P`8BM ]1@ BxNuIMMUNIZED WITH UVK 5.1; NO VIRUS!!puke'(*** 8@  @`! #@%`')+-/1 3@5`79;=?A C@E`GIKMOQ S@U`WY[]_a c@e`gikmoq s@u`wy{} @ @ ` @ o @ ` @ ` ǀ ɠ  @ ` ׀ ٠  `/O!Aa   !Aa!!#A%a')+-/1!3A5a79=?A!CAEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuawy{}!AaAa!Aa!Aa!Aaɡ!Aaׁ١!A!A1" " B b  !B!o!!!!!"!""O"%b"'")"+"#/#3B#o#7#9;#=#?$A"$CB$Eb$$I$K$M$O%Q"%SB%Ub%W%Y%[%]%_&a"&cB&o&g&i&k&m&o'q"'sB'uw'y'{'}'("(B(b((((()")B)b)))))*"*B*b*****+"+B+b+++++,",B,b,ǂ,ɢ,,,-"-B-b-ׂ-٢---.".B.b...../"/B/b/////0C0c00 0 0 01#1C1c1111@  @`! #@%`')+-/1 3@5`79;=?A C@E`GIKMOQ S@U`WY[]_a c@e`gikmoq s@u`wy{} @ @ ` @ o @ ` @ ` ǀ ɠ  @ ` ׀ ٠  `/O!Aa   !Aa!!#A%a')+-/1!3A5a79=?A!CAEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuawy{}!AaAa!Aa!Aa!Aaɡ!Aaׁ١!A!A1" " B b  !B!o!!!!!"!""O"%b"'")"+"#/#3B#o#7#9;#=#?$A"$CB$Eb$$I$K$M$O%Q"%SB%Ub%W%Y%[%]%_&a"&cB&o&g&i&k&m&o'q"'sB'uw'y'{'}'("(B(b((((()")B)b)))))*"*B*b*****+"+B+b+++++,",B,b,ǂ,ɢ,,,-"-B-b-ׂ-٢---.".B.b...../"/B/b/////0C0c00 0 0 01#1C1c1111POSSUM Bt CM t  CO t F2 t CMC t sPH t ~SH t SR t \jRS t ZS4 t yISP )t RST Bt 2SU ft T3 t WA DUPt WA t ;WI @t |{8WO ct @XE t ZE t CE t 9hCR t  DA t D2 Lt DF t &DM t /JHA t %K5 t TSF (t t B2  t 4SB Lt BM s t /BT t 1_CG t 5JCN L t :3SM t t GuDI t e@TY t vP-DISPLAY PRG Vt nAUTO Zt Castle Master hints (If you don't know really how to start) Written by Sorcerer of The Digital Dictators! * The first thing to do before you enter the castle is have a good walk around,until you find the wizard's hut.Enter and eat the cheese on the table,then return to the castle drawbridge and hurl a rock at it to lower it. * Once inside the castle,turn immedieately right and go through the Right Atrium into the South East Tower. Open the plain door on the left and enter the kitchen,then take a step forward and turn around to find a key.If you look at the information screen,you'll find that this is the key to Igor's room. * Leave the kitchen then turn right.The next door down is the door to Igor's room,so open it with the key and kill Igor. Leave and continue around the corner of the tower until you come across a gate with some buttons beside it.Push the right button and the door opens. * Go to the door on your left into the East Passage then walk on towards the North East Tower.Forget about the door directly in front of you and walk westward and around the corner until you get to a door on your left.Go through the door into the north passage. * Walk all the way along to the North West Tower and open the door in front of you.There's a spirit inside so get ready to pelt it with a stone.The door ahead leads to the Pentacle Room but before you can enter you need the ten pentacles.Turn around and you'll find a key and ten flashing pentacles on the wall.These aren't real things,but if you click on them you are told where to look for them. * Go out into the corridor again,turn right and follow the tower around.You can't reach the Cellar Steps so get past the other button and shoot the lock off to the Guard Room and go inside. Go right up to the grate in the far wall and you can see what's in the Pentacle Room. * Go back out and head down the West Passage,ignoring the door in the east wall for the moment.Crawl over the top of the obstacle at the end of the passage then walk around to the Great Hall's double doors.Open them,but be ready to shoot the spirit that's inside.Have a good poke around,because there's something in here that you need.Got it? Ok,step outside again then head right and through the door to the Left Atrium.This takes you back to the Gatehouse from where you can start exploring the Courtyard. FURTHER POINTS OF INTERESTS: * There's a key in the well,but that's not all. * There's a wooden horse in the stables.What's inside it? * Look around in the hay in barn. * Shoot the flag. * The chapel holds plenty of secrets.Check the altar,and the whole in the roof.Pace back,three paces right and forward one pace. You should now be in a secret corridor.Open the door and kill the mummies with a fireball spell.Go up the steps and Lor's mirror is at the top.Kazi,a master ninja,is also hidden.Go to Petal's mirror,then go backwards into the corridor.Take two steps left and go forward into another secret corridor. Kill the rock monsters with a fireball spell and recruit Kazi. =+)<<{v6=';4#o9(>.j;)=#!hc!.5QJOU^IORDPD[AUK#'C^^ IIBJBVHOqm=k~h|8ssf`a}huk -,^dz}uvwmpkogݔԀ䚉ɘД񢪽祷ڄ͘ӕܖď͇ W]PMJ F B,1(.8?*vZ\<:>4p"!>8k%/h3. d+7,!QO]X_ORDP_WWDZB NRYMUO@J@GNj}qyzhyf`z~xdfk~,jdm(f&ukpv,h׻ЪɜŔӾ覶Ɣݑ؋܄󲖐Z WO Ikoii2:~k|=5548!&n^X|}bc`afgdejkhinOKM5vRK^L\JA\VbXJBYIYOMhH@W@S?juyb:zyzs5`|2su/ecc|d%(dikgoweeމ՗̈򿿻ꥭ嫥⤡՜ՙݿۋ׃[WRO db B-597.<*$zu ;7(p9+#8>8,,g)00c6.`]LTR\MPRS]TZEYAI XD HFCK@ /+tw{d%$$i<(!"(&OKKYINP[VZDRFEU]@ ISZHFTOJJVNGxrxKcwgrzw}t/mbbxfdt ?9"rt؃џƖܑ統ڝܵˍ◓Ǩ^ W\}eRCRQJ A0,}.:>09;v& 2 79*")AAGC (**11b"/QJOSWI42~ @\UV\J]MGFL\SCVLV@Tvqs#anl܋ܧуǟdz•ş츾墯ݞۇStr"^!!1,+WL E:0}//;7<6$1t2<5p$+4a?8 / #7!'b"/SQHNHVLVB\[]?;coni YMU@JVNJEf3inr}~}esq4a}eq{k-em*zmkcfpff н֐ПDžꥧ괠˗՚Җ҉Կ*Q8 X6HQ J;D F C Z@3;<*>z*-5%,''7#cejܩ־ؘնӞཱྀÖ閪͕ǞݔމÅ嘞ʴ_ tr"Y0P.PID:~.97?:,8$y863'5o=4??/$EM (&6$z]RLBIY[ZP@VWB@C __K]ADUEONDTk{Y{zsdftwv(1s`~t,{kedbrqa#vn وʄ񿡫͎чב̈ЃĿ ]Z R U J  A :'.QQWS 8v& < 4p.n=>.9,"f *6.224jUORPVU@FEWUKGYCY @HJAGMVN?MM]X_58zycq3~e|k-y{*hfc&aktl!oޛڔˉőᠯ祠۞ܗŊΒմȭu)XTWL8:(+"F@>~-5#?5U]vutsrqj.'g2*d-'94RXJ^V42wdj| GOH^B@@JVNR]ukuvb|{}a+0Z@IC&L)|h&baw"hnݚӗὀė򡼮깩⨭ر̈Ь⪂࣭ W L jl+ <.<8{pcx6#!;?=04o(">.-;'2(!d%. '24]XQJHVUPQYQAIH XI[MBHVFQNLjjtsu'-6fczfrx/hcf*mdrjv="loݯƅѝ̍Žţ骲ȓҁÖÎƇĭ˧ pv[ws WyyI F 60:|??*,%9,17r4>*#4l=/!!$* 7c#/$WSOO[UTVB\[]A=%#'xD MMTRWKZUHz>yzw9orwe{}2hz.cinn)|h&cmcodeۗҐΆ趒뎠ㆨɘɲ7 \XTM  E B2<*2.{mvZ\X^`pom/$$?'>f*"c0$4VLXXNKMT]FR@TBA[EEM IKIKCVIE?{|oo7n}db5zxwgylu%Nl{stj}#cmlߊ؞էխҡﺿ訨尫ёݗ۔܍현萍߱  ZRJGko7-~huWSU]`zsr9;n9$.j-42e1+%'ZTRNQ]o@GP]_IG_EEM ZFHBACOD?ksr~9ls5w}ulzcecj(TGH$pkluٔљΙʈŢԐ򥸪芏יۈ쩋϶_^<WSC I ,~>.4)*191u ;7q*8,(*j$&/+7cOK)QnYXNVJt>8<:b nL[STJ]VIE?wsxnimj~wy4p}|`cku,bd)[beqkq"0CֱΙʈˆ񤧫赳ޚÏɋՀ򸘞ܡ[S@  C =21+6< ws_[>*::#9!i$(%$0&&a)QnYXNVJpgZXCG^ [O[@FVVWJDrqnh;~p~qvaf1cdxcff'ik$wjd ڸф̙敥ܞŸ^vp-VN I  D +;9|24y 25!;!reo-!#8#'/g/+d,,a9PKO60PK[W[PPPCJhBLKNMGK@FDSklre5$;4323Vf|hndf}* Qlf"dnܓ؛Ϗ̊Ņ󠴶ꦦϒݘÐꄂˆƂ_ Xx~~xB^ONMN/J/ Fnh ;396#y:6"!86!99?n%-8j+-"(e &6$#K[YRTkRUA[AwbLYEIAF(.PWSPmwny;{mlvu5a`{w/C^^JG)Enuvmogr,ןӀ͂郏󰰤ݕƑˍчȃ [K=QY{yyRQPONMLKJIHGFEDCBA@~}|{zy6$u#60$*nAA{ghgfg3. 3W06oR\RXPYJW\JKY CKZKGPJ@JDD?=znvu8dutxv2p}fdnbe|{'gqpba!oަ֨˝ƄÎ񳽯릨㭯؜ݔʀ̈ ] Xz|NJ  B>8)rVPTRexutsp1=#8z06w07'=#p{ c :h74*2*&$`^[OUZV5=UZBV@=%#' ?>=<;:9876543Epb/[}hj~l(4 5-"! ݬђƫ«泥꽠涧͝ՙ͓ڄZtrZ# L  E ?:=24*,w?;7(n 9i))"e!-% 'ZIT^42TD@]@WCCGC xOJ\HTk ,*/2;:9:Vdv6Exj.hbngp(ogv$ekoaܗӓі̘Ƅئ鸫䰪̞ӛݗڝχ]YT>;6O  E3~>3-?+xZ\3;!r%8*n+ ./=h&(!d++5`^PD^T\UNF\ZBB"$ & vPQKJE?\|p8C~p4FA1vckhx+bh{'gwvjtddߗܨނɜа󰰣리礼䷪˘׃φĄ6W%49RK G+,#B8?:9{WS,?3ur1<%m $8*-i 770.9_IW_XKCAC\BXF^^ JDMUCQQQLTp>}h7 =210-]ymfzz* \kv"luݝ֔ҕʝƓ𮠩ўї۔܍硴rtLR[ZYZ<_>L`f? H+ A"-;5&5?/x?7&t174>o=$+#>,,g/+d'"4PL |NQC^UAD@_A_X '#[OOU oMBAk{=}u~9|reaf|k?>%*)(%@lckv!BؑѵˉΑ󦹢환꺠䢬಴ƔԐӀ^pv PM? F#PMokmU~}|{zyxwvutsrqponmlkjihgfe"0aOZ\H^ 5=xN@I xBHCB(.bLEzjtr|:{l`spz3fyu/zzc+lembrv$kcr ۛ҅ϊ򔾪쩫Ӛړߌſ VQL Jdb*/"HA 1*807?>=950t!7!?=:>l*j:)%)1%$'a!KJXQKNO^ZYQW=%G@ABDLFS /+-:9876543210/.-,+*)('&%Ijfel޸ٵ񅿪әˑˍˆĀ뾶_-W{A2\|zbd_BKJIJ%  @lj )2|+w7'1s1=?<'#+k#'h((e=,73`]_NYIP__BPP[_|KNXDX a`JDCFE?}u~9|reaf|k??%*)(%Gitkc# ׂӀ͘Đﺢ컸䢬͵՘_- XD0URK G AmU,855<6*4381=&"~BD@F~dihgd -9#3$37}U\VR[LR@\_Z\HH IFDRKKLDAk>qyzim8dm4g`dsd}-men)nhsw$wcokޔ󙓀ϛ̟ȏꨬ⠮۞בˍɈ𶞘]VSO  I  @60}>9-7%vg}_[]Enmlkjihgfedcba`cR@e_JLXN %- mpqsoohl{|4[{e0{fh,bdm}trwmbn!wۓؤíΚȗإﺥ닻棫ʌ̈т㰽ȡ \VSPbd  F LljRTnr{zyz?;76 s]E(*.8i<(f<+60a^LiK^XLRxUCSUIA_I IFEJCKGJLFkvto;wpkdzz?sb0fz-}`dk&ljemsm߇ە؃ԄȈŐŬ䴪מޚԒޏ܉ٿ鯃 \YZ~x|z[@MLKH= Fnh%,*/3"z-02v!&21:9!)m??+=!((e--b%\JRNx:<8> n^DYZNNT@.(eEljosb:mpr6pzvh0`ga,yooaicw}#ko ɱւщ̛蕁񿦢尢򶦙^XO K  C @00}(3?y;6&< 2>=+,'k?9h3. dNH3!VZX^IMJXOU_^VFIEXNXZFHAQGRTjlspcykih,bd)|oc%hludr߭ķԑ館ꠦ畠Ț׏Ƈ򈜓с^ VSO  FjlhnCBA@~}|{zyxwvutsrqponmlkj)5f4'#5% 06 }QRF=%gCJDXDISOJJKRluxhxr`8vb5`{{b0{g`i'h||'oq$jq!bؖ֙䈂ȕÁ񱽡꽠泭ǝݚƓىӿ귧_ZS{LE A:-).4#wU][_f}rqpm8"$hDBf)%1%$`L]\P^X]E_TXT^BLK EX DITULJDNVzl=yuta7bpfa{e}w-men) kjrjlf ؃Ԑ¿Ƒ򳥻ꤽɦśŖ܎ϊ…̀ ]Z*SA6^bd`fXDIHGD2-|PV?*,%9,t':4p,&(!")($g67+ '23VPZKVXVC\ZaTS[A_ iJBJLAUGEkq=~~:sscq}ayai-ocodadgi$tg`pжᾁǁﺥ뽨篶䱣ٕʗڔÐωԊ/  XQI Eii+,2%{?0??"u$?'"p;/#'8dDBJLedcba` |K[rVAEWG,2;:9:V|tl1]f}nce*ait&imevddߊۈρ̉ėǟ㣯ӓՉƁ𴞘 \Y+RC1OK C8;)r??*,%9,t':4pBD -"$i:2(2%:b .[OYOOKVBZQSBU#'!!`BUOyyhnkwn6a|v2bdjka{dxb{'ok$PgbtͿ֊Ԅρ̟Ȅπױ𮸢ꨦ桥Ҝܘє܎ʅĿ󼖐ꣁ \pv/X RNG60:|24-7w7u:6%q#;<$'.d:"5-d,$-F06ZHTWBD\RARJKC OOZXKI\AGUO?juy;|kwyb5xz|t8|kh,\k{(Rvaewg!M𘖓֜ӝƑ„瘝딱۝ٌ͈ٔ˂处-^vp-VQ M H   6<*>z;=28u626=)o*,!*-,,g%**0'05ZPIPB42]SZDR@UY\GCK Y\XWJ\QMTTzm3Osuklvqpg3f~0{fh,mxffs&immg!a񎑊ρ˚͓榫ϜښԐӉĂٺYu} M!"-I L56-}(:1<+w&9507q9!n-?8&$g '7-3`y1173 ?I|n;Oi|vbp4%!!.-,)Y}iibvpjnm"ڊІ͏Ĕ룧಴Ә֒Ίćο㰾Ϥ硍u TN F& B:~;5>(:=ws!(#;+ ?k+',g" 770.937HS_[X[EXVJ=%#' pLGF,*Kvx<}uk{re5{}2s{f-bnl{'gwa#pdaڜϏ̟ȐĊռ턠͓֙ĎՅ͂ ]1 PU M  G  B-~PV<(6-92u2< 25<` )8>;'>f1,&b'/JLP^[]QYQ@R\ZCOCH Y\XWJ\UGII|rxo5%;4323Dg{chnx+ Rma#jdaۊӗ͍ωﻣ϶ƞ˗ГՏ^[W]$LF CV&@+1}95=8?2v4:7r55<:?#2j($+fHN-&)ZMTLUUSGF\Z^@YC& $"?>=<;:9876543210/.Zmy*\xcgqa#5 ظϚʍƑ–򲼦뽠汬⮵ޚݜ𐢤܇̿_ ZT Lf`G CqpsrVPTRZ\X^srqponmlkjihgfedcba`LJXFP~[BCFAC_& ?>=<;:9876543210Xo,^zmisc%50.޶شͭݒË좤鱨䡣єבȋݍ󦨤_\ XV^bd`fYDIHGD' A#>.QQ1*23u1=7<)o,"!)/;;g'7!c!-/LWS[SWXXM\GCMO^I K]KIR.(MEi{q0~izweb5da}gykki"]oq|ht%73"eeڟַΈLJ넺퇣ɖ莌ˍ„Ā᥉ [2 Z" KR(AI# @>09|??*,%9,z^X\Z{`mlkh'*f%7`LJkVOY^ITBEVR\UY[] MYO XUISMGKOG?xnr{u8dced|`e0ia,jniieljd" ڔӖɉÖ叧䢬಴Θр[Q" M H B-~PV/2m/.$=:"f,*c$#KQO ~VRWGiWX@J@hNY]ZH_PKGThq=nxv|6wfzuptj}%:+~hflu,* ؿ庚ˏʼn𪠪粭〳ԛܓƇȂ S/XT~xJF&~)4>z5=62<:4r3"&),(.j &g '7-3`z1173{C_AFLBO$"wTJRJFD~p=}~hpy{6v{a`xt`|-mgego'rma#qnuڛӁˈ쁁񵡫뙈絬ڝʗ֒܍ώౣˠ  Zz|<S MJ E  ,8=)z47!381=&"p. )l#+$8"4e6`LKMLWC5=Z\ZVAI@[_ [X@EFT\WCSGzj=uh:mpr6~qj2sbfjji+F`mwck$jl!s̽Ϡ봷𻡺賮䥰˞יʂۇ  ZA>^Xx~~x@@ANMN' A)QQ11$v<'s3q4*+=l8>;!,#e6&6 ,VJRNBTQDE\[]PWNGC__ ]@BwAG`Rrg={pjqpxw2~v/Zieogug)mm"qaחχˇƗӰ򰢪옯ʲӀ [WPMI @,;>(257x88u ;7q;+$"k8 >"4eIIj%\JRN };?99jD_[tRDV/+dzmintc9ls5q}w|i/}x|{fp(cshtp"hn߭Űɨǣ뤺ﺿ涰ўߚҖӆЌ䵣ּ ^vp-VPL  F B:0}/8;-,2$00s&>p=+*%$$($g$$7&1a!\LROH42C^P]AR_Z@Y^RdATEJJJ@S?zxh~ym}s6t4scwj.hbngp(wt`wflbeߐژ̂ɻҨ񚸯󳸢ꡧڝߙȞſ蹗 ^ V JG C?:=24*,w[_5?>q1&it~:uygpv`+*)('&%$#"! Ҧθݒﺥ뼠嶬ߙٖʼnց廗 SqqwsJYVUTQ&Oaa&E  =22-5 +w7'1s 0<#7$",j='0'7 0b5(Z[NTTMvXU@AXFJ &JGF]IRKE@Rrqhn;sj8zyc}}u1gj}y,bd)[beqkq"9GӉډ垟Ŗ髨⠮۞֗֜ƂYVN NB6-~PV*=9#3u2"x|8'9$k ;-)%-d",%`}LTHRIQyYG@[WC^zLB@ mAQOVMLLRusw~pvp6a|v{c0h|byen'Xuismgg!aݏՕ͘ǫ€ֿ𣫬袨ⵡ՝ƔܑŌ֊񶞘^ SKH4 AU~-.4,0<2%uYY?03''#)k:(:35e",0a4W[n^^yE[LDSCBONDBDLcCVPQMXIqy=hssj8v{~b}uw.zegf)kfsva#eseݏӆЛ̎ō粭㰨ߙƓ‹Ljπֱꮀ ] WRJ  D*=)5-3-!y[_YYdpono '3d >dHNb-!MYXUOTZRD[UP\CGHH CG\BTFASVNRl>u}m9zrs{4w}f~jj-nr*h(Bh`iz" ٰѣƳė񱽫㤳ҞܘǓߐ؉с_^]\[ZYXWVUTSRQPONMLKJIHGF2B4;?)9{nTRfxutsp *<,8"%'h))"aOKPXKIHMVRG[]^Vcdk dcQOASUrm=tzl|8uspz3~~snzhh+p`o*|dcdkogցғ˞ì䢬಴ҘДۏ݂鸔ֶ] UQ L H B 1;}xZ\3;!14#o+5$*?:<""i3*6)`KIR]H\K_bUAHPG~LO_ ]IIM@JTHSvqso;}yqtsz|v0{fha#xlnbt%pl"Vaި׻Ӕςˬм鬢˞͘۔܀_VNK9  DT*A1:}5/)y, 9u''=#1(+mAA>(&,5kIIOKtuI]EWA]\\rJO_& h\SGFOVIE?oqh:ytbzfj2x~/]hoe{(5N)eumhd܏ؤӞㆂĎ姬͝ݚڕڍωƀ⠁ \ WTP J B;~)4>z;9#"91s_[6=!#8e,;34*=c6)%L\UWUQYSU]VQAW XYK@FTLJqDCkqo+n))8>;'>hHNNHa` pGWvREAk{=)(67656Ewe|,_bl(Uca$bpli܈Օі˂ǔǪ秷⠮۞Țגʎӆ̿⫇ \XN K B*-42$=-5dHN*$`R_NO^^vvbzT@^EAJ JDXJMTDVFOOh>yrt~8g{zvv1t`yc,is)|oov$oeގؘձϏȃﭢ鮨尫͵ݘڐ܋Ljrt0 SVN J  A>06/uWSU]b{tsrs.-&-(",jJL %6,"(_X^_IDBG]XWQ[ZLO@ FFRMAN@Sk>p}rt9}ysxm3pcykih,bd) U`gwms ȶ݈ښԇЊʛŃ왾͒㯠ٛܖ֎‹ׄ\]{}eXCLKJK. Aok47;}4.=8&*=m/9? ;"fHN.+23VRXOWXATPPSCBFKI DD JHGW@ kOTzl~ykn9yyr5pvaeb`w-xco) `lckvdrޜڛԗϏˋʊ掣șӕތ̉Ʌ Yu}X L< H2A->.tr?*,%9,t6<4=6n%-9.>-5#e--b5(VM^ZNMTR8>I]_U#'!!kMmIq{?Nq}7x`wwpb/~b{nx){sgqmll!s֚֟ӆϋɋݢ賮䠭ڜŕ֑ÌÏ򶘞\  UQ KFD 3~?0:92u8#!t^X8>o(/?%;hpkIIOKuiXLBD[>8p[\LEE JIUT\MMENzi=hztrk7bz4gzt0i|bb*ait&gafl!lٚʀǵ󌩿񤮠묻栲ޘДÈ뵛ճ Y QN> G^-D @-;0=24<Kk~xyep(sn`$nchnߜ﨤靷ʲșѓ؊œˍ쬲rt5Y?]{$  K B:~<07z*=4$0 s&>p?<"8.)=h3. d,75#PSXT\L_SCR@=%\HJNX \HrEQtP{iy;Wxh9.-,+*)('&%$#"Uhޖ՗̟ɮıҒ򔺪㞾粬͵☞գ sw:HZDX;~x7DOSM> jl#QC_A3>*802. cg8KWI+ B5-98({6;<[_soq.;>)F@hzf17-1)SQIoU^_[S8>` |ZHMG^AsIBCOG,*Y> <]vxhd6A{tu}uJ,6*Nmft%PleflٰՠɢՕۂ萣ֺ픎ƌê愞Ӱrt0\FZ4yy!!1,+MQK:E0  :s5)?v %?236 \Z lvj :"'.d-&'S[06suh xVDT\yDBLY$"wOIvRQ">Ssh9MgDz~1F`~xnx)5'Hjwf"MeؿbС˸ë𪏋_C].+7tr\VHT!"<}e_MQK'/,VkoVC_A-oQQiyew`_[`osm#+/.JLkd~b,^LX1173H {_C[OCX GHPNKPIVIRpjip~:1we6oqa}1dg|bxfl(n`%mThis is the machine code course,parts 1-10,where you probably will learn something about the tricky language. It is written by Mark van de Boer and we thank him very much for making this "small" course. I hope you will learn something,guys! Put together by Sorcerer of The Digital Dictators! 68000 MACHINE LANGUAGE COURSE PART I by Mark van de Boer As the title already says this is the first part of an 68000 assembly language programming course. This course is intended for people who already have a little experience with programming in assembly language on microprocessors like the 6502 (6510 is in fact the same) and the 68xx (like 6800, 6801, 6805, 6809) series. In this course these two microprocessor-families will be referenced by their most famous members, the 6502 and the 6809. At this time it is not exactly known how many articles this course will have. I think it will be about six articles long. Now I will describe some features of the 68000. The 68000 is a sixteen-bit microprocessor. This means that an opcode is always sixteen bits (On the 6502 and 6809 an opcode is 8 bits, therefore they are called 8-bit microprocessors). The databus of the 68000 is 16 bits wide, this means that 16 bits can be transferred at once by the 68000 (The 6502 and 6809 both have a databus that is eight bits wide, so they can transfer 8 bits at once). Another important feature of the 68000 is its impressive set of registers. First there are the eight data registers, numbered D0- D7. They are 32 bits wide and can be used for operations on 8-bit, 16-bit and 32-bit quantities. Data registers can be compared with the A-register (Accumulator) on the 6502 and 6809, their function same, but the use of the data registers is much more convenient. Second, there are the eight address registers, numbered from A0-A7. They are 32 bits wide as well and their only use is in addressing memory. However, the upper 8 bits are ignored by the 68000 since its address bus is 'only' 24 bits wide, meaning that the 68000 can address up to 16 megabytes of memory. Register A7 has a special function; it is called the system stackpointer. This means that if you execute a JSR instruction, some data will be saved on the address contained in this register. By the way, you can use every address register very easily as a stackpointer. The third class consists of one register, the PC (program counter). This register always contains the address of the instruction to be executed next. Of course, the upper eight bits of the PC are also ignored. The fourth class consists of one 16 bit register, the status register, called SR. This register is built up like this: ------------------------------------------------------------- | T | | S | | I0| I1| I2| | | | X | N | Z | V | C | ------------------------------------------------------------- system-byte | user-byte The upper 8 bits are called the system byte. This byte contains information that is important to the system. Normally you can not change this byte if you run an application. Bit 15 is called the trace-bit. If this bit is set, every time after executing an instruction the 68000 will generate an exception (This is called an interrupt on the 6502 and 6809). This is especially useful when debugging programs. Bit 13 is called the supervisor bit. When this bit is set the 68000 is in supervisor mode; when this bit is cleared, however, the 68000 is in user mode. When executing in supervisor mode, the 68000 can execute the so called privileged instructions, which are not available in user mode. For example, it is illegal trying to change the upper 8 bits of the SR when in user mode. Bits 8, 9 and 10 are called the interrupt mask. In total they can contain eight different values ranging from zero to seven. For instance, if bits 8 and 10 are set and bit 9 is cleared, the value of the interrupt mask is 5. This means that only interrupts with a level of 5 and higher are recognized by the 68000 and interrupts with a level lower than 5 are ignored. Interrupts of level 7 can be considered as non maskable interrupts (compare this to the NMI on the 6502 and 6809). The lower 8 bits are called the conditioncode register, CCR (this can be compared to the CC of the 6502 and 6809). The CCR contains 5 bits, which contain useful data. Bit 0 is the carry-flag (C), bit 1 is the overflow-flag (V), bit 2 is the zero-flag (Z), bit 3 is the negative-flag (N). The meanings of these bits are exactly the same as on the 6502 and 6809. Then there is bit 4 which is called the extend-flag (X). It is nearly exactly the same as the carry- flag, but is not affected by every instruction that affects the carry-flag. This feature of the extend-flag is especially useful when using multiple precision arithmetic, e.g. adding 64-bit numbers. Another feature of the 68000 is its ability to access three data formats: byte (8 bits), word (16 bits) and longword (32 bits). You can indicate this with a suffix in the mnemonic field. The suffixes are .b for byte, .w for word and .l for longword. E.g. asr.b d0 , asr.w d0 , asr.l d0. These instructions shift data register d0 one place to the right. I think this is enough new stuff for today. Next time I will explain the addressing modes of the 68000. If you have any comments or questions on this article, please write to the correspondence address and I'll take your notes into account. A good Motorola MC 68000 book is: The Motorola 68000 programming guide, which unfortunately is not available in the stores. Further there are a number of books on the 68000. I would like to mention the book written by Lance Leventhal & Gerry Kane, which I think gives good value for its money. Another good book is Steve Williams' "Programming the 68000". 68000 ASSEMBLY LANGUAGE COURSE PART II by Mark van den Boer Welcome to part II of this course. In part I, some fundamentals of the 68000 were shown. In this part, I will show you which addressing modes the 68000 uses. First an example of addressing modes which the 6502 and 6809 use: lda #10 * immediate addressing lda $10 * zero-page (6502) or direct-page addressing (6809) inx * inherent (6502) inca * inherent (6809) Now, what does a line of code in 68000 assembler look like? LABEL OPCODE OPER1,OPER2 COMMENT The meanings of these fields are: label: A name given to this line of code. Some assemblers require a : to follow the label-name. This field is optional. opcode: This field specifies the operation you wish to perform. It is the only field that isn't optional. Depending on the opcode the 68000 expects 0, 1 or 2 operands. oper1: The first operand to appear with the opcode. The appearance of this field depends on the specified opcode. oper2: The second operand to appear with the opcode. The appearance of this field depends (surprise, surprise) on the specified opcode. comment: Another optional field which is used for commenting all  tricks people put in their programs. Most assemblers require a * as the first character of the comment field. The comment field is optional. Now what does an addressing mode do? An addressing mode specifies on which data the opcode (instruction) must operate. The 68000 has a total of 14 addressing modes, all of which now will explained. As examples in all addressing modes I will use the MOVE instruction. MOVE can have the .b, .w and .l suffixes as mentioned in part I of the course. The MOVE instruction moves the data specified by oper1 to the place specified by oper2. Example: MOVE.B $1,$2 performs exactly the same operation as the following 6502 and 6809 code: LDA $1 STA $2. The addressing modes: 1. Inherent addressing In this addressing mode there are no operands since they are already supplied by the opcode. E.g.: RESET * reset all peripherals RESET is an 68000 instruction which is used to reset all the peripherals. 2. DATA REGISTER DIRECT ADDRESSING Assembler syntax: Dn (n can range from 0 to 7) In this addressing mode a data register contains the operand. E.g.: Instruction Before After MOVE.B D1,D0 d0=ffffffff d0=ffffff67 d1=01234567 d1=01234567 MOVE.W D1,D0 d0=ffffffff d0=ffff4567 d1=01234567 d1=01234567 MOVE.L D1,D0 d0=ffffffff d0=01234567 d1=01234567 d1=01234567 As you might have noticed, an instruction with .b as a suffix only changes the lowest 8 bits of the destination, and instructions with .w as a suffix only change the lowest 16 bits of the destination. Instructions with .l as a suffix change all 32 bits of the destination. 3. ADDRESS REGISTER DIRECT ADDRESSING Assembler syntax: An (n can range from 0 to 7) In this addressing mode an address register contains the operand. Byte operators (those with .b suffix) are not allowed in this addressing mode. When using the address register as a destination and it is a word operation (suffix is .w), the word is sign- extended into a longword. This means that during a wordtransfer into a data register the upper 16 bits are filled with the value of the most-significant bit (this is bit 15) of the word. An example below will show you how it's done. E.g.: Instruction Before After MOVE.W A1,D0 d0=ffffffff d0=ffff4567 a1=01234567 a1=01234567 MOVE.W D0,A1 d0=01234567 d0=01234567 a1=ffffffff a1=00004567 <- extend!! MOVE.W D0,A1 d0=0000ffff d0=0000ffff a1=00000000 a1=ffffffff <- extend!! MOVE.L A1,D0 d0=ffffffff d0=01234567 a1=01234567 a1=01234567 4. ADDRESS REGISTER INDIRECT ADDRESSING Assembler syntax: (An) (n between 0 and 7) In this addressing mode, the address register contains the address of the operand. In assembler this is being denotated by putting parentheses around an address registers name, e.g. (a0). The contents of a0 points to the address where the data has to be fetched from. When using word (.w) or longword (.l) addressing it is absolutely necessary that the address register contains an even number (I will explain the reason for this in a forthcoming article). E.g.: Instruction Before After MOVE.L (A1),D0 d0=ffffffff d0=01234567 a1=00001000 a1=00001000 address $1000 contains 01234567 MOVE.L D0,(A1) d0=76543210 d0=76543210 a1=00001000 a1=00001000 address $1000 now contains 76543210 5. ADDRESS REGISTER INDIRECT ADDRESSING WITH POST-INCREMENT Assembler syntax: (An)+ (n between 0 and 7) This addressing mode resembles the address register indirect addressing mode. The only difference is that after having fetched or stored the data, the address register is incremented. The increment depends on the suffix used in the opcode. If the suffix is .b then the address register will be incremented by one. If the suffix is .w then the address register will be incremented by two (one word is two bytes). If the suffix is .l then the address register will be incremented by four (one longword is four bytes). In assembler this addressing mode is denotated by putting the address register within parentheses followed by a + sign. For example: (a7)+ E.g.: Instruction Before After MOVE.L (A1)+,D0 d0=ffffffff d0=01234567 a1=00001000 a1=00001004 address $1000 contains 01234567 MOVE.W (A1)+,D0 d0=ffffffff d0=ffff0123 a1=00001000 a1=00001002 address $1000 contains 01234567 MOVE.B (A1)+,D0 d0=ffffffff d0=ffffff01 a1=00001000 a1=00001001 address $1000 contains 01234567 MOVE.L D0,(A1)+ d0=76543210 d0=76543210 a1=00001000 a1=00001004 address $1000 now contains 76543210 6. ADDRESS REGISTER INDIRECT ADDRESSING WITH PRE-DECREMENT Assembler syntax: -(An) (n between 0 and 7) This addressing mode resembles the address register indirect addressing mode. The only difference is that after before fetching or storing the data, the address register is decre- mented. The decrement depends on the suffix used in the opcode. If the suffix is .b then the address register will be decremented by one. If the suffix is .w then the address register will be decremented by two (one word is two bytes). If the suffix is .l then the address register will be decremented by four (one longword is four bytes). In assembler this addressing mode is denotated by putting the address register within parentheses preceded by a - sign. For example: -(a7) E.g.: Instruction Before After MOVE.L -(A1),D0 d0=ffffffff d0=01234567 a1=00001004 a1=00001000 address $1000 contains 01234567 MOVE.W -(A1),D0 d0=ffffffff d0=ffff4567 a1=00001004 a1=00001002 address $1000 contains 01234567 MOVE.B -(A1),D0 d0=ffffffff d0=ffffff67 a1=00001004 a1=00001003 address $1000 contains 01234567 MOVE.L D0,-(A1) d0=76543210 d0=76543210 a1=00001004 a1=00001000 address $1000 now contains 76543210 7. ADDRESS REGISTER INDIRECT ADDRESSING WITH DISPLACEMENT Assembler syntax: w(An) (w stands for word displacement) This addressing is also rather similar to address register indirect addressing. The only difference lies in the fact that before fetching or moving the data a 16-bit signed displacement is added to the contents of the address register (the address register itself does not change). In assembler this addressing mode is denotated by enclosing the address register name in parentheses preceded by a 16-bit constant. For example: 8(a6) denotes the memory location whose address is the contents of a6 plus 8. This addressing method comes in very handy when passing parameters to subroutines. By the way, did you ever wonder why the ATARI ST has a resolution of 640 by 400 pixels? Here's one reason: 640*400=256000 bits=32000 bytes. Since 32000 bytes can be addressed using 16 bits, the address register indirect with displacement is an easy way to address the screen. E.g.: Instruction Before After MOVE.L 8(A1),D0 d0=ffffffff d0=01234567 a1=00001000 a1=00001000 address $1008 contains 01234567 MOVE.L D0,-6(A1) d0=76543210 d0=76543210 a1=00001006 a1=00001006 address $1000 now contains 76543210 8. ADDRESS REGISTER INDIRECT ADDRESSING WITH INDEX Assembler syntax: b(An,Rn.w) or b(An,Rn.l) ( b stands for byte, w and l for word and longword and R for register). This addressing mode makes it possible to add a variable index (contained in an address or data register) to an address register and also an eight bit signed displacement. The variable index may be either word or longword. Both the index and displacement are sign extended before they are added to the address register. E.g.: Instruction Before After MOVE.L 8(A1,A0.L),D0 d0=ffffffff d0=01234567 a1=00001000 a1=00001000 a0=00078000 a0=00078000 address $79008 contains 01234567 MOVE.L 8(A1,A0.W),D0 d0=ffffffff d0=01234567 a1=00001000 a1=00001000 a0=00078000 a0=00078000 *** a0.w=8000 -> sign-extend gives ffff8000 *** address $ffff8008 contains 01234567 MOVE.W 8(A1,D0.L),D0 d0=0001fffe d0=00010123 a1=00001000 a1=00001000 *** 00001000 (contents of a1) 0001fffe (contents of d0.l) 00000008 (sign-extended byte displacement) --------- 00021006 address $21006 contains 01234567 MOVE.L 8(A1,D0.W),D0 d0=0001fffe d0=01234567 a1=00001000 a1=00001000 *** 00001000 (contents of a1) fffffffe (sign-extended contents of d0.w) 00000008 (sign-extended byte displacement) --------- 00001006 address $1006 contains 01234567 9. ABSOLUTE SHORT ADDRESSING Assembler syntax: x (x is a 16 bit constant) With absolute short addressing it is only possible to specify a 16 bit constant. At execution time the 68000 sign extends the word into a long address, meaning that only addresses 0 to 7fff and ffff8000 to ffffffff can be addressed using this form. This addressing mode can be compared with zero-page addressing on the 6502 and direct-page addressing on the 6809.Like on the 6502 and 6809 this mode is faster than any other mode. This addressing mode can be compared with zero-page addressing on the 6502 and direct-page addressing on the 6809. By the way, on the Atari ST, the lower 32 K of memory can only be accessed in supervisor-mode (the S-bit in SR is set, see part I). E.g.: Instruction Before After MOVE.L $1234,D0 d0=ffffffff d0=01234567 address 1234 contains 01234567 ( the $ sign is used to denote a hex digit) MOVE.L $8000,D0 d0=ffffffff d0=76543210 address $ffff8000 contains 76543210 10. ABSOLUTE LONG ADDRESSING Assembler syntax: l (l is 32 bit constant) With this addressing mode a long address is supplied. It is very similar to absolute short addressing. E.g.: Instruction Before After MOVE.L $12345678,D0 d0=ffffffff d0=01234567 address $00345678 contains 01234567 Note that since the address bus is only 24 bits wide the upper byte of the address is ignored by the 68000. 11. PROGRAM COUNTER WITH DISPLACEMENT Assembler syntax: x(PC) (x is a 16 bit constant) This addressing mode is in fact the same as address register indirect with displacement. The only difference is that the address register is replaced with the PC (the PC is in fact also an address register). E.g.: Instruction Before After MOVE.L 8(PC),D0 d0=ffffffff d0=01234567 pc=00001000 pc=00001000 address $1008 contains 01234567 12. PROGRAM COUNTER WITH INDEX Assembler syntax: b(PC,Rn.L) or b(PC,Rn.w) (b is 8 bits) This mode is in fact the same address register indirect addressing with index. E.g.: Instruction Before After MOVE.L 8(PC,A0.L),D0 d0=ffffffff d0=01234567 pc=00001000 pc=00001000 a0=00078000 a0=00078000 address $79008 contains 01234567 MOVE.L 8(PC,A0.W),D0 d0=ffffffff d0=01234567 pc=00001000 pc=00001000 a0=00078000 a0=00078000 *** a0.w=8000 -> sign-extend gives ffff8000 *** address $ffff8008 contains 01234567 MOVE.W 8(PC,D0.L),D0 d0=0001fffe d0=00010123 pc=00001000 pc=00001000 *** 00001000 (contents of pc) 0001fffe (contents of d0.l) 00000008 (sign-extended byte displacement) --------- 00021006 address $21006 contains 01234567 MOVE.L 8(PC,D0.W),D0 d0=0001fffe d0=01234567 pc=00001000 pc=00001000 *** 00001000 (contents of pc) fffffffe (sign-extended contents of d0.w) 00000008 (sign-extended byte displacement) --------- 00001006 address $1006 contains 01234567 13. IMMEDIATE ADDRESSING Assembler syntax: #x (x is byte, word or longword) The data for the operation is the value x. Programmers of the 6502 and 6809 will recognize this addressing mode. For example (6502 and 6809) LDA #$21. E.g.: Instruction Before After MOVE.L #$A03B4C11,D0 d0=00000000 d0=a03b4c11 14. STATUS REGISTER ADDRESSING Assembler syntax: SR or CCR This mode is used to control the contents of this register. See part I of this course for the individual meanings of the bits contained in this register. Changes to the SR can only be made when in user-mode. Changes to the CCR can be made in any mode. E.g.: Instruction Before After MOVE.W SR,D0 d0=87654321 d0=87652700 sr=2700 sr=2700 MOVE.W #$0500,SR sr=2700 sr=0500 Notice that the 68000 was in supervisor mode before executing the instruction but after completion it is in user mode!! This operation isn't possible the other way around. To conclude this part, I will give you a summary of the addressing modes of the 68000. SYNTAX NAME ----------------------------------- Dn | Data register direct An | Address register direct (An) | Address register indirect (An)+ | Address register indirect with post-increment -(An) | Address register indirect with pre-decrement w(An) | Address register with displacement b(An,Rn) | Address register with index w | Absolute short l | Absolute long w(PC) | PC with displacement b(PC,Rn) | PC with index #x | Immediate SR or CCR | Status register b is a byte constant w is a word constant l is a long constant x any of b, l or w n is a register number ranging from 0 to 7 R is a register specifier, either A or D If you have any comments on these courses, please let me know! 68000 MACHINE LANGUAGE COURSE PART III by Mark van den Boer In part I & II the basics of programming the 68000 have been introduced. In the following parts of this course I will discuss the instructions of the 68000. To understand this part and the coming ones I suggest you keep a printed copy of part II (the addressing modes) in close range, so you can look things up. Before discussing the individual instructions of the 68000 I will divide its instructions into eight classes. These classes are: - Data movement operations. - Integer arithmetic operations (on two's complement binary numbers. - Logical operations. - Shift and rotate operations. - Bit manipulation operations. - Binary Coded Decimal (BCD) operations. - Program control instructions. - System control operations. In this part and the following parts all classes will be discussed. This approach is somewhat different of the one chosen by other authors (the alphabetic order). For an explanation of the source and destination addressing modes I refer to the table at the end of part II. To specify the operands of the instructions the following conventions are used: Rn stands for either a data- or addressregister An stands for an address register Dn stands for a data register stands for an effective address operand. This means that after the operand after evaluation must yield an address. # stands for immediate data All other symbols which appear in either field of the instruction's assembler syntax will be explained. One suggestion before the explanation starts: Since 68000 instructions may operate on bytes, words and longwords, it is wise to always specify which size you want to manipulate. This way will considerably reduce the amount of very hard to find bugs in your program. Since assemblers take defaults when no size is specified you can get very odd results. E.g. BSET (instruction will be explained later) operates only on bytes and longwords. The assembler makes the default for you. Suppose you want a word- operation to be performed and you don't specify the size, thinking that the default is nearly always word. Well in this case the default isn't word, so the assembler thinks your code is alright, but it doesn't do what you want. Data movement operations Instruction: EXG Syntax: EXG Rn,Rn Data sizes: Long Condition codes affected: None Addressing modes: source: Dn An destination: Dn An Function: Exchange the contents of two registers Example: Instruction Before After EXG a0,d0 d0=11111111 d0=22222222 a0=22222222 a0=11111111 Instruction: LEA Syntax: LEA ,An Data sizes: Long Condition code affected: None Addressing modes: Source: (An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) Destination: An Function: Load an address register with a value. LEA stands for Load Effective Address. Example: Instruction Before After LEA (a1),a0 a0=00000000 a0=12345678 a1=12345678 a1=12345678 LEA 9(a0),a0 a0=00111111 a0=00111119 LEA 5(a0,d0.w) a0=10000100 a0=10001111 d0=0000100b d0=0000100b LEA $12345678,a0 a0=00000000 a0=12345678 Instruction: LINK Syntax: LINK An,# Data sizes: None Condition codes affected: None Addressing modes: source: An destination: #w Function: Create temporary space on stack. The source (address register) is pushed onto the stack, the stack-pointer (a7) is copied into the source and the destination is added to the stack-pointer. The destination-operand is usually negative because the 68000-stack grows downward in memory. This instruction is used very much by high-level languages such as C and PASCAL. This instruction has the advantage that local variables in a subroutine can be accessed through the source- address register. E.g.: Every C-compiler on the Atari St uses this instruction at the beginning of every subroutine. Example: Instruction Before After LINK a6,#-4 a6=12345678 a6=44444444 a7=44444448 a7=44444440 Let's analyse: First a6 is pushed onto the stack: a7=44444444. Then the stack-pointer is copied into a6. Then the destination-operand is added to a7. Instruction: UNLK Syntax: UNLK source Data sizes: None Condition codes affected: None Addressing modes: source: An Function: The opposite of LINK. Also used by all C-compilers at the end of functions. Example: For values see LINK Instruction Before After UNLK a6 a6=44444444 a6=12345678 a7=???????? a7=44444448 First a6 is copied into a7: a7=44444444. Then a6 is pulled from the stack, which yields the final values of a6 and a7 Instruction: MOVE Syntax: MOVE , Data sizes: Byte, Word, Long Condition codes affected: N,Z (conditionally set/cleared), V,C (always cleared) Addressing modes: source: Dn An (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) #x destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Move the contents of the source to the destination. This instruction is the most frequently used 68000-instruction and is very powerful. Note that the PC-relative addressing modes are not allowed as destination-operand. This seems illogical, but there's a good reason for it. In the view of the designers at Motorola it is bad practice to have self-modifying code in a program. Example: See part II of this course for examples on the MOVE-instruction. Instruction: MOVE to CCR Syntax: MOVE ,CCR Data sizes: Byte Condition codes affected: All as a direct result of the instruction. Addressing modes: source: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) #x Function: Set some condition codes. With this instruction you can clear/set the N,Z,V,C and X flag. Example: See part II Instruction: MOVE to SR Syntax: MOVE ,SR Data sizes: Word Condition codes affected: All as a direct result of the instruction. This instruction is priviliged . Addressing modes: source: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) #x Function: Set condition codes. Example: See part II Instruction: MOVE from SR Syntax: MOVE SR, Data sizes: Word Condition codes affected: None. Addressing modes: source: SR destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Request condition codes. This function is not priviliged on the 68000 and 68008, but is priviliged on all other members of the 68000-family. Example: See part II Instruction: MOVE to/from USP Syntax: MOVE USP,An or MOVE An,USP Data sizes: Long Condition codes affected: None. Addressing modes: see Syntax Function: This instruction is priviliged. The instruction exists because the 68000 has in fact two stack-pointers. They are both contained in a7. This is possible because the 68000 has two modes of operation: user- and supervisor- mode. When in usermode it is impossible to access the supervisor stackpointer. It is rather logical that there are in fact two stackpointers. If there had been only one it would have been possible to mess up the stack in such a way that the system would crash. However, the supervisor must have the ability to access the user-stackpointer (for parameter-passing etc.). Example: Instruction Before After MOVE USP,a6 USP=12345678 USP=12345678 a6=33333333 a6=12345678 Instruction: MOVEA Syntax: MOVEA ,An Data sizes: Word, Long Condition codes affected: None Addressing modes: source: Dn An (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) #x destination: An Function: Load an address register with a value. If the operation is word-sized then the address is sign-extended. Most assemblers will accept MOVE ,An as well. However, I think it is better to write MOVEA instead of just MOVE. When you intend to move a value into an address register but you forget to specify an address register and specify something else, the assembler will not generate an error. E.g. you want to move $12345678 into a0. MOVE.L #$12345678,d0 will not generate an error, while MOVEA.L #$12345678,d0 will generate an error. Example: See part II Instruction: MOVEM Syntax: MOVEM register list, or MOVEM ,register list register list is a set of registers. Suppose you want to specify all data-register. You could write: d0-d7 or d0/d1/d2/d3/d4/d5/d6/d7 or d0- d3/d4/d5-d7. A number of registers in a row can be denotated with a minus ('-') between them. Single registers can be specified with a slash ('/') between them. Data sizes: Word or Long Condition codes affected: None Addressing modes: destination: (An) -(An) w(An) b(An,Rn) w l source: (An) (An)+ w(An) b(An,Rn) w l w(PC) b(PC,Rn) Example: Instruction: Before After MOVEM.W $1000,d0/d3 $1000=$1234 d0=$1234 $1002=$5678 d1=$5678 MOVEM.L d0-d7/a0-a6,-(a7) will push all registers onto the stack. MOVEM.L (a7)+,d0-d7/a0-a6 will pull all registers from the stack. Instruction: MOVEP Syntax: MOVEP Dn,w(An) or MOVEP w(An),Dn Data sizes: Word, Long Condition codes affected: None Function: Transfer data from or to a peripheral. This instruction has been specially designed for communication with all devices which have been originally designed for 8-bit micro-processors. This way the 68000 can communicate with these devices. E.g. in the Atari are two ACIA's present. ACIA's are designed for 8-bit computers. I won't explain the operation of this instruction here for it is rather seldom used, especially by beginners. If you want to know all about this instruction I suggest you contact the writer of this article. Instruction: MOVEQ Syntax: MOVEQ #,Dn Data sizes: Long Condition codes affected: See move. Function: This instruction provides an efficient way (both in space and time) to set a data register to a value). Values range from -128 to +127 decimal. Most assemblers will generate MOVEQ-instructions where possible. Example: Instruction Before After MOVEQ #$34,d0 d0=ffffffff d0=00000034 Instruction: PEA Syntax: PEA Data sizes: Long Condition codes affected: None Addressing modes: source: (An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) Function: Push an address onto the stack. This instruction is often used to write position independent code. It has nearly the same function as MOVE.L ,-(a7). Example: Instruction Before After PEA (a6) a6=12345678 a6=12345678 a7=44444444 a7=44444448 Instruction: SWAP Syntax: SWAP Dn Data sizes: None Condition codes affected: V, C: always cleared Z set if the result is 0 N set if bit 31 of the result is 1 Function: exchange upper and lower half of a data register. This instruction is often used in conjunction with the divide operation (will be explained further) Example: Instruction Before After SWAP d0 d0=12345678 d0=56781234 Next time I will discuss the integer arithmetic operations. By the way: I'm beginning to believe that this course is the best there is, since I don't get any comments!!! If you read this and react you can earn yourself a surprise. MC 68000 MACHINE LANGUAGE COURSE PART IV by Mark van den Boer What a pity!! You missed the mega-surprise of part 3. Next time better luck! I am gonna take that holiday to Hawaii myself! This time I will discuss the Integer Arithmetic Instructions. The syntax used is of course the same as in part 3, so when in doubt refer to part 3. This class of instructions is used to do mathematical calculations. This group is very often used by assembly language programmers, especially the instructions for adding and subtracting. Integer Arithmetic Instructions Instruction: ADD Syntax: ADD Dn, ADD ,Dn Data sizes: byte, word, long Condition codes affected: X, C set by carry out of the most significant bit N set if the result was negative, cleared otherwise Z set if the result was zero, cleared otherwise V set if the result overflowed, cleared otherwise Addressing modes: Source: (destination is Dn) Dn An (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) Destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Add source to destination and put the result in destination. Examples: Instruction Before After ADD.W d0,d1 d0=00000011 d0=00000011 d1=0000FFFA d1=0000000B XNZVC=00000 XNZVC=11001 ADD.L (a0),d0 d0=00000022 d0=00000027 a0=12345678 a0=12345678 12345678 contains 5 XNZVC=00000 XNZVC=00000 Instruction: ADDA Syntax: ADDA ,An Data sizes: word, long Condition codes affected: None Addressing modes: Source: Dn An (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) # Destination: An Function: Add a value to an address register. This operation does not change any of the condition code values. Note that most operations that have an address register as a destination does not change the condition codes. Example: Instruction Before After ADDA.L a0,a0 a0=00000002 a0=00000004 Notice that this instruction has the same effect as multiplying the address register with two (if this was possible). Instruction: ADDI Syntax: ADDI #, This instruction has exactly the same characteristics as the ADD instruction, except that the source can only be a constant. Instruction: ADDQ Syntax: ADDQ #, Same story as for ADDI, except that the immediate values in the source field can only range from 1 to 8. Q stands for Quick, since this instruction is the fastest way to add a number from 1 to 8 to a destination operand. A note on ADD, ADDI, ADDQ: Most assemblers accept the following instruction: ADD #1,Dn and will translate it automatically to ADDQ #1,Dn thus saving a few bytes of object code and some clock cycles execution time. Instruction: ADDX Syntax: ADDX Dn,Dn ADDX -(An),-(An) Data sizes: byte, word, long Condition codes affected: see ADD Function: Add X-bit and source to destination and store the result in destination. This instruction is used for multiple precision operations and is therefore only available with the two addressing modes mentioned. Example: Instruction Before After ADDX.B -(a0),-(a1) a0=10001001 a0=10001000 a1=10002001 a1=10002000 10001000 contains AA the same 10002000 contains 5A 10002000 contains 4 X=0 X=1 ADDX.B -(a0),-(a1) a0=10001000 a0=10000fff a1=10002000 a1-10001fff 10000fff contains 0 the same 10001fff contains 0 10001fff contains 1 X=1 X=0 In this example the word that begins at 10000fff is added to the word that begins at 10001fff. If one should try to do this with two ADD.W instruction an address error would occur since words always must be aligned to even addresses. This instruction can be compared to the ADC instruction of the 6502 and 6809. Instruction: CLR Syntax: CLR Data sizes: byte, word, long Condition codes affected: N always cleared Z always set V always cleared C always cleared Addressing modes: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Set an effective address to zero. You will have noticed that you can't CLR an address register. However, most assemblers allow the programmer to CLR an address register by substituting CLR a0 with SUB.L a0,a0 . This instruction has exactly the same result. Example: Instruction Before After CLR.W d0 d0=ffffffff d0=00000000 NZVC=1011 NZVC=0100 Instruction: CMP Syntax: CMP ,Dn Data sizes: byte, word, long Condition codes affected: NZVC (X is not affected) Addressing modes (source): Dn An (An) (An)+ -(An) w(An) b(An,Rn)  w l w(PC) b(PC,Rn) Function: compare an effective address with a data register. In fact all condition codes are set as if Dn- was performed. So CMP is kind of a subtraction which only affects the conditon codes. Example: Instruction Before After CMP.L d0,d1 d0=00000001 d0=00000001 d1=00000002 d1=00000002 NZVC=1111 NZVC=0000 Instruction: CMPA Syntax: CMPA ,An Data sizes: word, long Function: This instruction differs only from CMP in that the second operand is an address register and that byte isn't allowed as a data size. Instruction: CMPI Syntax: CMPI #,Dn Function: Yes, it is nearly exactly the same as compare but now the first operand must be a constant. Instruction: CMPM Syntax: CMPM (An)+,(An)+ Function: Again, nearly exactly the same as CMP, but now both the source and destination operand must be (An)+. This instruction is used to compare areas of memory. For those of you who have a working knowledge of C: strcmp can be programmed easy with this instruction. Note on all CMPx instructions. Most assemblers accept instructions like: CMP.W (a0)+,(a1)+ CMP.L #3,d0 Substitution of CMPM, CMPI and CMPA are automatically performed by the assembler. Instruction: DIVS Syntax: DIVS ,Dn Data sizes: word Condition codes affected: N behaves normal; undefined on overflow Z behaves normal; undefined on overflow V behaves normal C always cleared Addressing modes (source): Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) # Function: Guess what? This instruction performs a division between two signed numbers. The destination register is always a longword and the source operand is always a word. After the division the destination operand contains the result. The quotient is always in the lower word and the remainder is always in the high order word of the data register! This way a modulo operation is also performed, you just SWAP the data register and you have your result in the lower word of the data register. Overflow occurs when you attempt to divide a large number by a small number e.g. ffffff divided by 1, the result doesn't fit in a word. Another error occurs when attempting to divide by zero. In this case the 68000 generates an exception and will trap to a special routine which handles division by zero erros. On the Atari you must set up this routine yourself. E.g. FLOYD (a machine language monitor) responds to a division by zero with the following sentence "The answer is 42". Remember, don't panic when you see such an answer. Example: Instruction Before After DIVS #3,d0 d0=0000000B d0=00020003 NZVC=1111 NZVC=0000 Instruction: DIVU Function: Nearly exactly the same as DIVS, only this time both operands are assumed to be unsigned. Instruction: EXT Syntax: EXT Dn Data sizes: word, long Condition codes affected: N behaves normal Z behaves normal V always cleared C always cleared Function: turn a byte into a word, or turn a word into a long. This instruction provides a convenient way to turn a word into a long and still have the same value for that register. If the high order bit of the data register is 0, so the data register is positive, zeroes are padded in, otherwise ones are padded in. Example: Instruction Before After EXT.W d0 d0=000000ff d0=0000ffff EXT.L d0 d0=ffff0000 d0=00000000 Instruction: MULS Syntax: MULS ,Dn Data sizes: word Condition codes affected: N behaves normal Z behaves normal V always cleared C always cleared Addressing modes (source): Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) # Function: Ah! another very handy instruction. This instruction performs a multiplication of the source and destination operand, putting the result in the destination operand. Example: Instruction Before After MULS #3,d0 d0=0000000B d0=00000021 NZVC=1111 NZVC=0000 Instruction: MULU Function: Nearly exactly the same as MULUS, only this time both operands are assumed to be unsigned. Instruction: NEG Syntax: NEG Data sizes: byte, word, long Condition codes affected: XNZVC (all behave normal) Addressing modes: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: negate an effective address operand. In a high level language it would look like this: a = -a Example: Instruction Before After NEG.L d0 d0=00000001 d0=ffffffff Instruction: NEGX Syntax: NEGX Data sizes: byte, word, long Condition codes affected: XNZVC (all behave normal) Addressing modes: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: negate an effective address operand and add the X-bit to the result. This is another instruction which provides a way to handle multi-precision (e.g. 8-byte integers). Example: Instruction Before After NEGX.L d0 d0=00000001 d0=00000000 X=1 X=1 Instructions: SUB, SUBA, SUBI, SUBQ, SUBX All these instruction perform subtractions. They only differ in that way from from the ADD instructions, all other characteristics are the same. Instruction: TAS Syntax: TAS Data sizes: byte Condition codes affected: N evaluated before setting the byte Z evaluated before setting the byte V always cleared C always cleared Addressing modes: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: First test the operand and set the condition codes, then set the high-order bit to 1. People who know what semaphores (in programming of course...) are, immedia- tely will love this instruction. For those who don't know what semaphores are: M. Ben Ari has written a good book on the subject called "Principles of Concurrent Programming". Never, I repeat never, read a book on this subject written by a certain Ir. E.H.H. Dijkstra (not the famous Dijkstra, this Dijkstra will never be famous). Example: Instruction Before After TAS $436 $436=00 $436=80 NZVC=1111 NZVC=0100 TAS $436 $436=FF $436=FF NZVC=1111 NZVC=1000 Instruction: TST Syntax: TST Data sizes: byte, word, long Condition codes affected: N behaves normal Z behaves normal V always cleared C always cleared Addressing modes: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: test an effective address operand. This instruction can be seen as CMP ,d0 where d0 is 0. TST is nearly always followed by a branch instruction (more on these later) MACHINE LANGUAGE COURSE PART V by Mark van den Boer Logical Operations Instruction: AND Syntax: AND ,Dn AND Dn, Data sizes: byte, word, long Condition codes affected: X not affected N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V,C always cleared Addressing modes: Source: (destination is Dn) Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) Destination: (source is Dn) (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Perform a boolean bitwise AND from source to destination. Examples: Instruction Before After AND.B d0,d1 d0=33333333 d0=33333333 d1=ffffffff d1=ffffffcc AND.W d0,d1 d0=33333333 d0=33333333 d1=ffffffff d1=ffffcccc AND.L d0,d1 d0=33333333 d0=33333333 d1=ffffffff d1=cccccccc Instruction: ANDI Syntax: ANDI #, Data sizes: byte, word, long Condition codes affected: X not affected N set to the most significant bit of the result  Z set if the result is zero, cleared otherwise V,C always cleared Addressing modes: Destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l CCR, SR Function: Perform a boolean bitwise AND from source to destination. Examples: Instruction Before After ANDI.B #7,d0 d0=33333333 d0=33333330 ANDI.W #$ff00,SR SR=ffff SR=ff00 Instruction: EOR Syntax: EOR Dn, Data sizes: byte, word, long Condition codes affected: X not affected N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V,C always cleared Addressing modes: Destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Perform a bitwise exclusive or from source to destina- tion. You will notice that this instruction can only take a data register as the source, unlike the AND and OR instructions. I think the designers of the 68000 should have mode addressing modes more orthogonal. Examples: Instruction Before After EOR.L d0,d1 d0=ffffffff d0=ffffffff d1=f0f0f0f0 d1=0f0f0f0f Instruction: EORI Syntax: EORI #, Data sizes: byte, word, long Condition codes affected: X not affected N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V,C always cleared Addressing modes: Destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l CCR, SR Function: Perform a bitwise exclusive or from source to destination. Examples: Instruction Before After EORI.B #$ff,d0 d0=33333330 d0=333333cf EORI.W #$00ff,SR SR=ff32 SR=ffcd Instruction: NOT Syntax: NOT Data sizes: byte, word, long Condition codes affected: X not affected N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V,C always cleared Addressing modes: Destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Perform a bitwise not to the effective address operand. Note that NOT.W d0 is the same as EORI.W #$ffff,d0. Examples: Instruction Before After NOT.B #$ff,d0 d0=ffffff78 d0=ffffff87 Instruction: OR Syntax: OR ,Dn OR Dn, Data sizes: byte, word, long Condition codes affected: X not affected N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V,C always cleared Addressing modes: Source: (destination is Dn) Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) Destination: (source is Dn) (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Perform a boolean bitwise OR from source to destination. Examples: Instruction Before After OR.B d0,d1 d0=ffffffff d0=ffffffff d1=33333333 d1=333333ff OR.W d0,d1 d0=ffffffff d0=ffffffff d1=33333333 d1=3333ffff OR.L d0,d1 d0=ffffffff d0=ffffffff d1=33333333 d1=ffffffff Instruction: ORI Syntax: ORI #, Data sizes: byte, word, long Condition codes affected: X not affected N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V,C always cleared Addressing modes: Destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l CCR, SR Function: Perform a boolean bitwise OR from source to destina- tion. Examples: Instruction Before After ORI.B #7,d0 d0=33333330 d0=33333333 ORI.W #$00ff,SR SR=ff00 SR=ffff ASSEMBLY LANGUAGE COURSE PART VI by Mark van den Boer Shift and Rotate Operations Instruction: ASL Syntax: ASL #,Dn (the immediate operand always modulo 8) ASL Dn,Dn (the first operand always modulo 8) ASL Data sizes: byte, word, long except for ASL which only allows word and long as data sizes. Condition codes affected: X set to the last bit shifted out N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V set if the most significant bit is changed during the operation C see the X-bit Addressing modes allowed with the ASL instruction: Destination: (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Perform a shift left of the destination operand. This instruction can be used as a fast form of multiplying an operand with a power of two. On a processor like the 6502 this instruction is the only way to perform a multiply operation. The lower bit of the destination is always set to zero. Examples: Instruction Before After ASL.L d0,d1 d0=33333333 d0=33333333 d1=00000005 d1=00000028 ASL.W $4ee $4ee=0009 $4ee=0012 Instruction: ASR Syntax: ASR #,Dn (the immediate operand always modulo 8) ASR Dn,Dn (the first operand always modulo 8) ASR Data sizes: byte, word, long except for ASR which only allows word and long as data sizes. Condition codes affected: X set to the last bit shifted out N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V set if the most significant bit is changed during the operation C see the X-bit Addressing modes allowed with the ASR instruction: Destination: (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Perform a shift right of the destination operand. This instruction can be used as a fast form of dividing an operand with a power of two. On a processor like the 6502 this instruction is the only way to perform a divide operation. The upper bit (sign bit) is always repeated. Examples: Instruction Before After ASR.L d0,d1 d0=33333333 d0=33333333 d1=00000005 d1=00000002 ASR.W $4ee $4ee=8009 $4ee=c004 Instruction: LSL See the ASL instruction. The LSL instruction is exactly the same. At the moment I haven't got the machine codes for the ASL and LSL operations but I think that even the machine codes are the same. E.g. on the 6809 both ASL and LSL exist but translate to the same machine code. Instruction: LSR Syntax: LSR #,Dn (the immediate operand always modulo 8) LSR Dn,Dn (the first operand always modulo 8) LSR Data sizes: byte, word, long except for LSR which only allows word and long as data sizes. Condition codes affected: X set to the last bit shifted out N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V set if the most significant bit is changed during the operation C see the X-bit Addressing modes allowed with the LSR instruction: Destination: (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Perform a shift right of the destination operand. This instruction differs from ASR in that the high order bit is always cleared. Examples: Instruction Before After LSR.L d0,d1 d0=33333333 d0=33333333 d1=00000005 d1=00000002 LSR.W $4ee $4ee=0009 $4ee=0004 Instruction: ROL Syntax: ROL #,Dn (the immediate operand always modulo 8) ROL Dn,Dn (the first operand always modulo 8) ROL Data sizes: byte, word, long Condition codes affected: X not affected N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V always cleared C set to the last bit shifted out the operand Addressing modes allowed with the ROL instruction: Destination: (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Perform a bitwise rotate left of the destination operand. Examples: Instruction Before After ROL.L d0,d1 d0=00000001 d0=00000001 d1=88000001 d1=10000002 (C bit set) ROL.W $4ee $4ee=8009 $4ee=0012 Instruction: ROR Syntax: ROR #,Dn (the immediate operand always modulo 8) ROR Dn,Dn (the first operand always modulo 8) ROR Data sizes: byte, word, long Condition codes affected: X not affected N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V always cleared C set to the last bit shifted out the operand Addressing modes allowed with the ROR instruction: Destination: (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Perform a bitwise rotate right of the destination operand. Examples: Instruction Before After ROR.L d0,d1 d0=00000001 d0=00000001 d1=88000001 d1=c4000000 (C bit set) ROR.W $4ee $4ee=8009 $4ee=c004 Instruction: ROXL Syntax: ROXL #,Dn (the immediate operand always modulo 8) ROXL Dn,Dn (the first operand always modulo 8) ROXL Data sizes: byte, word, long Condition codes affected: X set to the last bit shifted out the operand N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V always cleared C set to the last bit shifted out the operand Addressing modes allowed with the ROXL instruction: Destination: (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Perform a bitwise rotate left of the destination operand. There is very little difference with the ROL instruction. By the way, it is very handy to have a wordprocessor with cut/paste and find/replace facilities. All I did was cut out the complete ROL instruction and replaced all ROL's by ROXL's. Examples: Instruction Before After ROXL.L d0,d1 d0=00000001 d0=00000001 d1=88000001 d1=10000002 ROXL.W $4ee $4ee=8009 $4ee=0012 Instruction: ROXR Syntax: ROXR #,Dn (the immediate operand always modulo 8) ROXR Dn,Dn (the first operand always modulo 8) ROXR Data sizes: byte, word, long Condition codes affected: X set to the last bit shifted out the operand N set to the most significant bit of the result Z set if the result is zero, cleared otherwise V always cleared C set to the last bit shifted out the operand Addressing modes allowed with the ROXR instruction: Destination: (An) (An)+ -(An) w(An) b(An,Rn) w l Function: Perform a bitwise rotate right of the destination operand. There is very little difference with the ROR instruction. By the way, it is very handy to have a wordprocessor with cut/paste and find/replace facilities. All I did was cut out the complete ROXL instruction and replaced all ROXL's by ROXR's. Examples: Instruction Before After ROXR.L d0,d1 d0=00000001 d0=00000001 d1=88000001 d1=10000002 ROXR.W $4ee $4ee=8009 $4ee=0012 MC 68000 MACHINE LANGUAGE COURSE PART VII by Mark van den Boer I would like to dedicate this part to Willeke, who gives Richard sleepless nights and the inspiration to write even more exciting issues of ST NEWS. I only saw Willeke on photograph, but she must be a fine girl. In my opinion there are three qualities which a girl must have, to qualify as a fine girl. These are: 1) like Queensrche, 2) like ST NEWS (no, she doesn't have to like this particular machine language course). Now, you're all anxious to know the third quality, aren't you? If you think you know the third one, send your answer to ST NEWS. A bottle of wine will be raffled among the persons who gave the right answer. There will be another bottle for the most original answer! Bit Manipulation instructions Instruction: BTST Syntax: BTST Dn, or BTST #, Data sizes: only byte when is an address. Only long when is a data register. Condition codes affected: X not affected N not affected Z set if the result is zero, cleared otherwise V not affected C not affected Addressing modes allowed: Destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) # (only when source is Dn) Function: Test a single bit of an effective address operand. Bits are numbered from 0 to 31, where 0 is the least significant bit (you could use this instruction to test if a number is odd). This instruction is useful when specific bits of an operand have to be checked. E.g. when reading joystick information one could test with a single instruction whether the fire-button was pressed or not. Compared to the 6502 and 6809 this instruction (in fact all bit manipulation instructions) are a step forward, since with these older processors one had to put the data in a register first, then filter the bit with an AND-operation and then the Z-bit in the status register was at last set. Viva el 68000!! Since this instruction has the rather odd property of only working on byte and long operands it is important that you remember what I wrote in a previous part about specifying data sizes. Examples: Instruction Before After BTST.B #5,$345678 $345678 $345678 contains contains $78 $78 Z-bit is 1 BTST.L d0,d1 d0=0 d0=0 d1=$12345678 d1=$12345678 Z-bit is 0 Instruction: BCLR Syntax: BTST Dn, or BTST #, Data sizes: only byte when is an address. Only long when is a data register. Condition codes affected: X not affected N not affected Z set if the result is zero, cleared otherwise V not affected C not affected Addressing modes allowed: Destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) # (only when source is Dn) Function: Bit test and CLeaR. First tests the bit to be cleared and sets the Z-bit accordingly, then clears the specified bit. Examples: Instruction Before After BCLR.B #5,$345678 $345678 $345678 contains contains $78 $58 Z-bit is 1 BCLR.L d0,d1 d0=0 d0=0 d1=$12345678 d1=$12345678 Z-bit is 0 Instruction: BSET Syntax: BSET Dn, or BSET #, Data sizes: only byte when is an address. Only long when is a data register. Condition codes affected: X not affected N not affected Z set if the result is zero, cleared otherwise V not affected C not affected Addressing modes allowed: Destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) # (only when source is Dn) Function: Bit test and SET. First tests the bit to be set and sets the Z-bit accordingly, then sets the specified bit. This instruction and the BCLR instruction can be used as alternatives to the TAS-instruction. Examples: Instruction Before After BSET.B #5,$345678 $345678 $345678 contains contains $78 $78 Z-bit is 1 BSET.L d0,d1 d0=0 d0=0 d1=$12345678 d1=$12345679 Z-bit is 0 Instruction: BCHG Syntax: BCHG Dn, or BCHG #, Data sizes: only byte when is an address. Only long when is a data register. Condition codes affected: X not affected N not affected Z set if the result is zero, cleared otherwise V not affected C not affected Addressing modes allowed: Destination: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) # (only when source is Dn) Function: Bit test and CHanGe. First tests the bit to be changed and sets the Z-bit accordingly, then changes the specified bit. Examples: Instruction Before After BCHG.B #5,$345678 $345678 $345678 contains contains $78 $58 Z-bit is 1 BCHG.L d0,d1 d0=0 d0=0 d1=$12345678 d1=$12345679 Z-bit is 0 Binary Coded Decimal (BCD) instructions To understand this instructionclass we must first know what a BCD- digit is. It is a representation of decimal digits in an array of bytes (array may be of length 1 or greater). In every byte the decimal number 0 to 99 can be represented. This is done as follows: a byte can be divided into two four-bit parts, called nibbles. In every nibble, one decimal digit is represented. This implicates that the binary combination 1010 can never occur in BCD representation, since it isn't in the decimal range from 0 to 9. The BCD-representation is especially convenient when printing such a digit, since it doesn't take much calculation to convert it to a printable character. A disadvantage of the BCD-representation is that one doesn't use the full storage capacity of a byte or word. The 68000 has three special BCD-artithmetic instructions. Instruction: ABCD Syntax: ABCD Dn,Dn or ABCD -(An),-(An) Data sizes: byte Condition codes affected: X set by carry out of most significant BCD-nibble, cleared otherwise N undefined Z set if the result is zero, cleared otherwise V undefined C same as X-bit Function: Add two BCD-digits. The predecremeting addressing mode has been provided for computations with multiple precision BCD-numbers. This implies that the most significant BCD-numbers must be stored in the lower memory addresses. Examples: Instruction Before After ABCD.B d0,d1 d0=$53 d0=$53 d1=$32 d1=$85 Instruction: SBCD Syntax: SBCD Dn,Dn or SBCD -(An),-(An) Data sizes: byte Condition codes affected: X set by carry out of most significant BCD-nibble, cleared otherwise N undefined Z set if the result is zero, cleared otherwise V undefined C same as X-bit Function: Subtract two BCD-digits. Examples: Instruction Before After ABCD.B d0,d1 d0=$53 d0=$53 d1=$32 d1=$21 Instruction: NBCD Syntax: NBCD Data sizes: byte Addressing modes allowed: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l Condition codes affected: X set by borrow out of most significant BCD-nibble, cleared otherwise N undefined Z set if the result is zero, cleared otherwise V undefined C same as X-bit Function: Negate a BCD-number. How it functions can be best described with an example. Let's negate $23. The NBCD operation yields $77. Now, how did we get this result? It's easy, just subtract $23 from $99 and you've got it. Examples: Instruction Before After NBCD.B d0 d0=$43 d0=$56 This is the end of part seven. Next time I will deal with all program flow instruction, such as branches and jumps. MC 68000 ASSEMBLY LANGUAGE COURSE PART VIII by Mark van den Boer Program Control Instructions This class of instructions enables a programmer to create loops and IF-THEN-ELSE like decisions. That's why it's the most important group of instructions and every programmer should have a thorough knowledge of this group. This class of instructions are specifically meant to affect the program counter. Instructions: Bcc (cc stands for Condition Code) Syntax: Bcc
Data sizes: Byte or word. This implicates that the branch- instructions can branch in an area of 32K. When using a branch with a byte offset you can put a .S suffix behind the instruction e.g. BEQ.S . When using a branch with a word offset you can put a .W suffix behind the instruction e.g. BEQ.W . Most assemblers will determine if the short or word form is needed. Also most assemblers will optimize word-branches to byte-branches whenever possible. Condition codes affected: None Function: Test a combination of the NZVC-flags in the status- register and conditionally perform a branch to another address. If the testing of the condition codes is true, then the branch will be taken, in the other the instruction immediately following the Bcc instruction will be executed. A total of 15 possible variations of this instruction are listed below. BCC: where CC stands for Carry Clear. The branch is taken if the C-bit is 0. This instruction is often used in combination with shift and rotate instructions. BCS: where CS stands for Carry Set. The branch is taken if the C-bit is 1. This instruction is the counterpart of the BCC-instruction. BEQ: where EQ stand for EQual. The branch is taken if the Z-bit is 1. This instruction is often used after a TST-instruction or CMP-instruction. BNE: where NE stands for Not Equal. The branch is taken if the Z-bit is 0. This instruction is the counterpart of the BNE-instruction. BPL: where PL stands for PLus. The branch is taken if the N-bit is 0. This instruction is often used after a TST-instruction or CMP-instruction. BMI: where MI stands for MInus. The branch is taken if the N-bit is 1. This instruction is the counterpart of the BPL-instruction. BVC: where VC stands for oVerflow Clear. The branch is taken if the V-bit is 0. This instruction is often used after an Integer Arithmetic instruction like ADD, SUB, MUL etc. BVS: where VS stands for oVerflow Set. The branch is taken if the V-bit is 1. This instruction is the counterpart of the BVC-instruction. BRA: where RA stands for bRanch Always. This instruction is often used at the end of a loop to go back to the beginning of the loop. Branches often used after an arithmetic operation on two's complement numbers. BGE: where GE stands for Greater or Equal. This branch is taken if the N and V-bits contain the same value. BGT: where GT stands for Greater Than. This branch is taken in the following cases: - N is 1, V is 1, Z is 0 - N is V is Z is 0 BLE: where LE stands for Lower or Equal. This branch is taken in the following cases: - Z is 1 - N and V-bits contain different values BLT: where LT stands for Less Than. This branch is taken if the N and V-bits contain different values. Brances often used after an arithmetic operation on unsigned numbers. BHI: where HI stands for HIgher. This branch is taken if the N and V-bits contain the same value. BLS: where LS stands for Lower or Same. This branch is taken if the C and Z-bits contain different values. Example: This shows a piece of a C-program and an equivalent piece of a PASCAL-program which are translated into assembler. (variabele is signed) C: if (variable == 1 || variable > 4) variable = 5; else var *= 3; PASCAL: if (variable == 1) or (variable > 4) then variable := 5 else variable := variable * 3 * Most assemblers will optimize the branch-instructions * to the short forms CMP.W #1,variable BEQ L10000 CMP.W #4,variable BLE L2 L10000: MOVE.W #5,variable BRA L3 L2: MOVE.W variable,R0 MULS #3,R0 MOVE.W R0,variable L3: Instructions: DBcc (cc stands for Condition Code) Syntax: DBcc Dn,
