE MAPPING,SO IF YOU HAD SOME FORM OF MAPPING SELECTED THE FIRST TIME(WHEN WATER WAS NOT SELECTED)THEN DISPLAYED IN EITHER A CHOSEN COLOUR OR A SHADE OF ONE OF THE DEFAULT COLOURS;WILL BE THE MAPPING.THIS NEGATES THE NEED TO USE `AND` FOR DENSITY PROGRAMMING AS MAPPING WILL DO THIS AND THUS ALLOW FULLER USE OF THE OTHER LOGICAL OPERATORS. AN EXAMPLE OF WHERE MAPPING AND DENSITIES COULD BE USED TOGETHER IN (SEE FIGURES 27.1 AND 27.2) ...............................END OF TUTORIAL.............................. PLAYING GOD; YOU ARE `NO GOD`IN THIS SIMULATION,ON THE CONTRARY,EVERTHYTNING THAT CAN BE ACHIEVED USING THIS SYSTEM IS AVAILABLE TO US IN THE REAL WORLD TODAY,IT IS JUST REGARDED AS GODS JOB NOT OURS,YOU CAN`T CREATE FLOODS,WHIRLWINDS OR INSTANTLY CREATE LIFE IN A DESERT,THAT IS FANTAY,THIS IS REALITY(IN TYME).THE WORLD IS RELYING ON ONE INDIVIDUALS EFFORTS TO PREVENT THE PLANET FROM BECOMING A CHEMICAL KNIGHTMARE,AND HIS IS AN ACHIEVABLE OBJECTIVE...ITS ALL UP TO YOU! PLAYING GOD AND PROGRAMMING; NOW WE GET TO THE PURPOSE OF ALL THAT PROGRAMMING.TO WHAT EXTENT YOU WISH TO DEVOLP YOUR PROGRAMMING SKILLS IS ENTIRELY UP TO YOU.HOWEVER THE MORE COMPETENT YOU BECOME THE QUICKER YOU WILL BE ABLE TO `ZERO` IN ON NEEDY AREAS. THE PROGRAMMING LANGUAGE HAS BEEN DESIGNED SO,EVEN WITH THE SIMPLEST OF PROGRAMS,YOU SHOULD BE ABLE TO EXTRACT USEFUL INFO FROM THE PLANETS CURRENT STATE. PLAYING GOD IS USED IN ORDER TO WORK TOWARDS GAME COMPLETION. HOW TO USE THE GOD JOB SYSTEM; THE SYSTEM ITSELF COULD BE REGARDED AS A SORT OF `WAR GAME` WHERE YOU ARE LOOKING AT THE BATTLE FIELD,DECIDE WHICH ARE THE BEST PLACES TO ATTACK AND DEFEND,AND JUGGLE YOUR MEN AND RESOURCES IN ORDER TO GET MAXIMUM EFFECIENCY FROM THEM. WELL,IF WE MAKE A FEW ANALOGIES; THE BATTLEFIELD IS OUR WORLD YOUR ARMY IS LIFE ITSELF (EG;MAN,PLANTS AND ANIMALS) YOUR RESOURCES ARE YOUR PROGRAMMING SKILLS AND TYME & REALITY YOUR WEAPONS ARE CHEMICALS TO FIGHT OFF FAMINE,DROUGHT OR TO MAKE FERTILISERS YOUR ENEMY IS REALITY THIS SHOULD MAKE IT SIMPLER WHEN YOU ACTUALLY START TO PLAN STRATEGIES,AND GOALS TO ACHIEVE. WHAT YOU ARE ABLE TO DO; (FIGURE 30 SHOWS THE `PLAY GOD` MAIN MENU SYSTEM) 1. PLACING CHEMICALS ABOUT THE PLANET OR TAKING THEM OUT. 2. DISTRIBUTING ANIMALS ABOUT THE PLANET 3. TAKING AND PLACING PLANTS 4. DISTRIBUTING PEOPLE. (SEE FIGURES 31.1...31.2...31.3...FOR OTHER SUB MENU`S WHERE ARE WE PLAYING GOD?; YOU MAY BE WANDERING WHAT SORT OF AREA PLAYING GOD COVERS,AND WHERE THE CHEMICALS/PLANTS YOU ARE PLACING ARE ACTUALLY GOING IN THE PLANET. PLAYING GOD WILL TAKE PLACE IN YOUR CURRENTLY SELECTED SQUARE.(IE;THE SQUARE YOU HAVE SELECTED WITH THE `ZOOM` OPTION),TO CHOOSE ANOTHER SQUARE,JUST USE `ZOOM`OPTION AGAIN.(SEE FIGIURE 32) PLAYING GOD; SIMPLYPLACE CHEMICALS,PLANTS,ECT..WHERE YOU THINK THEY ARE BEST NEEDED(YOU FIND THAT OUT BY PROGRAMMING).IF YOU THINK A CERTAIN AREA HAS TOO MANY PLANTS THAN IS REALLY NECESSARY,THEN SIMPLY TAKE SOME OUT FOR REPLANTING SOMEWHERE IN GREATER NEED(FOR EXAMPLE AT THE EDGE OF THE DESERT). THERE ARE A COUPLE OF RULES; THE CHEMICALS YOU PLACE IN A PLANET WILL PROBABLY HAVE `GONE` AFTER A THREE DAY SCAN,IE;THEY HAVE STARTED A CHAIN REACTION,OR A `KNOCK-ON-EFFECT` AND HAVE THUS NOW BEEN USED UP,HOWEVER,NOT ALL CHEMICALS MAY BE USED IN JUST ONE SCAN,AS CIRCUMSTANCES MAY VARY. CHEMICALS;(SEE FIGURE 31.2) 1. YOUR CHEMICAL INVENTORY,WHAT CHEMICALS YOU CURRENTLY HAVE,ALTHOUGH SOME OF THESE MAY ALREADY HAVE BEEN PLACED IN THE PLANET. 2. UP/DOWN SELECTORS,FOR SEEING OTHER CHEMICALS IN YOUR INVENTORY(A FURTHER DESCRIPTION OF THIS IS GIVEN IN FUSION). 3. PLACE A CHOSEN CHEMICAL IN THE PLANET. 4. TAKE IT OUT OF THE PLANET 5. INFORMATION WINDOW. 6. CURRENT CHEMICAL IS SELECTED. PLACING A CHEMICAL IN THE PLANET; FIRST OF ALL YOU MUST SELECT WHICH OF YOUR CHEMICALS YOU WISH TO PLACE IN THE PLANET.THIS IS DONE BY CLICKING THE APPROPRIATE CHEMICAL IN THE INVENTORY WINDOW WITH THE LEFT MOUSE BUTTON.(ONCE SELECTED IT SHOULD APPEAR IN THE WINDOW(6) ON THE MENU. YOU SHOULD THEN BE GIVEN INFO ON WHERE IT CURRENTLY IS (IE;IN YOUR INVENTORY,IN THE PLANET(AT THIS CO-ORDINATE)OR IN THE PLANET AT ANOTHER CO-ORDINATE. NOW,IF THE CHEMICAL IS IN YOUR INVENTORY THEN IT CAN BE PLACED IN THE PLANET IMMEDIATELY.IF HOWEVER,IT IS IN ANOTHER PLACE YOU MUST GO THERE AND TAKE IT OUT(SO YOU CAN USE IT HERE). SO ONCE YOU HAVE IT IN YOUR INVENTORY,JUST CLICK ON ICON (3)ONCE YOU HAVE PLACED IT IN,YOU COULD NOW TAKE IT OUT AGAIN BY PRESSING ICON (4). ------------------------------------------------------------------------------ TAKING A CHEMICAL OUT OF A PLANET; THIS ACHIEVED IN THE SAME SORT OF WAY AS PLACING CHEMICALS,EXCEPT TO TAKE OUT CHEMICALS,THEY MUST BE IN THE SAME SQUARE YOU ARE CURRENTLY PLAYING `GOD`WITH. JUST SELECT WHICH CHEMICAL(FROM THE INVENTORY WINDOW)YOU WISH TO TAKE OUT,AND IF IT THIS SQUARE PRESS ICON (4)(TAKE IT OUT OF PLANET ICON) MAN: MAN WORKS IN A SLIGHTLY DIFFERENT WAY TO CHEMICAL,AND IS MORE LIKE ANIMALS AND PLANTS(BUT NOT EXACTLY) AS WITH ALL LIFE(OR INDEED ANYTHING) WITHIN OUR PLANET,MAN HAS GROWTH DENSITIES,AND DEPENDING ON HOW MANY PEOPLE YOU HAVE TAKEN OUT OF THE CITY WILL AFFECT TO WHAT DENSITY YOU MAY PUT IN THE PLANET. MAN IS NOT PLACED IN THE PLANET AS A PARTICULAR NUMBER(EG;PUT 23 MEN HERE PLEASE) BUT AS A DENSITY GROWTH THERE: EG PLACE MAN UP TO LEVEL DENSITY 5(ABOUT THE SIZE OF A SMALLISH COMMUNITY) REMEMBER,PEOPLE GROW(LIKE ANT FORMS OF LIFE)SO THERE IS NO NEED TO PLACE TOO MUCH OF ANYTHING IN AN AREA(IN FACT DOING SO COULD HAVE AN ADVERSE EFFECT). 1. YOUR CURRENT QUANTITY OF MEN IN LEVEL DENSITIES IS GIVEN HERE,IT MAY BE HIGHER THAN 10,BUT 10 IS THE MAXIMUM AMOUNT ANY SQUARE IS ALLOWED TO CONTAIN 2. PLACE IN PLANET ICON. 3. TAKE OUT PF PLANET ICON. 4. WHAT DENSITY OF MAN IS CURRENTLY IN PLANET AT YOUR CO-ORDINATES. PLACING MAN INTO THE PLANET: (SEE FIGURE 31.1) QUITE SIMPLE,TO PLACE A MAN AT A DENSITY OF 1 IN YOUR CURRENT SQUARE,PRESS ICON (2)(PLACE IN PLANET ICON)ONCE,TO PLACE A DENSITY OF THREE PRESS IT 3 TIMES AND SO ON.... TAKING A MAN OUT OF THE PLANET; AGAIN UNDER THE SAME PRINCIPLES: PRESS ICON (3) FOR THE NUMBER OF DENSITIES YOU WISH TO TAKE OUT OF THE PLANET.REMEMBER YOU CAN`T TAKE OUT MAN,WHERE HE DOES NOT EXIST. ------------------------------------------------------------------------------- PLANTS AND ANIMALS; (SEE FIGURE 31.3) AS THESE TWO OPTIONS ARE BASICALLY THE SAME BUT WITH DIFFERENT ICONS,A DESCRIPTION OF ONLY`GOD AND ANIMALS` IS GIVEN,BUT THE SAME PRINCIPLE APPLY TO PLANTS. 1. SUB GROUP OF ANIMALS (A-D). 2. PLACE IN PLANET. 3. TAKE OUT OF PLANET. 4. NUMBER OF DENSITY LEVELS FOR THE CURRENT SUB TYPE YOU HAVE. 5. NUMBER OF DENSITY LEVELS FOR CURRENT TYPE,THAT IS IN THE PLANET AT THE MOMENT(AT THIS CO-ORDINATE) ANIMAL SUB-GROUPS; THIS IS NEWS TO YOU,I BET.BUT ON DENSITY PROGRAMMING THERE WAS ONLY ONE GROUP? WELL ANIMALS ON DENSITY PROGRAMS ARE TAKEN AS A WHOLE,BECAUSE A TRUE STABLE AREA WOULD HAVE ALL GROUPS OF ANIMALS,NOT JUST ONE(BECAUSE OF THE FOOD CHAINS),SO REALLY ANIMAL DENSITY IS AN AVERAGE OF FOUR SUB-TYPES FOR A PARTICULAR SQUARE. THE TYPES ARE FAIRLY UN-SPECIFIC,AND ONLY RELATE TO SIZE.GROUP ONE WOULD BE SMALLISH ANIMALS(RODENTS ECT..)AND GROUP 4 ARE FAIRLY LARGISH(RHINO`S,EFFERSING ELEPHANTS AND MR SNUFFLEEUFAGUS)[SNUFFLEEUFAGI?] PLACING ANIMALS INTO THE PLANET; FIRSTLY AN ANIMAL SUB TYPE MUST BE SELECTED,IE;WHAT SORT OF ANIMAL YOU WANT PLACED ON THE PLANET? TO SELECT A FAIRLY LARGE LARGE TYPE OF ANIMAL,CLICK ICON(C)--IN THE ICON(1) SET;AND YOU WILL THEN BE SHOWN WHAT LEVEL THAT ANIMAL CURRENTLY EXISTS IN YOUR SQUARE.THIS WILL RANGE FROM 0 TO A MAXIMUM OF 10(IF IT IS 10 THEN NO MORE ANIMALS MAY BE PLACED HERE).YOU WILL ALSO BE GIVEN INFO ON HOW MANY DENSITY LEVELS OF THIS SUB-TYPE YOU HAVE.IF YOU ARE HAPPY ABOUT PLACING THIS CREATURE HERE,THEN PLACE THE `IN PLANET ICON(2) AS MANY TIMES A DENSITY REQUIRED(IE;AS BEFORE TWICE FOR DENSITY LEVEL 2..ECT) TAKING ANIMALS OUT OF THE PLANET; SAME AGAIN,FIRST SELECT YOUR SUB GROUP,THUS,GIVING YOU INFO ON HOW MUCH IS CURRENTLY THERE;THEN PRESS `TAKE OUT OF PLANET` ICON(3) FOR THE NUMBER OF TIMES CORRESPONDING TO THE NUMBER OF DENSITIES. EXTRA NOTES FOR PLANTS; THE ONLY REAL CHANGE FOR PLANTS IS THERE ARE SUB-GROUPS.THIS,LIKE THAT FOR ANIMALS,DESCRIBES THE SIZE OF PLANT IN VARYING DEGREES,SUB TYPE 1 WOULD BE SMALLISH,PROBABLY RANGING UP TO THE ODD SHRUB,AND TYPE 4 WOULD BE THINGS LIKE TREES. THESE APPEAR IN DENSITY PROGRAMMING,THE SAME WAY ANIMALS DO,IE;PLANT LIFE INDENSITY PROGRAMMING IS THE AVERAGE OF THESE 4 GROUPS. ------------------------------------------------------------------------------ NOTES ON PLAYING GOD; REMEMBER THAT THE SEQUENCES OF WHAT WE DO COULD HAVE NEAR GLOBAL EFFECTS,ITS BEST TO COVER A WIDER RANGE `DISPERSED` OVER THE PLANET RATHER THAN CONCENTRATING ON ONE PARTICULAR AREA. FOR INSTANCE,IF WE PLACE FERTILISER IN ONE SQUARE,PLANTS THERE COULD BLOOM,THUS THE LIFE-CHAIN TAKES OVER;PLANTS MAY GROW TO ADJACENT SQUARES,FEEDING ANIMALS THERE,WHICH IN TURN GO TO FEED A SMALL COMMUNITY THAT HAS JUST SET UP IN ANOTHER ADJACENT AREA (AND SO ON...). THIS MIMICS REAL LIFE BUT AT THE SAME TIME DOES NOT `TIE` YOU TO USING ALL YOUR RESOURCES IN A VERY BADLY HIT AREA. PURELY USING AS MANY CHEMICALS AS POSSIBLE TO RECTIFY A SITUATION COULD HAVE UNFORSEEN EFFECTS,PERHAPS DISASTROUS,DEPENDING ON THE CHEMICALS USED. ------------------------------------------------------------------------------ THE TRADING MENU SYSTEM; AS WELL AS BEING ABLE TO INTERGRATE WITH THE PLANETS ATMOSPHERE AND ACO-SYSTEM,YOU MAY ALSO INTERACT WITH THE ECONOMICS OF THE PEOPLE ON THE PLANET,ENABLING YOU TO BUY AND SELL GOODS,RAW MATERIALS AND WEAPONS. TO START OFF YOU ARE GIVEN A MINIMAL AMOUNT OF MONEY(SEE TYME HOUNDED CONSCIENCE) FOR NOTES ON OBTAINING MORE. A DESCRIBTION OF THE MENU IS GIVEN BELOW OF FIGURE 40; 1. ITEM WINDOW 2. UP/DOWN SELECTORS 3. SELECTED ITEM 4. YOUR CURRENT BALANCE 5. THE INVENTORY ICON 6. THE `BUYING` ICON 7. THE `SELLING` ICON 8. THE `LETS MAKE A DEAL` ICON THE ITEM WINDOW (ICON 1) THIS IS SIMILAR TO THE FILE MENU`S PROGRAM SELECTOR AND WILL BE DISPLAYINGTHE ITEMS OF YOUR CURRENT OPTION(EG;IF YOU PRESS THE INVENTORY ICON,THEN(SURPRISE-SURPRISE).YOUR INVENTORY WILL BE SHOWN HERE). YOU MAY SELCT AN ITEM BY JUST POINTING THE MOUSE AND CLICKING,THE SELECTION ITEM WILL THEN APPEAR IN ICON (3)-(SELECTED ITEM) UP/DOWN SELECTORS (ICON 2) AGAIN,SIMILAR TO THOSE OF THE FILE MENUS UP/DOWN SELECTORS;IF MORE ITEMS EXIST THAN CAN BE DISPLAYED AT ONCE,USE THESE SELECTORS TO GO UP AND DOWN THE LIST. CURRENT BALANCE (ICON 4); THIS WILL BE UPDATED EACH TIME YOU MAKE A DEAL.NO YOU CAN`T HAVE AN OVERDRAFT,THIS GAME HAS A RESPONSIBLE MONETRAY POLICY. LETS MAKE A DEAL (ICON 8) RIGHT,NOW YOU CAN MAKE A DEAL,LETS GO THROUGH THE PROCESS. IF YOU ARE BUYING; CLICK ON THE BUYING ICON(6)THEN SELECT THE ITEM YOU WISH TO BUY(ASSUMING YOU HAVE ENOUGH MONEY),NOW THIS ITEM SHOULD APPEAR IN ICON(3),NOW GO AND PRESS THE `LETS MAKE A DEAL`(8)ICON AND VOILA,THE ITEM IS NOW IN YOUR INVENTORY,AND YOU HAVE LESS MONEY(BOO!). IF YOU ARE SELLING FIRST CLICK TO THE INVENTORY ICON(5) TO SEE WHAT YOU HAVE,NOW GO AND PRESS THE SELLING(7) ICON (TO SEE IF YOU HAVE ANY OF THE THINGS TO OFFER)..YOU HAVE? THEN CLICK THE ITEM SELLING LIST,THEN PRESS `LETS MAKE A DEAL` ICON(8) AND ITS BTAKEN FROM YOUR INVENTORY AND YOU ARE GIVEN MORE MONEY(HOOORAY!!!). IF YOU HAVE`NT GOT ANY ITEMS IN THE LIST THEN ITS TOUGH,IS`NT IT? ------------------------------------------------------------------------------ FUSION: YOU HAVE BEEN EQUIPPED WITH YOUR OWN NUCLEAR PROCESSING PLANT,WHICH IS A VERY HANDY LITTLE DEVICE. BASICALLY IT CONSISTS OF A LABORATORY,A FISSION CHAMBER AND A FUSION REACTOR. THE FUSION MENU IS SHOW IN FIGURE 41 WITH A DESCRIPTION BELOW; 1. LABORATORY. 2. FUSION CHAMBER. 3. FISSION CHAMBER. 4. CHEMICAL ANALYSIS/DESCRIPTION. BEFORE WE GO INTO EXPLANATIONS ON HOW TO USE FUSION,WE MUST FIRST TAKE A LOOK AT THE CHEMICAL WORLD OF `DEBUT`. THE WORLD ACCORDING TO TYME AND REALITY: PHYSICS IS A PRETTY COMPLEX SUBJECT,SO LETS IGNORE IT,INSTEAD,WE HAVE DECIDED TO CREATE OUR OWN MUCH SIMPLER LAWS THAT ARE HOPEFULLY A LOT MORE UNDERSTANDABLE. FUSION IN `DEBUT` IS PURELY A COSMETIC EXERCISE,BUT THIS IS UNIMPORTANT IN THAT AS LONG AS IT FOLLOWS A PARTUCLAR SET OF RULES(NO MATTER HOW SIMPLE OR COMPLEX)IT IS ABLE TO SIMULATE SOME KIND OF REALITY,IN THIS CASE;THE `DEBUT` PLANET REALITY. THE FIRST BASIS OF OUR CHEMISTRY IS A PERIODIC TABLE,ADJUSTED FROM THE ONE WE KNOW,TO ALLOW FOR OUR WORLDS REALITY. THE FIRST BASIS OF CHEMISTRY IS A PERIODIC TABLE,ADJUSTED FROM THE ONE WE KNOW,TO ALLOW OUR WORLDS REALITY. THE PERIODIC TABLE IS JUST A LIS OF ELEMENTS(EG;IRON,HYDROGEN,ECT) EACH IN THEIR OWN GROUPS. THE PLANET CHEMICALS; AS WE MENTIONED EARLIER,THIS ISNT PLANET EARTH,ITS THE `DEBUT` PLANET,HOWEVER,THERE ARE PARALLELS BETWEEN THE TWO. THE CHEMICAL PEIODIC TABLE IS AN EXAMPLE OF THIS.SOME OF THE CHEMICALS THAT EXIST HERE ON EARTH CAN ALSO BE FOUND IN THE `DEBUT` PLANET. THESE INCLUDE FAMILIAR CHEMICALS LIKE CARBON,BORON,HELIUM AND SUCH LIKE.AS WELL AS THESE CHEMICALS THERE ARE ALSO ONES YOU DEFINATELY WOULDNT FIND AVAILABLE ON EARTH.SOME OF THESE HAVE BEEN FOUND UNSUITABLE DUE TO THE DANGEROUS AFFECTS THEY MAY HAVE ON YOU. BECAUSE OF THIS CLASSIFICATION OF THE PERIODIC TABLE INTO 3 SETS WE HAVE THE `A` CLASS PERIODIC TABLE WHICH IS INACCESSIBLE TO YOU.AND THE B-CLASS PERIODIC TABLE WHICH REPRESENTS 50 ELEMENTS YOU ARE PERMITTED TO USE. THERE IS ALSO A C-TABLE THAT CONTAINS A FEW OTHER ELEMENTS THAT ARE ABUNDANT ON THE PLANET AND ARE SO INERT THAT THEY PROVE TO BE OF NO APPRECIABLE USE. ..............THE B-CLASS PERIODIC TABLE..................................... THIS IS THE PERIODIC TABLE OF ELEMENTS YOU ARE ENTITLED TO USE.EACH GROUP AFFECTS ONE ASPECT OF THE PLANET IN A PARTICULAR WAY. GROUP 1 EFFECTS CLOUD LEVELS. THE CHEMICALS WITHIN THIS GROUP CAN HAVE VARYING GOOD OR BAD EFFECTS ON THE TRAIT THEY CONCERN.BECAUSE MOST OF THESE CHEMICALS ARE UNIQUE TO THE `DEBUT` PLANET IT IS YOUR RESPONSIBILITY TO FIND OUT WHAT THEY DO;BY CAREFUL EXPERIMENTATION. GROUP (1) - CLOUD GROUP (5)- NUCLEAR POLLUTION 1. CHLORINE CL 1. PLATINUM PT 2. HELIUM HE 2. URANIUM U 3. HYDROGEN H 3. TITANIUM TI 4. ORGANON OG 4. CARBON C 5. FOGINIUM FG 5. IMAGINUM IA 6. FARINIUM FA 6. FLIESHMAN FL GROUP (2) - OZONE GROUP (6) - EARTH POLLUTION 1. GREENTHUM GR 1. GOLD AU 2. NEON NE 2. IRON FE 3. NITROGEN N 3. NICKEL NI 4. OXYGEN O 4. CALCIUM CA 5. PROPELLIUM PP 5. ORBITRON OT 6. SEEFCIUM CF 6. CRAZLIUM CZ GROUP (3) - VAPOUR POLLUTION GROUP (7) - ANIMAL AND HUMAN LIFE 1. SULPHUR S 1. LITHIUM LI 2. XENON XE 2. MERCURY HG 3. TIN SN 3. SILVER AG 4. YAKALIUM YK 4. ARSENIC AS 5. VAPTHINE VP 5. NASTIZINIUM NZ 6. POLLIUM PM 6. LLOVERLIUM LL GROUP (4) - LIQUID POLLUTION GROUP (8) - PLANT LIFE 1. BORON B 1. MAGNESIUM MG 2. POTTASIUM K 2. ZINC ZN 3. SODIUM NA 3. SILICON SI 4. LIQIUM LQ 4. ALUMMINIUM AL 5. SNUFFUTH SF 5. FERTINUM FT 6. EARNIUM ER 6. BABYBIONIUM BB HOW DO GROUPS WORK? AS WE MENTIONED ABOVE,IT IS YOUR JOB TO FIND OUT WHAT EACH OF THE CHEMICALS ACTUALLY DOES.THE GROUP 1 TO 8 ARE THE PLANET CLASSIFICATIONS FOR B-CLASS CHEMICALS AND THE 6 CHEMICALS WITHIN EACH OF THESE WILL PROVIDE SOME KIND OF EFFECT CONNECTED WITH THAT GROUP NAME. LOOK AT (FIG 42) YOU CAN SEE THE GROUPS ACROSS AND THE ELEMENT NUMBERS GOING DOWN.BY MIXING GROUPS YOU CAN MIX EFFECTS. TO DO THIS YOU CAN LINK CHEMICALS TOGETHER TO FORM COMPOUNDS. THESE COMPOUNDS CAN REPRESENT SOMETHING THAT HAS A COMPLETELY DIFFERENT AFFECT THAN USING THE INDIVIDUAL ELEMENT SEPERATELY.[EG; YOU COULD SOMEHOW COMBINE CHEMICALS FROM GROUPS 1 AND 2 TO MAKE A COMPOUND THAT COULD EFFECT CLOUDS AND THE OZONE. ------------------------------------------------------------------------------ COMBINING CHANGING AND SPLITTING. BUT WHY NOT USE THE ELEMENTS SEPERATELY?.WELL YOU WOULD`NT GO AND PICK A HANDFULL OF COFFEE BEANS AND GET A JUG OF WATER AND THEN EAT THE BEANS AND DRINK THE WATER,YOU WOULD COMBINE THE 2 IN A SPECIAL WAY TO MAKE AN INTERESTING DRINK.WITH THE COFFEE THIS WOULD BE DONE USING A GRINDER TO CHANGE THE BEANS TO POWDER,TO PERCULATE TO INFUSE THE GROUND COFFEE WITH WATER,WHILST ADDING A BIT OF HEAT TO COMBINE THEM IN A FLAVOUR WAY.IN YOUR LABORATORY THE GRINDER IS THE RADIATION CHAMBER AND THE PERCOLATER IS THE FUSION CHAMBER. TO PUT IT ANOTHER WAY-RADIATION CHANGES SOMETHING(OR A GROUP OF THINGS)AND FUSION MAKES GROUP THINGS(COMPOUNDS) FROM SMALLER THINGS(ELEMENTS).ANOTHER THING YOU MIGHT TO DO IS SPLIT COMPUNDS INTO ELEMENTS(WITH RELATION TO COFFEE THIS WOULD PROBABL;Y BE A RATHER SILLY THING TO DO). ------------------------------------------------------------------------------ RADIATION AND ITS TYPES. YOU SHOULD KNOW BY NOW THAT RADIATION CHANGES ONE CHEMICAL(OR COMPUND) INTO ANOTHER.IT DOES THIS BY SHIFTING IT TO A NEW POSITION ON THE PERIODIC TABLE.LOOKING AT (FIG 42) YOU CAN SEE THE CHEMICAL `ORBION)(OT) IN THE GROUP 6.BY USING THE DIFFERENT FORMS OF RADIATION AVAILABLE IT IS POSSIBLE FOR YOU TO ALTER THE NUMBER OF PROTONS AND NEUTRONS IN A CHEMICAL TO CHANGE ITS CHARACTERISTICS;BY DOING THIS WE ARE EFFECTIVELY CREATING A NEW CHEMICAL!.ON EARTH THIS TYPE OF PROCESS IS STILL UNDER DEVELOPMENT AND IS VERY INEFFICIENT AND THE REURNS FRON SUCH OPERATIONS ARE VERY POOR,IN YOUR LAB,HOWEVER,IT IS POSSIBLE TO MAKE EFFECTIVE RADIATIONS TO ONE CHEMICAL AND THUS CHANGE IT INTO ANOTHER WITHOUT LOSING GREAT QUANTITIES OF IT. THERE ARE THREE MAIN TYPES OF RADIATION,`ALPHA`..`BETA`..`GAMMA`. THESE ARE EXPLAINED BELOW. ALPHA RADIATION; ALPHA RADIATION.OR ALPHA RAYS ARE ACTUALLY HELIUM ATOMS THAT HAVE LOST THEIR 2 ORBITAL ELECTRONS,NORMALLY ALPHA RAYS ONLY TRAVEL A FEW CENTIMETRES AND ARE NOT VERY POWERFUL ,BUT IN OUR LAB A FORM OF RADIATION AMPLIFICATION HAS BEEN DEVOLPED WHICH `BOOSTS` THE ALPHA RADIATION ENOUGH FOR IT TO PENETRATE THE CHEMICAL PLACED IN THE RADIATION CHAMBER.RADIATING A CHEMICAL WITH `ALPHA RAYS` WILL CAUSE IT TO MOVE DOWN ONE IN GROUP 6 TO CHANGE IT INTO CALCIUM WHICH MAY,OR MAY NOT BE A MORE USEFUL CHEMICAL TO US,DEPENDING ON WHAT YOUR AIM IS.WITH A COMPUND THIS WILL EFFECT ALL ELEMENTS IN THE COMPOUND THUS CHANGING IT INTO A COMPLETELY DIFFERENT COMPOUND ALTOGETHER. BETA RADIATION; THE PICTURE ON YOUR TELEVISION SET IS CREATED BY CATHODE RAYS THAT MAKE THE PHOSPHOR GLOW ENOUGH FOR YOU TO VISUALISE PICTURES;BETA RADIATION IS SIMILAR TO CATHODE RAYS-IT CONSISTS OF STREAMS OF HIGH-ENERGY ELECTRONS,THE SPEEDS OF WHICH APPROACH THE SPEED OF LIGHT.BECAUSE THEY ARE MORE POWERFUL THAN ALPHA RADIATION THEY DONT NEED TO GO THROUGH THE RADIATION AMPLIFICATION PROCESS.THIS IS ONLY AN INTERNAL OPERATION AND SHOULD NOT REALLY BE OF ANY CONCERN TO YOU. APPLYING BETA RAYS TO `ORBITON` ELEMENT THE SAME WAY WE DID WITH ALPHA RAYS WE WOULD DISCOVER IT WOULD CHANGE INTO CRAZLIUM(CZ) WHICH IS ELEMENT 6 IN GROUP 6. GAMMA RADIATION; ANYONE WHO HAS WATCHED THE `INCREDIBLE HULK` WILL REMEMBER GAMMA RADIATION BEING THE DEVIL RESPONSIBLE FOR CHANGING POOR DAVID ,IN TO A RAGING GREEN BLOB. GAMMA RADIATION IS ESSENTIALLY ELECTROMAGNETIC RADIATION AND IS A FORM OF X-RAY. THEY ARE VERY HIGH ENERGY AND HAVE THE ABILITY TO PENETRATE MANY ELEMENTS.IN THE CASE OF OUR `ORBITON` CHEMICAL,GAMMA RADIATION WOULD MOVE IT LEFT OR RIGHT ACROSS THE PERIODIC TABLE CHANGING IT TO EITHER IMAGINIUM(IA) OR NASTIZINUM(NZ). ------------------------------------------------------------------------------- OVERDOING THE RADIATION. BUT WHAT STOPS US FROM BEING SILLY AND CREATING ALL SORTS OF WEIRD AND WONDEFUL CHEMICALS BY GOING INTO THE NEVER-NEVER-LAND THAT RESIDES OFF THE PERIODIC TABLE?.IN SUBREALITY,NOTHING WOULD STOP US FROM DOING THIS,BUT REALITY PLAYS A RATHER NASTY HERE AND FORCES US TO REMAIN WITHIN THE CONSTRAINTS OF THEW TABLE. TRY GOING BOFF THE TABLE AND SEE WHAT HAPPENS, ALTHOUGH IT ISANT REALLY RECOMAENDED. BY REPETITIVLEY APPLYING MORE AND MORE RADIATION AND THUS MOVING OUR CHEMICALS ALL OVER THE PERIODIC TABLE WE ARE ALSO GOING TO OBSERVE A LOSS OF QUANTITY OF CHEMICAL NEVER MIND,NOTHING COME FOR FREE.LEAST OF ALL OUR LUXURIES.LIKE POWERFUL RADIATION LABS!. CAN IT BE SERIOUS?. HERE ON EARTH TO ATTEMPT TO DO THE ABOVE WOULD BE PRACTICALLY IMPOSSIBLE.COST A LOT OF MONEY.AND USE MASSES OF ENERGY.IN FACT,MORE ENERGY THAN A FOOD BLENDER WOULD IF LEFT ON FOR AN HOUR AND A HALF.SERIOUSLY THOUGH,GIVEMN THE CHEMICALS ON THE B-CLASS PERIODIC TABLE YOU MUST TRY TO USE THEM AS BEST AS YOU CAN,TRY EXPERIMENTING WITH DIFFERING DEGREES OR RADIATION AND CHEMICAL COMBINATIONS TO PRODUCE EFFECTIVE FERTILIZERS AND ENVIROMENT CONTROOLERS. NOW THAT YOU HAVE READ THROUGH THE BASIC CONCEPTS OF RADIATION READ-ON TO FIND OUT HOW TO CONTROL THEM. ------------------------------------------------------------------------------- USING FUSION. PRESSING ICON 1 ON THE MAIN FUSION MENU WILL TAKE YOU INTO YOUR LABORATORY,(FIG 43) THE DESCRIPTION IS SUPPLIED BELOW. 1. CHEMICAL INVENTORY 2. UP/DOWN DIRECTORY SELECTOR 3. CHEMICAL CHOSEN 4. ALPHA/BETA AND GAMMA RADIATION KEYS. NOW YOU MAY ALTER THE COMPOSITIONS OF CHEMICALS BY BOMBARDING THEM WITH ALPHA,BETA OR GAMMA RADIATION WAVES. PLEASE REFER TO THE `WORLD ACCORDING TO` FOR THE DIFFERENT EFFECTS OF ALPHA,BETA AND GAMMA RAYS. UP/DOWN SELECTORS; THESE ARE STANDARD THROUGH OUT FUSION(AND SIMILAR TO THE OTHERS IN `DEBUT`) THEY ARE USED FOR LOOKING THROUGH YOUR CHEMICALS,IF YOU HAVE SO MANY THAT THEY CAN`T BE DISPLAYED ON THE SCREEN AT ONCE. FOR INSTANCE,ONLY ABOUT 8 CHEMICALS ARE DISPLAYED AT ONCE.SO IF YOU WANT TO SEE THE OTHERS YOU HAVE,PRESS THE DOWN ARROW FOR GOING DOWN THE LIST AND THE UP ARROW FOR GOING BACK UP. RADIATING ELEMENTS OR COMPOUNDS. FIRST YOU MUST SELECT WHICH OF THE CHEMICALS IN YOUR INVENTORY YOU WISH TO ALTER,TO DO THIS,CLICK THE MOUSE POINTER OVER ONE OF THEM AND PRESS THE LEFT MOUSE BUTTON,ITS NAME SHOULD THEN APPEAR IN THE `CHEMICAL SELECTED`BOX(ICON 3 ON THE LAB MENU). HAVING SELECTED THE CHEMICAL,NOW CHOOSE ANY OF THE RADIATIONS(4 ON THE MENU)ONCE YOU HAVE PRESSED THEY WILL AUTOMATICALLY UP DATE THE NAME OF YOUR CHEMICAL AND STORE IT BACK INTO YOUR INVENTORY.TO DO IT TO THE SAME CHEMICAL AGAIN,THEN JUST CLICK ONE OF THE RADIATION KEYS. ------------------------------------------------------------------------------ THE FUSION REACTOR. ICON 2 IN THE MAIN MENU TAKES YOU INTO THE FUSION CHAMBER(FIG 44) 1. CHEMICAL INVENTORY LIST 2. INVENTORY UP/DOWN SELECTOR 3. CURRENT CHEMICAL CHOSEN 4. CHAMBER UP/DOWN SELECTOR 5. CURRENT CONTENETS OF THE FUSION CHAMBER. FUSION IN`DEBUT` IS SIMILAR TO FUSION AS WE KNOW IT.WITH IT YOU ARE ABLE TO COMBINE MANY CHEMICALS TOGETHER IN ORDER TO MAKE ONE LARGE COMPOUND. THE `DEBUT` SCIENTISTS HOPWEVER,HAVE PERFECTED FUSION,IT IS POSSIBLE TO MIX ANY CHEMICALS TOGETHER(EVEN CHEMICAL COMPOUNDS) AND BE LEFT WITH A STABLE COMPOUND,ALL WITH NO MESSY 10 MILE LOW PARTICLE ACCELERATORS(OR HARD WATER)HOWEVER,THEY DECLINED TO COMMENT ON HOW EXACTLY THEY ACHIEVED THIS. FUSING CHEMICALS TOGETHER. AGAIN YOU NEED TO SELECT WHICH CHEMICALS YOU WISH TO FUSE.THIS IS DONE IN A SIMILAR WAY AS IN THE LAB; CLICK ON THE FIRST CHEMICALS YOU WISH TO USE(IT WILL APPEAR IN THE SELECTED WINDOW) NOW CLICK ONTO THE SELECTED CHEMICAL WINDOW(ICON 3) AND YOUR CHEMICAL WILL APPEAR IN THE REACTOR. YOU MAY KEEP DOING THIS UNTIL YOU ARE READY TO ACTUALLY FUSE THEM TOGETHER,AT WHICH POINT PRESS ICON(4)-(THE CHAMBER WINDOW) AND THEY WILL BE FUSED. IF MORE THAN 10 ELEMENTS(NOT COMPOUNDS) ARE IN THE REACTOR THE SOME ARE IN DANGER OF BEING LOST AS CHEMICALS WITH MORE THAN 10 ELEMENTS TEND TO BE RATHER UNSTABLE.SO ITS BEST NOT TO MIX TOO MANY BIG CPMPOUNDS TOGETHER AT ONE TIME. ------------------------------------------------------------------------------- THE FISSION CHAMBER. HERE WE FIND THE OPPOSITE OF FUSION.INSTEAD OF MAKING MANY ELEMENTS BECOME ONE BIGGER COMPOUND,IT TAKES A COMPOUND AND BREAKS IT DOWN INTO ELEMENTS THAT MAKE IT UP;SO THAT THEY IN TURN COULD BE USED INDIVIDUALLY TO MAKE OTHER COMPOUNDS. YOUR FISSION CHAMBER IS SHOWN IN DIAGRAM (FIG 45) 1. CHEMICAL WINDOW 2. UP/DOWN SELECTOR 3. SELECTED CHEMICAL WINDOW PERFORMING FISSION. AS WITH PREVIOUS OPTIONS IN FUSION,IT IS FIRST NECESSARY TO CHOOSE WHICH COMPOUND YOU WISH TO BREAK DOWN,AS BEFORE YOU DOTHIS BY SELECTING IT FROM THE CHEMICAL INVENTORY WINDOW;IT SHOULD THEN APPEAR IN THE `CHEMICAL`SELECTED WINDOW. ONCE YOU HAVE SELECTED A COMPOUND,CLICK ON THE SELECTED WINDOW(ICON 3) WITH THE LEFT MOUSE BUTTON. YOUR CHEMICAL IS NOW BROCKEN DOWN INTO ELEMENTS THAT USED TI MAKE IT UP, AND THESE HAVE NOW BEEN PLACED IN YOUR INVENTORY. NOTES ABOUT THE FUSION OF THE TYME AND REALITY'. ALTHOUGH NOT TO REALISTIC,THE RULES THAT IT OBEYS ARE ROUGHLY(OK-VERY ROUGHLY) IN LINE WITH THE ACTUAL THING,AND SIMULATES REALITY WITHOUT BEING BOGGED DOWN AND CONSTRAINED. ------------------------------------------------------------------------------- TYME HOUNDED CONSCIENCE. TYME HOUNDED CONSCIENCE IS THE GATEWAY TO ANOTHER WORLD WQITHIN TYME AND REALITY.THE CITIES OF THE `DEBUT` WORLD ARE HERE.ON CHOOSING THIS OPTION YOU WILL LEAVE TYME AND REALITY AND ARE ABLE TO EXPLORE THE `DEBUT` CITIES. THE STATUS SCREEN. DEBUT DOES NOT HAVE A SCORE IN THE ACCPTED SENSE,INSTEAD IT RELIES ON THE PLAYER TO USE ALL THE PARTS OF THE GAME TO ACHIEVE THEIR FINAL GOAL. THE CURRENT STATE OF THE PLANET(POLLUTION AND LIFE)IS YOUR CURRENT SCORE;IT IS THEREFORE POSSIBLE FOR THE SCORE TO FLUCTUATE AND CHANGE QUITE RAPIDLY OVER A SHORT SPACE OF TIME. THE STATUS SCREEN THEREFORE SUPPLIES YOU WITH INFO ON HOW WELL THE PLANET IS COPING UP THIS POINT.IT DISPLAYS PERCENTAGE POLLUTION FOR OZONE,NUKE,ECT THEN A PERCENTAGE FOR THE TOTAL PLANET POLLUTION. BESIDE THIS THE PERCENTAGES FOR LIFE IS GIVEN(SO THE STATUS WONT BE ALL DEPRESSING,,THOUGH THAT WILL DEPEND IF ANYTHING IS ALIVE!) MISC OPTIONS. MISC ON THE MAIN MENU BRINGS UP A SET OF ICONS THAT REALLY COULD NOT BE PLACED IN ANY OF THE OTHER OPTIONS. IF YOU DONT INTEND ON SITTING UP ALL NIGHT TO FINISH DEBUT YOU ARE GOING TO WANT TO SAVE YOUR CURRENT GAME,AND LOAD IT BACK IN ANOTHER TYME. ALSO IF YOU MANAGE TO FINISH IT,OR JUST GET BORED WITH THE INITIAL PLANET,YOU MAY WISH TO TRY YOUR HAND AT ANOTHER PLANET.INDEED,YOU CAN SAVE THE PLANET YOU ARE CURRENTLY WORKING ON,SO YOU MAY USE IT AS A STARTING POSITION FOR A NEW GAME. FIGURE 46 IS THE MISC MENU; 1. SAVE A PLANET(NOT IN ECOLOGICAL SENSE) 2. LOAD A PLANET 3. SAVE A GAME (NOT IN COMMERCIAL SENSE) LOADING AND SAVING PLANETS ON SELECTING THIS YOUR PRESENTED WITH THE DEFAULT FILE MENU SELECTOR;USE THIS AS PREVIOUSLY DESCRIBED.LOADING AND SAVING PLANETS JUST GIVES YOU A NEW PLANET TO WORK WITH,IT DOES NOT EFFECT ANY OTHER BITS OF THE GAME,(ALTHOUGH PLANET STATUS WILL OBVIOUSLY BE DIFFERENT) OTHER PLANETS ARE INCLUDED ON THE DEBUT DISK.EACH WITH ITS OWN UNIQUE TRAITS,SOME ARE MORE DIFFICULT THAN OTHERS TO BALANCE ECOLOGICALLY.SO YOU CAN TRY YOUR HAND AT EARTH LIKES,MARS LIKE EVEN ZZYAXIAN TYEPS(WELL COOL FOR A ZARJAZ COLOUR FLOW) THE INFO OPTION WILL GIVE YOU BETTER DESCRIPTIONS. SIMILARLY YOU CAN SAVE YOUR CURRENT PLANET(SO YOU COULD START WITH A PLANET HALFWAY THROUGH ITS LIFE-CYCLE ALREADY!)LIKE WISE WHEN YOU SAVE A PLANET,IT DOES NOT SAVE ANY OTHER PARTS OF THE GAME(IE;INVENTORY ECT)ONLY WHAT THE OTHER PLANET IS LIKE. SAVING AND LOADING GAMES; DEBUT TAKES QUITE A LONG TIME TO PLAY-AND MAY BE IMPOSSIBLE IN ONE SITTING,YOU MAY SAVE THE GAME `AS IT IS` AND COME BACK TO IT LATER,AS IF YOU NEVER LEFT IT. SO CHOOSE YOUR OPTION(SAVE OR LOAD) AND YOU WILL BE PRESENTED WITH THE FILE SELECTOR(EXPLAINED PREVIOUSLY)SO AS YOU CAN SEE,MANY GAMES CAN BE SAVED(EACH TAKES ABOUT 80K) REMEMBER THAT IF YOU LOAD A GAME,YOUR CURRENT GAME WILL BE OVER WRITTEN. IF YOU WISH TO COME BACK TO IT...SAVE BEFOREHAND! HOW PROGRAMS RELATE TO SAVE GAMES. PROGRAMS HAVE NOTHING TO DO WITH LOADING AND SAVING GAMES,THEY EXIST ON THEIR OWN. THIS IS TO ENABLE YOU TO USE THE SAME PROGRAMS THROUGHOUT TIME OF PLAYING DEBUT,IRRESPECTIVE OF WHICH PLANET YOU USE,OR HOW MANY GAMES YOU HAVE PLAYED PREVIOUSLY. SO REMEMBER TO SAVE ALL YOUR PROGRAMS IF YOU WISH TO KEEP THEM(EG;IF THERE IS A PROGRAM IN MEMORY WHEN YOU SAVE A GAME,THEN TURN THE COMPUTER OFF,THAT PROGRAM WILL THEN BE LOST IF IT HAD`NT ALREADY BEEN SAVED.)(SCOOTER NOTE..SOUNDS LIKE A LOAD OF FUCKING CARBAGE TO ME..BUT I ONLY TYPE IT IN) ------------------------------------------------------------------------------ TYME HOUNDED CONSCIENCE PURPOSE. THE DEBUT PLANET HAS FOUR LARGE UNDERGROUND CITIES THAT HOUSE THE POPULATION,WHILE PUMPING OUT A FAIR BIT OF POPULATION IN THE PROCESS-IN THE FORM OF NUCLEAR REACTORS. THE ULTIMATE GOAL OF THIS SECTION IS TO TAKE THE PEOPLE OUT AND PLACE THEM ON THE EARTHS SURFACE.YOU MUST ALSO SHUT DOWN EACH OF THE CITIES REACTORS. FLOORS OF EACH CITY. EACH CITY HAS 5 LEVELS WHICH ARE. LEVEL 1. THE CITIES BARRICADE AGAINST ENEMY ATTACK LEVEL 2. THE REACTOR LEVEL LEVEL 3. TRADING/URBAN AREAS. THIS IS THE FLOOR WHERE THE PEOPLE LIVE AND WORK.IT IS ALSO WHERE YOU OBTAIN MONEY FOR UDSE IN TYME AND REALITY LEVEL 4. THE CRYPT,A STRANGE PART OF THE CITY THIS,IT WAS DISCOVERED BY THE SCIENTISTS DURING THEIR ORIGOINAL EXCAVATION WORK.NOBODY REALLY KNOWS WHO CREATED IT. ITS BECOME A WIDELY HELD BELIEF THAT SOME KIND OF GOD WAS RESPNSIBLE FOR ITS CREATION,OTHERS BELIEVE A SECT OF THE POPULATION REVOLTED DURING THE ORIGINAL DESIGN OF THE PLANET AND BUILT IT THEMSELVES. IN RECENT TIMES MANY PEOPLE HAVE GONE THERE TO MEET WITH THEIR MAKER..... LEVEL 5. SEWER LEVEL.WHERE ALL THE UCK OF THE CITY COMES TO REST.AS WITH EARTH THIS KIND OF PLACE THAT IS TYPICAL OF THE ATTITUDE `OUT OF SIGHT,OUT OF MID`...IT IS ALSO WHERE YOU ARE MOST LIKELY TO FIND `CHEMICALS` WHICH MAY OR MAY NOT BE USEFUL TO YOU,ONLY TYME WILL TELL.... YOU CAN SEE THE CITIES AND FLOORS ALTOGETHER(FIG 47) SO THE SEWER LEVEL IS THE DEEPEST IN THE PLANET. LEVEL POPULATION DISTRUBUTION. DEFENSE .... 0% (REACTOR 1) REACTOR .... 0% (REACTOR 2) TRADING ....60% (WHERE MOST POPULATION RESIDE) CRYPT ....30% SEWER ....10% OIT IS FOR OBVIOUS REASONS THAT NONE OF THE POPULATION VENTURE INTO THE DEFENSE AND REACTOR PARTS OF THE CITIES(THEY`LL GET THIER LIMBS RAPIDLY MELTED IN THE REACTOR AREAS OR BLOWN OFF IN THE DEFENSE LEVEL-IF THEY GET THAT FAR!) YOU ARE NOT ALLOWED TO REMOVE PEOPLE FROM THE CITY UNTIL YOU HAVE MANAGED TO GUIDE PELVTHRUST SKILFULLY THROUGH THE DEFENCE AND REACTOR PARTS OF THE CITIES THUS CLOSING DOWN THE REACTORS FOR THE CITY. FOR EVERY TRADING RUBBISH OR CRYPT LEVEL YOU COMPLETE,YOU WILL BE GIVEN A NUMBER OF PEOPLE TO `EVACUATE` TO THE PLANETS SURFACE..EACH CITY ON THE PLANET IS ALSO OF A DIFFERENT SIZE AND HAS A DIFFERENT POPULATION. THE PLANET POPULATIONS WILL BE DISTRUBUTED ROUGHLY AS FOLLOWS. PLANET DISTRUBUTION; CITY A ... 15% CITY B ... 15% CITY C ... 20% CITY D ... 50% THESE FIGURES MAY CHANGE AS CITY POPULATIONS INCREASE OR DECREASE. AFTER COMPLETING A CITY YOU WILL BE AWARDED A FINANCIAL BONUS. JOYSTICK CONTROL. USING A JOYSTICK(IN PORT 1) YOU CONTROL PELVTHRUST,WHOSE COMPUTER-AIDED GUIDANCE SYSTEM MAKES HIM BOTH NIMBLE AND STEADY(EVEN WHEN ON JUST ONE LEG!) A LEFT MOVEMENT ON THE JOYSTICK WILL WALK HIM ON THE LEFT,RIGHT WILL TURN HIM AROUND TO WANDERING THE OPPOSITE DIRECTION. THE COUNTRYSIDE. ON ENTERING TYME HOUNDED CONSCIENCE YOU ARE PLACED INTO THE `COUNTRYSIDE`.THIS IS IN FACT ONLY SIMULATED,BUT IS THE ONLY CONTACT THE PEOPLE HAVE WITH REAL GROWING THINGS. WALKING THROUGH THE COUNTRYSIDE,SCATTERED AT VARIOUS INTERVALSARE `LIFTS` WHICH LEAD TO VARIES CITIES. THE CITY TO WHICH THEY LEAD CORRESPONDS TO THE LETTER AT THE TOP RIGHT HAND CORNER OF THE LIFT.SIMILAR TO THE LABELING YOU SEE IN THE FLOORS OF CAR-PARKS. TO ENTER A LIFT MOVE DIRECTLY OPPOSITE IT AND PUSH FORWARD.YOU WILL BE TAKEN INSIDE AND PRESENTED WITH A VIEW OF THE LIFT. FEATURES OF THE CITIES; FOOTLIFTS. ONE THING THAT ALL CITIES HAVE IN COMMON IS FOOTLIFTS.THESE LOOK LIKE SMALL `PLATES` THAT YOU CAN WALK INTO,ALTHOUGH THE STYLE OF THE FOOTLIFT CHANGES DEPENDING ON WHAT PART OF THE CITY YOU ARE IN,THEY ALL DO THE SAME THING. TO USE A LIFT,MOVE PELVTHRUST DIRECTLY OVER IT AND MOVE THE JOYSTICK FORWARD(FOR UP)OR BACK (FOR DOWN) IF THE LIFT FAILS TO MOVE,IT IS BECAUSE IT IS EITHER AT THE TOP OR BOTTOM OF ITS SHAFT IF YOU TRY THE OPPOSITE DIRECTION IT SHOULD MOVE OFF. TRY EXPLORING AROUND CITIES USING THE FOOTLIFTS,YOU`LL SOON GET THE HANG OF THEM. PELTHRUST DOES NOT MOVE WHILE ON A FOOTLIFT CAUSE HE IS SCARED STIFF OF HEIGHTS. INSIDE THE MAIN LIFTS. THE INSIDE OF THE MAIN LIFTS WILL ALWAYS BE THE SAME FOR EACH LEVEL. SEE FIG 48. THEY WERE DESIGNED BY THE ORIGINAL PLANET SCIENTISTS TO BE FUNCTIONAL.ON THE RIGHT HAND SIDE OF THE LIFT(ONCE INSIDE ONE)YOU CAN SEE; 1. PLASMA SCREEN LIFT DISPLAY. THIS DISPLAY IS CONTROLLED BY THE ON BOARD LIFT COMPUTER AND IS RESPONSIBLE FOR DISPLAYING YOUR CURRENT LOCATION WITHIN THAT LEVEL FOR THE CITY AND WITHIN `DEBUT` PLANET. 2. LIFT FLOOR LEVEL INDICATOR. A CITY MAY HAVE A NUMBER OF INTERCONNECTING FLOORS WHICH MAY NEED THE USE OF A LIFT TO PASS BETWEEN THEM.THE LIFTS FOR WHICH YOU HAVE KEYS GIVE YOU PERMISSION BY THE COMPUTER TO GO TO AND FROM LEVELS.BY MOVING THE JOYSTICK LEFT AND RIGHT THIS NUMBER WILL GO UP AND DOWN RESPECTIVELY ACCORDING TO WHICH LEVELS YOU HAVE ACCESS TO. THIS IS THE SAME NUMBER THAT APPEARS ON THE TOP RIGHT HAND SIDE OF THE LIFT ENTRANCES. 3. CITY LEVEL INDICATOR. AS YOU ALREADY KNOW,EACH CITY CONSISTS OF 5 LEVELS WHICH REPRESENT THE DIFFERENT MAJOR FUNCTIONS OF A LARGE POPULATION ON THIS PLANET. YOU ARE FREE TO MOVE BETWEEN THE ACCESSIBLE LEVELS BY PUSHING THE JOYSTICK UP AND DOWN FOR HIGHER AND LOWER. 4. CITY IDENTIFIER. THERE ARE 4 CITIESON THE PLANET,DEPENDING ON WHICH ONE YOU ENTER AT COUNTRYSIDE LEVEL,YOU ARE TO DESCEND THROUGH THAT ONE AS YOU PROGRESS. THE IDENTIFIER RANGERS FROM A-D WHICH REPRESENTS THE CITY YOU ARE IN.YOU CAN`T ALTER THIS FROM WITHIN THE LIFT,IT IS ONLY AN INDICATOR. ONCE YOU HAVE OBSERVERED OR CHANGED THE SETTING FOR THE LIFT,PRESS FIRE ON THE JOYSTICK AND YOU WILL BE TRANSPORTED THROUGH THE VAST NETWORK TO YOUR DESTINATION IN A MATTER OF SECONDS. THE COMPUTER INTERFACE SHIELD WILL COME UP AS YOU DEPART THEN REOPEN OUTSIDE THE LIFT.PELVTHRUST WILL BE STANDING OUTSIDE THE LIFT.MAKE SURE YOU ARE READY FOR ANY ACTION-SHOULD IT BE NECESSARY. REMEMBER LEVEL IN A CITY HAS A TOTALLY DIFFERENT STYLE AND EACH CITY HAS A DIFFERENT COMPLEXITY.TO NAVIGATE AROUND THE CITY -A- MIGHT BE RELATIVELY EASY WHEN COMPARED TO CITY -D- WHICH HAS A MORE COMPLEX ARRANGEMENT OF LIFTS AND FOOTLIFTS TO COPE WITH. THE FUNCTION KEYS(F1-F10) F1 - MAPPING A CITY. IT IS POSSIBLE TO OBTAIN A WIDER VIEW OF THE CITY YOU ARE CURRENTLY IN BY PRESSING F1 ON THE KEYBOARD,THIS WILL GIVE YOU 1/4 SCALE VIEW OF YOUR SURROUNDING AREA,WITH PELVTHRUST BEING IN THE MIDDLE OF THE SCREEN. F2 - PICKING UP OBJECTS. THE FOLLOWING OBJECTS ARE AMONGST THOSE YOU MAY FIND SCATTERED AROUND THE CITY. 1. KEYS; THESE ARE NUMBERED SQUARES AND ONCE PICKED UP ALLOW YOU TO USE THE LIFT WITH THAT NUMBER.ON THAT LEVEL. 2. UNLICENSED WEAPONS; THIS LOOKS LIKE A BANNED SYMBOL AND GIVES YOU A NUMBER OF DIFFERENT UNLICENSED WEAPONS PROVIDING FORMIDABLE FIREPOWER AND PROTECTION. 3. PROTECTION AIDS; THESE ARE GENERAL PURPOSE PROTECTION AIDS SUCH AS SHIELDS,A SHIELD ICON IS USED TO REPRESENT THESE. 4. EXPLOSIVE DEVICES; EXPLOSIVE DEVICES CAN BE INSTANTANEOUS,OR TIMED(YOU CAN TELL WHICH SORT IT IS BY THE INVENTORY DESCRIPTION)LOOK FOR AN EXPLODING BOMB ICON FOR THESE DEVICES. 5. OTHER OBJECTS; THESE COULD BE ANYTHING,UNFORTUNATELY THE TECHNOLIGIES IN THE CITIES HAVE PROGRESSED SO MUCH THAT THE SCIENTISTS ARE UNABLE TO RECOGNISE. YOU WILL HAVE TO RESEARCH THESES OBJECTS YOURSELF,USING PELVTHRUST. EACH OF THESE HAVE THEIR OWN INVENTORY.PELVTHRUST MAY CARRY UP TO 5 OF ANY TYPE OF WEAPON AND UP TO 8 TYPES OF OBJECT AT ANY ONE TIME. TO PICK UP AN OBJECT STAND JUST IN FRONT,OR JUST BEHIND IT,THEN PRESS F2,IF IT DOES DISAPPEAR FROM THE SCREEN,MOVE A LITTLE LEFT OR RIGHT WHERE APPROPRIATE. THERE ARE MANY VARIATIONS OF WEAPON TO BE FOUND.TO SEE PRECISELY WHAT YOU HAVE PICKED UP YOU MUST GO INTO ONE OF THE INVENTORY SCREENS. F3--F7 INVENTORY. EACH OF THESE FUNCTION KEYS WILL TAKE YOU TO A SEPERATE INVENTORY,LISTED BELOW. A TYPICAL INVENTORY SCREEN DESCRIBES THE CURRENT OBJECT YOU ARE CARRYING IN NTHAT CATEGORY. USE THE FOOLLOWING KEYS TO BRING UP THE INVENTORIES. F3 - KEYS AND OTHER OBJECTS F4 - UNLICENSED WEAPONS F5 - PROTECTION AIDS (SUCH AS SHIELDS) F6 - EXPLOSIVE DEVICES (BOMBS ECT) PRESS esc WHEN YOU HAVE FINISHED LOOKING; THE OBJECT INVENTORY. THE OBJECT INVENTORY GIVES YOU A BRIEF,BUT MORE SPECIFIC,DESCRIPTION OF THE OBJECTS YOU ARE CARRYING.IF YOU HAVE PICKED UP A CHEMICAL YOU MUST WAIT UNTIL YOU RETURN TO TYME AND REALITY SO THAT IT MAY BE ANALYSED BEFORE YOU KNOW EXACTLY WHAT IT IS. TO DROP AN ITEM FROM YOUR OBJECT INVENTORY,PRESS `F3`,TO SEE WHICH OBJECTS YOU PROCESS THEN PRESS THE FUNCTION KEY(LABALLED BESIDE THE OBJECT)IT WILL THEN DISAPPEAR FROM THE LIS AND APPEAR ON THE CITY FLOOR. NOTE; YOU CANNOT DROP ITEMS ON A FOOTLIFT,OR IN FRONT OF A MAIN FLOOR LIFT. WEAPON INVENTORY. THIS WORKS IN MUCH THE SAME WAY AS THE OBJECT INVENTORY,HOWEVER,YOU CAN ALSO ARM PELVTHRUST WITH WEAPONS BY PRESSING KEYS F1-F10 CORRESPONDING TO AN APPROPRIATE WEAPON.TO FIRE THE WEAPON,PRESS FIRE ON JOYSTICK. NOTE;THAT IF YOU DROP A WEAPON(KEYS F1-F5 YOU WILL NO LONGER BE ARMED WITH IT. COMPUTER CONSOLES. YOU MAY USE THE COMPUTER CONSOLES IN THE CITY TO RETURN TO `TYME AND REALITY`,OR FOR SOME MISCELLANOUS INFO,USE THEM IN THE SAME WAY YOU WOULD A MAIN LIFT. SPECIAL OBJECTS IN THE CITIES. YOU MAY FIND SOME PARTICULARLY USEFUL OBJECTS WHILE WALKING ABOUT THE CITY. I WILL TELL YOU ABOUT ONE. CASHPOINT CARD,THIS CAN BE USED FOR WITHDRAWING MONEY FROM THE CREDIT POINTS ON THE TRADING LEVEL. THIS MONEY CAN LATER BE USED IN `TYME AND REALITY` FOR BUYING CHEMICALS THE OTHER OBJECTS IN THE CITY REQUIRE EXPERIMENTATION BEFORE YOU FIND OUT WHAT THEY CAN BE USED FOR. NOTE; USING A CREDIT MACHINE IS DONE IN THE SAME WAY AS USING A MAIN LIFT OR A COMPUTER. NOTE; ANY SCORE YOU INCURE DURING `TYME HOUNDED CONSCIENCE` WILL BE CONVERTED TO MONEY WHEN YOU RETURN TO `TYME AND REALITY`-BUT NOT IF PELVTHRUST IS KILLED. EACH TIME YOU PRESS `3 DAY SCAN` IN TYME AND REALITY,YOU WILL BE GIVEN A NEW PELVTHRUST,TO EXPLORE CITIES. IF HE DIES IN THE CITY,YOU MUST WAIT UNTIL YOU AGAIN DO A `3 DAY SCAN` BEFORE YOU CAN RETURN TO THE CITY-ON TOP OF YOUR INVENTORY-SCORE WILL BE LOST. ...............THE END.....TYPED BY -.................... Sewer Software presents..... THE DOX FOR `FINAL BATTLE` TYPED IN BY SCOOTER-GENESIS ------------------------------------------------------ THE BEGINNING OF THE END: THE FIRELIGHT FLICKERED AT THE DARK CABALISTIC SYMBOLS THAT COVERED THE WALLS OF THE CHAMBER, A CORNER OF THE TABLE, WHICH WAS CLUTTERED WITH ALCHEMICAL APPARATUS-POTS,TEST TUBES,A PESTLE AND MORTAR. CRUCIBLES FULL OF FOUL SMELLING SLUDGE--HAD BEEN CLEARED AWAY TO LEAVE JUST ENOUGH ROOM FOR A MAN TO SET DOWN HIS PLATE AND EAT. IN ONE OF THE TWO STIFF MAHOGANY CHAIRS BY FIRE, SAT AN OLD MAN. BOWED OVER A CHESS SET. NICODEMUS CLEARED AWAY THE GREASY REMNANTS OF HIS MEALS. THE OLD MAN MOTIONED TOWARDS THE OTHER CHAIR. `SIT` HE GROWLED. NICODEMUS SAT. `READ TO ME!`. NICODEMUS WAITED. HE`D BEEN SUZARS SERVANT FOR DECADES--LONG ENOUGH TO BE BORED SENSELESS BY THE OLD BUZZARDS CHEAP MELODRAMATIC MAGIC TRICKS AND MORE THAN LONG ENOUGH TO KNOW WHAT WOULD HAPPEN TO HIM IF HE DIDNT COMPLY. A MOMENT LATER THE BOOK AS HE KNEW IT WOULD, MATERIALISED ON HIS LAP. A HISTORY OF ANAR. NICODEMUS WATCHED IT FALL OPEN AT THE REQUIRED PAGE, THEN HE BEGAN TO READ. OF THE LEGEND OF THESWORD. AS RECOUNTED BY JERUB, SCRIBE AND CLERIC OF ANAR. IT IS WRITTEN THAT MANY CENTURIES AGO, THE ANCIENT CORSARIANS FORGED A MAGICAL SWORD AND SHEILD IN THE HOPE THAT THEIR COMBINED POWER WOULD PROTECT THE LAND OF ANAR FROM EVIL. OTHER SOURCES CLAIM THAT AS THE METAL OF THESE MIGHTY WEAPONS WAS FORGED AND BEATEN OUT, SIX CRYSTALS WERE FORMED, EACH OF WHICH CONTAINED ONE OF OUR WORLDS VITAL POWERS:LAND.WARMTH.WATER,GOOD, UNIVERSE AND LIFE, ALL THIS WAS A LEGEND LIKE ANY OTHER, UNTIL THE MACHINATIONS OF A CERTAIN WIZARD, ONE SUZAR,AND ALCHEMIST AND DABBLER IN THE BLACK ARTS,THREATENED TO OVERTHROW THE PROSPERITY OF OUR WORLD. HIS STUDY OF MAGIC ENABLED HIM TO TRANSFORM THE ENEMIES WHO FELL AGAINST HIM--AND THERE WERE MANY--INTO MUTANT HUMANOIDS, A PITIFUL HALF HUMAN ARMY OF MINDLESS VIOLENT CREATURES, USING THIS UNHOLY ARMY HE THREATENED TO OVERTHROW THE KING. BUT IN HIS WISDOM, KING DARIUS SENT OUT A PARTY OF FIVE ADVENTURERS ON A QUEST TO RECOVER THE LEGENDARY SWORD AND SHIELD. ALL ANAR IS FAMILIAR WITH THE ADVENTURES OF THIS DETERMINED PARTY OF MEN, HOW THEY SUCCEEDED IN RECOVERING THE ANCIENT ARTIFACTS, AND FINALLY OVERTHREW THE WIZARD BY CONFINING HIM IN THE SMALLEST IMAGINABLE PRISON- A TINY TEARDROP, SO ARE THE MIGHTY FALLEN. `FOOLS` SHOUTED THE OLD MAN, HE JUMPED UP AND SENT THE CHESS SET SCATTERING ACROSS THE CHAMBER WITH HIS FIST. NICODEMUS SNAPPED THE BOOK SHUT, THE VEINS ON THE WIZARDS NECK WAS SWOLLEN WITH RAGE. THESE IDIOTS CAN`T EVEN GET THEIR FACTS RIGHT. THOSE CRYSTALS ARE A MERE NOTHING. THE SWORD AND THE SHIELD WEILD THE ULTIMATE POWER-WHOEVER POSSESSES THEM CAN DO WHAT THEY LIKE. AS FOR THE TEARDROP, SUZAR SNEERED,~DID THEY REALLY THINK` I THE GREAT SUZAR WHO HAS THE POWER OF THE WINDS AT HIS BECK ND CALL,WHO CAN STRIKE DOWN ARMIES WITH ONE BLOW, WHO HAS SWEATED FOR YEARS TO BECOME A MASTER OF THE BLACK ARTS, WOULD BE DEFEATED BY AN ELEMENTARY DEVICE LIKE THAT?. THEY HAVE UNDER ESTIMATED YOUR POWERS MASTER, NICODEMUS FAWNED. HE FOREBORE TO MENTION THAT IT HAD TAKEN THE WIZARD MONTHS TO GET OUT. SUZAR SUDDENLY TALL AND YOUTHFUL UNABLE TO CONTAIN HIS RAGE. WAS STRIDING ABOUT THE ROOM, THE FIRELIGHT GAVE HIS COAL BLACK EYES A SUPERNATURAL GLOW--AS IF THEY WERE BURNING A HOLE IN HIS GAUNT ANGULAR FACE. SO NICODEMUS. YOU`VE KNOWN ME FOR A LONG TIME. WHAT PLAN OF ACTION WOULD YOU ADVISE?. NOT FOR THE FIRST TIME. NICODEMUS WONDERED WHY HIS MASTER, BOTHERED ASKING. HE WAS WEARY OF BEING USED AS A SOUNDING BOARD. WHATEVER HE SAID WOULD JUST BE THE CUE FOR SUZAR TO RAM HIS OWN THEORIES DOWN HIS SERVANTS THROAT. WELL MASTER, SINCE AS YOU SAY. THE CRYSTALS ARE OF NO SIGNIFICANCE, PERHAPS WE SHOULD SEEK OUT THE ALL POWERED SWORD AND SHIELD AND USE THEM TO ENSURE THAT GOOD KING DARIUS WILL NEVER SPEAK ILL OF THE GREAT WIZARD SUZAR AGAIN. NOT BAD BOOMED THE WIZARD AT LAST. NICODEMUS BREATHED A SIGH OF RELIEF, BUT NOT GOOD EITHER, NICODEMUS STIFFENED WITH A FLOURISH THE WIZARD FISHED INSIDE HIS LONG BLACK CLOAK TO REVEAL, LIKE A COURT MAGICIAN PRODUCING A RABBIT FROM A HAT, A HEAVY SWORD AND A COMPANION METAL SHIELD. NICODEMUS GASPED. THE WORKMANSHIP WAS FINER THAN ANY HE`D EVER SEEN. POWER SEEMED TO RADIATE FROM THE METAL LIKE AN INVISIBLE LIGHT. MORE THAN ANYTHING HE WANTED TO TOUCH IT. "YOU ALREADY HAVE THEM" HE WHISPERED. WHAT DID YOU EXPECT?. THAT I`D SPENT SEVERAL MONTHS IN A TEARDROP TWIDDLING MY THUMBS?,I`VE PLANNED HUNDREDS OF YEARS FOR THIS MOMENT-YEARS IN WHICH GENERATION UPON GENERATION OF PASTY FACED KINGS GREW FAT LIVING OFF MY LAND. TOADYING TO THW ILL OF THE PEOPLE AND PUSSY FOOTING AROUND THE ISSUES OF POWER. NOW MY TURN HAS COME. LETS SEE THE GOOD PEOPLE OF ANAR FIGHT AGAINST THE CHILLING BLAST OF A WIZARDS INCOMPARABLE WRATH. SUZAR WAS LOOKING AT HIM EXPECTANTLY, OBVIOUSLY ANOTHER QUESTION WAS REQUIRED. NICODEMUS RACKED HIS BRAIN....BUT MASTER,PERMIT ME TO ENQUIRE.WHAT ABOUT THOSE WHO ATTEMPTED TO DESTROY YOU?. HOW WILL YOU WREAK YOUR REVENGE?. SUZARS LIP CURLED INTO A DEMONIC SMILE. I`M COMING TO THAT. HE GESTURED AT THE FIREPLACE WHERE IN THE SMOKE IT WAS JUST POSSIBLE TO MAKE OUT THE IMAGE OF A FOREST SCENE. NICODEMUS WATCHED AS A GROUP OF HUMANOIDS AMBUSHED A PARTY OF ADVENTURERS--HE REGONISED THEM AS THE FOOLISH TRAVELLERS WHO HAD SUCCEEDED IN TEMPORARILY TRAPPING SUZAR IN THE TEARDROP. THE HUMANOID ATTACK WAS SWIFT,EFECIENT AND BLOODY NICODEMUS GAGGED AS THEY THREW THE DEAD INTO THE PIT,THREE SURVIVORS,BRUISED AND BOUND IN CHAINS WERE BEING MARCHED IN THE DIRECTION OF A RUINED FORTRESS. A DUNGEON SUZAR OFTEN USED. NICODEMUS FROWNED. SOMETHING DIDNT FIT. YOU LOOK PUZZLED,NICODEMUS,SUZAR WAS OBVIOUSLY ENJOYING HIMSELF. BEGGING YOUR PARDON. MASTER.YOU HAVE THE SWORD AND THE SHIELD BUT EVEN IF THE POWER OF THE CRYSTALS IS A FALLACY.SOME MEN MAY BELIEVE IN IT. THESE ADVENTURERS WILL SURELY ATTEMPT TO ESCAPE AND THWART YOU AGAIN. WHY DID YOU LET THEM LIVE? BECAUSE MY DEAR NICODEMUS..SAID THE WIZARD,LICKING HIS THIN DRY LIPS AND MOTIONING TO THE CHESS BOARD ON WHICH ALL THE PIECES WERE NOW BACK IN PLACE. "I ENJOY A GOOD GAME". THE FINAL BATTLE..THE LEGEND CONTINUES: ITS BEEN SOME MONTH`S SINCE YOU AND YOUR 4 COLLEAGUES DISCOVERED THE WHERE ABOUTS OF THE LEGENDARY SWORD AND SHIELD OF ANAR AND MANAGED TO IMPRISON THE EVIL WIZARD SUZAR IN A TEAR DROP. NOW SUZAR HAS ESCAPED AND MURDERED ALL BUT TWO OF YOUR FRIENDS AND MADE OFF WITH THE SWORD AND SHIELD. YOU AND THE OTHER SURVIVORS WERE CAPTURED BY SUZAR`S HUMANOIDS AND DRAGGED OFF TOWARDS A DUNGEON. YOU SUFFERED A BUMP ON THE HEAD AND EVRYTHING SUDDENLY WENT BLACK. WHEN YOU WAKE UP,YOUR HEADS SORE AND THERES NO SIGN OF YOUR TWO COMPANIONS. YOU`RE ALONE IN THE MIDLE OF A DANK,DARK RUBBLE STREWN CELL. A HUBMBLE STARTING POINTFOR WHAT WILL BE THE MOST CRUCIAL BATTLE ANAR HAS EVER FOUGHT. THE ULTIMATE CONFRONTATION BETWEEN THE POWERFUL BLACK ARTS AND THE WEAKENED FORCES OF GOOD. TO PREVENT SUZARS MAGIC SWALLOWING UP YOUR WORLD. YOU`LL HAVE TO FIND A WAY OUT OF PRISON.RESCUE YOUR TWO COMPANIONS, AND SEEK OUT AND RECOVER THE 6 POWER CRYSTALS WHICH ALONE HAVE THE POWER TO BRING SUZAR TO HIS KNEES. THE FINAL BATTLE IS DIVIDED INTO TWO DISTINCT SECTIONS. PART 1 OF THE GAME YOU TRAVEL THROUGH THE LANDSCAPE ADMIRING THE SCENERY AND SOLVING THE PUZZLES ENTIRELY AT YOUR OWN PACE. FROM THIS LANDSCAPE.PART 2. IS ACCESSED BY A ONE WAY PASSAGE(ITS ONLY SAFE TO PASS THROUGH AT NIGHT) WHICH TAKES YOU DIRECTLY TO THE FORTESS OF ANAR. THERE YOU HAVE UNTIL DAWN TO ACHIEVE YOUR QUEST. DESTROY SUZAR THEN ESCAPE FROM THE CASTLE BEFORE IT COLLAPSES WITH HIM STRAIGHT TO HELL. WELCOME TO THE FINAL BATTLE..THE FUTURE OF ANAR LIES IN YOUR HANDS. SECTION 1: TECHNICALITIES: DISK FUNCTIONS,....CLICKING ON THE DISK FUNCTIONS FROM THE MAIN SCREEN BRINGS UP A FURTHER SELECTION OF ICONS. 