@L}5 _$% l0$)$$Hȱ$ UhL" `e$$%`$%`  R@P!( L(1   Y I`  d  Ld M * @  $ % CC$$)%1 Udߥ$9%: !0 S$% DD˙`  }J)Lr ALTERNATE REALITY: THE CITYRequirements:1. Atari 400/800/XL Series Computer (48K).2. Compatible Disk Drives (1 or 2)3. }TV or Monitor4. Joystick. (REQUIRED, without one, you can't exit the Banks.)5. Blank, formatted disk (Character Disk-Option}al)6. Alternate Reality-The City game diskettes (2)NOTE: DO NOT WRITE-PROTECT the GAME disks or your CHARACTER DISK. It's }a good idea to make backup copies before you load the game. You can make copies of both sides of Disk 2 and Side 2 of Disk 1.} An elementary copy program is included on Disk 2. Turn off your computer. Insert Disk 2 (either side) into the disk drive an }d close the door. Turn on the computer. Follow the prompts. You can also use this copy program to backup your Character Disk. }GETTING STARTED1. Turn off the computer and connect a joystick.2. Place Disk 1, Side 1 in the drive (with two drives, pl }ace Disk 2, Side 1 in the second drive). Turn on the drive and the computer. If the wrong disk is in the drive, the game asks } for the correct one. With two drives, the game checks both drives for the correct disk.3. When the game is loaded, follow t }he prompts.4. Once you're familiar with the game, press START to bypass the opening scenario. This takes you directly to the} Character Decision menu.NOTE: If you have two drives, you can avoid turning disks over during gameplay. When the game asks} for Side 2 of Disk 2, put your backup copy of Disk 2, Side 2 in the first drive. Leave Disk 2, Side 1 in the second drive.}CHARACTER DECISIONThe Character Decision menu offers four options:1. Hit N to become a new person.2. Hit E to resume an ex}isting one.3. Hit I to initialize a Character Disk.4. Hit T for a temporary character.PRESS I TO INITIALIZE A DISK TO USE} AS A CHARACTER DISK. As prompted, remove the ALTERNATE REALITY disk from the drive and insert a blank, formatted disk. Press} any key to continue. NOTE: Initializing doesn't format the disk. It simply prepares the disk for use as a CHARACTER DISK. Se}e your ATARI user's guide for formatting instructions.PRESS N TO CREATE A CHARACTER. Press Return. As prompted, type a Char}acter name (up to 31 letters, including Secret Name) and press RETURN. The next prompt is VERIFY your name. Type the Name aga}in and press Return. You're prompted to remove the AR disk and insert a Character Disk. You can store up to four characters o}n a Character Disk, but can only play with one at a time.TO PREVENT ANYONE ELSE FROM USING YOUR CHARACTER, USE THE CONTROL }KEY FOR A SECRET NAME. EXAMPLE: You want a character named MORAG with the SECRET NAME, MORAG GIANT. When prompted to name you}r character, type MORAG. Press Control and type GIANT. Press Return. Only Morag appears on the screen. Verify the full name w}hen prompted, pressing Control again for the Secret part. To access this character, type the full name, using the Control key} for the Secret Name. Secret letters can be used before, after, or within a character's name, or for the entire name (up to 3}1 letters).PRESS T FOR A TEMPORARY CHARACTER. Follow the prompts, pressing RETURN after each response. You can't save this }character, but it's useful for getting into the game quickly to look around and get the feel of the game.PRESS E IF YOU ALR}EADY HAVE A CHARACTER FROM A PREVIOUS VENTURE INTO A. R. At the prompt, type the ID number corresponding to the name you're u}sing. Type the name (when prompted) and press RETURN. To return to the Character Decision menu, press RETURN instead of typin }g a name.IF YOU MAKE A WRONG SELECTION FROM THE CHARACTER DECISION MENU, press the OPTION key instead of typing a name. If !