Data sizes: byte or word. This implicates that the branch- instructions can branch in an area of 32K. Dn is considered to contain a word. Condition codes affected: None Function: The group of Decrement and Branch (DBcc) instructions provide an efficient way of creating loops. They are nearly always placed at the end of a loop. First the condition is tested, then the dataregister is decremented. The branch is taken in the following cases: - Dn is -1; - The condition cc in DBcc is satisfied. There are 16 possible variations of this instruction. They all are nearly the same as the Bcc-instructions, with two exceptions. These are: DBF or DBRA: This loop can only be terminated by count since the other condition can never be satisfied. DBT: Only performs a decrement on the dataregister and never branches. To me this seems a pretty useless instruction, which is only there to make the DBcc series logically complete. Example: This piece of code is an efficient implementation of the strcpy-function of the C-language. A0 contains the address of the source string and A1 contains the address of the destination string. In C the end of a string is marked by a byte containing 0. MOVE.W #$ffff,D0 LOOP: MOVE.B (A0)+,(A1)+ DBEQ D0,LOOP This piece of code can easily be transformed into the strncpy-function by loading D0 with the appropriate value. Instructions: Scc (cc stands for Condition Code) Syntax: Scc
Data sizes: byte. Condition codes affected: None Function: Sets a byte to $ff if the condition codes satisfie. If the condition is not satisfied the byte is set to 0. This group of 16 instructions is rarely used. Nearly all forms are the same as the DBcc group except for the following two instructions: SF: the same as a CLR.B instruction ST: the same as a MOVE.B #$ff,
Example: Be inventive, invent one yourself! Instruction: BSR, JSR Syntax: BSR
JSR
Data sizes: none Condition codes affected: none Addressing modes allowed (only for JSR): Destination: (An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) Function: The BSR (Branch to SubRoutine) and JSR (Jump to SubRoutine) instructions are used for calling subroutines. BSR can branch in a range of 32K. JSR should be used when a jump out of the 32K range is needed. Some assemblers optimize JSR into BSR instructions whenever possible, since BSR is more efficient than JSR. When executing a BSR/JSR instruction, the 68000 first pushes the PC (program- counter) on the stack and then load the PC with the new address. See below for the RTS (ReTurn from Subroutine) instruction. Instruction: RTS Syntax: RTS Data sizes: none Condition codes affected: none Function: Counterpart of BSR/JSR instructions. Reloads the PC with the value on top of the stack. This value will nearly always have been put on top of the stack by a BSR/JSR instruction. Example: * the strcpy function discussed before STRCPY: MOVE.W #$FFFF,D0 LOOP: MOVE.W (A0)+,(A1)+ DBEQ D0, LOOP RTS * some other code BEGIN: MOVE.L #SOURCE,A0 MOVE.L #DEST,A1 JSR STRCPY RTS * the strings are put in a data area .DATA * 80 bytes for every string SOURCE .DS.B 80 DEST .DS.B 80 * .DS.B means Define Storage Byte * so 80 bytes are define as storage for each string Instruction: JMP Syntax: JMP Data sizes: none Condition codes affected: none Addressing modes allowed: Destination: (An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) Function: Transfer program control to another address. The PC is loaded with the specified address. In fact this is a variant of the MOVE instruction. In this case the destination register is inherently defined, namely the PC-register. Therefore we could translate JMP to MOVE.L ,PC . Instruction: RTR Syntax: RTR Data sizes: none Condition codes affected: none Function: ReTurn and Restore. Counterpart of BSR/JSR instructions. Reloads the PC with the value on top of the stack. This value will nearly always have been put on top of the stack by a BSR/JSR instruction. The only difference with the RTS is that with this instruction also the CCR is reloaded. This instruction is rarely used but comes in handy when one doesn't want a subroutine to influence the condition codes. Before the  JSR instruction you should use the instruction: MOVE.B CCR,-(A7) which pushes the CCR on the stack Next time: The last part of the instruction set. These are the instructions which can only be executed when supervisor-mode is active. ASSEMBLY LANGUAGE COURS PART IX by Mark van den Boer System Control instructions In this part of the course the last group of instructions will be explained. This group of instructions deals with the supervisor- mode and are therefore sometimes referred to as system control instructions. To remind you: the S-bit in the SR (status register) of the 68000 determines whether the 68000 is in supervisor-mode or not. Many of these instructions deal with so called exceptions. Exception is another word for interrupt and these are used to force program control immediately to a specific routint exception handler routine. Exceptions are used to detect situations that are urgent and need to be handled directly. Therefore every exception has a vector assigned to it. This vector is a pointer to a routine which performs some action which should be taken when such an exception occurs. The exception vectors are located in the first 256 longwords of memory. Instruction: CHK Syntax: CHK ,Dn Data sizes: word Condition codes affected: X not affected N Set if Dn is less than zero, cleared if less than Dn, in all other cases undefined Z V C always undefined Addressing modes allowed: Source: Dn (An) (An)+ -(An) w(An) b(An,Rn) w l w(PC) b(PC,Rn) # Destination: Dn Function: Compares the contents of the effective address operand with the data-register. If the data register is less than zero (the data register is always considered to be a signed word) or greater than the contents of , then an exception occurs. The pointer to this exception-routine is located at address $18. This instruction is used to check if a data register is within a range. It is often used by high-level languages such as PASCAL to perform array-bound checking. Examples: Instruction Before After CHK #50,D0 D0=45 D0=45 No exception occured, if D0 had been 51 or greater then an exception would have occured. Instruction: MOVE USP (privileged instruction) Syntax: MOVE USP,An or MOVE An,USP Data sizes: long Condition codes affected: X N Z V C not affected Addressing modes allowed: See syntax Function: As you all should know, the 68000 has in fact two A7 registers. One A7 register is used when in supervisor- mode, the other when in usermode (this is: not in supervisor-mode. It is sometimes desirable for a program which is executing in supervisor mode to know the value of the usermode A7-register. This instruction provides a way to obtain and change the value of A7 usermode-register. Example: Instruction Before After MOVE USP,A6 A7user=$12345678 A7user=$12345678 A6 =$00000000 A6 =$12345678 A7sup =$87654321 A7sup =$87654321 Instruction: RESET Syntax: RESET (privileged instruction) Data sizes: none Condition codes affected: X N Z V C not affected Function: Reset all external devices. A device can be a chip like the 6850. Instruction: RTE (privileged instruction) Syntax: RTE Data sizes: none Condition codes affected: none Function: Every exception is terminated by this instruction. It can be compared to RTS. The only difference is that RTE will restore the SR in addition. Note that an exception-routine has the responsibility to save registers if this is important. Instruction: STOP (privileged instruction) Syntax: STOP # Data sizes: word Condition codes affected: All set as a direct result of the operand Addressing modes allowed: Source: # Function: Stop execution of a program until an exception occurs. The operand stored in the SR. Note that with the operand a minimum interrupt level can be determined. With this instruction it is possible to wait for a videochip interrupt to occur. Example: STOP #%0010011000011111 Wait for an exception with a priority of 6 or 7 to occur and set the XNZVC-bits. Instruction: TRAP Syntax: TRAP # Data sizes: # must be >=0 and <=15 Condition codes affected: X N Z V C not affected Function: This instruction generates an exception. The operand indicates an exception number. The vectors for the exceptions are located at addresses $80 to $BC. This instruction is mainly used to allow programs that execute in user-mode to call supervisor-mode routines. This way a user can be given a number of specific functions. In the ST trap vectors 2, 14 and 15 are used for GEM, BIOS and XBIOS functions. In the case of the ST the TRAP-instructions is preceded by instructions that put function numbers and parameters for these functions on the stack. This way it is possible to assign groups of functions to one trap-vector. Note that when calling a TRAP in user-mode the stackpointers change (supervisor-mode and user-mode, remember??). Thus, the MOVE USP instruction can be used to retrieve parameters that had been put on the stack. Instruction: TRAPV Syntax: TRAPV Data sizes: none Condition codes affected: none Function: When the V-bit is set an exception occurs. The exception vector is located at address $1C. When the V- bit is clear nothing happens. This instruction can be used by high-level languages to inform the user that an overflow error has occured. MC 68000 ASSEMBLY LANGUAGE COURSE PART X by Mark van den Boer Now all instructions of the 68000 have been explained it's time to bring this knowledge into practice. This last part of the course will deal with the subject of translating high-level constructs to the equivalent assembler constructs. The C program- ming language will be used as the high-level language which has to be translated to assembler. A note to those of you who are more familiar with Pascal or BASIC: litte imagination is needed to deduct the similar constructs in Pascal and BASIC. What now follows is a C-program which containing several commonly used data- and control structures. The examples show you how to translate these structures into assembler. There should also be a file called M68000.DOC on your ST NEWS disk. This file contains a quick-reference card containing all instructions and allowed addressing modes. This reference card has been made by Trustware, Inc. (an unregistered trademark of Victor Langeveld). I am very grateful to Victor for allowing me to include this card, since it's a rather tedious job to put together such a card. One thing's for sure: this card is one of the better of its kind and it's the most compact reference card for the 68000 I've ever seen. /* A function. (Called a procedure or function in Pascal and a subroutine in BASIC) Note how parameters are passed in the assembly language translation. Als pay attention to how local variables are stored. */ int function (number, pointer) int number; char *pointer; { register int i, j; char *c; i = number - 1; c = pointer; c = "new Queensryche album: Operation Mindcrime"; /* Note how a string is stored */ return i; /* Note how a value is returned */ } .text function: * offset of number = 8 * offset of pointer = 10 LINK A6,#-4 * save registers MOVEM.L D6-D7,-(sp) * sp = A7 * i in D7 * j in D6 * offset of c = -4 * i = number - 1 MOVE.W 8(A6),D7 SUB.W #1,D7 * c = pointer MOVE.L 10(A6),-4(A6) * c = "new Queensryche album: Operation Mindcrime" .data L2: .dc.b 'new Queensryche album: Operation Mindcrime',0 MOVE.L #L2,-4(A6) * D0 is used for resulting values from functions * return i; D0 is always used for the result of a function MOVE.W D7,D0 * restore registers MOVEM.L (sp)+,D6-D7 UNLK A6 * } RTS * global variables .bss * int i; i: .ds.w 1 * char character character: .ds.b 1 * int *i_pointer i_pointer: .ds.l 1 * int i_array[10][5] i_array: .ds.w 10*5 * one struct is in fact 3 bytes long, but for every structure * 4 bytes are reserved. This is because the 68000 can only * address words at even addresses. * struct { /* this is the equivalent of a record in PASCAL */ *  int i; * char c; * } structure[5]; structure: .ds.b 4*5 main() { /* assignment of a constant to a variable */ i = 9; /* assignment of a constant to a variable */ character = 'c'; /* assignment of a constant to a variable */ i_pointer = &i; /* watch how indexing of array is done */ /* integer is 2 bytes, so the address of array-element [3][4] is: (3 * 5 (the length of i_array[3]) + 4) * 2 (size of an integer) = 38. So the integer should be stored at i_array + 38. */ i_array[3][4] = *i_pointer; /* Now the distance in bytes from the beginning of the array must be computed during program execution, in contrary to the previous example. */ i_array[i][i - 1] = 2; /* Assignments to arrays of structures */ structure[1].i = 3; structure[i].c = character; /* expression evaluation and assignment */ i = i_array[0][0] * i_array[0][1] + i_array[0][2] / i_array[0][3]; /* conditional statement */ if (i < i_array[i][i]) i = 1; else i = 2; /* while loop */ while (i <= 10) i++; /* continue and break statements */ while (i++ <= 10) { if (i != 4) continue; else break; } /* for loop */ for (i = 4; i >= 0; i--) i_array[i][i] = i; /* do loop */ do i++; while (i < 10 && i != 5); /* switch statement; watch the application of a jump-table. Pay special attention to how 'case 4' which must 'default' is solved. */ switch (i) { case 0: i = 0; break; case 1: i = 5; break; case 2: case 3: i = 7; break; case 5: i = 1; break; default: i = 2; break; } /* switch statement; watch how 'case 999' has destroyed the jumptable-optimization. */ switch (i) { case 0: i = 0; break; case 1: i = 5; break; case 2: case 3: i = 7; break; case 5: i = 1; break; case 999: /* This case should be tested seperately so the assembler code can be more efficient. */ i = 100; break; default: i = 2; break; } /* manipulating bits */ i = i & 0x2345; i = i | 0x2345; i = i ^ 0x2345; i = ~i; i <<= i; /* using the result of a function */ i = function(5, &character); } .text main: * Reserve 4 bytes. This way, when the first parameter for a * function is pushed onto the stack, no pre-decrementing of sp * has to be done. This 'trick' is used by the DRI-C-compiler. LINK A6,#-4 * i = 9 MOVE.W #9,i * character = 'c' MOVE.B #'c,character * i_pointer = &i MOVE.L #i,i_pointer * i_array[3][4] = *i_pointer MOVE.L i_pointer,A0 MOVE.W (A0),38+i_array * i_array[i][i - 1] = 2 MOVE.W i,D0 * compute byte offset from first element MULS #10,D0 MOVE.W i,D1 SUB.W #1,D1 ASL.W #1,D1 * multiply by 2 because an int is 2 bytes EXT.L D1 ADD.L D1,D0 ADD.L #i_array,D0 MOVE.L D0,A0 * move computed address to address-reg MOVE.W #2,(A0) * structure[1].i = 3 MOVE.W #3,4+structure * structure[i].c = character MOVE.W i,A0 ADD.L A0,A0 ADD.L A0,A0 * Two ADD operations are faster than a MUL and a MOVE ADD.L #structure,A0 MOVE.B character,2(A0) * i = i_array[0][0] * i_array[0][1] + * i_array[0][2] / i_array[0][3]; MOVE.W i_array,D0 MULS 2+i_array,D0 MOVE.W 4+i_array,D1 EXT.L D1 DIVS 6+i_array,D1 ADD.W D1,D0 MOVE.W D0,i * if (i < i_array[i][i]) i = 1; * else i = 2; MOVE.W i,D0 MULS #10,D0 MOVE.W i,D1 ASL.W #1,D1 EXT.L D1 ADD.L D1,D0 MOVE.L D0,A0 MOVE.L #i_array,A1 MOVE.W 0(A0,A1.L),D0 CMP i,D0 BLE L4 * i = 1 MOVE.W #1,i BRA L5 L4: * i = 2 MOVE.W #2,i L5: BRA L8 * while (i <= 10) i++; * This loop has been optimized: * one BRA instruction was saved by putting the test after the * do-part. The label L5: BRA L8 takes care that the while * condition is executed first at the beginning of the loop L7: ADD.W #1,i L8: CMP.W #10,i BLE L7 * while (i++ <= 10) { * if (i != 4) continue; * else break; * } L6: BRA L11 L10: CMP.W #4,i BNE L11 BRA L9 L11: CMP #10,i MOVE.W SR,D0 * save condition codes ADD.W #1,i MOVE D0,CCR * and restore BLE L10 * for (i = 4; i >= 0; i--) i_array[i][i] = i L9: MOVE.W #4,i BRA L14 L15: MOVE.W i,D0 MULS #10,D0 MOVE.W i,D1 ASL.W #1,D1 EXT.L D1 ADD.L D1,D0 ADD.L #i_array,D0 MOVE.L D0,A0 MOVE.W i,(A0) L13: SUB.W #1,i L14: TST i BGE L15 L12: * do i++; while (i < 10 && i != 5); L18: ADD.W #1,i L17: CMP.W #10,i BGE L10000 CMP.W #5,i BNE L18 L10000: * switch (i) { * case 0: * i = 0; * break; * case 1: * i = 5; * break; * case 2: * case 3: * i = 7; * break; * case 5: * i = 1; * break; * default: * i = 2; * break; * } L16: MOVE.W i,D0 BRA L20 L21: CLR.W i BRA L19 L22: MOVE.W #5,i BRA L19 L23: L24: MOVE.W #7,i BRA L19 L25: MOVE.W #1,i BRA L19 L26: MOVE.W #2,i BRA L19 L20: * Test if i is in case-range * if not goto default * if in range compute address to jump to CMP.W #5,D0 BHI L26 ASL.W #2,D0 MOVE.W D0,A0 ADD.L #L27,A0 MOVE.L (A0),A0 JMP (A0) .data L27: * jumptable .dc.l L21 .dc.l L22 .dc.l L23 .dc.l L24 .dc.l L26 .dc.l L25 .text L19: * switch (i) { * case 0: * i = 0; * break; * case 1: * i = 5; * break; * case 2: * case 3: * i = 7; * break; * case 5: * i = 1; * break; * case 999: * /* This case should be tested seperately so * the assembler code can be more efficient. * */ * i = 100; * break; * default: * i = 2; * break; * } MOVE.W i,D0 BRA L29 L30: CLR.W i BRA L28 L31: MOVE.W #5,i BRA L28 L32: L33: MOVE.W #7,i BRA L28 L34: MOVE.W #1,i BRA L28 L35: MOVE.W #100,i BRA L28 L36: MOVE.W #2,i BRA L28 BRA L28 L29: EXT.L D0 MOVE.L #L37,A0 MOVE.W #6,D1 L38: CMP.L (A0)+,D0 DBEQ D1,L38 MOVE.L 24(A0),A0 JMP (A0) .data L37: * table of case values .dc.l 0 .dc.l 1 .dc.l 2 .dc.l 3 .dc.l 5 .dc.l 999 .dc.l 0 * jump table .dc.l L30 .dc.l L31 .dc.l L32 .dc.l L33 .dc.l L34 .dc.l L35 .dc.l L36 .text L28: * i = i & 0x2345 ANDI.W #$2345,i * i = i | 0x2345 ORI.W #$2345,i * i = i ^ 0x2345 EORI.W #$2345,i * i = ~i NOT.W i * i <<= i MOVE.W i,D1 MOVE.W D1,D0 ASL.W D1,D0 MOVE.W D0,i * i = function (5, &character) MOVE.W #51,(sp) MOVE.L #character,-(sp) ADDQ.L #4,sp MOVE.W D0,i L3: UNLK A6 RTS Hope you had much fun with this course and that you learnt a lot! Read the other articles too.... +Lpv. UBSRQPONMLKJIHGFEDCBA@~}|{zyxwvu6&09#=m-j8"*)7cba`d#'yG^@EF?>=<;:9876543210/.-,+*)('&Aawchl޲۷µԈ؊Ơ硠_^]\[ZYXWVUTSRQPONMLKJIH.613/{zyxwvutsrqponmlkjihgfedsLJjRDOH_JvXQgZThAAHND nKC@GF?>=<;:9Kxzzag{~~/.-,+*)('&%$#"! ꌰ֗_^]\[3 NMLKJIHGFEDCBA@~}|{zyxwfaYY?9!8$8..eh. dcba` bDZ\USFPJMOS?>=<;:9876543210/.-,+*)(77Vlhvڴѣ󗩤錨ڂ븷  Z=UTSRQPONMLKJ[\jl0 ,?1|351#7'-s8=:",8$8izgfedcba`}RQKV\LRxU]GP\ ?>=<;N*C{}ewccj.?,#*@fstj$Some hints for Pacland Written by Sorcerer of The Digital Dictators! An example for finding bonuses is: Jump over an obstacle,be it a fire hydrant,cactus or tree stump, then walk back against it to release the bonus. Obstacles on later levels allow Pac-Man to skip levels and award him with bonus balloons (find out for yourself what they are for)! Here are a few bonuses: Level one: A fire hydrant gives Pac-man a hard hat to protect him from falling ghosts. Level two: A tree stump gives invincibility for the rest of the level. Level three: Push a cactus for an extra life. That's all...Not much,but.... _^]\[ZYX>KJIHGFEDCBA@~}|{zyxwvutc\Z>*>*.,hoswtci |RRJVJCMyqo=<;:98%"E2X0_.]~dll{tojjSilkworm tips Written by Sorcerer of The Digital Dictators! * Don't collect the point bonus tokens left by the Geese until the last moment-they also serve as useful five-second shields. Also,don't activate a smart bomb until the last possible moment,allowing more aliens to get in it's destructive range. * The power-up tokens are like petrol tokens.Each power-up acquired produces a stripe in the status area beneath your score.Now here's the deal... * Collect FIVE power-ups and the stripes form a flag icon. * Collect TEN in total and a secon flag appears. * FIFTEEN power-ups produce a small bird that allows you to keep your rapid fire after death. * Best of all,collect a total of TWENTY power-ups for a Golden Eagle which allows you to keep all your weapons after death. * Keep a constant eye on the Goose Counter.Don't shoot any aliens if you're coming to the end of a level and the counter is low- otherwise you get a guardian AND a Goose to contend with. * When you're covered by a shield,crash into as many aliens as you can-but retreat when the shield starts flashing,indicating it's wearing off. Some things to think of in the levels: When tackling the 'end of level' tanks in the two-player game, take the chopper up high to divert some of the tank's firepower, making life easier on the jeep.If you don't quickly finish off the tanks,they go into 'angry mode' and dish out massive amounts of firepower. The large tower is easy for the helicopter to handle-just shoot out the lower sections to lower it.Life's not so easy for the jeep though.You can either shoot out all the sections,whereupon the rest of it explodes,or drive through the tunnel in the bottom section(which is rotating constantly,meaning you have to time your drive through). The tank-missile launcher that appears from the rear can only be shot by the jeep.Elevate the gun turret until it's facing directly behind you and let the beggar have it.But do it QUICKLY! Don't shoot at the tank's parachutes-they fall to the ground,more often than not right on top of the jeep. Don't shoot the black metallic 'deathstars' as soon as they appear. They won't shoot at you and after a while they release a shield token-THEN you can let them have it! To end wawes more quickly and produce more Geese,wait for missile launchers to fire their weapons before shooting both the missile AND the launcher.This counts as two hits rather than one. For double the weapons bonus,shoot the Goose before the pieces join together.The grey section is the most vulnerable and is best destroyed by flying directly over it with either a shielded helicopter or the jeep(point the gun straight up). ^_]JDBJ^L[Rm$9-4;6ponmlkjihgfedcba`{_C[\XO_CFFT?>=<;:9876543210/>>]aauj|cStos basic reference card-with ALL stos basic commands and their correct syntax. Parameters placed inside square brackets are optional and can be omitted. Written by --------------------------------- Sorcerer of The Digital Dictators --------------------------------- STOS is great! (sometimes...) STOS basic reference card Naming conventions All Stos basic variables must begin with a letter and they must not contain any of the following commands: TO,STEP,THEN,ELSE,XOR,OR,AND,GOTO,GOSUB,MOD,AS Maximum length of a variable is 31 characters. Types of variables Integers P,NUM,T1 - Stored in four bytes and range from:-214748348 to +214748348 Real numbers P#,NUM#,T1# - Stored in eight bytes and range from:-1.797692 E+308 to +1.797693 E+307 Strings P$,NUM$,T1$ - Always suffixed with a $ character and can range from 0-65500 characters long.They are not terminated with a chr$(0). Arrays P(10),NUM#(3),TI$(100,10) - Any of the above variables caen be incorporated into a table called array.These arrays can be created using the DIM statement. Variable and string commands =ASC(a$) - Get ascii code CHR$(n) - Return ascii character DEC var - Subtract one from an integer variable DIM var(size),... - Dimension an array =FLIP(n$) - Invert string INC var - Add one to an integer variable =INPUT list / "chars",delay - Input a number or some text into a string =INPUT$(n) - Function to input n characters into a string =INSTR(str1$,str2$<,p>) - Search for occurences of a string within another string KEY(x)=a$ - Function to assign a string to a funct.key =LEFT$(str1$,n)= - Return the leftmost character of a string =LEN(a$) - Get length of string LET x=y - Load some information into a variable =MATCH(var(0),value)- Find the closest match to a value in an array =MID$(v$,s,n)= - Return a string of characters from within a string expression =RIGHT$(str1$,n)= - Return the rightmost character of a string SORT A$(0) - Sorts all elements in an array =SPACE$(n) - Create a string full of spaces =STR$(n) - Convert a number to a string =STRING$(a$,n) - Create a string full of a$ =UPPER$(n$) - Convert n$ to upper case =VAL(x$) - Convert a string to a number Editor and system commands AUTO <,inc> - Automatic line numbering CHANGE a$ to b$ - Change all occurences of string in a program CLEAR - Clear all the program variables CONT - Restart a program exited by STOP or cntr+c DEFAULT - Reset the editor and redraw current windows DELETE first-last - Delete some or all of a program ENGLISH - Select English syntax (default) FLOAD path$ - Load a file using the file selector FOLLOW - Track through a STOS basic program FOLLOW OFF - Turns off any follow command FOLLOW first-last - Traces the lines between first-last FOLLOW variable list- Traces variables and prints to the screen FOLLOW variable list,first-last- Variables are traced and printed between lines first and last FRANCAIS - Select French syntax =FREE - Return the amount of free memory FREQUENCY - Change scan rate from 50 to 60 hertz FSAVE path$ - Save a basic file chosen with the file selector FULL - Expand current window into the full screen area GRAB n - Copy all or part of a program segment into the current program =LANGUAGE - Variable holding the language used for syntax KEYLIST - List the current function key assignment LIST - List the entire program LIST -last - List the start of the program to line last LIST first- - List lines from first onwards LIST first-last - List lines from first to last LOWER - Change editor mode to lower case MERGE file$ - Merge a file into the current program MULTI n - Display a number of programs simultaneously NEW - Erase the current program RENUM<,inc> - Renumber all of a program RENUM number,inc,start-end - Renumber part of a program RESET - Reset the editor RUN - Run the program starting from the first line RUN file$ - Load and run a basic file RUN line - Run the program starting from a specific line SEARCH s$ - Searches for a string between lines start and end SEARCH - Continue the search from last match SYSTEM - Exit back to Gem UNNEW - Attempt to recover from a NEW and restore the previous program UPPER - Change listing mode to upper case Program control commands BREAK ON/OFF - Turn on or off the control+c break key END - Exit from the program =ERRL - Variable holding the location of the last error =ERRN - Variable containing the number of the last error ERROR n - Generate an error and return to STOS editor FOR...NEXT - Repeat a section of code a specific number of times GOSUB line/expr. - Jump to a subroutine GOTO line/expr. - Jump to a new line number IF...THEN - Choose between alternative actions ON ERROR GOTO line - Trap an error within a basic program ON var GOSUB line1,line2... - GOSUB one of a list of routines depending on a variable ON var GOTO line1,line2... - Jump to one of a list of lines depending on a variable POP - Remove the return information after a GOSUB REPEAT...UNTIL - Repeat a section of code until a condition is true RESUME - Jump back to the statement which caused the error and try again RESUME NEXT - Jump to statement following the one which caused the error RESUME n - Resume the program at the line number n RETURN - Return from a subroutine and execute the next instruction STOP - Stop running the program and return to the editor WHILE...WEND - Repeat a section of code while a condition is true Loading and saving ACCLOAD file$ - Load an accessory ACCLOAD "*" - Load all accessories from the current disc BLOAD file$,addr/#bank - Load binary information into a specified address or bank BSAVE file$,start TO end - Save a block of memory between start and end in binary format LOAD file$ - Load part or all of a STOS basic program SAVE file$ - Save part or all of a STOS basic program Legal file extensions .BAS - Basic programs .ACB - Accessories (Use accload) .PI1,PI2,PI3 - Degas picture format .NEO - Neochrome format .MBK - One memory bank .MBS - All current banks .VAR - Currently defined variables .ASC - Ascii format .PRG - Executable from Gem Desktop Directories =DFREE - Variable containing the free space on the current disc =DIR FIRST$(path$,flag) - Get first file in directory satisfying pathname =DIR NEXT - Get the next file satisfying current pathname DIR - List out the directory of the current disc DIR$=path$ - Set the current directory DIR/W - List the directory across the screen =DRIVE= - Variable containing the current drive =DRIVE$= - String variable holding current drive =DRVMAP - Variable holding a list of the drives connected =FILESELECT$(path$>) - Select a file using the fileselector KILL file$ - Erase a file from the disc MKDIR folder$ - Create a new folder PREVIOUS - Sets the current path up one directory RENAME old$ TO new$ - Rename a file RMDIR folder$ - Delete a folder Filing commands CLOSE #channel - Close a file =EOF (#channel) - Test for end of file FIELD #channel,len1 as field1$,... - Define record structure GET #channel,r - Input a record from a random access file INPUT#channel,variable list - Input a list of variables from a file or device =INPUT$(#channel,count) - Inputs a number of characters from a device LINE INPUT #channel,separator$,variable list - Input a list with a different separator to "." LINE INPUT #channel,variable list - Inputs a list of variables not separated by "," =LOF(#channel) - Length of open file OPEN #channel,"AUX" - Open a channel to the RS232 port OPEN #channel,"MIDI"- Open a channel to the midi interface OPEN #channel,"PRT" - Open a channel to the printer OPEN #channel,"R",file$ - Open a random access file OPEN IN #channel,file$ - Open a file for input OPEN OUT #channel,file$<,attribute> - Open a file for output =POF(#channel)= - Variable holding current position of file pointer =PORT(#channel) - Function to test if channel waiting PRINT #channel,variable list - Print a list to a file or device PUT #channel,r - Output a record to a random access file Memory bank commands BCOPY #source TO #dest - Copy the contents of a bank to another bank BGRAB prgno<,b> - Copy some or all banks from a program to the current program ERASE b - Delete a bank HEXA ON/OFF - Toggle hexadecimal listing =LENGTH(b) - Get the length of a bank =LENGTH(prgno,b) - Get the length of a bank from another program LISTBANK - List the banks in use RESERVE AS DATA bank,length - Reserve a permanent bank as a workspace RESERVE AS DATASCREEN bank - Reserve a permanent bank of memory as a screen RESERVE AS SCREEN bank - Reserve a temporary bank as a screen RESERVE AS SET bank,length - Reserve a permanent bank of memory for use as a character set RESERVE AS WORK bank,length - Reserve a temporary bank as a workspace =START(b) - Get the start address of a bank =START(prgno,b) - Return the start address of a bank from a program Text commands CDOWN - Cursor down CENTRE a$ - Print a line of text centred on the screen CLEFT - Cursor left CRIGHT - Cursor right CUP - Cursor up CURS ON/OFF - Enable/disable text cursor HOME - Cursor home INVERSE ON/OFF - Switch the pen and ink values LOCATE x,y - Position the cursor PAPER index - Set colour of the background text PEN index  - Set colour of the text =SCRN(x,y) - Return the character at the position x,y SET CURS top,base - Set text cursor size SHADE ON/OFF - Shade all subsequent text,or return to normal printing SQUARE wx,hy,border - Draw a rectangle at the current cursor position TAB(n) - Move the cursor to the right n places UNDER ON/OFF - Set underline mode on or off WRITING effect - Change text writing mode (1=replacement 2=OR(Default) 3=XOR) =XCURS - Variable holding the x coordinate of the text cursor =XGRAPHIC(x) - Convert x text to x graphic coordinate =XTEXT(x) - Convert x graphic to x text coordinate =YCURS - Variable holding the y coordinate of the text cursor =YGRAPHIC(y) - Convert y text to y graphic coordinate =YTEXT(y) - Convert y graphic to y text coordinate Window commands BORDER n - Set the border of the current window CLW - Clears the current window QWINDOW n - Activate window without redrawing it SCROLL DOWN - Scroll the current window down one line SCROLL ON/OFF - Switch window scrolling on and off SCROLL UP - Scroll the current window up TITLE a$ - Define a title for the current window WINDEL n - Delete a window WINDMOVE x1,y1 - Move a window =WINDON - Variable containing number of the current window WINDOPEN n,x1,y1,w,h<,border<,set>> - Create a window WINDOW n - Activate a window Graphics functions ARC x1,y1,r,start,end - Draw a circular arc BAR x1,y1 TO x2,y2 - Draw a filled rectangle BOX x1,y1 TO x2,y2 - Draw a hollow rectangle on the screen CIRCLE x1,y1,r - Draw a filled circle CLIP x1,y1 TO x2,y2 - Restrict all graphics to part of the screen COLOUR index,$RGB - Assign a colour to an index =COLOUR(index) - Read the colour assignment DIVX - Variable fraction for x axis plotting DIVY - Variable fraction for y axis plotting DRAW x1,y1 TO x2,y2 - Draw a line between x1,y1 and x2,y2 DRAW TO x3,y3 - Draw a line from the last point to x3,y3 EARC x1,y1,r1,r2,start,end - Draw an elliptical arc ELLIPSE x1,y1,r1,r2 - Draw a filled ellipse EPIE x1,y1,r1,r2,start,end - Draw an elliptical pie FLASH index,"(col,delay)(col2,delay)..."- Set flashing colour sequence GR WRITING x - Set method of drawing (1=replacement 2=transparent 3=XOR mode 4=inverse transparent) INK index - Set colour of graphic drawing operations =MODE n - Change the graphics mode PAINT x1,y1 - Contour fill PALETTE $RGB,$RGB...- Set the current screen colours PIE x1,y1,r,start,end - Produce a pie chart PLOT x,y<,index> - Plot a single point POINT(x1,y1) - Get the colour of a point POLYGON x1,y1 TO x2,y2 TO x3,y3... - Draw a filled polygon POLYLINE x1,y1 TO x2,y2 TO x3,y3... - Multiple line drawing POLYMARK x1,y1;x2,y2;x3,y3;...- Plot a list of polymarkers RBAR x1,y1 TO x2,y2 - Draw a filled rounded rectangle RBOX x1,y1 TO x2,y2 - Draw a rounded hollow box SET LINE mask,thick,start,end - Set the line styles SET MARK type,size - Set the marker used by polymark SET PAINT type,pattern,border - Select fill pattern SET PATTERN a$ - Set user defined pattern from data in a string SET PATTERN address of pattern- Set a user-defined fill pattern with data at address SHIFT delay<,start> - Colour rotation Screen commands APPEAR x<,y> - Fade between two pictures =BACK= - Address of the background screen CLS - Clear the whole screen CLS scr - Clears the screen at scr CLS scr,col - Fills the screen scr with colour col CLS scr,col,x1,y1 TO x2,y2 - Replaces the rectangle at scr at coordinates x1,y1,x2,y2 with a block of colour col DEF SCROLL n,x1,y1 TO x2,y2,dx,dy - Define a scrolling zone DEFAULT BACK - Return the intial value of BACK DEFAULT LOGIC - Return the initial value of LOGIC DEFAULT PHYSIC - Return the initial value of PHYSIC FADE speed - Fade all colours to black FADE speed TO sbank - Fade present colours to those of the screen in bank sbank FADE speed,col1,,,col4,... - FADE separate colours to new values GET PALETTE(n) - Set the palette from a screen bank =LOGIC= - Address of the logical screen PACK scr,bank - Pack a screen =PHYSIC= - Address of the physical screen REDUCE scr1 TO (scr2)x1,y1,x2,y2 -Reduce a screen to a smaller size RESERVE AS DATASCREEN n - Reserve a permanent screen RESERVE AS SCREEN n - Reserve a bank as a temporary screen SCREEN COPY scr1 TO scr2 - Copy screen scr1 to screen scr2 SCREEN COPY scr1,x1,y1,x2,y2 TO scr2,x3,y3 - Copies a section of a screen to a point in another screen SCREEN SWAP - Swaps the address of the logical and physical screens SCREEN$(scrn,x,y)=a$- Copy screen area in a$ to the screen scrn =SCREEN$(scrn,x1,y1 TO x2,y2) - Load an area of a screen into a string SCROLL n - Scroll a screen zone SYNCHRO - Execute all sprite movements once SYNCHRO OFF - Turn off normal sprite interrupt SYNCHRO ON - Revert the sprite movements to normal UNPACK bnk,scr - Unpack a screen WAIT VBL - Wait for a vertical blank ZOOM scr1,x1,y1,x2,y2 TO (scr2),x3,y3,x4,y4 - Magnify a section of the screen Sprite commands ANIM FREEZE (n) - Freeze an animation ANIM ON/OFF (n) - Start an animation ANIM n,a$ - Animate a sprite AUTOBACK ON/OFF - Set screen for graphics operation COLLIDE (n,w,h) - Detect collisions between two sprites =DETECT (n) - Find colour of pixel underneath sprite FREEZE - Pause a sprite and music operation GET SPRITE x,y,i,(mask) - Copy a section of the screen into the spritebank LIMIT SPRITE x1,y1 TO x2,y2 - Limit sprite to a specific area MOVE FREEZE - Temporarily suspend sprite movements MOVE ON/OFF (n) - Start/stop sprite movement MOVE X n,m$ - Move a sprite horizontally MOVE Y n,m$ - Move a sprite vertically MOVEON (n) - Return sprite state OFF - Turn off sprites PRIORITY ON/OFF - Change between priority modes PUT SPRITE n - Put a copy of a sprite on the screen REDRAW - Redraw the sprites RESET ZONE (n) - Erase a zone SET ZONE z,x1,y1 TO x2,y2 - Set a zone for testing SPRITE n,x,y,p - Displays a sprite on the screen UNFREEZE - Restart sprite and music operations UPDATE (ON/OFF) - Change automatic sprite updates =X SPRITE (n) - Get X coordinate of sprite =Y SPRITE (n) - Get Y coordinate of sprite ZONE (n) - Tests a sprite to see if it is in a zone Character and icon commands CHARCOPY s TO b - Copy a character set into a particular bank =CHARLEN(n) - Get length of a character ICON$(n) - Generate an icon at the current cursor position RESERVE AS SET n,len- Reserve a bank of memory for a character set Mouse and joystick commands CHANGE MOUSE m - Change the shape of the mouse pointer =FIRE - Test fire button state HIDE (ON) - Remove mouse pointer from the screen =JDOWN - Test joystick movement down =JLEFT - Test joystick movement left =JOY - Read joystick =JRIGHT - Test joystick movement right =JUP - Test joystick movement up LIMIT MOUSE x1,y1 TO x2,y2 - Limit mouse to a section of the screen =MOUSE KEY - Get status of the mouse keys SHOW (ON) - Activate the mouse pointer =X MOUSE - Get the X coordinate of the mouse pointer =Y MOUSE - Get the Y coordinate of the mouse pointer Music and sound commands BELL - Simple bell sound BOOM - Generate an explosion sound CLICK ON/OFF - Turn off keyboard click ENVEL type,speed- Activate an envelope MUSIC FREEZE - Temporarily stop a piece of music MUSIC OFF - Turn off music MUSIC ON - Restart a piece of music MUSIC n - Play tune number n NOISE v,p - Produce rushing wind effects PLAY (voice,)pitch,duration - Play a note =PVOICE(v) - Return position in music SHOOT - Create a noise like a gun firing TEMPO s - Change the speed of a sample of music TRANSPOSE df - Change the pitch of a piece of music VOICE (v) - Turn on/off a voice VOLUME (v,)intensity - Change the sound volume Menu commands MENU FREEZE - Freeze the actions of the menu MENU OFF - Switch off the entire menu MENU ON (border)(,mode) - Turn on the menu =MENU$(title,option)OFF - Turn off an option =MENU$(title,option)ON - Turn back on an option MENU$(x)=title$ (,paper,pen) - Set a menu title for a drop down menu MENU$(x,y)=option$ (,paper,pen) - Set up an option in a menu =MNBAR - Holds the menu title that has been selected =MNSELECT - Holds the option number which has been selected ON MENU GOTO lin1,lin2,... - Go to a line dictated by the option selected ON MENU OFF - Turn off on menu option ON MENU ON - Start on menu system Arithmetic operations (listed in order of priority) Power - Power (the symbol is over 6 in english keyboards) / and * - Divide and multiply MOD - Modulo operator (Produces remainder of a division) + and - - Plus and minus AND - Logical AND OR - Logical OR XOR - Logical XOR Mathematical functions =ABS(y) - Absolute value DEF FN name (variable list)=expression - Create a user-defined function =EXP(y#) - Exponential function =FN name(variable) - Call a user-defined function =INT(y#) - Convert floating point to an integer =LN(y#) - Natural logarithm =LOG(y#) - Logarithm =MAX(x,y) - Get the maximum of two values =MIN(x,y) - Return the minimum of two values =SGN(y) - Find the sign of a number =SQR(y) - Square root =SWAP(x,y) - Swap the contents of two variables Trigonometric functions =ACOS(number) - Arc cosine =ASIN(number) - Arc sine =ATAN(number) - Arc tangent =COS(angle) - Cosine =DEG(angle) - Convert an angle expressed in radians to degrees =HCOS(angle) - Hyperbolic cosine =HSIN(angle) - Hyperbolic sine =HTAN(angle) - Hyperbolic tangent =PI - A constant =RAD(angle) - Convert an angle expressed in degrees to radians =SIN(angle) - Sine =TAN(angle) - Tangent The printer HARDCOPY - Screen dump LDIR (path$) - List a directory to the printer LISTBANK - Prints a list of the banks used by your program on the printer LLIST (linestart(-line end)) - Print part or all of a program on a printer LPRINT variable list - Output a list of variables to the printer WINDCOPY - Window dump Other commands =ACCNB - Get accessory number ACCNEW - Remove all currently installed accessories =AREG(r)= - Variable used to pass information to the 68000s address registers BCHG(x,y) - Change a bit BCLR(x,y) - Clear a bit =BIN$(x(,y)) - Convert number to binary string BSET(x,y) - Set a bit to 1 BTST(x,y) - Test a bit CALL address - Call a machine-code program-stored at address CLEAR KEY - Initialise the keyboard buffer COPY start,finish TO destination - Copy a memory block DATA variable list - Place a list of data items in a program =DATE$= - Get date =DEEK(address) - Get word at address DOKE address,value - Change word at address =DREG(r)= - Variable used to pass information to the 68000s data registers =FALSE - Logical false 0 FILL start TO finish,longword - Fill memory block with a longword FIX(n) - Set precision =FKEY - Read the function keys directly =HEX$(x(,n)) - Convert number to hexadecimal =HUNT(start TO end,a$) - Find a string in memory =INKEY$ - Function to get a keypress KEY SPEED repeatspeed,delay - Change key repeat speed and initial delay response =LEEK(address) - Get longword at address LINE INPUT variable list - Input a list of variables separated by return LOKE address,number - Change long word at address LOWER$(n$) - Convert n$ to lower case =NOT(x) - Logical NOT operation =PEEK(address) - Get byte at address POKE address,x - Change byte at address PRINT or ? variable list- Print a list of variables to the screen =PSG(r)= - Access the programmable sound generator PUT KEY - Put a string into the keyboard buffer READ variable list - Read some data from a DATA statement into a variable REM - Remark RESTORE line/expression - Set the read pointer to a new line =RND(y) - Random number generator ROL x,y - Rotate left ROX x,y - Rotate right =SCANCODE - The scancode of the last key input with INKEY$ =TIME$= - Get time =TIMER= - Count in 50ths of a second TRAP n(,parameters) Call a 68000 trap function =TRUE - Logical true -1 USING format$;variable list - Formatted output Replacement character(beside Return in english keyboards) # Number of digits of a variable + Adds a plus to a positive number or a minus sign to a negative number - Produces only a minus sign if a value is negative . Places a decimal point in a number ; Centres a number but does not output a decimal point Power symbol Prints a number in exponential format =VARPTR(variable) - Get address of a variable WAIT KEY - Wait for a keypress WAIT x - Wait in 50ths of a second (c) Sorcerer January 24th 1991 Mandarin Software Europa House Adlington Park Adlington Macclesfield SK10 4NP Ҁ謆 XU#PMI E+r}3+?7tw7;0s?>&*n)%-,,:"(1d, +%\JN60XJXC[PFYU]N^NOG*,(.?>=Ltswlrd5G{sau!,+*)('&()./,-ќ̟ȅψ齴尫ݘĒȌт7   TWRN   FD 1/|VP?7;20&s?>&*n"<.8(<.)+dk1(-VR\NNVTYEMWISJ^Y _BH\RMADHLzm=}i9hof}ps}|v.femc&cvForget it...this is IBM technical stuff, we covered the game on DOC 21! S.Possum.. RED STORM RISING TECHNICAL SUPPLEMENT Package Contents Your Red Storm Rising should contain a manual, this technical supplement folder, two 5 1/4" disks or one 3 1/2" disk, keyboard overlays, a map of the Norwegian Sea Theater, a registration card, and an order card for backup disks. Required Equipment Computer: This simulation requires an IBM PC, XT, AT, PS/2, Compaq 386, Tandy 1000, or a computer 100% compatible with one of those models. The machine must have at least 384K of RAM and DOS 2.x or 3.x. When using higher versions of DOS, more RAM may be necessary. Controls: The simulation can be run entirely from the keyboard, or with a joystick and keyboard. Display: The simulation requires a color monitor with an IBM CGA, EGA, MCGA, VGA or Tandy 1000 graphics system. EGA systems must have 256K on the graphics card (standard on all but the earliest boards). The simulation will run on a system with a monochrome monitor if you have a Hercules Monochrome Graphics card. If you are using a compatible graphics card/monitor, it must be 100% hardware compatible to one of the above. DOS: You must have IBM or MicroSoft DOS, version 2.0 or higher. A version between 2.11 and 3.31 is recommended (3.1 or less on 384K machines). Saving Games Red Storm Rising can save games only if you follow the installation procedure and "run" the game from copies on either floppy disks or a hard disk. If you run the game using the disk(s) in the box, no games can be saved. The original MicroProse disks are write-protected to avoid inadvertent damage. Accelerated Time This is a new feature for the IBM version of Red Storm Rising. If you find the pace of action too slow, or are pursuing a slowly-developing strategy, press ALT and the T key to accelerate time. Press it again to restore normal time rate. This option only functions during a battle. Tandy 1000 Keyboards On Tandy 1000 computers, do not attempt to use the numeric keypad for cursor key movements. Instead use the marked cursor keys. For diagonal movements, use two keys in combination. Installation Concepts Red Storm Rising is copy-protected using a "key disk" technique. This means you can copy the game files from the original disks however you prefer - to other floppy disks, and/or to a hard disk. These files are normal in all respects. They can be backed up, restored and optimized on a hard disk. However, the original disks have special "invisible" markings that cannot be copied or removed. The program will ask you to insert temporarily the original Disk A into your floppy drive. MicroProse regrets that continuing casual and organized software piracy within the USA and around the world requires that we copy-protect this product. Remember, you cannot save games or final scores unless you install Red Storm Rising on floppy disk or hard disk. Installation on Floppy Disks This simulation is designed to run using copies of the original (distribution) disks supplied in the box. You can run the game using the distribution disks, but no information will be saved. We suggest you format new disks and then copy the game onto them. If you're using 5.25" 360K drives (standard for PCs and XTs) format two disks. If you're using any other type of drive (5.25" 1.2MB, or any 3.5" size) format just one disk. Format a Floppy Disk: Formatting a disk requires that you boot your computer with DOS, then at the ">" prompt type the appropriate format command. For example, on most machines type FORMAT A: to format a floppy disk in the A: drive. For details, consult the description of "FORMAT" in your DOS manual. Copy to Newly Formatted Disks: After formatting the disk(s), use the DOS "COPY" command to copy the disks with *.* as the file designators. Typically this command is entered as COPY A:*.* B:*.*, even if you just have one floppy drive. For details, consult the description of "COPY" in your DOS manual. Avoid Diskcopy: Do not use the "DISKCOPY" command to copy disks. You must use the "COPY" command. Installation on a Hard Disk You can copy the original (distribution) disks onto a hard disk. The files copied are standard DOS files. They can be copied, erased, and optimized as desired. Install Program: For you convenience, a batch file called "INSTALL" is included on disk B. It automatically installs the program onto your hard disk. To use the program, insert your disk (if using 5.25" disks, insert disk B) into a drive. Type A:INSTALL and press Return if you put the original disk into drive A. Type B:INSTALL and press Return if you put the original disk into drive B. The install program will then ask which disk you wish to install onto. Most hard disks are set up as drive C. Type the appropriate letter and follow any instructions that appear. Technical Notes: If you have problems with the install program, use DOS commands to make a subdirectory titled RSR and then copy all the files from all original disks into that subdirectory. Finally, copy the RSRLOADR file into the root directory and then rename it REDSTORM.BAT. The install program simply automates this process. If you're an experienced IBM user, feel free to modify or move "REDSTORM.BAT". Note that Red Storm Rising requires all its files to be in the same subdirectory, and that subdirectory must be the default while the program is running. Loading from Floppy Disks (1) Boot you machine using a DOS disk (version 2.11 to 3.31 recommended). (2) Insert Disks: When the "A:>" prompt appears, remove the DOS disk and insert Red Storm Rising disk A. If you have two floppy drives, put disk B in the second drive. Use the copies made in the install instructions above. (3) Set Speed: If you have a "turbo" or multi-speed computer, use your normal speed setting. Actually, you can use any speed, but do NOT change speeds during the game. (4) Load Program: Type the following: REDSTORM and press Return. The simulation will begin loading. It will ask you to insert your original disk A (the key disk) at some point, and then press a letter key indicating which drive contains this disk. When the screen after that appears, replace the original disk with your copy disk. Loading from a Hard Disk This assumes your machine runs under DOS when it boots, which is true of 99+% of all IBM and compatible machines with hard disks. (1) Turn on your machine. If it is already on, exit all programs and return to the root directory with the "cd" DOS command. For example, if your hard disk is C: then "cd C:\" does this. (2) Set Speed: If you have a "turbo" or multi-speed computer, use your normal speed setting. Actually, you can use any speed, but do NOT change speeds during the game. (3) Load Program: Type the following: REDSTORM and press Return. The simulation will begin loading. Graphics Options When Red Storm Rising loads it asks you to select a graphics option. The current options include the following: EGA: Select this option if your machine has an EGA graphics board. This option provides 16 colors. Any RGB monitor can be used (a special high-resolution EGA monitor is not required). CGA: Select this if you have a CGA graphics board. This option provides 4 colors. Tandy 1000: Select this option if you have a Tandy 1000. This option also provides 16 colors. VGA/MCGA: Select this if you have a PS/2, or any other machine with a VGA graphics board and monitor. Hercules Monochrome: Select this if you have a Hercules Monochrome Graphics board, or a compatible monochrome graphics board, sometimes termed "MGA". Note that the original IBM graphics board and IBM MGA compatibles won't work, since that design only supports text. A Suggestion to CGA Users: We suggest that you purchase an EGA graphics board (which are now quite inexpensive) and attach your CGA RGB monitor to that. Red Storm Rising, other MicroProse products, and most other IBM EGA games run in this fashion. A new, expensive EGA monitor is not required if the board has a standard output. Of course, it's true that certain high-resolution and special-color-palette modes are not available without a new, expensive monitor. However, in that case we'd recommend a VGA board and monitor instead. Sound Driver Options When Red Storm Rising loads it asks you to select a sound option. The current options include the following: IBM sound: This default sound is appropriate to all IBM PC, XT, AT and PS/2 and compatible machines with no special sound hardware. Tandy 1000 Sound: Only use this option on Tandy 1000 computers, which include a special music chip. Innovation Sound Board: Only use this option if your computer contains the Innovation music/joystick board. Ad Lib Sound Board: Only use this option if your computer contains the Ad Lib music board. No Sound: This makes the entire simulation silent. Automated Loading When the program loads, it asks a variety of questions about your computer system. You can automate this process by adding additional characters after the "REDSTORM" loading command. Separate "REDSTORM" and each of these command with a space. Automated loading options include: /J if you use a joystick /NJ if you use a keyboard without a joystick /GE if you use EGA with 16-color graphics capability /GC if you use CGA with 4-color graphics capability /GT if you use Tandy 1000 with 16-color graphics /GM if you use MCGA or VGA with 256-color graphics /GH if you use Hercules monochrome graphics /AI if you always use IBM sounds /AT if you always use Tandy sounds /AB if you always use Innovation sounds /AA if you always use Ad Lib sounds /AX if you always use no sounds Examples: If you use a standard PC or XT without joystick, CGA graphics, and standard PC sounds you would load the game with "REDSTORM /NJ /GC /AI". If you have a Tandy 1000 with joystick, you would load the game with "REDSTORM /J /GT /AT". If you have an AT with EGA graphics, but wish to select joystick and sound options normally (at the start of each game), you would load with "REDSTORM /GE". Loading Problems? The latest notes regarding this program and problems with "compatibles" can be found on disk B, in an ASCII file named "READ.ME". You can read this file using standard DOS commands, such as "TYPE READ.ME". If the program does not load or run correctly, turn off your entire machine and restart it. Make sure DOS and Red Storm Rising are the only programs loading into memory. Certain RAM-resident programs or tools can conflict with Red Storm Rising. If you continue to have trouble, try the original Red Storm Rising disks. Your copies may be bad. If the original doesn't work, try the original Red Storm Rising disks in another PC. If the disks do work in another machine, then your machine has compatibility problems (i.e., some aspect is not entirely IBM compatible). Try a different machine speed, or a different keyboard/joystick, graphics, or sound option. Sometimes an alternate setting will work. If you have trouble loading on other machines as well as your own, you may be one of the tiny percentage with a defective disk. In such a case contact MicroProse Customer Service at (301) 771-1151, Monday through Friday, 9am-5pm Eastern time. Please have a pencil and paper handy when you call. STARTING OPTIONS Activity with keyboard with joystick Move Arrow or Highlight cursor keys push joystick Select Option return key either trigger button Quit Game alt Q (exits to DOS) alt Q (exits to DOS) STRATEGIC TRANSIT Only available in the RED STORM RISING Scenario Strategic Map Color Key EGA/Tandy CGA Meaning dark blue black Deep water light blue cyan-black mix Shallow water green cyan NATO-controlled land areas red purple Warsaw Pact-controlled land areas white white Mountains and polar ice pack white dots white dots Drifting ice red-brown dot purple-black dot US Submarine base at Holy Loch Strategic Map Symbols Feature EGA/Tandy CGA Meaning SOSUS flashing flashing Enemy ships and subs passing over Seabed white cyan a "SOSUS line" are detected Sensors Your yellow cyan The current location of Submarine your boat Enemy flashing flashing Contact accurate to this instant Surface red-purple white-purple Force light red purple Contact not accurate, but very recent cyan purple Contact old light gray purple Contact very old Enemy flashing flashing Contact accurate to this instant Subs-only red-purple white-purple Force red purple Contact not accurate, but very recent cyan purple Contact old light gray purple Contact very old NATO flickering flickering Friendly aircraft that can spot P-3C "Orion" yellow white-purple enemy forces which it flies near USSR flickering flickering Enemy aircraft that can spot you Tu-142 red purple if it flies close enough to "Bear-F" your position NATO flickering flickering Satellite will spot enemy forces Satellite yellow cyan beneath its orbital path USSR flickering flickering This satellite will spot you Satellite red purple if you're under its orbital path Map Movement Activity with keyboard with joystick Drifting no keys down joystick centered (0-5 kts) (hands off keyboard) Cruising cursor keys push joystick (12-18 kts) Flank Speed hold down shift and trigger down and (25-36 kts) cursor keys push joystick Pause return, space bar, return, space bar, or alt and p key or alt and p key Menu Options Activity with keyboard with joystick Move Arrow or Highlight cursor keys push joystick Select Option return key either trigger button Quit Game alt Q (exits to DOS) alt Q (exits to DOS) BATTLE Tactical Map Symbols Symbol EGA/Tandy CGA Meaning Open light blue cyan Your submarine rectangle (open side is your stern) Box dark purple purple Enemy, course unknown Open bright red purple Enemy, course known Rectangle dark red purple Enemy, last known position yellow flashes Enemy, using active sonar white Box purple purple Enemy helicopter when your periscope is above water (Invisible) (none) (none) Enemy helicopter when your periscope is below water Dotted line light blue cyan Track of your weapon Dark dot light blue cyan Your weapon not activated Bright dot flashing white white Your weapon after activation Dotted line green purple Track of enemy weapon Dark dot green purple Enemy weapon not activated Bright dot yellow white Enemy weapon, activated Dotted light blue cyan Enemy sonobuoy hexagon (dropped from helicopter) Small sub dark blue cyan Decoy appears as long as it's active Starburst dark blue cyan Noisemaker appears as long as it's active "S" Symbol dark blue cyan Knuckle in water appears as long as it's active No Drop Bar medium blue white Underwater pack ice to 50' depth 1 Drop Bar medium blue white Underwater pack ice to 100' depth 2 Drop Bars medium blue white Underwater pack ice to 150' depth 3 Drop Bars medium blue white Underwater pack ice to 200' depth 4 Drop Bars medium blue white Underwater pack ice to 250' depth Number dark blue white Shallow bottom; number indicates depth of the bottom in hundreds of feet ATTACK CENTER CONTROLS The Primary Displays Activity with keyboard with joystick Tactical Display F1 key F1 key Map Overlay (toggles on/off) shift & F8 key shift & F8 key Zoom Map z key z key Unzoom Map x key x key Sea Conditions F8 key F8 key Compare Sonar F6 key F6 key Change enemies on display c key c key Weapon Control F2 key F2 key Map Overlay (toggles on/off) shift & F8 key shift & F8 key Zoom map z key z key Unzoom map x key x key Change to another weapon n key n key Defense Display F3 key F3 key Map Overlay shift & F8 key shift & F8 key Zoom map z key z key Unzoom map x key x key Periscope F4 key F4 key Manually rotate scope left/right cursor keys left/right joystick Snap scope to contact c key c key Identify periscope image backspace key backspace key Acoustic Signature F5 key F5 key Compare vessel signature shift & letter key shift & letter key Make identification positive return key return key Ship Data Base F7 key F7 key Select ship shift & letter key shift & letter key The Secondary Displays View Contacts c key c key press again for another contact Weapons Loadout  v key v key press again for store list Damage Report b key b key Torpedo Control n key n key press again for next active torpedo Threat Weapons m key m key Navigation Controls Increase Speed Level =+ key =+ key Decrease Speed Level -_ key -_ key Set Depth F9 key, F9 key, then three digits, or then three digits, or finish w/return key finish w/return key Set Course F10 key, F10 key, then number keys, then number keys, finish w/return key finish w/return key Silent Running (min speed) 0 key 0 key L. Rudder (5, 10 or 15 deg) ,< key ,< key R. Rudder (5, 10 or 15 deg) .> key .> key Straight and Level /? key /? key Active Sensor Controls Active Sonar (on/off toggle) 8 key 8 key Active Radar (on/off toggle) 9 key 9 key Weapon Loading & Firing Load Torpedo into tube shift & 4 key shift & 4 key Load Sealance into tube shift & 5 key shift & 5 key Load Harpoon into tube shift & 6 key shift & 6 key Load Tomahawk into tube shift & 7 key shift & 7 key Fire Stinger SAM 3 key 3 key Fire Torpedo 4 key 4 key Fire Sealance 5 key 5 key Fire Harpoon 6 key 6 key Fire Tomahawk 7 key 7 key Torpedo Controls Move PAP point (if inactive) cursor keys joystick Run Shallow shift & F1 key shift & F1 key Run Deep shift & F2 key shift & F2 key L/(Left) Search Pattern shift & F3 key shift & F3 key R/(Right) Search Pattern shift & F4 key shift & F4 key Activate Torpedo shift & F5 key shift & F5 key Steer Torpedo (if active) cursor keys joystick Drop Torpedo shift & F9 key shift & F9 key Countermeasures Drop Noisemaker 1 key 1 key Drop Decoy 2 key 2 key Other Controls Cancel an order in progress escape (ESC) key escape (ESC) key Normal/Accelerated Time alt & t key alt & t key Pause (on/off toggle) alt & p key alt & p key Help from tactical computer alt & h key alt & h key Action Track (on/off toggle) alt & a key alt & a key Sound (on/off toggle) alt & v key alt & v key Replay battle (at end only) alt & r key alt & r key Quit (exit to DOS) alt & q key alt & q key JVPPFPVvlho;uw8ny`f3vxcd}#,Dgtr%`jqj ؖԀ͍ʈǃ鼯䧭țԐ؋݇ʄſ_\ZUPbd G C :~<2{?!=4#!51>4p-!"8k9,+3)7d:-4`LVRIW^HEYWUQ^HF@[IX^@OFR@.(GUmjuyi49H{stgv2{k!,fez|'gpp S P A C E Q U E S T I V H I N T S ---------------------------- On Xenon --------------------------------------- Problem: What do I do with pink rabbit? Hint: You need to snare the hare -- you'll need his battery later. You'll find a rope one screen east of the starting screen. Pick it up and walk between the two large red columns in the upper right side of the screen. Choose the rope from the inventory window, and click the ROPE icon on the ground to use it. When the bunny walks into the noose, click the HAND on the rope to catch him. Problem: What am I supposed to do with the rope? Hint: Use the rope to catch the rabbit. Pick it up and walk between the two large red columns in the upper right side of the screen. Choose the rope from the inventory window, and click the ROPE icon on the ground to use it. When the bunny walks into the noose, click the HAND on the rope to catch him. Problem: What do I do with the skimmer? Hint: Search the skimmer by clicking the HAND icon on it. Open the glove box and click the EYE on the object inside. It's a Pocket Pal terminal! Click the HAND to take it. Problem: What should I do with the tank and the unstable ordnance? Hint: You can't do anything with the tank itself, but you can take the "unstable ordnance" from inside. I don't suggest it, though, it is unstable! Problem: How do I avoid the cyborg and the Security Droid? Hint: The cyborg is really fairly harmless, and blind as a bat. Just stay out of his way, and he'll leave you alone. If he gets near you, he'll shriek to alert the Security Droid. There's no escape from the Security Droid. Problem: What about this Dome? Hint: The dome is Sequel Police headquarters, among other things. You can't get to the dome on foot. Later a ship will land, and you can catch a ride up there. Problem: Where else can I go? Hint: You can't get into any of the buildings on the street. If you've done everything you can on the street, it's time to go underground. On the northeast corner of the intersection is a sewer grate. Click the HAND icon on the grate to open it. ----------------------------- In the Sewers --------------------------------- Problem: What do I need from the Sanitation office? Hint: Click the HAND icon on the desk blotter for an important message. Don't forget to take the empty jar from the desktop! Problem: How do I get out of the Sanitation office? Hint: On the left side of the room is a door with a wheel on it. Click the HAND icon on the wheel to open the door, then click the WALK icon on the doorway to walk out. Problem: What should I do in the sewer? Hint: If you took the jar from the Sanitation office, use it to scoop up some of the green slime. Choose the jar from the inventory window, and walk around the sewer until the slime oozes out of one of the grates. Quickly click the JAR icon on the slime, then get away fast! Problem: How do I get out of the sewer? Hint: There's a ladder halfway down the west side of the sewer. Click the hand on it to climb up. When you're looking out at the street from under the manhole cover, wait for the spaceship to land and the Sequel Police to disperse before clicking the WALK icon on the street to exit your hiding place. Problem: What about this spaceship? Hint: The spaceship is the Sequel Police shuttle to and from the dome. If you're quick, you can sneak aboard and get a ride up there. Wait in the manhole until the Sequel Police disperse, then walk to the ship. Click the HAND icon on the open area just below the leg of the ship to get inside the landing gear compartment. Problem: How can I open the door in the landing bay? Hint: You can open the lock by pouring the green slime on it, but you won't be able to get any further until later in the game. Problem: How do I avoid getting shot by the Sequel Police? Hint: You need to steal a timepod from this area, but you're going to have to be sneaky about it. Wait for the second pod to land, and for the pilot to get out and walk up-screen. Quickly click the HAND icon on the pod to get in. Problem: I'm in the timepod, but I don't know what to do! Hint: The first thing you'll need is the User Identity Verification Pirate Protection Program code. The U.I.V.P.P.P. is located in Space Piston Magazine, in the Timebuster 2000SUX Road Test article by Y. Hugh Iotta. Next, make a note of the symbols on the little screen above the keypad -- those are the Xenon coordinates, and you'll have to come back here later. Now punch in six digits and press ENTER. Punch in six more and you're on your way. ------------------------------ Estros --------------------------------------- Problem: How do I avoid the Sequel Police? Hint: The best way to avoid the Sequel Police is to exit your pod and walk immediately to the far West side of the butte. After a large, formidable shadow passes over the ground, walk back to the pod and take the stairway down. There's a pterodactyl just waiting to give you a lift. Problem: What should I do in the nest? Hint: You need to search the Sequel Policeman's body. Click the HAND icon on the body. Problem: How can I escape the nest? Hint: To escape, click the WALK icon on the hole in the bottom right side of the nest. Problem: Help! I've been captured by the Latex Babes! Hint: These are the famed Latex Babes of Estros. You leave one of them at the altar in a future game, and they never forget a grudge. I'm afraid there's no way out of this one, you'll have to go with them. Click the WALK icon on the hatch to get in the sub. Problem: How can I get rid of the Sea Slug? Hint: When the slug's slimy tentacles are wrapped around your legs, click the HAND icon on the button on the arm of the chair. See those air tanks to the right of your chair? lick the HAND icon on the air tank nearest you. As quickly as you can, choose the air tank from your inventory window, and click the TANK icon on the slug's mouth. ---------------------- The Galaxy Galleria Mall ----------------------------- Problem: I just arrived at the mall. What do I do? Hint: First pick up the AutoBucks card the Latex Babes dropped. Next, you'll need some new clothes. From the top of the escalator, go West on the walkway. Stop at the Big and Tall Alien store and talk to the clerk. He's got just what you need. Problem: I need some more money. Hint: If you're dressed properly, go to Monolith Burger and talk to the manager. He'll give you a job. Save your game at this point, and earn as much money as you can. If you get fired, don't restore, just go back in and get hired again. You need to earn at least $26.00. Problem: How can I use the AutoBucks card? Hint: You'll need a clever disguise. Visit the Women's Clothing Store, and talk to the clerk -- if you have enough money, he can help you. When you're all dressed up, go back to the AutoBucks machine and Clean House. Problem: What should I do at the woman's clothing store? Hint: If you have enough money, you can buy a clever disguise here to fool the AutoBucks machine. Talk to the clerk, and he'll give you everything you need. Problem: What should I buy at the software store? Hint: Look in the bargain bin. There are lots of fun things to see here, but the only thing you need is the Space Quest IV hint book. Problem: What hints do I need from the hint book? Hint: There are two hints you'll need to complete the game. One is under the question about the "stupid timepod", the other is under the question about the Super Computer. Problem: What do I do in the arcade? Hint: Until you're finished at the mall, I don't advise wandering around the arcade. You can play Ms. Astro Chicken, it's the first game on the left side of the room. Be sure to approach it from the left, and click the HAND icon on it. When you've done everything you can here, come back and have a look around. Walk to the right, rear of the arcade, and wait for the Sequel Police. When they come, get out as fast as you can. Problem: What should I buy at Radio Shock? Hint: The item you need to buy from Radio Shock is the PocketPal terminal adaptor plug. There are several different plugs available, so before you buy one, you should know which one you'll need. To find out, you have to get inside the dome on Xenon and look carefully at the Super Computer terminal. Problem: What can I do at Monolith Burger? Hint: The manager at Monolith Burger would just love to give you a job. To earn a few extra Buckazoids, take him up on his offer. You'll need to earn at least $26.00. If you get fired, don't restore, just go back in and get hired again. Problem: What do I need to do before leaving the Galaxy Galleria Mall? Hint: Before you leave the Galaxy Galleria mall, you should buy a new Generic Space Hero suit from the Big & Tall men's clothing store, get a job at Monolith Burger and earn $26.00, buy the Space Quest IV hint book from the bargain bin at the software store, buy a clever disguise from the women's clothing store, and use the AutoBucks card to clean out Zondra's account. Problem: I've done everything at the mall, but I can't get any further! Hint: If you've done all you can at the mall, it's time to visit the arcade. Walk to the right, rear of the arcade, and wait for the Sequel Police to arrive. When they come, get out as fast as you can by clicking the WALK icon on the bottom right side of the screen. Problem: How do I escape the Sequel Police? Hint: Go to Skate-O-Rama and "swim" in the zero-gravity area, being careful to avoid laser blasts from Sequel Police weapons. The best way to ditch them is to start at the East entrance of Skate-O-Rama, swim up, across the top, and down to exit on the West side. Problem: I've ditched the Sequel Police, what do I do next? Hint: The next thing you need to do is swipe the timepod the Sequel Police came in. When you exit Skate-O-Rama, head for the arcade. Click the HAND icon on the timepod to enter it. Your next stop is Ulence Flats; use the code found in the Space Quest IV hint book to get you there. It's under the question about the Stupid Timepod. ------------------------- Ulence Flats -------------------------------------- Problem: I've just arrived at Ulence Flats. What do I do? Hint: Gee, isn't this place familiar? Well, Droids-B-Us is closed, and so is Tiny's. The only place you need to go is the bar. Be careful though, the place has really gone downhill since you were here last. Problem: How do I deal with the Monochrome Boys? Hint: There's nothing you can do about the Monochrome Boys, except to get back at them for what they did to you, and get them out of the way for a few minutes. When they throw you outside, click the HAND icon on their motorcycles. If you've already done this, go about your business quickly and get off this planet. You're in big trouble if they catch you now. Problem: I've dealt with the Monochrome Boys. What do I do next? Hint: Now that the Monochrome Boys are out of the way for a while, go back into the bar and get the book of matches off the counter. That's all you need from here. Problem: How can I leave Ulence Flats? Hint: Get back in your timepod and enter the coordinates for Xenon. They were on the screen when you first stole the pod -- I hope you wrote them down! ----------------------- The Second Trip to Xenon ---------------------------- Problem: How do I open the locked door? Hint: Pour the jar of slime on the lock to dissolve it, then click the HAND icon on the door to open it. Problem: I keep getting zapped by lasers in the tunnel! How can I get through? Hint: The items you'll need to get through this tunnel are a book of matches, and an old cigar butt. choose the matches from your inventory window. Click the MATCHES icon on the cigar butt. Now select the cigar butt from the window. Click on OK. Click the EYE icon on the keypad to get a close up view. Now look at the angles of each set of laseR beams. The object is to enter the correct rotation angle for each set, in order to place each in a straight up and down position. With this accomplished, you can walk through the tunnel unmolested. Problem: What are the correct rotation angles for the lasers? Hint: With the beams in the initial position (before you made any attempts to adjust them), and the flashing bar in the top window, press 156 on the keypad, and press ENTER. The second set of beams can be adjusted from the initial position by entering 024 into the keypad. To adjust the last set of beams from the initial position, enter 108 into the keypad. Problem: What do I do once I have made it through the tunnel? Hint: Now you're inside the Super Computer. If this is your first visit to this location, you need to get in and get out as fast as you can. You should be on a walkway. At intervals along this walkway are little boxes. These are terminals for the Super Computer. Click the EYE icon on the first terminal you see, and take a good look at the close-up view. You'll need to buy the PocketPal adaptor plug from Radio Shock that looks like the plug you see here. If you've already been here once, and have the correct plug, proceed to the hint section titled "Inside the Super Computer". Problem: How do I avoid the droid? Hint: If this is your first visit to this location, you can only avoid the Security Droids by getting in and out of this area as fast as you can. If you've already looked at the terminal, exit the area the way you came in. If you haven't, return to the previous menu and press 4 for a hint. Problem: Where do I go from Xenon? Hint: If you've been inside the Super Computer and taken note of the shape of the terminal plug, you need to return to the Galaxy Galleria Mall, and buy the correct adaptor from Radio Shock. The correct coordinates were on the timepod screen before you left the arcade. -------------------- Inside The Super Computer ------------------------------ Problem: What is my objective here? Hint: Once inside the Super Computer, you need to use your PocketPal to access the Super Computer. This way, you can monitor the movements of the Security Droids and avoid them as you explore. Your goals are to get to the Programming Chamber and start the formatting sequence that will erase Vohaul from the Super Computer, and to rescue your son, Roger Jr. Problem: How do I use the Pocket Pal? Hint: Choose the PocketPal terminal from the inventory window, then click the POCKETPAL icon on one of the terminals along the walkway. You should now see an overhead view of the area. The flashing grey rectangle represents you, the flashing blue or green octagon represents a Security Droid. Click on the POWER button to exit this view, and continue along the walkway, avoiding the path of the droid. Problem: My Pocket Pal won't work! Hint: You may have one of two problems. First, you need the battery from the bunny. From the inventory window, click the EYE icon on the bunny, then click the HAND icon on the battery. Now select the battery, and click the BATTERY icon on the PocketPal. If you've done this, and the PocketPal still won't work, you either need to get an adaptor plug from Radio Shock, or to exchange the plug you have for the correct one. Problem: Where is the programming chamber? Hint: From the tunnel door, walk one screen North, then one screen West. Take the left stairway down to the next screen, wait for the droid to appear on the right, then walk North again to the top of the stairway. From here walk one screen East, one South, and then proceed West to the programming chamber. Problem: How do I get inside the programming chamber? Hint: The correct code can be found in the Space Quest IV hint book, under the question "I'm in a room outside the Programming Chamber. . ." Problem: What should I do in the programming chamber? Hint: There are several icons on the screen, but only two are useful to you; the DROID icon, and the BRAIN icon. First, point the icon at the DROID icon, click the mouse button, drag the icon to the toilet, and release the mouse button. This will disable the Security Droids and make it easier for you to get around inside the Super Computer. Next, point the icon at the BRAIN icon, click the mouse button, drag the icon to the toilet, and release the mouse button. This will initiate the formatting sequence that will destroy Vohaul. The counter at the bottom left side of the screen tells you how much time you have to rescue Roger Jr. Whatever you do, DON'T put the SQ4 icon into the toilet!! Problem: Where is Roger Jr.? Hint: From the Programming Chamber, walk three screens East, one screen North, then one screen West to the stairway. Take either stairway down, and proceed West to the glass elevator. Arriving at level 3, walk one screen North, one screen East, then North into Vohaul's chamber. Problem: How do I rescue Roger Jr.? Hint: You can only rescue Roger Jr. if you have initiated the formatting sequence. If you have done this, walk toward the edge of the platform, and a bridge will extend to Roger Jr.'s platform. Walk across the bridge. Use the mouse or Arrow keys to fight Roger Jr, and force him back into the beam. When he's caught in the beam again, climb down the ladder on the left side of the platform. When you come back up, the disk will be in your inventory. Click the DISK icon on the disk drive, and a menu will appear. Click on BEAM UPLOAD to upload Vohaul into the Super Computer. Click on DISK UPLOAD to upload Roger Jr. into the Super Computer. Click on Roger Jr.'s name, then on BEAM DOWNLOAD. Roger Jr. will be downloaded into his body, and Vohaul will be formatted. \  K}ecgLKJIVGF 2;}|{ztxw00: 43;n"9?:<=<;:487Dppz`ts{.byz||'rj$wjd ψ𪠩줬驩格ٝܖ†^Wu}{$ M* GD32;)9))wU]{xy~|}bc`afgdejkhinolm73yYORZ^TA_ LXF]WJBDHLzm4,>*',<"46dk1 -ZPYORV\WFrQEYYK eHEG[(..