DOS pCNJg @ hpNup`dos.libraryW TERRITORY HAVE BEEN DESTROYING ROAD AND RAIL LINKS BETWEEN MAJOR CITIES.ONE OF THE REASONS THEY HAVE BEEN SO HARD TO TRACK DOWN IS THAT THEY CONSTANTLY MOVE THEIR BASE,THUS MAKING IT DIFFICULT TO PINPOINT THEIR LOCATION. IT IS ALSO BELIEVED THAT THEY ONLY TRAVEL ON BACK ROADS AND ALWAYS AT NIGHT AT AVOID DETECTION.FORTUNATELY THE KGB HAVE MANAGED TO INFILITRATE AN AGENT INTO THE TERRORIST GROUP,AND HE HAS GIVEN US A DATE,TIME DATE AND APPROX POSITION OF THEIR CONVOY.YOUR MISSION IS XFTO PROVIDE AIR SUPPORT FOR A SPETNATZ COMMANDO GROUP ACTING COVERTLY TO REMOVE THE TERRORIST THREAT. MISSION: TAKE OFF FROM AIRBASE,NAVIGATE TO PREDICTED AREA OF OPERATIONS, TRACK TERRORIST VEHICLES TO BASE. DESTROY THE VEHICLES AND THE BASE..RETURN HOME. WAYPOINT 0 IS HOME BASE WAYPOINT 1 IS THE BRIDGE WAYPOINT 2 IS ENEMY HQ 1 WAYPOINT 3 IS ENEMY HQ 2 ------------------------------------------------------------------------------ [PAGE 40] FINY@AL MISSION: CODENAMED OPERATION `DESERT STRIKE` TERRORIST ELEMENTS OF A MIDDLE EASTERN STATE HAVE BEEN ATTACKING MERCHANT SHIPS IN THE STRAIT OF HORMUZ. THE LEADER OF THE STATE HAS BEEN SHOWN ON TV PUBLICLY RIDICULING BOTH THE USA AND USSR AS WEAKLINGS. NORMALLY THIS WOULD BE OF NO CONSEQUENCE,BUT OTHER ELEMENTS IN THE MIDDLE EAST ARE NOW LOOKING TOWARDS A POTENTIAL `JIHAD` OVER THE LAST FEW MONTHS THE KGB`S SATELLITE SYSTEM SERVICE(SIS)HAVE NOTED A LARGE AMOUNT ON CONSTRUCTION WOZIRK IN ONE PARTICULAR AREA OF THE LOHA;L DESERT.ANALYSIS INDICTAES THAT THIS CONSTRUCTION IS FOR A FAST BREEDER NUCLEAR REACTOR.THE TECHNOLOGY TO DEVELOP NUCLEAR WEAPONS IS ALREADY POSSESSED BY THE MIDDLE EAST,THIS REACTOR WOULD PROVIDE THE PLUTONIUM REQUIRED FOR PRODUCTION. IT HAS BEEN DECIDED THAT THIS REACTOR MUST BE DESTROYED AT ALL COSTS!! MISSION: TAKE OFF FROM AIRBASE IN FRIENDLY MIDDLE EASTERN STATE,FLY ACROSS BORDER AND SECURE AN ADVANCED AIRBASE FOR FURTHER OPERATORS.CREAT[XE A SAFE PATH THROUGH GROUND DEFENCE NETWORK BY DESTRUCTION OF GROUND DEFENCES AND AREODROMES. DESTROY NUCLEAR FACILITY AND SUPPORT COMPLEXES. WAYPOINT 0 IS ADVANCE BASE WAYPOINT 1 IS DESERT FORT WAYPOINT 2 IS TRUCK BASE WAYPOINT 3 IS FUEL DUMP AND THATS THE REAL DTAILS OF MIG-29 FULCRUM..THERE ARE MORE PAGES ON FLIGHT AND COMBAT ECT...BUT THIS IS THE STUFF YOU REALLY NEED TO KNOW...THE REST IS UP TO YOU...LAST HERE`S A DETAILED DESCRIPTION OF THE MIG 29 COCKPIT..HEAD DOWN DIS\LPLAY. ------------------------------------------------------------------------------ FAR LEFT OF THE COCKPIT IS FLARES AND CHAFF(DIRECTLU UNDER EACH OTHER) ------------------------------------------------------------------------------ NEXT TO FLARES AND CHAFF IS CANNON/WEAPON SYSTEM.S-240/AA-8 ECT.. ------------------------------------------------------------------------------ NEXT TO WEAPON SYSTEM(3RD LEFT FROM FLARES) IS THE AOA/G METER... ------------------------------------------] ------------------------------------ DIRECTLY `under` THE AOA/G METER IS A PICTURE OF THE PLANE..SHOWING THE FOLLOWING. 1)FLAPS...2)WHEEL BRAKES..3) GEAR POSITION ------------------------------------------------------------------------------ NEXT TO THE AOA/G METER(4TH FROM LEFT) IS THE HORIZON ------------------------------------------------------------------------------ DIRECTLY `under`a THE HORIZON IS THE COMPASS NAVIGATIONAL SYSTEM ------------------------------------------------^ "j ------------------------------ NEXT TO THE HORIZON(CENTRE OF THE COCKPIT) IS AIRSPEED METER/GAUGE ------------------------------------------------------------------------------ DIRECTLY `under`AND BOTTOM IS THE WAYPOINT SELECTED GAUGE(SHOWN AS 0-3) ------------------------------------------------------------------------------ NEXT TO THE AIRSPEED METER/GAUGE (AGAIN CENTRE)IS THE ALTITUDE METER ------------------------------------------------------------------------------ UNDER THIS A_}ND NEXT TO THE WAYPOINT GAUGE IS THE JOYSTICK POSITION GAUGE ------------------------------------------------------------------------------ NEXT TO THE JOYSTICK POSITION GAUGE(AGAIN UNDER THE ALTITUDE METER IS -VSI- ------------------------------------------------------------------------------ 2ND RIGHT OF THE COCKPIT(NEXT TO ALTITUDE) IS THE RADAR/IR DISPLAY ------------------------------------------------------------------------------ DIRECTLY `under`RADAR DISPLAY IS THE ENGINE GUAL [ WITH. EACH OF THESE ELEMENTS IS MARKED WITH A WAYPOINT PRESET IN THE NAVIGATION COMPUTER. WAYPOINT 0 HOME RUNWAY(ONE) WAYPOINT 1 FIRING RANGE WAYPOINT 2 LAKE WAYPOINT 3 RUNWAY 2 YOUR TRAINING WILL REQUIRE THE COMPLETION OF THE FOLLOWING TASKS(IF YOU DO NOT MASTER THESE BASIC SKILLS,YOU WILL CERTAINLY DIE WHEN YOU ATTEMPT A SOLO MISSION - BUT YOU ARE FREE TO TRY!) SUGGESTED TRAINGING PROGRAMME: TAKE OFF,PERFORM A CONTROLLED TURN AND LAND ON VISUALS. TAKE OFF, FLY TO FIRING RANEM Ee}(WAYPOINT 1) DESTROY TRAGETS,RETURN(WAYPOINT 0) AND LAND ON RUNWAY. TAKE OFF,FLY TO LAKE(WAYPOINT 2),USE AS-7`S TO DESTROY THE TARGETS,RETURN AND