}you make an error when typing a character name, hit RETURN when the program asks you to verify the name.After selecting fro"}m the Character Decision menu, you're at the door to enter THE CITY.TO SAVE A CHARACTERSave your character when you're rea#}dy to stop playing. Press S. You're prompted to remove the A. R. disk, insert the Character Disk, and press Start. To play ag$}ain, reload, select the saved character from the Character Decision menu, and the game resumes at the point you stopped.NOT%}E: Save the character to disk or you'll lose it when you turn off the computer.COMPASS:Finding your way around THE CITY is&} simplified by use of a compass, available for purchase at most Shops in THE CITY. If you buy a compass, press the SELECT key'} until you see it. The direction you're heading will always be topmost on the compass (the arrow always points North). (}N E W S W ^ E N < S S > N E W S W E N NORTH EAST WEST SOUTHJOYSTICK CO)}NTROLThe joystick controls physical movement.Enter THE CITY in the beginning scene by pushing up on the joystick.Move FOR*}WARD by pushing up on the joystick.Move BACK by pulling down on the joystick.To turn RIGHT or LEFT, press the Fire button w+}hile pushing the joystick to right or left.To ENTER a shop or store, push up on the joystick. Follow the prompts. Pull down ,}on the joystick to Exit. It's possible to back through a doorway.KEYBOARD CONTROL:To play without a joystick, use the key-}board commands shown in the diagram below. I J L KPress I to enter THE CITY in the beginning scene..}To enter a shop or store, press I. Follow the prompts.You also use the keyboard to interact with business establishments, r/}eview and position your belongings, and during Encounters.A Menu at the bottom of the screen displays your options. Each op0}tion has a flashing letter or number. To choose, press the appropriate flashing character. In some situations, there is no fl1}ashing character. Either hit any key or answer YES or NO where appropriate.Press the Select key to get a full account of yo2}ur condition. Repeat until you've seen all the information and are back in normal operating mode.Defend yourself with eithe3}r hand in an ENCOUNTER. Press U to switch hands.Press R to ready a weapon for use. Follow the prompts.Press D to DROP items4}. This is usually done to make room for new acquistions, since how much you can carry is limited.Press P to pause the game. 5}Press P again to resume play.Press S to save a character. Follow the prompts.Welcome to THE CITY of Xebec's Demise. Read t6}his Guidebook before entering. It gives you important information for survival.A Map of THE CITY is included in this docume7}ntation file. The Floating Gate in the centre of the map, is surrounded by Granite Bank, Best Bargain Store, Best Armorers, a8}nd Tail of the Dog Tavern. Use this base to explore the rest of THE CITY.There are many establishments in The City. This li9}st will help you in your travels. Inns: 7; Taverns: 14; Banks: 3; Shops: 15; Smithies: 4; Healers: 2; Guilds: 14.The City g:}ame doesn't allow you to interact with Weapons Trainers and some other institutions. Also, you'll discover entrances that req;}uire you to use a disk you don't have. ALTERNATE REALITY - THE CITY is designed to be expanded. Future additions include THE <}WILDERNESS, THE ARENA, THE DUNGEON, and THE PALACE.In addition to the game, you need a blank formatted disk to use as a Cha=}racter Disk. Without a Character Disk, you can't save a game. Refer to your computer user's guide for instructions on formatt>}ing a disk.You're kidnapped by an alien spaceship and find yourself in a room with only one exit. Through this doorway you ?