`by HN060p &<C@E$g: <1AY&B&f"8*A$ $<!*!&2Q!adNu"x." "4V"GBIZ2۷mG"&AB@4<[Q4/</<?BK*U,M/ ?<NNJ@k:`IG:ܹm*N2<0<4]Q:/</<?B/?< NNJ@kD f0B?<"NNTм/Hz /<NN 8LN irus! Remove this Anti-Virus by reset! A@o  @`! #@%`')+-1 3@5`79;=?A C@E`IKMQS@U`WY[]_a c@e`gikmoq s@u`wy{} @ @ `  @ ` ` @ ` ɠ / @ ٠  @` O`!Aa  !Aa!!#A%a')+-/1!3A5a79;=?A!CAEaGIKMOQSAUW[]_a!cAegikmoq!sAuawy{}!Aa!Aa!Aa!Aa/Aaǁɡ/Aoׁ١!Oa!Aa / B o  !"!B!b!!!!"/"%b"'")"+-"/#1"#3B#5b#7#9#;#=#?$/$CB$Eb$G$$K$M$O%Q"%SB%Ub%W%Y%[]%_&a"&cB&egi&k&m&o'q"'sB'ub'w'''}'"(B(b((((()")B)b))))*"*B*b*****+"+@o  @`! #@%`')+-1 3@5`79;=?A C@E`IKMQS@U`WY[]_a c@e`gikmoq s@u`wy{} @ @ `  @ ` ` @ ` ɠ / @ ٠  @` O`!Aa  !Aa!!#A%a')+-/1!3A5a79;=?A!CAEaGIKMOQSAUW[]_a!cAegikmoq!sAuawy{}!Aa!Aa!Aa!Aa/Aaǁɡ/Aoׁ١!Oa!Aa / B o  !"!B!b!!!!"/"%b"'")"+-"/#1"#3B#5b#7#9#;#=#?$/$CB$Eb$G$$K$M$O%Q"%SB%Ub%W%Y%[]%_&a"&cB&egi&k&m&o'q"'sB'ub'w'''}'"(B(b((((()")B)b))))*"*B*b*****+"+DOC_DISK013CRIMSONCSWR] FAH_451 SWRE FBYTE SWR\GATEWAY SWR GFXHINTSSWRxGNOME_R SWR/n GPRIX SWR8;GRUSHSOLSWRGHEDCOACHSWROt HINTS SWRRjINDOOR SWRXXKENN_APPSWRUKULT SWR?NK_KID2 SWRK_VIEW SWRuSLEGEND SWR!LORDTIMESWRO6L_BOARD SWRu6L_NECKS SWRL_TO_KILSWR MERCENARSWR4NAVYCODESWRNEODESK SWRVMNEWADV SWRXOILIMP SWRcAUTO   PALADIN SWR PASSHOT SWRR+PHOBIA SWRV! POP_FINLSWRY POP_HINTSWR\&PROTEXT SWRfQUESTRN2SWRQUINTETTSWR ~3REDHEAT SWR* ROMANT SWR6 SEXVIXENSWRSIDEWINDSWRSKYCHASESWR PSTARFLETSWR##SUM_OLYMSWR&$S_SCRAMBSWR* TB_CODESSWR- TECNONOPSWR/ #FTHE_DEEPSWR4TIMESCANSWR7!TOT_ECLISWR:#TRINITY SWR=$T_O_LORESWRC,QVAMP_EMPSWRHA+VIDVEGASSWRLIpKVIRUS SWRQ\$XYBOTS SWRUfiZORKZEROSWRXh@A_RANGERSWRyBATMAN SWR{nB_POWER SWR\The Solution to.... T H E C R I M S O N C R O W N E - N - E - LOOK IN CRYSTAL BALL - READ SIGN - SAY WINDMILL - N - ERIK, TAKE SWORD - S - PRESS BUTTON - W - DOWN - DOWN - N - TALK TO GRYPHON - YES - FEAR - CLOUD - DREAM - GET SCEPTER - S - S - W - N - E - ENTER HOUSE - UP - GET CANDLE - DOWN - LEAVE HOUSE - W - S - E - N - LIGHT CANDLE - S - W - N - E - ENTER HOUSE - OPEN CRATE - BURN ZOMBIE - DROP CANDLE - GET MOUSE - GET SACK - LOOK IN SACK - LEAVE HOUSE - W - S - W - SABRINA, CAST SPELL - W - ERIK, DRINK POTION - E - E - S - S - GET FROG - W - DROP FROG - CLIMB TREE - GIVE MOUSE TO OWL - D - GET COIN - E - N - N - N - N - E - ERIK, PRY GRATE WITH SWORD - DOWN - PUT SCEPTER IN SACK - PUT COIN IN SACK - GET CENSER - SAY WINDMILL - W - DOWN - DOWN - LIGHT CENSER. S - W - N - W - N - N - N - UP - WAVE SENSER - N - TALK TO ZIN - S - DOWN - DOWN - DOWN - SABRINA, GET SCROLL - SABRINA, READ SCROLL - UP - UP - S - S - S - E - S - W - W - SABRINA, CAST SPELL - DROP CENSER - GET TABLET - E - E - N - W - N - GET FROG - N - N - UP - N - GIVE TABLET TO ZIN - (LORELEI) - S - DOWN - S - S - S - E - N - PUT SCROLL IN SACK - GET FLUTE - N - N - PLAY FLUTE - W - GET COIN - TALK TO SAM - GIVE COIN - LOOK SPHERE - N - DROP FLUTE - SAY LORELEI - EXAMINE PIT - EXAMINE WATER - SPLASH WATER - LOOK GROUND - SABRINA, WHISTLE - GET BRANCH AND BEEHIVE - PUT BEEHIVE IN HOLE - HOLD BRANCH - WAIT - WAIT - WAIT - WAIT - WAIT - SPLASH WATER ON ERIK - N - W - ERIK, GET SWORD - N - N - GET SCEPTER - N - N - GET SPHERE. S - E - (NOW WAIT UNTIL THE TROLL APPEARS THEN:) - PULL LEVER - ERIK, ATTACK TROLL - PUSH LEVER - W - S - W - W - N - GET SCEPTER - S - E - E - E - GET RING - WEAR RING - N - E - E - W - THROW SPHERE AT CENTAUR - GET BOW AND ARROW - E - E - WAVE SCEPTER - DROP SCEPTER - W - S - W - N - DIP ARROW IN WATER - S - E - E - N - LOAD BOW - SHOOT SENTINEL - DROP BOW - S - S - W - S - W - S - E - DIG IN SAND - GET SHELL - EXAMINE SHELL - LISTEN TO SHELL - W - N - E - N - E - E - N - CALL FURY - N - ERIK, GET CROWN - ERIK, WEAR CROWN - GET ERIK - S - S - S - W - S - W - S - E - WAIT - WAIT - WAIT - WAIT - WAIT - WAIT - WAIT - WAIT - WAIT - WAIT - WAIT - THE END!!!!!!!!!!!!!!!! * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * FARENHEIT 451 - So named cos it's the temperature at which paper ignites! See, we're not pretty faces here at the SEWER HQ. Thanx to MEZZO for this. F A H R E N H E I T 4 5 1 EXAMINE PILE - OPEN GRATING - DOWN - SE - UP - SW - ENTER HOTEL - GET LIGHTER - LEAVE HOTEL - E - S - ENTER HOSPITAL - SAY "STAY ME WITH FLAGONS, COMFORT ME WITH APPLES, FOR I AM SICK OF LOVE" - SAY "YES" - WAIT - EXAMINE CABINET - GET CLIP - OPEN CABINET - SAY "DR. FOSTER WENT TO GLOUCESTER" - SHOW ID - OPEN CABINET WITH CLIP - LEAVE HOSPITAL - CHECK ID - S - S - S - S - S - S - S - S - S - S - ENTER BUILDING - SAY "YES" - BUY RING - SAY "YES" - SAY "IMAGINATION BODIES FORTH THE FORMS OF THINGS UNKNOWN" - LEAVE ROOM - S - S - S - ENTER BANK - S - SAY "NOTHING COMES AMISS, SO MONEY COMES WITHAL" - N - SAY "TEMBLOR" - SAY "1000" - LEAVE BANK - N - SLEEP - WAIT - TIME (8.00 P.M) - ENTER BUILDING - USE LIGHTER - ASK WOMAN - SAY "YES" - PAY MONEY - LEAVE BUILDING - USE FINGERPRINTER - S - ENTER WALKWAY - E - N - N - N - N - N - N - N - ENTER BUILDING - PUSH 43R BUTTON - ASK UNGAR - N - N - ENTER RESTAURANT - WAIT (UNTIL THE WAITER COMES) - SAY "NO" - EAT FOOD - GET KNIFE - LEAVE RESTAURANT - USE FINGERPRINTER - USE CHEMINDEXER - S - S - S - S - S - S - S - BURN PADLOCK - ENTER SHOP - SAY "THE SCENE WAS ALL CHANGED, LIKE THE CHANGE IN MY FACE" - SHOW ID - PUT FACE IN MASK - LEAVE SHOP - CHECK ID - S - S - S - ENTER BUILDING - PUT HAND ON PANEL - ENTER BUILDING - SHOW ID - SAY "DIE AND BE A RIDDANCE" - N - READ LABELS - PUSH BUTTON 5 - LEAVE BUILDING - N - N - ENTER PIT - GET BUTTERCUP - NE - DOWN - LEAVE SUBWAY - S - ENTER CENTER - SHOW ID - ORDER FOOD - PAY FOR FOOD - N - N - N - READ SIGN - INSERT HAND - SHOW ID - E - E - N - N - W - S - S - OPEN DOOR 212 - USE KNIFE - S - S - S - S - S - S - S - S - S - S - EAT FOOD - ENTER WALKWAY - E - N - N - BURN PADLOCK - ENTER SHOP-SAY "THE SCENE WAS ALL CHANGED, LIKE THE CHANGE IN MY FACE" - SHOW ID- PUT FACE IN MASK - LEAVE SHOP - USE FINGERPRINTER - USE CHEMINDEXER - CHECK ID - S - S - ENTER WALKWAY - W - S - S - S - S - SHOW ID - SHOW PERMIT - SAY "A LIVING DOG IS BETTER THAN A DEAD LION" - N - (SAVE YOUR GAME HERE, CREATE SAVE DISK) - (NOW WHEN A GUARD APPEARS , FIGHT GUARD , KICK, PUNCH, HOLD OR TACKLE GUARD) N - N - W - W - ENTER ROOM 210 - EXAMINE ROOM - ASK WOMAN - GIVE BUTTERCUP - KISS CLARISSE - ASK CLARISSE - UP - (SAVE YOUR GAME, AND WHEN A HOUND APPEARS, FIGHT HOUND, KICK, LEAP ON OR HOLD HOUND) - S - W - S - E - S - DOWN - ASK CLARISSE - USE WAFER_5 - OPEN BOX - ASK CLARISSE - ASK CLARISSE - EXAMINE TRANSMITTER - INSERT MICROCASSETTE!!!!!!!THE END. WAIT ABOUT 30 SECONDS!!! ******************************************************************** Not the most recent release I know...but what do you expect for nothing! Thanks to PIRASOFT/ACU who supply us with lots of excellent DOCS! FROST BYTE Deep within the caverns of the planet Cosnia, a lifeform's struggle for freedom is being lost. Kreezers (the enslaved native of Cosnia) are being captured by the ghoulish monsters who inhabit the planet's craters. There is only one hope.. One Kreezer formerly captured but not free, must make his way through the dangerous caverns. On his way he must free the five other Kreezers also captured. He has the ability - do you have the nerve? To aid him on his way ammunition for destroying various monsters can be found scattered around the planet. There are also a variety of different colored energy sweets which he will need to complete his escape. LOADING INSTRUCTIONS: ATARI ST and AMIGA: Insert Disk and switch on computer. (READ NOTES BEFORE LOADING) (AMIGA USERS THIS MEANS YOU) JOYSTICK CONTROLS: FORWARD=JUMP BACKWARDS=USE (PICK-UP OBJECT) FIRE BUTTON=FIRE LEFT=LEFT RIGHT=RIGHT During loading do not press any keys as it interfers with loading procedures. You control a little character that moves by turning end over end. His name is Hickey. Hickey is capable of using objects to extend the range of his movements during the game. These will consist of small diamond-shaped "Sweets" that Hickey can eat. These come in three colors and effects: 1. Red - Allows you to move faster 2. Blue - Allows you to jump higher 3. Green - Allows you to fall further You cannot use a sweet until you have picked it up. The effect generated will last until you use it up or pick up another object. Durig the game there will be times when you need to jump higher or fall further than you normally can, evem if using a blue or green "sweet". In order to help you there will be spring platforms to enable you to jump higher, and mattresses to fall onto. The display panel will split into three windows. In the first window is the object you are holding. In the middle window is you Status Display and the third displays your remaining lives. STATUS DISPLAY On the bottom is a display of the "Twang" remaining on this level. This is time left before the casptured Kreezer in this level is eaten. If this timer runs out the game is lost. Top left is your score, displayed in numeric format. The middle of the display informs you of how many Kreezers are yet to be rescued. Far right is your ammunition. Many of the monsters are deadly and a life will be lost on contact with them. You have five lives to begin with and will be given chances during the game to gain extra lives. To increase your ammunition you can use various objects which can be found scattered around the caverns. Some monsters cannot be destroyed. NOTES ATARI ST: 1. Disconnect Mouse before turning on computer. 2. Joystick should be in port #1 AMIGA: 1. Disconnect Mouse before turning n computer. 2. Joystick should be in port #2 3. If game will not begin to play or demo will not run, disconnect ALL external peripherals (Disk drive, printer, modems, etc...) and reboot disk. C-64: 1. To start game: Press "K" Press "Y" for Joystick or "N" to define Keys Press Fire to start gasme 2. Joystick should be in port #2 3. To play another game press "RETURN" HINT YOU SHOULD PICK UP TWO OBJECTS ON FIRST SCREEN !!!GOOD LUCK KREEZER!!! YOU WILL NEED IT. ============================================================================= Frost Byte docs brought to you by The Southern Star. 'Nother adventure solution for you.... GATEWAY (Pryority) START.......EAST - GET FLUTE - OPEN DOOR - WEST - GET ALL - SIT DOWN - OPEN DRAWER - GET FLASHLIGHT - EAST - SOUTH - UP - MOVE BOXES - GET ROD - GIVE A JEWEL TO THE RAT - GET ROD - DOWN - TURN ON FLASHLIGHT - DOWN - OPEN DOOR - EAST - WEST - SOUTH - GET BOTTLE - CLOSE DOOR - TURN VALVE - TURN LEVER - INSERT ROD IN HOLE - WEST - EAST - EAST - NORTH - EAST - NORTH - EAST - GET ALL - WEST - SOUTH - WEST - SOUTH - EAST - SOUTH - GROUND THE RADIANCE WITH THE WIRE - GET CYLINDER - NORTH - WEST - WEST - NORTH - PUT THE CUBE IN THE CYLINDER - FIRE THE CYLINDER AT T.REX - NORTH - GET RIFLE - SOUTH - SOUTH - UP - LOOK CORPSE - DROP WIRE - GET TALISMAN - WEAR TALISMAN - DOWN - WEST - FILL BOTTLE WITH WATER. EAST - EAST - NORTH - EAST - NORTH - NORTH - EAST - NORTH - WEST - SOUTH - WEST - SAY BERTRAND - WEST - LOOK CRACKS - DROP JEWELS - GET COIN - WEST - INSERT COIN IN BLUE SLOT - PRESS BLUE BUTTON - DROP SWORD - GET OBLONG OBJECT - EAST - TURN ON OBLONG OBJECT - THROW OBLONG OBJECT IN LAKE - SOUTH - WEST - SEARCH MUD - GET METAL CARD - EAST - NORTH - NORTH - WEST - DROP ALL - GET TALISMAN - WEAR TALISMAN - EAST - SOUTH - GET JEWELS - WEST - GET SWORD - EAST - NORTH - WEST - GET ALL - DROP SWORD - GET RIFLE - DROP CYLINDER - SOUTH - WEST - WEST - NORTH - EAST - WEST - GET CLIP - SOUTH - EAST - WEST - NORTH - INSERT CLIP IN RIFLE - SOUTH - SOUTH - GO TO THE 22 STORY BUILDING - INSERT CARD IN THIRD SLOT - GET ALL - INSERT CARD IN FIFTH SLOT - NORTH - LOOK IN THE SHADOWS - GET ROD. NORTH - TOUCH ROD TO CELL - PRESS BUTTON ON ROD - EAT VEGETABLES - DRINK WATER - TOUCH ROD TO DOOR - PRESS BUTTON ON ROD - EAST - EAST - OPEN DOOR - EAST - FIRE THE RIFLE AT THE DOOR - FIRE THE RIFLE AT THE DOOR - SOUTH - NORTH - NORTH - CLIMB TREE - UP - GET AXE - DOWN - DOWN - LOOK BEHIND THE HEDGES - MOVE THE GRATE - DOWN - NORTH - WEST - PRESS BUTTON - PRESS LEVER - EAST - NOTH - NORTH - NORTH - GIVE THE CREATURE THE JEWELS - OFFER THE FLUTE TO THE CREATURE - GET AMULET - NORTH - UP - POINT THE MIRROR AT THE ROBOT - EAST - PUSH RED BUTTON - PULL LEVER - PRESS BLACK BUTTON - EAST - WAIT - WAIT - WAIT - WAIT - WEST - WEST - LISTEN TO BERTRAND - WAIT - WAIT - WAIT - EAST - THINK EVIL - THINK EVIL!!!!!!!!!!!! * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Here's a couple of articles that might have some relevance to all you budding pixel freaks. The first is modified and edited heavily, it was written for the AMIGA - but most of the tips are valid for the ST. The second article is by ES of TEX...check out CHAMBERS of SHAOLIN on the AMIGA if you don't think the guy can draw! S. Possum COMPUTER GRAPHICS Some Hints on How to Improve Your Graphics ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here are some hints for those of you who would like to improve your technique when making your own illustrations, for example paintings and title screens on the Amiga. I would like to stress the point that this article will not turn you into an instant artist as the subject is technique, not art. The computer as a medium for creating graphics has some built-in problems. However, let it be known that other mediums such as oil-paint, watercolour, ink, and crayon just to mention a few have just as many shortcomings and limitations. Some of the shortcomings of computer painting are: i) the limited number of colours ii) creating gradual shading or flow of colour iii) putting in extremely small details iv) the step effect created by lines that are on an angle v) expression of material e.g. hair vi) the screen (canvas) size Some of these problems along with some others will be dealt with in the course of this article. CREATING A WORKING DISK If you don't want to go to the trouble of creating a formatted blank disk with a directory for the images, you have to make enough disk space on the disk with the painting programme to save your creations. CHOOSING YOUR OBJECT Care should be taken in choosing your object to be painted. The two biggest pitfalls are small details and the need for too many colours. Start off by choosing a painting that has no more than one or two objects. It will help you to cope with the limited number of colours at your disposal. For this exercise I would choose a flower as most flowers are of a single colour, and basically you will need only two colours, one for the flower itself and one for the stem and leaves. The other 14, or so colours left, depending on the resolution you are using (more of that later) can be devoted to shading, highlights, and shadows. TRANSFER OF OBJECT TO THE SCREEN I suggest that you copy an existing illustration to start off with because there are enough technical problems without creating artistic ones as well. Having chosen your object to copy how do you get the outline and details onto the screen? If you are painting from a photograph, postcard, magazine, or book you are faced with the problem of transferring the image to the screen preferably without damage to the original. Programs like DEGAS ELITE have a grid-tool that will help you to create a screen that looks like graph paper. Using this grid-tool create a grid where both the vertical and horizontal lines are approximately 10 mm apart on the screen. To get the grid for Degas Elite: 1) Go to your old shoebox (the one under the bed that you keep all those old SEWER DOC DISCS in) 2) Find the one with the complete DEGAS ELITE docs on it 3) Boot the disc and read the file..at the same time saying a hurried prayer for the fact that there are people like RAT who bother to type docs for mere mortals like yourself! Go back to the screen and count the number of whole squares from top to bottom. Do not count the incomplete block at the top and the bottom. Next, go back to the picture and measure the height only. Divide the height by the number of vertical squares that you have counted on the screen. For Example: picture height 260mm, number of squares on the screen 13. Divide 260mm by 13 screen squares = 20mm. Divide your picture now by drawing vertical lines 20mm apart. If you do not wish to damage your picture stretch a sheet of tracing paper over the top of it and do all line work on the tracing paper. Number the row of blocks along the top starting by placing a 1 (one) in the block on the left. Number the row of vertical blocks on the left hand side starting by placing a 1 (one) in the block at the top. The number 1 (one) will be common to both the vertical and horizontal rows of blocks. Go back to the screen and with the freehand-tool write in the numbers corresponding to those on your picture. Make sure that the numbered grid is in the centre of the screen. (When finding the middle line of the screen don't forget the part under the palette.) Rows of blocks on the right and left of the centered grid can be deleted. If your picture happens to have more horizontal blocks than the screen has you will have to decide which part of the picture horizontally is most important to you. This, however, does not happen very often. Now draw the outline and details by looking at the picture and drawing lines in the corresponding blocks. The numbers at the top and bottom of the screen and the picture will help you to identify corresponding blocks.The mouse is not the ideal tool for drawing, but the outline does not have to be perfect. If you have chosen a face or head make sure the important details such as eyes and nose are in the right place. When you have finished with the outline and details remove all the grid lines by using the background colour. My use of colours, in most cases is black for the background and cream-white or brown for the line work and grid lines. Background colours other than black are likely to interfere with colours in the picture and white line work is hard on the eye. CHOOSING YOUR PIXEL SIZE Not much choice here...unless you use something like SPECTRUM 512 you've got 16 colours in lo-res. If you are about to start your first picture I would recommend using lo-res. (surprise,surprise) The interference of adjacent colours can be very useful. Dots of white and red next to each other will result in pink. Two white dots with one red dot on the side will give white with a pink edge. Five shades of grey with one red (6 basic colours) will result in 15 colours - 1 red + 5 shades of grey + 5 combinations of red with grey + 4 further combinations of grey. I will leave it to you to figure out the total number of combinations possible with 16 colours. CHOOSING YOUR PALETTE The choice of the palette is probably the most important step. A bad choice of colours will result in a continuous struggle for more colours. Because there is no interference from adjacent colours with lo-res care should be taken to ensure that besides the basic colour chosen for your object you have 2 or 3 shades that are lighter and darker than it. This will make it easier to create shadows and highlights. The computer programmes have a feature called "range". After you specify the darkest colour and say 5 colours away, the lightest colour, the programme will select the in-between colours. To modify the Degas palette check them DOCs! We've also covered some other Art packages like NEO, so take your pick! The colour to be changed you can alter the colour with the RGB-controls. All 16 colours can be changed, but care should be taken with some of the colours as they are basic to background, lettering and borders. It is of note that AMIGA users get very used to lots of colors.Because only 16 colours are available to us it is very important that every colour can be used to create several other colours. For example, white with dark green could cut out the need for light green. Some experimentation on a free part of the screen will help you to decide. Because I do not know what you are going to paint I can only give a typical palette. It should contain black and white and at least 4 following shades of grey and brown. Since grey and brown are not very strong and are easily overshadowed by the prime colours (red, blue and yellow) their effect will result in darker and lighter shades of the prime colours so essential for good shadow work and highlight details. CREATING YOUR MASTERPIECE At this stage we have an outline of the picture, and a palette. If you wish to use the spray-paint tool this is the time to use it. Spray painting can be very effective for some backgrounds. Choose a "spread" that is not too big, and limit the numb er of dots. Give the background the basic colour you want it to be and spray the desired pattern. If you do not use "masking" of your major object the limited spread and small number of dots will prevent too many unwanted dots getting into your object. Also, staying away from the object and imitating the spray pattern close to it using a single pixel brush will help. If using more than one spray colour use the darker spray at the bottom and the lighter one at the top. The dark colour will work as a foundation. However, if you use spray for sky the darker colour should go to the top. It will give the painting depth. Filling in is the next step. Before you use the fill-in tool make sure you do not have any breaks or gaps in your outline. You can check for breaks by using the magnifying-tool. If you overlooked a gap and part of the painting that you didn't want to fill-in gets filled-in, use the UNDO to remove it, close the gap and try again. After filling-in all the basic colours check for details that are out of place. Most of the shading in can be obtained by using a progression of colours. Sometimes better results are obtained by using a basic colour and a progression of darker brown dots for red, yellow and green, and grey dots for white and blue. At the cost of time you can create a checkered pattern. It could for example be made up of red and brown squares. By progressively using darker browns the red will also darken by the influence of the brown. The brown dots can't be seen as the red is the mo re dominant colour. It will appear that the red gets darker, creating an illusion of a shadow. Using two shades of red will extend the range from light to dark even further. A typical annoying feature of computer graphics is that lines on an angle and curves have little steps. Most of these steps can be eliminated by putting in an intermediate colour. For example, if the object with the steps is red and the background colour is black put brown dots in the corners of the steps. The ragged outline will then be smoothed out. Most of what has been said here can be seen by scrutinizing my two paintings on this disk. Both of the paintings are med-res and they can be transferred to a painting programme to be looked at with the magnifying-tool. BACK-UP Finally, I would like to advise you to save your work each hour. Also, at the end of your day's work make a back-up copy. Detailed paintings can take several days to complete. To lose a painting because of memory or disk failure can be very disheartening. (And don't we just know it!!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~ END OF PAINTHINTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~ TEX PAINT-HINTS..Part of a series in ST NEWS disc magazine. by Erik of The Exceptions The fourth part of this highly popular series is here. This time, ES will talk about some graphic-tricks like transparent graphics, anti-aliasing and more like that. Hi de hi, readers! Have you gained enough energy for yet another round of TEX-tips? For this part you don't even need specific assembler knowledge, since it mainly covers my personal field of expertise: Graphics. Some of you might now think that there's rather little left to be said about that; many pages in books as well as magazines have been filled with the subject already, aren't they? But I am sure that there are some more or less rare tricks and tips from which you didn't know anything; or are you familiar with: - Anti-aliasing - Animated graphics by palette animation - Transparent effects - Back-and foreground scrolling without programming trouble You don't know anything about this? Then it'll be soon - just read on. Additionally, I will tell you something about the "Neochrome" drawing program that your surely didn't know. Just like all earlier episodes in this series, all things said refer to the low resolution of the ST, where you can normally use 16 colours (readers of ST NEWS Volume 3 Issue 5 will now of course chuckle lightly). Well, let's start to talk about the subjects listed above systematically. 'Anti-aliasing' is listed first there. This is commonly used in professional circles of computer graphics artists. Freely interpreted, this would mean: "How the heck can I avoid that gradation in my computer picture?" You all know that the ST, just like its colleague-homecomputers, has a fairly limited screen resolution. This means that especially diagonal lines or circles show typical gradations. Since we cannot fool the hardware in this case, we'll simply have to fool another 'peripheral': The human eye. We can hereby use the way an eye sees contrast. When Anti-aliasing, one uses the following scheme: At the boundary of two colours, one insert some dots on the gradation that have colours in between the two colours that you use. That's all. To demonstrate the remarkable effect, please make a little practical exercise. You surely have a drawing program with a zoom function. Load it and define the following colours: Background color - 000 Drawing color 1 - 711 Drawing color 2 - 600 Drawing color 3 - 400 Drawing color 4 - 300 Now just draw a triangle with drawing colour 1, and therefore draw three lines, for example for the upper left corner (position x=0 and y=0) to position x=20 and y=80, then back to x=0 and y=80 and then back to the upper left hand corner. Fill it as well, with drawing color 1. Now, a bright red triangle is on your screen of which the right side clearly demonstrates the typical gradation. Now copy this triangle, so that you have two triangles next to each other on the screen. The second one will now be anti- aliased. Enter zoom mode again and select drawing color 2. Put ONE dot of this color on each 'stairs' of the gradation at the right side of the triangle. Then select drawing color 3 and do the same, and a third time with drawing color 4. Now you have added three darkening red colors to every gradation. Leave zoom mode and look at the effect. The difference is quite stunning, isn't it? The second triangle seems to be displayed in a much higher resolution than the first one. That's anti-aliasing; quite simple! When you'd like to experiment a bit more, you can draw a filled circle in drawing color 1 and again put the darkening shades of red on the gradation steps. You will then also develop a feeling of where you can put which number of anti-aliasing-dots, since a circle contains all different gradation sizes. Using this technique, all graphics can be enhanced if the color palette has been properly designed. In our example, black (000) was the background color, bright red (711) the drawing color and 2-4 were the anti-aliasing colors. Have fun experimenting with these effects! Now, what's up next? Ah! Color palette animation! First, let's start with a small explanation what this actually is. The ST has sixteen color registers; when some or all of these are swapped in a cyclic way, this is called 'color cycling' or palette animation. This is often used to simulate flowing water, and one of the oldest "Neochrome" pictures, "Waterfall", is a typical example. In this case, the shades of blue contained in the water are swapped in a circle. But there are much more possibilities with palette animation. I have always had the dubious pleasure of creating effects with this that many people considered to be graphic programming. A very nice application of this technique can be found in the TEX program "Super Neo Demo Show". There is a scrolling text in the lower border of the screen, and under that are a lot of small propellers. After this introduction you will probably not be surprised to hear that these rotating lines are nothing but palette animation - which many people were when we initially explained this trick to them. How it's done? Well, it's quite difficult to put into words (like love, ex- ED.), but I'll give it a try. Just imagine that you've drawn 12 lines that cross one another in the middle; each line has its own color. Now, you set all colors to black with one exceptions: One color remains e.g. black. In the middle you put a small circle with a non-animating color to cover the part where all lines cross. If you now let these 12 colors cycle, you have the impression of a rotating line, since only one of the 12 lines is displayed in red at a time. There are more tricks of this kind, e.g. the hopping dots in the 2nd Psych-O-Screen of our "B.I.G. Demo", but they principally all use the same trick: About all used colors are put in background color, and only some of them are colored; by palette animation, movement starts. One can use this to such extend that an animated figure, e.g. a little man, walks across the screen. The method is the same; you draw the movement phases in an other color at each time and you set them next to each other (they should not overlap). Since each of the men 'lights up' after the other due to the color animation, it appears as though the shape walks across the screen. True animation effects can thus be accomplished by animating the colors. The disadvantage of this trick is obvious: When you use a lot of colors for color animation, only few are left for the rest of the picture. But that's each one's own decision. Well, dear readers, now we're really starting. The previous was only to be classified among 'harmless toying around', but now we're really cookin'. Maybe you have seen graphics that seemed like transparent glass or that seemed to float in some of our programs. Maybe you wondered which wonderful and difficult program sat behind it all. Ha! All wrong! I suppose you're just about used to it, but this is also covered by a sleazy trick. But to understand it, you must know something about the graphic buildup of the ST - so I will mention it here in short to refresh your memory. In low resolution, it looks like this: A certain piece of memory is referred to as 'screen memory'. There, four sequential memory words (1 word = 16 bits) always belong together, and each word represents a so-called 'plane'. It's best to imagine these four words lying under each other; this way you see best that each pixel is represented by four bits. According to this combination of bits, the color value is taken from one of the sixteen color registers. With a resolution of 320x200 (640,000 pixels) of which each pixel can take one of 16 colors, each plane is therefore 8 Kb in size; an ST graphic screen thus costs 32 Kb. These planes do not only have to be used to represent colors, but when you truly look upon them as 'planes' and use them like that program-technically, there are some interesting aspects. Let's presume we made a piece of graphics that only uses eight colors. These colors can be realised with only 3 'planes' (3 'stacked' bits means 8 combinations possible), so that their colors will be found in color registers 1 to 8. But there's one plane left! In this plane, it is for example possible to display a piece of graphics that only uses one color. When we set color registers 9-16 to the same value, we can move this piece of graphics in just one plane (the program only uses each fourth word) and the corresponding bit combinations only give the colors in register 9-16. That's how it is possible to put a single-color piece of graphics on top of one that has 8 colors without difficult logical operations. That's all. Oh, I hear you call: "What's up then with transparent effects, and fore-and background, eh?!" Well, program-technical nothing else happens than what I just described above. All else is simple brainmangling thought about setting proper color palettes. Again: Transparent-as well as back-and foreground effects are now only realised by simply setting proper color palettes! Therefore you must thoroughly realise what's happening with the bit combinations when a piece of graphics in one plane is moved 'over' the three others. The colors that result into the corresponding effect are always the last eight (number 9-16), the colors located that are called by the corresponding bit combinations are located there. These are the colors that appear when the separate plane is moved 'over' the other three - in other words when the fourth bit (fourth plane) is set or cleared. When you understand this, it is easy to think of a way to create the 'transparent' effect: Simply put intermediate colors in the upper half of the palette that correspond to the brightness of the other eight. In our program example (present in the disk in the PROGRAMS folder as a .S file) a bright red 'plate of glass' moves over a background pattern that only uses shades of grey. The colors are hereby set as follows: Color 1-8 are black (000) along all shades of grey to white (777). The 'transparent colors' 9-16 go from dark red (004) to yellow (770). So when the one- color graphics block of the fourth plane goes 'over' the other three planes, color 9 appears where 1 used to appear, 10 where 2 used to appear, etc. Program-technically speaking, this is very simple, but about that we haven't even talked. Udo and the others were also quite blabbergasted when I came up with the idea, you'll believe me. The whole back-and foreground business is very much the same; just look at the B.I.G. scroller in our "B.I.G. Demo" where a scrolling text scrolls in between the fore-and background. With this effect, one has to set the upper eight colors as follows: With each of the colors that the one-colored piece of graphics should go behind, you set the corresponding upper color to the same. All colors that should be covered by the graphics block should get the value you want them to have when they move 'in front' of it. So if you want the one-plane graphics block to move all in the background of all three other planes, one sets the upper colors exactly the same as the lower ones. Not really simple, you think? Hmm. You might be right. But we do everything to get the very last thing possible out of the ST, don't we? With this effects, it is also not quite simple to put it into words (sigh, ex-ED.). When you have a look at our listing (in the PROGRAMS folder), your last doubts will disappear. The program does the following: It builds a background pattern in three planes, thus using the first eight colors. It then makes a graphic block in the fourth plane move to and fro. Using keys 1-4, it is possible to call different color palettes, that will support the description I have above. By only pressing these keys, the following effects are realised: Key 1 : Palette 1, one-colored block moves over graphics Key 2 : Palette 2, block moves in background Key 3 : Palette 3, block moves through the pattern Key 4 : Palette 4, transparent block moves over graphics Have fun trying. It is easy to use some of your own color palettes; some extremely funny effects can be created that way. This almost made an end to this issue's "Wizards" article. But at the end I found it necessary to make a plea. No! Nothing like "Tortured ST users everywhere get together!"; it is much more about my favourite drawing program that I (and many others) think is one of the most grotesquely underestimated programs on the ST. I'm talking about "Neochrome" here, that was supplied with the Atari ST in the early days (version 0.5). It was supposed to be sold in the better version 1.0, but it was never properly marketed. Most salesmen also considered 1.0 to be Public Domain and that's why just about every ST user could get the program. The reasons why the program is so gut will be explained to you in just a little while, when I will tell you something about the program that most of you probably didn't know. The basis is actually brief: "Neochrome" already includes (almost) all functions one would need for creating GOOD pictures; unnecessary function are not present and it is fast, very FAST. It has several function that would even make "Degas Elite" look rather basic. When you've drawn pictures yourself, you'll have to admit that the most important tool of all is the zoom mode. On the contrary to all other drawing programs that are available, "Neochrome" has a zoom mode that is always present, also when you operate on blocks, draw lines, fill, etc. This zoom mode is very fast, by the way, because it uses raster interrupts. Further, the 'Jackknife' function allows you to cut out whatever form you want (not just polygons), and these can also be moved in the background ("DPaint II" on the Amiga can't even do that!). I suppose you already know the functions that are implemented on the "Neochrome" menu. So I will now talk about some function that are not so obvious; you might be in for a surprise! Many things, for example, are hidden in the right mouse button: In the 'normal' block menu, the current block is set on the current position, but with 'Jackknife' you can DRAW with pressing the right button, just like a brush (and, unlike other programs, this also happens FAST)! While in 'brush' mode, pressing the right mouse button takes care that you draw with the colors that have been installed between the 'color arrows' - this is also the case when using nozzles (highly effective when using color animation). When you're in 'grabber' mode, you can get the color of every pixel on the screen you want by pressing the right mouse button. In 'line' mode, the current line is deleted when you press the right button with the left one. When double-clicking the right mouse button on the eraser icon, the entire screen is erased. But now a very hot tip, since only few people know that there's a complete animation tool in "Neochrome"! Dave Staugas, the programmer, had no time to make it completely bug-free so that he just hid it. This is the way to get the new icon on the screen: Go to the 'grabber' mode and click with the right mouse button precisely in the curve of the last 'R' in the word 'GRABBER' that will appear on the right side of the menu. A small camera appears! You can now do the following after selecting that camera: You can define an animation area with the mouse. With the right mouse button you can now slide the whole picture through this area. When you have the right part, you simply click on 'add' and the part of the picture is in 'animation memory'. Add as many pictures as you want, and then you slide the cutout back on the first cutout (only Dave knows why) and you can use the arrows to play the animation forwards as well as backwards. With 'Del', it is possible to delete the current screen, and 'Load' and 'Save' also work (just don't get startled when the fileselector box that's busted - stop animation before!). Just experiment a little with the animation tool; unlike all other animation tools for the ST, this one's EASY to use. The biggest advantage is that you can edit a figure that has to be animated right in the drawing program. But be warned: This new menu option is not bug free! It is for example not quite smart to press the Undo key or make the menu disappear while the camera is selected. So it's probably better to save your picture before you enter the animation tool. When you have the VERY OLD St demo with the flying parrot, you can load it without problems. But do not forget to load the accompanying picture before (the shore landscape) with regard to the color palette. Finally, a little gag: You can define the colors in the menu yourself! When started up, "Neochrome" looks for a file called "NEO.CMP" in which 512 words with color values need to be that will replace the preset palette. When you intend to use "Neochrome" more often in the future, look into your heart and give good ol' Dave something for his trouble and his really good program. He is currently a system programmer at Atari and quite disappointed about the fact that his excellent program wasn't treated accordingly in the magazine - and we're not even talking about the lousy marketing. Financial contributions can be sent to: ATARI Corporation Personal Mr. Dave Staugas 1196 Borregas Avenue Sunnyvale, California 94088-3427 U.S.A. If you're a "Neochrome" fan, do not falter! Dave wrote to me that he will consider rewriting old source stuff and making a better "Neochrome" version if the 'fanmail' is accordingly. I beg you: Do so! Well, dear readers, again we have told you some of our tricks, but the crown on our work of 'hardware-torturing' has yet to come; we're hereby talking about getting rid of the lower border so that graphics can be displayed there as well! Using this trick, you will be able to effectively display more lines than ever before anticipated by the developers of the ST. Just wait for the next episode... Bye, bye. The source listing referred to can be found on the relevant ST NEWS disc, but you need K-SEKA to assemble the bloody thing! S.P Edited by S.Possum....thanx to MEZZO GNOME RANGER (Level 9) PART ONE. KNOCK ON DOOR WAIT IN WAIT (until The Centaur offers you an envelope) TAKE ENVELOPE TAKE SHOVEL GO TO PUDDLE TAKE COIN GO TO BRAMBLES TAKE HAIR GO TO MARSH TAKE ALL WAIT (until the Eagle picks you up and takes you to her nest) HIT CHICKS WITH SHOVEL (the eagle is so pleased that she takes you back to the base of the Pinnacle and gives you a little Bell) GO TO LLAMA TAKE FLOWER GO TO COTTAGE RING BELL WAIT (until the eagle arrives) EAGLE, GO NORTH AND TAKE PEG THEN FIND ME AND GIVE PEG TO ME WAIT (until the eagle returns with the peg and gives it to you) (At this point a dog should arrive from the North) FOLLOW DOG (until it meets a pack of dogs, who are so grateful that they present you with a Whistle) GO TO COTTAGE W DROP ALL LIFT ROCK TAKE BRIDLE TAKE ALL GO TO FOREST E (as far East as you can go!). WAIT (until a Nymph appears from between the trees) GIVE FLOWER TO NYMPH NYMPH, HELLO NYMPH, FOLLOW ME GO TO WATERFALL W GIVE SHOVEL TO NYMPH NYMPH, GO EAST AND DIG WAIT (until the Nymph uncovers a crock of gold) E GET GOLD GIVE GOLD TO LEPRACHAUN (he will be delighted and offer his help) NYMPH, FOLLOW ME BLOW WHISTLE DOGS, FIND UNICORN FOLLOW DOGS (when Nymph and Unicorn meet, they fall in love and give you a set of Pipes) GO TO COTTAGE N NE NW PLAY PIPES (the Unicorn arrives) UNICORN, BREAK DOOR (NOTE: 'SAVE' game at this point as timing is of the essence!) S SNAP FINGERS (the Leprechaun will arrive and, hopefully, will not run south!) LEPRECHAUN, FOLLOW ME (to keep him by your side!) WAIT (until the Witch arrives) LEPRECHAUN, BREAK WAND. PART TWO. (The Old Alchemist takes you into his garden) TAKE THISTLE FLOWER TAKE ELDER BERRY TAKE ROWAN BERRY TAKE MINT LEAF TAKE COMPOST TAKE TEA LEAF (the tea leaf withers and dies and the Old Alchemist runs off sobbing!) GO TO KITCHEN TAKE BULB TAKE SEED W READ BOOK (keep repeating "READ BOOK" until you have collected all the hints and tips from the many books on the making of potions) E PUT ELDER BERRY IN IRON POT PUT THISTLE FLOWER IN IRON POT PUT ROWAN BERRY IN IRON POT PUT MINT LEAF IN IRON POT (you have now made the 'Animate' potion and you take it) GO TO GARDEN PLANT SEED PLANT BULB TAKE ALL PUT ANIMATE POTION ON GREENSLAVE E DROP COMPOST W GREENSLAVE, FOLLOW ME TREEHOUSE, FOLLOW ME TAKE THISTLE FLOWER TAKE ELDER BERRY TAKE ROWAN BERRY TAKE MINT LEAF GO TO KITCHEN. PUT THISTLE FLOWER IN IRON POT PUT ELDER BERRY IN IRON POT PUT MINT LEAF IN IRON POT PUT ROWAN BERRY IN IRON POT (you have now made a 'Weedkiller' potion and you take it) PUT WEEDKILLER POTION ON ME E N E E PUT WHITE TELELILY ON BEANSTALK E PUT BLUE TELELILY IN POND W WAIT (until the beanstalk explodes and the wall is demolished) UP TREEHOUSE, PUSH ROCK GREENSLAVE, PUSH ROCK, PUSH ROCK (you may have to repeat these commands until the rock is pushed over) EXAMINE FERN TAKE FERN SHOOT GO TO GARDEN TAKE THISTLE FLOWER TAKE ROWAN BERRY TAKE MINT LEAF TAKE ELDER BERRY GO TO KITCHEN PUT THISTLE FLOWER IN IRON POT PUT ELDER BERRY IN IRON POT PUT MINT LEAF IN IRON POT PUT ROWAN BERRY IN IRON POT (you make some MORE 'Weedkiller' potion and you take it). GO TO TREEHOUSE TREEHOUSE, GO WEST TAKE COMPOST GO TO CAVE DROP COMPOST GO TO TREEHOUSE TREEHOUSE, FOLLOW ME (make your way to the Cave WITHOUT stepping on to the road until the last moment when the Treehouse can safely stand on the compost) PUT WEEDKILLER POTION ON ME TREEHOUSE, HOLD CAVE OPEN THEN HOLD CAVE OPEN W W EXAMINE STINKWORT PLANT TAKE STINKWORT SHOOT (At this point you get thrown out of the cave without the Stinkwort Shoot!) TREEHOUSE, HOLD CAVE OPEN GREENSLAVE, FIND STINKWORT SHOOT AND TAKE IT THEN FIND ME AND GIVE STINKWORT SHOOT TO ME (you may have to repeat the last two commands until Greenslave returns with the shoot!) GO TO GARDEN (take whatever herbs are there) GO TO KITCHEN PUT FERN SHOOT INTO IRON POT PUT MINT LEAF INTO IRON POT PUT STINKWORT SHOOT INTO IRON POT PUT ELDER BERRY INTO IRON POT (you have now made the 'Antidote' potion and you take it). GO TO CAVE DRINK ANTIDOTE POTION E E E EXAMINE AIRPLANT W TREEHOUSE, GO EAST AND TAKE AIR FLOWER WAIT E TREEHOUSE, GIVE AIR FLOWER TO ME GO TO GARDEN (take whatever herbs are there) GO TO KITCHEN PUT MINT LEAF IN IRON POT PUT ROWAN BERRY IN IRON POT PUT ELDER BERRY IN IRON POT PUT AIR FLOWER IN IRON POT (you have now made the 'Fertilizer' potion and you take it) GO TO GARDEN PUT FERTILIZER POTION ON TEA BUSH TAKE TEA LEAF (take whatever herbs are there) GO TO KITCHEN PUT TEA LEAF IN IRON POT PUT ROWAN BERRY IN IRON POT PUT MINT LEAF IN IRON POT PUT THISTLE FLOWER IN IRON POT (you have now made the herb tea..........the Old Alchemist returns just in time for a nice cuppa!!). PART THREE. EXAMINE GATE SW W IN W W W UNLOCK DOOR W TAKE ICECHILD PUT ICECHILD INTO SACK E S S S (the Icepeople are grateful for the return of their child) ICEJESTER, FOLLOW ME ICEPEOPLE, FOLLOW ME GO TO ICEFALL WAIT (until everyone is assembled) (SAVE game here) ICEJESTER, PUSH ICEFALL THEN WAIT THEN PUSH ICEFALL THEN WAIT THEN PUSH ICEFALL ICEPEOPLE, PUSH ICEFALL THEN PUSH ICEFALL THEN PUSH ICEFALL THEN PUSH ICEFALL DROP SACK S WAIT (until the level of the river drops) E TAKE RUBY W N PUT RUBY IN SACK (SAVE game again). ICEJESTER, PUSH ICEFALL THEN WAIT THEN PUSH ICEFALL THEN WAIT THEN PUSH ICEFALL ICEPEOPLE, PUSH ICEFALL THEN PUSH ICEFALL THEN PUSH ICEFALL THEN PUSH ICEFALL S WAIT (until the water level drops some more) E TAKE KEY LOG W N (you should now hear cheering because you have unblocked the river and the war is over!). TAKE SACK GO TO PENGUIN TAKE EGG PENGUIN, FOLLOW ME GO TO WEST BANK OF LAKE PENGUIN, WAIT SW S (you are now drifting on an icefloe, and when you pass the Penguin she will jump on with you!) PENGUIN, GO EAST (this command may have to be repeated until she takes you to the Iceberg) TAKE SAPPHIRE STAND ON ICEFLOE PADDLE (or "PUSH") ICEFLOE WEST (the Penguins will now help you to reach the Mountain Peak). W SW W NW NW TAKE ALL SE SE E NE E GO TO GATE GO TO ICEWARRIOR ICEWARRIOR, FOLLOW ME GO TO TREETRUNK ICEWARRIOR, STAND ON TREETRUNK ICEWARRIOR, WAIT THEN WAIT THEN WAIT THEN WAIT THEN WAIT THEN PUSH TREETRUNK NE S GIVE DIAMOND TO GNOME TAKE DIAMOND TAKE EMERALD WAIT (until the treetrunk and Icewarrior come into sight) TAKE TREETRUNK STAND ON TREETRUNK PUSH TREETRUNK WAIT (until you drift to the West side of the Lake) JUMP OFF TREETRUNK GO TO GATE PUT DIAMOND IN GATE PUT SAPPHIRE IN GATE PUT EMERALD IN GATE PUT RUBY IN GATE (it should now open for you!!) N...............you gleefully leave the strange Wilderness and find yourself very near home.......in no time at all you are safely back at Gnettlefield Farm!! * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Is this out on the ST yet?...Does a triple breasted Venusian Slug-Worm baby drink Yaks' milk?...Don't ask me, I just sit here all day editing Docs! 100% NTSC/PAL/Cracked/Crunched/Trained Docs to : Grand Prix Circuit THE CIRCUIT: The grandaddy of Formula One racing. A world of high speed, high tech, and big bucks. The action here is fast, the glamour incomparable. And now you're part of the excitement, with a chance to earn the coveted title of World Driving Champion. Take the ultimate junket around the free world. Select from three championship cars. Then test yourself against the world's best. Many try, but only one succeeds. And the risk is eclipsed only by the thrill of victory. GETTING STARTED: 1 Connect your joystick in Port 2. 2 Insert GRAND PRIX CIRCUIT into the drive, label side up, and turn on your computer. 3 After the initial title and credit screens appear, the game automatically goes into a demonstration run. 4 Press the FIRE BUTTON whenever you want to exit the demo, and you're whisked to the first Selection screen to set up your race. GRAND PRIX CIRCUIT: HOW TO DRIVE YOUR CAR: You use the joystick to control GRAND PRIX CIRCUIT. Here's a diagram which shows you how each position of the joystick moves your car. To upshift, you move the joystick to one of the three acceleration positions, then press the FIRE BUTTON. To downshift, move the joystick to one of the braking positions, then press the FIRE BUTTON. As you see in the diagram, you can accelerate or brake while going straight ahead or turning. Accelerate Accelerate/Left | Accelerate/Right \ | / \ | / Turn Left --------- Turn Right / | \ / | \ Brake/Left | Brake/Right Brake ADDITIONAL CONTROLS: F1 From any selection screen, sends you to the race course with the last race's settings. Ctrl P Pauses the action - press any key to continue. Ctrl S Toggles game sounds off and on. I Toggles on and off the Race Information box (position, lap, time) M Toggles the Map box on and off. D Makes the Gear Shift appear on screen. Esc Takes you to the Game Setup Screen. Note: During the game, if you don't touch the keyboard for a prolonged period, the computer automatically returns you to the Demonstration Run. Press any key to restart the action. CHOOSE YOUR RACE: Setting up a race is easy as shaking a magnum of champagne. Use the joystick to make your choices on the Race Selection screen. After all selections are made, press ENTER or the FIRE BUTTON to continue the pre-race preparations. TYPE OF RACE: 1 Practice Choose this option to shave seconds off your lap times, and to decide which car handles the best on the track. The number of practice laps you are given equals the number of laps you choose in the Laps per Race option. 2 Single Race Choose one of the eight Circuit tracks, and head for the races. First you run a solo qualifying lap (SEE QUALIFYING BELOW), then you go to the actual race. Your qualifying time determines your starting position against the other nine cars and drivers. 3 Championship Circuit Eight tracks, eight different races. Your cumulative record on all eight tracks determines your place in the World Driving Championship. (SEE CIRCUIT RESULTS FOR MORE INFORMATION.) DIFFICULTY LEVEL BAR: Difficulty - how much skill is needed to corner, shift, avoid damage etc. - increases from thr Rookie level on the left side of the bar to the Pro level on the right. Level 1: Rookie Very forgining: automatic shifting, you can't blow your engine, you can't damage the car if it goes off the road, and you can't spin out. Opponents treat you with kid driving gloves - you can even bump them sometimes without crashing. Level 2 A little tougher: still has automatic shifting and you can't blow an engine, but you can damage your car if you go cross country. Spin outs are possible from this point on. Opponents are a little less forgiving. Level 3 Real driving: from now on you shift yourself. (To shift see HOW TO DRIVE YOUR CAR.) It's getting easier to damage your ride, and your engine can blow. Watch for spin-outs, and don't let Sakamoto get too close. Level 4 Your opponents take off their gloves. Engine destruction is quite possible. Watch your gauges and don't go over the red line. Level 5: Pro Race against the best - and everything goes. Good luck. YOUR NAME: Type in your name. LAPS PER RACE (AND PRACTICE RUNS) Choose from 1 to 99 laps per race. Notice that qualifying is always one lap. CHOOSE YOUR TRACK: If you select Practice or the Single Race, the Track Selection screen appears. (For the Circuit, you race each of the eight tracks in succession.) 1 Use the joystick to highlight one of the eight track illustrations, then press the FIRE BUTTON. Brazil Autodromo da Cicade do Rio de Janeiro Circuit Length: 3.126 1987 Race Distance: 61 Laps, 190.693 miles. Monaco Circuit de Monaco Circuit Length: 2.068 miles 1987 Race Distance: 78 Laps, 161.298 miles Canada Circuit Gilles Villenueve, Montreal Circuit Length: 2.740 miles 1986 Race Distance: 69 Laps, 189.007 miles Detroit Detroit Grand Prix Circuit Circuit Length: 2.500 miles Race Distance: 63 Laps, 157.500 miles Britain Silverstone Circuit Circuit Length: 2.969 miles 1987 Race Distance: 65 Laps, 192.985 miles Germany Hockenheim - Ring Circuit Length: 4.223 miles 1987 Race Distance: 44 laps, 185.832 miles Italy Autodromo Nazionale di Monza Circuit Length: 3.604 miles 1987 Race Distance: 50 laps, 180.197 miles Japan Suzuka International Race Course Circuit Length: 3.499 miles 1987 Race Distance: 51 laps, 185.560 Note: You can view the Clip Board, which records best times, for Practice runs, Races and the circuit. To see the best average lap time for a Practice run, select PRACTICE on the Race Selection screen. When you go to the Track Selection screen, highlight a track, and press C. For Race times, highlight SINGLE RACE on the Race Selection screen. When you go to the Track Selection screen, highlight a track and press C. To view the Clip Board of the entire Circuit (which shows the total number of points achieved in the circuit), highlight CHAMPIONSHIP CIRCUIT on the Race Selection screen and press C. CHOOSE YOUR CAR: Move your joystick up or down to view each of these three cars. When the car of your dreams appears on screen, press the FIRE BUTTON to select it. (After the selection, wait a moment for the information to load.) Ferrari A V12, 3.5-litre, 5-speed road hugger that features the best handling of the three. Not as likely to spin out as the others, but it's a little slower. A good car for a beginner. Williams A 3.5-litre, V8 Renault, 6-speed. Ranks in the middle of the Circuit in terms of speed, handling, and breaking ability. McLaren A Honda Turbo 6-speed bullet with tremendous horse power - the fastest of the three. But that speed comes at the price of braking, handling, and gripping power. Beginners beware. QUALIFYING: Whether you're entering a Single or Circuit race, you first have to qualify. It's one lap: you against the clock. So make it good. Your time on this lap determines your position in the 10-car starting grid: five rows, two cars to a row. Your performance and position in the starting grid is automatically displayed after the lap. If you don't finish (or it takes you longer than three minutes to complete the lap), you are towed to the pits and a DNQ (Did Not Qualify) is posted beside your name. If you DNQ, you can't race. THE COMPETION: The nine drivers who want to keep you in the back of the pack differ in ability and temperament: some are aggressive, some more conservative; some race a highly-strategic race, others are more spontaneous; some are masters of their cars, others still need a little work. This driver roster ranks your opponents from the best ability to the novice: Car Number Name and Nationality 88 Travis Daye - Canadian 27 Bruno Guordo - French 01 Don Matrelli - Italian 12 Enrico Danza - Italian 4 Vito Giuffre - Italian 2 Peter Kurtz - German 66 Cal Tyrone - American 05 Tse Sakamoto - Japanese 09 Nigel Levinis - English 34 This is your car THE COCKPIT TACHOMETER The large gauge in the center. A device that registers in thousands the revolutions per minute (RPM's) of your drive shaft. The bigger the number, the harder your engine is working. If it works too hard - the tach needle climbs into the red area, or RED LINES - you can blow it up. So keep an eye peeled when you're shifting around 11,000 RPMs. STEERING WHEEL The joystick turns the wheel left and right. DAMAGE INDICATOR Damage to your car - tire wear, chassis abuse - affects your braking and handling ability. How much damage you're suffering is indicated by a rectangular color bar above the steering wheel. Starting at zero, the bar changes color three times as it moves from left to right. The color green represents the normal wear and tear of racing. But if you wait too long to make a pit stop, or drive off the road one too many times, the indicator turns yellow to indicate caution. When it turns red, you're in serious trouble. If it reaches the end of the red zone, you're out of the race and must be towed into the pits. (SEE PIT STOPS FOR INFORMATION ON REPAIRING YOUR CAR.) SPEEDOMETER Located to the left of the damage indicator. It is a digital readout in miles oer hour. If you want to maintain your speed, keep the joystick in the center position. If you want to increase speed - accelerate - push up on the joystick. To put on the brakes, pull back. REAR VIEW MIRROR Dual mirrors attached to both sides of the cockpit show you what's coming up - fast - behind you. MAP BOX On the upper left of the screen. This track diagram indicates the finish line (the short line across the track), and your current location - you're the large white dot - in relation to the other racers (the small dots). Also lets you anticipate what type of road looms ahead - curves, straightaways, even tunnels. Tunnels are marked by a broken line on the circuit. RACE INFORMATION BOX On the upper right. It gives you your current race position (P) and the current lap (L) you're on, as well as your elapsed time for the race (the top clock) and your time for the current lap (lower clock). TAKING THE TURNS: Hard-core driving is done in the turns, or on the approaches to the turns. That's where you're most likely to overtake another racer - or be overtaken yourself. The basic tactic is to out-brake the other guy. If you can wait just a second longer to brake, you win that turn. All turns have striped borders. Yardage markers of 150, 100, and 50 yards are placed on the outside approach to every turn. PIT STOPS: When your Damage Indicator climbs too high, it's time to hit the pits and change those tires. The Pits are on the outside male of every track. In all but two of the tracks - Canada and Italy - the pits are located right after the starting line. For these two, they're located right before the finish line. 1 When you're ready, pull into the pits and stop between the two horizontal white lines - your cockpit automatically dissolves to the Pit Stop screen. 2 Move the joystick to select one of these three options and press the FIRE BUTTON: * CHANGE LEFT (Change the two tires on your left side) * CHANGE RIGHT (Change the two tires on your right side) * CHANGE ALL (Change all four tires) Note: It takes more time to change both sides, but all damage is fixed and your indicator resets to zero. If you change just two tires, some damage remains. 3 Watch your pit clock in the corner. As soon as your crew is finished, press the FIRE BUTTON to accelerate out of the pits and rejoin the race. RACE RESULTS: AFTER EVERY RACE: A screen appears that shows how well you performed against the competition. The first six finishers recieve points (see below), the last three are out of the money. If you don't finish at all, a DNF (Did Not Finish) appears beside your name. These points are all-important when racing the Circuit. PLACE 1 2 3 4 5 6 POINTS 9 6 4 3 2 1 It also gives you some individual information for that race - your overall time and average speed - as well as Best Lap Statistics: which lap was your best, how fast you ran it, average speed, and how long it took you. If your best average lap time is among the Top 10 ever for that track, it is automatically recoorded on the Clip Board. If you're running the Circuit, press the FIRE BUTTON to see your point earnings. CIRCUIT RESULTS A screen appears after every Circuit race that posts point totals, tells you the winner of the race, and shows you where the next race takes place. Your name appears in white. Race points accumulated for each race throughout the Circuit. The racer with the highest cumulative score after the eight races wins the Grand Prix and the title of World Driving Champion. HOW TO SAVE AND LOAD A GAME: When you're racing the circuit, you probably won't finish in one sitting. So you can save the current game at the end (not in the middle)of any race: 1 When you get to the Circuit Results screen, press F2 to save the game. * To load a previously saved game (one with the same race settings), press F1 2 Type a number from 0-9 (you can save up to 9 games) and press the FIRE BUTTON (Choosing a previously chosen number will overwrite that saved game) 3 Press the FIRE BUTTON to continue. Typed up by : The Agnostic BS1/Cybertech......edited by Sewer Possum Gold Rush Solve by Maligzar & Maniac _______________________________________________________________________________ Well if you are having any trouble with Gold Rush this should help you out. The full instructions can be found on an earlier DOC DISC. S. Possum Now the story. You start out in Brooklyn. The first thing you do is type "Sell house". After typing this you must immediatly go and enter your house. Once you get in your house you must look at the photo album and get the pictures from it. Then you must go over to the desk and close it. Get the bank statement and look at the bank statement. You will recieve points for this. After this leave your house, go to the park and get a flower. Be sure not to walk on the grass because this will cost you points. The proceed to the Guzzebo(close enough)and look in the cracks. You will then discover a gold coin. Be sure to get this item for it is necessary to obtain it to win. Then go back to your house and wait untill you see a man holding some green money. Talk to him and he will give you money for your house. After getting the money go to the post office and ring the bell. When the mailman comes ask for mail. Then get the letter and open it. Read the postmark and get the stamp. Then read the letter. After doin this proceed to the bank and withdraw your money. THe account number is written on the bank statement. Go then and go to the stagecoach ticket office. Buy a ticket there. This will take you there BY WAGON!!!(Not by Boat)After you buy the ticket go to the graveyard. Proceed to the second grave and look at your parents graves and drop the flowers there. Then go to your bosses office. Go upstairs and look at the clippings. Then go down stairs and quit your job. Then go to the livery shop and talk to the man in there. Be sure not to get kicked by the horse fo this will cost you your life. Then show that man your ticket and get on the wagon. And your on your way to Cali!!! -Maligzar Ok the stage coach will bring you to a ferry, and the ferry will take you to New York from this place you will go to Mississippi Valley. Here you go and talk to a group of men and one of these men he will ask for money be sure to give him all of your money.. He will also send you to get good animals to pull the wagons. From here go right and talk to a man who is sitting by a tree reading a book he will give you the book(Bible). From here you go left then down. Talk to the man there and ask to buy mature oxen. Then go back to your camp and talk to captain again and he will give you another assignment. The assugnment is to find out when to take off or leave. Go right from here then go up adn look at the grass it will give you a report on how the season grass is looking. Once it says it is drying out go talk to your captain and you will leave from there. Once you are on your way to California you will travel for a while through a few states it wil give you general info about them. Once you get somewhere near California you will be stopped at a hill. You will be shown outside your wagon. You will have to quickly tie the chains. Then you must untie the oxen. They will go down the hill then return back up. You are now on your way again and wont be stopped until you hit a desert. Here you must look in barrel and drink the water from it. Then you must look inside the wagon and eat the meat. Be sure to go right from here and catch your men. You will soon be at Fort Sutter... -Maniac Once you reach Fort Sutter you must eneter it. Not the Mule Corral. Once in here you must find the supplie shop. You must buy a shovel. Then you will be able to dig for the gold. But don't leave sutters for yet...you must first go to the blacksmith's shop and talk to him. He will ask you a few quetions The Answers are: Yes Yes Last name:Wilson First name:Jerrod Brothers name:Jake Now the blacksmith will give you a branding iron. This will be needed later in the game. From here exit the Fort and goto the Amerincan river to the right. Keep heding along the river and dig on the land. This takes a very long time so don't get discouraged. You must head several screens to the right in order to find the gold. After discovering gold about 40 times you will hit a sudden dry spell. THis mean that there is no more gold to mine. So go back to Sutters Fort and buy a Lantern and a Pan. The pan is just for extra points. Then go to THE MULE SHOP!!! not THE MULE CORRAL!! and buy a mule. After buying the mule go to the Blacksmith's shop. Heat your Iron and brand the mule. Then go to the semetary. Read all the graves untill you find Marshall Wilson's grave. Here there will be a seperate screen that shows you his grave. you will be able to type here. Type Use letter and move it arround untill it says Hey stop there. Then follow its directions. From here take your mule to the corral. Drop him off here. Then you get another mule. Look at its brand if it looks the same as yours then keep him. This mule will be a trusty spirited mule. Take the mule with you to the Town around 23 screens to the right. Read your bible Psalm 23. Go tho Green Pastures hotel and rent room 11. The man will give you a message to give to the man in room 11. Go to room 11 knock on the door and give the message to the man. He will leave the room. You will enter, Go to the fireplace and turn the wheel. Enter the fireplace you will appear on the other side in a room. Go to the window unlock it and open it. Go to the table and read the letter. Get the magnet and the sting which is on the floor. The bird will soon fly in and give the photo to the bird. He will fly away you will here a slam. The bird will reappear you get the aerogram and read it. Before you enter the fireplace again wait for another slam. Once you here this you will be safe. Leave the room and go back to Fort Sutter. Once you getc 2 East of Fort Sutter you must type follow mule. He will lead you to Jake's Cabin. Eneter Jakes Cabin. Get the matches and move the rug, then manuever your way through the bushes and then enter the Jon. Enter the hole in the Jon. YES I AM SERIOUS!!. Ok you will then go down and find yourself in a pile of shit. Light your Match and light your lantern. Then head to the left untill you come to a door. Tie the string to the Magnet and put the magnet in the hole. Lower magnet. Raise magnet and unlock door. Eneter the room to the other side. From here go down and then go to your left. You will have to go down again. Down there you will find a pick. use the pick a place in the room and you will stike gold..twice. From here head back to the main ladder. Go up past the ledge that you came from and you will notice a passage leading to your left. Go to it and keep on going untill you get to another ladder goining down. You will then come across another ladder going down. You must manuever down this ladder. Be careful. Here you must go left again and you will find Jake. He will tell you a story and then you must use your pick in the highlighted area. You will strike it several times. Keep digging untill a hole appears. Digg untill it gets even bigger and then you enter the hole with your brother. Hey let the game do the REST Congradulations...you have solved Gold Rush. -Maligzar Hey I hope you had as much fun playing the game as we did. Maligzar & Maniac _______________________________________________________________________________ Head Coach Docs typed by Jeff Of DC...brought to you by SEWER SOFTWARE Dot Commands ------------ .1R ENABLE/DISABLE 1 RETURN ENTRY MODE .30 ENABLE/DISABLE 30 SECOND CLOCK .CJ CHANGE JERSEYS .CT ENABLE/DISABLE COMPUTER CONROLLED TEAM .DC ENABLE/DISABLE DISPLAY OF COMPUTER CALLS .DP ENABLE/DISABLE DISPLAY OF PLAYBOOK CONTENTS .DR ENABLE/DISABLE DISPLAY OF PLAYER RANKS .FG FILED GOAL ATTEMPT .FK FREE KICK .GR GENERATE COMPUTER RECOMMENDATION .HE HELP .IN ENABLE/DISABLE PLAYER INJURIES .KO KICK OFF .LC REPEAT LAST CALL .MP ENABLE/DISABLE MOUSE POINTER .MU ENABLE/DISABLE MATCHUPS MODE .ON CALL SNAP COUNT .PB ENABLE/DISABLE PLAYBOOK MODE .PM INITIATE PLAYBOOK MAINTENANCE .PO SET PLOTTING OPTIONS .PS SET PLOTTING SPEED .PU PUNT .QU QUIT THE GAME .RL SPECIFY RECEIVER LIST .RO DISPLAY TEAM ROSTER .RP REPLAY PREVIOUS PLAYT .SA SAVE CURRENT GAME CONDITIONS .SC ENABLE/DISABLE SCRIMMAGE MODE .SE SET GAME SITUATION .ST VIEW STATISTICS .SU SUBSTITUTE A PLAYER .TO CALL TIME OUT .WX DISPLAY/MODIFY CURRENT WEATHER CONDITIONS. Standard Playbook Offense Description ------- ----------- SWEEPR sweep right SWEEPL sweep left DIVER inside dive right DIVEL inside dive left DRAW draw play BOMB long pass FLOODS pass to strong side floodw pass to weak side POP short pass to back SCREEN screen pass HBPASS halfback pass RHBx Run halfback through "X" hole; x can be: 0,1,2,3,4,5,6,7,8 RFBx Run fullback through "X" hole PTYPED Pass: "type" can be strong, weak, mid, bomb, screen, hb "D" can be R or L OBPASS out of bounds pass KNEE QB DROPT TO KNEE .FG Field Goal .pu Punt the ball Defense Description ------- ----------- REGL regular RUSH defend run ZONE3 defend pass 3 deep zone ZONE4 defend pass 4 deep zone RDWS red dog outside lb's RDWM red dog weak, middle DBLW double cover wide receivers ECHW echo wide receivers DBLT double cover tight end ECHT echo tight end GOAL goal line GOALDW goal line with double cover GOALDT goal line with doulbe on tight end SAFETYB safety blitz ALLB blitz all those guys PREVENT prevent long pass Code Words (Not all, but enough to guess by) Page Line# Word ---- ----- ---- 7-6 7 play 10-1 4 much 3-3 3 choose 7-4 6 any 2-7 5 the 5-4 2 all 9-1 4 in 6-5 6 backs 10-11 3 of 6-17 6 carrier 6-11 7 deep 7-2 4 calling 6-17 10 on 4-16 5 delete 2-1 6 all 7-1 8 some 2-4 6 started 9-1 11 ten 5-15 5 route 6-6 4 and 8-1 8 three 8-2 6 plays 9-4 5 plan 6-14 3 this 9-4 8 you 5-22 3 normal 8-2 3 respond 2-4 6 started 4-14 3 use 7-3 5 displaying 3-8 4 penalty 8-3 5 switch 7-7 6 when CHEAT ROUTINES TYPED FOR SEWER SOFTWARE BY PAUL B. Cheat modes and codes for 30 games: AFTERBURNER, ARCHIPELAGOES, ARKANOID 2, DOUBLE DRAGON, DRAGONSCAPE, FALCON, FORGOTTEN WORLDS, GIGANOID, IKARI WARRIORS, LED STORM, MARIA'S CHRISTMAS BOX, MICKEY MOUSE, NEW ZEALAND STORY, OUTRUN, PLATOON, R-TYPE, RAMBO 3, RETURN OF THE JEDI, RETURN TO GENESIS, RICK DANGEROUS, ROADBLASTERS, ROBOCOP, ROLLING THUNDER, SDI, SHACKLED, STARGLIDER 2, STARGOOSE, STREET FIGHTER, THUNDERBIRDS, WORLD GAMES. AFTERBURNER- Pause the game and type in "THUNDERBLADE". Use the following keys: G - Extra missiles. T - Reduces your missile supply. < - Jumps to next stage. > - Returns to previous stage. N - Gives extra lives. ARCHIPELAGOS- Select archipelago 8421 and press RETURN twice. You now have the choice of which archipelago to play. ARKANOID 2- Type "DALEY 88" on the title screen and you will go straight back to the level you were last playing. DOUBLE DRAGON- Start a 2 player game and hold the fire button on both joysticks and the down key. Press ESC until the credits go haywire. You now have infinite credits. Type "NEIL HARDING" on the high score table for an interesting effect. Type the following on the high score table: LEVEL ONE PLEASE LEVEL TWO PLEASE LEVEL THREE PLEASE LEVEL FOUR PLEASE LAST LEVEL PLEASE I DO NOT WANT TO DIE GIVE ME MORE HEALTH PLEASE GIVE ME LOADS OF TIME PLEASE DRAGONSCAPE- Load the game as normal and begin playing. Press TAB and 2 and you're transported to Technocity. Repeat the process and you'll end up in Iceland. FALCON- Press CTRL-X to get 8 Sidewinder missiles and 5000 rounds of ammunition. FORGOTTEN WORLDS- When the game has loaded and the title screen appears, hold down the SHIFT key and type "ARC". Release the SHIFT key and press HELP to start the game. From now on S will advance you to the shop and N takes you to the next level. GIGANOID- Press CAPSLOCK on the player select screen and you will begin the game with lots of lives. IKARI WARRIORS- Type "FREE RIDE" on the high score table for invincibility. LED STORM- Type "DAVID BROADHURST WANTS TO CHEAT". MARIA'S CHRISTMAS BOX- On a backup of the game disk, rename the file MARIA8 to MARIA8.BAK and MARIA1 to MARIA8. Maria will then start the game in the nude. MICKEY MOUSE- When playing, press the INSERT key and type 61315688 and then press INSERT again. You can now complete a tower by pressing F3. NEW ZEALAND STORY- Type "FLUFFY KIWIS" on the title screen and press the left arrow to advance to the next screen. OUTRUN- Type "STARION" whilst playing the game. Now use the following keys: B - Extended play. S - Next screen. T - Extra 10 seconds. X - Quit. D - Save screen in Degas format. Q - Program info. PLATOON- Type "HAMBURGER - HILL" (include hyphen and spaces) on the title screen. You can now get to the TNT by pressing F2, the bridge with F3 and the village with F4. R-TYPE- When prompted to insert disk B, press the HELP key and then type "ME". Then press the up arrow. Insert disk B and press space to begin. Start the game and use the following cheats: F5 - Invulnerability from walls and aliens. F6 - Invulnerability from alien fire. F7 - Infinite credits. F8 - A partner can control the orb, using the mouse. RAMBO 3- Type "RENEGADE" on the high score table, allowing you to press 1-3 to select the level. RETURN OF THE JEDI- Type "DARTH VADER" on the high score table. When you play again, you will be able to skip to the enxt level by pressing F2. RETURN TO GENESIS- Type "WASP.ASM" at any time and you can have invulnerability from then onwards by pressing F4. RICK DANGEROUS- After completing the first level, type "POOKY" on the high score table and you can continue to play from the furthest level you reached. ROADBLASTERS- Type "LAVILLASTRANGIATO". When playing the game, press those keys again to advance to the next level. ROBOCOP- Pause the game and hold down the SHIFT key. Type "ALEX MURPHY" and you can now recharge your energy by holding down the left mouse button. ROLLING THUNDER- As soon as the digitised laugh has played, type "JIMBBBY" and a message saying the cheat mode is on will appear. You now have infinite lives and can skip levels by pressing 1. SDI- Play the high score game until you have destroyed all of the asteroids and then type "ALERIC" into the high score table. Pressing F will now take you to the next level. SHACKLED- Press the "+" key to advance to the next level. STARGLIDER II- Stop the Starglider, then press the F5 and DELETE keys. Now type "WERE ON A MISSION FROM GOD1". You now have infinite energy. Pressing K will give you all the weapons you can carry. STARGOOSE- Hold down keys F1 to F6 when the game begins for infinite shield. STREET FIGHTER- Type "STREET CHEAT" when the title screen appears. Now press HELP to go to the next level. THUNDERBIRDS- Passwords for level 2 and 3 are "RECOVERY" and "ALOYSIUS". WORLD GAMES- To qualify in those games that are played against the clock, keep the fire button pressed during disk accesses. When the event appears, you will have completed it in less than a second. ------------------------------------------------------------------ Well, that's the end of yet another useful Sewer Doc. Thanks again to Paul B. (you know who you are) for typing this doc. Edited for ST use by SEWER POSSUM. Another one from the guts of my dusty AMIGA...