1. SAVE GAME .4 RAMLOAD 2. LOAD GAME .5 QUIT 3. RAMSAVE .6 RESTART 7. RETURN TO GAME SAVING A GAME: THERE ARE 2 WAYS TO SAVE A GAME IN THE FINAL BATTLE, TEMPORARILY TO RAM, OR TO DISK. RAMSAVE...SAVES YOUR PARTY`S POSITION TO MEMORY. THIS MEMORY IS LOST WHEN YOU SWITCH OFF THE COMPUTER OR LOAD ANOTHER GAME.TO SAVE A GAME TO DISK AND KEEP A PERMANENT RECORD OF YOUR SAVED GAME YOU`LL NEED A SEPERATE FORMATTED DISK. FOR EITHER OPTION CLICK ON THE RELEVANT ICON AND FOLLOW THE SCRREN PROMPTS. LOADING A GAME: TO LOAD A GAME FROM RAM.CLICK ON THE RELEVANT ICON AND FOLLOW THE SCREEN PROMPTS. QUIT: CLICK ON THIS ICON TO LEAVE THE GAME AND RESET THE COMPUTER. RESTART: CLICK ON THIS ICON TO ABANDON THHE CURRENT GAME AND START AGAIN FROM THE BEGINNING. (IT SHOULD BE NOTED, WHILE THE DISK FUNCTIONS MENU IS ON SCREEN, GAME TIME IS FROZEN) SECTION 2. HOW TO PLAY: THE FINAL BATTLE IS AN ADVENTURE, BUT THERES NO NEED TO USE THE KEYBOARD TO TYPE IN LABORIUOS COMMANDS. EVERY ACTION PERFORMED BY YOUR PARTY IS COMPLETELY ICON CONTROLLED. ALL YOU NEED IS A MOUSE THE MAIN SCREEN: 1) LOCATION WINDOW 2) TEXT WINDOW (BOTTOM OF SCREEN) 3) SCROLL ARROWS 4) MAIN CHARACTER PORTRAIT 5) 2ND CHARACTER PORTRAIT 6) PARTY SHIELDS 7) LOOK 8) LISTEN 9) MOVE IN/OUT 10) MOVE UP/DOWN 11)COMPASS 12) MAP 13)WAIT 14) WEATHER UPDATE 15)OPERATE 16) THROW 17)CONSUME 18) ATTACK 19)DISK FUNCTIONS 1. LOCATION WINDOW: GIVES 1 3D VIEW OF EACH LOCATION, THE CHARACTERS AND THE OBJECTS IN IT. TO EXAMINE ANY VISIBLE OBJECT, POSITION THE CURSOR OVER IT AND PRESS THE LEFT MOUSE BUTTON ONCE. ITS DESCRIPTION APPEARS IN THE TEXT WINDOW. 2. TEXT WINDOW: GIVES A TEXTUAL DESCRIPTION OF LOCATIONS AND CHARACTERS IN YOUR PARTY,INTERACTS WITH THEM. ANY ACTIONS CARRIED OUT ARE REGISTERED HERE. 3. SCROLL ARROWS: CLICK ON THE ARROWS TO SCROLL THE TEXT IN THE `TEXT WINDOW` UP AND DOWN, THE ARROWS WILL HIGHLIGHT IF THERE IS MORE TEXT WAITING TO BE READ. EITHER CLICK ON THE RELEVANT ARROW WITH THE LEFT HAND MOUSE BUTTON OR CLICK ANYWERE ON SCREEN TO CONTINUE. 4.MAIN CHARACTER PORTRAIT: THE MAIN CHARACTER PORTRAIT ALWAYS DISPLAYS THE CHARACTER CURRENTLY UNDER YOUR CONTROL,MOVE OVER THE PORTRAIT AND CLICK THE LEFT MOUSE BUTTON FOR ACCESS TO THE INVENTRY SCREEN(SECT 3):CLICKING THE RIGHT MOUSE BUTTON TAKES YOU DIRECTLY INTO THAT CHARACTER`S STATISTICS SCREEN(SECT 4) IF YOU WANT ONE OF YOUR PARTY CLICK ON THE CHARACTERS PARTY SHIELD. THEIR PICTURE THEN APPEARS IN THE PORTRAIT FRAME. 5.SECOND CHARACTER PORTRAIT: DISPALYS CHARACTERS,OTHER THAN MEMBERS OF YOUR TEAM WHO ARE PRESENT AT ANY LOCATION, WHEN THERE IS MORE THAN ONE NON-PARTY CHARACTER. THE GAME SELECTS A TARGET INDIVIDUAL AT WHICH ALL ACTIONS LIKE GIVING AND FIGHTING ARE AUTOMATICALLY DIRECTED. TO TARGET THEM AT SOMEBODY ELSE, CLICK ON THAT CHARACTERS IMAGE IN THE LOCATION WINDOW(SECT 1). IF YOU WANT YOUR OWN PARTY MEMBERS TO BECOME THE SECOND CHARACTER. CLICK ON THAT PERSONS SHIELD AND,KEEPING THE LEFT MOUSE BUTTON DEPRESED DRAG IT INTO THE PORTRAIT. 6.PARTY SHIELDS: EACH MEMBER OF YOUR GROUP HIS REPRESENTED BY A PERSONAL SHIELD. WHEN TWO OR MORE PARTY MEMBERS ARE IN YOUR CURRENT LOCATION, THIER SHIELDS ARE HIGHLIGHTED, SHOULD A RECRUITED MEMBER DIE, A SKULL AND CROSS BONES REPLACES THEIR FLAG, AS AN ALTERNATIVE TO USING THE COMPASS DIRECTINAL ICON, YOU CAN MOVE A CHARACTER TO EXIT, BY CLICKING THE LEFT MOUSE BUTTON ON HIS SHIELD, KEEPING THE MOUSE BUTON DEPRESSED AND DRAGGING THE SHIELD TO THE EXIT. 7.LOOK: CLICK ON THIS ICON WITH THE LEFT MOUSE BUTTON FOR A BRIEF RECAP OF THE CURRENT LOCATION DESCRIPTION. CLICK ON THIS ICON WITH THE RIGHT HAND MOUSE BUTTON THEN SELECT A DIRECTION FROM THE COMPASS OR OTHER DIRECTION ICONS TO LOOK AHEAD. TRHIS OFTEN GIVES CLUES AS TO WHAT LIES NEARBY BEFORE YOU ENTER AN ADJACENT LOCATION. 8.LISTEN: SELECT THIS ICON TO PICK UP A LOCATIONS SOUNDS, THIS IS OFTEN USEFUL WHEN STANDING OUTSIDE A CLOSED DOOR BEFORE ENTERING!. 9.10. MOVE IN/OUT AND UP/DOWN: ACCESSIBLE EXITS IN ANY OF THESE DIRECTIONS ARE HIGHLIGHTED, CLICK ON THE DIRECTION IN WHICH YOU WANT TO MOVE. 11.COMPASS: AVAILABLE EXITS IN UP TO 8 DIRECTIONS ARE HIGHLIGHTED. TO MOVE,CLICK ON THE ICON WHICH REPRESENTS THE DIRECTION YOU WANT TO GO. HIDEN EXITS ARE ONLY HIGHLIGHTED ON THE `COMPASS` ONCE A MEMBER OF YOUR PARTY HAS DISCOVERED THEM. 12.MAP; SELECTING THIS ICON BRINGS UP A FULL SCREEN MAP. FOR MORE INFORMATION ON HOW TO USE IT..SEE SECT 5 13.WAIT; SOMETIMES YOU MAY WISH TO REST YOUR PARTY OR WAIT FOR A SPECIFIC TIME. CLICKING ONCE ON WAIT ICON, RESTS YOUR PARTY FOR ONE MOVE. 14.WEATHER UPDATE: A GRAPHIC REPRESENATION OF CURRENT WEATHER CONDITIONS AND THE TIME OF DAY,CLICKING ON EACH ITEM WITHIN THE WINDOW GIVES A VERBAL DESCRIPTION OF THE CLIMATE. 15.OPERATE: TO OPERATE OR USE AN ITEM CLICK ON THE `OPERATE` ICON. IF YOU WANT TO USE 2 OBJECTS TOGETHER. BY TYING A ROPE TO A ROCK FOR EXAMPLE. CLICK ONCE ON THE OPERATE ICON, ONCE ON THE FIRST ITEM AND ONCE ON THE 2ND.BOTH OBJECTS IN THE LOCATION SCREEN AND IN A CHARACTERS INVENTORY CAN BE USED IN THIS WAY. NOTE: TO OPERATE SINGLE ITEMS LIKE A DOOR AR A WINDOW, THERES NO NEED TO USE THE OPERATE ICON, SIMPLY DOUBLE CLICK ON THE OBJECT ITSELF. IF A DOOR IS LOCKED, THE KEY INVENTORY IS AUTOMATICALLY DISPLAYED.(ASSUMING YOU ARE CARRYING KEYS AT THE TIME!)..CLICK ON THE KEY YOU WANT TO USE. CLICKING THE RIGHT HAND BUTTON ON THE OPERATE ICON MIGHT GIVE YOU SOME CRYPTIC HELP AT CERTAIN POINTS IN THE GAME. 16.THROW: TO THROW AN ITEM, CLICK ONCE ON THE `THROW` ICON AND ONCE ON THE TARGET YOU WANT TO HIT. THE INVENTORY IS THEN AUTOMATICALLY DISPLAYED CHOOSE THE OBJECT YOU WANT TO THROW. IF YOU HAVE CHOSEN TO THROW AN ITEM AT A PERSON,. A DIAGRAM OF THAT INDIVIDUALS BODY IS DISPLAYED. SELECT THE PART OF THE BODY THAT YOUR AIMING FOR. 17.CONSUME: FOOD AND DRINK ARE AN IMPORTANT SOURCE OF HEALTH.CLICK FIRST ON THE ICON,THEN ON THE ITEM YOU WANT TO CONSUME. 18.ATTACK: TO ATTACK A PERSON OR OBJECT,CLICK FIRST ON THE `ATTACK`ICON AND ONCE ON THE TARGET.THIS BRINGS UP THE CHARACTERS INVENTORY OF WEAPONS PLUS THE OPTIONS TO PUNCH OR KICK. ATTACKING AN OBJECT USUALLY MEANS THAT YOU WANT TO BREAK THAT OBJECT IN SOME WAY. TARGET OBJECTS CAN BE SELECTED FROM THE LOCATION SCREEN OR YOUR INVENTORY. TO ATTACK A PERSON,CLICK EITHER ON THE INDIVIDUALS GRAPHIC IN THE LOCATION WINDOW, OR WHERE RELEVANT,DIRECTLY ON THE `2ND CHARACTER` ICON AT THE TOP RIGHT OF THE SCREEN. ONCE A HUMAN HAS BEEN SELECTED, A DIAGRAM OF THEIR BODY FLASHES UP, CLICK ,ON THE AREA YOU WANT TO DAMAGE MOST. THERE IS ANOTHER FORM OF ATTACK. IF YOU WANT YOU CAN TRY BITING CHARACTERS AND OBJECTS BY SELECTING `CONSUME` ICON WITH THE LEFT MOUSE BUTTON THEN SELECTING THE DESIRED TARGET. A PLAYER CAN USE A RANGE WEAPON(EG A SLING) IF IT IS IN THEIR INCEVTRY AND THEY ALSO HAVE THE REQUIRED AMMUNITION(EG STONE). JUST SELECT THE WEAPON AND IT WILL BE LOADED WITH THE AMMO AUTOMATICALLY. IT SHOULD BE NOTED THAT MAGIC USERS ARE NOT PROFICIENT IN ATTACKING PEOPLE. INSTEAD OF AN `ATTACK` ICON THEY HAVE A `CAST SPELL` ICON. IF YOU SELECT THIS ICON WITH THE LEFT MOUSE BUTTON THEN YOU WILL BE PRESENTED WITH A LIST OF SPELLS.SELECT THE SPELL TO CAST.A TARGET IS NOT REQUIRED. 19.DISK FUNCTIONS: SELECT THIS ICON FOR ACCESS TO THE `DISK FUNCIONS`MENU, FOR MORE DETAILS ON HOW TO USE IT TO SAVE AND LOAD GAMES,CONSULT SECTION 1--TECHNICIANS. SECTION 3. THE INVENTORY: CLICKING ON THE `MAIN CHARACTER` ICON WITH THE LEFT MOUSE BUTTON BRINGS UP THE CHARACTERS INVENTORY. ALL OBJECTS PLACED IN YOU INVENTORY ARE AUTOMATICALLY CLASIFIED INTO FOUR DIFFERENT CATEGORIES:FOOD;WEAPONS;KEYS AND MISCELLANEOUS. CLICK ON THE RELEVANT ICON TO VIEW THE OBJECTS CONTAINED IN EACH. THE INVENTRY SCREEN: 1. LEFT ARROW SCROLL 2. RIGHT ARROW SCROLL 3. CLOSE ICON 4. RETURN TO TEXT WINDOW 5. FOOD 6. WEAPONS 7. KEYS 8. MISCELLANEOUS TO PLACE AN OBJECT IN THE INVENTORY: BRING UP THE INVENTORY WINDOW. POSITION YOUR CURSOR OVER THE ITEM IN THE LOCATION SCREEN, THAT YOU WANT TO PICK UP. PRESS THE MOUSE BUTTON AND KEEPING THE BUTTON DEPRESSED DRAG THE OBJECT INTO AN EMPTY INVENTORY WINDOW. THE OBJECT IS AUTOMATICALLY PLACED IN THE CORRECT INVENTORY CATEGORY. IF THERE ARE MORE THAN 4 OBJECTS IN A CATEGORY. THE LEFT AND RIGHT SCROLL ARROW KEYS CAN BE USED TO SCROLL THEM THROUGH. TO REMOVE AN OBJECT FROM THE INVENTORY: BRING UP THE OBJECT IN THE INVENTORY.CLICK OVER THE OBJECT YOU WANT TO MOVE.PRESS THE MOUSE BUTTON AND,KEEPING IT DEPRESSED.DRAG THE OBJECT INTO THE LOCATION SCREEN. CONTAINERS: THERE ARE A NUMBER OF OBJECTS WHICH CONTAIN OTHER ITEMS(EG A POUCH,CHEST OF DRAWERS ECT..)PRESS THE RIGHT HAND MOUSE BUTON TO `OPEN` THE CONTAINER AND REVEAL ITS CONTENTS. TO RETURN TO THE TEXT WINDOW SELECT THE `RETURN TO TEXT` ICON.OBJECTS IN YOUR INVENTORY WHICH ARE CONTAINERS WILL HAVE TO MARK IN THE TOP RIGHT HAND CORNER OF THE INVENTORY OF THE INVENTORY BOX TO INDICATE THIS. TO LEAVE THE INVENTORY CLICK ON THE `RETURN TO TEXT1 ICON. SECTION 4. THE STATISTICS SCREEN: CLICKING ON THE `MAIN CHARACTER` OR `SECOND CHARACTER` ICON WITH THE RIGHT MOUSE BUTTON BRINGS UP THAT `CHARACTERS` STATISTICS SCREEN. THIS PROVIDES A BRIEF DESCRIPTION OF THE INDIVIDUAL PLUS VITAL INFORMATION ON THEIR STRENGTH,BRAVERY,INTELLIGENCE,WEIGHT AND SO ON. IF A CHARACTER IS INJURED IN ANY WAY, THIS IS SHOWN ON THE DIAGRAM OF THEIR BODY. YOU CAN CLICK ON ANY PART TO GET A TEXTUAL DESCRIPTION OF THAT AREAS CURRENT STATE. GROUP: YOUR PARTY IS CAPABLE OF MOVING AS A GROUP OR AS SEVERAL INDIVIDUALS. CLICK ON THE `GROUP` ICON TO TOGGLE BETWEEN GROUP OR INDIVIDUAL MOVEMENT. RUN/WALK: TOGGLES BETWEEN WALKING AND RUNNING MODE. CLOCK: SHOWS THE CURRENT TIME AND DAY GREETINGS: IN CERTAIN SITUATIONS YOU MAY THINK IT USEFUL TO GREET ANOTHER PLAYER WITH A QUICK HELLO, WHERE SOMEONE HAS INFORMATION TO IMPART THIS MAY INITIATE A CONVERSATION. TO DO THIS, MAKE SURE THE PERSON YOU WANT TO SPEAK TO IS DISPLAYED IN THE `2ND CHARACTER` PORTRAIT AND CLICK ON IT WITH THE RIGHT MOUSE BUTTON TO BRING UP THEIR `STATISTICS SCREEN`. CLICK ON THEIR `GRETINGS` ICON TO SAY HI. SECTION 5. THE MAP: CLICK ONCE ON THE `MAP` ICON ON THE MAIN SCREEN TO ACCESS THE FULL SCREEN MAP. IT ONLY DISPLAYS LOCATIONS THAT HAVE ACTUALLY BEEN VISITED BY MEMBERS OF YOUR PARTY. WHEN YOU FIRST ENTER THE MAP SCREEN, THE MAIN CHARACTERS CURRENT POSITION IS ALWAYS IN THE CENRE OF THE SCREEN AND MARKED WITH A CROSS. PARTY SHIELDS: CLICKING ON ANY OTHER PARTY MEMBERS SHIELDS DISPLAYED ON THELEFT OF THE SCREEN,TAKES YOU TO THAT PARTY MEMBERS POSITION ON THE MAP. REGION SELECTOR ICONS: THE FINAL BATTLE CONTAINS THRE DIFFERENT MAPPABLE REGIONS: THE RUINS,THE KEEP AND THE WILDERNESS.CLICK ON THE APPROPIATE ICONS TO TOGGLE BETWEEN THEM. THE GOTO ICON: THIS IS A QUICK WAY OF TRANSPORTING CHARACTERS BETWEEN LOCATIONS. CLICK ONCE ON THE SHIELD REPRESENTING THE CHARACTER YOU WANT TO MOVE,ONCE ON THE AREA YOU WANT THEM TO MOVE TO AND FINALLY ON THE `GOTO` ICON ITSELF. THE CHARACTER STARTS TO MOVE ATUOMATICALLY THROUGH THE NECESSARY LOCATIONS TO GET TO THE DESIGNATED AREA. THE LOCATIONS ARE SHOWN IN THE `LOCATION WINDOW` AS YOU MOVE NTHROUGH THEM. IF ANY PROBLEMS ARE ENCOUNTERED ON THE WAY, YOU AUTOMATICALLY REGAIN CONTROL AND THE `GOTO IC0N` FUNCTION IS BROKEN. SECTION 6. THE WEATHER: CLIMATIC CONDITIONS IN THE LAND OF ANAR ARE HIGHLY CHANGEABLE AND ITS IMPORTANT TO TAKE INTO CONSIDERATION THE WEATHER AND THE TIME OF DAY BEFORE CARRYING OUT CERTAIN ACTIONS. IF ITS RAINING.FOR EXAMPLE, OR HAS RECENTLY BEEN WET. CLIMBING A TREE WITH WET BARK IS ALMOST IMPOSSIBLE. TIME: ALL ACTIONS IN THE FINAL BATTLE ARE CARRIED OUT ON THE BASIS OF REAL TIME SYSTEM. BODIES DECAY,CANDLES BURN OUT AND FIRES DIE AS THEY WOULD IN REAL WORLD HOW LONG A JOURNEY TAKES DEPENDS ON THE WEATHER,THE CONDITIONS OF THE GROUND AND A CHARACTERS STRENGTH. A WALKING DISTANCE OF THREE MILES ACROSS A PIECE OF WASTELAND TAKES ABOUT AN HOUR. THE SAME DISTANCE CAN TAKE BETWEEN AN HOUR AND A HALF TO TWO HOURS DEPENDING ON WETHER YOUR FOLLOWING A WINDING FOREST PATH OR CLIMBING A HILL. IF YOU DECIDE TO RUN RATHER THAN WALK A PARTICULAR DISTANCE, A THIRD OF THE TIME IS LOST, BUT THE AMOUNT OF ENERGY USED IS DOUBLED. SPLIT SECOND DECISIONS: IN CERTAIN SITUATIONS YOU WONT HAVE MUCH TIME TO REACT. IF YOUR UNDER SURPRISE ATTACK FROM AN ENEMY OR SURPRISED BY A NATURAL DISASTER LIKE A ROCKFALL. YOU`LL HAVE A LIMITED NUMBER OF SECONDS TO REACT BEFORE THE ATTACK IS CARRIED OUT OR THE DISASTER OCCURS. LEAVE IT TO LATE AND YOU`VE FORFEITED YOUR CHANCE TO MAKE A MOVE. PLAYER STATISTICS: ALL A CHARACTERS STATISTICS ARE TAKEN INTO CONSIDERATION WHEN YOU ASK THEM TO PERFORM A SPECIFIC ACTION, FOR EXAMPLE EVEN THOUGH HE MIGHT BE AT 80% STRENGTH, THE BOY JACK MIGHT STILL FIND IT DIFFICULT TO BREAK DOWN A DOOR BECAUSE HIS OVERALL WEIGHT ISNT THAT HIGH. MAKE SURE YOU CHOOSE CHARACTERS PHYSICALLY APPROPRIATE TO A PARTICULAR TASK. SECTION 7. THE CHARACTERS: STEROFF--WARRIOR--AGED 28 KING DARIUS APPOINTED STEROFF LEADER OF THE OFFICIAL EXPEDITION TO RECOVER THE ANCIENT SWORD AND SHIELD OF ANAR. HIS SUCCESS IN THAT VENTURE MAKES HIM AN OBVIOUS CHOICE FOR PARTY LEADER THE SECOND TIME ROUND. STEROFF IS EXCEPTIONALLY STRONG AND MANY YEARS OF PRACTISE HAVE TURNED HIM INTO A SKILLFUL ARCHER AND SWORDSMAN. PAGAN--WARRIOR--AGED 34 PAGAN AND STEROFF ARE THE ONLY SURVIVING MEMBERS OF THE ORIGINAL PARTY,WHO WENT IN SEARCH OF THE LEGEND OF THE SWORD. A ROUGH AND STRONG ADVENTURER WHO BEARS THE SCARS OF MANY OLD BATTLES. PAGAN IS PARTICULARY ADEPT AT USING THE SWORD. CRYSELLA--WARRIOR--AGED 18 CRYSELLA HAS GOOD CAUSE TO BEAR A GRUDGE AGAINST SUZAR. ON STEROFFS LAST QUEST, SHE WAS RESCUED FROM HIS CLUTCHES IN THE NICK OF TIME AND WONT BAULK AT THE CHANCE OF USING HER SKILLS AS A THIEF.OR ARCHER OR A SWORDSWOMAN TO WREAK HER REVENGE. HUMANOIDS--CREATURES OF DESTRUCTION--AGE INDETERMINATE CREATED BY SUZAR FROM THE BODIES OF HIS FALLEN ENEMIES, HUMANOIDS ARE SAVAGE MACHINES OF DESTRUCTION DIRECTLY UNDER THE WIZARDS MAGICAL CONTROL. THEY KNOW NO MERCY AND HAVE ABSOLUTELY NO WILL OF THEIR OWN. WHOEVER ENCOUNTERS THEM SHOULD BE PREPARED TO FIGHT. ......................THE END.................TYPED BY SCOOTER................ Sewer Software presents..... ------------------------------------------- F R O N T L I N E ------------------------------------------- (BY ALAN LENTON) (Docs by RASTAN/SCIENCE , Edited/Reformatted by SEWERCIDE) INTRODUCTION The Second World War is rightly considered to be the place and time when armoured forces came into their own. Sadly, the prominence achieved by armoured forces has allowed the contribution of the infantry to be overlooked. As early as the first month of the war, the vulnerability of tanks to determined soldiers was demonstrated in no uncertain fashion. In the suburbs of Warsaw, the 4th Panzer Division lost 60 tanks in a single day! Many of the battles in the Pacific were fought without the benefit of tanks, and most of the fighting in the cities of Europe and Russia was almost exclusively the preserve of the infantry. Frontline is a squad level simulation of some of the aspects of these battles. The battles chosen are drawn from different theatres of war, and, if there is a demand, I will produce scenario disks for other battles. In writing Frontline I have: tried to produce a game which is playable, doesn't cheat in favour of the computer, tried to give some idea of what the battles were like, and help give the player an understanding of basic infantry tactics. These objectives are contradictory, and only the player can judge whether the necessary compromises were correct! Players of board games will recognise many ideas and techniques in Frontline, but I have tried to make use of the strengths of the the computer, and minimise its weaknesses vis a vis board games. Where there was a clash between playability and simulation, I have usually come down on the side of playability. The most important factor affecting the performance of squads in Frontline is morale. I think it was Napoleon who said that `in war the spiritual is to the material as three is to one'. And he knew a thing or two about waging war! Thus the concept of morale and leadership is central to the game. Make sure that the squads in the key positions have adequate leadership, and they will be able to hold against the odds! Alan Lenton ----------------------------------------------------------------------------- CONTENTS 1.0 SETTING UP ............................................ 1.1 Choosing the Scenario .......................... 1.2 Choosing Your Side ............................. 1.3 Allocating Leaders ............................. 1.4 Allocating Support Weapons ..................... 2.0 THE GAME .............................................. 2.1 Making Decisions ............................... 2.2 The Screen/Terrain ............................. 2.3 Your Forces .................................... 3.0 THE CONTROL PANEL ICONS ............................... 3.1 Instructing Your Units ......................... 3.2 Information - Infantry ......................... 3.3 Information - Artillery ........................ 3.4 Movement - Infantry ............................ 3.5 Movement - Artillery ........................... 3.6 Firing - Infantry .............................. 3.7 Firing - Artillery ............................. 3.8 Under Fire ..................................... 3.9 Support Weapons ................................ 3.10 Barrage ........................................ 3.11 Close Combat ................................... 3.12 Morale ......................................... 4.0 GAME PROGRESS ......................................... 5.0 THE SCENARIOS ......................................... 5.1 Introductory Scenarios ......................... 5.2 Pegasus Bridge ................................. 5.3 The End at Stalingrad .......................... 5.4 Guadalcanal .................................... 5.5 Cassino ........................................ 6.0 ORDER OF BATTLE ....................................... APPENDIX A - Infantry Fire Combat Results Table ............. APPENDIX B - Gun Calibre/Fire Power Equivalents ............. APPENDIX C - Artillery To Hit Table ......................... APPENDIX D - Gun Barrel Modifiers ........................... APPENDIX E - Maps (RYGAR: NOT INCLUDED! BUY THE GAME!!)...... ----------------------------------------------------------------------------- 1.0 SETTING UP 1.1 Choosing the Scenario The initial screen allows you to select one of the following 6 scenarios: Assault on Hill 139 (Training) Clear the Convent (Training) Pegasus Bridge Stalingrad Guadalcanal Cassino Select the GAME drop-down menu, click on SCENARIO, and information about the first scenario will appear. There will be two icons: ------- | \ \ | | / / | Click to move to the next scenario. ------- ------- |---- | | E \/| Click to select the scenario currently displayed. ------- Alternatively you can load a saved game; click on LOAD GAME and follow the instructions on the screen. 1.2 Choosing Your Side Once the scenario has loaded you must choose your side. Click on NEXT to switch between the two sides and SELECT to select your side. For each side you will be given information about the units. There are two types of unit - an infantry squad, consisting of five or ten men, or an artillery piece and its crew. For artillery units, you will be given the type of gun and its size. If the unit is infantry the numbers next to the unit's name refer to its firepower, range and morale - for instance, 4-5-7 means a firepower 4, a range 5 and morale 7. You will also be told what support weapons each side has available, with the firepower and range for each weapon (where appropriate) - ie 5-11 means a firepower 5 and a range 11. Finally you are told what leaders are available and the appropriate combat modifier. Units with leaders do better in combat; the lower the combat modifier, the more effective the leader. Leaders can only be allocated to infantry squads - artillery pieces may or may not already have an artillery leader. 1.3 Allocating Leaders Once you have selected your side you can allocate leaders. Information is shown about each squad. You can call up this information at any time - it is explained fully in the Information sections. You will be told whether the unit starts the game off the map. If so, you are told on which turn it appears. ------- | \ \ | This icon will move you through the available squads. When the | / / | chosen squad appears, click on the leader you wish to allocate. ------- ------- When you have finished allocating leaders, click. If you click |---- | before you have finished you can change your mind, but you cannot | E \/| re-allocate the leaders already assigned. Confirm that you are ------- happy with your allocation, and you will proceed to the next stage. 1.4 Allocating Support Weapons The next screen allows you to allocate support weapons. You can only allocate support weapons to infantry squads. ------- Use this icon to display the squad you wish to allocate to, then | \ \ | click on the weapon you wish to give it. There are three types of | / / | machine gun - light, medium and heavy - but they all have the ------- same icon. You are given information about the weapon you have selected - range and firepower, ammunition available, and weight. See the section on Support Weapons for more information. The important thing at this stage is the weight; this affects the movement rate of the squad carrying it. A full squad can carry up to five points; a half squad two. You can allocate more than one item to a squad, as long as it can carry the weight. ------- Once you have finished, click here. You can return to the |---- | allocations screen, but you cannot change allocations already | E \/| made. ------- Confirm that you have finished allocating and you will be presented with the main game screen. 2.0 THE GAME 2.1 Making Decisions In Frontline both you and the computer make decisions - where to move your units, who to attack, whether to engage in combat. The computer resolves the decisions and calculates the outcome. This is called `rolling the dices', by analogy with board games. If you have the DISPLAY option in the XTRAS pull-down menu switched on, you roll the dice yourself. If this option is not selected, the computer resolves the decisions and you will only be told the outcome. If you choose to roll the dice yourself, the computer will show you how it calculates the outcome. The game uses the equivalent of two six-sided dice rolled simultaneously and added together. Thus, the highest number you can roll is 12 and the lowest 2. For all dice rolls, the lower number, the better the result. The `raw' dice roll can be altered by various modifiers which are added to it, to take account of the circumstances. Modifiers can be either positive or negative. Since your aim is to roll low numbers it follows that negative modifiers help you and positive modifiers hinder you. For example, you wish to fire on an enemy unit occupying a crater, providing a cover of +2. You have a leader of -1. You roll a 9 so the result will be 9 + 2 - 1 = 10 (hands up those who had to reach for a calculator!) (YOU PROBABLY DID.... SEWERCIDE.) When you roll the dice, click the left mousebutton once to start, and once to stop. Then click on CONTINUE and the computer will apply any modifiers to calculate the outcome. 2.2  The Screen/Terrain The menu bar at the top of the screen and the icons at the botton will be explained as the game progresses. Just above the icons is a box where information about the progress of the game appears - for example, telling you it is your turn to move. On the left hand side is a panel where information and selection icons for your units will be displayed. (Picture of the gamescreen here) The main part of the screen is a `window' showing the part of the map where the action takes place. At the start of all scenarios, the window is placed at the top left hand corner of the map. The picture gives an indication of the type of terrain; for more detailed information, click on the map and you will be told what the terrain is. The types of terrain found in the different scenarios are: TERRAIN HEIGHT COVER MOVEMENT COSTS Barbed Wire 0 0 5 Bridge variable +1 2 Clear 0 0 2 Crater 0 +2 3 Deep Crater -1 +1 3 Jungle +3 +4 5 Rail Line 0 0 2 Ravine -1 +1 3 Road 0 0 2 Rubble +1 +3 4 Sandbags +1 +3 3 Slit Trench 0 +2 4 Stone Building +2 +4 3 Swamp/Marsh 0 0 4 Trees +2 +2 3 Water 0 0 8 Wreckage 1 +2 4 Each of these aspects of the terrain is important for a different reason. HEIGHT: The height of the terrain you are occupying compared to the surrounding terrain affects how much of the area you can see. This is known as `Line of Sight'. Obviously, to shoot at an enemy unit you must be able to see it! Lines of sight are reciprocal - if you can see an enemy unit, it can see (and shoot at!) you. When looking at the height of terrain you must take into account the `base' height and the "feature" height. For example, a crater has a height of -1, but if the crater is on top of a hill with a height of 3, then the actual height is 2. ------- (RYGAR: THIS IS SUPPOSED TO SHOW AN ICON THAT HAS ARROWS POINTING) ||\ /|| ( OUT IN ALL FOUR DIAGONAL DIRECTIONS, HOPE YOU UNDERSTAND!) | # | You can check the Line of Sight for any unit by selecting the unit ||/ \|| and then clicking on this icon. All areas of the map the unit cannot ------- see will be greyed out. This only works for the portion of the map displayed on the screen. So how are lines of sight calculated? --------------------------------------------------------- | | | | | | | | Looking at the | | UNIT B| | | | | | diagram, which | |_______| | | | | | shows five units |-------|#######|---------------------------------------| occupying different | |#######| | | | | | heights of terrain, | |#######| | | UNIT C| | | UNIT B and UNIT C | |#######| | |_______| | | can see each other, |-------|#######|---------------|#######|---------------| as can UNIT C AND | |#######| | |#######| | | E. E and D are also | |#######| | |#######| | UNIT E| in each others' | |#######| | |#######| |_______| line of sight, but |-------|#######|---------------|#######|-------|#######| D can't see any | |#######| | |#######| |#######| unit except E. UNIT | UNIT A|#######| | |#######| UNIT D|#######| A is completely | |#######| | |#######| |#######| hidden from all the |-------------------------------------------------------| others. and | | | | | | | | therefore can't see | The height of the terrain occupied by | them either. | a unit affects it's Line of Sight | --------------------------------------------------------- COVER: Cover combines two factors; how much the terrain conceals the occupying unit, and how much protection it offers. For example, a field of wheat hides a unit very well - but doesn't provide much protection. Conversely, a unit occupying a stone bunker will be fairly visible, but several feet of concrete usually stops a bullet adequately! These two factors are combined to provide the figure for cover. When you fire on a unit, a modifier is added for the cover provided by the terrain. MOVEMENT COST: Movement simply defines how easy it is to move through the different types of terrain. Each unit has a number of movement points they can use each turn. The movement cost of the terrain they are moving onto is deducted for each move. Moving uphill costs an extra movement point, and carrying unpacked support weapons also increases the cost. When you move a unit you need to take into account the factors of height, cover and movement cost before deciding which route to take. Obviously, you will be able to move faster on clear ground, but it is more likely you will be hit by enemy fire. 2.3 Your Forces You scroll the map in the eight compass directions by clicking on the arrows in the lower right hand corner. Do this until you find your forces. Units are represented by an icon on the map, the colour depending on the nationality: British and Commonwealth Blue German Grey German SS Black American Red Japanese Light Brown Soviet Red ------------ |Picture of| |attacking | Infantry units are represented by this icon. |soldier | |here!! | ------------ ------------ |Picture of| |a cannon | |here! | Artillery units are represented by this icon. | | ------------ If you are not sure whether the unit belongs to your side or not, click on it! If it belongs to the enemy, you will be told so. If it is your unit a set of icons comes up in the box on the left of the screen. This is the control panel, which you use to give orders to the selected unit. A faster way to find your forces is to use the BRIEFING option in the UNITS menu. This brings up a list of your units in the information panel. If the unit's name is grey, it means it is either dead, off the map, or broken. If it is yellow, it can still make an action that turn; and if white, it is on the map but has finished its action for that turn. Clicking on the unit's name if it is dead or off the map brings up information about the unit. Otherwise, clicking on the name will centre the map on the unit and bring up the control panel. If the unit is near the edge of the map, the screen will scroll until the unit is as near to the centre as possible. Whenever you select a unit, either by clicking on it or by using the BREIFING option, the colours of its icon are reversed. 3.0 THE CONTROL PANEL ICONS When a unit is selected, the control panel appears in the box on the left of the screen. Some of the icons in the control panel can only be used by infantry squads, some only by artillery units. Depending on the state of the game not all of the options will be available to the selected unit, in which case the icon will be blank. The icons in the control panel are fully explained in the relevant sections of the manual, but briefly they are: RYGAR: I HAVE DONE THE ICONS THAT WAS POSSIBLE DOING WITH ASCII , THOSE ICONS THAT HAVE COMPLEX GRAPHIX I HAVE WRITTEN WHAT IT IS MEANT TO BE! HOPE YOU UNDERSTAND GUYS! ---------- |Picture | |of a | Gives information about the unit. |notepad | |here. | ---------- ---------- |Picture | |of 4 | |diagonal| Allows you to move the unit - INFANTRY ONLY. |arrows! | ---------- --------- | | | | -- -- | Instructs the unit to fire on another unit. | | | --------- --------- | Don't | | know | Used to rally the troops if the unit is broken. | this | | yet | --------- --------- |Picture| |of a | Gives information about the terrain the unit is occupying. |tree | |here! | --------- -------- ||_|_|_| ||_|_|_| Brings up a grid over the map, to assist in working out ranges or ||_|_|_| movements. || | | | -------- ---------- |Picture | |of a gun| Gives access to the unit's support weapons - INFANTRY ONLY. |(an auto| |matic!!)| ---------- ----------- |Picture | |of a cann| Instructs the unit to call down a barrage from an off-map |on pointi| artillery battery, providing the unit is carrying a radio - |ng right!| INFANTRY ONLY. ----------- ---------- | Picture| | Of A | Initiates close combat - INFANTRY ONLY. | Knife | | here! | ---------- ------------------- | ---- | ---- | | || || | || || | Turns an artillery piece 90 degrees clockwise or anti- | \/ || | || \/ | clockwise - ARTILLERY ONLY. | | | ------------------- --------- |Picture| |of a | Attempts to repair a damaged artillery piece - ARTILLERY ONLY. |monkey-| |wrench | --------- --------- | ---- | Click on the END button when you have finished giving orders | E \/ | to the selected unit. --------- 3.1 Instructing Your Units Having found one of your units, there are are several things you can tell it to do. If it is an infantry squad, it can move, fire at an enemy unit, go into close combat (if it is adjacent to an enemy unit), use a support weapon, or call down a barrage from an off-map artillery battery (if it has a radio). An artillery piece can turn the barrel of the gun to point in a different direction, or fire on another unit. Some of these actions take up a whole turn; but others, such as calling down a barrage, allow you to give the unit further orders in the same turn. You do not have to give a unit all its orders ----------------------------- for that turn before instructing another unit; | | you can come back to it later. | S Q U A D | | | 3.2 Information - Infantry | A n s e l l | | | --------- | Full Sq | |Picture| Clicking on this icon brings up | Line Inf | |of a | information about the selected | Good | |notepad| infantry squad. | Start: 1 | |here! | | Moves: | --------- | Used: 0 | | Left: 8 | Just in case you have forgotten which squad | Morale: 7 | you are dealing with, its name appears at | Leader: 0 | the top of the information box. | Fire: 4 | | Range: 5 | The squad is either a full squad (ten men) | | or a half squad (five men). | | | | The next line refers to the troops' status, | | which is their ability to fight. It can be good | | or broken. The relevance of this is | | explained in the section on Morale. | ------------- | | | \ \ | --- | | The movement points limit how far the unit | | / / | E \/| | can move each turn - various types of | ------------- | terrain use up different amounts of M-P. ----------------------------- Morale is an indicator of how easily the squad will become broken, and is explained fully in the Morale section. The Leadership affects the damage the unit will do when attacking an enemy unit. As in real life, the better the leader (ie the lower the modifier) the more effective the unit will be. The unit's firepower also affects their fighting ability; the higher the firepower, the better the result in an attack. Range limits how far the unit can actually fire. If the squad is carrying support weapons, these will be listed. 3.3 Information - Artillery --------- ---------------------------- |Picture| Clicking on this icon brings up | | |of a | information about the selected | M O R T A R | |notepad| artillery unit. | | |here! | | H e i l b r o n | --------- | |  | Mortar | Again, the unit's name appears at the top of | O p e r a t i v e | the box, and you are told the type of artillery | Morale: 8 | piece. | Leader: 0 | | Cal: 120 | You are shown the gun's status - whether it | Range | can be used or not. It can be operational; | Min 3 | jammed, in which case it needs to be | Max 60 | repaired; U/S (unservicable), which in effect | Rof: 2 | means the unit can take no further part in | Ammo: 25 | the action; or broken - which refers to the | Jams: 12 | state of the crew - in which case you need | No t a r g e t | to rally the men before they can fire. | ------------ | | |/\ Picture| | The Morale level is an indicator of how easily | ||| of some| | the unit will break when under enemy fire. | |kind of | | See the section on Morale for details. | |airweapon!| | | ------------ -------- | The Leadership modifier will improve the | | ---- | | unit's chances of both hitting and damaging | | E \/| | the enemy. The lower the number, the better | -------- | the result. ---------------------------- Calibre is the size of the weapon. The higher the calibre, the higher the firepower will be. The range of the gun limits what it can fire at. Some artillery units have both a maximum and a minimum range. The rate of fire indicates how many shots it can have in each turn. Ammunition refers to the number of shots the gun can make before running out, and acquired targets are explained in the section on Firing - Artillery. 3.4 Movement - Infantry ---------- |Picture | |of four | |diagonal| Infantry squads can be moved by clicking on this icon. |arrows! | ---------- The background of the movement arrows in the bottom right hand corner will change colour to red. Clicking on the arrows moves the squad in any of the eight compass directions. The movement points (M-P) available for the squad will be shown in the information box under the map. Each time you move the squad, the M-P will be reduced according to the terrain they are moving onto. If the squad is moving uphill, the movement cost increases by one. Information on terrain types is displayed in the top right of the screen. ---------- ||_|_|_|_| Click on this icon to show the individual squares on the map, ||_|_|_|_| which helps you to calculate how far the unit can move in one ||_|_|_|_| turn. The computer knows that if you are moving diagonally, it || | | | | uses more M-P than moving horizontally or vertically! ---------- If the squad is carrying unpacked support weapons, the movement cost is increased by the weight of the unpacked weapon(s). If you wish to move the unit more than a couple of squares before using the weapon, you should pack the support weapon first; however, if you only wish to move the unit a short distance it is not worth losing a turn to pack the weapon, and another to unpack it. See the section on Support Weapons for details of how to pack or unpack weapons. You cannot move a squad into a location containing another unit. -------- When you have moved the squad as far as you wish (or as far | ---- | as you can!) click on the END button to return to the control | E \/| panel. If your moves have reduced the squad's M-P to zero or -------- one, you will automatically be returned to the panel. Having moved a squad, you can do no more with it that turn. 3.5 Movement - Artillery Artillery units are stationery, but if you wish to fire the gun at an enemy unit, you must make sure it is pointing in the right direction! The picture underneath the unit icons shows which way the gun is pointing. ------------------- | ---- | ---- | Use these two icons to turn the gun 90 degrees anti- | || || | || || | clockwise or clockwise. Traversing the gun takes up a | \/ || | || \/ | complete turn for the unit. | | | ------------------- ---------- | __ _ | The diagram shows the line of fire for an artillery unit. Click | |\ /|\ | on this icon under the map and any part of the map not in the | \ | | line of fire, or not in sight, will be greyed out. |<--- # | ---------- -------------------------------------------- | | | | | --------------------------------- | | ##|\ | | | | | | /|## | | ##| \ | | | | | | / |## | | ##| \| | | | | |/ |## | | ------\-------------------/------ | | ##|###|\ | | | | /|###|## | | ##|###| \ | | | | / |###|## | | ##|###| \| | | |/ |###|## | | ----------\-----------/---------- | | ##|###|###|\ | | /|###|###|## | | ##|###|###| \ | | / |###|###|## | | ##|###|###| \| |/ |###|###|## | | --------------\---/-------------- | | ##|###|###|###|Art|###|###|###|## | | ##|###|###|###|ill|###|###|###|## | | ##|###|###|###|ery|###|###|###|## | | --------------------------------- | | Line of Fire for an artillery unit - | | The # area cannot be fired on. | -------------------------------------------- Artillery units have a very long range and can be used to fire right across the map, but the icon only shows you the line of fire for that part of the map displayed on the screen. 3.6 Firing - Infantry --------- If there is a unit in range, you can instruct your squad to fire | | | at it by clicking this icon. A grid will come up over the map | -- -- | and you can click on the target. If you change your mind, click | | | on the firing unit and you will be returned to the control panel. --------- --------- | |\ /| | To fire on another unit, the target must be in sight. Clicking on | # | this icon will grey out any part of the map currently on the | |/ \| | screen that the unit cannot see. --------- As in real life, it is perfectly possible to fire on your own side! If you have DISPLAY selected, a box appears giving the firing details. At the top, the squad's firepower is shown. This is the inherent firepower of the squad. If the squad is carrying a machine gun, it is possible to add the firepower of the gun to the inherent firepower - see the section on Support Weapons. If the squad is firing at poing blank range - ie the target is an adjacent square - the firepower is doubled. Any modifiers for leadership or terrain are indicated - having a leader increases the likely damage the unit does to its target, but the better the cover provided by the terrain the enemy occupies, the less damage it will sustain. Possible outcomes of firing or being fired upon are: - - - - No Effect MC - Unit's morale is checked (you do not see the result of an enemy unit's morale check) L_KIA - Unit's leader is killed KIA - The unit is wiped out HALF - The unit is reduced in size to a half squad (half squads won't reduce to quarter squads;they are either wiped out or they survive intact) 3.7 Firing - Artillery --------- | | | Clicking on this icon puts a grid over the map and allows you to | -- -- | select your target - use the arrows to scroll the map until you | | | find the target. --------- There are two stages to firing an artillery unit. The first determines whether you hit your target or not. You are shown the basic roll for the weapon (which is different for each type of weapon) and any modifiers that will affect the outcome - leadership, barrel size (the longer the barrel the more accurate the weapon), and range (some types of gun are particularly accurate at certain ranges - and some particularly inaccurate!) A modifier is also used for an acquired target. If the weapon has already succeeded in hitting the target it has a better chance of hitting it a second time, and is considered to have acquired a target. The target refers to the square on the map, not the unit occupying it. So if you kill a unit and another unit moves into the same square, the modifier still applies. Acquired targets are carried over from turn to turn. The information about the unit tells you whether it has an aquired target or not; however, it does not tell you where the target is, it is up to you to remember! The modifier for size refers to the size of the target - obviously,the bigger the target, the easier it is to hit. The final result which you need to roll in order to hit the target is shown in the red box at the top of the screen. If you miss, you just have to try again. Some artillery can be fired more than once in a turn - this is shown as rate of fire in the information about the unit. If you hit, the dice are rolled again to calculate the damage, with modifiers taken into account for leadership and terrain. If while firing an artillery unit, you roll a number greater than or equal to that shown for its jamming possibility, the weapon is damaged and will need to be repaired on your next turn. Click on this icon and roll the dice to try and fix it. The result will be: 1 No effect at all, in which case you have to try and repair it again next turn. 2 Success, it which case it is usable next turn. 3 The weapon is irrepairable. Attempting a repair uses up a whole turn. 3.8 Under Fire If the computer fires on one of your units, you will be told that your unit is under fire and the map will centre on the affected unit. The computer will resolve the combat and tell you the outcome. You won't be told who is firing on you - as in real life, you will have to work it out for yourself. The possible outcomes of enemy fire are: 1 Your unit is wiped out completely. 2 Your unit is reduced to a half squad, and will lose any support weapons it can no longer carry (if the unit is an artillery unit it is assumed to have a five-man crew so won't reduce in size). You will need to check the morale of your unit (see the section on Morale) 3 Or your unit will escape unscathed. 3.9 Support Weapons --------- You may have allocated support weapons to an infantry squad, |Picture| and clicking on this icon will bring up information about the |of a | weapon, and the weapon's icons which you use to control the |gun | support weapons. --------- The weight of the weapon when it is ---------------------------- operational will restrict the movement of the | -------------- | squad (this does not apply to demolition | |Picture of a| | charges). Firepower, range and ammunition | |Machine gun!| | are self-explanatory. | -------------- | | | The jamming number shown refers to the | Med m/g | likelihood of the weapon breaking down. If, | | when firing it, your unmodified roll is greater | Weight: 3 | than or equal to this number the weapon | Fire: 3 | jams and you will have to repair before you | Range: 7 | can use it again. | Ammo: 14 | | Jams: 12 | The weapon can be packed or operational, | Operat'n1 | and you are told whether the weapon has | Unused | already been used in that turn - and if it is | ----------------------- | jammed. | |Same icon|Gun | | | | | |as to the|taken|-- --| | ----------- This option is only available to | |left here|apart| | | | | | | | machine guns. Clicking on this icon | |---------------------- | |--- ---| adds the firepower of the weapon to | |empty | \ \ | --- | | |--- ---| the inherent firepower of the squad. | |icon! | / / | E \/ | | | | | | This results in a much greater ---------------------------- ----------- firepower,although the range will only be that of the unit itself, which may be lower than that of the gun on its own. Clicking on this icon doesn't actually fire the weapon; to do that, exit the weapons icons and use the firebutton in the unit's control panel. ----------- This icon instructs the squad to pack or set up the weapon. |Picture | Obviously a weapon can't be used while it is packed, but if it |of a | is unpacked it restricts movement (unless it is a demolition |gun taken| charge) the weapon's weight is added to the movement costs of |apart! | the terrain for each move. Packing or setting up a weapon uses ----------- one turn. --------- This icon fires the weapon separately from the squad's inherent | | | firepower. All weapons except machine guns must be fired in | -- -- | this manner. The range will be that of the weapon itself (mortars | | | have a minimum range of 2). --------- If the support weapon is fired first, the squad can then move, which it cannot do if the weapon is added to the inherent firepower. Alternatively, having used the support weapon on its own the squad can then use its inherent firepower separtely - in effect getting two shots in one turn. Again, the support weapon must be fired first. The squad need not fire its inherent fier power at the same target as the support weapon. --------- |Picture| If a support weapon jams you will need to repair it before it can |of a | be used again. Clicking on this icon attempts the repair, which |monkey | takes a full turn. Depending on the roll of the dice, the outcome |wrench!| will be: --------- A successfull repair meaning the weapon can be used next turn. A failure in which case you have to try again next turn. A complete disaster which puts the weapon right out of commission! ------- | \ \ | If the squad has more than one weapon, click on this icon to see | / / | the next. ------- -------- | ---- | Click on the END button to return to the control panel. | E \/| -------- Although radios are counted as support weapons, and you can get information on them using the support weapon's icon (and repair them if they become damaged!) you don't actually use them with this icon. See the next section for details of how you do use them. 3.10 Barrage --------- |Picture| If the squad has a radio, it can call in a barrage from an off-map |of a | artillery battery using this icon. Information about the battery |cannon!