LAND. TAKEOFF,FLY TO NEXT AIRFEILD(WAYPOINT 3),ENGAGE ENEMY DRONES USING AA08`S AND LAND ON RUNWAY 2. ------------------------------------------------------------------------------ [PAGE 36] SOLO MISSIONS: ------------------------------------------------------------------------------ CODENAME `BLUE SEASPRNxITE` THE COUNTER INTELLIGENSE ANALYSIS SECTION OF THE GRU HAS INTERCEPTED AMERICAN COMMUNICATIONS TRAFFIC INDICATING THAT 2 DAYS AGO A DALLAS `BOOMER` CLASS ICBM SUB DEVELOPED A REACTOR FAULT AND HAS HAD TO SURFACE. IT IS NOW TRAPPED IN ICE,BUT LATEST WEATHER ESTIMATES THAT THE ICE WILL START BREAKING UP IN THE NEXT 24 HRS. THE SUB IS TRAPPED INSIDE NATO WATERS AND CONSEQUENTLY UNAPPROACHABLE BY ONE OF OUR RUSSIAN SEA BASED FLEET. A CONTINUING HEAVY CLOUD LAYER PREVENTS THE USE OF SO# ^PY SATELLITES TO PHOTOGRAPH THE SUB.THIS IS TOO VALUABLE AN OPPORTUNITY TO MISS,SO A SINGLE MIG-29 WILL BE DESPATECHED TO FILM THE SUB. A FURTHER COMPLICATION IS BELIEVED TO BE 3 SEA HARRIER JETS OPERATING FROM THE ICE AS AIR COVER FOR THE SUB. MISSION: TAKE OFF FROM AIRBASE IN SIBERIA. NAVIGATION AT NORMAL FLIGHT LEVELS TO WITHIN 30KM OF SUB.DESCEND TO BELOW RADAR HORIZON AND CONTINUE TO NAVIGATE SUB,WHEN WITHIN RANGE OF SUB FLY TOWARDS IT AT 200 METRES,APPROACH WITHIN 100 METRES PuOF SUB.NOTE NUMBERS ON SIDE OF SUB. RETURN TO BASE `A.S.A.P` NB: WE ARE NOT PREPARED TO START WW3 SO IF YOU INTERCEPTED BY BRITISH FIGHTERS,DO NOT-WE REPEAT-DO NOT ENGAGE.IF NECESSARY TERMINATE MISSION. WAYPOINT 0 IS HOME BASE WAYPOINT 1 IS SUBMARINE WAYPOINT 2 IS HARRIER BASE. ------------------------------------------------------------------------------ CODENAME `YELLOW DRAGON` OVER THE LAST WEEK THERE HAS BEEN A WORRYING NUMBER OF `INCIDENTS` INVOLVING CHINESE ILLEGAL INCURSIONSQUf2' INTO SOVIET AIRSPACE.THESE INCIDENTS HAVE ALWAYS TAKEN THE SAME FORM WITH A GROUP OF 3 CHINESE FIGHTERS FLYING INTO A RESTRICTED AIRSPACE TOWARDS `TBLISKI` AREODROME. UNITS OF THE `TBLISKI` AGEING TU-21 FIGHTERS ARE SCRAMBLED,BUT AS SOON AS THEY FLY INTO VISUAL RANGE THE CHINESE FIGHTERS TURN AROUND AND FLY HOME,THAT IS UNTIL YESTERDAY WHEN THE CHINESE SHOT DOWN ONE OF THE SOVIET FIGHTERS.THE CHINESE AMBASSADOR REGRETS THIS UNFORTUNATE INCIDENT!!..WE HAVE DECIDED THAT A SINGLE MIG-2RL@9 SHOULD FLY ANINTERCEPT MISSION TO TEACH THE CHINESE AN IMPORTANT LESSON ABOUT `TICKLING THE BEAR`S NOSE`TOO MANY TIMES. ----------------------------CONTINUED ON PAGE 38------------------------------ [PAGE 38] CODENAME YELLOW DRAGON