(useful doorstop!) SUPERSTAR INDOOR SPORTS Reference Card LOADING INSTRUCTIONS 1. Insert your joystick into Port 1, and another in Port 2 if you plan to play two-player games. The first joystick controls all activities on the Main Menu Board and on the options screens for the four games. disk into the internal disk drive. 2. The game will load automatically. The title and credits screens will appear and after a few moments, the Main Menu Board will appear. THE MAIN MENU BOARD 1. Enter the names of up to four players (only two at a time can play). If you made a typing mistake, use the Backspace key to correct it. Press Return to move on to the next slot without entering a name. You must cycle through all four prompts for player names before you can choose the game you want to play. 2. To choose a game after entering names, press the joystick forward until you see the first game square change color. Use the joystick to move the highlight left or right to select the game you wish to play. GETTING STARTED OK, listen up, indoor sports fans. Load the program accoring to the instructions on the enclosed Reference Card. if you intend to try the ping-pong game first after loading the program, skip ahead to the Superstar Ping-pong section of the manual on page 31. If you want to bowl or play darts or air hockey, read the next section entitled "The Main Menu Board" before moving on to the individual sections that describe each game. THE MAIN MENU BOARD At the top of the Main Menu Board, the bowling, darts and air hockey icons form the game menu. The middle of the Main Menu Board gives the victory totals of each competitor in columns under each game icon. At the bottom of the Main Menu Board, a variety of choices can be made that will be discussed later, but the first thing you must do is enter the name of each competitor. ENTERING NAMES: When the Main Menu Board first appears, the first competitor is prompted to enter a name at the bottom of the screen. As many as four names can be entered, although only two players can play each game at a time. Use the keyboard to type each name. Only letters are accepted. Names can be as long as six letters. When a sixth letter is entered, you automatically will be prompted for the next competitor's name. If the name contains fewer than six letters, you will need to press Return to go on to the next name. If there are fewer than four players, simply press the Return key without entering a name to skip past the extra players. You must cycle through all four prompts for competitors' names before you can choose the game you want to play. SPECIFYING THE COMPETITORS WHO WILL PLAY OR CHANGING THE ORDER OF COMPETITION: When you have finished entering names, each name appears at the bottom of the Main Menu Board along with the word RESET. The first competitor's name always appears in red and the second competitor's name always appears in green. To change this order or to specify new competitors from the player names that have been entered, first make sure that a name or RESET is flashing at the bottom of the Main Menu Board. If this is not the case, pull back on the joystick to toggle from the game menu at the top of the screen to the names at the bottom. Mow move the joystick to the left or right until the name of the new player who is to compete first flashes. Press the fire button. This player's name now appears in red to indicate that the player will be the first competitor. At this point, the name of the competitor who currently competes second (in green) will flash. Move the joystick to the left or right until the name of the new player who is to compete second flashes. Press the fire button. This player's name now appears in green to indicate that the player will be the second competitor. CHOOSING A GAME: To select bowling, darts or air hockey after players' names have been entered, first push the joystick forware to activate the game menu (represented by the three game icons) at the top of the Main Menu Board. (Note: if RESET is flashing at the bottom of the screen, push the joystick to the left before you push forward.) Notice that when you push the joystick forward, the bowling icon at the top of the Main Menu Board "lights up." If you want to select bowling, simply press the fire button at this point. To select darts or air hockey, push the joystick to the right until the icon for the game you want lights up, then press the fire button. Each game takes a short time to load. You'll find instructions for Bowling on page 15, for Darts on page 21, and for Air Hockey for page 27. HIGH-SCORE TABLES: The top five scores for each game can be viewed by using the joystick to highlight either the Bowling, Darts or Air Hockey icon on the Main Menu Board, then pushing the joystick forward to see the SportTime Hi-Score table, pull back on the joystick. Note: for Air Hockey, only the top five scores of one-player games played at the COMPETITOR or SUPERSTAR computer skill levels qualify for the Hi-Score table. SAVING HIGH SCORES: To save scores in the Hi-Score tables to your disk so that they will still be listed the next time you load INDOOR SPORTS, man euver the joystick so that RESET flashes on the Main Menu Board and press the fire button. SCORES, NAMES, and EXIT will appear at the bottom of the screen. Push the joystick to the left until SCORES flashes, then press the fire button again. Now, SAVE, ERASE, and EXIT appear on the screen, with SAVE flashing. To save the scores, press the fire button while SAVE is flashing. The screen will turn solid blue for a few seconds. When the Main Menu Board returns to the screen, the word EXIT will be flashing at the bottom Press the fire button while EXIT flashes. CLEARING NAMES AND SCORES: Be forewarned that clearing the names of all competitors also clears the accumulated victory totals of each player that appear in the middle of the Main Menu Board. To clear the names, first make sure that a name or RESET is flashing at the bottom of the Main Menu Board. If this is not the case, pull back on the joystick to toggle from the game menu at the top of the screen to the names at the bottom. Now push the joystick to the right until RESET flashes, then press the fire button. Notice that now SCORES, NAMES and EXIT appear at the bottom of the screen. If you change your mind about clearing the names, press the fire button while EXIT flashes, and the original names will be restored to the bottom of the screen. Otherwise, to clear the names, push the joystick to the left until NAMES flashes, then press the fire button. Follow the steps outlined previously in "Entering names" on page 11 to enter new names. To clear the scores from the Hi-Score tables, maneuver the joystick until RESET flashes on the Main Menu Board. Press the fire button. SCORES, NAMES and EXIT will appear at the bottom of the screen. Push the joystick to the left until SCORES flashes. Now, SAVE, ERASE and EXIT appear on the screen. If you change your mind about clearing the scores, move the joystick to the right until EXIT flashes, then press the fire button. Otherwise, to clear scores, move the joystick to the left or right until ERASE flashes and press the fire button. (Note: Erasing score does not erase scores saved to the disk. It only erases scores in the computer's memory. Scores saved to the disk are erased only when new scores are saved over them.) BOWLING A number of options are available to you before you take to the lanes (renting shoes is not one of them, however). Choose the number of players, the weight of your ball, the number of games to play and the computer's skill level if you plan to play against the computer. Each of these options is discussed below. THE BOWLING OPTION SCREEN NUMBER OF PLAYERS: You can play a solo game with no competition, a one-player game against the computer, a two-player game, or if you select DEMO, you can watch the computer play against itself. Just move the white arrow with the joystick until the arrow is positioned over your choice of SOLO, ONE PLAYER, TWO PLAYER or DEMO. then press the fire button to select it. WEIGHT OF BALL AND ALLEY SLICKNESS: You can adjust the weight of the ball between 8 and 16 pounds. To change the ball weight, use the joystick to position the arrow over the number next to WEIGHT OF BALL. Press the fire button to increase this number by one pound. Continue to press the fire button until the desired weight is reached. To lower the ball weight, press the button until the ball weight reaches 16 pounds, then press the button again. Notice that the ball weight has changed from 16 pounds to 8 pounds. Continue to press the button until the desired weight is reached. Note that alley slickness cannot be changed. It is randomly assigned a value between 0 and 9 by the computer before each match. The higher the value, the slicker the alley is. Ball weight and alley slickness, combined with the curve you put on the ball (see "Step 3 Controlling the ball's curve" on page 18), determine how much and how soon a ball will curve as it rolls down the lane. In general, with higher alley slickness, a ball will slide and not start its curve right away. A heavier ball does not curve as much as a lighter ball. A low alley slickness and a low ball weight make possible the fastest-breaking and most severe curve. NUMBER OF GAMES PER SERIES: you can play one-, two- or three-game (regulation) series. Move the arrow wo it's positioned over your choice, then press the fire button to select it. COMPUTER SKILL LEVEL: Four choices of computer skill are available: BEGINNER, AVERAGE, COMPETITOR and SUPERSTAR. The computer's skill level determines its abilities as an opponent. Move the arrow so it's positioned over your choice, then press the fire button. START SERIES: When you are ready to bowl after selecting your options, select START SERIES at the bottom of the option screen and press the fire button. PLAYING THE GAME WHAT YOU WILL SEE: You view your bowler and the bowling lane from the right side. The two bowlers, you'll note, are dressed in different colors. In the upper left and upper right corners of the screen, the game score for each bowler will appear after each game series. The middle of the screen at the top shows the pins that are standing. Large circles represent standing pins, while smaller circles represent pins that have been knocked down. The triangular figures to the left or right below these pins indicate whether you are taking your first or second shot during a frame. If only the triange on the left is visible, it's your first shot in the current frame. If both the left and right triangles are visible, it's your second shot. At the bottom of the screen, you will see a frame by frame tally of each bowler's score, just as you would see it on the overhead projectors at bowling alleys - except that INDOOR SPORTS keeps track of the score for you! Your point of view changes to a head-on closeup of the pins at the end of the lane after a bowler releases the ball. From this perspective, scores from each of the last five frames can be seen in the upper left-hand corner of the screen, and your bowler's facial reaction to the results of a shot can be seen in the upper right-hand corner. GETTING THE BALL ROLLING: Four actions are involved in sending the ball on its way: positioning the bowler with the joystick, aiming the ball with the fire button, controlling the curve of the ball with the joystick, and releasing the ball from the bowler's hand with the fire button. These actions are interrelated, so experimentation will be necessary. It is advisable to start with a solo game to give yourself a chance to practice. Each of the four actions you need to understand to start knocking down a few pins is described in the following paragraphs. STEP 1 - POSITIONING THE BOWLER: You control your bowler's position on the lane by pushing the joystick forward to move him to his left, or pulling the joystick back to move him to his right. STEP 2 - AIMING THE BALL: Once the bowler is positioned where you want him, you will use the "Aiming Arrow" to select the place on the lane where the ball will hit when the bowler first releases it. This is a no-turning-back selection, because as soon as the selection is made, the bowler begins his approach to the foul line. Activate the Aiming Arrow by pressing the fire button and holding it down. An arrow will appear at the left-most part of the lane (toward the top of the screen) just beyond the foul line on the right side of the screen. As long as you hold the fire button down, the arrow will travel from the left of the lane toward the right of the lane. Let go of the fire button when the arrow reaches the spot where you want the ball to begin its path toward the pins. If the arrow passes the spot, continue to hold down the fire button. Whenever the arrow reaches the right side of the lane while the fire button is depressed, it returns to the left side of the lane and begins its downward path again. STEP 3 - CONTROLLING THE BALL'S CURVE: As soon as you have released the fire button to take aim, the bowler automatically will approach the foul line. During the approach, you should establish the curve of the ball with the joystick. You control the severity of the curve with the joystick rather than the direction of the curve. Both bowlers are right-handed, and the curve of the ball is always from right to left unless you select to have no curve by pushing the joystick straight forward. Moving counterclockwise from a forward joystick position which puts no curve on the bal), each of the remaining seven joystick positions puts progressively more curve in the ball's path. For example, pushing the joystick up and to the left produces very little curve, whereas pushing the joystick up and to the right produces maximum curve. Pulling the joystick straight back would produce a medium curve. Also, keep in mind that alley slickness and ball weight, discussed on page 15, also affect the ball's path. Another important consideration is that the ball curves from an imaginary straight line connecting the starting position that you chose and the spot on the lane that you chose with the Aiming Arrow. For example, if your bowler started at the extreme right of the lane and you selected a spot at the center of the lane with the Aiming Arrow, then chose to put no curve on the ball, your ball would go straight into the left-hand gutter if you released it properly. If, on the other hand, you had started your bowler on the left hand side of the lane with the Aiming Arrow set to the center of the lane and put a lot of curve on the ball, you would be more likely to meet with satisfying results. You must continue to hold the joystick in the position you have selected for the ball's curve as you execute the last step - releasing the ball. STEP 4 - RELEASING THE BALL: As the bowler nears the end of his approach, he begins to swing the ball. You must decide at what point in the swing the bowler releases the ball. The bowler will release the ball as soon as you press the fire button. Remember that you need to continue to press the joystick in the direction you have chosen to establish the severity of the ball;s curve as you release the ball. Timing of the release is critical. If you release the ball too soon, you are likely to hit yourself in the leg; if you let go too late, you may slide face first down the lane. After you release the ball, all you need to do is sit back and watch your ball roll down the lane - or gutter! Once you have seen the results, the side-perspective screen automatically reappears and you or your competitor will be able to start the next shot. See the Reference Card for information about restarting or exiting a game. DARTS A number of options are available to you before you play darts. Choose the number of players, double on and double off, game length, the computer's skill level if you plan to play against the computer, and the overall speed of the game. Each of these options is discussed below. THE DARTS OPTION SCREEN NUMBER OF PLAYERS: you can play a solo game with no competiton, one-player game against the computer, a two-player game, or, if you select DEMO, you can watch the computer play against itself. Just move the arrow until it's positioned over your choice SOLO, ONE PLAYER, TWO PLAYER or DEMO, then press the fire button. DOUBLE ON/DOUBLE OFF: When DOUBLE ON is set to YES, a player must throw a dart so that it lands within the thin, colored, outer ring on the dart board before points from any of that player's throws are counted toward the score. When a dart lands in this outer ring, the throw is called a "double." When you throw your first "double," you score twice the point value for that section of the board, and from then on any points you earn from your throws will be credited to your score (see "General rules and scoring" on page 23). Until the player throws a double, all throws earn zero points. DOUBLE ON YES is part of regulation rules in darts. COUBLE ON NO means that a player need not throw a double before points are counted. All earned points will be credited to the player's score starting with the first throw. DOUBLE OFF YES means that a player must throw a double that perfectly reduces the player's point total to zero to end the match (see "General rules and scoring" on page 23). In other words, if you have 14 points remining near the end of a match, you must throw a double seven to lower your score to zero. Throwing a single 14, for example, would not win the match for you. DOUBLE OFF YES is part of regulation rules in darts. DOUBLE OFF NO means that a player need not throw a double to reduce the player's score to zero to win match. You can set DOUBLE ON and DOUBLE OFF for each player. To change DOUBLE ON or DOUBLE OFF, position the arrow over YES or NO next to DOUBLE ON or DOUBLE OFF, whichever you want to change, in the PLAYER 1 or PLAYER 2 (or COMPUTER) column. Pressing the fire button toggles between YES and NO. As a beginner, you will find it easier to play darts if you set both DOUBLE ON and DOUBLE OFF to NO. Once your skill increases, you can try regulation rules by setting DOUBLE ON and DOUBLE OFF back to YES. GAME LENGTH: Game length can be set for each player. In darts, points earned from your throws are deducted from a starting total (see "General rules and scoring" on page 23). The player who reaches zero first wins the game. You can set this starting total to 301, 501 or 701 points. COMPUTER SKILL LEVEL: Four choices of computer skill are available: BEGINNER, AVERAGE, COMPETITOR and SUPERSTAR. Your selection determines how formidable the computer will be as an opponent! OVERALL GAME SPEED: Game speed affects the rate at which the Aiming Dart, Angle Meter and Power Meter travel as you try to aim your throw (see "How to throw a dart" on page 24). The faster you set the game speed, the harder it will be to line up your throw. Move the arrow to BEGINNER, NORMAL or HYPERDRIVE and press the fire button. START MATCH: When you are ready to play darts after selecting your options, select START MATCH at the bottom of the option screen and press the fire button. PLAYING THE GAME GENERAL RULES AND SCORING: Each player gets three throws per turn. Points are awarded according to what section of the board you hit with the dart. These points are then subtracted from the starting total, which you set on the option screen. The first player to reduce this point total to zero wins the game. When one player reaches zero, the other player will continue to be given the opportunity to reach zero unless you manually exit the game accoring to the instructions on the Reference Card. The winning player's scores will still register on the Hi-Score table (if they qualify among the top five) even if the second player doesn't finish the game. The total length of time you take to aim and throw your darts and the total number of throws it takes you to reach zero determine your score for the match. A timer for each player counts down, starting from 999, while the player lines up the throw. The faster you can accurately aim and throw the dart, the better your score will be. If, at the end of a match, your timer score qualifies among the top five, it will appear in the darts Hi-Score table. Note that the timer runs fastest when a player starts with 301 points. It runs slower with 501 starting points, and slower still with 701 starting points. this is done to even out the scoring with regard to the darts Hi-Score table. The total number of throws for the five players who require the fewest number of throws to reach zero also appears in the Hi-Score table. When you throw a dart within the thin, colored outer ring of the dart board, you are awarded twice the point value for that section of the board. This is called a "double." If DOUBLE ON is set to YES on the option screen, you need to throw a double or a bullseye before your starting total can be reduced. If DOUBLE OFF is set to YES on the option screen, you need to throw a double that reduces your score to zero at the end of the game in order to win. The thin, colored inner ring on the board is called the triple ring. If your dart lands within this ring, you will be awarded three times the point value for that section of the board. In the board's center, a bullseye that lands in the outer portion is worth 25 points and a bullseye that lands in the inner portion is worth 50 points. WHAT YOU WILL SEE: The first screen you will see is a closeup of the dart board itself. From this screen, you will aim the dart, select the angle (arc) of your throw, and decide how much power you put into the throw. On either side of the dart board are "chalkboards" for each player. The timers play an important role in scoring (see "General rules and scoring" on page 23). The three vertical columns at the bottom of the screen on the left side form the Power Meter. Use of the Power Meter is explained under "How to throw a dart" on page 24, as is the use of the Angle Meter, the thing that looks like a piece of pie at the lower right. The large dart on the lower portion of the screen is the Aiming Dart, also explained under "How to throw a dart." After you have aimed the dart and made your angle and power selections, the scene switches to a nice, cozy room. You'll be able to watch your player throw the dart with the placement, angle and power that you specified. You'll also see your opponent's throw. HOW TO THROW A DART: There are three steps involved in throwing the dart: using the Aiming Dart to select the area on the left side, right side or center of the board in which the dart will land, setting the Angle Meter to establish the arc of your throw, and setting the Power Meter to determine how hard you throw. The combination of angle and power determine whether the dart lands high, low or in the middle of the dart board. Experiment to find the combination of angle and power that works best for you. These three steps occur in a continuous combination of joystick and fire button movements, so once you start the first step, be prepared for the second and third steps, which follow immediately with no break. STEP 1 - AIMING THE DART: The Aiming Dart appears at the bottom of the screen. The computer randomly places it on either the left side or the right side before each throw. To aim the dart, move it with the joystick to the left or right until it is aligned with the area on the dart board for which you are aiming. To make things a little tougher on you, the Aiming Dart "homes" on its original starting position. If you let the joystick return to its center position, the Aiming Dart will travel back toward its starting point. The rate at which the Aiming Dart homes is determined by the OVERALL GAME SPEED selection on the darts option screen. When the Aiming Dart is where you want it, press and hold down the fire button. Pressing and holding the fire button will lock the Aiming Dart into position. STEP 2 - SETTING THE ANGLE METER: The Angel Meter, the pie-shaped figure in the lower right portion of the screen, begins to operate as soon as you press and hold the fire button to aim the dart. The Angle Meter is set as soon as you release the fire button, so don't let go until you have it where you want it. The Angle Meter fills the pie-shaped figure with color while it operates. The more color that appears in the meter, the greater the arc of your throw. Don't worry if the Angle Meter passes by the level you want to set it for. When it reaches the end of its cycle, it automatically starts over at the beginning. The rate at which the Angle Meter fills is determined by the OVERALL GAME SPEED selection on the darts option screen. The faster the game speed, the harder it is to accurately set the Angle Meter. When the Angle Meter is in the desired position, release the fire button. The Angle Meter will lock into position. STEP 3 - SETTING THE POWER METER: The three vertical columns made up of rectangles at the lower left side of the screen form the Power Meter. Once you have set the Angle Meter, the Power Meter automatically begins to operate. One at a time, each rectangle in the Power Meter will change colore, staring with the bottom rectangle of the left column and moving upward through each column. If you press the fire button when each rectangle in all three column is colored, your throw will have maximum power. The fewer colored rectangles there are when you press the fire button, the softer the throw will be. The rate at which the rectangles of the Power Meter change color is determined by the OVERALL GAME SPEED selection on the darts option screen. The faster the game speed, the harder it is to accurately set the Power Meter. When the Power Meter reaches the end of its cycle, it automatically starts over at the beginning. To select a power setting, press the fire button when the meter reaches the desired setting. The Power Meter will lock into place. Once the Power Meter is set, all you need to do is sit back and watch the result of your throw. Sometimes, a dart will hit a metal wire on the dart board and fall to the floor. But don't worry, the computer is very forgiving about hitting the floor and walls. After you have viewed the throw, the first screen automatically reappears so that you or your opponent can start the next throw. Options for viewing previous throws and interrupting or exiting the game are explained on the Reference Card. AIR HOCKEY A number of options are available to you before you begin to play air hockey. Choose the number of players, the computer's skill level if you plan to play against the computer, whether or not to alternate sides of the table after each game, the overall speed of the game, and the number of games to play in each playoff match. Each of these options is discussed below. THE AIR HOCKEY OPTION SCREEN NUMBER OF PLAYERS: You can play a solo game with no competition, a one-player game against the computer, a two-player game, or if you select DEMO, you can watch the computer play against itself. Just move the white arrow with the joystick until the arrow is positioned over your choice of SOLO, ONE PLAYER, TWO PLAYER or DEMO. then press the fire button to select it. COMPUTER SKILL LEVEL: Four choices of computer skill are available: BEGINNER, AVERAGE, COMPETITOR and SUPERSTAR. The computer's skill level determines its abilities as an opponent. Move the arrow so it's positioned over your choice, then press the fire button to select it. (Note: Only one-player games against the computer at the COMPETITOR or SUPERSTAR skill levels will qualify for the air hockey Hi-Score table.) ALTERNATE SIDES: If you select YES for ALTERNATE SIDES, you and your opponent will switch sides of the table after each game. If you decide to alternate sides, you will hear a "flutter" to indicate that players have switched sides of the table between games. OVERALL GAME SPEED: You can set the game speed to BEGINNER, NORMAL, WORKOUT or HYPERDRIVE. Move the arrow so it's positioned over your choice, then press the fire button. NUMBER OF GAMES PER PLAYOFF: You can play a one-, two-(best of three), three-(best of five) or four-(best of seven) game playoff. Move the arrow so it's positioned over your choice, then press the fire button. When a playoff is set for more than one game, you will hear a "flutter" to indicate that one game has ended and another game is about to start. START PLAYOFFS: When you are ready to play air hockey after selecting your options, position the arrow over START PLAYOFFS at the bottom of the option screen and press the fire button. PLAYING THE GAME GENERAL RULES AND SCORING: A game ends when one player scores 12 goals or when time runs out. The game time limit is 15 minutes. Time remaining is displayed on the screen. If time runs out, the player who has scored the most goals wins the game. If the score is tied when time runs out, a sudden death overtime begins. The timer will flash to indicate the start of sudden death, and the first player to score a goal wins the game. WHAT YOU WILL SEE: The names of the two players will appear at the top and bottom of the table. The number to the left of either name represents the number of games won in the current playoff by that player. The number to the right of either name indicates the total number of goals scored by that player in the current playoff. Above the name at the bottom of the screen, a counter indicates the time remaining in the game. The shapes at either rnd of the table tell you how many goals each player has scored in the current game. Starting on the left, one whape will change color each time the player on the corresponding side of the table scores a goal. The total number of shapes that have changed color indicates the total number of goals scored by that player. HOW TO PLAY: Use the joystick to move your "hitter" to block the puck from entering your own goal, and to shoot it toward your opponent's goal. You can move the hitter in eight directions. IF YOU PRESS THE FIRE BUTTON AND HOLD IT DOWN, YOUR HITTER WILL MOVE FASTER. The puck never stops moving. It continually "floats" on the air. The puck can be hit in 32 different directions and is capable of moving at 40 different speeds. After each goal is scored, a new puck automatically appears on the table. Each game starts automatically in a multiple-game playoff. See the Reference Card for information about how to restart, interrupt or exit a game. SUPERSTAR PING-PONG A number of options are available to you before you begin to play Superstar Ping-Pong. Use the joystick to make changes in any of the nine option categories, which are discussed in detail below. Note that selection of the SIDE VIEW table perspective limits the number of options you can make. SIDE VIEW is recommended for advanced players only (see "Play perspective" on page 32). THE SUPERSTAR PING-PONG OPTION SCREENS Push the joystick forward or pull it back to move the hand icon on the left side of each of the three option screens from one option category to another. When the hand is aligned horizontally with an option category you want to change, push the joystick left or right to highlight the option you want within that category. You need not press the fire button to select a desired option. At the bottom of each screen, you will see an option to see the NEXT MENU or LAST MENU. To move from menu to menu, pull back on the joystick to move the hand icon to the bottom of the screen, then move the joystick to the left or right to highlight your choice (NEXT MENU or LAST MENU). Press the fire button, and the new option screen will appear. FIRST OPTION SCREEN NUMBER OF PLAYERS: You can play a one-player game against the computer, a two-player game, or, if you select TOO TIRED, you can watch the computer play against itself. In a one-player game, the computer's skill will vary from match to match. NOTE: WHEN YOU CHOOSE TO VIEW A MATCH FROM THE SIDE PERSPECTIVE, A TWO-PLAYER GAME AUTOMATICALLY IS IN EFFECT, REGARDLESS OF YOUR SELECTION FOR NUMBER OF PLAYERS. PLAY PERSPECTIVE: You can elect to see the game from an END VIEW of the table or a SIDE VIEW of the table. However, if you choose SIDE VIEW, a two-player game with manual paddle control automatically is in effect, regardless of other selections you may have made for numbers of players or paddle control. SELECT SIDE VIEW ONLY WHEN YOU AND YOUR OPPONENT ARE ACCOMPLISHED PLAYERS READY FOR A NEW CHALLENGE. PADDLE CONTROL: When MANUAL MOVE is selected, you have to move the paddle to the ball with the joystick in order to make contact. If you choose AUTO MOVE, the computer will move the paddle to the ball for you. However, control of the paddle is returned to you when serving in AUTO MOVE. GAME SPEED: Select either NORMAL, BEGINNER or HYPERDRIVE. BEGINNER is the slowest speed; HYPERDRIVE the fastest speed (strictly for advanced players). SECOND OPTION SCREEN POWER ASSIGNMENTS: Power assignments give you the flexibility to "design" players so that they have individual strengths and weaknesses. For example, you might decide that it is more important for your player to have great endurance than a terrific backhand. To accomplish this, take a power point or two away from the BACKHAND category in your player's column and assign more of you AVAILABLE POWER POINTS to the ENDURANCE category. As you learn more about your own playing abilities, power assignments can become an effective part of your strategy. AVAILABLE POWER POINTS indicates the total number of points that you can split up among the following six categories that appear on the option screen: SMASHING, FOREHAND, BACKHAND, REACTION TIME, SPEED and ENDURANCE. Each player can change the number of AVAILABLE POWER POINTS to any number between 12 and 20 (inclusive). The greater the number of power points, the greter the player's overall strength. You can assign as few as one or as many as four points to each category, as long as the combined total of the six categories does not exceed the total number of power points available for the player. When you assign a value of four to a category, you give yourself maximum ability in that category; three gives you above average ability, two gives average ability, and one gives minimal ability. The total number of points already assigned is given for each player next to POWER POINTS USED, which appears below the six categories. To change the distribution of power points, first select the player you want to redesign by moving the hand icon up to the top of the screen, then move the joystick to the left or right to highlight PLAYER 1 or PLAYER 2 (COMPUTER if you are playing a one-player game). If you want to change the total number of power points available for the player you have selected, pull back on the joystick so that the hand icon is aligned with AVAILABLE POWER POINTS. Then move the joystick to the right to increase the total, or to the left to decrease the total. Use this same method to change the number of power points assigned to any of the six categories. When you are through, highlight NEXT MENU or LAST MENU and press the fire button. THIRD OPTION SCREEN PADDLE COLOR: The paddle colors of each player can be changed. To see the colors available, use the joystick to move the hand icon up to PLAYER 1 PADDLE COLOR or PLAYER 2 (or COMPUTER) PADDLE COLOR. Then move the joystick left or right. Each time you move the joystick left or right, the paddles shown on the screen will change color. The computer prevents you from choosing the same color for both players. ALTERNATE SIDES: If you select YES for ALTERNATE SIDES, you and your opponent will switch sides of the table after each game. Otherwise, everyone stays put. NUMBER OF GAMES NEEDED TO WIN: Matches can be set for one game, best of three games, best of five games, or best of seven games. START MATCH: When you are ready to play ping-pong after selecting your options, pull back on the joystick to move the hand icon to the bottom of the third option screen. Highlight START MATCH with the joystick and press the fire button to get underway. PLAYING THE GAME GENERAL RULES AND SCORING: Players automatically switch service every five points. The first player to score 21 points with at least a two-point lead over the opponent wins the game. If a score of 20-20 is reached, players will change service after every point, and the first player to establish a two-point lead wins the game. A scorecard for each player appears on either side of the table. The two-digit number gives the number of points scored by each player in the game in progress, and the single digit number gives the number of games won in the current playoff by each player. HOW TO PLAY: Use the joystick to move the paddle. Press the fire button to serve the ball. If you have selected AUTO MOVE, after the serve, the computer will mover the paddle toward the ball for you. In MANUAL MOVE, use the joystick to move the paddle toward the ball. When you are playing from the END VIEW table, push the joystick to the left to move the paddle to the left and push the joystick to the right to move the paddle to the right. On a SIDE VIEW table, pull the joystick back to move the paddle toward the bottom of the screen, and push the joystick forward to move the paddle toward the top of the screen. Press the fire button to seing your paddle. Both players in Superstar Ping-Pong are right-handed. The timing of your swing controls the direction in which the ball will be hit. The ball can be hit in 15 different directions by mastering your timing. Swinging the paddle a little early or a little late will increase the angle of your shot. You can use the joystick while you press the fire button to either smash or put backspin on the ball. When you are playing from the END VIEW table, you can smash the ball by pushing the joystick forward while you press the fire button to seing. To put backspin on the ball, pull the joystick back while you press the fire button to swing. You automatically put topspin on the ball just by pressing the fire button to swing in both the SIDE VIEW and END VIEW games. From the SIDE VIEW table, smash the ball by pushing the joystick to the left as you press the fire button to seing the paddle. You can put backspin on the ball by pushing the joystick to the right. A smash is tough to get over the net, and it wears down your endurance - so smash sparingly. You also fatigue when you chase the ball. As your endurance decreases, all aspects of your game decline. A good strategy is to work your opponet "all over the table" to wear down the player. See the Reference Card for information about how to restart, interrupt or exit a game. ******************************************************************************* The Indoor Sports docs brought to you by The Southern Star..... Another game that would be as clear as mud without DOCs! Sewer S'ware DOCS FOR KENNEDY'S APPROACH A. VISUAL DISPLAY 1. CONTROL AREA MAP:The largest section of the simulation display is the Control Area Map. The Control Area Map is designed to provide you with the state of the art representation of a REAL Air Traffic Controller. 1)THE DOT GRID: A grid of dots one mile apart. The bright dots denote normal air traffic lanes. 2)AIR TRAFFIC FEATURES: Entrance and exit fixes are labelled, as are airports. On the approach side of each airport is a VOR tower. Incoming planes hold around this until they are cleared to land. 3)THE PLANES: There are 3 types of planes. Light jets, jet airliners, and supersonic Concorde. Light planes are smaller than jet airliners, and the Concorde is recognized by its drop-nose and delta wings. The direction a plane is pointing indicates its direction of travel. Below the plane are the bars indicating current altitude in thousands of feet, and to the right is the planes id letter. 4)TERRAIN FEATURES: Also on the map are mountains, storms and restricted zones. Planes must maintain an altitude of at least four thousand feet over the mountains, and they should avoid storms and restricted zones althogether. 2. THE COMMAND LINE: Just above the Control Area Map is the Command line. Here, messages are displayed as they are radioed between you and the aircraft in your area. When you use the joystick to direct traffic you will see your commands written out and then see the response. 3. FLIGHT PLANS: In the upper right-hand section of the screen are the flight plans for the active aircraft in your area. The uppermost letter in each comumn is a plane's ID letter. Below the ID letter is the first letter of the origin and the first letter of the destination fix or airport for that plane. Below these is the altiturde in thousands of feet. Aircraft that are waiting to take off have a "*" in the altitude field. 4. THE CLOCK: In the upper left-handed corner of the screen is the time of day clock. Your shift ends on teh hour. The passage of time in the simulation is measured in real-time. Time can be accelerated by holding down the space bar. 5. ALARM AREA: Between the clock and the Command Line is the alarm area. Dangerous situations are reported here. These include incorrect exit altitudes and fixes, conflicts, and crashes. B.AIRCRAFT COMMUNICATIONS 1.ESTABLISHING COMMUNICATIONS: You can establish contact with a plane in two ways, by typing the ID letter, or by moving the joystick to move the cursor over the plane, and then five the joystick a short push.(less than 1 second). 2.ISSUING COMMANDS: To tell the pilot what direction to fly, move the joystick left or right until the arrow points in that direction. To specify the altitude, move the stick up or down. PLEASE NOTE, EACH BAR INDICATES 1000 FEET OF ALTITUDE, AND THE ACTUAL POSITION OF THE PLANE IS REPRESENTED NOT BY THE ICON, BUT BY THE BOTTOM BAR! C.AIR TRAFFIC CONTROL 1.LANDING: Aircraft destined for and airport must be landed by heading down the runway and giving it clearance for landing. (Altitude 0). Aircraft at altitude 0 can no longer be given turn commands. 2.HOLDING: Since only one aircraft can use a runway at a time, it may be necessary to put other planes into a holding pattern. A hold is continuous full turn around a VOR tower at a particular altitude in either a clockwise or counter clockwise direction. 3.EXITING THE CONTROL AREA: An aircraft that does not land in your area must leave via the exit fix. All aircraft must exit at an altitude of four thousand feet. D.AIRCRAFT CHARACTERISTICS 1.SPEED: The various types of aircraft travel at different speeds. Light planes move two miles(2 grid dots) every minute, jets move 4 miles every minute, and the Concorde moves 8 miles a minute. 2.ALTITUDE CHANGES: All of the planes have a climb/descent rate of one thousand feet per mile. 3.TURNS: All three types of planes have a turning radius of 1.5 miles. This gives a 45 degree per grid dot. E.INFLIGHT RESTRICTIONS 1.AIRCRAFT SEPARATION: The first and foremost of these requirments you must maintain is a one thousand foot separation in altitude between aircraft flying within 3 miles of each other. Failure to meet the aircraft separtion will result in a conflict condition and a possible mid-air crash. 2.FUEL: Planes carry a limited amount of fuel and will run out if delayed excessively. F.CONTROLLER EVALUATION When your shift ends, you will be given onr months salary based on your current GS rating and bonus pay based on your performance.. $100 is paid for each flight completion, $200 is paid for each successful emergency landing, and $100 is subtracted for each minute of flight delay. If you commit a major error, then the game will end. A major error include 1)crashes, 2)bad exits, 3)lettin a plane with an emergency leave your area, 4)conflict time greater than 1 minute, or 5)flight delay time greater than 45 minutes. Enjoy the game! Docs typed by, Mr.Dos Sysop of The Vault Are we thorough or what! Check DOC 9 for the KULT Solution, DOC 11 for the KULT storyline...now, on DOC 13 we proudly present the KULT Game DOCs! Edited by SEWER POSSUM for SEWER SoftWare. KULT How to Play YOUR MISSION: Take part in five ordeals, if you want. Find your friend Sci Fi. Smash the protozorq plot before it's too late. LOADING THE PROGRAM ------------------- 1. First, switch off. Wait five seconds, then follow the instructions specific to your machine. 2. During loading, do not touch the keyboard or the mouse. HOW TO PLAY ----------- To freeze the game momentarily, press ESC key; to restart, hit any key. 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 have placed 5 Vort Skulls in the Changer within the time-limit, you will have won the highest honor awarded to any Offa: to be a Divo! Failure, on the other hand, will result in something too disagreeable to discuss at this time. USING THE MOUSE --------------- CONFIRM (with click or space bar) to activate your cursor. The indicator, at bottom right, will flash to authorize your CONFIRMation when it's your turn to act. MOVE the cursor with the mouse or the cursor keys. A text zone, at bottom screen, will translate what you explore as your cursor moves. When exploring, make sure you take in everything. THE MOUSE CURSOR The cursor turns RED when situated on valid zone, and changes shape according to the kind of actions you can do. Circle with rays:.........basic cursor. There is nothing special here. Finger:...................use this cursor to choose ideas on your brain. Crossed arrows:...........indicates possible exits. 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 "psy 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 your screen, a text zone translates the idea. CONFIRM any idea you'd care to try. THE ICONS --------- On the right-hand side of your screen you'll find the icons you'll need for play. From top to bottom: ___ 1 |___| ___ ___ 2 |___|=>|___| A 3 |___| |___| B 4 |___| |___| C 5 |___| |___| D 6 |___| |___| E 7 |___| |___| F 8 |___| |___| G 9 |___| |___| H 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. PSI 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 situations. Be careful 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 psi-energy reserve will diminish, 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 your 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. PSI SHIFT. Move small objects just by looking at them! Protozorqs, unfortunately, don't count as small objects. G. EV. That means Extreme Violence. This Psi 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 explained 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 solution, 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 harmonization 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 of a jam! Since you're not an Encom, however, his messages may seem strange. This is normal. 3. 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 something happens. 4. YOUR OBJECTS: Confirm 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 your brain. Some options (throw, give, place, etc.) you will have to designate the "target" of your action. 5. PSI ENERGY: When the pulsations get weak, that means your reserves are low. And no Psi Energy means no psi powers! So go easy on the EV! The icon flashes when psi energy reserves drop significantly or when insufficient for use of a power. 6. SAVE: Not your soul (Exxos deals with that), but the current game. Insert a clean formatted disk in the drive. Validate on the save icon. The game will save automatically. 7. LOAD: To load and play a game you've previously saved. Insert the disk containing the saved game you wish to play. Click on the load icon. The game will restart at the point where you saved it. 8. TIME: This is useful. For instance, you can calculate how much time you have left to get those 5 Vort skulls into the Changer. 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 Temple of Flying Saucers: 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 personality 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: Religeous 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 uplifting 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 Component for the Spawnomatic. QRIICH: It's a kind of hovering squid, to be seen floating near Zorq. Probably a pet. SAURA: His 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 place the skulls into the Changer 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. Insert 5 skulls into the Changer in under an hour, and you're a Divo. THE EGG: Awarded to an Aspirant who manages to place 5 Vort skulls in the Changer 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 threacherous 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 known as the Foetus. The Hitachi-Gauss Amplifier links you telepathically to the nearest Tuner Network Center. The Gauss lives in a jar at the center. His telepathic voice is a little strange. HOLO-HOLO: To get a thrilling and inspirational message from Protizim Harssk, just hook into a Holo-Holo. TURKEYS: They adore the priestesses. THE CHANGER: Situated in the Master's Orbit. This is where you can leave your skulls, if you wish. When a skull has been inserted, you can try your luck at the three-cup holograph game to exchange one of your objects for another of your choice. You'll need a sharp eye! 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 Network research teams are still working to identify the nature of that hideous catastrophe which plunged our world into the chaotic nightmare we know today, friend. Trust the Network. A WORD TO THE WISE His Raspacious Nullity, SYNAPZ NODUL NERDZ IV, in a fit of insane generosity, hereby consents to the publication of: "KULT". In view of its socially undesirable character. The Management reminds all organic life-forms that thinking of any sort is no longer necessary. Anyone caught indulging in thought processes will be furthured for retraining as Brand X breakfast cereal. * A long time after the Burn. It is the reign of the Tuner Netwerk. The PSI-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 Alonement 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 herded 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 pitiful pockets of resistance. In spite of orders from the Foetus, Raven and Sci Fi fling themselves into the fray. The situation is hopeless, but thanks to his PSI-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 words of their hideously deranged leader, Protizim Harssk, Guardian finally, hack a bloody trail to Zorq himself, you've got to be utterly determined, ruthless, daring death at every turn! You'll need to use your PSI- 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! KULT, with its all-mouse easy-to-handle game system, its infinitely rich graphic animations and the strange splendour of its scenario, offers you an authentic future classic in the universe of computer games. Step into KULT, Exxos commands it! * NEW AND EXCITING !! WIN A CUSTOMISED CERVIKAL CORD !! Yes, it's for real! Faithful Servants of Exxos Inc. have come up with a lulu. A megamarv holog simulation of you know who's cervikal cord! Wowee! All-star SCIENTIFIC MINDS have tried their darndest to tell the difference, and failed 300% ! Your (ex-) friends will grovel satisfyingly. Your NEW acquaintances will ask your advice about MILLIONS of highly intimate problems! HOW DO I WIN THIS DESIRABLE FREE PRIZE? IT'S SO EASY! ______ Simply scratch the little rectangle and sniff the delicious |______| odor. You'll love it. Now here's the hard part. Just remember: This could be your PASSPORT TO IMPORTANCE ! THE BIG QUESTION: What did you scratch the rectangle with? THE BOOK OF ORIGINS & THE BOOK OF SHAME --- ---- -- ------- - --- ---- -- ----- K U L T The Book of Origins Within the Mountain lived the People. From the sky came Zorq, the final 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 people 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 hours she spawned a multiplicity of eggs which hatched forthwith. 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 of each other, down to the last. And Zorq spoke, saying "So much for that 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 from amongst 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. The Book Of Shame The People of the Protozorqs selected a Protizim. And Protizim Krill kept the faith, the Spawnomatik and the Mountain which became the Temple. And when Krill terminated, Prass was chosen as Protizim. And Protizim Pass 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 hatched. 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 Vorts forthwith, for we are covered in Guilt." The spoke a Protozorq, saying "Nay, we deserve no such gentle fate. Out 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 we might see our Guilt before us every day! And when our God, Zorq, finally creates 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 Protozorq's 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 rebrn 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." SEWER SOFTWARE presents....... Karate Kid II Instructions Karate Kid II requires a minimum hardware configuratin of an Atari 520ST or 1040ST computer with one Atari 3.5 in. single or double-sided disk drive plus a colour monitor or TV and one joystick. Loading Place your disk in drive A then turn on your computer. The program will auto-boot and start a demonstration. Press the number 1 key to start a 1-player game, or the number 2 key for a 2-player game. Leave your disk in drive A, it will need to be accessed for some of the later screens. If you have a midi keyboard, connect it to the midi-out socket of your computer. The soundtrack is designed to be played through a Casio CZ101 (or compatible) keyboard as well as the T.V. or Monitor loudspeaker. For other keyboard, set channels 1-4 to vibraphone, synth strings, bass and brass - or similar instruments. Playing the Game 1-PLAYER GAME. In the main fighting screens, you control Daniel, the figure in white, with a joystick in port1 (th non-mouse port). To defeat each enemy you must reduce his strength to zero by scoring hits on any part of his body. Some attacks are more effective than others - and usually more difficult to execute. You will progress from enemy to enemy, each one more skilful, until you lose to one of them. Your game is then over. Your choice of moves when facing to the right are as shown on the center pages. When facing to the left, the controls are reversed left to right so that, for example, pressing the fire button while walking forward will always result in a forward kick, etc. These controls have been chosen for ease of use and the best feel. While there may seem to be rather a lot to learn, after a few games, they will become automatic and you will be able to make your character do what you want him to without even thinking about the joystick. On the bonus screens, you cannot die but you can gain valuable bonus points for success. On the fly-catching screen, move Miyagi's arm with the joystick and snap the chopsticks with the fire button. Here you gain bonus points according to how long it takes you to catch the fly. This can be fairly difficult, but have patience, remember it took Miyagi himself more than 40 years to catch his first fly! On the ice-breaking screen, change the posistion of your joystick as fast as possible to increase your energy (reflected by the speed of the drum), then press your fire button to swing Daniel's arm. Release the button just as Daniel's hand hits the first sheet of ice to gain maximum follow-through. Bonus points are awarded according to how many sheets of ice you break. When you finally meet Chozen in the Castle of King Shohashi, fight him just as the other enemies until you have reduced his strength. At this point, the drum will appear at the top-right of the screen. Then, just as Daniel had to, you must learn the secret of the drum, or die! 2-PLAYER GAME This option is played as for a 1-player game but with a few differences. Daniel's enemy is controlled with a joystick in port 0 (the mouse port). The bonus screens are played by both players, in turn. The winner (not necessarily the highest scorer) is the first to win three bouts. The Castle of King Shohashi screen is not played in a 2-player game. ******************************************************************************* Without fire button pressed Jump /|\ Turn and Punch /\ ^ /\ High Punch \ | / \ | / \|/ Move Back <-------------0-------------> Move Forward /|\ / | \ / | \ / | \ Forward Somersault \/ \|/ \/ Kneel and Punch Duck ******************************************************************************* With fire button pressed Flying Kick /|\ Roundhouse Kick /\ | /\ High Kick \ | / \ | / \|/ Back Kick <-------------0-------------> Forward Kick /|\ / | \ / | \ / | \ Backwards Somersault \/ \|/ \/ Low Kick Sweep ******************************************************************************* Karate Kid Part II Brought to you by Southern Star Thanks to MEZZO again... INTRODUCTION K-VIEW is a full-featured ViewData terminal for the Atari ST series. It is fully GEM driven and is suitable for accessing systems such as Prestel. Facilities are provided for printing or storing of frames. When used with monochrome or medium resolution systems false colour effects can be added to enhance the display. In low resolution all the Prestel foreground and background colours are displayed. Fully automatic logging on with a large variety of modems is supported and the function keys can be programmed with page selection strings or mailbox numbers. An off-line mailbox message editor is provided allowing economic use of the Prestel electronic mail system. K-VIEW consists of the following folders and files: KVIEW.PRG The program itself KVIEW.RSC The GEM resource file KVIEWHI.FNT 16x8 font KVIEWMED.FNT 8x8 font KVIEW.TRM Folder for terminals KVIEW.HLP Folder of help files FRAMES Folder for stored frames ======= MODEMS K-VIEW supports a wide variety of modem types of differing capabilities. These are: Dumb modems such as acoustic couplers or other simple modems which are not capable of auto-dialling. Pulse-dial modems which can be made to dial by pulsing their DTR lines at the right intervals. Eg. WS2000,Demon etc. Hayes SmartModems and Compatibles. Dacom DSL2123AD or other Dacom modems which share the same command set. Tandata Tm512 or other modems which use the CCITT V25bis command set. The modem type is selected on the "Configure" dialogue accessed from the "Term" menu. For most purposes this is all that will be required; however, if necessary the selected modem definition may be edited. To do this, click the "Edit Modem" button of the "Configure" dialogue. This will produce a second dialogue allowing the features supported by the modem to be edited. The contents of this dialogue will depend on the type of modem selected. If No Modem or Dumb Modem is chosen then no editing is possible. Pulse dial modems can have the timing information used for dialing altered. The default values are correct for UK use. In addition it is possible to indicate whether the modem makes use of the carrier- detect (DCD) line. If Yes is selected then K-VIEW will sense the level of the DCD line during auto-logon sequences and wait until a carrier is detected before commencing to log on. If No is chosen then K-VIEW will ask the user to confirm that a carrier has been detected before proceeding. Smart modems have more editable features since K-VIEW communicates with them by sending command strings and these need to be defined. Unsupported features should be left blank. The editable features are as follows: Initialise The string which should be sent to the modem at the start of a session so that it can detect the terminal's baud and parity etc. Start Dial The string which will prefix a dial command. It is sent before the 'phone number. Pause Dial The character which will cause the modem to pause in mid-dial. End Dial The string which will be sent after the 'phone number to actually commence dial. Disconnect The string which will cause the modem to disconnect from the line. Mode Select The string to be sent after the phone number to force the modem into a the required baud rate etc. Success The message that will be sent by a modem if a call is made successfully. K-VIEW also takes the receipt of a ViewData clear screen code (ascii 12) as success. No Carrier The message that the modem will send if it fails to detect a carrier from the remote host. No Dialtone The message that the modem will send if no dial tone is present when an attempt to dial is made. Busy The message that the modem will send if an engaged tone is detected. Unobtainable The message that the modem will send if a number unobtainable tone is detected. Redial Delay The message that the modem will send if it is instructed to redial a call before a time limit set by archaic local Telecom regulations. Receipt of this code will make K-VIEW abandon the call; the user should wait before redialling - Sorry. DTR Line This indicates what DTR line setting is required by the modem. Most smart modems will need DTR high at all times. In this case select High. Some may require it to be taken low to disconnect and high before commands are given. In this case select Auto. I know of no modems which insist on DTR being low at all times ! CD Line If Yes is selected, K-VIEW will ignore messages from the modem during a log-on sequence and measure success only by the level of the DCD line. If No, then the DCD line is ignored and success is measured by reading the messages sent from the modem. This setting is recommended for smart modems. CONNECTIONS K-VIEW communicates with the outside world via the serial(RS232) port. For most applications only 3 wires are required: Tx-data, Rx-data and signal ground. These are pins 2,3,and 7 respectively. Some modems may require other signals. In particular, DTR (Data Terminal Ready), DCD (Data Carrier Detect), CTS (Clear to Send) and RTS(Request to Send). The exact connections required depend on the modem type and can only be finally determined by studying the modem manual and carrying out a few experiments; however, some guidelines are listed below. Dumb Modems: This covers acoustic couplers and modems which cannot dial. Usually a 3-wire connection will be sufficient. Some may require DTR. Use of CTS and RTS is unlikely. Pulse Modems: This covers modems which can be made to auto-dial by pulsing the DTR line. DTR high means that the modem grabs the telephone line and low means disconnected. Clearly such a modem requires the DTR line to be connected. Successful connection to a remote computer will normally be indicated on such a modem by the DCD line. Note that with some modems of this type (such as the Demon) lines performing the functions described above are available but have different names. Be warned that the DTR line is normally left high by the Atari operating system. This means that pulse dial modems may grab the phone line continuously if they are left turned on and connected to the 520. Smart Modems: This covers modems such as the Hayes SmartModem and compatibles, Dacom and Tandata. These modems have their own processing