}see The City of Xebec's Demise. An energy field moves across the opening. Overhead is a panel with constantly changing number@}s. As you go through the door, the numbers freeze. This sets your levels of Stamina, Charm, Strength, Intelligence, Wisdom, SA}kill, Wealth , and Hit Points. The higher these stats, the better your chances are in the city. You decide whether you're GooB}d or Evil.During the first few days, you're extremely vulnerable to foul play. The safest area of the city is near the FLOAC}TING GATE. Of course, safety isn't your only consideration; there are benefits to discover in the more dangerous locales. ButD} keep a low porfile until you're familiar with the city. And avoid ENCOUNTERS with life forms that are obviously superior (doE}n't tease a Wizard, for example!).Have enough sense to come in out of the rain! Bad characters like bad weather. It's also F}dangerous to be out at night. Find an INN and check in before sundown. A good night's sleep does wonders for your Stamina andG} restores Hit Points.Keep an eye on your Stats. You can become hungry, thirsty, or tired. Find a Tavern for food and drink,H} an Inn for rest. You have a little money; use it wisely. A compass, available in most Shops is a wise investment. It's helpfI}ul to remember that the inventories in Shops and Smithies change daily.The values at the top of the screen help you decide J}what action to take. Increasing these levels is important to achieving your goals. Good Stamina is useful in surviving hardshK}ips. Charming an opponent, naturally, requires Charm (charisma). Strength gives you an advantage in a fight; Skill helps you L}avoid blows from an adversary. Intelligence is crucial for tricking your enemies. Wisdom for making decisions. Hit Points areM} very important: the more you have, the harder you are to kill!You are closely monitored! Don't think the Stats at the top N}of the screen make up the whole. Many things, including your personality, are constantly taken into account by the computer. O}To achieve your goals, be yourself!SECRET PASSAGES: There are many Secret Doors and One-Way Walls in the city. A Secret DooP}r looks like a wall, but you can walk right through it (accompanied by a whooshing noise and an odd melody). One-Way Walls arQ}e invisible on one side. You can pass through the invisible side, but not the visible one.INNS: Offer lodging for a price. R}They're also Time and Date information centres.TAVERNS: Sell food and drink and offer entertainment. The menus change hourlS}y. Often, the songs sung in a Tavern give you important clues.ALCOHOL: Taverns sell alcoholic beverages. Alcohol is also anT} ingredient in many Potions. Drink in moderation] If you're drunk, movement is hampered, manipulating screens is difficult, aU}nd you may even experience blackouts. Find an Inn and sleep it off.SMITHIES: As you approach a Smithy, you may hear the SmiV}th hammering away on his anvil. New Weapons purchased at a Smithy are never CURSED. But prices (and quality) vary greatly; baW}rtering is essential. When buying a Weapon, remember that each has unique characteristics. For example, a Longsword is a bettX}er offensive Weapon than a regular Sword; but the regular Sword is a better defensive Weapon.BANKS: Offer investment plans Y}for your money. The higher the interest rates, the greater the risk. They sometimes offer money for gems and jewelry. Banks hZ}ave regular hours; you can't do business in the middle of the night!SHOPS: Offer a variety of wares, usually ornamental. If[} you become wealthy, you may want to deck yourself out according to your station.HEALERS: There are Places of Healing in th\}e city. Like clinics everywhere, a fee is charged for services. There are some effects of Disease or Poison that don't show u]}p right away, so don't wait! If you're wounded, ill, or poisoned, see a Healer as soon as possible.GUILDS: Guilds are very ^}particular about accepting new pledges, so don't expect to be welcomed as a member on your first visit. However, even a first_} visit is rewarded with Character-enhancing knowledge. And, for a fee, any Guild will help you get rid of a Cursed Weapon.T`}REASURES: Take many forms: Jewelry, Weapons, Armour, Potions, Money, and other special items. All treasure, except gold and sa}ilver, and copper, is potentially Magical or Cursed.Pick something up to discover its unique properties. Magical items are vab}luable; Cursed items can be a source of great despair.GEMS and JEWELRY: Are obtained after Encounters or found in Treasure.c} Take them to a Bank for appraisal and sell them. Appraisals vary from Bank to Bank.WEAPONS: Are necessary for survival. Evd}en if you abhor violence, you need a Weapon for self-defense. Some creatures in the city will attack you, no matter how nice e}you are, and bare hands are rarely useful. There are three ways to aquire Weapons. 