CONTINUED; MISSION: SCRAMBLE TOWARDS `TBLISKI` FLY TOWARDS SHENYANG FIGHTERS AND SHADOW THEM UNTIL THEY LEAVE RUSSIAN AIRSPACE. DO NOT -I REPEAT- DO NOT ENGAGE IN HOSTILITIES UNLESS PROVOKED BY DIRECT ACTION.. RETURN SUTO BASE. WAYPOINT 0 IS HOME BASE WAYPOINT 1 IS GREAT WALL WAYPOINT 2 IS CHINESE RUNWAY WAYPOINT 3 IS CHINESE RUNWAY ------------------------------------------------------------------------------ CODENAME `WHITE PEGASUS` TENSION HAS BEEN RISING OVER THE LAST FEW DAYS AFTER A LEADER OF THE MIDDLE EASTERN STATE `ARZARIA`,GENERAL HASOUZ PROCLAIMED THAT ARZARIAN TERRITORIAL WATERS WOULD HENCE FORTH STRETCH 200 MILES INTO OPEN SEAITHE INTERNATIONALY ACCEPTED STANDARD IS 12 MILES) IN ADDT/ITION,HE HAS PROCLAIMED THAT ALL SEA TRAFFIC WITHIN THIS `TERRITORIAL SEA ZONE VIOLATES ARZARIAN WATERS,AND THAT ANY SUCH SHIPPING WOULD BE FIRED UPON.YESTERDAY A SOVIET TANKER,THE ROADINA,RAN INTO SEVERE DIFFICULTIES AFTER A FIRE IN THE ENGINE ROOM COMPLETELY DESTROYED ALL RUDDER CONTROL,THE RODINA DRIFTED FOR 12 HOURS TO WITHIN 80 MILES OF THE ARZARIAN COATS.DESPITE NUMEROUS PLEAS FOR HELP WAS IGNORED.EVENTUALLY AN AZARIAN GUNBOAT WAS DSPATCHED AND THE RODINA WAS BOARDED. AFTER MUCU?,+H ARGUING AND POSATURING BY THE GUNBOAT CAPTAIN,THE CREW OF THE RODINA WERE REMOVED FROM THE SHIP AND THE RODINA WAS THEN SUNK BY A TORPEDO LAUNCHED FROM THE GUNBOATD.IT HAS BEEN DECIDED THAT THIS INCIDENT CANNOT PASS WITHOUT NOTICE AND THAT SOME FORM OF RETALITORY ACTION MUST BE TAKEN. SINCE `HASOUZ` HAS DIRECTLY ATTECKED THE SOVIET OIL SUPPLY,IT HAS BEEN DECIDED THAT THE SAME SHOULD HAPPEN TO HIM. A SINGLE MIG-29 WILL FLY A COVERT MISSION TO ATTACK TARGETS OPPORTUNELY(PREFERABLY OIVDNL REFINERIES OR RIGS) [PAGE 39] CODEMANE `WHITE PEGASUS` CONTINUED. MISSION; TAKE OFF FROM ISLAND AREODROME..LOW LEVEL FLIGHT TOWARDS OIL FIELDS,AIR TO GROUND ATTACK ON REFINERY AND OIL RIGS. THEN RETURN TO BASE. WAYPOINT 0 IS HOMEBASE WAYPOINT 1 IS ISLAND WAYPOINT 2 IS OIL RIG WAYPOINT 3 IS OIL RIG ------------------------------------------------------------------------------ CODENAME: `REDWITCH` A TERRORIST GROUP OPERATING WITHIN THE SOVIETAj----- [PAGE 30] WAYPOINT SELECTED: THIS SINGLE DIGIT SHOWS THE CURRENT WAYPOINT SELECTED,THERE ARE 4 WAYPOINTS (0-3) WHICH ARE PRE-SET BEFORE FLIGHT. WAYPOINT CYCLE: PRESSING `;` THIS CYCLES THE CURRENTLY SELECTED WAYPOINT 0->1->2->3->0->. THE CURRENTLY SELECTED WAYPOINT IS DISPLAYED IN THE H-D-D. RADAR AND INFRA RED(IR) SYSTEM: THE COMBINED RADAR AND INFRA RED DISPLAY HEAD IS