capability and are controlled by command strings from K-VIEW. Most modems of this type will require DTR to be connected. Flow control between the modem (which will have an internal buffer) and K-VIEW may be by CTS/RTS lines. The modem will generally use the DCD line to indicate a successful connection, however, it is recommended that this feature not be used when a smart modem is in use (disable on the modem edit dialogue) since better results are obtained by using the messages that smart modems transmit to K-VIEW. Direct Connect: The nature of ViewData is that you are unlikely to use K-VIEW other than via a modem. Direct connection is, however, possible and CTS/RTS or Xon/Xoff handshaking may be used. K-VIEW does not support serial printers. AUTOMATIC LOGGING ON KVIEW has the ability to completely automate the often messy business of logging on to a remote system. This can include actually dialing the call if a suitable modem is in use. The information required to carry out this process is obtained from the terminal definition dialogue and, possibly, from the modem edit dialogue which is accessed from the terminal definition dialogue. TELEPHONE NUMBER The number of the desired service should be entered here. Spaces may be included to improve readability and if a pause is required (to wait for an outside line for example) then enter the letter P at the appropriate place in the telephone number. (KVIEW will translate this into the character required by the actual modem selected). MODEM TYPE Select the required modem type as described in the modem help section. If a non-standard modem is in use the modem definition may be edited by clicking on the appropriate button; this will produce a further dialogue which is described in the modem help section. LOGGING ON Click on "Log-On" under the "Phone" menu heading. If you wish to time the call select "Call Timer" first. The modem will then dial the call if it is capable of doing this otherwise you will be prompted to dial and indicate the success of the call. If the call fails for any reason an alert message will be displayed to this effect. Smart modems may be able to indicate the nature of the failure. If the call succeeds the screen will clear and you will be connected to the remote system. MANUAL INTERVENTION Manual intervention is possible during the auto-logon sequence. The UNDO key will interrupt the sequence at any point. CALL TIMER The call timer option can be used to display the time between the start of the auto-logon selection and the selection of the disconnect option. DEFINING TERMINAL CHARACTERISTICS The features of a particular terminal configuration can be selected by choosing "Configure" from the "Term" Menu. This activates a dialogue box from which selections can be made. The controllable features are as follows: TERMINAL DESCRIPTION This serves as a reminder as to what a particular terminal configuration is to be used for. This description is also used to create an index of the terminals available. PHONE NUMBER This is the telephone number of the service to be accessed. The use of this entry is described in the "Auto Log-On" help entry. TERMINAL IDENTITY This is the 10 digit customer identity number used by most Viewdata systems. It will be sent to the host whenever an ASCII ENQ (Ctrl E or ASCII 5) is received. The use of this field is optional with most systems but much more convenient than having to remember it and type it in. This number is also sent if F1 is pressed. PASSWORD This is the 4 digit personal password used by most Viewdata systems. It need not be entered in this dialogue and is never sent automatically. If it is entered then it can be sent by pressing F2. BAUD RATE This governs how fast data is transmitted to the modem. Split baud rates are available for use with simple modems and equal transmit and receive speeds for buffered smart modems. HANDSHAKE Can be set to NONE, XON/XOFF or CTS/RTS. None will be appropriate for many situations and with simple modems. Some form of handshaking may be required with buffered smart modems. In this case CTS/RTS is to be preferred since the codes used for Xon/Xoff handshaking interfere with the Prestel cursor display commands. CTS/RTS handshaking requires additional cabling between the computer and modem - see help topic "Connections"for details. Note that hardware handshaking works correctly with K-VIEW although it is not properly implemented by the Atari operating system. MODEM TYPE Select the modem type in use. See the help topic "Modems" for more details about the options available. The modem definition of smart and pulse type modems can be edited by clicking on the "Edit Modem" button of this dialogue. This first has the same effect as the Ok button. SAVING TERMINALS A terminal definition can be saved by clicking on "Save" from the "Term" menu. The stored definition is placed in the KVIEW.TRM folder and can be reloaded by clicking on the "Load" menu entry. All the terminal, modem, false-colour and function key definitions are saved and restored by this process. INDEX Clicking on "Index" on the "Term" menu will produce a list of all the current definitions and their file names. This will also be stored in a file called "TERMINAL.IDX" which may be printed (outside K-VIEW) if desired. KEYBOARD CODES Most keys transmit the character engraved on them; however, to cater for all the requirements of ViewData systems some codes have been changed. Most important for viewdata are the STAR and HASH characters (* & /). These are normally sent using respectively the star and slash keys at the top right of the numeric key pad. The slash key was chosen for ViewData hash since it rhymes with it! Hash may also be sent using F9 and star using F10. Note that the hash key next to the Return key of the main key area does not send a ViewData hash. Other predefined keys are: F1 Send customer identity F2 Send password F3 Reveal F4 Back one page (*/) HELP Repaint page (*00) DELETE Viewdata delete (**) CLEAR Log off (*90/) Cursor Keys send Viewdata cursor move codes. The 10 function keys may have user-defined strings allocated to them. These strings are sent by pressing .SHIFT and the desired function key together. To program the function keys select "Function Keys" from the "Term" menu. This will produce a dialogue showing the current settings for the keys and allowing new strings to be entered. Any key codes may be used. TAB or the down arrow moves between fields or the mouse can be used to select an entry. The most likely use for these keys is for page selection - in this case Prestel requires the string to be in the format "*nnnn/" where nnnn is the page number. The star and hash symbols may be inserted in the key string using the numeric keypad star and slash keys respectively. SAVING FRAMES Incoming frames may be saved for later viewing. The frames are stored with all their display attributes and can be viewed later in colour, say, even if they were stored on a monochrome system. To store frames you must first open a file by selecting "Open file" from the "File" menu. Enter a name for the file; if an existing name is chosen then the present contents of that file will be erased. Stored frames are placed in the "Frames" folder on disc - this folder must be present for this feature to be used. Once the file has been opened frames may be stored by clicking on "Store Frame" on the "File" menu. The file may be closed by clicking on "Close" on the "File" menu. It will also be closed automatically when "Disconnect" on the "Phone" menu or "Quit" on the "File" menu are selected. VIEWING FRAMES Stored frames may only be viewed off-line. If you find the "View Frames" menu entry disabled then click on "Disconnect" - this will enable it. To view frames select "View Frames" from the file menu then select the desired file. The first frame displayed will be the last received. You may move through the file with the following keys: HOME Go to first frame in file / or left cursor Go back one frame * or right cursor Forward one frame P Ascii print current frame D Graphics screen dump ESC or UNDO Stop Viewing Note that the printer functions are disabled if a printer is not connected and on-line when K-VIEW is started up. MAILBOX EDITOR Mailbox messages may be prepared off-line using the editor provided. Click on "Mail Box" on the "File" menu. There is an entry in the resulting dialogue for the recipient's mail-box number and for 10 lines of text. If a mailbox number is included it will be sent before the message and automatically terminated with a /. If this field is left blank then nothing will be sent. This enables the mailbox number to be sent manually or by function key and the recipient's name confirmed before using the editor to send the text of the message. The mailbox editor works like any other GEM dialogue. Note particularly that you must use TAB or the down arrow to move between fields not the Return key. The mouse may be used to select a particular line. Completely blank lines are not sent at all - if you want to have a blank line in your message enter at least one space at the start of the line. The message is automatically terminated by a hash. The various buttons on the editor are self-explanatory:Load and save allow disc saving of messages, Clear erases the current message, Finish closes the dialogue without destroying or sending the message, Help displays this file and Send actually sends the message. When Send is clicked, there is a short pause before the dialogue clears and the message transmission is displayed. COLOURS COLOUR SYSTEMS Full representation of all 8 foreground and background colours is obtained in low resolution. This is the recommended setting for use with K-VIEW. In medium resolution K-VIEW behaves as for monochrome systems. MONOCHROME SYSTEMS There are a number of options for the simulation of colour on monochrome systems. These are accessed by selecting "False Colour" from the "Term" menu. Foreground and Background false colour can be separately selected. The default setting is for foreground to be On and background Off. If both false colour settings are Off, K-VIEW maps all foreground colours to Black and all background colours to White. With foreground set to On, K-VIEW simulates foreground colours by using combinations of text attributes such as bold, skewed, shadowed etc. This improves the appearance and intelligibility of the display. When background is selected On, background colours will be simulated by using grey shading. PROBLEMS WITH FALSE COLOUR The false colour system works well in most circumstances however there are potential problems. You may wish to turn off foreground false colour when the display contains large areas of mosaics which are in a colour represented by skewing (green) since mosaics can sometimes look unattractive with this attribute. Background colour may be turned off when certain combinations of foreground and background make text difficult to read. The false colour representation can be changed at any time and the currently displayed frame will be repainted with the new settings. Browsing on my AMIGA recently, I spied this doc'ette. Perhaps this game is available for the ST? Here's the text anyway.........SP |||||| |||| -LEGEND-DOCS- |||||| |||| Legend is a nice interactive adventure/strategy game based world conquest. The overall objective of each player is to conquer and develop his or her own territory while distrupting the progress of the other player. The game may be played against either the computer or another human, and the players (excepting the computer) are able to select their alignment (benign - good, or malign - evil.) After answering the above simple questions, the computer will randomly determine who will play first. The players will have these major options during their turn: MAP - Take a birds-eye view of the world with armies and buildings in place. You can select INFO here and receive more specific information regarding a selected territory. STATUS - View your income (per turn), your current money, number of territories conquered and owned, and your current spell points. CHARACTER - Browse through this rogues gallery of various armies to find one or more that will suit your standards (or money.) The cost to hire a specific army is listed under "point cost". This amount will be deducted from your gold at the time of purchase. SPECIAL - These special characters, units, and weapon will aid your armies in combat, increase your spell efficiency, assassinate enemy leaders, or steal enemy gold. The special units are Thief, Xelfar, Wenlock, Assassin, Militia, Catapult, Scouts, and Dragon. Only one of each exists, so one or the other of the players may possess each one... not both. Switch to another set of Special units by clicking on one of the four listed and then select "swap". The other four units will then be displayed for selection. Exit to the main menu by choosing "return". TROOPS - This will list your character armies, along with their statistics and descriptions. You may also recruit more troops into an army. The "point cost" will be deleted from your gold, and the computer will randomly add more troops. SPELLS - Each spell has a full discription within the game, along with their spell point costs. The spells are: Sorcery Theomancy Fireball Bow Death Cure Lightning Teleport Life Tremor Charm Berserk Curse Fear Shield Sloth Bless Heal END TURN - Select this to relinquish play to the next person or to go to the deployment/move/attack phase if the other player has already taken his or her turn. BUILD - These buildings/structures each have their own unique properties by which they may benefit you. They can be expensive for what you get, but will pay off in the long run. An army must occupy a territory with a building in it for you to gain from its benefits. The various buildings are: Keep, Mine, Tavern, Temple, and Monolith. LEGEND - Copyright information. QUIT - Reboot game. You will be asked to verify your selection. Overall, the game is enjoyable, but can sometimes get tedious or frustrating. To get the hang of the game, I recommend using the person vs. person mode and simply controlling both forces. The dragon is an extremely powerful ally, but care must be taken in dealing with him. The Thief and Assassin work for money. If you don't keep their pockets full, they'll up and leave their barracks empty. Keep extra cash on hand if you have hired either of these. The Monolith is important to the potent magic user... the more you build, the faster your power will recharge and grow. Good luck. Edited by SEWER POSSUM for the DOC DISC series....... LORDS OF TIME (Level 9) LOOK (You are in your Living Room) EXAMINE PICTURE (it comes to life and Father Time explains your quest) TAKE HOURGLASS N TAKE CANDLE TAKE MATCHES LIGHT CANDLE EXAMINE CLOCK WIND CLOCK (the door opens) IN (You are now in the the 'time machine' the centrepiece of the adventure) TURN COG 1 (to proceed to Zone 1) SWING PENDULUM N (You are now on a Gravel Drive). ZONE ONE: THE PRESENT W W OPEN DOOR OPEN DOOR W UP N TAKE RUCKSACK WEAR RUCKSACK (this increases your carrying capacity) TAKE ROPE EXAMINE RUBBISH TAKE TIN OPENER S W TAKE JEWELLERY CASE E DOWN TAKE SPEAR OPEN DOOR E E E N N TAKE PICK TAKE PLANKS S S W W OPEN DOOR W S OPEN CUPBOARD TAKE CATFOOD W TAKE LOOKING GLASS TAKE METRONOME OPEN DOOR W NW TAKE VALERIAN SE W UP S WAVE VALERIAN (the willow tree explains why it wants to die in fact it MUST be chopped down to retrieve a treasure) N N TIE PLANKS TOGETHER DROP PLANKS (a bridge is formed across the stream) W EXAMINE NARCISSUS GIVE LOOKING GLASS (you now have a 'magnetic' lodestone) ACROSS S UP E SW WAVE LODESTONE UNLOCK DOOR IN TAKE AXE TAKE SHOVEL OPEN DOOR OUT NE W UP S CHOP WILLOW TAKE TEARDROP DROP AXE N UP E SW E E EXAMINE COMPOST (a silver coin is revealed, but you cannot take it yet) EXAMINE COMPOST (a mushroom ring is revealed this is used to summon the Tooth Fairy, later) E EXAMINE PORSCHE TAKE PETROL DOWN (you are now back inside the clock) DROP LODESTONE DROP JEWELLERY CASE DROP TEARDROP DROP HOURGLASS DROP METRONOME DROP VALERIAN SCORE (SHOULD BE 150/1000) TURN COG 2 (To proceed to Zone 2) SWING PENDULUM N (You are standing on splintered ice in a Deep Valley). ZONE TWO: THE ICE AGE N N N POUR PETROL LIGHT MATCH LIGHT PETROL (the wood burns fiercely and the Mammoth is frightened out of it's skin!) TAKE COAT WEAR COAT TAKE TUSK E UP UP TAKE BONE UP (you see a hungry tiger with toothache) OPEN TIN GIVE TIN TAKE TOOTH (the tiger trots happily away) IN S SHOUT TAKE ICICLE N E E (you meet a silver fox) GIVE BONE E BREAK WALL S TAKE CANDELABRA N W S DROP ICICLE (the lake freezes enabling you to cross it) NW NW BREAK CUBE (the Snow Queen is freed and gives you a sword) S IN W DOWN DOWN (you are now back inside the clock) DROP TUSK DROP CANDELABRA DROP SWORD SCORE (SHOULD NOW BE 225/1000) - TURN COG 1 (to return to Zone 1) SWING PENDULUM N (you are on the Gravel Drive). ZONE ONE: THE PRESENT(Second visit) W W OPEN DOOR W W OPEN DOOR W SW E E EAT MUSHROOM LOOK (The Tooth Fairy appears) GIVE TOOTH (the Tooth Fairy offers the silver coin in return) NO (the Tooth Fairy increases her offer to include a firefly) YES E DOWN (you are now back inside the clock) DROP SPEAR DROP SILVER COIN (that was the only time you have to return to a particular time zone the remaining zones are tackled in chronological order) TURN COG 3 (to proceed to Zone 3) SWING PENDULUM N (you are below a Small Hill). ZONE THREE: THE STONE AGE W W (you meet an Allosaurus) E (the Allosaurus follows you) E E E (the Allosaurus fights with the Tyranosaurus Rex and leaves you alone) W W W W W TAKE LEAVES TAKE MIRROR WAVE LEAVES (the Brontosaurus will grasp the leaves and lift you out) E (the Brontosaurus blocks the way!) WAVE MIRROR (it is a magic mirror and the Brontosaurus is sucked into it!) E UP IN DROP MIRROR (it smashes and the Brontosaurus emerges from the broken glass to chase off the cavemen) N TAKE EGG N TAKE STONE POT N TAKE PEBBLE E SE TAKE STONE CLUB E THROW PEBBLE E TAKE FIGURINE W SE (you see a Caveman dragging a Cavewoman by her hair) THROW CLUB (it knocks the Caveman off the bridge and the woman gives you a gold nugget) S SAY EUREKA IN (you see a sign spelling 'JWAAMTETS' unscramble the letters to spell 'JAMES WATT') SAY JAMES WATT IN TAKE WHEEL DOWN (back inside the clock) DROP FIGURINE DROP NUGGET DROP EGG DROP STONE POT DROP TIN OPENER SCORE (SHOULD NOW BE 350/1000) TURN COG 4 (to proceed to Zone 4) SWING PENDULUM N (you are now on a Beach). ZONE FOUR: THE VIKING ERA N (you see a shivering Viking Guard) GIVE FUR COAT (the Guard gives you a Lur) S SE E E DIG (you are in a hole) DIG (you uncover a piece of parchment) TAKE PARCHMENT W READ PARCHMENT (it is a verse giving advice on your next moves) SW PUSH STONE W W W W UP UP DROP LUR (to prevent Pirate Pete from stealing it) E OPEN CHEST (Pirate Pete leaps out and steals one of your possessions) W TAKE LUR (Pirate Pete leaps out again and steals something else but rarely the Lur!) PLAY LUR (the Vikings arrive and drag Pete off they give you an olive branch as a reward) IN CHEST TAKE (OBJECT) (whatever has been stolen from you) PULL HANDLE (the floor slides away and you are back inside the clock) DROP LUR DROP OLIVE BRANCH DROP PARCHMENT SCORE (SHOULD NOW BE 400/1000) - TAKE NUGGET TAKE SWORD TURN COG 5 (to proceed to Zone 5) SWING PENDULUM N (you are now at the End of a Road). ZONE FIVE: THE TUDOR ERA N EXAMINE MILESTONE (it reads "HOPE VILLAGE" ) this is the 'Hope' that you will be asked to abandon in Zone 9!) TAKE MILESTONE E OPEN DOOR IN TAKE ALE (the Bartender tells you that you have to pay for it) GIVE NUGGET TAKE ALE OPEN DOOR OUT E E E (you meet the King's Messenger who is very thirsty) GIVE ALE (he gives you some food) EXAMINE FOOD (hot stuff!!) W W N E E GIVE FOOD (the Dragon eats it and asks if you want a ride on it's back) YES (you and the Dragon fly over the moat, landing on the South Bank just!!) TAKE WING TAKE FROG KISS FROG (the frog turns into a handsome Prince who will now follow you) S IN TAKE GAUNTLET SE W TAKE ARMOUR WEAR ARMOUR S (you see the Black Knight) W (the Black Knight draws his sword) W (the Black Knight attacks you but the Prince springs to your defence and kills him, then removes his body) W DOWN DOWN DIG (you enter a hole) DIG (you unearth a jewelled coffer) TAKE COFFER DIG (back to the clock) DROP COFFER DROP ARMOUR DROP GAUNTLET DROP WING DROP MILESTONE SCORE (SHOULD NOW BE 475/1000) TURN COG 6 (to proceed to Zone 6) SWING PENDULUM N (you are in an Entrance Hall). ZONE SIX: THE MEDIAEVAL ERA N W S TAKE DRINKING HORN TAKE SWEETMEATS N E E S TAKE PLAYING CARDS SHUFFLE CARDS (you find the Joker) TAKE JOKER TAKE BELL RING BELL (the Jester appears) GIVE JOKER (he places the Jester's cap upon your head!) N W UP UP (you notice that the panels here are hollow, but you cannot do anything about it yet!!) N W S TAKE RUG S (the guard dogs bark and are likely to awaken the owners) GIVE SWEETMEATS (the dogs eat them and sleep it off) OPEN OTTOMAN EXAMINE OTTOMAN TAKE JEWELLED CROWN N N E E S S TAKE LUTE PLAY LUTE (you hear ghostly footsteps plod to the short stairs and fade away) N N W S PLAY LUTE (a panel moves revealing a secret door) E (you have now entered the hedge maze!) W W SW E N SE IN DRINK WATER (this makes you strong enough to remove the grate in the Roman Baths, later) N (back to the clock) DROP DRINKING HORN DROP BELL DROP CARDS DROP CAP DROP RUG DROP JEWELLED CROWN DROP LUTE SCORE (SHOULD NOW BE 625/1000) TAKE GAUNTLET TAKE SILVER COIN TURN COG 7 (to proceed to Zone 7) SWING PENDULUM N (you are now on a Flat Rocky Plain). ZONE SEVEN: THE FUTURE W W GIVE SILVER COIN (the Android gives you a Galactic Groat which will buy you a 'Day Pass' at the sports Arena) E N UP UP WEAR GAUNTLET (because the Star is white hot!) TAKE STAR DOWN DOWN S E E N N OPEN DOOR N W (you enter the Swimming Pool and instantly cool the white hot star before it burns through your gauntlet!) TAKE EMERALD E N TAKE MATTRESS TAKE ROCKET S OPEN DOOR S S S E DOWN (the mattress cushions your fall) S E TAKE LIGHTSABRE W S OPEN DOOR W TAKE PHIAL (NOTE DO NOT DROP THIS ITEM ANYWHERE AS IT WILL SHATTER!!) FIRE ROCKET (the rocket shoots up and you climb its rope) N (you are stopped by the Guard) GIVE GROAT (you now have access for ONE DAY) N FIGHT CYBERMAN E EXAMINE WORKBENCH TAKE SCREWDRIVER W (you see some broken robots but don't touch them yet) S IN DOWN (the mattress breaks your fall) TAKE RUBY UP OUT N OPEN ROBOT EXAMINE ROBOT TAKE SILICON CHIP S IN DOWN (the mattress breaks your fall again) DOWN (back to the clock) DROP RUBY DROP SCREWDRIVER DROP CHIP DROP ROCKET DROP LIGHTSABRE DROP MATTRESS DROP STAR DROP EMERALD DROP GAUNLET SCORE (SHOULD NOW BE 775/1000) TAKE DRINKING HORN TURN COG 8 (to proceed to Zone 8) SWING PENDULUM N (you are on a Road Leading North). ZONE EIGHT: THE ROMAN ERA N W IN KNEEL PRAY (The God Mercury appears and gives you a pair of winged sandals) OUT E N N N TAKE BUCKLE (A Gladiator steals the buckle and runs south to the Arena) S S S NE E IN TAKE NET TAKE TRIDENT OUT W SW S S IN THROW NET (it entangles the lion) THROW TRIDENT (it pins the net in place holding the lion securely) WEAR SANDALS TAKE BUCKLE OPEN DOOR OUT E N NE NE NE FILL HORN S PULL GRATE S S (you are getting too hot!) DRINK WATER W W S (back to the clock) DROP SANDALS DROP HORN DROP BUCKLE DROP MATCHBOX DROP WHEEL SCORE (SHOULD NOW BE 825/1000). (You should now collect the eight ingredients gathered so far for the final zone!) TAKE TEARDROP TAKE TUSK TAKE EGG TAKE OLIVE BRANCH TAKE WING TAKE CAP TAKE CHIP TAKE BUCKLE TAKE MILESTONE TURN COG 9 (to proceed to Zone 9) SWING PENDULUM N (you are in a field of flowers, which could be paradise but definately isn't!!). ZONE NINE: THE FAR FUTURE S (you see a notice which reads "Abandon Hope All Ye Who Enter Here") DROP MILESTONE (Father Time appears and says "Do not be afraid. What you are about to see is the future if the Timelords win. There is still time to defeat them". The door opens) S S S DOWN W S DIG (you loosen the bottle) TAKE BOTTLE (poison!) N E S UNLOCK CAGES (the animals bound away) S UNLOCK BARS (the people are free and hurry away, handing you a reward it is the box with the evil eye and is the final ingredient needed to complete your quest) E E IN DOWN DOWN (the plant is digesting you!!) DROP BOTTLE (it smashes and releases liquid paraquat which kills the plant) E E UP UP UP TAKE CLOAK WEAR CLOAK (it renders you invisible) OPEN TRAPDOOR UP (you are now under the table of the nine Timelords!) UP (you are behind the Timelords, but they cannot see you!). (YOU HAVE ONLY TWO MOVES IN THE MISTS OF TIME SO THROW JUST TWO INGREDIENTS, SEPERATELY, INTO THE CAST IRON CAULDRON!!) E THROW TEARDROP THROW TUSK W E THROW EGG THROW OLIVE BRANCH W E THROW WING THROW CAP W E THROW CHIP THROW BUCKLE W E THROW BOX. FINAL MESSAGE "The recipe is complete! Your surroundings fade away as the structure of time is repaired. You have won!..........You score 1000 out of 1000". * * * * * * * * * * * * * * * * * * * * * * * * * * * * * LEADER BOARD GOLF SIMULATION (NEED KEY FOR JOY PORT #2 TO PLAY GAME) CLUB TYPE MAX RANGE MID RANGE MIN RANGE 1 WOOD 280 YARDS 210 YARDS 150 YARDS 3 WOOD 250 YARDS 179 YARDS 130 YARDS 5 WOOD 235 YARDS 168 YARDS 115 YARDS 1 IRON 220 YARDS 160 YARDS 110 YARDS 2 IRON 210 YARDS 148 YARDS 100 YARDS 3 IRON 200 YARDS 136 YARDS 90 YARDS 4 IRON 190 YARDS 125 YARDS 80 YARDS 5 IRON 180 YARDS 117 YARDS 70 YARDS 6 IRON 170 YARDS 105 YARDS 60 YARDS 7 IRON 155 YARDS 93 YARDS 50 YARDS 8 IRON 140 YARDS 82 YARDS 40 YARDS 9 IRON 115 YARDS 63 YARDS 30 YARDS P/W 84 YARDS 42 YARDS 17 YARDS YARDS SHIT GAME! Check out DOGS OF WAR (ELITE) if you want a really good IKARI WARRIORS style game!!! SP. L E A T H E R N E C K Player Control Leatherneck is a one, two, three, or four player game. Two men are controlled with joysticks in the normal game ports. The other two men are controlled with the joysticks plugged intothe special MicroDeal dual joystick adaptor (attached to the parallel port on your computer). This is optional and not necessary to be able to play the one or two-player game. At the start of each game adn man who is not under direct control of a player will die in a few seconds, so the selection of 1,2,3, or 4 players is auto- matic. A game can be started by pressing an joystick button. Note: When a game is started you must make some sort of joystick movement or the computer will think you do not wish to play, and your player will die. The Game The object of the game si to score points by surviving and advancing as far as possible through the treacherous jungle. You will have to defend yourself vigorously in order to survive the enemy attacks. You must avoid the enemy, their machine gun fire, and grenade explosions. To advance, simply walk up the screen while defending yourself with your own machine guns and hand grenades. You will receive another cammando warrior at 10,000 points. The program will save the top 3 scores to disk. The other scores will only be saved until the machine is rebooted. Caution: If you are playing as a team, avoid shooting you team members, or throwing grenades where the explosion may endanger them. Advance as quickly as possible, but beware of being in too much of a hurry. Status and Score Windows On the right hand side of the screen is a status area which displays for each player; a score, number of lives remaining, current weapon in use, and the amount of amunition left for that weapon. A bullet in the status area represents how much amunition you have left for your current weapon. When the bullet is full you have maximum ammunition, as you fire your weapon, the bullet will slowly become shorter until it is completely gone. You will not be able to use that weapon again until you collect more ammunition. Ammunition supplies can be found along the way and are picked up automatically by walking over the box. Ammunition boxes contain equal amount for each weapon, so don't rely on just one weapon. A heavy machine gun has a longer range, a light machine gun will fire faster, and grenades can be thrown over obstacles. Note to Dr. Icepick - to make this easier to understand, a heavy machine gun is like Stroh's regular, a light machine gun is like Stroh's light and the grenades would be like a keg of draft. Weapon Controls Your current weapon can be changed one of two ways. The first is by moving your joystick rapidly right, left, then right again. Secondly a player may change his weapon by striking a key on the keyboard. The keys are listed below. Player 1 Any key to the left of the 7, Y, H, B keys inclusive, on the QWERTY keyboard. Player 2 Any key to the right of the 8, U, J, N keys inclusive, on the QWERTY keyboard. Player 3 Any of the arrow keys may be used. Player 4 Any key on the numeric keypad. Joystick Controls Player 1 Is controlled by a joystick in the non- mouse port on the computer. Player 2 Is controller by a joystick in the mouse. Players 3 & 4 Are controlled by joysticks plugged into the MicroDeal joystick adaptor cable. Function Keys F1 Aborts the current game. F6 Switches on/off player 2 (You must press F6 to enable Player 2) F8 Pauses current game. F9 Resumes play. F10 Switches on/off the 3 & 4 player mode. Note: If the F6 key has been pressed to activate player 2 and a mouse is connected you will not be able to advance up the screen. Also, if the F10 key has been pressed to activate the 3 & 4 player mode and there is a printer cable connected, you will not be able to advance up the screen. To correct this, simply press either F6 or F10 to turn off the unused players. This file was laborously typed by Stanley. Edited by S.P for SEWER DOC 13 Licence To Kill The Aim Of The Game. Become James Bond in his latest adventure and destroy the evil drug smuggler Sanchez. Guide 007 as he fights it out on Cray Cay over Miami bay and underwater on his way to the final confrontation in 18-wheeler fuel tankers. Defeat Sanchez and give Bond what he wants - REVENGE. Scene 1 Part 1 Bond and Felix Leiter swoop low in their helicopter over Cray Cay to prevent Sanchez escaping with his beautiful girlfriend. Avoid all tall buildings and shoot out the gun emplacements as you gun down his jeep. Remember - the faster you fly the lower you go! Part 2 Bond leaps into action and sets off on foot to catch Sanchez. Watch out - many of Sanchez' henchmen have been deployed to ambush you. Duck and shoot your way through while collecting extra magazines. Watch out for the oil barrels as they explode after four direct hits. Can you make it back to Felix in the waiting helicopter? Your wits and your 15-shot Beretta can make the difference! Part 3 Bond is lowered by rope from the helicopter as Sanchez attempts to escape to Cuba in his aircraft. Guide 007 onto the back of the dodging plane and attach the tow rope. Remember Felix can't guide the pilot if you are in clouds and time is running out! Position Bond directly over the tail of the plane and press the fire button to "lock-on" - it's not as easy as it sounds. Scene 2 Part 1 007 dives into the thick of it as he interrupts a 'Drop' by the drugs smuggler. They set off in hot pursuit and Bond must swim for his life as divers are launched against him. Swimming underwater stops the boats from firing, but what about the divers? Destroy the drug caches for a bonus. Armed only with a knife, can you hold out until the 'Drop' plane arrives? Part 2 Harpoon the seaplane's pontoons and you're off in a high speed chase as you waterski barefoot behind the seaplane. Watch out - high speed catamarana have been launched to catch you. Weave your way to the seaplane to gain control and escape! Scene 3 You have destroyed Sanchez' drug factory only to find he has escaped you once again. You must prevent Sanchez reaching the border with his drugs haul stored in 18-wheeler tankers. In the chase sequence to end all chases you must destroy each tanker in turn until you reach the final tanker containing Sanchez. Be on the lookout - Sanchez has Stinger missiles to prevent you using your LICENCE TO KILL. Once you have mastered each sequence, improve your score by going round again - but this time it will be much harder. Controlling Bond Bond controls a variety of vehicles by moving left and right to dodge/steer. Push forwards and backwards to accelerate and decelerate. When running, aim by pressing the fire button to go into fire mode. Moving left and right moves the aiming reticle and pressing the fire button again shoots in that direction. Push forward to continue running. At certain times a reticle will appear telling you to Jump, Shoot etc - press fire to do this. Status Panel Underneaththe 007 logo a system panel is displayed which changes with each stage. This gives Altimeter/Radar/Ammunition rounds, countdown timer, oxygen level, take-off speed and miles to border in sequence. The bottom window displays the score/lives panel. @ 02/07/89 The Phantom Lord Now these I could have done with a year ago!...Oh, well better late than never. These are AMIGA docs...not that the ST version looks or plays any differently! S.P MERCENARY DOCS GAME PLAY: The object of the game is to search the tunnels and collect items that you need to get off the planet. These items have names like Photon device. You will be able to tell which are the technical items. There are some geometric shapes that are actually keys. If you have a certain shape on you, you will be able to go through doors that were locked to you before. When you pick "keys" up the game does not tell you it a key. In order to enter the tunnels you must find an elevator. I have found several and will tell you where one is just to get you started and to show you what they look like. (An elevator is located at 09-05 on the grid.) When you go down in an elevator you will always end up in an underground hanger. You will save a hell of alot of time if you map the tunnels underground using door locations and room colors to identify the different rooms and how they interconnect. While underground you will run across three types of doors in addition to the different shaped doors. A door with an "X" on it is some kind of teleportation device. (I never could figure out a pattern to were it took me.) If the elevator turns black it is will only go between two locations, if it turns blue it can go to several different places. A door with an "/" on it will take you to the same place every time. Be warned there is no way back from this place (at least that I have found) and I spent along time walking the surface to get back to my space craft. The third type of door is simply a blank door that will take you into the next room. When you think you have everything you need enter your craft and fly to the white dot in the sky. You will find an orbiting station, NOW, I don't know what to do when you get to the orbiting station because I didn't save the game and I accidently walked off the platform (try this after you save the game...its a great fall), so I haven't escaped from the planet yet. But this is the basic idea. Also, as you collect items your craft will fly faster and faster until you have the ability to get to the orbiting platform. The ground speed of your craft will also increase. Well, I just that's enough about the game except the controls. CONTROLS: E : operate elevators B : Board craft L : Leave craft W : Walking speed R : Running speed : Freeze location : Get object : Drop object 1 - 0 : Throttle F1 - F10 : Reverse throttle : Fine tune throttle decrease : Fine tune throttle increase HELP : Start over (scatters what you have found over the ground) ESC : Save game Numeric keypad : Load game Numeric keypad : Abort "saved game" load __________ COMPASS DIRECTIONS: | A - B | |--------| |LOCATION| |--------| (-B) 00 | (-A) 270 ---|--- 90 (+A) | 180 (+B) ALL NUMBERS ARE DEGREES In other words, if you wanted to reduce the number in the "A" position, you would change your compass heading to 270 degrees. Likewise to increase the number in the "B" position you would change the compass to a 180 degree heading. Of course changing the heading to lets say 45 degrees would increase the "A" number while decreasing the "B" number. The whole map is one giant grid so you should soon be able to go exactly where you want to go. COMBAT: If you start shooting up the buildings on the surface you will soon be attacked by either or both sides in the war (depends on whose buildings you are shooting up). The best combat strategy I have found is, as soon as the red light above your COMPASS comes on (indicating an attack) press the spacebar to freeze your craft. Start rotating around and look for a moving white dot, this will be the attacking ship. Try to pick him off as he goes by. They are very good and don't often miss, so don't miss on the first shot. If you do miss, try hitting "0" which will quickly move you. Then hit the space bar again and rotate to get another shot at the attacking craft. DOCS by <<> I've not played this game enough to know what all this means......S.P OK, FOR THOSE OF YOU WHO COULD WANT THE VOCABULARY FOR THE SECOND PART OF NAVY MOVES, HERE IT IS: END TRANSMIT RISE,SURFACE,EMERGE OPEN DOOR,OPEN LATCH,OPEN WALL STOP MACHINES,STOP MOTORS,STOP ENGINES,STOP MOTOR MISSILES LIST THAT'S IT, THE PLAY IS TO KILL ALL CAPTAINS AND SEARCH THEIR BODIES TO FIND ALL THE CODEWORDS THAT YOU'LL NEED TO : 1-STOP THE ENGINES 2-RISE TO THE SURFACE 3-CALL HELP 4-ARM THE BOMB I NEVER FOUND THE TERMINAL TO CALL HELP BUT I MADE ALL THE REST AND I BLEW WITH THE SUB... IF SOMEONE KNOW WHERE IT IS, PLEASE INFORM ME... SPREADLINE/QUARTEX! This is a review of NEODESK, a utility that a lot of serious ST'ers (those who know more than where you plug the joystick in) prefer.The article is plagiarised heavily from an ST NEWS article and I wanna thank The Animal House for sending it and others. SP "NeoDesk"is a kind of custom desktop program, that allows the user to work on a regular desktop with extra features. These features included editable icons, up to 7 windows open at once, batch file support, keyboard equivalents to mouse operations, high-speed file operations, ability to place files on the desktop (just like with the MacIntosh), enhanced disk format routines, enhanced 'Show Info', high-speed file rename, keyboard reboot, ability to auto-execute a batch file and much more. The version 2.0 additions The main difference with the current version when compared with the old one, is that it actually exists of two parts: The master shell (which takes up 24 Kb of memory) and the rest of the program, that takes up an additional 100 Kb. If you want to, only the main shell will remain resident in memory when you load a file - "Neodesk" will then only occupy 24 Kb of memory. When you exit the program, the rest of "Neodesk" has to be reloaded. Thus, it is hardly useful to turn this option on when you only have a floppy drive. I now have "Neodesk" installed on my harddisk and it works very well. (The reviewer does...not any of us!) Well, what does version 2.0 add to all the goodies? Apart from the fact that it doesn't have to consume that much space in memory any more, is also features some more new options: Show as text (with multiple text sizes and the ability to show in columns; you also don't have to show all specifications of a file), background picture support, custom windows (20-30% faster), scrollable window information line, send window to back button, editable 20-character volume name (displayed at bottom of all windows), auto-execute any program at boot-up, expanded icon limits, twister format support for Mega ROMs (TOS 1.2 and above), replacement control panel (includes screen saver and corner clock!), enhanced printer queue, 'bomb' error trap and much more. Who made this revolutionary new desktop? The author of "Neodesk" is Dan Wilga, a 20 year old student at the University of Massachusetts studying Computer Science. He developed the concept for "Neodesk" when he purchased Mark Williams C and was disappointed with the fact that he was being forced to compiler his programs from a "Command Line Interpreter" rather than from the desktop. Thus, "Neodesk" was born. He simply wrote a basic desktop shell which would allow him to have "environmental variables" which he needed to be able to compile from the desktop. From then on, the rest is history. 'Bugs' I've worked regularly with "Neodesk" for over a month now (strange...it seems a lot longer), and I have encountered some minor 'bugs' in it. First of all, the 'Format' options totally and utterly crashes your system when one has the French "Turbodos" program installed. This is rather a nuisance, but can easily be evaded when one quits "Neodesk", formats a disk, and reloads it. The 'enhanced format options' (10 sectors per track and stuff like that) are only accessible when you get rid of "Turbodos" temporarily. The second one is no real bug. "Neodesk" allows you to put files from any drive and in any folder on the desktop. This means that you can select a file quick and easy without having to open the drive window or dig into any folders. This is of course very nice. But "Neodesk" doesn't change the current path to the proper path when a file inside any path is loaded from the desktop (outside the window). This means that files that belong to the program but that need to be in the same directory will not be found (e.g. with "DB Master One" and "VDU"). But, again, the latter might not be a bug but something Dan considered handy. One never knows. The manual The manual, an eighty page booklet, looks very nice and is very well written. It is very easy to leaf through, but I found a register missing when I was looking for some specific info. Still, I wish ALL software manuals would at least look like this; I've seen worse with much more expensive programs. It is clearly illustrated and uses common English that can also be read by people who aren't much into foreign languages (like yours truly). Concluding Yeah, the conclusion. It is pretty obvious: If you like the idea of having an extended desktop, "Neodesk" is the answer for you. There is nothing comparable anywhere. onclusion. It is pretty obvious: If you like the idea of having an extended desktop, "Neodesk" is the answer for you. There is nothing comparable anywhere. Another adventure solution brought to you by Sewer Pom and Sewer Software. It was then edited by Sewer Rat for Sewer Doc Disk Number 10...thats why it's on this disc! NEW ADVENTURE Part One Welcome to the wonderful world of Adventure! The game called "NEWADV" is the latest expansion of the ever-popular "Woods-Crowther" Adventure game. The object of the game is to collect treasures and leave them safely in the building...in the correct place and state. This file will walk you through the game. It's a long process; be prepared to spend a fair amount of time on it. You start out outside of the well-house. This is the building where you leave your treasures. But first, a cautionary note: There is a pack rat who wanders around outside the cave. In order to protect yourself, you must hide any articles you're going to need in the cave. So I'll be telling you to pick up some things that you won't use until later. Enter the building and get the lamp and the matchbox. Go into the storeroom and get the keys, food, and bottle. The other articles are not necessary. The yellow pill is to heal you if the rat bites you, but he only does that if you attack him, and you aren't going to do that. Go out and go south until you get to the grate. Unlock it, and drop articles so that you can pick up the cloth bag and drop it just inside the grate. Then go back out and get your things, and re-enter the cave. Proceed west, picking up the cage and the black rod on your way. Go one step past the bird and drop the rod. Then go back and get the bird, and return west and get the rod (the bird is afraid of it, so you had to hide it). Go down the steps and west to the fissure. Wave the rod and a bridge will appear. Go back to the Hall of Mists, and down to the Hall of the Mountain King. At some point, a dwarf will come along and throw an axe at you. Retain this axe and throw it to kill any other dwarves that appear. There are five dwarves, so if you count and you've killed five, you can discard the axe. Also, sometime the pirate will pop out and steal all your treasures. When this happens, you can either go get them immediately or finish what you're doing first (if he didn't take anything you needed to do so). Once he does so, his chest appears at the end of the maze west of the Hall of Mists. All of the things he stole from you are in it, and you will need the keys to open it. Sometimes there will be so much that you can't lift it. Then you have to make multiple trips (a pain). To reach his chest, go to the "west end of the Hall of Mists" and take the following directions: South, east, south, south, south, north, east, north, east, northwest. Take the chest, if you can. If it's too full, unlock it with the keys and take as much as you can out of it. Then go southeast and north and down the pit. You will find yourself in the bird chamber. You can then go to wherever you want to store the things with one caution. Do not try to go down the steps to the Hall of Mists if you are carrying the gold nugget. It's too heavy and you'll fall and kill yourself. Okay, back to the cave. You're in the Hall of the Mountain King confronting the snake. Open the cage, and drop the bird and the cage. The bird will chase the snake away. Take the soiled paper out of the cage; it's valuable later. Then go northeast to the Throne Room. You may have to keep trying the NE command. Once in the Throne Room, go east and get the crown and return to the Hall of the Mountain King. Go to the South Side Chamber, drop the crown, get the jewelry, then "wear crown," and return to the Hall. Go north to the "Y2 room." This is the center from which your explorations of the cave take place. It is a magic room because if you use the word PLUGH in it, you will be transported to the building (PLUGH in the building brings you to Y2). Drop everything but the lamp, axe (if you have it), and rod. Go back to the Hall of the MK, picking up the lyre on your way. Go west (get the coins) to the "east end of the long hall". Go south to a crack that widens to the south. If you get a dead-end crack, go north and south until you get the right one. Continue south to the cloak room. NEW ADVENTURE Part Two In the cloakroom, you will find the dreaded Wumpus. The only way to get the velvet cloak is to yank it (YANK CLOAK) out from under the rocks. Unfortunately, this not only wakes the Wumpus, it also blocks the entrance to the room. The only solution is to run like heck; but run the right way. Follow these directions: Northwest, north, down, and east three times to the east side of the fissure in the Hall of Mists. Don't waste any steps on the way, and don't stop, the Wumpus is right behind you. When you reach the *east* side of the fissure, wave the rod. The bridge will vanish and the Wumpus will die in the fall. Wave the rod again to rebuild the bridge, because it's handy. Then you can discard the rod. Now, recross the bridge and pick up the silver horn you passed. Then go back east to the Hall of Mists, and go South to the Nugget of Gold room and get the nugget. Return to the Hall of Mists, and say Y2 to get yourself back to that room. Drop all your treasures. Take the lamp, axe, horn, and bottle, and wear the crown. Go to the Arched Hall (S,D,W,D,N,UP) and blow the horn. Return to the Complex Junction and drop the horn. Proceed west to the west end of the Twopit Room. Go down the west pit, open the bottle and water the plant. It will grow, but not enough to reach the hole above your head. So you need more water. The closest is at the Reservoir (UP,W,UP,N,N). Fill your bottle, return to the pit, and water the plant again. It now has grown enough. Go to the east pit and fill your bottle with oil. Then return to the west pit and climb the beanstalk. Go West to the Giant Room and get the eggs. Then go north to the rusty door. Oil it, and proceed North to the waterfall. Jump down the waterfall and you'll arrive at Sword Point. Be certain you are wearing, not just carrying, the crown and yank the sword from the anvil. Go east to the slide and down to the Misty Cavern. Go to the Alcove (west) and drop everything so you can squeeze east through the tight tunnel. Fetch the emerald and go back and get all the other things. A word about the weights of things. For some reason you can always wear something, but you may not be able to "take" it. So if you can't pick everything up, drop the crown, pick up whatever else, and then WEAR CROWN. Go NW and south to the Oriental Room and get the vase. NEVER drop the vase unless you're in the same room as the pillow (you'll find it). Go SE and you're back in the Swiss Cheese Room. Go to the Complex Junction and drop the crown, eggs, emerald, and bottle. Go to the Arched Hall and go north and west from there to the Crypt. Climb down, pick up the candle and go south and west to the Gothic Chapel. Take the grail. Return to the cathedral, and take the hidden south passage to the natural bridge. Wear the shoes. Now go to the east side of the Cathedral. Wave the sword to chop down the brambles and then immmediately put the rose in the vase (else it will wilt). Carry everything back to Y2 and leave it. Do *not* drop the vase until you have the pillow, keep carrying it. Go West back to Bedquilt and up until you get to a north/south passage. You may have to try several times, the Bedquilt is very confusing. Once you get to the passage, proceed north to the window, and pick up the can. Go back to Bedquilt, and go to the Swiss Cheese Room. Go east to the soft room and get the pillow. Take everything back to Y2 and leave it there (drop the pillow before the vase). Then take the lamp, axe, can, lyre, and cloak and say PLUGH to return to the building. Turn your lamp off. NEW ADVENTURE Part Three Exit the building and go west to the forest. Take the mushrooms. Go north to the salt marsh and take the pole. Go South and west to the beach and take the box, and north and up to Ocean Vista and take the flowers. Then go down and into Thunder Hole, and walk East. Play the lyre to put the dog to sleep, and go east to the tiny door (you have to jump the river). Here you play Alice in Wonderland. Eat the mushrooms and you will grow. Now you can reach the ledge where the key to the tiny door is. Take it, and then eat the tiny cakes on the ledge. You will shrink back to normal. Now, if you've played this before, you've probably run into an obnoxious little man who kicks you on the knee and yells PHUCE at you. Use this word to shrink yourself down to the size of the door. Open it and discard the key. Enter, and use PHUCE again to grow to your normal size. Take the boat, and put the pole, lyre, and can in it. You have to have the pole to propel the boat, but it can just lie in the bottom. Go south to the gravel beach. Leave the boat, turn on the lamp, and go east to the Apiary. Feed the flowers to the bees, and take the honeycomb back and put it in the boat. Turn off the lamp. Now go north and east to the east side of Blue Grotto. Put the trident in the boat and, still in the boat, go north again. Open the can, put the green stone in it and close the can. If you don't close it, you will get radiation sickness and die. Leave the boat, turn on the lamp, and go up to Fairy Grotto. Wear the cloak, then go East to the Hall of Ice and get the diamonds. Return to the Fairy Grotto, and turn your lamp off. Go south to the Crystal Palace (you can't get in with your light on). Take the opal and go east to the yellow path. There is a hidden passage to the north. Go up it (lamp back on) and get the cask. Then go back through the Crystal Palace and SW and down to your boat. Put everything in the boat except the lamp and the axe. Go south to the east side of the grotto, and leave the boat. Ascend to the bat cave and get the shovel. Proceed east, then up over the Tongue of Rock, then East again, picking up the broom, sapphire, and card. Then SE at the Elbow you reach the Rotunda. Enter the phone booth. If the gnome beats you to it, just keep leaving the room (going east then west is easiest) until you can get in. Kick the phone and take the slugs. Then go to the Conservatory (east) and get the flute. Open the piano and take the letter out (this is the "official" paper if it ever asks "which paper"). Return to the boat, and drop your treasures inside. Go back to the Tongue of Rock, north and down to Lost River Canyon. Take the ring from the Wumpus' finger. Now return to the boat and put everything but the lamp and axe in it. Take the boat to the west side, and north to the dark cove. Take the cask and go northeast, up, and east to the Winery. Fill the cask with wine, return to the boat, and return to the west side of the Blue Grotto. Take everything out of the boat except the pole. You should be able to carry it all, but make two trips if you must. Say PHUCE, go out the door, and say PHUCE again. Now go to Ocean Vista and play the flute. The pack rat will appear and will throw himself off the cliff to his own destruction. Now you don't have to worry about him stealing your things. Go to the beach and drop the shovel. From here you can just say "B" to get back to the building. Drop everything, then return to the beach and use the shovel to dig three times. Discard the shovel, and take the conch shell back to the building (your hands were probably too full before). Leave everything in the building except the wooden box. Go back to the grate where you hid the cloth bag and get it. Then go north until you enter the swamp. Go east from there and you'll find some bubbling wet sand. Open the bag, pour the powder (it's cement) and the quicksand will become concrete. Drop the bag, and go north to the ravine. Be certain you're carrying nothing but the wooden box and go down into the ravine. Drop the box and place the marble statue in it. Then climb back up and go east to the cliff. Climb the vines and get the rope. Go down, part the vines, and go through the defile and NW at the bend and get the shamrock. Then go back through the defile. From here, also, the letter "B" will get you to the building. Since the rat is dead, you can now move all the things you've hidden in the cave to the building. Then get the tools you're going to need for the next sections of the game. These are the lamp, axe, candle, keys, eggs, shamrock, ring, rope, honey, card, trident, broom, slugs, and flute. Get all these things to Y2. Now take the lamp, axe, broom, slugs, and trident. Go to the dusty room and sweep it to find the combination to the safe. Discard the broom. Go to the Shell Room and open the clam (you needed the trident). Chase the pearl down and get it. Then return to the Hall of the Mountain King. NEW ADVENTURE Part Four From the Hall of the Mountain King, go SW until you get to the secret canyon. You may have to try several times. Continue west to the dragon room. Kill the dragon (when it asks if you want to do it with your bare hands, say yes). Then take the rug and return east to the Hall of the Mountain King. Go west, west, and south to the west end of the long hall. Now you're going to enter the maze and get fresh batteries in case you need them later. From this point, go south, south, east, and south to the vending machine. Put the slugs in the machine and take the batteries. Then go north, southwest, west, and down to the long hall again. Return to Y2 and leave your treasures. Take the lamp, axe, honey, keys and eggs. Go to the Oriental Room and then east to the low room. Go NE to the sloping corridor and up to the Troll Bridge. Throw the eggs to the troll and then cross the bridge. From there, go NE, East, NE, and East into the Chamber of Boulders. Take the spice, then go West, South, SE, South and East into the Barren Room. In the Barren Room, feed the honey to the bear (FEED BEAR HONEY), and unlock the chain. Take the chain and the bear and return to the troll bridge. When you try to cross, the troll will stop you. Drop the bear and he will chase the troll away. Leave the bear; he's too heavy to cross the bridge. Go back to the Twopit Room, and climb back up to the Giant Room. Say FEE, FIE, FOE, FOO and the eggs will appear. Take them and go back to Y2. PUT SPICE ON FOOD, then drop everything. Take the lamp, axe, food, flute, card, rope, and candle. Wear the ring and the shamrock. Go to the east portal of the Gothic Cathedral. Go northeast and north from there to the Elephant's Burial ground. The tusk is too heavy now, you'll have to come back for it. Go on North to the boulder. Now, eat the spiced food and you will be strong enough to move the rock. Then go on to the bottom of the well. Drop the rope and take the handle. Then play the flute three times and climb the rope out of the well. Turn your lamp off. Go west to the Central Court, put the handle in the winch, and turn the winch. Drop your treasures. Go north to the big door, and put the card in the slot. Go north into Lord's Keep. Go west to the Aviary and get the bird. Return to the Great Hall, then go north and northeast and north to the Kitchen. Open the cabinet, and put the candle on the dumbwaiter. Leave it. Go to the room off the east hall and get the knapsack. Then go back to the Central Court and drop the things. Return to the stairway and go northwest this time. Find the colored door. Again, if you have played the game in the past, the leprechaun has zapped you back to the grassy knoll (where he kicked you before) with the word FNORD. This word also appears in the instructions for the game (the computer tells you its language is Fnordish). This is the clue to the colored door. Push the tiles in order so that the first letter of their color spells out FNORD. Be very careful not to make any mistakes or typos. (The order is Fuschia, Nacre, Orange, Red, Dun). Enter the vault and take the shield. Return to the Central Court, picking up the tapestry. Make however many trips you need. Drop all the treasures. Now you're ready to take on Ralph the giant centipede. Go south across the drawbridge, west to the cliff and part the vines. Enter the recess and take the fleece. Immediately go out, east, and north. You have no time to spare. When you're there, turn the winch and raise the drawbridge. Ralph will be disgusted and return to his lair. Turn the winch again and lower the bridge so you can use it. Take as many of the things as you can (you can wear the knapsack, shamrock, and ring), and go south, through the defile, and say "B" to return to the building. Drop everything, and go back and get anything you couldn't carry. Fill your bottle with water and pour it over the black bird. It will be changed to a valuable jeweled statue (the Maltese Falcon as a matter of fact). Take the flute, axe, and lamp, and return to Sham Rock. Climb it, take the pipe, open the pouch, and put the tobacco in the pipe. Then go to the Elephant's Burial Ground and get the tusk. Return to the building via the castle (play the flute and climb the rope) so you can save your lamp. Take the pipe with the tobacco in it and the matchbox and go to the concrete pavement. The swamp is tricky, so follow these directions: Go west and northwest. Here, stop and light the match and then the tobacco (you're smoking the pipe). Go northwest again and say "Yes" when it asks if you want to go on. The tobacco fumes will drive away the mosquitoes, and you will find yourself at the rat's lair. Take the mystic amulet and anything else he might have stolen from you (the leather sack and poster are not useful). Then go east, south, and east twice to get out of the marsh. Say "B" to return to the building. The pirate *must* show up and take your things at least once, or his treasure chest doesn't appear. So if he hasn't by this time, take the lamp and the amulet (and the axe, of course) to the cave and rub the amulet. One turn later, he'll pop out and steal it. See above to find the pirate's chest. NEW ADVENTURE Part Five You have arrived at the last big puzzle of the game. In the building, take the knapsack, matchbox, "official" letter, and the lamp. Go out of the building and east to the helicopter. Board it. When the orcs see your letter, they'll let you in. Push the button twice and you'll be at the mine. Exit the chopper and go east into the mine and into the engineer's room. You can push the green button to turn the lights on and save your lamp. At any rate, push the red button to start the pumps. Go out and into the engineer's room three times (you're pacing). Read the gauge to be sure it's zero, and push the yellow button to stop the pumps. Go back out to the helicopter and push the button twice again. Exit to the west court of the castle. Go to the kitchen, light a match, and light the candle. Pull the chain on the dumbwaiter. Go back to the chopper immediately and push the button *once*. Exit, go east into the mine again, and down to the bottom of it. Drop everything and go through the tight tunnel. You will find the silver ingots and the dumbwaiter with the candle on it. Put the ingots in the dumbwaiter and go back to the mine entrance, picking up all your things on the way. Go out to the ledge and north until you are above the castle courtyard. Be certain you are wearing (not just carrying) the knapsack, and jump. Your parachute will open and you will land in the Secret Garden. Discard the knapsack, take the apple, move the bar, and go back into the castle. Go to the kitchen, pull the chain, and retrieve the ingots from the dumbwaiter. Go south to the cliff, through the defile, and west to the south side of the ravine. Lo and behold, pumping out the mine has floated the box (with the statue...remember that?) so that you can take the statue. Get it and return to the building (use "B"). You now have all of the treasures but one. Take just the lamp and axe and say PLUGH. From the Y2 room, the word PLOVER gets you to the Plover room (where you found the emerald). Go down the dark corridor and get the platinum pyramid. From Plover you can say Y2 and then PLUGH to get back to the building. The time has come to store your treasures. Open the safe by giving the combination (just the numbers). Put the following items in the treasure chest: The nugget, cask of wine, ivory tusk, fleece, tapestry, shield, and trident. The chest itself, the vase (containing the rose), the rug, and the statue just stay in the room. All of the other treasures go in the safe. These include: The diamonds, horn, jewelry, coins, eggs, emerald, pyramid, pearl, spice, sword, crown, shoes, lyre, sapphire, grail, ring, shamrock, cloak, book (already in safe), metal can with the radium inside, opal, apple, perfume, maltese falcon, flute, conch, ingots, chain, amulet, and the soiled paper, which is now a valuable deed to a silver mine (it was changed when you pumped out the mine!). At this point you should have 700 points. Take the lamp and the axe and go back to the cave. Go to the Complex Junction, and then east to the Anteroom. Take the magazines and go east to Witt's End. Drop the magazines. Now you will have 701 points. The other 50 points come in the endgame, which you are about to begin. Go any direction but west to get out of Witt's End. Keep trying. You have to wait for the cave to close. Do this by wandering around inside the cave. Stay away from Y2; the clock doesn't tick while you're there. Eventually you'll hear an announcement that the cave is closing soon. Keep wandering until it does. There will be a blinding flash of light and you'll find yourself in the Repository. You have a limited amount of time to finish the game before the phone will start ringing and awaken the dwarves (they'll kill you). You will note that you've seen one of each article in the repository except one: The rods with the rusty mark (not the star) on one end. Take one and leave it at the northeast end of the room. You go to the southwest end and say BLAST. You win! Oil Imperium Docs - typed by Medusa (USA) for Sewer Software....... OIL IMPERIUM 1.THE RICHEST PLAYER AFTER 3 YEARS TRADING-This game automatically ends after three(simulated) years have passed. The most successful player(the one with the most liquid and fixed assets) is the winner. 2.MORE THAN $60 MILLION OF LIQUID ASSETS-The players have to accumulate liquid assets of $60 million or more. The first player to achieve this is the winner. 3.ALL OTHER PLAYERS ARE BANKRUPTED- The aim of the game is achieved when all other players cannot meet their payments and default. 4.MORE THAN 80% MARKET SHARE- Here one has to own at least 80% of the available oilfields. Now the game begins. Every player has one month for dealing.He can buy or sell oilfields and storage tanks, offer oil on the worlds markets, obtain statistics and feasibility studies, use sabotage,employ detectives, drill for oil, lay pipelines, and much more. Once the month has ended the next player begins his turn. When all players have completed their deals, a graphical description in column form, showing the financial status of each company will appear. On column shows investments, the other liquid assets. The uncompleted activities of each company are scrolled at the top of the screen. This only shows purchases of storage tanks and oilfields. Less important dealings are not shown. GENERAL INFORMATION The game is controlled by clicking on given smybols. If an outside window is clicked on, it will close itself again. Figures are selected by using the UP/DOWN ARROWS. Once the correct amount has been selected the "OK" symbol should be clicked on. BANKRUPTCY The game is over for a player who does not own either money or oilfields or has more than $5 million in debts. THE DESK * NOTE Here are Icons of various items. Since I cannot reproduce them, Use your imagination. THE CALENDAR (Icon showing Calendar with Dec.1 on it) This shows the day and the month. This is important to know during complex deals so that you can allow enough time to complete your plan. When you wish to complete the month's trading, click on the calendar "END OF MONTH TRADING". The next players turn starts when you have finished your months trading. Once "ERROR-MONTH OVER" appears, the next players turn begins. LIQUID ASSET DISPLAY (Icon with ($) dollar sign in it) Here you can check the status of your bank account, ie. the amount of liquid assets you have. Not included are investments,e.g. values of oilfields, or storage tanks previously purchased. The name of the player whose turn it is, is shown above the liquid asset display. THE COMPANY NAME ( 4 Icons ) 1 with an( A ) in it, 1 that says( INTEROIL ) ,1 that says( EXPLORA ) , and 1 that has a( T ) in it. On the left and right hand sides of the desk are main dealings, which relate to certain objects of the desk screen. THE SUITCASE ( Icon with picture of suitcase in it) If one of your oilfields is on fire, you will immediately be informed by telephone. To avoid further,unnecessary damage, immediate action should be taken. You have two choices: A) Call Ted Redhair (click on "CONTACT"); the company that is experienced in dealing with such catastrophes, or.... B) You can fly with your private jet to the trouble zone ( click on "AIR TICKET" and manage the fire-fighting operations yourself. The costs are much lower, but expertise is required). For further information about extinguishing oilfields, see "ACTION"SEQUENCES". It is not possible for you to extinguish burning oil rigs in the sea. Only Ted Redhair can do this. THE TELEPHONE (Icon with telephone in it) This only rings when something out-of-the-ordinary occurs. This could be offers of oil delivery contracts, the burning of an oilfield,legal proceedings or messages from detectives or saboteurs. Messages of a general nature,for example, the positive outcome of a court hearing or the effect of sabotage to your own company, will also be given here. Messages will be stored if the telephone is not answered during the first couple of rings. Stored messages are displayed in chronological order. Any message may be exited by clicking on the telephone. THE DRAWER (Icon with picture of drawer) This is the place for illegal wheelings and dealings. Important secret documents are filed here. Detectives specialising in various fields may be empoloyed for a given period of time to protect your company against sabotage instigated by your opponents. The saboteurs, if apprehended, are taken to court. The success rate for detectives varies. Should you wish to use illegal methods to damage other companies, saboteurs may be employed (click on ACTION DOCUMENT).They are available at various prices however, the cheaper they are, the more danger there is of being caught. The following services are available from saboteurs: 1) Setting fire to oilfields. 2) Robbing the competitors bank. 3) Blackmailing agents responsible for oil purchases. 