(vHzpxj~h9VryQq`y1`n}~ix*h(aoia Space Quest IV - Sierra Game Manual by Detrimental Playing Your Sierra Game Using a Mouse To activate the icon bar, move the cursor to the top of the screen. To position the on-screen cursor, move the mouse to the desired position. To move your character, position the cursor and click the mouse button. To execute a command, click the mouse button (multi-button mouse users, click the LEFT button). For more detailed mouse instructions see, below: 1-Button Mouse Click = ENTER [SHIFT-CLICK] to cycle through available cursors. [CTRL-CLICK] to toggle between WALK and the last active cursor. 2-Button Mouse Left-Click = ENTER Right-Click = Cycle through available cursors. [CTRL-CLICK] to toggle between WALK and last active cursor. 3-Button Mouse Left-Click = ENTER Middle-Click = Toggle between WALK and last active cursor. Right-Click = Cycle through available cursors. Using a Keyboard to Play Your Sierra Game To position the onscreen cursor or move your game character using a keyboard, press a direction key on the NUMERIC KEYPAD, or CURSOR KEYS. To stop your character, press the same direction key again. To execute a command, press [ENTER]. [8] = UP [2] = DOWN [6] = LEFT [4] = RIGHT [DEL] = Open icon bar [INS] = Toggle between WALK and last cursor chosen [5] = Cycle through available cursors. [ENTER] = enter Using a Joystick To position the onscreen cursor using a joystick, move the stick in the desired direction. To execute a command, press the FIRE button. For more detailed joystick instructions, see below: NOTE: With the exception of mouse-only items, all playing instructions beyond this point are for keyboard. Mouse or joystick commands may also be used. Please reference the section above for mouse and joystick equivalents to keyboard commands. Using Icons and Cursors At the top of the screen is an icon bar containing several icons that can be selected to execute the command, choices available to you. To open the icon bar, press [ESC] or move the mouse cursor all the way to the top of you screen. Some icons will have a menu of choices. Use the [TAB] key to move between choices within an icon menu. The WALK Icon Choose WALK when you want to move your character from place to place onscreen. A walking character will move as far as the edge of the screen, avoiding obstacles in its path. NOTE: In Keyboard and Joystick mode, your your charcter's destination will be assumed to be the edge of the screen in the direction of moverment, and will walk off the screen if not stopped. The LOOK Icon Choose LOOK when you want to have your character look at something onscreen. The SMELL Icon Choose SMELL when you want to have your character smell something onscreen. The TASTE Icon Choose Taste when you want to have your character taste something onscreen. The ACTION Icon Choose ACTION when you want your character to manipulate an object. The TALK Icon Choose TALK when you want to initiate a conversation between game characters. The ITEM Icon The ITEM icon shows the last inventory item you selected. Choose ITEM when you want to see or use this item. The SYSTEM Icon When you choose the SYSTEM icon, several options will be displayed; SAVE, RESTORE, QUIT, PLAY, VOLUME, SPEED and DETAIL. Choose SAVE when you want to save you game in progress. Choose RESTORE to restore a previously saved game. Choose RESTART to begin the game again. Choose QUIT to stop playing and return to DOS. Here are this CURSOR Descriptons. (MOUSE ONLY!) The WALK Cursor Cursor will look like a "walking figure" when chosen. The LOOK Cursor Cursor will look like an "eye" when chosen. The SMELL Cursor Cursor will look like a "nose" when chosen. The TASTE Cursor Cursor will look like a "tongue" when chosen. The TALK Cursor Cursor will look like a "talking head" when chosen. The ACTION Cursor Cursor will look like a "hand" when chosen. The following is a more detail explanation of the SYSTEM icon. The SPEED lever adjusts the speed of your character's on- screen movement. Move lever up for faster, and lever down for slower. The VOLUME lever adjusts the sound volume of the game music. Move lever up for louder, and down for softer. Using internal speaker move lever up to toggle the sound on, or down to toggle the sound off. The DETAIL lever adjusts the amount of non-essential animation in the game; if your computer system is running the game too slowly, you may want to adjust the game detail to eliminate non-essential animaition. Move lever up for more detail, and down for less detail. The HELP icon is for help on learning the function of other icons in the icon bar. When in mouse mode the cursor will turn into a question mark(?). The INVENTORY Icon Choose INVENTORY when you want to see and select from the items you are currently carrying. Within the Inventory screen are several options: ?, LOOK, ACTION, and OK. Choose ? and click on any menu icon to learn the function of the icon. Choose LOOK and click on any inventory item to get a description of that item. Choose ACTION and use the ACTION cursor to use an inventory item to take action on another inventory item (Example: putting jewels into a pouch). To select an item for use, click on the ARROW icon, then click on the desired inventory item. (See INVENTORY OBJECT Cursors, below.) Choose OK to leave the Inventory screen and return to the game. INVENTORY OBJECT Cursors Each item in your inventory has a special OBJECT cursor associated with it. Each of these cursors looks like the object it represents. OBJECT cursors can be used to perform game actions with your inventory items. To use an OBJECT cursor in the game, follow the steps below: 1. From the game, choose the INVENTORY icon from the icon bar, or press the [TAB] key. 2. Move the arrow cursor to the inventory item you want to use, and press [ENTER]. The cursor will change to look like the item you have selected. 3. Choose the OK icon. You will exit the inventory inventory screen to the game. 4. Move the OBJECT cursor to the place onscreen where you want to use the inventory item and press [ENTER]. PAUSING YOUR GAME If you wish to pause your game, select the SYSTEM icon from the icon bar. The game will pause until you select PLAY to resume play. SAVING YOUR GAME IMPORTANT!! If you're playing from diskettes, you must have a separate formatted diskette ready before you can save a game. Since each disk can only hold a limited number of games, we recommend that you have more than one disk formatted, in order to assure adequatte space for save game storage. To allow for errors in judgement and creative exploration, we recommend that you frequently save your game in progress, and that you save several different games from different points as you play. You will always want to save your game before encountering potentially dangerous situations. You should also save your game after you have made significant progress. You may name your saved games using standard English phrases. For example, if you are standing on a beach, you might call your game 'standing on beach', or simply 'beach'. SINGLE DISKETTE DRIVE SYSTEMS 1. Choose the SYSTEM icon (slide lever) from the icon bar, then select SAVE. The Save Game menu will appear. 2. Select CHANGE DIRECTORY. Press [CTRL-C] to clear the command line, and type a: 3. Select OK, and press [ENTER]. 4. Type the description of your saved game, and press [ENTER] to save the game. When the process is complete, you will be prompted to re-insert the game diskette. DOUBLE DISKETTE DRIVE SYSTEMS 1. Choose the SYSTEM icon (slide lever) from the icon bar, then select SAVE. The Save Game menu will appear. 2. You willl be prompted to insert your Save Game diskette into your primary drive (example: a:). Using your [TAB] key, select CHANGE DIRECTORY*. 3. Press [CTRL-C] to clear the command line, and type the name of your secondary drive (example: b:), and the name of the directory* you wish to save to. 4. Insert a blank formatted diskette in your secondary drive. 5. Select OK, and press [ENTER]. 6. Type the description of your saved game, and press [ENTER] to save the game. HARD DISK USERS NOTE: If you choose to save games to your hard disk, we suggest that you create one or more save game directories or folders on your hard disk. See your computer's instructions for creating directories. 1. Choose the SYSTEM icon (slide lever) from the icon bar, then select SAVE. The Save Game menu will appear. 2. If you wish to save the game to a directory* other than the one you are currently playing on, select CHANGE DIRECTORY*. Press [CTRL-C] to clear the command line, and type the drive and name of the new directory*. 3. Select OK and press [ENTER]. 4. Type the description of your saved game, and press [ENTER] to save the game. RESTORING YOUR GAME 1. Choose the SYSTEM icon (slide lever) from the icon bar, then select RESTORE. You will be prompted to select the game you wish to restore. (On a single drive system, select CHANGE DIRECTORY. Press [CTRL- C] to clear the command line, and type a:. Select OK and press [ENTER]. 2. Highlight the desired game and select RESTORE. 3. If the game you wish to restore is in a different directory, select CHANGE DIRECTORY, the type the name of the directory* you wish to restore from. *The term 'directory' refers to directories, drawers, and folders. QUITTING YOUR GAME To stop playing, choose the SYSTEM icon from the icon bar (slide lever) and select QUIT. RESTARTING YOUR GAME To restart you game at any time during play, choose the SYSTEM icon (slide lever) from the icon bar and select RESTART. MESSAGE WINDOWS Message windows will appear at various times during the game. When you have read the message, press [ENTER] to remove the window and resume play. NOTE: Some message windows are program controlled, and cannot be cleared by pressing [ENTER]. These windows will clear automatically. LOOK everywhere. Thoroughly explore your surroundings. Open doors and draweres. Look closely at all objects you encounter or you may miss important details. EXPLORE each area of the game very carefully, and DRAW A MAP as you progress through the game. Make a note of each are you visit, and include information about objects found there and dangerous areas nearby. If you miss an area, you may miss an important clue! GET objects you think you will need. You can see inventory of items on hand by choosing INVENTORY icon at any time, or by pressing the [TAB] key. USE the items you have picked up to solve problems in the game. Different approaches to a puzzle may bring about a different outcome. BE CAREFUL, and remain alert at all times -- disaster may strike in the most unlikely places! SAVE YOUR GAME OFTEN, especially when you are about to try something new or potentially dangerous. This way, if the worst should happen, you won't have to start all over again from the beginning. Save games at different points, so you will always be able to return to a desired point in the game. In effect, this will enable you to travel backward through time and do things differently if you wish. DON'T GET DISCOURAGED. If you come to an obstacle that seems insurmountable, don't despair. Spend some time exploring another area, and come back later. Every problem in the game has at least one solution, and some have more than one. Sometimes solving a problem one way will make it harder to solve the next, and sometimes it will make it easier. If you get stuck, you might try backtracking to an earlier point in the game, then choosing a different path. If all else fails, you can write to us for hints. You can also buy the SIERRA GAME HINT BOOK from the dealer who sold you the game, or order it directly from Sierra On-Line by calling (800) 326- 6654. BRING ALONG SOME HELP. You may find it helpful (and fun) to play the game with a friend. Two (or more) heads are better than one at interpreting clues and solving problems. NEED A HINT? If you need a hint while playing a Sierra game, try the following ideas: 1. If you have a modem, you can talk to the Sierra Bulletin Board through the following number: (209) 683-4463 Our settings are 3000, 1200, or 2400 Baud; 8 Data; N Parity; 1 Stop Bit. Our sysop will be happy to help you. 2. Many other bulletin boards also provide hints to many of our games. A. Compuserve: Go into the Gamers Forum (GO GAMERS) or write E-Mail to 76004, 2143. B. Prodigy: Write E-Mail to 'HTWS90E', or go to the PC Club and enter the adventure games forum (Jump: PC CLUB). C. PCLink: Select PCLink Plus, enter Publisher's Connection, select Publishers Forums, then Sierra On-Line. E-Mail may be written to the User ID 'SierraOnLi'. D. AppleLink: Select the KEYWORD option from the 'Goto' menu, and type: Sierra. E-Mail may also be written to the User ID 'Sierras'. E. GEnie: From the main menu select 10 (Games), then select 1 (Games Round Table). Select 1 (Games Bulletin Board), and type set 22 at the '?' prompt. This will take you into the Sierra On-Line area. For more information on these BBS lines, you can all these toll-free numbers: Compuserve (800) 848-8199 Prodigy (800) 822-6922 PCLink (800) 458-8532 AppleLink (800) 227-6364 GEnie (800) 638-9636 3. The magazine Questbuster's Journal is a helpfule source of many game hints. For a subscription, write to: Shay Adams, P.O.Box 5845, Tucson, AZ 85703 4. Your local software dealer may carry our hint books, or may be willing to order them for you. 5. If you are unable to obtain a hint book through a dealer, you can order one directly from us. Call (800) 326-6654 to place your order with a Visa, MasterCard or American Express card, or write: Sierra On-Line Inc. Order Department P.O.Box 485 Coarsegold, CA 93614 6. Call our automated hint line at (900) 370-KLUE to receive a hint. NOTE: California residents, please dial (900) 370-5113. THIS SERVICE IS AVAILABLE 24 HOURS A DAY. THE CHARGES ARE: 75 CENTS FOR HTE FIRST MINUTE AND 50 CENTS FOR EACH ADDITIONAL MINUTE. IF YOU ARE UNDER 18 YEARS OF AGE, YOU MUST HAVE A PARENT'S PERMISSION TO CALL. THE CONTENTS OF ALL MESSAGE ARE SOLELY THE RESPONSIBILITY OF SIERRA ON-LINE. HINTS WILL NOT BE GIVEN ON OTHER SIERRA TELEPHONE LINES. 7. Write a letter to the Sierra Hint Department, P.O.Box 485, Coarsegold, CA 93614 PROBLEM DISK? TECHNICAL HELP (MS DOS ONLY) If the game colors seem dull or washed out, please try adjusting you monitor's brightness, and contrast before assuming the program disks are faulty. If you receive any of the following messages while playing Sierra game: CRC ERROR: This message means you have a bad disk. It stands for Cyclic Redundancy Check, a way to check for errors. DATA ERROR READING DRIVE A: This message means you have a bad disk. INSERT DISK #_: (When you have inserted that disk) means you may need to create a boot disk. See BOOT DISK INSTRUCTIONS, below. OUT OF HUNK: This message means you may be running RAM- resident programs such as Windows, Sidekick, and DOS shell, or other programs that remain resident in your computer's memory even when you are not using them. Booting you computer with a BOOT DISK will solbe this problem. See BOOT DISK INSTRUCTION, below. SECTOR NOT FOUND READING DRIVE A: While reading any MS-DOS game disk means you have a bad disk. See REPLACING DISKS, below, for more information. If, after loading the game, you see only a blank screen: You may have made incorrect graphic or sound support choices during the Install procedure. Rerun the installation, and choose again. If, after loading the game, you see only a balnk screen with a mouse pointer: You may have one of the newer SoundBlaster cards without CMS chips installed, and you may have selected GameBlaster support during the Install procedure. Reinstall, selecting AdLib support. IF YOU ATTEMPT ANY OF THESE SOLUTIONS AND THE PROBLEM PERSISTS, CALL SIERRA TECHNICAL SUPPORT (209) 683-8989 FOR ASSISTANCE. BOOT DISK INSTRUCTIONS Booting your computer system with a Boot Disk before you play Sierra game will keep any TSR (Terminate-and-Stay-Resident) programs from being loaded into memory. NOTE: THE FORMAT COMMAND MUST BE USED WITH CARE TO AVOID ERASING ALL STORED INFORMATION ON YOUR HARD DISK. PLEASE FOLLOW INSTRUCTIONS BELOW EXACTLY. FORMATTING FROM A HARD DISK 1. Insert a blank disk into Drive A: 2. At the C: prompt, type: format a:/s [ENTER] Note: If your A: drive is a 5.25" high density drive, using a low density disk, type: format a:/s/t:40/n:9 If your A: drive is a 3.5" high density drive, using a low density disk, type: format a:/s/t:80/n:9 3. Follow the DOS prompts. FORMATTING FROM A DISKETTE DRIVE 1. Insert you original DOS system disk in Drive A: 2. At the A: prompt, type format a:/s [ENTER] 3. When prompted, insert a blank disk into Drive A: and Follow the DOS prompts. NOW YOU WILL NEED TO CREATE A CONFIG.SYS FILE FOR YOUR BOOT DISK: 4. Insert your formatted blank disk into Drive A:. 5. Type: a: [ENTER] 6. Type: copy con config.sys [ENTER] 7. Type: files=20 [ENTER] 8. Press the [F6] key, then press [ENTER]. You should see the message: 1 File(s) copied. IF YOU ARE USING DOS VERSION 4.00 OR VERSION 4.01, FOLLOW THE STEPS BELOW TO CREATE AN AUTOEXEC.BAT FILE. IF YOU ARE USING A DIFFERNT VERSION OF DOS, GO TO MOUSE DRIVERS, BELOW: CREATING AN AUTOEXEC.BAT FILE FOR MS-DOS 4.0 AND 4.01 1. Type: a: [ENTER]. 2. Type: copy con autoexec.bat [ENTER]. 3. Type: set comspec=c:\command.com [ENTER]. 4. Press the [F6] key, then press [ENTER]. NOTE: IF YOUR HARD DISK DOS PARTISION IS GREATER THAN 32 MEGABYTES, YOU MUST LOAD THE FILE SHARE.EXE ONTO YOUR BOOT DISK. LOADING SHARE.EXE 1. Insert your Boot Disk into Drive A:. 2. Type: c: [ENTER]. 3. Type: cd\ [ENTER]. 4. Type: copy c:\share.exe a:. If you get the message FILE NOT FOUND, type: copy c:\dos\share.exe a: [ENTER]. If this file is still not found, call Sierra Technical Support at (209) 683-8989 for assistance. MOUSE DRIVERS If you will be using a mouse to play your Sierra game, you must copy your mouse driver onto your Boot Disk. Refer to your mouse manual for information on how to install your mouse driver, or call Sierra Technical Support (209) 683-8989 for assistance. AFTER YOU HAVE CREATED A BOOT DISK, YOU MUST REBOOT YOU COMPUTER WITH THE DISK. LEAVING THE BOOT DISK IN DRIVE A:, PRESS [CTRL]-[ALT]-[DEL] AT THE SAME TIME. YOUR COMPUTER WILL NOW REBOOT, WITH A: AS THE DEFAULT DRIVE. TYPE C: [ENTER] TO CHANGE BACK TO YOUR HARD DISK. FOLLOW THE INSTRUCTIONS IN THE MANUAL TO START THE GAME, AND HAVE A GREAT TIME! If you have created a Boot Disk and booted your system with is befor playing you Sierra game, and your problem is still evident, something else is wrong. Call Sierra Technical Support at (209) 683-8989 for assistance. Well, this seems to be about it... There was a little magazine, but it is mostly pictures, and anyways if you have the cracked version it is of absolutely no use to you... This doc has been typed out by Detrimental, and this is my first doc to contribute to VD! !#l kh$)(4"6("S[LISWLRDGZ^EHF _DGLDIHIFPBI~r=}u~9f`v{r0ka`mbd)xuibvbor ۙԇЛ˅ȗ𬯣䷭ϛГޏĊ͇Ŀ s U/2 72  9C ,pPVVPyxwvuts>""n )..i5/+0&0oM5 (.wJDYqoq;\|}s6pzg`h0f`-xco)^ncr$ STREET ROD REFERENCE CARD ---------- -------------- SYSTEM REQUIREMENTS ------------------- Hardware: Amiga 500, 2000, 2500 or 3000 with at least 512K of memory. 1 Megabyte is recommended ti reduce disk access and speed up gameplay. Interface: Keyboard, Mouse, Joystick GETTING STARTED --------------- Before you play Street Rod, be sure to make copies of all the game disks. Put the originals in a safe place and use the copied to play, or copy the game disks onto your hard disk. To play Street Rod from a hard disk, create a directory called "SRod" and copy all of the files from your game diskettes into that directory. If you're using 2 floppy drives, insert the copy of disk 1 into drive A and disk 2 into drive B. You can boot the game in one of two ways on the Amiga. One way is to insert disk 1 into Drive A and turn on your computer. The game will start automatically. Another way is to load your workbench, and double click on the Street Rod icon when it appears. COPY PROTECTION --------------- At the start of the game, you will be asked a question concerning the manual (i.e., what color is the car on page 14?). Click any color, this sucker has been cracked by SKID ROW. TURNING THE SOUND OFF --------------------- You can turn off only the music, and leave all the other sound effects on, either by pressing the M key or by selecting the radio in the garage and choosing SQUELCH IT. To turn the music and/or sound back  on, press the same keys a second time. QUIT/SAVE GAME/LOAD GAME/NEW GAME --------------------------------- When you want to save a game, start a new game, restart an old game, or just plain quit, move the wrench to the clock and select TIME TO QUIT. You can have more than one saved game, but be sure to use different names. Saving a current game under the same name as a previous game will overwrite the previous game. Save Game: Select SAVE GAME. The save game screen (it looks like a ---------- police ledger) will appear. You'll see several lines on which you can save your game. Move the cursor to the line on which you want to save the game and press the selector. That line will be surrounded by a box outline. Move the cursor to the memo sheet near the bottom of the screen until you get the message, "Click here to edit." and press the selector. At the prompt, type in the name under which you will save the game and press Enter or click on the mouse button to confirm the entry. Then, select SAVE to save the game. Load Game: Highlight the appropriate saved game with the cursor and ---------- select the LOAD option. New Game: You'll be returned to the driver's license screen at the --------- start of a new game. DRIVING CONTROLS ---------------- Numeric Keypad Key Action --- ------ 9 steer towards the right while accelerating 8 steer straight ahead while accelerating 7 steer towards the left while accelerating 6 turn right 4 turn left 3 steer towards the right while braking 2 steer straight ahead while braking 1 steer towards the left while braking SPACE shift gears The SPACE BAR is used for shifting gears. Whether you shift up to a higher gear or down to a lower gear depends on whether you're accelerating or braking while you're shifting. To shift up to the next higher gear, accelerate (by pressing keys 7, 8, or 9) and release the accelerator key momentarily while you press the space bar and then resume acceleration. To shift down to the next lower gear, brake (by pressing 1, 2, or 3) and release the brake key momentarily while you press the space bar and then resume braking. You can shift gears without releasing the acceleration or braking key, a practice known as "speed shifting", but you'll stand a greater chance of dropping your transmission. Joystick Position Action -------- ------ Up and to steer towards the left while accelerating the left Up straight steer straight while accelerating Up and to steer towards the right while accelerating the right To the right steer towards the right To the left steer towards the left Down and to steer towards the left while braking the left Down straight steer straight while braking Down and to steer towards the right while braking the right Joystick button shift gears The joystick button is used for shifting gears. Whether you shift up to a higher gear or down to a lower gear depends on whether you're accelerating or braking while you're shifting. To shift up to the next higher gear, push the joystick forward and release it momentarily while you press the joystick button and then push the joystick forward once again. To shift down to the next lower gear, pull the joystick back and release it momentarily while you press the joystick button and then pull the joystick back again. You can shift gears without releasing the joystick, a practice known as "speed shifting", but you'll stand a greater chance of dropping your transmission. Mouse Position Action -------- ------ Press right mouse button steer towards the left while accelerating and move to the left Press right mouse button steer straight while accelerating and keep mouse straight Press right mouse button steer towards the right while accelerating and move mouse to the right Move mouse to the right steer right Move mouse to the left steer left Move mouse down steer towards the left while braking and to the left Move mouse down straight steer straight while braking Move mouse down steer towards the right while braking and to the right The left mouse button is used for shifting gears. Whether you shift up to a higher gear or down to a lower gear depends on whether you're accelerating or braking while you're shifting. To shift up to the next higher gear, press the right mouse button to accelerate and release it momentarily while you press the left mouse button and then resume acceleration. To shift down to the next lower gear, move the mouse back towards you to brake and pause momentarily while you press the left mouse button and then resume braking. You can shift gears without releasing the accelerator or brake, a practice known as "speed shifting", but you'll stand a greater chance of dropping your transmission. GENERAL KEYBOARD COMMANDS ------------------------- key action --- ------ SPACE BAR skips cruising sequences and voice balloons / selects choices INS selects choices M toggle music on/off CONTROL toggle all sound on/off ARROWS move cursor around the screen ENTER select default selections (highlighted borders) ESC forget it / skip it / cancel ADDITIONAL KEYBOARD COMMANDS ---------------------------- While all selections in the game can be made with the mouse or joystick, the following "quick keys" can be used in various parts of the game to select items, in place of using the mouse/joystick to point and click. Note that the same key wil control different actions in different circumstances. Items that are indented under another item will control actions within that main action. As an example, take a look at the group of keyboard commands next to the asterisk *. In the Garage, pressing 'N' will bring up the newspaper. With the newspaper on screen, you can press U or C to go to the used car section, A or P to go to the auto parts section, or G or ESC to go back to the garage. Let's assume you pressed U or C to go to the used car section and the used care listing appears on the screen. Now, you can press 'N' to skip to the next page, 'P' to move back to the previous page, or 'G' to go back to the garage. The number keys (1-9, 0, F1-F5) are used to select items from a menu. For example, if the opponents menu is on screen at the drive-in, key 2 will select the second opponent on the list, key F1 will select the 11th opponent on the list, etc... Menus will hold up to 15 items at any one time and can be selected with the corresponding number keys: 1-9, 0, F1-F5 (shown below as 1...F5). GARAGE ------ Key Action --- ------ ______ N Check out newspaper | U or C used car section | N next page | P previous page | G go to garage |-- * A or P auto parts section | N next page | P previous page | G go to garage | G or ESC go to garage ______| M Music on/off R Chop/restore roof F Strip/replace front bumper B Strip/replace rear bumper P Paint job N next color P previous color F forget it Enter go ahead I Installed car parts list S Stickers 1...8 select a sticker Esc skip it T Change tires 1...F5 select a tire from menu Enter change tire F, Esc forget it C List of your cars 1...F5 select a car from list Enter, S switch it L sell it Enter make offer F forget it H Pop up hood T tune engine A advanced timing R retard timing D dune P list of engine parts 1...F5 select engine part from list Enter change part F forget it D done 1...9 select bolt (hit 2x to remove or fasten) W connect/disconnect wire G get gas P select pump handle T put gas in tank A change transmission S list of spare transmissions 1...F5 select transmissions from list L Spare parts list 1...F5 select specific part from list Enter sell part Enter accept offer N no thanks Q Save, Restart, Quit S save game O load old game N play new game Q quit F forget it D Hit the street X Check the calendar DRIVE-IN -------- G Return to garage H Check out opponent's engine C Challenge opponent D drag race 1...3 select bet amount F forget it R road race 1...3 select bet amount F forget it O Call opponent 1...F5 select specific opponent from list Enter call selected opponent F forget it AUTO PARTS COMPATIBILITY ------------------------ The auto parts listed in the auto parts section of the newspaper will only fit in cars with matching auto makes as listed below. For example, all auto parts that are listed as 'Ford' will only fit on cars that are Fords or Mercurys. Auto Parts Make | GM Ford Chrysler ---------|------------------------------------------- | Chevrolet Ford Dodge Car make | Oldsmobile Mercury Plymouth | Pontiac ERRATA TO THE STREET ROD MANUAL ------------------------------- Page 9 & 22: The description of tuning the engine is incorrect. The best effect on performance is achieved by lining up the pointer with the timing mark. Retarding or advancing the engine will not give you an advantage in the drag or road race; it will simply place your car out of tune and make it perform less efficiently. Your engine will gradually go out of tune as you drive your car, so make sure to recheck your engine timing after you've raced a few times or after you've cruised to town a few times. Complete manual and crack provided by SKID ROW! 4 d,2$.{SI\@V[EXVDGK AND\BHQVZbLpmx   D @&8?..079v1=2>>7o,"4k= $+f++7bLJPNXRUW]A]Q]THJMXXNN NUIHBLA|lr2;[ut7{twa}1`cot,ikjc'edjwell here are some quick doc's for SU-25, it is almost an exact clone of LHX with some minor keyboard differences. W - Weapons Select dunno what most do but AT-6 is an Air-Air missle. - & + control zoom functions in and out of cockpit. Backspace key is for full front view (no cockpit) F1 : front view F2 : rear view F3 : map mode F4 : side view (outside of plane) F5 : chase plane view of back of your plane F6 : control tower view F7 : Your plane in perspective of the target F8 : Target (when locked on) F9 : overhead view F10 : view of target? 1-5 control throttle (1=1/4 throttle etc..) E : ECM (not sure) R : Radar on/off (not sure but it does flip a switch in the cockpit) W : Select weapons H : HUD intensity G : Landing gear up/down D : Chaff (for radar guided missles) F : Flare (for heat guided missles) Z : Waypoint select SPACE : Fire weapon selected ESC : Menu I don't know what each of the weapons do except AT-6 which is a Air to Air missle and the guns. Overall the game looks interesting, not as good as LHX tho (my opinion) Greets to Byter, The Phantom, Hook, Doctor PJ, Zzzz, etc... GOPHER!!! (Doc's man) Dnh,5)3+z0619'92&8?!n+%'/eh>)06c+/3K_QP^^UVUG[@QAJ MES LBUNPLRNpjxo;cvm7yzuyd/flzn$)\ocva#cseߍٌց҂͊Ƒ̇㱤ݙӕËׂ͇ƿ\vpT MJ JC;=<2{;5+8v'1=3<5o:%)k, $"5e0,b6(V]UOR\KRTFVBQYKI '#zBK@IAGS ?juy;~|~vcy`3tx|j`lany)nht%pkg!cӔ͘Ȇďѳ񱽫齩㶩țÁ݇ۏݻ梩60;U[RNI @>09|+(<>2$0:07"pBD$"k,'#6/mb6ZLDHSSW_OZAQ^^IGJYYO ATVEUGEvp=hssj8qyq=2Exf}-{js%(pn`j#{nuٶёɌĂ򲱡븬ၟՙДىʅӀ㣮 [VMHjl /~33/?*vZ\X^srqponm$+-h)+"*%42^JTSUhy>8    23016745:;89>?[fh,Gehl'Ejj T E S T D R I V E I I I D O X by Phantom Phlegm Basically the difference between the full docs Accolade included and the command reference card they give you is basically nothing. The full docs have a lot of filler and useless infomation such as car statistics. But you don't need those, what you need is the meat and potatoes - yes the commands. So here they are: Keyboard Controls ----------------- Function Keys: F1 - Toggles Window Display (Full Size/Half Size) F2 - Visibility Distance Switch (High Visibility Slows Game Down) F5 - Toggles Between Cockpit and Chase Car View F6 - Return to Road When Lost (Only After Prompted on Screen) F9 - Pause Instant Replay F10 - Request Instant Replay Letter Commands: W - Windshield Wipers (On/Off) H - Headlights (On/Off) M - Change 'Radio Station' (Music) C - Automatic Wheel Centering (On/Off) R - Rear View Mirror (Active/Inactive) D - Display Shifter Always (On/Off) A - Upshift Z - Downshift Movement Commands: SPACEBAR - Brake UP ARROW - Accelerate DN ARROW - Decelerate LEFT & RIGHT ARROWS - Steer Ctrl Combinations: Ctrl-J - Enables Joystick Ctrl-P - Pause Game Ctrl-K - Keyboard Control Only Ctrl-Q - Music (On/Off) Ctrl-S - Sound Effects (On/Off) Ctrl-E - Engine Sounds (On/Off) Other Commands: ESC - Exit To Dos (It goes to main menu then you have to hit it again!) PgDn - (Car Select Screen Only) - Lets you read text page faster PgUp - (Car Select Screen Only) - Lets you read up the text page Conversion Chart: (KPH to MPH) KPH MPH KPH MPH --- --- --- --- 375 232.5 225 139.5 350 217 200 124 325 201.5 175 108.5 300 186 150 93 275 170.5 125 77.5 250 155 100 62.14 Ok, that should get you through the game! The conversion chart isn't really all that necessary, however I felt some of you might be interested in it. [ UQ IFC<;./>>yU]402< 4p;&(l$:,:&2,+-b(3]RQKV\LRR`WT[FH oCZCbJNDPnxnznpwye5gvqey``-jdx) kjvf"hnϭǢ㶩̞֗ސހσ Yu} SM E B:~).:)1;68u|==%p;&(l/*'1#7%!.$`kL\OSYXV}UEXF] !!EY\NIKJQSzj=ht:Ww;6{{3q~~igaj~`gi&rmon!bޚؖԇмɬз𫡺뢦竤⧩ΜݘȌ„́髇_\\Q# MI,DEB' 3;}+?+9#?:: r"5,:$#%j/'5f(+1'aM5WSZTHTYC_ZZ?;=% hEGNNTHlTDRhlth~i#654>?<="# !&'$%*+() WASTELAND PARAGRAPHS THE FOLLOWING DOCUMENTATION HAS BEEN TYPED EXACTLY AS APPEARS IN THE ORIGINAL BOOK OF PARAGRAPHS FROM START TO END. While you're playing Wasteland, you'll be referring to paragraphs in this documentation. We know that as a Desert Ranger who enjoys the best of challenges, you wouldn't randomly read these paragraphs in search of clues. But intense radiation, coupled with the blazing sun, can impair your good judgement, rendering you totally unable to resist. Fight your best fight here - try not to read a paragraph until you're instructed to. You'll get a lot more out of Wasteland this way. Once you successfully complete Wasteland, you can then kick back in your lounge chair under a shady cactus and read the rest of the fictional vignettes. 1 You creep up to the window and, in the soft, muted lights, you see a tall woman with long, blond hair. She hits before a mirror and brushes her hair, then stands and walks over the sunken tub off to her left. She kneels and her blue, silken robe drops to the floor. She turns the water on and steam slowly fills the air. You watch in fascination as she reaches down into the tub, whirls, and points and Uzi in your direction. "Stop reading paragraphs you're not supposed to read, creeps." She sighs deeply. "Next time I'm going to demand they put me in a Bard's Tale game, this Wasteland duty is dangerous." 2 You have come upon the rail-nomads' camp. Ornery looking longhorn cattle wander among dusty tents, from which sullen faces peer. In the background, a ramshackle collection of railroad cars, patched with wood, hide, and an odd piece of currugated aluminum, sits on a rail siding. Two of the cars, the locomotive at the front and the caboose at the rear, appear to be in better condition than the others. As you approach, a strained silence falls over the camp and you grow uncomfortable under the collective gaze of the assembled nomads. Finally, one of the nomads steps forward. "Welcome, Rangers. I am the Brakeman of this train. I would be honored it you would visit with me in the caboose before leaving our camp. In the meantime, please accept our hospitality." The Brakeman turns and strides back into the camp. 3 The Hobo nods to you, and then drains the bottle of Snake Squeezins. "Twins born by the same hands," he intones solemnly, "are twins no more. Wake the sleeper to cure the sick." 4 "We have four clans here: the Chattanoogas, the Amtraks, the Conrails and the Hiders. You may acquire provisions for your party at our trading car or amuse yourselves in the casino car. You may, of course, avail yourselves of the services of our Hobo oracle. If you dare, you can try to reason with the Hinders, through finding them is difficult. I am told that you have already met our Brakeman. "At the mention of the Brakeman, a brief scowl crosses the Engineer's face, but his smile quickly returns and he adds, "We feel safer with Rangers here, so stay as long as you like!" 5 You study the torn piece of paper in your hand. Originally written in red ink, the text has turned into large fuzzy blotches of pink. Though mostly unreadable, you make out the word MORTAL followed by HIDEOUT: TYRANNOSAURUS, but TYRANNOSAURUS has bee scratched out and AZRAEL has been written under it. 6 The diary talks about the last days during which the satellite facility was operating. "Las Vegas is still intact. Needles wasn't damaged by bombs, but some flooding occurred when the river level rose. Quartz suffered a lot of damage." In hurried script, the last diary entry reads, "We're abandoning the satellite installation so we can join the farmers out at the Ag Station. We've deactivated the alarms and electronic countermeasures that protect this place." 7 Once the introductions have been made, the Big Boss pulls out a box of cigars and passes them around, explaining that it is his special blend, grown somewhere further north. When everyone is comfortable, and the bodyguards have taken up unobtrusive positions behind you, he begins to talk. "You must be the Rangers sent to help." "What do you mean?" you cautiously ask. "One of my men is missing. We don't think he's dead, because he's too valuable to kill. We think some other group in town has grabbed him. If we don't get him back, the whole town will probably be overrun by these damn death machines that have started to appear, because he's the only one in town with the scientific know-how to fight them. He's the one who thought of the landmines, and they've destroyed more robots than anything else in town." Brygo reaches into his desk and brings out a drawing of a rather ordinary looking man. "This is Max," he explains. "He came to us about a year ago from the Wasteland to the east. he was the greatest hand-to-hand fighter we'd ever seen and he also seemed to know a lot about the science from before the War. He didn't remember where he came from - at least, that's what he told us. I quickly make him my right hand man." "When we began to hear rumors of death machines coming out of the west, and especially when the first of them reached the Vegas borders several weeks ago, Max grew frantic. He began to talk crazy, about how all life was in peril, and how only he could save us. He said he needed special equipment, and that someone near Vegas should have it. I should have put a guard on him then, but instead, I decided to send Accout to look for help. One night Max disappeared. We've been looking for him ever since without success. Now I've lost my best man, and things are getting worse. Newer and stronger robotic death machines are appearing all the time. If we don't find Max soon, even a fortress like this may not be able to hold out against the death machines. Go see Charmaine in the Mushroom Church. Tell her I sent you and she may be able to help." You nod your head. "Yeah. We've tangled with some of these death machines before, and we gotta stop whoever's making them. Any clues?" "There are two other power groups in Vegas that we know of. Fat Freddy runs the Criminal elements. He's like to take over my position. There's also the Servants of the Mushroom Cloud - religious fanatics who won't be happy until every person in Vegas has been converted to their own poisonous religion. There may be others. Vegas is a big town. Both those are the ones we suspect most. I need you to go find Max. What do you say? Will you do it?" The Desert Rangers huddle fore a few minutes. You decide that taking on this mission could be quite an adventure and decide to go for it. Besides, your curiousity has been aroused. You are sure that Max knows a lot more than he has told Brygo. If you want explanations, he's the man you'll need to see. "All right," you tell toe Boss, "we'll find him if he's findable. In the meantime, you try to hold out here." The Big Boss stands up, shakes your hands, and wishes you all luck. Then he shows you the way out. 8 Fat Freddy has long-since forgotten the concept of personal hygiene. His dirty black hair clings to his face like dead ebony vines. A thin, scraggly beard barely conceals deep red pock marks. Effluvium that scrapes your nasal passages raw seeps from every one of the fat man's pores. "I an so glad to meet you. I've always admired the Rangers and I consider you the only people I can trust with some secret information." the fat man's yellow eyes slip side to side in his obese face. "Faran Brygo is trying to get $100,000,000 in diamonds to York Isle on the east coast of the continent, and he needs someone like you to make the journey. If he succeeds, he will destroy the economy of the world and we will all be thralls in his new empire." Freddie produces a handkerchief and wipes the sweat from his brow. "I will let you keep the diamonds if you can stop his mad plan. Find him, kill him, and you will save the world." 9 The battered pewter ID bracelet on Dewey's wrist has had several legends engraved and scratched out, but one remains clear. It reads "27," and, judging from the lack of corrosion on the number, it was recently inscribed. 10 "Everyone is worried about Mayor Pedros but others are held hostage too. Felicia Pedros, his wife, is our friend. We think she has been moved to the outlaw hideout. We hope you will try to rescue her. And remember what Ellen said when you go to the Stagecoach Inn." They smile and leave. 11 "Yeah, some of the guys working in the base took sick. Mad Dog Fargo and Metal Maniac are still in the back rooms, sicker than dogs." 12 A man sits up in his cell and stretches. "Rangers - great. I should have known. I need you guys here like I need a hole in the head." He stares at you for a second, then sighs. "Look, I guess I could use your help. I need some capable fighters in Las Vegas to help me with a shipment back east. Are you guys up for it?" 13 The book you find is a slim volume written in a light, delicate hand. The work is titled, "Love Slave in Santa Fe." It reads" I recall the first time the invader chieftain called my name. "Diana," he said softly, "are you not yet finished chewing the leather to make soft moccasins for me? A man has needs." I hung my head in shame. "Forgive me, beloved Red hawk, but I am the lowest of your 30 wives. How can you even think of me when you have so many women for beautiful than me?" Red Hawk smiled. "Yes, I have 30 wives, each more beautiful than the last, and each of them is insatiable. If I could find other men to help me take care of my wives, I would, but no one except for the bravest warriors of Wasteland could satisfy them. You, my newest wife, are the only comfort I have in my life..." The account ends abruptly here, the last few pages of the book torn out by a previous reader. 14 The Director, an handsome, slender man, waves you to chairs that face his desk. beyond his desk you see a window into an alien landscape. Though the window you see a red would with strangely-shaped plants. You see animals slinking through the shadows and crawling across massive rock outcroppings. You shudder. It just doesn't feel right. The Director, Irwin John Finster, notices your stare and smiles like a snake oil salesman. "I see you've noticed my pet project. This is how the world will be when all men are hone. I will once again return to the pristine paradise it was before man rose up and destroyed it." He turns away from the window and smiles at you. "By the very fact that you are here, I know you have recovered certain items of a technical nature. Whatever prompted you to violate this base's security, I do not know, but I am willing to forgive it." He sits, leans back and steeples his fingers. "Because of the delicate nature of our work here - all very hush-hush, you know - I must ask you to leave." Suddenly he leans forward and scowls. "If you do not want to go, well, we are not without means to deal with even the likes of dreaded Desert Rangers." 15 Max reaches up and gives his head a bit of a twist. You hear a click and the android smiles. "I came down here to negotiate a peace with the cyborgs and what do they do? They rip me up and start using me for spare parts. Ingrates!" He stretches and stands. "I have to get back up to Vegas and help prepare for the next assault, but I've got a mission of great importance for you. Head northeast from here and, across the bridge, you'll find a hidden base. It is a journey you must succeed at. There, you will find lost technology and information that you can use to stop Cochise before it's too late." A secret passage slides open in the rooms's south wall. At the same time, a blast-proof security door slides down in front of the entrance to the room. It short circuits, preventing w\exit. "Go through the secret passage to get out of here. One thing," Max adds, "It is possible you'll need to recover some equipment from Project Darwin before you can complete the rebuilding of the sleeper base. Be careful, though, and rebuild as much of the base as you can before you venture off to Darwin. I don't like the things I've heard about it at all." 16 The old man stands in the shadow of the satellite dish and sighs loudly. "Rangers, thank the gods you have come here." He thrusts a bony finger at the red planet hanging low over the horizon. "The Space Pirates from Phobos come daily to steal our food. They carry it off to their goddess, a harsh, cruel woman who has no appreciation for artwork and will tolerate no illumination or visual symbols in her edicts to subjects. You must find the rocket ship and travel to that malevolent star. Trail the death bunny to its lair and you will save the earth from this horrid invasion." 17 "We have three clans here: the Atchisons, the Topekas, and the Sante Fes. You may acquire provisions for your party at out trading car or amuse yourselves in the casino car. You may, of course, avail yourselves of the services of our Hobo oracle. I am told that you have already met our Brakeman." At the mention of the Brakeman a brief scowl crosses the Engineer's face, but his smile quickly returns and he adds, "We feel safer with Ranger here, so stay as long as you like!" 18 "Faran must have sent you to look for Max. Last I knew he was headed for the sewers. He built a special key to get down there. It's called the Sonic Key. Max made a few of them and told me that he was hiding one somewhere in the old golf course. Didn't tell me where, though. Didn't do him any good, either. The Newmen grabbed him before he could do anything. If you return to me the Bloodstaff from the Mushroom Church in Needles, I can show you the way. Tell the bishop BUZZARD." 19 The screen flashes to life with Capt. Phil Thomas's personnel file. Aside from the test scores and other nonsense you read, "Capt. Thomas's performance in the village strafing runs was admirable. The AH-6503 attack helicopter performed at the height of technical specs and destroyed two small Mexican villages before having to return to base and reload. The AH-6503 is the ultimate weapon." 20 The Premacorin Mural is a work of art which you have only heard rumors about. It records all human history in one vast display of gaudy colors. At the beginning of the display you see the image of Charles Darwin walking arm-in-arm with an ape in a wedding dress. Next to that you see a youthful Egyptian pharaoh in mummy wrappings and a gold mask dancing on the stage of a place called (according to the neon lights behind him) Radio city Museum of Unnatural History. Proceeding along, you see a masked man brandishing silver six-shooters on the back of a silver Tyrannosaurus, hot on the trail of a mustachioed man wearing a swastika. A fat man in a red uniform with white trim flies through the sky in a sleigh pulled by eight F-19 Stealth Bombers. He has bags full of guns, ammo and bombs, which he is freely dropping down to King Arthur and his knights so they can battle Genghis Khan and the Yellow Peril. Yet further on, a man in a green and gold uniform (with the number 12 emblazoned on it and a G on the helmet) has just thrown a missile to a man vanishing in the white glow of an atomic mushroom cloud. Finally, at the far end of the wall, you see the ape in its tattered wedding dress, squatting a studying the fire-blackened helmet. 21 Fat Freddy is a genetic nightmare - a squamous mass of slime flesh shuddering and twitching before you like some animated blob of flesh-colored jello. He smells like a swamp, a foul, choking miasma of rotting mastodonian flesh left to putrefy. His presence is overwhelming - perhaps he has some mutant ability to control men's minds. While in his presence, you have to sternly control an urge to salute or kneel. There is no doubt that he is a leader of men. When he speaks, his voice sounds like bubbles of carbon dioxide burbling up out of a morass. It is difficult to understand him, but after the first few phrases of introduction, you begin to get the hang of it. Fat Freddy is a man driven by ambition, and he has an offer to make. "Brygo thinks he controls Vegas," burbles Freddy, "but he isn't half the man I am. Haw! Haw! Haw! This should by my town, and it will be. I've had your men watched since you get to Vegas. They tell me you are toe best fighters over seen in these parts. Well, then it shouldn't be too tough for you to do me a favor. Kill Faran Brygo, and bring me the onyx ring he always wears. When you do that I'll give you $25,000 and anything else you want in this town." You tell him that you need a few minutes to think things over, and go into a corner to confer among yourselves. You have a very strong feeling that Freddy doesn't want to hear any negatives out of you. 22 If you read any further, Wasteland Thought Police will appear at your door within three hours to conduct you to a cell in Needles where your fingernails will be systematically removed. You have not been instructed to read this paragraph anywhere, hence so dire a punishment. 23 "Things have been rather nasty in Quartz," you are told. "One of the larger desert bands, led by a guy called Ugly, has taken an intense interest in, ah, civic affairs. Normally a town of our size could drive them off because the bandits don't try all that hard when attacking, bout this time they hit us with a vengeance. It's almost like they don't want to remain in the desert." 24 The bartender smiles at you. "Which one," he asks, "Hotspur or Falstaff?" 25 Charmaine takes the bloodstaff and smiles. She begins to twirl it and you hear the acolytes hidden in the shadow behind her begin to hum "On Wisconsin" as she marches back and forth. "Now we'll win the big game. If you help Faran Brygo get his diamonds to Yorktown back east, we'll be able to place some big bets there on the next World Series. We have a four-armed pitcher who's guaranteed to win for us." Charmaine smiles and paints back the way you came. You must travel back to Cooperstown and get us the blessed bat of the Sultan of Swat. Then you will be ready for the trip with Faran." 26 Ugly's smile makes you uneasy, as uneasy as staring down the bore of his weapon. "It's really very simple," he laughs. "The bomb's disarm code is 11-27-57-04-30." 27 You unsnap the ID bracelet from Louie's limp wrist and run your thumb over the worn silver surface. The number "99" is etched into its tarnished face. 28 As you board the locomotive you are met by a short, but solid looking fellow. He is dressed in garishly striped overalls and wears and rather battered and much patched engineer's cap. "Greetings, I am the Engineer of this train." The Engineer makes a sweeping gesture that encompasses the entire camp. "I hope your stay with us will be a pleasant one." 29 Going back to his work, Sam says, "I suppose you wanna know about the Bloodstaff. He wipes his hands on a greasy rag and sighs. "Don't mind telling you the murders have lots of folks worried. People just up and vanish. Then, when we find them again, they've been drained of blood - every drop." He squints at you and his voice drops to a tense whisper. "I seen one of the bodies and it had a cut in the neck, just like a scar my grandmother had on her neck. She said once, when she was little, a priest used the Bloodstaff on her after she got snakebit. I think the Bloodstaff is involved, and that means trouble." 30 The Junk Master speaks and tells you how to find Base Cochise, home of the Deadly Robots. He sniffs and takes a pull on a small bottle of Snake Squeezins. "Out in the middle of nowhere, that's where it is. Way up in the northwest. We've tried to scavenge things out there, but the robots are deadly, so we backed off." He looks at you rather strangely. "If you want to venture out into those mountains up there, fine, but don't expect any of our people to go with you. We got more sense than you Rangers." 31 The Guardians, as you have heard, are very friendly people who are great admirers of the Rangers. They have planted fluorescent orange flags to mark the outer edges of their mine fields. You've been told by a Guardian that the only safe passage is to walk with feet straight and breath held between the flags and the Citadel wall. 32 The bartender smiles at your question. "Which one, Cretian or Proteus?" 33 "Hi. They call me Crumb," he purrs as he moves closer to you and starts to stroke your nametag. You jerk him violently by the collar, and he squeals with delight at your show of might. "See Faran Brygo! He's my boss!" As you throw him down onto a table and head for the door, he yells, "Use the password PHOENIX." Before you can get out the door, he puckers his lips and blows a kiss your way. 34 "Darwin was a science base a long time ago. Supposed to be hush-hush, but I grew up in shadow, so..." 35 A man sits up in the cell and stretches his arms. He squints at you as if you're brighter than the desert sun, then allows a small smile to grace his tan, weathered face. "Rangers, I should have known. Listen, I've been sent down from Vegas to recruit folks who know the right end of the gun from the wrong. Bandits ain't the only thing crawling out of the desert, and we've got a war on our hands. Interested in heading back with me?" 36 Capt. Andrea Mills's personnel file flashes up onto the screen. Aside from a large amount of test scores and other data, an occasional paragraph of interest slides by. One that catches your eye reads, in part, "Despite her having won the Nobel last year, Andrea's been unable to finish work on the clone pods. She is unsure they are safe, and the chances of a clone surviving production is not thought to be that great." 37 You appear on what seems to be the lower half of a large chessboard. A booming voice echoes through the game grid. "Do not stray from the path if you value your health." Spectators fill the dark galleries to hoot derisive jeers at you and wager against your success. 38 "Everyone is worried about Mayor Pedros but others are held hostage too. Felicia Pedros, his wife, is our friend. We think she has been moved to the Temple of Blood in Needles. We hope you will try to rescue her. Remember what Matilda said when you go to the Whiplash Inn." They smile and leave laughing. 39 The guard looks you over closely and then tells you to wait outside as he disappears into the tent. You hear a brief muffled conversation and the guard returns with another man. The newcomer introduces himself as the headman of the Atchison clan. He understands that you have done a great favor for his brother. He dismisses the guard and motions you closer. He explains that they keep no treasure here, but he will give you directions to a secret cache. "Here, take this shovel," he instructs you. "Stand on the south rail, west end. Take twelve paces to the south. Dig and you shall be rewarded." The guard returns and the headman bids you good day. 40 Maj. Harrison Edsel's personnel file flashes up onto the screen. Aside from a large amount of test scores and other data, an occasional paragraph of interest slides by. One that catches your eye reads, in part, "The discipline problem with Edsel has resolved itself. Once he learned he would be transferred to Base Cochise to program that computer with his new artificial intelligence routines, he stopped complaining about the primitive rules restricting his creativity on this project." 41 "I think Finster has something to do with the strange creatures here-abouts." 42 The Director, a slender, handsome man, stands as you enter the room. "Rangers, thank the heavens." He follows your gaze as you stare out the window behind his desk and study the alien landscape below. The Director smiles. "As you can see, that lurid, red landscape is the closest approximation we have to the surface of Mars. We have Martian raiders coming to our world here and stealing animals and slaves. We hope, by breeding hunter-killer animals we can take the Martian starships and mount a counter offensive against the extra-terrestrial raiders." He nods. "Will you Rangers join our efforts?" 43 As you pass the open doorway of this car you are almost overcome by the strong odor of fermented cactus fruit. As your eyes become accustomed to the darkness of the car you can make out a straw-covered floor littered with numerous bottles of Dr. B. Bilious Balfour's Snake Squeezins. At the back of the car lolls a rotund bearded figure rocking back and forth as if the mere act of sitting offered a difficult feat of balance. Finally, seeming to take notice of you, the shadowy figure issues an invitation: "Welcome to my humble abode, gentlefolk. Step on in." 44 The fetid, musky scent of a dead animal oozed from the car in a miasmal cloud. Within, mummified by the overpowering heat, you see the dried remains of a flower-strewn old bum. This is the oracle the railroaders have referred to, and he's obviously long been dead. You notice a large quantity of empty Snake Squeezins bottle, and you suspect that that vile liquor is the author of man of the oracle's pronouncements. 45 The faded map on the wall show the world well before the war. You notice a star that roughly correspond s to your current location. On a long, southeast diagonal you see another star. A third star, to the west and out from Needles, forms a shallow triangle out of the three stars. Obviously other bases are hidden at these sites. 46 You stare with utter disbelief as the Snake Squeezins vanishes down his throat. The Hobo smiles, his eyes glaze over, and he burps. "Beware the man who has lived longer that the Wasteland." Your oracle's eyes clear and he smiles drunkenly. 47 As you scan over the large, messy room you think to yourself, "Early American pig-sty." Piles of dirt cover the long-lost floor. The earthen smell of compost hangs heavy in the air. In the far corner of this indoor barnyard you spot a square-shaped room. 48 Lt. Russel Heller's personnel file flashes up onto the screen. Aside from a large amount of test scores and other data, an occasional paragraph of interest slides by. One that catches your eye reads, in part, "I thought Heller would be a discipline problem, but I grossly underestimated the situation. He does not get along with the other workers and considers the AI work being done in Project Haskell the ultimate work. He even considered the move to Needles to finish Haskell a blessing." 49 You study the torn piece of paper in your hand. Originally written in red ink, the text has turned into large fuzzy blotches of pink. Though mostly unreadable, you make out the word MUERTE followed by HIDEOUT: THANATOS,but THANATOS has been scratched out and KAPUT has been written under it. 50 Carved into the weathered hardwood you see, "The launch code is MORTAR." 51 The game High/Low is played with two nuclear warheads. Both players toss a nuclear warhead into the air and the one whose bomb explodes higher in the air wins. This game is usually played by people of low intelligence, hence the name High/Low 52 Col. John Smith's personnel file flashes up onto the screen. Aside from a large amount of test scores and other data, an occasional paragraph of interest slides by. One that catches your eye reads, in part, "After the confrontation with Finster concerning the shift of Darwin's focus, Smith requested and got a transfer to the Base 2 operation. He remained acting commander until the project's completion in 1995." 53 "Finster forced all the sick ones out, to prevent the spread he said, but it just leaves them to die without help." 54 The Brakeman tells you, "Take this visa card and give it to Head Crusher in Quartz." As the Brakeman passes you the card, the sunlight catches the dove hologram and glints brightly. You slide it into your breast pocket as he turns and leaves without another word. 55 After years of searching you've finally found it. You unfold the piece of parchment paper and read, "When you reach the Martian Base, quickly access the Navigational Laser Center on the left of the entryway and type GWCD." 56 Closer now, you can hear the conversation of the men you saw when you came in. There is a short silence after each man voices his thoughts. They speak of varmints who are impossible to kill. The varmints are stealing their food fater than ever before and they seem to be massing for a major attack. The simple weapons of the farmers are not enough to stop them. They have no idea what to do. One of them jumps as he notices you and they all turn to face you. A stocky man they call Miguel approaches. 57 head Crusher says, "Thank you. Go the Atchison's tent and tell them CATERPILLAR." 58 The Martian Commander slithers forward on his coppery-scaled stomach. "So, Rangers, you have found our secret starport." His laughter, hissed quietly and malevolently, crackles through the speaker on his helmet. "It matters not. Our robot warriors have conquered your world. You will now come and be our slaves..." You smell the sweet odor of flowers as your sight dims and you fall unconscious... 59 The thin Martian atmosphere saps your strength, but you dash across the maroon landscape and dive at the Slavemaster. He raises a pseudo-pod and crashes it down upon your head. A sucker tears your flesh, but you strike out and smash his writhing purple lips back into his needle-sharp teeth. The Slavemaster reels back, but you give him no pause, no chance to recover. You wrap your hands around a rock and, as your tortured lungs labor to pull in enough of the oxygen-poor air to keep you conscious, you crush the Slavemaster's head. You cast the green, gore-spattered rock aside and look at the other slaves. "Come," you growl breathlessly, "Now we fight for our freedom and for our world!" 60 As you might expect from his surroundings, the demon-priest is an utterly corrupt individual. A flowing blue robe covers his diseased body, and a foul smirk twists his face askew. He smiles and teeth blacker than ebony glint in the half-light. Palsey-wracked hands grasp the Bloodstaff tightly and threaten you with it. "You will not have it," he whispers harshly. "You cannot take my life!" 61 This detective reminds you of Humphrey Bogart. As you approach, he snicks a match with his thumbnail and lights and cigarette. An overflowing ashtray sits of his desk beside an open bottle of Scotch. His eyes are cold and hard as he watches you. You note the lump of a roscoe in a shoulder holster under his gray suit coat. He introduces himself as Span Shade and points out that he will not play the sap for you or anybody else. That settled, he asks what you want. 62 Torn and battered, your party drags itself through the sub-terranian Martian titanium mines. Your lungs burn from the thin air, and you'd give your right arms to be back on earth. Then, suddenly, a vision of female loveliness appears to you. Tall and slender, with golden hair cascading down over her diaphanous gown of shimmering green and gray, she smiles and your heart quickens. "Do not believe the Serpioids are the Martians because they are not. They conquered us a century ago to turn our beloved world into a staging area for their conquest of your home. Please join with us and help repulse these invaders." She gestures and a secret opening appears in the south wall of the tunnel. 63 Capt. Phil Thomas's personnel file flashes up onto the screen. Aside from a large amount of test scores and other data, an occasional paragraph of interest slides by. One that catches your eye reads, in part, "Thomas, a recent transfer from Project Darwin, has expressed reservations about Finster's experiments. he voiced some of the same objections to them that prompted me to leave Darwin I don't know if he's on the level, or if this is some trap set by Finster..." 64 Your Martian guide leads you through a twisting pathway of long abandoned tunnels that finally leads into a beautifully-sculpted city. The artistry, though alien, makes harmonious symbols that give you a warm feeling when you look at the buildings. The architecture almost sings, and you hear a pleasant symphony of echoes as your booted feet click against the city streets. Your guide, her golden hair riding unfelt breezes, leads you to a massive door. You feel the power and you could swear the patterns change, but you cannot put your finger on any particular change at any one time. At about the time it hits you, the door speaks - it's alive! "Welcome, Earthmen," it booms, "Speak the name of your beloved and enter as friends." 65 The binding threatens to splinter apart as you take the book in your hands. The pages have warped into stiff yellow curves through contact with liquids. Some pages at the beginning have been torn out. Where the writing begins, it is a crude scrawl, with some letters written backwards. Deciphering it is no easy task. Luckily it is fairly short, so you persevere. "The Secrits of Las Vegas. My name is Dave Dawkins. I found this old empty book, and I'm gonna rite down all my secrits case I fegit them. I'm a gard for Fat Freddy. He is #2 is Vegas and he wants to be #1. There is a big reward for anywun who can kill Faran Brygo, the Big Boss. Brygo stays hidden mast of the time. My hare is starting to fall out. I wanner if its bucuz I joind the Servants of the Mushrum Cloud. It gives my a good feelin to be with my new frends in the Temple. They told me the secrit password. It is 3 letters - NRC. Nurk! A lot of the Servants are bald. Maybe I will be 2. Lately there has bin a lot of fitin. I try to hide, but ware is it safe? Robot Deth Masheens are the wurst. Ar guns don't always kill them sukkers. Freddy sez we need better wepuns and thats why we gotta find this Max guy. I dint say nothin. Im afraid to tell him that the Servants say Max is kapchurd by the Siborgs. I am lookin at my words in this book and I am proud. I dint no I cud rite so good till I tride it. I will rite agin later." Here the writing breaks off. From what you know of the Vegas situation, the diary can't be more than a week or two old, but Dave apparently didn't come back. 66 Although you do not recognize it at first, the object before you is massive and sends shivers up your spines. You study it, splitting up to explore both sides at the same time. From the other side someone yells, "It's a missile - but the insides have been removed!" 67 The guard looks you over closely and then disappears into the tent. You hear a brief muffled conversation and the guard returns with another man. The newcomer introduces himself as the headman of the Atchison clan. He understands that you have done a great favor for his brother. He dismisses the guard and motions you closer. He explains that they keep no treasure here but he will give you directions to a secret cache. "Here, take this shovel," he instructs you. "Stand on the north rail, west end, Take for paces to the east and seven sough. Dig and you shall be rewarded." The guard returns and the headman bids you good day. 68 Closer now, you can hear the conversation of the men you saw when you came in. There is a short silence after each man voices his thoughts. They speak of Martians who are impossible to kill. The Martians are steeling their food faster than ever before and they seem to be massing for the major attack. The simple weapons of the farmers are not enough to stop them. They have no idea what to do about it. One of them jumps as he notices you and they all turn to face you. A stocky man they call Miguel approaches. 