| available will be displayed - its calibre (the higher the calibre, --------- the higher the firepower) and the number of salvoes available. NOTE: the off-map artillery is separate from any artillery on the map. Using an artillery battery involves three stages, and the current stage is shown in the status. Each of these stages takes one turn - however, you can go on and give the squad further instructions, such as moving or fighting, in the same turn, as long as you can use the barrage first. First you have to contact the battery by radio. The dice roll decides whether you succeed in making contact. If you fail, you have to try again on your next turn. If the radio breaks down, it must be repaired before you can use it again. If the unit is in contact with the artillery, you can select the target by clicking on the map. A spotting round is sent in (there is no limit to the number of spotting rounds available). Unfortunately there's no guarantee the spotting round will land where you expect it - it can even land out of sight, in which case you have to call down another on your next turn. A barrage will cover an area of nine squares, centred around the square where the spotting round lands. It is a good idea to centre the map on your intended target before calling in the spotting round - you have a better chance of seeing where it lands. It's also worth using the line of sight icon to check how much of the surrounding terrain is visible. If a spotting round lands on the same square as an enemy unit (or one of your units!) the computer will resolve the decision and tell you the result. On your third turn, you can call down the barrage if you wish. You are presented with four icons. -------- These two icons are either/or icons - one of them Cant see this! | _/\_ | is always selected and you toggle between the two. SHIT! | \/ | They determine whether the barrage or the spotting -------- round is moved if you decide to change the target. ------ |\ /| This icon takes you back to stage 2, allowing you to select a new | \/ | target for a spotting round. You should use this if the spotting | /\ | round landed way off target. |/ \| ------ ------- This icon allows you to move the barrage or the spotting round ||\ /|| (whichever has been selected) by one square. If barrage is | X | selected it will move the target in the chosen direction, then ||/_\|| bring down a barrage; if the spotting round is selected it simply ------- moves the target. ------- | | This icon brings down the barrage on the current target - no | ! | matter whether the barrage icon or the spotting round icon are | | selected, the barrage will commence! | | ------- For each unit that the barrage hits - including your own - the computer will resolve the conflict. It is sometimes worth bringing down a barrage on your own head, particularly if your unit is well protected but is surrounded by enemy units in the open. 3.11 Close Combat --------- |Picture| If an infantry squad is adjacent to an enemy unit, it can engage |of a | in close combat. In close combat, the defender is always given |knife! | the first bash. --------- Artillery units cannot initiate close combat but they can defend themselves if attacked, in which case they use their inherent firepower, which is 2, and have five men. In close combat, the firepower used to resolve each attack is the unit's inherent firepower plus 1. As the troops are killed or wounded the firepower is reduced proportionally. If the defending unit is broken, its firepower is halved. Support weapons cannot be used in close combat - you could use a support weapon to 'soften up' the enemy before engaging in close combat, but you can't bring it into play once the fight is in progress. The information box on the left of the screen shows the result of each attack - the dice rolled, the modifiers for leadership and close combat (this reduces by one each round of the combat as the squads locate the enemy dispositions, but will never go below -9) and the result. Each round of close combat can result in either no effect, or a number of the troops being killed. If the number of men remaining falls to five or below, the unit becomes a half squad, with a consequent loss of firepower and support weapons. If the number killed is greater than the number remaining, the unit is wiped out. In each round of the close combat, both you and the computer have the option to attack or retreat - although artillery units cannot retreat, they must fight or die! If the defending unit retreats it will move out of the occupied square and the attacker will move in. If the defending unit is completely surrounded it has no choice but to surrender. If the attacking squad retreats, it will not move but will simply stop attacking - but the defender is then able to attack on its turn, if it wishes! The close combat continues until one unit either retreats or is wiped out. 3.12 Morale A unit is broken when the troops are more concerned with their personal survival than with achieving their objective. Rather than attacking, they will (very sensibly) be running for cover. If a unit is broken, it can do nothing that turn, except a single attempt to rally the troops. Some units start the game cowering in a state of panic and you must rally them before they will be of any use! -------- Clicking on this icon attempt to rally the troops. You must roll | Dont | less or equal to their morale level. Modifiers are used for | Know | leadership - a good leader stands more chance of bucking the | This | troops up - and the fact that the unit is already broken, which | Icon | makes it harder to persuade them to stand up and fight. -------- If you successfully rally the squad, it can then proceed with the turn - moving, fighting, or whatever. If you fail, it can do no more and you must try again on your next turn. If you roll an unmodified 2, the troops are rallied so successfully that the unit's leadership is permanently improved by 1, but if you roll an unmodified 12 the troops are not impressed by your hollow rhetoric and the morale level is permanently reduced by 1! On of the possible outcomes of being under fire is that the morale of the troops will be checked to see if they break. This is handled in exactly the same way as when you attempt to rally them, except that there may be extra modifiers from the morale check result. 4.0 GAME PROGRESS Depending upon which side you have chosen to play, either you or the computer will get first turn. In all scenarios, the side that was displayed first gets the first turn. -------- On your turn, you instruct each of your units to move, unpack |---- | their weapons, fire, or whatever may be necessary. Each time | E \/ | you finish with a particular unit, click on the END button for -------- that unit. -------- |---- | When you have finsihed all your instructions for that turn, click | E \/ | on this button in the row of icons below the map. -------- The computer will make its moves, and the name of each unit it is dealing with will appear in the box under the map. You can turn this option off by de-selecting the INFO option in the XTRAS menu. If the computer's moves involve combat against one of your units you will be shown the outcome and have to take any action necessary, such as checking morale. Once the computer has finished its turn, control is returned to you. ----------- |Some kind| |of circle| Each scenario has a limited number of turns available. You can |,maybe a | see how many turns have passed out of the total be clicking on |ZERO,or a| this icon. |SCENARIO!| ----------- ---------- | ------ | | ## ## | This icon is a toggle. When active, units are removed from view | ## ## | allowing you to check the terrain they occupy. | ###### | ---------- ------------ |Picture of| This icon shows the line of sight for a selected unit. Any part |4 arrows | of the map that the squad cannot see will be greyed out. Lines |pointing | of sight are reciprocal - if you can see an enemy unit, it can |diagonally| see (and shoot at!) you. ------------ ---------- | __ /\ | If the selected unit is an artillery unit, clicking on this icon | |\ | | will show the line of fire. Not only must the unit be able to see | \ ##| the targer, it must also have it's weapon pointing in the right | <----##| direction! ---------- -------- (NOTE: THIS IF FOUR ARROWS POINTING AGAINST EACH OTHER (RYGAR)) | \ / | Clicking on this icon will centre the map on the currently selected | | unit. | / \ | -------- FL MENU Frontline Gives information about the game. GAME MENU Scenario Lets you choose which scenario you wish to play. This is only available at the start of the game. Load Game Loads a previosly saved game from disk. Save Game Saves your current position to disk. Surrender Ends the current game, giving you the option to start a new game, load a saved game, or exit to the desktop. Quit Leaves the game and resets the machine. UNITS MENU Breifing Lists your units, allowing you to find them immediately. If the unit's name is grey it is dead, broken or off the map; if yellow it can still carry out actions that turn; if white it has finished its actions for that turn. Print Status Prints out the details of all your units, including their support weapons, providing you have a printer online. Do this a the start of the game in order to see exactly what forces you have available. WARNING: IF YOU DO NOT HAVE A PRINTER ONLINE, THE MACHINE MAY LOCK UP. XTRAS MENU Info If this option is selected, you will be told the name of each enemy unit as the computer deals with it. Using this option slows the game a little. Display If this option is turned off, you will not see any dice rolls or calculation tables; you will just be told the outcome. Sound FX This turns the sound effects on or off. Time If this option is turned off, there is no time limit on the game. 5.0 THE SCENARIOS 5.1 Introductory Scenarios 1. The Assault on Hill 193 This special introductory scenario forms part of the operations covered by the Cassino scenario. This scnenario only uses a small number of squads, and no artillery. It is designed to allow you to become familiar with the way the game works. It is the task of the Allied side to take out the bunker located on the hill at the top of the map. From this bunker the Germans have a commanding view of the operations in the town and, if they had a radio, would be ideally placed to direct artillery fire onto the Allied forces. The nature of the terrain is such that the infantry can expect little support from tanks, and so must take out the bunker on their own. To do this they will need to take advantage of any cover available. The German forces will need to deploy to cover as much of the hill as possible, not just the bunker. The scenario shows the need for 'interval troops' to protect strongpoints - try playing the game just using a squad in the bunker if you don't believe it! To win the Allies must eliminate ALL the German forces on the map. The Germans win if the Allies fail. 2. Clear the Convent The second introductory scenario also comes from Cassino. It introduces the use of on-map artillery pieces into the game - in this case a 120mm mortar and crew. ------------------------------------------------- One of the few relatively | | undamaged buildings in the | Allied Weaponry | town was a convent. It is | Sten Mark 2 Sub-Machine Gun | the task of the Allied | | forces to clear the | Ammunition: 9mm | Germans out of the building | Cyclic: 550RPM | and go on to deal with the | Magazine: 32 Round Box | 120mm mortar. The | Muzzle Velocity: 1250 Feet Per Second | approaches to the latter | | are covered by the German | The Sten was noted for its unreliablility in | troops in the convent, so | the early models. Its great weakness was | they will probably have to | the magazine which often led to stoppages | be dealt with first. | due to no round in the breech - or even | | two! Its cost of 2.95 pounds to produce earned| The Germans aim to frustrate | it the nickname "The Woolworth Gun". The | the Allies by hanging on to | Mark 2 was the work horse with over | the building. They are | 2,000,000 made in three years. | waiting for nightfall, when ------------------------------------------------- reinforcesments will be able to slip into the town. The convent is in the left centre of the map. To win the Allies must clear the map area of Germans - the Germans win if the Allies fail. 5.2 Pegasus Bridge On 6th June 1944 the Allies opened the much awaited Second Front by invading Normandy. The operation was one of the largest seaborne operations ever carried out. The task of securing the flanks of the invasion and preventing the movement of enemy reinforcements was allocated to the airborne divisions. The securing of the Caen Canal ---------------------------------------------- bridge at Benouville was one | Allied Weaponry | of the objectives allocated to | Bren Mark I Light Machine Gun | the British 6th Airborne | | Division. To achieve this | Ammuntion: .303 Inch | objective it was decided to | Cyclic: 500RPM | land three gliders in a field | Magazine: 30 round Box or 100 | next to the bridge and seize | round Drum | it by a coup de main. | Muzzle Velocity: 2440 Feet Per Second | | | At 00:16 on 6th June the first | Of simplistic design and rugged | glider landed, closely | construction, this was the best Allied LMG | followed by the other two - | of WWII. It only had one real fault and | the first Allied troops to | that was stoppages due to rimmed cartridges| land on French soul. The | and the magazine. The rate of fire could | troops staggered out of the | be varied by means of an adjustable plug | gliders, having achieved | and it had a barrel that could be changed | complete surprise, the | in a manner of seconds. | sentries assuming that the ---------------------------------------------- crashes were bomber wreckage hitting the ground. Part of the force began to clear out pill boxes on the eastern bank of the canal, while the rest of the small force rushed the bridge. Once over the bridge the German forces on the far side were dealt with rapidly, and the crossing was secured. The small force then held the bridge for the next two hours until linking up with the main airborne force who had been dropped further east. In honour of the men who took the bridge it was later renamed `Pegasus Bridge' after the insignia of the airborne troops. The scenario depicts the seizing of the bridge. The task of the Allies is to take the bridge and clear the surrounding area of German forces. The aim of the Germans is to frustrate the Allies. 5.3 The End at Stalingrad The Russian November offensive of 1943 smashed in the weak forces holding the flanks of Army Group South. By the end of the month the German Sixth Army in Stalingrad was firmly surrounded, and the trapped men settled down to wait for relief to reach them. The relief operations were entrusted to Manstein - one of Germany's finest commanders - and he was given a motley force to accomplish the task. By 12th December the relief forces were only 30 miles from Stalingrad, but could make no further headway. Hitler, however, refused to allow the Sixth Army to break out and so the fate of the Sixth army was sealed... With Negligible supplies the besieged fought on for another six weeks, until starving and out of ammunition they could resist no longer. On 31st January 1943, Paulus surrendered the German Sixth Army at Stalingrad in defiance of Hitler's orders to hold out to the end. In the northern industrial sector the remnants of XI Corps refused to surrender and continued to hold out. They held out for a further two days, fighting in the rubble of the Tractor Factory until 8:40 on 2nd February when they transmitted their last message to the outside world. Half an hour later they were finally overrun by the Russians, and the fighting at Stalingrad was over. The scenario depicts the last of the fighting in the factory's fitting shop. The aim of the Russians is to completely eliminate the German forces - allowing the investing troops to be allocated to other operations. The aim of the Germans is to delay -------------------------------------------- the Russians by surviving to | | the end of the allocated time. | German Weaponry | (During this period the | MP 38/40 Sub-Machine Gun | Russians were desperate to | | finish off the Germans in | Lenght: 832mm | Stalingrad so they could | (629 Stock Folded) | re-deploy the troops to | Ammunition: 9mm | operations designed to cut | Cyclic: 500RPM | off German forces in the | Magazine: 32 Round Box | Caucasus.) | Muzzle Velocity: 1250 Feet Per Second | | | | Incorrectly known as the "Schmeisser", | | the MP38/40 was in fact prototyped by the| | Erma factory, which is still in existence| | today. Whilst the MP38 was expensive to | | produce it was soon superseded by the | | MP40 which used sheet steel stampings | | and was brazed or spot welded together. | | | -------------------------------------------- 5.4 Guadalcanal In the Summer of 1942, the island of Guadalcanal suddenly assumed a major strategic importance, when it was found the Japanese were building an airfield. From this position they could threaten the US/Australia lines of communication. The 1st Division of the US Marine Corps was hurriedly given the task of taking the island. Given little time to prepare, the 19,000-strong Division sailed. The Marines landed and fought their way inland to the half built airfield, securinng it within 36 hours. Menaced by the Japanese fleet, the US transports and warships withdrew before unloading was complete. Stretching their rations as best they could, strenghtening their defences with captured weaponry, and fighting off both Japanese counter-attacks and the problems of the intense heat and tropical disease, the Marines completed building the airfield. The Japanese were determined to re-take the island. Several battalions under the command of Major-General Kiyotaki Kawaguchi were landed, and on the nights of 12th and 13th September they attempted to storm the -------------------------------------------- ridge separating them from the | American Weaponry | captured airfield, making an | Thompson Model 1928A1 Sub-Machine | all-out attempt to dislodge the | Gun | Marines. | | | Ammunition: .45 Inch | The US forces were well dug in. | Cyclic: 725RPM | In spite of being surprised | Magazine: 20-30 Round | they fought back calling in | Staggered Box | supporting fire from artillery | Muzzle Velocity: 920 Feet Per Second | to break up Japanese | | concentrations. | The main drawback to this weapon was its | | complicated and precise manufacture. | The fighting was intense. By the | This led to it not being as reliable in | morning of the 14th Japanese | the field as it should and also to a high| corpses littered the slopes - | production cost. Later models were fitted| 600 dead and 600 wounded. | without a compensator on the muzzle. It's| | nickname was "The Tommy Gun". | -------------------------------------------- The Marines lost 40 of their 700 men, with 103 wounded. Not for nothing was the battlefield named `Bloody Ridge'. Five days later major US --------------------------------------------- reinforcements landed, and the | Japanese Weaponry | battle-weary Marines were able | Type 99 Rifle | to withdraw. The fighting | | continued for another four | Ammuntion: 7.7mm | months before the Japanese | Lenght: 1143mm | finally withdrew, leaving | Magazine: 5 Round Internal Box | Guadalcanal secure in | Muzzle Velocity: 2400 Feet Per Second | American hands. | | | Replacing the 38th Year Type in 1939, it | The scenario depicts part of | was noticeable for the inclusion of a | the last Japanese attack on | flimsy wire monopod and folding lead bars | the ridge. To win the Japanese | on the rear sight. This was so the soldier| must clear the sector of US | could use it against aircraft! A Type 99 | Marines. The US Marines must | 7.7mm Parachutists Rifle was also intro- | survive to win. | duced in 1940 but was not a success and | | was superseded by the Type 2 7.7mm in 1942| --------------------------------------------- 5.5 Cassino The Allies landed in Italy in september 1943 but the advance soon slowed and finally stalled in front of the Gustav Line. Stretching across Italy, it was dominated by Monte Cassino, 1,700 ft high and blocking the main road to Rome. Showing a quality of generalship reminsicent of the First World War, head-on attacks were launched on the Cassino massif. Bad weather and the strong German opposition inflicted considerable losses on the Allied forces. Undeterred, higher command decided to continue the battering ram attacks and brought up reinforcements in the form of the New Zealand Corps. Battles continued to rage until the weather brought a halt to the fightings. Three weeks later the attack was renewed. The plan was for the 4th Indian Division to ascend the Eastern slopes of Monastery Hill while the 2nd New Zealand Division and the 4th Armoured Brigade entered the town. On 15th March more than 1,000 tons of bombs were dropped on the narrow streets of Cassino, followed by a 200,000 round barrage. The town was reduced to rubble. Then generals were convinced that the Germans had been wiped out. They were wrong. Soldiers of the German 1st Parachute Division survived. Rubble and huge craters stopped tanks entering the town, and the infantry were on their own. They fought their way 250 yards into the town, but under cover of night the Germans brought in reserves. A week later, on 23rd March the disastrous assault was called off. Not until May did the Allies take Cassino, and then only when the Germans withdrew. The way was clear - at a cost of 105,000 casualties. The scenario depicts the start of the assault on the town. The task of the New Zealand forces is to clear the sector represented by the map of German forces. The German aim is to survive... 6.0 ORDER OF BATTLE The Assault on Hill 193 Allied German 7 x Line infantry squads 4-5-7 3 x Elite infantry squads 5-4-8 1 x -2 Leader 1 x -2 Leader 1 x -1 Leader 2 x -1 Leader 2 x Light machine gun 3 x Heavy machine gun ---------------------------------------------------------------------------- Clear the Convent Allied German 7 x Line infantry squads 4-5-7 2 x Elite infantry squads 5-4-8 2 x -1 Leaders 1 x Elite infantry half squad 3-4-8 2 x Light machine guns 1 x 120mm mortar & crew (morale 8) 1 x -2 Leader 1 x -1 Leader 1 x Heavy Machine Gun 1 x Light Machine Gun 1 x Light mortar ----------------------------------------------------------------------------- Pegasus Bridge Allied German Elements 6th British Airborne Division Elements of 346th Infantry Division 5 x Elite infantry squads 6-3-8 9 x Line infantry squads 4-6-7 2 x Elite infantry squads 4-5-8 3 x -1 Leaders 1 x -3 Leader 3 x Heavy machine gun 2 x -1 Leaders 2 x Medium machine gun 3 x Light machine gun 2 x Demolition charges ----------------------------------------------------------------------------- The End at Stalingrad Russian German Elements of the 62nd Army Elements of XI Corps 4 x Elite infantry squads 6-2-8 5 x Line infantry 4-6-7 8 x Line infantry squads 4-4-7 1 x -3 Leader 4 x -1 Leader 2 x -1 Leaders 2 x Flame throwers 3 x Heavy machine guns 4 x Demolition charges 1 x Light mortar 1 x Heavy machine gun ----------------------------------------------------------------------------- Guadalcanal Allied German Elements of the US 1st Marine Division Elements of 2/5 and 2/1 Para 4 x Elite infantry squads 5-4-8 (1st Parachute Division) 2 x Elite infantry half squads 3-4-8 6 x Elite infantry squads 5-4-8 1 x -3 Leader 1 x Elite infantry half squad 3-4-8 2 x -1 Leader 1 x 120mm mortar & crew (morale 8) 1 x Radio(access to 155mm offmap battery) 1 x -2 leader 4 x Heavy machine gun 2 x -1 leader 2 x Light machine gun 1 x Radio (access to 155mm off-map battery) 1 x Light machine gun 2 x Medium machine gun 3 x Heavy machine gun 2 x Light mortar ----------------------------------------------------------------------------- APPENDIX A Infantry Fire Combat Results Table | |Firepower... Result |1 2 4 6 12 16 20 24 30 36 | ----------------------------------------------------------------------------- <0 |KIA KIA KIA KIA KIA KIA KIA KIA KIA KIA - |HALF KIA KIA KIA KIA KIA KIA KIA KIA KIA 1 |MC_1 HALF HALF KIA KIA KIA KIA KIA KIA KIA 2 |MC_1 MC_1 MC_2 HALF HALF L_KIA KIA KIA KIA KIA 3 |MC_0 MC_1 MC_1 MC_2 MC_2 MC_3 L_KIA KIA KIA KIA 4 |OK MC_0 MC_1 MC_1 MC_2 MC_2 MC_4 L_KIA KIA KIA 5 |OK OK MC_0 MC_1 MC_1 MC_2 MC_3 MC_4 L_KIA KIA 6 |OK OK OK MC_0 MC_1 MC_1 MC_2 MC_3 MC_4 L_KIA 7 |OK OK OK OK MC_0 MC_1 MC_2 MC_2 MC_3 MC_4 8 |OK OK OK OK OK MC-0 MC_1 MC_2 MC_2 MC_3 9 |OK OK OK OK OK OK MC_1 MC_1 MC_2 MC_2 10 |OK OK OK OK OK OK MC_0 MC_0 MC_1 MC_1 11 |OK OK OK OK OK OK OK MC_0 MC_0 MC_1 12 |OK  OK OK OK OK OK OK OK MC_0 MC_1 13 |OK OK OK OK OK OK OK OK OK MC_1 >14 |OK OK OK OK OK OK OK OK OK MC_0 - | SYMBOLS: KIA Killed in action HALF Full squad reduced to half squad Half squad killed in action L_KIA Leader killed in action MC_# Morale Checkk requierd with a modifier of +# OK NO effect APPENDIX B Gun Calibre/Fire Power Equivalents Calibre | 20 30 40 50 60 70 85 100 125 150 200 | --------------------------------------------------------------------------- Firepower| 1 2 4 6 8 12 16 20 24 30 36 | APPENDIX C Artillery To Hit Table Range | <6 7-12 13-18 19-24 25-30 31-36 37-42 43-48 49-54 >54 | --------------------------------------------------------------------------- Result | 8 7 6 5 4 3 2 1 0 -1 | APPENDIX D Gun Barrel Modifiers | Mod | <6 7-12 13-18 19-24 25-30 31-36 37-42 43-48 49-54 >54 ---------------------------------------------------------------------------- -1 | 0 0 +1 +1 +1 +1 +1 +1 +1 +1 0 | 0 0 0 0 0 0 0 0 0 0 +1 | 0 0 -1 -1 -1 -1 -1 -1 -1 -1 +2 | 0 0 -1 -1 -2 -2 -2 -2 -2 -2 | MAPS : NO MAPS ARE INCLUDED! BUY THE GAME IF YOU WANT THEM! END OF MANUAL! I AM NOT PARTICULARLY PROUD OVER THE ICON DESCRIPTIONS, BUT WHAT THE HELL, WHAT CAN YOU EXPECT? WITH THE CRACKED VERSION, AND THIS MANUAL YOU DON'T HAVE TO BUY THE GAME! LATER ALL... [RYGAR] SCIENCE 451! TYPING TIME: ABOUT 5 HOURS... FUCKING WASTE OF TIME! (AND BORING IT WAS, TOO...) IF YOURE INTERESTED IN BUYING VHS SHIT, GET IN TOUCH... (Cough...Ahem... This doc was edited by Sewercide 02/91). Sewer Software presents..... THE QUEST FOR THE GOLDEN AXE ---------------------------- (from Virgin Games) (Typed by Thunder of Angels) A terrible scourge has settled on the land of Yuria. The evil reptilian creature DeathAdder invaded the peaceful villages and by-ways of this ancient land, putting the population to the sword (and worse!). His armies of thugs and other murderous creatures now run amok in yuria, terrifying the innocent citizens and exacting crippling taxes from the people. Food is running low, and there is little hope of freedom. The very existence of Yuria is now threatened - Death Adder has kidnapped the king and his daughter, the beautiful Princess, and he is holding them captive in their own castle. Death Adder has also found the Golden Axe,the magical emblem of the land of Yuria, and plans to destroy it and kill the royal family unless all the people of Yuria bow to his will,swearing an oath of allegiance to his evil regime accepting him as ruler. There seems to be little chance of defeating Death Adder and ridding Yuria of his evil hordes - the King's armies were crushed long ago in fierce and bloody battles. But an alliance of three warriors from the farthest corners of the land may just manage the impossible... Press Fire to start a one-player game or the second player's fire to start a two-player game. At the start of play,you must select the character you wish to control. In a two-player game,each player must choose a different character. AX-BATTLER ----------- A barbarian from the far plains of Yuria, Ax-Battler is a fearsome warrior motivated by hatred of Death-Adder. Soon after the invading armies arrived in Yuria they put Ax-Battler's mother to a horrible and lingering death. Returning from a quest, Ax-Battler was treated to the sound of this mothers dying screams and will not rest until he has heard the dying screams of Death Adder. Ax-Battler can command Volcano Magic, which can reach up to four levels of power depending on how many magic pots he is carrying when he casts a destroy spell. GILIUS-THUNDERHEAD ------------------- A Dwarf from the mines of Wolud, Gilius-Thunderhead lost his twin brother in the battle to defend their homestead against the blood crazed soldiers of Death-Adder. Members of the Dwarvish race are very closely bonded to their relatives by emotional ties - and in the case of twins, this bonding is immensely strong. Gilius Thunderhead has sworn by all he holds sacred to join his brother in death by killing Death adder and then committing suicide. Gilius-Thunderhead can command lightning magic, which can reach up to three levels of power depending on how many magic pots he is carrying when he casts a destroy spell. TYRIS-FLARE ----------- Tyris-Flare is an amazon warrior queen, the last surviving member of her jungle tribe. She has nothing more to live for - her people were all put to the sword by Death Adder's evil minoins and the jungle in which her race has lived for generations was razed to the ground. She has sworn by all that is sacred to her people that she will avenge their deaths by defeating Death Adder and liberating the land of Yuria. Tyris-Flare can command fire magic,which can reach up to six levels of power depending on how many magic pots she is carrying when she casts a destroy spell. GOLDEN AXE - THE QUEST ----------------------- Your quest is straightforward in nature, but difficult to achieve, your goal is to kill all of Death Adder's soldiers - and then face up to Death Adder himself in the final showdown. Kill off all the evil creatures in the land of Yuria, and you can liberate the kidnapped king and princess and restore the land that you love to peace and prosperity. Fail,and Death Adder will rule forever. The Woods ---------- Starting out in the woods outside Turtle village, your aim is to progress to the right of the scrolling, clearing each section by killing off all of Death Adder's minions. A sword appears at the top right of the screen with the message 'GO' to show that your journey can continue. In the woods you meet the lowliest of Death Adder's minions - they are the least skilled fighters in his army, but you must stay on guard. They're dumb, but there's a lot of them! and you meet up with the Twin Sumos and the Lizard Women. While you're in the Woods try to grab and save as much magic as you can - you'll need it later on ... Turtle Village -------------- All the people have been scared away from their homes in the village by Death Adder's marauding hordes. The soldiers you meet on the streets are meaner and and tougher than the raw recruits you met in the woods - some of them are riding bizarrians. Eagle Island ------------- This island is the back of a huge eagle - with Skeleton Swordmens hidding in it's feathers. They're particulary difficult to beat - being dead, they have no further fear of death! Narrow bridges make the battle even more hazardous. Approaching The Castle ----------------------- On your way of Death Adder's lair you have to fight through cobbled streets, defeating wave upon wave of evil enemies. The Castle ----------- Prepare forthe final battle with Death Adder. If you win this conflict, then your quest will be successful. Riding Bizarrians ------------------ Death Adder has imported some very strange creatures to the land of Yuria, which some of his soldiers ride as cavalry animals. Called Bizarrians,these creatures can give you a real edge during combat - if you can knock the rider off the back of a bizarrian, it's possible to climb into the saddle and use the animal itself as a powerful weapon. As an additional bonus, the bizarrian takes the hits until you are unsaddled. Bizarrians have different attributes, depending on their breed. Some will spit flame or fireballs in the direction they are facing when you press the fire button, while others can inflict damage on the enemy with their sweeping tails - just move the joystick to the left or right to make the creature turn around when one of the Death Adder's soldiers is close by. Although Bizarrians are fairly docile mounts, waiting quietly for a rider to mount them no-one rides them. Try and stay in the saddle for as long as you can... And if you complete a section of the game while you're mounted on a Bizarrian, it departs when you make camp and rest up for a while before attempting the next section of the quest. Collecting and Using Magic -------------------------- You start the quest to liberate Yuria with one magic pot - but you're sure to need more than that to complete the battles ahead. Every so often, you'll come across little Elves who scamper around the current screen area clutching sacks. If you chase after them and nudge them, or strength bars. (???). If you walk over a magic pot, it is added to your character's magic reserves; similarly walking over a strength bar allows you to increase your energy reserves by one unit. Watch out for the Elves that sometimes appear when you are resting up at the end of a section. Under the cover of darkness, they attempt to steal pots of magic and strength bars from these visitors... Whenever you use magic,your character will cast a spell that uses up all the magic he or she is carrying in the form of magic pots (shown in the status panel). This may prove powerful enough to kill off all the hostile creatures in the current screen area, but if you are facing particularly strong opponents of Death Adder's creatures may be able to recover from the spell and fight some more. Strength and Credits --------------------- You start the game with three lives, divided into units of strength, and displayed at the bottom of the screen in a bar readout is your Hit Meter. Each time your character takes hits, strength is lost, but you can replenish strength if you can persuade an Elf to drop a strength bar... When you finally run out of lives the game ends and the score board appears. Survival Skills --------------- * Practice work on your jump and attack skills to get your timing perfect- mastering the attack and all its variations is the best way to win. * Experiment with the joystick to discover all the special moves. * Ride a Bizarrian whenever you can. * Learm the shortcomings of each enemy,then concentrate on defeating them by attacking their vulnerable spots. * Assess each situation to decide whether to retreat to a better position or close in for the attack. * Learn to jump and twirl to get behind an attacker - blows to the back are usually fatal,so make sure you are always facing your foe. Loading -------- Golden Axe loads and runs automatically. Reset your machine, then follow the instructions for your computer; during play, follow the instructions and change disks appropriately. Combat Controls ---------------- It is important that you master the controls that are used during combat - quick reflexes are needed to win battles, and you will almost certainly lose a fight if you have to think about what you are doing. Pressing fire while your character is standing still results in a basic slashing motion with the weapon that he or she is holding. Up, Down, Left and Right on the joystick cause the hero you are controlling to walk up, down, left and right in the current screen are. You can't move off to the left of the current screen area at any time, and can only walk into a new area to the right when the pointer sword and the word 'GO' appears at the top right of the current screen area. Amiga and St: ------------- UP + FIRE Jump UP + FIRE + FIRE Pile Drive DOWN + FIRE Overhead sword swing for Tyris-Flare and Ax-Battler forward roll for Gilius-Thunderhead LEFT + LEFT Run left RIGHT + RIGHT Run right LEFT + LEFT + FIRE Barge/leap left RIGHT + RIGHT + FIRE Barge/leap right P Pause F10 while Paused Abort LEFT ALT Player 1 magic RIGHT ALT Player 2 magic (Amiga) CAPSLOCK Player 2 magic (St) Player 2 can join in the game at any time by pressing fire on the joystick. To select a character, player 2 must keep fire pressed and move the stick left or right. Once fire is released, the game will stop and the graphics for player 2's character will load in. Briefly Edited by Sewercide 02/91..... Sewer Software present..... ~ M-1 Tank Platoon Key commands ~ ----------------------------- VIEWPOINT CONTROLS: F-1 TC unbuttoned F-1 TC buttoned F-3 Gunner F-4 Driver F-9 Outside Tank SHFT F-9 Outside Any (must be on mapboard) OP AND PLATOON LEADER CONTROLS: F-10 OP to next Tank works from all viewpoints SHFT F-10 LDR to OP tank works from all viewpoints STANDARD VEHICLE CONTROLS: KEY 1 Sabot (AP) Ammo -gunnery (tiny on TC buttoned) 2 Heat Ammo " " 3 Main/Coax " " 4 Computer (normal)/ Battlesight 5 Input Battlesight range SHFT 0-9 Manual range input 7 Magnify vision 8 Night vision 9 Turn to this facing = Smoke generator on - Smoke generator off Backspace Fire Smoke grenades TC CONTROLS: Up cursor View/Aim up Down cursor View/Aim down Left cursor View/Aim Left Right cursor View/Aim Right Return Fire machine gun GUNNER CONTROLS: Up cursor Elevate main gun/Coax Down Cursor Depress Main gun/Coax Left Cursor Move turrent left Right cursor Move turrent right Space bar Fire Laser rangefinder return Fire gun or coax DRIVER CONTROLS: Up cursor Move forward Down cursor Move back Left cursor Turn left Right cursor Turn Right Return Brake COMMANDS: Vehicle orders A Advance fast S Advance Slow H Halt B Backup L Left turn R Right turn M Move To T Turn to F Fire at will C Cease fire E engage to front D Engage to rear <, Engage to left >. Engage to right += Smoke generator on -_ Smoke generator off Platoon orders A Advance Fast S Advance slow H halt B Backup L left turn R Right turn M Move to T Turn to F Fire at will C Cease fire Shift W Form wedge Shift V Form Vee Shift I Form in line Shift C form column Shift L Form Echelon Left Shift R Form Echelon Right += Smoke generator on -_ Smoke generator off HQ RADIO NET: Key J A-10A Attack jet A AH-64A Attack helicoptor O OH-58D Observation helicoptor B 107mm Mortor bombs S 107mm smoke bombs H 155mm HE shells W 155mm WP Shells R MRLS 227mm rockets SIMULATION CONTROLS: F-9 Outside Tank SHFT F-9 Outside any Alt-M Hade map objectives Alt-P Pause Alt-A Accelerated time Alt-B Boss (hide game) Alt-Q Quit Alt-D Adjust detail MAPBOARD: F-5 Mapboard F-6 Your Tank F-7 next Platoon F-8 Next Vehicle --------------------------------------------------------------------- EDITED/REFORMATTED BY SEWERCIDE 02/91. --------------------------------------------------------------------- Sewer Software presents..... ~ MATRIX MARAUDERS ~ ---------------- (Complete Manual Typed By J.M.S.oftware) PAGE 1 You are now the owner of a new concept in superfast 3D abstract computer racing games - your task will be to both outdrive and outthink your opponents in a futuristic no holds barred first past the post contest. Matrix Marauders has taken over three man years to develop and has been designed to test the skills of even the most dedicated games enthusiasts world-wide, yourself included. Dropped from your mother spacecraft in a specially tuned marauder racing pod onto the unique three dimensional circuit, you face evermore challenging levels of difficulty together with even more fearsome opponents as you progress through the game. Your mission - To emerge victorious as Annihilator One - and so to be accepted as the sole recruit required for the elite Intergalactic Screaming Race Skull Team. Both you - as Earth One - and the other pilots have already proved to have exceptional abilities during the play-offs on each participating planet. Yet nothing in the play offs can compare for what is to await you on the awesome Grid of No Return constructed by prisoner droids, deep in the bowels of a Black Hole. For razor sharp reactions are only part of the skills necessary to graduate to the ultimate contest. An extraordinary mind is also required in order to make the colossal number of decisions necessary to emerge victorious. PAGE 2 Hurtling through the complex mazes of the Death Tunnels you must negotiate torturous twists and turns, in order to remain ahead of the other competitors. You must keep track of numerous facets of your ship, speed, weapons, fuel and still compute the optimum path to the next Pit Grid, for if you fail to make the top three, you're OUT! The deadly race tracks are linked by a series of Pit Grids where the contestants may refuel and re-arm, assuming they have qualified for the next section, before re-entering the main race. It is crucial that the player picks up enough fuel and speed amplification modules in order to reach the next grid. The grids are also littered with extra ammunition and special components that will enable the mapping and navigational components of your ship. The players must collect these bonuses with all possible haste, for while they are accumulating the extras for their ship, opponents will continue to speed towards the entrance to the Death Tunnels. Once prepared, the player then races towards the centre of the grid and with split second timing leaps over the barrier surrounding the entrance to the circuit. He then braces himself for a tremendous increase in acceleration as he re-enters the circuit. On entering the Death Tunnels the player must negotiate the race matrix and avoid the numerous dead ends and other traps, lock on to extra fuel and ammo, whilst simultaneously tracking his opponents. Once in his sight he will then unleash the full force of his armoury on his unfortunate victim. You must fend off your opponents on all the Death Circuits and emerge victorious before you can don the prized ornate Screaming Skull Squadron helmet. Good luck Earth One. We'll be rooting for you...... PAGE 3 EARTH ONE - PREPARE TO DESCEND YOUR TIME HAS COME......... Calling all "Death Club" enthusiasts. This is your friendly reporter - Irving The Ghoul Hansen - about to give you a deadly blow by blow commentary on the event that annually tops the sickie ratings - Matrix Marauders. Here I am once again jostling with the rest of the media observers in the sweaty, smoke filled - if only they'd never been invented those cancer free cigarettes - beer swilling confines of the observation platform hovering in the bowels in one of the less attractive black holes. But if it's blood and guts that you want - there's no better place to be calling the shots from than the Grid of No Return. After all, there's only one surivor and that my friends means gore galore, courtesy of the losers. Let's not forget though that each of the combatants is here of his own free will - and they're lean and mean and well blooded after returning victorious from the qualifying rounds on their own planets. And all are driven or consumed with the overwhelming desire to emerge as Annihilator One - and so to be accepted as the solitary annual recruit for the elite Intergalactic Screaming Skull Squadron. And those boys are real nasty sons of bitches. This time razor sharp aerial dogfight skills will not be enough. For it's not called the Big One for nothing. It is set apart because it also demands brain throbbing concentration on two distinct levels. Not PAGE 4 only do they have to destroy or be destroyed, but they have to simultaneously memorise the mind numbingly complex Death Tunnels as they hurtle through them at breakneck speeds. And the Gladiatorial Killing Grid has never looked more menacing. Those prisoner droids pressganged into constructing have been beavering away, relishing their opportunity to ensure that this years event offers even more horrendous possibilities for that final trip to oblivion. Very soon now, the last of the mother ships will be dropping the challenger from Earth in his kamikaze fighter pod - then we're off to Space Body Bag Land. Here it comes now, the huge grey hulk is about to disgorge the tiny craft and its occupant on the journey into a nightmare from which only one combatant will awaken... In the last few seconds before his fighter craft is lowered into Vehicle Armament and Repair section, or as you game afficianardo's call it, the Arsenal of Doom, memories of what he well knew may prove to be his final few weeks alive, flashed before the eyes of Earth One. The Faces of the 17 crack pilots he had been forced to dispose of in the kill-offs during that time - many of whom had been his friends - hauntingly appeared, causing tiny beads of perspiration to appear on his hairline. But it was their death screams heard in full polyphonic sound over his battle intercom that now echoed once again in his ears which caused his stomach to almost discharge its contents. Not that this provoked pangs of conscience in Earth One - his personal programming saw to that - but he did ponder whether or not when his turn came he would emit similar blood-curdling sounds. PAGE 5 The seconds were now ticking down. Earth One must now prepare his fighter, before leaving the Arsenal of Doom and entering the game proper. The centre is a huge modular cavern entered by a shaft from the killing grid. Here a severely damaged craft could be readied for battle once again by an army of mechanical drones. But for a price. Because down here the only currency accepted is battle credits - the same credits needed to replenish or enhance the offensive capabilities of his ship. Once again time is not on Earth One's side. For every second spent in this section allows the other competitors to increase their advantage on the surface. Scrolling through the replacement parts available via his onboard computer, he selected a new undersection - and electronically transmitted the correct number of credits to the grim dome cashier. At the push of an unseen button the replacement section swung into view and powerful robotic arms eased it into place then atom welded it to the main superstructure. Earth One concentrated on the Arsenals weaponry inventory - CANNONS AND LASERS - capable of only firing in straight lines. ROCKETS - offering a smooth arc long-range trajectory. SMART GUN - able to spew out a constant stream of heat-seeking homing bullets. PLASMA WEAPON - pumping out projectiles at a speed difficult to detect even using the most advanced electronics. PAGE 6 MISSILES - the most powerful weapons of all guaranteeing an apocalyptic hit. Weapons selected. Clunk. He was grounded, his kamikaza fighter pod locked onto the gleaming tutomium grid line. Click. The instrument panel in both the cockpit and his head visor lit up simultaneously - both issuing warnings of imminent danger. Throttle back and Earth One hurtles away, his superb powers of mental agility allowing his to absorb the contents of both displays at the same split second. WILL EARTH ONE MAKE IT THROUGH THE INCREASINGLY TORTUOUS LEVELS OF DIFFICULTY IN THE DEATH TUNNELS? WILL HE BE ABLE TO OUT-THINK AND OUTWIT THE EVER MORE DANGEROUS OPPONENTS THAT WILL APPEAR IN EVERY STAGE? WILL HE WIN THE ORNATE HELMET AND BE ACCEPTED BY THE INTERGALACTIC SCREAMING SKULL SQUADRON? ONLY YOU WILL WILL KNOW. FOR YOU ARE EARTH ONE! PAGE 7 ~ GAME CONTROLS ~ MAIN GAME Joystick Left/Right Turn selection (Turn again for tighter turns) Mouse Left/Right Turn head Escape Jump Thrust Forces craft to make a jump Space Centre head Forces view to centre position Fire Button/ Fire weapon Fire the current weapon Right Mouse Button Left Mouse Button Toggle weapons Changes to another weapon Enter Target Target weapon on object T Triangle Disp Grid section is shown as filled triangles L Line Display Grid section is shown displayed as lines P Pause Game Stop the game J Eject When ejector seat is fitted REPAIR CENTRE Joy Up Enter game Go back to the game itself Joy Left Enter repair Enter the repair bay PAGE 8 Joy Right Weapon select Enter the ordinance screen R Restarts Game L Load saved game. Select file and press Return. S Save Game. Select file and press Return. Enter Name and press Return. X Enable/Disable Serial Link for 2 players (Via null modem). When the serial option is enabled the game is then re-set and starts at Level I. The link is enabled until either opponent is killed and then the remaining opponent will continue to play against the computer until the serial link is re-established. REPAIR BAY Mouse pointer at the following Repair box Internal/External box switches screen Right joystick enter main screen ORDNANCE CENTRE Joystick left/right Scan available weapons Fire Selects/Re-arms Returns to Repair centre screen by wrapping round to the left or right. That's All Folks.... SEWER SOFTWARE and Vexx present..... ~ Might and Magic Two: Clues and Hints ~ ------------------------------------ INTRODUCTION TO CORAK'S TRAVELOGUE Corak the Mysterious disappeared in a fiery blast of energy while searching for a means to save the world of Cron from destruction. He had told no one of his previous attempts to rescue the world and had kept his efforts shrouded in secrecy. The nobles of the realm commenced a search of his dwelling so that they could learn about the danger and maybe what had happened to Corak. No major clues were discovered. However, a most interesting journal was found. This journal, which follows shortly hereafter, details the world of Cron. Modern Cron, including the fearsome Elemental Planes, is divided into 60 maps of 16x16 dimension. (which you'll half to map yourself because I don't have a scanner!) Areas of major importance such as castles, towns, highways, caverns, and dungeons are highlighted. Ancient ruins are marked down and noted, secret paths and passageways are uncovered, and warning signs lead away from locations of great natural hazards. Also included in Corak's journal is a compendium of weapons, items, and miscellaneous equipment. Functions of these articles are alos noted. Perhaps most useful and interesting of all is a list of every monster encountered in the history of Cron. The list contains all that is known about each monster; strengths, weaknesses, and immunities. Corak also left many riddles to be diciphered (which I will so kindly let you decipher). It is believed that these riddles offer insight into how to solve the mysteries and puzzles which Cron hides. They might even contain information as to how to relieve Cron of its impending doom. The journal of Corak is given to the hearty adventurer as a guide and supplement for adventure in the world of Cron. With perseverance, determination, and a little luck Cron can be saved from catastrophic end.  