1. Finding them after an Encounter. 2. Finf}ding them after uncovering a Treasure. 3. Buying them from a Smithy.Always EXAMINE a Weapon carefully before picking it up.g} The more Intelligent you are, the easier it is for you to tell if it's Magical or Mundane (normal). Magical means it has speh}cial properties: it's very valuable or it's Cursed. Once you Pick up a Cursed Weapon, you can't Drop it; you need help to geti} rid of it. Pick up any Weapon you find as a Secondard Weapon. This way, if it's Cursed, you aren't stuck with it as a Primarj}y Weapon while you travel to a Guild for help. NOTE: A shield should always be used as a Secondary Weapon.If you find a Weak}pon you want while carrying the maximum load, Drop one of the Weapons you already have to Pick it up. A weapon must be Ready l}as either Primary or Secondary Weapon in order to be dropped. Follow the prompts.POTIONS: Some Potions are beneficial in adm}vancing your Character. When you find a Potion,decide whether to Keep it, Leave it, or Use it. Once you Open a Potion, Examinn}e or Use it right away. The Potion deteriorates once the seal on the container is broken. Examine a Potion for colour. To fino}d out more, Sip or Taste it. Each Sip or Taste tells you a little more about the potion. Many Potions are unstable and disappp}ear during examination. To save a Potion for later, don't Open until you're ready to Use it. There are four major categories q}of Potions:1. BENIGN: Water, Fruit Juice, Milk, Mineral Water.2. ADVANTAGEOUS: Invulnerability, Cure, Potions to aid Statsr}.3. DISADVANTAGOUS: Strong Alcohol, Potions to Diminish Stats, Weak Potions.4. DANGEROUS: Strong Poisons, Acids.Poison ins} your system usually causes death. When poisoned, you sustain initial Hit Point and neurological damage in line with the stret}ngth of the Poison. If you're lucky enough to find a Potion that Cures Poison, drink it. Otherwise, find a Healer right away.u}There are four ways you can be Poisoned:1. Swallowing poisonous Potions.2. Being clawed by a poisonous creature during av}n Encounter.3. Being bitten by a poisonous creature during an Encounter.4. Being hit by a poisonous tail during an Encountew}r.DISEASE: Untreated, causes death. Contracting a Disease results in Hit Point and neurological damage in line with the sevx}erity of the infection. If you get a Disease, drink a Potion that Cleanses or seek out a Healer. If you're clawed or bitten iy}n an Encounter, find a Healer to prevent possible infection. There are three ways to contract Disease:1. Contact with bactez}rial spores from Mold and slime.2. Being clawed by a diseased creature,3. Being bitten by a diseased creature.ENCOUNTERS:{} with beings in the city are common. The five categories of Encounters are listed below in the order most favourable to you.|}1. You Surprise a life form.2. You Notice a life form (before it sees you).3. You See a life form at the same time it sees}} you.4. A life form Notices you first.5. You are Surprised by a life form.In an Encounter, you are either Engaged or Dise~}ngaged. There are spearate menus for each of these options.ENGAGED means you must battle the life form or try to become Dis}engaged;SNEAK ATTACK is available when you Surprise a life form. Since your opponent is unaware of your presenceually no def}ense against retaliation.ATTACK: is the standard fighting maneuver. You move offensively while maintaining a decent defense}.PARRY: is an offensive move offering the highest possible defensive posture.DISENGAGED: lets you deal with your opponent} in a less violent manner:TRICK: an opponent if you're Intelligent. If a Trick fails, try it again. BEWARE: You're not prep}ared for defense if the Trick fails.CHARM: an opponent if your Charm level is high.Some options are found in either menu:}READY items if you have something appropriate, like a Weapon.USE item you have ready.LEAVE to get out of the Encounter.