SITUATED AT THE TOP RIGHT OF THE COCKPIT.IT DISPLAYS THE INFORMATION BIOBTAINED FROM THE FORWARD LOOKING RADAR AND ALL ROUND IR SENSORS. THE RADAR COVERS A 90 DEGREE FORWARD CONE WITH A MAXIMUM RANGE OF 30 KILOMETRES,THE RADAR RANGE IS SELECTABLE FROM 30KM,15KM,8KM;THE RANGE IS SHOWN AT THE BOTTOM LEFT OF THE DISPLAY. THE INFRA RED SENSORS PROVIDE ALL ROUND DIRECTIONAL INFO,BUT NOT RANGE. IR SIGNALS ARE SHOWN AS SPOKES ON THE DISPLAY. ------------------------------------------------------------------------------ [PAGE 3Cf<˴1] CYCLE RADAR RANGE: BY PRESSING `/` THIS CYCLES THE CURRENT RADAR RANGE(KM) 30->15->8->30. THE CURRENT RANGE IS SHOWN IN THE RADAR DISPLAY. SIMULATION CONTROLS: SOUNDS: BY PRESSING `N` FOR ON/OFF `Q` FOR ALL NOISE ON/OFF VIEWS FROM AIRCRAFT: THE NUMERIC PAD IS USED TO SELECT ALL ROUND VIEWS OF THE PLANE. BY PRESSING PAD 8 - FORWARD VIEW WITH HEAD DOWN DISPLAY (HDD) PAD 5 - FORWARD VIEW WITHOUT HEAD DOWN DISPLAY (HDD) Dn PAD 8/5 PAD 7 PAD 9 PAD 4 PAD 6 PAD 1 PAD 3 PAD 2 IF THE KEYBOARD IS BEING USED AS THE PRIMARY CONTROL INPUT THEN THE FUNCTION KEYS CONTROL THE OUTSIDE VIEWS. F8 - FORWARD VIEW WITH H-D-D F5 - FORWARD VIEW WITHOUT H-D-D F9 - FORWARD RIGHT F6 - RIGHT F3 - REAR RIGHT F2 - REAR F1 - REAR LEFT F4 - LEFT F7 - FORWARD LEFEBT ------------------------------------------------------------------------------ [PAGE 32] VIEW CONTROLS: MIG OUTSIDE VIEW; BY PRESSING `V` FOR ON/OFF THIS PLACES YOU OUTSIDE THE AIRCRAFT. THE RELATIVE POSITION OF THE VIEWER TO THE AIRCRAFT CAN BE CONTROLLED ON THE NUMERIC KEYPAD(OR FUNCTION KEYS AS ABOVE). MISSILE VIEW: BY PRESSING `M` IF A GUIDED MISSILE IS IN FLIGHT THIS SHOWS THE VIEW FROM THE MISSILES INFRA-RED EYE. WHILE YOU ARE LOOKING FROF tM THE MISSILES POINT OF VIEW YOU ARE STILL IN CONTROL OF THE AIRCRAFT. IT IS ADVISABLE TO BE IN A STRAIGHT AND LEVEL FLIGHT BEFORE SELECTING ANOTHER VIEW!. JUMP TO ENEMY VIEW: BY PRESSING `J` THIS ALLOWS YOU TO SEE THE WORLD FROM THE ENEMY`S POINT OF VIEW. IF AN ENEMY TARGET IS SELECTED(AIR TO GROUND) BY THE WEAPONS SYSTEM `J` WILL JUMP TO THE ENEMY`S VIEW.IT IS MOST ENTERTAINING TO SELECT AN ENEMY PLANE WHILST DOGFIGHTING AND FOLLOW HIS MANOENVRES!. CONTROL TOWER VIEW: BY PRESSINGC_G `O` THIS SELECTS A VIEW OF YOUR AIRCRAFT FROM YOUR HOME RUNWAY.YOU CAN FLY THE MIG 29 LIKE A RADIO CONTROLLED AIRCRAFT!. THE CONTROL TOWER VIEW AUTOMATICALLY ZOOMS IN ON YOU WHEN YOU FLY AWAY FROM THE TOWER. THE MAXIMUM RANGE IS 10KM. OTHER CONTROLS: DEBRIEF BY PRESSING `CTRL-D` THIS PLACES YOU IN