69 "He's an inhuman monster. Just cuz he don't get sick he figures no one else should." 70 Capt. Andrea Mills's personnel file flashes up onto the screen. Aside from a large amount of test scores and other data, an occasional paragraph of interest slides by. One that catches your eyes reads, in part, "Despite her having won the Nobel last year, Andrea's relationships with the other project members have not changed. She's still her affable self, and she's made others feel, through their work on the clone pods, they've each earned a piece of that Nobel themselves." 71 "Hi. They call me Crumb," he says with a nod of his head. After he exchanges handshakes with everybody, he tells you "See Faran Brygo. He's my boss. Be sure to use the password KESTREL." As you leave, he yells, "Tell him I sent you!" 72 You bow deeply out of respect for the Martian Emperor, and he smiles graciously. He nods to ward your guide and looks upon her with love in his eyes. "I thank you, Alandriana. Once again, my beloved daughter, you have served me well." He turns back to you. "I need your help to rid our world of the Serpioids. We need to destroy their base on Phobos and can only do it with a device you call a 'plasma coupler.' Your scientists developed it after we sent them telepathic transmissions that instructed them in its construction. We need to get it into the heart of the Serpioid base, then detonate it. Our problem is that none of us Martians can withstand the radiation the Serpioids need to live." His voice drops. "You, on the other hand, can live for a while in that radiation both. Will you help us?" 73 "Faran must have sent you to look for Max. Last I knew he was headed for the sewers. He built a special key to get down there. It's called a Sonic Key. Max make a couple of them and told me that he was hiding one somewhere in the old golf course. Didn't tell me where, though. Didn't do him any good, either. The Newmen grabbed him before he could do anything. If you return to me the Bloodstaff from the Mushroom Church in Needles I can show you the way. Tell the bishop PASTEL." 74 The Martian Warlord hands you a Firelance and some Verchitin armor. "I realize this is not as good as having a Red Ryder Ranger Model Air Rifle with a compass in the stock, but it's the best we can do." He leads you out to the Ornijetcopter and you board the strange craft. "Good luck," he says. "Alwa nasci korliri das." You frown and ask him what that last bit means. He smiles. "It's an old Martian warning. It means, 'Keep your powder dry.'" 75 Head Crusher says, "Thank you. Go to the Atchisons tent and tell them LADYBUG." 76 Charmaine takes the Bloodstaff from you and her face lights up. You clear you throat. "We've done our part," you say, "now do yours. We need to find this character Max before all of Vegas is overrun by these killer robots." "Ah, yes, Max," she croons, "that strange flunky for Faran Brygo. You probably don't know that he is a robot." The news hits you hard. "Things keep going from bad to worse," you mutter. "Outlaws, Blood Cultists, Killer Robots, Bomb Worshippers, and now Cyborg Robotnappers! What next?" She inserts the Bloodstaff into a secret compartment and turns it. You hear a low groan, as if some new doors were opening up. "The way is now clear for you," says charmaine. "If you survive you encounter with the Newmen, look me up in a couple of months. I might have another mission for you." You can only grumble and take your leave. 77 A pair of Blood Guardians flank a complex control panel, the like of which you've not seem before in the Wasteland. One of the guards looks at you and you hear him mutter "infidels" under his breath. Beyond them you see a large area of painted floor that looks very much like a giant chessboard, but you can't begin to guess at what it might be for, or what it's doing in the middle of the temple. 78 The Martian Warlord hands you a Firelance and Verchitin armor. "I know you'd much prefer a Red Ryder Range Model Air Rifle with a compass in the stock, but this is the best we can do." He waves you towards the Ornijetcopter and says, "Wodpre rashi Karna das." You frown, "What?" He blushes purple. "It's an old Martian wish from one warrior to another. It means,'Keep you powder dry'." 79 You've entered a room where dozens of drills and saws are singing an ear-piercing song. Blue and white sparks jump from welders and cutters, dropping to the ground to bounce out their brief lives. A robot torso passes before you as it lumbers its way across the room on one of the countless conveyor belts. Even the robot repair area looks in need of repair, with the roof and wall supports laying exposed. In the far corner you notice a square-shaped room. 80 "Irwin John Finster, he runs Project Darwin. He still thinks the world's like it was before, you know?" 81 The Ornijetcopter takes off an azure tongue of flame and shoots toward Phobos. Suddenly, out of the brown shadow of Deimos, three Serpioid fighters stoop on your craft and fire their missiles. Your craft shudders under the impact. The blast rips the cockpit away and shreds the controls beyond any chance of repair. With black, choking smoke pouring from the cockpit, the OrnijetCopter spirals into the dense Phobosian jungle! 82 The impact of craft hitting planet jars everyone aboard and, if not for your Verchitin armor, all of you would surely have perished. Suddenly the door to your craft opens. Standing there, dressed in a spotless white suit, is Irwin John Finster. "I suppose," he begins, "I owe you an explanation." 83 The pit boss sends a stream of brown saliva from between his front teeth to the tip of your boots. He slowly sucks on the tobacco pocketed between his cheek and gum as he continues to eye you. Working a finger into his mouth, he scoots the chew around and finally breaks the silence. "See Crumb, the manager," he says with a long drawl. 84 In the shadow of an enormous satellite tracking disk stands the old man. Over 100 years old, he is still vigorous and bright of eye, although he rambles incoherently at times. The farmers remove their hats as they approach and wait for him to speak. Frowning, deep in thought, he stares at what appear to be the remains of a 15-foot tall carrot. He hold a long shaft of broken metal in one hand and mumbles something about wascally wabbits that he had to beat away with his best rake. Miguel explains that you have come to help. The old man studies your weapons, and tells you that he doesn't think your peashooters will do any good against the armored varmints, but that you're welcome to try. If you succeed, he wants you to come back and see him. There is something he would like to show you. Free to roam the veggie field, you head towards the carrot patch. From a distance, your hear the old man warn you, "Watch out for harry, the Bunny Master!" 85 You know the Guardians to be strange collectors of old items and as xenophobic fools who would not hesitate to kill strangers without ever seeing the whites of their eyes. You've learned that the flags are in place to mark the closest an outsider may approach the walls without being attacked. 86 "The Head Crusher likes visa cards." The man smiles. "He slathers peanut butter on them and eats them." He shakes his head. "Weird, but then, most everything is weird out here - present company excepted, of course." 87 The room is empty except for a small, square room in the corner. There is an oval pattern on the floor that reminds you of alien eggs just waiting for you to examine them too closely so they could explode in your face. You hesitate but then get on all fours to study the pattern more closely. 88 "Finster forced all the sick ones out, to prevent the spread he said, but it just leaves them to die without help," grumbles the bartender. 89 finster sits down on a Phobosian tree. "At birth the Serpioids captured me and educated me to be a spy against my fellow humans. I rebelled, but I cannot strike them directly." His hands shake. "You have to understand. Their queen is my sister!" 90 Faded but still visible you see a map tacked on the wall of the area before the war. You see a small star that roughly corresponds, as nearly as you can tell, to the base you now stand inside. Almost directly south you see a second star, and directly west, at the map's far edge, you see a third star. 91 Dr. Franklin Beams's personnel file flashes up onto the screen. Aside from a large amount of test scores and other data, an occasional paragraph of interest slides by. One that catches you eye reads, in part, "Dr. Beams's assessment of Edsel's obsessive behavior concerning the computer and AI just works as another nail in Edsel's coffin. The faster I can get him out of here, the better. Let Cochise's boss deal with a fully-aware computer." 92 Head Crusher says, "Thank you. Go to the Atchison's tent and tell them LIZARD." 93 The diary talks about the last days during which the satellite facility was operating. "Las Vegas is still intact. Needles wasn't damaged by bombs, but some flooding occurred when the river level rose. Quartz suffered some damaged." In hurried script, the last diary entry reads, "We're abandoning the satellite installation so we can join the farmers out at the Ag Station and defend the world against the newest threat...the invasion from Mars!" 94 The speaker crackles. After a flourish of trumpets you hear: "You have the privilege of an audience with His Brightness, the Supreme Commander of Mushroom Forces, Western Sector. Unfortunately, our Great Leader is away on urgent business. Aware that you will require aid in your holy assault o the infidel Temple of Blood to steal the Blood Staff, he has opened our armory for your use. Take all you need. If you fail in your quest, you may return here to commit ritual suicide." 95 "Things have been rather nasty is Quartz," you are told. "One of the larger desert bands, led by a guy called Pedros has taken an intense interest in, ah, civic affairs. he even calls himself 'Mayor'. Normally a town of our size could drive them off because the bandits don't try all that hard when attacking, but this time they hit us with a vengeance. It's almost like they don't want to remain in the desert." 96 Three Card Monty is played with three cards; one is a queen and the others are 10's. The dealer shuffles the cards and places them face down on the table. The player then has one guess to pick out the queen. The bet is $10. 97 You leave the weeping Finster behind at the crash site. You can sympathize with hem, and would have preferred to have him helping you, but you can understand his reluctance to face his own flesh and blood. Still, his heart is in the right place. Onward you trek to destroy the Serpioid base, and try to redeem Finster's soul. 98 The Brakeman tells you, "Take this visa card and give it to Head Crusher in Quartz." As the Brakeman passes you the card, the sunlight catches the skull and crossbone hologram and glints brightly. You slide it into your breast pocket as he turns and leaves without another word. 99 Faran Brygo's office is modest, yet clean and pleasant. Two guards, one tall, blond and stern looking, the other shorter and stockier, flank the desk. Brygo, a dark, handsome man, smiles at you. "I understand you want to speak with me, gentlemen?" 100 Maj. Peregrine Cite's personnel file flashes up onto the screen. Aside from a large amount of test scores and other data, an occasional paragraph of interest slides by. One that catches your eye reads, in part, "Peregrine accurately assessed the security problems with the storage area. While the base is not meant to be an armed camp, his precautions are well noted and should provide a surprise for unauthorized personnel operation in the base." 101 Lt. Russel Heller's personnel file flashes up onto the screen. Aside from a large amount of test scores and other data, an occasional paragraph of interest slides by. One that catches your eye reads, in part, "I thought Heller would be a discipline problem, but he's not. His jokes relieve the tension as we work to finish this base. Others worry abut the news that Edsel's new computer is helping to finish Cochise all by itself, but Heller shrugs it off. 'Who wants to work with someone who won't sit down for a cold beer after the work's done anyway?' Perhaps mankind does stand a chance against superior machines." 102 The Serpioid ambush almost takes you by surprise. The Serpioids rise up from the underbrush, which you ignite with your Flamelances, but their tactical advantage spells doom for you. Their advantage evaporates, however, when Finster appears and launches himself at the Serpioid leader. Finster's kick snaps the Serpioid's head back and drops him where he stood. The battle begins and energy weapons burn to life around you... 103 The Mushroom Bishop explains to you, "I sent out my second-in-command to look into a series of murders." You notice the bishop nervously twisting a ruby ring around his finger. 104 The pamphlet contains two tips for the wise: "(1) Buy an AK-97 assault rifle. (2) If there's someone hanging around your neighborhood you don't know, shoot him." 105 "No,"Finster shouts. "We can't take any more time to skulk around. We've got to go straight in. Don't worry, I know the password. It is TRAITOR!" 106 Your savage attack blasts away the enemy pillbox and you pour into the heart of the Phobos defense. finster blasts a control panel. "Perhaps, with their defense system down, the Emperor can aid us." 107 You lift up Louie's lifeless wrist to look at his gold ID bracelet. Twisting it over to view the underbelly, you see "27" etched on the dulled surface. 108 Hidden panels in the walls drop away and Serpioid snipers open up on you. Your Firelances rake the ambush ports with murderous sheet after sheet of flames and you hear the screams of Serpioids as they reel away in death. "Finster, look out!" one of you screams, but it is in vain. A pit opens beneath his feet and he vanishes. A vile, female voice fills the corridor. "Leave now, earthmen. You cannot save him or your planet. At least save yourselves." 109 The wall map is covered with scribbled remarks that are virtually unreadable. A star over one building in the southeastern section of town has the legend "Bar - troubled spot" scrawled over it. A skull decorates another building in the central-eastern part of the town. The word HIDEOUT covers it. An arrow leading from the word draws attention to another building diagonally to the southwest, though it has the word SEKRET painstakingly written beside it. 110 The Hobo guzzles Snake Squeezins the way an assault rifle gobbles bullets. His eyes glaze over and his voice deepens. "Those who guard the past guard the secret to immortality." 111 "Don't get your hopes up. We have to deal with the Bloodstaff murders first." You frown. "What murders?" The robot clerk squints at you. "You mean you're not here about the murders? People are found dead, drained of blood. We think it's some mutant vampire or something from the desert." He looks at you very hard. "How do I know you're really Rangers? Just you keep your noses clean in my town, hear?" 112 The glowing torchlight flickers across a horrific scene. Men in torn and blood spattered robes struggle against the ropes binding them to massive steel tables. The tables slope down at the head and a catchbasin at the lowest corner is used to collect the dark flow of blood dripping from the small wounds cut into each writhing victim. Priests rush from one table to another, gathering buckets the way a diary farmer gathers the bucket of milk from his cows. They pour the smaller quantities of blood into a hole in the floor, but you cannot tell where the dark fluid drains away to in this dim chamber of horrors. 113 "Where did you find that? Oh my God, you've found the thief. Where is he? Tell me, I must know!" 114 "Well, victims get red-faced and all delirious." The bartender shakes his head. "It's really odd." 115 Without Finster and his knowledge of the Phobosian Citadel you can only stumble around blindly. You slink through corridors and around corners, easily avoiding the inattentive Serpioid sentries. Then you catch a flash of white from a window and, for a half second, you see Finster. You blanch. The building he's in bears the legend "Ministry of Genetic Rehabilitation." 116 Gunfire rips the Master Geneticist if half. You slit Finster's bonds. "We must hurry," he urges, "The final invasion begins in an hour!" 117 The Hobo quickly drains the bottle of snake Squeezins and drops into a trance. Then, uttering each work metronomically, he says "A steel storm threatens the City of Gold." 118 You see an empty room with a small square room in the corner. On the floor is an intricate diamond pattern. You remove a magnifying glass from your back pocket, get down on all fours, and begin to carefully study the pattern of dots. 119 Fat Freddie turns the ring over in his thick hands. A smile creeps onto his face like scum over stagnant water. "I don't believe it, you actually were foolish enough to kill him." He stares at you with piggish eyes. "You are obviously too dangerous to live." 120 Finster points out the window. "Dive for cover!" he screams. You look up, then suck tile as a kamikaze Serpioid in a fighter corkscrews down into the hanger where you have taken cover! 121 The bartender frowns. "Not much news since the plague forced Finster to isolate the base." 122 Three Card Monty is played with three WWII generals. One pretends he's Montgomery, while the other two are Bradley and Patton. A German player then tries to figure out which one will lead the invasion. If he guesses right, the Fourth Reich gets to start with bases in Germany, France and England. 123 You peer at him over the top of your sunglasses. As you cock your fist to counsel him on the error of his reticent ways, he blurts, "The password is THERMODYNAMISM!" 124 You see written here: "The launch code is MOTEKIM." 125 The explosion rips the hanger apart, but a force shield projected from Finster's belt hold off the ocean of fire washing through the hangar. "Quick," he yells, "Get to the fighter over there. We've got no time to waste." 126 Felicia smiles as you cut her bonds. She nearly falls as she makes her fist attempt to stand up. "Don't worry about me," she says, "Ace is being kept in the cells." 127 You unravel the message from the leg of this massively strong pigeon. "Boss," the note begins, "I've tacked the bum to Needles. There's lots of ruins and abandoned buildings here, so the search is not easy. I know he's hiding in one of them, and I hope I can find him before someone else does. i don't know if we want his information to fall into the wrong hands. Oh yeah, there's Rangers about, so it looks like things actually can go from bad to worse." 128 The Hobo finishes the Snake Squeezins in record time and smiles wisely at you. He burps. "One man's dream is another's nightmare, but a machine's dream is everyone's nightmare." 129 "Faran must have sent you to look for Max. last I knew he was headed for the sewers. He built a special key to get down there. It's called a Sonic Key. Don't confuse it with the four keys of the Citadel. Max made a couple of them and told me that he was hiding one somewhere in the old golf course. Didn't tell me where, though. Didn't do him any good, either. The Newmen grabbed him before he could do anything. If you return to me the Bloodstaff from the Mushroom Church in Needles I can show you the way. Tell the bishop DIPSTICK." 130 You're drawn into a large room filled from floor to ceiling with countless computers. The flashing lights and video screens bring the room to an eerie life. Through the glow of colors, you spot a small square room in the far corner. 131 Once the introductions have been made, the Big Boss pulls out a box of grenades and passes them around, all the while explaining that it is his special blend, made somewhere further north. When everyone is comfortable, and the bodyguards have taken up unobtrusive positions behind you, he begins to talk. "One of my men is missing. We don't think he's dead, because he was too valuable to kill. We think some other group in town has grabbed him, but if we don't get him back, the whole town will probably be overrun by these damn death machines that have started to appear. He's the only one in town with the scientific know how to fight them. For example, he's the one who thought of the landmines, and they've destroyed more robots that anything else in town." Brygo reaches into his desk and brings out a drawing of a rather ordinary looking man. "This if Finster," he explains. "He came to us abut a year ago from the Wasteland to the east. He was the greatest hand-to-hand  fighter we'd ever seen and he also seemed to know a lot about the science from before the War. he didn't remember where he came from - at least, that's what he told us. I quickly made him my right hand man. "When we began to hear rumors of death machines coming out of the west, and especially when the first of them reached the Vegas borders several weeks ago, Finster grew frantic. He began to talk crazy, about how all life was in peril, and how only he could save us. He said he needed special equipment, and that someone near Vegas should have it. I should have put a guard on him then, but instead I decided to send Ace out to look for help. One night Finster disappeared. We've been looking for him ever since, but without success. Now I've lost my best man, and things are getting worse. Newer and stronger robotic death machines are appearing all the time. If we didn't find Finster soon, even a fortress like this may not be able to hold out. Go see Charmaine in the Mushroom Church. Tell her I sent you and she may be able to help." You nod. "Yeah. We've tangled with these death machines before, and whoever is making them has gotta be stopped. Got any clues?" "There are two other power groups that we know of here in Vegas. Fat Freddy runs the criminal element. he'd like to take over my position. Then, there's also the Servants of the Mushroom Cloud - religious fanatics who won't be happy until every person in Vegas has been converted to their own poisonous religion. There may be others. Vegas is a big town. But those are the ones we most suspect. You get Finster back in one piece, and I'll pay you $20,000 and give you command positions in m special forces. What do you say? Will you do it?" The Desert Rangers huddle for a few minutes. From the veiled looks and secret gestures you've intercepted between Brygo and his men, it's obvious that the only way you'll get out of this room without a fight, is to take the assignment. Besides, your curiousity has been aroused. You are sure that Finster knows a lot more than he has told Brygo. If you want explanations, he's the man you's need to see. "All right," you tell the Boss, "we'll find him if he's findable. We may have to leave Vegas to do it. in the meantime, you try to hold out here." The Big boss stands up, shakes your hands and wished you all luck. Then he shows you the way out. 132 A growl rumbles from the bartender's throat. "The Martians forced all the sick ones out, to prevent the spread they said, but it just leaves them to die without help." 133 Each of you mans a gun station as the fighter busts from the flaming hanger. Fingers tighten on triggers and massive energy pulses coax sour, ozone vapors from the atmosphere. You blaze away at the swarm of enemy fighter whirling around you. Your shots blast the Serpioid ships apart, but the horde of them looks too great for even you to defeat. Suddenly the fighter lurches to a stop as a blue-green light bathes it. The wings disintegrate and Finster screams, "Tractor beam. Their command ship has us!" 134 "That's a brilliant plan!" Finster exclaims. "You'll get a promotion for that one!" In accordance with you plan, he cuts the engine back and the tractor beam drags you quickly toward the floating citadel that is the Serpioid flagship. Then as you grow close, Finster punches the afterburners and your ship, a fuel-laden bomb, dives in at the flagship. "Hope your force field holds, Irwin," you laugh. He swallows hard. "My power level is too low. We're going to die!" 135 Finster huddles with the rest of you in the corridors of the flagship. "If not for your quick thinking and linking my power belt into the fusion engine of the ship, we would have died. Now we've crippled the flagship. We have won!" "No," you remind him. "It won't be over until your sister is dead!" 136 The darkened cell reeks of decay. You take a step inside and feel something slick on the cell's floor. You stoop and touch it, then recoil as if burned. The empty cell is full of blood! 137 The bartender sighs. "He was working in the base as a janitor. Now he's real sick." 138 A squad of Serpioids fills the hallway. "Come, Rangers," the leader invites, "Come and die." 139 High/Low is a game played with two dice. The player rolls a die and then the dealer rolls a die. If the player rolled higher than the dealer, he wins. The bet is $10 per roll. 140 "He wandered in from the desert to study here. He talked with Finster but got sick before he got a job." 141 Snake Squeezins drip off the Hobo's chin as he drains the bottle. His eyes grow distant and his voice drops an octave. "To the mother who speaks in riddles comes a child of promise. Aid her and aid justice." 142 You stoop and recover your African Throwing Knives from the Serpioid bodies. You grin at Finster. "I'm going to skin one of these things, someday, and make me a pair of boots." 143 You unceremoniously rip the bracelet from Hewey's limp wrist. Rubbing it against your chest several times to remove the blood, you see "13" engraved on it. 144 You can hardly believe your eyes. Here, in the middle of the Guardian Citadel's fourth level, you stand before the object of five year's search. You remove your gloves and gently run your hand over her belly, fighting the temptation to throw yourself entirely against her. Slowly, you take several steps back. Unable to resist it any longer, you blurt triumphantly to the crew, "The Titanic! What a find!" 145 This paragraph can be reached from no place in the whole adventure. We know who you are, and we will get you for reading this paragraph. Expect it most when you expect it least. 146 The bartender leans forward. "Darwin was a science base a long time ago. Supposed to be hush-hush, but I grew up in its shadow, so..." 147 You flip the lifeless Hewey onto his back with the tow of your boot. After you rummage through his pockets, you start removing his jewelry , having a particularly hard time working the ID bracelet over his swollen hand. You finally separated it from the dearly departed with a hard jerk that pops the bracelet off. Flipping over the bracelet, you read the only etching of "11." 148 The Hobo lowers the now empty bottle of Snake Squeezins and stares at you with glassy eyes. "Destroy the wombs and destroy the threat." He then passes out. 149 "Hi. They all me CRumb," he says with a nod of his head. After he exchanges handshakes with everybody, he tells you "See Faran Brygo. He's my boss. Be sure to use the password CLOVER." As you leave, he yells, "Tell him I sent you!" 150 "Where did you find that? Oh my god, he must be dead. The Bloodstaff was stolen from here and I'll generously reward you if you find it and bring it back. Last I knew he was going back to downtown Needles." 151 Your mouth dries instantly. Perched within a weightless bubble of blood, Finster's sister laughs derisively. "Come so far just to die. Poor little men. Your world is lost." 152 The hastily inhaled Snake Squeezins dull the Hobo's eyes and deepen his voice. He tells you, "A body is only a box to keep your mind in." 153 "Not by a long shot," you scream back at her. You flick the charging level of the needle rifles you found earlier. "Eat hot silvers of death, witch." The deafening roar of your assault swallows any comment she tries to offer. 154 As you gently thumb through the brittle pages of the little black book, you notice a list of names and phone numbers, some of which have four stars next to them. At the bottom of the last page you notice some unusual text: "The launch code is ATOM." 155 You unceremoniously rip the bracelet from Dewey's limp wrist. Rubbing it against your chest several times to remove the blood, you see "16" engraved on it. 156 The Snake Squeezins vanish into the Hobo faster than water evaporates in the desert. The Hobo smiles quizically, his eyes get a distant look, and he burps. "Trust the one born beneath the battlefield." 157 Finster and his sister stand over your dead bodies. "The fools should have realized," she says, "those were my weapons. Having them explode when used against me is easy." Finster smiles. "They were more foolish than that, Lucretia. They actually trusted me." The twins' laughter echoes in your dying ears for an eternity. 158 "Where'd you get that ring?" the detective demands. "I think his Holiness is looking for that thing." 159 She beckons you to come nearer, the shining three-inch red nail on her index finger mesmerizing you closer and closer. Pushing the hair away from your ear, she whispers, "Ugly's bomb disarm code is 31-17-54-07-99." 160 Snake Squeezins lubricate the Hobo's throat and loosen his mind to travel places unknown to the sane. "Man before wife, save a life." 161 You study the torn piece of paper in your hand. Originally written in red ink, the text has turned into large fuzzy blotches of pink. Though mostly unreadable, you make out the word MUERTE followed by HIDEOUT: THANTATOS, but THANTATOS has been scratched out and MORS has been written under it. 162 The coppery-skinned youth smiles. "I come from the Junkyard Village. My father is the Junkmaster and he's be vary grateful if you would return me to my home." He looks down at his feet. "I understand, though, if you do not want to take me home. You are the mighty Desert Rangers who have destroyed the Guardians of the Old Order, so you don't need any help. Still, my father knows where your enemy lairs." Typed and Edited by David West of 4 Floyd Street Woodridge 4114. It is advised to use a Word Processor to print out the above document on the margin set of Left: 0 Right: 80 and the top and bottom margins on 3 as that is what I compiled it on, if not just use the type command: TYPE WLPARAGR.DOC>PRN or COPY WLPARAGR.DOC PRN u}4ps0mk-~nif~bt``-"Uhܒ֔ɉ򰾫聩ЛܘˎՋ͇ ^[WP Ddbjl,C -;}=)?y58$0t:&4= SLOW <9> (FAST) (0) FREEZES THE ACTION. TO CONTROL THE DIRECTION OF THE ACTION IN INSTANT REPLAY, MOVE THE CONTROLLER LEFT (BACKWARDS RE- PLAY) OR RIGHT (FORWARD REPLAY), OR USE THE ARROW KEYS ON THE KEYBOARD. PRESSING (SELECT) EXITS INSTANT REPLAY. JOYSTICK THE "FIRE" BUTTON IS USED FOR (SELECT). IF YOUR JOYSTICK HAS A SECOND BUTTON, USE IT FOR (DEMAND). WAYNE'S ADVICE WHEN WAYNE GRETZKY APPEARS ON YOUR SCREEN WITH COACHING ADVICE OR COMMENTS, MORE FROM THE JET INC FOREVER DESCRIPTION OF HOCKEY HOCKEY IS PLAYED BYE TWO OPPOSING TEAMS ON AN ICE SURFACE INSIDE A RINK.. EACH TEAM IS ALLOWED SIX PLAYERS ON THE ICE AT ONE TIME. DURING THE GAME, PLAYERS USE HOCKEY STICKS TO PROPEL A PUCK ACROSS THE ICE. THE OBJECT OF THE GAME IS TO PUT THE PUCK INTO THE OPPOSING TEAMS GOAL. A TYPICAL RINK IS DIVIDED BY FIVE LINES: A CENTER LINE, TWO BLUE LINES AND TWO GOAL LINES. CENTER LINE THE CENTER LINE THE CENTER LINE IS RED WITH DISTINCT MARKINGS AND DIVIDES THE RINK INTO TWO EQUAL HALVES. IN THE MIDDLE OF THE CENTER LINE IS A BLUES SPOT SURROUNDED BY RED CIRCLE. THE INITIAL FACEOFF AT THE BEGINNING OF THE GAME TAKE PLACE BETWEEN TWO OPPOSING PLAYERS ON THE ENTER SPOT. THE REMAINING PLAYERS ON THE ICE MUST REMAIN OUTSIDE THE CENTER CIRCLE. BLUE LINES THERE ARE TWO BLUE LINE, TO THE RIGHT AND LEFT OF THE CENTER LINE. THE BLUE LINES DIVIDE THE RINK INTO THREE ZONES. THE MIDDLE ZONE IS THE NEUTRAL ZONE. THE ZONES TO THE RIGHT AND LEFT OF THE NEUTRAL ZONE ARE THE ATTACKING AND DEFENSIVE ZONES. WHICH ZONES IS WHICH DEPENDS ON THE TEAM BEING DIS- CUSSED. YOU TEAM'S DEFENSIVE ZONES IS THE ZONE THAT CONTAINS THE GOAL YOU ARE DEFENDING AND YOUR ATTACK ZONE IS THE ZONE THAT CONTAINS THE GOAL YOU ARE ATTACKING. THEREFORE, THE HOME TEAM'S DEFENSIVE ZONE IS THE LEFTMOST ZONE AND THEIR ATTACK ZONE IS THE RIGHTMOST ZONE. THE OPPOSITE IS TRUE FOR THE VISITING TEAM. GOAL LINES THE GOAL LINES ARE RED AND RE LOCATED AT EACH END OF THE RINK. THE FRONT OF THE GOAL RESTS ON THE GOAL LINE. DIRECT- LY IN FRONT OF EACH GOAL IS A RECTANGULAR AREA CALLED THE CREASE. THE CREASE GIVE THE GOALIE ROOM TO PROTECT THE GOAL. ATTACKING PLAYERS ARE NOT ALLOWED TO STAND IN THE CREASE. FACEOFF SPOTS AND FACEOFF CIRCLES THERE ARE EIGHT RED FACEOFF SPOTS IN THE RINK. THE FACEOFF SPOTS IN THE ATTACKING AND DEFENDING ZONES ARE SURROUNDED BY RED FACEOFF CIRCLES, WHILE THE FACEOFF SPOTS IN THE NEUTRAL ZONE ARE NOT. DURING ALL FACEOFFS, PLAYERS NOT DIRECTLY ENGAGED IN THE FACEOFF MUST BE OUTSIDE THE FACEOFF CIRCLE, AT LEAST 15 FEET FROM THE FACEOFF SPOT. PLAYER POSITIONS WHILE THERE ARE TYPICALLY 20 PLAYERS ON A HOCKEY TEAM, ONLY SIX PLAYERS PER TEAM ARE ON THE ICE AT ONE TIME. THE POSI- TIONS IN ICE HOCKEY ARE GOALIE RIGHT WING LEFT WING CENTER DEFENSE (TWO) IT IS NOT UNUSUAL FOR THE SAME GOALIE TO STAY ON THE ICE THROUGHOUT THE GAME, BUT PLAYERS IN OTHER POSITIONS MAY BE CHANGED FREQUENTLY. THE SAME TWO WINGS, TWO DEFENSEMEN AND CENTER WHO PLAY TOGETHER ARE GROUP INTO LINE. IN THIS WAY WHOLESALE CHANGES CAN BE MADE DURING PLAY SIMPLY BY CHANGING LINES. RIGHT WING, LEFT WING, AND CENTER THE RIGHT WING, LEFTWING AND CENTER ARE FORWARDS (ATTACKING) PLAYERS AND GENERALLY SKATE THE ENTIRE LENGTH OF THE ICE IN PURSUIT OF THE PUCK. DEFENSE THE TWO DEFENSE PLAYERS, AS THEIR NAME SUGGESTS, PLAY DEFENSE AND NORMALLY SKATE IN THE DEFENSIVE AND NEUTRAL ZONES OR NEAR THE REAR OF THE ATTACKING ZONE,K AWAY FROM THE GOAL. DURING PLAY ON GOAL, DEFENSIVE PLAYERS ASSIST THE FORWARDS. IF AN OPENING OCCURS, HOWEVER, DEFENSE PLAYERS WILL TAKE A SHOT ON GOAL. GOALIE THE GOALIE REMAINS IN THE DEFENSIVE ZONE CLOSE TO THE GOAL, EXCEPT IN THE FINAL MINUTES OF PLAY WHEN A TEAM IS LOSING. IN THAT INSTANCE, THE COACH MAY DECIDE TO PULL THE GOALIE AND INSERT ANOTHER ATTACKING PLAYER TO IMPROVE THE CHANCE OF SCORING. WHEN A GOALIE IS PULLED THE GOAL IS LEFT UNATTEND- ED, AND THE OPPOSING TEAM MAY SCORE EASILY IF THE GAIN CON- TROL OF THE PUCK. PRINCIPLES OF PLAY THE PUCK MUST BE KEPT IN MOTION AT ALL TIMES. A TEAM IN POSSESSION OF THE PUCK IN ITS OWN DEFENDING AREA SHOULD ALWAYS ADVANCE THE PUCK TOWARD THE ATTACKING ZONE, EXCEPT WHERE AN ADVANCE IS PREVENTED BY THE OPPOSING TEAM. CHANGING PLAYERS PLAYERS MAY BE CHANGED AT ANY TIME SO LONG AS THE PLAYER LEAVING THE ICE STEPS OFF THE ICE AND INTO THE BENCH AREA BEFORE THE REPLACEMENT PLAYER STEPS ONTO THE ICE. PASSING THE PUCK THE PUCK MAY BE PASSED BY ANY PLAYER TO ANOTHER PLAYER OF THE SAME TEAM WITHIN ONE OF THE THREE ZONES (DEFENDING, NEUTRAL OR ATTACKING), BUT MAY NOT BE PASSED FORWARD FROM A PLAYER IN ONE ZONE TO A PLAYER IN ANOTHER ZONE. HOWEVER, A PLAYER IN HIS OWN DEFENSIVE ZONE MAY MAKE OR TAKE FORWARD PASSES UP TO THE CENTER LINE WITHOUT INCURRING AN OFF-SIDE PENALTY. OFF-SIDE IN ORDER FOR THE PUCK TO BE PASSED FROM ONE ZONE TO ANOTHER, THE PUCK MUST PRECEDE ALL OFFENSIVE PLAYERS INTO THAT ZONE. A PLAYER IS OFF-SIDE IF HE CROSSES A BLUE LINE BEFORE THE PUCK. IF A PLAYER IN THE NEUTRAL ZONE IS PRECEDED INTO THE ATTACK- ING ZONE BY THE PUCK PASSED FROM THE NEUTRAL ZONE, HE IS ELIGIBLE TO TAKE POSSESSION OF THE PUCK UNLESS AN ICING PENALTY IS CALLED. WHEN THE PUCK IS PASSED OFF-SIDE BEFORE IT IS TOUCHED BY A PLAYER A DELAYED OFF-SIDE IS IN FORCE. IF THE PUCK IS TOUCHED BY THE ATTACKING TEAM, OFF-SIDE IS CALLED. IF YOU ARE THE ATTACKING TEAM, YOU SHOULD HAVE ALL TEAM PLAYERS CLEAR THE ZONE (RETURN TO THE NEUTRAL ZONE). THIS WILL CANCEL THE DELAYED OFF-SIDE AND THE PLAYERS MAY THEN ATTEMPT TO REGAIN CONTROL OF THE PUCK. ICING THE PUCK THE CENTER LINE DIVIDES THE RINK IN HALF. IF A PLAYER CAUSES THE PUCK TO TRAVEL FROM HIS HALF OF THE ICE (THE HALF CON- TAINING THE GOAL HE DEFENSE) ACROSS THE OTHER TEAM'S GOAL LINE, THEN ICING THE PUCK ("ICING") IS CALLED, AND THE FACEOFF TAKES PLACE IN THE DEFENSIVE ZONE OF THE TEAM COMMIT- TING THE ICING, EXCEPT IN THE FOLLOWING CASES: THE TEAM COMMITTING THE ICING HAS FEWER PLAYERS ON ICE THAN THE OPPOSING TEAM THE PUCK ENTERS THE OPPOSING TEAM'S GOAL(THE GOAL COUNTS) THE PUCK TOUCHES A MEMBER OF THE OPPOSING TEAM BEFORE IT CROSSES THE GOAL LINE THE REFEREE DECIDES THAT THE ICING IS UNINTENTIONAL (I.E., A MISSED PASS, ETC.) PENALTIES WHEN A PENALTY OCCURS THE OFFENDING PLAYER IS RULED OFF THE ICE FOR A SPECIFIED LENGTH OF TIME. THE TEAM MUST CONTINUE PLAYING WITHOUT THE PENALIZED PLAYER. IF THIS CAUSES THE TEAM TO HAVE FEWER PLAYERS ON ICE THAN THE OPPOSING TEAM, THE TEAM IS SAID TO BE SHORT-HANDED. THE TIME A PLAYER SPENDS IN THE PENALTY BOX DEPENDS UPON THE CLASS OF PENALTY. WAYNE GRETZKY HOCKEY 2 SIMULATES TWO CLASSES OF PENALTIES: MAJOR PENALTIES MINOR PENALTIES FOR A MINOR PENALTY, THE PLAYER IS RULED OFF THE ICE FOR TWO MINUTES. A MAJOR PENALTY CAUSES THE PLAYER TO BE RULED OF THE ICE FOR FIVE MINUTES. IN BOTH CASES, NO SUBSTITUTE PLAYER IS PERMITTED. IF A TEAM IS SHORT-HANDED BY ONE OR MORE PENALTIES, AND THE OPPOSING TEAM SCORES A GOAL, THE FIRST OF SUCH PENALTIES EXPIRES. MINOR PENALTY DEFINITION THE FOLLOWING INFRACTIONS ARE MINOR PENALTIES: CHARGING-TAKING MORE THAN TWO SEPTS OR STRIDES AND RUNNING INTO, JUMPING INTO OR RAMMING AN OPPOSING PLAYER. HOLDING-HOLDING THE OPPOSING PLAYER WITH HANDS, HOCKEY STICK OR IN ANY OTHER WAY. TRIPPING-PLACING A STICK, KNEE, FOOT, ARM, HAND OR ELBOW IN SUCH A MANNER THAT IT CAUSES THE OPPOSING PLAYER TO RIP OR FALL. INSTIGATING-STARTING A FIGHT WITH ANOTHER PLAYER. MIN OR MAJOR PENALTY DEFINITION THE FOLLOWING INFRACTIONS CAN BE CALLED AS EITHER MINOR OR MAJOR PENALTIES, AT THE DISCRETION OF THE REFEREE: CROSS-CHECKING-DELIVERING A CHECK WITH BOTH HAND ON THE STICK AND NO PART OF THE STICK ON THE ICE. ELBOWING-POSITIONING AN ELBOW OR KNEE SUCH THAT IT, IN ANY WAY FOULS AN OPPONENT. HIGH STICKING-CARRYING THE HOCKEY STICK ABOVE THE NORMAL HEIGHT OF THE SHOULDER. HOCKING-IMPEDING OR ATTEMPTING TO IMPEDE THE PROGRESS OF AN OPPOSING PLAYER BY HOCKING WITH A HOCKEY STICK. ROUGHING-BEING UNNECESSARILY ROUGH WITH THE OPPOSING PLAYER GENERALLY, IF THE REFEREE BELIEVES THE OFFENDING PLAYER WAS ATTEMPTING TO INJURE THE OPPOSING PLAYER, MAJOR PENALTY IS ASSESSED. THE FOLLOWING INFRACTIONS ARE MAJOR PENALTIES: SPEARING-STABBING OR ATTEMPTING TO STAB AN OPPOSING PLAYER WITH THE STICK BLADE. SPEARING INCLUDES ALL CASES WHERE A SPEARING GESTURE IS MADE, EVEN IF BODILY CONTACT DOES NOT TAKE PLACE. MIDCONDUCT-INTENTIONAL OR DELIBERATE VIOLATION OF RULES. FISTICUFFS-FIGHTING. THIS PENALTY IS CALLED WHEN A PLAYER STRIKES BACK AFTER BEING STRUCK FIRST. SLOW WHISTLE IF THE DEFENSE COMMITS A PENALTY WHILE THE ATTACKING TEAM IS IN THE MIDST OF A PLAY,K THE REFEREE WILL BLOW HIS WHISTLE, BUT ACTION CONTINUES UNTIL THE PLAY IS COMPLETED. THIS IS CALLED A SLOW WHISTLE AND IS SIGNIFIED BY A FLASHING REFEREE IN THE MIDDLE OF THE SCREEN AND FLASHING OF THE WHITE SQUARE OVER THE CONTROLLED PLAYER'S HELMET. WHEN A SLOW WHISTLE IS BLOWN, THE GOALIE OF THE ATTACKING TEAM IS AUTOMATICALLY PULLED AND REPLACED WITH A FORWARD. THERE IS NO DANGER IN THIS ACTION BECAUSE AS SOON AS THE DEFENDING TEAM GAINS CONTROL OF THE PUCK, ACTION IS STOPPED. INJURIES IF A PLAYER IS INJURED, PLAY WILL CONTINUE UNTIL ONE OF HIS TEAMMATES GAINS CONTROL OF THE PUCK. SECTION 3 QUICK START FOR IMMEDIATE PLAY INTRODUCTION THIS SECTION WILL GIVE YOU THE BASIC STEPS FOR STARTING PLAY. THE ABOVE PLAYER'S REFERENCE GUIDE SHOWS THE APPROPRIATE KEYBOARD ASSIGNMENTS. THE KEYBOARD CAN BE USED TO CONTROL PLAYERS AND IS USED FOR NUMEROUS FUNCTIONS SUCH AS PAUSING THE GAME, SELECTING A LINE OR PLAY,OR PULLING THE GOALIE. PLEASE TAKE A FEW MOMENTS TO STUDY THE KEYBOARD ASSIGNMENTS SINCE THEY ARE AN INTERVAL PART OF THE GAME. IF YOU DON'T KNOW THE KEYBOARD ASSIGNMENTS, YOU WILL HAVE A HARD TIME PLAYING THE GAME. THROUGHOUT THE MANUAL, THE TERMS(DEMAND) AND (SELECT) ARE USED TO DESIGNATE A SPECIFIC KEY. THE (SELECT) KEY IS USED FOR PASSING AND SHOOTING AND THE (DEMAND) KEY IS USED TO DEMAND A PASS FROM ANOTHER PLAYER. THE SPECIFIC KEYS DEPEND ON THE COMPUTER BEING USED AND WHETHER THEY HAVE BEEN REAS- SIGNED BY THE USER. REFER TO THE PLAYERS' REFERENCE GUIDE TO DETERMINE THE DEFAULT KEYS FOR (DEMAND) AND (SELECT). CONFIGURE GAME SETUP MENU THE GAME SETUP MENU SETS THE CONDITIONS FOR PLAY AND IS THE FIRST MENU TO APPEAR ON THE SCREEN AFTER THE GAME BOOTS. THE DEFAULT SETTINGS ALLOW YOU TO BEGIN PLAYING IMMEDIATELY . YOU CONTROL THE HOME TEAM AND WAYNE CONTROLS THE VISING TEAM. ONE PLAYER DO NOT CHANGE THE GAME SETUP MENU CONFIGURATION-SELECT THE CONTINUE OPTION TO BEGIN THE GAME. IF YOU ARE NOT SURE HOW TO SELECT ITEMS IN A MENU, REFER TO THE PLAYER'S REFERENCE GUIDE. TWO PLAYERS UNDER THE SECOND COLUMN IN THE GAME SETUP MENU, CHANGE THE CANADIENS SELECTIONS TO CONTROL PLAYER AND PROFESSIONAL. GAME SPEED FOR THE FIRST FEW GAMES, IT MAY BE USEFUL TO SET THE GAME SPEED TO SLOW (LAST COLUMN IN THE GAME SETUP MENU) HOME AND VISITING TEAMS THE HOME TEAM DEFENDS THE LEFT GOAL AT THE START OF THE GAME. ALTHOUGH THE TEAMS SWITCH GOALS AT THE END OF EACH PERIOD, THE SCOREBOARD INFORMATION FOR EACH TEAM IS ALWAYS DISPLAYED IN ITS ORIGINAL POSITION (AS IT IS DISPLAYED IN PERIOD 1) CONTROLLING A PLAYER INITIALLY, IF YOU ARE CONTROLLING ONE PLAYER,K HE WILL BE THE TEAM'S CENTER AND WILL HAVE A WHITE HELMET. THE REST OF THE PLAYERS WILL HAVE BLACK HELMETS. IF YOU ARE CONTROLLING TWO PLAYER, EACH WILL HAVE A WHITE HELMET. WHEN YOU BECOME FAMILIAR WITH THE MENUS IN WGH 2, YOU CAN CHANGE THE CON- TROLLED PLAYER'S HELMETS TO THE COLOR OF YOUR CHOICE. DURING PLAY, USE (SELECT) TO PASS OR SHOOT, AND (DEMAND) TO "DEMAND A PASS." THE FOLLOWING IS AN EXPLANATION OF HOW TO INITIATE THE (SELECT) AND (DEMAND) FUNCTION ON A MOUSE, JOYSTICK OR KEYBOARD. MOUSE THE LEFT MOUSE BUTTON IS USED FOR (SELECT) AND THE RIGHT BUTTON IS USED FOR (DEMAND). JOYSTICK THE "FIRE" BUTTON IS USED FOR (SELECT). FOR (DEMAND) REFER TO THE PLAYER'S REFERENCE GUIDE. KEYBOARD THE KEY IS USED FOR (SELECT) AND THE <'> IS USED FOR (DEMAND) FOR ONE PLAYER. WHEN IN THE "TWO PLAYER" MODE, THE SECOND PLAYER USED KEY FOR (SELECT) AND THE FOR (DEMAND). REFER TO THE KEYBOARD DIAGRAM IN THE PLAYERS REFERENCE GUIDE FOR MORE INFO ON KEY ASSIGNMENTS. WHEN A JOYSTICK OR MOUSE IS USED TO CONTROL PLAYERS,K THE KEYBOARD KEYS STILL PROVIDE VARIOUS GAME FUNCTIONS, SUCH AS PAUSING THE GAME OR CHANGING LINES. WHENEVER THERE IS A STOP IN THE ACTION, THE TIMEOUT MENU IS DISPLAYED. TO CALL TIMEOUT HIT . IF YOU WANT TO FREEZE THE ACTION WHILE PLAYING (PAUSE), PRESS THE KEY. ENTER PASS CODE AND BEGIN PLAY YOU NOW HAVE THE MINIMUM INFO NEEDED TO PLAY A GAME. WHEN YOU SELECT CONTINUE FROM THE GAME SETUP MENU, YOU BE ASKED TO MATCH A PICTURE ON THE SCREEN WITH A PICTURE ON A PAGE IN THIS USER'S GUIDE. PLACE THE CURSOR OVER THE APPROPRIATE PICTURE ON A PAGE IN THIS USER'S GUIDE OR PRESS ENTER FOR INC'S CRACKED COPY AND PRESS(SELECT). IF YOU CORRECTLY IDENTIFIED THE PICTURE, THE RINK APPEARS AND YOU CAN PRES TO BEGIN THE FACEOFF. IF YOU SELECTED INCORRECTLY YOU WILL ENTER A LIMITED MODE OF PLAY. TO EXIT THE LIMITED MODE OF PLAY PRES , WHICH BRINGS UP TIMEOUT MENU, AND SELECT EXIT GAME. THIS BRINGS UP THE GAME END MENU, WHERE YOU SHOULD SELECT QUIT HOCKEY. THEN YOU CAN RESTART WGH 2. MENUS THE GAME SETUP MENU SETS THE CONDITIONS FOR PLAY. WHEN THE GAME BOOTS, THE GAME SETUP MENU IS THE FIRST MENU TO APPEAR ON THE SCREEN. THE TWO LEFT COLUMNS OF THE GAME SETUP MENU ARE FOR SETTING GAME CONDITIONS FOR THE HOME TEAM AND VISIT- ING TEAM. THE TWO RIGHT COLUMNS ARE USED TO SET GAME OP- TIONS. HOME TEAM (VISITING TEAM COLUMN) THE FIRST TWO COLUMNS PROVIDE SELECTION OF THE MODE OF PLAY FOR EACH TEAM, THE TEAM PLAYING LEVEL, THE TYPE OF CONTROL DEVICE BEING USED AND THE TEAM EDITOR. COLUMN 1 LIST OPTIONS FOR THE HOME TEAM AND COLUMN 2 LIST OPTIONS FOR THE VISITING TEAM. TYPE OF PLAY IN THE HOME TEAM (OR VISITING TEAM) COLUMN UNDER THE GAME SETUP MENU, FOUR MODES OF PLAY ARE POSSIBLE: CONTROL PLAYER-IN THE CONTROL PLAYER MODE, YOU ARE ONLY CONCERNED WITH THE PLAY ON THE ICE. ALL COACHING DECISIONS ARE HANDLED AUTOMATICALLY. THIS IS THE BEST MODE FOR USE WHEN LEARNING TO CONTROL A PLAYER. PLAY AND COACH-IN THE PLAY AND COACH MODE YOU NOT ONLY CON- TROL A PLAYER ON THE ICE YOU CONTROL ALL LINE CHANGES AS WELL. WHILE PLAY AND COACH IS THE MOST DIFFICULT PLAYING MODE, IT IS ALSO THE ONE THAT PROVIDES YOU THE MOST CONTROL OVER THE GAME. WAYNE COACHES-WAYNE HANDLES BOTH THE PLAY ON THE ICE AND THE COACHING IN THIS MODE. THIS IS YOUR OPPORTUNITY TO SIT BACK AND LEARN FROM THE MASTER OF THE GAME. TEAM QUALITY LEVELS HIGH SCHOOL COLLEGE JUNIOR PROFESSIONAL YOUR TEAM WILL PERFORM BEST WHEN IN THE PRO TEAM QUALITY LEVEL AND WORST AT THE HIGH-SCHOOL TEAM LEVEL. THE PURPOSE OF THE TEAM QUALITY LEVELS IS TO ALLOW PEOPLE OF UNEQUAL EXPERIENCE AND ABILITY TO ENJOY WGH 2 ON MORE EVEN TERMS. FOR EXAMPLE, THE DEFAULT SETTING OF PROFESSIONAL LEVEL FOR THE HOME TEAM AND HIGH SCHOOL LEVEL FOR THE VISITING TEAM CREATES THE MAXIMUM HANDICAP FOR THE VISITING TEAM, MAKING IT EASIER FOR THE HOME TEAM TO SCORE. SINCE YOU WILL NORMALLY BE THE HOME TEAM, THIS IS EXACTLY WHAT YOU NEED WHEN YOU ARE FIRST LEARNING THE GAME. LATER, YOU MAY WISH TO CHOOSE A MORE EQUAL QUALITY LEVEL FOR BOTH TEAMS. CONTROLLER TYPE EITHER A KEYBOARD, MOUSE OR JOYSTICK CAN BE USED TO CONTROL PLAYERS. IN ADDITION KEYBOARD KEYS PROVIDE VARIOUS GAME FUNCTIONS SUCH AS PAUSING OR CHANGING LINES. TEAM EDITOR SELECTION THE TEAM WHERE YOU CAN LOAD A TEAM FROM A DATA DISK,CREATE YOU OWN TEAM, EDIT PLAY DISK, OR CHANGE TEAM BEHAVIOR. REFEREE FOUR DIFFERENT REFEREES CAN BE SELECTED EACH REFEREE VARIES IN THE WAY THEY CALL PENALTIES AS FOLLOWS: REFEREE 1 CALLS FEW PENALTIES REFEREE 2 CALLS A MEDIUM AMOUNT OF PENALTIES REFEREE 3 CALLS ALL PENALTIES REFEREE 4 IS RANDOM AMOUNT 1-3, AND WILL NOT SHOW YOU WHICH WAS SELECTED GAME TYPE CHOOSE EITHER PRACTICE GAME, NORMAL GAME OR PLAYOFF GAME. DURING A PRACTICE GAME, EACH TEAM IS REDUCED TO THREE MEN AND GOALIE. HOCKEY REQUIRES THREE PLAYERS ON THE ICE. THEREFORE PENAL- TIES WILL BE CALLED IN A PRACTICE GAME, BUT THE PLAYERS ARE NOT SENT TO THE PENALTY BOX. NORMAL GAME ALLOWS REGULATION PLAY WITH ONE 5-MINUTE SUDDEN DEATH OVERTIME PERIOD IN THE EVENT OF A TIE. PLAYOFF GAME ALSO PROVIDES REGULATION PLAY, EXCEPT THAT IN THE EVENT OF A TIE, OVERTIME PERIODS ARE PLAYED UNTIL THE TIE IS BROKEN. FIGHTS BECAUSE FIGHTS ARE VERY REAL PART OF PRO HOCKEY, WE HAVE INCLUDED THEM AS AN OPTION I THIS GAME. SELECTING THE FIGHTS OPTION RESULTS IN OCCASIONAL FIGHTS BETWEEN PLAYERS COMING INTO CONTACT DURING THE ACTION. THE PROBABILITY OF A FIGHT INCREASES IF BOTH PLAYERS HAVE HIGH AGGRESSION AND LOW PENALTY RATINGS. WHEN SIMULATING A GAME BETWEEN AMATEUR TEAMS (OLYMPIC HOCKEY, FOR INSTANCE) YOU SHOULD DISABLE FIGHTS. FIGHTS ARE RARE IN AMATEUR HOCKEY. CURSOR SIZE DEPENDING ON YOUR PREFERENCE, TWO CURSOR SIZES ARE AVAILABLE: LARGE AND SMALL. YOU MAY WANT TO USE A LARGE CURSOR WHEN YOU ARE FIRST LEARNING TO PLAY. SAME LEARNING IF YOU SELECT THE TWO TEAMS OPTION AND THE CONTROL PLAYER OPTION FOR EACH TEA, THE TWO CONTROLLED PLAY- ERS COMPETE ON OPPOSING TEAMS. IF YOU SELECT THE SAME TEAM OPTION, THE TWO CONTROLLED PLAYERS ARE TEAMMATES ON THE HOME TEAM. SELECT COLORS THIS OPTION PUTS YOU INTO THE SELECT COLORS MENU WHERE YOU MAY SELECT NEW JERSEY AND HELMET COLORS. CONTINUE PUTS YOU DIRECTLY INTO THE GAME OR RETURNS YOU TO THE TIMEOUT MENU, DEPENDING ON HOW YOU ENTERED THE GAME SETUP MENU. PERIOD LENGTH PERIOD LENGTH CAN BE SET AT 5, 10, 15 OR 20 MINUTES. AN OFFICIAL HOCKEY GAME HAS THREE 20 MINUTE PERIODS, THEREFORE 20 MINUTES IS THE DEFAULT SETTING. A SHORTER TIME MAY BE CHOSEN IF THERE ISN'T TIME FOR AN OFFICIAL GAME. TRAILS ON/TRAILS OFF THIS OPTION TURNS ON OR OFF THE SKATE TRAILS ON THE RINK. TO CLEAR THE RINK DURING GAME PLAY, EXIT TO THE GAME SETUP MENU AND SELECT TRAILS OFF AND THEN RESELECT TRAILS ON. WHEN YOU RETURN TO THE GAME, THE RINK WILL BE CLEARED. GAME SPEED THE THREE GAME SPEEDS ARE AVAILABLE: NORMAL, SLOW AND NOVICE. THE DEFAULT SETTING IS NORMAL. SLOW IS APPROXIMATELY 25% SLOWER THAN NORMAL SPEED. NOVICE IS CONSIDERABLY SLOWER AND IS THE BEST CHOICE FOR BEGINNING PLAYERS. ICE HOCKEY IS A FAST SPORT! GAME DOS SELECTING THE GAME DOS OPTION ALLOWS YOU TO SAVE A GAME OR LOAD A PREVIOUSLY SAVED GAME. WHEN YOU LOAD A GAME, THE TEAMS THAT WERE PLAYING WILL BE LOADED, ALL STATISTICS WILL BE RESTORED, AND ACTION WILL START WHERE YOU LEFT OFF. THE GAME IS LOADED USING THE GAME DOS MENU. QUIT HOCKEY ALLOWS YOU TO EXIT THE GAME SELECT COLOR MENU THE SELECT COLOR MENU HAS FIVE SELECTION BOXES: TWO JERSEY BOXES WITH THE TEAM NAME ABOVE THE BOXES, TWO HELMET BOXES AND ONE MENU COLOR BOX FOLLOW THE ON-SCREEN DIRECTIONS TO CHANGE THE COLOR FOR EACH TEAM. MENU COLOR CHANGES BACKGROUND COLORS OF THE MENUS. NUMBER 1 CANNOT BE SELECTED BECAUSE THIS IS BLUE AND A BLUE BACK- GROUND WOULD BE IMPOSSIBLE TO SEE SELECTED OPTIONS, SINCE THESE ARE HIGHLIGHTED IN BLUE, THEREFORE, THE COLOR OPTIONS ARE 0 AND 2-7. HELMET COLOR THE OPTION ALLOWS YOU TO CHANGE THE HELMET COLOR OF THE CONTROLLED PLAYERS. IN THE ON-SCREEN DISPLAY, THE FIGURE ON THE LEFT REPRESENTS THE HOME TEAM AND THE FIGURE ON THE RIGHT REPRESENTS THE VISITING TEAM. FOLLOW THE ON-SCREEN INSTRUC- TIONS FOR CHOOSING THE HELMET COLOR OF THE PLAYER YOU WILL CONTROL. THE CHOICES ARE 0-6. IF THE SAME TEAM OPTION HAS BEEN SELECTED, THE FIGURE ON THE LEFT IS PLAYER ONE AND FIGURE ON THE RIGHT IS PLAYER TWO. THOUGH ON THIS SCREEN PLAYER TWO IS SHOWN WITH A VISITING TEAM JERSEY, BOTH PLAYERS WILL HAVE HOME TEAM JERSEYS WHEN PLAY BEGINS. JERSEY COLOR THE OPTIONS CHANGES THE JERSEY COLOR OF THE SELECTED TEAM AND THE SHOULD PADS OF THE OPPOSING TEAM. TEAM CONSTRUCTION MENU THE TEAM CONSTRUCTION MENU ALLOWS YOU TO ASSIGN THINGS TO TEAM PLAYERS, TO CHANGE THEIR NAMES, TO DESIGNATE THE COACH AND TO CHOOSE THE STARTING GOALIE. THIS MENU IS ACCESSED THROUGH THE GAME SETUP MENU BY SELECTING THE TEAM EDITOR OPTION IN EITHER OF THE FIRST TWO COLUMNS. THE TEAM YOU EDIT IS DETERMINED BY THE COLUMN FORM WHICH YOU CHOOSE THE OPTION (I.E. CHOOSING FROM THE HOME TEAM COLUMN ALLOWS YOU TO EDIT THE HOME TEAM). EDIT ROSTER SELECTING EDIT ROSTER BRINGS UP A LIST OF THE TEAM'S PLAYERS DISPLAYING EACH PLAYER'S NAME, NUMBER, POSITION AND INDIVIDU- AL PLAYER RATINGS FOR 11 CHARACTERISTICS. THESE CHARACTERIS- TICS, EACH OF WHICH CAN BE ASSIGNED A RATING FROM 0 TO 9 ARE: AGGRESSION POWER INJURY SKATING PUCK CONTROL SHOOTING QUICKNESS FATIGUE PENALTY PASSING CHECKING ASSIGNING INDIVIDUAL RATINGS FOR EACH OF THESE CHARACTERIS- TICS FOR EVERY PLAYER ALLOWS YOU TO INFLUENCE THE TEAM'S PLAYING STYLE. FOR EXAMPLE, AN AGGRESSIVE TEAM WOULD BE COMPOSED OF PLAYERS WITH HIGH RATINGS IN AGGRESSION, CHEEKING AND POWER, WHILE A FINESSE TEAM WOULD HAVE HIGH RATINGS IN QUICKNESS, SKATING AND PUCK CONTROL. IF YOU WANT AN AWESOME TEAM, YOU CAN ASSIGN A 9 FOR EACH CHARACTERISTIC, (EXCEPT INJURY AND PENALTY) FOR EVERY PLAYER ON THE TEAM. HOWEVER, BY VARYING THE RATINGS ACCORDING TO THE CHARACTERISTICS OF REAL PLAYERS, YOU CAN SIMULATE ACTUAL HOCKEY TEAMS AND THEIR PLAYING STYLE. KEEP IN MIND THAT EVERY PLAYER AND EVERY TEAM HAS BOTH STRENGTHS AND WEAKNESSES. THERE ARE THREE METHODS FOR CHANGING PLAYER CHARACTERISTICS: AFTER HIGHLIGHTING THE PLAYER CHARACTERISTIC TO BE CHANGED: HOLD DOWN THE (SELECT) KEY AND HOVE THE CONTROLLER UP OR DOWN. TO MOVE UP OR DOWN USING THE KEYBOARD, PRESS OR KEYS. PRESS THE(SELECT) KEY TO INCREASE THE VALUE AND THE (DEMAND) KEY TO LOWER THE VALUE. PRESS THE NUMBER KEY THAT CORRESPONDS WITH THE VALUE DE- SIRED. IN THE UPPER LEFT CORNER OF THE EDIT ROSTER SCREEN IS THE SCROLL MENU. SELECTING THE UP ARROW IN THE SCROLL MENU MOVES THE LIST OF PLAYERS TOWARD THE TOP OF THE ROSTER. LIKEWISE, THE DOWN ARROW SCROLLS THE LIST TOWARD THE BOTTOM OF THE TEAM ROSTER. BELOW THE ARROWS IN THE SCROLL BOX IS THE WORD EXIT. SELECTING EXIT WILL RETURN YOU TO THE TEAM CONSTRUCTION MENU. IN THE UPPER RIGHT SECTION OF THE SCREEN IS THE TEAM STRENGHT-THE SUM OF ALL THE RATINGS FOR EVERY PLAYER ON THE TEAM. TEAM STRENGTH-THE SUM OF ALL RATINGS FOR EVERY PLAYER ON THE TEAM. TEAM STRENGTH PROVIDES A COMPARATIVE MEASURE OF QUALITY FOR TEAMS YOU CREATE AND ALLOWS FOR HANDICAPPING FOR EXAMPLE, IF YOU AND AN OPPONENT HAVE EQUAL PLAYING SKILLS, YOU WOULD AGREE TO CREATE TEAMS WITH THE SAM MAXIMUM TEAM STRENGTH. THE TEAMS YOU CREATE WILL BE EQUALLY MATCHED,K BUT WITH PLAYING STYLES THAT REFLECT THE INDIVIDUAL DIFFERENCES IN PLAYER CHARACTERISTICS. IF YOU WANT TO GIVE A PLAYER A HANDICAP, YOU WOULD AGREE TO A HIGHER OVERALL TEAM STRENGTH FOR THE WEAKER PLAYER. PRINT ROSTER THE OPTION LETS YOU PRINT A COPY OF THE TEAM ROSTER.L THE TEAM ROSTER PRINTOUT IS VERY USEFUL REFERENCE SOURCE WHEN COACHING A TEAM. SORT BY NAME SELECTING SORT BY NAME CAUSES THE ROSTER TO BE ARRANGED IN ALPHABETICAL ORDER ACCORDING TO THE PLAYERS NAME. SORT BY NUMBER SELECTING SORT BY NUMBER CAUSES THE ROSTER TO BE ARRANGED IN NUMERICAL ORDER ACCORDING TO THE PLAYER'S NUMBER. SORT BY POSITION SELECTING SORT BY POSITION CAUSES THE ROSTER TO BE LISTED IN THE ALPHABETICAL ORDER OF THEIR POSITION (I.E., CENTER, DEFENSE, LEFT WING, ETC.) EDIT PLAYS SELECTING THIS OPTION WILL PUT YOU IN THE PLAY EDIT MENU. STARTING GOALIE EACH TEAM HAS TWO GOALIES. UNDER THIS MENU SELECTION THE STARTING GOALIE IS SHOWN IN COLOR OR SHADED. TO CHANGE THE STARTING GOALIE SELECT THE GOALIE SHOWN IN WHITE. CHANGING TEAM NAME WHEN YOU SELECT CHANGE TEAM NAME A MESSAGE WINDOW APPEARS IN THE CENTER OF THE SCREEN. TYPE IN THE NEW TEAM NAME AND PRESS THE KEY. THE NEW NAME WILL APPEAR AT THE TOP OF THE TEAM CONSTRUCTION MENU. CHANGING HEAD COACH WHEN YOU SELECT CHANGE HEAD COACH, A MESSAGE WINDOW APPEARS IN THE CENT OF THE SCREEN. TYPE IN THE NEW COACH'S NAME AND PRES THE KEY. WHEN YOU CREATE A NEW TEAM, YOU'LL PROBABLY WANT TO TYPE IN YOUR NAME SO YOU WILL KNOW THIS A TEAM YOU HAVE CREATED. PICK LINES SELECTING PICK LINES FROM THE TEAM CONSTRUCTION MENU BRINGS UP THE LINE MENU. A LINE IS A GROUP OF TEAM MEMBERS WHO ARE ASSIGNED TO PLAY TOGETHER. PLAYERS ARE TYPICALLY CHOSEN FOR THEIR SPECIFIC SKILLS. FOR EXAMPLE, THERE CAN BE A PENALTY KILLING LINE OR A POWER PLAY LINE. GRETZKY'S LINES IF YOU HAVE CREATED A TEAM AND WOULD LIKE TO SEE HOW WAYNE MIGHT ASSIGN PLAYERS, SELECT THIS OPTION. YOU WILL FIND THAT ALL 18 LINES ARE SETUP AND READ FOR ACTION. ANY LINE YOU HAVE CREATED WILL BE REPLACED BY GRETZKY'S LINES, SO IF YOU HAVE ALREADY ASSIGNED YOUR PLAYERS TO LINES YOU MAY WANT TO SAVE THE FILE USING TEAM DOS , SO YOU CAN RECALL YOUR LINES LATER. PRINT LINES SELECTING PRINT LINES CAUSES THE LINES TO BE PRINTED. BEING ABLE TO SEETHE LINE ASSIGNMENTS IS SPECIFICALLY USEFUL WHEN COACHING A TEAM. HAVING A PRINTOUT OF THE ROSTER ALONG WITH THE LINE WILL GIVE YOU THE INFORMATION YOU NEED TO QUICKLY CHOOSE THE RIGHT LINE FOR ANY GIVEN SITUATION. TEAM DOS SELECTING TEAM DOS BRINGS UP THE TEAM DOS MENU WHERE TEAMS CAN BE LOADED, SAVED OR DELETED FOR THE DATA DISK, IN ADDI- TION, NAMING THE FILE FOR THE HOME TEAM DEFTEAM.HOM AND THE FILE FOR THE VISITING TEAM DEFPLAY.VIS WILL ALLOW THESE TEAMS TO LOAD AUTOMATICALLY DURING STARTUP. TEAM BEHAVIOR SELECTING HIS OPTION PUT YOU INTO THE TEAM BEHAVIOR MENU. EXIT SELECTING EXIT RETURNS YOU TO THE GAME SETUP MENU. PLAY EDIT MENU THE PLAY EDIT MENU ALLOWS YOU TO DEVELOP OFFENSIVE PLAYS WHICH ARE EXECUTED BY THE FORWARDS. PLAYS CAN BE DEVELOPED FOR EXECUTION IN BOTH THE ATTACHING ZONE AND THE DEFENDING ZONE. EACH PLAY CONSISTS OF FOUR POINTS. THE PLAYER SKATES TO THE FIRST POINT PLOTTED ON THE SCREEN, THEN THE SECOND, THIRD AND FOURTH POINTS. HE WILL THEN SKATE BACK TO THE FIRST POINT AND REPEAT THE PLAY. IF, AT ANY TIME WHILE IN THE ATTACKING ZONE, THE PLAYER GETS A GOOD SHOT OR PASS, HE MIGHT TAKE IT. ALSO, IF HE IS BEING COVERED, HE WILL TRY TO AVOID THE OPPONENT. IF A PLAY IS BUSTED OR DISRUPTED BY TOO MANY PLAYERS FROM THE OPPOSING TEAM THE PLAYER MAY NOT BE ABLE TO SKATE TO THE DESIGNATED POINTS IN THE PLAY. CURRENT PLAY THE CURRENT PLAY OPTION DISPLAYS THE CURRENT PLAY SELECTED. TO CHANGE THE CURRENT, HIGHLIGHT CURRENT PLAY THEN USE THE (SELECT) KEY TO GO UP ONE PLAY AND THE (DEMAND) KEY TO GO DOWN ONE PLAY. YOU CAN ALSO CHANGE THE CURRENT PLAY WITH THE UP AND DOWN ARROWS IF YOU HOLD DOWN THE (SELECT) KEY WHILE USING THE ARROW KEYS. EDIT OFFENSE/EDIT DEFENSE THIS OPTION ALLOWS YOU TO EDIT PLAYS IN THE ATTACKING ZONE (EDIT OFFENSE) OR THE DEFENDING ZONE (EDIT DEFENSE) CENTER, LEFT WING, RIGHT WING SELECTING ONE OF THESE OPTIONS ALLOWS YOU TO SET A PLAY FOR A FORWARD. FIRST, MAKE SURE CURRENT PLAY DISPLAYS THE LETTER OF THE PLAY YOU WANT TO EDIT. THEN SELECT THE FORWARD FOR WHICH YOU WANT TO DEVELOP THE PLAY,. NEXT, MOVE THE CURSOR TO THE FIRST POINT IN THE PLAY AND PRESS THE (SELECT) KEY. REPEAT THIS FOR THE REMAINING THREE POINTS. PLAY DOS PLAY DOS ALLOWS YOU TO SAVE THE PLAYS TO DISK FROM THE PLAY DOS MENU. THESE PLAYS CAN BE MADE TO LOAD AUTOMATICALLY AT THE STARTUP BY NAMING THE FIELD FOR THE HOME TEAM DEFPLAY.HOM AND THE FIELD FOR THE VISITING TEAM DEFPALY.VIS. LINES MENU THE LINES MENU ALLOWS YOU TO DESIGNATE SPECIFIC LINES FOR: EVEN LINES POWER PLAYS PENALTY KILLING EVEN LINES OCCUR WHENEVER YOUR TEAM AND THE OPPOSING TEAM HAVE THE SAME NUMBER OF PLAYERS (5 ON 5, 4 ON 4, 3 ON 3). A POWER PLAY OCCURS WHENEVER YOUR TEAM HAS MORE PLAYERS THAN THE OPPOSING TEAMS (5 ON 4, 5 ON 3, 4 ON 3) AND PENALTY KILLING OCCURS WHENEVER YOUR TEAM HAS FEWER PLAYERS THAN THE OPPOSING TEAM (4 ON 5, 3 ON 5 AND 3 ON 4). ANY DATA DISK OR TEAM PROVIDED BY BETHESDA SOFTWORKS WILL ALREADY HAVE A FULL COMPLEMENT OF LINE ASSIGNMENTS. HOWEVER, YOU CAN ALTER THE LINES TO SUIT YOUR PREFERENCE. EVEN LINES MENU SELECTING EVEN LINES MENU ALLOWS YOU TO CHOOSE LINES OF 5 ON 5 AND 4 AND 4. IF A 3 ON 3 SITUATION OCCURS A LINE IS PICKED FROM THE 3 ON 5 LINE SITUATION. POWER PLAY MENU CHOOSING POWER PLAY MENU ALLOWS YOU TO SELECT LINES OF 5 ON 4 AND 5 ON 3. IF A 4 ON 3 SITUATION OCCURS, THE LINE IS PICKED FROM THE 4 ON 4 LINE DESIGNATED UNDER EVEN LINES MENU. SINCE POWER PLAYS PROVIDE THE BEST OPPORTUNITIES FOR SCORING, CHOOSE PLAYERS WITH HIGH RATINGS FOR PUCK HANDLING, PASSING AND SHOOTING. PENALTY KILL MENU THE PENALTY KILL MENU OPTION ALLOWS YOU TO CHOOSE LINES THAT WILL TRY TO KILL THE PUCK WHEN YOUR TEAM HAS FEWER MEN THAN THE OPPOSING TEAM. YOU CAN SELECT 4 ON 5 AND 3 ON 5. IF A 3 ON 4 SITUATION OCCURS, A LINE IS PICKED FROM THE 3 ON 5 LINE ASSIGNED UNDER THIS MENU. CHOOSE PLAYERS WITH HIGH FATIGUE, QUICKNESS, AND CHECKING RATINGS FOR PENALTY KILL LINES TO MINIMIZE THE CHANGE OF THE OTHER TEAM SCORING. EXIT RETURNS YOU TO THE TEAM CONSTRUCTION MENU. TIMEOUT MENU IN NORMAL PLAY, THE TIMEOUT MENU IS DISPLAYED WHEN THERE IS A BREAK IN THE ACTION OR WHEN THE KEY IS PRESSED. WHEN WATCHING A GRETZKY VS GRETZKY GAME (COMPUTER VS COMPUTER), THE TIME OUT MENU IS DISPLAYED ONLY WHEN THE IS PRESSED. THIS ALLOWS YOU TO WATCH THE GAME WITHOUT INTERRUPTION. YOU MAY ALSO PAUSE THE GAME. SETUP MENU THE OPTION RETURNS YOU THE GAME SETUP MENU DISPLAY STATS THE OPTION PUTS YOU INTO THE STATS MENU PRINT STATS MAKE SURE YOUR PRINTER IS ON AND PROPERLY CONNECTED, THEN SELECT PRINT STATS TO PRINT OUT ALL THE CURRENT STATISTICS. IF YOU HAVE DIFFICULTY PRINT, REFER TO THE PRINTER MANUAL. PENALTY BOX THIS FEATURE ALLOWS YOU TO SEE WHICH PLAYERS ARE CURRENTLY IN THE PENALTY BOX. EXIT GAME SELECTING EXIT GAME ALLOWS YOU TO EITHER (1) START A NEW GAME WITHOUT FINISHING THE CURRENT ONE, OR (2) SAVE A GAME TO DISK FOR CONTINUATION AT ANOTHER TIME. INSTANT REPLAY INSTANT REPLAY PLAYS BACK THE LAST 8 SECONDS OF ACTION OR THE ACTION FROM THE LAST FACEOFF, WHICHEVER IS SHORTER. WHEN YOU SELECT INSTANT REPLAY, THE RINK APPEARS ON THE SCREEN ALONG WITH A PLAYBACK CONTROLLER. YOU CAN CONTROL THE SPEED OF THE PLAYBACK FROM TWICE THE NORMAL SPEED FORWARD TO TWICE NORMAL SPEED BACKWARD. WHEN YOU ARE FIN- ISHED, RETURN TO THE TIMEOUT MENU BY SELECTING QUIT IN THE PLAYBACK CONTROLLER. INSTANT REPLAY DOS THE IS OPTION ALLOWS YOU TO SAVE WHAT IS CURRENTLY IN THE INSTANT REPLAY BUFFER WHICH IS A TEMPORARY STORAGE AREA FOR THE INSTANT REPLAY IMAGES. PULL OR PUT GOALIE SELECTING [TEAM] PULL/PUT ONCE ([TEAM] IS THE NAME OF THE TEAM CURRENTLY LOADED) PULLS THE GOALIE IN ORDER TO REPLACE HIM WITH A FORWARD. SELECTING THIS OPTION A SECOND TIME PUTS THE GOALIE BACK INTO THE GAME AND REMOVES THE ADDITIONAL FORWARD. THE OPTION CHANGES EACH TIME IT IS SELECTED AND IS ONLY AVAILABLE IF A FACEOFF IS ABOUT TO TAKE PLACE. CHOOSE LINE/MAKE SUBSTITUTION THE [TEAM] LINE OPTION PUTS YOU INTO THE CHOOSE ACTIVE LINE OR MAKE SUBSTITUTION MENU. RETURN TO ACTION SELECTING RETURN TO ACTION CONTINUES THE GAME STATS MENU SELECTING THE DISPLAY STATS OPTION BRINGS UP THE STATS MENU. THE STATS MENU PROVIDES OPTIONS FOR FOUR CATEGORIES OF STATISTICS: GAME STATS, PLAYER STATS, GOALIE STATS AND PENAL- TY STATS. TEAM NAME THE [TEAM] OPTION ([TEAM] IS THE NAME OF THE TEAM CURRENTLY LOADED) SELECTS WHICH TEAMS PLAYER AND GOALIE STAT ARE TO BE DISPLAYED. GAME HIGHLIGHTS THE GAME HIGHLIGHTS OPTION SHOWS INSTANT REPLAYS OF ALL OF THE GOALS SCORED IN THE GAME. SEE INSTANT REPLAY UNDER TIMEOUT MENU FOR TIPS ON CONTROLLING REPLAY OF THE HIGH- LIGHTS. ONCE YOU EXIT THE GAME, ALL HIGHLIGHTS ARE ERASED. GAME STATS GAME STATS DISPLAYS TEAM STATISTICS FOR EACH TEAM: GOALS BY PERIOD AND TEAM SHOTS ON GOAL BY PERIOD AND TEAM PERIOD AND TIME OF GOALS PLAYERS WHO SCORED AND ASSISTED PLAYER STATS PLAYER STATS DISPLAYS THE INDIVIDUAL STATISTICS FOR THE FORWARDS AND DEFENSEMEN ON A TEAM. PLAYER STATS INCLUDE: PLAYER'S NAME NUMBER OF GOALS SCORED NUMBER OF ASSISTS TOTALS POINTS SHOTS ON GOAL (SOG) +/- RATING PENALTIES IN MINUTES (PIM) GOALIE STATS GOALIE STATS DISPLAYS INDIVIDUAL STATISTICS FOR EACH GOALIE ON A TEAM: GOALIE'S NAME NUMBER OF GOALS EMPTY NET (EN) GOALS ASSISTS PENALTY MINUTES PENALTY STATS PENALTY STATS DISPLAYS: Players NAME TEAM PERIOD TIME MINUTES PENALTY TYPE CHOOSE ACTIVE LINE OR MAKE SUBSTITUTION A LINE NUMBER IS CHOSEN BY HIGHLIGHTING THE APPROPRIATE LINE AND SELECTING IT. IF MANUAL SUBSTITUTION WAS SELECTED EARLI- ER, SOME OF THE LINE SPACES MAY BE EMPTY. THIS MEANS THAT THE PLAYER IS NOT AVAILBALE- FOR EXAMPLE, HE MAY BE IN THE PENALTY BOX. IN THIS CASE, YOU MUST SELECT THE BLANK LINE AND SELECT A PLAYER TO FILL THE POSITION. IF THE SPACES ARE NOT BLANK AND A PLAYER ON THAT LINE IS CHANGED, RATHER THAN A SUBSTITUTION YOU ARE CHANGING THE PLAYER ON THE LINE. SUB- STITUTIONS ALLOW THE PERSON WHO ORIGINALLY FILLED THE LINE POSITION TO GO BACK INTO THAT POSITION WHEN HE IS AVAILABLE. IN CONTRACT, WHEN THE PLAYER IN THE LINE IS CHANGED, THE CHANGE IS PERMANENT UNTIL THAT POSITION IS CHANGED AGAIN. IF AUTOMATIC SUBSTITUTION HAS BEEN SELECTED, THE THE COMPUTER WILL CHOOSE THE SUBSTITUTES AND MAKE THE CHANGES AUTOMATICAL- LY. USING DOS MENUS THERE ARE FOUR TYPE OF DOS MENUS: TEAM DOS MENU-LOADS TEAMS ON AND OFF DATA DISK GAME DOS MENU-SAVES OR LOADS GAMES FOR CONTINUATION INSTANT REPLAY DOS MENU-SAVES OR LOADS INSTANT REPLAYS PLAY DOS MENU-SAVES OR LOADS PLAYS IN EACH DOS MENU THE FOLLOWING OPTIONS ARE AVAILABLE: LOAD FILE HIGHLIGHT THE FILE YOU WANT TO LOAD BEFORE SELECTING LOAD FILE IF A GAME IS LOADED AND THE CURRENT GAME HAS NOT BEEN SAVED, STATISTICAL DATA FOR THE CURRENT GAME WILL BE LOST. SAVE FILE SAVE ALLOWS YOU TO SAVE FILE(TEAMS, GAMES, INSTANT REPLAYS, AND PLAYS) TO DISK. TO SAVE A FILE, HIGHLIGHT THE FILE NAME AND THEN SELECT SAVE FILE. YOU CAN ALSO SAVE A FILE BY FIRST SELECTING SAVE FILE. THIS WILL BRING UP A WINDOW ASKING FOR A FILE NAME. ENTER A A Name AND PRESS KEY. WHEN A FILE IS SAVED, ONLY DATA PREVIOUSLY STORED UNDER THE SAME FILE NAME IS REPLACED BY THE INFO IN THE NEW FILE. DELETE FILE DELETE FILE ALLOWS YOU TO DELETE FILES YOU NO LONGER WANT. YOU MUST FIRST SELECT THE FILE YOU WANT TO DELETE BEFORE YOU SELECT THE DELETE FILE OPTION SAVE CONFIGURATION THE SAVE CONFIGURATION OPTION SAVE THE CURRENT CONFIGURATION OF THE GAME SETUP MENU, TEAM BEHAVIOR MENU AND KEYBOARD CONFIGURATION. REFER TO THE PLAYERS REFERENCE GUIDE FOR MORE DETAILS ON THE CONFIGURATION INFO THAT IS SAVED. SELECT DRIVE THE OPTION IS USED TO DISPLAY WGH 2 FILES STORED ON A DISK. IF YOU ARE IN THE GAME DOS MENU, ONLY GAME FILES WILL BE DISPLAYED. CORRESPONDINGLY, ONLY TEAM FILES ARE DISPLAYED FROM THE TEAM DOS MENU. ONLY 54 DIRECTORIES AND FILE CAN BE DISPLAYED AT ONE TIME. IF THE DIRECTORY OR FILE THAT YOU WANT IS NOT DISPLAYED, YOU WILL HAVE TO REMOVE SOME OF THE DIRECTORIES OR FILES PRESENT- LY ON YOUR DISK. TEAM BEHAVIOR MENU THE TEAM BEHAVIOR MENU PROVIDES CHOICES IN CONTROLLING SUB- STITUTION, THE WAY TIRED PLAYERS ARE CHANGED, THE TECHNIQUE PLAYERS USE TO BRING THE PUCK INTO THE ATTACK ZONE AND WHEN YOU CONTROL THE PLAYER TAKING THE FACEOFF. SUBSTITUTION UNDER SUBSTITUTION, SELECTING AUTOMATIC CAUSES THE COMPUTER TO CHANGE A PLAYER IF HE GETS TIRED OR IF HE IS PLACED IN THE PENALTY BOX. SELECTING MANUAL ALLOWS YOU TO MAKE ALL SUBSTI- TUTIONS FROM THE [TEAM] LINE OPTION OF THE TIMEOUT MENU ([TEAM] IS THE NAME OF THE TEAM CURRENTLY LOADED). ATTACK MODE ATTACK MODE DETERMINES HOW THE PLAYERS WILL MOVE THE PUCK INTO THE ATTACK ZONE. SELECTING DUMP MORE INCREASES THE CHANCES THAT PLAYERS WILL DUMP THE PUCK INTO THE ATTACK ZONE AND FORECHECK TO REGAIN CONTROL, AND RESULTS IN AN AGGRESSIVE STYLE OF PLAY. SELECTING THE PASS MORE OPTION INCREASES THE LIKELIHOOD THAT PLAYERS WILL PASS THE PUCK AROUND AND SKATE IT INTO THE ATTACK ZONE. CHANGE LINES CHANGE LINES CONTROLS THE WAY IN WHICH A TIRED PLAYER IS SUBSTITUTED. AUTOMATIC ALLOWS THE COMPUTER TO AUTOMATICALLY SUBSTITUTE TIRED PLAYERS WHILE PLAYER ALLOWS YOU TO MANUALLY SUBSTITUTE THE PLAYERS. TO SUBSTITUTE A TIRED PLAYER, SELECT A LINE OTHER THAN THE LINE THIS IS ON THE ICE. THEN, PRESS THE CHANGE PLAYER KEY WHICH CORRESPONDS TO THE PLAYER POSI- TION KEY (I.E. THE KEY BELOW AND TO THE RIGHT OF THE PLAYER POSITION KEY) AS FOLLOWS: HOME TEAM VISITING TEAM PLAYER CHANGE PLAYER CHANGE PLAYER KEY PLAYER KEY PLAYER KEY KEY 1 Q RIGHT WING Y 6 2 W LEFT WING U 7 3 E CENTER I 8 4 R RIGHT DFSMAN O 9 5 T LEFT DFSMAN P 0 FOR EXAMPLE, PRESSING SUBSTITUTES THE HOME TEAM RIGHT WING WITH THE RIGHT WING FROM THE LINE YOU HAVE SELECTED. CONTROL POSITION CONTROL POSITION DETERMINES WHEN YOU CONTROL THE FACE-OFF PLAYER. IF FACE-OFF IS SELECTED, YOU ARE AUTOMATICALLY GIVE CONTROL OF THE FACEOFF PLAYER. IF SAME POSITION IS SELECTED, YOU CONTINUE TO CONTROL THE SAME PLAYER, REGARDLESS OF WHETH- ER OR NOT HE IS FACING OFF. TO BEGIN THE FACEOFF, EVEN IF YOU ARE NOT CONTROLLING THE FACEOFF PLAYER, RAPIDLY PRESS THE (SELECT) KEY. IF FACEOFF IS SELECTED FOR BOTH PLAYERS WHO ARE PLAYING ON THE SAME TEAM, ONLY ONE WILL BE ALLOWED TO FACE OFF. GAME END MENU THE GAME END MENU IS DISPLAYED AT THE END OF A GAME. THIS MENU ALLOWS YOU TO DISPLAY, PRINT AND SAVE PLAYER, TEAM AND GAME STATISITICAL DATA. YOU CAN ELECT TO PLAY ANOTHER GAME OR EXIT FROM THE SIMULATION. DISPLAY STATS DISPLAY STATS PUTS YOU INTO THE STATS MENU PRINT STATS PRINT STATS ALLOWS YOU TO PRINT GAME AND TEAM STATISTICS.. WGH 2 WILL ALLOW YOU TO DISPLAY OR PRINT STATISTICS ONLY FROM THE GAME YOU HAVE JUST PLAYED OR FROM A GAME THAT WAS PREVI- OUSLY SAVED AND HAS BEEN LOADED USING THE GAME DOS OPTION. GAME DOS GAME DOS PERMITS YOU TO SAVE THE GAME JUST PLAYED OR TO LOAD A PREVIOUSLY SAVED GAME IN ORDER TO REVIEW ITS STATS. IF A GAME IS LOADED AND THE CURRENT GAME HAS NOT BEEN SAVED, STATISTICAL DATA FOR THE CURRENT GAME WILL BE LOST. SAVE GAME RESULTS IF YOU ARE USING WAYNE GRETZKY HOCKEY 2 TO PLAY A GAME SCHED- ULE BY THE HOCKEY LEAGUE SIMULATOR, USE THIS OPTION TO SAVE THE RESULTS OF THE GAME SO THAT THE LEAGUE STATISTICS AND STANDINGS CAN BE UPDATED BY THE LEAGUE SIMULATOR. PLAY ANOTHER GAME IF PLAY ANOTHER GAME IS SELECTED, ALL PREVIOUS GAME STATIS- TICS WILL BE CLEARING AND YOU WILL BE RETURNED TO THE GAME SETUP MENU. QUIT HOCKEY THIS OPTION QUITS WAYNE GRETZKY HOCKEY 2 AND RETURNS YOU TO THE OPERATING SYSTEM. PLAYING THE GAME CONTROLLING PLAYERS THE HOME TEAM STARTS THE GAME DEFENDING THE GOAL TO THE LEFT (TEAMS SWITCH GOALS AFTER EACH PERIOD). A WHITE HELMET IDENTIFIES THE CONTROLLED PLAYER. AT THE BEGINNING OF THE GAME, THE CENTER TAKES THE FACEOFF POSITION AND IS THE PLAYER BEING CONTROLLED. IF YOU WANT TO CONTROL ANOTHER PLAYER, SIMPLY SELECT THAT PLAYER. THE HELMET OF THE PLAYER YOU SELECT WILL TURN WHITE AND HE BECOMES THE CONTROLLED PLAYER. WAYNE GRETZKY HOCKEY 2, LIKE ALL SPORTS REQUIRES PRACTICE TO MASTER. AS YOU DEVELOP AND IMPROVE YOUR SKATING, CHECKING, PASSING AND SHOOT SKILLS, YOU CAN ALTER THE TEAM QUALITY LEVELS OF EITHER TEAM IN ORDER TO KEEP THE GAME CHALLENGING. FACEOFF WHEN YOU FIRST GO ON THE ICE, THE GAME WILL BE PAUSED TO ALLOW YOU TO PERFORM CERTAIN ACTIONS SUCH AS:TURN ON THE SCOREBOARD, SELECT THE PLAYER YOU WANT TO CONTROL, AND SELECT THE PLAY YOU WANT TO USE. THE REFEREE WILL NOT DROP THE PUCK UNTIL YOU PRESS THE (SELECT) KEY. THIS THE EQUIVALENT OF WAITING UNTIL THE FACEOFF PLAYER DROPS HIS STICK ON THE ICE, SIGNALING THE REFEREE HE IS READY. TO GAIN CONTROL OF THE PUCK DURING FACE-OFF, REPEATEDLY HIT THE (SELECT) KEY AS SOON AS THE PUCK APPEARS. IN TWO PLAYER MODE BOTH PLAYERS SHOULD REPEATEDLY PRESS THEIR RESPECTIVE (SELECT) KEYS. CONTROL DEVICES PLAY CAN BE CONTROLLED USING A RODENT, JOYSTICK OR THE KEY- BOARD. MOUSE CONTROLLER THE LEFT BUTTON IS USED FOR (SELECT) AND THE RIGHT BUTTON IS USED FOR (DEMAND). THE MOUSE CAN BE USED TO CONTROL THE CURSOR WHILE IN THE MENUS, OR A PLAYER DURING THE GAME. IN MENUS, EITHER MOUSE BUTTON CAN BE USED TO SELECT MENU OP- TIONS. WHEN YOU ARE USING A MOUSE THE CONTROLLED PLAYER CHASES A CURSOR. THE FARTHER THE CURSOR IS FROM THE PLAYER, THE FASTER HE WILL SKATE. ONCE THE CURSOR IS A CERTAIN DISTANCE FROM THE PLAYER (APPROXIMATELY 1/3 THE WIDTH OF THE RINK), THE PLAYER WILL ACCELERATE TO HIS MAXIMUM SPEED. CONTROL OF PLAYERS IS EASIER IF YOU KEEP THE CURSOR AS CLOSE AS POSSIBLE TO THE PLAYER YOU CONTROL SO THAT YOU CAN SEE WHERE BOTH ARE AT ALL TIME. THE PLAYER IS LIMITED IN HOW CLOSELY HE FOLLOWS THE CURSOR BY HIS SKATING ABILITY AND THE CURSOR'S POSITION. THE LEVEL OF SKILL YOU DEVELOP IN CONTROLLING A PLAYER WILL INCREASE AS YOU LEARN TO JUDGE THE TIME IT TAKES FOR A PLAYER TO TURN AND ACCELERATE. TRY ANTICIPATING WHERE THE PUCK IS HEADED. IF YOU ALWAYS TRY TO GET TO WHERE THE PUCK IS RIGHT NOW, YOU WILL FIND YOUR SELF CHASING THE ACTION AROUND THE RINK, AND RARELY PARTICIPATING IN IT. JOYSTICK CONTROLLER DURING ACTION ON THE ICE, THE JOYSTICK CONTROLS THE DIRECTION OF THE PLAYER-THE CURSOR IS NOT DISPLAYED. MOVE THE JOYSTICK IN THE DIRECTION YOU WANT THE PLAYER MOVE. TO PASS OR SHOOT USING A JOYSTICK, PRESS(SELECT). AS LONG AS THE (SELECT) BUTTON IS PRESSED, THE PLAYER CONTINUES TO SKATE HE PREVIOUSLY SKATING. POSITION THE JOYSTICK IN THE DIRECTION YOU WANT TO PASS OR SHOOT,K THEN LET UP ON THE (SELECT) BUTTON. IF A TEAMMATE IS IN THE GENERAL DIRECTION OF YOUR PASS, THE PUCK WILL AUTOMATICALLY BE ANGLED TO LEAD HIM. IF THE PASS IS IN THE DIRECTION OF THE GOAL AND ORIGI- NATED IN THE ATTACK ZONE, THE PLAYER WILL SHOOT ON GOAL.IF NO ONE IS IN THE DIRECTION OF THE PASS, THE PUCK WILL GO IN THE DIRECTION THE JOYSTICK ANGLED. KEYBOARD CONTROLLER THE KEYBOARD CAN BE USED TO CONTROL MOVEMENT OF THE PLAYER OR CURSOR. PASSING AND SHOOTING THE PUCK THE PUCK IS SHOT OR PASSED WITH (SELECT) KEY. PASSING AND SHOOTING WITH A MOUSE TO PASS THE PUCK, HOLD THE LEFT MOUSE BUTTON; THE PLAYER WILL CONTINUE TO SKATE IN A STRAIGHT LINE. THEN, QUICKLY MOVE THE CURSOR TO WHERE YOU WANT TO PASS AND LET GO OF THE MOUSE BUTTON. THE PLAYER WILL IMMEDIATELY PASS TO WHERE YOUR CURSOR IS LOCATED. THE FARTHER THE CURSOR IS FROM THE PASS- ING PLAYER, THE HARDER HE WILL PASS. WHEN THE CURSOR IS ON THE OPPOSING TEAM'S GOAL, THE PLAYER WILL SHOOT THE PUCK AS HARD AS HE CAN. PASSING AND SHOOTING WITH A JOYSTICK HOLD DOWN THE FIRE BUTTON AND POINT THE JOYSTICK IN THE DIRECTION YOU WANT TO PASS(OR SHOOT). WHEN THE BUTTON IS RELEASED, THE PLAYER WITH PASS(OR SHOOT) IN THAT DIRECTION. PASSING AND SHOOTING WITH A KEYBOARD KEYBOARD CONTROL IS SIMILAR TO A JOYSTICK, EXCEPT THAT ARROW KEYS ARE USED TO MOVE THE PLAYER. GAINING CONTROL OF THE PUCK IF A PLAYER'S STICK IS WITHIN RANGE OF THE PUCK AND NO ONE ELSE HAS CONTROL OF IT, HE WILL GAIN CONTROL. IF A PLAYER OF THE OPPOSING TEAM HAS CONTROL OF THE PUCK, YOUR PLAYER MUST FIRST CHECK THE PUCK (KNOCK IT AWAY FROM THE OPPOSING PLAYER) BEFORE HE CAN CONTROL IT. IN WGH II, THERE ARE THREE BASIC TECHNIQUES FOR CHECKING THE PUCK; CLOSE