}Tailor your Encounter strategy to fit your condition and the kind of life form confronting you. It's easier to Trick a Warrio}r than a Master Thief. Don't expect to Charm or Trick mindless life forms: you'd look pretty silly trying to Charm Mold!LIF}E FORMS: There are many life forms in the city:THE POOR are humanoids who have no ambition or have met with some catastroph}e that has put them in dire straits.COMMONER: These are individuals with no special skills or distinctions.MERCHANT: You us}ually see these capitalist types on their way to or from wheeling-and-dealing. They work hard to keep the city's economy heal}thy.COURIERS: There's no telephone or telegraph, so Couriers are necessary for delivering messages as well as parcels.GUARD}: Most Guards are employed by the nobility. They're the city's policemen.GLADIATORS are proven fighters from the Arena Games}.NOBLEMEN are rich and powerful. They live in the Palace and are fond of Games in the Arena. When out in public, they're att}ended by their private Guards.DWARF: Short (4 feet tall) and stocky (150 pounds), Dwarves are interesting characters. They'r}e resistant to many Poisons and Magic Spells, have excellent night vision, and are terrific close combat fighters.MAGES,WIZA}RDS and other magical types dwell in the city. Most are associated with Guilds or other learning institutions.THIEF: There a}re many Thieves in the city, each with his own criminal specialty.ASSASSIN: Hired killers strike swiftly, without warning.I}MP: Short (2 feet), devilish fire-breathers, Imps have long, dagger-like, poisonous tails. Avoid them.NIGHT STALKER: Legenda}ry creature of the night. An extremely powerful beast that no one can be certain doesn't exist.OTHERS: There are many other }creatures, mostly evil, in the city. You must be constantly vigilant.e certain doesn't exist.OTHERS: There are many other G\u09/90\c\fbigblock\INFILTRATOR\r\froman2\page 1\u\cYour new whizbang\c\finverse\GIZMO DXH-1 ATTACK CHOPPER\c\froman2\is }loaded with the following whizbang goodies:\lTURBINE-THRUST DUAL PROPULSION WHIZBANG WHIRLER ENGINE,CAPABLE OF SPEEDS IN EX}CESS OF 450 KNOTS.FOUR WHIZBANG WASTER AIR TO AIR HEAT SEEKING MISSILESTWO RAPID FIRE WHIZBANG WHIZZER 20mm CANNONSANTI-HE}AT SEEKING MISSILE MAGNESIUM FLARESANTI-RADAR GUIDED MISSILE CHAFF DISPERSERWHIZBANG WHOMPER TURBO BOOSTERULTRA SOPHISTICA}TED COMMUNICATIONS SYSTEMSSTATE-OF-THE-ART COMPUTER GUIDANCE, CONTROL, AND SURVEILLANCE SYSTEMSWHIZBANG WHISPER SILENT TRAV}EL CAPABILITIES\c\fmadrid\\uTAKEOFF PROCEDURES\u\l \froman2\Upon entering the cockpit of your Gizmo,you will find you}rself facing an ultra-sophisticated array of controls.Through the windshield you can see the home base. At the bottom of the} screen,note your hands holding the sticks which control the movement of the copter.1.Turn on the computer by pressing the }\fpoet\B \froman2\key.2.Initialize the computer and communications systems by pressing the \fpoet\ESC \froman2\key.The comp}uter screens will light up and the warning lights will initialize at the top of the display.3.Turn on the engine ignition b}y pressing the \fpoet\I \froman2\key.The engine will not provide enough power for movement until it exceeds 2300 R.P.M.4.P}ull back on the joystick until you have cleared your base and are looking at a green landscape with the mountains in the dist}ance5.Press the FIRE BUTTON (note that your right hand on the display registers this) and push forward to accelerate.\c\f}poet\\uTHE CONTROLS\u\l\uJOYSTICK\u------\froman2\The joystick controls all of the movement of the helicopter.