THE BRIEFING ROOM FOR A POST MISSION DEBRIEF. YOU CAN ONLY BE DEBRIEFED AFTER YOU HAVE LANDED ON THE RUNWAY. ---------------------------------------------------------------------------HI,--- [PAGE 33] PAUSE: BY PRESSSING `P` FOR ON/OFF FAST TIME ON: BY PRESSING `X` TURNING ON FAST TIME SPEEDS UP SIMULATION FOR THE ENTIRE GAME BY A FACTOR OR 3 DEBRIEFING: YOU CAN ENTER THE BRIEFING ROOM FOR A DEBRIEF AT ANY TIME DURING A MISSION(PROVIDING THAT YOU HAVE LANDED). YOUR MISSION DEBRIEF INFORMS YOU IF YOUR MISSION IS COMPLETE,AND IF NOT HOW MANY TARGETS REMAIN.YOUR CURRENT SCORE IS ALSO SHOWN. TO CONTINUE THE MISSION PRESS`RETURN` OR `I\SPACE` TO GET TO THE BRIEFING ROO AND `RETURN` OR `SPACE` AGAIN TO RESTART. DYING: IF IN THE UNFORTUNATE EVENT OF YOUR CRASHING OR BEING SHOT DOWN THE SCREEN BLACKS OUT AND A DEATH SCREEN APPEARS DESCRIBING THE REASON OF YOUR CRASH/DEMISE. YOU ARE THEN PLACED IN THE BRIEFING ROOM. ------------------------------------------------------------------------------ [PAGE 34] MISSIONS: THE MISSIONS AVAILABLE TO THE MIG ARE AS DESCRIBED EARLIER ON IN THE MJ h@ANUAL. LEVEL OF DIFFICULTY: EACH MISSION FEATURES A DIFFERENT ASPECT OF FLYING THE MIG 29 AND DEMANDS A DIFFERENT LEVEL OF PILOT SKILL. IN THE TRAINING MISSIONS A HIGH LEVEL OF SKILL IS REQUIRED GIVING YOU THE OPPORTUNITY TO LEARN IN A BENIGN ENVIROMENT. THE SOLO MISSIONS EACH FEATURE A DIFFERENT ASPECT OF FLYING THE MIG 29 AND ALL REQUIRE SIMILAR LEVELS OF SKILL.THE FINAL GAME REQUIRES SKILL IN ALL AREAS OF COMBAT. TRAINING MISSIONS: YOU`RE WELCOME TO THE ELITE PILOTS SCHOOL. ---K --------------------------------------------------------------------------- [PAGE 35] THE TRAINING SCENARIO: THE TRAINING SCENARIO FEATURES A NUMBER OF ELEMENTS TO INTRODUCE YOU TO THE CAPABILITIES OF THE MIG 29,THERE IS A FIRING RANGE DESIGNED TO EXERCISE USE OF YOUR 23MM CANNON AND UNGUIDED ROCKETS. THE LAKE HAS TARGETS FOR YOUR GUIDED AIR TO SURFACE ROCKETS.THERE ARE A NUMBER OF MANOEUVRING AIR DRONES ALLOWING YOU TO LEARN THE ART OF DOG-FIGHTING6"ZͰ IS SHOWN AT THE TOP OF THE STORES DISPLAY ON THE LEFT OF THE COCKPIT. AIR TO SURFACE MISSILES: THE MIG 29 IS ARMED WITHUNGUIDED ROCKETS HOUSED IN ROCKET PODS,THESE ARE USED IN ITS GROUND ATTACK ROLE,YOU ARE INITIALLY ARMED WITH 36 S-240 UNGUIDED ROCKETS,THESE ARE FIRED 2 AT A TIME. AIR TO AIR MISSILES: YOUR MIG IS SUPPLIED WITH AA-8 `APHID` DOGFIGHTING MISSILE,THE APHID IS A SOPHISTICATED MODERN HEAT SEEKING AIR TO AIR MISSILE. YOUR MIG IS ARMED WITH 4 APHIDS ON THE