TOWNS OF CRON Towns are the cornerstone of life and society in Cron. Practically all transactions of every type and manner take place in the five proud towns. Characters can purchase rations, hear the most thrilling rumors in Cron, and eat and drink exotic creations in the Taverns. At the Blacksmith's, characters can choose from a wide variety of weapons, armor, and useful items, some even are enchanted. The Mage Guilds teach many useful and powerful spells to the fledging or accomplished Sorcerer. Temples provide healing for a price and teach spells to aspiring Clerics. At an Inn, Hirelings can be added to the party. Training facilities offer different degrees of expertise to the advancing character. Finally, three towns provide entertainment through combat arenas. The Town of Middlegate The most important town in all of Cron, Middlegate is the hub of commerce. A simple town, Middlegate's wide plazas and multitude of shops make it unlike any other town. Every building is occupied, some by residents who wish the trespasser ill. Some of the places that should be visited are The Arena, Travel Moore, Otto Mapper, Esq., and the kindly wizard Nordon. The Town of Atlantium This is the noblest and most advanced town in Cron. Atlantium boasts an interesting statuary, the only City Jail in all of Cron, and some of the finest Secondary Skills available. The Atlantians are also profit hungry, and their town is the most expensive. However, the quality of items and services are generally worth the exorbitant price. Do not miss The Colosseum, the most magnificient and challenging of the three combat arenas in Cron. The Town of Tundara Located in the frigid Ice Tundra, Tundara is a lonely and secretive town. Terrorized by various snowbeasts, Tundara has a wild outer wall and town seperated from the safer, conservative inner town. Rumors of dangerous experiments taking place in the outer wall abound. This deadly town has a justifiably bad reputation which should be heeded. The Town of Vulcania In this extremely hot town, only the most rugged survive. Frequented by many warriors, this mercenary town is actually built upon an active volcano. Adventurers are thus advised to watch what doors they open, as lava may flow upon the unwary. The central statuary should be seen, as should the Wild Section. For military skills, this town offers unparalleled opportunity. The Town of Sandsobar This barren town is run by thrifty desert traders. Gambling is popular as is crime. The Slums are a hotbed of violence and deceit, and the shops are too expensive for what they offer. The narrow alleyways harbor seedy criminals, and the shop themselves dishonest proprietors. Monstor Bowl, the combat arena, is perhaps the only plus in this ramshackled town. Caution and distrust are the way of life here, so adapt. THE CAVERNS These 16 natural formations occur throughout Cron. Every town has a subterranean level, and many others are scattered across the world, serving as homes, hideouts, or haunts. They are generally unsafe, but can be tamed. If a cavern appears too hard to adventure in, come back to it later when you have a larger arsenal at your disposal. The Cavern below Middlegate This cavern is a hideout for some ruthless and daring criminals. Two rival gangs war for subterranean authority, each having stolen something valuable from the town above. Their hideouts are well guarded, but successful recovery of the items can lead to great reward in the town above. Examine closely the walls here, for much useful information can be found by the observant. The Cavern below Atlantium The Atlantians are busily revamping this cavern, hoping to make it civilized. Many statues decorate the area, each offering its own reward. Only the foolhardy enter the maze area, though those that survive often leave more intelligent than when they entered. Information here can lead to companions and great success in tournaments. The Cavern below Tundara This cavern serves as a warm place to stay for the towns people above when Tundara freezes over. Divided into four parts, a mystic machine allows instant access to anywhere in the cavern. Many unique and curious things are stored here, some useful, some deadly. Much information as to location of powerful items and spells can be found here. The Cavern below Vulcania This cavern is a test in endurance and skill. At the end of every path here, a reward is to be found. However, many deterrents add danger to the paths. Levitation proves its usefulness when spelunking about. People in need of help should be attended to and information should be recorded. A warning, only the truly hardy should visit here. The Cavern below Sandsobar This vermin-infested cavern is home to two nefarious master thieves. One will help the untrained while the other plays sly tricks. Beware ankle traps and obvious choices. Here also are passes of eight. Information learned here can help with later adventures and combination locks. Corak's Cavern This cavern was once the private home and workshop of mighty Corak, now it is his tomb. The cavern is overrun by the most foul of the Undead, who have turned this once prodigious laboratory into a sideshow and a hostel for restless spirits. Adventurers need a pass to view Corak's Crypt, and can only be Clerics if they wish to actually view Corak's body. Only valiant Lloyd, one of Corak's assistants, remains hidden in the cave, offering information for those willing to learn. Square Lake Cavern Little is known about this region. Rumors abound of endless corridors and Demon King guardians. It is a place of great evil and should be avoided by all but the most qualified and mighty. Ice Cavern This desolate cavern is home to desperate, renegade monsters fleeing the piercing cold of the Ice Tundra and the stiff arm of justice. They use the cave as a center from which to organize raiding parties of adjacent environs. As a result of their raids, there is a large stockpile of guarded treasure in the cavern. It is rumored that a vist to the Ice Caverns can serve as an enhancement to Personality. Sarakin's Mine This deserted mine was once an incredibly rich source of gold in time long past. However, as the years progressed, its proprietor, Sarakin, grew more and more concerned with his rapidly advancing age. As he searched fanatically for a cure to aging, he became quite mad and eventually died. His malignant spirit is said to terrorize the crumbling mineshafts. Murray's Cavern This is where Murray, retired adventurer extraordinaire, runs his vacation empire. Murray has very good information lines and has many useful facts for the party shrewd enough to discover it all. Murray himself has much to offer friendly adventurers. His Power Oil and Goofy Juice are perhaps two of the most powerful potions developed in modern Cron. Be warned, do not steal from Murray, he is ruthless! Druid's Point Cavern Originally established as a center to study the force of nature, this once proud facility is now divided by warring factions. Disciples of Water, Air, Fire and Earth have been subverted from their original course of study to a new route of fighting by the Elemental Lords. Chief amoung the new order is The Horvath, a deadly, mutated human. A venerable druid master, the last hope of the old genre, will greatly reward anyone who will help him restore order in his domain. Forbidden Forest Cavern This once pristine forest is now a bastion of evil might. A gruesome army run by pair of clever dragons operates from this cavern. The dragon leader, believed to be a Frost Dragon, is rumored to be wanted killed by the Jurors of Mount Farview. Paladins should especially be interested in this. A word to the wise, stay away from here suicidal. The army is very large and very strong. Dragon's Dominion Ever wonder what would happen if over one hundred dragons decided to form an organized community? Well, trespass in this their home and learn the hard way! This messy kingdom holds best treasure in all of Cron. The dragons are not particularly worried about theft, as they have many powerful guards throughout their home. The Ancient Dragon who rules has also been emntrusted with the guardianship of valuable secrets dealing with Hit Points. A lesson; many of the ambitious have come here seeking wealth and adventure, only the fleet of foot have survived. Dawn's Mist Cavern Upset that only humanoids could rest at Murray's Resort Isle, Dawn, once his protege, built Dawn's Mist Cavern. In here, monsters can rest easy and enjoy themselves from the rigors of harassing humanity. Different theme rooms provide a variety of entertainment suit to fit the most discriminating of violent tastes. Dawn also has some precious artifacts stored here. Be sure not to disrupt the monsters at play. They do not appreciate interruptions while they are on vacation. Gemmaker Volcano This cavern is the richest depository of gems in all of Cron. It will probably remain so for many years to come, as no one has found a safe way to travel through the molten core of an active volcano. The timeworn Gemmaker makes his home in these fiery depths where he cuts precious gems, makes powerful weapons with fire built into them, and studies the finer aspects of enchanting weapons. A recluse, he will teach only the persistent in his arts, and often extracts a hard price from them. Nomadic Rift Cavern This simple cavern houses those who flee the restraints of city life. They have bonded together in order to survive the harshness of the area about them. They share everything and have caches of treasure and weapons throughout their domicile. The nomads also collect information in order to keep in touch with the world around them, and have an exclusive library of fact and rumor scattered amidst their long halls. It is also rumored that they can train the ability Speed to those who are willing. THE CASTLES In the modern world of Cron, there are four castles spread across the land. The lord of each castle dispenses justice in his or her region. They also aid Crusaders by giving them quests to complete. Most castles are heavily guarded against casual visitors, so do not wander around much. In times past, there was a fifth castle that was destroyed. Its floorplans are printed for posterity's sake. Castle Hillstone Scenic Castle Hillstone, nestled between the Quaqmire of Doom, the Plains of Peril, and the Lithospheric Barrier, is nearly as deadly as its surrounding lands. Lord Slayer, a sadistic yet just a man, keeps a bevy of some of his favorite monsters in his infamous Zoo. However, he is constantly seeking more trophies and will not hesitate to ask the more adventurous party to bring him them. Slayer is not without a lighter side and his Court Jester, Foof, does his best to entertain Slayer's guests. Points of interest: The Bishop of Red Battle takes forced residence within these halls. If you require help in your adventures, visit Prison. Castle Woodhaven Castle Woodhaven, encircled by Timberlands, Lost Soul's Woods, and Corpse Creek, is perhaps the most elegant castlee in all of Cron. Avaricious Lord Hoardall constantly seeks new items to add to his renown collection of baubles. A man of great trust, much of Hoardall's cache lays strewn about the castle halls. Do not think to enrich yourself at his expense. He has a mind like an elephant and his servants will cause a thief much grief. Assorted tidbits: Hoardall has recently added the Bishop of Green Battle to his collection. Castle Pinehurst Surrounded by Ice Tundra, sparse forests, and Cronian Waters, Castle Pinehurst has possibly the strangest combination of local environs. Lord Peabody Von Pinehurst is also quite probably the most singular noble on Cron. He dabbles in sciences and wizardries even the most foolhardy would shy away from. Lord Peabody respects loyalty above all else and often ask friends to help out other friends. Things to remember: The Bishop of Yellow Battle is not a loyal friend of Lord Peabody. Also, beware time when you walk through this castle's halls. Luxus Palace Royale This elegant captiol of Cron is rather inaccessible except to the adventurous. Nervous Queen Lamanda, ever-aware of her father's greatness, holds a feeble hand over the reins of government. Since Corak abandoned his study and disappeared, Luxus Palace has been a dangerous place to stay. To have audience with the Queen you must satisfy her exacting conditions, winning both the Black Ticket Triple Crown and successfully completing the tasks laid forth by the Jurors of Mount Farview. Royal Gossip: This Bishop of Black Battle has had a fight with Queen Lamanda and is locked up. However, he too particularly enjoys Black Ticket Triple Crown winners. Castle Xabran This castle of the past rested central in Cron before it was destroyed by the Elemental Lords at the end of the Ninth Century. Castle Xabran was a hub of learning and information. Keys to powerful artifacts and answers to puzzles and messages were kept here. Studies of time were begun here and locations of mighty adventurers and powerful spells were discovered and recorded through arcane devices. Seek this castle in help in adventuring. DUNGEONS Each modern castle has its own pair of dungeons beneath it. The dungeons serve many purposes, most of them disagreeable. They also hide many items of value and clues of extreme interest. They should be avoided until characters have achieved a high level of potency. Each lord's dungeon has some unmistakable, personal touch to it. There are 10 dungeons, 8 of the various lords, and 1 each to the good and evil wizards of the Isle of the Ancients. Slayer's Dungeon Level 1: Lord Slayer's rather straightforward dungeon holds some items of interest for Ninjas and Barbarians. Unfortunately, they cannot be present to recieve these items. Lord Slayer is quite generous to parties with no Half-Orcs. It is also rumored that Might can be exchanged for Intelligence here, that a teleporter to Lord Hoardall's Dungeon offers express travel, and that a mystical fountain converts treasure into experience, though rumor as to the fountain's exact dungeon level contradicts itself. Finally, a note from the wise, avoid spikes. Level 2: This deadly dungeon of Lord Slayer is much like his first level, only more difficult. Again, Ninjas and Barbarians desire items hidden here, but cannot be present in the dungeon. Half-Orcs have no reason to be kept in the party while in this dungeon. The mystical fountain of experience might be located on this level, though rumor sometimes mentions that Lord Slayer actually has two fountains. Also of interest in this dungeon, many who come adventuring with a party of mixed sex leave all male after extended stays. Beware poison! Hoardall's Dungeon Level 1: This maze-like dungeon holds treasure that augment the abilities of both Robbers and Clerics. Lord Hoardall keeps these items to insure he has the upper hand on the people most likely to take money from him. For some strange reason, Hoardall also has taken a dislike to Elves, and has a device which discriminates against that elder race. If you wish, exchange Might for Personality. Avoid darts whenever possible. Level 2: Lord Hoardall wants no visitors in this dungeon and has thus made it near impossible for adventurers to travel about. It is rumored that in addition to the artifacts for Robbers and Clerics and the rewards for non-Elves, there is a pool which makes all Neutral and a legendary fountain which allows you to exchange gems for experience. It is further known that Personality can be traded for Luck. Peabody's Dungeon Level 1: As Lord Peabody's castle is filled with arcane traps, so is his dungeon. Watch your spell points when you travel through these dank passageways. This confusing maze hides objects useful to both Knights and Paladins not present. Accuracy may be gained in exchange for Speed, or if you have patience, for nothing. Humans should be left behind before entering this dungeon. Level 2: Lord Peabody's second labyrinthine dungeon leave its treasures out in the open, but only the most powerful and innovative adventurer can gain access to them. Spell points turn to naught here, yet all spells cna be learned for a steep price in the dungeon. Knights and Paladins, as well as Humans, should be left behind when conquering this musty dungeon. Lord Peabody has left an amulet to change all to Good and a way to convert Luck into Personality. Lamanda's Dungeon Level 1: The Royal Dungeon houses some of the most incorrigible criminals in the land. Only Royal Guards are allowed free passage through this deadly dungeon. Unauthorized visitors will be fined severely. Some of the more enterprising guards have set up an exchange program, Endurance for Speed. Sorcerers and Archers should note that items are stored here for their use. Dwarves should stay away from this dungeon, if they wish to retain their party's goodwill. Level 2: This puzzling dungeon holds messages about Cron's secrets and only the most meticulous adventurer will get the entire answer. Some of the worst criminals, salesmen, have free reign in this dungeon. Amoung the things that can be purchased or found are a focal point for Evil, a way to exchange Might for Speed, a means of changing from Male to Female, a way to increase Hit Points if you are not a Dwarf, items useful to Archer and Sorcerers, and a mystic Hit Point Maximizer. Dark Keep This maze holds within it one-half of the path of completion for Sorcerers, the Mastery of Evil. Follow the advice of the Jurors of Mount Farview and the Status of Atlantium before venturing here. Bring many Sorcerers here, for it is only they who can explore this dire castle. Look to the walls and answer the riddles to avoid unnecessary bloodshed. Tower of Mercy Resting on the southern portion of the Isle of the Ancients, this castle guards the secrets for manipulating the Good component of Sorcery. Stack you party with Sorcerers after visiting Mout Farview and Atlantium and wresting from them their knowledge to add to your own. Remember, choose the proper doors to walk through or fight near continuously. OUTDOOR REGIONS Travel cautiosly when outdoors. The lords of Cron have set up a road system which is the most safe way to travel, short of magic, between towns and castles. For open, wide spaces a Navigator is necessary so as not to become lost. There are many natural hazards, distinct to each of the 20 regions that can be devasting if they catch a party unawares. Weaker parties should avoid the outdoors. Region Layout A1 B1 C1 D1 E1 A2 B2 C2 D2 E2 A3 B3 C3 D3 E3 A4 B4 C4 D4 E4 Region A1 One of the four corners of Cron, anchored onto the tempestuous Elemental Plane of Air, this region is primarily a frigid wasteland. The sturdy town of Tundara is the lone outpost of civilization in the area. While travelling, stick to the road as blizzards, snow drifts, and avalanches ravage this desolate province. Region A2 Castle Pinehurst, the westernmost seat of civilization and authority, rests in this bizarre, half tundra, half timberland terrain. Surrounded by the evil Sarakin's Mine, a focal point of evil spirits waiting for the foolish to entertain them, and the dreaded Death Spider, responsible for keeping the area free of corpses and living bodies, Lord Peabody erratically maintains order in this, his immediate domain. Region A3 A truly grisly region. Corpses line the seashore as the fearsome Siren causes more and more shipwrecks in the treacherous waters, complete with tidal waves and whirlpools, around the Petrified Peninsula. On land, flying dragons swoop down on the unaware traveler for an easy meal. Many adventurers have met their doom here, believing themselves stronger than they actually were. Region A4 Waves of water seeping in incredible quatities from the Elemental Plane of Water make this aqueous region a popular place for watery death of mighty travellers. Perhaps the only reason to journey here is to visit proud Atlantium, most sophisticated of the five cities. Rumor has it that the Pearl Islands are a source of great wealth for the city's mining crew. Region B1 Perhaps the most mile tundra region, Fortress Haart, home to an ancient noble line, rests in this inhospitable, icy zone. A majestic Pegasi is said to live here, waiting patiently to aid the true saviors of Cron. Also, a warlike group monsters is said to conduct raids out of an artic ice cavern hidden deep within the swirling snows. Region B2 One month out of the year, the fabulous Circus sets its tents up in this pleasant meeting place. Troughout the rest of the year, different groups hold conventions and meetings in the Falcon Forest. It is best not to disturb these meetings unless you are invited. Another person not to disturb is Baron Wilfrey, who terrorizes the wood with his fabled bow and arrow. Region B3 This region has two main attractions for the curious adventurer. First, the Dark Keep, home of the evil sorcerer Ybmug, rests upon the northernmost tip of the Isle of the Ancients. This forbidden tower is of particular interest to Sorcerers throughout the land. Next, the mighty Dread Knight jousts regularly here, defeating all Knights who have faced him in recent times. Region B4 The superstar of Cron, Murray, has his world famous resort isle nestled in the lulling waves of the gentle ocean. The aged and beaten party will find relaxation and solace in kindly Murray's hot springs, gym, and other leisure-minded activities. Also of note is the good wizard Yekop's Tower of Mercy, located on the southern tip of the Isle of the Ancients. For the curious, visit Native's Cove, where cannibalism still thrives. Region C1 Castle Woodhaven, home to advaricious Lord Hoardall, guards the northernmost of the realm's frontiers. His job as peace-keeper is difficult at best, as his immediate neighbors are the vile undead of Lost Soul's Woods and Corpse Creek. If you seek action, visit the Hermitt of Beggar's Grove and help him recover what he has lost. Lastly, this region is loaded with magic, so be aware of any opportunities. Region C2 The hub of Cron, the town of Middlegate serves as the center of trade and commerce for the civilized. As a result, enchanted roads lead to all land-bound towns and castles in the realm. Many interesting locales are to be found here. Square Lake, shrouded in dire mystery, ruins of Mystic Castle Xabran, destroyed by Elemental Lords, and abandoned Corak's Cavern all lie nearby, waiting to be explored. Region C3 The inherent evil of the Forbidden Forest intrudes upon the natural calm of Druids Point. The druids have set up a defensive perimeter to defend against the evil menace. Of special note to inquisitive travelers is Murray's Boat Ride. Simply make reservations in Middlegate, embark at the dock, and see Crom as it should be seen - at a distance. Region C4 On the west, Barbaric Hills, on the east, Quagmire of Doom. This is not a region to take young, inexperienced adventurers. King Kalohn fought the Mega Dragon in this once fertile savannah turned swamp and ever since evil has flourished here and throughout Cron. Watch where you step, for quicksand and sinkholes abound. Region D1 An area of great peril, this is where King Kalohn blasted a mountain to defeat the four elemental lords. The derivative of the battle is the Dead Zone, a tract of land so ruinous that to enter it is to die. And ensconced in the hills bordering this fatal area is Dragon's Dominion, the realm of the majestic dragons of Cron. And to complement the hazards of the area, Bozorc and his cluster of bandits raid travelers who journey the once safe Queen's Road. Region D2 The capitol and seat of government of all Cron rests here, in Luxus Palace Royale. Queen Lamanda rules the realm with a tremulous grip. On the road to the palace, her brother, the audacious Mandagual, has set up a toll station in direct conflict with Lamanda's wishes. The only people above the Queen's jurisdiction, the Jurors of Mount Farview, also hold court in the region. Stay away from the desert, for it is not heedlessly named Desolation. Region D3 This vacuous region does not have too much to offer the swashbuckling adventurer. The supreme Mr. Wizard studies in the Arcane Wilderness, hoping to find the rumored Lich Lord who dwells within its confines. He offers his services for a steep fee, but knows every spell in existence. The only other inhabitant of the area is a rather crazy old man who once worked in the Circus. Converse with both characters, as they have much to offer. Region D4 Bloodthirsty Lord Slayer decided to build grim Castle Hillstone, Guardian of the Southern Realm, on the border of the Quagmire of Doom and Dawn's Mist Bog so that he could go to battle frequently. He certainly chose the right place, as monsters constantly traverse in and out of Dawn's Mist Cavern, mord often than not to the Quagmire itself. Slayer has had problems recently with farmers, and recommends that citizens do not tour any. Region E1 This explosive region is riddled with volcanoes and lava pools creeping from the Elemental Plane of Fire. The arid town of Vucania lies beneath the shadows of many dormant volcanoes, offering a safe place for expeditioners to linger. One should not stray from the roads, unless complete immunity to heat and fire is gained. Region E2 This is the singlemost deadly region in all of Cron. Thrilling seeking acventurers will have many battles of which epic sagas could be made. The Desert of Desolation also offers two interesting resort areas, though only the most staunch and fearless characters can appreciate what they have to offer. A Navigator is a necessity for travel. Region E3 Earthquakes and sandstorms ravage the barren countryside as monsters patrol the area seeking food. Concealed on the desert border, the Nomadic Rift Cavern offers escape from the patrols and civilization. The Inner Limits is rumored to do both great harm and great good, dependent upon previous actions. Walk carefully here. Region E4 Sandsobar, the most decrepit and depraved of all Cronian cities, brazenly sits in the shadow of the Elemental Plane of Earth. Though rocked occasionally by earthquakes, this region is surprisingly safe and sedate. This is a good place for yound travelers to visit. ELEMENTAL PLANES The four elemental planes are perhaps the most deadly locales in Cron. Special preparations must be made prior to expeditions, for each plane is composed entirely of its element, making it very difficult for non-elementals to get around. Each elemental lord can perhaps destroy any adventurer foolish enough to challenge his supremacy. Elemental Plane of Water Mighty Lord Acwalandar is best avoided on this, his home plane of existence. He keeps many minions on hand for amusement and protection. Adventurers are advised not to visit this endless stretch of water unless they extraordinarily powerful. Of course, Lord Acwalandar also guards a coveted talisman of power, nestled in a hidden shrine somewhere on the plane. If you seek exit from here, rest. Elemental Plane of Air Flighty Lord Shalwned discourages adventurers from travelling to his airy plateau by having a vast number of patrols scour the area fro humanoid life. Hence, only the foolhardy come here voluntarily. Rumor has it that a mystic temple houses a powerful device which allows control over Air itself. If you seek exit from here, rest. Elemental Plane of Fire Sadistic Lord Pyrranaste encourages brutality and fighting amoung his subjects. He believes it builds character in his minions. It also makes the Elemental Plane of Fire a dangerous place to stay. A flame-guarded mosque is believed to hide an arcane amulet of destruction. If you seek exit from here, rest. Elemental Plane of Earth The Imperial Lord Galkor, former Tyrant of Cron, does not allow admittance to his kingdom by non-elemental creatures. Nevertheless, many come to seek a powerful shrine which house an earthen charm of high potency. None have found it and lived. If you seek exit from here, rest. CLUES AND HINTS There are many details that have to be sorted out in the world of Cron. Formidable quests must be completed, potent artifacts must be recovered, and personal power of all manners and all forms must be earned and then augmented. Following is a compendium of all of the most useful hints and clues necessary to adventure in Cron. The most basic clues are listed plainly, with exact location coordinates given. Also, the more difficult goals are listed clearly, as simply arriving at the objective is an arduous task in itself and once you arrive, you discover that you were suppossed to bring a certain something with you. The difficult and most important clues have been encoded, so that the casual glance does not ruin the rest of the game. Happy adventuring and good luck! Messages There are three different encoded messages spread across Cron. Yellow eases travel while Green and Red help the adventurer save Cron. Green Message Yellow Message Red Message B3 X14,Y9 E3 X7,Y2 Fire X6,Y15 B2 X12,Y2 E4 X2,Y11 Water X0,Y8 B2 X14,Y5 D3 X13,Y4 Earth X7,Y0 B3 X12,Y9 D4 X12,Y10 Fire X15,Y7 E4 X7,Y2 Air X0,Y7 D4 X14,Y15 Earth X9,Y6 B3 X5,Y10 Water X8,Y0 E3 X0,Y3 Earth X15,Y8 D3 X8,Y2 Air X7,Y15 The messages need to be decoded in a specific order. Learn the proper order by using the corresponding interleave. Green Interleave Cavern below Middlegate X8,Y14 Yellow Interleave Castle Xabran X13,Y12 Red Interleave Castle Xabran X13,Y4 The Significance of Keys Throughout Cron, keys play a major role. Between the different colored keys, Mark's Keys, and the Castle Key, many locks will be opened. First of all, the Castle Key comes into play. In order to gain easy access to each castle, the key must be shown as a pass. To obtain the key, see first the Wizard Nordon in Middlegate and then his sister Nordonna. Upon completing Nordonna's task, she will explain all. Next come the four colored keys, Green, Yellow, Red, and Black. A locksmith selling one type of each key can be found in each town, save Tundara which has none. In each of the four major castles, Hillstone, Pinehurst, and Woodhaven, as well as Luxus Palace Royale, there resides a Bishop of similar color to each key. Each key frees the corresponding Bishop from imprisonment. However, greater rewards can reaped if for each color the party first wins in every one of the three combat arenas. For example, a party which has obtained a Green Key then proceeds to fight Green Ticket in the Arena, Monster Bowl, and Colosseum. They then free the Bishop of Green Battle from his incarceration and recieve a hero's reward. Find the Bishops as follows. Bishop of Green Battle: Castle Woodhaven 10,6 Bishop of Yellow Battle: Castle Pinehurst 13,3 Bishop of Red Battle: Castle Hillstone 11,4 Bishop of Black Battle: Castle Palace Royale: 14,14 Finally, Mark's Keys must be found. Before this, Mark himself must be sought out. Find Mark in Beggar's Grove, Area C1 at 1,1. Find his keys in the Death Spider Lair, Area A2 at 2,9. There are a number of ways to raise or alter personal attributes and features temporarily or permanently in Cron. Besides magical weapons and artifacts, there are quests, creatures, statswappers, and pools, to name a few. Ability Enhancement Find the Circus between Day 140 and 170 in B2 at 14,4. Bring the Cupie Doll to the Old Man in Area D3 at 7,13. Visit the Inner Limits in Area E3 at 10,12. Return to the Circus and raise the ability of your choice. and/or To become more Accurate, visit the Dungeon under Castle Pinehurst, Level One at 14,13. In order to heighten Speed, go to Area E3 at 4,5 and enter the Nomad's Hideaway. Then visit 0,15 in that Cavern. To increase Might, the druids of Druid's Point Cavern have a Might intensifier at 1,15. The Atlantians hide a way to magnify Intelligence in the Cavern below Atlantium at 11,15. Males and females each must seek different ways to enhance their Personalities. In the Ice Cave, males only should visit 15,8 while only females should visit 15,7. The stolid Vulcanians add to their Endurance in the Cavern below Vulcania at 15,14. Try to boost your Luck in Dawn's Mist Cavern at 12,7. Experience Catalysts An even change between gold and experience can add much to the party's strength. Slayer's Dungeon, Level One, at 11,5. The most favorable gold to experience exchange rate can be found in Slayer's Dungeon, Level Two at 9,15. For those willing to part with gems, a dragon will trade some of his vast experience for them in Hoardall's Dungeon, Level Two at 4,4. Alignment Modification For a more Neutral outlook upon Cron, visit Hoardall's Dungeon, Level Two at 7,8. For those who wish to be truly Good, visit Peabody's Dungeon, Level Two at 5,1. All those who are truly naughty by heart, and wish to become Evil for a change, go to Lamanda's Dungeon, Level Two at 5,11. Sex Change Tired of females (ain't it the truth!) in your party? Visit Slayer's Dungeon, Level Two at 0,8. For a party filled with ferocious females only, visit Lamanda's Dungeon, Level Two at 4,8. Age Reduction If your party is becoming old and grey and long for their mid-twenties again, visit Sarakin in Sarakin's Mine at 1,15. For a quick fix in age reduction, go to Travel Moore and book a vacation at relaxing Murray's Resort Isle. Visit the Hot Springs on the Isle in Area B4 at 2,3. Miscellaneous Clues Find your Guardian Pegasus in Area B1 at 9,9. To learn his name, bring a Linguist to Area C3 at 0,7. Find The Horvath in the Druid's Point Cavern at 1,5. Satisfy his stringent requirements, and then visit Murray himself in Murray's Cavern at 1,8. Murray's Power Oil aids those low in hit points. Find the storeroom in Murray's Cavern at 6,15. Murray's Goofy Juice can be found in Murray's Cave at 0,9. To rescue the Elemental Orb from its evil guardians, explore the Dismiss option. A useful password to know when adventuring in Square Lake is WAFE. In the dungeons below each castle, characters can gain a randow amount of Hit Points permanently if they follow the proper procedure. Make sure the you heed the signs that isolate the different races, and then actively seek out where they are prohibited entry. Depending upon the dungeon level, few or many Hit Points can be attained. The dragons in the Dragons Dominion guard two ways to increase Hit Points. For characters lesser in power, visit 0,0. Of course, guards will attempt to block your passage. For characters of great strength, a dangerous way to raise potential by an incredible amount is to defeat the Ancient Dragon at 15,8. For those who could not afford the steep price of the finest training from level to level, there is a Hit Point Maximizer which will raise the Hit Point level to its current maximum, calculating both Level and Endurance. Find it hidden in Queen Lamanda's Dungeon, Level Two at 0,15. Much wealth should be brought, as the price is exorbitant. Are the spell-casters in your party having problems finding all the spells scattered throughout Cron? There is a simple solution, bring all your spell-casters and all your gold (and some more!) to Lord Peabody's Dungeon, Level Two at 0,0. All spells will then be known by all characters present. To decode messages contained in this document, use the following chart. Code Key: 10= 17=G 24=N 31=U 38=2 45=9 11=A 18=H 25=O 32=V 39=3 46=0 12=B 19=I 26=P 33=W 40=4 13=C 20=J 27=Q 34=X 41=5 14=D 21=K 27=R 35=Y 42=6 15=E 22=L 28=S 36=Z 43=7 16=F 23=M 29=T 37=1 44=8 If you wish to decode clues and hints using your computer, a program to decode the message has been included with this document. (NOT ON THE DOC DISK.....SEWERCIDE). Points of Interest in Cron Towns: Area Coordinates Atlantium A4 37 39,37 46 Middlegate C2 43,39 Sandsobar E4 40,37 46 Tundara A1 37 38,39 Vulcania E1 39,40 Castles: Castle Hillstone D4 37 39,37 Castle Pinehurst A2 37,37 Castle Woodhaven C1 39,37 40 Dark Keep B3 40,40 Fortress Haart B1 41,41 Luxus Palace Royale D2 37 40,37 40 Mandagual's Keep D2 43,44 Mystic Castle Xabran C2 37 40,44 Tower of Mercy B4 40,37 36 Caverns: Corak's Cavern C2 41,37 37 Dawn's Monster Cavern D4 39,43 Dragon's Dominion D1 37 38,37 40 Druid's Point Cavern C3 37,42 Forbidden Forest Cavern C3 37 41,46 Gemmaker Volcano E1 40,43 Murray's Cavern B4 38,38 Nomadic Rift Cavern E3 41,41 Sarakin's Mine A2 37 38,39 Square Lake Cavern C2 37 46,43 Ice Cavern B1 40,37 38 Resorts & Conventions: Camp Kill-U E2 37 37,37 40 Circus B2 37 40,40 Dino Ranch E2 43,37 38 Farm of Fear D4 45,37 37 Lepercon D4 43,37 40 Murray's Cruise C3 43,45 Murray's Resort Isle B4 39,39 Orcon B2 37 40,37 46 Clerical Spells Area Apparition Gateway Temple Awaken Gateway Temple Power Cure Gateway Temple Heroism Temple Benedictus Nature's Gate **C3 37,45** Pro. from Elements Temple Benedictus Weaken Temple Benedictus Cold Ray White Dove Temple Lasting Light White Dove Temple Walk on Water **C2 37 37,37** Air Transmutation A1 48,48 Restore Alignment White Dove Temple Holy Bonus Vulcan Temple Air Encasement A1 37,37 40 Frenzy **B4 44,37** Remove Condition Vulcan Temple Earth Transmutation E4 44,44 Water Encasement A4 37,37 Water Transmutation A4 44,44 Earth Encasement E4 44,44 Fiery Flail Vulcan Temple Fire Encasement E1 37 40,37 40 Fire Transmutation E1 44,44 Mass Distortion Eleusinian Temple Divine Intervention **Druid's Cave 37 40,37 40** Holy Word C1 41,41 Resurrection Eleusinian Temple Uncurse Item Eleusinian Temple Sorcerer Spells Area Awaken Sleepy's Mage Guild Energy Blast Sleepy's Mage Guild Sleep Sleepy's Mage Guild Eagle Eye **Middlegate 37 46,38** Identify Monster Sleepy's Mage Guild Lloyd's Beacon Corak's Cavern 43,37 37 Pro. from Magic Whirlwind Mage Guild Acid Stream Whirlwind Mage Guild Lightning Bolt Whirlwind Mage Guild Wizard Eye Sandsobar 43,40 Cold Beam Whirlwind Mage Guild Feeble Mind Mystical Mage Guild Fireball Mystical Mage Guild Disrupt Mystical Mage Guild Fingers of Death **C1 37,44** Sand Storm Mystical Mage Guild Disintegration Blackrock Mage Guild Fantastic Freeze Blackrock Mage Guild Super Shock Blackrock Mage Guild Dancing Sword A2 37 45,37 37 Duplication Blackrock Mage Guild Mega Volts Cabalist Mage Guild Meteor Shower Cabalist Mage Guild Implosion Cabalist Mage Guild Inferno Cabalist Mage Guild Star Burst **D1 41,42** Enchant Item Gemmaker Volcano 39,39 Hirelings Name Location Sir Hyron Cavern below Middlegate 46,37 41 Drog H K Phooey Sandsobar 43,40 Thund R. Vulcania 40,38 Aeriel Big Bootay Atlantium 46,37 40 Cleogotcha Harry Kari Cavern below Vulcania 37,37 40 No Name Gertrude Tundara 37 41,37 46 Rat Fink Friar Fly Castle Hillstone 44,40 Dark Mage Red Duke D1 37 40,37 Dead Eye Nakazawa B4 37 46,37 Sherman Flailer A3 44,37 Fumbler Sir Kill Sarakin's Mine 43,38 Jed I Holy Moley Dawn's Mist Cavern 40,37 37 Sick Pick Mr. Wizard D3 37,37 40 The Jurors, Plus Quests, and Triple Crown In order to rescue Cron from destruction, it is necessary to vanquish the direst evil present in the world. To begin, visit the Jurors of Mount Farview in Region D2 at 7,0. If their clues are too difficult, the statuary in Atlantium should provide sufficient aid. If the eight still cannot be found, decode the ensuing messages: Knights should joust with the Dread Knight in 28 15 17 19 25 24 10 12 39 10 11 30 10 41, 37 40. Paladins should defeat the mighty Frost Dragon general in the 16 25 28 12 19 14 14 15 24 10 16 25 28 15 29 30 10 13 11 32 15 28 24 10 11 30 10 44,44. Archers should shoot down the detestable Baron Wilfrey in 28 15 17 19 25 24 10 12 38 10 11 30 10 37 37,38. Clerics should reunite Corak's Body and Soul. First, find the Soul in 28 15 17 19 25 24 10 13 37 10 11 30 10 37 46,37 41. Bring the Soul to the Body resting in 13 25 28 11 21 47 29 10 13 11 32 15 28 24 10 11 30 10 44,46. Sorcerers should free both the Good Wizard Yekop and the Evil Wizard Ybmug from stasis. Find Yekop in 30 25 33 15 28 10 25 16 10 23 15 28 13 35 10 11 30 10 37 38,41. Find Ybmug in 14 11 28 21 10 21 15 15 26 10 11 30 10 39,37 46. Barbarians must defeat the Barbarian Chieftain in a duel to the death in 28 15 17 19 25 24 10 13 40 10 11 30 46,47 41. Ninjas must assassinate the evil Dawn in 14 11 33 24 47 29 10 23 19 29 30 10 13 11 32 15 28 24 10 11 30 10 44,45. Robbers must simply accompany one or more of the classes on their quests to be rewarded properly. To see Queen Lamanda in Luxus Palace Royale, every character in your party must complete the appropriate quest listed above as well as winning the fabled Triple Crown. To do this, simply buy three Black Tickets at Drewnhald's Ironworks in Atlantium. Next take one Black Ticket to The Arena, Monster Bowl, and The Colosseum. Win each Black Ticket battle at each venue and then see Queen Lamanda. Remember, all in her presence must have won these three battles. Lord's Quests Three lords in Cron bequeath quests to these noble Crusaders who accept their challenges. While some of the quests are more difficult than others, in the end they all prove worthwhile. Lord Slayer seeks the heads of three beasts to finish his trophy collection. Find Lord Slayer inside Castle Hillstone at 41,38. Dragon Lord Area D1 37 46,37 38 Queen Beetle Area E2 37 37,42 Serpent King Area E3 41,42 Lord Hoardall seeks three ultimate swords to complete his display. Find Lord Hoardall inside Castle Woodhaven at 45,37 37. Sword of Valor Area A2 37 37,38 Sword of Nobility Area E2 37 37,42 Sword of Honor Area D4 37 40,37 37 Lord Haart seeks two relics from his family's past. To recover these items, the party should be on good terms with Lord Peabody and be prepared to spend a considerable amount of time travelling. Find Lord Haart at Castle Haart at Area B1 at 41,41. Spaz Twit Area A1 37 37,39 The Long One Area E2 41,40 Tavern Specialties Most people think that each town's tavern is only a place to procure food, listen to the patrons exchange wild rumors, or unearth the bartender's personal thoughts on affairs in Cron. However, the taverns also offer speciality gourmet meals and exotic drinks which can alter each and every adventurer's disposition temporarily. Each tavern has the same drink menu, use the code key to decipher what attribute each drink effects. (Remember, if you drink too many exotic drinks, you could become sick.) Orc Beer -29 30 28 15 24 17 30 18 Straight Shot -11 13 13 31 28 11 13 35 Id Elixir -26 15 28 29 25 24 11 22 19 30 35 Academic Ale -19 24 30 15 22 22 19 17 15 24 13 15 Rare Vintage -22 15 32 15 22 Mystic Brew -29 26 15 22 22-13 11 29 30 19 24 17 Each tavern boasts its own speciality menu of gourmet meals. Some meals can help in various quests and adventures throughout Cron. If all meals are eaten and enjoyed, The Gourmet should be visited to be visited to discuss the finer points of cuisine and relaxation. Following is a list of each town's tavern and that tavern's own menu. Middlegate Slaughtered Lamb (4,6) Horrors d'oeuvres Soup de Ghoul with Garlic Toast Dragon Steak Tartar Atlantium Boar's Tongue Tavern (12,10) Lightly Salted Tongue of Toad Puree of Gnome Devil's Food Brownie Tundara Lucky Dog Saloon (7,9) Sizzling Swine Soup Red Hot Wolf Nipple Chips Roast Leg of Wyvern Vulcania Belinthra's Bar (3,2) Pickled Pixie Brains Deep Fried Troll Liver Cream of Kobold Soup Sandsobar Red Lantern Tavern (4,11) Gourmet Dinner B: Wyrm Chop Soup Roast Peasant Under Glass Phantom Pudding (Very Low-Cal) Key to Might and Magic Two Item List Over 250 total items are to be found in Might and Magic II. Of these 250 items, there are three major types to which they may be classified. Weapons, which have been subdivided into one-handed, two-handed, and missile lists, armor, which has been split into body armor and