\uTO CLIMB\u}------PULL BACK\uTO DESCEND\u----PUSH FORWARD\u09/90\c\fmadrid\INFILTRATOR\r\froman2\page 2\u\l\uTO ACCELERATE\u-HOLD TH}E FIRE BUTTON AND PUSH FORWARD\uTO DECELERATE\u-HOLD THE FIRE BUTTON AND PULL THE JOYSTICK BACK\uSPIN LEFT\u-----HOLD FIRE }BUTTON AND PUSH LEFT\uSPIN RIGHT\u----HOLD FIRE BUTTON AND PUSH RIGHT\c\fpoet\\uKEYBOARD CONTROLS\u\l\froman2\B----TURNS} BATTERY ONS----INITIALISE COMPUTER AND COMMUNICATIONSI----TURNS ON ENGINE IGNITIONG----ARMS THE CANNONS (GUNS)R----ARMS }THE MISSILES (ROCKETS)F----SETS THE FLARES READY FOR USEC----SETS THE CHAFF READY FOR USEH----TOGGLES THE HEAD-UP DISPLAY }ON/OFF*----ENTERS COMMUNICATIONS SYSTEMST----ENTERS COMPUTER SYSTEMS+----TURBO BOOSTER ON- ----TURBO BOOSTER OFFW----TOG}GLES THE WHISPER MODE ON/OFF (MUST BE ACTIVATED BEFORE ATTEMPTING TO LAND)\uTHE SPACE BAR HAS THE FOLLOWING FUNCTIONS\u:-DE}SELECTS WEAPONS ON THE COCKPIT SCREENRETURNS TO COCKPIT VIEW SCREEN FROM COMMS SYSTEMSRETURNS TO COMPUTER TERMINAL FROM THE} STATUS DISPLAY OR TACTICAL MAP SCREENS\c\fpoet\\uCOCKPIT DISPLAY\u\l\froman2\\uARTIFICIAL HORIZON\u; The artificial hori}zon indicates your present attitude (degree of tilt or bank) and indicates whether you are climbing or diving by the location} of the horizon line in relation to the stabilisation point.The rate OF climb and dive is also displayed by the ARTIFICIAL }HORIZON. If the ARTIFICIAL HORIZON is level and centred in the gauge, you are flying straight and level\uDIRECTIONAL COMPAS}S\u; The compass displays the directional heading of the gizmo in degrees, shown both in analog and digital format. The dial }is accurate within 23 Degree increments. The digital readout is more accurate.\uFUEL GAUGE\u; The horizontal bar displays r}emaining fuel. The tank is empty when the red bar disappears.\u09/90\c\fmadrid\INFILTRATOR\r\froman2\page 3\u\l\uOIL }AND BATTERY TEMPERATURE\u; These two bar graphs at the top of the screen display the temperatures of your battery and oil. Wh}en the bar reaches red zone, heat is critical and the temperature warning lights will flash and beep until you reduce the hea}t by slowing down or turning off the turbo.\uWARNING LIGHTS\u; The six warning lights at the top of the cockpit, when flash}ing red while a buzzer sounds indicate:-E----ENGINE DAMAGEDB----BATTERY OVERHEATEDO----OIL OVERHEATEDF----FUEL LOWA----}ALTITUDE BELOW 200ft.R----R.P.M. DEFICIENCY IN ENGINE ROTORSThe warning lights will alert you to any noteworthy status con}ditions that require immediate attention. You have some direct control over the B,O,and A warning lights. The E,F, and R ligh}ts refer to problems that cannot be corrected mid-flight. In these cases, you might want to reach your destination as quickly} as possible and avoid further damage from air combat.\uAIRSPEED INDICATOR\u; This dial shows the gizmo's present airspeed }in knots. The digital readout under the dial displays the same information. Maximum speed is 450+ knots without turbo engaged}.\uADF\u; The automatic direction finder will aid you to arrive at your destination, therefore you should programme it imme}diately after take-off. Once programmed, the ADF always points to your destination. If you are moving forward and the ADF poi}nts straight up, you will eventually reach your target, regardless of the compass heading. Moving off course will cause the A}DF to turn, adjusting itself to the gizmo's orientation. the ADF will move only when you spin or bank in the helicopter.\uN}OTE\u that if the ADF is blinking, it has not been properly set. If the ADF is flashing \uBLACK & WHITE & SPINNING RAPIDLY\u,} you are immediately over your destination and should land as soon as possible.(See landing procedures)\uALTIMETER\u; The a}ltimeter displays your present altitude in feet. The hand on the dial is only accurate within jumps of 60FT.,so use the digit}al readout for greater accuracy. Each time the dials sweep past 12:00, it registers 1000ft. Maximum altitude is 8000ft.\uMI}SSILE WARNING LIGHTSI\u; The missile warning lights to the left of the instrument panel flash to indicate that a missile is h}eading towards your gizmo. A warning siren will sound as well.