PLAY, KNOCKING THE PUCK HANDLER DOWN AND GRABBING THE PUCK HANDLER. CLOSE PLAY YOU CAN MOVE THE PLAYER YOU CONTROL CLOSE TO THE PLAYER WITH THE PUCK AND HOPE TO STEAL THE PUCK FROM HIS CONTROL. THIS METHOD WORKS WELL IF YOUR PLAYER HAS STRONG CHECKING, SKATING AND PUCK-HANDLING SKILLS. KNOCKING THE PUCK HANDLER DOWN SKATE HARD INTO THE PUCK HANDLER AND HIT THE (SELECT) KEY JUST AS YOU HIT HIM, IF YOUR TIMING IS JUST RIGHT, THE RESULTING HIT MAY KNOW THE PUCK HANDLER OF HIS SKATES, CAUS- ING HIM TO FALL AND LOSE CONTROL OF THE PUCK. THE PROBABILI- TY OF KNOCKING A PLAYER DOWN DEPENDS ON YOUR PLAYER'S POWER RATING, THE OPPOSING PLAYER'S SKATING RATING, HOW FAST YOU WERE GOING WHEN YOU MADE CONTACT AND THE TIMING OF YOUR (SELECT) KEY. SUCCESSFUL CHECKING REQUIRES PRACTICE. THERE ARE DISADVANTAGES TO THIS METHOD OF CHECKING. EVEN IF YOU KNOW THE PUCK HANDLER DOWN, YOUR MOMENTUM WILL USUALLY PREVENT YOU FROM GETTING TO THE LOOSE PUCK RIGHT AWAY, SO TRY TO MAKE SURE THERE IS A TEAMMATE NEARBY WHO CAN GET THE PUCK. ALSO, BECAUSE OF THE VIOLENT CONTACT WITH THIS TYPE OF CHECKING, THERE IS THE POSSIBILITY YOUR PLAYER MIGHT BE PENALIZED FOR CHARGING, CORSS-CHECKING, ELBOWING, SLASHING OR SPEARING. THE PROBABILITY OF A PENALTY INCREASES IF YOUR PLAYER HAS A HIGH AGGRESSIVENESS AND/OR LOW PENALTY RATING GRABBING THE PUCK HANDLER MAKE CONTACT WITH THE PUCK HANDLER AND HOLD THE (SELECT) KEY DOWN. YOUR PLAYER WILL GRAB THE PUCK HANDLER AND HOLD ON UNTIL YOU RELEASE THE (SELECT) KEY. ALTHOUGH THIS METHOD OF CHECKING IS NOT ALWAYS EFFECTIVE IN FREEING THE PUCK, IT WILL SLOW THE SKATER. YOUR TEAM MEMBERS WILL BE ABLE TO GET INTO THE PLAY AND HELP YOU FREE THE PUCK. GRABBING THE PUCK HANDLER IS MOST EFFECTIVE IN CROWDED AREAS(SUCH AS AROUND THE GOAL YOU ARE DEFENDING) AND FOR PINNING THE OPPONENT UP AGAINST THE BOARDS TO STOP HIS MOVEMENT. THE REFEREE WILL ALLOW YOU TO HOLD A PLAYER FOR A LIMITED TIME ONLY (ONE TO TWO SECONDS). IF THE REFEREE DETERMINES THAT THE CONTACT IS EXCESSIVE, HE WILL CALL A HOLDING, HOOK- ING OR TRIPPING PENALTY. AGAIN, YOUR PLAYER'S AGGRESSIVENESS AND PENALTY RATINGS AFFECT THE PROBABILITY OF A PENALTY. GIVEN PRACTICE YOU WILL LEARN TO DEVELOP FINESSE WITH THIS MOVE. WHEN THE PUCK HANDLER IS GRABBED OR KNOCKED DOWN, THERE IS THE POSSIBILITY OF A FIGHT. FIGHTS USUALLY HAPPEN ONLY WHEN BOTH PLAYERS HAVE HIGH AGGRESSION AND LOW PENALTY RATINGS. SINCE FIGHTS REQUIRE TWO PEOPLE, THE NORMALLY RESULT IN COINCIDENT PENALITIES TO BOTH PLAYERS. THE NUMBER OF PLAYERS ON THE ICE DOES NOT CHANGE WITH COINCIDENT PENALITIES. INSTEAD, A SUBSTITUTION (POSSIBLY OF A LOWER QUALITY) FOR THE PENALIZED PLAYER IS MADE. WAYNE GRETZKY ENCOURAGES A SKILLFUL, RATHER THAN AGGRESSIVE STYLE OF PLAY, ESPECIALLY WHEN YOUR TEAM IS SHORT-HANDED. FOR THIS REASON, YOU WILL NOT BE PERMITTED TO KNOW DOWN OR HOLD AN OPPONENT WHENEVER YOUR TEAM IS REDUCED TO FOUR PLAY- ERS ON THE ICE (INCLUDING THE GOALIE). DEMANDING A PASS WHEN ONE OF YOUR TEAMMATES HAS CONTROL OF THE PUCK, YOU CAN USE THE (DEMAND) KEY TO "DEMAND A PASS". WHEN YOU DEMAND A PASS, YOUR TEAMMATE WILL PASS IMMEDIATELY WITHOUT REGARD FOR THE POSITION OF THE OPPOSING PLAYERS. IF YOU ARE NOT CAREFUL, AN OPPOSING PLAYER MIGHT INTERCEPT THE PASS. SCOREBOARDS DURING PLAY, WGH 2 USES TWO SCOREBOARDS; AN UPPER SCOREBOARD AND A LOWER SCOREBOARD. THE RIGHT HAND SECTION OF EACH SCOREBOARD PROVIDES INFO FOR THE VISITING TEAM AND LEFT HAND SECTION DISPLAYS INFO FOR THE HOME TEAM, REGARDLESS OF THE PERIOD. UPPER SCOREBOARD THE UPPER SCOREBOARD DISPLAYS THE TEAM NAMES, SCORE , TIME REMAINING AND PERIOD. LOWER SCOREBOARD THE LOWER SCOREBOARD DISPLAYS THE PUCK HANDLERS NAME AND THE KEY TO PRESS TO CONTROL THAT PLAYER, COACHING STATUS, LINE ENERGY AND PENALTY TIME(S) IF APPLICABLE. COACHING STATUS INDICATOR THE LOWER SCOREBOARD DISPLAYS A COACHING STATUS INDICATOR. THIS INDICATOR DISPLAYS EITHER THE CURRENT LINE, THE CURRENT PLAY, OR THE PLAYER BEING CONTROLLED. LINE ENERGY INDICATOR NEXT TO THE COACHING STATUS INDICATOR IS THE LINE ENERGY INDICATOR. LINE ENERGY DISPLAYS THE AVERAGE ENERGY OF THE LINE PRESENTLY ON ICE. AS THE PLAYERS USE UP ENERGY THEY BECOME TIRED. AS THEY TIRE, THEIR ABILITY LESSENS WHEN THEY ARE REMOVED FROM THE ICE AND ALLOWED TO REST, THEY RECOVER THEIR ENERGY. IF YOU ARE COACHING, YOU MUST MONITOR LINE ENERGY AND CHANGE THE LINES WHEN ENERGY IS LOW(USUALLY AROUND 65%). PENALTY CLOCK THE PENALTY CLOCKS ARE ON THE OUT EDGES OF THE SCOREBOARD. THE CLOCKS SHOW THE TIME REMAINING ON A PENALTY OR PENAL- TIES. GAME CONTROLS THE WIDE RANGE OF CONTROL PROVIDED IN WGH 2 ADDS TO THE REALISM OF THE GAME. DEPENDING UPON THE AMOUNT OF CONTROL YOU WANT, YOU CAN CHOOSE LINES, CHOOSE PLAYS AND CONTROL PLAYERS IN A WAY THAT MAXIMIZES EACH PLAYER'S EFFECTIVENESS IN HIS POSITION. COACHING CONTROLS THERE ARE THREE COACHING CONTROLS. THEY ARE: PLAY SELECT LINE CHANGE CONTROL PLAYER THE FIRST LETTER OF EACH COACHING CONTROL IS USED TO IDENTI- FY THAT CONTROL. TO ENTER THE COACHING CONTROL MODE DURING PLAY ON THE ICE, FIRST PRESS THE TO BRING UP THE SCOREBOARD. THE SCOREBOARD IS SPLIT IN HALF, WITH THE HOMETEAM COACHING INFO ON THE LEFT SIDE AND THE VISITING TEAM COACHING ON THE RIGHT SIDE, CLOSEST TO THE CENTER. EACH TEAM'S DISPLAY HAS TWO CHARACTERS. THE FIRST CHARACTER IDENTIFIES THE COACHING CONTROL, AND THE SECOND CHARACTER IDENTIFIES THE PLAY SE- LECTED, THE LINE SELECTED, OR THE PLAYER BEING CONTROLLED. TO SHIFT BETWEEN THESE CONTROLS, PRESS THE LEFT KEY FOR THE HOME TEAM CONTROLS OR THE RIGHT KEY FOR THE VISITING TEAM CONTROLS. ONCE THE APPROPRIATE COACHING CON- TROL APPEARS IN THE COACHING STATUS DISPLAY, SELECTION KEYS ARE USED TO ENTER THE NEW PLAY, LINE OR CONTROLLED PLAYER. SELECTING PLAYS TO CHANGE BETWEEN PLAYS, PRESS THE FOLLOWING KEYS: HOME TEAM VISITING TEAM KEY ACTION KEY ACTION <1> DOWN ONE PLAY <6> DOWN ONE PLAY <2> UP ONE PLAY <7> UP ONE PLAY <3> DOWN 5 PLAYS <8> DOWN 5 PLAYS <4> UP 5 PLAYS <9> UP 5 PLAYS THERE ARE SIXTEEN PLAYS AVAILABLE TO YOU, DESIGNATED BY THE LETTERS A THROUGH P. THESE PLAYS CAN BE USED BY BOTH THE HOME TEAM AND VISITING TEAM. UNLESS CHANGED FROM THE DEFAULT CONFIGURATION, THE FIRST FIVE ARE AS FOLLOWS: PLAY A-THE FORWARDS SPREAD OUT ACROSS THE ENTIRE ATTACKING ZONE PLAY B-THE LEFT WING AND CENTER CROSS OVER. PLAY C-THE RIGHT WING AND CENTER CROSS OVER. PLAY D-THE FORWARDS FLOOD THE LEFT SIDE OF THE ATTACH ZONE. PLAY E- THE FORWARDS FLOOD THE RIGHT SIDE OF THE ATTACH ZONE PLAYS F THROUGH P REPEAT THESE FIVE PLAYS. THESE ADDITIONAL SLOTS CAN BE USED TO CREATE YOUR OWN PLAYS USING THE PLAY EDITOR. YOU CAN ALSO SET DEFAULT PLAYS FOR BOTH THE HOME AND VISITING TEAM WHICH WILL BE LOADED INTO THE GAME DURING STARTUP. DURING PENALTY KILLING, THE PLAY SELECT FUNCTION IS USED DIFFERENTLY. IN THIS SITUATION, CALLING A PLAY FROM 1 TO 5 DEFINES THE TYPE OF PLAY. PLAY 1 IS CONSERVATIVE PLAY, PLAY 2 IS MORE AGGRESSIVE AND SO, WITH PLAY 5 BEING THE MOST AGGRESSIVE PLAY. THIS FEATURE ALLOWS YOU TO CHOOSE THE TYPE OF PLAY YOU PREFER. LINE CHANGE TO CHANGE BETWEEN LINES, PRESS THE FOLLOWING KEYS: HOME TEAM VISITING TEAM KEY ACTION KEY ACTION <1> USE LINE 1 <6> USE LINE 1 <2> USE LINE 2 <7> USE LINE 2 <3> USE LINE 3 <8> USE LINE 3 THERE ARE THREE LINES AVAILABLE TO YOU AT ANY GIVEN TIME. THESE THREE LINES ARE MADE UP OF SIC GROUPS OF THREE LINES AVAILABLE FROM THE LINES MENU. THE THREE LINES AVAILABLE DEPEND UPON THE NUMBER OF PLAYERS ON THE ICE FOR EACH TEAM. THE PRINTOUT FROM PRINT LINES OPTION WILL HELP YOU TO IDENTI- FY THE PLAYERS IN EACH LINE. TO CHANGE INDIVIDUAL PLAYERS DURING PLAY, SEE CHANGE LINES UNDER TEAM BEHAVIOR MENU. IF LEFT ON AUTOMATIC,K THE PROGRAM WILL CHANGE YOUR ENTIRE LINE AT ONE TIME. SELECTING THE PLAYER BEING CONTROLLED TO CHANGE THE PLAYER BEING CONTROLLED, PRESS THE FOLLOWING KEYS: HOME TEAM KEY ACTION <1> CHANGE CONTROL TO LEFT DEFENSE <2> CHANGE CONTROL TO LEFT WING <3> CHANGE CONTROL TO CENTER <4> CHANGE CONTROL TO RIGHT WING <5> CHANGE CONTROL TO RIGHT DEFENSE VISITING TEAM KEY ACTION <6> CHANGE CONTROL TO LEFT DEFENSE <7> CHANGE CONTROL TO LEFT WING <8> CHANGE CONTROL TO CENTER <9> CHANGE CONTROL TO RIGHT WING <0> CHANGE CONTROL TO RIGHT DEFENSE EACH PLAYER (EXCEPT THE GOALIE) CAN BE CHOSE FOR CONTROL USING ONE OF THE FIVE SELECTION KEYS. PULLING THE GOALIE TO PULL THE GOALIE, PRESS THE FOLLOWING KEYS: HOME TEAM VISITING TEAM KEY ACTION KEY ACTION PULL HOME GOALIE PULL VISITING GOALIE IN CERTAIN SITUATIONS, IT IS ADVANTAGEOUS FOR THE GOALIE TO BE TAKEN OFF THE ICE AND REPLACED BY AN EXTRA FORWARD. THE EXTRA FORWARD GIVES ADDITIONAL OFFENSIVE STRENGTH AND IM- PROVES YOUR TEAM'S OPPORTUNITY FOR SCORING. THE DISADVANTAGE IS THAT THE GOAL IS LEFT UNPROTECTED. AN EXAMPLE OF WHEN "PULLING THE GOALIE" IS ADVISABLE IS WHEN YOU ARE DOWN BY ONE GOAL AND THERE IS LESS THAN ONE MINUTE IN THE GAME. THE GOALIE WILL BE PULLED AUTOMATICALLY WHENEVER THERE IS A SLOW WHISTLE ON A PENALTY. THE REASON FOR THE AUTOMATIC PULL IS THAT THERE IS NO DANGER OF THE OPPOSING TEAM SCORING-THE WHISTLE WILL BE BLOWN AS SOON AS THEY GAIN CONTROL OF THE PUCK-AND THE EXTRA FORWARD WILL HAVE PROVIDED YOU WITH AN EXCELLENT OPPORTUNITY TO SCORE. FREEZING THE ACTION ON THE SCREEN PRESSING THE KEY (FOR PAUSE) FREEZES THE ACTION ON THE SCREEN. PRESSING A SECOND TIME CONTINUES THE ACTION. HINTS AND SUGGESTIONS BY FAR THE MOST IMPORTANT SUGGESTION IS TO PRACTICE DON'T BE FRUSTRATED BY THE DIFFICULTY OF PLAY DURING YOUR FIRST TEN MINUTES. USE THE PRACTICE GAME OPTION OF THE GAME SETUP MENU TO REDUCE THE TEAMS TO 3 PLAYERS (PLUS A GOALIE) PER TEAM. THE PRACTICE GAME OPTION ALLOWS YOU TO PRACTICE SKATING, PASSING AND SHOOTING WITH MINIMAL PRESSURE FROM YOUR OPPO- NENT. OVER TIME, YOU WILL FIND PLAYER CONTROL MUCH EASIER THAN IT WAS AT FIRST. IF YOU WATCH THE COMPUTER-CONTROLLED PLAYERS' BEHAVIOR, YOU CAN FOLLOW HOW MUCH EACH PLAYS HIS POSITION. THESE PLAYERS BEHAVE MUCH LIKE THEIR REAL COUNTERPARTS IN PRO HOCKEY. YOU CAN MAKE THE PLAYER YOU CONTROL SKATE ANYWHERE ON THE ICE. BUT REMEMBER, YOUR TEAMMATES ARE COUNTING ON YOU TO PLAY YOUR POSITION. IF YOU PLAY TOO FAR OUT OF POSITION, YOUR TEAMMATES WILL NO BE AS EFFECTIVE AND YOUR TEAM WILL NOT PLAY AS WELL. HINTS FOR CONTROLLING A FORWARD WHEN CONTROLLING A FORWARD (LEFT WING, CENTER, OR RIGHT WING), DIVIDE THE RINK LENGTHWISE INTO THREE LANES. IN GENERAL THE LEFT WING WILL STAY IN THE LEFT LANE, THE CENTER IN THE CENTER LANE, AND THE RIGHT WING IN THE RIGHT LANE. PLAYERS MAY OVERLAP INTO ADJACENT LANES, BUT NOT TOO FAR AND NOT TOO OFTEN. ON OFFENSE, FORWARDS SHOULD STAY IN THEIR LANES (WITH THE EXCEPTION OF SPECIAL PLAYS) AND USE PRECISE PASSING TO WORK THE PUCK TOWARD THE OTHER TEAM'S GOAL. ON DEFENSE, EACH FORWARD SHOULD COVER HIS MAN TO PREVENT HIM FROM RECEIVING PASSES, AND SHOULD ATTEMPT TO STEAL THE PUCK IF HIS MAN HAS IT. CENTERS COVER THE OPPOSING CENTER. WINGS COVER OPPOSING WINGS UNLESS THE PUCK IS IN THEIR DEFENSIVE ZONE (THE ZONE THEIR GOALIE IS IN). WHEN IN THE DEFENSIVE ZONE, WINGS COVER THE OPPOSING DEFENSEMEN. HINTS FOR CONTROLLING A DEFENSEMAN WHEN CONTROLLING A DEFENSEMAN, DIVIDE THE RIGHT LENGTHWISE INTO TWO HALVES-LEFT AND RIGHT(GUESS WHICH SIDE THE LEFT DEFENSEMAN PLAYS). THE DEFENSEMEN USUALLY STAY WELL BEHIND THE PUCK TO GUARANTEE THAT THEY STAY BETWEEN THE PUCK AND THEIR GOAL. THIS IS PARTICULARITY IMPORTANT WHEN AN OPPOSING PLAYER UNEXPECTEDLY STEALS OR INTERCEPTS THE PUCK AND MAKES A SUDDEN BREAKAWAY TOWARD YOUR GOAL. ON OFFENSE, DEFENSEMEN STOP SUDDEN BREAKAWAYS OR LOOSE PUCKS HEADING FOR THEIR GOAL. WHEN IN THEIR ATTACK ZONE, (THE ZONE THE OPPOSING GOALIE IS IN), DEFENSEMEN TRY TO KEEP THE PUCK IN THAT ATTACK ZONE IN ORDER FOR THEIR TEAM TO STAY ON THE ATTACK. ON DEFENSE THE DEFENSEMEN STAY BETWEEN THE PUCK AND THEIR GOAL AT ALL TIMES SO THAT OPPOSING PLAYERS WILL NOT HAVE A CLEAR SHOT ON GOAL. WHEN AN OPPONENT APPROACHES THEIR GOAL FOR A SHOT, IT IS IMPORTANT THAT A DEFENSEMAN USE ANY METHOD HE CAN TO GET THE PUCK AWAY FROM HIS GOAL. IF AN OPPOSING PLAYER IS ALREADY BEING COVERED BY ANOTHER PLAYER, A DEFENSEMAN MUST COVER ANY OTHER OPPOSING PLAYERS CLOSE TO THE GOAL WHO ARE OPEN TO RECEIVE A PASS. HINTS ON OFFENSIVE PLAY THE HINT IS PRECISE PASSING. ALTHOUGH IN MANY CASES YOU CAN FAKE OUT AND SKATE AROUND DEFENDERS, YOU WILL PROBABLY HAVE FAR MORE SUCCESS ON OFFENSE IF YOU PASS FREQUENTLY. A SUDDEN PASS TO THE OPPOSITE SIDE OF THE NET IS THE MOST LIKELY WAY TO SCORE. WHEN PROPERLY EXECUTED, THE GOALIE WILL NOT HAVE SUFFICIENT TIME TO REACT, LEAVING A GAP WHERE THE SHOT CAN'T BE BLOCKED. IF YOU HAVE THE PUCK LOOK FOR AN OPEN MAN. WHAT IS USUALLY MORE EFFECTIVE (AND MORE FUN!) IS LETTING A WINGER BRING THE PUCK IN TOWARDS THE NET WHILE YOU CONTROL THE CENTER. POSI- TION THE CENTER ACROSS THE NET FROM THE WING AND DEMAND A PASS AT THE LAST MOMENT. IF YOU CAN KEEP YOUR WITS ABOUT YOU (NO EASY TAKE!), BLAST THE PUCK INTO THE NET AS SOON AS YOU GET IT! THIS CALLED "ONE-TIMING" THE PUCK. YOU WILL FIND THAT BRINGING THE PUCK INTO THE ATTACK ZONE IN THE MIDDLE OF THE RINK (REFERRED TO AS THE "HIGH SLOT") WILL USUALLY RESULT IN YOUR PLAYER GETTING "CREAMED" BY BOTH DEFENSEMEN SIMULTANEOUSLY. YOU WILL RARELY GET A GOOD SHOT OFF THIS WAY. IT IS MORE EFFECTIVE FOR A WINGER TO BRING THE PUCK IN ALONG THE BOARDS (WALL OF THE RINK). WHEN THE OPPOS- ING DEFENSEMAN COVERS YOUR WING, HE LEAVES A GAP IN THE HIGH SLOT. THIS PROVIDES AN OPPORTUNITY FOR YOUR CENTER TO RE- CEIVE A PASS AND SHOOT ON GOAL. IN PRO HOCKEY, 9 OUT OF 10 SHOTS ON GOALS ARE BLACKED BY THE GOALIE. SO, DON'T GET FRUSTRATED THAT ALL YOUR GREAT SHOTS AREN'T GOING IN. A TEAM NORMALLY WINS BECAUSE IT HAS A HIGHER NUMBER OF QUALITY SHOTS ON GOAL. A QUALITY SHOT IS A SHOT AIMED TO THE SIDE OF THE GOALIE FROM CLOSE RANGE. TAKING MANY SHOTS AND BEING LUCKY HELPS, BUT CONCENTRATING ON SHOOTING PRECISE SHOTS RESULTS IN THE GREATEST CHANCE OF SCORING. EQUALLY IMPORTANT IS LOOKING FOR A DEFLECTED PUCK EVERY TIME YOUR TEAM SHOOTS ON GOAL. IF YOU ARE LUCKY IT COULD END UP RIGHT IN FRONT OF YOU. THE GOALIE OFTEN FALLS WHILE BLOCKING THE FIRST SHOT, MAKING IT EASIER TO SCORE OFF THE DEFLECTION . HOCKEY IS A FAST GAME, SO IT IS IMPORTANT TO KEEP YOUR EYES OPEN FOR ANY OPPORTUNITY TO SHOOT ON GOAL. HINTS ON DEFENSIVE PLAY YOU CANNOT PREVENT THE OPPOSING TEAM FROM SHOOTING AT YOUR GOAL, BUT YOU CAN PREVENT THEM FROM MAKING QUALITY SHOT. THE SITUATION YOU WANT TO PREVENT IS A "BREAKAWAY." A BREAKAWAY OCCURS WHEN THERE IS NO ONE BETWEEN THE PUCK HANDLER AND YOUR GOALIE. BREAKAWAYS AND OTHER GOOD SCORING OPPORTUNITIES FOR THE OPPOSING TEAM USUALLY DEPENDS WHEN SOMEONE ON YOUR TEAM IS OUT OF POSITION. PLAYERS GET OUT OF POSITION BY GOING TOO FAR AFTER THE PUCK, OR THE PUCK HANDLER. THE BEST WAY TO PREVENT HIS IS TO USE GOOD JUDGEMENT AND TO REMEMBER THE POSITION YOU ARE PLAYING. ONLY GO OUT OF POSITION IF YOU ARE REASONABLY CERTAIN YOU WILL END UP WITH THE PUCK. IT IS BETTER TO LET YOUR OPPONENT KEEP POSSESSION OF THE PUCK THAN IT IS TO GIVE HIM THE OPPORTUNITY FOR A QUALITY SHOT. GOOD DEFENSE MEANS TRYING TO GET THE PUCK WHILE NOT GETTING OUT OF POSITION AND ALWAYS GUARDING YOUR NET. LEARN HOW LONG YOU CAN GET AWAY WITH GRABBING AN OPPONENT, AND USE IT. GRABBING THE PUCK HANDLER CAN FORCE A BAD PASS AND WILL GIVE YOUR TEAMMATES TIME TO GET TO THEIR DEFENSIVE POSITIONS. USE THIS TECHNIQUE WHEN AN OPPONENT HAS THE PUCK IN YOUR DEFENSIVE ZONE. JUST DON'T DRAW TOO MANY PENALTIES, OR YOU'LL DO MORE HARM THAN GOOD. WHEN YOU'RE NOT IN YOUR DEFENSIVE ZONE, KNOCKING THE PUCK HANDLER OFF HIS FEET IS AN EFFECTIVE WAY TO GAIN CONTROL OF THE PUCK. HOWEVER, YOU MIGHT NOT KNOCK THE PUCK HANDLER DOWN AND YOUR MOMENTUM WILL PROBABLY PUT YOU OUT OF POSITION FOR AWHILE, SO DON'T USE THIS METHOD OF CHECKING UNLESS YOU'VE GOT TEAMMATES WHO CAN BACK YOU UP IF YOU MISS THE CHECK. (IT CAN BE VERY TOUGH TO RESIST A CHANCE AT KNOWING THE PUCK HANDLER ON HIS BUTT, ESPECIALLY WITH A CROWD CHEERING YOU ON !). THAT'S ALL FOLKS AND PIRATES COMPLETE DOX -=THE JET=- -=INC=-    z|X `fF F 8SWq8/-,>82t2<5p?/>8"$.EMk56*,5%M^SU\P_BDT@Z]_"$\YCG\NHB))/+twwnz-02v3;?>>'& *l-#%-4f$6&b(.JUYRH5=WEDA]ABFOYI LFDCCWLLYpko09\(?-W$7#1S"0$'=`ff`=FM2);} :.1+w5:9>3?4o(?#&j= "f(, ,SXRNXT[YBGFYU#'_[OJAAOFEWKNN?q{ : Rotate your vessel on its axis W : Change weapon, if you have more than one type of missile. T : Target. This will change your current target information to another ship. P : Pauses the game. C/R : Fire a missile A : Auto Pilot. Use this to move to another NAV point. D : Damage report. G : Guns display. L : Lock-on to target C : Chat with your wing mate, enemy ships, home base, or whatever. You will be given a choice of things to say. V : Suppress or enable video images. N : Navigational computer. Brings up the map you saw in your briefing, and lets you select a new destination. M : Change message speed. +,- : Increase or decrease speed. *,TB: Speed boost. Good for quick getaways. ^V : Display version number. ^M : Toggle music on or off. ^E : Eject from your ship. Earn a Golden Sun medal. Save your ass. F1 : Select forward cockpit view. F2 : Select left cockpit view. F3 : Select right cockpit view. F4 : Select rear cockpit view. F5 : Outside ship view. F6 : Distance view. F7 : Missile camera view. F9 : View from other vessels. Mouse control works quite well. Press the left button to fire. Press and hold the right button to rotate. Press both buttons to launch a missile. Afterword ~~~~~~~~~ Hopefully these quick docs will help get you underway with Wing Commander. It is a quite good game, and of very high quality. Well worth investing a lot of time and a few bucks into. now some more docs...... Wing Commander doc's by GOPHER!!! okay, better will come as soon as I leaf through the manual. A : Engage Autopilot C : Select Communications panel/clear incoming communication D : Display ship damage G : Select ship's gun type L : Lock targeting Computer M : Change message duration N : Select navigation (press twice to view navigation screen) P : Pause game T : Select targeting computer/active target V : Comm video on/off W : Select missle type F1 : View front F2 : View left F3 : View right F4 : View rear F5 : chase plane view F6 : Battle view F7 : Tactical view F8 : Missle camera F9 : Tailing views + & - increase/decrease speed < or INSERT : roll ship left > or DELETE : roll ship right TAB : fire afterburners SPACE : Fire selected guns ENTER : Fire missles/mines Joystick controls Move stick : Steer ship Button #1 : Fire selected guns Both Buttons : Fire missle/mine Button #2 and stick forward : Increase speed Button #2 and stick back : Speed decrease Button #2 and stick left : Rotate ship left Button #2 and stick right : Rotate ship right Double click Button #2 : Fire Afterburner (use the above with a mouse as well) ATL-X : Exit to DOS CTRL-S : Sound on/off (in space only) CTRL-E : Eject from ship CTRL-M : Toggle music on/off ESC : Skip animation while in the mothership/ leave Comm mode or Nav map while in ship. a few tidbits To land, center your home ship (the Tiger's Claw) and press T to target it, then press C for communications, you will be presented with 2 things to say, press 2 to contact the Claw, and then 1 to request clearance to land, then go to the front of the ship and the rest is automatic. During a flight the wingman may try to inform you of something, you must press C and you will be given an option of things to say, press a number by what you want broadcast to your wingman. D cycles through all internal damage to your ship, damaged areas appear red. G changes your ship's active gun, the selected gun is highlighted in green. W Changes your ship's active missle, the selected missle is also in green. Targeting Display (Right Video screen) shows the outline/current damage/ and weapons of your current targeted ship using 3 colors GREEN = Undamaged, shields full YELLOW = Light damage/shield damage RED = Weapon positions, shield damage, ship damage (red weapons are not damaged) To target a ship, position it centered on the screen and press "T", if you want to maintain lock even when it is not in view press "L" Contacts are as follows WHITE = your home ship (Tiger's Claw) DARK GREY = Terran Capital ships (your buddies) ORANGE = Kilrathi Capital ships (your enemys) BLUE = Terran Fighers (more buddies) RED = Kilrathi Fighters (more enemies) YELLOW = Missles targeted on you The Flashing dot is you Press C and a list of people you can talk to appears, press the number next to the name of the pilot you want to talk to. a list of messages will appear. Armor and Shield indicators will shrink when hit, when destroyed they will vanish and warning lights will flash. Blaster indicator shows the power level of your active guns, power is restored over a period of time. When the eject warning light comes on you had better eject quick! You have a choice of missles Dumb-fire : Point it and shoot, it has no homing capability Heat-Seeking : Locks onto any heat source, foe or friendly! Image Recognition : You must keep the target in view for a few seconds while the missle memorizes the ship type you are attacking Friend or Foe missle : Lock onto the nearest enemy ship, it is a smart missle and identifies enemy ships due to the different signals they broadcast, however if a friendly ship's Comm is damaged, it may home in on them. Laser Cannon : Lasers don't do a lot of damage, but they are reliable and will kill many enemy ships. Mass Driver Cannon : Medium range/ medium damage, a good weapon. Neutron Guns : These do heavy damage, but they are close range only, they also overheat and use a lot of power. Porcupine Mines : These have a limited homing capability but only have to get close to explode, if you are being tailed, just drop one and he either gets out of the way or is blown up. All capital ships have turrented guns and will shoot a lot of flak, only the most maneuverable ship can make it past them. This game will use Expanded memory if you have some, the game will play if you have none, but some options are not implemented without it, the game can play a bit slower as well. You need a minimum of 535k free and about 500k of Expanded memory for full gameplay, the Expanded memory is used mainly to speed-load images while play- ing. QEMM is listed as a great Expanded Memory Manager. Radar Display : Outer ring : space behind you Inner ring : space in front of you remember, this is now three-dimentional, you can go up/down left/right. the big white + in space is where your waypoint is, steer toward it. And last but not least, some hints. The name of the game is to follow your wingman (or he follows you) if you two separate you will both be in trouble, even when the enemy is in sight you should finish your main objective (in that area) before you attack them, this of course will not work if THEY attack you! Each enemy is different and has different tactics. one quick item, you will be called to protect a transport ship or Tiger's Claw (your base ship) do not engage oncoming ships until they are within 5000 meters from the ship you are protecting, not 5000 meters from YOU! Hope this gets you started, there was a book that explained the details, history etc.. Comments about the game: JEEZ this one is GOOD! ^UR LI H@6-}24.y4>%!17r0#o:%)k%<<731dNH%2VHXNZT^U^\\|@OI JDMTCIA@VFmqp>7o,"4k= $+f*4&,a7VJUOR\:oso{m}7b}q3fth{.bnaoj|)&Qmuaۓؒ堂˞ǩō‘꠻稪㣭؛ߖ֒يȆ창ɥP[*%Pbd G *2|9?y9;?2:66q$ n(-("i'3. 6mb /H[KYIORQ[]E"$ZME^ \OCKWJDR?rxhokk7bz4qw1}`xhh'*zg'`lvpv!wސٔԇ渏Ő츣ǝÙՑÌ؉^Y U;N GHjl1 B'*}390<;#v<'s<>'o>?#?/*<""e"1-,`RQKUU]YYRFVAXJF@J& $"iIRTGC~p=o~v|{c6a|v2^0{kux+ekbbeq*codeƽǛ蓉冖Ʉ堫SqqZYXWVUTSRQPONMLKJIZ E @,;10{<9%v<<&}p-;4l%<*+#e+-5lmTX^jPXB8>>8 eMQCI.mi,.7*)(7DPU_QPCG.,-'&%$#"! ݷȝͮŦ턊藴͵މՄ갸㩤^  u}VUTSRQPONMLKJIHGFE B<;./:( U][_ nsh4=<;:9t~}p4@{uu/]ec*Ygpcw$0.!tݚ׆щ͛ȅŃ麢Ⱳٖؐ֒܇Ҁ]   W%R"E< GULD A0,)4{hlhgxu}q&*(l"&qaan #%m=h#/ d)SGHXQYE8> zpxn|c9os{4g}dsgki"+Hegpu%qs"hnߍֆ񼪸董㤠˓ړމ ^[ U@`ff`IHGFEDCB2 *9.|az7"81t:=<;:9876543210/zeir*{adiflfv!sϫȡŽ񵡺뾡給Κנ㣁\(UNS4 MJ  DPLA$68;58/5,w":t ">$o/9l?#$-4he,b#%SQJ11 LFCEvp=si~|j7bz4x{}|!*)('&%$#Fhnڱҷ̄Ʉ𼠬魿⵨ǰθ⻙ह \YSF_P< H E @,0<7>)wx;%; !82#+m8$j"!+*e{NHLJ2406s{u~`wlr|uj`i feg{scww -<;:98765Xvdt|/?-6+Bhda&($Mmoeʬİ󷨵誯ʟߒ̉́_ vpYXWVUTSRQPONMLKJIHGFEDCBA@~}|{zy,8&{t1#?#"m.*)"?&4!7c#/$MUSTN]NSF>8 ?>=<;:987654321Qyadh+ygilcv*! Ъʺ񧪬깧ٛӸ]YUPM emFEDCBA@~}|{zyxwvutsrqponmlkjihgf64*&$2nTTUMTY[@Z\^E\BT k_GNBBJPDB~rqo587654321\jxh`+9)2'Ndhe", ՠͅʏͅĀ_^]\[ZYXWVUTSR4 N@L8F_D"<5.|=(65w:02'r>6o=.>./'fg,6 .$`MQHR_42 ?>=<;:98d~z{g{w/fhmo*h{'oq$dmdsߗܚؘԜ𮢹涭ݐ·񾧼 [ZU}eNMLKJIHGFEDCBA@~}|{zyxwvutsrqponm!*#'h/#$ mOK`kCH  `BGArHpqi1qyadhbdn(kgvaq"giݝﺢ畭˞ޙ۔ˠ諉_^]\[6UASHQ8 LFJ= E^C768=/w*=2=<:4r<9<=$ .9iwff% 0.`s_NYII:< fLE2>Znzt}8Dftwvayy.7,Xbfgs&dho"baڌԇܙʈЂ[ XFGED]{< KYIEG5 @7?1:{3*x#>0tt ial,%i$" 1d7*$.LT[SN[SS@CYHFY ni}*,iAUGM+>0%=n'#29=!$-e,"1/gKZSOVVR;? bJYA_FH?>=*+*98765%#2bulachx*fn'umafp!hѶ̣𮢡쮤ʗǒٿ_^]\(VQPONMLZZYXGFED6 :-.r{813v7-s:><+'#+k.&?)f#-1'a"JJISU42|GII yAGS..-,;:98Tw{z|f1rj.xnn)nrm$qg`rߍѵ뾦褩͵ߎ_^]\[ZY4S NMLKJI[WVUDCBA5,;19()y9$v46<$4]Enmlkjihg*1!.$`lVRH|HODGDMIB@@MOsiyi:u}asyg10/.-,+*Jiihjj#"! ҴȐ×֒֏Ӊ̬҅㯮([XR`fKJIHGFED/-~}|{zyxwvutgba`onmla`c nihaH[NSV_O_S[^BCB^N HZBPWFF,*?>=<;:98Sdzzv210/.-,+*)(3354#"! ٗՃЍȁÖ֎Æĭ񲱰_2WQMH  RT}|{zyxwv,' 0p#'+)kjihgfstsra`nL^[RKPZF[ECJBK!! jNMzln<;:9876543$! ?.-,+Lf}u&vhlu!b݌Ԟ±ꍧ⥯ӷۊ׃媤  u}{yyRQPONMLK>F  A>38|=(65w~r<1(/7%%/i "% )!'3`tV99?;qKJDXBEGIKKKWGR%3=Hs9O^LO510/.><+nln'ufvlnm ؃쿥𓏰Ʉ񽨫 ZUSL^Nok@22=?z{:65>3!<5~",&ng{xEMfe(,#%`_SUV[UK[W_?;=% KJ@Fyr|os:v~q43210=>-yezhkl&45IBM only (as far as I'm aware)...compleet with bad speling and sintax!! SP Zeliard Dox =========== brought to you by DROOLMASTER RICK/THG! ZELIARD ======= To learn mnore about your mission in Zeliard , watch the opening cartoon at leas t once. To bypass the opening cartoon, press the Spacebar. If you have previously saved a game in Zeliard, you can bypass the opening and l oad the game directly from DOS. See "Restoring Your Game" for instructions. INSTALLING THE GAME 1. Place your backup copy you made of Disk 1 in your drive. 2. Sing the praises of The Humble Guys, and sing it reverently. 3. Type INSTALL and press Enter. 4. Sing "Praise be to Dave, from whom all software flows. Praise him you lamers here below." 5. Answer the on screen questions using the up and down arrow keys to highlight your selections, then press ENTER to select. 6. You will be asked if you wish to install the game on your hard disk. If you a re some cheap lamefuk that doesn't have a harddrive, then what the hell are you doing wasting your time playing this game? Turn off that damned MTV, get your la rdass outta that chair, and go get a job, ya deadbeat. Oh, what the hell, I'm in a good mood, so since you don't have a harddrive, pressing ESC will bypass this step. If you want to install the game on your hard drive, enter the letter desi gnation of your drive (usually C) and follow the prompts. NOTICE; Even if you install to a hard disk, the install procedure will write a f ile named RESOURCE.CFG to Disk 1. For the installation to be completed correctly , Disk 1 MUST NOT BE WRITE PROTECTED. No other files on Disk 1 are written or ch anged by the install command. Loading Instructions: After completing the INSTALL procedure: From diskettes: 1. Place Disk 1 into the A: drive. 2. Type A: and press Enter 3. TYpe ZELIARD and press ENTER. From Hard Disk From your root directory, type ZELIARD and press ENTER. Moving Duke Garland Use the arrow keys or joystick to move Duke Garland in the direction you wish hi m to go. On the joystick, the left button is for weapon, the right button is for magic. On the keypad, use the left and right arrow keys to travel. Use the up a rrow to jump, and the down arrow to kneel. In Town Talk to each person you see in town, each one will have information for you. Bew are! Some are under the spell of the Dark One and may mislead you. To talk to a townsperson, press the spacebar when they approach. Press the spacebar to scrol through each message. Visit each location in town to get advice and supplies. To enter a building, stop before a doorway, and use the up arrow or joystick position. Inside each place, you will be greeted by the person in charge. Use the spacebar to scroll through messages. Use the arrow key to select an option, and press spacebar to execute each option. At The Bank At the bank you can deposit and withdraw gold, or exchange almas for gold. If you are depositing or withdrawing gold from your account, use the up and down arrow keys to increase and decrease the amount by one. Using the left and right arrows will increase and decrease these amounts by ten. In The Caverns Using Your Weapon To swing your sword, press the space bar. To swing upward, press the up arrow key while swinging the sword. To swing low, press the down arrow key while swinging the sword. To thrust straight downward, press the up arrow , then press space an d down arrow simultaneously (this move is difficult, and may require some pratice). About Your Armor You can find a selection of shields at the weapons shop. Each shield begins with a specific number of damage points, which will decrease as your shield takes damage. If you can reach town before the shield breaks, the Weapons Master will repair it for you. Watch the ARMOR window to determine how many damage points remain. The Inventory Screen Press ENTER to access this screen. The items in the SPECIAL ITEMS area will be used automatically as you need them. Items in the SPELLS and MAGIC ITEMS sections can be selected and used at will. Use the joystick or arrow keys to select an item or spell, then press the spacebar or fire button to select. Press ENTER to leave the screen. Using Magic Magic potions and items can be purchased at the magic shop, and the Sage at ech level (after Muralla Town) will reward you with a new spell. To use these items and spells, press ENTER to access the inventory screen. Use the arrow keys or joystick to select what you want, then press the spacebar to activate it. Press ENTER to return to the game screen. The active spell will be displayed in the SPELL window, to cast the spell, press the ALT key. Magic potions and items will take effect automatically. Saving Your Game To save your game, visit the Sage's hut (usually the only unmarked building in town) and select RECORD. Type in a name, and press ENTER. The game will be saved to the current disk and directory, with the file extention .USR Restoring Your Game Saved games can be restored from any point by pressing the F7 key. Use the joystick or arrow keys to select a saved game from the list, press the spacebar to activate the game, then press ENTER. From DOS, saved games can be loaded by typing ZELIARD followed by the name of the saved game file (example:zeliardgame1). The game will be loaded, bypassing the opening sequence. COMMAND KEYS F1 toggles music on/off F2 turns sound effects on/off F9 adjust speed ( 0 =slow, 9= fast) F7 restore game ALT cast spell ENTER see inventory screen CTRL-J select joystick control CTRL-K select keyboard control CTRL-Q quit game SPACEBAR use weapon (in caverns only) ⪳𬡠贯͝ߙӕՒʌ^ ZS LGkoDCBA@~}|{zyxw%0$6 0$*n>),'(-)2id,,$`O[OKHV_EWXPH aBD+/bvnm?>=<6:|`gw{p3qdb}kcx+}`fcir$ Circuit's Edge Awesome Walk Thru. CIRCUIT'S EDGE Part 1 INTRODUCTION CIRCUIT'S EDGE is a graphic adventure whose story is set (roughly) in 2702 A.D., in a city called Budayeen, somewhere in the Islamic world. You are Marid Audran, a private detective. Budayeen is a seedy place full of unsavory characters, and you're not exactly pure as new-driven snow either. Drug use, sex, and drinking are favorite pastimes, and some inhabitants are really into inserting chips in themselves to acquire various skills and personalities. (Players of NEUROMANCER may detect some similarities here.) And you, being a carefree, try-anything-once kind of guy, are into everything! This game is in real time -- that is, the game clock keeps ticking away even if you're just staring at the screen. Be sure to pause the game when you have to leave for a short time. Certain game elements are sensitive to game time and must be accomplished without breaks. These will be so indicated in the walkthru. Saving the game is only allowed when you are in your own apartment; there is only one save-game slot. When you are on a time-limited task, don't waste time by returning to your apartment to save the game. All commands for the game are chosen from menu bars at the top of the screen. Although this type of interface is common to a variety of games, there are some unusual features unique to this game. These features will be pointed out at the appropriate spots in the walkthru. You need the street map (north is at the top of the page) and the business directory in the manual to travel. There is a small map window in the lower right corner of the screen showing your immediate surroundings, to help you orient yourself while traveling. Movement is done by using the arrow keys or by clicking either on the main screen or on the small map window (I prefered using the arrow keys). In the walkthru, commands that you select from the menus are in capital letters. From time to time, you will need to TALK to someone ABOUT certain things. These are noted in capital letters and quotation marks. While in the game, punks randomly ambush you on city streets. Early in this walkthru, we'll equip you with the KUNG-FU MASTER chip; this should make you almost invincible to these punks. After each fight, get all the money and a stiletto or switchblade (if you don't already have one); leave other things behind. If you find your life meter bar has fallen to less than half, go to the Medical Clinic, and TALK to the NURSE to BUY NUCLEAR HEALING. Because of their random natures, fights and healing are not included in the walkthru. YOUR APARTMENT Read the description to find out what a dump you live in! Select GAME and TURN BRIEF MODE ON: Now the game will only give you a description of an area when you first enter it. This helps save a lot of time and unnecessary scrolling. Select ACTION, then CHIP-IN your BIO-SCANNER. Let's take a look at your vital signs. Good, you're in fine health. Better leave that chip in all the time so we can monitor your health continuously. Hang around here and wait till.... Hey, your belt phone is ringing! TALK. It's your friend Saird. He wants you to go to Cafe De La Fee Blanche to pick up a package from Fuad. (Remember his new commcode.) EXIT. To help you get your bearings, you're outside the Five Pillars Apartments on North 12th Street, facing west. Turn left and go to the large intersection. Turn left and go east three blocks. Turn left again and go down North 9th Street. The cafe is on your left. From now on, follow the map in your manual to travel. TALK to GARGOTIER ABOUT "FUAD." Hm, that rascal probably went to Chiriga's. EXIT and go there. TALK to FUAD ABOUT "PACKAGE." Now, type INVENTORY. USE BELT PHONE. Dial Saird's new commcode: 131AEP69. He wants you to meet him at Frenchy's Nightclub. EXIT and go there. TALK to SAIRD. INVENTORY. GIVE Saird the COLOGNE PACKAGE. (Note: The GIVE option is only available when you take an object from INVENTORY while TALKing to someone.) Saird is ecstatic over the cologne. He gives you a new chip to play with. ACTION. CHIP-IN CHRONO-2000. Ah, now you can tell time. INVENTORY. DROP your WRIST WATCH (you don't need that old watch anymore). Hang around here and absorb the atmosphere. Hey, there goes your phone again! TALK. Someone wants you to go to Bougainvillea Apartments to pick up a note book. EXIT and go there. After you get a description of the lobby, another LOOK will take you to Carter's room. Someone knocks you over the head and everything turns to black. When you wake up, you learn that Carter has been murdered. Note the writing on the wall. ACTION. GET the HOLODISK or the ANSWERING MACHINE. Now, you get arrested by the police. Luckily, your influential uncle Friedlander Bey (nicknamed Papa) talks Sgt. Hajjar into releasing you. Papa is waiting to see you in his home. EXIT and go to the east corner of South 1st and The Streets. There is a bank machine here. INVENTORY. USE your BANK DISK. Type in your bankcode (found in the manual) and withdraw all your money (628 Kiams). INVENTORY. DROP your BANK DISK and go to Laila's Mod Shop. TALK to LAILA. BUY KUNG-FU MASTER chip. ACTION. CHIP-IN KUNG-FU MASTER. Now you're ready for any punks that may show up. EXIT and go to Friedlander Bey's home. To get here, exit Budayeen by going through the East Gate at the eastern end of The Street. TALK to BILL (the taxi driver) and tell him: I WANT TO GO TO FRIEDLANDER BEY. EXIT and TALK to PAPA. He tells you he wants you to find the murderer of Kenji Carter and recover the notebook. Great; now you have a purpose in life! EXIT and go to the Police Station. TALK to BILL to take you to the Police Station. TALK to SGT. HAJJAR ABOUT "KENJI." If he ignores you, keep trying until he responds. He gives you the answering chip from Kenji's answering machine. TALK to him ABOUT "MORGUE." He gives you a morgue pass so you can look at Kenji's effects. ACTION. Notice that there is a new option only available here: "U." To get to the Morgue, TALK to BILL to take you to BUDAYEEN. When you exit the taxi, you will find yourself just inside East Gate facing west. Go to the morgue and TALK to the ATTENDANT. Select INVENTORY and SHOW him the MORGUE PASS. ACTION. SEE EFFECTS. ACTION. GET ITEMS: HOLODISK and LEATHER WALLET. INVENTORY. LOOK AT WALLET. There is a tag from Mustafa's Pawn Shop. EXIT and go there. What's going on? The Pawn Shop is out of business. May be you can find out something at The Leather Goddesses. Go there and TALK to MADAME ABOUT "MUSTAFA." So the merchandise has been bought out by another merchant. EXIT and go to Friendly's Pawn Shop. TALK to FRIENDLY. INVENTORY. SHOW him MUSTAFA'S TAG. INVENTORY. GIVE him 20 KIAMS. He gives you half a brass ring. INVENTORY. LOOK AT HALF A BRASS RING. Notice the inscription on the ring. While you are here, BUY an ANSWERING MACHINE from him. EXIT. INVENTORY. DROP MUSTAFA'S TAG. USE the ANSWERING MACHINE. To understand the full message, you will need Laila's language chip and more Kiams to buy it. Maybe Papa can help with the Kiams. INVENTORY. USE BELT PHONE. Dial Papa's commcode which is listed in the manual. Well, hope he gets the message. Now, return to Laila's Mod Shop, and TALK to LAILA about "ORIENTAL." Now, TALK to LAILA about "JAPANESE." You learn she sold the language chip to a jewelry dealer. Go to the Jewels of Morocco and TALK to JEWELER about "JAPANESE." It looks like you will need to solve the burglary of the star sapphire to get the language chip. Better go find out something more about the serpent tattoos. EXIT. Papa got your message! He sent his two body guards to deliver 600 Kiams to you. Go to Franco's Tattoo Parlor and TALK to FRANCO about "SERPENT." You learn there are two suspects: Marco and Manny. Marco works in one of the shops and sold him a holoviewer. (Manny works for sharks?) It's been a long night. Return to your apartment and SLEEP until around 6:00 p.m. You may save the game here if you like. CIRCUIT'S EDGE Part 2 BACK ON THE STREETS It's around 6:00 p.m., and you just woke up. You're feeling a little hungry, too. So EXIT, and go to the Cafe Solace. TALK to OLD IBRAHIM and BUY any meal from him until you are grossly full. Now you are ready to continue tracking down the burglary suspects. EXIT. Let's see, Manny works for sharks...Loan Sharks! Go to AAA Secured Loans and TALK to GUIDO about "MANNY." He gives you a matchbook. INVENTORY. LOOK AT MATCHBOOK. The initials are "S.P." Could it stand for The Silver Palm Nightclub? Yes! INVENTORY. DROP MATCHBOOK. EXIT and go to The Silver Palm. TALK to HEIDI about "MANNY." Hm, a subtle clue: He has unnaturally blue eyes. EXIT and go to The Eyes Of Texas. TALK to SHOPKEEPER about "MANNY." Manny might have been involved in a card-counting scheme. Oh, I know just the place! EXIT and go to The Gambling Den. (Note: It's on South 4th Street, not 5th.) TALK to KARIM about "MANNY." He tells you Manny shacks up with some dancer who has red hair and green eyes. Gee, this guy sure gets around. Go to the Red Light Lounge and TALK to FANYA about "MANNY." Finally! This guy lives at the Ad Dur House. (Note: To find Fanya, I traveled to all the different bars and nightclubs, talked to all the dancers, and read all their descriptions, in case you are wondering.) EXIT and go to The Ad Dur House (at the end of South 9th Street). After reading the lobby's description, LOOK takes you to just outside Manny's room, but it's locked. TALK to LANDLORD. INVENTORY. GIVE him 100 Kiams to get him to open the door. LOOK. ACTION. GET CRUMPLED NOTE. INVENTORY. LOOK AT CRUMPLED NOTE. Manny is supposed to meet someone named Tamara at the warehouse on South 1st Street. INVENTORY. DROP CRUMPLED NOTE. EXIT. (If you have a stiletto or switchblade from a punk, skip this part and go directly to the warehouse.) CRAZY ABDUL'S TALK TO ABDUL, BUY a switchblade, EXIT, then go to the Warehouse on South 1st Street. LOOK. INVENTORY. USE STILETTO or SWITCHBLADE to cut the rope that's tied around the crate. So, Manny has been murdered, too. At least you found the second half of the brass ring in his mouth; this wasn't a totally wasted trip. INVENTORY. LOOK AT the second HALF OF BRASS RING. Note the inscription. Putting both inscriptions together, you get: "Shimaal Mosque, 1 AM." Sounds like a rendezvous. INVENTORY. DROP both HALVES OF BRASS RING, EXIT, and go to the Shimaal Mosque. It can only be reached by taxi. To be safe, you should be in Bill's Taxi no later than 12:40 a.m. Follow the sequence below, but keep an eye on the time. Skip over to Shimaal Mosque, if necessary, then resume the sequence afterwards. ELECTRONIQUES Well, Manny is a dead end (pun intended). So, we will try to follow up on Marco, the other suspect. He sold holosystems; therefore, the electronic shop is a logical place to visit. TALK to SAMPSON about "MARCO." All you get is his full name: Marco Herrera. Maybe the police computer can help if you can just get to use it. EXIT and go to Shoukri's Adult Video Holos. You still have the holodisk to contend with, but you haven't found a machine on which to view it. Answer YES when asked if you want to check out the latest adult holographic film disk. Answer YES again to slide in the holodisk you obtained from the morgue. There's a girl on that holodisk who might just be Kenji's daughter; she hinted that she was going to have cosmetic surgery. EXIT and go to Franco's Tattoo Parlor. TALK to STREET DEALER. BUY POLICE BADGE. This may just fool those cops into letting you use their computer. (Note: The Street Dealer only appears in Franco's shop after 10:00 p.m.) A hint that he has a badge to sell is mentioned in a conversation you overhear in either Chiriga's or The Silver Palm. Unfortunately, this conversation seems to appear in random clubs. EXIT and return to Laila's Mod Shop. Now that you are rolling in Kiams, let's stock up in chips. TALK to LAILA and BUY the following chips: RAD HACKER, ALPINE JACK, SUPER SPY, and PHANTOM. EXIT and get back in the taxi. TALK to BILL to take you to POLICE STATION. EXIT. ACTION. USE COMPUTER. The badge worked! Let's see what it has on "KENJI CARTER." So, he did have a daughter named Tamara. Things are clearer now. Next, look up "TAMARA CARTER" to get an address: The Red Dune Apartment. Okay, now we will try "MARCO HERRERA." Not much luck here, but he does have a brother, Alejandro Herrera: Try that one. Suddenly, a cop notices you're an impostor and kicks you out! But at least you noticed the commcode for remote access to the computer: Maybe a remote link-up is possible. EXIT and go back to the Shimaal Mosque. All you have to do here is wait till 1:00 a.m. Someone sneaks out from the shadows and gives you the code to the police computer. EXIT, TALK to BILL to take you back to BUDAYEEN, then return to Electroniques. TALK to SAMPSON to BUY DATA LINK TERMINAL. EXIT and go to Friendly's Pawn Shop. TALK to FRIENDLY to BUY UPLINK CABLES. ACTION. CHIP-OUT KUNG-FU MASTER. CHIP-IN RAD HACKER. INVENTORY. USE DATA LINK TERMINAL. Dial the remote commcode for the police computer: 054AJR86. Enter the logon code: "GRAVITY." Now, let's try "ALEJANDRO HERRERA" again. Bingo! He lives in The Medinah Apartments. Push the RETURN or ENTER key to disconnect from the police computer. ACTION. CHIP-OUT RAD HACKER. CHIP-IN KUNG-FU MASTER. EXIT and go to The Medinah Apartments. After the description of the lobby, LOOK will take you to just outside the Herreras' room, but it's locked. ACTION. CHIP-OUT KUNG-FU MASTER. CHIP-IN SUPER SPY. INVENTORY. Select CHIP RACK. USE the CHIP SKILL of SUPER SPY. The lock was no match for Super Spy: You are in! Read the description: Marco is dead, too. LOOK again until you find the bullet and the star sapphire. ACTION. GET BULLET. GET STAR SAPPHIRE. CHIP-OUT SUPER SPY. CHIP-IN KUNG-FU MASTER. EXIT and go back to the Jewels of Morocco Jewelry Shop. TALK to JEWELER. INVENTORY. GIVE him STAR SAPPHIRE. He is grateful and gives you 300 Kiams as well as the Japan-easy chip. ACTION. CHIP-IN JAPAN-EASY. INVENTORY. USE ANSWERING MACHINE. You finally get to understand the whole message. Tamara, Kenji's daughter, has the notebook; unless you are good, she will turn up as another victim. INVENTORY. DROP ANSWERING MACHINE and ANSWERING CHIP. EXIT and go to the Medical Clinic. You are here to follow up on the lead that Tamara may have had cosmetic surgery. TALK to NURSE about "TAMARA." She needs to see Tamara's picture, but you do not have a portable holoviewer to play your disk for her. EXIT and go home. You have had another long night. Time to get some rest. Save the game, and SLEEP. Darn that belt phone: It's ringing again. TALK. Why would Mahmoud call you at 6:00 a.m. and ask you to come to Hassan right away? Get up and go to Hassan's Tourist Paradise. TALK to Mahmoud about "HASSAN." Hassan has been kidnaped! INVENTORY. LOOK AT RANSOM NOTE. You only have till 12:00 a.m. tomorrow night to find him. Did you notice the floral scent on the note? Let's get cracking. EXIT and go to The Scarlet Orchid. TALK to SHOPKEEPER. INVENTORY. SHOW RANSOM NOTE. The scent is made from tiger orchid and is probably a woman's perfume made only by Heavenly Fragrances. EXIT and go there. TALK to SHOPKEEPER. INVENTORY. SHOW RANSOM NOTE. A very odd woman orders this perfume from time to time. You are told to get some tiger orchid for the shopkeeper to make a new batch. Well, may be you can buy some from The Scarlet Orchid. Go back there and TALK to SHOPKEEPER about "TIGER." You find out that you may be able to steal some at The Ad Dur Docks. EXIT and go there. You get here by riding in Bill's taxi. LOOK. You will need help to climb up to that second story window. ACTION. CHIP-OUT JAPAN EASY. CHIP-IN ALPINE JACK. INVENTORY. CHIP-RACK. USE CHIP SKILL of ALPINE JACK. Okay, you are outside the window. You need to bypass the security system to get inside. ACTION. CHIP-OUT KUNG-FU MASTER. CHIP-IN PHANTOM. INVENTORY. CHIP RACK. USE CHIP SKILL of PHANTOM. You get in and pick up two packages: the tiger orchid and a Cuban cigar box. ACTION. CHIP-OUT PHANTOM. CHIP-IN KUNG-FU MASTER. EXIT. TALK to BILL to take you back to BUDAYEEN. EXIT and return to Heavenly Fragrances. TALK to SHOPKEEPER. INVENTORY. GIVE TIGER ORCHID. It's done. All you can do now is wait for the shopkeeper to call you when the odd woman shows up at the shop. EXIT and go back home. SLEEP. The belt phone interrupts your sleep again. It's a call from Heavenly Fragrances. The odd woman has picked up her cologne and there is a phone number on the bill: 774TFF60. INVENTORY. USE BELT PHONE. Dial the commcode: 774TFF60. That phone belongs to Mohammad's Glass. Well, you better get some rest before you continue your investigation; you need it. SLEEP until 6:00 p.m. Save the game if you want to. CIRCUIT'S EDGE Part 3 BACK TO THE CHASE You are awake and feeling hungry, and you have to save Hassan real soon. EXIT and go to Cafe Solace. TALK to OLD IBRAHIM. BUY a meal from him until you are grossly full. EXIT and go to Mohammad's Glass. TALK to MOHAMMAD about "ODD WOMAN." She ordered a crystal ball and it's ready to be delivered to her. TALK. INVENTORY. GIVE Mohammad 150 KIAMS to get the crystal ball. He tells you the odd woman is Madame Mimi in the Tarot Den. EXIT and go there. TALK to MADAME MIMI. INVENTORY. GIVE her the CRYSTAL BALL. She pays you back the kiams you spent for it. TALK about "COLOGNE." The nervous Madame tells you that you have to come very close to death to find what you are looking for. I know just the place. EXIT and go to the Cemetery. You get here by exiting the West Gate at the west end of The Street. It is mentioned only once at the very bottom of page 10 in your manual. LOOK. You see the man who jumped you in Kenji's apartment! You have to fight him here. Hit him three times, and he runs away, but he drops his radio direction finder. It is broken but it is set for frequency 6229. EXIT and go back to Electroniques. TALK to SAMPSON. BUY RADIO DIRECTION FINDER. BUY WIRES, too; they will come in handy later. EXIT, INVENTORY, and USE RADIO DIRECTION FINDER. You see a red arrow at the top of the screen. The red arrow points at compass directions (north is at the top). Use the arrow to home in on the warehouse between North 14th and North 15th Streets; then go there. You can't get in; set off a small explosion to blow the door. Now what? Well, there's still that Cuban cigar box that we have not dealt with. INVENTORY. DROP. RADIO DIRECTION FINDER, and go to the Smoke Shop. TALK to SHOPKEEPER. INVENTORY. SHOW CIGAR PACKAGE. Whoa! The box really contains explosives. He also tells you about a terrorist who has been in the news lately. EXIT and go to Maq'-allah's News. TALK to MAQ'-ALLAH about "TERRORIST." LOOK. The newspaper says this terrorist, Luigi, was recently gunned down and killed by police. I wonder if his body is still in the morgue? EXIT and go there. ACTION. GET MORGUE PASS that you dropped the first time you were here. TALK to ATTENDANT about "TERRORIST." ACTION. GET DEMOLITIONIST chip. INVENTORY. DROP MORGUE PASS. ACTION. CHIP-OUT KUNG-FU MASTER. CHIP-IN DEMOLITIONIST. INVENTORY. CHIP RACK. USE CHIP SKILL of DEMOLITIONIST. You realize you need to buy a detonator; Crazy Abdul must have one to sell. ACTION. CHIP-OUT DEMOLITIONIST. CHIP-IN KUNG-FU MASTER. EXIT and go to Crazy Abdul's. (Note: If necessary, stop by the Medical Clinic now to buy Nuclear Healing.) TALK to CRAZY ABDUL about DETONATOR. INVENTORY. GIVE him 100 KIAMS. EXIT and go to Friendly's Pawn Shop. TALK to FRIENDLY. BUY COUNTDOWN TIMER. EXIT and return to outside the warehouse. ACTION. CHIP-OUT KUNG-FU MASTER. CHIP-IN DEMOLITIONIST. INVENTORY. USE EXPLOSIVES. Boom! The door is blown open. ACTION. CHIP-OUT DEMOLITIONIST. CHIP-IN KUNG-FU MASTER. Go inside the warehouse. You have to fight Alejandro Herrera to the death, but with the Kung-fu Master chip, this should be easy. His last confession tells you that he did kidnap Hassan and that he has a big boss behind him. LOOK. Hassan is freed by you. EXIT and go to Hassan's Tourist Paradise. TALK to MAHMOUD. He is very grateful to you and gives you a static pistol and a holodisk viewer! EXIT and go to the Medical Clinic. TALK to NURSE. INVENTORY. USE HOLOVIEWER. The nurse sees the picture of Tamara and recognizes her, but she will not give you any more clues unless you give her a pair of emerald earrings. (Does this game ever end?) EXIT, return to Jewels of Morocco, and TALK to JEWELER about "EMERALD." He sold the last pair to a street dealer in one of the clubs. It figures. Go back to Chiriga's and TALK to STREET DEALER about "EMERALD." This is the guy that bought the earrings from the jeweler, but he will not cooperate. TALK to him again. INVENTORY. GIVE him 50 KIAMS to learn he sold it to some blond dancer. Well, by sheer trial and error, the blond dancer is Kandy. When you TALK to KANDY about "EMERALD," she will tell you that Lily has it. When you TALK to LILY about "EMERALD," she will tell you to get her something green with which to replace it, and call you a "pet." Unfortunately, these dancers move from place to place and often disappear altogether only to return the following night. I suggest you try Chiriga's, The Red Light Lounge, Frenchy's Nightclub, and Big Al's Old Chicago. If you can't find her/them, try again the following night starting at 7:00 p.m. Meanwhile, back at Chiriga's.... After talking to the Street Dealer and/or Kandy/Lily, EXIT. As you exit, a hooker will come up to you and ask for your commcode. She says she has something special for you. Say YES to give her your commcode. The hooker will call shortly afterwards, probably while you are still searching for Kandy/Lily. You deduce that she lives in 247 Salah Ad-Din Apartments. I said "deduce" because the call was cut short very abruptly. Go to the Salah Ad-Din Apartments, and after the description of the lobby, LOOK will take you to the hooker's room. You are not surprised to see another murder, are you? LOOK again to discover the Samurai tattoo on her body. EXIT and go to Franco's Tattoo Parlor. TALK to FRANCO about "SAMURAI." He gives you some information obviously linking Kenji to the hooker, but it serves no other purpose in the game. EXIT. We now pick up the story after you have talked to Lily. She wants something green in exchange for the emerald earrings and she calls you a pet. Now what can that be? HOUSE OF SNAKES TALK to SHOPKEEPER. BUY GREEN SNAKE. EXIT and get back to Lily, wherever you last found her. TALK to LILY. INVENTORY. GIVE her GREEN SNAKE. She faints at the sight of the snake and that makes it easy for you to grab the earrings and run! EXIT and go back to the Medical Clinic. TALK to NURSE. INVENTORY. GIVE her EMERALD EARRINGS. Finally, the nurse tells you that Tamara has changed completely, and is now Arissa. You have probably run into her a few times in the clubs. Arissa is frequently in Chiriga's, but you may have to search in the other clubs too. When you find her, TALK to ARISSA, and you learn a lot about the murder cases. Arissa promises to call you after she retrieves the notebook from her apartment. Shortly afterward, Arissa calls and tells you to go to 1744, the Gray House. After the description of the lobby, LOOK will take you to Tamara/Arissa's room. Well, at least she has not been murdered like the others...yet. You learn she has been taken to the warehouse on South 1st Street by Abu Salah. Wait a minute: You've seen his name. He is the owner of Abu Salah's Rug Shop. Better get over to the warehouse fast! ENDGAME LOOK. Here it is at last: the final confrontation. You have to fight Abu Salah to the death. Again, with Kung-fu Master chipped in, that's not much of a challenge. ACTION. GET NOTEBOOK. Wait, Abu is not quite dead yet. He starts the torturing machine. Tamara will die soon if you cannot stop it. What and where is this black key that Tamara is talking about? From now on, you have 60 minutes of game time to get the black key and bring it back to save Tamara. The black key is in Abu Salah's Rug shop. Enter the shop, and LOOK will get you the key. Bring it back to the warehouse. INVENTORY. USE BLACK KEY. Tamara is saved. EXIT. Just one last thing to do now. Have Bill take you to Friedlander Bey. TALK to PAPA. That's it; another long drawn-out murder case solved. Just sit back and watch the ending. Some additional info not included in the walkthru: 1. You can also SHOW the RANSOM NOTE to SAIRD to elicit some interesting responses. Use the belt phone to call him to find out where he is. You can only reach him after 6 or 7 in the evening. 2. The clue you get by typing "Tamara Carter" into the police computer -- that she lives in the Red Dunes Apartments -- leads to nowhere. By talking to other landlords, you will find that the Red Dunes Apartments has been renamed The Saharah's Apartments. Going there does not lead you to Tamara. Talking to the landlord there yields no further clues either. 3. Try typing in Friedlander Bey and your own name (Marid Audran) into the police computer for some interesting reading. Typing in the terrorist's name does not accomplish anything, which is odd, since he was killed by the police during a shootout. 4. You can play blackjack or baccarat in The Gambling Den. It is very hard to win and gambling has no bearing on the outcome of the game. 5. The writing on the wall "MCDIX" turns out to be a number in Roman numerals. That seems to be such a tantalizing clue all throughout the game, but you don't even need to guess it. Buying and chipping-in the Julius Caesar chip tells you the true nature of "MCDIX." It serves no purpose in finishing the game. 6. To successfully set off the explosion, you need the explosives (naturally!), wires, countdown timer, and detonator. You must also chip-in the demolitionist chip. Another awesome walk-thru brought to you by THE AWESOME DUDE! 磣Ƒȡᣢ_^@O[Z!V|z#!.-?/IKEDCBA@~-3(3-188u ;7q3:<>#9j(i=NHa`}`jh {saQYX<;:98765M>@P^HK+*)('&%$#"! _^]\[ZYXWVEYAF|z,!#:.8:!((E"6,"4VPd sz)yonmlkjihgfe")$3_RTHTY[MP]_]JDBJ^LUGKCJLFylrq;*46543210/.-,+*)('&%$#"73ןԟ܂̊Ȅț֕բ܍_VU[ZYXWVUTN LG I @>09|857.2$!'s;%p;!m+9+9 .%HNcba`KKJNI]AQCI]Rzhxnh9wq6m`vje0'v$7POUGULJA!(֙шϞ鱰ꭺ⳥ܘ•ڍՆ_^ F UR jlEDCBA@~}|{zyxwvutsrqponmlkjihgfedcba`WGT^S^PC\ZQYQ]ONXNXZ%-?>=<;:9876543210/.-,+*)('&%$Spoiler: CRYPT OF MEDEA Written by Douglas Cameron 12/1/90 This is a step by step solution to CRYPT OF MEDEA by SIR-TECH, an old Apple adventure but well done. I hope that it will take you through the game to a successful conclusion. Words with capital letters can be abbreviated by the capital letters. The parser looks for four letter words which can save some typing. Save the game often because a wrong step will kill you. For example, you will die when you swing on the rope if you are carrying too. Going East from the lab with the table without the rod will also kill you. Also there are things you can do which I don't mention in the solution which will get you killed. They are fun to try but not without a save game. When you go down through the trap door, you must have the flask, candle, matches, shovel, and gloves. get candle, look crypt, look tombstone, pull stone, get matches, light candle, move case, Down, North, burn hand with candle, get shovel, South, Up, dig, pull knob, East, get knife, East, get flask, South, look head, get id, search corpse, get vial, drop shovel, drop matches, drop vial, South, get player, East, open vial, throw vial at web, East, get tape, West, North, North, put tape in player, play tape, drop player, put id in slot, get diamond, West, West, cut glass case with diamond, drop diamond, get mask, get glass, East, East, South, push button, drop candle, wear mask, West, push violet button, East, get rod, push yellow button, push orange button, West, push blue button, East, drop mask, drop knife (you must keep the candle and the glass), North, North, cut rope with glass, get rope, South, East, East, throw rope, swing (if you are carrying too much you die), East, throw glass at mutant, North, get magnet, South, West, swing, West, West, North, use magnet, drop magnet, get key, South, East, East, swing, East, unlock door, South, West, get gloves, wear gloves, East, North, West, swing, West, West, South, South, get dog, North, North, East, East, swing, East, South, South, East, North, throw dog at scum, look moss, turn valve, South, East, North, look vat, Down, East, get needle, West, Up, North, West, swing, West, West, South, get matches, shovel, flask, knife, South, East, East, inject mass, drop needle, Down, East, East, dig, drop shovel, get torch, light torch, West, pull switch, West, West, West, get fuse, push button, East, East, East, South, West, cut lard with knife, get slice, put slice in flask, East, North, West, get burner, light burner, melt slice with burner, drop burner, West, get timbers, East, East, South, West, oil dial, drop flask, West, West, Up, West, South, make bridge with timbers, South, East, East, get earplugs (there is a mole here which you can get but it doesn't appear to have any use), wear earplugs, West, West, North, North East, Down, East, East, East, North, East, Down, East, North, get barrel (don't read the sign), South, West, Up, West, South, West, West, West, Up, West, West, make bomb (you must have the barrel and the fuse), get axe, North. At this point, save the game and turn the sound off with control s. Timing is crucial. You must be prepared to enter the next three commands quickly. The timing is crucial and regular Apple II speed necessary - normal speed on a GS and will work. Light bomb, drop bomb, South, North, North, use axe, North, Up. You are done - the game records 70 experience points here. I don't think that there are any more. C[A YXOsN@AGRT?i|e;nv8rnexr{0ydn*jgjkdjgq!iޟۍӓѓȗב駻Ἢ붠ݍۇ伯_^]\[ZYXWN HD@>,8|/2SWnzdx65!=%3%5o9(-;%'h((j+%$LJyL^@T@VBXFKAHX FFICB.(g?#=xrir8zs{a10/.-@6ffic $#"! ݯҠϿı䮧رʓćՄܶJ^ {TSRQPONM J-&ZF6 :2+5zlx:3&'254#BD@F riug%,6 7(4\R]I^{ss`~~fzb~'#nfL@Bs{n82t'%>p=+>)9<,,g0$6*##,ZMwwzvdU]V}a}h`ni}*,mQ\\N;rvtse5u3|d}mk,ooggsokcDeja Vu II: Lost in Las Vegas Preface: In writing this solve I'm assuming you know how to play ICOM adventures, if not get some documentation on them. I've tried to make this as clear and concise as possible and to win the game in as little moves as possible. Bathroom: Get pants, operate pants, open bathroom door, exit thru door. Bedroom: Get cigar ring, get train schedule,open hotel room door, exit thru door. Corridor: Open double doors under casino sign, exit thru double doors. Lobby: Take left exit to cashier's cage. Cashier's Room: Open wallet, operate $10 bill on cashier, get chips, exit left to blackjack room. Blackjack Room: Keep going left and examining each of the dealer's name tags, until you find Rudy Kowalski, operate newspaper clipping in your wallet of you and Rudy boxing on Rudy for easy winning, bet until Rudy is replaced, get chips, exit right until your at the Cashier's room. Cashier's Room: Give chips to cashier, get paper money, exit right into lobby. Lobby: Exit thru glass doors outside. Casino Entryway: Exit right to Train Station. Train Station Entryway: Enter Train Station. Train Station: Exit right to baggage claim booth. Baggage Claim Department: Examine departure sign until a train boarding for Chicago appears and what gate, exit left back into station. Train Station: Exit to appropriate gate. Platform: Enter train. Train: Pay conductor $20.00, wait until train arrives in Chicago, exit train. Platform: Enter Train Station. Train Station: Operate quarter in wallet on newsstand clerk, get newspaper, exit train station. Train Station Entryway: Enter taxi cab. Taxi: Operate drivers license in wallet on cab driver, exit taxi. Apartment Entryway: Enter apartment building. Hall: Operate key to your apartment on door 1A, enter apartment. Your Apartment: Get flashlight, open overcoat on wall, get $10 bill, open drawer on floor, get penknife, exit apartment. Hall: Exit apartment building. Apartment Entryway: Enter taxi. Taxi: Operate newspaper clipping in wallet that says "ACE CLEARS NAME" on taxi driver, Exit Cab. Joe's Bar Entrance: Enter alleyway behind joe's bar. Alley: Go to fire escape. Fire Escape: Open penknife, operate penknife on bunch of boards nailed to window, operate boards, enter window. Siegle's Office: Open old telephone on wall, get key, exit thru window. Fire Escape: Exit to stairs down. Alley: Exit to further down the alleyway. Back Alley: Operate penknife on door, open door, enter door. Hall: Operate flashlight, open bar door, enter bar door. Bar Room: Open wine cellar door, enter wine cellar door. Wine Cellar: Operate wine bottle with no cob webs, enter secret passage. Secret Room: Open round door, enter round door. Casino: Operate unusually shaped key on right slot machine, open slot machine, get diary,get card, exit thru round door. Secret Room: exit thru wine cellar. Wine Cellar: Exit to bar room. Bar Room: Exit to hall. Hall: Exit to back alley. Back Alley: Exit to alley Alley: Exit to street. Joe's Bar Entrance: Enter Taxi. Taxi: Operate business card on taxi driver, exit cab. Apartment Entryway: Operate penknife on basement apartment door, open door, enter door. Sugar's Apartment: Open clothes wardrobe, get cop's uniform, open vacuum cleaner, operate penknife on vacuum cleaner bag, get letter, exit apartment. Apartment Entryway:Enter cab. Taxi: Operate newspaper on taxi driver, operate pants, operate cops uniform, exit cab. Morgue Entrance: Enter morgue door. Morgue: open small gate, enter freezer. Freezer: Open door #5, get toe tag, close door, exit freezer. Morgue: Operate toe tag on clerk, open box, open wallet, get $10 bill, get baggage claim ticket, exit morgue. Morgue Entrance: Enter taxi. Taxi:Operate cops uniform, operate pants,operate train schedule on taxi driver, exit cab. Train Station Entryway: Enter train station. Train Station:Examine departure sign until train boarding for Las Vegas appears, exit to appropriate gate. Platform: Enter train. Train: Pay conductor, wait until train reaches Las Vegas. Platform:Exit into train station. Train Station: Exit to Baggage Claim department. Baggage Claim Department: Operate baggage claim ticket on attendant, open suitcase,open bundle of dirty clothes,get letter, exit to train station. Train Station: Exit thru front entrance. Train Station Entryway: Exit left to Lucky Dice Casino. Casino Entryway: Enter casino. Lobby: Enter double doors. Corridor: Operate elevator button, enter elevator. Elevator: Operate button #3, exit elevator. Corridor: Open laundry hamper, go to laundry hamper. Dumpster: Close metal lid, wait until thugs find you. Laundry room: operate ropes on crate, exit upstairs. Hallway: Open front door, exit back down stairs. Laundry Room: Go to dumpster. Dumpster: Wait until thugs leave, exit dumpster. Laundry Room: Exit upstairs. Hallway:Open counter, exit thru office door. Office: Open desk, open box in desk, get magnet, get unmarked brass key, exit office. Hallway:Exit thru front door. Laundry Entryway: Exit right thru desert until you come to the Lucky Dice Casino. Casino Entryway:Enter Casino. Lobby:Enter double doors. Corridor: Operate elevator button, enter elevator. Elevator: Place magnet about #4 button on panel, get magnet, exit elevator. Corridor: Enter door with name "Dan Ventini" on it. Ventini's Office: Operate paper weight on paper weight, get dart, exit office. Corridor: Enter elevator. Elevator: Operate "L" button, exit elevator. Corridor: Enter doors marked "CASINO" Lobby: Exit thru front door. Casino Entryway: Exit left thru desert until you get to Reliant Laundry. Laundry Entryway: Operate unmarked brass key on side metal door, enter door. Laundry Room: Exit upstairs. Hallway: Exit thru office door. Office: Operate dart on dart board, enter secret office. Secret Office: Open Desk, get letter to boss, drop cigar ring, exit secret office. Office: Exit office. Hallway: Exit thru front door. Laundry Entryway: Exit right thru desert until you come to Casino. Casino Entryway: Enter casino. Lobby: Exit thru double doors. Corridor: Operate elevator button, enter elevator. Elevator:Place magnet of #4 button on panel, exit elevator. Corridor: Enter office with name "Anthony Malone on door. Malone's Office: Drop diary, drop letter from sugar's vacuum, drop letter to boss, exit office. Corridor: Enter elevator. Elevator: Operator "L" button, exit elevator. Corridor: Enter doors marked "CASINO" Lobby: Exit thru front door. Casino Entryway: Exit right to train station. Train Station Entryway: Enter train Station. Train Station: Board any train immediately and get out of town or if you don't have any money go far into the desert. Sit back, and watch the show... Ɋ×篦ǂ]Y \Q$ `fKJIHGFEDCB3%  z:7:;4:7r0<#!:?k3&=g2*d".-/\_IYAYA\V@RN@F_& m{lirh|67Stw{2uyihh~nd}(sua#mg ےןӝË𝋞讨Ӓ^ z|UTSRQPONMLKJIHGFEDCBA@~}|{zyx19't2r"3=+("ej .5e&",*`VM]WMXAD8> ?>=<;:9876&&X</.-,+XL[BTSA#CR ۩ԑ;Ñ܄_^]\[ZYXWVUTSRQPONMLKJ  MB56-}/8(<=9v<'s!0&**@Fkjihgfedcba` IKIKCUHTw>dsnh9heyrfr=0|a-ex('&%$#"! ƌ甀ߟŌҀ끁_^]\[ZYXWVUTSRQPONMLKJIH  A :0:(3z;!#3&t?=?7o(">k?:-JLedcba` CR~>~tzhx{csg4`we>-,+*)ZBU@VcodeȣŒٛДݎӅĀ ]YPM K JC 0,8|VP 7"v"1!7q3.;*$?fi1(3e/*.-%[NYM_KY[ZRFYUeDBL ZECVPETAmzn2;\vj7b}}`>1xj.xog|bhfap"xoމێײփϨȆƁﯣ뺻ⸯʞ̗בߊӆփſ^ YT PbdI A1:}%4/+x8$<3:<0!-g35d"03/H11V\^C\GFYUBHJ_ HZUIRPHGwj=uh:mpr6g}tze0n`i,ikjcpgw`#kr ܟח亄ɑŗ񵡭讨妱Μ䖗ʎȅ찳 XUQ4 LI.MB:&  vw:#s;?p;&(l.$=:>1$=obLJFQH]SW\WW\AEEBK rE\CIJLVNz{yOU\RME96T4`yx~aw-ghf'hjs#ptnޟۃֽӚϏ͜ǐ􈔞솋末͙ەܒӒ̃ϿQ^)=71Y,8V85=\Q}e)$:.J;)3/**0?A47;}/0376.v85=r699+>l2%8$"5!6_P)!?;*8-FG4,#+6O@ { xu& ?9!)m8#/i%&!,'c#2(ZM11ILUZY[Gx^U^IN HJHP@ zlZXI2;\VJ@WGP=2SE]@-HDE[[)&NMON!AײѦ㣮Ģ頮尴ݗѓڍ̄ TWRMGH<5 %1!)@  yvrbkGC n||pmxjssvfgnzh~ mgphx hNE?{k}kukycsf4gzt0xoyiy*`f'rma#udlޜ򎙀ԕϏ͈ȓÁ򦹻꽠榬ދŁ \Y ZS)=5):M8#/'H5/",7B4. |VP {t bk fiTRI_RBFA[U@H XCO ZFDGMWVHp>vuwvj8ny`4rteu}.re|(sgna#vie߉٣Ӧϭȣö񇎀Ꝡ步⥯͝ӝصӵ͡S^ZUS{ H C :23)z863v< s?4<;=m%?j+=3f$(0-a3K_OHHXQ_GQ]_[FH Y_N+/vqdKVX0T2*4^O*?#;J= "F"!.?O@1(|?5y68"u#2<%p;!m(9%9h3. d$',`JPIUW42YYBQWRQZ]H _BLPGK@GYPsqyyh:p~7oza3v~~(z-dj|l(nr+$XPHGܽӾᬦ­숋䑋됝왖򎿓ι̾_[ WRO LID  q~ vwpBD fg {simxjsfvsukchjd}bwksqeQZ\RO49_RB5RZ@BD\ZLJM$)_BGW$CO۾פѴ̸ħ혣黳㠤ϛۙߒɌ̈ՀP]2 YVRLI Cok7;}.2>=42v:2s&95o("99j:<&0 7mb zxiv|~c{cwkab~ mgph emsw^LY2;JLL7R\FG2F@-DDZYMU[+$Pv`fޒښЎ̜ǂĚ򥸪赩ˡҕɲٸžŪ98 R[3YT~xO JF B-0}5/vy:""u-<'q4 `m$%/fihkd7*$`LJ\Z]KWX[UTSX^vkn~ |oow`/+sK_[Z5:U]QB;4_WWD!.IC\D'(EGFOTCSD޺ڻҷɺ£ڛ뾨尫Λږ֒ɋ̇у±֤㥉 ]Z VMHE?1' $  {t0#1,/)-)8(fihkjc6)%MI]]\5=DZ[^IA_ _BLKGVPVHMz>5hs{ws7qzp2;?0TIHX+LF]URMY-"FeڍՕƖ󧢥먥䷪ΛטДێߊ܇с뽑 TY1VPMI MB2s~  xpBD i b~x{hpbhfYY\D_ ]AMUC]LWNz{yq) ;?l8><.!f*6c;.5ZRROSMPQYQFYU]]DNXL[QMMOGCmqnort~8a|v2sbfjji'*`|'dwabir ؎ө˭ǥ†ኃƴZtrO J E @<22/>>fx an  d* 4cVMWGQ[_N_CDG %-QLPK@}rhnic9k~q{:3ITQ[.YDN*JIUTJP^,!CٙՓЉ̒ǃҌ򂙈랡涭ϛ͗ÓސΞŮ_28:/TY420!ZS4>"8/?(EJ= 5)2D('8N tyu pi  jc q06uvjqf|b{jwp sF]NDRFKUlj=iuvv{|sq4gzt0Kk`ce-z(cijv-,/.ߥ֡ʨ񸪼켯⥥՜ۘߌ܉]F[ UQIF NqpsrutwxZ\{z}|~a`cbedgfihkjmlongorkw`a|vbycxh~ yy`bt`y uHvm=vnim8gfgva1xfc-cml)i' hjvulޟ̰Ű󆹹箬㧹ٖٛՐˍۇ򼽻´԰ŧQ^)Z=T  K  Gko A7,22>z--%8&t2!84*`cbej  bjrios@@J^J^[_JQJ@Vz>wihn9ezxewu0``h,dl)|oc%lbpeeݝӕ̓ʈƑ𩡸遡汳⮲ޚƔ݌މԆׯ [WQ L H A ,SW|{zyxwvutsrqponmlkjih&*6+c+/3VZX60fvatdtbbn RaQCREl>|rb:v~7b}q3h~~j}-oyoh|bb%fz"REާ¨㶩ўÙƹ_=2073*188&T$;%8O/#L"8;- 3)%1B2(QQzyxwv6i md%cihgfe/..7LDSNMWWFWV@EQF@ XCO KHJJQQNF?juy;876543210/.-,+*)('&%$acbkوӇȔȱݙ歠^[ {PONMLKJIHGFEDCBA@~}|857,6?;==5q$'+m/$&&=5f*"c6)%NRUUNWYA\V<: ?>=<;xx{|qg{f|u0|mind)}ib`vcodeTS{̈ũ$1<^PDX ~Am”hP~|c_Ufb 9I\16󰿾ɷ謨WU8֪e%KǧaV,Q\B؞n mGS\RV3hb\:tJaQCG_Y|UHY8v" yTiHogJfoGlGCh} QY[D~g%mmO9[9ÒW|Y\ۏj;I*"e!sMɮ|wΏZiWɧl@N pV{颖ßOf:(?Qޱ\ N.2AhT@g|W4(0?>848X }soF=3U:ZЕ=>H)@4048|8fh,=;~I$8>RZi26Z6_9TK17{FAc],t>!>w4';&bl3by!:uuwsMm(k3T{ش^1E9_g΄겼ݯ ͡w9P?ӥ.8Ѱ򣽪aay4:U!~@VBU!8x,3VIc";̎K)1,.-&nONoS\]Gd_SY6ED1SMVpxhpyJ{,Zp;⛋gŗq ) H>/ ,0~sMde^x*R],<8"u\ !%%EE$C8nA4OFYL)jGBˀ{XUYq\.?am{'5k -4E:ә7򣋞x0#50IuTM :vsӏi0O܌FClOɛI <~̠;KҼ2K6hΒElTM5@c.]`na =DY.E*y>1RIaya9ut5M6tCxfWWNȼ3SYSEt5${E(T.[hI @rmhlu2[l1I E^VI&e_8& JR矡u* E!w!KgV+s#ܝ8!A倍ٗmys%Nx}мЮ>@V8Jl EWpA `)B}3+? Xqiyt'׍ 2}^۟hppkJ1w]OhMFWf~]B0LϠ7~&Orr%MrޛtqQep&Ƿzˀj[;;#e5!uC*x2=E=}AQG|_/ /&z Xrvd9>y( *Z%_r&3%xh8NBJ)dӴOE~$Lkԃ5w(I J>)fOiʴv=( 9 aKmPO2E4'-%d~~Q lYvxtn~q}vza|aeqbg)"diig]3#6Piw~X*10]v*)xAheBnЎqa̤>XWc   R iwLn%)=`yi'>^P,Q/ȉ:FGi ]46lKS7jM@kcy>a7ngM  &7@ G`"o1D.eM!]"C:EPr9/ :!0]t$?q;`M%+|9j.޶MV%Ce"]BCD O*B+iIy ݸX},b=֚G@BI^?m! MX$Fh)Ld rS㸵LWc ]{ ,.?>t96rk&S% =ic12P)Ty4[ ۨ٣e.X)CF!n$9=/βtj.ȯHNΜ`6Q/Io\ uEwf2cƺhr4Q4A]ͱXr#Nԛݪ+Ƭ,~hf&tDDj0Hbz-K <Xw7wD+Tk!edݮ^2P A3J8㲅=gDU)̦}M0c2bw_=8zR0?x5#nRMc}ݗqs. |n( Z9 1bK]n׀L0x'hԍ]KKRS>Md j j۠`1cV^l:<JwO!Ζ*ʮL x64Ic%pjdb+ r d3hZ֦Yc-k=`>߃<$H:4 X"WUGJo:(r(ςRX<,irHRA񺺠d33gs<:.ZH}K񏘃 3ҁeZ׷6An]D?dLk ?:-.2.2 yctLO!" iB$bZ߆ WH]Z=n5=@Bî_PN_9`­A]R[/)+,81*BLgjaѩ?:88ysٴ9ʆGh3R˥X ύL5!V`//,)hE9ikR|45jr9++Q%DjI0U|hѴCt 0ym1 6菿,A.-y b/Q _z\`gR曚1DHui9dJBE];ihս=Oռ{>"M54ukGUV{2@ -*H-˰eX3RӢǹiIjx8l/lp-kXi3\<; BOyQ0BHK]eA 2D.pBn%!8|ܷaN3[i'[&83-dJDk!akۇp0^f*ycEDB﫢qkL=VE OSqou2j6cѧ7E/j-s$ sCQiS6YFɱn<ۛBTYee<߫/fHʏ2u^ǒOR ׬'TLD\)SR% 9c̪%/<Lbc )Y*6Jνv3T4?Pj$UzX v/1R^Q>+B'D|~W@3<8><7s<]ܻx:T{YkI0h͏g #iԕG 1 fZV#+{z 2XFݒhNW/K؎i }ǫPFD=\77XP[EJg{2zcTcK}$ۿK-s ViusH!oMo##yk8\EBCv|bkvqI@ Mwm;1_ ma"&?hhp-۳07~.|Osc3dNXҧuw3PpNH:ؼ[xn5꓆Vyr|BiU¯R!DXJ TBgI~׵xGZN*ūL*AvtGS\Bt5o/=# X^1X2+N-߱9%o66c Qbl~} ;U΋~@рE5X ģƑ t^6/:grM$7H͛G0LS&GM:oxNsZ+GA_:E B\c7 ho晏}h$3'~L‘s~&`./>o/m!.NRQ,a !㐟tNTLzޅ|(k o&;hK72J;/ƣ Er.~DZDT񚄗:5s4!JpO ~U]azNs2N|s ]ͣw`d]8s/Y /pqwIʯᵃ.Z7k`_c^Uic#"&;~؇(h򈃇1BN<<*=PJ莖]DV`lZ ϑ?MM-Ml M1RnG̯EZ:ݤUn!X|{R]V ÞGR( p/uמMd mԓd'fT"fu8ɜZ=֜ՊWz3Zd拀e; #N&ڢr$[ѣ]~:LS͛#-8 ?R\_-YAձoO~xS#MDR9WHQkœi0bA b9E?,(8~-9|ZjZ3h.iO!QU725>̪LJw.z6Dܮ5$iBf(Par]c_J{KDj-X1GϜ[+t\qCZ%T͝PbQ*݁g0z6l^Yi$g1CWJqMOY:?:{brξz؎ ~ShWğt(R,dH#%s0isC5CiK5ضSK驶 ^]H`'qe/#ѽBѳ*l\&O z]S&d@sd^mO@>5 $Gލ%k !0%i&`&?Z.dh+G@y1* sWelHV+춀nDBZlvjgwyOh48Gn9# XVRgICsKu(:U"5H2ȬcRr] _PZޞU z߰Аn\Pò G8O;AD%U(}rIԜ_yO?t;rJRKwj}Xud[@ a3?ܼ1OK0'! '#+U7`q؎Σ1W%E=bX+)92"wz mYdsEmj%usCVR95nkCrsD(eccTy8Vny}[F؇28[X58FPӴisiCz-tBv.x%SDd||d| =qz` Tϡ*cu P*Q->2 K盛JSW# 0sN%#Z*h lglc䝈*όtQXN79_b.UR^QnT: 8*%z;C_^IU1h)۪i",Z[2pf_9kHtAXY@oG}eq8qTFGx2yL?Po5fq++=Z ԝ|M ?qQٳ!'ųl_C_ Dh*E>~&n ?,?K?k(/xs|ֹ2ؿR\SxQaI!