shield/helmets, and finally miscellaneous items, those items not previously able to be classified. Each list follows the same basic menu system. First, the name of the item as it appears in the game is listed. For each individual list, those items appearing in it have been alphabetized for your convience. Next, class restrictions are printed. The first letter of any class able to use the item is used to designate the limitation. The eight classes are represented as follows: (K)night, (P)aladin, (A)rcher, (S)orcerer, (C)leric, (R)obber, (N)inja, and (B)arbarian. An example; a KSR assignation means that only (K)nights, (S)orcerers, and (R)obbers can use that specific item. If no letters are printed, then all classes may use the item. Thirdly come up the Equip Bonus. Any power that the item might alter is listed along with the degree to which that statistic or resistance is raised. If the item cannot be equipped, then "no equip" appears. If the item has no magical force that changes statistics, then the space is left blank. A note: items affect individual elements rather than elements as a whole. Also, PHP stands for Poison/Hold/Paralyze, AC for Armor Class, Enrg for energy, and Thf for the Thievery ability. Special Powers, if any, follow. The same abbreviations are used as in the Equip Bonus column. Additionally, spells are listed as follows: an S or C denote whether the spell is a Sorcerous or Clerical spell. Then the level of the spell and spell number on that level are listed. So, if S7/3 is listed it would mean that the item can cast Sorcerer level 7 spell number 3, Etherealize. Every item with a special power has a randomly determined, finite number of charges. A Detect Magic spell will inform you of the charges remaining. An item does not need to be equipped for its special power to be used. Remember, a special item is temporary. Next come the Gold Value of that item. Items are normally sold for one-quarter total value. Merchants can sell items for one-half total cost. Store Keepers are under no such limitations and often sell items at inflated prices. Finally, for weapons comes the Damage/Bonus. This is the amount of damage the weapon does without modifiers. Strength modifies damage done and accuracy modifies the characters chance to hit. A weapon with a "+", for example +3 long Sword, modifies both to hit and damage numbers. For armor, the final category, Armor, lists the number by which a characters Aromor Class is inflated. A "+" raises the armor class additionally. A last word, a "+" on any item also modifies the Equip Bonus and the Special Power of that item. One-Handed Weapons Weapon Name Class Equip Bonus Special Pwr Gld Value Damage Accurate Swd KPAR Acc +10 4000 10 Acidic Swd KPAR Acid +15 S3/1 4000 10 Battle Axe KPARB 60 10 Blazing Axe KPARB Fire +15 1500 10 Broad Swd KPAR 100 10 Bull Whip KPACRB 25 6 Chance Swd KPAR Luck +15 4000 10 Cold Blade KPAR Cold +15 S4/1 4000 10 Cudgel KPACRB 15 5 Cutlass KPAR 40 7 Dagger KPASRNB 8 4 Divine Mace KPACRB AC +10 C9/1 30000 14 Dyno Katana KN Elec +15 Level +15 20000 20 Ego Scimitar KPAR Per +12 2000 9 Electric Axe KPARB Elec +15 S3/4 2500 10 Electric Swd KPAR Elec +15 S6/5 4000 10 Energy Blade KPAR Enrg +15 S6/1 30000 20 Energy Whip KCSRNB Enrg +15 S1/3 500 6 Exacto Spear KPARNB Acc +6 800 7 Fast Cutlass KPAR Spd +4 1000 7 Fiery Spear KPARNB Fire +15 S4/3 1200 7 Flail KPACR 100 8 Flaming Swd KPAR Fire +15 S4/3 4000 10 Flash Swd KPAR Enrg +15 S3/4 4000 10 Force Swd KPAR Mgt +15 Mgt +15 30000 20 Grand Axe KPARB Mgt +15 Mgt +15 20000 20 Hand Axe KPARNB 10 5 Holy Cudgel PC Per +15 C9/2 20000 10 Ice Scimitar KPAR Cold +15 S6/3 20000 18 Katana KN 150 10 Large Club 4 4 Large Knife KPASRNB 10 5 Looter Knife KPASRNB Thf +15 400 6 Long Dagger KPASRNB 20 6 Long Swd KPAR 50 8 Lucky Knife KPASRNB Luck +10 250 5 Mace KPACRB 50 7 Magic Swd KPAR Magic +15 Level +15 30000 20 Maul KPACRB 30 6 Mauler Mace KPACRB Mgt +6 600 7 Mighty Whip KCSRNB Mgt +3 400 6 Nunchakas KN 30 6 Photon Blade K Mgt +15 S9/1 50000 25 Power Club Mgt +3 200  6 Power Cudgel KPACRB Mgt +3 300 5 Quick Flail KPACR Spd +5 1200 8 Rapid Kantana KN Spd +6 3000 10 Sabre KPAR 60 8 Sage Dagger AS Int +15 Level +15 20000 8 Scimitar KPAR 80 9 Scorch Maul KPACRB Fire +15 400 6 Sharp Sabre KPAR Acc +15 1500 8 Shock Flail KPACR Elec +15 S2/2 1200 8 Short Swd KPARN 15 6 Slumber Club Sleep +15 S1/7 100 4 Small Club 1 2 Small Knife KPASRNB 5 3 Sonic Whip KCSRNB PHP +15 C2/4 500 6 Spear KPARNB 15 7 Speedy Swd KPAR Spd +10 4000 10 Spiked Club KPASRNB 15 6 Swift Axe KPARB Spd +15 Spd +15 20000 20 Thunder Swd KPAR Mgt +15 S3/4 30000 20 True Axe KPARB Acc +5 1800 10 Wakizashi KN 60 8 Two-Handed Weapons Weapon Name Class Equip Bonus Special Pwr Gld Value Damage Bardiche KPAB 200 13 Dark Trident KPAB AC +15 50000 30 Fire Glaive KPAB Fire +15 S4/3 3000 10 Flamberge KPA 400 16 Genius Staff KACSN Int +15 Level +15 30000 16 Glaive KPAB 80 10 Great Axe KPAB 300 15 Great Hammer KPACB 300 14 Halbred KPAB 250 14 Harsh Hammer KPACB Mgt +3 1500 15 Ice Sickle KPAB Cold +15 S4/1 3000 16 Moon Halbred KPAB Luck +15 C7/3 50000 30 Naginata KN 300 12 Pike KPAB 150 12 Scythe KPAB 50 9 Sickle KPAB 30 8 Soul Scythe KPAB Magic +15 S5/2 40000 18 Staff KPACSNB 40 8 Stone Hammer KPACB Magic +15 3000 18 Sun Naginata KN AC +15 Level +15 40000 25 Titan's Pike KPAB Mgt +15 Mgt +15 50000 40 Trident KPAB 100 11 Tri-Sickle KPAB 2000 24 War Hammer KPACB 120 10 Wind Staff KPACSNB Spd +15 C5/1 1500 8 Wizard Staff S Int +15 S7/4 30000 16 Missile Weapons Weapon Name Class Equip Bonus Special Pwr Gld Value Damage Ancient Bow KPA Acc +15 Acc +15 200000 35 Blowpipe KPASRNB 10 4 Burning X-Bow KPARN Fire +10 C3/5 2500 8 Cinder Pipe KPASRNB Fire +10 S4/3 2500 4 Crossbow KPARN 50 8 Death Bow KPA Luck +15 Level +15 40000 24 Energy Sling KPARNB Enrg +15 S1/3 15000 10 Fireball Bow KPAN Fire +15 S4/3 4000 10 Giant Sling KPARNB PHP +15 Mgt +15 20000 15 Great Bow KPA 200 12 Long Bow KPAN 100 10 Meteor Bow KPA AC +15 S8/3 100000 24 Pirates X-Bow KPARN Thf +10 Acc+15 3000 8 Quiet Sling KPARNB Sleep +15 C2/6 1500 5 Shaman Pipe KPASRNB Magic +10 SpLvl +1 1500 4 Short Bow KPAN 25 6 Sling KPARNB 15 5 Star Bow KPA Enrg +15 S9/3 100000 24 Voltage Bow KPAN Elec +10 S3/4 4000 10 Armor Armor Name Class Equip Bonus Special Pwr Gld Value Bonus B Chain Mail KPACR PHP +15 7000 6 B Plate Mail KP PHP +15 13000 8 B Ring Mail KPACRNB PHP +15 5000 5 B Scale Mail KPACRNB PHP +15 4000 4 B Splintmail KPC PHP +15 9000 7 Chain Mail KPACR 400 6 G Chain Mail KPACR Luck +15 Level +10 40000 8 G Plate Mail KP Luck +15 Level +15 200000 12 G Ring Mail KPACRN Luck +15 Level +10 20000 7 G Scale Mail KPACRNB Luck +15 Level +10 10000 6 G Splintmail KPC Luck +15 Level +12 60000 9 I Chain Mail KPACR Sleep +15 6000 6 I Plate Mail KP Sleep +15 12000 8 I Ring Mail KPACRN Sleep +15 4000 5 I Scale Mail KPACRNB Sleep +15 3000 4 I Splintmail KPC Sleep +15 8000 7 Leather Suit KPACRNB 40 3 Padded Armor 20 2 Plate Armor KP 2000 10 Plate Mail KP 1000 8 Ring Mail KPACRN 200 5 Scale Armor KPACRNB 100 4 S Chain Mail KPACR Energy +15 8000 6 S Plate Mail KP Energy +15 14000 8 S Ring Mail KPACRN Energy +15 6000 5 S Scale Mail KPACRNB Energy +15 5000 4 S Splintmail KPC Energy +15 10000 7 Splint Mail KPC 600 7 Shields Shield Name Class Equip Bonus Special Pwr Gld Value Damage Acid Shield KPCRB Acid +15 2000 3 Bronze Helm KPCB PHP +15 2000 2 Bronze Shield KPCRB PHP +15 2000 3 Cold Shield KPCRB Cold +15 2000 3 Electric Shield KPCRB Elec +15 2000 3 Fire Shield KPCRB Fire +15 2000 3 Gold Helm KPCB Luck +15 Level +5 20000 4 Gold Shield KPCRB Luck +15 10000 7 Great Shield KPCRB 150 3 Helm KPCB 30 2 Iron Helm KPCB Sleep +15 1000 2 Iron Shield KPCRB Sleep +15 2000 3 Large Shield KPCRB 60 2 Magic Shield KPCRB Magic +15 5000 5 Silver Helm KPCB Energy +15 5000 3 Silver Shield KPCRB Energy +15 2000 3 Small Shield KPCRB 15 1 Miscellaneous Items Item Name Class Equip Bonus Special Pwr Gold Value Acy Gauntlet KPACRNB Acc +6 Acc +10 4000 Admit 8 Pass No Equip 200 Agate Grail P Per +15 10000 Air Disc No Equip C4/2 10000 Air Talon No Equip C5/1 50000 Amber Skull S Int +15 10000 Amethyst Box R Luc +15 10000 Antidote Ale No Equip C3/3 1000 A-1 Todilor No Equip 1 Black Key No Equip 1000 Black Ticket No Equip 1000 Castle Key RN Thf +5 200 Compass No Equip 200 Corak's Soul No Equip 1 Coral Broach B Mgt +15 10000 Crystal Vile N Spd +15 10000 Cupie Doll No Equip 1 Cureall Wand PHP +15 C5/5 15000 Defense Ring AC +2 S4/5 4000 Disruptor Ene +15 S5/1 20000 Dog Whistle Luc +1 S4/4 50 Dove's Blood No Equip C4/3 2000 Earth Disc No Equip C6/1 10000 Earth Talon No Equip C7/1 50000 Elemental Orb No Equip S9/3 100000 Elven Boots AR Spd +5 10000 Elven Cloak AR AC +5 S3/3 15000 Emerald Ring AC +15 1000 Enchanted Id Per +15 Lvl +15 25000 Energizer No Equip S6/4 10000 Fe Farthing No Equip 10 Fire Disc No Equip C8/2 10000 Fire Talon No Equip C8/1 50000 Force Potion No Equip Mgt +10 100 Freeze Wand Cold +15 S6/3 25000 Gold Goblet No Equip 250 Green Key No Equip 100 Green Ticket No Equip 10 Herbal Patch No Equip C2/1 400 Hero Medal Per +4 C2/2 800 Holy Charm No Equip C1/7 200 Honor Sword No Equip 5000 Hourglass No Equip S4/6 2000 Instant Keep No Equip S5/3 5000 Invisocloak AC +6 S3/3 2000 Ivory Cameo K Mgt +15 10000 J-26 Fluxer No Equip 1 Lantern No Equip S1/5 20 Lapis Scarab B Mgt +15 10000 Lava Grenade No Equip S4/3 2000 Lich Hand KSR No Equip S5/2 10000 +7 Loincloth Per +10 5000 Magic Charm Mgc +10 S2/7 800 Magic Herbs No Equip C1/4 50 Magic Meal No Equip C3/2 1000 Magic Mirror No Equip S7/2 30000 Mark's Keys No Equip 1 MaxHP Potion No Equip MaxHP 4000 Mgt Gauntlet KPACRB Mgt +6 Mgt +10 4000 Monster Tome No Equip S2/3 2000 Moon Rock No Equip C7/3 12000 M-27 Radicon No Equip 1 N-19 Capitor No Equip 1 Noble Sword No Equip 5000 Onyx Effigy C Per +15 10000 Opal Pendant P Mgt +15 10000 Pearl Choker C Per +15 10000 Phaser Acc +5 S6/1 20000 Quartz Skull S Int +15 10000 Ray Gun Acc +5 S1/3 400 Red Key No Equip 500 Red Ticket No Equip 250 Rope'n'Hooks No Equip S2/4 10 Ruby Amulet N Luc +15 10000 Ruby Ankh Luc +10 C7/4 30000 Ruby Tiara K Acc +15 10000 Sage Robe S Int +6 Lvl +10 25000 Sapphire Pin R Luc +15 10000 Sextant No Equip S1/6 500 Silent Horn PHP +10 C2/6 800 Skeleton Key RN Thf +10 800 Skill Potion No Equip Lvl +5 500 Speed Boots Spd +15 C5/3 15000 Stealth Cape RN Thf +10 Spd +15 4000 Storm Wand Elec +10 S3/4 2000 Sun Crown A Int +15 10000 Super Flare No Equip C3/5 1000 Teleport Orb No Equip S5/5 5000 Thief's Pick RN Thf +15 20 Topaz Shard A Acc +15 10000 Torch No Equip 1 Valor Shield No Equip 10000 Wakeup Horn No Equip S1/1 50 Water Disc No Equip C6/5 10000 Water Talon No Equip C6/4 50000 Web Caster S3/5 100 Witch Broom No Equip S3/2 1000 Yellow Key No Equip 200 Yellow Ticket No Equip 50 Well, that's it, minus the list of monsters (which you don't need to finish the game)! Finally.. See ya! -Vexx- THIS DOCUMENT WAS MAJORLY REFORMATTED AND BRIEFLY SPELLCHECKED BY SEWERCIDE 02/91. IT LOOKS LIKE A GOOD ONE..... Sewer Software and Paranoimia present..... ~ MIGHT AND MAGIC II (GATES TO ANOTHER WORLD) MANUAL ~ -------------------------------------------------- A Fantasy Role-Playing Simulation (Complete Docs typed by Ollie North, Spell list by Evil Priest) Prologue 'An account of Corak the Mysterious' unsettling disappearance as told by his apprectice, Gwyndon the Young: Corak has always held many dire secrets, but recently he had shown signs of being outwardly distressed. This troubled me greatly as what could disturb one so powerful and composed as Corak the Mysterious? Was he not only High Priest as well as being regarded by all as a most accomplished warrior and being the most powerful Archmage other than King Kalohn the Vanquished? He was all that the knowledgable strive to be and what the ignorant claim to be. Corak used to tell me stories of different, wondrous worlds with hideous monsters and mighty warriors. he once even mentioned that he came from another world. I thought his stories mere fables or myths meant to entertain me. Little did I know that he spoke the truth and that a problem would arise from this truth that would drive him mad. One day while I was working on translations of a sorcerous scroll, Corak burst into the library with a harried look on his brow. He told me of an alien criminal from another reality who had escaped into our beloved CRON! Corak then promptly forgot that I was present and proceeded to curse and mumble profusely as he searched through the books for some lost text which contained a gleaming of information which might help him expel the dangerous alien. Being insatiably curious, I attempted to eavesdrop on the conversation he was having with himself. He spoke of CRON being out of alignment with other worlds, of a highly destructive alien being named Sheltem, and of an anointed champion who could reaqlign CRON before a horrific wave of fiery destruction would sweep across and destroy the land. After his foray in the library, Corak acted quite strangely during the next few days. He would lock himself up in his private study for hours at a time. Frightful noises emanated from behind the locked door and then, suddenly, they would stop. He would emerge changed each time in some subtle fashion. He would enter the study after devouring almost an entire banquet by himself and exit with an appetite as if he had not eaten in days. Other times he would be wan and pale from long hours of intensive research done in the library. He would then go to the study and exit in a few hours with a tan as if he had just returned from Murray's Resort Isle, baski in the sun there for a week. This weird behavior continued for almost a fortnight. One day, he left his study after an unusually long session and immediately started screaming about the end of the world and how he could not stop it. Amazingly, he was covered in snow and yet it was mid-summer! He then looked about it desperation and withdrew a strange, four-taloned claw which i had never even seen before. Corak then uttered a spell which caused a blinding glow of sheer power to evelope his body. He was terrible to behold, bathed in an eerie shower of what must of been pure ethereal energy, just standing there, exalting in his newfound might. Might and Magic II Page 1 Seconds later, a clap of thunder shook the building and Corak was gone. I believe that he transported himself away in order to try to stop the mystifying doom which lay upon CRON. Unfortunately, I have my doubts. Maybe the spell of power was too much for Corak the Mysterious and he brought about his own destruction. I do not know anything for sure. After all, I am now only an apprentice without a master to tell me if I am right or wrong. A week later, Lord Pinehurst visited and went into Corak's study. The strange, eerie noises started again and Lord Pinehurst was gone. I entered the study and noticed that one of Corak's machines was missing. Next day I received a sealed letter delivered by special courier from Lord Pinehurst. He wrote that he was fine, not to worry and that I should travel to Castle Pinehurst to continue my studies. I go now and hope that this growing chaos in my life will soon end. Page 2 History of CRON 'This being a synopsis of the histories of CRON as gathered by Corak the Mysterious and found in his study in the Luxus Palace Royale by Gwyndon the Young: I, Corak,, called the Mysterious, have gathered these histories of the world aptly called CRON through personal experiences gained by the use of a magical artifact which allows travel through the very fabric of time itself. At first, there was only void. Yet, in the nothing something arose. An ethereal substance capable of supporting life came into existence. From the time of this forming shall I, as do all in CRON, reckon time. The shaping of this etherealness took well-nigh one century to occur and develop into recognizable form. Next, water in vast amounts came from disorder and remained to mix with the ether. Strange beings arose out of this chatoic union. Elemental lords of great power warred for control of the waters. The greatest of these was powerful Acwalandar, mightiest and most majestic of all the Water Kings. Preternatural fierceness combined with uncanny intelligence allowed him to hold unquestionable dominion over all of the other elementals. He reigned supreme for three score and a generation years, then turmoil erupted. Potent creatures from an unknown, mystical land charged into CRON with conquest of the brutal Water Lords as their goal. A battle which would last centuries began. Acwalandar and his minions were taken by suprise and the strange beings gained a foothold which they would not release. Puzzlement and fear of the unknown swept through the ranks of the normally stolid water elementals. Who were these warriors who suddenly came from nowhere? They were Spirits of the Air come from afar to expand their empire. Their lord was terrible indeed, a creature of tumultuous air named Shalwend who could call upon tremendous legions of vicious air elementals to blow back the shocked Water Lords. Air fought with Water for over a century, until reaching a level of equilibrium which neither side could change. Seeking to upset the deadlock and gain the momentum in the war against the air elementals, Aswalandar charged his servitors to create an ultimate weapon. He received much more than he wanted. His vassals summoned forth incredibly powerful creatures of destruction that would remain under the Water Lords total dominance. Fire elementals were issued forth . These hateful monsters sole purpose in life was to destroy, and at destruction their like will never be approached. They sucked the life out of the Air Spirits without mercy forcing them to endure a slow, consuming burn until there was nothing left. However, the Fire Lords were few in number and could not totally destroy the Masters of the Wind. The leader of the burning horde, Pyrannaste, Master of Flame, dislike the iron-fisted fule of Acwalandar and the Water Lords. Any hesitation of a fire elemental in carrying out an order issued by a Water Lord would result in extinguishment. Pyrannaste waited, for he was patient, and even though he and his vassals chafed under the rule of the water elementals they hated Shalwend and the air elementals even more. Page 3 Eighty years of servitude and war passed for the Fire Lords until Pyrannaste deemed the time proper for rebellion against Acwalandar. Wanting only to escape servitude while still being able to crush the ranks of the despised Shawend, the Master of Flame attempted to break away peacefully from the air elementals. At first they succeeded, but resentment and overconfidence built up in the Legions of Water. Are not hte fire elementals our servants, brought forth by us to serve our needs? Can we not crush them as we crushed the Masters of the Winds? This the armies of Acwalandar thought, forgetting that the might of the air horde must be fought once again without aid. Also forgetting that in order to extinguish a fire elemental, a Water Lord loses much of himself in the struggle that ensues. Shrewd Acwalandar realized that the Water Lords could not hope to end victorious in a war against both the air and the fire elementals. However, his counsel fell upon deaf ears. What good is the voice fo reason to an angry mob? For fifty years Water fought Air and Fire, Fire fought Water and Air, and Air fought Fire and Water. Battle were bloodthirsty and allies were nonexistent. CRON had transformed into a chaotic battlefield with no one group able to assert itself over the others. And then came disaster. From places vaguely rumored to exist came the most fearsome creatures yet. Emperors of Earth they called themselves. They were led by Gralkor the Cruel. In one fell stroke they invaded CRON and caused the petty struggles between Water, Air, and Fire to come to an utter halt. Ancient enemies were forced to unite for survival against the new, common enemy. At first, the earth elementals appeared invulnerable. Eighty years and innumerable battles later, a method was found to stop them. Acwalandar and the Water Lords would soak the earth elementals with a flood of water. Then, Pyrannaste and the Fire Lords would bake the dissipated creatures into dry silt. Finally, Shalwend and the Air Spirits would lift the silt into the sky and spread all of the particles across the world, leaving the earth elemental utterly eradicated. Alas, the effort by the three elemental tribes was too late to stop Gralkor the Cruel and the Emperors of Earth. They had pooled together and formed a giant mass of earthen matter which floated upon water, was immune to fire, and which would not scatter as leaves upon the wind. For twenty more years the elementals attempted to overcome the earthen landmass of Gralkor the Cruel. They failed miserably and the Emperors of Earth assumed command of what would become CRON. By the year 500, Gralkor and the earth elementals were busily constructing a fixed land area with the toil of their slaves. For almost one hundred years all of the elementals, Water, Air, Fire, and Earth, struggled to perfect the landmass. What they came up with is what we know as the physical land of CRON. Rumor of CRON spread to other worlds somehow and an inexorable flow, of what were to the elementals, small pitiful creatures began to populate the work of Gralkor in the seventh century. The creatures were of many different humanoid types, but they all had basic similarities and resistances which enabled them to survive in CRON. Water beaded off them, air swirled past them, fire did burn them, but only under extremes, and might earth they trod upon. The humanoids were able to extract properties from each of the four element's features and use it for their own benefit. But perhaps most Page 4 important of all, they could weave magic. At first, there were few of these pathetic creatures, but they multiplied rapidly and spread across the landmass. The humanoids strengthened after years of toil and pain. Ambitions grew and they attempted to make CRON their own. This aroused the attention of Gralkor the Cruel and forced him into action. Unfortunately for the elementals, Gralkor acted too late. The humanoids had been in CRON for over seventy years and had acclimated themselves to all the difficulties which the elementals could produce They had weapons and spells which would immobilize all but the most powerful elemental lords. Gralkor did not realize this and made a most fatal error, he attacked. He marshalled his forces for the obliteration of the feeble humanoids. The humanoids knew what to expect and lay a trap for the elemental forces. All of the most powerful spell-casters gathered on the Isle of the Ancients and combined their efforts to creat an orb of power. This orb had a mystic receptacle, a four taloned claw. There was a talon for each elemental force and alone, that talon could control the elemental creatures it represented. The four talons could be combined to form a holder for the orb. This formed a weapon of incomparable power which could guarantee the complete submission of destruction of any and all elemental creatures. Many tests were made in order to perfect this weapon. Gross mutilations and horrible deaths were the result of most of these. In the latter part of the eighth century there was a human male weak in magic but strong in courage named Kalohn who tested the orb and survived unmolested. Many humanoids died before this because of Gralkor's attack and the testing of the orb. Kalohn resolved to end it all immediately. He went to the tallest mountain in all of CRON alone. He then challenged the four elemental lords to do battle. Much damage to the land followed, including the transformation of the mountain into the crater we know as The Dead Zone. Kalohn, armed with orange, glowing orb emerged victorious and then banished each of the four elemental tribes to a seperate corner of CRON and formed barriers to keep them imprisoned. Within each elemental zone he placed the corresponding talon of the mightly claw in the order of the elementals' appearance, water, air, fire, and earth. He kept the orb for himself. With the elemental forces banished from direct interaction with the humanoids of CRON, civilization evolved and everyone prospered. Kalohn gained much magic power due to his battle with the elementals and his frequent use of the orb. He became King Kalohn the Conjurer and ruled wisely for thirty or more years. Peace spread throughout the land. Education began of the young and living conditions improved. Communities formed and trade developed. People were happy and content. Then in the mid ninth century, the elementals struck back. Unable to physically enter CRON and maddened at the elemental's defeat at the hands of a single, puny human, Acwalandar studied that which defeated him, magic. He had a great aptitude for sorcery and learned quickly by studying the humanoids who ventured near his realm. He gained particular skill in forming and summoning. Using this skill, Acwalandar formed a fell creature of enormous girth and power. He filled it with life from many of his followers and endowed it with the most fearsome of weapons known to him, fire. He had created the first dragon, a creature of mindless destruction and incredible strength. This dragon was formed just outside of the water barrier and left Acwalandar with the intent to destroy Kalohn and then CRON. Page 5 King Kalohn the Conjurer sensed the dragon's creation and the threat it posed. He sought it out ot vanquish it and quell the elemental lords forever. He met the dark creature in the beautiful Savannah of Plenty. Unfortunately, mighty as he was, Kalohn had only the power of the now faintly glowing orb with him and perished after a disappointingly quick battle. The dragon breatherd barrels of flame and engulfed Kalohn entirely, consuming him in a bath of fiery death. Kalohn had attempted to cast a spell which would form a shield of water to protect himself, but the spell was changed as a last minute surge of power from teh orb went through Kalohn's body and caused a flood to ravage the Savannah. For all the might of the dragon, he could not fly without wings and was too heavy to swim. He died a slow death, powerless against the natural habitat of his master. Aftereffects of the battle were numerous and disastrous. The Savannah of Plenty was destroyed and became the Quagmire of Doom, an area of great evil. However, it is rumoured that the orb still exists somewhere in the Quagmire, though no one has ever found it. Dragons entered CRON through once closed corridors and wreaked havoc amoung the populace. Pricess Lamanda, Kaholn's daughter, assumed a tentative command of the land. All of these factors led to regression and the ultimate downfall of the level of civilization which had been achieved. Now it is the tenth century and chaos reigns. Swords and sorcery have replaced law and order as the way of life. Monsters roam the land of CRON freely and do as they please. Isolated areas hold out against barbarism, but are doomed to fall. All the remains of CRON's glorious past are old wives' tales of mighty warriors and wizards doing battle against evil hordes and of a tragic lord, King Kalohn the Vanquished. Page 6 Table of Contents Introduction......................................................1 Chapter One: The Opening Options Menu.............................9 Main Options Menu.................................................9 Create New Characters.............................................9 View all Characters..............................................12 Hirelings....................................................12 Character Profile............................................12 Delete a Character...........................................13 Rename a Character...........................................13 Transfer Characters..............................................14 Go to Town.......................................................14 Set Up Your Party............................................15 Chapter Two: The Adventure Begins................................16 Moving & Mapping.................................................16 Game Commands While Marching.....................................19 Chapter Three: Encounter With Danger.............................23 Encounter Commands...............................................24 Combat...........................................................25 Saving YourGame.................................................29 Chapter Four: Beginners Guide to Adventure.......................30 The World........................................................30 Your Characters..................................................31 Weapons & Armor..................................................32 Monsters.........................................................33 Quests...........................................................33 Spells...........................................................33 Appendix A: Details & Options....................................34 Character Statistics.............................................34 Character Classes................................................35 Character Race...................................................36 Character Alignment..............................................36 Sex of Character.................................................37 Character Status.................................................37 Secondary Skills.................................................38 Armor, Weapons & Equipment.......................................39 Time Travel......................................................39 Auto-Mapping.....................................................39 Appendix B: Spells...............................................40 Spells...........................................................40 Clerical Spells..................................................41 Sorcerer Spells..................................................50 Page 7 Might and Magic II Gates to Another World Is an ongoing journey that can last up to hundreds of hours. As you begin, let Chapters 1-3 of this book guide you through the first steps of your journey. If you are new to fantasy games, Chapter 4 will help acquaint you with the terms and conventions of this new world. As you gain in exprerience, your primary guide will become your computer screen. Even then you will find important reference information, on game options and spells, in the appendices of this book. Might and Magic One players should skim through the manual for new features. (Picture of a Gate) HAPPY ADVENTURING! Page 8 Chapter One Opening Options Menu Start Game Allows you to proceed with the Game. It is recommended that you copy your disks before selecting this option. Demo Demonstrates features of the game, ie. walking around, encounters, combat, etc. To return from the demo press "ESC". Copy Disks Allows you to make Backup copies of your original disks. The Source disk is the Original. The Target disk is the disk you want to copy on to. # of Drives Lets you play with one or two drives. This option also works with Copy Disks. Main Options Menu Create New Characters If you decide to play Might and Magic using the pre-programmed characters provided, you can skip this section. Much of the fun of any fantasy game, however, lies in the creation of the characters with whom you go adventuring. If you are creating characters for the first time, or need to refresh your memory on character options, read Appendix A before continuing. The information in that appendix will help you create more varied and interesting characters, who have a greater chance of succeeding in their quest. To create a new character, display the Main Options Menu and TYPE C. A character's class is determined by 7 vital statistics. MIGHT INTELLECT PERSONALITY ENDURANCE SPEED ACCURACY LUCK Each statistic is randomly assigned a rating between 3 to 21, with 21 being the highest. To generate a new set of random ratings, press RETURN (or SPACE BAR for animation). Page 9 Exchange Statistic You may exchange any of the 7 statistics by pressing the letter of the statistic you want to exchange. Select a Calss A Character my belong to one of 8 classes. KNIGHT PALADIN ARCHER CLERIC SORCERER ROBBER NINJA BARBARIAN To the right of the statistics are the eligible classes for the ratings given. These are the classes from which you may choose. Notice how the eligible classes change as you generate different sets of statistic ratings. To chose a class, type the NUMBER next to the desired class. At any time 'before' selecting a class, you can return to the Main Options Menu by pressing ESC. Assign a Race After selecting a class, choose the character's race. HUMAN ELF DWARF GNOME HALF-ORC To select race, type the NUMBER next to the desired race. Page 11 View all Characters From the Main Options Menu you can view a list of all the Characters and Hirelings stored on your copy of disk B. The View All List includes: * KEY LETTER for character * NAME of character * CLASS of character * TOWN in which character is currently located From the View All list you can: 1) Press ESC to return to the Main Options Menu; 2) Type the LETTER (A-X) of the character to view a detailed Character Profile. 3) Press the Space Bar to toggle between Characters and Hirelings. Hirelings Hirelings are characters that are not created but hired at various ins throughout the game. When hired they act, and are controlled as normal party members except: 1) Initially there are no hirelings for the characters to choose from. After completing various quests, deeds, etc. Hirelings will be made available to the party at selected inns. Note: After signing into an inn, check to see if any Hirelings have become available for your party. 2) At the end of each day you must pay the Hirelingss daily fee. If you are unable to pay the fee that day they will leave your party and be waiting at the inn in which they were last saved. 3) Hirelings may be dismissed at any time and will return to the last inn at which they stayed (see Dismiss command). 4) When viewing a Hireling, instead of gold being displayed their cost per day will be shown. 5) Hirelings are not included in the process of Gathering or Sharing gold. Page 12 6) Hirelings may train for free when gaining Experience levels and Spells, consequently their cost per day will increase. 7) A Hirelings name may not be changed nor may the Hireling be deleted. Caution: Abuse of Hirelings (ie. always placing them in the first position, removing their items and not replacing them with comparable items, etc.) may lead to a disgruntled Hireling, consequently increasing their cost per day. Character Profile A Character Profile gives you all the facts and figures on a specific character. It is an invaluable aid in decision making, when factors of strength, vulnerability, spells and wealth must be considered. Character Profiles are available at most times during game play. Only from the View All Characters list, however, can you display the profile of any character on the disk. All information on the Character Profile screen is in abbreviated form. A detailed description of each item on the screen is provided in Appendix A. Below is a brief overview of the screen. Lvl = Experience Level Mgt = Might Int = Intellect Per = Personality End = Endurance Spd = Speed Acy = Accuracy Luc = Luck HP = Hit Points SP = Spell Points AC = Armor Class SL = Spell Level Exp = Experience Points Cond= Current Condition Delete a Character To delete a character displayed by the Character Profile, hold down the CONTROL (CTRL) key and press D. When asked: 'Are you sure (Y/N)?' press Y to confirm. The character will then be deleted from the disk B copy which you are using. Rename a Character To rename the character displayed by the Character Profile, hold down the CONTROL key and press N. Then type the NEW NAME, up to 10 characters and press RETURN. The new name will replace the old name. Page 13 Transfer Characters There is no Might and Magic I from the Amiga to transfer characters from. Go to Town Each time you play Might and Magic II, your party of adventurers sets out from the inn in one of five towns: 1 MIDDLE GATE 2 ATLANTIUM 3 TUNDARA 4 VULCANIA 5 SANDSOBAR The town from which you set out is the town containing the characters in your party. All characters, pre-programmed or created, first start out in Town 1, so this is where you begin the game. Later, as your party travels to and lodges in other towns, you will set out from Towns 2-5. From the Main Options Menu, type G to go to the towns. The screen will show the last town you signed into and the last characters you used will be selected. (To quickly continue playing, press Z to exit) If there are no characters in that town, no characters will appear in the list. From the list of characters in the town, you can: 1) View the Character Profile for any character on the list. Press ESC to return to the list of characters in the town. 2) Press SPACE BAR to switch between Characters and Hirelings. 3) Return to the Main Options Menu by pressing ESC. 4) Add or remove Characters or Hirelings from the party. Page 14 Set Up Your Party To add a character to your party, hold down CONTROL and press the KEY LETTER next to the character's name on the list of available characters. A (check) will appear next to the character's name, marking him/her as a member of your party. A party of adventurers may consist of a combinatoin of created Characters and Hirelings: a. One created Character minimum and six maximum. b. Seven Hirelings maximum. The total of a and b may not exceed eight. Example: A standard party consists of 6 created Characters and 2 Hirelings. Experimentation with other combinations may prove more valuable. When you have marked 8 party members, a message will indicate the party is full. To add a character at this point, you must first remove a character. To remove a character from your party, hold down CONTROL and press the KEY LETTER next to the character's name. The (check) marking the character as a member of your party will disappear. As soon as you have marked one character as a member of your party, a new command option -Z(Exit)- will appear on the screen. Pressing Z will take you to the 3-D view of the inn, from which you may start out on your adventure. NOTE: To stop the game and save information, you must get your party to the inn in one of the five towns, and sign in. See Chapter 3, Battle Over. Page 15 Chapter Two The Adventure Begins Moving and Mapping After you give the Z command, you truly enter the world of Might and Magic II. The screen shows a 3-D view of your present position, a list of possible commands, and a list of characters in your party, shown in marching order. (If a character is highlighted it indicates a condition other than good.) Since your view of the world is from your party's perspective, you do not see the members of your party. You start inside the inn, facing the door. Turn around to sign back in, or simply move your party forward to leave the inn. To move your party, use the following keys: (UP ARROW) or Return Move Forward (DOWN ARROW) Move Back (LEFT ARROW) Turn Left (RIGHT ARROW) Turn Right When you press a forward or back movement key, the entire party moves on square forward or backward. When you press the <-- or --> key, the entire party turns 90 degrees in that direction. Unlocked doors open automatically as you move your party forward through them. However if a door is locked, you must unlock it with the UNLOCK or BASH command...or find a way around it. (Warning: many locked doors are also booby-trapped, with the traps set to go off when you unlock or bash in the door.) When you come up against an obstacle, such as a wall or mountain, a message will appear (i.e., SOLID, IMPASSABLE, etc.) These messages are particularly useful when traveling in the dark or testing for secret passageways. Remember that you are now in a world of magic and danger, where all is not as it seems. Doors may lock behind you. Areas may be darkened by spells, requiring you to "feel" your way through them. Certain squares may teleport you acress vast distances, into unmapped areas. And of course, any square may contain treasure or monsters. Page 16 The Map as Guide Map Not Included. Tips on Mapping.. Each grid is 16 x 16. Exact Coordinates see Sorcerer Spell: Location Sorcerer Spells: Eagle Eye and Wizard Eye, will also help in mapping. Page 17 Game Command while Marching While your party moves through the 3-D view of the world, you may use any of the commands shown on the screen. The key used to give the command appears to the left of the command. When the # sign is given, type the CHARACTER NUMBER from the character list at the bottom of the screen. COMMAND PRESS DESCRIPTION -------------------------------------------------------------------- FORWARD (Up arrow) or Ret Move entire party one square forward BACK (Dn arrow) Move entire party one square back LEFT (Left arrow) Turn entire party 90 degrees left RIGHT (Right arrow) Turn entire party 90 degrees right BASH B Attempts to knock down a locked door. If successful, the party moves forward through the door. If the attempt fails, the party does not move. In either case, bashing a trapped door is likely to set off the trap. CONTROLS C Lets you select the sounds, party disposition and message delays. Party Disposition - This is the party's outlook and adventuring style. Novice players should set their disposition to Inconspicious until they become more familiar with the game. When seeking more challenging encounters and more valuable treasure, the Aggressive or Thrill Seeker options may be selected. We recommend the Average setting for the majority of play. DISMISS D Lets you select a Hireling to dismiss. When you rest, you pay the Hirelings. If you do not wish to pay a Hireling for the next day, you must dismiss him/her. Before resting, the Hireling will return to the last inn in which they stayed. EXCHANGE E Character exchanges battle position with any other member of the party. A prompt asks with which party member the exchange is to take place. Press ESC before selecting the exchange party member to abort the command and return to the combat options list for another selection. QUICK REF Q Displays a brief overview of all party member's: Hit Points, Spell Points, Level, Spell Level, Armor Class, Age, Gems, Food, Condition. To return to the 3-D screen, press ESC. REST R Rests party overnight in square currently occupied. Rest restores all character's Hit Points and/or Spell Points, unless inhibited by special conditions. Rest requires and Page 19 uses 1 food unit from each character's food supply. All protetion spells wear off during rest and must be recast upon awakening. Party may encounter monsters during rest. If so, some members of the party will enter the encounter with their condition listed as asleep. If the area is too dangerous, the party will not be allowed to rest in that square. Time does pass in the land of Cron and many events are time related. See Time Travel section, page 39, for more details. SEARCH S Finds treasure or other items hidden in  square occupied by party. You should always search after defeating a monster and before moving off the square in which the encounter occurred. However, you do not need to search immediately after combat. You may want to rest, cure wounds, etc. first. When a chest is found there are 3 options available: 1. Open it - Simply opens the chest. If there is a trap it will probably go off. 2. Find / Remove Trap - Opens chest carefully, using the robber's thieving ability and reducing the chance of a trap being set off. 3. Detect Magic / Trap - Detects whether the contents of the chest are magical and whether or not the chest has a trap. May only be selected by a character with sorcerer spells. UNLOCK U Allows one character an attempt to pick the lock on a door. Only a robber has any real chance of success. If the attempt succeeds, the door will be unlocked and any traps will be disarmed, so the party may move forward. If the attempt fails, the door will remain locked and any existing traps may be set off. The attempt may be made again, but each subsequent failure increases the likelihood of setting off traps. VIEW CHAR # Displays the Character Profile for that character. (See Chapter 1 for a description of Character Profile.) At the bottom of the Character Profile is a set of options which may be exercised only while adventuring. Quick Ref (Press Q) Displays a brief overview of all party members's Hit Points, Spell Points, Armor Class and Condition. Page 20 From this list, you can view an individual Character Profile, by pressing his/her CHARACTER NUMBER, To return to the original screen, press ESC. Cast (Press C). Displays a characters Spell Book which lists all known spells for that character. Then prompts you to cast a non- combat spell, providing the character may cast spells at that level and has the required number of spell points and magical gems. Prompts ask for spell level and number and other information if needed. See Appendix B for spell descriptions. Discard (press D). Permanently removes item from the character's backpack. Follow screen prompts. Equip (Press E). Shifts and item from character's backpack to equipped area so character may use it. A maximum of 6 items may be equipped at any given time. not all items must be equipped in order to be used (i.e., a potion may be used from the backpack). Items which must be equipped include armor and other clothing, weapons, and shields. Restrictions follow the laws of logic. A character can only wear one suit of armor at a time; can only be equiped with one hand-to hand weapon and one missile weapon simultaneously; cannot be equipped with a shield if equipped with a two-handed weapon; and so on. NOTE: Equipping a character with armor may affect his/her Armor Class gather (Press G). Transfers all gold, gems and food carried by other party members to that character, up to the maximum amount of each item which the character can carry. Page 21 Remove (Press R). Shifts item from equipped list to backpack if there is room in the character's backpack for the item. Follow the screen prompts. Share (Press S). Evenly distributes all gems, gold or food in the party's possession amoung all party members. Follow the screen prompts. Trade (Press T). Transfers an amount of gems, gold or food, or a particular item, from viewed character to another character. Follow screen prompts. Use (Press U). Activates an item that has special powers. Items may or may not also need to be equipped for use. Follow the screen prompts. If an item has limited power, a spell can be cast to reveal the number of charges remaining. See Appendix B for spell descriptions. PROTECT P Displays currently