\u09/90\c\fmadrid\INFILTRATOR\r\froman2\page 4\u\lR=RADAR} GUIDED MISSILE(USE CHAFF) PRESS C THEN PUSH FIRE BUTTON.H=HEAT SEEKING MISSILE(USE FLARE) PRESS F THEN PUSH FIRE BUTTON.\}uCOMPUTER TERMINAL\u; Press the \uT\u key and you will be presented with a weapons inventory and two optional categories for }the status update. Pressing any unasigned key will return you to the cockpit view. If your computer has been damaged by enemy} fire the screen will turn black and you will not be able to access the computer. The weapons store is displayed in \uLED BAR} GRAPHS\u, indicating the remaining missiles,flares and chaff. Press the 1 or 2 keys to review chopper status information or }your tactical map respectively.\uSTATUS DISPLAY\u; This represents your gizmo's present status. If any damage has been sust}ained, the picture of your gizmo at the top the screen will be highlighted by visual damage circle indicators, accompanied by} flashing text descriptions. Below this are displays for remaining missiles, flares and chaff. Cannon rounds are unlimited. P}ressing space bar will take you back to the main terminal screen.\uTACTICAL MAP\u;The top of this screen houses a small com}puter screen with a digital readout. The numeric value is your calculated ADF frequency. The large gridded map below is a tac}tical map of the country. Your position within the country is displayed by a flashing sphere with a shadow underneath. The di}stance between the sphere and the shadow represents your altitude. If you have programmed the ADF a small flag will appear on} the map as well, this is your destination.\uCOMMUNICATIONS\u; Press \uA\u to programme the \uADF\u. Type in the 3 numbers }from the tactical display map, ignoring the decimal point. Your ADF is now programmed.Press \uS\u to go into send mode.This} allows you to send messages to other aircraft or to ground controllers. Once you are in send mode, you may type messages at }the top of the screen on the comm-bar.\uNO PUNCTUATION\u is allowed. Use the delete key to backspace. Pressing return sends t}he message. The flashing S or R represents the current send or receive status. Press the space bar to return to the cockpit v}iew.\uOTHER AIRCRAFT\u As you begin your mission you will encounter other aircraft along the way. Some may be infiltrators }also trying to upset the mad leaders plans; while others may be staunchly loyal to the mad leader.There are three types of }other aircraft; \uFRIENDLY; ENEMY; MANIACS\u:Upon encountering other aircraft, you must determine whether it is a friend or} an enemy. Since there are no markings on the aircraft, and because helicopters are not an unusual sight over the country, ot}her pilots will also try to determine your loyalties and intentions by talking to you over the comms systems.\u09/90\c\fma}drid\INFILTRATOR\r\froman2\page 5\u\lYou should always talk to other aircraft first. As soon as you see another aircraft pr}ess the \u*\u Key. Once on the comms screen press the S key to send a message. The only phrases the comms systems of other ai}rcraft will recognise are:-\uREQUEST ID\u\uINFILTRATOR\u (YOUR ID TO A FRIEND)\uOVERLORD\u (YOUR ID TO AN ENEMY)Afte}r requesting the ID of another aircraft, examine the response for a code name. With experience you should be able to distingu}ish friendly code names from those of the enemy. This will provide you with the information necessary to respond properly to }their requests for identification. Giving the correct ID to an aircraft will allow you to continue on your mission unhindered}. Giving the wrong response to an aircraft will result in a battle that will last until one of you is destroyed. The maniac p}ilots are pilots who have snapped under the strain and will attack you no matter what response you give.