OUTBOARD WIN7#^w}G PYLONS.ON MAINLY AIR ATTACK MISSIONS AN ADDITIONAL 2 APHIDS ARE MOUNTED ON THE INBOARD PYLONS. AIR TO SURFACE MISSILES: FOR THE MIGS GROUND ATTACK ROLE IT IS ARMED WITH AS-7 `KERRY` AIR TO GROUND GUIDED MISSILES.THE KERRY MISSILES ARE LOADED ON THE 4 INBOARD WING PYLONS.ON MISSIONS WITH MAINLY GROUND ATTACK TARGETS AN ADDITIONAL 2 AS-7`S ARE MOUNTED ON THE OUTBOARD PYLONS. HELMET MOUNTED DISPLAY: THE MIG 29 HAS A HELMET MOUNTED SIGHTING SYSTEM DISPLAYING CURRENT WEAPON STATUS A8$ND MISSILE `LOCK` IN THE PILOTS HELMET,THE SIGHTING SYSTEM ALLOWS TRUE OFF BORESIGHT MISSILE FIRING CAPABILITY,FREEING THE PILOT FROM THE NECESSITY OF POINTING THE NOSE OF HIS AIRCRAFT AT THE TARGET TO LOCK IT UP. WEAPON SELECTED: THIS SHOWS THE CURRENTLY SELECTED WEAPON.(BOTTOM LEFT OF H-M-D) SHOWS TYPE OF WEAPON..IE AA-8 WOULD MEAN `APHID` AIR TO AIR MISSILEAS S-240 WOULD MEAN UNGUIDED ROCKETS AND SO ON. TRACK BOX: WHEN A GUIDED MISSILE IS SELECTED AND A TARGET IS BEING TRACKED9%1 A TRACK BOX IS DISPLAYED OUTLINING THE TARGET.(THIS BEING SLIGHTLY OFF CENTRE TO THE RIGHT OF THE H-M-D) SELECTING WEAPONS: THE CANNON IS ALWAYS SELECTED ON THE PRIMARY FIRE CONTROL.ONE OF THE S240/AA-8/AS-7 MAY BE SELECTED AS SECONDARY FIRE CONTROL. THE SELECTED SECONDARY WEAPON IS SHOWN IN THE HELMET MOUNTED DISPLAY. FIRE CANNON: JOYSTICK OR MOUSE BUTTON 1 OR DELETE SELECT SECONDARY WEAPON: PRESSING BACKSPACE THIS CYCLES THE CURRENTLY SELECTED WEAPONS....S-240->AA:&X-8->AS-7-> TO SELECT TARGET: PRESSING RETURN IF THE SECONDARY WEAPON SELECTED IS A GUIDED MISSILE(AA-8/AS-7) THE WEAPON SYSTEM MUST ATTAIN A LOCK ON A TARGET BEFORE A MISSILE CAN BE FIRED.PRESSING `RETURN` WHEN A TARGET IS SELECTED,DESELECTS IT...THE TARGET STAYS SELECTED FOR A LIMITED TIME(30 SECONDS). ------------------------------------------------------------------------------ [PAGE 28] TO FIRE SECONDARY WEAPON: PRESSING JOYSTICK OR MOUSE BUTTO;'[N 2 OR `SPACE` S-240 - FIRES 2 ROCKETS AA-8 - IF TARGET IS SELECTED FIRES ONE AIR TO AIR MISSILE AS-7 - IF TARGET IS SELECTED FIRES ONE AIR TO GROUND MISSILE COUNTER-MEASURES: THE MIG 29 COUNTER MEASURES SYSTEM COMPRISES OF `FLARE` AND `CHAFF` LAUNCHERS.FLARES ARE USED TO DECOY HEAT SEEKING MISSILES. CHAFF IS USED TO CONFUSE RADAR GUIDED MISSILES. TO DROP FLARES: PRESSING `F`...4 FLARES ARE DROPPED TO DROP CHAFF : PRESSING `C`...8 UNITS ARE DROPPED AT A TIME AIRCRAFT SYSTEM<(.: WARNING LAMPS; THESE ARE SITUATED ON THE RIGHT HAND SIDE OF THE COCKPIT,THERE ARE 2 BANKS OF LAMPS,4 FAILURE