active spells covering the entire party. Light spells also show, in parentheses, the current number of light units available to the party. One light unit is needed to light up a dark square while occupied by the party. Light units are automatically used when the party steps into a darkened square. Magic shows the percentage of magic resistance of the party. Forces shows the percentage of elemental forces resistance. Levitate, Walk on Water, and Guard Dog appear when they are active. If either of the spells Wizard Eye (indoor) or Eagle Eye (outdoor) are active, the upper right hand corner of the screen will display a 5x5 overhead view of the party's location and facing by an arrow at the center. MAP/LOCATION M This option is not shown on the screen. By pressing M, the equivalent of casting the sorcerer spell Location will occur. This allows you to use the Auto Mapping feature more readily. (See Auto Mapping, page 30, for more details.) Other Windows Across the center of the screen is the status line which allows you to toggle between Options and the Protection screen. It also displays the current Day, Year, Facing of the Party and other relevant events like encounters, solid walls, locked doors, etc. The character window at the bottom of the screen displays the characters names in their marching order along with their current hit points. Other text may also temporarily appear in this window. Page 22 Encounter with Danger During your explorations, your party will encounter many creatures, characters and special places. Encounters, while often filled with danger, are necessary, therefore, should not be avoided. Of course, if an encounter apperas to be more than your party can handle, do whatever is necessary to survive - run, bribe, hide, etc. Most creatures that you encounter will be monsters. Monsters usually travel in groups. A group may be homogenous or include a mixture of different types. There are hundreds of different monsters, some timid, some highly dangerous. Different monsters have different powers, capabilities, speeds and armor classes. You will learn about each type of monster as you encounter and (frequently) battle it. When an encounter occurs, the screen will change. The command/protection list will be replaced with a list of creatures encountered. A picture of the most powerful creature will appear below the monster. Your encounter options will vary, depending on whether the monster(s) surprises you, you suprise them, or neither party is suprised. Page 23 If the monster(s) suprises you party, you go directly into combat. There are no other options. Combat is covered in this chapter, beginning on page 25. If your party surprises the monster(s), you have the option to advance or not. If you choose to avoid the monster(s), nothing further occurs. The encounter is over. If you do advance, you are given the same options as when neither party is surprised. If neither party is surprised, you have several encounter options. Note that the option you choose may affect your character's alignments. Encounter Commands COMMAND PRESS EFFECT --------------------------------------------------------------------- ATTACK A This takes you to combat. See the sectoin on combat. BRIBE B Your party attempts to buy off the monsters with bribees. If the monsters refuse your attempt, combat will begin. If the monsters accept your attempt, a prompt will ask "bribe with what: Food, Gold, Gems". Select one of the options and another prompt will ask how much. Type the amount of bribe and press RETURN. If they accept, encounter is over and they may even choose to give you a message. If they refuse the bribe, the party will immediately go to combat. HIDE H This is similar to Run except the percentage of failing is greater, but if you succeed you will remain in the same square. RUN R Your party attempt to flee from the monsters. If the retreat succeeds, your party will be moved to the safest square within the immediate 16x16 square area. (You may need to cast a spell to discover your exact location.) If the retreat fails, combat will begin. Page 24 Combat Combat is the heart of Might and Magic II. By battling and defeating monsters and other creatures, your party will gain experience points and any treasure which the monsters are carrying. Both are necessary for characters to advance in skill level and ability. Only one character or monster acts at a time. The order in which both characters and monsters act is based on their individual speed. The fastest character or monster goies first, followed by the next fastest, and so on. Each character or monster attacks once per round. A new round starts after all characters and monsters have had a turn. When a monsters name is highlighted, it is that monsters turn to act in the current combat round. The character's name appears below Options for: when it is his/her turn in the current combat round. On the right side of the screen is a list of monsters, in the order in which your party encounters them. A (check) in front of a character number or monster letter indicates that the character or monster may engage in hand-to- hand combat. With the exception of archers, characters who can engage in hand-to-hand combat cannot use missile weapons. The character list at the bottom of the screen can be used to determine which character is in which battle position. If a character's name is highlighted it indicates a condition other than good. Page 25 Battle Options When a party member has the combat initiative there are 9 battle options available. Once you complete a battle option, the results of your action appear on the screen almost immediately. The message remains for the duration set by the DELAY command or by default. COMMAND PRESS EFFECT --------------------------------------------------------- ATTACK A Character attacks monster in the A positiion,with whatever weapon he/she has equipped. If the monster in the A position dies as a result of the attack, all other monsters move up one position. FIGHT F Character attacks monster in any hand-to hand battle position, with whatever weapon he/she has equipped. A prompt asks which monster is being attacked. Abort the comand by pressing ESC before selecting a monster. You will return to the combat options list for another selection. SHOOT S Charcter fires missile weapon. This command appears for any party member who as a missile weapon equipped and is not engaged in hand-to-hand combat. it also appears for an archer, even if engaged in hand-to-hand combat. A prompt asks at which monster the character is shooting. Press ESC before selecting a monster, to abort the command and return to the combat options list. CAST C Character casts a combat spell. This command only appears for spell casters. Prompts asks for spell level, spell number, and any other information required. Press ESC before entering final spell information, to abort command and return to the combat options list. USE U Character activate special power for any item in his/her possession. A prompt shows all items in character's possession and asks which is to be used. Press ESC before selecting and item to abort the command and return to the combat options list. Page 26 BLOCK B Character increases his/her Armor Class for that round only. RUN R Character attempts to run away and seek safety. If the character gets away... a) and the party wins, he/she will rendevous with party after combat. b) and the party dies, he/she can attempt to return to an inn and revive the party. c) and the rest of the party succeeds in running, all will regroup immediately after combat. EXCHANGE E Character changes battle position with any other member of hte party. A prompt asks with which party member the exchange is to take place. Press ESC before selecting the exchange party member to abort the command and return to the combat options list for another selection. VIEW V View a characters profile. Page 27 Other Options DELAY D Allows you to set the duration of on-screen messages to any number between 0 and 9. (0 is the shortest duration, 5 is the default) PROTECT P Allows you to see all teh currently active spells which cover your entire party. QUICKREF Q Displays the QUICKREF list of character in your party, including Hit Points, Spell Points, Armor Class and Condition. From this list you can view an individual Character Profile, by pressing the CHARACTER NUMBER. To return to the combat screen, press ESC. VIEW CHAR # Displays the Character Profile for that character. (See Chapter 1 for a description of the Character Profile.) From the Character Profile, you may type Q to return to the QuickRef screen, or press ESC to return to combat. For Advanced Players To speed up combat, hold down CTRL and A together. The character with the combat initiative will: * attack the monster in position A, if engaged in hand-to-hand combat; * shoot the monster in position A, if not in hand-to-hand combat but in possession of a missile weapon; * block, if neither in hand-to-hand nor in possession of a missile weapon. Page 28 Battle Over Combat continues until either side retreats or is completely destroyed. At the end of the battle, a message indicates the number of experience points gained in combat for each surviving member of your party. Party members who are dead, eradicated or turned to stone do not receive experience points. After combat, the screen returns to the 3-D view of the world, your journey continues, and your party will return to its original marching order, regardless of any position changes made during combat. IMPORTANT: Before moving your party off the square within which combat occurred, SEARCH the square for treasure. Most monsters carry treasure of some sort with them. You may, of course, take care of other business (healing wounds, resting, etc.) before you search the square. Saving Your Game If you need to interrupt the game, but save the experience points and other abilities gained by your characters during the most recent game session, you must take your party to the inn in one of the five towns and SIGN IN. When you enter the inn, you will be asked if you want to sign in. By answering Y (Yes) you will save your character's current statistics and status on your disk B copy. Should your party die, all gold, items, and information gained since you last visited an inn (saved the game) will be lost. Any important quests or clues found during the time should be reaccomplished. The next time you play, you may resume the game from the inn and town containing your party of adventurers...or start from another town with a different party. Page 29 Chapter Four Beginners Guide to Adventure The object of an adventure game is the game itself, rather than a particular goal. During the game, you assume the roles of the characters in your party, sharing their uncertainties and adventures. There are certain conventions to most adventure games, which may vary in detail but are essentially similar. These conventions are the subject of this chapter. The details are covered in the following chapters and appendixes of this book. (Generic Adventuring Bullshit...) Pages 30-33... Appendix A Details and Options Character Statistics Each character receives a random rating from 3 to 21, in each of 7 vital statistics. Because these ratings establish a character's strengths, weaknesses and abilities, they also determine his/her class (knight, paladin, archer, cleric, sorcerer, robber, ninja, barbarian). Throughout the game, a character's actions, discoveries and battles may affect one or more of his/her vital statistics. Certain spells may even cause a vital statistic to exceed the normal maximum rating of 21. If however, any vital statistic drops to 0, the result is death for the character. MIGHT. A character's strength. It affects damage done by a character in battle. INTELLECT. A character's general knowledge. Affects sorcerer spell points. PERSONALITY. A character's general charisma. Affects cleric spell points. ENDURANCE. A character's stamina in battle. Affects Hit Points (the amount of damage that can be sustained before death). SPEED. A character's quickness and agility. Higher speeds increase a character's Armor Class. Speed also determines the order of combat druing the battle, with the fastest character or monster going first. ACCURACY. A character's ability to land a blow on the enemy during combat. LUCK. A character's chance of succeeding, when all else fails. A random element whose effects cannot be predicted. Page 34 Character Classes KNIGHT. Prime statistic (15 or greater): MIGHT Hit points gained per experience level: 1-12*. Spell skills: None. A knight begins with the best all-around fighting skills of any character. He/she can use any weapon or item of armor, unless of opposite alignment or designed exclusively for another class. PALADIN. Prime statistic (13 or greater): MIGHT, PERSONALITY, ENDURANCE Hit points gained per experience level: 1-10* Spell skills: Clerical, at higher experience levels. A paladin can use any weapon or item of armor, unless of opposite alignment or designed exclusively for another class. General fighting skills are equal to an archer's except that a paladin cannot use missile weapons during hand-to-hand combat. ARCHER. Prime statistic (13 or greater): INTELLECT, ACCURACY. Hit points gained per experience level: 1-10* Spell skills: Sorcerer, at higher experience levels. An archer can use any weapon, unless of opposite alignment or designed exclusively for another class. An archer can wear only chain mail or lighter armor, and cannot carry a shield. An archer can use any missile weapon, even during hand-to-hand combat. CLERIC. Prime statistic (13 or greater): PERSONALITY. Hit points gained per experience level: 1-8*. Spell skills: Cleric (defensive, healing). A cleric can use splint mail or any lighter armor, and can carry a shield. Weapons are restricted to clubs, maces, cudgels, whips, mauls, flails, staffs and hammers. A cleric may not use missile weapons. At higher experience levels, a cleric gains the ability to use higher level spells. SORCERER. Prime statistic (13 or greater): INTELLECT Hit points gained per experience level: 1-6*. Spell skills: Sorcerer (offensive, combative). A sorcerer may wear only padded armor and may not carry a shield. Weapons are restricted to clubs, whips, pipes, staffs, knives, and daggers. As a sorcerer advances in experience level, he/she gains the ability to use more powerful, high level spells. ROBBER. Prime statistic (13 or greater): LUCK Hit points gained per experience level: 1-8* Spell skills: Pick locks, find traps, backstab. A robber's armor is limitted to chain mail and shield. Weapons including sling, crossbow, and all one-handed weapons, such as a short sword, or dagger. As experience levels increase, the robber increases his/her ability to pick locks and disarm traps and successfully backstab during combat. A robber's fighting abilities equal those of a cleric. Robbers have the best chance to pick locks, find traps, as well as having special attack - backstab. A robbers first attack, if possible, will automatically attempt to be a backstab. A successful result will be displayed incurring extra damage. Page 35 NINJA. Prime statistic (13 or greater): ALL Hit points gained per level: 1-8* Special skills: Pick locks, find traps, backstab and assassinate. A ninja's armor is limitted to ring mail or lighter armor and cannot carry a shield. A ninja can use most one handed weapons but only swords specifically designed for a ninja. Two handed weapons are limitted to staff and naginata. Most missile weapons can be used. Ninja's have the same abilities as robbers except to a lesser degreee. A Ninja's first attack, if possible, will automati- cally attempt to be an assassination. A successful result wil be displayed, incurring extra damage. BARBARIAN. Prime statistic (15 or greater): ENDURANCE Hit points gained per experience level: 1-12* Special skills: None A barbarian begins with the greatest number of Hit Points. Barbarians are limited to scale and lighter armor and can use most shields. A barbarian can use most weapons except swords, Missile weapons are limited to slings, blowpipes. In selecting characters to make up a party of adventurers, it is a good idea to start with on member from each class. This allows you to avail yourself of the special skills and abilities offered by each class. *The number of hitpoints gained per experience level may be increased by a character's endurance rating. The number of Hit Points with which each character starts the game is equal to the maximum number of points which each gain per level, modified by endurance rating. Character Race Although there are no restrictions on the race to which any character may belong, selection of certain races may change the rating on one or more of a character's vital statistics. In addition, different races have different hidden strengths, which do not show up in a character profile. In general, these are: HUMAN. Strong resistance to sleep spells and poison. ELF. Some resistance to sleep spells. DWARF. Strong resistance to poison. GNOME. Some resistance to magic spells. HALF-ORC. Some resistance to sleep spells and poison. Although racial differences are never noted during the game, they may be important in overcoming the effects of various forms of magical attack. It is therefore a good idea to strive for a racially mixed group, when creating a party. Character Alignment In Might and Magic II, good and evil are not absolute, but rather a measure of the character's inclinations when confronted by the unknown. Throughout the game, a character's responses to encounters and combat can shift his/her alignment, as can certain spells. Page 36 A character's alignment will occasionally restrict his/her activities while adventuring. Certain places, items and weapons are designated good or evil. These cannot be entered or use by a character of opposite alignment. A neutral character can enter an alignment restricted place, but cannot use a restricted item. Sex of the Character Sex in Might and Magic II means gender. Any character may be either male or female. Sex does not affect a character's vital statistics, or normally restrict his/her activities during the game. However it is still advisable to include both male and female characters in your party, since you may encounter items, places and/or activities that are available only to members of one sex or the other. Character Status On the Character Profile Screen you will find abbreviated information about an individual character's status, in a number of different areas. These include: CHARACTER OPTIONS: Assigned when you create the character. These may include the name, sex, alignment, race and class LEVEL: The experience level which the character has achieved. This starts at 1 and rises as the character gains experience through combat and training. At higher levels, a character gains in abilities and power according to his/her class (ie. a knight will attack more than once as his/her levels increase). HIT POINTS: Number of damage points which the character can sustain in combat. At 0 unconsiousness sets in. Any damage after that results in death. Shown are the current number of points/the maximum number which can be accumulated. SPELL POINTS: Number of points available for use in casting spells. Each spell costs a certain number of spell points, usually equal to the level of the spell. Shown are the current accumulation of points/the maximum accumulation of points. ARMOR CLASS: This number denotes a character's vulnerability to physical attack in combat. The higher the number, the less chance that a character will sustain damage from an attack. Normally ranges from 0 to 30, depending on such things as armor, shields, speed, spells, etc. SPELL LEVEL: Shows the highest spell level that can be cast. AGE: Starts at 18 and grows older as the game progresses. As a character ages, his/her skill begin to deteriorate as vital statistic ratings drop. After about age 80, a character die while resting overnight, from old age. Age can be delayed or reversed by a rejuvenation spell. EXPERIENCE POINTS: A running total of all points gained from defeating monsters, completing quests, etc. Experience points determine a character's eligibility for various types of training and for advancement to the next experience level. Approximately 2000 points are needed to advance from level 1 to 2. Point requirements generally double with each subsequent level. THIEVERY: This is a measure of a character's ability to perform thieving skills (pick locks, find traps, etc.). Certain items as well as training can modify this statistic. SECONDARY SKILLS: Character may learn secondary skills while adventuring. A character may only have two such skills at any one time. These skills provide many benefits including the ones listed below: Arms Master - increases accuracy with weapons Athlete - increases speed Cartographer - enables the auto-mapping feature.  Crusader - allows the character/party to be bestowed quests Diplomat - increases personality Gambler - increases luck Gladiator - increases might Hero / Heroine - all stats are raised Linguist - increases intellect Merchant - receives most favorable price when buying or selling. Mountaineer - allows passage over any mountain range if at least two party members retain this skill. Navigator - keeps party from becoming lost in large, open spaces Pathfinder - allows passage through any forest area if at least two party members retain this skill. Pickpocket - increases thievery Soldier - increases endurance GOLD: Number of gold pieces which the character is carrying. Gold is needed to purchase armor, weapons, food and other useful items. Gold must be acquired along the way. GEMS: Number of magical gems which the character is carrying. Gems, which must be found, are required to cast many higher spells. FOOD: The number of food units which a character is carrying. One unit equals a one-day supply of food. One food unit is needed to regain Hit Points and/or Spell Points during rest. Each character starts with 10 food units and may carry a maximum of 40 food units. CONDITION: Charcter's overall state; i.e. good, poisoned, asleep, unconscious, dead, etc. More than one condition (other than good) may exist simultaneously. Any condition other than good should be remedied as soon as possible. Page 38 EQUIPPED: Displays items in character's possession which have been equipped for use. Items which must be equipped before they can be used include armor, shield, weapons, cloak, etc. (in general, any item which must be carried, worn or prepared for use). Up to 6 items may be equipped at a time. Items are restricted by the laws of logic; i.e., only one suit or armor at a time, only one 2-handed weapon, and so forth. BACKPACK: Lists items being carried in character's backpack. Items in backpack are not (and may not need to be) equipped for use. Up to 6 items may be carried in a backpack at a time. Items can be discarded, added or shifted while adventuring. Armor, Weapons & Equipment Various types of armor, weapons, and adventuring items (rope, torches, etc.) are available for purchase, to help your party. Hundreds of magical items, weapons and armor can also be found. Most standard articles, can be purchased in the various town shops. When you enter a shop, you will be presented with a list of available items and prices. As a rule, the more expensive articles are more powerful, offer greater protection, etc. A WORD TO THE WISE: Don't waste money purchasing items which your character cannot equip due to class restrictions. Time Travel During the course of play it will become necessary for your party to travel through time. You begin the game in the 10th century (the year 900). This is the true time and visits to the past are merely temporary. Each century is unique unto itself, therefore, places, people and things may not be present in all centuries. While traveling in time, your stay in any century is limited to a random amount of time. Consequently, while resting, you may be transported back to the 10th century to the moment at which you left. Auto-Mapping Might and Magic II is equipped with a complete Auto-mapping function. Every square or location in which the party stands is remembered by the game. Note: You must have a character with Cartographer secondary skills for Auto-mapping to work. When viewing the map from the Location Spell all the locations that party has been in for the current 16x16 area are shown. Note: You may only view the map of the area in which you are in, therefore it may become desirable to copy the maps onto the mapping paper. Clerical Spells --------------- Level One: |SP/Gems/Level |Object|Type| Description ----------------|----------------------------------------------------------- | | | | 1. Apparition | 1/0 | 10 |COMB|reduces monster's hitting chance 2. Awaken | 1/0 |PARTY | ANY|awakens all members of party 3. Bless | 1/0 |PARTY |COMB|Increases accuracy of party 4. First Aid | 1/0 |1 Char| ANY|Restores 8HP to a character 5. Light | 1/0 |1 Char|N-CO|Gives party 1 light factor 6. Power Cure | 1/L+1 Gem |1 Char| ANY|Gives 1-10 HP back/cleric level 7. Turn Undead | 1 | ALL |COMB|Destroyes some Undead --------------------------------|------|----|------------------------------- | | | | Level two | | | | | | | | 1 Cure Wounds | 2/+1 Gem |1 Char| ANY| Restores 15 Points to 1 person 2 Heroism | 2 |1 Char|COMB| Temporary elevates 6 Levels Up 3 Nature's Gate | 2 |PARTY | OUT| Teleports. Time Machine Also. 4 Pain | 2 |1 Mons|COMB| 2-16 damage unless immune 5 Element. Protc| 2/+1 Gem |PARTY | ANY| increases all resistances 6 Silence | 2 |4 Mons|COMB| Prevents monsters from casting 7 Weaken | 2/+1 Gem |10 Mon|COMB| Reduces monster's damage by 1/2 --------------------------------|------|----|------------------------------- | | | | Level Three | | | | | | | | 1 Cold Ray | 3/+2 Gems |5 Mons|COMB| Does 25 points of Cold Damage 2 Create Food | 3/+2 Gems |PARTY |N-CO| Makes 8 units of food 3 Cure Poison | 3 |1 Char|ANY | Cures Poison 4 Immobilize | 3 |5 Mons|COMB| Imobilizes Monster Affected 5 Lasting Light | 3 |PARTY |N-CO| Gives 20 Light Factors to Party 6 Walk On Water | 3/+2 Gems |PARTY |N-CO| Party walk on water for 1 day --------------------------------|------|----|-------------------------------- | | | | Level four | | | | | | | | 1 Acid Spray | 4/+3 Gems |3 Mons|COMB| Does 6-60 Points of damage 2 Air Transmuton| 4/+3 Gems |Party |N-CO| Transforms Party to Air 3 Cure Disease | 4 |1 Char|ANY | Cures Disease 4 Restore Align | 4/+3 Gems |1 Char|N-CO| Restores Original Alignment 5 Surface | 4 |PARTY |N-CO| Transports party to ground 6 Holy Bonus | 4/+3 Gems |PARTY |COMB| increases damage by 1 Point/2LEV --------------------------------|------|----|------------------------------- | | | | Level Five | | | | | | | | 1 Air Encasement| 5/+5 Gems |1 Mons|COMB| Does 10 Damage per Round 1 Deadly Swarm | 5/+5 Gems |10 Mon|COMB| Does 4-40 Points of Damage 3 Frenzy | 5/+5 Gems |1 Char|COMB| Hits all monsters then unconscis 4 Paralyze | 5/+5 Gems |10 Mon|COMB| Atempts to immobilze all monsters 5 Remove Conditn| 5/+5 Gems |1 Char| ANY| Releases char from bad conditions --------------------------------|------|----|---------------------------- Level Six | | | | | | | | 1 Earth Transmut| 6/+6 Gems |PARTY |N-CO| Transforms party to earth 2 Rejuvenate | 6/+6 Gems |1 Char|N-CO| Takes off 1-10 years of age 3 Stone to Flesh| 6/+6 Gems |1 Char|ANY | Re-Animates a character 4 Water Encaseme| 6/+6 Gems |1 Mons|COMB| 20 points of damage per round 5 Water Transmut| 6/+6 Gems |Party |N-CO| Transforms party to water --------------------------------|------|----|------------------------------ | | | | Level Seven | | | | | | | | 1 Earth Encaseme| 7/+7 Gems |1 Mons|COMB| 40 Points of Damage per round 2 Fiery Flail | 7/+7 Gems |1 Mons|COMB| 100-400 points of damage 3 Moon Ray | 7/+7 Gems |10 Mon|COMB| gives 10-100 bak and takes same 4 Raise Dead | 7/+7 Gems |1 Char|ANY | Brings bak from dead +1 Year --------------------------------|------|----|------------------------------- | | | | Level Eight | | | | | | | | 1 Fire Encasemen| 8/+8 Gems |1 Mons|COMB| 80 points of damage per round 2 Fire Transmuta| 8/+8 Gems |PARTY |N-CO| Transforms party to fire 3 Mass Distrortn| 8/+8 Gems |2 Mons|COMB| Makes mosters loose 1/2 their HP 4 Town Portal | 8/+8 Gems |PARTY |N-CO| Moves party into towns --------------------------------|------|----|----------------------------- | | | | Level Nine | | | | | | | | 1 Divine Interve| 10/+20 Gems |PARTY |COMB| restores all HP, gives life.etc 2 Holy Word | 10/+10 Gems |ALL |COMB| destroys ALL undead monsters 3 Resurection | 10/+10 Gems |1 Char|N-CO| Removes eradicated condition 4 Uncurse Item | 10/+50 Gems |CASTER|N-CO| Atempts to remove cursed item --------------------------------------------------------------------------- Sorcerer Spells --------------- Level One | | 1 Awaken | 1 2 Detect Magic | 1 3 Energy Blast | 1/L+1 | 4 Flame Arrow | 1 | 5 Light | 1 | 6 Location | 1 | 7 Sleep | 1 | | | Level Two | | | | 1 Eagle Eye | 2/L | 2 Electric Arrow| 2 | 3 Identify Monst| 2+1 Gem | 4 Jump | 2 | 5 Levitate | 2 | 6 Lloyd's Beacon| 2+1 Gem | 7 Protect. Magic| 1/L+1 Gem| | Level Three | | 1 Acid Stream | 1/L+2 2 Fly | 3 3 Invisibility | 3 4 Lightning Ball| 1/L+2 Gems 5 Web | 3+2 Gems 6 Wizard Eye | 3/L+2 gems | Level Four | | 1 Cold Beam | 1/L+3 Gems 2 Feeble Mind | 4+3 Gems 3 Fireball | 1/L+3 Gems 4 Guard Dog | 4 5 Shield | 4 6 Time Distortio| 4+3 Gems | | Level Five | | 1 Disrupt | 5+5 Gems 2 Fingers/Death | 5+5 Gems 3 Sandstrom | 2/L+5 Gems 4 Shelter | 5 5 Teleport | 5 | Level Six | | 1 Disintegration| 6+6 Gems 2 Entrapment | 6+6 Gems 3 Fantastic Frze| 2/L+6 Gems 4 Recharge Item | 6+6 Gems 5 Super Shock | 2/L+6 Gems | Level Seven | | 1 Dancing Sword | 3/L+7 Gems 2 Duplication | 7+ 100 Gems 3 Etherealize | 7+7 Gems 4 Prisatic Light| 7+7 Gems | Level Eight | | 1 Incinerate | 3/L+8 Gems 2 Mega Volts | 3/L+8 Gems 3 Meteor Shower | (8+1/Mon)+8 Gems 4 Power Shield | 8+8 Gems | Level Nine | | 1 Implosion | 10+10 Gems 2 Inferno | 3/L + 10 Gems 3 Star Burst | (10+1/Mon)+20 Gems 4 Enchant Item | (50/+)+ 50 Gems ------------------------------------------------------------------------------ MAJORLY REFORMATTED BY SEWERCIDE 02/91. ------------------------------------------------------------------------------ SEWER SOFTWARE and DR.J present..... PRIME TIME -- TV NETWORK GAME Tired of watching bad TV? Well, now you can do something about...you can make it worse! Yes, you can be the one who makes those marvellously intelligent decisions, killing those great shows with bad ratings and elevating those bad shows with great ratings to heights unknown! Can you give your network those high ratings it demands? Can you keep your programming budget in the black? Well, you better...Network programmers can be canceled as easily as network turkeys! And if you survive this media jungle (and it is a jungle out there!), then you should send in your resume to your nearest television network...you may be able to get them to Prime Time heaven. TURNING ON THE TUBE... Starting the game is the easy part. Load the game according to the instructions included on the Player Reference Card. After the title screen, you'll note the selection screen. Up to 3 people may play Prime Time. If there are less than 3 available (or willing!), the computer program has culled the infinite wisdom of the inimitable King of Programmers, Fred Silverfish, who will pick up the slack. Each player will represent one major TV network and players will have a chance to rename their network during the selection screen. Finally, clicking the START button will get the affair going. (Note the button marked RESTORE will allow you to resume a previously saved game.) TEST PATTERNS... In the crazy world of Prime Time Television, there are 3 major networks... usually known as the American national Television network (ANT), the National Broadcasting System (NBS), and the Superior Broadcasting Company (SBC). One dark and dreary night, the presidents of the 3 networks were at a posh pub watching cable TV and conspiring to fire all the programming executives. After the programmers put their schedules "to bed", they were pink-slipped and put to pasture. This, of course, is why the networks had to hire new programming execs. So here you are...working with the schedule, getting ready for the new season and hoping for the best come next year. Your objective is simple: get the best ratings for your network. When the preliminary schedule is completed, the final "numbers" will appear. After the preliminary schedule is set, each network is given $100,000 per ratings point which is added to the final budget. The player with the highest final budget is the winner! PLAYING WITH THE DIALS... In Prime Time, before play begins, the set schedules you've inherited will be shown on the screen as pages of the TV WISE-GUIDE. Type "N" to turn to the next page, "L" for the last page, or hit the ESCAPE key when finished. Typing "P" will print the whole on-air schedule. See the Players Reference Card for further details. Following the final page of the TV WISE-GUIDE, you'll see the front page of the monthly trader paper, Variety. Make sure you check out the headlines, these trends may have something to do with how your shows are rated. When you are done looking at the Variety page, hit or click ESCAPE, and you'll find the entire list of on-air shows ranked according to their ratings. This Ratings List will also show you how the various programs were rated for the past month. Finally, the Network Scoreboard will pop up. Here you'll see the monthly run-down of who had the highest average monthly ratings, how much each network has in its programming budget coffers, and a running average of network ratings. Prime Time is played from month to month. For example, begin in August, planning the September schedule. In September, you'll work on the October schedule, and so forth until June, when you'll work on the July schedule -- the final "sked" of the network season. Each player gets his or her turn each month to work their programming magic --they get 5 whole minutes to do so! A player's turn ends in 1 of 2 ways. 1. The player puts the schedule to bed by clicking the EXIT door on the Desktop screen, or 2. The player clicks on the telephone and decides to DO LUNCH. At the end of the third player's turn, the monthly Auction for Specials is held, then the whole thing is repeated until the month before when players do their programming for the final month. Note that since the rich get richer and the poor get poorer (ain't we got fun?), the player with the biggest budget gets to go first during each monthly turn. HOW YOU RATE... In the TV biz, it has been said that "You can live with poor ratings. But not well, and not for long." And how true that is...TV networks make their advertisers. The rates are based on how well a show fares in the ever- powerful ratings. In Prime Time, the nation's viewing habits are documented by the D.C. Nelson Company, and their say, of course, is final! Poorly rated shows get "numbers" around 5.0 or less. Highly rated shows will fly above 28.0. The nelson ratings represent relative numbers of viewers watching a specific show at a specific time. The higher the ratings, therefore the bigger the audience. And the bigger the audience, the more the networks can charge their advertisers for that show. As a rule of thumb, for each rating point, the network earns around $19,000 per 1/2 hour episode. For example, "Murder-1" the hour long detective series may achieve a Nelson rating of 30.0. This means, in one month, "Murder-1" generates $1,140,000 for its network ($19,000 X 30.0 X 2<-four 2 half-hours - $1,140,000). The ratings are calculated through a series of complex routines. Target audiences are looked at; if it has been predetermined that "family shows" are "in" during a certain month, those programs geared towards all ages will do well. Age groups, time slots, show lengths and many other demographics are figured in. One of these factors is the so-called "fickle-factor". Audiences are truly a fickle group. One month they want this, next month they want that. And to make matters worse, you can never really plan for this fickleness due to this inherent transient nature. so don't be surprised if during a particular month, the ratings of a particular show (or shows) either soars or drops for no apparent reason. So, how can one prepare for such events? To be honest, you can't! You just have to hope you've targeted the right audience and then cross your fingers. All programming life, however, is not so dismal. There are some guidelines to follow in the never-ending quest to interpret the ratings. Learn from success. Look at the highly rated programs and try to determine why they are up at such rare air levels. Is it because of its time-slot? Its genre? Shows just before or after it? If you can figure out what makes it succeed, and you have a similar time-slot then you can add the program of your choice. In a similar vein, if a show is a failure, it behooves you to find out what makes it tick so poorly...you don't want to make the same mistake twice! TRENDS AND THE TRADES... You can get a feel for what the public is hankering for (or against) by reading the "Trades" -- the trade paper of the television industry. In Prime Time, the trade paper all good programmers read is Variety, and prior to the start of each programming month, you'll get to see the front page. Three headlines will be featured each month. The headlines may or may not reflect a change in the game (network budgets, show ratings, etc.). If there is an indication of a trend you best pay close attention ("Country Craves Comedies...Sit-Com Ratings Ha-Ha-High!") --these trends may last for several months. SPECIAL SPECIALS... There are 15 "big event" specials in Prime Time which are available for purchase by any of the networks. These shows are expensive, but very frequently produce great ratings. The specials may only be aired during specific months, and are auctioned to the highest bidder prior to the air date. More later... HOW SWEEP IT IS... There are 2 months during the programming season which are more important than any other month. These are the months that comprise "The Sweeps". During these months, the networks pull out all the stops to bring in the highest ratings possible. Why? Well...it all comes down to money (of course!). Advertising rates for the months that follow (up until the next sweeps month) are set during the sweeps, you'll get more per ratings points than the other networks. The rich get richer, and the poor get poorer... Who said life in the TV business is fair? PLAY TV... Here's how Prime Time is played. The game begins in one month with you programming for the next month. You have "inherited" a schedule of shows which has already been rated and ranked by the D.C. Nelson Company. So first, you'll want to flip through the pages of the TV WISE-GUIDE (its a good idea to print this out; a hard copy can help you make better decisions earlier), the Variety page, and the list of Ratings and Rankings. Don't expect a particularly balanced schedule --or particularly good ratings...remember you are taking over for a fired programmer! NON-BASIC PROGRAMMING... There are 3 distinct phases in each Month (or round) of Prime Time. First, the DISPLAY PHASE where you are shown the TV WISE-GUIDE listings, the Variety page, the Network Standings, and the Ratings and Rankings. Next, you go into the PROGRAMMING PHASE where you get to bid on one-of-a-kind shows. Generally speaking, when you are in the PROGRAMMING PHASE, any time a list, of sorts, of shows is displayed, you may obtain detailed information about a show by pointing to its name and either clicking the RIGHT mouse button or pressing the space bar. Please see the PLAYERS REFERENCE CARD for details. YOUR BUDGET... All networks begin with $15 million. This amount is readjusted, as needed, by Variety headlines, so your opening budget may be slightly different. Here's how the budget itself is calculated: The cost on any ON-AIR production is multiplied by 4 (4 weeks to a month = 4 episodes per month). This number is subtracted from the advertising revenues from that show. The AD Revenues are figured by taking the program's Ratings and multiplying it by $18,000, $19,000, or $20,000 (depending on the network's standing in the last sweeps). Finally, this total is multiplied by the number of half-hours of the show. For example, "Nice Work" is a successful 1/2-hour sitcom costing $65,000 per show and drawing a monthly rating of 25.2. This show is on the third place network. ad # of episode 4 weeks rating rates years cost per month | | | | | (25.2 X 18.00) X 1 - (65,000 X 4) = This then, is the basic budget calculation. Other factors will affect your budget including, the cost of SPECIALS, and various events that will be discussed later. SHELF LINERS... Before we go any further, lets describe what the NETWORK SHELF is. The shelf is...well...a shelf! It's a place where you put things temporarily. It is found in the PROGRAMMING ROOM and can hold a maximum of FIVE programs. programs "on the shelf" are not on the air, merely held aside to be used (or cancelled) if needed. The network is charged $10,000 a month for each show on the shelf. If the "Shelf Show" is one currently in development (see "DEVELOP A SHOW") the cost is upped to $30,000 per month. PRAY TV... Buy the antacids -- You're in charge! Each network exec is given 5 minutes to set their schedules for the upcoming month. The network with the most money gets to go first. You'll do your work from your executive office suite...the DESKTOP SCREEN. On your desk you'll see a folder, on the LEFT, reading NETWORK REVIEW, a TELEPHONE CARD FILE and a TELEPHONE. On the wall is a digital clock (that counts down from 5 minutes), and a calendar (telling you which month you are programming for). An EXIT door is on the LEFT and a door to the PROGRAMMING DEPARTMENT is on the RIGHT. You'll also notice your current budget listed at the bottom of the screen. While in your office, you may do several things. Just move the arrow to the appropriate icon and press the mouse button (See PLAYERS REFERENCE CARD). When you are all finished buying, adjusting, whatever, you end your turn by either pointing to and selecting the "EXIT" door or hitting and selecting the TELEPHONE: Put the Schedule to "Bed" or "Lets do Lunch" respectively. You must select one of these. Remember, the clock ticks away and for every second over 5 minutes, you'll lose $10,000! Time is money. Let's go over in detail what each selection will do. NOTE: TO MAKE A SELECTION, SEE PLAYER'S REFERENCE CARD. VIEW AND REVIEW... Selecting the NETWORK REVIEW icon from the DESKTOP SCREEN, opens a folder containing 5 items. On the LEFT hand side of the folder, selecting "Network Review" will redisplay the most recent "Who's on First" screen, showing you the average network ratings and budgets. "Show Board" will display the list of on-air programs, their ratings and rankings, and their competition on a day-by-day basis. (With the "Show Board" screen, as with any screen that list PROGRAM NAMES, show demographics may be requested; - more later). "Profit and Loss" will display the number of shows you own that are on-air shows, their product cost and ad revenues. You'll also be provided with the costs involved with "on-the-shelf" shows, shows in development, and the cost of "pushing" shows. The little pink memo page, when selected, recaps the latest front page of Variety. Finally, the "Ratings & Rankings" sheet will produce a list of your on-air shows, their rank amongst All on-air shows, and their current ratings. From this screen, you may elect to PUSH a show. This, of course, is the end result of a managerial decision. An effort is made to increase a show's ratings by extensively advertising and promoting that show. PUSHING does not always work, but when it does, the results can be dramatic. Speaking of dramatic, the cost to PUSH a show for one month equals the cost of one episode of a show. To PUSH a show, place the arrow by the show's name and hit the button. A show is PUSHED when its name is highlighted. Remember, a show stays PUSHED until it is UNPUSHED (again, point to the show and press the button). Only 7 shows may be PUSHED at one time. Pressing the ESC key or moving the pointer to DONE and pressing the button, gets you out of any screen. Pointing to EXIT and hitting the button closes the NETWORK REVIEW folder and puts you back to the Desktop. LET YOUR FINGERS DO THE WALKING... There are 5 studios in Prime Time with which you do business. All the TV shows are produced by 1 of the 5. All studios have a selection of programs that you may produce. They are various lengths, various genres, and target audiences. When a show is purchased, the studio places it "On Your Shelf". From there, you may do whatever you want with it. To GO SERIES SHOPPING, select the PHONE INDEX FILE from your desktop. The file will open showing the names of the 5 studios. Move the arrow to the studio you wish to deal with and press the button. That selected studio will then provide you with a list of shows it has for sale. you'll see the SHOW NAME, Length, and COST PER EPISODE. To get some more information about a particular show follow the instructions on your PLAYER REFERENCE CARD, and a window will open telling you the GENRE (the type of show), the TARGET AUDIENCE (preteen, teen, adult, all ages) and the amount of VIOLENCE and SEX (1-3 "V's" or "S's"). If you think a certain program is your cup of tea (or glass of scotch), then point to the NAME and press the button. You'll be asked if you wish to purchase that show. YES puts it on your shelf. While at any studio, you also have the opportunity to DEVELOP A SHOW. By selecting DEVELOP from any studio, you get a chance to exercise your creativity as well as your juggling prowess. If you really want an hour- long sitcom and none are available, or you don't like the demographics (target audience, violence, sex, etc.), here's your chance to roll your own. HOW TO DEVELOP A SHOW... It takes time and money to develop a show, and if you're running low on both, you better look for other things to do. You'll also need an empty space on your shelf. After selecting the DEVELOP option, you'll need to name your show. Type in any name that suits your fancy. Then select a genre from one of the following: Comedy Action/Adventure Drama Movie Game Show Sports Program News/Documentary Variety Show Next, select a length from 30 minutes to 2 hours. You'll then be asked to select the targets and demographics; and finally, type in a short description of the show (the "blurb"). The RETURN (or ENTER) key will enter all information. Finally, select SAVE to actually CREATE the show; RESTORE erases what you've just entered and you can start all over; ESC puts you back into the studio screen as if nothing had happened. Once a show is in development (checking the INFO will say so) it will sit on your shelf and cost you $30,000 per month. Development time varies and may entail several months. But once a show is "ready" the on-shelf costs drop to $10,000 per month. So is it really worth it to develop your own shows? After all, development can cost you from $30,000 to $210,000. Well it does have its advantages. First off, you can create the type of show you want. If lots of sex seems to be "selling" and Variety tells you that Game Shows are popular...here's your chance...create a sexy game show! You'll also find that "home grown" TV series are a bit cheaper per episode than "canned" studio purchases; after all, there was no middleman. COLLUDING CLUES... A headline may pop-up on the Variety page suggesting that a studio and a network may be colluding. If the network is your network, you'll be asked if you do, indeed, wish to collude with a certain studio. If you answer YES all shows purchased by you from that studio will be 15-25% less. If Another Player wishes to shop at that studio you have the option to say NO and lock the player out, or CHARGE that player a certain amount of money EXTRA per show. OFF THE RACKS -- ON THE SHELF... From your desktop, you can enter the PROGRAMMING DEPARTMENT by pointing to the PROGRAMMING DOOR and pushing the button. In the Programming Room, you'll see 2 rows of film CANs, and the SHELF (upper left of the screen). The CANS contain the on-air shows and the thicker (wider) the can, the longer the show. The CANS are arranged in order according to the days they are aired. There are several things you can do in the Programming Room. You can CANCEL a show by placing the HAND over the file CAN (check info to make sure it's the right show!), press the button to pick it up, then move the CAN over to the trash can in the bottom right. Press the button again, and your show is destroyed. Once a show is cancelled, it is gone forever (at least from the current game!). A little less drastic is to place a show ON THE SHELF. Just follow the above instructions but place the can on the shelf--not the trash can. Remember, there is a charge of $10,000 per show per month for shows sitting on the shelf. Likewise, you can move a show from the shelf on the air. To PUT A SHOW ON THE AIR, simply follow the above instructions. You can only put a show into the schedule if there is room. If, for instance, you just cancelled a 1/2 hour show and there is only a one hour show on the shelf, you'll have to either MOVE SHOWS AROUND or leave the Programming Room, go to a studio, buy a 1/2 hour show, go back to programming and place it on the air. There is a temporary slot to the LEFT of the trash can. When MOVING SHOWS AROUND, you may temporarily place them there. NOTE: this is NOT a shelf space. Nay show left there when you leave the Programming Room is automatically CANCELLED! Before you leave the Programming Room, be sure there are no HOLES IN YOUR SCHEDULE. You will not be permitted to end your turn if there is an unscheduled block in your on-air schedule. At the bottom of the Programming Room screen, you'll see 2 boxes labelled EXIT and UNDO. Placing the hand on UNDO and pushing the button resets the schedule to how it was before you began. EXIT returns you to your desk. NIGHTY NIGH!... As mentioned earlier, when you're finished juggling your shows, or shopping, or creating, you END your turn by either PUTTING YOUR SCHEDULE TO BED or DOING LUNCH. If you point to the EXIT door and press the button, you have just PUT YOUR SCHEDULE TO BED. That's it. You're done for this month and the next programmer goes to work. Pointing to the TELEPHONE and pushing the button says that you want to DO LUNCH. Lets DO LUNCH also ends your turn and puts the schedule to bed... but there is more. You get to gamble a bit, taking a "Power Lunch" with an important person. Half of the time, nothing happens (except having a good lunch!). The other half of the time, however, you'll either make thousands extra or lose thousands of dollars. THE AUCTION... When all 3 networks have PUT THEIR SCHEDULES TO BED, the specials that will air in the upcoming month are auctioned off to the highest bidder. The AUCTION SCREEN will show you the name of the SPECIAL to be auctioned, and a TIME LINE. When the LINE first disappears the AUCTION begins (the first line gives players a change to grab their respective controllers assigned at the beginning of the game). Look at the PLAYER'S REFERENCE CARD to see how to increase or decrease your bid. The numbers listed on the screen are in THOUSANDS OF DOLLARS. Players may bid with ALL of their programming budget. When the TIME LINE vanishes a second time, the bids are set and the special is awarded to the highest bidder. FOR YOU, A LOAN... It can happen. You may run out of money. But in TV land, there's always someone who'll give you an extra $15 million smackers. You may only borrow money when you've lost it all. The amount you borrowed will be subtracted fROm your final score. OFF THE AIR... When you've set the schedules and all the ratings are in, the game ENDS. The player with the HIGHEST AVERAGE RATINGS scores $300,000 per ratings point. This total is added to the final budget figure. $200,000 per point goes to network number two; and the third network gets $100,000 per point. The winner of Prime Time is the player with the HIGHEST ADJUSTED BUDGET. FINE TUNING... So that's about it. That is how Prime Time is played. Here are a few suggestions to close with: - Play the game a few times just to get used to accessing the various menus and routines. Get a feel for moving from one screen to the next, and back again. Remember, time is money. Knowing what you want to do before you do it will keep you from going over the 5 minute limit and losing $10,000 a second. Use the hard-copy print-out feature sparingly, as this may take up some valuable time. Use the "TV WISE GUIDE" frequently as a way to learn about the programs both unsold on the air (or shelf). - Don't hold on to too many shows. There may be 5 spots available on the network shelf, but remember the cost involved of shelving a series (as opposed to simply cancelling the show). - Developing a show may be a good idea--but try not to do it too late into the game; it may not be "ready" in time and all it did was cost you $30,000 a month. On the other hand, if you notice a trend developing in viewing habits, don't waste time to jump on the preverbial bandwagon...it may be too late! - After playing Prime Time a few times, you'll start to get a "feel" for what succeeds when and some programming decisions will be easier. - Trust your intuition. OK--it may not be scientific, but gut feelings can mean the difference between success and failure. When Kovner cracks SBC and ANT programmer Fred Silverman was once asked to describe his ability to select and program so many hit shows, he commented that "he's just an 'average' guy with an average family. I trusted my instincts. Being an average guy, what I like, the country likes." HOLLYWOOD 'N' GRAPEVINE All the latest inside dope from TV's biggest dope. By Roan Embarrass. DATELINE HOLLYWOOD... We've had lots and lots of breakfast cereals, in the past, based on cartoon characters. Look for BRAND N foods' to produce new snacks named after behind-the-scenes TV folk. First up will be the Brand N' POP TARTIKOFF... Tom Silly may be lured away from television and into dinner theater. Insiders tell me he's already inked a deal to star with Burt Wrap, Hank Hogan, and Arnold Schwartzenfinkleneigerstein in "Little Women"...Power struggles on the set of DILLAS? The new show about a big pickle-farming family may have to be canned for a while. Seems start Patrick Toughie was upset when he found out his character BILLY BOB FLYWING was killed-off then reincarnated as a shower. That didn't bother him as much as the fact that the shower is located in the BATE'S MOTEL...In an effort to increase ratings, ANT recently hired special effects whiz Mel Hartenclamp to jazz up its nightly new broadcast. What's that thing going out of Peter Danton's head? HOW I'VE HEARD EVERYTHING DEPARTMENT... Could famous tennis start John Makearow and his wife, Couch Patatum, be flipping their preverbial wigs. Marinara (a very reliable sauce) reports that jaunty John plans to build a resort spa on Venus. "He originally wanted to build near Austria," report Marinara. "But he had a run-in with the Rhine judge"...Are "jiggle shows" on the way back? Reports have it that there will be a new variety series featuring warms dancing in vats of Jell-O...After months of speculation, it seems that band leader Doc Servingsome will be severing ties on the late night "GOODNIGHT" show. I'm told he was always at odds with Johnny Guresome, the show's perennial host, and never really cared for Johnny's sidekick, "that fat dog-food head". AND FINALLY... Just in is a rumor that public TV may be going out of business next year. PTV prez, Frag Gimlunk, has been quoted as saying, "We might not have any alternative. We're quickly running out of people to bore." RUSSIAN TELEVISION YOU BETTER LIKE IT ... OR ELSE! by Phesty Noglitz If you have a satellite dish and you happen to twiddle your knobs in just the right fashion, you'll be able to pick up television transmissions from Moscow. And what fun they are! Much more fun than automobile transmissions. After sitting through more than 2 weeks of scheduled broadcast, I've put together a small list of the best of the big Red Eye. Note first off that the American series "The Untouchables" was originally scheduled to be seen. But the President yanked it at the last minute. They didn't want the general public to see all those flashy new cars. Sunday night means variety shows on Soviet TV. Most non-bloodshot eyes are peeled to the RED SULLIVANICH SHOW. Here viewers can watch all the latest opera acts, baggybabushka comics, and be treated to teams of Soviet tractor-tire changers. Monday night is devoted to heavy-hitting dramas about professional people: doctors, lawyers, teachers and barnacle scrapers. You'll find sit-coms on Tuesdays and Thursday (there are no broadcast on Wednesdays. They blame it on the CIA). The most popular sit-com is called NINTY-SEVEN'S COMPANY, about a funny Russian Family in 97 all living together in an eight-by-ten apartment. Also popular is the comedy about a grandmother leading the Russian Revolution. HANNAH AND HER RESISTERS stars MOSCOVITE film star Ali "Qickdraw" McGrawski. If you like dramas and soaps, then tune in Friday night. Chernobyl is very popular. Larryavich Hagamamich plays a power hungry power magnate. He wheels and deals with nuclear power after lunch and with gas after dinner. KAY OF THE KGB is a fabulous detective show about a super sleuth who solves all crimes and drinks Vodka by the case. The show has a scheduled run of 2 months (the producers don't expect the star's liver to last longer than that). Saturday night is perhaps Russia's most popular TV night. This is the night of the game show. IVAN'S GOT A SECRET is the most watched. Also well received are THE MARCH GAME and FAMILY FEUDSKI. All in all, Russian television bodes well for all Soviet couch cabbages (as they are called). next year promises to be even more exciting when BOLSHOI BLOOPERS premieres. REVIEW by Cincinnati Armory "PRIME TIME" I think this must be a first, a television comedy based on a computer game. The game of PRIME TIME was absolutely brilliant. Clever, witty, hysterically funny, and generally nifty. It was easy to see why some enterprising programming exec would want to adapt it to the little screen. Something went wrong with the translation, however. I would suspect that Fred Silverfish, the producer is only playing with forty-seven (he's a pinochle addict). First off, he hired a Latvian ex- convict with migraine headaches and acne to write the series. The lead roles are played by such hams, their collar buttons are cloves. The script has so many holes, you might think you were on the freeway. Conie Von Nent was hired to do the show's music. The Mayor should give him the off-key to the city. I've heard better music coming from a leaking tire. The series is directed by Silverfish's fifth ex-wife, Daisy Rotilla. She captains the show with the light subtle touch of a nervous surgeon with a dull, rusty scalpel. Long live PRIME TIME! But "Prime Time's gotta go! PLAYER REFERENCE CARD ATARI 520/1040 ST LOADING THE GAMES Turn off the computer, insert the disk into drive A. Turn the computer back on and "Prime Time" will load automatically. GENERAL SELECTRIC.... After the title sequence, the selection screen appears. Using the mouse, highlight a choice with the LEFT button. Press the RIGHT button to set the selection. Remember, there are always 3 networks in the "Prime Time". This screen will allow you to select the device you'll use during the SPECIAL AUCTION. Look at the blocks marked JOYSTICK, MOUSE, and KEYBOARD. Point and click the LEFT then RIGHT mouse buttons to toggle the words HUMAN/COMPUTER to decide which networks you'd like the computer to play (or which device you'd like to use). To label each network: ANT, NBS, and SBC, or whatever initials you choose, clicking within a block will put a cursor on the network letters allowing you to type in any 3 letters you choose. Point the mouse on START, click the LEFT button to select the START feature, then press the RIGHT button to start "Prime Time". "THREE BEES"... "Prime Time" is essentially divided into 3 parts: 1) THE DISPLAY SCREEN - where you see the: -> TV WISE GUIDE -> Ratings and Rankings -> Variety Page To operate, use the mouse to point and the LEFT button to click on the "NEXT/LAST/PRINT/DONE" menu at the bottom of the screen. 2) THE DESKTOP SCREEN - where you do all your work: To operate, use the LEFT button to select, grab and move objects around. The RIGHT button opens the "demographic" window that gives you necessary data each show's audience. When you point and click on the digital clock you'll be offered several options; just point and click to activate any of these following options: -> "PAUSE GAME" - stops all play temporarily until you click "resume". -> "SAVE/LOAD GAME" - to "SAVE" any current position on any formatted disk (make sure you have a formatted disk!). You may "SAVE" up to 10 positions per disk. Just point and click one of the numbered buttons on the window. To "LOAD" a saved game the button with "SAVED POSITIONS" will be highlighted. 3) THE AUCTION SCREEN - where you will do your bidding. To operate, move the "Red Countdown Line" 2 times for each auctioned show. The first time is really to "get ready", where each player gets a hold of their appropriate bidding device. The KEYBOARD PLAYER should push the stick UP to increase and DOWN to decrease bids. The MOUSE PLAYER should push the RIGHT button to increase and the LEFT button to decrease the bids. Sewer Software and DR.J bring you..... PURPLE SATURN DAY ~~~~~~~~~~~~~~~~~ ON THIS DAY, THEY COME TO VANQUISH YOU, FRIEND 1. THE AIM OF THE GAME, FRIEND: THE PURPLE SATURN DAY Games are held every Saturn year. Eight species take part, including humans(that's you!). The eight competitors are divided into four pairs. The two individuals of each pair compete against one another in four competitions. The winners of these quarter-finals go on to the semi-finals and then to the final. The outright winner receives a kiss from the Purple Saturn Queen! 2. THE FOUR COMPETITIONS: The four competitions are symbolized in four windows at the top of the podium. From left to right: -Ring pursuit -Tronic slider -Brain bowler -Time jump In each window are displayed the latest scores: your score (at the top) and your opponent's (below your). 3. TRAINING: Facing the empty podium: Click on one of the four windows representing the four competitions. A robot will act as your opponent. Keys F1-F2 ..........pause Keys F9-F10 .........quit the competition. 4. TO TAKE PART IN A COMPETITION: Click on the Saturn triangle at bottom center screen. The competition table will display. At the bottom of the pyramid you'll see all eight competitors grouped into their pairs. Score totals will appear beneath each character's label. The human and his opponent are privileged to open the proceedings. Click on a competition panel to compete. You are free to choose the order of competitions. Click on the cross at bottom screen under the pyramid, to quit the competition. The other species will then compete to finish the first round. The winners will be raised a level in the pyramid for a further confrontation without you. The ultimate winner receives the final reward on the podium. 5. CHARACTER IDENTITY FILES Click on a character label at bottom screen to consult his species' ID file. 6 characteristic icons appear beneath the triangle: -Agility -Mental fluid -Agression -Temporal flux(ability to move through time) -Size -Eyesight Beneath the species' name (upper right) are four windows containing top scores and success percentages is each competition: Ring pursuit, Tronic slider, Brain bowler, and Time jump for the selected race. Click on the triangle at the top of the character ID file to return to the pyramid. 6. EVOLUTION OF SPECIES As the competition are held each Saturn year, the various competing species tend to evolve and change. For example, a Golgos competitor on the 3rd Purple Day won't necessarily have the same characteristics as the Golgos competitor on the 45th Purple Day. Species' evolution and performances are recorded on the disk. DO NOT WRITE-PROTECT your disk! RING PURSUIT (mastering Space) * THE AIM The idea is to fly in Saturn's asteroid ring around the planet. Wrecked space-ships have been placed as markers along your route. There are two kinds of marker: RED MARKERS:you must go by to the right of them. YELLOW MARKERS:you must pass to the left. This competition is a DUEL in which time counts for little. To win, you must score as many points as you can. Only the competitor who is in the lead is obliged to pass the markers correctly. You score points: -when you're in front -by going to the correct side of the markers, when you're in front. You increase your opponent's score: -by going by the wrong side of the markers, when you're in the lead. You are allowed: -to push your opponent -to move away from the center of the asteroid belt in order to catch up with your opponent. * COMMANDS: -Mouse forward.......accelerate -Mouse back:.........slow down -Mouse left:.........move left -Mouse right.........move right CONTROL PANEL DESCRIPTION ------------------------- TOP: -opponent's score on the left -your score on the right. SMALL SCREEN LEFT: -short-range radar yellow............your position(always in center) blue..............your opponent's position red and white.....the markers -relative distance of opponent's ship. SMALL SCREEN RIGHT: -your position relative to the planet -distance travelled: BOTTOM: -left:.......clock -right:......speed -center:.....light which flashes when you're in front. TRONIC SLIDER (Mastering Energy) * THE AIM. ------------ The idea of this competition is to get as many fragments of pure energy as you can. You'll be piloting a scooter on an orbital game area. THERE IS A TIME LIMIT. * GAME DESCRIPTION: ---------------------- An energy-ball moves around the game area. You must make it fragment by firing at it. The energy fragments are now yours to take. Just fly your scooter over them to pick them up. Don't forget that your opponent is also playing... Once you've picked up the pure energy fragments, the initial energy-ball will reform, and you start all over again. You can push your opponent to shake off some of the fragments he has collected. To pilot the Tronic Slider, don't hesitate to make slides and 90-degree turns. * COMMANDS: ------------- -Mouse forward:.......accelerate -Mouse back:..........slow down -Mouse left:..........move left -Mouse right:.........move right -Mouse with right button pressed: *back:.........turn around *left:.........turn left *right:........move right *forward:......fire laser Left mouse-button fire laser CONTROL PANEL DESCRIPTION: --------------------------- TOP: -opponent's score on the left -your score on the right. SMALL SCREEN LEFT: -short range radar yellow:.......your position blue:.........your opponent's position red:..........energy SMALL SCREEN RIGHT: -collected energy fragments: left:...........your opponent's catch so far right...........your catch so far. BOTTOM: -left:........clock -right:.......speed -center.......light which flashes when the pure energy is fragmented. BRAIN BOWLER (Mastering Mental Waves) * IMPORTANT -------------- This game may seem complicated at first. In fact it is revolutionary! Read the following instructions carefully, and you'll soon be playing an amazingly exciting game! * THE AIM: ------------- Both competitors face a brain-wall. The two sides of the brain are the two players' territories. Each player controls an electro-ball which he fires at the wall by clicking on the mouse button. The balls bounce off the brain-wall and return to their starting-point. The idea of the game is to re-activate your side of the brain by guiding the electrical charges which more along the circuit towards the six pins linked to the central EXXOS. THERE IS NO TIME LIMIT. * GAME DESCRIPTION: ---------------------- The targets placed on each side of the brain can change their state when struck by an electro-ball. You can hit a switch to open or close it. This will block or release an electric charge onto its circuit. You can hit a charge which is blocked at one end of a bridge, to make the charge cross the bridge. You can take the energy from one of the four condensors (round components which light up when penetrated by an electric charge). The electro-ball will then return full of energy! This energy will let you activate on eof the eighteen chips, by hitting it with the energized electro-ball. The re-activated chip will turn red. However, it won't be permanently activated until it has been penetrated by an electric charge, at which point will turn green. Red chip:.....vulnerable Green chip....permanently re-activated. This is extremely important, because your opponent will do all he can to steal the energy from your condensors, de-activate your chips(if they're red), open and close doors to block your progress, etc, etc! Of course, you can (and should) do the same to him! Once all the chips on your side have been penetrated by a charge and all pins linked to the central EXXOS have been lit up, then the game is over!The competitor to finish is the winner. * TARGETS: ------------- -()()- switch _|--|_ |(o) | - condensor (I did my best) -|__|- _______ -|_____|- memory -crd- bridge (imagine letters in cursive) __ /\/\ | /\ | short circuit \ / -- | | ~ ~ resistances (stripped one slows down charge) | | (other one accelerates charges) right: your side of brain and your score left: your opponents side of brains and score * COMMANDS: -------------- Move mouse:.........move ball Move button:........fire ball TIME JUMP (Mastering Time) * THE AIM: ------------- Jump as far as possible into the future. To make your jump, you must capture energy three times, by clicking on sparks which cross the screen. The energy you catch will fuel a gravity catapult which will fire you through time and space. DANGER:this competition has C132 classification. * GAME DESCRIPTION: ---------------------- Click a mouse button. This will "wind up"the catapult and release the energy sparks. You must then click to wind up the catapult completely, release... you jump, friend! Your trajectory will lead you past the "crown of seven suns". Beyond them, you will exceed the speed of light and therefore enter another dimension. The more enrgy-sparks you captured, the further you will plunge through mind-altering visions of space- time contraction, a vertiginous spectacle of theoretical vacuum, intrinsically extrapolational! NOTE: You can slow the energy-sparks down. Do this by pressing repeatedly when winding up the catapult. These forward/backward movements, if they're long enough, will slow the sparks down. The idea is to get as close as you can to rupture- point, when the ship will start vibrating. * COMMANDS ------------- Mouse button:......wind-up catapult clicking on sparks Mouse movements:...movement of aim-sights. * CONTROL PANEL DESCRIPTION: ------------------------------- TOP: -opponent's score on the left -your score on the right. SMALL SCREEN RIGHT: -current magnetic Field tension BOTTOM: -left:.....clock -right:....speed -center....light which flashes when particles escape. GENERAL COMMANDS You can use a joystick or the keyboard: JOYSTICK: as for the mouse. Fire button:mouse button. KEYBOARD: Up is the number part of keyboard. Down is the bottom row of keys. right is the first two rows of keys on the left. left is the first two rows of keys on the right. to turn a 90 degree angle to the left is the TAB. to turn a 90 degree angle to the right is RETURN. to turn a 180 degree push caps lock or alternate. fire is the space bar. (Brief editing/reformatting by Sewercide) Sewersoft brings you..... THE DEFINITIVE R-TYPE PLAYING GUIDE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Level 1: Shouldn't be too much trouble, this one: the first problem you will encounter is a beam-firing robot, but a couple of full- power beams will sort him out. Next, we approach the snake-like formation. The key here is to charge up a beam and fly in low, so that when you are in line with the blue link, release your beam, and this will cause the snake to explode in a chain reaction - be careful to watch out for any stray bullets, though. No more real problems now until the mothership. On approach, charge up a beam and, as the green head appears, let it go. Now, release your pod so that it is next to the head, and keep firing until it eventually explodes. The only weapons worth collecting in this section are the deflective lasers, homing missiles and extra speed. Level 2: The main problem here are those horrible 'lizards' that sprout from the walls. Providing you have deflective lasers still, thses shouldn't be too difficult - but be cautious, as they appear from everywhere. Additionally, if you still have the deflective lasers, the tiny spore-like ships shouldn't cause too much of a problem. But do be careful of the ones that home in on you. Before long, you will approach a plant that opens, spewing aliens. Just before it, though, is a yellow gem. Collect this to receive tracer lasers that hug the contours of the landscape. Keeping to the left, fire continually, and you will get every lizard and ship that comes near you. Passing the first half, the trouble really begins - in the form of a long snake. This is difficult to pass, but follow this route and you can do it every time: as it approaches you, collect the deflective laser gun and get below the snake. Shoot the red segments, thus stopping it releasing any bullets. Now go to the bottom left of the screen; then bottom right; up right; staying up, move to the left; move across to the centre of the right-hand side; move down, and you will be next to the end-of-the-level blobby thing. Positioning is critical here: allow your orb to touch the creature, and stay where you are. The snake will pass, allowing you to go to the top left of the screen. Position yourself so that you can shoot the eye with the deflective lasers, and stay still. The snake will appear again, but stay where you are, continually firing. It will go back into the blobby thing, allowing you to continue shooting the eye, until it eventually explodes. Level 3: The big ship. As it appears, with a full-power beam, blow the rocket off the front, along with the gun turrets lurking inside. Shoot the gem-relinquishing alien, and collect the tracer laser it leaves. These are extremely useful for blowing up the surface defences of the ship so, continually firing, try to get them all. Move to the bottom of the screen, avoiding the ground, and shoot the under-carriage. Avoid it as it falls off, and shoot any remaining turrets. Move under the ship, DON'T collect the red gem, and keep firing to get any other turrets, and position yourself in the niche next to the four retro-rockets. Beam these, until they are all gone, and the ship will begin to get lower. Staying in your niche, you will be safe, but keep checking your position, making sure there is no chance of clipping its hull. When it rises again, release your pod and attach it to the rear of your ship. Move to the front of the ship, and blow the turrets off with your newly-positioned lasers. Avoiding any new aliens, release your pod so that it sinks to where the red probe appears from. It may take several attempts, and be wary, as the front- mounted turrets reappear, but when in place, keep firing for all you are worth and, voila! Level 4: I really hate this level! Use your beam and pod to clear a path through the green trails, all the time shooting the aliens. Ignore the yellow gem, but do collect the speed-up, a revolving satellite and the homing missiles. About halfway through, you will come face-to-face with a wall of trails. Enter it at the bottom, and collect the red gem which is about halfway through it. This will give you big hoopy lasers which cut through the things like a knife through butter. Position yourself about halfway across the screen, that way you will avoid the wave of aliens who sneakily appear from the left-hand side of the screen, then your homing missiles will sort them out. Just before you reach the end-of-level guardian, collect the blue gem, giving you the good old deflective lasers, go to the top of the screen, clearing the reminader of the trails, and prepare for the mothership that splits into three sections. Go to the right of the screen, and wait for its red lasers to appear. The red domes are the only vulnerable parts, so fly below it and shoot the one above you, destroying it. Now the other two can be taken in any order. Level 5: A useful tip here is that you can actually fly through the scenery without dying. Several yellow caterpillars appear, but are easily killed by shooting their heads, as some split up whilst others continue, allowing you to destroy their other segments. Try to memorize where thay come from as they often sneak up behind you, catching you unawares. Continuing, ignor the yellow gem and stick with your deflective laser. Little laser- firing ships now appear, and this is as good a time as any to use the landscape as a hiding place, allowing you to laser them from a safe place! When they have passed by, move out from the scenery as the next batch of caterpillars appear and instantly head for it. After about four of them have passed or been shot, big multi- laser-firing ships appear. About now, a homing missile icon will appear, so collect this and let them do the work. Additionally, if you are feeling really cocky, you can fly between them when they appear in their twos, and kill them with your deflective lasers. A couple more easy-meat caterpillars will appear, and these are your final obstacle before the brain-covered mothership. Release your pod into it, continually firing, and some of the brains will be removed. Avoid and shoot the ones that attack you, and retrieve your pod again. Continue using this method until the metallic exterior of the ship is visible. Shooting this will then destroy it. Level 6: This is a maze of metal walls which have, what look like, silicon chips running along them. Your deflective lasers can see to these, but be careful to stay a quarter of the way across the screen, which will give you enough room to see any aliens coming from the rear. Also be careful of any aliens who fall from the top of the screen. Ingore the yellow gem, as the tracer lasers can't kill the big aliens because they move between the walls instead of along them. Collect the speed capsule, and prepare for the end-of-level sequence. Position yourself next to the hole in the ceiling and keep firing. About a dozen of the big yellow ships that are scattered throughout the level appear - straight in the line of your fire! Level 7: Attack waves similar to those of the first level appear, and are easy meat for your deflective lasers. Collect the speed capsule and, still shooting, the homing missiles. A large cigar-shaped monster appears from the left so, staying around the centre of the screeen, wait for it, move down, and shoot it. A big chunk of masonry is in the center of the screen, stay below it to kill the next attack wave, then move up to avoid a huge wave fo yellow meanies. There will be caught by your deflective lasers, but be sure to move down to avoid any you missed. Try to get the missile-spewing blue robot before he cramps your manoeuvering space. Move down to pass through a small passage and collect the staellite. You now enter the end-of-level sequence - the garbage chute. Another of those beam-firing robots appears, but only requires one full beam to kill him. Now, the garbage begins to fall. Move below the second chute from the left and keep firing; that way, any falling rubbish will be shot by your deflective lasers. A battering-ram-like ship appears so rise and shoot it until its head explodes. It will now explode and the rubbish will fall faster. Move left and right, all the time firing, to avoid any rubbish and wait for the next head to appear. With a full beam, rise and release your beam, It should now explode. Level 8: Although this is the final level, it isn't too hard. Lots of mutated babies attack you, but your trusty deflectives kill most of them. Collect the speed but ignore the yellow gem. Next, a silver star will appear which cannot be shot. This nuisance constantly orbits the screen, so avoid it at all costs, whilst trying to shoot the babies. Avoid the red gem and prepare to enter the final stage. A huge head sits protected behind a red, fibrous shield. Avoiding the babies that still lurk, wait for this shield to open, and let him have it with a full beam. Now, you will get the congratulatory message and Bydo will be destroyed! Sewersoft presents..... (Brief) SCRABBLE INSTRUCTIONS When you boot up the prog it asks you for player ones name and level of play, for a human opponent just type in your name and press return; for a computer player type in a name then select a level 0-whatever ,this allows up to four players of any combination. To use a blank tile in your word type the letter you want it to be whilst holding down shift at the same time. Well thats all thats needed to play scrabble. (How did this get on a doc disk?! ..... Sewercide) Sewersoft presents..... ** SKRULL ** by 1632 Edition Typed by Scotty Suprisingly there is no large doc file that comes with game! Just a reference card type item. No object to the game or hints on how to overcome some of the obstacles you will encounter are explained. I assume the object is just to make it to the end of your journey (whatever that is????). OK, we all know how to load a game so no need to tell ya about that. One thing though, when you are prompted to put disk B in the drive it must remain in for the length of the game. Skrull is a mouse only game. Top icon: Press right button to stop. Press left button to go to far end (enter). Second icon from top: Press right button to walk right. Press left button to walk left. Third icon from top: Press right button to run right. Press left button to run left. Fourth icon:Press right button to jump backwards and thrust sword. Press left button to jump. Fifth icon: Press right or left button to thrust sword. Corner icon: Pick up an object. Icon next to your life level: Drop an object. Three icons on the other side of your life level show you what objects you are holding. To drop an object you are carrying, click first on the drop icon then on the object you want to drop. And that is all there is to it...... 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STAR RAY by Logotron Ltd The story so far ... Since the first time you saw a Star Warrior on some TV space-opera, battling valiantly against the evil Citron and Tauran empires, you have nurtured a dream... to become a StarRay pilot! Now, you've sailed past the acceptance tests, you've survived the trainer-sims, you've done the dummy runs on the ice planet Charon - at last, you've made it! The first mission is on the planet Gorbaxa. It's a place where the used Kryptium - Energy Cells from the mammoth Star Cruisers are stored. Since one of the surviving robotships from the Kryx Wars dumped unused Kryptium- Cells there 2 years ago, the place has needed a 24 hour guard- the cells are priceless and dangerous. The Watch at Gorbaxa is just your kind of mission. A few months later, you'll be on your way to Sirion. It's a holiday planet where dense impenetrable jungle is growing at such a frenzied rate, it could overgrow the hi-speed rail tracks within hours. Here, your mission is to protect the forest exterminator robots against the vicious wildlife. If you're still alive after that, the next mission is Sharlon, where the ozone layer requires your protection. And then... LOADING 1. Turn off the computer and disconnect all peripherals except monitor and joystick (and, if you have it, ST Replay). 2. Place the disk in drive A and switch on. 3. StarRay will now autoboot and enter demo mode. Note: leave write-protect tab closed if you wish to save high scores. THE GAME To commence game, press fire button. Control is by Joystick or Keyboard. Movement - Cursor (Arrow) Keys or Joystick. Fire - Alternate or Right Mouse Button. Vaporizers - Caps Lock or Left Mouse Button. Special Functions F2 - Music on/off F3 - Sound FX on/off F4 - Switches between 50 Hz and 60 Hz. Note: StarRay defaults to operating at monitor frequency 60 Hz, but some televisions may require 50 Hz - do not adjust your set, just toggle with F4. StarRay Sampled Song will play on Atari 1040 STs only. If you own an ST Replay cartridge, then; R channels song through ST Replay, M channels song through Monitor. SCREEN LAYOUT Below the play area,t you will find the Radar Scan. You are the whit dot near the center, the installations you are protecting are the off-white dots on the bottom. When these are perverted by the alien Landers, they become red. Any other objects on the radar are active and hostile. Shield Bar - signifying the energy supply to your shielding. Vaporizers Store - indicating how many are left. The Score. WHAT YOU MUST DO Your mission is always to protect the Installations on the ground. When these have gone, the game is over. Installations are different on each level - energy cells, forest robots, antigravity generators, etc. The most common aliens are the Landers, which not only fly around, they shoot at you as well, and land on the installations which they pervert. For example, in the jungles of Sirion, Landers turn the installations into Gun Emplacements. Perverted installations should be attacked. Some Landers leave a Bonus Ball when you shoot them. These should be collected (touch them). The StarRay fighter is enhanced according to the letter on the ball. A - Improved acceleration V - Maximum speed is increased T - You can fire more rapidly P - Your laser gets greater penetrating power C - Continuous fire for 100 shots I - Invulnerability for 10 seconds B - Bonus points If you hand around doing little, the vicious Blue Hunters will come for you. If you are good, you get bonus Air Buses. Shoot them down and collect the bonus objects. On your first mission at Gorbaxa, you'll encounter Krellian mother ships. These seem harmless, but when shot they break up into many small UFOs, which chase behind you in your exhaust stream. There are 7 missions in all, increasing in difficulty. Look forward to the living crystals, radar interference satellites, the silicon worms, collapsing cave passages, blood-thirsty plants, deadly guided missiles, etc., etc... THE OPTIONS SCREEN This is activated by pressing any key on the keyboard. This offers you: Resume Game - from exactly where you left it. View Game Screen - enabling screen photos and position analysis. Sound On/Off - without sound StarRay is 1.8% faster and 23% more difficult. Restart at Level - This enables you to start on any of the first 4 levels, but only on level 1 is your energy maximised. Last Game Option - Test have shown that StarRay gives pleasure to certain persons. For these there is the following problem: Those who have to get out of bed early in the morning, must actually stop playing at some time - but how, when their fingers are itching for the High Score? For these we have invented this option. Activate Last Game Option, lose, and nothing works anymore. To continue playing, one must load again - and thus there is time enough to glance at the clock and jump disgusted into bed. Sewersoft and DR.J present..... THUNDER BLADE by U.S. Gold SCENARIO Your country is being overrun by the marauding rebel forces of a merciless and unforgiving dictator, General Swindells. Battle weary troops accede to the superior power of the rebels' sophisticated weaponry and it is only a matter of time before the government is overthrown. U.S. G. H. Q. have summoned you as their last remaining hope to vanquish the enemy using the ultimate flying machine, Thunder Blade, an advanced attack helicopter. An experienced veteran of many of an aerial campaign, can you accomplish the seemingly impossible? The mission details are outlined to you in various strategical stages: 1. Skyscraper City 2. Mountain Desert 3. River Delta 4. Refinery In each sector, you will come up against both ground and air forces, all trying to defend one of their super fortresses, which must be destroyed at all costs. Once the last stronghold has been defeated you'll deserve a good rest. LOADING INSTRUCTIONS Insert disk, turn on computer and game will load and run automatically. GAMEPLAY You start the game with 5 reserve helicopters. The game is over once all of your helicopters have been destroyed or once the last stronghold has been taken. An extra helicopter is awarded on achieving a pre-defined number of points. You engage the enemy from both vertical and horizontal viewpoints. Thunder Blade's advance weaponry system comprises a rapid-fire Chain Cannon, used for aerial targets such as enemy helicopters and airplanes. One quick burst is all that is needed. Straight line air-to-ground missiles take care of your land and sea enemy targets. Remember though, missiles are not suited to rapid fire, so accuracy and timing is of primary importance. They also cannot shoot at enemy aircraft, only ground craft, so remember Cannon for Air. Missiles for Ground. To hit your target on land or sea, position yourself in a direct line with the enemy's vehicle and press the Fire Button. KEYBOARD CONTROLS F1 - Joystick Speed Control F2 - Keyboard Speed Control F9 - Pause F10 - Continue KEYBOARD SPEED CONTROL Up Arrow - Accelerate Down Arrow - Decelerate JOYSTICK SPEED CONTROLS Dive Accelerate | | | | Bank Left -----+----- Bank Right Bank Left -----+----- Bank Right | | | | Climb Decelerate FIRE NOT PRESSED FIRE PRESSED SCORING Points are awarded for destroying the following enemy aircraft. 