4) Blowing up oil tanks. These services do not come cheaply, but successful competitors can be easily damaged. For an overview of your oilfields, storage tanks, contracts, running expenses,etc. click on BALANCE SHEET. The three record cards (OIL FIELDS, STORAGE TANKS, CONTRACTS) can be selected by clicking on the corresponding command. Should you wish to see details of a special region, click on ARROW. The balance sheet provides you with the following information: OILFIELDS: Number of oilfields in the selected region, output in barrels, per month, oil capacity, running costs and current market value of oilfields. Separation between active and inactive oilfields is made. If a license to drill is not held in a certain area,LICENSE NOT HELD is displayed. STORAGE TANKS: Quantity in the selected area, capacity of the storage tanks, amount of oil in the tanks and running costs of the tanks. CONTRACTS: Duration of contracts with detectives, duration of contracts with saboteurs. MAP OF THE WORLD (Icon with world map in it) This gives an overview of individual ownership and condition of the oilfields. The 8 most important areas of the map can be enlarged in order to see which company owns which area (this company's name will be flashed). Each region consists of 24 zones which can belong to different companies. Should an oil well start to burn, the company's name is shown with a red background. If production has been stopped (further drilling is necessary), the company's name is shown in green. Should an oil field be up for sale, the name of the vendor will be shown in white.. The areas which can be enlarged include: Alaska, North America, Central America, South America, Europe, USSR, Middle East and Indonesia. THE COMPUTER TERMINAL (Icon with computer is shown) All commercial deals are controlled from the computer terminal. The buying and selling of oilfields can be done by clicking on the corresponding areas of the map. A drilling license has to be obtained before the purchase of a give oilfield can be made. Before purchasing an oilfield, it is recommended that a feasibility study of the field is obtained with the following information: running costs, projected profit per month etc. This study is extremely valuable as some oilfields are very expensive, but not always profitable. Drilling for oil can be done either when buying the oilfield or by using the DRILLING icon. Instead of supervising the drilling yourself, you can employ specialists to complete drilling for you. These specialists are, however very expensive. Further information about drilling for oil can be found under ACTION SEQUENCES. Storage tanks have to be purchased before oil can be produced. These are available in different qualities and sizes. The market price of the tanks may vary considerably. These tanks are not transferable between regions, so sufficient storage capacity has to be provided for each region. Of course, one would only put storage tanks where the company had already purchased oilfields. A pipeline has to be laid before the extracted oil can be sold. Oil in every region can be separately sold(different market prices),therefore the correct region has to be selected before an oil sale is made (after clicking on the regions and the amount of oil available will appear below the map). By using the ARROW icons you now have to enter how much oil is to be sold. Information about the days oil price, the amount of oil available in each retion, the demand for oil and the profit will be given to the player. Clicking on the OK box executes the entered values. For further information on laying pipelines, see ACTION SEQUENCES. The option STATISTICS quickly provides you with a survey of the economical status of your company as well as that of your competitors. Information about stockholdings and movement of capital can be called up. Detailed information about your own company is easily accessed (table below icons). THE NEWSPAPER (Icon with Newspaper) Sometimes it can be very helpful when you are made aware of current affairs. The newspaper always provides the player with the main event of the day. The newspaper appears daily. We advise you to read the newspaper several times per month by clicking on NEWSPAPER .Less important information is also available, allowing you to act accordingly. The newspaper only provides information on varying oil prices(averaged over all regions), results of court cases and all forms of disaster. Specialisesd vocabulary used throughout this game can be found in the glossary. DELIVERY CONTRACTS (Icon with contract in it) Contracts for oil delivery will be announced by telephone. These can affect the game as they give you the possibility to sell a fixed amount of oil without having any effect on the oil price or demand. Every contract relates to a specific region. This contract obliges you to ensure that you provide the agreed amount of oil per month in this region. In return your company recieves a given amount of money per month in this region. Should none or only part of the oil be delivered, a fine is levied against you for breach of contract. The contract is then terminated. The contract is also terminated upon its expiration date. A contract is only valid when it is signed and sealed. Current contracts can be looked up in the BALANCE SHEET (DRAWER).For this please click on the CONTRACT icon. THE COURT When an act of sabotage instigated by another player has been discovered, court proceedings are initiated and judgement is made. The guilty party will lose between one and three oilfields. One of these oilfields is awarded to the company who won the court action, the others are given to the state to be put up for sale again. The severity of the fine awarded by the judge is then announced. If one of your detectives discovers an act jof sabotage initiated by one of your competitors, the result of any court action and the region that you are awarded an oilfield in, is given to you over the telephone. These events are, of course reported in the newspaper. DRILLING FOR OIL Drilling must take place before any oil can be extracted from a newly purchased or unexploited oilfield. This can either be contracted to an experienced crew or the player himself can perform the task. Control of the drilling is by joystick(IBM by keyboard: CURSOR key =direction, SPACE =increase of pressure, ANY OTHER KEY =reduction of pressure.) The large picture shows a cross-section of the drilling area. The drill (light grey in color) is shown side-on. On the right hand side a zoomed clip of the drill bit is displayed. The scanner (top left) shows a schematic top view of the borehole. The aim of this action-sequence is to drill through to the oil (shown in black) as vertically as possible. Should the drill not be inserted vertically there is danger of the drill drifting to one side and breaking. The drilling process in this case is seen to have failed. To prevent drifting, the joystick should be moved in the opposite direction as soon as any drifting of the drill is noticed. The drilling speed is determined by two factors: the drill pressure (adjustable) and the density of the strata which changes layer by layer. The drill pressure is regulated by the fire button. Press the fire button for a short period of time for the low pressure drilling, hold the button down for a longer period to increase the pressure (see horizontal column, DRILL PRESSURE). The quicker the drilling, the lower the costs, but there is an increased danger that the drill bit could disintegrate, therefore unsuccessfully completeing the task. It is particularly easy to drill in the sea as the distance from the earth's crust to the oil is less that when drilling on land. FIRE FIGHTING Any fire in an oilfield must be extinguished as quickly as possible in order to prevent a loss in production. TED REDHAIR would be pleased to assist you-for a fee of course. To save costs you can fly to the disaster area in your private jet and personally supervise the fire-fighting operation. Control is by joystick ( IBM by keyboard: CURSOR keys=direction, SPACE=placement of dynamite). The player controls the technician designated to plant the explosives in the oil rigs attempting to blow out the fire. The explosives must be positioned so that only the fire is blown out and the rig itself is not damaged. The higher the flames, the larger amount of explosives is needed to extinguish the fire. Every time the fire button is pressed, a stick of dynamite is used. The amount of dynamite left is shown top left of the screen. The explosives can only be planted when the technician is directly in front of the oil rig. Shock waves caused by the subsequent explosion can possibly injure the technician, therefore move your man away from the rig as soon as he has primed the explosives. The physical condition of the technician is shown at the top right of the screen(three hearts). Once he has been injured three times, he is taken to the hospital and is no longer able to carry out his duties. The condition of the oilfield is displayed top right of the screen. If the indicator moves into the red area, the field is in critical condition. The more critical the condition of the oilfield, the longer production is interrupted. LAYING PIPELINES Should the player be informed of any problems arising from the sale of oil, he msut go to the scene and personally take control of the situation. Control is by mouse (IBM by mouse or keyboard, C64 by keyboard or joystick. Keyboard:CURSOR keys= various pipe sections, RETURN= laying pipe section, SPACE= removal of pipe section). The pipeline must be lain between the point marked with " I " and the point marked with " i ". Various obstacles, for example palmtrees and mountains have to be by-passed. For this reason straightland angled sections of piping can be found at the bottom right of the screen (click on with the mouse). The selected section will then be connected to the lastly laid section. This should be continued until the two points ( "I" to "i" ) are connected. At the same time the computer will attempt to lay a pipeline from the point marked with " II " to the point marked with " ii ". If the computer is quicker, it will sell its oil instead of you (NO OIL SOLD is displayed). If the player is quicker, a sale is made and the previously estimated profits are transferred into the players bank account. The lastly layed section of the pipeline can be removed by using the right mouse button. It is especially important to survey the area, finding the most effective and direct route with the least angles (angled pipeline sections are more expensive than straight ones). The computer starts to lay its pipeline after the player has started to lay his. LOADING AND SAVING THE GAME Should you wish to save the game during play for future recall you may do so. To save the game, go to the main menu DESK and activate the SAVE facility as follows: AMIGA:When holding down the mouse key a menu from which functions can be selected is displayed. ATARI ST/IBM PC/COMMODORE 64: Click on the company name and a DOS menu will be displayed. It is recommended that the game is saved approx. once per hour to ensure against an electricity cut or system crash. SYMBOLS During the course of the game various symbols (icons) will be displayed. The majority will be self-explanatory. Here is a list of the most important icons together with a brief description of their functions: BROKEN DRILL Drilling sequence unsuccessfully completed. Drill destroyed. CALENDAR Monthly trading ended. COINS Relates to liquid assets.For example:loss due to act of sabotage. COMPUTER Trading to be executed via the computer. See DESK. DRAWER Opens secret drawer. See DESK. FIRE -fighting sequence unsuccessfully completed. The oilfield has burnt to the ground. HELMET Arcade sequence successfully completed. MAP OF THE WORLD Displays map of the world. See DESK. NEWSPAPER Read headlines in the newspaper. See DESK. UNABLE =SIGN (circle with line through it) Request cannot be executed. OIL RIG The act of sabotage relates to oil rigs. For example: oil rigs destroyed by acts of sabotage. OK-BOX executes entered request. PROFIT CURVE (icon with graph) Collapse of turnover. For example:game terminated through lack of funds. MISTAKE (icon, looks like question mark) Use of the selected function is not possible or does not make sense. STORAGE TANK Relates to storage tanks. For example:purchasing of tanks. (BUY TANKS). SUITCASE Opens SUITCASE menu. See DESK. TELEPHONE Saved messages can be recalled. See DESK. ATTENTION (icon with hand, index finger pointed up) Caution ! Note opposite text. WALLET AND MONEY Request cannot be complied with due to lack of funds. TIPS It does not matter which one of the four missions is completed. The primary aim of the game is to build a profitably run company, keeping storage costs down, purchasing as many profitable oilfields as possible whilst remaining competitive. The correct evaluation of the feasibility study, statistics and contracts as well as the service of saboteurs is essential. Generally speaking, at the beginning of the game, the player should confine his activities to one region as drilling licenses are very expensive and reduce liquid assets. A decision has to be made by the player which "single" oilfield is to be purchased. This decision is taken after recieving advice from the oil analysts. It almost always pays to act according to the feasibility study. The only drawback is that this costs time, although at the beginning of the game the player has enough. The next step is to purchase a storage tank for the region where the oilfield is situated. By this time the initial capital is generally used up. The employment of saboteurs at the beginning of the game carries a very high risk and should therefore be carefully thought through. There is a possibility of losing your one and only oilfield should the saboteurs be caught. This would result in having to default after just a few months of trading. Should your saboteurs not be caught there is a good chance of your competitors being greatly damaged with little chance of staging a recovery. Operations like fire-fighting or drilling should be done by the player rather than contracting the work out as the latter could prove rather expensive. The signing of delivery contracts for oil at the beginning of the game would almost be like commiting suicide as, with only one or two oilfields, it would not be possible to fulfil your obligations. The penalty clauses inserted into the contracts are so severe that the risk of non-fulfillment should not be taken. It is important to select the contract applicable to the region your oilfields are in. It would be useless to use a contract of delivery for North America when you only have oilfields in Europe. We recommend at least one photocopy of each of the 8 maps is made to enable you to enter details obtained from the feasibility studies during the actual game. This would enable each player to have an over view on the quality of the oilfields. When three oilfields are situated next to each other, they can be turned into a combination (oilfields flash during purchase). The advantage lies in a lowering of the running costs. INSTALLING ON A HARD DISK For the AMIGA, ATARI ST, and IBM-Versions, use the file called HD INSTALL. This file is to be started in the usual way. All other required entries are requested directly by the program. GLOSSARY BALANCE SHEET Shows current economic status of a company. Overview of investments or contracts. CLICK ON Selection of icons or objects with the pointer or cursor. This can either be done with the mouse, keyboard, joystick or trackball depending on the system used. COMPUTER TERMINAL See TERMINAL DRILLING LICENSE The permission to drill for oil in a given area. LIQUID ASSETS Availible cash. FEASIBILITY STUDY Study undertaken by oil analysts showing projected amount of available oil and running costs of the field. PRODUCTION OUTPUT Shows quantity of oil produced. ICON Clicking on a symbol executes a given action or draws the player's attention to a certain situation. INVESTED CAPITAL Money invested in oilfields and tanks etc. This money is not available for other purchases. CLICK See CLICK ON. BANKRUPTCY Should a company have either no money or investments, the company must default and will be excluded from the game. LICENSE See DRILLING LICENSE. DELIVERY CONTRACT The contract to supply and deliver an agreed amount of oil in a region on a monthly basis. Should the contract not be fulfilled a fine will be levied. MENU List of important functions that can be selected. OILFIELD Area from where oil can be extracted. PIPELINE Sections of piping joined end to end for the transportation of oil from the oilfield to the customer. SCANNER Shows the drift of the drill during drilling. STATISTICS Graphical display of relevant economic factors. STORAGE TANK See TANK. SYMBOL See ICON. TANK Used for storage of oil. TED REDHAIR The company which specialises in tackling oil disasters, especially oilfields that have caught fire. TERMINAL Computer that is connected via data link or modem with other computers from the Federation of Oil Traders. CONTRACT See DELIVERY CONTRACT PENALTY The money you are levied for breach of contract. -------------------------------------------------------------------------- Now here's the protection codes for those of you who have inferior pirated versions of the game. These were typed by Dazzler and The White Wizard. OIL IMPERIUM PROTECTION CODES Y-X Y-X Y-X Y-X Y-X 0-0 = RI 0-1 = EB 0-2 = LY 0-3 = IR 0-4 = NY 0-5 = EY 0-6 = RB 0-7 = EG 0-8 = LY 0-9 = IR 0-10 = NB 0-11 = EG 0-12 = RG 0-13 = EG 0-14 = LY 0-15 = IB 0-16 = NG 0-17 = ER 0-18 = IR 0-19 = EY 1-0 = LB 1-1 = IB 1-2 = NY 1-3 = EB 1-4 = RY 1-5 = ER 1-6 = LG 1-7 = IB 1-8 = NY 1-9 = ER 1-10 = RR 1-11 = EB 1-12 = LY 1-13 = IR 1-14 = NB 1-15 = EY 1-16 = RY 1-17 = EB 1-18 = RR 1-19 = EB 2-0 = NG 2-1 = EG 2-2 = RB 2-3 = ER 2-4 = LR 2-5 = IB 2-6 = NG 2-7 = EG 2-8 = RG 2-9 = EY 2-10 = LB 2-11 = IR 2-12 = NG 2-13 = EY 2-14 = RG 2-15 = ER 2-16 = LB 2-17 = RR 2-18 = NB 2-19 = EB 3-0 = RY 3-1 = ER 3-2 = LB 3-3 = IB 3-4 = NG 3-5 = ER 3-6 = RB 3-7 = EB 3-8 = IG 3-9 = IR 3-10 = NY 3-11 = EY 3-12 = RG 3-13 = EG 3-14 = LR 3-15 = IR 3-16 = NB 3-17 = EG 3-18 = RY 3-19 = EY 4-0 = LR 4-1 = IG 4-2 = NB 4-3 = EB 4-4 = RR 4-5 = EG 4-6 = LY 4-7 = IB 4-8 = NG 4-9 = EI 4-10 = RY 4-11 = ER 4-12 = LG 4-13 = IB 4-14 = NR 4-15 = EY 4-16 = RR 4-17 = EB 4-18 = LG 4-19 = IG Make sure the external drive (if you have one) is switched off, or the program tries to access drive B. = EG 2-8 = RG 2-9 = EY 2-10 = LB 2-11 = IR 2-12 = NG 2-13 = EY 2-14 = RG 2-15 = ER 2-16 = LB 2-17 = RR 2-18 = NB 2-19 = EB 3-0 = RY 3-1 = ER 3-2 = LB 3-3 = IB 3-4 = NG 3-5 = ER 3-6 = RB.  .. DOC_13 PRGiI got halfway through fixing up the ragged text on this doc before I realised it was meant to look like this! (see explanation at bottom of the doc)....transferred from AMIGA and sparsely edited by SEWER POSSUM Omnitrend's -=*> PALADIN <*=- """"""" Owner's Manual ============================================================================ TABLE OF CONTENTS """"""""""""""""" BEFORE YOU PLAY... Delete... 1 Back-up Those Disks! Save Problems Running Paladin Close Limited Media Warranty 15 Quit Limited Software Warranty Preface 2 Playing Notes Victory Conditions Quest Status PLAYING PALADIN 3 Notes YOUR PARTY MEMBERS Starting Paladin 16 Basic Characteristics Security Check 17 Movement Starting a New Game 18 Combat 4 Order of Play 19 Magic Movement Points 20 Types of Members 5 Deploying Your Party Encumbrance THE OPPONENTS 6 Preface 21 Basic Characteristics Victory Conditions Fighters Making New Paladins Dragons Chaining Between Quests Trolls 7 Quest Status 22 Zombies Fighting the Enemy Sorcerers Improving Your Paladin Spirits 8 Saving a Game in Progress Closing Without Saving OBJECTS AND THEIR USES Quitting Paladin 23 Encumbrance Points What They Are and Their Use THE BATTLE DISPLAYS 9 The Combat Window TERRAIN The Statistics Window 26 Interior Terrain Countdown Timer Exterior Terrain Wideview Display Special Terrain 27 Terrain Table THE ICONS 10 Drop Object QUEST BUILDER Use Stairway 28 File Menu Take Object Map Menu 11 Use Object Level Menu Open Door 29 Palette Menu 12 Swing Sword Info Menu 13 Cast Spell Chaining Between Quests Next Button 30 Thread Menu Change Scale Button Party Menu Importing Breach Squad Leaders THE MENUS Other Functions/Design Notes 14 About Paladin... New 32 IBM KEY GUIDE Resume... 34 THE QUESTS ============================================================================= Back-up Those Disks! Omnitrend's Paladin is not copy protected and we encourage you to back-up your disks prior to play. In fact, if you haven't done so already, now would probably be a good time! Problems Running Omnitrend's Paladin Should you experience a problem in running this software on your computer, Omnitrend Software, Inc. provides telephone assistance several times per week. Call (203) 658-6917 for the current assistance schedule. We regret that we cannot answer any questions regarding the play of the game or provide hints. Should you run across a bug in the program, please drop us a note. Be sure to include the version number of the game (this can be found on the "About Paladin..." dialog box) as well as a description of the computer you are using. All correspondence regarding the game should be mailed to: Omnitrend Software, Inc. MailStop 201 PO Box 733 West Simsbury, CT 06092 Limited Media Warranty Omnitrend Software, Inc. warrants all media for a period of ninety (90) days from the date of purchase. Should you experience a problem within that period, return the defective disk along with dated proof-of-purchase. Should you have a problem out of warranty, Omnitrend Software, Inc. will replace a defective disk for $6.00. We regret that we will be unable to return any packing materials you use to ship your disk. Defective disks should be returned to: Omnitrend Software, Inc. MailStop 200 PO Box 733 West Simsbury, CT 06092 Omnitrend Software, Inc. will not be responsible for replacing free of charge media within warranty that has been subjected to misuse, damage, or excessive wear. Limited Software Warranty This software and the enclosed manual are sold "As is" without warranty to their performance. The entire risk as to the results and performance of the program is assumed by you. The Limited Software Warranty is the only warranty of any kind, either expressed or implied, including but not limited to the implied warranties of merchantability and fitness for a particular purpose that is made by Omnitrend Software, Inc. Neither Omnitrend Software, Inc. nor anyone else who has been involved in the creation, production, or delivery of this program shall be liable for any direct, indirect, consequential, or incidental damages arising out of the use, the results of use, or inability to use such product even if Omnitrend Software, Inc. has been advised of the possibility of such damages or claim. Some states do not allow the exclusion or limitation of liability for consequential or incidental damages, so the above limitation may not apply to you. - 1 - ============================================================================= Atari ST Notes Yuor computer must be in the low resolution mode in order to play. Due to bugs in some versions of the ST's operating system, use of the underscore character when entering file names will cause the computer to crash. To play Omnitrend's Paladin with only one disk drive, copy a quest (.QST) file and a paladin (.PAL) file from the Quest Disk to the Program Disk before playing. You cannot swap the Program and Quest disks when playing Paladin on one disk drive. To copy files from the GEM desktop with only one disk drive, do the following: 1) Insert the source disk in the disk drive. Double-click on the Floppy Disk A icon and select the file you want to copy by clicking on it and keeping the mouse button held down. 2) With the button still held down, drag this file icon onto the Floppy Disk B icon and release the button. GEM will begin reading the file from the source disk. 3) When GEM asks you for Disk B, insert the destination disk. GEM may ask for either disk several times before the copy is complete. Macintosh Notes The Paladin program will run automatically when you boot the disk. Use the "Quit to Quest" option in the Paladin program to run the Quest Builder. Amiga Notes When you are using the file selector box to enter the name of a file to save a paladin, quest, or saved game, click the mouse pointer on the file field (the rectangular box to the right of the word "file") and type the name you wish to give the file. (Ex.: GAME16) When running Omnitrend's Paladin with only 512K, some sound effects will not be heard. IBM Notes The IBM version of Omnitrend's Paladin requires DOS 3.0 or higher. - 2 - ============================================================================= Notes Whenever the manual refers to "the mouse button", and your mouse has more than one button, use the left-hand button. Omnitrend's Paladin only uses the left-hand button. "Clicking" means "press the mouse button". "Shift-click" means "hold down one of the shift keys and press the mouse button at the same time". The "current member" referred to thoughout the manual is the member who appears in the center of the Combat Window and whose statistics appear in the Member Statistics Window. Starting Omnitrend's Paladin To play Omnitrend's Paladin, boot up the Paladin Program Disk and double-click the "PALADIN" icon (Paladin will come up automatically on the Macintosh). When the program finishes loading, the Paladin title screen will appear. To continue, click the mouse or press any key on the keyboard. To start the IBM version of Omnitrend's Paladin, boot up the computer under DOS 3.0 or higher. Insert the Paladin disk and type "PALADIN" at the prompt. Security Check In order to play Omnitrend's Paladin, you must correctly complete a security check. To complete the security check, enter the word from this manual whose location is given by the dialog box. "Words" are any string of characters with a space or punctuation at either end. Once you have entered the correct word, the program will continue. Starting a New Game Select "New..." from the Quest menu. An item selector box will appear. All of the names that appear are 'quest files'. These quest files contain all the data for your party, the opponents, and maps of the combat area. What you are going to create is a 'game file'. This is a combination of a quest file and a 'paladin file'. More on the paladin file later. Once you have selected a quest file, the quest item selector box will be replaced by a paladin selector box. This is where you select the paladin for your game. A sample paladin "BRANDON" is included with your game. Later on, you'll probably want to create a paladin of your own. - 3 - ============================================================================= Now you have to name the game file in which your current game is going to be stored. Once you have done this, the program will save the new game to the disk and your game will start. Important - When a game file is created, it erases the paladin file you have selected and incorporates it into the game file. This ensures that the paladin file can be used only by one quest at a time. The only ways to recover the paladin file are to win the game in progress or delete the quest with the "Delete..." menu entry. Deleting a game file outside of the game will also erase the paladin file which has been incorporated into it. Order of Play Game play in Omnitrend's Paladin alternates between moving your own party members and the computer moving its opponents. The enemy combat phase will not begin until you shift click the Next icon or all of your party members use up their movement points. Player Phase - Each round begins with the player having the option to move all, some , or none of his members. You can move a member until he runs out of movement points or you click the Next icon. To Start the Enemy Combat Phase - shift click the Next icon. If all of your members have used up their movement points for the round, the computer will automatically enter the Enemy Phase. Each Player Phase takes 30 seconds of game time. Enemy Phase - When the enemy attack phase begins, the member statistics window will change its title to "Attacks" and the legend "Enemy Movement..." will appear. Enemy troops appear in the combat window only when they are attacking your men. At the end of the enemy phase, the player phase begins again. Movement Points Each member is given a certain quantity of movement points (mp). All of the member activities except for changing the view scale (more on that later) take up a certain number of points. For example, moving onto a clear terrain square costs 2 mp, while swinging a sword takes 3 mp. The combat activiites such as taking an object, swinging, moving, and using an object can all be mixed at your discretion during the same turn. - 4 - ============================================================================= If you do not have sufficient mp for the activity you want to perform, the computer will inform you with an alert box. If all of the mvement points for the current member have been exhausted, the program will automatically advance to the next member in the party. Movement points for each member are based on: the member's character class, the vitality of the member, and the member's current encumbrance. Deploying Your party The members in your party always enter the quest through the entry pentagram. The entry pentagram must be clear in order for your members to enter. If a member is unable to enter, the program will jump to the enemy combat phase. You can continue moving a member until he runs out of movement points, gets stunned, or you click the Next icon. Each time you click Next, the program will advance to the next member in the party who is in the combat zone, is not stunned, and has at least one movement point. In addition, you can make any member who is visible in the combat window the current member by holding down the Alternate key and clicking on the desired member. (Macintosh players should use the Option key instead of the Alternate key.) If wands of detection and rings of farsight are available, use them whenever possible. By saving time searching for your objects, you raise the odds of successfully completing your quest. Encumbrance There are thirteen different types of objects which may be found in a quest. Each of those objects has an encumbrance value. Encumbrance is a measure of the object's bulk. Obviously, the bulkier the type of object, the fewer of them the member may carry. Carrying a large number of encumbrance points has two disadvantages. One ,the weight reduces the number of available mp's per turn. Two, members carrying a large quantity of encumbrance points are more likely to be selected as a target by enemy forces. - 5 - ============================================================================= Preface The preface is a short description of your quest. Prefaces usually include information as to the type and strength of enemy you will be fighting and hints as to the location of any quest objectives. Victory Conditions The victory conditions are: Rescue prisoners - You must rescue all of the prisoners in the quest if this is one of the victory conditions. Obtain Scrolls - This works the same way as rescue prisoners. Exit cobat zone - All of the members in your party must find and use the exit pentagram if this is one of the victory conditions. Kill n% opponents - At least n% of the opponents in the quest must be killed if this is one of the victory conditions. Quest time limit - All of the other victory conditions in the game must be satisfied before the time limit expires. All quests have a time limit. All of the victory conditions are non-exclusive, that is, more than one may be in effect for a given quest. Thus, in order to complete a quest you may have to rescue prisoners and move all of the party's members through the exit pentagram before the time limit expires. Making New Paladins If your party meets a strong foe and your Paladin is killed, you will need to create a new one. To create a new paladin, run the Quest Builder program and select "New Paladin..." Chaining Between Quests Some quests lead directly into others. That is, when all of the surviving members of your party have departed through the exit pentagram and you have successfully completed the quest, Paladin automatically brings you to the next quest and creates a game file for you under the same name as your previous quest. - 6 - ============================================================================= There are two different ways Paladin may chain between quests. If the next quest has members for your party already created, your current party will be replaced by the new one. If the next quest does not have any members for your party, then all of the surviving party members from your last quest are carried over into the new quest. Their health and vitality remain the same. None of the objects they are carrying will be transferred to the new quest. Quest Status By using the Quest Status function, you can tell which victory conditions have been satisfied and which need more work. The possible status displays are: Victory Condition Complete Incomplete ---------------------------------------------------------------------------- Rescue Prisoners All prisoners recovered Not all prisoners recovered. Obtain Scrolls All scrolls recovered Not all scrolls recovered. Kill n% Opponents Kill objective completed More casualties needed. Fighting the Enemy If the enemy is using orbs of fire or fireballs, avoid clustering your members. Try to keep at least one square between each one. This way, you avoid having three or four casualties from a single blast. Conversely, orbs of fire and fireballs are most effective against clusters of the enemy. Unless you have a large quantity of orbs of fire or fireballs, it is wisest not to "waste" these weapons against single targets. Improving Your Paladin Your overall objective is to improve your paladin. You do this by successfully completing quests. The more active a paladin is, the more likely he will see some kind of improvement at the end of a successful quest. Accuracy is very important but seeing and detecting skills should be honed as well. Paladins who have a fine hand with the sword and possess a superior knowledge of seeing and detecting will achieve knighthood. With knighthood, your paladin will receive a superior sword and armor. - 7 - =============================================================================== Saving a Game in Progress In order to save a game in progress, you must be at the beginning of the Player Movement phase. You may select menu entires, but clicking any of the icons or the combat window will prevent you from saving your game. This is the only point at which you can save the game before quitting. Closing a Game Without Saving Select "Close" from the Quest menu. When the program asks you if you want to save the game, click No. Quitting Paladin Use "Quit" from the Quest menu to exit the program. If you select this at the beginning of the Player Movement phase, you will be given the option of saving your progress before closing. At any other point, the program will quit without saving. - 8 - ============================================================================= The Combat Window The combat window is the largest window on the screen. During the player combat phase, the current player member will always appear in the center of the combat window. During the enemy combat phase, the current enemy member will appear in the center of the combat window. The Statistics Window The member statistics window has several functions. During the Enemy Combat phase, information on enemy attacks are shown in the Statistics Window. During the Player Combat phase, this window displays the battle statistics for the current party member. These statistics are: Moves - the number of moves left in the current member's turn. Vital - the vitality of the current member. If the vitality drops below 30%, it will be displayed in red as a warning (Macintosh version excluded). Health - the health of the current member. If this goes to 0%, the member is dead. When the current member's health falls below 50%, it will be displayed in red as a warning (Macintosh version excluded). Enc - the current encumbrance of the member (NOT the maximum encumbrance). This figure will be displayed in green if it is greater than 0. (Macintosh version excluded). Accur - the accuracy of the current member's swordmanship. If the member is ranger or a mage, this is a measure of his spell casting ability as well. Detec - the percentage chance the current member has of successfully using a wand of detection. Seeing - the percentage chance the current member has of successfully using a ring of farsight. Countdown Timer The countdown timer displays the amount of time remaining in the quest. Wideview Display The wideview display is a 21 by 21 composite map of the terrain surrounding the current member. It can be displayed by clicking on the Change Scale icon. Information for this wideview is provided by other members moving through the area and rangers using wands of detection or rings of farsight. When rangers use the wideview, opponents appear as flashing green squares on the Atari ST and Amiga, nested boxes on the IBM, and as grey squares on the Macintosh. - 9 - ============================================================================= DROP OBJECT Click this icon to drop an object A dialog box will appear with a list of all the objects the current member is carrying. Note that the member's sword and armor will not appear on this list as they may not be removed. Click on the name of the object you want to drop and then click "OK". There are several reasons you might want to drop something. A very good reason is that you no longer want to carry something because of its encumbrance penalty. You might want to transfer an object from one member to another. In addition, the sphere of deflection works only if you drop it. A dropped object always lands directly underneath the current member. Only one object may be in a square at a time. It takes 1 movement point to drop an object. USE STAIRS Click this icon to ascend/descend a staircase. If the corresponding square above or below the staircase is blocked by another member, the mouse pointer will change into a stop sign. If the corresponding square is blocked by an opponent, the opponent will be killed and your level will be changed. It takes 5 movement points to use the stairs. TAKE OBJECT Click this icon to take an object. You can take any object directly adjacent to or in the same square as the current member. The object must be visible; you cannot take an object directly from another member. The mouse pointer will turn into a pointing hand. Click this on the object you wish to take. Some objects have special messages written on them. These messages appear whenever the object is taken. - 10 - ============================================================================= Whenever an object is taken, it increases the member's total encumbrance. Encumbrance affects the number of movement points your member will receive at the beginning of a turn. Therefore, heavily laden members will not move at their highest speed. It takes 1 movement point to take an object. USE OBJECT Click this icon to use an object. A dialog box will appear with a list of all the objects the current member is carrying. Click on the name of the object you want to use and then click "OK". All of the objects and their uses are detailed in the section "Objects and Their Uses." The objects require varying amounts of movement points to use. They are: Object Movement Points -------------------------------------------------- Orb of Fire 5 Explosive Crystals 10 Potion of Vitality 3 Bag of Holding N/A Potion of Healing 9 Bolt 5 Crossbow N/A Ring of Farsight 9 Wand of Detection 15 Sphere of Deflection N/A 1 Amulet of Levitation 10 Prisoner N/A Scroll N/A 1 Sphere is activated by dropping it. OPEN DOOR Click this icon to open a door adjacent to the current member. The mouse pointer will turn into a small key. Place this key over the door you want to open and click the mouse. If you have enough movement points, the door will open. - 11 - ============================================================================= The doors require varying amounts of movement points to open. Pine doors require 3, Oak doors require 5, and Metal doors require 10. SWING SWORD Click this icon to swing the current member's sword. The sword will be wielded in the direction that the member is facing. If the swing does connect, a tiny skull wll appear on the target. This holds true for opponent-initiated attacks as well. If the swing hits an opponent, the amount of damage that the sword generates is subtracted from the opponent's health, minus the amount of protection his armor provides. Armor Non-Magical Attack Armor Non-Magical Attack Protection Damage Protection Damage ------------------------ ------------------------------- Paladin 40% 80% Fighter 30% 65% Mage 15% 35% Dragon 15% 35% Ranger 15% 65% Troll 30% 45% Swordsman 30% 65% Zombie 40% 80% Thief 15% 45% Sorcerer 40% N/A 1 Spirit 65% 80% 1 Sorcerers only attack magically. For example, an enemy fighter (armor protection = 30%) is hit by a swing from your paladin (sword damage = 80%). The result is that the enemy fighter would lose 50% health (80% - 30% = 50% loss). - 12 - ============================================================================= The same holds true for your own members. Note that it is possible to shoot your own troops by mistake, so look before you swing. Swinging a sword requires 3 movement points. CAST A SPELL To case a spell, shift click the Swing Sword icon. This will cause a dialog box with radio-type buttons to appear. Within your party, both Rangers and Mages can cast spells. Mages have the full complement of spells, while reangers can cast only Detect Secret Doors, Confuse, Invisibility, and Speed spells. NEXT BUTTON Click this button to switch current members. This will advance you to the next member in your party or, if you have just moved the last member in the party, loop back to the paladin. Shift click the Next button to enter the Enemy Combat phase. CHANGE SCALE BUTTON Click this button to get a "wide angel" view of the surrounding terrain. Information for this wideview is provided by other members moving through the area and party members using rings of farsight or wands of detection. When rangers use the wideview, opponents will appear as flashing squares on the Atari ST and Amiga, as nested boxes on the IBM, and as grey squares on the Macintosh. - 13 - ============================================================================= ABOUT PALADIN... The "About Paladin..." entry displays a dialog box with information about the program version and release date. NEW... "New..." is used to start a new game. This is a three stage process. First, select the quest you wish to play. Next, select a paladin. If there aren't any paladin files on the disk, you will have to create a new one with the Quest Builder program. Finally, enter the name under which this current game is to be saved. When all this has been done, Paladin will create a game file, which means that you now have a game in progress on the disk. RESUME... Use "Resume..." to continue a game already in progress. DELETE.. Use "Delete..." to delete game files. An item selector will appear with the names of all the games in progress. Select any one of these. Note that using this function to delete a game file will restore the incorporated paladin file. SAVE "Save" will save your current progress to the disk and continue play. You may only save at the beginning of your Movement and Combat Phase. CLOSE Use "Close" to stop a game in progress. If you select this at the beginning of the Combat Phase, you will be given the option to save your progress before closing. At any other character's point, the program will stop the current game without saving. - 14 - ============================================================================= QUIT Use "Quit" to exit the program. If you select this at the beginning of the Combat Phase, you will be given the option to save your progress before closing. At any other point, the program will quit without saving. PREFACE The preface display contains background information for the quest and possibly clues as to the locations and strengths of your objectives. VICTORY CONDITIONS The victory conditions dialog box displays the objectives which must be completed in order to win the game. QUEST STATUS The quest status dialog box displays whether or not each of the quest's objectives have been met. - 15 - ============================================================================= BASIC CHARACTERISTICS MOVEMENT POINTS - Each member is given a certain amount of movement points at the beginning of his turn. Almost all of the activities a party member can perform use movement points (mp). For example, moving onto a clear terrain square costs 2 mp, while swinging a sword takes 3 mp. Combat activities such as taking an object, swinging a sword, moving, casting magic, and using an object can all be mixed at your discretion. If you do not have sufficient mp for the activity you want to perform, the computer will inform you with an alert box. If all of the movement points for the current member have been exhausted, the program will automatcally advance to the next or loop back to the paladin if you were on the last party member. Movement points allocated to each member are based on the member's class, the vitality of the member, and the his current encumbrance. VITALITY - Vitality is a measure of how well-rested a party member is. The higher the vitality, the more moves a party member has available in subsequent turns. If a member were at the 50% vitality level, he would have 50% of his maximum number of moves available. As a party member moves about, his vitality is reduced at the same rate as his movement points. So if aparty member with 100% vitality fired a sword (3 mp) his new vitality would be 97%. Vitality is replenished at the rate of heath% divided by 4, which means the maximum rate of replenishment is 25% per turn (100% health/4=25%). If a member's vitality is 0%, then the member is considered stunned, and he may not move until the next round. HEALTH - Health is a measurement of the amount of damage a party member can absorb before dying. When a member's health drops to 0%, he has died. Above 50% health, a party member cannot be killed while taking hits. Below 50%,however, a party member can die while being hit, even if the hit does not drop his health to 0%. As the party member's health falls closer to 0%, the likelihood of this occurring is much greater. ENCUMBRANCE-This is a measure of how many objects a member can carry - 16 - ============================================================================= Carrying a large number of encumbrance points has two disadvantages. One, the weight reduces the number of available mp's per turn. Two, the party member is more likely to be selected as a target by enemy forces. ACCURACY - is the measurement of a party member's accuracy with a sword. For party members with spell casting talent, this is also a measure of their success rate with spells. DETECTING - is the measurement of how well a party member uses a wand of detection. SEEING - is the measurement of how well a party member uses a ring of farsight. MOVEMENT As with any other function, moving your party member will consume some movement points. Each terrain type (grass, rocks, grating) consumes a different amount of mp when it is entered. In order to move your current party member into a new square, he must have at least as many mp as are required to enter the square. Terrain Type MP Required Terrain Type MP Required ----------------------------------- ----------------------------------- Clear 2 Bed 5 Dirt 2 Dresser 6 Grass 2 Table 5 Light Vegetation 4 Chair 4 Heavy Vegetation 6 Wench 4 Rocky Dirt 4 Entry Pentagram 3 Rubble 4 Exit Pentagram 3 Stun Field 8 Chest 4 Stepping Stones 4 Strong Man 6 Grating 3 Water/Dirt 4 Stairs 5 Water/Blank 4 Open Door 4 Boy 3 Shepherd 4 Spilled Oil 8 Farmer 4 Hangman 6 Bard 4 - 17 - ============================================================================= The current member will always occupy the center of the combat window. Party members can move in the four compass directions. To move the party member to a particular square on his current row or column, simply click the mouse on the square. The party member will march into the square or as far as is possible before running into a wall or running out of movement points. If the party member does not have enough mp to move into the square, the square is not of a type that the party member may occupy, the square is occupied by another player party member, or the square is already occupied by an opponent, the mouse pointer will turn into a stop sign, indicating movement is not allowed. To change a party member's facing without having to move the party member from his current square, hold either shift key down and click on the adjacent square you wish the party member to face. This takes 1 movement point (mp). In addition, you can make any party member who is visible in the combat window the current party member by holding down the Alternate key and clicking the desired party member. (Macintosh players should use the Option key instead of the Alternate key.) COMBAT SWORDS - All party members carry swords. These swords may not be transferred or exchanged. Swords cannot be destroyed by combat. Specialty Damage Sword Generates --------------------------------------------- Paladin 80% Ranger 65% Swordsman 65% Thief 45% Mage 35% It takes 3 mp to swing a sword. ORBS OF FIRE - Orbs of fire will explode around friendly troops and it is possible to detonate one in the same square as the current party member. Orbs of fire will also detonate oil casks, so caution must be exercised when using them! Orbs of fire explode in a 3 by 3 pattern, with the target in the center. Each square receives the equivalent of a hit from a90% sword. EXPLOSIVE CRYSTALS - When explosive crystals are activated, they drop into the current party member's square. The explosive crystals ignore any objects which may already be in the square. - 18 - ============================================================================= Explosive crystals will explode around friendly troops, and it is possible to detonate one in the same square as the current party member. Explosive crystals will also detonate fuel tanks in the same fashion as orbs of firs. Caution must be exercised when using explosive crystals! Explosive crystals explode in a 5 by 5 pattern, with the crystals in the center. Each square receives the equivalent of a hit from a 100% sword. Caution: Once an explosive crystal has been activated, it cannot be aborted, but will explode at the end of the current party member's turn. CROSSBOWS - A party member must have at least one bolt and one crossbow in order to fire. When a bolt is fired, it travels in a straight line until it hits a valid target (i.e., a wall, a party member, etc.) or leaves the edge of the combat zone. A target hit by a bolt from a crossbow receives a hit equivalent to a 90% sword. Caution: Shooting bolts at targets not readily visible may result in damage to other party members or destruction of necessary quest objectives. MAGIC DETECT DOOR - will reveal any secret doors on previously explored terrain until the next Enemy Combat Phase. All of your part members will be able to see the hidden doors. Casting a detect door spell takes 10 movement points. CONFUSE - makes approaching opponents think that they cannot cross particular patches of terrain. In some cases, this makes the enemy thnk that it cannot reach you at all. Casting a confuse spell takes 8 movement points. INVISIBILITY - renders the caster invisible for the next 2 rounds. The caster cannot be followed or attacked when invisible. The invisibility spell cannot be cast on other party members. Casting an invisibility spell takes 20 movement points. MIND STUN - brings the affected enemy's vitality down to 0%, leaving it without movement points for the next round. Vitality is returned to the affected at the normal rate (health/4% per round). Mind stuns will not travel through closed doors or walls. - 19 - ============================================================================= Casting a mind stun spell takes 10 movement points. FIREBALL - is a ball of fire (surprise!) that travels along until it hits something solid, like an enemy. Fireballs explode just like orbs of fire, doing 90% damage to the 3 x 3 area surrounding the target. Casting a fireball spell takes 10 movement points. SPEED - is a spell which allows the user to store up some extra movement points for the next round. The user casts the spell and in the next Player Phase, the user will have an extra 15 movement points added to his total. This cannot be cast on other party memebers. Casting a speed spell takes 20 movement point. TYPES OF PARTY MEMBERS PALADIN - The paladin is your main character. This is the only type of party member who is created independently of any quests. The long-range goal of Paladin is to improve this character, so it is very important that he (or she) does not get killed in combat. If this happens, the paladin's file will be erased. On the other hand, as the quest difficulty level rises, you will find it more and more necessary to use the paladin in dangerous situations. Paladins have a very sharp sword (80% damage) and heavy protective armor. SWORDSMEN - The swordsman is the basic parth member. They carry a heavy sword and they have a fairly high level of mobility. Swordsmen usually comprise the majority of any party. RANGER - Rangers have very light, fast armor, and carry the same swords as swordsmen. Rangers have spell casting ability, but they are limited to the Detect Secret Doors, Confuse, Invisibility, and Speed spells. THIEF - Thieves have the same armor as rangers but a slightly lighter sword. MAGE - Mages wear the same armor as rangers and thieves but they carry a very weak sword. Mages are the primary magic using character class. - 20 - ============================================================================= BASIC CHARACTERISTICS All of the enemies will guard quest objectives that are in their area. For example: if an enemy fighter is in the same area as a scroll, there aren't any player party members around, and capturing scrolls is an objective, then the enemy will guard the scroll until a party member enters the area. FIGHTERS Fighters are equivalent to your swordsmen. Fighters can use crossbows and orbs of fire against your party. In addition, certain special fighters can also cast mind stuns against your part. DRAGONS The dragons you will encounter on your quest are of the smaller, more common variety (Dracos Vulgaris). These stunted versions of the true beast have lost the power of flight and have a relatively weak fire-breathing ability. Dragons attack only adjacent squares. TROLLS Trolls are the dark rulers of the underground, although they often come to the surface to spread their evil ways. - 21 - ============================================================================= Trolls are adept fighters and can use orbs of fire and crossbows. ZOMBIES Zombies are the shambling undead created by demented mages to carry out their evil deeds. Zombies are some of the most powerful and durable fighters due to their non-living status. SORCERERS Sorcerers are mages who have fallen upon evil times. They are dangerous because they do not need to be adjacent to a party member in order to attack him. Sorcerers attack solely by magic, using fireballs and mind stuns. SPIRITS Spirits are all that remain of malevolent creatures that died long ago. Because they are not totally attachec to the material plane, they have the unique ability to pass through any object or terrain with no resistance whatsoever. The spirit attacks by scaring. A scare from a spirit is the equivalent of a blow from an 80% damage sword. - 22 - ============================================================================= ENCUMBRANCE POINTS There are thirteen different types of objects which may be found in a quest. Each of those objects has an encumbrance value. Encumbrance is a measure of the object's bulk. Obviously, the bulkier the type of object, the fewer of them the party member may carry. Object Encumbrance Points Object Encumbrance Points ---------------------------------- ------------------------------------ Orb of fire 1 Ring of Farsight 1 Explosive Crystals 5 Wand of Detection 3 Potion of Vitality 2 Sphere of Deflection 4 Bag of Holding 0 Amulet of Levitation 2 Potion of Healing 2 Prisoner 1 Bolt 3 Scroll 1 Crossbow 7 Members carrying a large number of encumbrance points are subject to movement point loss. WHAT THEY ARE AND HOW TO USE THEM ORB OF FIRE - A short-range magical grenade. When a orb of fire is selected, the mouse pointer turns into a crosshair. Place this crosshair over any pont on the same row or column as the current member and click. The member does not need to be facing the target. EXPLOSIVE CRYSTALS - are a very powerful "time delay" explosive device. When explosive crystals are used, they are dropped into the same square as the current party member, ignoring any other objects which may be in the square. When the current party member's turn is over (running out of mp's, selecting another member, or clicking the "Next" button) the explosive crystals will detonate. Explosive crystals explode in a 5 by 5 pattern, with the crystals in the center. Each square receives the equivalent of a hit from a 100% sword. POTION OF VITALITY - an elixir that restores vim and vigor to the character that uses it. Each time a potion is used it will add 50% to the character's vitality for a maximum of 100%. BAG OF HOLDING - is a magical bag that increases your maximum encumbrance by 10. The effects are cumulative; i.e., 5 bags will provide 50 extra encumbrance points. - 23 - ============================================================================= Each bag will automatically increase your maximum encumbrance if you are carrying it. You do not need to use this object. POTION OF HEALING - is a special blend of herbs and spices that restores a character's health. Each time a potion of healing is used it will add 50% to the character's health for a maximum of 100% health. BOLT - is an arrow that fits into a crossbow. In order to use a bolt, the character must also be carrying a crossbow. When a bolt is fired from a crossbow, it travel in a straight line on the current facing until it hits a valid target (i.e., an enemy, a wall, a party member, etc.) or leaves the edge of the combat zone. A target hit by a bolt from a crossbow receives a hit equivalent to a 90% damage sword. CROSSBOW - is a crank-powered rifle-type bow for firing bolts. A crossbow by itself may not be used but must be held in order to use a bolt. RING OF FARSIGHT - is a small ring which reveals all man-made structures on the same level as the user. In essence, this will give you the floor plans to any level the user is on. You must be standing adjacent to a source of water for this object to work. WAND OF DETECTION - is a magic device that reveals a large area of land around the user and any enemies that might be lurking about it. When a wand of detection is successfully used, it reveals a 17 x 17 area of the current level, centered around the user. If the user is not successful, it will show only the terrain which has already been covered. Successful detection will only show nearby enemies as flashing squares on the Amiga and Atari ST, nested boxes on the IBM, and as grey squares on the Macintosh. SPHERE OF DEFLECTION - will absorb any incoming non-magical attacks. A shield will also cause fireballs and orbs of fire to explode on contact, although the blast radius of these items will remain the same. When a sphere of deflection is hit, there is a 10% chance it will shatter and be destroyed. - 24 - ============================================================================= This device does not need to be selected from Use Object because it activates when dropped. AMULET OF LEVITATION - allows the user to float above the ground, ignoring terrain costs and movement restrictions. The only terrain types an amulet of levitation will not allow you to fly through are closed doors, solid rock, and walls. When the amulet is used, it remains active until; the member runs out of movement points, you click the Use Object icon again, select a different party member, or click the Next button. Each time a member uses the amulet, there is a 10% chance that he will crash at the end of his turn. Once an amulet has been activated, the user cannot take or drop objects, swing a sword, use shafts, open doors, use objects, or cast magic. If the party member ends his turn over either a blank (black) or full water square, he will be killed and removed from the quest. PRISONER - Prisoners are unlucky people being held hostage by the nasty powers-that-be. A prisoner is not a usable item. SCROLL - You know what a scroll is! A scroll is not a useable item. - 25 - ============================================================================= INTERIOR TERRAIN WALLS - The walls come in two types: wood and stone. Explosive crystalss will destroy any type of wall; orbs of fire will destroy wooden walls. Swords will not penetrate walls. Party members canot pass through or fly above walls squares using an amulet of levitation. DOORS - Party members cannot move through closed doors. Pine doors require 3 mp to open, Heavy Oak doors require 5 mp, and Metal doors require 10 mp. Party members cannot fly above doors squares using a amulet of levitation. EXTERIOR TERRAIN WATER - Party members cannot pass through water squares, although they can fly over them if they are using a amulet of levitation. If a party member using a amulet of levitation ends his turn over a water square, he is killed and removed from the quest. SOLID ROCK - Party members cannot fly over or through solid rock squares. SPECIAL TERRAIN STAIRCASES - Staircases require 5 mp to enter, and another 5 mp to use. THE ENTRY PENTAGRAM - In order for your party members to enter the quest, this square must be clear. THE EXIT PENTAGRAM - If the current party member is on this square at the end of his turn, he is removed from the quest and will no longer be allowed to fight. STUN FIELDS - When a party member passes through a stun field, there is a chance that he will be stunned and unable to move. This chance is inversely proportional to the party member's vitality. For example, if a party member with a vitality of 78% passes through a stun field, there is a 22% chance that he will be stunned. TELEPORT PENTAGRAMS - When a party member enters a teleport square, he is teleported to a new location. This can be anywhere, on any level. EMPTY (BLACK) SQUARES - Party members cannot pass through these squares, although they can fly over them is they are using a amulet of levitation. - 26 - ============================================================================= If a party member using a amulet of levitation ends his turn over a black square, he is killed. TERRAIN TABLE Type MP's to Enter Special Comments... ------------------------------------------------------------------------- Walls (All Types) No Move Cannot be flown over. Half Dirt/Half Empty No Move Can be flown over with amulet. Half Blank/Half Empty No Move Cannot be flown over. Blank No Move Can be flown over with amulet. Solid Rock No Move Cannot be flown over. Empty Interior 2 Dirt 2 Grass 2 Light Vegetation 4 Heavy Vegetation 6 Rocky Dirt 4 Interior Rubble 4 Stun Field 8 Water No Move Can be flown over with amulet. Stepping Stones 4 Grating 3 Staircases 5 Teleport Square 5 Fence 6 Gallows No Move Cannot be flown over. Closed Doors No Move Cannot be flown over. Open Doors 4 Can be flown over with amulet. Shepherd 4 Bard 4 Bed 5 Dresser 6 Table 5 Chair 4 Wench 4 Entry Pentagram 3 Exit Pentagram 3 Chest 4 Strong Man 6 Water/Dirt 4 Water/Blank 4 Boy 3 Spilled Oil 8 Hangman 6 - 27 - ============================================================================= FILE MENU NEW - opens the mapping window and creates a new quest file. OPEN - opens an existing quest file and displays it in the mapping window. The Open function will automatically display all available quest files. CLOSE - closes the current mapping window and disposes of the quest file. If the quest file has been modified, the computer will ask you if you wish to save the quest file before closing it. SAVE - saves the current quest file currently in progress. If the current file is untitled, it acts in the same fashion as Save As. SAVE AS - saves the current quest file. QUIT - exits Quest Builder. If a file has been modified, the program will ask if you wish to save the changes. MAP MENU WHOLE VIEW - generates a compressed view of the entire current map level. Click the mouse to return to the normal mapping mode. If the click occurs on the whole view map, the window will jump to the equivalent position in the normal mapping mode. This serves as a shortcut for moving about the map. FILL SCREEN - fills the screen with the currently selected terrain type. Fill Screen will not overwrite objects or opponents. FILL LEVEL - fills the current level with the currently selected terrain type. Fill Level will not overwrite objects or opponents. COPY LEVEL - copies the contents of the current level to another level, excluding objectsand opponents. TOTALS - lists the total number of objects and opponents used in the quest. LEVEL MENU Use the Level menu to select the level of the quest map being shown in the mapping window. There are 5 levels in all. - 28 - ============================================================================= PALETTE MENU The Palette menu controls the parts and terrain palette. The blank squares found on the objects and opponents palettes will only erase objects and opponents, not the underlying terrain. If a part will not appear where you have clicked, then it cannot be placed on that type of terrain. A quest can have up to 40 objects and 50 opponents. INFO MENU PREFACE - is the area where you enter information for the player about the quest you have created. This might be part of a story, or just some hints. SET VICTORY - sets the victory conditions for the quest. RESCUE PRISONERS means the player must take all of the prisoners in the quest to win. OBTAIN SCROLLS works the same way. EXIT COMBAT ZONE means all of the members who are still living must go through the exit pentagram. KILL % OPPONENTS requires the player to kill at least the percentage of opponents entered in the box to win. The quest time limit must be set for every quest. The other victory conditions must be met before the amount of time entered in the box expires. Time is in an hours/minutes/seconds format. The victory conditions can be used in combination. This means that if you select kill 20% and rescue prisoners, you must kill at least 20% of the opponents and rescue all of the prisoners to win. - 29 - ============================================================================= CHAIN TO - displays a dialog box which allows you to enter the name of a quest that the current quest will chain to if the player wins. THREAD MENU THREAD OBJECT - jumps sequentially through the list of objects which have been placed on the map. When it jumps to the next object on the list, it moves the map so that the object is in the cneter of the screen. THREAD OPPONENT - jumps sequentially through the list of opponents which have been placed on the map. THREAD TEXT - jumps sequentially to the next terrain square that has text on it. PARTY MENU MODIFY PARTY MEMBER - is used to change the basic characteristics of the quest members. A list box will appear with the names of all the members currently in the party. Select a party member by clicking on his name. Delete will delete a member and Change button will jump to another screen, where the member's attributes can be modified. NEW MEMBER - generates a member for the player's party. Name the character and select the character's specialty using the radio-type buttons. The different specialties generate different basic characteristice. A party can have up to 9 members. NEW LEADER - is used to generata a Paladin. This character is independent of any quest. (You can generate a Paladin without opening the map window). After you have named the Paladin, Create Leader saves the Paladin file, after asking for a file name. This name can be the same as the character's name; i.e., "PIERRE". The attributes of the Paladin may not be modified directly: they only increase through actual combat experience. EXAMINE LEADER - shows a Paladin's statistice. After you select a file, the statistics are displayed. IMPORT PALADIN - allows you to convert a Squad Leader character into a paladin. First, a file selector box appears. This will list any Squad Leader files on the current parth. Select a file and click Import. Next, another file selector box will appear. This is to name and save your new paladin file. Enter a new file name. Click Save. You now have a new paladin. If your old Squad Leader character was STAR level, your new paladin will be a Knight. - 30 - ============================================================================= Note: You cannot convert paladins into squad leaders. OTHER FUNCTIONS SELECTING A TERRAIN SQUARE - Click any terrain square on the palette to select it. Clicking on the map window will place that square on the map. MODIFYING AN OPPONENT - Holding a Shift key and clicking on an enemy character will display the Modify Opponent dialog window. Use this to change opponent attributes. WRITING A MESSAGE ON AN OBJECT - Holding the Shift Key and clicking on an object allows you to write a short message which will appear whenever the player picks up that particular object. This can be used to hide clues within the game. WRITING A MESSAGE ON A TERRAIN SQUARE - Holding down the Alt (Alternate) key and clicking on a terrain square allows you to write a short message which appears the first time a character passes through the square. This can be used to name rooms or make terrain-type characters (such as the bard) "talk". SETTING A TELEPORT DESTINATION - Holding down a Shift key and clicking on a teleporter square will cause a Teleporter Destination dialog box to appear. Enter the destination coordinates and click OK when finished. The program does not check as whether the destination is a valid movement square or not. Check twice or you might end up sending somebody into solid rock or the black void! QUEST DESIGN NOTES AVOID FEUTURISM A quest could have 5 levels, 10 party members in the party, 50 opponents, and 40 objects. Resist the temptation! quests are generally more successful if they are quick to start and play. Having to move 10 party members through a maze for 40 Player phases is NOT fun. SUPERMEN NOT WANTED HERE Imagine a party of 10 party members, each with the maximum of everything against a band of normal enemies. Boring! Winning all the time is not the point of the game. Try and create quests in which the player must logically deploy his forces. Good quests should be a test of the player's decision-making ability, not the random number generator. - 31 - ============================================================================= (IBM KEY GUIDE) ============================================================================= PALADIN THE FUNCTION KEYS Key Normal Shift Alt -------------------------------------------------- F1 New Sound Toggle F2 Click1 Shift-Click2 Alt-Click3 F3 Resume F4 F5 Delete F6 Quest Status F7 Save F8 Victory Conditions F9 Close F10 Preface About Paladin 1 This is the equivalent of pressing a mouse button. If you are playing without a mouse, use this key whenever the manual refers to clicking the mouse button. 