\uLANDING PROCEDURE}S\u; Once you have arrived over your destination you will have to land to continue your mission. To land safely you must make} sure of the following:-1-Your speed is between 0-20 knots.2-Your artificial horizon is level and you are not banking.3-Y}our rate of descent is at a minimum.Once you have landed your view will change. You will now be looking down at yourself st}anding next to your trusty gizmo. You must pretend to be an enemy guard by showing your forged pass when asked for identifica}tion.If you successfully complete your ground mission, make your way back to the helicopter. Moving into the cockpit sectio}n onscreen will take you inside the helicopter.The current active item is always displayed on the screen, press the fire bu}tton to activate the current item.Press the space bar to display the items that are available, using the joystick to select }which item you want to be current. In addition, important items found during your search will be displayed at the bottom of t}he inventory screen. Activation of these items occurs automatically whenever appropriate.\u09/90\c\fmadrid\INFILTRATOR\r\}froman2\page 6\u\l\uSLEEPING GAS\u; You have a canister strapped inside your jacket, anyone sprayed will fall asleep for se}veral seconds and forget what happened. Press the fire button to activate it ( if it is the current item ). You have speciall}y treated nose plugs which allow you to breathe the gas harmlessly.\uPAPERS\u; You have forged I.D. papers, activate them w}hen asked for I.D. by the guards.\uGAS GRENADE\u; This has the same effect as the sleeping gas but has a far greater range.} When used inside all the guards in a room will fall asleep.\uEXPLOSIVES\u; Are planted by selecting the explosives icon on} the inventory screen as the active item, and then pushing the joystick up under the main control panel in the control room, }or under the desk in the lab. Only one bomb per room is permitted. Upon setting your last remaining bomb, an automatic countd}own timer will start. You then have about 20 seconds to leave the building before the bombs detonate. You must get out before} the explosion or you will not survive.\uMINE DETECTOR\u; This is used to detect mines ( it will also allow you to walk ove}r them ).\uCAMERA\u; Use the camera to photograph all vital documents. To use it properly, face the papers and press the fi}re button. Only one picture per room is permitted.At the bottom of the inventory screen are four graphs which update the fo}llowing:- \uSPRAY\u (how much sleeping gas you have) \uGRENADES\u (number left) \uEXPLOSIVES\u (how many }charges left) \uFILM\u (how many pictures left)Pressing the following keys while on the main screen is the same a}s using the cursor on the inventory screen to select an item.\uS=SLEEPING GAS\u \uP=PAPERS\u \uG=GAS GRENADE\u \uM=}MINE DETECTOR\u\uE=EXPLOSIVES\u \uC=CAMERA\uIf one of the guards sees you, he may ask to see your papers. If you do not} comply, an alert will be sounded and guards throughout the compound will chase you. Within the compound buildings an electro}nic key will turn of the alarms temporarily, but it will work only once during a mission.\u09/90\c\fmadrid\INFILTR}ATOR\r\froman2\page 7\u\lFind the electronic key and it will show on the inventory screen. To use it, go to the alarm contr}ol centre. Stand directly in front of the card slot in the wall and push forward on the joystick, this will cause the card to} be automatically inserted without you having to select it from the inventory screen.Outside the compound buildings, runnin}g away from a guard who is talking to you will prompt him to sound the alarm.Mines are usually scattered in the forest and }restricted areas.A mission timer is visible on the screen at all times during the ground phases of the mission. You have abo}ut 20 minutes of real time to complete the mission after landing.Pushing forward on the joystick when standing in front of }a desk or cabinet will search it.\c\finverse\Good Luck\c\fribbon\[HAVE][FUN]\c\fzipper\\uPRINTED\u\c\ftimes\....u}sing....\c\finverse\CITIZEN 120D\r\ftimes\by \fobserver\Max GerumE][FUN]\c\fzipper\\uPRINTED\u\c\ftimes\....uKBALTRDOCSTXTBpINFLITRADOC