1. AH-6NS Sparrow Hawk Attack Helicopter 2. Type-74 Bengal Tiger Tank 3. F-14 Meercat Jet Fighter 4. A4U-N2 Corsair Fighter Aircraft 5. ASH-07 Barracuda Torpedo Cruiser 6. Stage 1 Mobile Fortress: SRS-78A1 Blackbird 7. Stage 2 Mobile Fortress: Marauder Troop Craft 8. Stage 3 Mobile Fortress: Mermaster Invasion Craft 9. Stage 4 Command Fortress: ? The Command Fortress is the rebel nerve center and by destroying this your country will be liberated. The identity is scarcely known as many who have seen it, haven't lived to tell. Bonus points are awarded at the end of each level. The bonus depends on the number of craft destroyed. A time bonus is also awarded. HINTS In every stage the enemy attacks in patterns. By identifying these you'll know where to move, where to fire and when. Shoot all of the enemy down if you can to earn bonus points and helicopters. Not all of the enemy will shoot at you but you can't be too careful. If it moves or looks dangerous, shoot it. Sewer Software presents..... ** TIME MACHINE ** Typed by Mystic Flight SCENARIO Professor Potts is a recluse scientist who has a pet obsession-- travelling through time and space. He is tall, awkward and gangly. He has a shock of untidy hair and wears a lab coat and goggles. Our hero, Potts, is working on his time machine outside his laboratory when there is a terrorist attack. Suddenly, an explosisve device hits the time machine and the vital accelerator crystal (a rare carbon that is only formed at extreme heat and pressure) is destroyed, throwing him into a time warp. The future has happened, leaving him trapped in prehistoric times. GAMEPLAY You take the part of Potts, and must manipulate history from prehistoric times to the present day. To return to your own time zone you must first create your own future by interfering with evolution. In order to survive you must also protect the environment and man's forbears. Your final goal is to stop the bomb attack and rescue the time machine, now 10 million years in the future. CREATION AND MAINTENANCE OF TIME ZONES You must perform certain tasks in each zone to initiate the creation of the next time zone, e.g. cooling and warming of the planet, finding oil and stone wheel. Previous zones will continue to evolve on their own and be changed by their inhabitants. This may, in turn, alter events in subsequent zones. You must therefore maintain the course of evolution of earlier zones, e.g. protect your forbears and keep them warm or you too will become extinct!! EVOLUTION Events in a zone will evolve in subsequent zones, e.g. a seed planted in one zone may grow into a tree in a later zone, which may itself be used later. You must help evolution! TRAVELLING IN TIME AND SPACE You are able to travel back and forth in time between existing time zones. You are also able to travel both in time and space using your limited number of reusable travel Pods. You may place these pods at strategic points, so that you can teleport yourself and any movable object in your vicinity, to them as and when required. WEAPONS The only weapon available to you is the limited burst of electrical discharge from your controller device. Use this discharge to stun creatures and dislodge objects. If you overuse your device then you have to wait for it to recharge. LOOK WINDOW As you move around, any objects that you can manipulate will appear in the display window. Some of these objects can be picked up, carried and/or transported. CONTROLS WITHOUT FIRE BUTTON PRESSED N Walk up steep diagonal in direction faced NE Walk up and right E Walk right SE Walk down to right S Walk down steep diagonal in direction faced SW Walk down and to left W Walk left NW Walk up and left WITH FIRE BUTTON PRESSED S Crouch/pick up object ALL OTHER DIRECTIONS Jump in that direction FIRE BUTTON ALONE: Fire Beam/Release Object ADDITONAL KEYBOARD CONTROLS F1 Pick up/drop/beam to travel pod 1 F2 Pick up/drop/beam to travel pod 2 Depending on your F3 Pick up/drop/beam to travel pod 3 position relative to F4 Pick up/drop/beam to travel pod 4 that pod 1-5 Beam to time zone 1-5 if active ESC Pause game Q New game (whilst in pause mode) F10 Toggle sound effects/music (Reformatted by Sewercide) Sewer Software and DR.J give you..... REALM OF THE TROLLS by Rainbow Arts Once upon a time, in the early stages of mankind, when there was still no sign of the history books that the old people had left behind, a big and bloody war erupted between the elf people and the aggressive trolls. The trolls constantly attacked the caves of the friendly elves in their kingdom in the North. During these attacks, which took place in Dirillon Sippe's forests, the trolls robbed the elves of their elaborate treasures, making them forget the their caves and how valuable and useful they were. Many of Dirillon's companions, while trying to recapture the magical objects and treasures, were seen by the trolls. They were forced to flee without recovering anything, except their lives and important information regarding the structure and dangers of the well-guarded troll-grottos. After all his companions had failed, Dirillon, the Elf-King's son, was taught by Astarn-The-Magician to use magic. This would help him to fetch the treasures back from the grottos and darkness. You will lead Dirillon through the grottos and overcome the dangers with him. Dirillon's predecessor discovered the following information concerning the troll's home: * The troll-castle is divided into single caves (or grottos) which are guarded by at least 4 trolls. * These grottos are connected with doors through which the trolls cannot go. The elves can see these doors only after they have collected all the treasure in the cave. * The air in the grotto is all consumed after a fixed period of time. The elves will suffocate if they do not exit before this time is up. * Secret passages are rare but very convenient. They appear and disappear in walls and can transport the elves from one place to another. * The treasures are sometimes hidden and appear behind or in front of the elves before they can collect them. * Also, some of the objects are only optical illusions, and therefore cannot be collected. * In some places the floor is not solid and in these places you cannot stop! * Poles and ladders can also bring with them problems. * Floors, ladders and poles can appear in places where you would least expect them! * Trap-doors and poles, that constantly open and close themselves can be dangerous. However, there can also be escape options. * Mushrooms and magic symbols appear to be useful, although it is not totally clear what purpose they serve! * The magic-drink, which makes the elves fresh and strong, can be found in special containers. * Danger lurks in some places where rocks have already fallen from the ceiling. Nothing more is known but it is assumed that there are further nasty surprises waiting in the caves! Dirillon was prepared for these problems by Astarn, and is therefore not completely helpless: he can paralyse the trolls for a set period of time. Additionally, he can destroy soft floors, wooden ladders and wooden poles in order to create new routes and shake off pursuers. He has been specially trained to move along poles without touching the ground and also to jump from great heights without harming himself. LOADING THE PROGRAM 1. Switch on your computer. 2. Put the disk into the disk drive. 3. When the display "INSERT DATA DISK" appears, insert the enclosed data disk into disk drive A (or a disk that you have initialized in the disk menu). Choose the "OK" field. 4. As long as a screen with three menus appears, you are in the Main Menu. From here it is possible to get to the Playing Menu, the Disk Menu and the Editor by choosing the appropriate field. With the right mouse button you can view the high score list. HANDLING THE PROGRAM GENERAL NOTES: After loading the program, the data-disk should remain in the drive. You will need it during the game and for the Editor. The program is controlled either with the mouse in port #0 or with a joystick in port #1. USE OF THE MAIN MENU The GAME MENU offers you several choices. By selecting the corresponding fields you may either select a training game, test a hall of your choice (test game) or perform a little contest with up to 8 players. After selecting the training game, you may play immediately without being entered into the HIGHSCORE. In this case you cannot save a game or load a saved game. The test game follows the same rules as the training game, except that you can choose a hall with which you want to start. In a match (contest) up to 8 players may enter their names in a list and thus apply for the match (by selecting the WILL JOIN/WILL NOT JOIN field). In addition a saved game may be loaded and new players entered. Players already entered can be cancelled again. By clicking at the START GAME field, the players are summoned one after another and now should try to do their very best in order to achieve a good end result. The game of any player is automatically stopped when the energy-level goes under 50% and the displays don't change. The hall must be newly mastered in the next round. After the game stop, or death of a player, you go automatically back to the CONTEST MENU. If you then press the right mouse button or click the START GAME field, the next player may try his luck. As soon as the game is started, the hall - if playable - is displayed in the bottom field of the screen. If not playable, you may either play the next hall or exit the game. In the top right screen partition the following displays are shown: SCORE - value of the collected treasures; ENERGY - remaining energy of the player...... ( a bit missing .... Sewercide). Sewersoft and DR.J present..... TV SPORTS: FOOTBALL GETTING STARTED Note: Make a copy of your disk for use as a League disk before playing TV Sports Football. Your game disk contains league and season data that is permanently modified when you play "League " games. IMPORTANT: You must format the copy disk as a single sided disk! See your computer owner's manual if you need help with making disk copies. Always keep the original disk write-protected. SYSTEM REQUIREMENTS 1. Atari 520ST, 1040ST, or Mega ST with at least 512K of RAM. 2. A joystick connected to PORT 1(some game options require a second Joystick). LOADING THE GAME Insert the disk in the internal drive, turn on your computer. The game loads automatically. When prompted to insert your league disk, place that disk in your internal drive. MENUS AND GAME OPTIONS The main menu has five options: EXHIBITION, LEAGUE, PRACTICE, SCHEDULES, and STANDINGS. Select an option by moving the joystick up or down until the football cursor is next to your selection. Press the button. EXHIBITION GAMES When the three EXHIBITION options appear, select one and press the button. Select a "home" team from the clipboard by moving the pencil to the desired team and pressing the button. In ONE PLAYER mode, the FIRST team you choose is the team YOU will control. The SECOND team you select (the "visiting" team) is your opponent. For TWO PLAYER games use a second joystick, plugged into PORT 0, when selecting the "visiting" team. LEAGUE GAMES The Cinemaware Football League (CWFL) consists of 28 teams; each team has either a HUMAN or COMPUTER "owner". (To change ownership from HUMAN to COMPUTER, see EDITING A TEAM later in the docs.) You may have a league consisting solely of computer teams, and watch seasons progress as a spectator. You may change one computer team to a human team and control it through a rigorous schedule of computer opponents. Or you may compete in a league with up to 27 of your friends, each friend choosing a team to "own" while any remaining teams are controlled by the computer. In multi-player leagues, some of your games may be against teams and some may be against other humans. PLAYING LEAGUE GAMES After you select LEAGUE from the Main Menu, you may choose to CONTINUE a SEASON in progress, or start a NEW SEASON. If you decide to start a new season, you may choose to EDIT TEAM. After you have edited as many teams as you care to, SAVE LEAGUE to save your changes to disk. This returns you to the Main Menu. WARNING: When you play a game in a NEW SEASON, you permanently erase all games played on the previous season on your league disk! When you edit a team and SAVE LEAGUE, you permanently modify that team on your disk! You are allowed only one season and league per disk. You cannot modify a team in mid-season; attempting to do so will reset the league to week 1. To run more than one season at a time simply make an additional League disk. When you are ready to play, go to CONTINUE SEASON and press the button. You will see a schedule of the current week's games. A blue C indicates COMPUTER controlled teams. A red H marks the teams that are HUMAN controlled (if your team is not marked with an H, it means you forgot to change ownership and you must start over). Move the pencil to the game that features your team and press the button. This game will now be highlighted. To begin, choose PLAY at the bottom of the screen. Choose MAIN MENU to exit. CHOOSING HOLD AND AUTO MODES The right side of the weekly schedule has a status schedule indicating whether a game is in HOLD or AUTO mode. Notice that the games with one or more HUMAN owners default to HOLD mode, while all computer vs. computer games default to AUTO. This means those games will be played automatically, while the human games will be held until a later time. While playing your league game on the screen, all the games in AUTO mode are actually being decided off- screen. Also, if you don't select a game before you push PLAY all the games in AUTO mode will be resolved. You can toggle games between the two modes by moving the pencil to the status column of the appropriate game and pressing the button. This allows two things; first, you can HOLD a computer vs. computer game and second, if you're competing in a multi-player league and one of the players isn't available for his game he can elect to have the computer simulation decide the game for him almost instantly! NO ONE can advance to the next week until all games from the current week have been decided, either by playing or by computer simulation. PRACTICE Football is a game of fundamentals, and the only way to improve your fundamentals is by practicing. This option allows you to practice handoffs, pitches, field goals and (most importantly!) passing. The playcalling screen remains up for an indefinite amount of time allowing you to analyze the play diagrams. Once you have selected a play you can hike the ball immediately. You return to the playcalling screen whenever the play ends: by running out of bounds, throwing an incomplete pass, or by scoring a touchdown. You have unlimited downs, no time limits, no penalties, and you are returned to the 20-yard line after each play. To exit the practice mode and return to the main menu, press the button when you are on the playcalling screen without making a play selection. SCHEDULES This option displays a weekly schedule of league games. The PREV WEEK and NEXT WEEK options at the bottom of the screen allow you to go forward or backward on the schedule. Move the pencil to your choice and press the button. Scores of games that have already been resolved appear on the weekly schedules. Those in red indicate losing efforts while the blue scores mark victories. When viewing playoff schedules in mid-season, all teams appear as T.B.D. (to be determined). Choose MAIN MENU to exit. STANDINGS The STANDINGS screen lets you analyze the record of every team in every division. From left to right you can see: Wins, Losses, Ties, accumulated Points For, and accumulated Points Against. Also, by moving the pencil up and clicking on a team, you can view its schedule. The Schedule shows a complete listing of opponents and tracks scores of games that have already been played. HOW TO PLAY TV SPORTS: FOOTBALL STARTING THE GAME After you choose the type of game you want to play, the broadcast begins! A short graphic and musical sequence introduces the game (this sequence can be skipped with a button press). Following this, a coin toss determines who kicks off and who receives to start the game. The VISITING team always makes the initial selection of HEADS or TAILS. The team that wins the toss can choose whether they want to KICK or RECEIVE (the team that receives the opening kickoff will kickoff to start the second half). TV Sports: Football was designed to be easy for beginners, so the game will play all by itself, even in the TWO PLAYER mode. Until you move the joystick to "take over", the computer will always control the flashing player. On offense, the player with the ball always flashes and, once you have "taken control" by moving your joystick, the computer cannot regain control, even if you release the stick. After the coin toss, the game begins with the opening kickoff. A player on the RECEIVING team gets the ball after the kick. After he "returns" the ball upfield and either scores a touchdown, is tackled by the defense, or runs out of bounds, the play ends and the PLAYCALLING SCREEN appears. THE PLAYCALLING SCREEN The playcalling screen is not only used for calling plays, but also functions as a scoreboard showing the game clock, team names (the small football icon marks the offensive team), the score by quarter and total score, the DOWN number 1-4, the yards TO GO for a first down, and the position of the football ON the field. The arrow after the word ON indicates which half of the field the ball occupies. If it is pointing UP it means the football is past the 50 yard line and in the defensive team's half of the field. Conversely, if it is pointing DOWN it means the ball is more than 50 yards from the opponent's goal line. Also displayed on the playcalling screen is a small red box marking the quarter from 1- 4, and 6 red lights showing the number of timeouts remaining for each team. Each team is allowed 3 timeouts per half. CALLING PLAYS To call a play, whether you are on offense or defense, refer to the two joystick icons in the lower half of the screen. Choose a formation by moving the joystick diagonally toward the formation you have selected. When both sides have made their decisions, the offensive and defensive PLAYS are displayed. Again, move the joystick diagonally to make your selection. If you have not called a formation or play in about eight seconds, the computer will call one for you. However, if no joystick input was detected on the previous play, the computer will begin calling plays in about 5 seconds to expedite gameplay. TV Sports: Football, over a period of time, actually learns your playcalling tendencies. So, whenever your team calls plays on its own (say you had to leave the room for a few minutes), the computer attempts to make the same choices you would have made. NOTE: You can double the number of offensive plays by reversing them. To do this, hold down the button when calling your play. The pitch left now becomes a pitch right, crossing patterns to the left become crossing patterns to the right, etc. CALLING TIME-OUTS To call a timeout, you must push the button before a format is selected! The game is now paused. To return to play, push the button again. Timeouts are useful because they stop the game clock until the START of the next play. The game clock also stops automatically at the end of every quarter and following an incomplete pass, a run out of bounds, or a change of possession. OFFENSE STARTING THE PLAY As the quarterback you are the initial ball handler and responsible for making last second decisions "at the line". One decision a quarterback must make is whether to send his wide receiver in motion. To do this, move the joystick left or right before the play begins. You can "snap" the ball, and initiate play, as soon as the down and yards to go message disappears from the screen. There are three ways to start the play. PUSH THE BITTON: Pushing down on the button to snap the ball means you want the quarterback to follow the diagrammed play and make a handoff or pitch at the earliest opportunity. You CANNOT pass the ball if you snap it with a button press. As soon as the running back has the ball he will begin to run automatically. Move the joystick at any time to take control. TAP THE JOYSTICK BACK: A short tap downward means you want the quarterback to follow the diagrams play and throw a forward pass at the earliest opportunity. Move the joystick at any time to take control. PULL BACK ON THE STICK: If you want total control over the quarterback pull the joystick back for a longer time. You can drop back, roll to the left or right, or even attempt to run the ball (a quarterback sneak). You can make handoffs and pitches by pushing your button when a running back is near. The ball will go to the nearest running back. THROWING THE BALL While controlling the movements of the quarterback behind the line of scrimmage (the position of the ball when the play started), release the joystick so the quarterback stops moving to enter pass mode. By moving the joystick left and right you can make him "point" to virtually any spot on the field. To break out of this mode and run, you must move the joystick either up or down. To pass the ball in the direction you are pointing, press and hold your joystick button. The brown X shows you where the ball will land, and marks the middle of the "catchable range". As long as you hold your finger on the button, the X will continue to move up the field (the STRENGTH rating of the quarterback determines how far the ball can ultimately travel). At the moment you release your button, the X will stop moving. The nearest eligible receiver will be activated and begin running toward the X, and the ball will be halfway between it and the quarterback. It is VERY important to lead you receivers. This means that you should throw the ball far enough in front of them so that they get to the X the same time the ball does. Practice your first few games. Soon, you will learn to "read" the defense, and your interception rate will go down while your pass completion percentage goes up. CATCHING THE BALL The X on the field marks the middle of the catchable range. The closer an offensive player is to the X when the ball comes down, the better chance he has of catching it. However, if a defensive player is there at the same time, it is possible that, based on the HANDS ratings of the two players, the ball will be knocked down or even intercepted, To try a diving catch, press your button while pushing the joystick in the direction you want to dive. The player you are controlling will dive. Sometimes this is the only way to catch a ball that has been overthrown or underthrown. Practice diving catched int he PRACTICE mode before attempting one in a game situation. RUNNING THE BALL There are two types of running plays: runs up the middle and runs to the outside. Running up the middle requires a good offensive line; it is their responsibility to open a hole for you to run through. When you find the hole, get through it as quickly as possible, before the linebackers have a chance to react. Running to the outside requires more speed and quickness. Whenever you carry the ball you should never just run right at a defender. Let him get close, then cut to the left or right and try to avoid him. This works best when your AGILITY rating is better than his. PUNTING THE BALL Punting the ball is similar to throwing a long pass from the shotgun. Snap the ball by pulling down on the stick. When the punter catches it, move your joystick left or right to point in the direction you want to kick. Hold the button the punt the ball. DEFENSE ADJUSTING THE DEFENSE Before the play begins you have three defensive options: you can switch control to any of four defensive backs or linebackers (three in the 6-1 Key), you can move the the defense around, or you can change the assignment of any player to BLITZ or MAN TO MAN. SWITCHING THE PLAYER YOU CONTROL: You can change defensive players (before the play only), by pressing the button. Keep pressing it until the player you want to control is flashing. Be careful not to push the button after the ball is snapped or your player will dive and you won't be able to control him until he gets up again. MOVING THE DEFENSE AROUND: While a player is activated you can move him anywhere on the field, even across the line of scrimmage. However, if you move across the line and make contact with an offensive player, you will be called for encroachment. If you are past the line when the quarterback hikes the ball, you will get an offsides penalty. CHANGING A PLAYERS ASSIGNMENT TO BLITZ OR MAN TO MAN: Before the ball has been snapped, activate the player you want to BLITZ, then hold down your button and pull DOWN on the stick to change his assignment. You may change his assignment to a MAN TO MAN pass coverage by holding down the button and pushing UP on the stick. It doesn't matter what his assignment was, and you can change as many players as you like, or have time to change. It's sometimes a useful strategy to BLITZ a cornerback if there are no wide receivers lined up opposite him on the field. However, be careful the offense doesn't send a wide receiver in motion, or you could leave him uncovered. On the other hand, assigning MAN TO MAN coverage works well against a pass, but leaves his area open for an outside pass. MAKING THE TACKLE Your defensive players must move close enough to the ballcarrier to tackle him in order to stop the play and prevent a touchdown. When a defender is in range, he may or may not be able to make the tackle, depending on his STRENGTH and AGILITY. You may also attempt a diving tackle. To make a diving tackle, press your button while pushing your joystick in the direction you want to dive. There are several advantages and one big disadvantage in attempting a diving tackle. The advantages are: diving tackles cause more fumbles, it may be the only way to catch a speedier player, and if you hit the ball carrier head on you will push him back a few yards. The big disadvantage is that you are committing yourself, because you only get one chance to make the tackle. If you miss you could be giving up a touchdown. RECOVERING FUMBLES Fumbles occur randomly based on the STRENGTH of the tackler, the HANDS of the ball carrier, and the severity of the hit (diving tackles cause almost twice as many fumbles). After a fumble, the first person to push and hold his button will recover the ball. SPECIAL TEAMS KICKING FIELD GOALS AND EXTRA POINTS There are two ways to kick a field goal. You can let the computer attempt the kick (if so, do nothing), or you can try to kick it yourself (hike the ball by pulling back on the stick). Both attempts will be based on the ratings of the kicker and the timing of the kick. There is a box in the lower right corner of the field goal screen with a picture of a football. Use this as a guide to where on the football you want to kick it. As soon as the ball is hiked a horizontal line starts to move from the bottom of the football, push the button to stop it. The spot where the white and brown lines intersect is the spot where you kick the football. To kick the ball high and short you would stop the white line near the bottom of the football diagram. To kick it long and low (the lower it is the greater chance it has of being blocked, see BLOCKING THE KICK, below) you would leave the line at the halfway point without going past. If you go past the halfway point you will top it and send it tumbling along the ground. To kick to the left you should aim the the brown line to the right side. And if the goal posts are to the right you should position the brown line to the left. If you attempt a straight kick but it sails off to the left or right the kicker probably has a low ACCURACY rating. The POWER rating will determine the maximum distance the kicker can kick, although no field goals may be attempted beyond the 50- yard line. (The kicker's ACCURACY rating is figured by adding his HANDS and his AGILITY. His POWER rating is figured by adding his STRENGTH and SPEED). BLOCKING THE KICK It is very difficult to block a field goal. It must be a low kick and your timing has to be perfect. Move your joystick left and right to position the middle linebacker between the kicker and the goal posts, and just after the ball is in the air push your button to jump. EDITING A TEAM Whenever you start a new season, you have the option to EDIT TEAM. You may edit the team name, team abbreviation, and players' names; toggle the ownership between COMP. and HUMAN; and alter player ranking and skills. Just move the pencil to the item you want to change and press the button. When you select a name or abbreviation, a flashing red cursor should appear at the end of the old data. Use the key to delete the entire line, or the key to delete one character at a time. When you select a ranking or skill, its box will turn red to indicate that you have selected it. Just type the appropriate number and press . You may move the joystick to cancel an edit. When you are done, select ACCEPT and press the button. This makes a temporary copy of your new team in memory. You may now edit another team, or save your changes to disk with the SAVE LEAGUE option. An editing session permanently modifies the team on disk. Several sessions may be used to create a multi-player league. When all players are satisfied with their teams, select CONTINUE SEASON to begin league play. IMPORTANT: You cannot modify a team in mid-season; attempting to do so will reset the league to week 1. RANKINGS AND SKILLS All players are ranked from 1 to 18. The rankings determine the total number of "talent points" that a player is allocated. The best player on your team is given 24 points, the second best player gets 23 points, and so on down to the worst player who has 7 points. The points are then divided among four different skills: SPEED, STRENGTH, HANDS, and AGILITY. You cannot give a player more or less total points than he was allocated. So if a player has 20 talent points and you have given him 5 points in each of the first three areas, the computer will only accept a 5 in AGILITY. HINTS AND STRATEGIES 1. There are many variations on each offensive play. Use PRACTICE mode to experiment. During a game, learn to set up your opponent by running a different variation of a play the the defense has seen. For example, pitch the ball to your left halfback several times. Then when you need a big play, roll to the left like you normally do on a pitch play, but when the defense moves down to contain the run, stop and fire a quick pass upfield to your wide receiver. 2. On defense, the computer defenders respond to the pass more quickly in PASS DEFENSE. 3. Football is a game of reading and reacting. Learn to read the defense before you begin each play, and after the play has started. There is a big difference between passing to a man who is in zone coverage and a man who is being covered man to man. If you don't like what is happening downfield, try to dump off a short pass to the nearest running back, or keep the ball yourself and run with it. If the defense is blitzing and you can't find an open receiver, try to throw the ball out of bounds. It beats being sacked behind the line of scrimmage and it's certainly better than throwing an interception. 4. Remember that a 6-1 defense, while not allowing many holes to open in the offensive line, gives you only one man deep. This isn't alot of protection if the QB comes up in the shotgun and decides to throw a bomb. Be careful - don't get burned! (The 4-3 has two men deep, and the 3-4 defense has four). 5. If you don't like the play or formation you've chosen on the playcalling screen, you can pick a new one as long as the play or formation is still visible on the screen. 6. If you don't have time to play all 16 games on your schedule, let the computer play the first 8, using AUTO mode. 7. If you decide to run a multi-player league, elect one player, or even a non-player, to be the Commissioner. The Commissioner's responsibilities could include: collecting a small entry fee from all the contestants (for buying trophies etc.) and setting time limits for every game (contestants have a week to resolve all games before the commissioner uses the AUTO play mode). Note to 520ST owners: You MUST reboot your computer after each game in order to play a new game. Sewersoft presents..... a solution ..... ULYSSES AND THE GOLDEN FLEECE Part One The object of this game is a simple one: You must find the golden fleece and bring it back to the King. Of course, along the way there will be various traps and hazards to avoid or overcome, and the purpose of this walkthru is to help you complete the game successfully. You start on a 3-way road in a Greek city. To the West is a store with a fence next to it. The first thing to do is "Climb Fence" and get the gold coin in the alley. Then climb the fence again. After this, never go through the alleyway again, or something valuable will be stolen from you by a thief. Now, go East into the forest. From there, go South, South, East, North, and East. At this point, you will find a chest. Don't try to open it yet, because you can't. Get the chest, then go South, South, West, and North. As you go North, you will get a message of importance. However, you are now at a dead end, so it is necessary for you to retrace your steps to get out of the forest. Go South, East, North, West, West, North, North, and West. You will now be back in the town where you began. Now head South and just follow the road until you come to the King's Castle. Go West to enter, and you will find yourself facing a guard. "Talk Guard." He will ask if you are Ulysses; just type "Yes." He will take you to see the King, who will give you some money to get started. The guard will then  escort you back outside the castle. Go East and follow the road back to the town. From there, go West into the store and read the sign. Buy all items except the lantern (you won't need it). Leave the store by going East (if you go North, you will be in the alley and your chest will be stolen, and you'll need that later!). Go North, then West into the tavern. "Hire Sailors." You now have a crew to man your ship. Exit East. Get the bottle that's floating by the dock and remove the note you find inside. Read the note because the word written on it will come in handy later. Do not discard the bottle! Now you must deal with the guard on the dock. "Talk Guard" and tell him you are Ulysses. Then "Give Coin." You are bribing him so that he will give you a map that will help you get safely past a hurricane. Go East, and you will see one of the King's ships. Go North, and you will be on board. Now it's time to "Cast Off." Once on the ocean, you must go North, then West. A kindly albatross will drop a bag on the deck. Get the bag. Then, go East, South, and East. A condor will smack into your mast. Get the condor (you will need it later). Go East once more, and you will be facing a hurricane. Now is the time to read the map and follow the directions on it very, very, carefully. You will then find yourself offshore at the Island of Storms. ULYSSES AND THE GOLDEN FLEECE Part Two After avoiding the hurricane, you have found yourself offshore at the Island of Storms. "Go Island." Only Ulysses will go. The crew will remain behind on the ship. Now, go South and East. There is a bridle there, so "Get Bridle." Go East, then South. Look in the hole in the tree and get the sparkling dust which is inside. Now, head North, West, and North. Continue northward until you come to the base of a mountain. "Go Up." You will now be at the entrance to a cave. "Go Cave." Once inside the cave, go East, then North. You will be at a spring. Fill your bottle with water from the spring. Now, go South, West, and North. You will be at a pit in the floor. "Go Pit," then "Down Pit." From here, it's South, East, South, East, South, and East. You are now facing an unjumpable fjord. Here is where those leather straps come in handy. "Tie Straps." (To what?) "To Straps." Then, "Throw Straps" and you will be able to cross the fjord safely. Once you've made it over that hurdle, go North, East, and North. Well, hello Dragon! Give the bag of gems to the Dragon, who will take them and leave. Now, head North, East, East, and North. You will find yourself on the edge of a canyon. You thought it was hard crossing the fjord! Well, now comes the fun part. First, pluck that poor old condor. Then, "Make Wings." (With what?) "With Wax." (And what?) "And Feathers." You will now have a pair of wings, so "Fly." You certainly are making progress now. On this side of the canyon is a rock. Get the rock and the reins that are underneath the rock. Now, go down the hole. From there, head West, West, and South. Uh oh! There's Pluto, God of the Underworld! He isn't too thrilled to see you, so you had better "Throw Dust" to make him go away. Then, head South, East, East, and you come to a wall of flame (hot stuff!). It's easy to get past the fire wall, though. "Pour Wine." (Where?) "On Self." Now that you're dripping wet, go South through the flames. Catch your breath, and go East. There's a hole, so "Go Hole." Ah, fresh air again! You will now be back in the jungle. Head West, then South, and you're back at the ship. "Go Ship." It's time to move on to better things, so go North, West, North, North, and North. Whoops! There's King Neptune, and he doesn't look too friendly! Better "Pour Potion." (Where?) "In Ocean." Wasn't that sneaky disguising the potion as that spring water you got? Sail on North, East, and East. At this point, you will get a warning message about the Sirens. Ignore it! You must hear the Sirens' song. Go North. Now, follow these directions carefully: "Hold Wax;" then, "Plug Ears." When you're asked whether you want to plug your ears, say "No." Then, "Tie Ulysses." (To what?) "To Mast." (You want to tie yourself to the mast?) "Yes." In this way, you can hear the song of the Sirens in safety. Remember the last word of their song; it is very important! Now sail West, North, West, and continue North until you are offshore at the Colossal Island. You're getting closer to the fleece all the time, but there are still a few obstacles to overcome! ULYSSES AND THE GOLDEN FLEECE Part Three You are now offshore at the Colossal Island. "Go Island." This time your crew will accompany you. Head West, West, and North. There is a tree here, so "Look Tree" and "Read Carving." Hmmmmm, "SVENEESAS." SVENEESAS??? It's an anagram. You can think it over while you trudge East, East, North, East, and North. By now, your men are getting a little hungry, so perhaps you should go East, South, and East. You will be in front of a cave, so "Go Cave." Urk! There's a Cyclops! Well, why not try talking to him? In fact, he looks thirsty, so "Give Wine." When the Cyclops asks you what you'll need to make him some more, say "Grapes." When he leaves to get the grapes, get the trunk he carelessly leaves behind, and "Sharpen Trunk." Now, just do anything for a move or two, when old one-eye will return. Make some wine for him (twice is enough) to get him tipsy. Then "Use Trunk." (Where?) "In Eye." So much for the nasty Cyclops! Leave the cave by going South. Some sheep will be following you. "Kill Sheep," "Make Fire," "Cook Sheep," and "Eat Sheep." Starvation has been avoided, and you can continue your search. Head West, North, West, and West. Here you will find a strange sight: A man in a cage being pestered by Harpes. You'll have to do something about that. Say the magic word "Sevenseas" and "Open Cage." The grateful prisoner will give you a mallet. Take it from him. Now, trudge East, East, South, East, South, East, and North. Gee, those skeletons don't look too friendly! You had better say the word that was on the note in the bottle. Voila! The chest opens at last! "Look Chest." There is a sword in the chest, so "Get Sword," and "Use Sword." Those skeletons won't be bothering you now. Well, you're almost there! Go East, North, and North. You are at the base of a cliff. Say the last word from the Sirens' song and head North into the cliff. There you will find Pegasus, chained to a stake. "Use Mallet" to break the chain. "Put Bridle" and "Put Reins." Then you can "Ride Pegasus." Here is the golden fleece at last! Don't just sit there..."Get Fleece." Now ride Pegasus again, and you will be transported back to the King's Castle. Once you're at the castle, go West. No need to talk to the guard, just say "Yes." Then "Give Fleece," and....YOU DID IT!!! (Whew! You need a vacation after all this! Hmmmmm, a vacation. Where will you go? Well, there happens to be this little Time Machine over here....) --------------------------------------------------------------------------- Sewersoft and S.W.O.R.D. present..... CHAMPIONSHIP WATERSKIING Patrice MARTIN, nicknamed "The Sea Prince" began by becoming European Champion at the age of 12 in 1876. Then, year after year, he acquired outstanding titles and records: 1981-Gold Medal in the Los Angeles World Games;1982-World freestyle record-holder;1985-1986-World Champion, and lastly, 1987-1988-World freestyle Champion. THE GAME A menu appears on the screen which enables you to choose how to play the game. For example, whether you're playing alone or with two or three players, which event you want to begin with, etc. Playing with the Joystick: To select the symbols from the menu, move the joystick in the desired direction and confirm by pressing the FIRE button. Playing with the Keyboard: To select the symbols from the menu, use the cursor keys and confirm by pressing the space-bar. Number of players: Select the number of players by clicking on the symbol on the right where you can see 3 skiers if you're playing with three people, or in the middle if playing with two or on the left if playing alone. NB:The different players play one after the other. Then type your name. The All-Round Test: If you choose the all-round test, you will take part in three events one after the other (jumping, freestyle and slalom). The three separate events: You will only choose jumping, freestyle or slalom. 1. THE JUMP This event is divided into two parts: -Approaching the ski-jump. The only command needed is acceleration( --> ). The jump itself. Use the directions <-- and --> to balance the jump. N.B. You have three attempts. The best will be taken into account on the score table. 2. THE FREESTYLE This even takes place on two courses, each being 20 seconds long.You have to reach a maximum score by doing the different movements one after the other. There movements can be made in the centre of the wake or on the waves made by the boat. To move the skier sideways, use the keys <-- and -->. The movements are obtained by pressing the FIRe button and a direction key or the space-bar and a direction key. Make sure you press the FIRe button or space-bar at the same time as the direction key. Movements in the middle of the wake: 180 degree step 90 degrees | 90 degrees \ | / \ | / 180 <-------- --------> 180 degrees degrees / | \ / | \360 degrees 360 degrees | 540 degrees Movements on the waves: 360 degree step 180 degree step | 180 degree step \ | / \ | / 180 DEGREES ------- --------SOMERSAULT / | \ / | \ 360 DEGREES | 360 DEGREES 540 DEGREES NB: With the keyboard you get the diagonal directions by pressing two keys at the same time. Explanation of the figures: 90 degrees is called a side-slip. 180 degrees is a half-turn. 360 degrees is a complete turn. 540 degrees is one and a half turns. A somersault is a sort of half turn in the air! (a speciality of Patrice MARTIN). Some of these figures can be done using the STEP method. This means that the skier puts his leg over the traction rope whilst rotating. 3. THE SLALOM This even takes place in a vast stretch of water. You have to slalom between six buoys from left to right. NB: You have to go between the first two buoys (they call this a gate), and above all, between the last two at the end of the course. The buoys are very easy to recognize because they are close together. As you go along, you will restart the course with a shorter rope. To start the course, press the FIRE button or the space-bar. Commands: To loosen the rope | | To go left<------- -------> To go right | | To pull the rope NB: Any time you want to return to the menu, press ESC. CHAMPIONSHIP WATER SKIING IS AN INFOGRAMES PRODUCTION WESTERN GAMES KEYBOARD CONTROLS: Player One: Q=Up A=Down Y=Left U=Right Space=Fire Player Two: Arrow keys for directional movements, ENTER to fire -------------------------------------------------------------------- ARM WRESTLING Displays show the actual strength of one player and general strength display. 1. Accumulate strength: This can be done by pulling the joystick back whenever the arm in the central display area has entered an especially "strong" phase. 2. Prop up arm: Press joystick button. Tottle's Remarks: Let's go. Beanpole Fred is going to be referee and will make sure that no one props up his free arm. Unfortunately, Fred nods off once in a while, therefore stay alert! Oh yeah, just before you win it might be useful to rattle, as we say in the West. BEER SHOOTING The gun can be drawn after the barman's signal. The icon on the far left shows this, the one in the middle is the present target, and the beating hearts show the degree of nervousness. 1. Draw guns: Player 1 moves joystick to the right. Player 2 moves joystick to the left. 2. Arm guns: Direct crosshairs by joystick. 3. Shoot: Press joystick button. Tottle's Remarks: Don't get nervous, or your little hands will be a shakin'. Oh, before I forget, there is an old westerner's trick: Wait until your opponent, nervous as he is, has missed, then pull the trigger calmly. But don't wait too long, because we all want to see some fun this day. Remember that you have not won until you hit all 5 targets faster than your opponent. That means, if you are faster than him four times but don't hit the fifth target, the game starts all over again. QUID SPITTING Figures show the length of the quid (there you can also see how big a piece each player bites off. Then chew thoroughly!), and how often the pot has to be hit. After you have stopped chewing the display changes. The left frame of the display now shows the strength of spitting; the figures on the right show the angle of spitting. 1. Lift arm and bite off quid - push joystick forward. 2. Chew - Pull joystick fast left and right. 3. Stop chewing - Joystick forward. 4. Determine angle of spitting - pull joystick back. Determine strength of spitting - press joystick button. 5. Spit - let go joystick button. Tottle's Remarks: Well, I think you all chew quids of tobacco regularly, don't you? - What do I hear, you never tried it before? Well, then listen to some of good old Sam's tips: The greatest risk with quid-chewing is swallowing. It tastes awful, so don't swallow it! Remember not to bite off too big a piece from the quid and don't chew too long or too short. So kids, chew until the quid is a good shape. You might try to hit your opponent. On his face would look best... MILKING The rhythmically heaving udder indicates the beat with which the joystick should be moved. The content of the milk cans indicates how much there is to be milked to fill the cans. 1. Milk: Move joystick rhythmically corresponding to the figures show. 2. Knock the opponent: Move the joystick to the right and press joystick button. Tottle's Remarks: Hey, hey, hey! It's no problem to elbow your opponent of course but make sure the referee doesn't notice it! DANCING Display shows the number of beers you can buy the piano player and the degree of difficulty of the present dance. 1. Starting position. Joystick in initial position. 2. Lift and bend right let - joystick diagonally to the left and back. 3. Lift and stretch right leg - move joystick diagonally to the left and back and press joystick button. 4. Lift and bend left - Joystick diagonally to the right and back. 5. Lift and stretch left leg - Move joystick diagonally to the right and back and press joystick button. 6. Undo jacket (= lift skirt) - Joystick forward. 7. Raise hands to the right at shoulder level, turn hips to the left (= lift skirt and turn to the right) - joystick diagonally to the left and forward. 8. Raise hands to the left at shoulder level, turn hips to the right (= lift skirt and turn to the left) - joystick diagonally to the right and forward. 9. Bend forward - joystick back 10. Bend forward - simply press joystick button. Tottle's Remarks: It's all very simple. Just follow the girl -but keep the beat! Remember that our guys are very spoiled, and if you miss the beat they will get more upset until they give Joy the piano player a bash on the nut. And then Joe will not continue playing unless the one who missed the beat buys him another beer. EATING COMPETITION First you can see the spoon. There is shown how much stew you are currently spooning. The contents of the tureen indicates how much there is still to eat. When you swallow the stew a tummy appears. The degree of it's fatness shows how much air you are swallowing. 1. Dip spoon in: Joystick back. 2. Balance spoon: Move joystick to the left and to the right. 3. Slurp. 4. Chew: Move joystick left and right. 5. Swallow: Pull joystick back and press button. 6. Drink: Joystick forward (only possible before you dip spoon in). Tottle's Remarks: Boy's eat carefully! If you swallow the stew without chewing you will find yourselves belching. That takes time and it's bad manners into the bargain. Oh yeah, and keep stopping for a drink in between times: it helps to swallow more easily. Now tuck in! Beans are excellent stuff!!! Docs typed directly from the original manual by TMK. Thanx to Mr. Dos for the originals. Yeah, the original docs were this small! Damn UK packaging!!! $5w6`3 odg镨4)(XFD~eYSC0L,/B"9HXH*ǙqD}!Fa؀Mz0@El=ٖX{Fǃ8|b   c㣽8ʭc]7PLL`B'DͰ *_XBdml h,Vֿ*0?¿v;>rZ[: V?o]>~);`3a`E+ɹJ_/"Up>ǃ&9@0L_hN{FGs|僯F`繴=ybKKl^4,YDwwL_6@2|@2;,AAgF?*Zyx쎲1Ɣː\Փ8.) 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