2 This is the equivalent of holding down the Shift key and pressing the mouse button. 3 This is the equivalent of holding down the Alt key and pressing the mouse button. USING THE ICONS If you do not have a mouse, the icons are selected using the keyboard, Keys 1 though 6 operate the rows of icons at the bottom of the screen. The "1" key operates the leftmost icon, Drop Object; "2" operates the next icon, Use Stairway; etc. The Next button is activated using the "N" key. To shift click the Next button, hold down the shift key while pressing the "N" key. Note: Be sure the caps lock is not set or else whenever you press "N", the program will assum shift "N". The Change Scale button is operated by pressing the "S" key. SELECTING MAP SQUARES If you do not have a mouse, use the keyboard to select squares. The map has a cursor that yo move using the keyboard. It appears as a crosshair. Use the arrow keys to move it. Remember, without the mouse you must use the F2 key in place of the mouse button. NOTES The Omnitrend's Paladin disk is not bootable. You must boot your computer from a DOS disk prior to running Paladin. To run Paladin, type "Paladin" at the DOS prompt. To run the Quest Builder, type "QUEST" at the DOS prompt. You must use DOS version 3.0 or highre to play Omnitrend's Paladin. - 32 - ============================================================================= QUEST BUILDER THE FUNCTION KEYS Key Normal Shift Alt -------------------------------------------------------------- F1 New Totals New Member F2 Click1 Shift-Click2 Alt-Click3 F3 Resume Copy Level Modify Member F4 Thread Oponent Fill Screen F5 Delete Import Paladin New Paladin F6 Thread Object Fill Level F7 Save Examine Paladin F8 Set Victory Whole View F9 Close Quit F10 Preface About Quest 1 This is the equivalent of pressing a mouse button. If you are playing without a mouse, use this key whenever the manual refers to clicking the mouse button. 2 This is the equivalent of holding down the Shift key and pressing the mouse button. 3 This is the equivalent of holding down the alt key and pressing the mouse button. CHANGING THE PALETTE To change the palette (the upper right-hand window that contains the map pieces), use the "[" and "]" keys. MOVING ABOUT THE MAP To change levels, use the "+" and "-" keys. The "+" key will move to a higher level, the "-" to a lower level. The map is moved by using the arrow keys. Each tme you hold down the shift key and press an arrow key, it will move the map one square in the direction of the arrow. Move the map horizontally 8 squares at a time by holding down the control key and pressing an arrow in the appropriate direction. To move the map vertically 8 squares at a time, hold down the control key and press the page up or the page down keys. SELECTING MAP OR PALETTE SQUARES If you do not have a mouse, the keyboard is used to select squares. Bot the map and the Palette windows have cursors that you move using the keyboard. These cursors appear as crosshairs. Use the arrow keys to move the map cursor. Use the keys listed below to move the palette cursor. Remember: the F2 key is used in place of the mouse button if you do not have a mouse. Direction Key --------------------- Up I Left J Right K Down M - 33 - ============================================================================ THE QUESTS ============================================================================ The following is a list of the quests included with Omnitrend's Paladin that you can play and modify. Each entry includes the author's name, a difficulty rating, a brief description of the quest, and a strategy tip. HOUSE by Thomas Carbone Difficulty Rating: Easy Synopsis: Recover a deed and a land grant from a haunted house and it's yours! Strategy: Explore every corner. Some of your men be overburdened. TROJAN HOAX by Bill Leslie Difficulty Rating: Easy/Medium Synopsis: Rescue the disguised Princess Anne from King Agoraphobius's Castle Recluse. Strategy:There are two routes into the tower, if you look carefully enough. FRIEND by Haywood Nichols Difficulty Rating: Easy/Medium Synopsis: Use supplies of medicine to heal your party and then rescue a friend from a midnight troll sacrifice. Strategy: Amulets of Levitation in combination with your rangers can prove to be very effective for scouting-out areas. Remember that mages possess an effective ranged weapon. Also, try not to overburdern your members unnecessarily. HANGING by Haywood Nichols Difficulty Rating: Medium Synopsis: Two ofyour village elders have been captured and sentenced to die by handing in a short while. You must fo in and save them from the hanging. Strategy: Your mages are mportant for long-distance firing. Exploding oil casks will save you a lot of time. RESCUE by Haywood Nichols Difficulty Rating: Medium Synopsis: Two of your men are being held by the evil trolls and a gang of assorted riff-raff. You only have ten minutes to go in and save them from a horrible death. Strategy: At first glance it appears to be an impossible assault, but if you look closely you will notice that the prisoners make the situation winnable. Remember to use the mage's ranged firepower wisely. - 34 - ============================================================================= ARCHERS1 by Haywood Nichols Difficulty Rating: Medium Synopsis: Damaga 80% of the great troll army on the opposite bank of a river. Strategy: Use some of your men as advanced scouts so that the mage and archers can attack from a distance without fear of being damaged. This is the first of two parts and only the members that survive this battle will be able to participate in the second half. At all costs, you should be preserving men for later on. ARCHERS2 by Haywood Nichols Difficulty Rating: Medium/Hard Synopsis: Steal a formula for a brightly burning oil mixture from a small village. Strategy: Much of the action takes place in tight quarters where the indiscriminate use of orbs or fire will destroy the mission objective. In the wider areas, many of the opponents are hiding just outside your view. Avoid the temptation to use every last movement point when exploring. PORTALS by Haywood Nichols Difficulty Rating: Very Hard - Knighthood Quest Synopsis: Travel through the four Kingdoms of the Portals and recover prisoners and scrolls. Strategy: There is an objective to be found in each of the four kingdoms. Conserve some of the more important tools, such as amulets or levitation and fireballs. Do not fire ranged weapons blindly. INLET by Haywood Nichols Difficulty Rating: Very Hard - Knighthood Quest Synopsis: Once again you are out to obtain someone else's documents, this time, the navigation charts to the prosperous port of HangSee. Strategy: Almost all of the opponents are hiding outside of your view. Move your men in such a fashion that they have adequate protection from all sides. Use your rangers in conjunction with amulets of levitation to cover extensive areas quickly. It is also very important that you locate the exit area quickly. - 35 - ============================================================================= Paladin docs brought to you by The Southern Star. Note: Since this manual is necessary to look up the copy protection codes (if you do not have a broken copy of Paladin), I have started each line on every page against the left margin. Those lines indented belong on the line above when counting lines and words. A good tennis game..something the ST has lacked for ages. Not quite as good as Pro Tour Tennis on the AMIGA....but still a very enjoyable (if difficult) game. SP PASSING SHOT ~~~~~~~ ~~~~ GAMEPLAY INSTRUCTIONS ~~~~~~~~ ~~~~~~~~~~~~ Passing Shot the SEGA coin-op sports sensation comes to the home computer. Passing Shot allows you to participate in champion- ship tennis at world-class standard, visiting locations all over the globe, in singles or doubles, over clay and grass courts. HOW TO PLAY PASSING SHOT ~~~ ~~ ~~~~ ~~~~~~~ ~~~~ Press FIRE (or keyboard equivalent) to start. If you wish to play double, then FIRE must be pressed on both sets of controlls. Input your intials by moving the marker across the letterpad, then select the difficulty level - higer levels start you further into the world stages and put you up against tougher opposition. PASSING SHOT lets you play the deciding set in a three set match. If you play doubles then the two players are on the same side, against computer controlled doubles pairs. The tramlines are included in-bounds when playing doubles. The view of the court in PASSING SHOT is represented from spectator level for service, then switches to top-down perspective for rallies - this allows the best view and control over the action. There are four types of stroke in PASSING SHOT Flat, Slice, Topspin and Lob. Serve the bally by selecting your shot as the ball flashes. The display will then alter to the top-down view. The joystick will control the movement of your player, but when the joystick fire button is pressed the different directions control the shot type. PASSING SHOT follows the normal rules of tennis and incorporates all the usual features: - double-faults, body touches, direct returns, aces, service aces etc. You are required to reach six games to win the set, as per the rules of tennis. If you manage to win the match, the next round will take place at another location in the world. JOYSTICK CONTROLLING ~~~~~~~~ ~~~~~~~~~~~ Use joysticks to control the players. The first joystick port controlls the female player, the second port controlls the male. To play doubles, both players should press fire and enter there intials. The joysticks directions control the player's movement, when the fire button is pressed the joystick directions control the stroke: With FIRE pressed: FORWARD = FLAT LEFT = SLICE RIGHT = TOP SPIN BACK = LOB To serve the joystick should be pushed in the appropriate direction for the type of stroke when the ball flashes: P = PAUSE S = UNPAUSE SHIFT + Q = QUIT GAME (Once rally starts) Typed By: PRINCE OF DARKNESS SEWER SOFTWARE presents PHOBIA..edited by Possum *** Phobia *** Game control : control is by keyboard , joystick or mouse. F1 - Select control method F2 - Redefine keyboard controls F3 - Select one or two players F9 - Abort game FA - Screen mode (ST 50/60 Hz, AMIGA High/Low res) The default key settings are : , - UP ? - Down Z - Left X - right Space - Fire Return - Split ships P - Pause (Fire to Restart) LORD PHOBOS , MASTER OF FEAR , has imprisoned the daughter of the Ga- lactic President and is holding her captive on the surface of the Sun Knowing that a rescue mission would be launched, Phobos has created a series of worlds which must be passed through before any prospective recuer gains access to the Sun.Afer careful study of the a human mind and subconscious , Phobos has fashioned each planet in the form of a human Phobia - he knows that this is the most powerful human emotion , and the fear of fear itself is enough to deter any would- be Situated in the core of each planet is a rare element which affords total pro- tection against the heat of the Sun-nine of these are required to pro- tect the entire ship and allow an attack on the Sun itself. Phobos has other defensive systems to deter the rescue mission - his dreaded Sun Troops will start out from the opposite and of the Stellar System and attempt to cut off the routes to Pgobos - they will leave light barriers between planets which will destroy any ship attempting to pass through of Light Speed.The only way through these is to either sacrifice a ship, or to collect a Space -pad from an obriting moon and sacrifice this.Space Pods will also produce firepower after sufficient power-ups have been collected. Progress though the game is made by destroying a Phobic planet,travel- ling through to the core and colecting a shield piece,then progressing on to the next planetary system system . It the moon on the planet is flashing this indicates that Space Pods are present , and you have the opportunity of fighting through the Lunar defences to collect these. There components of the Phobic planet will leave behind power-ups when destroyed which can be collected to improve the fighting characteris- tics of your craft. Also present on every Phobic planet are the Key Generator which power an impenetrable shield at the end of each system - these must be identifed and destroyed before the shield is reached . sigend : Shut Berlin of Supreme ! POPULOUS - THE FINAL FRONTIER ***************************** HOW TO LOAD: 1)load POPULOUS FROM ORIG DISK OR POMPY PIRATE MENU 10. 2)when the title screen appears select CONQUEST. 3)when WORLD TO CONQUER appears,click on START GAME. 4)The genesis world will now appear.Click on the planet icon.(Game set- up). 5)Select SURRENDER THIS GAME - GAME LOST will appear.Select TRY IT AGAIN. 6)When the disk has been accessed,remove it and insert the Final Frontier disk. 7)Select the planet icon again. 8)Select CONQUEST. 9)When WORLD TO CONQUER appears,click on START GAME to play new Genesis landscape or click on NEW GAME and type in the name of a world you already know.NB: THE LANDSCAPE NAMES HAVE NOT CHANGED,BUT BEWARE THAT THEY ARE CONSIDERABLY HARDER AND THE STRATEGIES YOU ARE USED TO,WONT WORK SO WELL. NB: Keep the FINAL FRONTIER disk in the drive at all times when playing CONQUEST. HOW TO PLAY: It could not be simpler.Read the Populous instructions on SEWER RATS DOC DISK 4 (Available FREE from myself or any good supplier i.e. MERLIN,LAWZ,GORDON,BERNARD.).Follow loading instructions and play away.... Crystalline growths litter most landscapes and affect the surrounding ground.Remove or avoid them. Godly acts are performed in the same way as before,although the effects are slightly different.The split second appearance of BLACK HOLES replaces the use of floods to bring the walls tumbling down.Volcanoes have been replaced with immediate crystal growth,while swamps have the effect of miniature temporal whirlpools in absorbing anyone fool-hardy enough to walk into them. CUSTOMISING THE NEW LANDSCAPES. 1)Click on the planet icon. 2)Select CUSTOM 3)Select PRINT MAP and click OK 4)You can now access the new world by pressing the "5" key. To play your new landscapes,click on the planet icon, then select PLAY GAME followed by OK. When you have finished a game in CUSTOM MODE,you may be asked to replace the original POPULOUS disk.Having done so,click on OK.When the disk has finished accessing,replace it with the FINAL FRONTIER disk and follow the custom landscape procedure from the beginning.Having loaded a saved game on a single drive machine,you are asked to "INSERT ORIGINAL POPULOUS DISK".at this point,if you are playing from the FINAL FRONTIER disk,the program is actually for it, as opposed to the original Populous disk. THESE INSTRUCTIONS WERE TYPED/SPREAD BY KEITH (TEDDY STACKER) & JACKY (WACKY JACKY). HI TO GLENN (MEGA CONTACT),LAWZ (ANOTHER MEGA GUY & MEMBER OF THE GREAT "POMPY PIRATES),GORDON,BERNARD, ,PAUL OF DERBY,FAISEL AND POSSUM FROM THE MIGHTY SEWER SOFTWARE. There's no doubt, POPULOUS is an excellent game, with a big following. Now SEWER SOFTWARE present the Play To Win Docs, complementing our huge POPULOUS DOCS and the FINAL FRONTIER DOCS on this disc. POPULOUS -Play To Win Hold on tight to your souls readers,'cos these hints and tips are of cosmic proportions. In Electronic Arts' -- quite literally -- earth shattering new game you get the chance to shape the face of the Earth and wrestle with good and evil alike BUILDING Double click on the same point and then remove the top point, allowing you to create an area of nine flat blocks in only three clicks. NOW YOU CAN TURF OR SPROG Reduce the area of crop fields that a castle has and the size of the building will be reduced. This lowers the capacity of the building to hold people and will force a walker to leave if it is too crowded .Use this method to force a walker from a large castle. It is important to note that the largest castle uses an extra block around the edge of its crop fields. This land cannot be used for direct settlement. LAND MAINTENANCE Keep your land clean and tidy, remove swamps, rocks, broken and bad land. Without a strong clean landscape , your population will not flourish. Remove swamps as they are a direct drain on your population - especially bottomless swamps. HOW TO DEAL WITH KNIGHTS If the enemy starts to use knights against you, you have a number of options open. Try ignoring the knight and letting it rampage through your land and burn a few houses; but make sure that you clean up the land and resettle behind it.Try to drown the knight - the computer opponent will not often allow you to get away with this but with practice it can often be achieved . The secret is to build a tough leader that can defeat the knight in combat .It is possible to use a system of buildings to create an artificial barrier to the knight's progress by nippling the land, letting the knight fight through the small houses, then removing the nipples to free some flat land to resettle. TOUGH LEADERS Collect your people in a leader and then use that leader to assault the enemy. This is one of the most satisfying ways of playing POPULOUS. A tough leader can also defeat opposing leaders, knights, and can form a tough knight for your side. PAPAL MAGNET MODE Careful use early in the game can move your leader and people away from the homeland and into new territory fresh for expansion. WALKERS HAVE IQ IQ is determined by the technology that walkers have and the number of times which they have been sprogged form a settlement. The degrees of intelligence are reflected by the walker's ability to locate new land etc. A low IQ walker will waste valuable time circling a large castle trying to find some fresh unsettled land, whereas the high IQ walker will spot the land five or six squares away. TECHNOLOGY The technology which a person has directly affects the outcome of any combat that they are involved in. The weapons factor acts as a multiplier - and so weak people with swords are often a match for stronger club-wielding walkers. FIGHT MODE This mode is very good for passive expansion. Your people will move towards the enemy and will tend to settle as they go . This mode is most useful when you are close to each other at the start of the game. THE FIGHTING LEADER You can use your leadre as a direct and controllable weapon, by placing the magnet in the building that you want to attack and then going into 'goto magnet' mode. Your leader will charge off and attack the building, occupying it after the combat. But move the magnet and off he charges. In this mode you are not settling anything except the buildings that you are fighting over, so beware of depopulating your lands or being out populated. Your leader is constantly being supported by your walkers who are drawn to him. HOW TO WIN GAMES The most gratifying way of finishing games is by direct use of your leader. A couple of tough knights certainly knock the stuffing out of weak opponents. Aided by the leader you can quite quickly finish the opponent off. Armageddon will draw the game to an instant conclusion, but try swamping just before your armageddon if the score is close on population. COMPUTER STRATEGIES Learn the tactics and strategies that the computer uses. Look at the opponent it is allowed and decide which effects it will use. If it can only flood then build higher; if it can only quake then get ready to be shaken about. Learn to be shaken about .Learn the way the computer builds and take advantage of it. ADVANCED TECHNIQUES & STRATEGIES -------------------------------- NIPPLING Turf people from castles by lumping or nippling the land around them. Don't remove the lumps and let the walkers settle amongst the smaller castles. Do this to a large area around your castles and then remove all the lumps. This will have a knock on effect that should produce a number of new castles at the edge of your land, and then you can expand out from these. This tactic also shortens the time taken for a walker to settle after being turfed - a vital thing to do on landscapes where the environment is harmful. MULTISPROGGING This is similar to nippling - and is designed to create as many settlements from one as possible. A large castle that has a reasonable population in it will reduce and produce a walker, so as soon as that happens reduce it again so that another walker is produced. The first walker will have settled and also can be reduced to produce another. From one castle, four settlements can be created. Flatten the land and you can create four castles from one. DETERMINATION The best way to win any game is to out-build the opponent. Against the computer at higher rates this is often quite hard; however you can keep building afetr the computer has alteredits priority to attacking rather than building. You must weather the attacks and continue to build as fast as you can - eventually you can win through. POOR MAN'S VOLCANO Get someone into the enemy's land and then settle them. Scroll the map to the furthest point from the flag of your building then raise the land, upsetting as many of his houses as possible. This is a cheap way of creating a volcano. SWAMPS These are quite simply the most lethal weapon that you have. He who swamps first swamps hardest. Swamp his leaders and his people. Swamps will significantly reduce his population and can often keep the computer player down while you are building. THE HANDY SWAMP PLATFORM To counteract the effect of the computer swamping your leader, you can place the magnet in any area of land that is lumpy and not susceptible to swamps. Collect your leader here and release knights into his land. The computer will try to swamp and have no effect, thus wasting manna. BUILD HIGH If the computer has flood and a few other options, it is a good tactic to build at two or three levels high. You can simply ignore the flood and let it affect only its own people DOUBLE VOLCANO If you build a volcano, try to do it on another volcano, either two together or on the site of another. Two volcanos together have more of an effect then two seperate. A double volcano is very time and manna consuming to remove. CHARGE Getting your buildings in amongst the opponents gives you the chance to drown people, upset buildings and generally start attacking where it hurts - his home. You will also have the advantage of being safer from swamps and other effects. The computer will start to clean up the land which your people are settling. ZEN Try building lots of settlements without bothering about turning them into castles. This gives you are larger number of walkers, but they are weaker than the castle-sprogged walkers. Zen allows you to ignore the special effects and concentrate on spreading and leading your people with your leader. Building through the hills tends to stop enemy knights, since they spend all their time destroying small and worthless huts and tents rather then the important houses and castles. This is called the soggy mountain tactic, and you should also build castles at the back of your land with this buffer of tiny settlements before it. EXPANSIONIST POLICY Learn the patterns of crop fields which are required by the various buildings. Learn the fastest building techniques and learn how to multisprogg and nipple. Then keep your land clean and build. Build some more, you can win very tough games this way. Keep doing this until you have out populated the opponent and have enough energy to armageddon. Do so and win! LOUISIANNA If it moves swamp it, if it doesn't move swamp it anyway. TWO PLAYER GAME TACTICS ----------------------- DROWN PEOPLE In the two player game the other player is less likely to notice the drowning people. If water is harmful then leave the people drowning in puddles, you will find that the people die very quickly in water!!! HOW TO SWAMP OFF PEAK AREAS Swamp an area that is at the back or in an out-of-the-way place, and the other player will take longer to find it and may not remove it as quickly. This will allow more people to fall to their deaths. Swamping after the other player has just swamped causes a confusion (and if possible also earthquake well away from your swamp). The result will be that it looks like your retaliation was like a quake - and that the nasty sounds are your people drowning in their own swamps. Don't forget to tidy up after you with reference to these. AND FINALLY ... Remember these tips are not hard and fast rules but things which apply to most games. Play to Win hints and tips Typed by The Jester in 2 hours 30 mins cos Waremonger of Quartex wanted some tips for the game Following are the Protext Tutorial Files. The original files were in the form of four files, intended to be loaded into Protext. Thus the text below assumes that you have loaded these files into Protext, and are currently editing the files. However, you may use this file simply as reference, and edit any of your own documents in place of this file. The principles will still be the same, requiring only a little extra thought on your behalf when msrking blocks, etc. Thanks to Paul B. for the original docs, which were merged into a single file, scaled down to 80 column text, and edited extensively by Sewer Rat. On with the docs ........ ---------------------- PROTEXT TUTORIAL FILES ---------------------- TUTOR 1. CURSOR MOVEMENT. PROTEXT is supplied with a number of tutorial files for the purpose of providing a quick and easy method of learning the most commonly used commands. Each tutorial covers a particular aspect of word processing. Once you have worked your way through the tutorial files you should be ready to carry out all the commonly used functions of word processing. Only the most frequently used commands and processes are covered in the tutorials, but as experience is gained or when you want to make use of the more advanced features of PROTEXT, the manual gives full details of  all the commands and how to use them. Throughout these tutorials a consistent form is used to describe which keys to press when carrying out 'editing' commands. Examples:- CTRL-A -means hold down the CTRL key and press the key marked A CTRL-( -means hold down the CTRL key and press the key marked ( There is NO need to press the SHIFT key as well. SHIFT- -means SHIFT and the right cursor key. CTRL-@ 1 -means press CTRL and the key marked @, release and press the key marked 1 On occasions you will be asked to use certain commands which will take you to other parts of the text. What to do next will be described in a box similar to the one below:- ----------------------------- | This is an example only. | | Do not Press CTRL- yet | ----------------------------- This first tutor will teach you the quick and easy ways to move around a document. One of the main features of a word processor should be the ability to move the cursor around with the minimum of effort and PROTEXT is particularly quick and flexible in this respect, so it is worth taking a short while to get to know all these commands before progressing on to greater things. PROTEXT has two different HELP options, one for command mode and the other for edit mode. The edit mode HELP is an 'intelligent' one, to the extent that it can provide information which is relevant to the type of line of text the cursor is on at the time help is called. Alternatively you can just call up help and look through all the commands. To call help from edit mode, which is the mode you are in now, simply press CTRL-H when the cursor is on a normal line of text. Pressing CTRL-H again will display the next page of help and so on. To scroll back through the help, you should press SHIFT-CTRL-H. Help can be turned off at any time with CTRL-V H. If you press CTRL-H when the cursor is on one of the 'stored command' lines (these are lines which start with a 'greater than' symbol) you will be provided with help about stored commands. Command mode Help is obtained by typing 'HELP' when in command mode. This will call up a menu giving a number of categories of help which are available. Typing 'HELP' followed by the name of any command will give a brief explanation of that command. The cursor keys when used on their own will move the cursor around one character at a time. You have already used the down cursor to scroll the screen, so that you could continue reading. Now try using the cursor key and you will find that the text stays where it is and the cursor moves up one line for every time you press the key. After a few lines, use the cursor to bring the cursor back to this line. If you now try using the cursor key you will find that it will move along to the beginning of the line. Similarly with cursor, only this time you will find that it goes past the end of the line of text and if you keep pressing for long enough you will find that the screen will scroll sideways. Try using the cursor key now until the screen scrolls sideways. The reason that the screen scrolls across is because PROTEXT can handle documents of unlimited width and when the text is wider than the screen, it is scrolled across so that you can see what you are typing. Normally this will happen completely automatically, but unless you are creating a document that is wider than the screen, which is most unusual, you will not come across it very often. PROTEXT also allows you to move across the screen more quickly, either by jumping a word at a time, or from one end of the line to the other. Press SHIFT- now and you will find that the cursor now hops from the start of one word to the start of the next. When it reaches the last word on a line, it will continue on the next line. If you now use SHIFT- it will hop backwards through the text, always with the cursor on the first character of a word. If you now press CTRL- you will find that the cursor will hop immediately to the end of the line and pressing CTRL- will return the cursor to the beginning of the line. Either of these commands can be used from any position on the line as a quick means of getting to the start or end of a line. So far the only way that you have moved up and down through the document has been by pressing the and cursors. If you now try pressing SHIFT- you will find that the text moves up the screen in a similar way to before, but with one big difference. The flashing cursor remains on the line that it was on when you started pressing SHIFT- . You will find this particularly useful when you try editing text at the bottom of the screen as it lets you move the text up so that you can read the following text, but without losing your place in the text. SHIFT- does exactly the same thing, but in the other direction. There are also several commands which allow you to jump up and down through the text more quickly. The first of these use the and cursor keys in conjunction with the CTRL key. If you now press CTRL- twice you will find that the text jumps a little less than a full screen with each press. This provides a very convenient way to quickly scan through the contents of a document and because something less than a complete screen is scrolled each time it is easy to maintain continuity of reading. PROTEXT also has two commands which let you jump straight to the beginning or the end of the text in memory. Notice that we said 'text in memory'. With smaller documents this will be the beginning and end of the document, but with larger documents which are too big to be held completely in memory, repeating the command a second time will let you jump to the beginning and end of the complete document, no matter what size it is. Before using the commands to jump to the beginning and end of the text, you will need to know about another command that will enable you to find this part of the tutor after you have experimented with jumping from one end to the other. This command lets you position markers in the text which you can jump back to at a later stage. These markers are positioned in the text by typing CTRL-@. Just press CTRL and the key with the '@' on it and you will notice that the top status line has changed and contains a message telling you to press a number between 0 and 9, or some other symbols. Press the '0' key on the top of the keyboard for now, to select marker 0. The status line will return to normal, but now, instead of containing the message 'No markers set', it will contain the message 'Markers 0' as an indication that marker 0 is in use. You will also find that the character '0' will be positioned in the text at the cursor position, but in inverse. You can leave these markers in the text for as long as you want and they will be ignored when printing takes place, but if you want to remove one, it is simply done by positioning the cursor on the marker and pressing the DELETE key. Position the cursor at the end of the NEXT paragraph now and set marker 9 by the method described above, and then continue reading the tutor. Having now marked your place in the text with a marker, it is time to try out the commands for jumping to the beginning and end of the text in memory. CTRL and either the opening or closing square brackets, which are on keys to the left of the RETURN key, are used for this. To jump to the beginning of the text in memory you should press CTRL-[ and to the end of the text CTRL-]. Try jumping to the start first, then to the end of the text. You should now have returned to here from the end of the document by using the marker command. You will have discovered that to return to a marker you simply follow the same procedure that you used to first set the marker. If no marker is set, then one will be set. If a marker is set, then the cursor will jump to its location. There are numerous uses for the place markers, one of which you have already seen. Another use is to put place markers in the text in positions which you might have to refer to frequently during the course of creating a piece of text. If the document you are working on is very large, it may not be possible to fit it all in memory at once, in which case PROTEXT will automatically load and save the text as you progress through the document. You will be unaware of this happening most of the time and one of the few occasions you will notice it is when you have used the CTRL-[ or CTRL-] commands which will only take you to the start or end of the text in memory. To get to the start or end of the complete document you should press CTRL-[ or CTRL-] a second time. There are also two commands which let you jump a paragraph at a time. CTRL-< (The 'smaller than' symbol) will move you back one paragraph to the start of a paragraph, whilst CTRL-> ('greater than' symbol) will take you to the start of the next paragraph. Try them now and come back to this paragraph. You will probably have discovered that repeated pressing of one or the other will step you forwards or backwards any number of paragraphs. It is also possible to step through the text a page at a time. A page means a page as it will be printed, not a screen page. If you look at the top of the screen you will find the message 'Page n Line nn'. PROTEXT always keeps a note of which page you are on and also which line and column the cursor is on. Before going any further, set another place marker, any one that is not already in use (you can easily tell which are in use by looking at the status line). The commands to move a page at a time are CTRL-( and CTRL-) and in a similar fashion to the way that the other brackets have been used, the opening bracket will take you back to the start of the page and the closing bracket will take you forwards to the start of the next page. Watch the Page number on the status line as you use these commands. Try them now and when you have finished, use the place marker you set to return to here. Most of the main commands for moving around the text have now been described, but there are one or two more which have special purposes. CTRL-L will always take the cursor back to its previous position if one of the 'jump' commands has been used to move to another part of the text, so that if you press the wrong key by accident and jump to the wrong place, you can always get back to the right place quite easily. Try pressing CTRL-< and then CTRL-L. Moving the cursor around on a line, or one line at a time will not have any effect and pressing CTRL-L will still return you to the place in the text from which you originally jumped. Finally there is a command which lets you jump straight to a specific page, line, or column. If you press CTRL-G you will find a message appear on the status line at the top of the screen requesting you to enter P, L, or C and number. Entering P and a number will cause the cursor to jump straight to the start of the specified page, whilst prefixing the number with C will take the cursor across the screen to the relevant column number. Using L as the prefix, or omitting the prefix altogether will send the cursor to the line number. You should note that the line number is the actual line number in the text, which will not be the same as the line number displayed at the top of the screen, on the status line, if 'page mode is selected. Page mode can be turned off at any time by pressing CTRL-P, which results in the true line number being displayed on the status line and back on again by a repeat press of CTRL-P. Set another place marker and try the CTRL-G option now and then return to here using the place marker when you have finished. All the above commands are standard PROTEXT commands, which may be found with only minor differences in all versions of PROTEXT, on whatever machine, but most of the special keys have been configured to function in a similar way to normal and may be used as an alternative to the standard PROTEXT commands. It is recommended that the PROTEXT commands are learnt, as it will then be easy to use versions of PROTEXT running on other machines. The 'special' key functions, are listed below, together with their equivalent PROTEXT commands:- ST KEY PROTEXT COMMAND FUNCTION Home CTRL- Go to start of line CTRL-Home CTRL-[ CTRL-[ Go to start of file Help CTRL-H Call up help facility Undo CTRL-U Undelete Insert CTRL-TAB Insert/overwrite mode That completes the first of the tutorial files and whilst you haven't yet found out how to enter and edit text, you should now be able to move around a text file quickly and easily, which will make progress in the remaining tutorials a lot quicker. TUTOR 2. TEXT ENTRY AND EDITING. PROTEXT is supplied with a number of tutorial files for the purpose of providing a quick and easy method of learning the most commonly used commands. Each file covers a particular aspect of word processing. In this tutorial you should learn the different methods by which text can be entered, corrected and moved around. Before continuing, you will notice a strange line of dashes and exclamation marks near the top of the screen and another one just above this paragraph. You don't need to worry about them for the moment, as they will be explained in detail later in the tutorial. For now you can just accept that they are 'ruler lines'. Throughout this tutorial you will be encouraged to insert, remove and generally chop up the contents of this document. There is no need to worry about damaging the document, as the original will still be on the disc and unless you save the modified one back onto the disc (which you shouldn't), no permanent damage will result, so experiment as much as you like. PROTEXT has two distinct modes of operation, 'Command mode' and 'Edit mode'. Edit mode is the mode in which all entry of text is carried out, whilst command mode is where all instructions relating to printing of documents, saving and loading of files and many other operations are carried out. You have already encountered both modes, perhaps without realising it. When PROTEXT is first loaded it is in command mode, which is indicated by the 'banner' line about two thirds of the way down the screen, which gives details of the version number of PROTEXT that you are using as well as the selected printer driver and directory. When you entered the command 'LOAD TUTOR2' you were in command mode. The ESC key is used to 'toggle' between command and edit modes whenever you want. Pressing ESC will always switch you into the other mode. When in edit mode, you will see that the command mode banner line disappears, leaving only the status lines at the top of the screen and the text (if any) on the remainder of the screen. This is the first of several toggle commands that you will come across during the course of the tutorials. PROTEXT has two methods of entering text. These are 'Insert' and 'Overwrite' modes. By default, when you enter PROTEXT edit mode, you will be in insert mode. This means that when you type in any letters or numbers, the cursor will push any existing text ahead of it, rather than 'rub it out', or overwrite it. Position the cursor in the middle of this line and type in some more letters. You will notice that the remainder of the line, to the right of the cursor, will be pushed further to the right as the new letters are inserted. If you look at the top of the screen you will find the message, 'Insert', on the status line. If you now hold down the CTRL key and press the TAB key, the message will change to 'Overwrite'. Alternatively, the INSERT letters in the middle of a line and you will see that this time the new letters will replace the existing ones. It is still possible to insert extra characters whilst in overwrite mode and this is achieved by pressing CTRL-SPACE, which has the effect of moving the text under and to the right of the cursor across one column, leaving you room to enter the letter you want to add. CTRL-TAB is a 'toggled' command, which means that pressing it again will restore it to the original setting. Overwrite is useful for correcting or changing the occasional word and for other more specialised uses, but for the moment go back into insert mode, which is the most commonly used method of entering text. One of the big advantages of a word processor is that it is very easy to insert, alter and remove words and letters. For now we shall concentrate on entering and removing single letters. In the blank line below this paragraph try entering three or four lines of text. Copy part of this paragraph if you can't find anything more interesting! Just type the letters as you see them, using the space bar to insert a space between each word, but do NOT press RETURN when you get to the end of the line. To obtain a capital letter you should hold down one of the SHIFT keys whilst pressing the appropriate letter key. Similarly, to obtain one of the characters marked on the upper part of some of the keys, you should also press SHIFT. If you want to type a considerable number of upper case letters, it is more convenient to press the CAPS LOCK key, which will result in all further letters being treated as upper case letters. Pressing CAPS LOCK a second time will toggle the keys back to lower case. Don't worry for now about the odd spelling mistake as we shall correct them in a minute. When you get to the end of a line, don't press RETURN, as you would with a typewriter, simply keep on typing and you will notice that if you were in the middle of a word when you got to the end of the line, PROTEXT will automatically move the part complete word to the start of the next line and continue entering letters as fast as you type them. You will also see that PROTEXT automatically inserts a new line when it gets to the end of a line, so that any existing text is pushed down to make room. This process of not splitting words is called 'word wrap' and is another feature of a good word processor. If you look at the top of the screen again, you will see the message 'Word-Wrap' on the status line. Press CTRL-W and the message on the status line will change to 'W-W Off'. Try typing in some more words and see what happens. This time the cursor keeps moving across the screen, completely ignores the right hand margin and carries on until the screen scrolls. You would not normally use this method of entering text, though it can be useful on occasions. For now, press CTRL-W again to switch Word wrap back on. The only time that you have to press the RETURN key is when you reach the end of a paragraph. Pressing RETURN has the effect of ending the paragraph and moving the cursor down to the next line. If you are in insert mode, which is normal, a new line will be inserted into the document and the cursor will move onto it. If you are in overwrite mode however, the cursor will move down to the next line, but no new line will be inserted. If you made any typing mistakes whilst entering the paragraph of text, it would be a good idea to correct them now. Simply move the cursor back to where the mistake is and position it over the character you want to change, then press the DELETE key. The incorrect letter will disappear and the remainder of the text on that line will move across to fill the space. You can then type in the correct letter if necessary and the text will move back to the right to make room for it. If you need to remove more than one letter, then position the cursor over the first incorrect character and press DELETE as often as necessary. If the mistake had been noticed when you were typing it, you could have corrected it at the time, simply by pressing BACKSPACE, which has the effect of deleting the last character typed. Try deleting a few characters and see the different effect of the DELETE and BACKSPACE keys. DELETE always deletes the character under the cursor, whilst BACKSPACE deletes the character to the left of the cursor. In both cases the space is closed up. The effect of this is that DELETE deletes letters to the end of a line and BACKSPACE deletes characters towards the start of a line. One very common mistake is to get two letters the wrong way round in a word, such as 'teh' instead of 'the' and PROTEXT has a command to take care of this without the need to delete and replace letters. Position the cursor on the first of the transposed letters and then press CTRL-A. It will work equally well with a space and a letter, such as 'whol e', which is another common typing error. This is a good time to introduce another command, which really belongs in the tutorial on formatting text, but as you will inevitably be disrupting the appearance of your text during the course of this tutor, we shall explain it now. Pressing CTRL-F will reformat a paragraph from the cursor position to the end of a paragraph. Positioning the cursor at the start of a paragraph and pressing CTRL-F will reformat the whole paragraph. Pressing SHIFT- CTRL-F will automatically reformat the whole of the paragraph the cursor is in. Try deleting a few characters, or words, from this paragraph and then reformatting it. Sometimes you will find that you want to delete more than an odd letter and PROTEXT provides a number of commands which permit you to delete part words, words, lines and whole blocks of text. SHIFT-DELETE and SHIFT-BACKSPACE let you delete a word or part of a word. If you position the cursor on the first letter of a word and then press SHIFT-DELETE, you will find the complete word disappears. Similarly if you position the cursor on the first space after a word and press SHIFT-BACKSPACE, the previous word will disappear. In both cases the gap will be closed up by the remaining text moving across to the left to fill the space. To delete the last part of a word, position the cursor on the first letter you want to be deleted and use SHIFT-DELETE. To delete the first part of a word, position the cursor on the first letter you want to remain and press SHIFT- BACKSPACE. As you have probably noticed by now, PROTEXT follows a general principle (though for practical reasons this is not 100% true) that using a command on its own, such as the cursor keys and the DELETE keys has a small effect on what happens, whilst using it with SHIFT has a slightly greater effect, so it will probably come as no surprise to find that PROTEXT has commands which will also delete part or all of a line. CTRL-E and CTRL-BACKSPACE have the effect of deleting the text from the cursor to the end and the start of the line respectively. Try it on a line or two of the above text, to see the effect. You will notice that if you delete all the text from a line, either by pressing one key after the other, or because there wasn't any more text on the line, it doesn't delete the line itself from the document, merely the text from the line. If you want to actually remove a line from the document, whether it be an empty one, or one containing text, CTRL-keypad* is the command to use. This will remove the complete line from the document and cause the remainder of the text to move up a line to fill the space. Some of the above commands are fairly severe in their effect on the text, so PROTEXT provides a command which can help to undo any mistakes you may have made. CTRL-U is the 'undelete' command and has the effect of restoring the last piece of text deleted by the last use of any of the delete commands. Note that it can only restore the last bit of text deleted and that any subsequent use of the deleting keys will cause previously deleted text to be forgotten. There is one final delete command, which is SHIFT-CTRL-BACKSPACE which has the effect of clearing the complete document from memory. This command will prompt you for confirmation that you want to erase the complete file before doing so. It has exactly the same effect as the CLEAR command in command mode. So far you have learnt several ways to delete text from lines and even to delete whole lines, so perhaps this is a good time to learn how to insert new lines into the text. If you just want to insert an empty line at the end of a paragraph, then all that is required is to press the RETURN key a second time. As many lines as wanted can be inserted in this way, when in insert mode. If in overwrite mode however, pressing RETURN will only make the cursor move down a line. PROTEXT provides a command, CTRL-I, which moves all the text from the line that the cursor is on, down a line and inserts a blank line into the text where the cursor is. You will quite frequently find that you want to split lines into two and join two lines together. There are two different ways to do this, depending on whether you are in insert or overwrite mode. If Insert mode is in use, which it will normally be, positioning the cursor where the line is to be split and pressing RETURN results in the cursor and the remainder of the text being moved down onto a new line beneath. If you want to join two consecutive lines together, you can do this easily, either by moving the cursor to the end of the first line and pressing DELETE, or by moving the cursor to the start of the second line and pressing BACKSPACE. If overwrite is in operation, pressing RETURN does not split the line, but merely moves the cursor down to the start of the next line, so two commands are provided to enable lines to be split and joined. CTRL-* (the * on the 8 key) will split a line at the cursor position and CTRL-+ (on the = key) will join lines together. Any leading spaces that would have appeared at the start of the new line will be discarded. Finally there are a couple of commands which are for the purpose of changing the case of letters. If you press CTRL-/ when the cursor is over a lower case letter it will change into an upper case letter. Keeping the keys pressed results in the cursor moving along the line of text changing any lower case letters into upper case. You do not need to worry about numbers and punctuation marks etc., as these are just passed over. The reverse of this command is CTRL-\, which turns all upper case letters into lower case. Both of these commands can prove to be very useful if, after creating a piece of text, you decide that certain parts, perhaps a heading, should be in upper case or vice versa. So far most of the frequently used editing commands have been covered, though there are a number of others which are detailed in the manual. One form of editing which hasn't been covered at all yet is the subject of moving, copying and deleting blocks of text. This is such a powerful and versatile feature of PROTEXT that it has a tutorial all to itself, so if you wish to continue to the next tutor file, press ESC to go into command mode and type:- That's the end of part 2 of the Protext tutorial, now on with part 3 ... TUTOR 3. CUT AND PASTE EDITING and FIND AND REPLACE. PROTEXT is supplied with a number of tutorial files for the purpose of providing a quick and easy method of learning the most commonly used commands. Each file covers a particular aspect of word processing. Cut and Paste Editing is one of the names given to the functions which enable you to move, copy or delete areas of text. PROTEXT is particularly flexible in this respect. The procedure is initially the same whether a block of text is to be moved, copied or deleted, in that you must set two markers, one at the start of the block of text and the other at the end. It does not matter which is set first, as PROTEXT automatically adjusts the markers so they are the correct way round. Move the cursor to the start of the first line of the preceding paragraph and press CTRL-Z. You will see that the block marker is represented on the screen as an inverse video square bracket. The first one set will always be an opening square bracket. Now move the cursor down to the start of the first line of this paragraph and press CTRL-Z a second time. This time an inverse video closing square bracket will mark the text. You have now marked a block of text consisting of all the text between the two block markers. You will see that on the Status line which previously said 'No markers set', there will now be two square brackets to indicate that both block markers are set. If you find that you have positioned a marker in the wrong position it can easily be removed by positioning the cursor over it and pressing CTRL-Z yet again, or by using the appropriate DEL key. Alternatively any block markers which are set can be cancelled by pressing CTRL-K. If both markers are already set when you try to set a marker, a beep will sound and a message appear on the status line to inform you. You must press the ESC key to return to edit mode. If you know you do not want the old markers then CTRL-K can be used to delete them before setting the new ones. On the other hand, you might want to have a look at them before removing them and PROTEXT provides a command to enable you to quickly find them, without having to look through the text. In an earlier tutorial you learnt how to set place markers in the text and how to find them by pressing CTRL-@ and then the place marker number. In a similar way, we can use CTRL-@ with either the opening or closing bracket to jump straight to whichever bracket was chosen. Press CTRL-@, release and then press the square bracket key and the cursor will position itself on the block marker. Having selected the block you can then decide whether to move, copy or delete it. We shall describe the copy command first. Move the cursor down and position it at the start of this paragraph and press CTRL-INSERT. You will find that the block of text has been copied down to the cursor position. You will also find that the block markers have moved with the block. If you look back in the text, you will find that the original piece of text is still there. You could have moved the block of text instead of copying it and to show how this works we shall now move the block down from where we copied it, to immediately after this paragraph. Move the cursor down to the start of the next paragraph and this time press CTRL-M to move the text. If you look this time, the block of text will be at the end of this paragraph, complete with markers, but if you look at the start of this paragraph, the text will no longer be there. It has been moved, rather than copied. As the block markers are still set it is a good time to look at the third of the block commands, the 'delete block' command. Just press CTRL-DELETE, and a message at the top of the screen will request confirmation that you want to delete the block, before doing so. Blocks of text may be any size and anywhere in the document. In the examples shown above, complete lines were moved. This was done deliberately, as this is one of the most common uses of the block commands, but a block can start and end anywhere and could be as short as one letter, though this would be rather pointless. Moving a few words around a sentence or paragraph is a fairly common use as well. Try moving a few words around in a sentence. One thing which should be noted is that the cursor must not be inside the marked block when the move or copy commands are used, as it is not possible to copy or move a block into itself. If you do attempt to do so, PROTEXT will display an error message on the status line. CTRL-Y is a command which, though not solely connected with the process of cut and paste editing, is frequently used with it. CTRL-Y is used to switch between two documents in memory. Full details of 'Two file editing' are provided in the manual, but just to give you an idea of the possibilities, mark this complete paragraph with the block markers, but this time, instead of using one of the copy, move or delete commands, press CTRL-Y, followed by CTRL-O (letter O, not zero). You should now find that you are in a new document containing only the marked block of text. Look at the status line and you will see the message 'No File', indicating that it is a new document. If you now press CTRL-Y again, PROTEXT will switch back to the original document, which will still contain the original block of text. CTRL-Y toggles between the two documents, whilst CTRL-O is the command to copy the contents of a block into the other document. The block of text is always copied over to the position of the cursor in the second document. The original block of text will still have the block markers round it, so it is easy to press CTRL-DELETE to remove the original text if required. The above operation, as you have seen, provides a most convenient way to transfer sections of one document to another and is much quicker than saving blocks of text and merging them into the other document. The second document is an entirely normal document and any of the command mode and editing commands can be used. You will also have noticed that when you switch between documents, the cursor position is remembered, together with all the settings of the various block and place markers, justification etc. The second part of this tutorial is concerned with a brief description of the FIND and REPLACE functions provided by PROTEXT. These are two of the few editing commands which are largely carried out from command mode. Because FIND and REPLACE are used from command mode, a tutorial file is not the ideal way to learn how to use them, so we recommend that you consult the chapter in the manual which gives full details of their operation. The following few paragraphs give a brief look at the options and how to use them. Both options work in a similar way, the difference being that FIND merely searches for a chosen 'string' of characters, whilst REPLACE will both find them and replace them with a substitute string. A string of characters is a collection of letters, numbers or punctuation marks that can be found in consecutive positions in the document. Included in the string may be printer control codes, tabs and returns. The easiest way to find out how to use the Find and Replace options is to try them. Before using ESC to go into command mode, move the text up the screen so that the following paragraph is at the top of the screen and will be visible even in command mode. Set a place marker in the text so that you can easily return here afterwards. Press ESC now to leave edit mode and then continue reading the next paragraph. From command mode type FIND and press RETURN. You will then be prompted with 'FIND string' and should now enter the word or characters that you want to find. In this example we shall look for the word 'string', so type that in and press RETURN. Next you will be asked to select 'Options (A,B,C,G,W,n)'. This time we will not select any options, so just press RETURN when you have read the remainder of this paragraph. PROTEXT will return to edit mode and start searching. When it finds the first occurrence of the word 'string', it will position the cursor on the first character of the word, in this case 's'. At this point you can resume editing if you want, or if you press CTRL and the ) key on the keypad at the right of the keyboard, PROTEXT will continue the search. If you had chosen to do some editing, you could still have continued the search whenever you wanted, by pressing the CTRL-keypad ) key. When all occurrences have been found, return to here by using the marker you set earlier. Instead of pressing CTRL-keypad ) to continue the search, the keypad ( key could have been used and would have caused the search to be resumed in the reverse direction from before. This allows you to back track if needs be. By default, with no options selected, PROTEXT will carry out a search of the document from the cursor position, forwards, ignoring the case of all letters and finding all occurrences, even when they are part of a longer word. PROTEXT is very flexible in the variety of different ways that you can search for a string. It is possible to specify a number of options which will decide what form the search will take. Full details are given in the manual of what the various options do, but briefly, they permit you to do a global search of the whole document (G), search backwards (B), search for whole words only (W), search only for words with all characters in the same case as the search string (C), search for the nth occurrence of a string (any number between 1 and 255) and finally there is an automatic option (A), which can be used to return the total number of occurrences of the string. REPLACE is very similar to FIND, the only difference being that you are also requested to give a string to replace the original with. As before, PROTEXT will position the cursor on the first occurrence of the string, but this time a message will appear at the top of the screen, on the status line, asking you to confirm 'Replace Y/N?'. If you select the N option the search will continue, leaving the original string unchanged. Selecting Y will replace the string with the new one and continue the search. Alternatively, if you press ESC when the 'Replace Y/N?' is displayed, the search is abandoned and you can continue with further editing. If you later decide to continue the search, then pressing CTRL-Keypad) or CTRL-Keypad( will resume the search from the cursor position. Try using REPLACE to replace all occurrences of the word 'string' with 'STRING', asking for confirmation each time. The '(A)utomatic' option will change all occurrences without requesting confirmation and will give a count of the total number of replacements made. If you wish to continue with the tutorial files, you should now return to command mode and enter:- That concludes part 3 of the Protext Tutorial, now on with the fourth and final part .......... TUTOR 4. RULERS, TABS, MARGINS AND FORMATTING. PROTEXT is supplied with a number of tutorial files for the purpose of providing a quick and easy method of learning the most commonly used commands. Each file covers a particular aspect of word processing. Formatting is the process which determines the layout and final appearance of a document and takes two distinct forms. Automatic formatting occurs naturally during the course of the creation of a document and is determined by the settings of a number of parameters, whilst manual re-formatting is the process of rearranging the text into another layout, correcting mis-alignment of text caused by insertion or deletion of areas of text, or by altering rulers after text has been entered. Automatic formatting is controlled by a number of things, the first of which are 'Rulers'. You have already seen a number of rulers in the tutorials. There is one immediately after the 'PRESS ESC KEY' message above. A ruler is a special line that marks out the margins and tabs. Margins are the left and right hand limits of the text, whilst tabs are markers used to position text in set columns on the screen and are particularly useful for lining up columns of words or numbers. Tabs work in a very similar fashion to those of a typewriter, but in a much more flexible fashion. You will notice that at the top of screen, just under the Status lines, there is another ruler. This is the 'active ruler' and at all times is the one applicable to the line of text that the cursor is on. You can have any number of ruler lines in the text and each ruler applies to the text from the line beneath the ruler to the next ruler line (or the end of the text if there are no more ruler lines). When the cursor is moved down past a ruler line, the new ruler will immediately replace the previous ruler at the top of the screen. PROTEXT considers the first ruler that will be used when printing takes place, to be the 'default document ruler'. In the event that the document does not contain a ruler PROTEXT provides a default ruler, which is the one you will see at the top of the screen when you first load PROTEXT. When you load PROTEXT initially, you will see the default ruler displayed at the top of the screen, beneath the status lines. Each '!' on the ruler marks a tab position and the 'L' and 'R' indicate the left and right margins. You can create new ruler lines to suit the layout you require by typing the new ruler line as you would a line of text. The line must have a 'greater than' symbol (>) in the first column. You do not need to type in the hyphens (-) along the line and unless you wish to inset the left margin, which is described later, you should not enter the 'L'. By default PROTEXT assumes the first column to be the left margin. Simply type in the '!' wherever you want a tab and the point '.' wherever you want a decimal tab. Try creating a new ruler line just above the last ruler and then type in a few lines of text. You will find that the text will wrap round automatically when it reaches the new right margin that you have set. >---L---!--------------------------------------------------------- -------- -R There are two further commands connected with rulers. The first, CTRL-D, copies the 'default document ruler' (the first active ruler in a document) to the current cursor position and CTRL-R copies the previous ruler but one to the current cursor position. CTRL-R is particularly useful when you are working with areas of the text which are in different formats. as it allows you to quickly 'restore' the ruler in use prior to the last change of format. The ruler immediately below this paragraph was copied using CTRL-R. If you wished to create another inset paragraph a few lines further down, the CTRL-R command would copy the above ruler down, to repeat the process. >---!---------!