%b`&8plq5Ʌnܵ|X􏟓NA<6B]]<&)B*"ZrՃS:ڠUMri Ň)ugdv,dqbYsCWVGT,b]Òk .;y$@3E5؎E@/zf!mgEE v io4LXJ~6t/R*'}r76E3PqQ΃}Ϸguu6Ket諒o]30y"9^&Kq*rW` ӵ͝ iMX*7V(4o\1eU6?Q^ˮ(>|_.b\pC&ɝ9]PTjḧ`aI"1G*93hXev4ICc@G,q7E1 #5LBbL,l_g n232ƅZLY0,r4ac‰/C#ɦJ"}эG.m.OK`Ɣ&;T 24dTÃ+Ml!y _Zѫoe ]`r",JV ]zKeOϓ޵q,ƬHA-EK_B'Oد|CUrOe2)ZxܘO>B]!2PpvRarRQ]Eg햽m< pxXe Q$d-aWo^\81qj0n>@ܞٟFyW,>1u 6a~l| iΌl2vd" e丈GFH>ş?EjJӏ3Blόnq\偮 dܢ;mc&GoW?Nl7úEc}HCfdg)Րn{=c!1GJ{G,FyRQZʂN?)i'f|$hγa_S Tщ[z I08ʧwNpZR| Q/WUD%s[.B[@A1|MS+ɰRw`t)Q2a(lJQE,II𔨡sƈx+ ڹ d߰mg^ U:X/6R B7܊M%WNyp91SK_Vߙ|?u [on2W4AMhwM kfZt,Md4ck__)>jz3_glIbfbZSRxzC5g5 "=&".s+QR\MbPS͘ #7P2lT?Ͼ[i|y <PVr>skUDp-@ddƷEb_(b| R{i`cWqջ'ew(7BpLO~[b`6h5biHbYa5gJ>d;[&%++ ezWŷR}pjwWH+7=fWt*,D]I-dJ|H.v\sd~==Futv RAfGWR~:tcnC(#ڈ\MG6Ai#ui| #\k9t>wхIZ*2 *KS1}{[\Qߑ^*G'>0ʲv Y%=Twz8ےvN!7?7m<]NMl'ʽH!_٩#Β4*ۭ5 &ծJ-:.Go{ <=68,qTLH m\#6Z4i[0Wv8%0k -?KuL 9j d|0zJX񿮯̭WI|/FbS{nݽM9GMcT*#Tޚi~.~>'anuyrE)+>vyIOr7~] Y,Ō[4<+#phmK hÌ;%2Rv-33~g0RM>/6?YEy{t- y_#@B+!/ýDL:3P_ҴRd Hjd9+U~ox"btCE@ o8C`"8d;Q\6^2&oWĪ쯒AF^YE'?U}DF r; -x`2 "znzWpO)?9)0V=DTԨ?"MASAYv=qA ttqdw 1U`Z,g6"t67ssB,Z2^@oz<{n+_sP'veI/V5/4ﵼ} IZт,a~Ž0$Z0Қ3odq1lтFVCX 5 |Xko׆*ݥ[PZgoNm^z-y)7lMUh*#0[ {T+41\W_Psxژ=L;^k1HſƥF3ov&(S1!32 V?5$L<473?kxBO'-EwI[P}8uvßfh jMq!V{ȗ=lJ#҃Q([;w}[r4#7sv;r*MS)XIZX pHA"ereJwC@aBf-y*Ϻ-P6(e'G 2 r~Pt8KTotmme&[]cvuM9U& +7gO*←WjCLG|"쁯4$^$ @SN#3!-$VuICK:qoE`4gW V-.ϧr=3- ɡ €;UU5pYKt޲v#e/~r=.OHΗASbGQW DQ#x{ui-9Ңv'cj`sT/?z+&Ǹw  ۪M v͕`DZ,TKU1S[%  ~>>x?KT^%H "FO߷ ֯~QУʭrcpXD6{(RD/`2TrW碌\۱Q_]'CWI<\Fm~ڜEOɺrټd xN" kH lq&MI.|q{c!`zw~R)('|uϦ>s3Yykֆ;9G?"!Ѩ+L@ۊew5\ )vSnIqz8,Zr PZX.?ƭTNNaU(is6|B$Ҿ&}7;#\}H٣1 ;yk8 GGDZX3/_ HG%z9]}(i6#Y2|yhq:y 뽃~-P,$v׾>y1`P6d3D8B|0Uy,}j] f |>px0mu BlR~e ?++ALp"d叏ھ Kbޛ<4TRܘ 0{&KS m^y\o|kB drm:zm)Uʳqv ?.U&EqB48^Y̓ybs=h.wD.N)]TNك)[JOA@͑4 dMpFb1Uu_+}8w3Ҹ?R~"6 hѯƉ\R$W}xB1) k(d:TOV̅HyrЕ!#r"O_@ 9-tz=nf61,q#vR"d$.v_1io]EAڭ-+2 0WH`5ZawR~ `,*^|md@@lDZXX 73[7x=vol=jk7?8Y*C7UӔEEVk4]6سc> DIpBj%}P*?#mccvȡ~Q 4,a+ "FU # ).rkvW/_&[t][_0^IT%x4Xpg>#ԋgdýQy /.9 9Ψt䈌Kv_bk}נ譫N9z ,}rL( +NR/kI K_dG4mU$dk@J !.qjbJ!;a^zcBy)m̝2luzG2 cЎXL-M\XX˨uB(^Sc^ 3ʷ Yێ5ƹ8/O1_SGx TWac |2LC018͉/~ T,IQ:<~'VQPx}3(\Ga~׿B]~)R"a7^i\H:̿PAciBO4uٶEvEry~Ip 9:C\v 5Qn`[eCV|row}7qxu^/zWȭ ƣ)"$pCȱNq N2e: !7V3q/tJ~E}f-2լ t38pjJD}tg@3vvƸ3;ܨ0RQxTRK|({ Wj+z,dQ{[m!;i?˷OL VР_-_ǡ[NӸ7뤉?Z5Eb nig*FfeV} (5׵n<& /5wN^Uc&!Ӡ\%#@ Չq^XZ>ԉw,Y+,;mJhz ed*jOK:BM$-m/3Z(̀hgGYaK{ő`_\:ڮ}ysm~ 4)KF5CqlџF ,4}ɓSMA;CEf";=#tϫ-Gikt`T%%CkiH$4;e-N5:1E: taFXyy6--yZE~zsF&gӷ9?a^ cG|>ɽ2"K] C;"XYs}4 W-cKxdZI7εɎ8zn ߙY-3LԜB/ ņ]#崧69ޛڑsxݰZ/49(]ڴǨ<@}|e b.Y+i(Ŏ] {c? g15x?D%|bHK7ow \ZCN0DPǍa.#{%^94-$ey%eUr2f4Ÿd< p@HI+c6v .W]ugeK7s谉b(X> :tlZYrsUOXY/Pd+Lα1 ϙTEJbIF; zx{hB6toL >Akl.;:xoDxHC9%d ^@NDSUWW}BO1irL/: ϖvzw"*i3ՌeK/p+zŽK = ];e62(8pK>gнLawζ'a- >B:."sp! h>{ߵ3% i w[J1Čn0OaBrf m8VqEmL9]O J5p&́b/ RQ&0;VƞO=}OD" ymmexH{9"{jkR1ܱVYQ" k<2tCň8t*a직ٱ#:B4ɧ"+H׺Ю }ӲTŎ5rL!Ԉ B#Hy&X{4)Ģ+M5+)GT0$r/Xh򲮻p{BTɗ[!?P8QCכ@0:t`r2.UXCZG\Y )屍K@#3Ezkmq&gw'V7|S[a d*MoSQ6'_yy=km >.2 =}8qY/L8D5(gś)΢$df'Njȭ堒>lA5IPoE P\/O͐zг0Əz-R)Eipt=Z7vs+@pPN a=8`6 ik@fHP=r$X*RMA#EDM߱ܫP/^/fɘ asiղ 2’VRm%tGNOK7e !䅳{*S*@-cã $vG6 }xgԪ(]+3xA3@ '~O(ּ^C׫[O5!>i%|}V/ޘZ\TYT7-PxN^DNпo6-r~KrZa:շlQ&P0k9<5_Ô vșpW祧hHYҨL~\I ;v4>_yq5jVĩ"9j宄"Qa0f .#4lr4E+U;%9'r:hsQd zpi}wi7s KE+}-3ɧkYantxWˏkJ[%loK}7B@BPJU.X976I,EvKop.V r]Gv悂TیŐYn[b/: )08>m ?& %#_FK>B9w}?Zt@\_,~8Z5e Yjs5K0T`4;Mݎ9 u|~=mI T~SI!QݡՅ;ӭ͐\76 $) #՚YwQ$6I``6(dX@~" q2<5! (!5y@=p;ee b'L@"2+57RW#W)'lV4[}H^"EN",TZ v7e>_ӷ,p"CՖU J.8I5/+4Vi9V޽xo }쉏!AЉNRH:6}GtV eꬃefXQ7WZ4-#7!15aoOyK G(?u ??"!=xH;F>yg㿜DWUN65YظIJBOE ȶC"$y7Ip%xd `{JT+$m#"޿$q !mȑ[ȒxF"\GYg#`5TEՅLáV)fM?wi T9){f\e=(*+gIsTD(q_0*/6-/`WWP@]PCvBGAyg#lu{e]IzL7op3[ncb=8cZZb,1ja㌧ 0`7xtY.W;8-):4XwDOSR8og3_vPC T;QLj fC 0f7 "B,or"g9NRI؇t FULLYݸ|yƊ*Z|--uo-eΠq "dndhsZNqtjnĒ VF- kX^7} d-<>z} \ZEVwzg qswQ#oo5N- I'm X9\c-ybݮ~t[TBGJt /ek(df)G(b|Ҥ3!ĸ QΐDŽgqH/Y!-׹bY/K/Ȟfav,5fi3K#Bew*,n?,nG1(xKdhuJ)[eg9]̶d{.\).:e77k<̦oj@+fTd$LwͶd+nwHݮ ӸIx3r%%Pd-csɫ8QԸ)Ul$n1GICvMIRROyTO MesARAC:w%A POSSIBL|"E e gUTFITTl7K~s^^i邚5TǍ825Z7ͷ#;X)9{Bil_kw7w͍IM}Eꩌmr"ek>4ax2qzFU, Hf kiT1cVj'"VU!)üAZ^-,Xb^~ALWAYSltY6YYW Yf.ם**tZnCHECKvi-9(vYJ^* 3fREADYaM PMUST9eciAX+>`\.]7Ku8 Hh| %*ddCrжDVDXG5$c7g2$@vp7[myVcx=K%;Tnݣ `yӍ(0$e-Rnry,,}1Wd3[@8m#Sh4(ys1ɬ)#rpYItpub XMDdѸX>\Es9fK-ijg7 (sl8,15)VnvřJFđR,X'nB8 ߺ:Wco-] 2f f`9rCYB߈}a)=ˋ,\P>eCRUCIALwsY,לC[xy\ݝqzཀH7zFOX#Ϙ--2ARUR!wW_7Or۶tˀ|&mDri1k%g2oWsoDXqI3kSjREƸX+4msl\0 h NOTvZӰ^\\~J,RYkING.aV*dWb:[opu"X:8#x/pf,NFҘ9Y e!VIEW s*2IYݾdf 3,<qqE(UN?nnvuqoujg)LƀTHACOyOWNG :zI [sBET-gFo-r7$c$qClX_guzqtku Ak*j]Bx0Ӛ"J"qucW8:aielo#eFHۀ <JӀdk;9h}t5)<#A7N X,jXZ'1d^hCM>oALݰE k.g|3[G=hf3>f4C100mX4fY!!)Em-u 4HcFHINT: frFff8Vjhu*Л7*1SuB7Iptf}n9|lL?ddS{ RDquipfn{1t'3Ttc.Ao>ƙghrE,58weg2˄]:-j#O.jtMAPS:q[pr27QhAdF|bj:n+ͮNccurb˞sgp Ӥn]"Fp4L OQظ ;.<|6n56v{sqq.؅>f\#ak#/m<80R1<Nj5p"B|s"6"ScX&gxtf0sxИ E6"NڰVʘgR AGp"gsd0ni W ~Ntg/[yvu ڥAm{֖d!) at?͌p\p0E(7 KfeofNcpDMMwWx L1L+B3_^W$CdF,מQs5p&q#puxUM\ x[aơ]ϸ: 9ֹ(pb^|c2J,UZul)vw̥p sGpMsym|SHڜHW+wv>KЕ4}Yg8,7)Kx"upBqmsƕ:: 3 B108׈i438dlor I'yfntJ8m/f\o,oY8Rapp{k.TWIT!!)_HC6nDdpځ3n)勹wȇd! ]LMapS0 8aeE$P 34J!Hx ۣklq9Z>afĊ3vmbYIzV>aStLOnXgh"HpusHJf4IjoLkC&pqu#,,i"yL`-K+=!ـA f^aJܦKal9+fxEDn;tbuFbB goodiBri 1  ^; "aYY@YǀA9D9APA9Af%YzYYy- q73/8888h8.af> ABAAx.ӓ O O gg,!,,,,/*I,l, ,1,L, @g7%**怩fQp8p"p" pHp1pr0*/@g0`׼ ъsAA0Ytwsix@8 8f} 6/<߅ 0ȶy@9Y9YYqY83"jKogs0\ApIp/Bqp8pAo,,K̀,`@FyG3 3$[g»_'==ԃ,,8,K,, ,^`V,|{'TYJY<OO.9f|1YG  *  z P +eź[d ـbxPPY ( 8ځdޗ 0` `<;u4xI)<˙uBEdN~P$|d xƁ duA?A0A ɝ xŰ8VH|c~V I$T @ypP9/HΨul~xf[txPxAADA 9An4~x `cf\q />hRc>~m\[|H^VuAF6O^軪XkdPNf]wB8ppqp,S/} Grݝ * ,q,  :) H  `:j [p҄ ˣ 2_,WY|Y(YHY^YY8NǸ dFFmîu8ASfB=ppIpppp ^Àp KC .I Po@- {:Q2ـdXH$e<sgLfw[YU-|}d~[,@8s.888Y8q88㎘0ȝo YY8Y H/gYYYhL##>I~PB0ryb0 eYBu,<888wAB .|d88K"<@"IHf ;wy`,7,@,,,,J,^ sa]=p1Ix85-TLНX0זT`CͅuBȗ8dd A pg EUΥY ŗPh] 8bkOR?-fCruۡOh͊uNK-Q[sAV+ ;I33g 5'u(eNxIyrR om  A=AA1AqA8AVSV~d$dܖ7[O4+璺A:}jq9)V,$8E8$8) 8 8`8+YB$YIJBJ@&)4G2@h!n{}w_2UaA3M9Gd=d$d dzdd5`Y:"Y93@2@vQ-% ueƥEZ͞?   & 1 y ۞T()7 "7=X~|κpNCϊE:,!!xY. [DZ!32+>/TB<д sk0yWWYՓ ǁ YurO,Y€,q΀,;f ~`b`"<<@cwsh 8~Ε+:  (0K '  .! s p 3+d/8K8O O Y## Z8x TSPx'p0pp;pzpPp~ GJDqQ^RP: ! &@ >n 8 2 hq%\= /  "  P p +E8q8|pa ` >@pFj9>^x,0K'UέuA9AAn!ArAN[sS@˼p|Ѝhq\]8}WλYΑL{a{cB 4p%^;o!>`KxwNeź MEàWWܗ`18bsAݠ^Dž3XAV+YxY8d] 800=1П0sT##{pZe\`4<5 U?GDNrN󬦬< ) `x]p)?ҹ@,c6*b,q39,Wykx'n.avy?2N~1KXpK\:X|6<_ qouga`ybqDzrԈn3Y "t|ˊse\9,[W`nA ̛74wrnάP; xt|*߹wRu6@ȠiӰ{^"!< 3c9>@ˉ&L<,;K18q?31cokjWn @o Ǹy/4?V[-ײ@#a8iZ{csv:%Yq"}. yk@`Q/ x$=9V[Ҭ+xiNeX"Tq"`>WY֐Yo!ho4NCW! P3xÏwI)|@'Lαy^~?=-9oaY^xxqwn1.`/YG >@?&'s{Ed#Fxc"xHr0cAsރosn.:71!y'9̵ַfz݀H@,GW=8O8OH7H EKAnW,C47@s9BrhΒ<8c!nF=^I<<;4*9pBb}]/큞݃ IGRz'zޑ̈ OAf`8ܐ3 pH4,lœE;~ {o^ 'Е0Oy; : hƷvpNwÏ3N,X>!`Y-]#9ח qxU\.27ix0RJi>^10kG {º0A+oPG C!W3)Kkm2|#n1ynK(gVHGYB` 3D]EWHۇ$ބ~s㬛PVĜ:N<  !0ur9!f yϹ) O 1o7n7t4+T )E!0`1 @Dl/qsaPJˣdz,X1 ;KV MEoAl5&?`ܛ 쎯$|ˣ )E_ a]8ʧWV0dd1@0k \qE>ų6h1 csGWc#+Z?.`2d1E` [{ WG\?- O|EYsq0xBOrA\_ l?eD1FoV!(W,4ùE}V?1=ͭ #]şʧ꾪>̉4aIN){kb=(<]8|oyFO&N]_!P]%aPgEpy~_<'o 1K4@r xAv'j?vy<Πda`oƵ$~`}|#oPNx Cl4"S ǂu}@Kta@ %g,H{Va|Gnq x3s]`t'y_꺎o g*# ]z?8 @D q DZO6:SƂ"79EY:aݒ7C XVc[*b5@|W_RBs KAnrݑnq xteh#yt{ |&MNq 3{zڰyJÁ\K2|Kkq x:YsɈhGWW'gv~sJ';@mߏpu8;NҕKG&fbLgݹ9oԘHGĸ:1?ȅH}wS7@?4UDDb"T@qIھ 4k ^=:WOPO{p̲EoFүW};`q60=bijӠz ߦ <7<+'7+ 8< 2~$=3ʬ)p\CsS%FGIù1PG{g?nV>WaCuC[=`3,OEc j⺧MHW,N\;ތdPSnOc6}EF5Zu)ٌ*VZX tY<^Pr#Q|, #n}X'_^u0UPe?@yZߴd .suroQ|Z?sع߃?{O*B~u D.~hg>-Vxmp_?_cǚY#rsP{phpѶ2 `ODQ^`IS`cQA7ҩfg- kKXvx ?o,oB~G2p F$>?H8U՞2øTh@@ `yc X~mięb\UPfc+B?7?H'^8jj׉d nـ2+ٗ`q@a?{#,/$йu` Ri/~2s_P8=`yUn BeGnha1x xml8;&9kP@_x57`p7 &b̸67E 9ְ/,<2|/=e{y6$MW0w pD '|σNKD<?xwxLI}YX[&Jk.Mk%xfl?_"YD̡ocVL>n?Vu BuFlϏHsQ% rZ1%BA/oCΝǛùI6p}U?F ZcUe(b ^2'N0wȃ,"q.FzIx`^⶿0?W/0ه9g|d{q^b;xp g 2o 109h j;# bà R {8Df3?B1=:(.xӞqzGX W' |\;Hs\ E+/o(-T[}.0 =<d$A/p%BP93-`j < 00;NKZ \8=ss0#)1R?0b"|q$ H` JAP Ax rC>9P~7($wH\U0wxop&1 988C>@A99j?%  p8.gܷu< ՓC(cBn @8%<`yKYKf Xd8FG8dgld9 g% `E! ߀?_(@- , 뿕7 - |AηuAAbD~ږӶ!l8u.V퀎 og%_/yh818/Ƞ @OQs,DxĚT"|Gss^%%%<,lw*',{,@hd8Gdddq,d0gܽ0[#< #./8h?i)dײsA$BC}OÄIGZ%;0 Lp>DOEȘC ,1bØu?%¬oD/??nE@gKXu6zrt/Ȁ )پޕ,ff/aŮ- ??`"P OpxSƜ-xp.9F8p8A8y8;8g<@gc !-V ܁ xR0~B/8pY   I rI do_,@@>os5P'e g 7%X)?| ( 9A0/YBYH`YBHYzYHOA 5dߔoftb98ow疓F9J?<@ @)q,K5ɨqƽ) y?0hB8) 8P J/ >n Jf_:8?b8.!8΄x/'._Yΐn{99o~~1"? /j 0΅uA0"[˳Hmϸ; s 6s uxAVgVp]Axfvf g*(%% %3xAU,>!,1р,O,p,@ ,c,#˷u 蠨}@Y YO#T}><+:('*!,:,!,p0 `0+ytxQ{> Hb=w34\ p!p6 Jy73o ^rd2KuAVkW9p" uANx:x.8ǁ)Fy0:Luzd@ dX,A3<s"ʤ GGd(pd zd,~B UV=p1p1pxptDpp#p_, ,B!,H, A,@D70؁_  D 8 .)F `5c6,s.\ˀuA3AAIApAAuVLl*.wA_oxA ) 0 K  K `, to select it.Select the desired destination point by using the arrows and press . (You will notice that legal moves are solid green squares and illegal ones are solid red.) You can also move the flashing square by using algebraic notation. For example, to move the Knight you would type B1 C3 . Using Mouse- To move your chess pieces, use the mouse to position the flashing square under the piece you want to move, then press the left button to select it Select the desired destination point by using the mouse, then press the left button. (You will notice that legal moves are solid green squares and illegal ones are solid red.) [There was a bunch of bullshit that I skipped, it is easy to figure it out, just talked about the menus and stupid shit like that] -RM Playing Battle Chess II by Modem ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Arrange with your opponent who will be red and who will be blue. One player must set his side to auto-answer. Do this by hitting and then type ATS0=1 and pressing the key. The other player must call you. To dial hit type ATD XXX-XXXX. There are two steps to break the connection. First hit then hit +++, and wait a sec. Then hit and type ATH. The game transfers at a whopping 300 baud with 8 bits and no parity. Playing BC2 with Serial Cables ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Just hook up a null modem cable and you are set. Same as above, just no dialing commands and the like. Basics of Chinese Chess ~~~~~~~~~~~~~~~~~~~~~~~ The goal of playing a game of Chinese Chess is identical to that of many other games - specifically, defeating your opponent. In Chinese Chess, this is done by placing your opponent's King in checkmate or stalemate. Here are the rules of Chinese Chess in a nutshell: -Two opponents play against each other. One player is red and the other blue. -Each player has one king, two rooks, two cannons, two knights, two ministers,2 counsellors and five pawns. -The object of the game is to put the opponent's king in checkmate or stalemate. -The red player moves first then you alternate. -You can only move one piece per turn. -No piece (except the cannon) may jump or move through any other piece on the board. -You take a piece by landing on the same spot. -If your king is threatened, you are in check and must move out of check. The Board ~~~~~~~~~ As you can see by looking at your screen, the chessboard consists of nine vertical and ten horizontal lines. Each side has an Imperial Palace made up of nine points in the 3x3 square marked by the diagonal lines. The open section, called the river, in the center of the board divides the northern territory from the southern. The markings at some of the intersections denote the starting positions of the pawns and the cannons. The Pieces ~~~~~~~~~~ Kings: The King may move one point forward, backward, left, or right, but never diagonally. He is also restricted to movement within the Imperial Palace. The King may never move so that he is in check or directly across the board from the enemy King with no pieces in between. Also, another piece may not move in such a way that the King will be in check or that he will be directly facing the enmy King. Counsellors: Counsellors may move one point in any diagonal direction within the Imperl Palace. Ministers: Ministers may move exactly two points in a diagonal direction along the same line. They may never cross the river and they cannot jump over or through obstructing pieces. Knights: Knights may move one point forward, backward, left, or right followed by one point diagonally left or right. Unlike conventional chess, the Knight may not leap over pieces to make its move. For example, if a point directly ahead of th Knight is occupied, the Knight cannot move forward in that direction. Rooks: Rooks may move any number of unobstructed points in a horizontal or verticl direction. Cannons: The Cannon moves much like the Rook. It may move any number of points in a horizontal or vertical direction. However, in order to capture a piece, the Cannon must first jump over a single piece of either color. This piece is called a "bridge" or "screen." The Cannon then moves to the point occupied by the captured piece. Pawns: Pawns may move a single point forward, until they cross the river. After crossing, they may move left or right in addition to forward. Pawns may never move backward and they never promote upon reaching the far end of the Board. Unlike conventional chess, they capture by moving straight ahead. Roman Lettering ~~~~~~~~~~~~~~~ Each piece is represented with the following on the 2D Roman board: K- Kings G- Counsellors M- Ministers N- Knights R- Rooks C- Cannons P- Pawns The Individual Importance of Each Piece ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ By now, you should be getting a sense of the power of each piece. The Rook is considered the most powerful piece because of its ability to move swiftly from one side of the board to the other. It is considered to have the roughly the power of a Knight and Cannon combined. Its power diminishes slightly toward the end of the game as it requires the help of other pieces to penetrate a well-established enemy defense. The Cannon is considered the second most powerful piece because of its ability to destroy from a distance and its swift movement. Like the Rook, its power diminishes toward the end of the game because its capturing power is red. as more pieces are eliminated from play. However, it is perhaps the most important piece during the opening both offensively and defensively. The Knight is considered only slightly less powerful than the Cannon cos of its restricted movement early in the game. During that time, it is used primarily for defense. Its power greatly increases toward the mid-game as fewer pieces get in its way. Ministers and Counsellors are extremely limited because the former can nevr cross the river and the latter cannot leave the Imperial Palace. Pawns are considered the least powerful pieces because of their limited movement. Once across the river, however, the Pawn's power increases as its movement abilities increase. Initially, a Pawn is used to block the enemy's attacks and provide bridges for the Cannons. Unlike conventional chess, Pawns r not promoted when reaching the far horizontal line. Therefore, it is not always wise to advance your pawns too far across the board. Winning the Game ~~~~~~~~~~~~~~~~ Because of the limitations on many of the pieces' movements, Chinese Chess games are generally shorter than conventional chess games. Basically, there are two ways to win: Put your opponent in checkmate or stalemate. A checkmate occurs when a King is in check and he has no way to escape and he has no way to escape the check. A stalemate occurs when a player has no legl moves to make. A player is considered to be in check when his King can be captured by an enemy piece on his opponent's next move.A player can escape check in many ways: move the king to a safe place, move another piece to block king capture the enemy piece. A player who cannot escape check in one of these three ways is said to be in checkmate and the game is over. If a player is not in check, but any move the player makes will put him in check, is called stalemate. Drawn Games ~~~~~~~~~~~ As in conventional chess, if neither side is able to capture the opposing King, the game ends in a draw.This often happens if neither side has any pieces remaining which can cross the river. There are two other rules, unique to Chine Chess, which help prevent draws: 1) It is illegal for the same piece to put the opposing King in check three times in a row. 2) It is illegal for a piece to chase an opposing piece back and fourth. If either piece moves to more than two squares while the "chase" occurs, then it is legal to continually threaten that piece. Also, if the threatened piece is protected at either point, the chase can continue. Chinese Chess Notation ~~~~~~~~~~~~~~~~~~~~~~ The Objective in Chinese Chess is the same as in conventional chess, howeve the strategies involved are much different. In Chinese Chess, A positional advantage is very important, since the King has such limited mobility. Often, a substantial material advantage can be offset by a single Rook deep in enemy territory. Remember that Chinese Chess is much quicker and deadlier than conventional chess. It's very common to win or lose in the first few moves of a game. Be aware of the many ways a King can be checkmated and watch for these positions developing. Openings: There are many different openings in Chinese Chess. Whole volumes have bee dedicated to this single facet of the game. The most common opening is the "Central Cannon" opening. this consists of moving either Cannon directly behind the central pawn. Subsequently, the Knight may be moved out to defend the central Pawn in case the opponent decides to open similarly. Otherwise, the central Pawn can advance with little fear of being captured by the enemy Pawn because it would place the opposing King in check by the supporting Cannon. Other variations on this opening consist of 'jamming' the enemy Cannon by advancing your other Cannon to the seventh rank or, using the Cannons to defend ranks adjacent to the river from attack. Other strategies involve moving pieces to free the most powerful piece, the Rook. Carefully watch which pieces are endangered and which ones you can captur It is important to establish yourself offensively and defensively from the start of the game. For example, you can capture an enemy Knight with your Canno on your very first move. This is generally not considered a good move since the resulting loss of your Cannon is usually devastating in the opening game. however, it is important to note that you can threaten many pieces within one or two moves. Though the opening game is important, it is not absolutely necessary to consume a vast knowledge of opening moves since the Chinese Chess board is so larger and more open than its western cousin. Imagination and innovation in the opening game very often results in a far superior position. Midgame: Like conventional chess, there is no single "formula" for success in the midgame. There are several guidelines that may be helpful in forming your strategy: Do not attack without enough reinforcements. Try to shift your point of attack from one side to the other. Capture at least one Minister and Guard 2 help you set up your final blow. Keep pressuring your opponent's weakly protect pieces, even if they are only Pawns. Move your Rooks out into an attacking position early, but not at the expense of your initiative. If a piece cannot be protected from an attack very easily, it is often better to use the 'extra' move to advance another piece to a much better position. When deciding whether or not to sacrifice a piece, you must take into accou how valuable that piece is at that point of the game. For instance, a Cannon is not worth as much later in the game simply because there aren't that many pieces to jump over. Knights generally tend to become stronger later in the game becau they benefit from greater mobility. Also keep in mind that a Cannon is invaluab when attacking a well defended King, since it is the only piece in the game that can jump over other pieces. Endgame: The end-game in Chinese Chess is not quite as complicated as conventional chess because the King is very limited in its mobility, and a stalemate is considered a victory. There are a few points to keep in mind when approaching the end-game: The King cannot move diagonally. Therefore, a Rook can effectively limit the King t only a few moves without the risk of being captured itself. The King cannot directly face the enemy King without another piece between them. This rule can effectively be used to contain the enemy King to a smaller area. Make sure you have enough pieces to overcome the defenses. Otherwise, you should try to force a draw by using your offensive pieces (ones that can cross the river) in defense The side with the most pieces or points does not necessarily have the advantage. Many strategies exist to win the game or at least force a draw when you are at the disadvantage. Learning and practicing end game strategies by setting up boards with only a few pieces will greatly improve your Chinese Chess playing. Documentation brought to you by Rifleman & Bandito dDDCDCD@?DCDCtDDD@DD?vf/fcfcfb&ff?fcfcffbfbff?"ffoٙٙ ?ٙٙ?ٙݙݙݙݙٙ??`?@?@?Ovf"""""/fb""""#fb""""#fb""ffvfcfcvff/fbff""&fgݙݙݙݙݙݙِ٘tgt@@&""""""/b"""""#b"""""#"""""#b#b#""#r"bf.fd;t&m8OqY:b%:tF>Jֲ˲xfbr"\?oZ*7UfI>ΙU,箘܀l-E:DHv 'FOo_` ItϞ3k#Vpsxf6n&qr.t-0m踔فWf:j6],ʲ C=ݿ1_Vd@M3O*LGgVz>KYiλ`]x^\ q/b)}:k'ց4$$2榭f[Y.M73{[x윲8̣#jVݘo&펚5 <,{7楲-tl@[`C+Pkf/T\47yK"=&'cfr7b'H VՐ{+uX&?؁wa)M[ـl@W ׌_ِ=-Oo ޺Qq$0ӲsF|kX&gEdpd?p~7ށ/53ʛ-(9oi'wgwb?斔Y^ӽڨ,t.ۙein 7AUKݟ0^tn^^\~wgbp@@j_8]C 8'L/+ K2NFσ0g7 .byKޖf=3+P b ;m8؁7KPG2`]W!;b"0'hـqG0 sT1.qlȀb신e! m ANЬ 7`ܤ@{p Xp̾Z6`\8aD "+!;5r?"vƍL&y"g/a{%3 /RAd m̠vPGx7K9flPt~@c&6/0y#N?ݖ{6W"v%3Hנ)--xqBQ:fޱY xWUݬdmȄ"lٮԽvq ZvO]ȸwC@F.#e,twt׵8 '<[r[(,UV-w*1,9!'F3 f+ɑ:מg1:qҽ&ُ2w#@o@Xqt"gG1fto Yڒfl 6kШ+p]Hj|?>,Ștp0˅Yl3)lގb >b e9ys fR0#*|ۇh;eցtxj^XSL;`ܲhgAZ;"QF=r ,T0Oؤ+f4lMeQFf'T'3_juLV"3 X`3D-WѨõeՈ f bn-h-:Gr7. Ђ%.uY?j9u_#Fg U d&ُfGZ?lUGǐ A >\`b bY9wvlGg{UCOẁrh\#E4 xg㞐927NLzZފU@Bbvf B0҅*fCiW?<زq?o7cWf[qQ"&EޢX0nfo?8%?n"0֟$e|1PWd#ڭ"2 fgdDd$翀x2?qf&O/1^cbv,Kbꂺ#p& 0D-+Y lh4dn-X>rIm uA5" nx"fDf9D``V+G=`}ɋ'M* q"3:rB]P"oXFgb),8&$XA35 53 c[ٙsݭQٝ샟J[ 4OfGCB07blt8Op@&GhX 'q vPwg1;vS!^ PFfD ـ ߾xݙ ԡwGwt .uKiƩ8x2+rkg%Lf@|<02[ X/wug\9qc0|/Vx]Ј![K낥%2+nlnf ߾cY ->*rJ,=`;VU,qfrx 1n X]#(l8Z+ʹnmܶb\h9G:Z`C03l\nH<B'vƬ.^0Rk7Ñ@e#3"-:  vK}"/+e]V|!xp.3g9  u/K}Vq \þ31#à^gƭf5e5fSH~mz>/>>o^ `"2#n7,,_q<y"i̜bζb<\ +0bx2x ߐ@@T1>x㒼, <;Ngwç 8]ӷD(=%oa)^ҖxA# l̀`6wf># U*" |,֊_-5Y1sɥIH xݲOoM/h3x̚fk!nʘa,7R2.+ /)tp O VZp]f{ a!wx>fS/VMf)tqs<fQE8wxf2#ٍ&xpN8W.Hv#\hn]6kRl]Z[y Ŭ/]txy7Zsw벙@SyeF#xq#s>Ui魬*j;9i(tgXZL֍/37,]^<`mŸ\.Z|;.oIܸixxY2;s6( `ֵY +@8Ղڲy/3"E b3 Q~ ÐcVeviCXfdϼ\Ј!['!s9wnCH3Xs?tf.>#2#v Yp"#.kVg[SavKjVζ&ޘNkY,Xltq˸Pu: ;,oW3 xJMVm-] . AU8 ݀qh֌ikE&-3<` uo@G3)tC\ty7Lceuϩ+f: ų[QOcW,<+f:Cq7ӊsA# F wBn8I3#B91/o`o"u >XI 3<``,[|e N0wϷ,xINe f $f I-[ m<λԬ*j%У|i-jy3?0qzA#A<3YBY H KHa0"f03ꙉ^2[tx03/xm!X/N\&˺>iELFgNy&h8٘,^^xeU3,WЈtvxl1;l <-03jZIli0ݴVi3i8A<9,eYl-ݶ`Vht9 ;%"k;`7wY[0+`A4:ܵ ,[K%hS;j֖ϙr VU>#sC"* ?"2/nP˅l (?$=;;QE3K[a.ԅ Ţ%wfAY^jk?]9Cp̈ϿHOel6Vy gf<S0<7<,2|vºX N`g )x Pga/@2r41\,fR0 /Bbg=4l"2#xKbيqDmŸX.t#L f_H ri؊0bQ[1.hƜID90<$â`Ij T8限"|`O^LV">My0P@~ N3KDX3` I,xbWٗ<'?@r"0D @0fo]CodftL4"H?4> #?2/,>/(&?A.d0"K {~/P#> >#م/""/<?0w<?CQ? )Ղ? 𳿼 *<3?<@J!R?Ug V//'O0o/f~~i 77Lg`awd3xC4;0ݹٿA? 5dL0fofdw+,R.& ?2 *  gۈoB<3R~jU sX~(3xS=LfI`8=?MfQ=f,[WnG.`b[X741jG@ҙ[jO,XwKf ||o3" @PHzDkB%x/VڭӀw|aWܢo g5X^W(fǹعr_ <9n|o3`Egjߴ*?V}x_sӁs,g7;n㳙" k/<{g̽WD[?6>D+ςDB >!,|~A^wl Zg%y#2t~1enJ]e3V?EX7/C=vY=o% Blue Max Doc's by Gopher!!! Well here are some quick doc's for Blue Max, as far as I know there are only a few keys to really worry about. It would appear that two can play the game at the same time, as seems to be many keys assigned that do the same things (like Views, fire guns, etc..) on keyboard + & F4 :Back view (from the cockpit) 9 & F1 :Front view 0 & F2  :Left View - & F3 :Right View F5 & Backspace :Chase Plane? view from rear F9 :Instrument/Damage/Plane attitude screen While you are in the Instrument view (F9) you can hit O P [ ] to scroll the view window in 4 directions + - on keypad controls throttle Keypad controls plane if you don't have a joystick. Space bar/Return/Tab :All fire weapons B :Drop Bomb ESC :Exit Mission, back to main menu While this does not look as nice as some of the screens I have seen from Red Baron, it does look very good in VGA, but sometimes the program aborts back to DOS with overflows etc.., not a common occurence, but a bit annoying. This has to be one of the best games 360 Software has ever released. However someone might release a cheat as I keep getting shot down! Greets to Doctor PJ, Byter, Phantom, Slavelord. GOPHER!!! PoWR ?2#3?32#>??2#3?????03?30 \ / / | |\ \ | | | | \ \ <------ Elbo Actuator Gryo Housing ---------------------->| \ \ Jump Jet Intake ------>/ ------- \ |<------ Balance Strut / / / / \ \<------ Leg Mainshaft ---- / / \ \ \ \ | | | | ---- | | | | | | | | | | | |<------ Foot Actuator / / \ \ ----- ----- <------ Foot Casting Battle Mechs: WSP-1A WASP Too Lightly armed and armored for combat, this 'meach's speed and maneuverability make it a good machine for scouting and recon duty. Characteristics Mass: 20 Tons Cruising speed: 66.5 kph Maximum speed: 95.1 kph Walking Factor: 6 Running Factor: 9 Jump Jets: capacity 180 meters Heat Sinks: 10 Armor Factor: 48 Armorment: 1 medium laser, right arm 1 short range missle, left leg LCT-1V LOCUST This Mech is light and fast, making it good for recon and quick stricks. Beware a direct hit from almost any weapon. Characteristics Mass: 20 Tons Cruising Speed: 86.4 kph Maximum Speed: 129.6 kph Walking Factor: 8 Running Factor: 12 Jumping Factor: none Heat Sinks: 10 Armor Factor: 64 Armorment: 1 medium laser, center torso 2 machine guns, one each in right and left arms STG-3R STINGER Although lightly armored, and with limited weapons, this mech has speed and mobility making it one tough machine to pin down. Characteristics Mass: 20 Tons Cruising Speed: 63.4 kph Maximum Speed: 91.6 kph Walking Factor: 6 running Factor: 9 Jumping Factor: capacity 180 meters Heat Sinks: 10 Armor Factor: 48 Armorment: 1 medium laser, right larm 2 machine guns, one each in right and left arms COM-2D COMMANDO Despite it's light armor, this Mech's dual missile system make it a good recon and emergeny barrage vehicle. Characteristics Mass: 25 Tons Cruising Speed: 64.8 kph Maximum Speed: 97.2 kph Walking Factor: 6 Running Factor: 9 Jumping Factor: none Heat Sinks: 10 Armor Factor: 64 Armorment: 2 short range missiles 1 each in right arm and center torso 1 medium laser, left arm MECH WEAPONS Laser: Powered off your mech's power plant, these never run out of ammo. Small Lasers: Power output: .8 to 1.5 megajoules Effective range: 90 meters Medium Lasers: Power output: 1.5 to 3 megajoules Effective range: 300 meters Large Lasers: Power output: 3 to 5 megajoules Effective range: 500 meters ???3?3??33????3?????3?3??33????3??/>#?2#""/>#/#>2#">/3?<?0<<0<3? Quick Docs for California Games ][ Made By: Epyx Cracked By: THG & NEUA Graphics: CGA/EGA/MCGA/VGA/HERC Greets: Centurion, Phantom, Controls: Keyboard/Joystick The Reaper, Alexis Machine, Sound: ????????? & Marko Ramius... By Midnight Caller Ŀ ۰ International Network of Crackers '91 ۰ California Games ][ takes up right where California Games left off! Start out blowing by some surfers as you catch a few waves on your body board. Then freeze them off on your snow board. Also try jet skiing, hang gliding and more! Five new events. -= Manufacture's Sugg. Retail Price: $49.95 =- HANG GLIDING In this event you over look one of the many cliffs in California, and it is from here that you'll compete in the Hang Gliding event. First, watch the wind-sock, and when it blows to the left then begin your aerial assault. Move the glider left & right to try to gain altitude, and the slowly work your way across the screen. You will now see three rubber tires, which you can try to hit with your five (5) water balloons (it proves to be somewhat difficult). You can also try to do a few 540 degree spins, or loops. Now you may continue skimming across the Ocean, or you can turn back and land from where you started (1000 Point Bonus). BODY BOARDING This event was relatively easy. You simply paddle out and catch a wave. From here you can turn back & forth, ride the crest of the wave, or do a few "loop-da-loops". Be careful not to go over the peak of the wave and succumb to the tide. Once you ride the wave out, you must not dodge the obstacles in the water and then you'll arrive at the beach where you will receive a standing ovation (even from the guy drinking the Shiner Bock Beer in his reclining chair!). SNOW BOARDING Snow Boarding was the most difficult, simply because I couldn't figure out where to go with the damn Helicopter. You board the helicopter on the beach, and it allows you to travel to the top of the mountain. There is a platform here where you can drop yourself onto, and you can rest, relax, & enjoy the view! Or you can drop yourself off to the immediate Left of the Platform (the icey white slopes). Once on the slopes, you try to avoid the lumps of wood, the jagged rocks, & the hidden depressions in the snow. The Second Stage is a basin where you can "Free-Form" Snow board by carving up the powder. Just gain speed from going back 'n forth and then try a few aerial spins to "Rack up the Points". The Third Stage entails making it to the bottom of the mountain, by again avoiding the obstacles. If you make it down in One-piece you will again be greeted with a round of applause. JET-SKIING In the Jet-skiing event you solely race against the clock. By staying inside the buoys, and running full throttle in the straight aways you will increase your score. The graphics are good, and I had been looking forward to playing this event from the ads that I had read (Plus I own a Jet Ski!), but this was by far the most disappointing/boring event in the game. SKATEBOARDING Much work went into creating this event. There is an opening animation screen which shows a Skater jumping over the lawn, and then down the street to the jump, and then into the air. Once you are skating yourself you can do hand-plants, etc. and it all works on the same principal as the Snow boarding Free Style event. * Be careful to go into the center of the Tubes, because if your out to the side you'll smack into the wall (which will show you slumping to the ground with blood stains on the wall!) * If you're not careful, you will end up seeing your own funeral, Literally! SUMMARY I thoroughly enjoyed this game from Epyx. The use of the VGA Graphics, and the fresh new ideas of the various sporting events culminated into a very fine video game that I would highly recommend you get (if you don't already have it!). MIDNIGHT CALLER INC '91 (C)opyright 1991 "A Network Time-Killer Production" ?>/????3??0???0?<????3?????<??<?3333333?<3???0???<3??<?333 Game : Centurion Good stuff : Mouse/KeyBoard VGA compatibility In this game you are trying to be "Ceasar of Rome", by trying to Conquer the Provinces of Europe. It is a Difficult Game to Win (I have won 4 times, but played for about 2 days straight through). The Object of the Game Move your Legions to the Different Provincesand either try to Negotiate with them, or Defeat them In battle. |===========| | GAME PLAY | |-----------| A few things you Must know before you play. Talents are Like Money. You must pay out Talents for things such as Strengthening, Forming, and Upgrading your Legions. It costs Talents to Hold Games, Build Fleets, etc.... It does not cost Talents to Move a Legion, or have a battle though. If you do not have a Legion on a province that you have overtaken, and enemy can take it from you by merely going to it. So if you see an Enemy near a province of yours you better get a Legion there. You have to run a Course of One year in this game. You can Move a Legion, Strengthen a legion, Build a Legion, ewtc. in One years time... When you can make no more moves, you go to the Icon in the top right corner, next to the Year. This will revolve in a one year increment, then allow you to make more moves. MOUSE BUTTONS: The left button clicks to the province/legion where the arrow is sitting. (In the case of moving a legion off of a ship you use the RIGHT button when the pointer is on the fleet holding your legion) Keyboard buttons: The Space bar is what you use to "CLICK" on a province. In the Case of Moving a Legion OFF of a Fleet of ships you use your RETURN/ENTER key, then it will show you your allowable moves) 1 LEGIONS a) Raise Legion -->To Form A legion 20 Talents for small Army: 40 Talents for a Calvery: 60 For a Full Army (You can only Handle So many Legions at each level of Authority, and certain Types of Legions at each level.) b) Strengthen Legion --> To Bring your Legion to Full force. After you have fought a battle, and lost some men, you might want to 'Strengthen" you Legion. But you must look at the Province "Man Power" in order to get an idea of How much you are going to Strengthen it. (If a Province only has 400 in man power and you need 700 men to give you a full 4200 men, then you will only Strengthen your Army to 3900 men) c) Move Legion --> Moves Legions from one Province to another. When you choose this option, it will go back to the Map, and show you Gray Markers to where you can move to. You can only move to a Province connected directly to the Province you are already in. d) Upgrade Legion --> Upgrades your Legion (only the one you are working with) to a Higher Ranking Army. e) Legion List --> Shows your List of Legions that you command. 2 TRIBUTE --> The Amount your Conquered/Allied Provinces will give you in Talents. a) Exempt this Province --> The province you Own give Nothing b) Tolerable Tribute --> A Tribute that will have your people in a content mood. (The ideal Tribute) c) Irritating Tribute --> Just like it says. Irritating! d) Oppressive Tribute --> This really pisses the People off. e) Bleed them Dry --> This Tribute takes everything they have. 3 TRIBUTE POLICY --> You only get this selection in the Menus for Italy. This sets a Tribute for all Provinces that you run, are allied with, and that you Conquer. 4 HOLD GAMES --> You hold games when the Provinces are in a Bad mood, and want entertainment. a) In Rome (Italy) you Hold either a Gladiator Show, or a Chariot Race. They Both cost you Talents, but Racing you can Bet talent that you will win. i) Skulldugery --> When you are about to race you can have a Physician come out and give your Horse medicine, Have the Gods help you, or Bribe the other racers to let you win. ii) Bet --> to bet however many Talents that you will win the race. b) In any other of the Provinces you just select a type of Game set up, and it just costs you Talents. When Holding games in Rome you have two choices, Chariot racing, and Gladiator fights. Use your Cursor Controls when you are in the GAME MODE. To make the Horses go faster hit the UP arrow key to Whip the Horses. If the Chariot starts going to the Sides, Slow down a little by hitting the Down arrow key. To move the Chariot from side to side use the LEFT/RIGHT arrow keys. In Gladiator fighting the LEFT/RIGHT arrow keys move the Gladiator back and fourth. the Up arrow give the Gladiator High Gaurd, the Down arrow gives him Low Gaurd. The HOME/7 key hits the other gladiator HIGH, and the END/1 Key hits him Low. If you happen to win the Fight, you will get the Choice to KILL or SPARE the other Gladiator. In some cases the crowd likes it if you kill him, in other cases they get Upset. 5 BUILD FLEET --> To build a fleet of Ships. You can only do this if Water is directly connected to the province you are working with. a) Triremes : 5 Talents each -> These are the smallest ships, but yet the fastest. They are not very powerful, but if you master the art of sea battle, you can easily win battles with these. b) Quinqueremes : 10 Talents each -> These are the next step up, but a little more powerful. c) Galleons : 20 Talents each -> These are the most powerful of Ships, and in a large fleet, winning sea battle is almost inevitable. *** When in Sea Battle, Use your Cursor Controls to do battle. *** 6 PLUNDER --> This is like going through the Province, and Taking all of what the people have (Money, jewels, etc...) I do not recomend doing this to just any Province. I would only do it to Provinces that are very rebellious. 7 PROVINCE LIST --> This will give you a list of all of YOUR provinces and the mood they are in, etc... MOVING LEGIONS TO A UNOCCUPIED PROVINCE When you MOVE your Legions to an Unoccupied province you will have a few choices in front of you after reading about the Province, their wealth, and disposition. These are the Choices. A) Friendly --> They usually do not go for this one. Rome is known for it's over bearing armys, so this is not a good one to use RIGHT OFF THE BAT. B) Diplomatic --> This is one to use on Provinces that seem to be co-operative. It usually flatters the Leader, and making Allies usually prevails, but the right combination of being Diplomatic, and friendly must be used. C) Aggresive --> This is if you want to scare some wimpy Army. D) Utimatum --> Telling the other army to "Lay down your arms or Die" E) WithDraw --> Retreat, and leave the enemy in peace before a war starts. F) Go to War --> Just what it says. If you happen to make friends with a Province, they will ask you what type of tribute you expect from them A) LOW B) MEDIUM C)HIGH Of course you would pick LOW, you can always change it later. GOING TO WAR When you pick the Choice of Going to war you will have quite a few formations to Choose from. A) Balanced Army X X X X X X X X X X X X X X X X X X X X O B) Wedge X X X X X X X X X X X X X X C C O C C C) Strong Right X X X X X X X X X X X X X X X X X X X X X X C C O D) Strong Left X X X X X X X X X X X X X X X X X X X C C X X X O X= Regular INFANTRY Men C= CALVERY O= COMMANDER of Legion AFTER SELECTING A FORMATION YOU NEED TO SELECT A TACTIC 1...FRONTAL ASSAULT -> Attack Head on 2...FORM A LINE -> Move troops to form a perfect assult line 3...STAND FAST -> to stand in place and wait for the enemy. 4...DRIVE A WEDGE -> to drive in a wedge formation. 5...SWEEP RIGHT -> To move your legion to the right 6...SWEEP LEFT -> To move your legion to the left. 7...MASS TROOPS -> to move your legion in a tight formation and await attack 8...OUT FLANK -> to move your legions in a scattered formation. 9..SCIPIO'S DEFENCE -> The front of the legion stands still while the rear of the legion moves to the right. 10..CANNAE TACTIC -> this draws the enemy into a pocket so you can attack them in full force. Best used with the Wedge formation A LIST OF THE FORMATIONS AND TACTICS THAT GO WITH THEM The Formations are by their Letters, and the Tactic are by their number A) Balanced Army ******* Tactics -> 1,3,4,8,9 B) Wedge *************** Tactics -> 1,2,3,4,10 C) Strong Right ******** Tactics -> 1,3,5,6,7 D) Strong Left ******** Tactics -> 1,3,5,6,7 During Comabat you may move a portion of your legion to a specific point by pressing your right button on the mouse when the arrow is over the portion of your choice. It will show you the current direction, then press the button once more and hold it, then move the arrow in the directin you want that portion to goto. ** IN some cases, and tactics you can not move portions around in this manner ** If you get a responce that shows that you can not move that portion of the Legion, you need to move your commanding Officer closer to that portion (The Commander is the Single calvery man) You may also Realease your Legion or a portion of your legion. To release your entire legion you click the right mouse button once, the battle scene will freeze, select the 'MELEE' Icon. to Release a portion of your legion click your arrow on the portion you want to release, it will show you the current path of movement, then go to 'MELEE', it will then say "Releasing XXXXXXX," where XXXXXX is the Portion's Legion number. You can retreat, then release your troops as many times as you want, but be carreful, if a portion of your legion moves off of the screen, they will not come back. To release your legion (let them fight as they will) click your mouse/keyboard on the MELEE icon. MOVING LEGIONS TO A FLEET OF SHIPS You can move a legion to a Fleet if that fleet is in the Boundaries of the province your legion is in. You must have around 40-50 ships in the Fleet to hold all of your legion, otherwise you will have to leave some of them behind. After you have moved you legion to the fleet, and you reached the destiny of your choice, you can move your legion OFF of the ship by pressing you RIGHT button on your Mouse (on the Keyboard you press your RETURN/ENTER key) TIPS AND SUGGESTIONS While in battle, it is smart to get your troops in a straight line and WAIT for your enemy troops to come to you. This way you are prepared and start swinging your weapons before they can get into position. It is not a good idea to Make a fleet of ships until you get somewhere around 500-1000 Talents. This way you can form somewhere around 40-50 ships. Most of the Enemy Fleets consist of about 100 ships. If you master the art of Sea Battle, you can easily defeat a Fleet twice as big as yours. In the begining stick to just a few Legions (Around Two), until you get up to the Ranking of Legatus. this way you can Form Calverys instead of just a small infantry. If you can make it, stick with just a few legions until you reach the Ranking of General. This way you can skip Upgrading and go straight to a Consular Army (The Best army to have).... PLEASE FEEL FREE TO ADD ANY COMMENTS TO THIS FILE RIGHT AFTER THIS LINE, BUT PLEASE USE A WORD PROCESSOR AND NOT AND EDITOR PROGRAM. THIS WAY THE PAGES WILL STAY NEET, AND PAGES WON'T OVERLAP. @z[LP,?BV\NEo#D3._AUM- R]T\Mv+NR S*OOMRmJNGJQ\LLWell here it is the documentation for Chamber of the Sci-Mutant Priestess. by Draconian. I only had this on back order from Data East for a month before they got around to releasing it for the IBM/PC, at the end of July '90. Than [PE] came out for the crack as soon as it was released. So here are the instructions and the whold story on why we are here. The grammar of the orignal author is not the best, so don't blame me. I hope to see a SOLVE for this in a couple of days. (haha). There is a SMALL map on the last page of the GUIDE book, so if you have a scanner and would like to copy it and release the map to help us lost souls, you can contact me at: The Lone Star Ranch BBS (517)791-1371, 24hrs, HST/100megs. -=Silver Bullet=- ------------------------------------------------------------------------------- INSTRUCTION GUIDE for IBM-PC/Tandy/Compatibles Unzip all files into a subdirectory called CHAMBER (if you want to save the game). Type: RUNME GAME SETUP ---------- You will need to make the appropriate setup selections for the hardware in your system. When prompted, select choices appropriate for you system. NOTE: The mouse is automatically enabled if your mouse driver is loaded. If you're running an Ad Lib sound card on your sytem, it too will be enabled automatically. CONTROLS -------- MOUSE CONTROL: Move the cursor around by moving the mouse. To make selections, click the right or left mouse button. When you change screens, clicking the right mouse button will cause the rooms to change quickly. JOYSTICK CONTROL: Move the cursor by moving the joystick. To make selections press either joystick button. KEYBOARD CONTROLS: Use the UP/DOWN and RIGHT/LEFT arrow keys to move the cursor. You may also use the number pad to move the cursor if the NUM LOCK key is engaged. The SPACEBAR or ENTER acts as a button to make selections. To move through the world of CHAMBER OF THE SCI-MUTANT PRIESTESS, you must make decisions for you alter ego whenever the "Brain Module" appears. Move the cursor to look at brain options (represented by the small bubbles around the brain) and decide the appropriate action. As you move the cursor through the bubbles, various options will be displayed in the text box at the lower right corner of the screen. YOUR MISSION ------------ Take part in the five ordeals, if you want. Find you friend Sci Fi. Smash the protozorq plot before it's too late. HOW TO PLAY ----------- To freeze the game momentarily or quit the game, press ESC key, To restart, type: Y ro N. The Master of Ordeals (a Protozorq in a fetching mask) will hand you an object which could come in handy! Then he'll instruct you to go to a specific Ordeal. You can obey if you want, Raven. The Ordeals have begun and you have 1 hour to finish all five, should you decide to take part. If you can give 5 Vort skulls to the Protozorq at the Trader within the time limit, you will win the highest honor awarded to any Offa, Divo-hood. Failure, on the other hand, will result in something too disagreable to discuss at this time. MOVE the cursor with the mouse, joystick, or the cursor keys (PC without mouse). A text zone, at bottom screen, will translate what you explore as your cursor moves. When exporing, make sure you take in everything. The cursor turns RED when situated on vaild zone, and changes shape according to the kind of actions you can do. CIRCLE WITH RAYS: basic cursor. FINGER: use this cursor to choose ideas on your brain. CROSSED ARROWS: indicates possible exits, and directions you can move. ARROWS IN CIRCLE: indicates something to look at or manipulate. HUMAN FIGURE: character to select or act on. EMPTYING GOBLET: a full goblet ready to be emptied. FLY: move this to precise area where you wish to go with "sticky fingers" power. OPEN HAND: place this on what you wish to manipulate with 'sci shift' power. CONFIRM (click or space) when the cursor is on an element or character on whom you wish to act (inspect, talk to, attack, etc.) The BRAIN will then appear. This is your Tuner grey matter. It's full of ideas. They're in bubbles placed around the brain's surface. The ideas are those which come to mind in a particular situation. MOVE THE CURSOR from one idea to another. At bottom right of you screen, a text zone translates the idea. CONFRIM any idea you'd care to try. THE ICONS --------- On the right-hand side of you screen you'll find the icons you'll need for play. From top to bottom: 1) OBJECTS IN THE ROOM: (the icon changes color when an object is available in the current room) Confirm this icon to open a window containing any objects available for taking. If you leave an object somewhere, you'll be able to pick it up again any time you come back, unless someone else has decided to take it in the meantime! The window won't display if no objects are available in the room. MOVE the cursor over the objects. The identity of each is given in the text zone at bottom right. CONFIRM to manipulate the object of your choice. 2) SCI POWERS: Confirm this icon to access the 8 powers you have trained long and hard to master! These Tuner powers will give you the winning edge in many situati- ons. Be cardful not to flash them around, though, since they'll prove that you're a Tuner, and no one likes Tuners! Each time you use a power, your SCI-energy reserve will diminsh, and who knows if you'll be able to stock up in this damn Temple! A) SOLAR EYES. Switch on this super-vision power to see in the blackest darkness. It sure beats eating carrots. B) STICKY FINGERS. If you've ever dreamed of walking on walls, now's you chance! Just confirm this power and choose where you want to go with the cursor. C) KNOW MIND. Check out what that character over there is really thinking! Put the cursor on him (or her) to get the inside story. D) BRAINWARP. How to turn someone helplessly Moronic! Stupidize your enemy by putting the cursor on him. Unfortunately, it only lasts a second or two. E) ZONE SCAN. It so happens that some things are invisible to the naked normal eye. Zone Scan will tell you if anything is hidden in a particular room. These guys didn't reckon on a Tuner nosing around! F) SCI SHIFT. Move small objects just by looking at them! Protozorqs, unfortunately, don't count as small objects. G) EV. That means Extreme Violence. This SCI Power turns you into a crazed killer! Just choose your unsuspecting victim with the cursor and then tear him apart. Lovely. H) TUNE IN. You old teacher Gromek expained it this way: Development of the Hitachi-Gauss Amplifier led to perfecting of the Syntonization technique where the unconscious psychic emanations resonating from the subject are sorted and regulated by the Gauss. At the subject's request, the Amplifier should normally be in a position to provide the basis for a soulution, that is to say, the beginnings of a satisfactory way out of a worrying situation, thanks to an analysis based on the results of the harmonilzation of psycho-energetic oscillatory phenomena. To put it a little more clearly, you can use this power to make the Gauss give you an idea for getting out fo a jam! Since you're not an Emcom, however, his messages may seem strange. This is normal. 3) YOUR OBJECTS. Confrim this icon to check on what objects you have on you. A window will display, containing everything you have. Just click on the object you want to use. To use an object, click on it and choose one of the options on you brain. Some options (throw, give, place, etc.) you will have to designate the "target" of your action. 4) SCI ENERGY. When the pulsations get weak, that means your reserves are low. And no SCI Energy means no SCI powers! So go easy on the EV! The icon flashes when SCI energy reserves drop significantly or when insufficient for use of a power. 5) WAIT. If the best thing to do is just to wait a while, then confirm on this icon. Time will pass. The wait will stop after a certain time or if some- thing happens. 6) LOAD. To load and play a game you've previously saved. Select the load icon and confirm. The game will restart at the point where you saved it. 7) SAVE. Not your soul (Exxos deals with that), but the current game. Select the save icon and confirm. The game is saved. 8) TIME. This is useful. For instance, you can calculate how much time you have left to get those 5 Vort skulls in the Trader. 9) INDICATOR which flashes when it's your turn to act: click to take control of the cursor. |-----------------------------------------------------------------------------| | SOME THINGS YOU'LL MEET IN THE CHAMBER | |-----------------------------------------------------------------------------| PROTOZORQS: The People of the Temple! These splendid beings are the result of a mutation which took place just after the Burn. The Protozorq's chief person- ality trait is a fanatical loathing of Offa. And since you're an Offa... MASTER OF ORDEALS: A high dignitary among the Protozorqid People. His task is to organize the 5 Ordeals you're supposed to take part in. PROTIZIM HARSSK: Religious and political leader of the Protozorqs. Great indeed is his pride at being the Protizim during whose reign the Original Sin will soon be cleansed! Should you feel in need of an uplofiting message, just consult the nearest Holo-Holo. THE PRIESTESSES: Their sacred duty is to guard the Books and intercede with Deilos on behalf of the People of the Temple. If you become a Divo, you'll be seeing them, briefly, up on the second level where they live. ZORQ: Protizim Harssk assures us that Zorq is back with the Komponent for the Spawnomatik. QRICH: It's a kind of hovering quid, to be seen floating near Zorq. Probably a pet. SAURA: The High Priestess, She who holds the Blade of Sacrifice. Future genitor (along with the god Zorq) of the Race to Come. VORTS: a mistake. See the Book of Shame for shameful details. DEILOS: The Power in the Abyss, temporary God during Zorq's absence. DIVO: Triumph over the 5 Ordeals and give the skulls to the Protoqorq at the Trader in under an hour, and you get to be a Divo, Holder of the Egg and Messenger to Deilos! ASPIRANT: Like the other Offas taking part in the Ordeals, you are an Aspirant, hoping to attain the glorious status of Divo! That is, from the Protozorqs' point of view, the reason for your presence in the Temple. Should you fail to become a Divo, then, um...On the other hand, if you do attain Divo-hood, well, uh... THE 5 ORDEALS: What the Protozorqs brought you here for. You just go into one of the Ordeals, overcome the ghastly difficulties and win a skull. Give five skulls to the Protozorq at the Trader in under and hour, and you're a Divo! It is not necessary to inset five skulls at once. The Protozorq standing guard will keep count of all the skulls you give him. THE EGG: Awarded to an Aspirant who manages to give five Vort skulls to the Protozorq at the Trader in under an hour. The Aspirant then receives the envied status of Divo and must report to the Chamber of Dreams. THE SECOND LEVEL: That's where Saura and the other priestesses go about their sacred duties. As an Offa, you have no right to even know of its existence, let alone consider the treacherous idea of finding a way to sneak up there! SCI-FI: Your friend. She's a prisoner somewhere in this damned Temple! You got yourself captured and sent to the Ordeals just to find and save her. GAUSS: Also know as the Foetus. The Hitachi-Gauss Amplifier links you tele- pathically to the nearest Tuner Netwerk Center. The Fauss lives in a jar at the center. His telepathic voice is a little strange. HOLO-HOLO: After a skull has been given to the Protozorq standing guard at the TRADER, you may gamble for a new object. After selecting the objects to be traded you will try your luck at the three cup holograph game. After the cups are shuffled select the one with the skull in order to win; losing means you will not obtain the desired object, but your skull is still accounted for as one of the five. ZAPSTIK: The awesome weapon that all Protozorqs carry. Offas don't have the right to use them! Zapstiks appear to be a left over from before the Burn. THE BURN: Tuner Netwerk research teams are still working to identily the nature of that hideous catastrophe which plunged our world into the chaotic nightmare we know today, friend. Trust the Netwerk. ZONE OF ORDEALS --------------- (Insert Map) 1 - Zone of ordeals 2 - The Ring 3 - The Master's Orbit 4 - The wall 5 - In the scorpion's presence 6 - De Profundis 7 - The return 8 - The twins 9 - The noose 10 - The Master's eye 11 - Protozorq 12 - Passage 13 - Dreams of slime 14 - Concourse 15 - Guard room (end of Instruction Guide) -=Silver Bullet=- Now on to the story of why you are here. ------------------------------------------------------------------------------- COVER (page 1) ------------------------------------------------------------------------------- Table of Contents A Word to the Wise .........................3 The Forbidden Orders of Deilos..............5 The Set Up..................................7 The Book of Origins........................10 The Book of Shame..........................11 (page 2) ------------------------------------------------------------------------------- A Word to the Wise ------------------ A long time after the Burn. It is the reign of the Tuner Netwerk. The SCI-mutant Tuners discreetly control the world of the Normals, who fear and detest them utterly. For the Protozorqs, inhabitants of the Temple, the day of Atonement is at hand; the god Zorq has returned, as promised in The Book of Origins, appearing from the sky on board his flying object. In an explosion of crazed bloodlust, the horde wreaks havoc throughout the surrounding region. All the Normal villages are razed, and every one of their inhabitants exterminated. Every one, that is, except the young males, who are hered into the Mountain, The Temple of Zorq! Raven and his friend Sci Fi, two young Turners, approach a Normal settlement where the Protozorqs, armed with fearsome Zapstiks, are wiping out the last pitful pocket of resistance. In spite of order from the Foetus, Raven and Sci Fi fling themselves into the fray. The situation is hopeless, but thanks to his SCI-powers and astounding combat skills, Raven overcomes incredible odds and finally stands alone, surrounded on all sides by piles of broken and bloody Protozorq corpses. he turns to Sci Fi, but she's been dragged off to the Temple! The Netwerk orders Raven not to try and follow her into the mountain, but once again he defies the authority of the Foetus! At present Raven's in the very heart of the Temple of Zorq! Everywhere fanatical Protozorqs await the fateful word of their hideously deranged leader, Protizim Harssk, Guardian of the Protozorkal Shame. To find Sic-Fi, destroy the insan Protizim's bolldcurdling plot and, finally, hack a bolldy trail to Zorq himself, you've got the be utterly determined, ruthless, daring death at every turn! you'll need to use your SCI-Energy wisely it could mean the difference between total victory and a horribly sticky end! First you must face the bizarre and terrifying Ordeals of Deilos. Will you emerge as Divo, holder of the Egg and Messenger of the New Order, or will you meet a ghastly fate on the Altar of Atonement? The Master awaits, Raven. Your fellow Aspirants will show no pity. The repulsive Protozorqs keep gloating guard at every door! (page 3) ------------------------------------------------------------------------------- The Chamber of the Sci-Mutant Priestess, with it all-mouse easy-to-handle game system, its infintely rich graphic animations and the strange splendour of its scenario, offers you an authentic future classic in the universe of computer games. Step into The Chamber of the Sci-Mutant Priestess, Draconian commands it! The Mangement reminds all organic life-forms that thinking of any sort is no longer necessary. Anyone caught indulging in thought processes will be furthered for restraining as Brand X breadkfast cereal. (page 4) ------------------------------------------------------------------------------- The Forbidden Order of Deilos ----------------------------- 1.- Sergent Bullpup fills you in. (This section is reserved for use by life-forms wishing to soak up the socio-politikal background. The Management would like to point out that reading what follows is a bad move from a life-expectancy angle.) Sarge: As of right now, boy, you are RAVEN. Got it? You........(say "yes". If you're a girl, say "yes") Sarge: What'd you say, Slobface? You........(say "yes sir, sarge,sir" quite fast) Sarge: RAVEN, that's YOU, is the HERO of this here "fun-packed game of thrills". That makes you so happy, ain't that right? You........(say anything you want. He can't hear you because I've turned his ear off.) Sarge: I can lip-read. Now listen good, lunkhead... The Sarge, a person with overdeveloped jaws, takes out his gum and sticks it behind his left ear, because: A: His right ear got torn off in a breathing accident. B: Who want to know? Then the Sarge, whose eyes are piggish and closer together than his nostril, picks up a dog-eared sheaf of documents and reads them out loud, because: A: He wants you to listen good, lunkhead. B: see A. Okay, Sarge, It's your baby (page 5) ------------------------------------------------------------------------------- Raven's a Tuner. Tuners are Sci-mutants. Appeared after the Burn, same time as physical mutants. Normals hate mutants, specially Tuners, because can't tell apart from Normals physically. Normals rub out Tuner kids every time identified. Some Tuners avoid detection. Escape. From Netwerk. Live in hidden centers called Antennae. Defend selves. Remove Tuner kids from Normal communities before identified as Tuners. Normals fear and loathe Tuners. Yuk. Netwerk develops Hitachi-Gauss Amplifier, called Foetus, from human foetus. Allows long-distance telepathic links between Antennae. Netwerk now covers great part of inhabited world. Watch. Start intervening in Normal affairs to guide progress. Netwerk believes necessary to prevent Normals developing into powerful groupings, otherwise certain destruction of Tuners. Gasp. Netwerk maintains social stability discreetly. Normals loathe and fear Netwerk. Yuk. Netwerk will guide events untill Normals no longer hate Tuners. Some Tuners disapprove Netwerk policy. Leave Netwerk. Are Defectivs. Hiss. Hunted by Netwerk because irresponsible and dangerous. Raven is young Tuner, training over. Ready to serve. Has Psy powers like all Tuners. Raven's power destine him for Outside Teamwerk, contact with Normals to ensure satisfactory peaceful social evolution. Sent to new Antenna. Leaves with girl, Sci Fi is Transrec, Tuner working with Foetus, link between Contact Teams and Antenna. Sci Fi is also Feeler: picks up Trouble Spots, directs Contact Team to Pacification Zone. Raven and Sci Fi in love. Cute. Sci Fi has Defective tendencies. Was removed brutally from loving Normal parents. Raven explains that sad etc. bla bla, but Netwerk only hope for safe world. Normal too dangerous for selves and Tuners. Gulp. Cross region not totally under Netwerk care. Sci Fi feels Trouble Spot. Receive order from Antenna (thanks, Gauss) to observe, no intervene. witness massacre. Physical mutants attack Normal village. Kill everyone except young men. Foetus transmits order to avoid contact. Too dangerous. Sci Fi and Raven disobey! Fight mutants. Sci Fi captured. Mutant have Zapstiks. Victims go up in smoke. Raven uses Psy combat power to kill mutants. Sci Fi gone! Grr. Fleeing Normals fill in Raven: mutant are Protozorqs. Lived peacefully in mountain. Then carnage. Kill Normals, shouting "Death to Offa. Great is Zorq. Soon end of Shame". Only young men taken alive. Gauss establishes telepathic link with Raven. Sci Fi off the airwaves. Not dead but scrambled. Taken by force to mountain. Grr. Foetus forbids Raven to go after her. Was almost Defectiv anyway. Raven disobeys Netwerk. Finds new massacre, gets caught. Taken to mountain. Will and must find Sci Fi, take out Protozorqs. Banzai. Thanks, Sarge. Really most moving (page 6) ------------------------------------------------------------------------------- THE SET UP THE SET UP RIGHT NOW (blood-curdling). (The following is reserved for those life-forms wanting to know what they're supposed to do, without wasting any more time on irrelevant issues. The Manage- ment reminds personnel that the possession of ideas or any attempt to contam- inate others with them is an offense punishable by restraining as encycloped- ias, and we all know what that means. Be a nice neighbour; flush that brain down the toilet.) So there you are in the mountain, Raven (that's you). The Protozorqs filing you unceremoniously into a dimly-lit slammer that smells like somebody just did something. Four Normals (you're not a Normal. You're a Tuner. That's a Sci- mutant with powers. Neat.) are slumped around, looking pretty glikky. You're in good shape, ready to shed quite a lot of blood to find you girl, Sci Fi, who's a prioner someplace in the mountain. You decide rather wisely to keep you more spectacular powers, ones like "stroll around on the ceiling" for later, as you don't feel like getting mashed into pulp (nobody likes Tuner). But why not sneak a look inside a mind or two? Well, well. These Normals sure have glikky thoughts today. One thrilling power you have works like this: the Foetus captures your subconscious impressions about a particular situation, and analyses them. So that, if you contact him, you'll get an idea what to do. It's your idea, processed by the Hitachi-Gauss Amplifer! If you try it now, for instance, he'll send you this message: "Pay Shunts" (he's a glikky speler). That means it's better to wait and not use up too much psy-energy on trying out you powers. A slight eternity later, a bunch of Protozorqs shove you all through a maze of corridors. You go along the Passage of the Faithful, into the Ring and finally into the Master's Orbit itself! The Master of the Ordeals quits his Eye, surrounded by a battery of crazed Protozorq fanatics. His mutant voice buzzes thickly from behind a terrifying mask! (page 7) ------------------------------------------------------------------------------- "YUGGA WAGGU" Offas, the day has dawned. The stench of shame will soon be wiped clean. Nourished be Delios, Abysmal Power of the Humid Pit! Zorq has retuned, as was written in The Book of Origins. Soon all Offas will be but a vomitous memory. Today you are become Aspirants, struggling to attain the blessed state of Divos, Messengers of the New Solution. Those who fail will have the homour to offer themselves up to Deilos! Who would be Divo must first triumph over the Five Ordeals. A skull of Vort will be awarded you for each Ordeal successfully overcome. To be a Divo, you must place five skulls in the Changer before one hour has elapsed! None may re-enter a Chamber of Ordeal that he has already overcome. Bear this in mind: none may do violence in the Orbit. Delios Forbids. YUGGA WAGGU! The Master has spoken. Well, buzzzed thickly. To each Aspirant he gives an object of some kind, directing him to one of the five Chambers of Ordeal. Finally, he turns to you, Raven... Can you win the Five Skulls of Vort? Is that the best way of getting to Sci Fi? What dangers await within the Chambers of Ordeal from whence wafts the fetid stench of grinning DEATH? Just what are these lunatic Potozorqs planning on anyhow, and can you stop them in time? (The management hereby informs all organic life-forms that the third and twenty- second words in each line of the following documents contain signif- icant doses of "Brain-Slurp 17". Preceding documents also. Why not pull the same amusing gag on your loved ones?) (page 8) ------------------------------------------------------------------------------- The Book of Origins & The Book of Shame (page 9) ------------------------------------------------------------------------------- The Book of Origins -------------------- Within the Mountain lived the People. From the sky came Zorq, the Exalted One, and his familiar, Qriich, in their flying appliance. And Zorq spoke to the People, saying "I have chosen you who are less than nothing. Tomorrow you will be Sires of the New Race, and the Earth will be yours and you will obliterize all the peoples of the Earth in a frenzy of mindless bloodlust." And the People felt joy. "Let a female be brought to me," barked Zorq, and it was done fast. A female of the People, the meatiest, was brought before Zorq who impregnated her, saying "Female, you will gender the New Race. Our races will be one and all others will shortly be obliterized, for they are Offa. "And the female was placed in the Spawnomatik according to Zorq's desire. In three hous she spawned a multiplicity of eggs which hatch fortwith. And the children did eat of their mother who thus fed her offspring that the Race might be the bloodthirstiest of all. And the children did eat of each other, down to the last. And Zorq spoke, saying "So much for the Race." And the People felt sadness, for the New Race had contained a fairly major glitch. Zorq spoke again, saying "I leave you, for I must seek out the Komponent. Upon my return, we will try once more. Keep the Spawnomatik as a sign. But touch it not. Choose a Protizim form amonght you. He will be Protizim of the People and will keep the Faith until my return." And Zorq and his familiar, Qriich, did disappear into the sky in their flying appliance. (page 10) ------------------------------------------------------------------------------- The Book of Shame ----------------- The People of the Protozorqs selected a Protizim. And Proitizim Krill kept the faith, the Spawnomatik and the Mountain which became the Temple. And when Krill terminated, Prass was chosen as Protizim. And Proitizim Prass forgot the words of Zorq and took it upon himself to attempt the creation of the New Race, saying "Zorq has forsaken us, for he has found another People. but we have the Spawnomatik. Let us produce the New Race ourselves. In this way we can obliterize all other peoples." And the People of the Temple believed him, saying "He's right." And Prass spoke, saying "Let a female be brought to me. And let it be a meaty one." It was done. And Prass did impregnate her, saying "Woof Woof." Then the female was placed within the Spawnomatik where she spawned a slimy multitude of eggs which hatch. The children did nibble apologetically of the flesh of their mother, after which they did snooze. Protizim Prass spoke again, saying "This Race couldn't obliterize a squashed gerbil, let alone Offa, for they are Vorts!" And the People felt disappointed, for they had been counting on something a little more assertive than Vorts. Prass spoke once more, saying "This is our Day of Shame. Our misery is deserved, for we have lacked faith in Zorq who is verily our true God. We must obliterize ourselves and our borts fortwith, for we are covered in Guilt." Then spoke a Protozorq, saying "Nay, we deserve no such gentle gate. Our People must live to bear the crushing burden of our Crime until Zorq returns to deliver us of Shame. And our Vorts will be our slaves, that will see our Guilt before us every day! And when our God, Zorq, finally create the New Race, then will we obliterize ourselves to wash us of our Sin. Only you, Prass, have the right to obliterize yourself today." And the People of the Temple agreed. And Deilos became temporary God in Zorq's absence, for Deilos is the Abysmal Power of the Humid Pit, and the Protozorqs deserved no better. And Protizim Prass did terminaterize himself, saying "Let me be woken up on the Day of the collective Self-Obliterization." And thus did die Prass who spoke one positively last time, croaking "When Zorq returns, you will take young Offa. And from amongst them you will select those most apt to carry the message of reborn hope to Deilos. And from amongst the Offa you will take a female, whom you will name Saura, High Priestess, and who will genderize the New Race according to Zorq's desire, for Zorq is our God." It will be done. (page 11) and the end. ------------------------------------------------------------------------------- -=Silver Bullet=- ((((((ppp'''yyyǞǞǞ!!!"""NjNjbqqqȉȉpppB B B code恭ưּ폋rt]qqZYXWVUTSRQPONMLKJIHGFEDCBA@~}|{6 w4,t7?5<'>AAjDBgKOdNHaM50673:<99<:d OCMIIQKCWE?juy;ukqp{ua1d`.ydby)ofk`(#cr ݓגԄρƂﺥ뭨涫㯴מєݑȌ݄̈͒ط\ YN KNA1:}44*<>":9-^Xqpn.-%j$),#e0+'2%ZRD^XS[A_PDFXH JDMDIHTOGUE?ni<.* 7ob57POSLIWQP]TZECGFI ^AM@IKLP ~py:9ls5cr~}0f}-|dy`|nikag"eiٚҔ͜ķク孭⬩ۓɚӖȋ†˃񈎣[ XRO KE-~<2?z-*.v!;s:8$o&$!k= |WSxw":t;7= o7"9k?',"460",%`KVXXUW[RFA>8=% ?>=<;:987#5\zfb0Ckkx+*$('V`jwcfoê܎މ \7 WVXTS7L8GDXFnhA@~}|{zyxwvutsrqponmlkjxh/1d''4zQEUYQ>8=% xCO DNUQMMEIl>nttmpvp6l{f2exnz-{cog(f&qmog!sږ֔ӓѠė񸦺顳沭ޚחוʂωфՀ𖐹_[ XUPL G  A60<07#y1#v<'s5>>*`@Fkj.3#7d++54VPZZzQEUYQFX\J XCO JFENTCML?jtp~:xvs6v{a`tcachbdn(wjdpemsm܏ׁҕ直⩩֐ҕԐىȆׂ󙙲][VRMID @&1(.{.042v& 2 %#o:"l/#:eJLed*,5%XL\H^AXCPPTD[K_ FE_MWPM@I-<;Nq}es5}`2~~j.jidgl|uofeo"rh܏ךќ̊ʇ혢籬⵨ؕ͝ݒÍωӦѡ0^624-Cu}VUINOLMRSPQVWTUZ[XY^_\]bcPV{WSxw2"4ponmak $+f41*6a!QZN^I\LQTYVSQLE XD ]ASJ@PASEzp3:9Zvu~gcsru/#-]~c}(!&@|jv!t޹ڟՕΌ疷ǝÙؖբ܄𴼲˨_ Vz|UyyRQ= ;>)K)&&34*(0Xlj~`afgdejkhinolmrCGlF@ih.,7c% -ZYS^IVXBUCBTQ]YC Y\XWIWPOHCz0;854Y]HC[GNG+IFFSTJHP8 ű姬ΜŐÅ]Z VH  58%(tyx>0YYrq1,:$#%j+=32**c+2`UQDOOSZST@@G]_A[@NNX GIC )),*?<;Q\AUYTFW2R_AZ_CGY3 &%9>?<=̿ǁ’ϚӕܒȌ̈ʩᨣ_[V ANM%K FA7;}(,5TRwv&1'!q?)n&)29ij,#<)"2a/Q[ZT]]PM^SA[YB aBJWJHS?|xzoj}7}pm~sa.-ceo)ath"p#ldcחКˈȗ𸡿꠻䴫ߝߙˁ̈Ёᣬu^] V]P I E@4;$1:*y793yt2<5p?",5.8i<0)e10'2`T[DQZJL@Y99<:oIGE^FT@HGXM~nn/.Zdnd)|oc%e`vhoޟןԝЍʁ…鿮䮭ٛǔܑދ_ YPMI[mU~PV{WSxwvutsrqponmlkjih #< "2aQ[ aLQjGUwUN->;:9876543210/.-,+*X('Q%$F"! ͥʦǶ͐ںײ_5]QVZTUWMx~SRQPONMLKJIHGFEDCBAO"}{zyxwvutsrqponmlkjihgfedlb=`c37 p g?>=<;:9876543210/.!,+$)(( $! ٳҽȺƓՏ̊ǁ_^]Y UN JG 4~?)/.66w8 917#p (bF@iEMfHNcbk`kVXZYMQXX_VKBIA_ @OPEFVKMGAqz=hlu9qd6a|v2}u{zh~+(Z*'gk`#vie¸Қ͞񑬺ꢭ孰⥩ݘؕב١α^ ZUQ M F C 19}92.1=%v!<6_[ponm??+',&4!d"03/HVYBIWE[A^WCYLFIRZHLGWVLUKzgn<}uk8sgqpfxa"-xco'&%$bauiݗٞ՟Ιʛ•搗^ Y UN JG +722{-0,?v4t7;#5,:$#%+%h,#|o;m|t{6tg3p}le-ud{(hvukmgotޙւщ̘ê󶾾껠_^]\[ZYXWVU8PONMKJIH5 ok@~}|{zyxwvutsrqponmlkjihgfedcba`eI=% ?>=<;:9876543210/.-,+*)('&Y$". עѴ̧ŕ_^]\[ZYXWVUTSRQP@NMLJIH;koDCBA@~}|{zy $3u;;4<+tmlkjihgfedcb %YJEg]TZE=% ?>=<;:9876543210/.-,+*)('&Cvllu ڪրЄɇėﯣ뾦賮䱫˞ΚѹɌƇYɻ츳 ]^>XWXW#Q MiiBA0+}+4/5:87r5?8 m8#/i"(?60*!*`]KIHTTL_S[CGBXZEI @FQTRLGHEI~yrrzvua7ce21qaj-xd*}`b&wmdju.ީ۞ӓє̍ǒÎ甆꽠㮤Ϝ雘̘ڈ콾wsXWRMI  @=+)(44y,?3;t#'"8o:%)k &142,'(b%)^YRRZVUARZC]P^K#' ^FSN@OGGT1>=Ht:{txu~4r|1ambabdn(cowa`v!hܓןԀˎƒ󢣵ꦺ糶㶩ܗ햓܎ʋǁ៛ણ Z VQ NJE  `SW|VPyx>0t21%9 m'.3i)+5*d+#2`^NHZT]VZZZVWEAMYEDDoCBEIl}=s}:`wbd5w|~~b-,by)ehpljd"oeݓڍ҈͜ė򸤼뽠㥴۝ߙ֔ތ܈п缱 pv[Z TP IE B+=5|:z=1$5yt1'%p&:m?./$;g2*d+'-0GRI^V^B8>SU[ZH^ aA\KVEOq9i!-g",7 b(3GRIIIeZG@H[A KN^ KKIVACRoqnorxu}7bz4j}db/jdh('gk`#wreߊۛԑ͘ʎĊ͵ݚҖё܎ߊԅҿ ]Zx~SRM HED*A +~55/)y!8#u='rm%%,%!$2e "/ 'ZRRCVMEY]UW]JZH^'#GK@KGfqh<u9vxb5pvt}ulz-e*~asn%}lws ؞ՃІȃㆈ蜨_^9 TQKF C :~$3.z:089&1s&>p?",5gj0'2f$*'b8/JLSKJVVRXA99]NW __K[\IPPJNL{ws{;{wa`~pfv2wb`c-ceo)|h&cmug!dۘӋ͠Ņ•󡲢졿糫۝ŕԐل ^YTN J E @&1(|:(pyok8vxq4w{bs/}ymz(nu#"moږׂӆςʆǒÑ񤸡륧賮䷭ϔފ҄‚\  VS @f`IH 8~22{-114>u$?3(5=n4#>j(:"hed'/%M_QPBITVOPF]_UG^ DXHF@CEMF,*?>mpzc|j7bb{3{b0xfdxn$)(Pn`j#c!dܔفԐ΅ɑČꫩ峢ɜԗď̆́ZU\OLG B<5}(4-8*3%u-<'q1!*m5$?i%251d708`KQ06ZYCU]ZFQAJ XCOGSNWKTHT?z}rt9lx6afj2p~k.dbmf`ks&hkqg!dӥΔʆǟŽ瘝꾡尫ߖӕҐǁ_WXW7^Q NJ  E ok@=<(82y7%v115>43;n,l/#:#g)#d:-42QJRYVTXDZFGFBA CC]^IPV@@Ct>j}wv565u}v1qczec~ma(nr%sll&tߗגЛ͕Ȑˆ訶̞˘єȐNj׃ͱ]ZS L  N~+5?++??%t<4\Zon,l/#:+g/6d''5%MSTR^^ZNB\RFS@BB^ C]NU BLEkvx!-5f6,,6o`w[BULES]]D^\YKI!! AIDNWMTv3yuhy9v{p83pt0nj{exom(sndp#{nuߟۃ֚͏Ɋ񺺽줤裯֖֑Јȅɲ \ Y TN KG OB:0}:737?w"=1>_[po/! k+=h>)06c-10PPXROPVDTDZVCZMNIXY@GIQKANNykny;nq}7~px2~e{.bj)(ooh$ble ؚҕ®闵ʕߐݍƎ޺ַѩ \ UN IE  382.WSxwvu-<'q1!*m-k,;!"(!d #/`OR\EUW]Y[\\Ty[D DISEMAP@Rz>mpzc||;6tzw2pd/zei)('&`jg"nfߊۜՙϞǕ󢣵莨尫ʟÖғӑˁׄ΀꣬ z|UTSR OG  B +=59(tyx76rlkuw}yb5}`2uu|zcrom& %  " ֵצƥȑŧ䐶˞ҙƔݑڍׄȿ_^]\[ZYXWV OKID @91/|+(8;#?61s%8$'n%%?> & f1%1%$4L37 H[Q@HO@S?zrx|sw7w{p3vtvcknxbdn(hvukmgotߚ󥸤綷ڐٕƑˍ۪㥦^ YT O DIH3D .<./WSxwvutsrqponmlkjihgf,7c/.6VPZO[K_RBDASRDFMH hFIUTLLDNk>juwv9ygfpua2p~k,+*)('&%$#"! ڍցӖ͍Ɍ󫾥ﺿ뾦误䫫ׂ͇Z W{PONMLKJIHGFEDCBA@~2,+57=9"u !