------------------------------------------------------R Often, when creating a new ruler, it is convenient to use one or the other of the commands to copy a ruler down and then to edit it as required by adding or removing tabs, etc. Rulers may also be copied from anywhere in the text by using the normal block copy command, CTRL-INSERT, after marking the ruler with the block markers. PROTEXT has two types of tabs, the normal 'tab' and the 'decimal tab' and these are inserted into a ruler line by just typing in an exclamation mark (!) where you want a normal tab marker, or a point (.) where you want a decimal tab marker. You may have as many of either tab as you want on each ruler line. Every '!' on the ruler line marks a normal tab position. When editing text, pressing the TAB key will move the cursor to the next of these positions. Make sure you are in insert mode and position the cursor at the start of one of the lines in the middle of a paragraph. Press the TAB key and you will find that the cursor jumps across to the first TAB marker, pushing the text in front of it. Pressing the TAB key again will make the cursor jump to the next tab marker. If you now press BACKSPACE the cursor and text will be pulled back to the previous tab marker. If you want to tab across the line without moving the text across, then press SHIFT-TAB and this time the cursor will just pass over the text to the tab position. Now go into overwrite mode using CTRL-TAB and repeat the process. This time you will find that TAB passes over the text, whilst SHIFT- TAB has the effect of pushing the text across. Don't forget to return to insert mode afterwards. The main use of tabs is for aligning text or numbers in columns, and PROTEXT allows you to set tabs at any positions in the line (and as many as you like). The normal tab is also used to inset the start of a paragraph and when used in conjunction with RETURN can provide a very quick means of splitting one paragraph into two. Try it now, positioning the cursor on the 'T' of 'Try' at the start of this sentence, press RETURN, then TAB to inset the paragraph and finally CTRL-F to reformat the paragraph. Note: do not use TAB when creating or editing a ruler line since this will cause the tabs to be set wrongly. PROTEXT also has a special form of tab called a 'decimal tab' which can be used in a number of ways. It permits you to align numbers so that the decimal points line up automatically. Any numbers that you enter after pressing TAB to take you to a decimal tab will be automatically shunted to the left of the tab position until you enter the decimal point(.), after which any further numbers will be placed to the right. If you do not enter a decimal point (as for a whole number) and then press TAB again, the number will be right justified in such a way that units, tens, hundreds etc. all line up. This tab can also be used with words, in which case they will all be lined up so that the end of the words are all in line. This can be very useful for entry of words like 'Total' and 'Subtotal' in conjunction with columns of figures. The right margin (denoted by 'R' on the ruler line) also acts as a decimal tab. If TAB is pressed when the cursor is to the right of all tab markers, it will be moved to the column to the right of the right margin. Any text typed now is pushed to the left and is right- justified at the margin. This can be very useful for putting the date on the right hand side of a letter, amongst many other things. Position the cursor on a blank line and TAB across until the cursor is at the right margin, then enter the date and press RETURN. Note that there must be sufficient room between the previous tab and the margin for the text that is to be entered. Try copying a ruler down now, with CTRL-R and tabbing across until the cursor is at the right hand margin and then entering the date. You should not use a full stop in the date, or PROTEXT will think this is a decimal point and therefore an instruction to continue entering text normally. The ruler line is also used to define margins. These are indicated by 'L' for left margin, and 'R' for right margin. These define the part of the screen within which text will be formatted. If the left margin is in the first column the 'L' should be omitted as PROTEXT, by default, assumes the left margin to be in the first column. The main use of left margins is to indent a section of text. When RETURN (or SHIFT-RETURN or CTRL-RETURN) is pressed or the end of a line is reached, the cursor moves to the left margin, rather than the left hand column, so by insetting the left margin text can be automatically indented. A left margin should NOT be used to indent the whole of a document. If you want to leave part of the paper to the left of the text completely blank, this is accomplished by using the 'side margin' stored command (>SM) which is described in the manual. When the text is formatted with the 'FORMAT' command, any text that is within the left margin, i.e. to the left of the left margin setting, is unaffected. This means that the left margin can be used to include marginal comments with the text. To type a comment in the margin use CTRL- to force the cursor to column 1. Tabs are allowed within the margin and the following ruler line may be found useful for numbering indented paragraphs: >---!---L--------------------------------------------------R 1. First paragraph. You will notice that the text wraps round onto the next line, but starting at the left margin, not column 1. 2. Second paragraph. >---!---------!------------------------------------------------------R Try entering a 'Third paragraph'. First position the cursor at the end of the 'Second paragraph.' line and press RETURN as you would normally when you are entering text. The cursor will move to the left margin of the next line. Press CTRL- to get into the margin, then TAB, before entering the number. Finally press TAB again, which will take you back to the left margin to enter the text. Ruler lines allow you to re-format the text in any way you choose by altering the ruler line and using CTRL-F to reformat the paragraph. If you have tabulated text by inserting tab characters, altering the position of the tab markers on the ruler line will result in the tabulated columns being re-formatted to their new positions immediately, making it is easy to move columns about or experiment with different layouts to decide which is best. Try moving the decimal tabs around on the following piece of tabulated text. >---!--------------------.--------------------.-------R Item 1 100.00 10.2 Item 2 25.43 12.5 Item 3 240.50 .75 >---!---------!------------------------------------------------------R One command which is useful is the CTRL-V T command, which has the effect of making all tabs and Carriage Returns visible. CTRL-V T is a toggled command and using it again will remove them from sight. Tabs appear as a right pointing triangle, whilst carriage returns are a 'cranked arrow' pointing to the left. Another feature which has a direct effect on the appearance of a PROTEXT document is 'Right Justification'. This is the process whereby the right hand edge of the text has a straight edge, like a book and is achieved by PROTEXT spacing out the words on a line. By default right justification is on, but this can be changed by the use of the CTRL-J command. This also is a toggled command and right justification can be turned on and off at any time. Press CTRL-J now and enter a bit of text in the line beneath this paragraph and this time it will have a 'ragged' right edge, similar to that produced by a typewriter. If you now switch right justification on again and reformat the paragraph using CTRL-F, the text will be reformatted with a straight right edge. We have already seen that text can be reformatted at any time by the use of CTRL-F, which is very convenient for the odd paragraph. Text is reformatted from the cursor position to the end of the paragraph. As well as CTRL-F, SHIFT-CTRL-F may be used to reformat a complete paragraph, leaving the cursor at its original place in the text. If a considerable amount of the text has been disrupted by editing and moving blocks of text about, this could prove to be a bit long winded, so PROTEXT has a 'global' format command. This is used from command mode, so it is necessary to press ESC to enter command mode then type 'FORMAT'. When RETURN is pressed the entire document will be reformatted according to the current setting of right justification and any rulers in the text. There is also a command FORMATB which will only reformat the text within a block marked with the Block Markers. Try 'messing up' a few paragraphs by inserting and deleting text and just for good measure alter some of the rulers to different widths, or insert some new rulers with left margins. Now go into command mode and use the global FORMAT command. When complete, go back into edit mode and see what the effect has been. There are several other items which, though not strictly 'formatting' commands, have a very direct effect on the appearance of a document. Sometimes when right justification is in operation PROTEXT might insert spaces between words where it is important that there is only one space and PROTEXT has a special character to replace the space. When justification takes place, PROTEXT then knows not to insert any spaces where a 'Non-break space' has been used. To insert a non-break space, press CTRL-N, followed by a space and you will find the space represented as a small box, like this ' '. One example which might illustrate the use of it is where you have a space after the 'A.' in Mr A. Smith. This would look wrong if separated by more than one space, as above, but when a non break space is used, 'Mr A. Smith' will always appear with only the one space between, when printed. Another similar character is the 'non-break hyphen'. Normally, when PROTEXT finds a hyphen at the end of a line, it will split the word at that point, but on occasions it may be important not to split the word. An example of this is where we have used a hyphen in CTRL- TAB which has the effect of splitting the command. Pressing CTRL-N and then the hyphen key will insert a non break hyphen, ensuring that the two halves are permanently joined together. Try replacing the normal hyphen with a non-break hyphen in 'CTRL-TAB' above and then reformatting the paragraph. The opposite of the non-break hyphen is the 'soft-hyphen'. This may be used in the middle of a long word which might look better if split with a hyphen, rather than causing the text on the previous line to be 'stretched' unnaturally. It is inserted into the word by pressing CTRL-- (CTRL-hyphen key) and will appear as a hyphen in inverse video ' '. The hyphen will always appear in the text on the screen, but the word will not be split unless the soft hyphen falls naturally towards the end of a line. When printing takes place the hyphen will only be printed if it is at the end of a line, otherwise it will just be ignored and the word will appear as one word. PROTEXT also has a command to make these codes 'invisible', so that the text can be viewed as it will appear. To see this in action, press CTRL-V V to view the text without any printer control codes, hard spaces or soft hyphens. Any place markers and block markers will also be made invisible. Pressing it again will restore them to the screen. Yet another command which is not strictly a formatting command, but which can prove most useful is CTRL-V S, which exposes all hard spaces. Hard spaces are those which are typed in by you, rather than the 'soft' spaces which are inserted by PROTEXT in the course of formatting. Soft spaces can be inserted and removed at any time by PROTEXT, whereas hard spaces are a permanent part of the document. To see this in use, press CTRL-V S and the hard spaces are shown as shaded spaces, with the soft spaces remaining blank. That brings us to the end of the supplied tutorial files which have given you a brief demonstration of most of the commonly used editing commands. Please note that there are many other commands and functions available in PROTEXT that have not been demonstrated and these are all fully described in the manual. In particular, no mention has been made of how to insert 'printer control codes' into the text, nor of how to use 'stored commands' or the many commands available in Command mode and these sections of the manual should be read fully. --------------------------------------------------------------------------- Well, that concludes the extensive Protext Tutorial files. Thanks to Paul B. for supplying the original (fucked up) docs, which were merged in to a single file and edited extensively by Sewer Rat. HISTORY, TALES & MONSTERS OF QUESTRON II TABLE OF CONTENTS Your Quest.............................................................1 Theory and Practice of Time Travel.....................................2 The Six Mad Sorcerors..................................................3 The Evil Book of Magic.................................................4 Monsters...............................................................5 Travelling Monsters Ocean Dwellers Grassland Creatures Forest Creatures Swamp Dwellers Mountain Creatures Creatures of The Realm of Sorcerers...................................11 Dungeon Dwellers The Guardians of The Tombs............................................14 YOUR QUEST (As told by Mestron, The Great Wizard) "Though you have completed your quest to save the land of Questron from the crazed magician Mantor and his Evil Book of Magic, the book itself still exists. The book is so evil that it cannot be destroyed by normal means. Its very presence, anywhere in our continuum, poses the threat of corruption and doom to all civilizations. You must journey back in time to ensure that this abomination is never created. "I will send you back through time and space to Landor, where Mantor has enticed six mad sorcers to create the Evil Book of Magic. I have bent my power to allow communication with Landor through the "Hall of Visions". An important early step in your quest is to search out the hall so that I can lend you my guidance. Through the hall I have learned a few scraps of information concerning the situation on that troubled world. Within these parchments I pass the information on to you. "You have never existed on Landor, so there you will not have the title and standing you have earned on Questron. My transportation spell is limited to sending only you and a few items. You shall take along the Evil Book of Magic, for we would trust no other to guard it, and the glittering gold key. Beyond these items I can send you only the barest equipment. Also, the temporal transition will cause the loss of some of your Questron-renouned power. "When you get to Landor you must quickly gain equipment to improve your chances of survival. Talk to many, for you will have much to learn about the land and its situation. Regain your fighting prowess and equipment as soon as possible, for Landor is at least as dangerous as Questron. Learn how to survive in the cities, as well as the wilderness. Visit the cathedrals and learn their secrets. Venture carefully into the castles. And be ready for the dangers of the tombs and dungeons. To stop the six mad sorcerers you will have to brave the perils of all these locations." "Your victories on Questron prove you are the only one we can send on this mission. You are our last, best hope of destroying the Evil Book of Magic. Go now; the future of all people rides with you into the depths of the past." THE SIX MAD SORCERORS (As chronicled by Lary Myranda, Historian to His Majesty, King Kelfar of The Realm of the Sorcerers.) For decades the Council of Seven Sorcerers jointly ruled The Realm of sorcerers, for no mortal king could challenge their magic and no king was allowed to be a wielder of spells. In the beginning the council's rulings were fair, but harsh. But the longer they ruled unopposed, the more despotic their decisions became. As the council rulings became more self-serving and forced greater and greater cruelty upon the people, one member was revolted by the misuse of power. Kelfar was a junior member of the council, but he understood that the council members' vanity and suspicions were their weaknesses. He secretly gained the confidence of the common people, and dug to discover every vulnerability of the other six members of the council. When Kelfar was finally prepared, and the rest of the council was in total disarray over a minuscule dispute, he renounced his sorcerous ways and took up a sword to become one with his followers. With the common people behind him and the scattered desport at their weakest, Kelfar struck down the power of the council members and banished them as one from the civilized areas of the realm. his joyous followers revelled in their victory and, by acclamation, proclaimed him His Majesty, King Kelfar, Lord of The Realm of the Sorcerers! His Majesty's rule was wise and fair, but his mercy in banishing, and not elimination, his former comrads has cost the realm dearly. For in banishing them as one, His Majesty has provided the sorcerers with a common purpose. The sorcerers have hidden themselves somewhere in the realm and even now work to bring down His Majesty's rule. THEORY AND PRACTICE OF TIME TRAVEL (As told by Morle the Magician in his text "Magic for the Masses") Moving objects through space you accept without question. Moving through time you find impossible to believe. This is understandable, but foolish. To a wizard, time and space are but different sides of the same coin. Just because your experience forces you to see events occurring from past to future, do not be fooled into believing the grand plan operates in that way. Among wizards, time travel is a common phenomenon. Yet it is often misunderstood. The fabric of time is self-repairing. Going back in time to prevent an event can do nothing to alter the years between the event and the moment you move back through time. Only the future after your departure will be altered. The past is but an elusive shadow - only the future can turly be changed. THE EVIL BOOK OF MAGIC (A private letter to His Majesty, King Kelfar from Morle the Magician) Sire, My sorcerous eyes and ears have been very active searching out the activities of the Six Mad Sorcerers. We know some thing of their plans, but of late their mystic defenses have become much stronger. The plague of monsters that has nearly overrun the realm is but a byproduct of the hideous creatures they create to protect themselves. What I have learned is that The Six labor as one to create a great magic tome. They continue to whisper of an Evil Book of Magic and of an other-dimensional leader who binds the group together. The name Mantor is spoken when the group believes it is alone. The Six fear Mantor, and his power, but they see him as the means to gain their revenge upon you. I fear they are nearing completing of whatever vile project they attempt. Given your political position as the leader of your people (and the renounciation of your sorcerous powers) and my creeping infirmity, neither of us is properly equipped to challenge the Six Mad Sorcerers and their other-worldly leader. None of our own knights have been successful in finding, let alone combating, their monstrous power. I fear, your majesty, that without a hero of mystical proportions, your reign, and our realm are doomed. Heroes have come unto the land before, and we must pray that one comes to us again. Morle the Magician MONSTERS (From an interview with Mestron the Wizard) "Many new dangers await you in Landor. But, because of your lack of local knowledge you must often talk first and hope upon the good intentions of those you encounter. I have assembled the names and characteristics of people and creatures you may meet from my conversations through the Hall of visions. Study these well." TRAVELING CREATURES SOVAN PRIEST - The members of this ancient religious order are always willing to help out fellow travellers, for but a small contribution. These tall, robed figures are not well trained in the art of battle, but are as adept in dodging physical attacks as they are at dodging theological attacks. GYPSY IMP - Although it will act as if it's your friend, the Gypsy Imp's true character can be seen by looking at it. It is a short, hooved, devil-like creature who will sell you anything for the right price. Beware: The knife he sells you may be used to stabe you in the back. BEGGAR - One must feel pity for this wandering destitute soul. Through their many travels, Beggars have gained a righ knowledge in the ways of Landor. It has been proven time and time again that helping the poor can have its just rewards. TROLL - The sight of the Troll is as horrid as its stench. It stands over 9' tall and has putrid greenish-colored skin. Trolls have a keen sense of smell as well as an ability to see in the dark. It is told that some trolls will interact with adventurers, but will attack when provoked. BRAWN WARRIOR - The Brawn Warrior's primary love, next to making money, is a good battle. Crazed with a lust for victory, these fighters will attack relentlessly until killed. The Brawn Warrior often carries trophies from his most recent victories, but will sell them when the "novelty" wears off. OCEAN DWELLERS WAVE SLAPPER - The Wave Slapper is best disguised on a stormy day when the sea is turbulent. It looks like a rising wave crashing on to the bow of your vessel. The Slapper has exceptional intelligence, and a lust to destroy any intruder within its domain. Sailors who have successfully driven away the Wave Slapper claim that a long, light, maneuverable blade is the best weapon to use in countering the Slapper's clumsy attacks. MUTANT CARP - This fish looks like a deformed, overgrown carp. It has four long tentacles or "whiskers" which protrude when provoked. Know to lock itself to a vessel with its sharp teeth and powerful jaws, it flails its poisonous tentacles about, lashing its enemies to death. Large weapons or powerful magic are the only effective weapons against the abomination. HULL BORE - The Hull Bore is also known as the "Unicorn Sea Serpent" because of the spiral "horn" protruding from its head. It is said to be one of the most powerful of the known sea monsters. This giant sea snake punctures the underside of a vessel, then waits for it to sink. From this, sailors have become the Hull Bore's favorite delicacy. SPINCER - The huge crab-like creature inhabits the rocky areas of shallow waters. The Spincer prefers to hide in shallow water, peeking out with its eye stalks, hoping to catch a victim by surprise. It has a very thick "armor" which makes it difficult to injure. During combat, the Spincer makes rapid skittering movements, making it very difficult to hit. The Spincer has become known as one of the most agile sea/land creatures. GRASSLAND CREATURES MAVIN - The Mavin is ape-like in appearance, although much larger, stronger and hungrier. In combat it prefers to knock its victims senseless with its powerful fists. Contacts with other adventurers have proven the Mavin to be carnivourous. In fact, human flesh is claimed to be its favorite meal. SNOOPER SLINK - This mongoose-like squirrel has a black shiny coat, red glowing eyes, and razor-sharp fangs. It lives near or in dark forests, high up in twisted and gnarled trees or in underground nests. It has been said that the Snooper Slink's greatest weakness is its overwhelming curiosity. SLASHER BOAR - The Slasher Boar is a hog-like creature with large, sharp tusks and a bad temper. Like all boars, this creature will eat anything it can find, including adventurers. Tales say the tusks of the boar have been known to slice people in half. A spear is the classic weapon to hunt boar. ANTISAUR - Although not as common as it used to be, the antisaur is still seen in Landor. The insect resembles a giant ant, but with a much thicker, stone-like exoskeleton. When cornered, the Antisaur can burrow quickly as an escape, but will just as often attack by squirting digestive acid from between its mandibles. GRUB SNUFFLER - The Grub Snuffler is an ever-hungry marsuipial. It resembles an armadillo, and has thick, metal-like "armor" plating. It has a snout like an aardvark which it uses to sniff out trash, or whatever ele\se it can find to eat. Grub Snufflers are not known to attack humans unless they are extremely hungry. VIPOD - Vipods are in constant search of food, burrowing deep beneath the ground. When it senses movement on the surfact above, it will immediately move in for the kill. Being blind, it can "feel" where its opponents are and often attack them by surprise. Before the Vipod emerges to the surface, however, the experienced adventurer may feel a deep, low rumbling from below. RAMDART - Ramdarts can be found wandering the grasslands aimlessly. Unlike normal rams, the Ramdarts have proven themselves to be carnivorous. With a victim in sight, the Ramdart can charge at high speed, attempting to mpale him with its sharp horns. FOREST CREATURES SWINE SWALLOW - This large, intelligent plant-like creature is a cross between a clam and a Venus fly trap. With its eye stalks, it can easily spot approaching victims. It also has tendrils which extend out from its body, allowing it to sense as well as entangle unwary travellers. The piercing fangs of the Swine Swallow can cause paralysis when plunged deeply into its victim. BOLL ROT - This animal blends in well with the forest due to its green, mossy hide. From what has been told about it, the Boll Rot is a leprous snake-like creature. When struck, pieces of its body will fall off, but the Boll Rot will continue to fight, undaunted. TANGLER - This vine-like creature hangs down from trees, hiding amongst normal vines. When stepped on or passed by, the Tangler wraps itself around its prey and pulls it up into the air. The struggling victim is then squeezed to death. A very short blade has the best chance of cutting a struggling adventurer free. HORNET CLOUD - This mass of small insects attacks only when the nest is threatened or disturbed by careless wanderers. It is not advised to "rough house" beneath the hornets' nest. BABOON - These beasts are rumored to live in tribes, although they can be encountered alone. Easily the swiftest of the forest creatures, this fun-loving tree swinger loves to "play" with its victims by tearing off their limbs. However, the baboon will quickly tire of such fun once all signs of life are depleted. SWAMP DWELLERS BALL SLIME - This oozy horror lurks in swamps. It resembles damp, dark stone, It has a "head" protruding from the center of its "body", possibly being the source of its central nervous system. Some Ball Slime have been known to reach a size larger than a full grown man. Beware; the digestive juice of the Ball Slime is assumed to have the ability to eat through armor, as well as human flesh. CARRION CREEPER - A cross between a millipede and an octopus, the Carrion Creeper is usually found in stagnant areas like swamps. It is carnivorous, though its primary diet consists of wast materials left by other creatures. The Carrion Creeper's powerful attacks are in stark contrast to its vulnerabilities. Adventurers have been known to dispatch Creepers in a single shot. JELLY NYMPH - When first seen, the Jelly Nymph appears to be a young woman trapped in teh muck of the swamp. The muck is actually part of her body, being half-nymph, half-slime. She will attempt to lure wanderers to her by pleadinf for help. Once within range, the victim becomes entrapped in the slime. Jelly Mynphs have been known to feel compassion for their victims and release them, but this is very rare. GIANT COCKROACH - This sleazy insect is an incredibly huge counter-part to its cousin, the common cockroach, being over 11' long. The roach is drawn to any kind of food it smells, and will swiftly move in to feast. The fauchard has been known to work effectively against an attack by one of these wretched beasts. STINK WORM - Dubbed as the "Worm of Hate", a Stink Worm may first be detected by a pungent, sulfur-like odor in the nearby area. It has a large, suction cup-like opening for a mouth similar to that of a leech. The worm has the ability to render its victim senseless by emitting a nozious gas from its tail. This allows the worm to attach itself to the victim's body and drain its blood. MOUNTAIN CREATURES HURLER - These large, ape-like creatures live high in the cliffs in the mountain ranges of Landor. This reclusive creature keeps intruders away from its lair by tossing down large boulders of ice or rock. The Hurlers can be heard late at night by their long and lonely drawn out howling. ICE URCHIN - This creature is usually found in cold climates, first appearing as a frozen bush. It can sense heat sources and attacks by ejecting frozen needles of ice. These "icicles" kill by impaling their victim or freezing him to death. Once the victim stops moving the urchin will crawl down and begin to devour it. CLOUD CREEPER - Best seen at night, the Cloud Creeper is a misty, vaporous entity. It wafts along the ground like a small patch of fog, in search of victims to drain life from. Once a victim inhales its deadly vapor, he cannot breathe and most likely will choke to death. SPIKER - This is a large scorpion-like insect. It has many venomous spikes protruding from its tail which it fires when provoked. When hit by one of these spiked, the victim begins to feel very dizzy and confused. Speed and impact are the only effective weapons against a Spiker; it can ignore most bladed weapons and avoid large, slow, bashing weapons. VENOM ANT - Also known as the "fire ant", the Venom Ant can move and attack very rapidly. This insectoid is noted for its firey, glowing red color, hence its nickname. It has bone-crushing mandibles, and a stinger which secrets a deadly, burning venom. CREATURES OF THE REALM OF SORCERERS Some say that the monsters living in The Realm of Sorcers are similar to those found on the primary continent of Landor. However, legends say that there are terrors existing here which are much more evil and hideous than those of the first continent. Since most of those who have travelled to The Realm of Sorcerers have never returned, there are no "confirmed" tales of its inhabitants. DUNGEON DWELLERS Very few intrepid adventurers have entered the dungeons in search of the legendary unclaimed wealth and untold fortunes therein. Of those who were brave enough to descend into the darkness, very few survived the clutches of the unspeakable horrors within. Little is known about these foul beasts, but the legendary rumors give some hints. SHAPE SHIFTER - A Shape Shifter once "chameleoned" itself as a member of a dungeon exploration taem, having previously devouring the original member when he was alone. One by one, it preyed upon each member of the group until all were dead. HELL HULK - The Hell Hulk has metallic claws allowing it to burrow quickly through rock and earth. It surprises unwary adventurers by crashing through the dungeon walls or floor. SOUL SEEKER - This undead wanderer maintains its existence by its sheer hatred of good. It feeds upon the life forces of those with good will. WARLOCK - The Warlock is a dark and independent sorcerer. His strong lust for power allows him no allies. His overwhelming thirst for magic draws him to attack anyone possibly carrying enchanted items. WINSEL - After killing its victims, this powerful and deadly carnivor proceeds to drain them of all of their blood. THUNDER LIZARD - This large and powerful reptilian nightmare has been given its name for the sound it makes as it charges from the darkness. MINDLESS DRONE - Mindless Drones now wander the dungeon halls aimlessly, paying the price for once opposing the ancient, evil mystics. ZABOR - This incredibly violent feline will gore with its horns, slash with its claws and tear with its teeth until there is nothing left of its victim. MIND ZAP - This predator has the ability to "short circuit" every neuron in a victim's brain, leaving him alive but in a "vegetable" state. DISEMBOWLER - There are those who believe that the tongue of the Disembowler can lash out and strike its victims from far away, leaving them paralyzed. DEATH WRAITH - The touch of the Death Wraith will chill its victims, causing their life energy to be withdrawn from their bodies. The "true" destruction of the Death Wraith can only be achieved by exposing it directly to sunlight. SHREDDER SERPENT - This relentless reptile will bite into and hold its victims, while ripping them apart with the end of its powerful tail. VISION OF PARADISE - The kiss of this beauty causes any man to fall in love with her. This charm cannot be broken, even when he sees her true identity and nature. ROTAN KNIGHT - Failing the lawful-good tests of true knighthood, the Rotan Knights have pledged themselves to the triumph of evil and the desecration of law and order. SQUEALER - The high, piercing scream of this beast has caused those who opposed it to fall to the ground in intense pain, rendering them senseless. CHURL OGRE - These ugly humanoids have been known to leave the depths of the dungeons to raid small towns, abducting innocent people for what purpose no one knows. THE GUARDIANS OF THE TOMBS There is very little know about the tombs or their where abouts. Assuming that the rumors of vast, ancient treasure within the tombs are true, it can be assumed that the guardians within are most forbidding. ============================================================================= QUESTRON II COMMAND CARD I. GETTING STARTED A. BOOTING INSTRUCTIONS 1. For All Computers: Make a copy of the game disk with a commercial copy program or your computer's disk copy routines. Put your original aside and play off of your copy. you may save the game to your copy of the game disk or on a blank formatted diskette. Keep your command card and history book handy; from time to time you'll have to use them to look up the answer to protection questions. Certain copy programs may produce defective copies on the Commodore. 2. Apple Family: Insert the game into your disk drive whe the "Boot" side facing up. Turn on your computer. 3. Commodore Family: Plug your joystick in port 2. Turn on your disk drive and then your computer. on the Commodore 128 hold down the Commodore Key while turning the computer on. Insert the game disk into the disk drive with the "Boot" side facing up. Type LOAD "*", 8, 1 and then press RETURN. 4. IBM and Compatibles: Start your computer with the DOS diskete. If you don't see teh A prompt (A>) type A: and press ENTER. Insert eht game in you A disk drive. Type START and press ENTER. Most game operations that can be done with the keyboard can also be done with a standard mouse. 5. Atari ST Family: Insert your copy of the game disk into your disk drive. Turn on your computer. The game will self boot from this point. Most game operations that can be done with the keyboard can also be done with the mouse. 6. Amiga Family: Boot your system using Kickstart 1.2 or greater. When the computer asks for the Workbench disk insert your copy of the game disk. The game wil self boot from this point. Most game operations that can be donw with the keyboard can also be done with the mouse. II. GAME CONTROL A. INTERACTING WITH YOUR COMPUTER Questron II can be played from the keyboard (all computers), with a joystick (Apple II and Commodore 64), or with a mouse (IBM, Atari ST, and Amiga). 1. Movememt in Overhead View: In overhead view you can move up, down, right, and left. With a joystick push in the direction you wish to go. With a mouse place the pointer on the window in the direction you want to9 go and click the left button. From the keyboard you use the cursor keys to move. The Commodore 64 can use the "@" key to move up, ":" to move left, ";" to move right, and "/" to move down. The Apple II+ can use the RETURN key to move up, the arrow keys to move left and right, and the "/" key to move down. 2. Movement in Dungeons: In dungeons you can move forward, turn right, turn left, or turn around. With a joystick move right or left to turn, push forward to walk forward, and pull abck to turn around. With a mouse place the pointer to the right or the left of the window to turn, to the top of the window to move forward, and to the bottom of the window to turn around. From the keyboard you can use the right and left cursor keys to turn, the up cursor key to move forward, and the down cursor key to turn around. The Commodore 64 can use the "@", ":", ";", and "/" keys to move and turn. The Apple II+ can use the RETURN key, arrow keys, and "/" key to move and turn. 3. Giving Commands: All current commands are listed on screen. To choose a command with a joystick hold the button (Button 1 on the Apple II) down until the commands are highlighted. Use the joystick to position the cursor over the command you want and push the button (Button 0 on the Apple II). With a mouse, position the pointer over the command name and click the left mouse button to choose the command. From the keyboard, press the first letter of a command's name to choose that command. 4. Making Other Choices: Throughout the game you'll be presented with small, self-explanatory menus. If there is a high-lighted cursor use the joystick to cursor up and down keys to move the cursor to the command. Press the button or type RETURN/ENTER or SPACE to make a choice. With a mouse, move the pointer to the command anc click the left mouse button to choose. Wehn a menu is numbered, type the command's number. B. COMMAND LIST These commands are always listed on screen when they are available. Some commands may be unavailable or deactivated in some situations. ARM - Grab a weapon from your inventory. A weapon won't help you in combat until you are armed. BOARD - Mount transportation. You can also board transportation by walking onto it. CLIMB - Move up and down in dungeons on ropes, ladders, and such. DISMOUNT - Get off of your transportation. END GAME - Quit playing or save your character to disk. Note: you can only END a game outside. EXIT - Leave an area without having to walk out. Doesn't work in tombs, dungeons, or once the guard are trying to kill you. FIGHT - Attach creatures with your armed weapon. GAME SPEED - This affects how long messages are on screen. INVENTORY - View your inventory list. Objects you are wearing or armed with are highlighted. LOAD GAME - Reload a saved game. LOOT - Grab or steal items from people, chests, etc. MAGIC - Use a magic spell. Certain spells only work in some areas. SPEAK - Converse with others nearby. In many cases it is better to talk than fight. USE ITEM - Use an item from your inventory. Some items only work in the proper time and place. WEAR - Wear your armor. Armor doesn't provide protection until you wear it. XAMINE - Examine the world around you for useful information. For example, you use "Examine" in the dungeon to search for and avoid traps. C. COMBAT The wise player soon learns to pick and choose his battles. While you will have to fight to win the game, it is unwise to attack potential friends. There are times when cutting and running is better than standing and dying. your success in combat depends on your attributes (strength, stmina, and agility), the weapon your're armed with, the armor you're wearing, and the strengths and weaknesses of the creature you are fighting. During battle you decide what direction to attack (if necessary) and then you see if you hit and how much damage you do. You also see the monsters you're fighting, how often they hit and how much damage they do. III. YOUR CHARACTER A. ATTRIBUTES & STATUS Your character's status is listed on screen in the following values: HP or HIT POINTS: This represents how much damage you can take before you are killed. If you Hit Points reach zero you die. FOOD: This is the number of days of food you have. You buy food in towns, and you starve if you run out. GOLD: This represents how much money you have on you to buy things with. You can also have money in the bank that isn't shown here. If you take an "Inventory" of your character's possessions you will also see your character's attributes and other status information. The status values include: LEVEL: This name represents how far along you are in the quest. You begin as a Plebe. TIME: This measures how long since the beginning of the quest. As it gets later your enemies become more powerful and the politics of Landor begin to change. The character's attributes represent how fit he is in a number of areas. The attributes include: CHARISMA: This helps you bargain for better prices on some goods. STRENGTH: This helps determine the dame you cause when attacking an enemy. AGILITY: This helps determine your ability to land blows and to avoid the return blows of your opponents. INTELLIGENCE: This helps determing how reliable your magic spells are. Only a highly intelligent character can use magic well. B. MAGIC You can buy 4 different kinds of spells. You pay for each use of a spell individually. The spells are: MAGIC MISSILE: This is a single target damage spell. FIREBALL: This is a more powerful single target damage spell. SONIC WHINE: This is a spell that attacks all adjacent enemies. TIME SAP: This spell slows the enemies' sense of time to "freeze" them. C. YOUR INVENTORY All of your equipment is divided into three categories: weapons, armor, and items. Weapons add to the damage you do and occasionally have other uses. Use the "ARM" command to get a weapon from your inventory or change weapons. Use the "FIGHT" command to strike at an opponent. Armor reduces the damage you'll take from opponent's blows. Use the "WEAR" command to get armor from your inventory or change armor. Items include everything else you can carry. The "USE ITEM" command activates an item if the item is useful in your current situation. When you begin, your choices of arms and armor are very limited. As you become more powerful you wll have the chance to obtain better arms and armor. In general, the more expensive the item the better it is. you can also accumulate many valuable items necessary to complete your quest. IV. LANDOR A. CREATURES Over 60 different types of creatures inhabit Landor. Each type of creature looks different, reacts differently, and is best attacked with certain weapons. Some should never be attacked at all! By listening to rumors, reading the Questron II history booklet, and through bloody experience you'll learn how to deal with each different type of creature. B. OUTDOORS Outdoor adventure is shown on a vast scrolling overhead map. While outside you'll notice different types of terrain, as well as different symbols for towns, buildings, and other places of importance. Bew sure to check out any symbols on the map by moving onto them. This allows you to visit places and board transportation. You can also learn about the terrain types by "Examining" them as you walk through. Each type of terrain has its own characteristics and unique monsters. C. TOWNS, CATHEDRALS, & CASTLES While outdoors, any town, cathedral, or castle can be entered by walking onto its symbol on the Outdoor map. When you enter, the scale will expand and you'll be able to walk from room to room and building to building. TOWNS, offer a place to rest, gamble, buy goods, rob stores, and otherwise partake in the joys of civilization. Your tongue will be as useful as your sword as you seek out rumors, gossip, and other information of import. CATHEDRALS are magical places controlled by holy ones. Nothing is obvious in a cathedral; there are both traps and rewards. But you will have to discover their secrets to complete your glorious quest. CASTLES are important centers of government in Landor. Here you can find important people, information, and items to help you on your quest. D. TOMBS Tombs are secret labyrinths of corridors and rooms, filled with danger, treasure, and magic. You'll have to find the tombs and brave their depths to gain information and power. E. DUNGEONS Dungeons are evil places, shown in three dimensional perspective. You will need to be very powerful to survive the rigors of the dungeon. The deeper one delves into the dungeon, the more powerful the monsters and traps become, but, the greater the rewards you'll find in chests, vases, coffins, and other magical devices. When you first enter a dungeon, take a moment to become fmiliar with the three dimensional view. When you turn left or right you don't actually move, you just chance your facing. If you stand next to an object and turn you'll always keep the object in front of you as you "circle" it. A legendary scroll can help you navigate in the dungeons. The scroll remembers every step you take to create a "map" as you stalk the halls. The map disappears after you leave the dungeon. ============================================================================= Questron II docs brought to you by The Southern Star. This is an AMIGA doc...but it has relevance cos the game is not dissimilar to GO (and there's heaps of versions of that around on the ST).......SP QUINTETTE The Dancing Stones quintet, quintette (kwin tet') n. [ape, urn or 65 keys. The 'What Now' prompt must be displayed before any 66 keyboard commands can be given. To execute a command, type 67 in the command, such as 'stat' or 'status' for a 68 Status report, then press return. If an illegal command is 69 given, the text area will display 'Can't'. 70 NOTE: Every scene has its own group of legal commands. What 71 may be illegal in one scene may be a required command in 72 another. 73 The Game Options Menu: Directly above the Text Display area 74 is the Game Options Menu. Pressing the right mouse button 75 will show this menu. Continue to hold the right button down 76 then move the pointer over the desired selection and release 77 the button. Two options are available at all times, unless 78 the pointer indicates 'WAIT' or 'TEXT'. 79 Remember Brad, it is a dangerous world you inhabit, but your 80 animal cunning and sexual prowess can see you through as it 81 always has before! Page 2 Docs by Garfield NOTE: Line number 62 missing from original instructions...codes seem to work okay...Garfield. The SIDEWINDER DOCS. Thanks to the KK Club for sending us this doc, which was edited and corrected by Sewer Rat. SIDEWINDER Another great all-action shoot-em-up as you fly your craft into the giant Alien Star Killer craft in an orgy of destruction, until you reach the final apocalyptic climax on the Control Level of the craft where everything on the screen is a target to be shot. Digitized sound and graphics, truly addictive gameplay makes this stunning arcade conversion one of the best ever gameware releases. INITIAL BRIEFING The war had reached stalemate, across the vast expanses of space the giant space navies faced one another, both equally destructive, equally massive, the largest armies ever raised. Yet neither side could establish any superiority. The battle lines ebbed and flowed across a narrow band of space as each side attacked and counter attacked in turn. The planets in the war zone turned to blackened wrecks as they were captured and recaptured by each side in turn. Then it came. Flying on a course of its own, unprotected by other craft, flying out of the aliens lines towards Earth. A single huge craft the size of a planet. This was the famed "Star Killer". Along with the craft came the propaganda, reports filtered back of the destruction caused when the star killer collided with a sun, plunging deep into the fiery depths to send it supernove destroying its complete system. Of course all of the fire power of Earth's fleet was concentrated on the Star Killer. However nothing seemed to affect it. Being the size of a small planet it could generate force fields far more powerful than those of the largest conventional battle-cruiser, and the laser cannon and meson torpedoes had as much affect as a gnat bite. Eventually a tiny flaw in the Leviathan's defences was spotted. It was found that single seater fighter craft could penetrate through the Star Killer's docking system and enter the heart of the craft. Once inside it was hoped that they could survive the craft's internal defence systems for long enough to reach the centre of the craft and destroy it before it reached Earth. It would need immense flying skill to penetrate through the craft. The scans taken of the craft with X-rays and other imageing devices showed that it was made up of layers. The pilot would have to make his way through each layer in turn, until at last he reached the control level at the heart of the craft. of course with the pilot trapped in the centre of the Star Killer, there is no certainty that he would survive the explosion. The mission must therefore be classed as suicidal. Only volunteers are required to man the fighters in the final attack wave. Any pilot who steps forward is certain to be remembered as a hero. However there will be no blame placed on any man who remains in line. Remember this, however, the craft must be stopped or there will not be an Earth to return home to after this war. So if you are thinking of your wife and family then think again. Now on the word of command will all volunteers step forward. FINAL BRIEFING Welcome heroes, all of Earth will be watching your attempts. To maximise your chances of success we have collated all the information that we have managed to gather from our scans regarding the levels within the Star Killer. These are set out below. Read them carefully before you start your mission. You enter the craft through the waste water vent. This takes you to the water distribution level. You need to fly through this level to the gates at the far end. The gates are the only way of moving from one level to the other. You need to be careful when passing through the gates as contact with the walls will be fatal. You must continue your progress through the ship, passing across the hydroponics level, the residential level, the flight deck, the command level until you finally reach the control level. Destruction of the control level results in the destruction of the ship. POWER PACKS There are four types of power packs that you can collect while within the ship. These appear as square tiles marked with a letter. They are: R - Rapid Fire, hold down the fire button and you will fire continuously at maximum rate. P - Power Shots, these destroy any target with a single hit. As certain targets can take fifteen shots to kill, this is a very powerful aid. G - Ghost, this turns your ship semi-transparent and makes you invulnerable to enemy shots. H - Hover, this stops your forward progress through the ship, allowing you to hit targets that you would not otherwise be able to destroy. However be careful which of these you take as you can become a target for concentrated enemy fire. Power pills last for around fifteen seconds or two screens. ALIENS There are five different types of alien interceptor craft. These take only one hit to kill. However the large craft appear in greater number and have more devastating fire power. 1 Scout = 200 points 2 Raider = 400 points 3 Lancer = 600 points 4 Raider = 800 points 5 Blitzer = 1000 points SPINNERS - These are large passive air defence craft. They are worth 800 points if killed. GROUND CRAFT Crawlers appear from level 2 the hydroponics farm. A single hit disables these and a second finally blows them up scoring 400 points. Walkers take three hits to kill and are worth 600 points. Hover craft appear from level four and are worth 800 points. There are also various stationary targets on the ground. Buildings take varying amounts of hits to kill depending on the amount of armour they have. These are worth 200 points per hit when finally killed. There are gun emplacements buried in the 'ground'. These can only be shot when they are open and are worth 1000 points. The further into the craft you are the more hits these will require to kill. Mouth can only be hit when fully open, and then they fire rapidly at you, these are also worth 1000 points. On the first level you will be given extra bonus points. This reflects the fact that you are not used to flying in the difficult conditions of the Star Killer craft. You will be rewarded with an extra ship at 50,000 and every 100,000 points thereafter, i.e. 150,000, 250,000 etc. CONTROLS Use a joystick in Port 2. Press ESC to pause or unpause. OPTIONS When you boot the game you will see the title screen if no key is pressed the game will go into a demo mode. Any keypress will start play. At the start of play you select the difficulty level. You will be given a list of difficulties to choose from. Select the level at which you want to play by pressing the appropriate key, or using the joystick to move the cursor and pressing fire to select. These are: 1) Beginner 2) Novice 3) Pilot 4) Ace 5) Master You can change difficulty at any time by pressing F1, this pauses the game and returns you to the selection screen. Once you have altered the selection you will return to the point where you paused play. =============================================================================== Sidewinder docs typed for you by The Southern Star. Edited by Sewer Rat and presented for you by Sewer Software. Edited for ST use by SEWER POSSUM, for the SEWER DOC DISCS Sky Chase MAIN MENU OPTIONS Game Seletions Two Player (Human vs Human): Two joysticks are required. One Player (Human vs Computer): The computer assumes the right player's role. The options can be set for the computer player with the Computer Skill setting. The right player settings will apply to the computer in this mode. Options that can be set independently for the computer player include the following: Jet Selection Fuel Selection Ammunition Missile Store Missile Lock Threshold Bullet Hit Threshold G-Force Blackout Threshold The computer will always use "Pitch and Roll Combined" for his "joystick". One Player (With no right window): This option is the same as the other one player mode with the exception that the computer's screen is blanked out. This provides more challeng- ing competition, since you won't be able to see what the computer is doing in advance. In addition, you will notice that your jet performance is substantially improved. Zero Player (Computer vs Computer): This is a demonstration mode you can show your friends. When this mode is selected, the menus can be used to set parameters for both computer players. When "Run Demo" is selected on the main menu, preset parameters will be used. Left and Right Player Selections: Each player can choose his or her own setting preferences. This allows one player to handicap the other in order to even out the play. Jet Select: Take some time to review the aircraft fleet up close while you're making your jet selection; once combat begins, chances are things will be happening too fast and at too great a "distance" to appreciate their distinctive features. Throttle and rotation limits are different for each jet. A) Each jet's maximum velocity is set. B) Each jet's maximum roll rate is limited to a specific value. C) The maximum rate of change for each jet's pitch is similarly limited. The limit when going into a climb is the same as the jet's roll rate limit. The limit when going into a dive is approximately one half. Maximum Maximum upward downward Max Speed Maximum pitch change pitch change Throttle for level roll rate rate rate Jet limit flight degrees/sec degrees/sec degrees/sec ----- ---------- ----------- ----------- ------------ ------------ F18 11 1234 50 50 25 F14 13 1462 45 45 25 F15 12 1348 45 45 25 F16 12 1348 50 50 25 M31 15 1691 35 35 20 M27 14 1577 40 40 20 PA 15 1691 50 50 25 Fuel Select: Each 550 gallon increment lasts approximately 3-7 minutes depending on the amount of power required for flight. With 8800 gallons, or the maximum amount of fuel, combat can last for up to one hour. Firing a missile uses a small amount of your fuel. Getting hit uses a lot of your fuel. Hitting your opponent adds the same amount of fuel back to your tank. Ammunition: Each player can select the number of bullets to be carried on board. Press 1 for no bullets, 9 for unlimited bullets and 2-8 for selecting a specific number of bullet rounds. The number of bullets fired per minute increases as the overall game speed increases. If you are using the 8x8 grid for example, which increaes game speed, you will want to add more bullets. Bullets are not very effective in close range because, unlike actual jet combat where targets remain the same size regardless of distance, Sky Chase jets literally grow as they get closer and shrink with distance. As a result, striking the exact center of your target (see Bullet Hit Threshold) with the tiny bullets because proportionately more difficult in relation to increased jet size. The distance to the target cannot be to great, because the target will be out of bullet range. Missile Store: Each player may select the number of missiles to be carried on board. Missiles are effective at close range when using the HUD (Heads Up Display) missile lock feature. HUD Display: When the jets are close enough to deploy the missiles, the HUD for missile locking will appear in the center of the screen. The crosshairs show the direction that your craft is pointing. A box will also appear in front of the opponent's jet to indicate where the missile should be fired to hit the jet. There is a line drawn between the crosshairs and the box. The idea is to position the box as close as possible to the crosshairs, by making the line as small as possible. The distance that the crosshairs need to be from the box to get missile lock can be selected with the missile lock threshold setting. The HUD has auditory cues for the player. The beeping tone indicates that missile lock is near. The steady tone indicates that missile lock has been achieved. When the HUD has been succussfully activated, the "missile lock" indicator will flash green. If the opponent's HUD is locked onto your jet, the "enemy missile lock" indicator will turn red. If both players have each other in missile lock, both indicators will light up. Under these conditions, fired missiles will automatically hit the opponents jet. Missile Lock Threshold: Missile lock threshold represents the spacial interval within which missiles will automatically adjust directions to strike their targets. That interval is measured in pixels between the crosshairs and the box, (a pixel equals the space of one dot on the computer screen), and players may select thresholds ranging from 1-40 pixels. A choice of 1 pixel, for example, would mean that the center crosshairs and the HUD box would need to overlap exactly to achieve a hit; with 40 pixels, a line of that length connecting the center crosshairs and the HUD box would represent the range in which a fired missile would achieve a hit. The HUD only becomes active when an opponent is within missile range. Missile lock is achieved when the HUD is positioned over the crosshairs within the missile lock threshold range. The larger the number, the easier it is to get missile lock on your opponent. Double clicking the joystick button fires a missile when an opponent is within range. Bullet Hit Threshold: The Bullet Hit Threshold setting determines the size of the area within which you can score a hit with the jet's machine guns. The selections are small, medium and large. Small represents a one pixel dot on the center of the jet that must be hit by a bullet to register a kill. Medium represents a 9 pixel area and large represents a 25 pixel area. Collision detection for bullets is two dimensional, making it easier to hit a jet that is far away because it is smaller, and thus, more likely to fall within the hit area. Trigger Timing: Holding the joystick button down causes continuous machine gun fire. When the HUD is displayed the missile can be fired by pressing the joystick button twice, quickly, in succession. The missile trigger is distinguished from the bullet trigger by the length of the interval between the 2 clicks of the joystick button. This delay can be set for Fast, Medium or Slow. G-Force Effect: Gravity forces affect the pilot by affecting blood flow to the brain. There are 2 kinds of G-forces: negative G's, which accrue when a plane descends and forces blood into the head, and positive G's, which accrue when a plane ascends or turns sharply, forcing blood out of the head. Your body and plane can tolerate many more positive than negative G's. Excessive negative G's cause the blood vessels in your eyes to rupture, or Redout. Blackout occurs if the effect of positive G's are too strong, causing you to lose control of the jet. Sky Chase's G-froce limit is 9 G's for both positive and negative G-forces. When you blackout, the G-force meter will flash and the "autopilot" will take over a jet and return it to a straight and level course. Once the jet is flying straight and level, the blackout will terminate and, within two seconds, the pilot will regain control. To reach 9 G's you must roll to 90 degrees or change pitch at the maximum limit. The amount of time required at 9 G's to blackout can be adjusted for each player. The amount of time to blackout can be set to low, medium, high or unlimited. Grid Select: Sky Chase displays a grid on the ground. The number of cells in the grid effects the overall speed of the game. Game speed increases with fewer cells and decreases with more cells. The fastest game is achieved by selecting the 8x8 grid and the slowest, the 64x64 grid. The grid is projected on the ground to supply perspective. The combat takes place over the grid. The outside perimeter is a small distance from the outside of the grid. Computer Skill: The computer can be adjusted to different levels of difficulty. Players can choose from one of four levels-Easy, Average, Difficult and Ace-which correspond to increasing levels of maneuverability. The computer skill option is only applicable to single player or computer vs computer modes. Flyby Control: The flyby mechanism which initiates all jet combat is automatically activated at the beginning of each round. Players can also select flyby as a means of resuming combat following any kill, or can bypass flyby and merely resume combat from jet positions at the time of the kill. Sound Control: The game sounds can be turned off if desired. Music Control: The game music is only played when the option menus are being displayed; it too may be disconnected. COCKPIT INSTRUMENTATION Radar (bottom center of screen): The radar provides an overview of the combat zone, allowing the player to determine an opponent's position. The arrows on the radar screen represent the jets; the red arrow is the left jet and the white arrow is the right jet. The borders are colored to remind you which is which. The arrows can appear in 16 different positions to represent the heading of each jet. When the arrows overlap, the arrow on the top is the higher jet. The relative altitudes of the jets are better represented with the altimeter. Altimeter: There are 2 bars on the Altimeter. The green bar reflects the pilot's altitude and the red bar, the opponent's altitude. This gauge allows you to determine if your opponent is above or below you. Exceeding the ceiling of 50,000 feet will cause a crash. The 50,000 ft. indicator will flash to warn you that the ceiling is near. Score: The score is displayed with the guage. Thrust: The thrust is a constant force that represents the force of the jet engine. The thrust value will increase as the throttle is increased and decrease when the throttle is decreased. The jet's rate of turn will decrease as it's speed increases and the rate of turn will increase as it's speed decreases. Heading (Top side box): Indicates the direction the aircraft is pointing in from side to side, i.e. north, east, south or west. This indicator shows the top view of the jet. The heading guage matches the direction of the arrow on the radar. Pitch (Middle side box): Indicates the angle the aircraft is pointing in from nose to tail, i.e. climbing or diving positions. This indicator shows the side view of the jet. Roll (Bottom side box): Indicates the angle the aircraft is pointing in from wing to wing, i.e. turning or banking. This indicator shows the rear view of the jet. Speed: The speed represents the air speed in MPH. Missile Lock Indicators (Center of screen below flight view): One flashes green when your missile lock indicator is on; the other flashes red when the opponents indicator is locking on you. G-Force Indicator (Bottom right corner): The indicator shows the current G factor. Pilots will black out at 9 G's. The indicator turns red at 9 G's and flashes bright red while you are blacked out. Perimeter Indicator (Next to Altimeter): Lights up to warn that your aircraft is in danger of colliding with the perimeter of the cubed-shaped combat arena. If you hit the perimeter your jet will blow up. Bullets Remaining: Represents the number of bullets left. Missiles Remaining: Represents the number of missiles left. Screen Outline: The screen outlines are color coded red and white to correspond with the arrows on the radar screen for easier recognition of players' jets. AIR COMBAT Flyby: The flyby is a fair way of starting an aerial combat and is initiated automatically. Pilot controls are suspended until the jets approach and pass each other head on. After the flyby, combat begins with all pilot controls activated. WEAPONS Machine Guns: Holding the joystick button down cause continuous machine gun fire. The Bullet Hit Threshold area determines the hit area within which you can score a hit. The hit area is 2-dimensional making it easier to hit a jet that is farther away because it is smaller, and thus, more likely to fall within pixel range. Bullets are not very effective in close range, because it's harder to hit the small target area on such a large wire frame jet image. Smart Missiles: Double clicking the joystick button fires a missile when the oppenent is within range. The missile can be activated when the jets are within range, with the crosshairs appearing on the center of the screen. The missile will actually turn toward the opponent as it is flying. The missile lock range is set by the missile threshold. When you fire a missile, you see it rushing away from the nose of your aircraft. Your opponent will see the same missile, if he is facing it. Using Sound: The jet soundgets higher pitched as the jets approach and lower as they move farther away. This "doppler effect", the change in the pitch of sound in relation to speed and proximity, provides players with an audio clue about the relative positions of the jets. The missile, missile lock, bullet and explosion sounds are in stereo, with the right and left channels reflecting the sounds of the right and left players. Computer Pilot: The computer pilot, which is always the right player, will follow an invariable series of strategies: *If the opponent is out of missile range but within machine gun range, the computer will fire the guns. *The computer will resort to machine guns within missile range when it runs out of missiles. *The computer pilot will always attempt to fly directly towards the calculat- ed missile lock coordinates. *The computer will always fire when it has the opponent in missile lock. *If you fly in a large circle by staying in a rolled position, the computer will follow you exactly. *The computer, even in Ace mode, can be considered handicapped in that its pitch is limited to a maximum of 60 degrees. In the easy and medium modes the pitch and roll limits are restricted even more. Novices may wish to disarm the right computer player to even out your odds and train more effectively. Goals: The game continues until the jet's fuel is exhausted. The player with the most points wins. Points: Points are given for the following: 1-Opponent fires missile 10-Destruction of opponent with machine guns or missiles 10-Opponent crashes on ground, ceiling or perimeter 10-Mid-Air collision (both players get 10 points) Combat Zone: The perimeter of the cube, or combat zone, is just outside of the grid area. The radar screen will display a solid black square within a green field and flash the perimeter warning light to let you know that you are approaching a wall. The perimeter includes the ceiling as well as the 4 walls and ground. Pausing: Pressing upper or lower case "P" during play will cause the game to pause. Just press the joystick trigger button or any key to resume play. Quitting: Press upper or lower case "Q" to quit the game during play. You will then return to the copyright screen; press any key to get to the main menu. To return to other software applications turn your computer off and reboot. FLYING Turning, Climbing and Diving: When the aircaraft is turned in any horizontal direction, i.e. north, south, east or west, you are adjusting its heading. Heading direction is displayed in the heading indicator box and the radar screen. When the nose of the aircraft is raised or lowered, you are adjusting its pitch, causing it to move up or down. The degree of pitch is shown in the pitch indicator box. When the aircraft is rolled, or rotated to one side, the combination of air pressure and velocity will force the plane into a banking turn. The degree of roll is reflected in the roll indicator box. Dive Dive/ | Dive/ Bank Left\ | /Bank Right \|/ Bank Left-------+-------Bank Right /|\ Climb/ / | \ Climb Bank Left | Bank Right Climb Use the joystick to manipulate pitch and roll. (your heading will be affected by these 2 factors in combination): Top position = Nose Down (Dive) Right position = Banking turn to the right Left position = Banking turn to the left Bottom position = Nose Up (Climb) Joystick Select: The four diagonal positions can be set in one of two ways: Option 1: The high speed roll. This is a banked turn, or roll, occuring at such a high speed of rotation that the jet will actually proceed in a straight line until released from it; upon release from the high speed roll, the aircraft will continue to bank at the angle it is released from. This ability to make faster, sharper turns makes the high speed roll an excellent offensive tool. Option 2: Pitch and roll combined. This combines the pitch and roll of the two positions adjacent to the diagonal; for example, the bottom right corner would produce a roll which climbs to the right. The pitch and roll combina- tion produces a kind of corkscrew motion and, because it makes it very difficult for an opponent to follow, it is an excellent defensive tool. Throttle: The throttle controls the thrust, or jet engine force, of the aircraft. The throttle of each player's jet can be set during flight. The throttle will always be set in the middle during the flyby but will conform to the player's preferences following the activation of pilot control. Remebere that higher throttle settings consume fuel faster. The jet's rate of turn will decrease as it's speed increases. Likewise, the jet's rate of turn will increase as it's speed decreases. This accurately reflects the actual performance of a jet, just as a car turns more sharply when it is going slow than at high speeds. To turn at the fastest rate, therefore, slow down before turning. Throttle commands: Left Shift Key = increase in left players throttle Left "ALT" key = decrease in left players throttle "." key on keypad = increase in right players throttle Enter key on keypad = decrease in right players throttle Jet Speed and Performance: Two variables control the overall speed and performance of the combat; throttle settings and grid size. For the slowest game, choose the 64x64 grid with a low thrust setting; for the fastest game, choose the 8x8 grid with the highest thrust. You can use a high throttle setting to offset low speeds in a grid with many squares, or use a low throttle setting to compensate for higher speeds in a grid with few squares. Selection of the paper airplane will also increase the overall game speed. MERK! STAR FLEET BATTLE I - Some helpful hints. STAR FLEET BATTLE I - CODE WORDS WORD LINE PAGE CODE WORD ---- ---- ---- --------- 1 1 22 THE 1 2 13 CYGNUS 1 3 12 STAR 1 9 40 MINES 1 13 22 MESSAGES 2 1 81 MUST 2 4 29 ARE 2 5 15 AND 3 1 16 SIMULATION 3 1 31 THE 3 6 80 HAVE 3 9 36 MESSAGES 3 20 87 MOST 3 28 3 EARTH'S 4 2 8 SUBTERRANEAN 4 4 25 WILL 4 4 33 THE 4 8 8 MALES 5 2 13 FLEET 5 3 11 SERVICE 5 11 3 SPACE 6 7 67 FIND 6 8 32 IS 7 8 83 AWARD 8 2 11 DECORATIONS 8 2 16 STAR 8 4 13 NEVER 9 2 16 FLEET 9 2 30 THESE 9 10 37 WILL 9 15 8 TWO 10 6 8 QUEEN 10 22 7 GREATEST 11 30 3 EXCITING 12 1 9 ZALDRON 12 8 45 SIX 13 16 32 SPECIAL ================================================================ Star Fleet Battle I - Quick-Reference Card Available Commands CMD FUNC COMMAND/TASK ABBREVIATION NO KEY ------------ ------------ --- ---- P1 F1 Target Calculator * TAR P2 F2 Long Range Sensors LRS P3 F3 Mission Status Report STA P4 F4 Damage Control * DAM P5 F5 Navigation Control + NAV P6 F6 Defensive Shields Control + SHD P7 F7 Torpedo Control + TOR P8 F8 Phaser Control + PHA P9 F9 Ship's Computer (six tasks) * Cmp P10 F10 Select Secondary Command Menu 2nd S1 F1 Tractor Beam Control + TRC S2 F2 Transporter Control + TRN S3 F3 Mine Control + MIN S4 F4 Internal Security Control + SEC S5 F5 Region Map MAP S6 F6 Reset the Display Screen DIS S8 F8 Save Game SAV S9 F9 Stop Option STO S10 F10 Sound Option SND C1 F1 Recon Probes Launch Control + PRO C2 F2 Auto Alert Switch AAS C3 F3 No Operation (wait a turn) + NOP C4 F4 Starbase Status Report BAS C5 F5 Emergency Hyperspace Maneuver + HYP C6 F6 Self-Destruct Sequencer SLF P - Primary Menu S - Secondary Menu C - Computer Menu + - Command uses time * - Command may or may not use time TACTICAL DISPLAY SYMBOLS ------------------------ Symbol Description . Empty Sector A-Y First letter of starship name * Star system k Krellan destroyer Z Zaldron warship (when visible) # Starbase + Mine NAVIGATION HEADINGS ------------------- 135 90 45 \ | / \ | / \ | / \| / 180 <---------+---------> 0 / | \ / | \ / | \ / | \ 225 270 315 SHIELD CONTROL OPTIONS ---------------------- Option Description C Cancel the command L Lower all shields to zero B Battle entry configuration M Maximum strength configuration T Total power allocated, 1/4 to each shield Allocate power to each shield individually RANKS AND MISSION LEVELS RANK MISSION LEVEL ---- ------------- Cadet (Ensign) 1 Lieutenant JG 2 Lieutenant 3 Lt. Commander 4 Commander 5 Captain 6 Commodore 7 Rear Admiral 8 Vice Admiral 9 Admiral 10 LIST OF SHIP'S SYSTEMS IN THE DAMAGE REPORT SYSTEM STATUS E.R.T ------ ------ ----- 1. Navigation Computer OPER 0.00 2. Main Engines *INOP 2.62 3. Auxiliary Engines OPER 0.00 4. Short Range Sensors OPER 0.00 5. Long Range Sensors OPER 0.00 6. Shields Control OPER 0.00 7. Torpedo Control OPER 0.00 8. Phaser Control *INOP 0.96 9. Mine Control OPER 0.00 10. Tractor Beam OPER 0.00 11. Transporter Beam OPER 0.00 12. Primary Life Support *INOP 3.27 13. Backup Life Support OPER 0.00 E.R.T. is Estimated Repair Time in days. Approximately 100 units of power for each day will fix the damaged system. One of the neat features of SFB is the awards and decorations you can earn as you complete your missions. The program also keeps track of all players who have played the game along with their current rank and list of decorations. Competition is good for the soul, don't y'know... MISSION RATING (%) LEVEL DECORATION RANK: 3-4 5-6 7-8 9-10 ----- ---------- --- --- --- ---- I 1. Star Fleet Citation for Gallantry 2. Prentares Ribbon of Commendation 100 95 90 85 3. Combat Action Ribbon II 1. Silver Palm 2. Alliance Defense Service Medal 105 100 95 90 3. Distinguished Service Medal 4. Oak Leaf Cluster added to Silver Palm III 1. Valcun Medal of Valor 2. Karagite Order of Heroism 110 105 100 95 3. Cross of Gallantry with Palm IV 1. Iron Cross 2. Medal of Honor 115 110 105 100 3. Cross of Gallantry with Silver Star 4. Iron Cross with Shield V 1. Knight's Cross of the Iron Cross 2. Cross of Gallantry with Gold Star 120 115 110 105 3. Pour Le Merite 4. Knight's Cross with Swords VI 1. Hero of the Alliance Gold Star 2. Meteors added 125+ 120+ 115+ 110+ 3. Meteors and Diamonds added Awards are not presented for Level 1 or 2 games since these are basically training missions, not real ones. There are a couple of additional awards given that are not based on your score. 1. The Honorary rank of Admiral Emeritus - given to officers who complete at least 5 missions at rank 10 (Admiral) with an efficiency rating of at least 75%. 2. Alliance Defense Cross with Gold Star - given to officers who sacrifice themselves (i.e. self-destruct their ship) in a hopeless situation. The computer will determine whether or not your situation was really so bad that self-destructing was the only way out. It will then make the award appropriate. 3. Exceptional Service Medal - awarded to officers for every 50 missions completed past rank 2. Enjoy! --Trystan Edited by SP for the SEWER DOC DISCS........ - SUMMER OLYMPIAD - TYPED 4 U BY THE ENGLISH MAN GAME OPTIONS: 1. After you load the game, type in the name of the first player, and press RETURN. As many as six people can play the game. 2. The Flag Screen will appear giving you the opportunity to select the country you would like the player to represent. Use the joystick to position the cursor over the desired country; press the joystick fire button to select the flag. 3. Repeat steps 1 & 2 for each player. After you have entered all the players' names and countries, press RETURN. The Events Screen will appear SELECTING EVENTS: 1. To select events, position the cursor over the mini-television screens for each event and press the fire button. If the event is animated, that event is selected. To de-select an event position the cursor over the event and press the fire button again. 2. When you are ready to play the games, move the cursor over the button at the bottom of the screen. When the button says START GAMES, press the fire button. THE EVENTS: After you have completed an event, you will be given the opportunity to replay it by typing either Y or N However, any medals you have won will be lost should you choose to replay an event. SKEET SHOOTING In this event, you shoot clay pigeons fired from the blinds. There are seven stations to complete, each at a different position on the shooting range. You may only have to shoot one pigeon(singles) at a time, or you may be required to shoot two pigeons(doubles) fired at the same time. You may use either a joystick or a mouse for this event. JOYSTICK - Press the fire button to start a station. Move the joystick up to fire a pigeon. Then position the cursor by moving the joystic. Press the joystick fire button to fire the gun. MOUSE - Press the left mouse button to start a station. Press the left mouse button again to fire a pigeon. Move the mouse to aim the target, and then press the right mouse button to fire you gun. Position the gunsight just in front of the pigeon, keeping in mind that there is a delay between the time you fire the gun and actually hit the clay pigeon. Your score is based on the number of pigeons you have successfully shot. Each round is played at a different station. You don't have unlimited ammuntion, so aim carefully! FENCING This is the gentlemanly way to fight; it takes a sharp eye to foil you enemy. Block perries and jabs while you try to push your opponent back into his territory and gain the upper hand. Try to get the most direct hits in the time available to be the winner. You use a joystick for this event. Joystick: UP - MOVE FORWARD DOWN - MOVE BACKWARD LEFT - PARRY RIGHT - RIPOSTE FIRE - LUNGE Move the joystick forward to push your opponent into his territory. Pull the joystick back to retreat. Press the fire button to lunge towards your opponent. Use the Parry and Riposte maneuvers to block your opponent's moves. You must score 3 direct hits in 60 seconds during the first round, 4 direct hits in 75 seconds during the second round, and 5 direct hits in 90 seconds during the third round. DIVING Not even the circus high-dive clown can do these moves. As you approach the edge of the diving platform, prepare a mental image of the perfect dive: flawless pike, effortless spins and tucks, and a smooth entry. It takes control and expert training to please these judges. You use a joystick for this event. Joystick UP - TUCK DOWN - UNTUCK RIGHT - ROTATION CLOCKWISE LEFT - ROTATION COUNTER-CLOCKWISE FIRE - PIKE Presented by SEWER SOFTWARE...... Super Scramble Simulator Scenario Take on the ultimate challenge of motorbike scrambling. This real life simulator take you over 15 gruelling terrains, featuring 1:2 gradient hills, streams, water obstacles, logs, cars and lorries. Control your accelaerating, braking and gear changing (avoid stalling it!) as you race against the clock. Gameplay The game has fifteen courses divided into five sets of three. There are two sets of mud courses, two sets of obstacle cources and one set of grass courses. Within a set, the courses can be played in any order, but the whole set must be completed before progressing to the next set. Failure to complete a course within the time limit ends the game. Each course must be completed in the fastest possible time for a maaximum score. Time penalties are incurred for failing to negociate an obstacle correctly or for straying off the course, crashing and stalling the bike. Bonus points are given at the end of each course for time remaining. On the first two sets of courses, you get three attempts at each obstacle, after which you are placed further down the course and suffer a large time penalty. On the third and fourth sets you get four attempts. On the last set you must try seven times. Screen Layout TOP SCREEN - A detailed side view of the bike on the course and the obstacles being negotiated. MIDDLE SCREEN - A plan view showing the players poition on the course and a short distance aheah. Used for steering the bike through obstacles, also displays the penalty messages. BOTTOM SCREEN - (from left to right) 1. Timer. 2. Dashboard - The left dial is the speedometer. the central lights are gear indicators (all green - neutral, bottom red - first, middle red - second, top red - third). The dial on the right is the rev counter. 3. Your score. Controls All controls and options selections are joystick controlled except for : Pause - Space Bar Reset Game - Escape Key. Joystick Without FIRE button depressed : Joystick Up - Turn Left. Joystick Left - Brake (Front wheel up whilst in the air). Joystick Right - Accelerate (Front wheel down whilst in the air). Joystick Down - Turn Right. With FIRE button depressed : Joystick Up - Change Up a Gear. Joystick Left - Left rear Wheel. Joystick Right - Wheelie Joystick Dwon - Change Down a Gear. FIRE button depressed with joystick centred - Duck. @ 08/07/89 The Phantom Lord. Is this the shortest doc you've ever seen on a SEWER DOC DISC? Whoaaaa.... ThunderBirds Passwords - For Level 2 - RECOVERY For Level 3 - ALOYSIUS For Level 4 - ANDERSON Wow.... -Eagle Soft Incorporated A good game that combines driving with some good bloodthirsty slaughter! Thanx to Teddy Stacker & PiraSoft/ACU for supplying this. TECHNO COP Game Manual ------------ CONTENTS Throttle That Thing! ................................ 1 Getting Started ..................................... 2 Leading Instructions ............................. 2 Other Game Controls .............................. 4 Joystick and Keyboard Moves ...................... 6 Rev It Up! .......................................... 6 VMAX Console ..................................... 7 Driving the VMAX ................................. 8 On the Road ...................................... 9 VMAX Weaponry .................................... 9 Crime in Progress! ............................... 10 Tracking and Terminating Thugs ...................... 10 Wrist Command Console ............................ 10 Technocop Self-Defense ........................... 12 Fatal Interactions .................................. 13 Other Dangers .................................... 14 Survival Strategies ................................. 14 Performance Assessment .............................. 15 Scoring ............................................. 16 THROTTLE THAT THUG! You're a cop, but not the kind that buttons up big and blue with a soft walk and a big stick. It's years in the future and you're a Technocop, a member of the Enforcers -- the most elite crime-fighting force in the world. Your task is to capture or eradicate a ruthless mob of creeps, hit men, and criminals called DOA -- that's short for Death On Arrival. To clobber DOA thugs, you're equipped with the best crime-stopping weaponry that 21st century technology has to offer; a high-powered criminal radar locator that any DOA punk would just die to get hold of, an .88 magnum pistol to stop 'em cold, and a net gun to bag 'em-up. And check out your car! Not just any souped up cruiser's good enough for a Technocop. You're about to take the wheel of the Enforcers' newest, high- speed pursuit-and-destroy vehicle: the VMAX Twin-Turbo Interceptor. Handcrafted in Italy, the VMAX can rev to speeds over 150 mph and packs a powerful, side-mounted can, among other surprises. Belted into your VMAX, you'll speed down tread-wrenching highways, keeping your eye on the crime computer in your control panel for up-to- the-second info on crimes in progress and mug shots of perps. Race to a series of 11 tenement buildings to search out unscrupulous DOA kingpins. The radar in your computer wrist console helps you pick your way through dilapidated hallways to home in on the big thug chiefs. While scouting out the buildings, you'll have to deal with roving DOA hit men who will stop at nothing to protect their bosses. These goons come after you with every illegal weapon in the book, so be ready. You're tough enough to withstand four fatal hits, but when you lose your fifth life, you're out of the game. Remember the golden rule of crimefighting: Eliminate all thugs before they eliminate you. Ready to ride? Good. But be careful -- once you rev up the VMAX, you need to keep your wits about you to search out and subdue these DOA slimeballs. Otherwise, it's sayonara, Technocop... -1- GETTING STARTED Loading Instructions To load Technocop, find the information for your system in this section and follow the steps. And for all systems, use the Epyx 500XJ joystick for precise, instant control. The 500XJ is the only joystick that actually fits your hand and puts the fire button right at your trigger finger. || Note: Do not write-protect your disk. -2- Commodore-Amiga 1. Set up your system and plug a joystick into port 2. 2. For the Amiga 500 and 2000, insert the Technocop disk into the drive and turn on your system. The program loads and the title screen appears. For the Amiga 1000 with external memory, detach the external memory. Insert a disk containing Kickstart version 1.2 into the drive and turn on your system. When asked to insert the Workbench disk, insert the Technocop disk instead. The program automatically loads. 3. Press the fire button to start the game. -3- OTHER GAME CONTROLS Commodore-Amiga Turn sound on/off. Press A. Pause a game. Press P. Press it again to resume play. Save a game. Press D during the driving sequence and select the Save option. Resume a saved game. Press D during the driving sequence and select the option to load a saved game. Start a new game. At the title screen, press the fire button. End a session. Turn off your system. -4- JOYSTICK MOVES Technocop works with joystick commands for all versions. Joystick \ | / -- -- / | \ Fire Button || Note: If you are using a two button joystick, use the top fire button. REV IT UP! Although the VMAX drives like a dream, you may need some pointers on your first time out. After all, this ain't no Sunday cruise. -6- VMAX CONSOLE Tachometer Shows current rpm's as you drive. Speedometer Feel those G-forces at top speeds of over 150 mph! Score Status Shows total points accumulated. Gear Indicator Indicates which of five automatic-shift gears you are in. After a crash, you automatically shift back to first gear. Crime Computer Shows the time you have left to get to the crime scene and gives background information on criminals. The message also tells you whether to eliminate the criminal or bring him back alive. Percent Operative Indicator Indicates the level of damage your VMAX has sustained so far. If the indicator reaches 0, your VMAX is damaged beyond repair and the game is over. -7- DRIVING THE VMAX Joystick Accelerate. Push handle up. Hold handle up to continue accelerating. Slow down. Pull handle down. Hold handle down to continue slowing down. Steer left. Move handle left. Steer right. Move handle right. Fire weapon. Press fire button. Accelerate and Push handle to upper left or upper right. steer left or right. Slow down and Pull handle to lower left or lower right. steer left or right. -8- ON THE ROAD Keep just two things in mind as you tear down the highway: you're in a race against time, and everyone else on the road is your enemy. Here's some tips: o DOA vehicles will sneak up from all directions to ram or block you. Use your cannon to blast them to bits, or if you're an ace driver, slam them off the road. Both techniques gain you points. (See Scoring.) o After several missions, be on the lookout for a DOA highway superpunk, who jumps from a truck, plasters himself to the top of the VMAX, and tries to bash in the engine. Loosen his grisp with a few good swerves. o Stay in control! Sudden curves in the road may send you spinning into trees and road signs. Crashes damage your VMAX and slow you down, decreasing your chances of getting to the crime scene on time. VMAX WEAPONRY You start with a side-mounted machine gun on your VMAX, and upgrade your weaponry as you complete the driving portion of your missions on time. On- screen messages notify you when you're awarded weapons improvements. The following arsenal awaits your eventual command: Machine Gun Use this to blast anything on the road out of your way. Turbo Charger Gives you a burst of power for faster acceleration. Hydraulic Wheel Rams Use these powerful wheel rams to bash and bump DOA drivers off the road. Rapid Fire Cannon Blast away even the stubbornest of road thugs with this cannon's armor-piercing rockets. Nuclear Bombs Clear the road! Use the nukes to simultaneously annihilate all other vehicles. Press spacebar to fire. Amiga version has five bombs per mission.) -9- CRIME IN PROGRESS Follow these steps to race to the crime scene: 1. While you're on the road, scan the messages from your crime computer to see the time remaining to reach the scene of the crime. 2. A beeping sound alerts you to a message on your crime computer indicating the police code and location of the crime in progress. Subsequent messages show you a mug shot of the criminal and direct you to either capture or eliminate him. 3. The crime computer tells you when you fail to make it to the scene of the crime within the alloted amount of time. If this happens, you forfeit your chance for a promotion or a VMAX weapons upgrade. But you can still pursue the criminal. Proceed to the crime scene. 4. When you reach the crime scene, your VMAX automatically pulls off the road and you step out of the car. TRACKING AND TERMINATING THUGS Once out of your VMAX, walk right to head for the building and start pursuing the criminal. Rely on your wrist command console for instructions for blowing away DOA thugs, recovering stolen goods, and capturing or wiping out criminals. Check your console to keep track of the criminal's position as you move around the building and the amount of time remaining to carry out your mission. WRIST COMMAND CONSOLE -10- Crime Computer Gives vital statistics on the criminal, plus a mug shot. Life Counter Brightly-lit buttons indicate how many of your five lives you have left to live. Health Indicator Shows how DOA attacks affect you. The bar retreats from right to left as you weaken. Radar Points you toward the criminal's location in the building, relative to your position. After you capture or terminate the criminal, it guides you to the exit. Move in the direction of the lighted indicator bar. Crime Clock Displays the time you have left to complete a mission. Strength Indicator Shows energy expenditure during strength intensive moves. Each time you jump, the needle drops, then floats to the right to indicate your recovery. Score Status Indicates your current score. (See Scoring.) Gun/Net Indicator Shows whether you're set to blast the criminal with your .88 magnum or capture him alive with your net gun. Press Spacebar to toggle between the two. You have an unlimited number of nets per mission. -11- TECHNOCOP SELF-DEFENSE Joystick Shoot gun or net. Press fire button. Walk to the left. Move handle left. Walk to the right. Move handle right. Jump left. Push handle to upper left. Jump right. Push handle to upper right. Crouch. Push handle down. Crouch left. Push handle to lower left. Crouch right. Push handle to lower right. Stand up. Push handle up. Enter elevator. Stand in front of elevator, push handle up. -12- Elevator Controls Once you're inside the elevator, quickly move the joystick handle up or down to move the elevator to the floor you want. Hold down the fire button to stop the elevator, then release the button to open the elevator door and exit. Other Tips To recover stolen property, stand near the goods, then stand up. When the stolen object disappears from view, it's in your possession. If you run out of time and fail to find the criminal, an on-screen bulletin orders you to return to the VMAX and get back on the road to begin your next assignment. If you're an excellent crime fighter and complete your mission in time, you can continue to score by blowing away minor criminals. But that's risky. The best idea is to get out -- while you're still alive. You cannot leave the building until you either deal with the head thug, he escapes, or you run out of time. FATAL INTERACTIONS If you run out of lives, the game is over. Don't squander your five lives on thoughtless mistakes! Instantly fatal experiences include: DOA Head Thug Attack A clanging sound confirms your crime computer's message that you're closing in on this building's big thug. Each of these criminal kingpins has a uniquely diabolical way of welcoming you, and just because he's big doesn't mean he can't move fast. Watch out! Floor Holes Some holes plunge you more than one level, so to be on the safe side, jump over all holes until you know which ones are fatal. -13- Other Dangers Other less-than-fatal but still nasty experiences await you: Thug Attack at Close Range If a thing gets in your face, crouch and shoot to duck the attack while returning fire. Explosive Devices DOA goons want to see you dance! Jump bombs fast or feel the blast. Vicious Rats As big and mean as hungry dogs! Jump over these beasts the moment they come into view, or you suffer a nasty bite that slows your search. SURVIVAL STRATEGIES While you're on the road, don't save your top speeds for the straight- aways. Accelerate through curves by pushing up diagonally on your joystick handle. Once you leave the VMAX, you don't have much time to find the criminal. Try these shortcuts: o Every so often, jump over DOA thugs instead of firing at them. But don't jump too many times in a row, because it tires you out and can show your reaction time when you need to move fast to defend yourself. o For the tougher missions, memorize or map out the locations of elevators and walls to avoid costly delays in trying to locate the criminal. o Search for stolen property or kidnapped victims only after you have found the criminal. o If you've determined it's safe, drop through a hole in the floor to the level below to get there faster than the elevator can take you. -14- When choosing between Gun and Net, select Gun initially, even if your mission is to capture the criminal alive. You can shoot your gun faster than the net and defend yourself better against attacking DOA hit men. When you approach the suspect, you can switch to Net to make the capture. You can shoot your net only from a standing position. When you're riding an elevator, keep an eye on your radar. When the bar stops in the middle section of the radar grid, step the elevator and exit. And remember, although the radar shows you which direction to go to find the head thug or exit the building, you still need to figure out the most direct route. Once you find the head thug, don't let him get away! The moment you see him, open fire or shoot your net. As you proceed through the series of buildings, the thugs get tougher. Because they take longer to destroy, they have more time to get you. It may be faster to stop a single thug with your net than with your gun. When several thugs attack at once, crouch and then shoot your gun. If the action gets too hectic, hide in an elevator to collect your thoughts and plan your strategy. PERFORMANCE ASSESSMENT If you get to the crime scene and capture or eliminate the criminal within the alloted time, you gain a life, receive a promotion, and score points. Promotions follow this progression: 1. Grunt (lowest rank) 7. Sergeant 2. Rookie 8. Enforcer 3. Flat Foot 9. Commander 4. Patrol Man 10. Top Cop 5. Cop 11. Chief 6. Officer 12. Technocop (highest rank) After assessment of your performance, walk toward the exit and the VMAX, DOA thugs are still on the rampage, so be careful! Once in the VMAX, you automatically pull back onto the highway. Rev up the engine and accelerate into your next assignment. -15- SCORING You are awarded for obliterating other vehicles, terminating DOA thugs, and completing phases of your mission. You are penalized for other actions, such as harming innocent bystanders. A summary of awards and penalties follows: Situation Awards Timely arrival at a criminal scene. 50,000 points Blowing up a vehicle or forcing it 500 points per motorcycle off the highway. 1,000 points per car 2,000 points per truck Recovering stolen goods or a 1,000 points kidnapped victim. Destroying a minor thug within 500 points allocated time. Harming an innocent bystander. minus 5,000 points Correctly dealing with the head 50,000 points plus a bonus life thug within allocated time. Incorrectly dealing with the head 25,000 points thug but still within allocated time. Timely arrival at crime scene, and Promotion correctly dealing with head thug within allocated time. Reaching all 11 buildings on time. 100,000 points To save your score, type your initials at the scoring table screen and press Return. ...........Doc provided by THE HELLION & THE CORSAIR............ Ported from AMIGA to ST and edited by SEWER POSSUM........ THE DEEP LOADING INSTRUCTIONS Turn on computer, insert game disk. JOYSTICK CONTROL Ship Mode Without fire button pressed Slow Depth Charge Slow Depth Charge | Slow Depth Charge Left \ | / Right \|/ Left --- O --- Right /|\ Fast Depth / | \ Fast Depth Charge Left | Charge Right Fast Depth Charge Pod Section (before collecting token) Pod Forward /\ || /\ || <=== ===> || Rotate Right \/ FIRE - Launch depth charge. KEYS: To change from ship to pod: LEFT ALT for player 1; RIGHT ALT for player 2. P - Pause. Pod Section (with token) Up Up + Left | Up + Right \ | / \|/ Left --- O --- Right /|\ Down + Left / | \ Down + Right | Down Hostage Section Up Up + Left | Up + Right \ | / \|/ Left --- O --- Right /|\ / | \ Down + Left | Down + Right | Down P - Pause GAME PLAY Your boat can be moved left or right using the joystick. Press FIRE BUTTON to drop depth charges which can be dropped from the ship's side facing the direction it is moving in. Upon destroying some submarines, a spinning pod with any one of five letters on it will rise to the surface and change into a flag. Remaining on the surface for three seconds, if you pick it up within this alotted time, the helicopter appears and drops a small package for your ship to collect. Special features are awarded according to which flag you pick up. FLAG "A": Cursor Missiles: When pressing FIRE a target appears under the ship with a bomb above it. Move the target by holding down FIRE and moving in the direction required. When fire is not pressed, the ship can move left and right. After a few seconds the bomb will home in on the target destroying everything in its path. FLAG "B": Pods: The pod is used to collect tokens from the sea bed. On pressing ALT the ship disappears and is replaced by a pod. FLAG "C": Hydrofoil Speed: This flag enables the ship to reach hydrofoil speed which then lifts the ship up on skis to move faster than normal. FLAG "D": Smart Bomb: This will destroy all submarines on screen. FLAG "E": Depth Charges: This gives extra power to depth charges. At the end of each scrolling screen there is a transition stage where a player has to destroy a large ship by dropping bombs on the Captain's Bridge. After achieving this the player has to destroy a large submarine by dropping depth charges into open domes which fire nuclear missiles. There is then a bonus screen where the player has to rescue people from an island. The above is separated into four sections which are: 1. Main Section - Collect the tokens using the pod. 2. Transition Section - Hit the large ship in the center using the missile. 3. Large Submarine Section - Destroy the hatches on the large submarine. 4. Hostage Section - Use the crosshair to hit the enemy missiles before they hit the small boats. ~~~~~~~~~~~~~~~~~~~~~~~~~ WORLD OF WONDERS 89 ~~~~~~~~~~~~~~~~~~~~~~~~~ This complete manual was made possible via The Corsair's Hand Scanner... or was it his secretary... No, now I remember SEWER SOFTWARE - AUSTRALIA/UK. Edited from the AMIGA docs by S.Possum TIME SCANNER =============================INSTRUCTIONS=============================== Escape the time-warp by clearing all four stages of the game. You may move between the Volcano stage, the Ruins stage and the Saqqarah stage by using the Time Tunnels, but to reach the final stage you must clear all three of these stages first... Control the flippers by using the left and right mouse buttons or SHIFT keys. You may nudge the ball by moving the mouse forwards or sideways, or by pressing the SPACE bar. ===========================VOLCANO STAGE=============================== Light the lamps which spell VOLCANO by flipping the ball up the transparent volcano lanes. When all the lamps are lit the Volcano will erupt. ============================RUINS STAGE================================ Drop balls into the COLLECT BALL hole in the center of the top screen. When you have collected two balls and knocked down all targets, turning them red, you will be awarded a Fire Ball. If you succeed in dropping the Fire Ball into the COLLECT BALL hole the Ruins capsule will be destroyed. ===========================SAQQARAH STAGE=============================== Light the lamps which spell PYRAMID by knocking down the targets then drop the ball into the Triple ball hole to build up the pyramid. ========================LOADING INSTRUCTIONS============================ Turn on the computer and wait for the WORKBENCH prompt, then insert the game disk. ======================P A R A N O I M I A ' 8 9======================= TOTAL ECLIPSE....Key Guide As far as docs to this goes you can use the joystick and mouse or the keyboard! Here is a list of the keyboard controls up cursor move forward face forward f down cursor key move backward flashlight on/off t turn left cursor left rest (hold down) r turn right cursor right (calms the heart) u turn u sights on/off space bar step length s tilt left n crouch/stand h tilt right m change angle a fire gun 0 look up p music toggle + look down l interrupt play i (save load abort) enjoy and see ya later Advert: Get your copy of the latest SEWER UTILITIES DISC! Crammed with the very BEST utilities and DOCs to match! Available from a SEWER near you!! SEWER UTILITIES 3 - the best just keeps getting better. T R I N I T Y (Infocom) Note: Some aspects of the endgame defy mapping. The direction from which you enter a 'desert' or 'foothills' location may affect your destination when you leave; enter a desert 'room' from the North, then go north and you MIGHT enter the Tower. But if you entered the desert from the East, going north might take you to a different place! You should drop an uneeded object in each of these locations so you'll know when you've returned there unexpectedly. Even if you do get lost, it's easy to take a few steps and reach a reliable location. THE SOLUTION PALACE GATE. N - BUY CRUMBS - GET CRUMBS - FEED BIRDS - EXAMINE RUBY - E - E - READ SIGN - S - GET BALL - NW - UNSCREW GNOMON - GET GNOMON - N - GET BIRD - UNFOLD PAPER - READ PAPER - NE. LANCASTER GATE. WAIT - (until the Woman walks away) - THROW BALL AT UMBRELLA - GET UMBRELLA - W - W - PUSH PRAM E - PUSH PRAM E - PUSH PRAM S - OPEN PRAM - CLIMB IN PRAM - OPEN UMBRELLA - GET ALL BUT PRAM - ENTER WATER - ENTER DOOR. MEADOW. N - E - N - GET LOG - GET SPLINTER - S - E - SE - W. AT ABBORETUM. N - UP - GET AXE - S - DOWN - (at this point your East-West directions are temporarily confused by the Klein bottle effect! Don't panic!!) - E - NW - N - UP - UP. VERTEX. PUT GNOMON IN HOLE - EXAMINE SUNDIAL - TURN BRASS RING TO THIRD SYMBOL - PUSH LEVER - DOWN - DOWN - PUT PAPER AND COIN IN POCKET - S - SE - W - N - U - S - DOWN - (directions will be restored to normal) - E - NW - N - DROP AXE - W - W - N - N - N. OSSUARY. ENTER DOOR - (on mushroom) - GET LANTERN - W - GET WALKIE TALKIE - TURN ON LANTERN - DROP IT - W - PUT SPLINTER IN CREVICE - GET SKINK - PUT SKINK IN POCKET - E - GET LANTERN - E - ENTER DOOR - SEARCH FERTILIZER - GET KEY - S - PUT KEY IN HOLE - TURN KEY - DOWN - TURN LANTERN OFF - HIT ICICLE WITH UMBRELLA - GET ICICLE - E - E - E - UP - UP - DOWN - DOWN - E - NE - E. CRATER. PUT ICICLE ON LUMP - W - SW - W - DROP LANTERN, WALKIE TALKIE AND UMBRELLA - UP - UP. VERTEX. PULL LEVER - TURN BRASS RING TO FOURTH SYMBOL - PUSH LEVER - DOWN - DOWN - GET AXE - E - N - W. CHASM'S BRINK. CUT TREE WITH AXE - PUSH TREE N - N - ENTER DOOR - DOWN - OPEN BOX - PUSH TOGGLE - PUSH BUTTON - S - NW - WAIT - (until tide rises and the coconut begins to float in the water) - POINT AT COCONUT - GET COCONUT - SE - N - UP - ENTER DOOR. MESA. S - E - S - W - DROP AXE AND COCONUT - UP - UP - PULL LEVER - TURN BRASS RING TO FIFTH SYMBOL - PUSH LEVER - DOWN - DOWN - E - NE - NW - OPEN DOOR - E. COTTAGE. WAIT - (until the magpie gives complete instructions) - OPEN BACK DOOR - OPEN CAGE - GET CAGE - E. HERB GARDEN. SEARCH REFUSE - GET GARLIC - ENTER WHITE DOOR - DOWN - NE - NE. CLIFF EDGE. EXAMINE FISSURE - GET LEMMING - PUT LEMMING IN CAGE - CLOSE CAGE - SW - SW - UP - ENTER DOOR - W - W - SE - SW - W - DROP CAGE AND GARLIC - UP - UP - PULL LEVER - TURN BRASS RING TO SIXTH SYMBOL - PUSH LEVER - DOWN - DOWN - GET UMBRELLA - E - E - (at Moor) - ENTER DOOR. THIN AIR. OPEN UMBRELLA - GET BAG AND UMBRELLA - WAIT - (until the Girl notices you) - GIVE UMBRELLA TO GIRL - E - GET SPADE - GET PAPER FROM POCKET - GIVE PAPER TO GIRL - W - CLIMB ON BIRD - ENTER DOOR - W - W - DROP SPADE - UP - UP - PULL LEVER - TURN BRASS RING TO SECOND SYMBOL - PUSH LEVER - DOWN - DOWN - GET AXE - E - NE - E. CRATER. GET LUMP - W - W - W - NW - ENTER DISH - WAIT - (two turns, until you're on the ground in the bubble) - S - SW - (Waterfall) - [SAVE GAME] - ENTER DOOR. IN ORBIT. GET SKINK - KILL SKINK - WAIT - (until the satellite is headed directly at white door) - CUT BUBBLE WITH AXE - E - E - UP - UP - PULL LEVER - (for the final time) - TURN BRASS RING TO SEVENTH SYMBOL - PUSH LEVER - DOWN - DOWN - GET COCONUT AND GARLIC - NE. HIVE. REACH IN HIVE - W - W - E - E - REACH IN HIVE - (you've got honey!) - E - NW - E. COTTAGE. DROP COCONUT - CUT COCONUT WITH AXE - GET COCONUT - POUR MILK IN CAULDRON - PUT HAND IN CAULDRON - PUT SKINK IN CAULDRON - PUT GARLIC IN CAULDRON - W - DROP COCONUT - WAIT - (until explosion) - E - LOOK IN CAULDRON - GET EMERALD - W - SE - SW - W - DROP AXE - GET SPADE - W - W - N. CEMETERY. OPEN CRYPT WITH SPADE - LOOK IN CRYPT - EXAMINE CORPSE - GET RED AND GREEN BOOT - WEAR RED BOOT - WEAR GREEN BOOT - GET SHROUD - WEAR SHROUD - GET BANDAGE - WEAR BANDAGE - LOOK IN MOUTH - GET SILVER COIN - DROP SPADE - S - E - E - PUT EMERALD IN POCKET - GET CAGE, WALKIE TALKIE AND LANTERN - [SAVE GAME] - SE. THE RIVER. WAIT - (until the ghosts enter the vessel) - ENTER VESSEL - GIVE SILVER COIN TO OARSMAN - S - (after you arrive at sand bar) - ENTER DOOR. (Note:- Be sure you have the BAG, LANTERN, WALKIE TALKIE, BIRDCAGE, LEMMING AND EMERALD in your possession BEFORE continuing!!) SHACK. OPEN BOOK - DROP LANTERN - GET CARDBOARD - EXAMINE CARDBOARD - READ DIAGRAM - (you may wish to write down this information?!!) - PUT CARDBOARD IN POCKET - GET LANTERN - (the people outside should have left by now) - W - DOWN - DOWN - DROP CAGE - GET RUBY - PUT RUBY IN RED BOOT - GET EMERALD - PUT EMERALD IN GREEN BOOT - GET CAGE - NW - NW - NW. PAVED ROAD & JEEP. ENTER JEEP - EXAMINE RADIO - EXAMINE DIAL - EXIT JEEP - PUSH SLIDER TO (whatever number the radio dial was set to) - PULL ANTENNA - TURN ROCKET ON - SE - SE - SE - SE - SE - OPEN GATE - SE - S - OPEN DOOR - E. HOUSE. DROP LANTERN - E - N - ENTER CLOSET - CLOSE DOOR - OPEN CAGE - PUT BAG IN CAGE - CLOSE CAGE - OPEN DOOR - EXIT CLOSET - SEARCH WORKBENCH - GET SCREWDRIVER - PUT SCREWDRIVER IN POCKET - S - W - GET KNIFE - GET LANTERN - E - OPEN DOOR - E - E - SE. SOUTH OF RESERVOIR. DROP ALL BUT LANTERN - NE - TURN LANTERN ON - UP - GET BINOCULARS - DOWN - (after you fall in the water) - GET BINOCULARS - UP - S - DOWN - GET ALL - OPEN CAGE - GET BAG - DROP CAGE - W - W - W - W - S - S. BEHIND SHED. LOOK AT SHELTER WITH BINOCULARS - WAIT - (until the Roadrunner shows up) - POINT KEY - GET KEY - N - N - N - N. BASE OF TOWER. UNLOCK BOX - EXAMINE PANEL - EXAMINE BREAKER - OPEN BREAKER - (listen carefully to radio conversation) - (write down the phrase: "Ask the kid if he connected the line......."..........and make note of which line he names, because it changes in every game!) - CLOSE BREAKER - SW - SW - SW - SW. OUTSIDE BLOCKHOUSE. WAIT - (until the Roadrunner appears) - DROP BAG - NE - NE - NE - NE - UP - UP - E. SHACK. TURN ON LIGHT - EXAMINE BOX - EXAMINE PANEL - GET SCREWDRIVER - OPEN PANEL WITH SCREWDRIVER - (There are four wires. Use the diagram on the cardboard to determine the colour of the wire that the man mentioned on the radio; it's either BLUE, RED, STRIPED or WHITE) - WAIT - (until the auto-sequencer takes effect) - GET KNIFE - CUT (proper) WIRE WITH KNIFE!! * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * SEWER SOFTWARE proudly presents the TIMES OF LORE Docs...edited by Sewer Possum >>>Times of Lore<<< Docs typed by The Fridge & Mr. Death Merideth Lamby stood on her tiptoes, her hands gripping the wooden edge of the half-door as she strained top see over it. Today her grandfather was traveling from Rhyder for a visit. He always brought her, and her brother Stephan, the most wonderful wooden toys carved by his own hands. She peered down the cobbled path for any sign of his arrival. He had always seemed like a fabled giant to her; swaying side to side while his cheeks puffed in and out with the effort of his stride. She spied the large oak tree at the end of the path and thought back on the times she and Stephan had spent beneath its boughs listening to enchanting tales in their grandfather's arms. Each visit brought a new story under the tree with their grandfather's warm deep voice reciting a fantastic tale. Suddenly she heard the hollow snapping of small twigs followed by a heavy puffing and grunting which grew louder by the second. "GRANDPA!" she screamed as she ran to meet him at the end of the path. "Hello Meri!" he chortled as he swept her up in his arms. "How's my little Wisp?" he asked, rocking her like a baby in his arms. With a rustling and a thump, Stephan plunged onto the old man's back from the tree overhead. "Aha, and hello to you as well my feisty Stephan!" he said as he lovingly lifted the boy down from his shoulders. "Please Grandpa, a story,tell us a story!", Stephan shouted, jumping with excitement. "Yes Grandpa, do!" Merideth joined in. The old man paused a moment, rubbing his bearded jaw, "Ah yes, I will tell you a tale; one of mystery, villians, and heroes! But first fetch me some of your father's tobacco for my pipe!" Merideth and Stephan leapt from his arms and ran to the house, reappearing moments later with two fluffy pillows and Stephan bearing a leather pouch. They met the old man under the tree, climbed into his arms, and snuggled deep into their pillows. Digging a hand into the contents of the pouch,the old man drew out a loose pinch of dark fibers causing a few of the looser strands to tumble to the ground. Stuffed it in the strands into his pipe, he sat back and gazed up at the sky, "Let me see if I can remeber....oh yes." "THERE WAS ONCE A TIME when chaos roamed the land and the comman folk abandoned their hope of ever living in a peaceful kingdom again. A time when no High King sat upon the throne of Albareth!" Smiling, Grandfather lit his pipe and waited for the shocked expressions of the grandchildren to subside. "But first a little history. Almost eight hundred years ago, the first of the Elden arrived along the shore of the Great Sea. Our forefathers trembled as the huge ships anchored off the coast. You see, back then our forefathers fought amongst themselves over little maters, such as whose land lay under the fences, or which of two farmers should draw water from the river that divided their land. There were no grand cities, no brave castles, only small groups of people living in fear of one another. It wouldn't surprise you then that out forefathers, seeing the Eldens as invaders, attacked them" STEPHAN STOPPED PLAYING with the old man's thumb and look up at him, "You mean we attacked the eldens?" "Yes,Stephan. Those who would eventually instuct us in building esatblishing fair leasdership, were at fist out foes! It took time,much time,but after a hundred years of patience and learing, the kindom of Albareth finally began to prosper. "Over the years, the Elden became respected leader and guides for Albareth. The newly unified kingdom needed a king, and about seven hundred years ago, a such revered Elden prince assumed the position of a High King of Albareth with the people's hope and blessing. "The original High King brought with him three powers from the homelands. They were mighty artifacts of magic created by wizards to aid the governing of the realm. These araicfacts were the Tablet of Truth, the Foretelling Stones, and greatest of all - the Golden Medallion of Power. "With the Tablet of Truth, the High King had power to answer any question of great importance to the kingdom. Only Eldens of the purest blood could employ the powers of the Tablet. It was given to the Warden of the Southern Marches, who was such a man. "The Foretelling Stones were imbued with the ability to show version of places and times far away, to aid any Elden or native with worthy cause. The Stones, The High King left in the care of the Prior Marabout, the great monastery near rhyder in the north. "MOST SACRED of the three wizardly artifacts was the King's own Medallion of Power. No High King can hold the throne of Albareth who does not wear the the Medallion,and none may wear the Medallion without being recognized by it's own mystic essence as a true descendant of High King strebor. The Medallion's power gave the wearer the ability to command whole armies; to lead them as one to victory against the darkest of odds. But the Medallion's strenght must come from within it's wielder's heart, and therefore only an Elden with the blood of a King may use it. "The Kingdom was content for a time, But that was to end with the coming of the barbarians. Immense warriors charged up form ther South and overran the outpost of Ganestor. The armies of Albareth marched forth and met the aggressors in the rocky foot land of the Ganestor mountains. For ten years the armies fought, and each day the war raged on. The High King Valwyn's sorrow grew... "Finally, the king himself gathered the flower of Elden knighthood and headed south to confront the Barbarian hordes in what would come to be known as the Battle of Ganestor. The Medallion sang for victory, and Valwyn's forces seemed then times the number they actually were. They opened up gaping breaches in the Barbarians' ragged lines, but there seemed no end to their reinforcements. Never had Albareth's knights fought so mightily, but there was a limit to what even they could do. Neither side could break the stalemate. "AT LAST the High King used the power of the Medallion to halt the battle so he could talk with Heidric, the Barbarian leader. They talked for many days and finally the two came to an agreement. Ganestor was give to the Barbarians, but they, in return, had to swear allegiance to the throne. The two men grew to respect each other over the years that followed and on the anniversary of the truce, Valwyn presented Heidric with the Tablet of Truth granting him the title of Warden of Ganestor. "Valwyn had grown old and his spirit was all but drained of life. The ten year was had taxed his inner strenght dearly, and no longer could he use the Medallion to the zenith of it's might. "So it was that he took up his Medallion and his infant child and departed for the Elden folk's homelands, where he would rest and renew his powers of High Kingship. Valwyn, leaving his trusted steward, and Elden lord called Dariel, in charge of the kingdom, promised to return in one score years." "Did he come back?" questioned Merideth looking at he grandfather with big green eyes. "I'm coming to that part, Wisp." He drew a long puff on his pipe and gazed up at the orange,evening sky. "With Valwyn's leadership gone, Dariel was expected to deal with all of Albareth's problems by himself." "BUT I THOUGHT the troubles were over when the Barbarians has signed the truce!" interrupted Stephan as he twisted to face the old man. "AH, but there was many Elden lord from the south who disagreed with the pact Valwyn had made with the Barbarians in give up Ganestor. Over time this disagreement grew into hatered and the Elden lords attacked Ganestor hoping to wrest it from Prince Avar, Heidric's son and leader of the Ganestor garrison. "The steward Dariel found himself unable to gain acceptance among the other high lords of albareth,and his rule was an ineffectual one. He became a prisoner in his own castle. Rarely would Dariel set foot outside Eralan's protection,and it's was often rumored that the man was ill with fear of his enemies in the outside world. Without strong leadership,the kingdom once again fell into chaos. Few traders dared to travel the old roads for fear of being ambushed by bandits or ruffians. To make matters worse, orcs began to cross over the mountains to the north of Albareth. The Kingdom was desperately in need of a suviour..." A CALL came from a woman who stood in the door of the cottage. "Father! You're here at last. Come and tell me of your journey,over dinner. Stepan, Merideth! Inside! "But Mother,Granpa hasn't finished his story!" cried the children as they clung to his arms. "Hurry and wash up. Now!" Came their answer. "Come along little ones,let us go and i will finish the tale later." with that the made their was into the cottage,Grandfather following behing. THE BEGINING... GETTING STARTED In your first glimpse of the rich and vast kingdom of Albareth,your character is standing in an upper-story guest chamber of Eralan's reowned Frothing Slosh Tavern. Eralan is Albareth's Captial city; on the map in your game package,it is centrally situated in the westernmost part part of the continent, just south of the Dark Forest and some leagues inland from the shore of the Great Sea. Albareth's is a vast land of high mountains,great forests, sprawling plains and deserts,so your first few ventures out of the tavern should be devoted to wandering around in Eralan and making yourself comfortable with the game's commands and features. Before proceeding, read the REFERENCE CARD for instructions on starting Times of Lore and how to select commands. CONVERSATION Many of the inhabitants of Albareth's towns and cities can offer you advise or assistance in your travels, and some may even send you on great quests of valor and fortune. To speak with a villager, select the TALK symbol and a menu of conversation options will appear (see the REFERENCE CARD for selectin command options). Characters may inititate conversation with you as well. When someone asks you a question, the TALK command will be activated in anticipation of your reply. It's is the established custom in the kingdom of Albareth to greet one's accqauintances with a cheery "Nice weather we're having!" or perhaps "I Hope all is well with you." To hail a wayfarer in such a manner, choose the START CHITCHAT option. Before long you will notice that such a casual greeting is likely to set the mood for the exchange of a word to two of friendly gossip, or even the imparting of vital knowledge. ASK QUESTION, the second choice on the menu, allows you to pose specific question to you acquanintance. After slecting the option, the desired question must be chosen from a a list of subjects that you currently "know about" in the game. You can always ask about RUMORS, but hte person you are talking to maye or manu not be able to answer your queery maenauingully. The list other subject you maye ask about is made of important "key words" for prior converstons. Whenever a person mentions a matter of obvious weight, a soft bell will sound and that subject will be added to you character's list of"knowen" question topics. SOME PEOPLE, depending on the situation, may have additonal options in the converstion menus. Innkeepers ,for example, have muich more to offer than the standard fare of pleaseantries. If you have the monet to spend, they will give you a change to replenish you provisions or check into their hotel for a good night's rest. When you ASK FOR LODGING at a inn, you character's currrent postionns and status in hte gmae are sved to disk. The next time you boot up he game, you will begin play on that same inn with all you possessions and "key words" intact. It is usually a good idea to check into an inn at the end of along journey, or after you've accomplish a diffuclut or dangerous task. During game play, you maye revert to your saved postionn by slecting the LOAD GAME option. You should make a habit of chatting with everone you meet in the cities and outpost of Albareth, king and knace alike. Subtle,but improtant ,events in the game can be triggered by talking with some major figures, and vital key words may be lost by neglecting the save the game before ending session of play. ALL CONVERSATION and other game messages will appear in the message window near the bottom of the screen. In a fictitious example of TIMES OF LORE interaction,you might approach a serf's wife as she busily plows her field. Activating the TALK option, you select START CHITCHAT from the menu. Gesturing at the serf's wife,you say, "You're looking rather well today!" Looking you in the eyes,the serf's wife says, "Why thanks you. Oh,and by the way,my husband's off fighting trolls somewhere." At this point a bell sounds,indicating that you know you now have a new "key word" to ask about. You select the ASK QUESTION option from the menu and you see that your question topics now include RUMORS and TROLLS. You pick TROLLS. Looking at the serf's wife you say, "What do you know about trolls?" The serf's wife faces you and says,"My Husband's spent a lot of time away from home of late. He claims the trolls have stolen a treasure beyond price, and he means to reclaim it!" The bell gongs again. Your ASK QUESTION menu now includes RUMORS and the new word TREASURE,which you select. The word TROLLS has been removed,since you now have all the information you need about the trolls. Looking at the serf's wife you say, "What do you know about the treasure?" The serf's wife says,"Sorry,but i can't help there. Would you like to come in for some nice warm turnip soup?" On the menu now are two more options,REPLY YES and RELPY NO. Eager to get on with the treasure-hunting,you select the latter choice. Peering into the eyes of the serf's wife you reply,"No thanks." The serf's wife says,"Oh, well." You exit TALK mode and walk away. SINCE THE SERF'S WIFE was unable to elaborate on the subject of treasure, you must now seek out other likely sources of information. A visit to the tavern may be in order,or you might want to look around for villages who can tell you more. COMBAT Depending on which character class you've chosen and how tough your opponent is,two or three solid hits will often be enough to dispatch your foe. In the beginning you'll do your fighting with a common hand weapon,but who's to say what a hardy adventurer might stumble across in these treacherous times? During the daylight hours in fortified towns and most of the more civilized villages, you will rarely encounter any of the wandering monsters that plague the countryside. Until you are certain of an approaching person's intent,stay your arms. Beside,attemping to take over cities by slaughtering the peasants is one sure way to be ostracized from society. When you venture out into the world,though, it's a different story. Creatures ranging from ordinary brigands to supernatural specters will confront you, turning a simple journey from one town to the next into a deadly challenge. Don't hesitate to attack - THE MONSTER WON'T WAIT! The following is a list of the characters you are likely to encounter in Albareth: GUARD - The guard in castles and larger cities are brawny sorts,armed to the teeth. You'll have no trouble with these mercenaries,as long as you stay on their good side. PEASANT - Albareth's humble,cheerful peasants are the likeblood of the kingdom's towns and cities. Talk to everyone you meet-the common folk usually welcome the change to shar their folklore and companionship. INNKEEPER - The Innkeepers of albareth can be very accomodating, especially when you're in need of a stiff drink or Game-save. ROGUE - Archer of lethal skill,these cloaked tradesman are the nightmare of every tradesmen and caravan leader. Beware, for in these troubled times many strong men have joined their ranks. ORC - In the not-too-distant past, these unwashed,pig-visaged barbarians were seldom encountered outside their territories in the northern mountains, but in recent times, the hated orcs have begun to invade Albareth's forests. They have since become a nightmare of every traveller and caravan scout. SKELETON - The living skeleton that hanut the land, viciously hurling their daggers at wayfarers, are said to be magically animated by malevoilent wizards who seek to spread disorder and evil throughtout the kindom. Skeletons are formidable opponents in battle,for they feel neither pain nor mercy. GHOST - Shades of evil men and monsters once slain in battle,Ghost can be the most difficult to overcome of all dark creatures...they have more to prove! SLIME - No one knows the orgins of this hideous creature. Though unarmed, this creeping fungus can still pose a deadly threat to careless adventurers. A slime creeps along dungeon walls toward its enemies,secreting a corrosive fluid that turns swords and daggers into tasty hors d'oeuvers. Then it goes after it's main course. CLERIC - The good clerics of Albareth are renowned for their devotion to the preservation and sanctity of life, while the evil ones tend to attack first and ask for donations later. SURVIVAL Be sure to keep an eye on the candle in the tower right part of your screen. The candle will burn down as you grow weak from the battle wounds or lack of food. If the flame ever goes out, your character will die, and you will have to start over from your last saved position. Sleeping at an inn will restore your health. Standing still to rest in a safe place will also restore your strenght,althought it will be long in returning. Certain magical items can help as well. Don't be afraid to experiment with the effects of various potions. TREASURE Monsters sometimes carry assorted and sundry treasure, which they will readily give to you as long as you killl them first. Gold, food, magic potions, and scrolls may be found lying about in the bloody after-math of a battle. A peculiar property of magical treasure is that only one scroll or potion of each kind can be carried at a time. This means that if you're carrying a blue potion, you won't run across any more blue potions until after you drink the one you've got. Some of these arcane items are very hard to come by, so use discretion when employing their effects. LEAVING HOME FOR NOW,try taking the stairs down the tavern's common room. Walk over to the counter,between the barkeep's ale kegs and the massive stone fireplace. Is someone in sight,and be patient. Often,a person who has something intersesting to say may prefer not to share it all with you at once. Even in the mornings the frothing slosh is a busy place, and who knows? One of the montley crowd of customers might just have some business for a young and enterprising adventurer such as yourself! Taking over cities by slaughtering the peasants is one sure way to be ostracized from society. When you venture out into the world,though, it's a different story. Creatures ranging from ordinary brigands to supernatural specters will confront you, turning a simple journey from one town to the next into a deadly challenge. Don't hesitate to attack - THE MONSTER WON'T WAIT! This game's been out a while now...ever wondered what the hell you were supposed to do?? Well now you know! VAMPIRE'S EMPIRE Van Helsing's Plea to The Light From the Inside Cover of His Journal, Circa 1753 The Light is my help and salvation Whom shall I fear? The Light is the strength of my life Of whom shall I be afraid? When mine enemies and my foes, Came upon me to eat my olf flesh, Came upone me to devour my sould (but not my garlic) The stumbled and fell. Unto thee, O Force of Light, do I lift up my soul I trust in thee, let me not be discouraged, Let not mine horrible enemiew triumph over me And teach me the way, show me the path. For in time of trouble it will be my shield And when I walk through his evil Lair, I will fear no one, for the Force of the Light And the stench of my garlic protect me. I put all my trust In the Force of Light and its Power To defend all that is good in the world To destroy the Prince of Darkness. Yea, hear my praise, my crying Hear my glorious honor and singing and Protect me from the mad ONE that hath horns and hoofs And free me of my arthritis. VAN HELSING'S JOURNAL, 12 FEBRUARY, 1693 My association with the undead began shortly after my thirteenth birthday. It must have been two o'clock in the morning, for I had heard the church bells as I slept. In my dreams I heard a long, low whisper. As it became more of a moan, I opened my eyes and slowly realized that this horrible sound was of the real world. Ever since my father left for the war, (charging me with my mother's protection), I had been keenly aware of any unusual sounds in our house. I leapt from my bed with a great sense of urgency and burst into my mother's room. Truly I can say to you, that what I saw at that moment changed my entire life. A tall figure with its back to me was bent over my mother's bed as she slept. In shock I screamed out a warning. As the figure turned towards me, I saw the features of its face, and the blood on its chin. A hundred childhood tales and old fables rushed through my head, and a single word came to my lips, "Vampire!" I attacked the creature with all I possessed. It was as if I had run head long into a stone wall. Its laughter deliberately mocked me as I clawed the demon's skin. It raised its arms and easily cast me from the room. The demon's laughter grew louder and louder with a hint of pleasure that was even more maddening than the mockery. In my desperation to escape, I tripped and fell into the bins in which my mother stored our food staples. As I lay cornered, I frantically hurled all objects within my reach at the beast in a futile attempt to injure it. The Vampire's laughter gnawed at my being and I became even more incensed. Having thrown all available utensiles I was reduced to pelting it with lettuce, potatoes and onions. It smiled amidst my fruitless attack. Suddenly it paused. Its nostrils twitched as its quick and calculating black eyes searched the room for something it appeared to smell. Garlic! The pungent odor overwhelmed me. A great noise echoed all around me, enveloping me, washing through my body. There was a sound of horrible agony then the creature was gone. And I felt the most extraordinary pleasure....... VAN HELSING'S JOURNAL, 15 JUNE, 1744 Today I returned from a most horrifying journey. After what has seemed like a lifetime of searching, I have discovered the underground lair of the Vampire King, Dracula himself. It is located deep within the Transylvanian forests, where most mortals dare not go. It had been many years since the death of my mother, and I had plenty of time to plan my attack as I searched for His lair. I had long known that the way to defeat this (Dracula) was the power of light. This was difficult because He was always deep within his lair by the first light of day. So my strategy was to place mirrors throughout his underground fortress and reflect the sunlight down into the vault itself, thus ridding the world of its most evil foe. However, I did not anticipate the horror of the half-human creatures I discovered there, ready to fight to the death to defend the Count. There are horrible looking mosters with enormous heads and gaping maws. Even worse are the young blonde creatures with curly hair who crave your very soul. I encountered a great number of "ordinary" vampires (Vampirus Trivius), but I was quite able to handle them with the garlic. But perhaps the most terrible of all are the female demons wearing lots of practically nothing, who prance about in the halls and caverns, showing everyone their great big...ahem, attractions, and even I had great (and very embarrassing) difficulties not to submit to their spells. I had not counted on this army of the undead, and I was unable to control the force of the light. Truly, I say to you, I was fortunate to escape with my very life. However, I cannot give up! For I am the famous vampirologist, Dr. Van Helsing! Or am I just an old fool? I must find a way to control the light...... VAN HELSING'S JOURNAL, 3 APRIL, 1753 Rapture! Oh, how my soul sings! For I have found a way to control the light. For years I have searched for a method of guiding sunlight into the bowels of the earth. What irony that in these modern times, someone such as myself should resort to sorcery and witchcraft. I must say that even I was somewhat hesitant upon hearing the old gypsy woman speak of a "magic ball" that could be used to direct sunlight. To think that such a device exists! Although when I stumbled upon it, it was used for nothing more than carnival illusions, I cannot help but think that its original purpose was the eradication of vampires. I now have the courage and method to again venture into the Count's lair. Now the adventure begins...... THE MAGIC OF VAMPIRE'S EMPIRE A) Mirrors and Garlic Garlic wards off approaching vampires and other assorted nasties. The mirrors reflect the light rays at the selected angle which, if you are successful, will destroy the evil Count. Garlic, assorted mirrors and the Magic Ball are selected by pressing the fire button and moving the joystick down. At the bottom of the screen you can seel which item is active (mirrors, garlic or magic ball). By selecting garlic, you can place a clove of garlic which may deter some of the vampires. You can place garlic or one of the magic mirrors by pressing the fire button and moving the joystick up. When you let go of the fire button then the object is activated. Van Helsing can also kick some of his enemies by moving the joystick down. This all sounds very confusing, but once you try it you'll get the idea. You can also throw garlic at your enemies by pressing the fire button and moving the joystick in the direction you are facing. NOTE: You can throw garlic in this manner, even if you do not have garlic selectd at the bottom of the screen. B) The Magic Ball It is possible to change the direction fo the light ray by catching it with the Magic Ball and redirecting where you want it to go. To do this, select the Magic Ball then press the fire button and move the joystick up. As long as you continue to hold the button down, you can move the Magic Ball up and down. Now, once you have captured the light, you can redirect it by pointing the joystick in the direction you want it to go, and THEN release the fire button. By using the Magic Ball and the mirrors, you can guide the light down into the lair in search of Count Dracula. =============================================================================== Vampire's Empire docs brought to you by The Southern Star. SEWER SOFTWARE...Australia/UK, presents - Video Vegas ~~~~~~~~~~~ Using Menus ~~~~~~~~~~~ When the title screen appears, you can access the Video Vegas games from a standard pull-down menu. Click the right mouse button over "Options" to view the menu options. Drag the cursor over the desired option and release the button to select. The "Game" option has a sub-menu with the four Video Vegas games. The "Odds" option shows the payoffs for the current game. "Quit" returns to the title screen. The games will work from the keyboard as well as the mouse for quick play. The [Help] key is used to display odds. The [Esc] key is used to quit a game. Title Page ~~~~~~~~~~ Use "Game" option to choose a game. You may also press the [Space] bar until the game you want appears in the title bar, and then press [Enter]. Blackjack ~~~~~~~~~ To set the bet, click in the bet circle (top-half to increase and bottom-half to decrease bet), or use arrow keys to raise or lower the bet. Click "Deal" or press [Enter] to deal the cards. Click "Hit" or press [Space] bar to draw additional cards. You can double or split hands by clicking these items or use the [D] and [S] keys. When you are satisfied with your cards, click "Stand" or press [Enter]. Keno ~~~~ To set the bet, click on "Bet"; or simply press [1] to [5] on the keyboard. When the bet is right, click "Play" or hit [Enter] and then select 1 to 15 numbers by clicking over them. Clicking a number that is already selected will unselect it. The arrow keys and [Space] will also select numbers. Hit "Play" or [Enter] when the numbers are selected. Poker ~~~~~ Setting the bet is the same as for Keno. Click "Deal" or press [Enter] to deal the hand. To draw new cards, click the car to turn it over, or use the arrow keys and [Space] to flip the cards. When only the cards you want to hold are showing, click "Deal" to draw the new cards. Lucky7 ~~~~~~ To bet, click on the coin slot or press [Space] to drop coins into the slot. Click the handle or press [Enter] to pull the handle on the slot machine. INTRODUCTION ~~~~~~~~~~~~ Las Vegas, Nevada: a glittery mecca of otels and casinos in the middle of the desert where fortunes are won and lost at the turn of a card. VIDEO VEGAS brings authentic casino action to your home computer. The gmes look and work exactly like the video slots in the Las Vegas casinos. VIDEO VEGAS entertains the beginner and challenges the pro. it is perfect for your next party or sharpening your gambling skills before that Las Vegas holiday! If you are already familiazr with casino games, just boot up the disk and play. For a more detailed description of the games and playing strategy, take a few minutes to read through this manual. The section on Blackjack contains valuable information that could help you become a winner on that next trip to the casino. Have fun and good luck! GETTING STARTED - THE VEGAS STRIP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before you begin take a few minutes to study the enclosed Reference Card. It details the VIDEO VEGAS operating instructions for your computer. Then go ahead and start the program. You will see an animated view of the Vegas Strip, with the casinos in all their neon splendor. To get in on the action bring up the menu of VIDEO VEGAS games. you will start with a bankroll of $1000. Your bankroll (win or lose) will go with you when you change from one game to another. LUCKY 7 SLOT MACHINE ~~~~~~~~~~~~~~~~~~~~ When you first walk into any casion, the first thing you see are the slot machines. They seem to be everywhere, with people dropping coins into the slot and pulling the handle as fast as they can. Slot machines have earned the name one-armed bandit for their reputation of taking a lot more money than they pay back! With this reputation, you might wonder why o many people play slot machines? The answer is simple; people play slots because they are fun. It is hard to resist these glittery machines with spinning reels of cherrys, plums, bells, 7s, bars, etc. The clink-clink-clink of silver dollars falling when someone hits a jackpot can be heard halfway across the casino. The LUCKY 7 slot machine in VIDEO VEGAS is the classic 3-reel dollar slot found in every Las Vegas casino. You can bet from 1 to 3 dollars. You can also play without changing the bet. The coins will fall into the slot and the handle will drop setting the reels in motion. The reels spin and stop one at a time. If you hit a winning combination, the machine drops your winnings into the tray at the bottom. A list of the winning combinations and payoffs can be called at any time. The rate of payoff is approximately 98% which means the machine pays back roughly 980 dollars for every 1000 dollars put into it. These odds are about as good as you will find anywhere in Las Vegas. DRAW POKER ~~~~~~~~~~ The VIDEO VEGAS DRAW POKER game is just like the video poker machines that you find alongside the regular slot machines in the casino. You can bet 1 to 5 dollars. You can also play without changing the bet. You are delt 5 cards face up. The object of the game is to get a winning poker hand. You can discard as many of the original five cards as you like and draw new ones to imporve your hand. You can select any card you want to discard by turning it face down. If you accidently select a card that want to hold, simply turn it face up. When the discards are selected, request new cards from the dealer. You win when you have one of the hands shown below. A list of payouts for each hand may be requested. Here is a description of the winning poker hands, a Royal Flush is the highest and a Pair is the lowest: ROYAL FLUSH - Ten, Jack, Queen, King, and Ace all of the same suit. STRAIGHT FLUSH - Any five consecutive cards all of the same suit. 4 OF A KIND - Four cards of the same rank (number). FULL HOUSE - Three cards of one rank and two cards of another rank. FLUSH - Any five cards of the same suit. STRAIGHT - Five consecutive cards of mixed suits. 