+"p;!m$">i1(3e3*6)`KVXQ73:<memgflf`c{NU?yxh;nv8gv3}dd/kumh~eq'qmm`j!o؎ԄϚ솥粭㡴ϜЗѓٍڈԨ ]  U LI   ::q|/2<6Z\utsrqponmlkjihgfedc!-)\UKRNQNY@FSRDFAC @OPSIWFNDCk0=&*)0d/-2%24 EGMKDP@J->;87^\ZGA16/ZD\X0'&89>?<=ϣLJÖ覲尫ΝŖށǥ [ SOI OB:SW|{zyx':4-6 q'&:%l?",h//",&15`L]RN^NQ[ZCZ\}NCYO ATNASVBf>zumsw7b}q10/.-|gkpmu&jjf"qoܝؒҙ΂˞lj󽿵ᄁ㤮ӚޗѓߍڈЂ+\( VSKHD  ;7<(>z+10>!t<4q5.-%l$,i%+Sf}'qlho"ooޛّԇЇʆNj뾠НߙƓʀ„̆ÄԀ髻M^vpYXWVU AL IC @>~)57?ykw/:!s10>o#":.j='0'7 0b(4_SXNQ]FYUJWC=% ^AKJEVVNM~jtzvua7|`yc2exj.jm{*kmsq`am"uh۳ؚӆΙʝ뫽͜ՙӕΊۇу_^]\[ZV$WVUTSRQPONMLKJIHGFEDCBA@~}|{zyxx X^srqponmlkj#g2*d)7,0 bD^ GLQKHTMo>016$9)76!210/.-,+*)('&%$#"! ٦蕔ʞ^WRQPONMLK3G A6;}()#060v!;^Xqponmlkjih!4*)c6(,Z OUL^ZP @\EWCVLOTvrx<*:mw7b|xv0/.-,+*)('iw$epnmߊ؃Ȉłꍡ䠣ɜҕǝٌ̈ȏ튌P[ TPL H C60q|33-x.9 &s003$n,+*#'dg#1'mloM5mP^ECZ^]LOX_N DIMIWGCLAx{=ht:`wb6tzw2hz|-|gk}nhth$ble ܞћ˓Dž퍽粭⣹Ҕܣ̃ RvptrWV@]S4NIF A00(/{.042%u#:>=p.>=)*8i')f<+60a/ONRR^TMKTTWXFQCB!! qLFQDkwqyh:nq{z5x|}z0cgfi+k)yrcvpjmo ۍԒҒɡƜﺤ갧沭ʝݛؓÌۈփ ZTNI D:2}=/z510>!==;?7BDmlkji;7# 0b5/]OUKJU]OZAA^@_ACIE^d@RWHCt>yx{lkr6a|v2sa{~,cem %$#"!wܕ؀ӓϊˌǟÖ﷢뮦误䪶ʟܗߐΎڈǃ ] u}VUTSR CaagcHGPLD: @8;)|/5y;?9:'6r(?:=<;:mpr6wqt{~f`j,dl)mfem$dcleݵےցЎ΋ʆǒ诧ݘܓ̈ȅȿ^YU^bd`ff`dbjlEiiBljSW|VPyU]vX^sr5#"m8#+=o4f$&,75`^RQrZYYA\Z\Z@H XD JGQCW hF?gri;rxnr6davaey``~*)gi&djzviiݵۗמҝ̓ɘ򾦪폮ʝɚ•ÐƇ Vu}VU0 Q CLK#I C ,~:=6?y1$v4#6!>=*bm-%.ig.*4&b5(ZMX_UA@_YXZT\_#' SF]CKNL[Ik>|o;wl{6tg3[1tfj# &%$#C!tٞՀЈ˝ņ†򲱽쿥鿵㭯᜚3?3??#"33"?#"#/>3??32/?3"/3?"??<33?<3??30?33?????3?????<3?3????????3?????<3?3?????"#?3"?3"3/?/??2#/"2/?"/???3?33???00???Please note: I've made a token effort at cleaning these docs up - they were (are?) a bit of a mess...but certainly legible. I've left them un- encrypted, feel free to rip 'em out and clean them up as you wish. SP TYPHOON OF STEEL Typed and spellchecked by SIDEWINDER of LSD. Manual supplied by SCOOTER. NOTE: these are typed from the Apple-Mac/Commodore 128 docs, I assumethere is to be a small amiga manual to go with this! I. INTRODUCTION A. OVERVIEW: TYPHOON OF STEEL is a tactical level simulation of small unit actions during World War II. You and your opponent command various units thatrepresent the forces of the major powers of WWII. Each unit is anindividual vehicle or a squad of men. At the beginning of each battleyou are given a mission to accomplish. You have a certain number of gameturns in which to accomplish your mission.Each game turn consists of two phases: an Order Phase and a Combat Phase.You give orders to your units during the Order Phase, and the unitsattempt to carry out those orders during Combat Phase. You can choose toplay just one battle or an entire campaign. A battle (also called ascenario) lasts for either 30 or 60 one-minute turns, depending on thetype of battle; a campaign consists of several scenarios played one afteranother. Beside playing one of the historical scenarios included withthe game. You may design your own battles. TYPHOON OF STEEL is a sequel to PANZER STRIKE!, and the rules to bothgames are very similar.(When a rule for this game differs from one usedin PANZER STRIKE!. that change is highlighted.) TYPHOON OF STEEL has notutorial scenarios; deletion of references to the tutorial are notmarked.When playing TYPHOON OF STEEL you will be able to choose one of threefronts (also called theatres) for your scenarios. On each front, oneplayer will command the units of Germany or Japan; the other player willcommand the units of their opponents on that front. All troopscontrolled by the Germans or Japanese player are called the Axis forces.Their opponents are called the Allied forces. The time period covered bythe game also varies with each front, and has an effect on types ofweapons available. The fronts available, the time period covered, andthe countries comprising the Allied and the Axis forces are shown in thefollowing chart: FRONT TIME PERIOD ALLIES AXIS Pacific 1942-1945 United States Japan Asia 1942-1945 British Commonwealth Japan Europe 1943-45 US Germany The European front includes both North Africa and Europe. The Americansare in North Africa until late 1943.Note that the computer can play either or both sides. In addition, youcan choose to turn over part of your own forces to the computer while youcontrol only a portion of your troops. In this way you can command onlycertain types of weapons if you wish, while still having a balancedforce.The game is played over a map that depicts the terrain fought over in theactual battle. The map can be as large as 60 squares by 60 squares, butyou can vary the north-south width of the map so that it is smaller.(There are four different terrain sets: Pacific/Asia, European summer,European winter, and North Africa.) (See the Briefing Manual fordetails). When playing a non-historical scenario, you can have thecomputer generate the map, or you can build it yourself using the terrainappropriate to the front being played.During play, you can choose to view the map at two different levels. Atthe tactical level you will see a 20 square by 10 square portion of themap. At the strategic level you will see a 40 square by 20 squareportion. You may freely go back and forth between the two levels whenthe game is in progress.The units and the map are scaled to represent their actual counterparts.Each unit is an individual vehicle or a squad of men. On-map artilleryunits are one gun; off-map artillery represents a four gun battery. Eachsquare on the map is 50 yards from side to side. Each combat pulserepresents 20 seconds, so that each game turn represents a minute of realtime. The screen shows a top-down view of the units.B. GETTING STARTED:This section provides the start-up instructions. It also explains theopening menu and how to save the game. If you are playing TYPHOON OFSTEEL for the first time you should read this section and the sectionentitled Playing a Game. Choose an historical scenario and play itscenario several times until you have a good idea how the game plays.You can then progress to building a battle of your own design. Beforedoing so, you should read the Building a Scenario section. The Formulassection deals mostly with detailed combat procedures and you only need torefer to it if you want to know more on some point. Once you feel thatyou have a good command of the game, you should proceed to read theCampaign Game section and play a campaign game on one of the fronts.TALKING TO THE COMPUTERTYPHOON OF STEEL is menu driven. This means that you will decide whatactions to take by making selections from various menus. Generally, toselect an action from a menu or to answer a yes/no question, just pressthe desired key. In some instances where numbers are being inserted youmay also have to hit the RETURN/ENTER key.NOTE: if a screen does not list an exit key, press the X key to quit thatscreen.SAVING THE GAMEYou are given an option to view the Save Game Menu at three differentpoints:during the map build routine by pressing the V key; automatically afterdeploying troops for a new scenario; and after each Combat Phase bypressing the Y key in answer to the question 'Save Game?'. You must havean extra disk initialized to store the saved game. You can initialize adisk using the Save Game Menu. You should use the 'Map Save' option andnot the 'Save Game' option if you are saving a map during the map buildroutines. Never type file extensions when saving or deleting a game ormap.THE OPENING MENU:On starting the game you will see the Opening Menu. This menu will allowyou to determine certain of the conditions under which the game will beplayed. The numbers 1 through 5 are associated with the followingchoices:(1) Whether to play a new game or a saved game;(2) Which side(s) the computer will play;(3) What Handicap Level to play at;(4) How long the message delay length should be, and;(5) Whether to build your own scenarios or to play one of the historical scenarios.The default values for each item are inversed. To make a change, justpress the number key associated with the desired condition.GAME DETERMINATION:If you choose to play a new game, you will be asked to choose whether tobuild your own scenario or to play an historical scenario. See Buildinga Scenario section of these rules if you wish to design your own battle.On the other hand, if you wish to restart a game from the point that youpreviously saved it, choose the 'Saved Game' option. Please note that ifyou restart a saved game you will also have to choose which side will becomputer controlled. (This information is not saved with the game. Itallows you, however, to switch sides in the middle of the battle or toconvert a two-player game into a one-player game or vice-versa.) Whenyou recall a saved game, you will be able to modify it as if it were anew game before continuing to play.COMPUTER CONTROL:TYPHOON OF STEEL may be played by either zero, one, or two players, andthis is determined by the options selected on the Opening Menu. Forexample, if you wished to watch a demonstration game where the computercontrolled Axis force faces a computer controlled Allied force, youshould select the option BOTH COMPUTER. This determination must be madeevery time you boot the game, even if playing a saved game.HANDICAP LEVEL:At the beginning of the game you may choose an handicap level from 1 to5. These levels only make a difference when you are building your ownbattle. When playing the Tutorial or an historical scenario you do notneed to change the level in any way. The effects of an handicap levelsare to reduce the number of strength points available to either side bythe amount shown below:LEVEL 1: Axis reduced by 40%LEVEL 2: Axis reduced by 20%LEVEL 3: No effect on pointsLEVEL 4: Allied reduced by 20%LEVEL 5: Allied reduced by 40%NOTE: these levels have no effect in the campaign game.DELAY LENGTH:The delay length affects messages displayed during the Combat Phase. Thegreater the delay length the longer these messages will be displayed. Adelay of 1 will speed up the game, but will cause the messages to bevirtually unreadable. A delay of 9 will slow the game down, but willallow you more time to study the various reports provided. (You may varythe delay length during the combat phase if you wish the messages to bedisplayed for a greater or lesser amount of time. Pressing 1 key duringthe combat phase decreases the delay length by one increment; pressingthe 9 key increases it by one.)CHOOSING A SCENARIO:you may choose to play one of the historical scenarios or to design ascenario of your own to play. If you choose to design your own, youshould read the Building a Scenario section of these rules when you aredone with this section. If you are playing for the first time you areencouraged to play an historical scenario before building a scenario ofyour own.LIMITED COMMAND RULE:Before actually beginning to play any scenario, you will be asked whetherto use the Limited Command rules. These rules are explained more fullyin the Playing a Game section, but in general if you use these rules, aheadquarters unit will not be able to issue any orders once the number oforders it has reaches zero. If you don't use them, a headquarters unitwill be able to issue all orders except a rally order when it is out oforders. The consequence of answering 'Yes' to the question is that youwill not have as much control over your forces. Until you feelcomfortable with the game you should answer 'No'.CAMPAIGN GAME:If you choose to build a scenario, and you have chose to have thecomputer play one side or the other, you will be asked whether you wantto play a campaign game. If you wish to play a single scenario, answer'No'. Once you have become familiar with the game and have read thecampaign game rules, you should play a campaign game; answer 'Yes' atthis prompt.II. PLAYING A GAMEA. PRELIMINARIES:INTRODUCTION:After reading this section of the rules you should be able to play any ofthe historical scenarios of TYPHOON OF STEEL. This section describes howto give orders to your units to carry out your assigned missions. Italso discusses in general terms how the various unit characteristicsinterrelate. It does not, however, contain all the specific formulasused in the program. If you wish to know one of those formulas, pleaserefer to the corresponding paragraph in the Formulas section.This introduction should give you a brief overview of this section andintroduce some of the terms used in the game. All terms and menusmentioned in it will be described more fully later.The central concept of TYPHOON OF STEEL is the proper use of orders.Orders are given by eligible headquarters (HQ) units to eligiblesubordinate units during the Orders Phase. Eligibility for both types ofunits depends on the state of the unit and whether it is in commandcontrol. There are four major categories of orders: movement, fire,organizational, and cancellation. These are covered in subsections B2through B5, respectively, of this section.Orders are given by selecting the desired order from a menu. There aretwo main menus in the Orders Phase. The one you see when you first enterthe Orders Phase is called the Map Menu. This menu is mainly used tomove the cursor around the map, to view parts of the battlefield or toaccess a unit. Once a unit is accessed, you will see the Unit Menu.This menu is used to check various aspects of the unit and to give ordersor perform actions in an attempt to carry out an order.Both sides give orders to their units during the Order Phase, the Axisfirst and then the Allies. When both you and your opponent have exitedthe Map Menu you will begin the Combat Phase. During this phase yourunits will attempt to carry out the orders which you have given them.Each Combat Phase will follow one after another unless you wish tointerrupt for an Orders Phase by pressing the O key. After 30 CombatPhases (60 for an Assault scenario) the game will end. You will then begiven a listing of how many units of each type have been destroyed oneach side.ACHIEVING YOUR MISSION:Orders should be given in an attempt to achieve your mission. You andyour opponent score points for destroying enemy units and certaingeographical objectives. At the end of the game the number of pointseach side has accumulated is compared. The side with the greater numberof points is the winner, and the size of the difference is the size ofthe victory.Each historical scenario lists two factors which affect how victorypoints are counted: the type of battle and the assigned mission. (If youdesign your own battle, you can choose both of these. See the Building aScenario section of these rules.) There are 5 different types ofbattles:1. Axis Assault2. Axis Pursuit3. Meeting Engagement4. Allied Pursuit5. Allied AssaultIn each type there is one attacking side (the side who name is mentioned)and one defending side. The exception to this is a meeting engagement,in which there are two attacking sides. (Whether a side is an attackeror defender has an effect on what mission that side may have).The type of battle also determines the relative sizes of the two sidesand the length of the game. In a pursuit scenario, the attacking sidehas about 2 to 1 superiority over the defender, while the forces areabout evenly matched in a meeting engagement. In an assault scenario(see the Unit States subsection below for a description of what beingdug-in means). Assault battles last for 60 turns; all others last for 30turns.TYPE OF MISSION AND VICTORY CONDITIONS:The type of mission assigned to one side determines how the victorypoints will be calculated. For all types of missions, you gain pointsfor destroying enemy units and for exiting your own units off the enemyside of the battlefield. Units exit by moving onto any square adjacentto the east or west edge of the field.Certain missions also may require one side or the other to clear or holda certain objective area. This area can be seen from the Map Menu bypressing the W key. It consists of an objective square and all othersquares within a range of 5 that have a Line of Sight (see subsection sotitled below) to the objective square.The actual number of points you get for each unit depends on the missionsfor both sides and whether the unit is being exited or has beendestroyed. The points you get for destroying an enemy unit are amultiple of the cost of the unit; exit points are a fixed number which isgiven for each friendly unit exited regardless of its cost. Normally,each side will get points equal to the cost of an enemy unit if the unitis destroyed, and 1 point if a friendly unit is exited. The cost of aunit is discussed in Unit Characteristics, below.The mission chosen may affect the points awarded, however. There are 3missions for an attacking force: Engage, Bypass, and Clear Objective. Inan Engage mission, each side gets points equal to 2 times the cost ofeach enemy unit killed. In a Bypass mission, the attacking player gets10 points for exiting attacking units off the defenders map edge, but thedefender gets 2 times the cost of each attacking unit killed. In a HoldObjective mission, the defender gets 100 points as long as 1 defender isin the objective area.The values are cumulative. Thus if the attacker's mission was a Bypass,and the defender's was a Delay, the attacker would get 40 points forexiting attacking units and the defender would get 4 times the cost ofeach attacking unit killed.Normally an Abandoned unit counts as a Destroyed unit. However,whichever side has the most points is considered to have retainedpossession of the battlefield and is able to recover most of theAbandoned units. Thus this side will lose only half the normal number ofpoints for Abandoned units.At the end of the game, victory is determined by which side has the mostpoints. If one side has more points than the other, but not twice asmany, it is considered a draw. If one side has more than twice as manypoints, but less than 4 times as many, that side is considered to havewon a marginal victory, it is considered to have won a decisive victory.You can check the current score and see your mission during the OrdersPhase by pressing the 9 key from the Map Menu.CHAIN OF COMMAND:Generally, a unit can receive an order only from its immediate superiorheadquarters. That headquarters in turn may report to an even higherheadquarters. There are several levels of such headquarters. this iscalled the 'chain of command' and is dependant on the organization ofyour forces. The organizational terms used in this subsection do notappear on the screen when playing the historical scenarios (they do whenyou design your own battles) and the organization of the forces arepreset. The concepts discussed here are important, however, for allscenarios and the terms are used in other sections.Each infantry unit in the game represents a squad of men. Several ofthese squads are formed into a platoon. All units are identified by aletter and a number. Each platoon has a unique letter, and within eachplatoon each unit has a unique number. The number for all headquartersunits, at whatever level, is 0. Having the same letter as another unitmeans that the units are in the same formation.Several platoons constitute a company. There may also be troops attacheddirectly to the company headquarters. These units use the same letter asthe company HQ. As an example, company headquarters B0 may have squadsB1 and B2 reporting directly to it, as well as platoons C, D, and E. Ineach of those platoons, there would be an HQ and several squads, say 4for this example. Thus the whole company would consist of units C0 toC4, D0 to D4, E0 to E4, and B0 to B2. This would be four separateformations.Vehicles and guns are organised in a similar fashion, but each individualvehicle or gun is separately identified, and several vehicles or gunsconstitute a platoon. In addition, part of a platoon (2 vehicles orguns) is termed a section. It is treated for game purposes as if it werea platoon.The terminology used in these rules is based on the general usage ofthose terms in most western armies. What a formation is called in thegame may not actually reflect how it is treated in these rules. ThusCommonwealth tank formations which are called 'squadrons' function in thegame as companies, and should be treated as such when reading theserules. Likewise, Commonwealth tank 'troops' should be treated in theserules as platoons.The overall supreme headquarters for your troops is unit A0, and iscalled the battalion headquarters. All HQ's that do not report toanother HQ report to it.All units below an HQ in the chain of command are said to be subordinateto the HQ. All HQ's above a unit in the chain of command are said to besuperior to the unit. This applies to intermediate HQ's as well. Thusin the above example, HQ C0 is superior to units C1 to C4, but issubordinate to HQ B0 as well as A0.You can check a unit's chain of command by pressing the H key from theUnit Menu. Doing so will access the next superior HQ, and will list thatHQ's morale, its command rating, and the current number of orders it hasto spend. In the above example, pressing H from the Unit Menu for C4will access C0; doing it from C0 will access B0; doing it from B0 willaccess A0.The chain of command of a unit is important when giving orders. Aheadquarters can only give an order to a unit in its formation.Conversely, a unit can receive an order from its formation HQ. There aretwo exceptions to this. Any HQ unit can call in bombardment fire, and aunit can be recipient of a rally attempt from any superior HQ. Finally,the number of orders an HQ receives in a turn may be increased byreceiving an order from a superior headquarters. All of these items areexplained more fully below.MOVING ABOUT THE MAP:When you first enter the Orders Phase you will see the Map Menu on thescreen below the map. This menu will list most of the commands which youcan use from this menu. The bottom line of the menu shows the x and ycoordinates of the cursor and, if the cursor is over a unit, the type ofunit it is. You can move the cursor 1 square in a given direction bypressing the appropriate number key. Each number 1 through 8 correspondto a compass direction: 8 1 2 7 3 6 5 4Thus to move the cursor one square to the east (right), press the 3 key.The cursor can also be moved in this manner from the Unit Menu and fromsome other sub-menus (such as Bombardment Menu).ACCESSING UNITS:In order to do something with a unit during the Orders Phase you must seethe Unit Menu for that unit at the bottom of the screen; bringing up aUnit Menu is called accessing that unit. The top line of a Unit Menulists the unit's formation letter and its ID number, the type of unit itis, the number of suppression points it currently has, its state, and thedirection it faces.There are several ways to access a unit. One way is to press the keywhich corresponds with the unit's formation letter. You will then beprompted for the individual ID number for the unit you want to access.Thus if you wanted unit H4, you would hit the H key followed by the 4key. Note that there is a maximum of 20 formations possible, so thatletters A through S on the Map Menu are reserved for accessingformations.You can also access a unit by moving the cursor over the unit. When youdo so the type of unit that it is will appear on the bottom line of theMap Menu. You can access the unit by pressing the U key. If there ismore than one unit in the square, make sure that the type of unit youwish to access appears on the bottom line of the Map Menu. If it doesnot, press the Y key until it does, and then press the U key to get theunit.Once you have accessed a unit, you access another unit in one of threeways. First of all, if you press the X key from the Unit menu you willreturn to the Map Menu, and you can use the ways listed above to accessanother unit. Secondly, if you press the N key from the Unit Menu youwill get the next unit in alphanumerical order. Thus if formation B hasonly two units,pressing the N key from the Unit Menu for B1 will accessunit C0. Finally, if you press the H key from a Unit Menu, you willaccess the unit's immediate superior headquarters. This is handy whenyou need to find a unit's HQ for rally purposes.UNIT CHARACTERISTICSThere are many values associated with a unit that have an effect on someaspects of the game. The actual values that a unit has depends on manyfactors, including the type of unit it is, the type of weapon(s) the unithas, the time period of the battle, and the values chosen for some of thevariables when a scenario was designed. (These are set for historicalbattles.) Some of the unit's characteristics will change as the unittakes losses, come in or out of command control, rallies, or followorders.Do not be concerned if you do not understand everything in thissubsection on first reading. After reading it you should, though, knowwhat the abbreviations stand for. The impact of the variouscharacteristics on the game are discussed in the various subsectionsbelow.To see a unit's current values you need to access a unit during theOrders Phase. On the top line of the Unit Menu you will see the unit'sformation letter and ID number followed by the type it is. The next twoitems are its suppression value (followed by the S:) and its currentstate. Finally, the number from the movement compass corresponding tothe direction the unit faces is also given.The suppression value is the current number of suppression points a unithas, and is a rating of how affected the unit has been by enemy fire.The unit's state is dependant on the unit's suppression level and on theorders it is attempting to carry out. A unit's state has an effect onhow the unit moves and takes losses and whether it can receive orders.The other characteristics for a unit can be seen by referring to itsWeapon Page. This is done by pressing the W key from the Unit Menu. Atypical weapons page is represented in FIG: 1.This shows that the unit type is a German Panzer IVH tank. It has 3weapons: a 75L48 gun and 2 tank machine guns. Each weapon has a listingfor its ammo, size of shell, shell penetration value, accuracy, maximumrange, and infantry attack value. All of these values have an effectwhen the unit fires at the enemy. On all vehicles the first two weaponslisted are considered to be in the turret or upper hull, and the last twoin the lower hull.All vehicle units have a listing for the amount of armour in variouslocations on the vehicle. Infantry and gun units do not show any valuesfor armour. The vehicle's front turret, front hull, side turret, sidehull. and top armour's are all given. If a unit has no top armour it isconsidered anopen-topped vehicle. If it has no front hull armour it is considered asoft target vehicle. Halftracks are open-topped; trucks are softtargets. The armour on the back of a vehicle is the same as its sidearmour.The size listing under the armour values is the silhouette size, and is arating of how big the unit is. A tank with a size 5 or more isconsidered a heavy tank. The size affects sighting and fire directed atthe unit.The max speed is the maximum speed of the unit in miles per hour anddetermines how far the unit moves in a pulse. The number of men in theunit has an effect on the unit's fire. The first shot rating is used infire combat to determine how soon after being ordered to fire that a unitdoes so and how many shots a unit can fire in a pulse. Whether a unithas a radio has a bearing on how it traces its command control.A unit's skill is a rating of its experience and affects its fire and howsoon it discovers enemy units. Its morale is a rating of how muchpunishment it can take in terms of suppression points before its statechanges. The unit cost is used in determining the victory conditions.In the right-hand column are four values. The first is the range andshows the current range at which the unit will open fire. This is equalto or less than the maximum range of its biggest weapon, and you canadjust it during play. The last value states whether the unit is incommand control.The two middle values in the right column may or may not apply to theunit. If the unit is a headquarters unit, these numbers are the currentnumber of orders it has to use and its Command Rating. If the unit isnot an HQ, the numbers listed are the numbers of orders and the CommandRating of its formation HQ. The Command rating is used to determine howmany orders an HQ gets each turn.FIG: 1.PZ-IVH AM SZ PN AC RG IA75L48 81 4 14 16 50 5TMG 95 1 0 6 10 8TMG 70 1 0 6 10 8 FT FH ST SH TPARMOUR 7 9 4 4 3SIZE 4MAX SPEED 13MEN 51ST SHOT 10RADIO YES RANGE 50SKILL 5 ORDERS 3MORALE 4 COMMAND 6COST 12 CMD-CTRL YESUNIT STATES:The state of a unit is shown on the top line of the unit menu and affectsits ability to move, to fire, and to give or receive orders. Note: thestate shown on the screen is the unit's state as of its last pulse priorto the Orders Phase. If its suppression value was increased after thatpoint, the suppression value and the current state may not correspond asthey should.There are 14 different states possible in the game. Those states andtheir effects are:DUG-IN:HOW STATE IS ENTERED: A unit can become Dug-in only if it is an assaulttype battle, and then only during deployment. if you press the * keyfrom the Map Menu during the deployment phase, all of your units willbecome Dug-in.EFFECTS OF STATE: A unit that is Dug-in receives certain benefits incombat. The unit cannot move and remain Dug-in. Even when itssuppression level is high enough, it does not become Pinned or Buttoned.HOW STATE IS EXITED: A unit will remain in this state until ordered orforced to assume another state.POSITIONED:HOW STATE IS ENTERED: This is the normal non-moving state for a unit. Ithas no effect on any value, but a unit in such a state may be able totake advantage of certain fire benefits it could not otherwise use. Aunit must be positioned in order to receive certain benefits in combat,such as beinghull-down.HOW STATE IS EXITED: A unit will remain in this state until ordered orforced into another one.CAUTIOUS ADVANCE:HOW STATE IS ENTERED: A unit enters this state when ordered to do soduring the Orders Phase. It also enters this state if it was given aFull Advance order but its suppression is at least 2 and it visible to anenemy unit. Warning: when one unit in a formation drops from FullAdvance to Cautious Advance, all units in the formation will do so.EFFECTS OF STATE: Infantry type units (including machine gun units) andmobile gun units (mortars) move at 3 miles per hour in this state. Theseunits become Pinned if forced to take a loss. Vehicle units move at 6miles per hour. If either a firing unit or its target is moving the fireis less effective. If it is not Buttoned it can see in a 360 degreecircle.HOW STATE IS EXITED: A unit will remain in this state until it hasreached its last movement objective, the Cautious Advance order has notbeen cancelled, or it has been formed into another state.FULL ADVANCE:HOW STATE IS ENTERED: A unit enters this state when ordered to do soduring the Orders Phase.EFFECTS OF STATE: All units move at their maximum speed. If either afiring unit or its target is moving the fire is even less effective thanin Cautious Advance state. A unit in this state can only see in a 90degree arc in the direction it is facing.HOW STATE IS EXITED: A unit will remain in this state until it hasreached its last movement objective, the Full Advance order has beencancelled, or it has been forced into another state.LOADED:HOW STATE IS ENTERED: A unit enters this state by being ordered toembark.EFFECTS OF STATE: A non-vehicle unit being carried by a vehicle isconsidered Loaded. Headquarters units can give orders while Loaded, butcannot execute any movement or combat orders. If the Loaded unit'scarrier is eliminated the Loaded unit is also.HOW STATE IS EXITED: A unit leaves this state by being ordered or forcedto debark. A unit is forced to debark when its carrier accumulatessuppression points equal or greater than the morale of the carrier. Whendebarked in this manner, the former passengers will gain a number ofsuppression points equal to that of its carrier.PINNED:HOW STATE IS ENTERED: A non-vehicle unit is forced to enter this statewhen its suppression level is greater than or equal to its morale and theunit is not Dug-in. A unit in a Cautious Advance state will becomePinned if it takes any losses.EFFECTS OF STATE: Only a non-vehicle unit becomes Pinned. When Pinned,it cannot have an order cancelled. A Pinned unit will not fire aseffectively, and fire against such a unit will be as effective unless thefiring unit is adjacent to the target unit.HOW STATE IS EXITED: A unit will remain Pinned until its suppressionlevel is less than its morale or until it is forced into another state.BUTTONED:HOW STATE IS ENTERED: A vehicle unit is forced to enter this state whenits suppression level is greater than or equal to its morale and the unitis not Dug-in.EFFECTS OF STATE: Only a vehicle unit becomes Buttoned. When Buttoned, aunit will move as if it had been given a Cautious Advance order, even ifthe order was for a Full Advance. A Buttoned vehicle can only search forenemy units in a 90 degree arc in its direction of facing during pulsethree. A Buttoned unit will not fire as effectively.HOW STATE IS EXITED: A unit will remain Buttoned until its suppressionlevel is less than its morale or until its forced into another state.RETREATING:HOW STATE IS ENTERED: A NON-JAPANESE unit is forced into this state whenits suppression level reaches twice its morale. A unit can also beordered to enter a Retreating state.EFFECTS OF STATE: A Retreating unit will use its full movement allowanceto move to cover or to its edge of the battlefield. An HQ unit that isRetreating cannot issue any orders, and no Retreating unit can receive anorder. A Retreating unit can benefit from a rally order of a superiorHQ. Fire against a Retreating unit will not be as effective unless thefiring unit is adjacent to the target unit.HOW STATE IS EXITED: A unit will remain in this state until itssuppression level is less than twice its morale or until its forced intoanother state.ROUTED:HOW STATE IS ENTERED: A NON-JAPANESE unit is forced into this state whenits suppression level reaches three times its morale.EFFECTS OF STATE: A Routed unit will use its full movement allowance tomove to cover or its edge of the battlefield. An HQ unit that is Routedcannot issue any orders, and no Routed unit can receive an order. ARouted unit can benefit from a rally order of a superior HQ. Fireagainst a Routed unit will not be as effective unless the firing unit isadjacent to the target unit.HOW STATE IS EXITED: A unit will remain in this state until itssuppression level is less than three times its morale or until it isforced into another state.HEAVY SUPPRESSION:HOW STATE IS ENTERED: A JAPANESE unit enters this state if itssuppression is twice its morale or greater. A NON-JAPANESE unit underthese conditions would be forced to enter a Retreating or Routed state.JAPANESE do not retreat or rout.EFFECTS OF STATE: A JAPANESE unit that is Heavily Suppressed cannot moveor fire. It will remain in this state for 3 to 9 pulses. HeavySuppression will not be listed as the state of the unit on the screen;rather, the unit's state will be listed as Pinned, Dug-in, or Positioned,depending on its state prior to being Heavily Suppressed.HOW STATE IS EXITED: When the delay imposed on the unit is reduced to 0,the unit assumes the state listed for it on the screen.OFF-MAP:HOW STATE IS ENTERED: Certain artillery units deployed at the beginningof the game in this state. A unit which Routs, Retreats, or voluntarilymoves off its own map edge enters an Off-Map state, and no victory pointsare awarded for it.EFFECTS OF STATE: A unit in this state can never move onto the map. AnOff-Map artillery unit can receive an order from an on-map unit tobombard. Other than that such a unit cannot be fired at, moved, orotherwise give or receive orders.HOW STATE IS EXITED: A unit can never leave this state.ABANDONED:HOW STATE IS ENTERED: A vehicle or a non-mortar gun unit is forced toenter this state if it must Retreat or Rout and it has a max speed of 0.EFFECTS OF STATE: The unit is out of play. If the unit was an HQ unit,all surviving members of its formation become computer controlled.HOW STATE IS EXITED: A unit can never leave this state.DESTROYED:HOW STATE IS ENTERED: A unit is forced to enter this state if it isdestroyed in combat.EFFECTS OF STATE: The unit is out of play. If the unit was an HQ unit,all surviving members of its formation become computer controlled.HOW STATE IS EXITED: A unit can never leave this state.EXITED:HOW STATE IS ENTERED: A unit is forced to enter this state if it is onthe map edge behind the enemy side. (Be careful: this could happenduring play when not desired.)EFFECTS OF STATE: The unit is out of play. If the unit was an HQ unit,all surviving members of its formation become computer controlled. Youmay gain victory points for the Exited unit, depending on your mission.HOW STATE IS EXITED: A unit can never leave this state.For one of your units in a state which does not preclude it gettingorders, you can change the state of the unit during the Orders Phase.This is done by pressing the S key, and then choosing the desired statefrom the submenu which appears. Thus if a unit is in Full Advance state,hitting S and then C will slow it to Cautious Advance, while hitting Sand P will cause it to halt by putting it into a Positioned state.Making a voluntary change of state does not expend any orders, but theformation headquarters must have at least one order left or the changecannot be made. Note that you choose to retreat your unit, itssuppression will automatically rise to just above twice its morale.COMMAND CONTROL:If a unit is out of command control (OCC), it may not receive an order.Command control for all units is judged after the Combat Phase but beforethe Orders Phase begins. Whether a unit is in command control depends onwhether it has a radio (see the units Weapons page). If it does not, theunit must be within 5 squares of its immediate superior headquarters tobe in command control. If it does have a radio, look at the commandrating of the superior headquarters. The higher the number is, the morelikely the subordinate unit will be in command control.If a non-HQ unit is out of command control, it cannot receive an orderduring the Orders Phase. If a subordinate headquarters is OCC, it cannotspot for indirect fire for non-formation units and it will not receiveany additional orders to spend from its superior headquarters. Commandcontrol for units reporting to an OCC subordinate HQ is judged normally,so a unit may be in command control while its HQ is not. An HQ that isOCC may still issue orders. Headquarters A0 is always in commandcontrol.See the Briefing Manual for the percentage chance that a unit will have aradio.B. ORDERS:1. IN GENERALRECEIVING ORDERS:After the last pulse of the Combat Phase but before beginning the OrdersPhase, the computer performs two tasks. It first checks all units to seewhich are in command control and which are not. It then looks at allheadquarters units in command control. Each such HQ receives more orderswhich it can spend during the Orders Phase to give orders to itssubordinate units. Note that a headquarters unit will never receive moreorders if the number of orders it currently has is equal to the numberlisted for its command rating. Once the number of orders it has is lessthan its command rating, it is once more eligible to receive more.Headquarters receive orders in two ways. Foe every 10 points of itscommand rating, the HQ receives one order. If its command rating is notdivisible by 10, there is a chance it will receive an additional order ina turn. For instance, an HQ with a command rating of 35 would have a 50%chance of getting 3 orders and a 50% chance of getting 4 orders in aturn. An HQ with a command rating of 8 would have an 80% chance ofgetting 1 order and a 20% chance of getting no additional orders.A headquarters unit in command control can also receive orders fromsuperior HQ's. A subordinate HQ will receive one order per turn persuperior HQ if the subordinate HQ has less than 1/10th the number oforders that the superior HQ has. Thus if A0 has 32 orders, and B0 3 orless orders, B0 will receive one order from A0.GIVING ORDERS:Orders are given during the Orders Phase by headquarters units tothemselves or to units in their formation. To enter the Orders Phasefrom the Combat Phase, press the O key. To give an order to a unit,access the unit you wish to order and press the key which corresponds tothe order you wish to give. For some orders, you will need to access theHQ unit and press a key. generally, a headquarters unit can only giveorders to a unit in its own formation, with two exceptions: bombardmentfire can be called in by the firing unit or by any HQ, and when an HQorders a rally, any subordinate unit within the rally radius of that HQcan benefit from the rally. (See the rules below for bombardment fireand rally.)Normally, a headquarters expend 1 order when a unit in its formation isordered to do something. There are some exceptions to this. One is fora rally order: it costs 1 order for an headquarters to press the key torally, plus an additional order for every unit that actually does rally.Thus if no units were to rally, an HQ would spend 1 order, if 2 were torally it would spend 3 orders.Another exception is for All-Units Mode. This is a special mode which isentered by pressing the A key. If the current unit is not the formationHQ, the formation HQ will be accessed. The headquarters state willtemporarily change to read ALL until an order key is pressed. When inAll-Units Mode: cancel orders, change facing, move, and set firing range.You must also place a formation in All-Units mode before turning it overto computer control.Finally, more than 1 order may be spent in the case of indirectbombardment fire. When such fire is ordered, the HQ of the unit makingthe indirect bombardment fire will expend an order 50% of the time.Ordering such fire will always cost the HQ of the spotting unit 1 orderunless that HQ is the HQ of the firing unit; in that case the 50% ruleapplies.The state of both the headquarters unit and the subordinate unit isimportant in determining whether a unit can give or receive an order.Refer to the Unit States subsection above for this information.LIMITED VERSUS UNLIMITED COMMAND RULES:Normally, once a headquarters unit is out of orders, it can no longergive any orders until it receives more. This is not true, however, ifyou choose to play with the Unlimited Command Rules. At the verybeginning of the game you will be asked to choose whether to use theLimited Command Rules. If you say Yes, orders will be given and receivedas discussed in this section. If you say No, a headquarters unit will beable to give all orders EXCEPT A RALLY ORDER even though it has no ordersleft.COMPUTER CONTROL:At the beginning of the game you can choose which side(s) will becontrolled by the computer. Even if you choose to play a side yourself,any or all your units may also be controlled by the computer. Once undercomputer control you no longer direct the actions of those units: thecomputer does.Your units may come under computer control either voluntarily orinvoluntarily. Units in a formation are automatically and involuntarilyplaced under computer control when the headquarters for that formation isno longer in play. Only those units in the headquarters immediateformation become computer controlled: any subordinate units are not.Once such a formation becomes computer controlled it remains so until theend of the scenario. As an example, suppose C formation and unit B1reported to B0. If B0 were to be eliminated, B1 would become computercontrolled; formation C would not.You may also voluntarily place any formation under computer controlduring the Orders Phase. This is done in one of two ways. One way is topress the A key to go into All-Units mode, and then press the J key. Allunits in the formation will have a C- in front of their state; this is anindication that the units are under computer control. You can also pressthe * key from the map menu. This places all of your forces undercomputer control, and is handy to use when you wish to quickly finish ascenario that is nearly over.Formations voluntarily placed under computer control will remain that wayuntil the J key is pressed for each formation. This is true even if youused the * key to place your troops under computer control. Of course,should the formation's HQ be eliminated in the interim, the units willalways be under computer control.2. MOVEMENT ORDERS:To have a unit move across the map, you need to first access the unit.Then move the cursor across the map to the square that you want the unitto move to. Hit the M key and choose the state that you wish the unit tobe in during its move, either Cautious Advance or Full Advance. Thesquare chosen will become the unit's movement objective and the unit willattempt to move there using the speed appropriate to its state.The cursor will not return to the unit, though its Unit Menu willreappear. If you wish for the cursor to go back to the unit after givingit a movement order, press the L key from the Unit Menu.You can give a unit up to two movement objectives using this method. Youcan see what the movement objectives are by pressing the O key from theUnit Menu.A unit in a Full Advance state moves at its full movement speed, which islisted on its Weapons page. A vehicle unit in a Cautious Advance statemoves at 6 MPH; an infantry or mobile gun at 3 MPH. See Unit Statesabove for more information. The speed of a unit is in effect a movementallowance, from which the cost of terrain moved through is subtracted.The Terrain Effects Chart (TEC) lists movement cost for each type ofterrain in miles per hour per pulse. Left-over points are retained. Asan example, each clear terrain costs 5 MPH to move through in clearweather. A vehicle in a Cautious Advance state would move through 1 suchsquare every pulse but the fifth, when it would move through 2 squares.Movement allowances may also be accumulated over several turns. As anexample, it costs trucks 60 movement points to enter a forest. If atruck unit with a maximum speed of 12 were placed in a Full Advance stateand ordered to enter a forest square, it would take 5 pulses to do so.There is always a delay of 1 pulse before a unit begins to move. Thisdelay may be increased if the unit is ordered to perform certain actions.For instance, a unit which debarks in an Orders Phase has a delay of 2;if it is also ordered to move in that same Orders Phase its delay willincrease to 3. Thus the unit will not move at all during the turn.Some changes of state change a unit's movement objective, and some donot. A unit forced to enter a Retreat or Rout state will have a newmovement objective automatically assigned to it, and this objective willbe towards the map edge of that side. On the other hand, a unit thatmust temporarily halt an advance by entering a Positioned state will notlose its movement objective. (If you wish to delete this objective, seethe cancel command below.) This is useful if the unit must hold up forother friendly units to catch it up.MOVEMENT IN ALL-UNITS MODE:Normally, a headquarters unit will expend 1 order for each unit in itsformation that is ordered to move. Using All-Units Mode the headquartersexpends only 1 command for the whole formation to move. To make such amove, access the formation HQ. Hit the A key to go into All-Units Mode,and make a move as you normally would. You will be asked whether to makea formation move or not. If you say No, all units in the formation willbe assigned to move to the cursor location. If you say Yes, the movementobjectives of units making the formation move will be in the sameposition to each other as the units were at the start of the formationmove. Thus if one unit were due north (direction 1) from another unit atthe start, the first unit's objective would be due north of the secondunit's.STACKING:Only a certain number of units move into a square during any one pulse.During the first pulse of a turn, a unit cannot enter a square if thereis already one or more friendly units in the square. During pulses 2 and3, a unit cannot move into a square if there are already 3 or more unitsin the square. Units already in a square do not have to leave, but nonew units can enter over these limits.Stacking also has an effect on unit access. When the cursor is over asquare containing a unit that you wish to access, use the Y key until yousee the desired unit's type on the bottom line of the Map Menu. You maythen use the U key to access the unit.EMBARKING AND DEBARKING OF PASSENGERS:Vehicle units may carry passengers around the map with them as they move.Loading a unit onto a vehicle is called embarking a passenger onto acarrier; Unloading is called debarking from a carrier.Each Passenger unit costs a certain number of transport points (TPs), andeach vehicle unit can carry only a certain number of TPs. Prime moverunits and heavy trucks and heavy halftracks can carry 15 TPs. All othervehicles can carry 10. Only prime movers, trucks (light, medium, andheavy) and halftracks (light, medium, and heavy) can carry artillerypassengers. The number of points each transportation unit costs islisted below (all are per unit except for infantry):Infantry 1 per manMedium MG 2Heavy MG 4Light Mortar 3Heavy Mortar 5AT Gun 10Light AA (50mm and less) 10Heavy AA (51mm and more) 15Light How (95mm and less) 10Heavy How (96mm and more) 15Light IG (95mm and less) 10Heavy IG (96mm and more) 15To embark a unit, the unit to be loaded must be in or adjacent to thecarrier's square. You then access the carrier unit and press the E keyfollowed by the passenger's formation letter and ID number. Thepassenger unit will then move on-board the carrier.While a unit is a passenger, its state will read . A loaded HQcan issue orders. A unit that is loaded can receive orders from its HQ,but cannot execute any combat or movement orders. (Other orders, such aschanging its firing range, can be done.) You can check which units areembarked on a carrier by accessing that carrier and pressing the P key.You can debark a unit either by accessing the passenger or by accessingthe carrier and pressing the D key. This only makes a difference ifthere is more than one passenger on the vehicle. If done using thepassenger's Unit Menu, only that passenger is debarked. If done usingthe carrier's Unit Menu, all of that carrier's passengers are debarked.An unloaded unit will become Positioned and will have its delay increasedby 2. The carrier's delay will be increased by 1. (In essence, theseunits require that many pulses to get reorganized and cannot do anythingduring that period.) When embarking. the HQ of the vehicle must expendan order; when debarking, the HQ of the unit ordered to debark expendsthe order. Units can be debarked in all-units mode.If a carrier unit receives suppression points greater than or equal toits morale, it will automatically debark all passengers. The passengerswill gain a number of suppression points equal to that of the carrier.WEATHER EFFECTS ON MOVEMENT:During snow and rain add 2.5 to the movement cost of each square, exceptfor swamps in snow, where the cost is reduced half of normal. Theseeffects are noted on the Terrain Effects Chart.3. COMBAT AND COMBAT ORDERSINTRODUCTION TO COMBAT:An enemy unit is destroyed or damaged by ordering a friendly unit to havecombat against it. Combat orders are given during the Orders Phase, andresolved during the Combat Phase. There are two types of combat: fireand assault. There are two types of fire combat: bombardment and point.There are two types of bombardment fire: direct and indirect. (All termsand conditions discussed in this introduction are explained below.) Combat / \ Fire Assault / \ Bombardment Point / \ Indirect DirectBesides the normal preconditions for giving and receiving orders, thereare some preconditions for combat. Assaults are only possible againstunits in the same square as or adjacent to the assaulting unit. For firecombat, the firing unit must have ammo and the target must be withinrange of the firing unit. In addition, for point fire and directbombardment fire the firing unit must be able to see the target unit orsquare. Indirect bombardment fire is more accurate if the firing unit ora friendly HQ can see the target square.If these preconditions are met a unit can be ordered to have combatagainst a target. if a unit is ordered to have fire combat, severalsteps are undertaken to determine whether the target is hit, and if sowhat damage is inflicted.Units can also fire smoke instead of projectiles. Visibility is blockedthrough a square containing smoke.COMBAT TERMS:The following terms are used in discussing combat:Combat: a general term, designating both fire and assault.Assault: combat performed by an infantry-type unit against an enemy unitin or adjacent to its square.Fire: combat performed at a range by firing weapons. This term includesboth bombardment and point fire.Point fire: fire combat performed against an individual enemy unit in asquare. Certain types of point fire may affect other units in the squarebesides the target unit.Bombardment Fire: fire combat performed against all units in a designatedsquare. This term encompasses direct bombardment fire and indirectbombardment fire.Direct bombardment fire: bombardment fire combat performed against asquare at which the firing unit itself chose to fire.Indirect bombardment fire: bombardment fire combat performed against asquare not chosen by the firing unit, but by another unit. (Note thatwhile mortar units and Off-Map artillery units can plot their fire in amanner similar to direct fire bombardment, their fire is alwaysconsidered indirect.)Firing unit: the unit actually performing the fire order.Spotting unit: in indirect bombardment fire, the unit choosing the squareto be fired at.Target: for bombardment fire, the square being fired at. For point fire,the unit being fired at.Hard target: a vehicle unit with front armour.Soft target: a vehicle unit with no front armour (trucks and primemovers) and non-vehicular units.Open-topped targets: a hard target with no top armour (halftracks andsome self-propelled guns).AP shell: armour piercing shell, fired by point fire units at hardtargets.HE shell: high explosive shell, fired by point fire units at soft targetsand by all units firing bombardment fire.Primary targets: a soft target that is the target of fire.Certain other terms are values found on a unit's Weapon Page. A sampleWeapons Page is set out above, under Unit Characteristics.PRECONDITIONS FOR FIRE COMBATAMMUNITION:A weapon must have ammo in order to fire. The amount of ammo a weaponcurrently has is listed on the Weapons Page for the unit. A weaponstarts with between 50% and 100% of the maximum amount listed for thatweapon on the Weapons Chart, and one round is used each time the weaponfires. If a weapon fires twice in a pulse, it will use 2 rounds of ammo.A unit can never get more ammo during a scenario, but is restocked at thebeginning of each scenario during the campaign game.SIGHTING ENEMY UNITS:Except for indirect bombardment fire, a unit must be able to see itstarget. In addition, indirect bombardment fire is more accurate ifeither or both the spotting unit and the firing unit can see the target.Sighting is done during the Combat Phase by friendly units searching themap. A friendly unit can see an enemy unit if there is a clear,unobstructed line between the two units. This is called Line of Sight(LOS) and is dependant upon the facing of the sighting unit, thevisibility level, and the terrain between the two units.Searching for enemy units is done during all 3 pulses of the CombatPhase. During pulses 1 and 2, only non-moving, non-firing units maysearch. They only see in a 90 degree arc in the direction they arefacing. During pulse 3, all units may search in a 360 degree circleexcept for Buttoned units, units in a Full Advance state, or self-propelled guns with no turrets. These units search as in pulses 1 and 2.VISIBILITY:For the historical scenarios, the visibility level is set. (This can bemodified when you design your own battles. See Building a Scenario.) Ifa unit has clear Line of Sight and is facing in the right direction, thevisibility level multiplied by 10 is the maximum number of squares a unitcan see. A unit cannot see past this range, and so generally cannot firepast it. The exception to this is that a unit can conduct indirectbombardment fire if it has a weapon whose range is greater than thevisibility level as long as some unit spots for it.There are some modifiers to the visibility range, and these are listed onthe Visibility Range Modifiers Table. In brief, the range is less if thespotter is Buttoned, if it fails its skill check, if it is pulse 1 or 2,the target is stationary, or if the target is hull-down, dug-in, or incover. The range is greater if the spotter is at a higher level than thetarget. Skill checks and being hull-down or in cover are explainedbelow.In addition, the range may be longer or shorter depending on thesilhouette size of the target. The silhouette size of a unit is found onthe unit's Weapons Page to the right of 'Size'. The size modifier issuch that the visibility range is less for units of size 3 or less, andgreater for units of size 5 or more. This modifier is such that it is ofless effect when the target is within 5 squares of the firing unit. Seethe Formulas section for how the calculation is actually made.When you plot a unit to fire, it will become visible. It thus may be hitbefore it actually fires if the other side goes first in a pulse.LINE OF SIGHT:The line between a sighting unit and a target is known as the Line ofSight (LOS). In order for the sighting unit to see the target, this linemust be clear. It is not clear when terrain obstructs the line. Whetherthe LOS is blocked depends on the height of the sighting unit, the heightof its target, and the terrain in between them.The level of all terrain features appear on the Terrain Effects Chart(TEC) which shows that there are 5 levels (0 through 4). A unit isconsidered to be at the level that it is sitting on. The terrainunderlying all units can be viewed from either the Map Menu or the UnitMenu by pressing the 0 (Zero) key.To determine whether a Line of Sight exists between one square andanother, move the cursor to the square you wish to sight from and pressthe V key from the Map Menu. All squares will be inversed. Likewise, tosee what squares are in the LOS of any given unit, access the unit andpress the V key. All squares that the unit can see will be inversed.You will notice that while a LOS cannot be traced through some squares(such as a smoke square), it can be traced through one or more squares ofother terrain types.FACING:Except for indirect bombardment fire, a unit can only be ordered duringthe Orders Phase to fire at a target it can see in that phase.Generally, a unit can see units in its LOS in a 360 degrees circle. Aunit in a Full Advance state, a Buttoned unit, or a self-propelled gunwith no turret, however, can only see in a 90 degree arc in the directionthat it faces. An anti-tank gun can see in a 360 degree circle but mustface the direction that it wishes to fire.Facing is determined by the same compass directions that determine cursormovement. That is, a unit can face one of the following 8 ways: 8 1 2 7 3 6 5 4You can order a unit's facing to be changed by accessing the unit andpressing the F key. You will then be prompted to enter the new directionto be faced. Orders can be conserved by having an entire formationchange facing together. To do this, access the formation headquarters,press the A key to go intoAll-Units mode, and then press the F key.When ordered to move, a unit will automatically change its facing topoint to its direction of travel. There is no cost (besides the cost forthe movement order) for the facing change.RANGE:Even if a unit has a valid LOS and is facing the target, the target muststill be within range of the firing unit's weapon for the target to befired at. Both the maximum range of the weapon and the current assignedfire range of the unit appear on the unit's Weapons Page. (See UnitCharacteristics, above.)At the beginning of a scenario, the current fire range is set to themaximum range of the unit's weapon with the longest range. You canchange this range at the cost of one order by accessing the unit andpressing the R key. You will then be asked to enter a number between 0and 9 to set a percentage distance for the range. You can press the Mkey from this submenu to return the fire range to the maximum. You canalso conserve orders by accessing the formation HQ, pressing A to enterAll-Units mode, and then changing the fire range for the whole formation.Decreasing a unit's fire range is useful in conserving ammo or in layingan ambush. During the Combat Phase, a unit may pick its own target.Whether it does so is dependant on the proximity of the target, its valuein victory points, and its appropriateness as a target for the type ofweapon the unit has. Thus a tank will usually fire at another tankunless there is an infantry unit close enough to pose a danger. There isno cost in orders when a unit picks its own target. You can prevent aunit from selecting a target at an extreme range by decreasing the unit'sfire range.SKILL AND FIRST SHOT ROLLS:Each unit has on its own Weapons Page two ratings which are used invarious combat and other calculations. These ratings are its skillrating, which is a measurement of the unit's experience and proficiency,and its 1st shot rating, which is a measure of how good it is in firingrapidly.At various points in the game checks are made against these numbers tosee if certain actions can be performed. A skill check is successful ifthe skill rating is greater than or equal to a randomly generated numberbetween 1 and 10. Thus a unit with a skill rating of 4 will have a 40%chance of making its skill check, with a unit above that rating having abetter chance and a unit below it having a worse chance.The first shot check is successful if the first shot rating is greaterthan or equal to 50 divided by a random number between 1 and 10. Thus aunit with a first shot rating of 10 will have a 50% chance of making itscheck. Again, higher ratings are better and lower ones worse. Note thatfor each crewmember lost in a vehicle unit, that unit's first shot ratingis halved.Skill checks are used for searching for enemy units, determining a unit'srate of fire, spotting for indirect bombardment fire, and determining aunit's fire accuracy. First shot checks are used in determining a unit'srate of fire.Some infantry anti-tank weapons (AT rifles, panzaschrecks, etc.) must beadjacent to the target unit in order to fire if the unit has less than 3rounds of ammo left.RATE OF FIRE:A unit's rate of fire is the number of times it can fire in a combatpulse. The rate of fire for a unit depends on its shell size, how manypulses have passed since being ordered to fire. Its skill and first shotratings, and the type of fire it is conducting. Normally a unit willfire once in a pulse.If a unit is conducting point fire, during the first pulse after beingordered to fire it will fire once if it successfully passes both itsskill and first shot checks. If it fails either check, it will not fireat all that pulse. If it is the second or later pulse after beingordered to fire, it will fire at twice the normal rate if both checks aresuccessful and it is not moving; otherwise, just once. An exception tothis is that a unit equipped with small arms (that is, its shell sizeequals 1) can never fire more than once in a pulse.If a unit is firing bombardment fire, the pulse fired and the shell sizedo not make any difference. Such a unit will not fire at twice thenormal rate if its first shot rating (not a check) is greater than orequal to 10. If not, it will only fire at the normal rate.If a unit loses a crewmember, its rate of fire may still be increased butthe execution time for that fire may be double. For example, a self-propelled gun with a first shot rating of 10 and a starting crew of 4will fire for 10 pulses if it has lost 1, 2, or 3 crewmembers.Note that a tank machine gun firing at an enemy unit that is not in thetank's square or adjacent to it must always pass a skill check in orderto fire at all.A machine gun that is moving (Cautious or Full Advance) will not fire.Tank machine guns that are moving will not fire at a range greater than2.HOW COMBAT IS EXECUTEDThe mechanics of combat execution are the most complex part of TYPHOON OFSTEEL. For this reason, the detailed step-by-step procedures that thecomputer goes through are set forth in the Formulas section whichfollows. A general knowledge of how the mechanics work is sufficient forplay; if you would like more precision, please refer to the formulas.The main difference between bombardment fire and point fire is indetermining whether and when an individual enemy unit has been hit. Oncea unit has been hit, the procedure for determining the damage inflictedis about the same for both types of fire. An assault is independent offire, but does use some of the same procedures.Bombardment fire lasts 5 pulses against a square. When you look at aunit's target you will be shown either the delay left until firecommences or the number of times already fired. You can cancelbombardment fire before it has hit or before the end of 5 pulses.INDIRECT BOMBARDMENT FIRE:The distinctive features of indirect bombardment fire are how accuratethe fire is in hitting its target square, and how long the delay is fromwhen the fire is ordered.Indirect bombardment fire may be subject to two delays, an administrativedelay and, for off-map artillery only, a spotting delay. Theadministrative delay is dependent on how the fire is called into thetarget square. Indirect fire must be plotted by a friendly headquartersin command control. (The fire is plotted by moving the cursor to thetarget square and pressing the B key. See below.) An HQ unit that plotsthe fire is known as the spotting unit. Fire can be called on any squarewhich no friendly unit can see.The administrative delay, that is the number of pulses before the firebegins, depend on the plotting unit:UNIT PLOTTING DELAY IN PULSESFiring unit 1Firing unit's formation HQ 3Battalion HQ (A0) 6Other HQ 9Note that these delays will be shown on the screen when you choose whichunit to assign to the bombardment after pressing B.There are some exceptions to the delays listed above, and in these casesthe administrative delay is only 1. When the firing unit is firing againat a target it just finished firing at, the delay is 1. Both sides in anassault scenario can also plot indirect fire in the first Orders Phasewith only a delay of 1. Direct fire bombardments only have a delay of 1(see below).Besides an administrative delay, there is also a spotting delay when thefire will be done by off-map artillery units. Add the spotter's skillrating to the firing unit's skill rating. The result is the percentchance that the unit will begin fire on any given pulse. The spottingdelay does not apply if the unit is firing smoke, if it is firing at anunspotted square, if it is firing at a target it just finished firing at,or on the first turn of an assault scenario.Once a unit begins its fire, it will fire based on its rate of firediscussed above.Accuracy,the probability that the assigned target square is actually hit,is also important for indirect fire. Such fire may scatter a certainnumber of squares. When this happens, the computer goes to the assignedtarget square. It then determines the maximum distance the fire mayscatter. For each square of scatter, the computer randomly determinesone of the 8 directions and moves one square in that direction.Whichever square the computer ends up at becomes the actual targetsquare.The maximum scattering distance depends on whether the firing unit is on-map or off-map and how the target is spotted (that is, the fire is beingblindly plotted), the maximum scatter is 9 squares. If it is not blindfire and the firing units fail to pass an accuracy check the scatter is4; if it passes such a check the scatter is 2. The scatter of rocketunit fire is always 9.This accuracy check which is made is similar to a regular skill check,but you add the firing unit's skill rating and the spotter's skill ratingand compare the result to a number between 1 and 20. Thus if thecombined skill is 10, the units will have a 50% chance of passing thischeck.There are some modifiers which will reduce the amount of scatter. If anyof the following conditions are met, the scatter is halved: if the firingunit has a Line of Sight to the original target square: if the range tothe target is less than 30 squares: or if the firing unit is Off-Mapfiring HE fire and the target square can be seen by the spotting unit.All modifiers are cumulative.Even if the scatter is less than 1 square, the best accuracy possible isfor the fire to hit the assigned target 25% of the time, with itscattering 1 square the other 75% of the time. The fire is considered tohit the assigned target as long as the final square that the fire ends upin is the same as the square assigned. It does not matter how manysquares the computer may have looked at to get there.Once a target square is determined, whatever units are in the square(friendly or enemy) are subject to damage. See the damage procedures setforth below.Bombardment fire always uses HE shells and there is never a primarytarget.DIRECT BOMBARDMENT FIRE:A unit, such as a tank unit, which normally conduct point fire can alsoconduct direct bombardment fire. The unit itself calls in the fire andso must have a LOS to the target square. There is no spotting unit.Other than that, the fire is conducted as indirect bombardment fire withthe exception that the maximum delay is 1, and there is no first roundaccuracy penalty. Its rate of fire is computed as listed above.POINT FIRE:Whether a target is hit by point fire depends on the accuracy and maxrange of the firing weapon, the range to the target, and the type oftarget being shot at. The accuracy of the weapon is listed on the owningunit's Weapons Page. The computer uses this figure, the weapons maxrange and the range to the target to determine an accuracy figure. Thisfigure will range between 98% if the target is in the same square as thefiring unit; to the accuracy listed on the Weapons Page at half theweapon's max range; to 2% of the max range. (The actual formulas are setforth in the Formulas section.)If the target unit is a hard target, the resulting accuracy figure ismodified by the hard target modifiers (see the Accuracy ModificationsTable). Generally, the accuracy will be better if the firing unit firedthe last pulse at the same target. The accuracy will be worse if thefiring unit fails a skill check, or is Pinned, Buttoned, or has anysuppression points. It is also worse if the target is not adjacent andRetreating, or in cover. The accuracy is worse if either the target orthe firing unit is moving, with Full Advance being worse than CautiousAdvance. The silhouette size of the target is also a factor; it isfigured the same as it was for visibility, above.If the target unit is a soft target, the accuracy is modified by the softtarget modifiers for the firing unit only. That is, if the firing unitfails a skill check, or if it is moving, Buttoned, Pinned, the accuracywill be worse.No matter what the target, the modified accuracy can never be more than99. The lowest the accuracy can be against soft targets is 12, andagainst other targets is 0. The modified accuracy is the percentagechance that the target is hit, it is then subject to damage. Point fireuses AP shells against hard targets and HE shells against soft targets.DAMAGE CALCULATIONS:The damage done against a unit depends on whether it is a hard target ora soft target, and the type of shell being used. If an AP shell wasfired, only the target unit is hit. If an HE shell was fired, each unitin the target square may be hit.When the target is hard, the computer first checks to see if the shellpenetrates. If so, it will cause damage. The chance of penetrating isgreater the greater the shell size of the weapon and the greater thepenetration value listed on the Weapons Page. AP shells penetrate betterthan HE shells, and the closer the target the more likely thepenetration.The likelihood of penetration is also less the thicker the target'sarmour is in the location hit. When the target is hit, the computerdetermines the location of the hit. Most likely the lower hull orturret/upper hull will be hit. If the firing unit is at a higherelevation than the target, there is a chance of hitting the top, but areduced chance of hitting the tracks. To be able to hit the top, thefiring unit must be two or more levels higher than the target unit.When the target is hull-down, the chance of hitting it at all is reduced.A unit is hull-down if it is positioned in cover, if it is at a higherelevation than the firing unit, or if it is Dug-in. The armour that aunit has in the various locations is listed on the unit's Weapons Page.A unit cannot be hull-down to indirect fire. A unit on a slope square ishull-down only to adjacent units on level 3 squares; this is the only waya unit on a slope can be hull-down.If AP shells fail to penetrate, they bounce; there is a chance that HEshells that do not penetrate the target unit attack other units in thetarget square or in an adjacent square. If an HE shell does fail topenetrate, it will never have a primary target. Track hits alwayspenetrate if the shell size of the firing unit is greater than 1.When a shell penetrates a hard target, one of several things mighthappen: the target may be automatically destroyed; it may lose a track;it may lose its engine; or the crew compartment may be penetrated. If atrack or the engine is lost, the unit can no longer move and will beabandoned if forced to retreat or rout. If the crew compartment ispenetrated, two things may happen: one or all of the crew may be killed,and the weapons in the area penetrated may be knocked out. Thus, if theturret/upper hull were penetrated, the top two weapons listed for a unitmay be knocked out.All fire against soft targets is HE fire. Such fire may hit more thanjust the primary target in a square. (This is not the case if theprimary target is a hard target and it is hit.) The chance of an HEshell hitting a specific unit is greatest if the unit is the primary softtarget, less if it is another soft target, and less still if it is anopen-topped hard target. The chance is the least if it is a regular hardtarget. (If a hard target is hit, the procedure explained above is usedand not the following.)Generally, the higher the weapon's infantry attack value the more likelyit is to hit the target. Non-adjacent fire has a reduced chance, and thesoft target modifiers may reduce the chance even further (see theFormulas section). The chance is increased if the target is advancing oris an artillery unit, and decreased if it is Positioned in some kind ofcover, Retreating, Routed, Pinned, or Dug-in. Small arms fire against aunit that is Dug-in or in hard cover is additionally decreased.If, given the modified chance, a soft target is hit, it will lose anumber of men based on that chance and on the firing unit's infantryattack value. Soft vehicles (trucks, etc.) and artillery units may alsobe destroyed outright.SPECIAL WEAPONS:Note that no defensive benefits apply to units attacked by flamethrowersor demo charges. only two checks are made when such a weapon attacks:one check to see if the weapon is on target, and another to determinedamage.INFANTRY ASSAULTS:Infantry can also be ordered to assault an enemy unit in its square oradjacent to it. (Move the cursor to the square to be assaulted and hitthe U key.) The infantry unit will conduct the assault against all enemyunits in the assigned square in the first pulse of the next Combat Phase.The infantry unit will not actually move; it will assume a CautiousAdvance state. After the assault, it will revert to being Positioned(even if it were Dug-in before).An infantry unit may also carry special assault weapons (flamethrowers,demo charges, etc.) which it can use in an assault. If such a weapon hasa range of 1 it can be used against a hard target in an infantry assault.Such an attack is in addition to the normal attack by the infantry unit.If the target of an infantry assault is soft, use the HE procedure givenabove to determine the damage inflicted. The infantry unit's assaultvalue is 4 times what it normally would be.When the assault target is hard, the infantry unit must first pass amorale check. It passes this check if its morale times a random numberis greater than or equal to the number of suppression points the unitcurrently has. Thus, a unit with a morale of 4 and 1 suppression pointwill pass the check 75% of the time. If the unit fails, it routs.If the unit passes the check, it may assault. The unit's kill rating isdetermined; this is either the number of men in the unit or the accuracyof its special assault weapon if it has one. This number is increased ifthe target is a soft or open-topped vehicle, or if the target isstationary. It is reduced if the target is moving in a Full Advancestate or if the assaulting unit fails a skill roll.The resulting kill rating is multiplied by a random number. If the endresult is more than 6, the target is destroyed. If it is more than 3 butnot more than 6, the target loses a track and so cannot move. Thus if aunit's kill rating were 10, it would have 40% chance of destroying theunit and an additional 30% chance of knocking off a track.SMOKE:In place of projectiles, units can also fire smoke. Smoke in a squareblocks the Line of Sight through the square (see the Line of Sight abovefor how this works). Smoke is ordered in just like bombardment fire withseveral exceptions.An infantry unit can place smoke only in or adjacent to its square. Thesmoke appears immediately in the Orders Phase. It costs an order to laysmoke.For other units, only headquarters units can call in smoke; a unitcapable of firing smoke cannot decide on its own to do so. (Except atank HQ with a shell size of 2 or more which can plot its own smoke.) Noskill check is made and the delays are slightly different. If neitherthe firing unit nor the spotter can see the target, it is treated like anunspotted fire. If it is spotted, it is treated like an on-map firewhether the firing unit is off-map or not. The scatter is the same foran on-map fire. The chance that a mortar shell will actually place smokein a square is the shell size divided by 8.At the start of each pulse, there is a small chance that smoke in asquare will be removed.If a vehicle is destroyed and is burning, there is a 50% chance each turnthat the square the vehicle is in will have smoke added to it. There isa 5% chance each turn that the fire will go out. Buildings andvegetation on fire burn for the whole scenario and block LOS just likesmoke.ORDERING UNITS TO FIREVIEWING AND FIRING AT ENEMY UNITS:Taking into account facing, visibility, and LOS, the sum total of thearea that a unit can see is called its field of vision. The field ofvision for a unit on the map can be seen by accessing the unit andpressing the V key. All squares the unit can see given its currentfacing will be inversed. The range shown is based on the visibilityrange and does not take into account the fact that a shorter fire rangemay have been assigned to the unit.You can also move the cursor around the map in the Map Menu and hit the Vkey from any square on the map. All squares in a 360 degree circle fromthe square will be inversed. Doing this over an enemy unit lets you knowwhich of your units can see and which of your units can see it.You may check the current target for a unit by accessing the unit andpressing the T key. If the unit has an enemy unit as a target, thecursor will go to the target. If the target is a bombardment square, youwill see a message telling you of this fact. It will also tell youeither the delay left until fire commences or the number of roundsalready fired. If the target is a point fire target, you will see thetype and state of the target unit below the screen as well as the rangeand the number of times fired. (If you wish for the cursor to return tothe sighting unit, hit the L key.)To fire at a unit using point fire, access the unit you wish to fire.Press the I key to inspect all enemy units that it can see. The cursorwill go to the first enemy unit in range. Below the screen you will seethe type and state of the unit and the distance to it. Hitting Q returnsyou to the Unit Menu. Hitting N moves the cursor to the next enemy unitin range. Hitting T orders the friendly unit to fire at the unit underthe cursor. Hitting T costs one order.To fire at a unit using direct bombardment fire, access the unit you wishto fire. Move the cursor to within the unit's field of vision and pressthe B key. The weapon type and the delay will be listed below the map.Press Q to return to the unit without assigning a target; press the A keyto assign that square as a target for that unit. Doing so costs oneorder. If it is a headquarters unit capable of laying smoke, you canalso choose to do that by hitting the S key. This also costs one order.To fire at a unit using indirect bombardment fire, access the unit thatwill act as a spotter. Move the cursor to any location on the map andpress the B key. Those units available to bombard and the administrativedelay will be listed below on the map. A unit available if if is notcurrently assigned a bombardment target and is in command control. PressA to assign the square to the unit shown: press N to move on to the nextavailable indirect fire unit. Press Q if you wish to quit or S if youwant the unit to lay smoke in the square. It costs the spotting HQ unitone order to plot fire or smoke; 50% of the time it also costs the HQ ofthe firing unit one order.Non-infantry units fire smoke as listed above. An infantry unit can beordered at the cost of one order to lay smoke in an adjacent square orleave it in the unit's square. Press the K key and the smoke willimmediately appear on the map.To plot an infantry unit to assault, access the unit that will make theassault. Move the cursor to any adjacent square that contains an enemyunit, or leave it in the infantry unit's square if it is to be assaulted.Press the U key and the assault will be ordered. This costs one order.4. ORGANIZATIONAL ORDERS:There are two orders which will affect the state of a friendly unit. Thefirst of these is the voluntary change of state order (key S) discussedabove under unit states. The second is the rally order. This orderlowers the number of suppression points a unit has.SUPPRESSION POINTS:All units start a scenario with 0 suppression points. A unit will gainor lose suppression points for a variety of reasons. See the SuppressionPoints Table (SPT) for a list of the conditions and the number of pointsgained or lost for each. Note that the number of suppression points aunit has is adjusted several times in a turn. The SPT list when acondition is important for gaining or losing suppression points. Eachunit automatically has 1 subtracted each turn from the number ofsuppression points it has.The number of suppression points a unit has is listed after the S: on theunit menu. A unit's morale level is listed on the unit's Weapons Page.A unit's morale may be lowered by the elimination of its formationheadquarters. (If this happens, the unit will also automatically becomecomputer controlled.)During each combat pulse, the number of suppression points a unit has atthat time is checked. Based on this number and on the unit's morale, thestate of the unit may be changed. These effects are:When the number of points become greater than or equal to 2, the unit mayonly assume a Cautious Advance state when ordered to move. This does notapply if no enemy unit can see the unit whose state is being checked.When the number of points become greater than or equal to the unit'smorale, if the unit is a non-vehicle unit its state becomes Pinned; if itis a vehicle unit its state becomes Buttoned. This does not apply if theunit is Dug-in.When the number of points becomes greater than or equal to twice theunit's morale, and the unit is not JAPANESE, the unit's state becomesRetreating. If the unit is JAPANESE, its state becomes HeavySuppression.When a number of points become greater than or equal to three times theunit's morale, and the unit is not JAPANESE, the unit's state becomesRouting. If the unit is JAPANESE, its state becomes Heavy Suppression.If the state of a vehicle is forced to become Retreating or Routing andthe unit cannot move, it will be abandoned. This in effect destroys theunit.Note that a unit's state in a Combat Phase is determined during eachfriendly pulse. If, however, the enemy goes last during pulse 3 andcauses the number of suppression points a friendly unit has to increase,that unit's state (as listed on the Unit Menu during the Orders Phase)and the number of suppression points it may not correspond as theyshould.RALLY:The quickest way to decrease the number of suppression points a unit hasis to rally it. To rally a unit, the unit to be rallied must be incommand control and must be within the rally radius of a headquartersunit in its chain of command. The number of suppression points the unithas must be at least equal to its morale. Access the HQ unit which willmake the attempt and press the G key. The HQ unit will expend one orderto make the rally attempt and for each unit it succeeds in rallying, itwill expend another order. If the HQ unit succeeds in rallying a unit,the number of suppression points the unit has will be halved.The rally radius of a headquarters unit is based on its command rating.That rating divided by 5 plus 1 is the number of squares within which aunit must be to be rallied. If the command radius is not evenlydivisible by 5, there is a chance the radius may be greater at times.Thus an HQ with a command rating of 8 will have a rally radius of 2 for40% of the time, and a radius of 3 for the other 60%.A unit can be the subject of as many rally attempts as its superior HQ'swithin range have orders. Thus if C1 reported to C0 who had 2 orders,and then to B0 with 4, and then to A0 with 10, and C0 were within radiusof all of them it could be the subject of up to 13 attempts. (Each HQwould be able to attempt one less rally than the number of orders it had,since the last order would have to be left to expend for the rally itselfif it succeeded.) You will notice that unlike other commands,headquarters units can affect subordinates of subordinates. It is notonly the unit's formation HQ which can make the attempt.The higher a unit's morale, the more likely its chance of rallying. Thechance of a unit rallying is its morale divided by 10. Thus a unit witha morale of 4 will rally 40% of the time.As discussed under suppression, the state of a unit is not actuallychanged until a combat pulse. Thus if a unit is successfully ralliedduring the Orders Phase, the number of suppression points it has will behalved (fractions rounded down). However, its state will not change.Thus, as an example, the number of suppression points a unit has may beless than its morale, but its state may still read Pinned.A headquarters unit can make a rally attempt if its state is Dug-in,Positioned, Cautious Advance, Full Advance, Pinned, Buttoned, or Loaded.It may not make the attempt if its state is Retreating, Routed,Abandoned, Destroyed, Off-Map, or Exited.Even when playing with the unlimited command rules it will cost an orderto attempt a rally and an order for every unit successfully rallied. Ifan HQ does not have enough orders to expend for the successful rally ofall units in its radius, it will rally the closest unit first.5. CANCELLING AN ORDER:The final category of commands is the cancel command. Access the unitwhose orders you wish cancelled and press the C key. This does not costan order. All of the unit's existing fire and movement orders will beeliminated. The state of the unit will be set to positioned unless theunit was Dug-in, in which case it will stay Dug-in. Cancellation can bedone for all units in a formation by entering All-Units Mode and thencancelling.C. THE COMBAT PHASE:Units attempt to carry out the combat and movement orders they have beengiven during the Combat Phase. The Combat Phase consists of 3 pulses.Which side goes first in a given pulse is randomly determined. In eachpulse, fire and assault orders are carried out before movement orders.The Combat Phases will continue one after the other unless you press theO key during a Combat Phase. If you do so, an Orders Phase will occurafter pulse 3 of the current Combat Phase.Normally below the map you will see which pulse it is and the number ofturns remaining in the game. This number includes the current turn.(You will also see some random numbers: this merely indicates that thecomputer is still working and has not frozen.) When a fire or assaultorder occurs, the message display will change to give an indication ofwhat is happening on the screen. You will see the type of weapon that isfiring, the accuracy of the fire, and the range. If a non-vehicle ishit, the number of men killed will be listed; if a vehicle is hit, thedamage to the vehicle will be listed.During the Combat Phase, the following keys are active and if pressedwill perform the following functions:O - Interrupts with an Orders Phase after pulse 3.P - Pauses execution until this key is pressed again.S - Toggles the sound on and off.T - Toggles between seeing the unit symbols and removing them to makethe underlying terrain visible.Z - Toggles between the tac map and the strat map.1 - Decrease the delay by 1 increment.9 - Increase the delay by 1 increment.D. MISCELLANEOUS COMMANDS AND FUNCTIONS:There are a few key commands from both the Map Menu and the Unit Menuwhich are not related to the giving of orders, but to movement betweenmenus and to ease of play. In both menus, pressing the 0 (Zero) keyremoves the unit symbols from the map and reveals the terrain on the map.It does not remove smoke. Pressing this key is useful when determiningsighting or when checking the kind of cover a unit is in.As mentioned in the introduction, you can view the map from two differentlevels. These levels affect how much of the map appears on the screen atonce. When playing with the tactical, or tac, map the map will be 20squares left to right and 10 squares top to bottom. When playing withthe strategic, or strat map, the map will be 40 squares left to right and20 squares top to bottom. There is no change to the map except for howmuch is displayed, and the fact that some unit symbols may look slightlydifferent. You can play using either map.To toggle back and forth between the different maps, press the Z key.This key can be pressed from either the Map Menu or the Unit Menu. Thiskey is also active during the Combat Phase.When you press the X key you will exit from the menu you are currentlyviewing. If you are in the Unit Menu, after pressing this key the MapMenu will appear. If you are in the Map Menu, after pressing this keyyou will exit your Orders Phase and either go to your opponent's OrdersPhase or begin the Combat Phase.If you are in the Unit Menu and wish to centre the map on the cursorlocation, press the Y key. This key performs a different function fromthe Map Menu. To see how to get a unit in a stack, see the stackingrules, above.Finally, if you are in the Map Menu you can press the / key. The scoreand the losses for both sides will be displayed and the scenario willend. This is a way to end a game where one side has been eliminated orhas exited and there is still time left for the battle.BANZAI CHARGES:The units belonging to the Japanese player may enter banzai mode ifJapanese losses are high. For each Japanese unit destroyed, 0 to 3banzai points are accumulated. At the beginning of each turn, if thenumber of banzai points accumulated times a random number is greater thanthe number of surviving Japanese units, then all remaining Japanese unitswill enter banzai mode. Once a unit has entered this mode, it will onlyleave it by being destroyed. A non-artillery, non-transport unit inbanzai mode will assume a Full Advance state and move towards its currenttarget, if it does not have a current target, it will select the enemyunit with the lowest alphanumeric designation (i.e., most likely A0). Itwill remain in Full Advance state no matter what its suppression levelmay be. At the beginning of each combat pulse, all suppression points onunits in banzai mode are reduced to 0. Orders are accumulated normally.It does not matter whether a Japanese unit is computer or humancontrolled; it will still enter banzai mode. If the unit is under humancontrol, however, the Japanese player will be able to choose a new targetfor it during the Orders Phase.WEATHER:Each front has weather specific to itself. You can choose the weatherfor a non-campaign scenario. The weather for a campaign scenario isgenerated by the computer.The rules assume clear weather; if the weather is other than clear it isconsidered bad and some aspect of the game may be different. The effectsof the various bad weather conditions are set forth below. Note that thevisibility effects apply only to the campaign game: bad weather does notdecrease visibility in a non-campaign scenario. Thus if you choose avisibility of 9 and Dust, the visibility will remain 9.RAIN: Visibility reduced to 40% of normal. Add 2.5 to the cost ofentering all terrain features.SNOW: Visibility reduced to 60% of normal. Add 2.5 to the cost ofentering terrain features except swamps. The movement cost for swampsbecomes half of normal.DUST: Visibility reduced to 50% of normal. Visibility may vary if a duststorm is in progress.III. BUILDING A SCENARIOINTRODUCTION:You can also use TYPHOON OF STEEL as a construction set for building yourown battles. These scenarios can be quickly generated for fun, orprecisely detailed for accuracy. If you just wish to play a scenarioother than the ones included, with only about a dozen keystrokes you canhave the computer generate the map and the forces and within a fewminutes you will be starting a new battle. On the other extreme, you canselect the terrain for all 3600 squares of the map, choose the forces forboth sides, custom tailor each unit, and place the units on the map whereyou wish. Anything in between is possible as well.Building your own scenario is mostly a sequential process, consisted ofbuilding the map, selecting the units, and deploying the units on themap. You will also be setting several variables along the way. Many ofthese variables determine the number of points your side gets. You thenuse these points to buy your units. Units are purchased by formation.The build process begins on the Opening Menu. You must choose New Game,and whatever delay length you prefer. Of course, you must also choose tobuild a scenario.Which side you choose the computer to play is important, for you can onlychoose the units for a non-computer player. (You can edit the computer'sforces, however). You can, however, choose two-player, build a scenario,save it, and then recall it as a saved game. In this way you can havethe computer play either side while you still have control over thechoice of units.You must also choose a handicap level on the Opening Menu. As mentionedin Getting Started, the level chosen may reduce the number of points aside receives. These reductions are:LEVEL 1. Axis reduced by 40%LEVEL 2. Axis reduced by 20%LEVEL 3. No effectLEVEL 4. Allied reduced by 20%LEVEL 5. Allied reduced by 40%Once past the Opening Menu, you must decide whether to use the LimitedCommand Rules and whether to play a campaign game. See the main rulesand the campaign rules respectively for the effect of answering thesequestions. (The campaign game question will only appear if the computeris playing at least 1, but not both, sides.)BUILDING A MAP:You will next enter the map building routines. You will first be given achance to have the computer build a map (press A), to recall a previouslysaved map (press R), or to custom build a map yourself (press B).If you choose to have the computer build you a map, you will be askedseveral questions to determine the approximate amount of various types ofterrain on the map. You will be asked for density amounts of woods,swamp (sand in Africa), town, and rough. You can press any number keyfrom 0 to 9 in response to these questions. Choosing 0 means you do notwish any of that type of terrain on the map: a 9 means you want a lot.There are two things to note about the density questions. One is thatthe town density also determines the road density, and rough determinesrough and depression squares. Secondly, choosing all 0 is not the sameas having a blank map; the computer places hills on the map independentof the density questions. If you do not want these hills, you will haveto build your own map or delete the hills in the next step.Once you have answered the density question, the computer will build themap. You will then be placed into the Map Edit Menu, and can see andchange the generated map. If you decide above to build your own map, youwill be placed in the Map Edit Menu with a blank map showing.The following keys are used on the Map Edit Menu:1-8: Moves the cursor around the map.C: Generates a series of building squares near the cursor position.F: Generates a series of field squares near the cursor position. Thisis not an option in Africa.H: Generates a hill near the cursor position. Note that the hill willnot be built if other terrain blocks it. The shapes of the hills vary;keep pressing the key if you don't want to remove other terrain.Q: Quits the Map Edit Menu and moves on to unit selection.R: Generates one or more roads from the cursor position to another roador the edge of the map.S: Africa: Generates a series of sand squares near the cursor position. Non-Africa: Generates a series of swamp squares near the cursorposition. NOTE: this option does not appear on the menu but it is available.T: Changes the terrain in the square the cursor is on. See the next paragraph for how this works.U: Adds rough squares to the entire map.V: Takes you to the Save Game Menu so that you can save the blank map. From the Save Game Menu, make sure to choose 'Map Save'. Important:do this last since you will be placed into the force selection routines when you return from the Save Game Menu.W: Generates a series of woods squares around the cursor position.Z: Toggles to the other map. When you first enter the Map Edit Menuyou will see the strategic map.To change a specific square to a specific type of terrain, hit the T keyand then enter this number of the desired terrain. This number can befound on the Terrain Effects Chart. Note that the computer will nevergenerate some of the terrain types, and that some types are unique to aspecific front. Most of the types which the computer will not generateon its own (rivers, cliffs, escarpments, etc.) are not handled well by acomputer player during play, and so are recommended for two-player useonly.Terrain types that have various directions (roads, rivers. etc.) havemore than one symbol for the type. In each type, the ordering of symbolsis as follows:1st: Left to Right 4th: Bottom to Right2nd: Top to Bottom 5th: Left to Top3rd: Left to Bottom 6th: Top to RightThus, since rivers start at position 42, that position is a left-rightriver and 43 is a top-bottom river.Note also that for the Europe symbols, all coast type terrain is designedto go on the left side of the screen, while for North Africa, thePacific, and Asia the coasts are designed for the top of the screen.SELECTING VARIABLES:Pressing Q quits the Map Edit Menu. Once you do so, you will be asked toset several variables. You must first choose a number between 1 and 9for the visibility. The number you choose times 10 will be the maximumsighting range in squares for the scenario you build. You will also beasked for the weather conditions; choosing a poor weather condition doesnot affect Visibility when you build your own scenario, but it doesaffect movement (see the weather rules). Thus Dust has no real effect ina non-campaign scenario.Next, you must choose the type of battle. The type of battle you selectaffects the following (see the Type of Battle Chart for a summery):- the length of the game;- the base number of points used in choosing your forces;- which missions are available to each side;- the starting deployment line; and- whether units can start the scenario Dug-in.Once you have chosen the type of battle, you must choose the mission eachside must achieve. The mission chosen determines the victory conditionsfor the scenario. See the Mission Chart for details.You will then make two more choices: the size of the battle and the timeperiod. The size of the battle choice is a direct multiplier of theforce size generated by the type of battle. For example, if you hadselected a meeting engagement and a battle size of 2, you would have 60times 2 or 120 points available.The time period chosen for the battle affects the weapons available andthe morale of the units. The earliest and latest periods of availabilityfor units is listed in the Battle Manual. The time period may also havean effect on the campaign game; see those rules. While there are 10numbered time periods in the game, the first 3 periods are not used:1 - 1939 6 - early 19432 - 1940 7 - late 19433 - 1941 8 - early 19444 - early 1942 9 - late 19445 - late 1942 0 - 1945You must next choose the size of the map you wish to play on. The mapdrawn in the map edit routines is 60 squares in width both horizontally(left to right) and vertically (top to bottom). The number you choosefor map size is multiplied times 10. This number becomes the newvertical width of the map. Thus, should you choose 4, the map will be 60squares horizontally by 40 squares vertically. The lower 20 squareswould not be used.CHOOSING YOUR FORCES:You will next enter the force selection routines. (Note that if the Axisside is computer controlled, you will first see the message 'Edit ForcesY/N'. If you say Yes you can edit the computer's forces. See below forhow to edit.)You will first be given a chance to have the computer choose your forcesfor you. If you say Yes to autoselect, the computer will select a forceappropriate to the type of mission chosen. You will be able to edit theforce selected by the computer.If you choose not to have your forces autoselected, you will need tochoose the nationality for the side. The nationalities are:FRONT TIME PERIOD ALLIES AXISPacific 1942-1945 United States JapanAsia 1942-1945 British Commonwealth JapanEurope 1943-1945 United States GermanyThe European front includes both North Africa and Europe. The Americansare in North Africa until late 1943.Once you have determined a nationality, you will be asked to choose theforce quality. The quality chosen affects the number of purchase pointsavailable as follows:Green: Multiply Points by 1.2Average & Random: Multiply Points by 1.0Veteran: Multiply Points by 0.8Elite: Multiply Points by 0.6Thus there are three modifiers to the base number of points determined bythe size of battle: the handicap level, the size of the battle, and theforce quality. Thus in a meeting engagement (60 points) of size 5, witha handicap of level 2 and veteran German troops, the German player wouldget 192 points. If the opposing force were a green American force, theAmerican player would have 360 points.Once the force quality is chosen, the type of force must be selected.The types of forces available varies by nationality, but the effect is topreclude you from choosing certain types of units. You will only be ableto choose formations appropriate to the type of force selected. See theBriefing Manual for how the formations are organized. Certainnationalities do not have different force types.You will then see the Formation Selection Menu. From this menu, you willbe able to choose from large, small, or support formations. Defenders inan assault battle can also choose fortification units.When you press a number key of 1 through 4, you will see a submenulisting the formations available. (To get back to the FormationSelection Menu without making a choice, hit the RETURN key.) Eachsubmenu lists the remaining points you have to spend, the number of unitschosen so far, and the number of HQ's chosen so far. (Since eachformation has its own HQ, this is also the number of formations in play.)You can spend no more than the number of points you have, and can have nomore than 19 formations and 100 units. You will see that you have twounits when you enter the first submenu; this is your battalionheadquarters and its transportation unit. Note that besides thebattalion HQ, transportation units must be purchased as a 'pool' andparcelled out amongst your units as needed.Each submenu will also show a series of lines, with each line listing anumber, a formation type, a cost for the formation, and the number ofunits it contains. To choose a formation, just enter the number next tothe formation and press RETURN. When you do so, the points remainingwill go down, and the formations and units go up.NOTE: The current points left do not usually go down by the cost listedon the page. The costs listed there are for the most expensive formationof that type. There is a good chance in choosing many types that themost expensive formation will not be selected. (It may not even beavailable for that year.) Thus the number of points remaining willlikely be less than the point values shown next to a particularformation.You should also be aware that if your points left are insufficient topurchase the whole formation, you will receive as much of the formationas you can afford.When you wish to go to another submenu, press the RETURN key to get backto the Formation Selection Menu. When you use up all your points youwill automatically leave the Formation Selection Menu; if you arefinished but still have points left, hit the 5 key to exit.A NOTE ON FORTIFICATION UNITS:Fortification units do not appear in forces generated by the computer andso appear when purchased by defenders in an assault scenario. There arethree types of fortifications: dragon's teeth, pillboxes, and minefields.Dragon's teeth are a terrain feature and function as a movement obstacle;see the Terrain Effects Chart for movement cost through them.A pillbox functions as an immobile, well-armoured unit. Its facingdeployment and is only 90 degrees. It comes with its own crew andweapons; if you wish to change the weapons in it you must edit thepillbox. There are two kinds of pillboxes available to the Japanese. Aregular Japanese pillbox is the same as that which can be purchased byall nationalities as a fortification unit in an assault battle. TheJapanese player can also purchase a light pillbox this way, or can buy asection of them as a small fortification. The light pillbox has lighterweaponry than a regular pillbox; see the Briefing Manual for details.If a unit (friendly or enemy) moves over a mine square, that square mayattack the unit. If it is a soft target, it is treated like HE fire. Ifit is a hard target, the attack may kill the tank, cause a track hit, orhave no effect. If it has no effect, there is a chance that the unit hasdiscovered a path through the minefield. In this case, the minefieldwill have no further effect in the game; otherwise the minefield willcontinue to attack. A unit is less likely to be hit and more likely toremove a mine if it is in Cautious Advance state.EDITING:You will now be able to edit your units. When you go through the editroutines, you can go through and view your units. Enter a formationnumber to see the units in each formation. (To exit a screen press the Xkey.) To change some values of a unit, select the individual unit byusing the unit's ID number. You will then be able to make changes to theunit.The following can be changed: - The type of unit. A truck can be changed to a tank or a rifle squad; - The weapon in each of the unit's 4 weapon positions and the amount ofammo for each; - The units skill level; - Morale of an HQ unit; and - The command rating for a headquarters unit.The old values are listed at the top of the screen or to the left of thequestion. The weapon and unit types are listed in the Briefing Manual.Hitting the RETURN key allows you to move on without making a change.The numbers to be entered for the unit types and weapon types are foundon the Weapons Chart. The maximum skill that can be entered is 10; themaximum command rating is 40; the maximum morale is 9.When you are done editing a particular formation, press the X key. Whenyou are done with editing, press the X key to move on to deployment.DEPLOYING YOUR UNITS:Both sides will have a chance to deploy their troops, the Axis firstfollowed by the Allies. When you first begin a new deployment, your unitwill be on the upper rows on your side of the map. If there are a lot ofunits, they may be deployed in more than one column.You will not be able to deploy any units on the very east or west edgesof the map. Doing so would cause them to exit in the first pulse and sois prohibited. In addition, check the Type of Battle Chart for suggestedstart lines by mission. (These lines are mandatory in the campaigngame.)You will also be able to redeploy units after recalling a saved game,even if that game was saved in the middle of a battle. Such amodification follows the normal deployment routines listed here.There are two main menus in deployment, and they are very similar to theMap Menu and Unit Menu of the Orders Phase. In fact, all the keysfunction the same except for the following:MAP MENU:9: - Shows the mission of the force.0: - Tells the computer to deploy your troops for you. If youchoose to autodeploy,  you can still change the location of your units.*: - In assault battles, places all units on your side into a Dug-in state.A to S: - Does not automatically move the cursor to the unit chosen.Press the L key to move the cursor over the unit.W: - Besides showing you the objective, allows you to change it.You may do so by moving the cursor to the desired location and pressingthe O key./: - If you have mines or dragon's teeth, you can deploy them bypressing the / followed by one other key: A: Add minefield to square. S: Subtract minefield. P: Place dragon's teeth in square. R: Remove dragon's teeth (you must also specify the type ofterrain to be put in its place.) X: Exits the subroutine. Mine icons will disappear.UNIT MENU:M: - Moves unit to cursor position. This is how you self-deployyour units. Remember that the type of battle places restrictions on where you can deploy your troops. See the column called StartLine on the Type of Battle Chart. Note that for non-Campaignscenarios the lines given are suggestions only, and that you can deployyour units anywhere on the map. This gives you flexibility indesigning your own scenarios.S: - Only putting units in (and out if need be) of the Dug-in stateis allowed. Remember that only units in an assault battle can be Dug-in.When both sides have finished deploying, you will be able to save thedeployment scenario. Upon exiting the Save Game Menu you will be placedinto the first Orders Phase of a new game.IV. PLAYING A CAMPAIGN GAMEINTRODUCTION:Besides playing individual scenarios of PANZER STRIKE!, you can also playa campaign game. In a campaign game, you will initially purchase aforce. You will then use this force throughout the war. Between eachbattle you will have the opportunity to replace units lost in combat orto upgrade your equipment as better weapons become available. Thebattles you will fight will be generated by the computer, and you willhave an overall score for the campaign as well as for each battle.STARTING A CAMPAIGN GAME:On the opening menu, choose to Build a Scenario and choose either AxisComputer (if you wish to play the Allies) or Allied Computer (if you wishto play the Axis). There is no campaign game option for either twohumans or two computer players or for the historical scenarios. Inaddition, only certain fronts are available for each nationality, asfollows: Germany (Europe) and Japan (Asia and Pacific) for the Axis andthe United States (Europe and Pacific) or British Commonwealth (Asia) forthe Allies.Once past the opening menu, decide whether to use the limited commandrules. The next question will allow you to start a campaign game.Choose a name for your force and the year you wish to start with. Theyear chosen determines the nationality of your opponent and the type ofequipment you get at the beginning of the game.You will then choose your force. This process is very similar tochoosing your force for a scenario, but you do not choose a nationalitynor can you choose support troops or fortifications. You begin acampaign game by choosing a core force which costs no more than 250points in Europe or 80 points in Asia and the Pacific. Theorganizational structure of this core force will remain with your troopsfor the duration of the campaign game; the weapons themselves can bechanged during battles (see below). Thus if you choose a company whichconsists of 3 platoons at the beginning of the campaign, you will be ableto upgrade all of the units to different types but you will always have aforce consisting of 3 platoons.The size of the force you will encounter is relative to your strength.Thus you should start an early war campaign game with a force worthbetween 75 and 125 points. (Of course, in the Pacific and Asia you willonly have 80 points to use in any case.) Do not overbuild. Not onlydoes this allow you to ease into the campaign game, but it allows you tohave room for your force to grow as better weapons become available.(You can also give yourself room to grow by not replacing all units in aforce when they are destroyed, although the computer will replace some ofthem.)PLAYING A CAMPAIGN SCENARIO:The campaign game consists of several scenarios generated by thecomputer. At the beginning of each you will see a page listing the typeof battle, your mission, the date, the weather, the visibility, and thelocation. The location is for historical interest and the affects theterrain on the map. The other items have the same effects as discussedin the Playing a Game section. Note that in a meeting engagement thereis a chance that your force may encounter a force twice its size. Themission for each scenario is assigned randomly, but if you won the lastdecisively the chances are greater that you will be the attacker.Before starting a battle, you will be able to choose support unitsappropriate to the type of battle being fought. You will get a certainpercentage of your force size to spend for these support troops. Thenumber of points you get for this purpose in Europe is 1/6 of your forcesize (1/3 if an assault battle) plus 10 points. Double these valuesbefore adding the 10 points for the Pacific and Asia. These forces areused only for one, and then disappear; they are, in effect, rented forbattle. The type of units available will vary by the type of battle.Play of a campaign scenario is the same as with any other scenario withvery few exceptions. You cannot change the objective area. If you wishto end a scenario before the standard time period is up, hit the / key.This will give you your score and then end the scenario. Remember alsothat if you wish to finish a scenario quickly you can use the * key fromthe map menu to put all your troops under computer control.VICTORY:Victory in the scenarios is calculated normally. There are also campaignpoints, which are the scenario points plus a number of points for thesize of your victory. You will get 500 points if you earned a decisivevictory, and 100 points for a marginal victory. These points are addedto the points earned in the scenario itself. (Remember that whoeverholds the field recovers half of its Abandoned units.) Only your pointsare accumulated.REFITTING YOUR UNITS:At the end of each battle, you will see a list of units lost by categoryfor that battle. You will be given a chance to replace and upgrade yourforces at that time by saying Yes to the question which asks if you wishto view your force or change equipment. You will be able toupgrade/replace your units to a value of 300 in Europe and 100 in thePacific and Asia.The screen will look very much like the edit units screen from thescenarios, but the number of men, the skill rating, and the morale listedat the top of the screen as well as the current month and delay. Inaddition, the only value that you can change is the type of the unit.See the Briefing Manual for the unit numbers.The computer will automatically replace destroyed units up to 10% of theforce value, and will automatically replace all HQ units even above the10%. (This is done in alphanumeric order.) Any remaining points may bespent for upgrades. The computer will also double the number of men inall infantry units with less than 5 men left, but the skill rating of theunit will be reduced by 1. This is done at no cost.The number of months that will elapse before the next battle will occuris equal to the ten times the cost of replacing or upgrading your unitsdivided by the force value. (This includes the amounts that the computerused to replace units.) Drop any resulting fractions. The months ofdelay are also listed at the top of the screen. Whenever a unit changesits type or replaces its equipment it will lose skill.The morale of your units will also change depending on the size of yourlast victory or loss. If you won a decisive victory, each of your unitswill have a 50% chance of gaining 1 morale point and a 50% chance ofgaining 2 points. The same chances apply if your opponent won adecisive, but your units will lose 1 or 2 points. If you won a marginalvictory, all of your units will gain 1 morale point; if your opponent wona marginal victory, all your units will lose 1 point. Morale points donot change if the battle was a draw.CHANGING THEATRE DISKS:After seeing the score for a scenario, you will be given the option toswitch your force to another theatre. To switch, put in a differenttheatre disk at the prompt. Because the size of your force in Europe canbe much greater than that allowed for the Pacific, you will get an errormessage should you attempt to transfer an American force from Europe tothe Pacific if the value of that force is more than 100. If you go toanother theatre before it is active, you will not fight a battle untilthe first month that it is active.V. FORMULASINTRODUCTION:As mentioned in the introduction to the rules, this section sets forthsome of the mathematical formulas that the computer uses in playing thegame. See the main text of the rules for a more thorough explanation ofhow each formula works and for restrictions which may not be shown inthis section.NOTATION USED:Whenever the notation Rnd(x) is given, it means that a random numberbetween 0 and x should be used. Multiplication is denoted by an asterisk(*), and division by a slash (/). The abbreviation CR stands for thecommand rating of a headquarters unit.COMMAND CONTROL RADIUS:If unit does not have a radio: Unit must be within 5 squares of HQ to bein command control.If unit does have a radio: Unit is in command control if Rnd(1) * the CRof the HQ > = 2. Thus if a unit's HQ has a command rating of 10, therewill be a 20% chance that the unit will be out of command control. Ifthe CR were 8, the chance would be 25%.RALLY RADIUS AND RALLY CHECK:A unit will be eligible to rally if it is within the following number ofsquares of the superior HQ attempting the rally:Radius = (CR/5) + 1 + Rnd(1)A unit will rally if within rally radius, if its suppression points>=itsmorale and if its morale > = Rnd(10).SILHOUETTE MODIFIERS:If the range to the target unit is > = 6 squares, Modifier = size of target / 4If the range to the target unit is < 6 squares, Modifier = (size of target + 6 - range) / (4 + 6 - range).SKILL CHECK:Check successful if skill rating > = Rnd(10).FIRST SHOT CHECK:Check successful if first shot rating > = 50 / Rnd(10).SUMMARY OF INDIRECT BOMBARDMENT FIRE, ACCURACY AND DELAYS:TYPE OF FIRE MAX SCATTERFirst round, no spotter, or rocket: 9Spotted but spotter fails accuracy check: 4Spotted and spotter makes accuracy check: 2There is no first round accuracy for self spotters or for direct firebombardment.MODIFIERS:Firing unit has LOS to target: scatter * 0.5Range from firing unit to target<30: scatter * 0.5Unit firing HE from off-map: scatter * 0.5ADMINISTRATIVE DELAYS:Self spotter: 1 pulse delaySpotter is firing unit's formation HQ: 3 pulse delaySpotter is battalion HQ: 6 pulse delaySpotter is another HQ: 9 pulse delayPOINT FIRE ACCURACY AND MODIFIERS:Abbreviations used:A = Accuracy rating of gun is given on Weapons Page.MR = Maximum range of gun is given on Weapons Page.R = Range to target.RA = Ranged accuracy of gun.If R < = A, then RA = 50 + 48 * (A - R) / A.If R > A, then RA = 50 - 48 * (R - A) / (MR - A).The following modifiers are given in terms of positive and negativeshifts unless otherwise noted. When modifying the ranged accuracy of agun, each positive shift = RA * 1.42, and each negative shift, and eachnegative shift = RA * 0.71. Thus two negative shifts = RA * 0.71, which about halvesRA.MODIFIERS FOR HARD TARGETS:Firing unit fired last pulse at same target: +1Firing unit in Cautious Advance state: -3Firing unit in Full Advance state: -5Firing unit fails a skill check: -2Firing unit Pinned or Buttoned: -2Firing unit has at least one suppression unit: -2Target unit moving in any terrain: -1Target unit in cover terrain: -1Target unit non-adjacent and Retreating: -6Target unit silhouette size RA * silhouette modifierMODIFIERS FOR SOFT TARGETS:Firing unit moving in any state: -2Firing unit Pinned or Buttoned: -2Firing unit fails a skill check: -2Target unit advancing: +2Target unit is artillery: +2Target unit is Positioned in soft cover: -2Target unit is Positioned in hard cover: -4Target unit is Dug-in: -2Target unit is Dug-in in hard cover: -3Target fired on by small arms and is inhard cover/Dug-in: -1Target unit Retreating and not in firer's square: -4Target unit Routing and not in firer's square: -6Target unit is Pinned: -2If RA > 99 then RA = 99.(Note that the modifiers for soft targets are applied differently thanthose for hard targets. Please see below or the main rules for details.in addition, no defensive benefits apply to units attacked byflamethrowers or demo charges.)ARMOUR PENETRATION:P = Penetration rating of gun.R = Range to target.MR = Maximum range of weapon.SS = Size of shell fired.PD = Penetration depth.If HE shell was fired,PD = 2 * SS * Rnd(1).If AP shell was fired,PD = SS + Rnd(1) * (P/2 + P/2) * (MR - R) / MR)VEHICLE HIT LOCATIONS:Point Fire: To determine the location that a vehicle is hit, a randomnumber between 1 and 100 is generated. If the firing unit is at least 2levels higher than the target, add 10 to the number. If the target ishull down, all numbers less than 51 have no effect. The following listdetermines where the hit occurs:RANGE OF NUMBER LOCATION 1 - 15 Track 16 - 70 Hull 71 - 100 Turret/Upper Hull101 - 110 TopIndirect Bombardment Fire: There are 6 possible hit locations: track,front hull, side hull, front turret/upper hull, side turret/upper hull,and top. Each area is as likely as the next to be hit; i.e., a randominteger between 1 and 6 is generated to determine the location.PENETRATION:If the depth of penetration > = the thickness of the armour at thelocation hit, then the shell penetrates.EFFECTS OF PENETRATION:The target vehicle is automatically destroyed if the shell size of thefiring weapon * Rnd(1) > target size * 2 * Rnd(1). If the unit survivesthis, it is determined which aspect (front hull, side hull, frontturret/upper hull, side turret/upper hull, top or track) of the vehiclehas been penetrated.If it is the track that is penetrated, the unit's maximum speed goes to0.If it is the front hull, the hull crew compartment is hit.If it is the side hull, there is a 50% chance that the max speed will goto 0, and a 50% chance that the hull crew compartment is hit.If it is the front or side turret/upper hull, the turret/upper hull crewcompartment is hit.If it is the top, there is a 50% chance that the max speed will go to 0,and a 50% chance  that the turret/upper hull crew compartment is hit.When a crew compartment is hit, there is a 75% chance that each gun inthat section is destroyed. There is also a 90% chance that a crewmemberis killed; if that 90% is made, check for the next crewmember. Continueto do so until a crewmember is not killed, or the whole crew is killed,which destroys the vehicle.On any penetration, a hard target is destroyed if the shell size of thefiring unit * rnd(1) > target size * 2 * Rnd(1).DAMAGE BY HE FIRE:CHANCE OF HITTING UNIT:In determining damage by HE fire, first determine the chance that theunit or units in the square are hit. This chance depends on the type oftarget the unit is:If the primary target: chance = 100%.If a non-primary soft target: chance = 10 * IA of the gun.If a non-primary, open topped hard target: chance = 2 * shell size.If a non-primary, non-open topped hard target: chance = 1 * shell size.If a hard target is hit, go through the armour penetration routinesabove. For a soft target, modify the chances by the soft targetmodifiers given above. this modified number is used below as the rangedaccuracy (RA) in determining losses.DAMAGE TO SOFT TARGETS:First determine the number of men killed. use the following formula. RAstands for the modified ranged accuracy of a gun using point fire(described above) or the chance of hitting the square if not point fire.IA stands for the weapon's infantry attack value. (Note that theinfantry attack value of a squad is the IA of the weapon multiplied bythe number of men in the squad.)Percentage killed = IA * Rnd(1) * RA / 200 + Rnd(1).For each 100% killed, one man is lost. If there is a remainder, that isthe chance that another man is lost. Thus if the result were 120%, oneman would be killed and there would be 20% chance of another beingkilled. For weapons with a shell size greater than 1 (i.e., non-smallarms), there is also a chance that an additional kill will be inflictedby fire:If RA + 100 > 200 * Rnd(1) then add an additional kill.Once the number of men killed is determined, and if the unit is a gununit, the unit may be completely destroyed. This occurs if the Rnd(1) *40 < the shell size of the firing unit * the number of men killed.INFANTRY ASSAULTS AGAINST HARD TARGETS:KR = Kill Rating.KR is the number of men in a squad or the accuracy of a special assaultweapon.MODIFIERS:Target unit is soft or open topped +2Target is stationary +2Target is in Full Advance state -2Assaulting unit fails skill check -2If KR * Rnd(1) > 6 then target destroyed.If KR * Rnd(1) > 3 then max speed of target goes to 0.CHARTS AND TABLESFORCE MODIFIERSQUALITY HANDICAP LEVELMODIFIERS MODIFIERS:Green: 1.2 Level 1: Axis reduced by 40%Average: 1.0 Level 2: Axis reduced by 20%Veteran: 0.8 Level 3: No effectElite: 0.6 Level 4: Allied reduced by 20% Level 5: Allied reduced by 40%These numbers are used as multipliers in figuring the number of strengthpoints available for a scenario. The Handicap Level Modifiers do notapply in a campaign scenario.TRANSPORT COST TABLEUNIT COSTInfantry 1 *Medium MG 2Heavy MG 4Light Mortar 3Heavy Mortar 5AT Gun 10Light AA (50mm & Less) 10Heavy AA (51mm & More) 15Light How (95mm & Less) 10Heavy How (96mm & More) 15Light IG (95mm & Less) 10Heavy IG (96mm & More) 15* All costs are per unit except for infantry, which is per man.Transport capacities:Primemovers, Heavy Halftracks, and Heavy Trucks: 15 points.All others: 10 points. Artillery can only be carried by Primemovers,Halftracks, and Trucks.VICTORY LEVELSMARGINAL: If one side has at least twice the number of points as theother.DECISIVE: If one side has at least four times the number of points as theother.MISSION CHARTMISSION UNIT MULT. EXIT PTS. OBJ. CLEARClear Obj. 1/1 1/1 100/0Bypass 1/2 10/1 0/0Engage 2/2 1/1 0/0Delay 1/2 4/1 0/0Hold 1/1 1/1 0/100Unit multiple is the factor which you should multiply the unit cost by todetermine the victory points awarded. Exit points are the number ofpoints (not a multiple) awarded per unit for exiting the unit off themap.Unit multiples are listed as the multiple for defending unitskilled/multiple for attacking units killed.Exit points are listed as points for attacking units exited/points fordefending units exited.Obj. Clear is the number of points (not a multiple) that the attackingside/defending side gets for having the objective area free of enemyunits (Clear Objective) or of defending units (Hold Objective).All unit multipliers are cumulative; as an example, if the attacker has abypass mission and the defender a delay, the attacker will get 40 pointsfor exiting a unit.VISIBILITY RANGE MODIFIERSThese number are the number of times that the visibility range in squaresis multiplied by 0.71 (for negative shifts) or 1.42 (for positiveshifts).SPOTTER: SHIFTS:Buttoned vehicle -2Fails skill check -2Higher than target +1Pulses 1 and 2 -2TARGET:Stationary -2Hull down, Dug-in or in cover -2Silhouette Multiply range size / 4COMMANDS SUMMARYPlease consult the rules if more detail is desired.MAP MENU:(1-8) Move cursor(9) Display current score(0) View terrain only. All units are cleared from the screen sothat the underlying terrain can be seen.(A-S) Select unit. Press the formation letter followed by the unit number. That unit will become the current unit and you will be placed in the Unit Menu.(U) Get unit at cursor position. The unit at the cursor locationwill become the current unit and you will be placed in the UnitMenu.(V) View. All squares that can be seen from the cursor locationwill be inversed.(W) View mission objective. All squares in the mission objectiveare will be inversed.(X) Exit Orders Phase.(Y) Inspect stack. The type of the next unit down in the stackwill appear at the bottom of the Map Menu. It can be accessed withthe U key.(Z) Toggle map. The map changes to whichever (strategic ortactical) is not in use.(/) The score is displayed and the game will end.(*) Places all units on a side under computer control. InDeployment, this key Digs-in all units.UNIT MENU:(1-8) Move cursor(0) View terrain only. All units are cleared from the screen sothat the underlying terrain can be seen.(A) Go into All-Units mode. If the formation HQ is not the current unit, it will become the current unit. You will be able toissue certain orders to the whole formation.(B)** Bombard. The cursor location is the target square; the currentunit is the spotter. Those units available to bombard and the administrative delay before firing starts will be listed.(C)@ Cancel orders. All movement and bombardment orders assigned tothe current unit are cancelled.(D)*@ Debark passenger(s). If the current unit is a vehicle then itwill unload all of its passengers; if the current unit is apassenger, then only it will unload.(E)* Embark passenger. When given to a vehicle, you will be askedfor the formation and number of unit to be loaded onto the vehicle.(F)*@ Change unit's facing. Use the directions of the movementcompass.(G)** Rally. When an HQ unit is ordered to rally, it will attempt to halve the suppression value of all subordinate units within its rally radius. It costs one order to press the rally key, andone order for each unit rallied.(H) Find units HQ. The next superior headquarters becomes thecurrent one.(I)*** Inspect enemy units. All enemy units that can be seen by the current unit will be shown sequentially. The current unit can choose one of them as a target by pressing the T key when the desired enemy unit is accessed. It cost one order to designatea target.(J)@ Toggle computer control. Places a formation under computercontrol or removes it from that control if already under computercontrol.(K)* Infantry smoke. An infantry unit can be ordered to lay smokein an adjacent square.(L) Locate. Moves the cursor over the current unit.(M)*@ Move unit. The unit will be ordered to move to the cursorlocation. An advance state will have to be chosen for it.(N) Next unit. The next unit in alphanumeric order will become the current unit.(O) Display units movement objective(s). Move the cursor to the location of the movement objectives assigned to the unit. Itsstate will also be shown.(P) List unit passengers. All units loaded aboard the current unitare listed.(R)*@ Range. The maximum firing range at which the currant unit will automatically select targets can be changed.(S)*@ State. The state of the current unit can be changed.(T) Show units target.(U)* Infantry assault. The current infantry unit will assault theenemy at the cursor location.(V) View. All squares that the current unit can see will beinversed.(W) Weapons Page. The current units Weapons Page will bedisplayed.(X) Exit Unit Menu. Return to the Map Menu.(Y) Centre screen on unit.(Z) Toggles maps. The map changes to whichever (strategic ortactical) is not in use.NOTES:@ = Can be done in All-Units mode.* = Costs an order.** = May cost more than one order.*** = Costs an order if an enemy unit is targeted during an inspection.KEYS ACTIVE DURING COMBAT PHASE(1) Decrease message delay 1 increment.(9) Increase message delay 1 increment.(O) Orders. Go to an Orders Phase at the end of the current CombatPhase.(P) Toggle pause. When first hit, will stop the action; when hit againwill restart it.(S) Toggle sound. Turns sound on and off.(T) View terrain only. All units are cleared from the screen so thatthe underlying terrain can be seen.(Z) Toggles maps. The map changes to whichever (strategic or tactical)is not in use. TYPE OF BATTLE CHART Format = Axis:Allied BATTLE PURCHASE MISSION START START TYPE DUR. POINTS CHOICES LINE DUG-INAxis Assault 60 100:40 Att:Def 14:30 Yes:YesAxis Pursuit 30 80:40 Att:Def 14:45 No:NoMeeting Engmt 30 60:60 Att:Att 14:45 No:NoAllied Pursuit 30 40:80 Def:Att 14:45 No:NoAllied Assault 60 40:100 Def:Att 30:45 Yes:YesDur. is the duration of scenario in game turns (minutes).Purchase Points is the base number of points available per side. To getthe final number you must multiply the base number by the handicap levelmodifier, the size of the battle, and force qualify modifier. The numberof Purchase Points listed are the amount available in Europe. Halvethese numbers for the Pacific and Asia.Mission Choices shows which list the side can choose from for itsmission. Att = Attack; Def = Defender.Start line is the highest (Axis) or lowest (Allied) x coordinates that asquare should have for the unit to be deployed in it. For scenarios,these are only suggested numbers; you can deploy anywhere on the map.For campaign battles, however, these lines are mandatory, and you willnot be able to set up past these lines. Note that for Western Europe thestart lines should be read as Allied:Axis since the Axis forces come infrom the east.Start dug-in indicates whether the units of that side can start thescenario in a dug-in state. SUPPRESSION POINT TABLECONDITION OF CHECKING UNIT SUPPRESSION PTS. GAINED OR LOST PER TURNIMMEDIATELY AFTER PULSE 3 OF THE COMBAT PHASE:Unit in soft cover* and sighted by enemy -1Unit in soft cover* and not sighted by enemy -3Unit in hard cover*/Dug-in and sighted -2Unit in hard cover*/Dug-in and not sighted -4Unit out of command control +1Unit within 6 squares of friendly routed unit(s) +1 per unitUnit within 6 squares of friendly aband/dest. units +1 per unitUnit is immobilized vehicle +1No friendly unit(s) within 6 squares of unit +1Unit has required number of suppression pts.and is within 6 squares of friendly unit(s)and in good state -1 per unitAutomatic loss -1DURING FIRE PORTION OF COMBAT PHASE:Unit has 0 suppression and is target of fire +1Unit within 3 of friendly unit(s) when destroyed +4 per unitUnit within 6 of friendly unit(s) when destroyed +2 per unitSoft target unit's square hit by sighted enemy +1 per unitSoft target square hit by non-sighted enemy +3 per unitHard target unit hit by shell of sighted enemy +1 per unitHard target hit by shell of non-sighted enemy +3 per unitUnit destroys enemy unit(s) -1 per unitA number of men in the unit are killed +3 per manDURING EACH PULSE OF THE COMBAT PHASE:Unit cannot see any enemy units -1DURING THE ORDERS PHASE:Unit successfully rallies Halve supp.pts.* Hard cover is stone buildings; soft cover is any other cover square.** Routed infantry unit do not have an effect on tank units.*** A unit is in good state if the current number of its suppressionpoints is less than its morale. For a unit to benefit from friendlyunits in a good state, a random number is determined (5 + 10 * Rnd(1));if the checking unit has more than that number of suppression points, itwill benefit. An infantry type unit goes through an additional step.Subtract the number of men in the unit from 14. If the unit'ssuppression level is greater than or equal to the result, the unit willbenefit.SUPPRESSION EFFECTS TABLESupp. pts. > = 2 & visible to enemy: Unit may only move inCautious Advance stateSupp. pts. > = morale: Non-vehicle is Pinned;vehicle unit is Buttoned. Notapplicable if unit is Dug-in.Supp. pts. > = 2 times morale: Non-Japanese unit Retreats. Japanese unit HeavilySuppressed.Supp. pts. > = 3 times morale: Non-Japanese unit Routs. Japanese unit HeavilySuppressed.Note that a unit's morale may drop if its formation HQ is killed. Atruck is considered to have a morale of two regardless of what appears onits Weapons Page.End. ough an additional step.Subtract the number of men in the unit from 14. If the unit'ssuppression level is greater than or equal to the result, the unit willbenefit.SUPPRESSION EFFECTS TABLESupp. pts. > = 2 & visible to enemy: Unit may only move inCautious Advance stateSupp. pts. > = morale: Non-vehicle is Pinned;vehicle unit is Buttoned. Notapplicable if unit is Dug-in.Supp. pts. > = 2 times morale: Non-Japanese unit Retreats. Japanese unit HeavilySuppressed.Supp. pts. > = 3 times morale: Non-Japanese unit Routs. `ksH?<NNT/$@?<NNT2<<g2<gNqQC\|<<f|(HzF?< Nq\B?< NA\/?8@AL"H/(a,_1߂@?< NA\G*"K kK^ JgёBJAg<f``+k +k+k  -"- Ҁ+A -Ҁ+A м$@*@t_CQ"KA$HNM@,$$$$ٵoC&i")n"<BBBBSlLBNHaaKa.(I,I&N%aLNurQNua.d&NqNqra$dCv !a"H@@Vҩ%QnNuf%Nurf%AQNuCtaTxr1 Hka1 Ag"CvtaTr1 HaBq jD`rptadpt?aBC@!!Q`N   jY JAM Packer Decrunch V4.0kIce!k `g($x$H f$oExܫIq.L)|ԁ4)J$BoK)8 x W?9h&2(#I9\B/@9?> =e"IWv c*j  J-{BZB8hyRP Β&MRMRQjGTVը*M#@qgM$M "JfB1_fjFdDBf^PfX (ORYIJfLGg:y0e<9dLAe(mzd"MFc%ae7R&a 8m²$WǾ.Jfg&l\&IA{}b,Hal#ȅ"@$ pp@)@HL@=dɻ<.QGLuo2V@%l$lt@Y"XI#I/2B"23)I4C " XA"dfF" lhXTuI0BAHAR@& BCHCFC׬.I/ S/MokA/ / .ȗO D#ClȚ [a+l "mXx"< 3f"0nrBgA0k[UJhf~O)DDz  _K`>2 g/<qXPO?^LNAJ =f8~tB0m| n?&ҁ҃҂`.c'Y J)A N~P",xeqЀtX2#`! N;H'$m0pb!Y8gNmlljlpjltjlxjl|# ڀ+ <Ȝ:)ִ mg"~`A<J3̬vϽ2/v*>B-7.~+/0p *HsS)OҀL`*  M."g1p?MXOzoiFr ;Rv#nl@6B\"S( <7'$X[mtFP2[Q+ fVe,Sưo>*bl&yhro"QլH8f4N$nHS{ZIpJue&HGtQ fNj.JgjB-T-t'00s0k΂aق0Z0##lTb.^qvΪ!S7@1X( G QSLAT]7 ;!nq B~n%pSM(@/ᬼl4'<`!0+P$pE+Qo Rg!` &F,Γv,4ԃz8P-/o*J Dn.$:P #U 8R)Vrs >.&pA8"{l n)ȍY~JyI~*``rK`~ q+p&6`*#P4שPR2u  ;X4"ԍR#8S?+(/J g0, lUufـ9Riw$ʙ|2;̅f:lb\c"fr0U@fhrg ]x*-`2mN*wHHys_..~#vJjHDv%f%`ҐLv ? f,"H":`2yftʌ滟 o (ϸˡXp(op*~]nBp$Nu_[ZasVE8\U8Nbec ܦlWW Vs d2.2(Jul3 1991)9:gv{by|lؒsnd3[dI?ZKC6c)eDe-Crip=oWkyy .xtnHel68;''o`B\vLe1+Buٛr:³$ )*#έ ¥95ȸT-{]SA[w[o Up/;B|tmx,rtuRFNxT4Shif+l@b%xyNxp^z>LFunZM:S[NM[BB52u3ϛjS^<aG&]1E(ZGH{%H]"p&VT:|lbWidNotL G CXYYF*8Siz pPWh<xAx,Mod7hWrn Mse-BwnDx[C^Cp-.`CGWnm_e(y/N*Src%f mp ofn SEARC23)0|0@r 'px8g xp$`RGy]^tT&C!8sp ayʐg6o*XMoʸe R_ld\-A$L"7t;tz6& guRp f@/3V[ X|apҀj Pi USk @ r %JfJ@*.Ur#V"p ma` z Pe-mByjz4~6*/aZr=CKYr N#"8xAPBtB|M /wl/p3(paf p<;4 Ice!fB;Hprg k"oiY+0,rcHZEroHPEr]6F(wreX<+fZXO3ݤÖpnK9|=|ȫQ`J5hf` R*HmBG,"_ݠ;t#9 ي^,!L/kE}/0sK\Y ,V`:x0B`*7X`rpS*s~-HqpǬf n .XӮwN B@o8zwQ(\vj7e%W'Wzܻ/+處Ɗ=YlĜr0Ё@r p0ҀAl7 3W䙭j"?Zx|)>|^`_d,zVnpVpi#L[pLEKJp;جpRydTp l K)+vgV6Uj*$|^T:]JYRpi#Fp#N[:plʵ.p'JY"pi#l.J2 \&ŕdpveDX8RE_M/<91je gm bܵVn,0ŗUVXmb]*IBU"HY>r !6,\V2QxVrf,tgWc&, dMRj\؂v`xdpEtʡcSk{: +|V38pLA^u( usnIp!yi*MYsM`=bEisYE!p-XGZe stY{g`Zn(pRTJZ"x"偸a.9~q 3 6*u֡p yL2#NxkpV3Z%f,z܁[/H|!VڮJf{Pb P@T_ty8`BoЭHZ.$O&Ng 5XgJq nض`bNA/Ez`RTǎ*H;gPŝF _gJ_/<,܇` ło{QC9sf$V( j?99 8 .g!4.vXp>i FhPq/0k`q|EL`RXMnSw^ln#!FДg}D3 L`wGXg*7K-QA|W0,r8s"V`,U ~y1:8;8 +۷(y o0[1=*s8+lZQ^%tf9 If>On ޞ/s_,lY7xH+:&So.` "Tl$"S7Ho!،u t0\x΁K}m܏1$ccʼm,gT` |p<k-|t`=R .` 8.٦ xn AH we Pr ΘY۬R(;ErD&&n0p[2:xe!$Pfe6l'rygT/K/GrRdK6L`p2?-etRpGm荓$37 U. Bd}XF nLp[UL1*.9'$GSk*mؗ3K#,Bp/I=!"Hܨ:&_ oE%!" ,S(>b$ 9nU4(Pk`2RXᦈ "m|ЅS";mvAjRmV2 ๟'4c; &p]MY3Z 0SrR!Vxer ryhrYm ".= f~` /`g,~l S"m0|B0uVep r _* "At(S!UG-0dҁL52"eH/  /A z,fr<"*p+AH ٜ* md %V%q⣼Jf GprʏB*@nA&H,7X܀ e/ p k0EJ:C, ;Z ToN],YfP

+A`,, xi O3?;dńH/ BwON6kp r3k"s BYPfڀp/7f~O i.|,xPKBIt("%ҡnxENp"p]! r j*B N O0-މrblgCԸBwG6pWJѨIS$ @<3ðXJj|s|D8TAfJCX~\*'*{)uV ^ mx7U3p3fU^fXaRp@fNJDf<3.rBx)prW]Lf au[ O`J8gXS1 1lTچ`Hz& N\Od\ ?̐WCpPA،_ZVCdKH^,mD`0|]NNVq1 @s?NMrf0G6 Z+HH"CLҀ.juXP pr ȿxPOpfBf*RS` p rZHp0r XO%Jgp%N.K f^\RŐr+zgr-#"$ ނt[& ރ`SJk~o.rS~rEf.9vʼa N^3;?.[NNT#s7@WruX8+o *gE`%"y#^ f 'l` #컱(V7Dpp7 x2&p3t!X^ r/xIs^ A+-n o4pӀ0<A'rCB<FQd] `%{3xNI9yaN?դ 1 q`b"v`yA~D(\ M"Raz,#3"` HK M 4:a zE&2f.,Mց BnJ,~IG&H K4h ,mO8̄P`R`LNurg I$NP u@*0PX Bp`Z`RR`@^Iszll/TM*]Fpvfٷp8XX36M!qt2lj^@lš"#Fb{bmx[nwG-̟ %&n0s!7Šu­K[flxlomgFYɖ2ׂ&#ۃ _a#Hc6Vm2m|̾a6 G'nq%0pjCq44bi3B8Xv!BoT5WZVdĪ3f; \f$%Y`ՇElp΋~`#p-?xku[Jތ:YU1jcY$^H4:e*Ŋ0|~!i.b V>097-kÆ6n֟N)sH6']t۳x(Gvh~uP;}auS74XK- Y8Vo: ֙>~ý~fT\#@ KD-f;;B V`'z4e0:qg!03lejwB1ӆfܝ9]gTu ^fwvMAro|Bl/QHf[0fı %d*ngTČf%$6xU8TT0u>W >֠/+KQH0qִlo2L !J$ypܽF\XE61֝nݡ[RRK@ \QW"l.`{1+cҠ,h2=gn~v^AnK= yI8VЀlp2zL|  uw15Qzz2 ٤8Ƃ@2[_UQ[Q<8 f |cKYD<&HDbI0G#DxxpJpg٭jI<né nln) n |Pq`067S̹ьdTX>-08-$t3l887mq% 6>n/0vv#nnfv> L62"L8d%Rfc0b܈b |l`;~b`|(*"` "N;`f]~0,Pv|L<~9~bwԂl(l&> ~~>|$.8mR`B`R8p8yؘpx>~~h>|@ٕlDly8x|8xE<<TPp WxH0H`xKx0H0~s__Е  !$%(),-014589<=@ADEHILMPQTUXY\]`adehilmpqtuxy|}dgn] ӏ`v8S&2Ng> A_gOxv<pT#ۮ` \F503'7P^xe"V;T @' A// ? Yq8qJ Qp2<? U*R?h "<2SSfgdqiЊ4xAL՞ KV*+,z :$Њ4xALݞHM(k>,=r 7> :gn3nPu`ƽ`SQLNu็ >mnKxSrꐻ<$nKDCxvF8y8!)lE6kfB TH/4K!J}Mz`jkU-XO^8-ĕUȝxq(tސɀjR ^E{NtW,0I2'".EIȎ?#m#]Άv\d\Yk:>| angqv- PfxWaf5*.* No~i lfound, |;N disk / p"ioNbyf$Q(UIL"K"QxքpO"OTOJcp}Ѐ|/ pv*4ՊVp<}h)nn`JZrJ—Af!$=8>.1Rt'ކvfTp4p`6[uBA#o$wҁEC4~NH-IbJ,)xP|'$~q|>y]fp`< UrFPOp=dpَ]y Vym`B*V/MΠr@aK(2m< v|ǖa,٨נ~Jl(Z@tD(f)k"XUC(Sf"2׬Y`lrOf4~;UBgTs?Rƴ yU[0n"j[ϻ b3n !*[51le[ʔ|#fPmAtb![ 2`p L,<"`Rp#.[Fpl:p6&U.p-V"pi#b[p|aHF` p4d|js63[Toq 81t9mfL&G*h2jfTAB>su Ue1h83sRepe(c77St3tExfMHiucBlkRQ`,‹DBV1<ɻ Jp-hp96DTpy/ѓd:2Ԃ&ъ8[0Pz\r*A֕@esp5srs4POɞ*\~rjzBou\ƥmmzJjR*lz"_!YXx>[P Edteiv"v(Cancp ThiMu--i"idth9Mg%1211"Y@oLQDuf rF4Sial4`dqCouO]ges - Please Waߣ'.|zrY1`cp U@Np.g0rȠ;fbp6yNC #DY p ̫BRWZA(@u"tg,` n`f\ pd׀M3n]"}ظ,]-D+q X |ZnpJuʸP,uv*D۬jfp f&q9\ 62[JA0aU:*X~` rxpA1p B Or*H&Iq`;@fJ5f( y \A0pC03,YX^p-r`O Osjr0`er9xb#V@0 .r$&J"ɻG+ kk ~mr.H_<\@lV=+~e 9KC$z:;fz@ `2 $~%o[`qϛ|R=~oO.f=`#y YoCF%L mpT$qgmf38td˝paH/4.}*Dӊ-A pPyxs| "H,(ϭ xgS FuY"uۭAqo~%/|Kh`XM m Zdr g.|@`|:-F!v`Jpb^KƗ݇9tT*2Uڴ~ٕ E*b#:H%p u{{ăx^xlq ! [U38dcyx0_Q3*xnKx T`qx2# Ӗx,xX0ƹlKDo5^܈e~|?cxz> ??پxa*?ǁw cwxex|+_{x8 3^w;arM<ϫG2oF EӨw(v= _I)O Ş-N/pC, acjWx7l" xcn:aX/T ]zY|Nc3m[<7s cp0?o:<[4؃ǀ :3S  BxQ?<,0-0bvn_sf$H6 .ԅ`8̢1h88hN sq0K`{_``3Y<ء[0-[ p?aC/qtu p+xp01݂88ߞ<7P%Զ?ûopB`vaVq&.H˹ 'x&g~ ja cÅw8ӣ֕ .PBO LZ0ٿmró3x^2xi'8fP),?ރw07ˣs u}fm/^st%gfz *W_;x'Y,fdMB_=Oj:9Wl$؀}`_]/Wx| /^]*f}\G{ .~f$_Pьۃ/ 9s>7 ?`>eo΢y~v,;sF?ͅW.,W{peubi~O?W ?|̺v?;M}^jXGW ^:ºGxytsYj9>_姘g9|laVg=A,YNotl5SʧEscb^3jhOx&e97wAwJ셧Kxzr8:^U)g%=`KUEyJ0w>$nL캉% sq*.We w*s4$?P _fKf]ńE'&,1e82 (!nD J$];Y'TAŒn*"_^TUWnr *Jo/}NGj͟75&AUR%=R/%DxU@4-yüf@/ ʨUc<F_sfCdIUH(v*4UP(' Q6Z`pws 0[M~!?ن [/A0 `@q:E?/*6;, __|ԹA~D@GH`CP<SoML\bK .sWF0DM x_  %#j`M+ԇHp,C!Âxo}>￶гKdy_@yb8 !0ED*hV19 ϝ6*{O,dԼ,xg0X)e]" bH5>sQ8S,D~r~c@6l:R|4`$ ڀf ` <"Uv8`nb%d9!:qBqnt%ўflp"*Hg^#ҪT,6x^50T=hh`X. 'R gRԠr 1-.$Z(r d%YZg(YdvGdB`ލY(f~` e*gFUQ2 { f  kp.| K ʐdDYmV'Ё[*png` ).خ$ po"``_R7(oBЕ!~wvfpfB3Br Od\2r@JeeӾݜH` r tXMpq"us9oCWs.a'$~ 'm8Ye Ցxdp&7B/W2Pp6r"|W3F+,NT p)™fE ,pPA} p!Xʶ Bfň p.$"pvS ֛Jjc eReʒ*UJUr|N]0`vnJ~UhRrJ*KV fZV;v \Y)TZfJjD, <8+'% 2Yb%8Y *r - )l*FF Ss`ok  R`P2le@ cof`H8fp olw |HBV*R'oLlrT g itVpr yLv|ip;SfNp2 nr0er93b:vZ f.r$8<p6n\g` V_Fm@p\39~S1f p] hb&QXh5p*vhTij3DBpL-x.x~^vxlrJprx)G˦p)ra J#<` S7,*Y@CU,3\z_RRz34*H7DJf.|R'pDXDpAWJfWsp N)ս^bt &kjۂNaޚrAu5p;:H&fptOfYBgYȍ_p1%N Y>  !CrSv+ZّrtNTdruB9Vr!#?H- ]*Hys,& ;?O `,^(prprRpvPO(>XOgF8p(s4cFu0>pr004gkz-)'tASCIICωTranslation;`JN.VessfENTER@LeLoarS2-E ALT}"W! p|),` sc toxxitbCodJrname:otu!An E gohas occurrE?,=* Nop7Sa0d.?ect aD:vInvalid Printer File`+2`_ | *S R  ̹0wH4X(Rp _l 72ä.REPp[ yFo>\5bjT99J\A:rL @ՀYf: S} )` uHp&m B~G `5x#ńrKum躮f6~Ƽ x `4  Nu,jrCЏ Զztlúo⿬x>pI`cYrdL /z/g@r0Ё /k| X .p0Ҁښ xؽ.*IB* th"HAkU)s.;CijZ3MXON6z|QdSp@7 d>5AZVt0ieX9`t_&RpAŐ#8Ltf tcS3p ;..$\V6n!\5*"|N?*pa$C#zBv_A<+ f{@o`8f<BFHF>FG` l Cxga+X{`(<H&H &Md+ SMnMαd>Kzve-nW2/4E怍daYOnXxwpxJfjHxP vОD^gDlR,] 3/pHY^Ioۨiq!%eoh:#I"Q"1B(s` RX_HHG,LPo  K&E +!ض*` d<%lC,< **+x`*&U,`(m l, _G_>ncRXf .0!j pb~` ZzG.#)0|*XƸ,"l Mۦ" @r pa/2H@?QQ4&BJpg /8Nt  p.˜V@3Q{1&\vEMkԀn^$i<&J1wJ*g(JRkčƺo΋k qE`&gd"C`M6g4"YP)(1j݈7Aaif7Hz8JEg xj4׼YoduH(L V9 `@E"yt)I#g$Yg #.X45E6BCrB$ `XXEh."P&Q/Hx f`X@~ ķf 'm*ѓ`<]h*o K"Uf* { aI9Ǔ> z)lz*I MYH~[ `,@p&PMe@*e8 l<"Kлc`(XM(bcM*S f>B!S,?& "_RX~m(Ygp/pBfY<0"Zf)6L"Ao$ϟm"g`?[H(5R bmg$C@4k+Ԃւx`$@JRj*&DoփJDk88E0e ؃I k5`U5J`DgJjGDGHJSkҳ>7l4&gHCJCfԃԁek`P`JgD"/ "ASH"" M /#0n-I7 g0 FW.~kN >6 g$#p>mXE<~'v( faƐ< F[i=`0p&fz8X UI`/p<PO,vkfJg'b rBfڄV1Jv^f$ kS7EXO7wLUrr*^L,^H!4*H&IETC&P`}JE\--1&%XKȄ!H"g$[= #U@g `"E(j-MV `܄-KyE ~RM *JgV_H=.`r WOԖ gp`fJg`b"'@gp upF_ \Os(" nBCM L,vH!uB/>2/Bd>Bg?H_?BlrWD? NAO p0LV,9@paNV9@)H-@-H !VN^p7$N8~A" $x"P<"0E[NBA0HNu ʿ  Q P*@)QV UR !P":#V$%&P' %3) *'+Y,(-؝.|/0B123 Q>4Ј56 78D9 U +EFyG1HIJ'KLMFNuO# Q(RESiW;bY^B_`aPc&dPe ?U@BABCP!U,VTW XUYBZ[\P]" ABB U.YDBTbnPz*TYڨ**2ԒLP*T UZ e, :u P4JP,&aϸ( H]8laq^Ԙ q(|=`$ kfK0 "2s& G4 t*+g60a Ё64BE% F7ZƁ ZB#? (( A?J6 "t NP 28U8 |Ŋ.AHFVSX Id,MXC22^"خT F_J<* \&!`jj LžKD} (F;XV2T0_"$Vfx"j..Dh 0_@bLfB-TXV6  3XXx‡@=0"Sxff(K ,4D\&*& rn N.t58j*%@"|[u(8 QDNFֲ <҈ɐe"!3r1_)'& <]p ><dT0H . "6, $"`*$ *gr 2F@B ( 40_!m*F" ~ .v8 2 $&,H &$t, ddHF .<d |5x