3 OF A KIND - Three cards of the same rank. 2 PAIR - Two cards of one rank and two cards of another rank. PAIR - Two cards of the same rank. Only pairs of Jacks or better (Jacks, Queens, Kings, and Aces) are winners. KENO ~~~ The game of Keno is similar to Bingo in that the object of both games is to match numbers on a card with numbers drawn at random. The big difference is that the numbers on a Bingo card are preset, but in Keno you choose the numbers you think will be winners. The KENO layout has 80 numbers. You bet 1 to 5 dollars. You can also play without changing the bet. When the bet has been placed, you will be prompted to select or mark from one to fifteen of the 80 numbers on the layout. When a number you like is highlighted, select it. A check mark will appear at each selected number. You may change your mind by clearing a number that is already checked. You may also clear all marked numbers and start over. When you have marked the numbers that you think are winners, play the card. Twenty numbers will be drawn at random and lighted on the Keno board. Whether you win or lose depends on how many of your marked numbers are hit on the draw. For example, if you marked 8 numbers, you must hit at least five of them to win anything at all; this pays $9 on a $1 bet. If you hit all eight numbers, you win $20,000 on the $1 bet. While a 20,000 to 1 payoff may sound pretty good, the odds against hitting all eight numbers is over 200,000 to 1. You may select a list of all the payouts at any time. As it turns out, the odds of winning at Keno are very poor. You will win more often when you mark fewer numbers, but the payouts are much smaller. The big payouts are really a long shot. Fortunately, you can play the VIDEO VEGAS version without risking real dollars! BLACKJACK ~~~~~~~~~ Blackjack is one of the few casino games where skill plays an important part in winning or losing. By playing skillfully, you can virtually eliminate the odds favoring the dealer. The game is simple to play, but there are more rules and options than the other VIDEO VEGAS games. When you select BLACKJACK from the MAIN MENU, you will see a screen showing the House Rules. These rules of play are identical to those used in many Las Vegas casinos. The one option that varies from casino to casino is the number of decks used in the deal. In VIDEO VEGAS you may select from 1 to 4 decks. The cards will be shuffled and you will see the Blackjack table with the deck placed at the right side of the screen. your current bankroll appears right above the deck. All of the playing options and messages are displayed in the windows at the bottom. You place your wager before each hand is delt, the minimum bet is $2 and the maximum is $20. Only even numbers are allowed to avoid small change payouts. You cannot make a bet that is larger than your bankroll. The Deal ~~~~~~~~ You (the player) and the dealer are dealt two cards each. The dealer always has one card dealt face down, this is called the hole card or down card. When you get your cards, you must add up the total of your hand. Each card has a point value. Tens, Jacks, Queens and Kings are worth ten points each. Aces can be counted as one or eleven points. All other cards are counted at face value; a Three is worth three points, a Seven is worth seven points, etc. The object of the game is to get a hand that totals 21 points, or as close to 21 as possible without exceeding 21. When you exceed 21 points, you bust (lose automatically). If you do not bust, and your total is higher than the dealer's total, you win the amount of the bet. For example, a $2 bet would win $2. If you total matches the dealer's total, you tie (or push) and neither win nor lose the bet. Natural Blackjacks ~~~~~~~~~~~~~~~~~~ If your first two cards add up to 21 exactly (an Ace and any ten-value card), you have a natural Blackjack which is an automatic winner. No only do you win, but the payoff is at three to two odds! You win $3 on for each $2 bet. Your natural Blackjack cannot lose, but it can be tied by a dealer natural. When the dealer has a natural Blackjack and you do not, you lose even money (a $2 bet loses $2) unless you have made an Insurance bet (which will be explained later). All natural Blackjacks are settled immediately and you go on to the next hand. Player's Options ~~~~~~~~~~~~~~~~ When no natural Blackjacks appear on the deal, it is your turn to choose one of the following options: 1) "Stand" or stand pat. This means you are satisfied with the cards in your hand and do not want any more. 2) "Hit" or draw another card. you should take a hit when you are not satisfied with the point count of your hand. The dealer will give you another card each time you request a hit. You can take as many cards as you want as long as the total does not exceed 21. If you take a hit and exceed a total of 21, you bust and lose automatically. The bet will be deducted from your bankroll and you will move on to the next hand. 3) "Double" or double down. With this option the amount of the bet is doubled and you receive one additional card. You will not be allowed to take more than one card. This is a very good bet when your firs two cards total 11 points. 4) "Split" your hand. This option is available only when your first two cards are a pair. The pair of cards is split into two separate hands (Hand 1 and Hand 2) and the bet is doubled (since you will be playing two hands). The dealer will hit the first card of your pair. You can stand, hit, or double just as you would with hands that are not split. You cannot re-split a pair on a hand that has already been split once. When Hand 1 is completed, play moves on to Hand 2. If you split a pair of Aces, you will receive only one card on each of your Aces. Also, if either of your Aces is dealt a ten-value card, you do not have a natural Blackjack. The only time you can have a natural Blackjack is on the initial deal. Dealer's Options ~~~~~~~~~~~~~~~~ After you have acted on your hand, it is the dealer's turn. The dealer will expose his hole card and play according to the following rules: 1) If the dealer's point count is less than 17, he must take additional cards until the total is at least 17. 2) When the dealer total is 17 or more (with Aces counted as 11), the dealer must stand. 3) If the dealer busts (and you have not), you will automatically. When the dealer is finished with his hand, the wager is settled. If your point total is higher than the dealer's, the amount of the bet is added to your bankroll. If the dealer's total is higher, the bet is subtracted from your bankroll. When the totals are equal, you push and the bankroll is unchanged. Insurance ~~~~~~~~~~ When the dealer's up card is an Ace you will be asked if you want insurance against a dealer Blackjack. This is an additional wager of half of your original bet. You are betting on whether or not the dealer has a natural Blackjack. If you take the insurance bet and the dealer's hole card is a ten-value, he will show his natural and you lose your original bet (unless you push), but you do win 2 to 1 odds on your insurance bet. If the dealer does not have a natural, you lose your insurance bet and the hand is played out in the usual manner. In the long run, the player will win more by never taking an insurance bet (unless he is an expert card counter). Blackjack Strategy ~~~~~~~~~~~~~~~~~~ There have been numerous books written on the strategy of winning Blackjack. Even though the game is simple to play, the correct decision of whether to hit, stand, double, or split is often very subtle and difficult. you must take into account not only your own hand but also the card showing in the dealer's hand as well. Expert Blackjack players even keep track of the cards as they are dealt so they can estimate the probability of high or low numbers remaining in the deck. You may not want to go to that extreme but there are some things you should consider if you want to improve your winnings. A hand that contains an Ace can be counted two ways. For example, an Ace and Eight total either 9 or 19 points depending on whether you count the Ace as one or eleven. Any hand that can be counted two ways is called a soft count. A hand that can be counted only one way (without busting) is called a hard count. A soft count gives you more flexibility because you can take a hit without busting the hand. Whenever you are dealt an initial hard count of 12, 13, 14, 15, or 16, you chances of winning the hand are poor because you are likely to bust if you take a hit. Yet if you don't hit, you cannot beat the dealer (unless he busts). Likewise, if the dealer's up card is showing a Three, Four, Five, or Six, his chances of winning are reduced. It is these combinations of player count and dealer up card that are the most difficult to play correctly. Here are some guidelines to follow when playing your hand: 1) Stand on hard counts of 17 or more. 2) Stand on hard counts of 12 to 16 if the dealer's up card is Two through Six, outherwise hit on these counts. 3) Double on a count of 11 always. Double on 10 unless dealer is showing a ten-value or an Ace. Double on 9 when the dealer is showing Two through Six. 4) Always hit hard count os 10 or less except when it is appropriate to double. 5) Always split a pair of Aces or Eights. Never split a pair of Fours, Fives or Tens. Generally split other pairs when the dealer is showing Two through Six. 6) Always stand on a soft holding of Ace-Eight or Ace-Nine. 7) On other soft counts, you should hit. If the dealer is showing a Three, Four, Five, or Six, you should consider doubling. This basic playig strategy will not automatically make you a winner, but it can improve your chances. Remember, the odds are stacked in favor of the casino. Card Counting ~~~~~~~~~~~~~ Expert Blackjack players always use some type of card counting system to improve the odds. It has been proven that a player can gain an advantage over the casino by keeping track of the cards that are played and modifying his basic playing strategy based on the cards remaining in the deck. The details of card counting vary from one system to another, but the basic theory is the same for all. The player's chances of winning depend on the cards remaining in the deck. When the deck has an unusually high proportion of Aces and ten-values, the player has a slight advantage. When the deck has more low cards (Twos through Sevens) than high cards, the casino has the edge. A deck that is rich in Aces and ten-values is more likely to produce natural Blackjacks or pat hands (19 or 20) on the next deal. The dealer and player have an equal chance of getting one of these winning hands, but only the player gets paid 3 to 2 odds on a natural. The player can also double on a 9, 10 or 11 count knowing that there is a better chance of receiving a 10. The dealer must take a hit on 12 to 16 and therefore is more likely to bust when the deck is rich in ten-values. By adjusting the basic playing strategy, increasing the bet when the odds are favorable, and making a minimum bet when the odds are poor, the player will profit in the long run. It is impossible to remember every card that has been played, so you should select a system that is easy to use and remember. It the simpler systems, the player counts only the Aces and ten-values. If half of the deck has been played but less than 8 ten-values were dealt, then the remaining cards are rich in ten-values, giving the player an advantage. If more than 8 ten-values were dealt, the remaining cards favor the dealer. Likewise, you would expect to see one Ace for every thirteen cards played. If more than thirteen cards are dealt without an Ace appearing, the remaining cards are rich in Aces. When the deck is rich in both Aces and ten-values, the player should double or triple his bet. A more accurate card counting system is to assign a plus or minus value to certain cards and then keep a running point-count as the cards are played. In this system Aces and ten-values are worth minus one (-1). Threes, Fours, Fives, Sixes, and Sevens are worth plus one (+1). Do not count Twos, Eights, or Nines. When the cards are shuffled, the running count starts at zero. As the cards are played, the count will be plus or minus depending on the cards dealt. A positive running count (+5 or more) indicates a deck that is favorable to the player. When the running count is negative (-5 or less), the deck favors the dealer. VIDEO VEGAS BLACKJACK has a special built-in feature to help you learn card counting. Before each hand is played, you can get a status report of the running point-count and the cards that have been played. ============================================================================ VIDEO VEGAS docs are brought to you by The Southern Star. Not quite the measure of the ARCHIMEDES original...but still one hell of a good game. Edited by SEWER POSSUM.... VIRUS GAME CONTROLS: The hoverplane can be directly controlled via the mouse or the keyboard. USING THE MOUSE The movement of the mouse controls the orientation of the Hoverplane, subject to its inertia (that is-the Hoverplane will attempt to follow the mouse, but the Hoverplane may lag behind if the mouse is moved quickly). Each mission commences with the mouse in the central position, and it is the position of the mouse relative to this central position that determines the orientation of the Hoverplane. The distance of the mouse from the central position determines the declination (or angle of dip) of the Hoverplane. Thus, if you move the mouse a long way from the central position, the hoverplane will turn upside-down. The angle of the position of the mouse away from the central position determines the "compass direction" the Hoverplane will face, in the same way as it appears on the screen. MOUSE CONTROLS Left Button - Thrust control Right Button - Fire Laser Cannon USING THE KEYBOARD As an alternative to using the mouse, the Hoverplane can also be controlled via the keyboard. Start the game by pressing the space bar. To change to mouse control, simply press the thrust button on the mouse. The keys are as follows: A Dip Nose of Hovercraft Z Raise Nose < Rotate Left > Rotate Right Control Fire Laser Cannon / Thrust Control ADDITIONAL CONTROL KEYS These kays are operative when using either the mouse or the keyboard to control the Hoverplane. M Fire homing missile S Sound On Q Sound Off P Pause On O Pause Off ESC Restart the game/exit from demo mode REDIFINING THE KEYBOARD All the game control keys are redifinable - to change the keys, press the R key while the Hoverplane is rotating on the title page. PLAYING INSTRUCTIONS: SCENARIO You are the pilot of the latext generation of Hoverplane - your orders are to defend the country against waves of attacking alien spaceships. The alien race are intent on polluting the landscape by spraying it with a debilitating red virus. Your Hoverplane is equipped with a long-range scanner, a laser cannon, and a limited supply of intelligent homing missiles. CONTROL CONSOLE Looking across the top of the game screen at your control console, the following information is displayed: Current Score Quantity of Spare Hoverplanes Quantity of Homing Missiles Carried Current Attack Wave Best Player Score Achieved So Far GUAGES Below this, you will see two bar readings. The orange bar shows the amount of remaining fuel you have. The green bar indicates the altitude above sea level. LONG-RANGE SCANNER The scanner display shows a map of the land areas (in green) and sea (in blue). As the virus infects the landscape, the green areas of the scanner will become reddish brown in color. The Hoverplane is depicted by a white dot. Your home base is shown as a small grey square in the middle of the scanner, and the alien spaceships are represented by various colored and flashing dots. FURTHER INFORMATION: TACTICS After locating an alien spaceship on the scanner, fly towards it and decide whether to destroy it by shooting it with your laser cannon, or unleashing one of your homing missies. There is a penalty score of -1 point incurred each time you fire your laser cannon. A score of 40 points is awarded for shooting a mutated tree. HOMING MISSILES Whan a homing missile is launched it will head toward the nearest alien spaceship. The missiles are short-burn, however, and may lose their target. An extra homing missile is awarded every 5000 points. SHIELD AND FUEL USAGE A hit by an enemy bullet is repulsed by your Hoverplane's shields, but the extra shield energy required means that some of your fuel will be used. If you fly at too high an altitude, your fuel supply will cut out until you drop to a lower altitude . Fuel can be replenished by landing at your home base. A collision between two spacecraft will destroy both parties. An extra hoverplane is awarded every 5000 points. ATTACK WAVES At the end of each attack wave, you will be awarded a bonus according to the amount of the landscape which remains uninfected by the red virus. A totally new virus-free landscape is generated on levels 5 and 10, and the gravity is increased progressively on levels 3, 5, and 7. GUIDE TO ALIEN SPACECRAFT: SEEDER The seeder is a blue flying saucer whose function is to spread red virus across the landscape, causing wide-spread pollution and mutation of trees. it does this in four phases: 1. Flying, and spraying the virus when over land. 2. Finding a suitable landing site, and then landing on the ground. 3. Spraying the immediate vicinity with virus in order to create a higher density of mutant foliage. 4. Re-launching to find a suitable new landing site. When it is about to land, is landed, or is taking off, a yellow undercarriage is clearly visible. Score for a kill: 100(in the air) 50(when landed) Scanner Blip: Cyan DRONE A red and brown spaceship with a yellow underside, the drone flies in a similar manner to the Hoverplane but it han a weaker thrust capability. Its role is to shoot the landscape and your Hoverplane, and to attempt to mutate itself by selecting a suitable bush and shooting it while within its "spray zone". Score for a kill: 300 Scanner Blip: Orange MUTANT (MUTATED DRONE) The mutant is red and purple with a yellow underside. It flies in a similar way to the Hoverplane. It has a weaker thrust capability then the Hoverplane, but more powerful than a drone. Its objective is to annoy and ultimately kill you. It has a much higher firing rate than a drone, and is also more accurate. Score for a kill: 500 Scanner Blip: Flashing orange/red BOMBER Bombers are cyan and blue ships with a yellow underside. They fly straight and level at very high speed, dropping parachute bombs most of the time. They are detectable from a distance by the whooshing sound they emit as they fly along. The bomber's role is basically to spread virus, but it does so at a much higher rate than the seeder. The parachute bombs, which swing as they are dropped out of the bomber have two functions: 1. Proximity detonation on the Hoverplane. 2. Explosion above the ground, spreading concentrated virus around the area of impact. Score for a kill: 800 Scanner Blip: cyan/dark blue PEST Pests are magneta and yellow octahedrons which always head towards your Hoverplane. Their task is simple: to destroy you at all costs. A pest is characterised by the distinctive twittering noises it produces and the smoke trail that is left behind in its wake. Score for a kill: 400 Scanner Blip: Magneta FIGHTER A fighter is a red,orange and yellow Chevron-shaped craft which flies in a similar manner to a mutant, but has a higher rate-of-fire (the same as the Hoverplane). However, a fighter has to be hit twice with the laser cannon or once with a homing missile in order to destroy it. After it has been hit once, its rate-of-fire is halved, and it turns a greenish color. Score for a kill: 200 (for first hit) 700 (for the kill) Scanner Blip: Flashing yellow/black ATTRACTOR The Attractor is one of the rarest and most dangerous of the alien spacecraft. It is distinguished by its square base and red and white markings, as well as the deadly lightning bolts that it shoots at the landscape below. However, the Attractor's most powerful attribute is its tractor beam which pulls the Hoverplane towards it and drains the Hoverplane's energy. To destroy an Attractor, you will have to hit it a number of times. Score for a kill: 1000 Scanner Blip: Flashing red/black MYSTERY SPACECRAFT A secret new alien spaceship is roumoured to have joined the invasion force, and may strike at any time. You will only recognise this craft because it does not fit the description of any of the known aliens. Beware, as it may have a lethal new weapons system fitted. Score for a kill: ? Scanner Blip: Unknown Enjoy A. Crowley Sewer Software presents the - Xybots - docs The Game Xybots is a game for one or two players who take on the characters of the heroes Major Rock Hardy and Captain Ace Gunn. Your mission: to penetrate a vast underground complex and overcome the Master Xybot. The huge subterranean city is composed of convoluted mazes with locked doors barring entry to different sectors and transporters to connect different areas. Hordes of evil robotic monsters patrol the many corridors and you must battle with these Xybots to reach the exit elevator and so advance to the next level. In the mazes you will find energy pods, keys to open doors and coins to buy essential supplies like Enemy Mappers and more sophisticated weaponry. At the end of each level enter the store where supplies can be purchased - some of which are permanent while others are only temporary and must be replenished. From the start you are equipped with a laser gun to blast the Xybots through extra cannons can be picked up on your travels. Your other weapon is a Zapper which stuns all enemies for a short time. You can buy extra Zap Power which allows you to inflict more serious damage. Every few levels you must face the Master Xybot in a one-to-one duel. Only by defeating him can you advance to the next level. the penalty for losing is to be sent back a few levels. Controls Player One can use keyboard or joystick and Player Two must use joystick. Z - Move Left X - Move Right L - Move Backward P - Move Forward Space - Fire To turn through 90 degrees press Fire while moving right or left. To use the Zapper move backwards while pressing fire. @ 06/07/89 The Phantom Lord. ----------------- - Z O R K Z E R O - ----------------- The Beginning Presented by Inskipp PREFACE More than 90 years have passed since the great wizard Megaboz cast the Curse which destroyed Lord Dimwit Flathead the Excessive along with the other members of the ruling family, the Twelve Flatheads. Now, the Curse threatens to bring down the Great Underground Empire itself! Wurb Flathead, the current occupant of the throne, has sent a clarion call to the remotest corners of the Empire: half the riches of the kingdom to the person who can allay the Curse. From every province of Quendor, courageous adventurers, scheming charlatans, and wild-eyed crackpots have streamed into the Imperial Capital of Flatheadia. You are one such treasure-seeker, a peasant from an unheard- of village in an obscure province. However, you have an important advantage: an ancestor of yours, a servant in Dimwit's court (who you'll "play" during a brief prologue", witnessed Megaboz casting the Curse, and obtained a small scrap of wizardly parchment from the mage's pocket. This parchment scrap has been passed down from generation to generation, and is now in your possession. Thanks to it, you know what none of the other would-be Cursebusters know; you alone know what must be done to stop the Curse! By the time of your arrival at Flatheadia, most of the treasure-seekers have given up and returned to their homelands. In fact, you discover that most of the population, including all figures of authority, have fled to distant provinces. And when you awake on the hard floor of the castle on Curse Day, you find that even the looters and the most persistent adventurers have departed. In fact, as you begin your desperate quest to find the relics of the Empire you need to stop the court jester, who spins rhymes for your amusement. Always appearing when you least expect him, the jester will confront you with riddles and games, spring some deadly tricks, and give you helpful nudges in the right direction. and throughout, he seems to be laughing at some tremendous joke which you can't begin to fathom... Zork Zero is the prequel to the Zork Trilogy, one of the most popular, best-loved computer games ever written. Zork Zero takes you back to the age of the Flatheads, where you can glimpse the Great Underground Empire during its heyday, and witness its monumental fall. HINTS Zork Zero contains on-line hints! If you ever get stuck, just type HINT and follow the instructions on your screen. The hints generally progress from a gentle nudge to a complete answer. Don't let the presence or absence of hints on a particular subject affect your thinking. In fact, fake hints have been included to discourage this. If you have no will power, and can't stop yourself from looking at the hints too often, you can type HINTS OFF. This will deactivate the on-line hints (unless you RESTART or RESTORE to an earlier point). MAPPING Zork Zero contains an on-screen mapping feature. When you want to see the map, type MAP. The map will show only those locations which you've already visited. Locations will be identified by the icons which appear the first time you visit a room (or when you type LOOK). The map shows only your general vicinity, not the entire geography of Zork Zero. On the map, your current location will blink. If you have a mouse, you can move around the geography by clicking on an adjacent room. If anything interesting happens while you are moving around in this way, you will be automatically returned to the story. You may still want to draw your own map to keep track of where objects are found, and to be able to look at the entire Zork Zero geography at once. To remove the map from the screen and return to the story, simply hit any key. GRAPHICAL PUZZLES There are a number of graphical puzzles in Zork Zero. The interface for them is different from the full sentence input elsewhere in Zork Zero. Instructions will accompany each of these graphical puzzles in the story. Other puzzles include full-screen illustrations. Once you have viewed these, simply hit any key to continue the story. MOUSE CONTROL You can use the on-screen compass rose (which appears in the center of the status line at the top of your screen) to move from location to location. Just click on the appropriate point of the compass rose. In addition, you can use your mouse to move around while using the on-screen mapping feature, and for solving many of the graphical puzzles. FUNCTION KEYS As described elsewhere in this manual, many commands have abbreviations: you can type N instead of NORTH, for instance, or I instead of INVENTORY. With function keys, you can use a single keystroke as an abbreviation for whatever you choose. You can use a function key to abbreviate a long word that you don't like to type (like HIPPOPOTAMUS), or to abbreviate a commonly used command (like RESTORE), or even to abbreviate a whole sentence (like CLIMB THE STAIRS). You start the story with the function keys already set to commonly used commands. To see what the function keys are set to, or to change the settings of the function keys, type DEFINE at the prompt (>) and press the RETURN key. Then use your mouse or up and down arrow keys to highlight the setting(s) you want to change. The vertical bar (|) or exclamation point (!) is used as a n abbreviation for the RETURN key; so changing LOOK to LOOK| means you want the RETURN key automatically pressed when you use that function keys. SPECIAL COMMANDS Below are explanations for a number of useful one-word commands. Most of these commands appear in all Infocom games (like Zork I, Wishbringer, Witness, ect.), but those starred (*) are new. In many cases, these will not count as a turn. Type the command after the prompt (>) and press the RETURN key. AGAIN Beyond Zork will respond as if you had repeated your previous command. For instance, typing HIT THE MONSTER WITH THE TOASTER OVEN then typing AGAIN would be like hitting the monster twice in a row. You can abbreviate AGAIN with G. BRIEF This command tells Zork Zero to print the full description of a location *only* the first time you enter it. On subsequent visits, Zork Zero will print only the name of the location and the objects present. This is how Zork Zero will normally act, unless you tell it otherwise using the VERBOSE or SUPERBRIEF commands. The SUPERBRIEF commands tells Zork Zero to print only the name of a place you have entered, even if you have never been there before. In this mode, Zork Zero will not even print which object are present. Of course, you can always get a description of your location and the items there by typing LOOK. In SUPERBRIEF mode the blank line between turns will be eliminated. This mode is meant for players who are already very familiar with the geography. The VERBOSE command tells Zork Zero that you want a complete description of each location, and the objects in it, every time you enter a location, even if you've been there before. COLOR * If you are playing Zork Zero on a color monitor, you can type COLOR to change the colors on your screen. This command works only on computers which support a color display. CREDITS * You will get a complete list of credits and acknowledgements for all who worked on Zork Zero. DEFINE * This command allows you to change the setting of the function keys. For example, if pressing function key 2 is like typing INVENTORY, you can change this to DROP ALL, or DROP ALL followed by RETURN, or anything else, by using the DEFINE command. See "Function Keys" previously covered in this manual. DIAGNOSE Zork Zero will give you a medical report of your physical condition. HINT * If you have difficulty while playing the story, and you can't figure out what to do, just type HINT. Then follow the directions at the top of your screen to read the hint of your choice. INVENTORY This will list what you are carrying and wearing. You can abbreviate INVENTORY with I. LOOK This tells Zork Zero to describe your location in full detail, and the room's icon (if it has one). You can abbreviate LOOK to L. MAP * This will show you the on-screen map which contains your current location. See "Mapping". MODE * If you desire to turn off the decorative border to speed up game play, you can do so by typing MODE. You can restore these graphics at any time by typing MODE a second time. NOTIFY * Normally in Zork Zero, the game will notify you whenever your score changes. You an turn off this notification feature by using the NOTIFY command. Typing NOTIFY a second time turns the feature back on. OOPS If you accidentally mistype a word, such that Zork Zero doesn't understand the word, you can correct yourself on the next line by typing OOPS and the correct word. Suppose, for example, you typed TAKE THE CLUB FROM THE GIANT and were told "You can't use that word 'giant' in this story." You cold type OOPS GIANT rather than retyping the entire sentence QUIT This lets you stop the game. You can abbreviate QUIT with Q. REFRESH * This command clears your screen and redraws the display. RESTART This stops the story and starts over from the beginning. RESTORE This restores a position made using the SAVE command. SAVE This puts a snapshot of your current position on your storage disk. You can return to a saved position in the future using the RESTORE command. You cannot SAVE during combat. SCORE This command will show your current score and a ranking which is based on that score. The highest score you can obtain in Zork Zero is 1000. SCRIPT This command tells your printer to begin making a transcript of the story as you venture onwards. A transcript may aid your memory but is not necessary. It will work on certain computers. SUPERBRIEF This command tells Zork Zero to give you the sparsest level of description. See BRIEF above. UNDO * You can use this command to back up one move. Suppose, for example, that you found a package but didn't know what was in it. You might type OPEN THE PACKAGE and be told "The package explodes as you open it, damaging your weapons and destroying all your other possessions." You could then type UNDO and you would back up one move. You weapons and other possessions would be intact, and you could try giving the package to an enemy, or leaving it alone, or something else. The UNDO command does not work during combat (when you're fighting a monster, for instance). Note that the UNDO command works only on certain computers with enough memory. UNSCRIPT This commands your printer to stop making a transcript. VERBOSE This command tells Zork Zero to give you the wordiest level of description. See BRIEF above. VERSION Zork Zero responds by showing you the released number and the serial number of your copy of the story. Please include this information if you ever report a bug in the story. WAIT This will cause time in the story to pass. Normally, between turns, nothing happens in the story. You could leave your computer, take a nap, and return to the story to find that nothing has changed. You can use WAIT to make time pass in the story without doing anything. For example, you can wait for a specific time, or wait for an event to happen, etc. You can abbreviate WAIT to Z. SECTION II: ABOUT INFOCOM'S INTERACTIVE FICTION Saving the Story Saving and restoring: It will probably take you many days to complete the game. Using the SAVE feature, you can continue the story at a later time without having to start over from the beginning, just as you can place a bookmark in a book you are reading. SAVE puts a snapshot of your place in the story onto another disk. You should also save your place before trying something dangerous or tricky. That way, even if you get lost or killed in the story, you can return to your saved position. You cannot save during combat (while fighting a monster, for instance). To save your place in the story, type SAVE at the prompt ">", and then press the RETURN key. Then follow the instructions for saving and restoring that the computer asks. Some computers require a blank disk, that has already been formatted, for saves. Using a disk with data on it may result in the loss of that data, depending on your computer. Zork Zero offers from 3 to 7 different SAVEd positions, depending on the type of computer. You can restore a saved position any time you want. To do so, type RESTORE at the ">" prompt. Then follow instructions that the computer asks. You can then continue the story from the point where you used the SAVE command. Quitting and Restarting: If you want to start over from the beginning, type RESTART and press the RETURN key. If you want to stop the game entirely, type QUIT and press the RETURN key. Communicating with Infocom's Interactive Fiction If your computer has a numeric keypad you can use it to move around, rather than typing in the directions (N,E,S,W etc.). ------- ---------- |7|8|9| |NW|N |NE| ------- ---------- |4|5|6| becomes |W |UD|E | ------- ---------- |1|2|3| |SW|S |SE| ------- ---------- The 5 key is for both UP and DOWN. If you are in a location which has both an UP and DOWN exit, the 5 key will act as if you typed WALK AROUND. You can include several sentences on one input line if you separate them by the word THEN or by a period. (Note that each sentence will still count as a turn.) You don't need a period at the end of the input line. For example, you could type all of the following at once, before pressing the RETURN: >READ THE SIGN. GO NORTH THEN TAKE THE CROWBAR AND MALLET The words IT and ALL can be very useful. For example: >TAKE THE APPLE. POLISH IT. PUT IT IN THE BOX. >CLOSE THE HEAVY METAL DOOR. LOCK IT. >TAKE THE SHOE. EMPTY IT. PUT IT ON. The word IT refers to either the last direct object you mentioned or the last object the story mentioned. If there is any confusion, the story will ask you to be more specific. There are three kinds of questions that Zork Zero understands: WHO IS, WHERE IS, and WHAT IS. For example: >WHO IS HOWARD? >WHERE IS THE MAP? >WHAT IS PLUTONIUM? You will meet other people and creatures in Zork Zero. You can talk to some of these beings by typing their name, then a comma, then whatever you want to say to them. Hear are some examples: >LOIS, HELLO >SHOPKEEPER, WHAT IS MY CREDIT? >OLD MAN, TELL ME ABOUT THE PLATYPUS >WILLY, PUT ON THE GLOVE THEN THROW THE BALL Most people in the story don't care for idle chatter. Your deeds will speak louder than you words. Zork Zero recognizes over 1500 words, nearly all that you are likely to use in your commands. However, Zork Zero uses many words in its descriptions that it will not recognize in your commands. For example, you might read, "The full moon is bright and clear, and the trees cast eerie shadows." If Zork Zero doesn't recognize the words MOON or SHADOWS in your input, you can assume they are not important to your completion of the story, except to provide you with a more vivid description of where you are or what is going on. SHORT & SWEET.... Edited for SEWER DOC 13 AIRBORNE RANGER (MICROPROSE) ---------------------------- NOTE:-TO SAVE A VETERAN RANGER TO YOU WILL NEED A BLANK DISK CONTROLS SUMMARY ---------------- AIRDROP SEQUENCE: TO STEER THE AIRCRAFT EAST/WEST:PUSH THE JOYSTICK LEFT/RIGHT TO DROP THE SUPPLY PODS:PRESS THE FIREBUTTON ANYTIME BEFORE THE JUMP LIGHT TURNS GREEN. TO JUMP FROM THE AIRCRAFT:PRESS THE FIREBUTTON ANYTIME AFTER THE JUMP LIGHT TURNS GREEN. TO STEER THE PARAFOIL:PUSH THE JOYSTICK IN THE DIRECTION YOU WANT TO GO. GROUND MOVEMENT: TO MOVE:PUSH THE JOYSTICK IN THE DIRECTION YOU WANT TO GO TOGGLE BETWEEN WALK AND RUN:ENTER TOGGLE BETWEEN CRAWL AND UPRIGHT POSITION:SPACE ATTACKING: TO AIM:USE THE JOYSTICK TO ROTATE UNTIL AIMING IN DESIRED DIRECTION.LINE UPTHE TARGET CROSSHAIR WITH THE INTENDED TARGET. TO ATTACK:PRESS THE FIREBUTTON TO SHOOT/STAB WEAPON SELECTION ON KEYPAD: CARBINE ------------------ 7 HAND GRENADE ------------- 8 LAW ROCKET --------------- 9 KNIFE -------------------- 4 TIMEBOMB(5 SEC DELAY) ---- 1 TIMEBOMB(10 SEC DELAY) --- 2 TIMEBOMB(15 SEC DELAY) --- 3 OTHER CONTROLS: FIRST AID:BACKSPACE TOGGLE BETWEEN MAP AND COMBAT SCREEN:CTRL RECALL AIRCRAFT:ESC ------------------------------ Coming soon...the DOCs for BATMAN - The Movie! Til then feast your eyes on the docs for the first BATMAN game...edited by S. Possum BATMAN, THE CAPED CRUSADER This is an 'arcade adventure' game with 'beat-em up' overtones. The game consists of two 'plots' revolving around Batman's deadliest enemies - The Penguin and The Joker. Each plot is played in a similar fashion - though the various locations and problems encountered will vary. The stories so far... THE PENGUIN PLOT - "A BIRD IN THE HAND" The Penguin, having been released from jail, decides to set up an umbrella factory, near his Gotham City mansion, but, of course old habits die hard and this is but a cover up for his ingenious plan to take over the world using an army of robotic penguins! As 'Batman' can you close down the hidden master control computer and stop this evil conspiracy? THE JOKER PLOT - "A FETE WORSE THAN DEATH" Robin has mysteriously disappeared - the only clue found is a single "playing card" the call sign of the infamous 'Joker'! Batman's arch enemy has returned. On close examination the Batcomputer reveals a secret message hidden on the flip side of the card. "Robin heads for a fate worse than death, the fuse is lit - so don't waste time, follow your nose and remember, there's no place like home! Boom! Boom! Can you uncover the mystery, save Robin and defeat the Joker? Time is running out. GAMEPLAY The presentation on screen simulates a comic strip with Gotham City and all its characters appearing in 'multiple overlaid panels'. Any text (i.e. clues, descriptions, etc) is displayed in caption boxes in the appropriate 'frame'. The player, as the 'Batman', has complete freedom to move around and interact with the numerous locations, solving puzzles en route. The game is over only when the adventure is complete or Batman has insufficient energy to continue. THE CONTROLS The player can make Batman perform a large variety of moves. Without the fire button pressed With the fire button pressed Face back Face back | | Climb left \ | / Climb right High kick left \ | / High kick right \ / \ / Walk left --- --- Walk right Punch/throw left --- --- Punch/throw right / \ / \ Duck left / | \ Duck right Low kick left / | \ Low kick right | | Face front Pick up object or Enter utility screen ATARI ST/AMIGA Face back Climb | | Walk left --- --- Walk right / | \ Duck left / | \ Duck right Climb Face front THE UTILITY SCREEN By 'pulling down' and pressing 'fire' Batman will enter the utility screen. This displays all the objects you have 'picked up' and also the control 'icons' which are used to manipulate them. Note - various aspects of the game's displays and sound effects may also be changed at this point to suit the requirements of the player. Batman's energy status bars and the 'plot completion percentage' are also displayed on this screen. Game percentage Objects carried Control icons Bat-cursor Energy status bars EXAMPLE - UTILISING AN OBJECT By moving the 'Bat-cursor' onto the object and pressing 'fire', then selecting the 'utilise' icon in the same manner, that object will be used. i.e. Food eaten (energy increased) Key opens locked door Dart is thrown HINTS AND TIPS 1. Don't eat too much too soon. 2. Some objects do more damage than good! 3. Keep ducking, to avoid bullets. 4. Never judge a book by it's cover (Joker's plot). Well this concludes the complete Batman - The Caped Crusader Manual. ...... Doc provided by THE HELLION & THE CORSAIR ...... Try playing this game without the manual....thanks to ACU for supplying this. SEWER SOFTWARE presents 'BALANCE OF POWER' Playing Balance of Power............... If you are using either a mouse or a joystick as a pointing device you will only need the leftmost button. To click the button, press the button and release it. Selecting a Country. You select a country you want to focus on by opening one of the menus on the bottom menu bar (N. America, S. America, Africa, Mid East, Far East, Or Pacific). Each of these menus contains several countries. The Balance of Power World Map on this card shows which countries are under each menue title. Opening a Menu Move the pointer on the screen to the menu title you want the press the button. Keyboard: Press the Alt key and the Initial letter of the menu title. Lets say you're playing the game from the keyboard and want to make policies relating to Nicaragua by pressing the down arrow key and press enter. Then open the Make Policies menu from the keyboard by pressing Alt and M at the same time. The list of options in the Make Policies menu will appear. Once a menu is open, press the left and right arrow keys to open the other menus. Note: From the keyboard, the USSR and Europe menus can only be opened with the left or right arrow keys. (Alt U oens the USA menu: Alt E opens the Events menu.) To open the USSR or Europe menus, first press Alt and the Initial letter of any other menu title: that menu will open. To open the Games menu, for example, press Alt and G. Then press the right arrow key until the USSR or Europe menu open. Closing a menu: From the keyborad press Esc. Press the button on your pointing device. Highlighting items on a Menu: Keyboard press Alt and the Initial letter of item or up/down arrow keys. A Quick Walk-Through When the title screen appears, start a new game by selecting. The other button is used if you wish to resume a previous game. Choose the New Game button and you will see the Options screen. For now, just select and after a short wait, the game will be ready to play. The world map is playing ground. Each counry is shaded to reflect the occurrence of major events within that country. Since you are playing as the President of the U.S., "pull down" or open the menu labeled USA. If you are unsure how to pull down menus and select items from a menu, see the Reference Card. The first item is Diplomatic Relationships. Choose this item;. the computer will shade each of the worlds countries to show their diplomatic relationships with the United States. If you look at Nicaragua (the mid- dle country of the tree Central American countries) you will note that the shading indicates a cool, or hostile, relationship with the USA. You'll show them! Select Nicaragua from the North America menu. The country will turn black and its name will appear at the top of the screen. You have selected Nicaragua for further consideration. "Pull down" the menu labeled Make Policies. This menu is used to make decisions about the world. Select Aid to Insurgents. A policy options window will appear with selections ranging from no aid to a very high level of aid. Select the highest possible level of aid and then choose the Enact button. You have just issued a presidential order-you are shipping lots of weapons to the Contras. (Note that not all options may be available in a given situation. Any invalid choices will be "grayed out" and thus, in- active. The reasons will be explained later on.) Say that this is all you want to do for this turn. "Pull down" the Game menu and select Next Turn. The computer will calculate the state of the world for one year (this may take as long as a minute). The computer now takes on the role of your adversary. If the Soviet Union takes excep- tion to your arms shipment, it may start a crisis over it. In a you al- ways have two options: escalate or back down. Each time you escalate you bring the world closer to the brink of war. If either side escalates beyond DefCon 4, an accidental nuclear war may start. If either side goes to DefCon 1, a nuclear war is certain. (DefCon is short for Defense Con- dition, a term which is used to indicate a state of millitary prepared- ness. The lower the DefCon number, the closer a country is to actually activating its forces. ) In either case, both sides lose. On the other hand, each time youback down, you lose international prestige, without which you cannot win the game. Your task is to find a balance of power between the two extremes; a task requiring strategy and foresight. When all crises are resolved and the computer has calculated the events of the year, the calendar will be advanced one year and the scores will be updated. If you have done well, your geopolitical prestige will have risen. If your prestige has fallen, you are losing. The game con- tinues for eight years. If, at the end of that term, you and your op- ponent have managed to avoid a neclear confrontation, the side with the highest prestige score wins. This is just the briefest of introductions to Balance of Power. There are many other options available from the menus that will give you more information on the state of the world. Weaken your enemies and strenghten your friends-that's all it takes. You may want to play around for a while and then read the Beginner Level section this manual before attempting your first real game. Your First Real Game You have played around with the game for a while and now you are ready to give it a go. Let's begin. Start up the game; in the Options screen, leave everything as it is: Beginner Level, Single Player, with you as the American President. Goal Your goal in this game is to increase your geopolitical prestige and weaken the geopolitical prestige of the Soviet Union. The concept of geopolitcal pretige is no difficult to understand. It's much like popularity. You want to be popular with the other nations of the world. The twist is, you want to be popular with the countries that count the most. In the world of Balance of Power geopolitics, countries that count are the countries that are militarly powerful. Thus, your goal is to ac- cumulate lots of powerful friends, and insure that your enemies are few and weak. Although prestige is akin to "geopolitical popularity," there is much more at stake here than a simple beauty contest. The nations of the world are sovereign states; they do whatever they choose to do. Your country's abillity to influence the course of events is directly related to its prestige. Short of direct conquest or the exercise of raw millitary power, prestige is the closest a country can get to true international power. Of course, you must avoid a nuclear war while pursuing prestige. If nuclear war breaks out, you lose, no matter how well you were doing be- fore everything was reduced to ashes. Overall Approach How do you get a country to like you? There are two ways; you can do nice things for it in an effort to convince it to like you, or you can try to overthrow its current government. The strategy you pursue depends on your relationship with the country. If relations are relatively good, you should try to buy their sympathies; if the government seems unalterable opposed to you, you should (with great regret ) seek to eliminate it. Every nation of the world is blessed with its very own insurgency. From the African Natioonal Congress in South Africa to Zapu in Zimbabwe, From the Canary Islands Liberation Front to the Sendero Luminoso ("Shining Path"), the wonderful world of insurgency spans the spectrum of political causes. If matters not what the cause is; the primary sig- nificance of a local insurgency is that it is an excellent vehicle for pursuing larger and more important superpower goals. By supporting a local insurgency, a superpower can destroy an unfriendly government and replace it with a grateful, friendly (and presumable malleable ) gov- ernment. This is the primary stategy of the Beginner Level game. Complicating this are the nuclear arsenals of the two superpowers. The fact that we can annihilate each other means that every action we take requires the tacit approval, or at least the acquiescence, of the USSR. If either side does something that angers the other, a crisis can start that can lead straight into nuclear war. Offensive Strategy Your strategy in this game has two faces: offensive and defensive. On the offensive side, you must identify and topple those regimes unfriendly to your country. There are two constraints on your actions. First, some countries are much too strong to be overthrown by insurgents. China, for instance: China is far too strong to be overthrown by insurgency; funding insurgency there is a waste of money. Second, you dar not attempt to top- ple regimes closely tied to the opposing superpower. For example, Poland may be vulnerable becasue of the problems between Solidarity and the gov- ernment. Yet you dare not foment trouble in Poland, for Poland is a mem- ber of the Warsaw Pact and a close ally of the Soviet Union. Any attemp to overthrow the government of Poland would undoubtedly generate an en- raged response from the USSR. Identifying Insurgencies There are three types of insurgent: terrorists, guerrillas, and rebels. A powerful adn stable government has none of these. Terrorists are the weakest form of insurgents. If terrorists are successful and grow in power, they start a civil war. Then they are called rebels. These seemingly semantic issues are crucial to the game. A special map (Insurgency-the fourth entry on the Countries menu) presents the level of Insurgency for each country of the world. By consulting this map, you can identify those insurgencies that are in the crucial stage of civil war. These insurgencies are the ones most deserving of your attention. Guerrilla wars may also deserve some at- tentin, especially if the country in question is strategically important. Helping Insurgents Once you have identified a likely candidate for subversion, you have two weapons: Aid to Insurgents and Intervene for Rebels. These can be found on the Make Policies menu. You can ship aid to insurgents only if there are insurgents to receive that aid: terrorists, guerrillas, or rebels. The amount of aid you can ship depends on the level of insurgency. Ter- rorists cant use much money-a few guns, a little dynamite is all they are in a position to use. Guerrillas need more elaborate accouterments-more guns, lots of ammunitions, rockets, mines, and so forth. Rebels are the most advanced insurgents and demand the most expensive equipment-the same tanks, artillery, and other weapons that the superpowers use. A second constraint is even more severe. A superpower can only ship weapons to a country through contiguous allies in which it has stationed troops. For Example, you must have troops in Honduras or Panama to ship weapons to the contras in Nicaragua. The quantily of weapons that can be shipped is dependent on the number of troops so stationed. After all, why should a small country risk all the trouble associated with weapons ship- ments if it doesn't have guarantees of protection? However, a superpower can always leak a small amount of weaponry into any country in the world; borders aren't airtight. The most sincere form of assistance is direct intervention. This means that you send part of your own army into that country to help the rebels overthrow the government. You are limited in much the same way as with millitary aid to insurgencies. A superpower must have troops in a con- tiguous country before it can send troops to intervene in a civil war; the number of troops that can intervene is always less than or equal to the number of troops stationed in the contiguous country. However, both the USA and the USSR have the equivalent of 5,000 marines that can be sent anywhere in the globe in violation of the contiguity requirement. When you do send troops, you must realize that your American soldiers will end up fighting anyboady else there. If there are Soviet troops fighting on the side of the government and American troops fighting on th eside of the rebels, then you're going to get Americans shipped home with Russian bullets in them, and vice versa. Such a direct confrontation is not conducive to world peace. The world diplomatic climate will dis- integrate very quickly if this happens, so be careful about where you send in the Marines. Once you enter a policy, it remains in place until it is revoked. Thus, if you send milliary aid, it will be automatically renewed each year. Thus, if you choose to send $10 million in aid, and additional $10 million will be sent every year until you change the policy. Defensive Strategy The defensive side of your game requires you to protect your friends from insurgency. There are tow direct ways to do this: Aid to Government and Intervene for Government. These directly correspond to the options avail- able for insurgencies, except, of course, that the action is taken in favor of the government. The restrictions on this action are somewhat different. For example, insurgents are eager to take all the weaponry they can handle. Not so a government. Every government in the world knows that help from superpowers always seems to come with sticky strings at- tached. Most governments are understandable reluctant to accept an un- seemly amount of aid from a superpower. This reluctance is directly re- lated to the degree of enmity between the two nations. Thus, Colonel Khaddafy of Libya would not accept your generous offer of millitary assistance-he would undoubtedly suspect some fiendish subterfuge. On the other hand, West Germany has already cast its lot with the United States and would have no resevations about accepting military aid from the USA. Nations are even more sensitive about allowing you to send troops onto their soil. This reluctance will express itself in the graying out of the more ambitious policy options in the policy window. When an item is grayed out, you cannot select it. Therefore, although you may want to give 400 million dollars to the government, if the option is grayed out, you can't do it. By the way, there is another restriction on your spending habits: lack of money. You do not have an infinite supply of troops or money to strew all over the world. As you start using us your resources, your options will progressively narrow. If you really want to send some troops to one country, you may be forced to pull some out of another. The total amount of money or troops remaining for your use is displayed at the bottom of the policy-making window. Defensive Crisis Another defensive strategy that can be used is a crisis that you initate. If, for example, the Soviet Union sends massive aid to support the Red Army terrorists in West Germany, you had better put a stop to it fast. You do this by starting a crisis and standing firm, demonstrating a will- ingness to escalate right up to (but not including!) DefCon 1-Nuclear war. The mechanics of all this are simple enough. The first thing you need to do at the beginning of each turn is consult the USSR actions item in the Events menu. This will give you a quick summary of all your adver- sary'y actions that demand your attention. If you find any action unacceptable, simple select the Question button at the bottom of the window. This sends a polite diplomatic note to the Soviets, notifying them that you question the wisdom of their action. They will reconsider their action and respond, either by backing down or by challenging you. You may either back down or escalate to the next stage. If you proceed to the next stage, then a diplomatic crisis is initated; one side or the other will lose prestige by only two possible outcomes: Nuclear War at DefCon1 or a major diplomatic defeat (with consequent loss of prestige) for one side. A military crisis can start an accidental nuclear war. Dont start a crisis unless you are determined to stop the Soviets. Remember, backing down in a crisis will cost you prestige, and escalating can start a war. The Soviets are also free to start a crisis over any of your actions that particularly displease them. If this happens, you must reconsider your policy. If you wish to keep the policy in force, you must stand up to the Soviets and escalate, even if this means risking a war. Of course, if the Soviets are angry enough about the matter, they will escalate right up to DefCon 1 and start a nuclear war, in which event you both lose. So choose your fights carefully. You aren't completely on your own during a crisis. Advisories from th e State Department (or its Soviet counterpart, The institute of USA Studies) are displayed at the bottom of the Crisis Window once a crisis has been initiated. The experts will decide the level of importance of the issue in question and will advise you accordingly. If they decide that your legitmate interest in the question is greater than that of your opponent's then it is likely that the other side will eventually back down. If they are equal, then it's anybody's guess. The catch is that the experts aren't always right. The estimates are close, but will always involve some uncertainty. The advice might be bad; sometimes you will want to overrule them. In fact, at the Expert and Nightmare levels of play, they are not much use at all. If you carefully study the world situation prior to entering a crisis, your estimate will probably be more accurate than theirs. Just how accurate are the experts? Well, in the Beginner Level game, they seldom make mistakes. In the Ex- pert Level game, they are very unreliable. In the Nightmare Level game, they are almost entirely useless. Of course, if you have absolutely no idea of what to do, you can use their advice as a basis for a decision. Remember, though, that history and the public have little sympathy for leaders who blame their mistakes on their advisors. Other Menu Options There are a great many menu items available to you that have not been discussed. These provide supplemental information, not central to the play of the game, but very handy for assessing your situation. The coun- tries menu contains items that allow you to quickly determine trouble spots around the world. You cna find where revolutions have taken place with the Major Events item, and the state of insurgency for every country in the world with the Insurgency item. The Spheres of Influence chart will give you a brief idea of how the world is divided between the two superpowers. As a gener- al rule, don't mess with countries that are within the Soviet sphere of influence and don't let the Soviets mess with countries that are in your own sphere of influence. The USA and USSR menus contain items that show the global policies of both superpowers. Want to know where the Soviets are sending military aid? How about the status of Soviet interventions? It's all there. The items in the Events menu present an organized view of events around the world. If you want to know what provocative actions the Soviets have taken, consult the USSR Actions item. Unprovocative items are presented in USSR Other. Events in minor countries are reported in the Minor Country news items. Lastly, you can see the policy actions of the previous year in the USSR Last and USA Last items. The Briefing menu contains three items of intererest.: The Closeup option gives a detailed rundown on a selected country. It shows your and your opponent's toward the country, and also provides other useful information. Especially useful is the assessment of the strength of the insurgency and how quickly it is gaining or losing strength. The Background option is not necessary to the playing of the game. It is exactly what you would expect: background information on the countries of the world. When you select Background, the menu bar will change to show a list of available information. These menu items are dis- cussed in detail in th eReference section. It is provided for your curiousity only. You are free to browse around in the background mode at any time without affecting the game; when your curioosity is satisfied, select Resume game to resume the play of the game. The History item dis- plays a chart showing the development of the situation within a selected country as a function of time. It is most interesting late in the game, after you have created a little history. An example history screen with analysis is presented in the appendix "Understanding the History Display" in the Reference Section. End Of Game The game ends if either side goes to DefCon 1 in a crisis (thus initating a nuclear exchange). It can also end in a accidental nuclear war during a military crisis. If you manage to avoid both fates, then the game ends in the year 1994. Your score is your increase in prestige. If your prestige has increased and that of your opponent has decreased, you have done very well; indeed, you have won the game. If you want to monitor your progress during the course of the game, consult the Score item from the Game menu. Well guys this is the docs up to page 21 of the manual..... It seems to be a very involved game. 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When your energy gets low, a laser sight will be parachuted in so you can see where you are shooting without having to fire first. Other items that are available are: extra magazines for your Uzi, grenades, rockets, bottles of pepsi/coke (tick one) to restore energy, a medikit if you're lucky to restore ALL of your energy... and watch out for the various animals running around. Well... don't just watch out for them... blow the crap out of them! They contain extra items as well... At the end of each level, you ar. # t.. # tCRAPMENUPRG.t  (`' /Hx //<JNA AaA&Ya?<NAT|0fAad`|1f8A"aNA&VaPHyHyHy'HyKNA`|2fA"aA&VaBgNA/?<&NN\Nu/?< NA\Nuy Nu### !@ By^aFNu# By@B9 B9 B93wF3w^Nu#afNu/ y1؂@# _Ns"3DUfwwwwwwwwwwfUD3" 0@P`pppppppppp`P@0 HA0B9AV A`CE Dѐ"Bё$@ђ!zB8#z8%z80<7B0B1B2S fBhNBiNOPERATION THUNDERBOLT Cracked by Andy the Arfling File conversion & packing by Andy The Arfling & The Pilot... Thanks to the Des of Pompey Pirates for this doc file If you've played Operation Wolf you'll have no trouble with this game. Use mouse or joystick to move an invisible sight around the screen (you'll get used to it) and blast the crap out of everything that moves unless it's got nice legs in which case, leave her alone- she's a hostage! When your energy gets low, a laser sight will ount you get corresponds to the accuracy of your shooting so don't waste ammo! If you die and choose to continue on a hostage freeing level, the hostages you have already freed won't appear again, but you do get a chance to free any you missed first time round. Two Player Game --------------- Press F8 on the title screen to switch to joystick control and while the selection screen is still displayed, press F2. In the two player game, both players play at once. Large enemies like the helicopters take twice as many shots, though! Also, enemies attacking in your half of the screen will not hurt the other player (this also applies in one player- enemies on the right can't hurt you). When you shoot a crate of supplies, the item within flies off to the OPPOSITE side of the screen so shoot it when it's in your partner's half if you actually want the item. If this isn't possible, shoot the item as it flies out to change it's direction... though this will not do much for friendship! P pauses/unpauses the game, F10 aborts. Hiscore Cheats -------------- Type these into the highscore table... EDOM TAEHC infinite credits SPECCY MODE extra bad guys- more than the arcade original! WIGAN NINJA press F7 to advance a level Enjoy this brilliant game! 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