INDICATORS AND 4 WARNING INDICATORS. FAILURE LAMPS: HYDRAULIC SYSTEM; ------------------------------- THIS INDICATES THAT THE HYDRAULIC SYSTEM HAS BEEN DAMAGED,YOUR LANDING GEAR AND AIR BRAKES WILL REMAIN IN THEIR CURRENT POSITIONS. YOU ATTEMPT LANDING FOR REPAIR. NAVIGATION SYSTEM FAILURE: -------------------------- THE NAVIGATION SYSTEM COMPUTER HAS MALFUNCTIONED OR BEE=)yN DAMAGED. RADAR/IR FAILURE: ----------------- THE RADAR AND/OR IR HAS SUFFERED A FAILURE.YOU MAY LOSE SOME OR ALL OF THE INFORMATION DISPLAYED ON THE RADAR/IR DISPLAY. HUD FAILURE: ------------ THE HEAD UP DISPLAY COMPUTER HAS BEEN DAMAGED,YOU WILL HAVE NO HEAD UP DISPLAY. LOW ALTITUDE: STALL: THE AIRCRAFT IS IN A STALL LOW FUEL: LOW FUEL WARNING,RETURN TO BASE FOR REFUELLING AUTOSTAB: AUTOSTAB IS ON WHEN INDICATOR IS LIT. THE AUTOSTABILIZER: PRESSING `A` TURNS AUTOSTAB O>* jN/OFF YOUR MIG 29 IS FITTED WITH AN AUTOSTABILIZING SYSTEM. THE AUTOSTAB ENHANCES THE AIRCRAFT STABILITY.THIS MAKES IT RETURN TO STRAIGHT AND LEVEL FLIGHT ALTHOUGH YOU CAN STILL FLY IN THE NORMAL WAY. YOU SHOULD USE THE AUTOSTAB WHILE YOU GAIN EXPERIENCE AND IT WILL ALWAYS BE USEFUL FOR LONG DISTANCE STRAIGHT AND LEVEL FLYING. FOR COMBAT THE AUTOSTAB HINDERS AEROBATIC MANOEUVRES AND SHOULD BE SWITCHED OFF. NAVIGATION SYSTEM: THE MIG 29 COMPASS IS A ROTATING BALL WITH THE HEADING M?+";ARKED IN TENS OF DEGREES. YOUR CURRENT HEADING IS SHOWN IN THE CENTRE OF THE BALL,THIS COMPASS DUPLICATES THE HEADING BAND IN THE HEAD UP DISPLAY. THE MIG 29 INERTIAL NAVIGATION SYSTEM HAS 4 WAYPOINTS WHICH ARE PRESET BEFORE EACH MISSION. THE COCKPIT DISPLAY CONSISTS OF A POINTER OVERLAYED ON THE COMPASS DIAL. THE DIRECTION OF THE POINTER INDICATES THE RELATIVE BEARING TO THE WAYPOINT. THE POINTER IS HALF GREEN AND HALF RED WITH THE GREEN HALF INDICATING THE DIRECTION TO FLY.WHEN THE@Go5 GREEN POINTER IS ORIENTATED DIRECTLY NORTH THEN YOU ARE ON COURSE FOR THE WAYPOINT. A WHITE BAR CROSSES THE POINTER INDICATING THE DISTANCE TO THE WAYPOINT.WHEN THE BAR IS AT THE END OF THE POINTER THE WAYPOINT IS 25KM OR MORE AWAY. WHEN THE BAR CROSSES THE CENTRE OF THE POINTER YOU ARE DIRECTLY OVER THE WAYPOINT.THE RELATIVE BEARING TO THE WAYPOINT IS ALSO INDICATED BY THE RED STEERING INDICATOR IN THE H-U-D. -------------------------------------------------------------------------+-B------------------------- WHEEL BRAKES: PRESSING `W` THE WHEEL BRAKES WORK ON ALL WHEELS AND ARE NEEDED FOR SLOWING DOWN AFTER LANDING.YOU MUST RELEASE THE BRAKES BEFORE STARTING YOUR TAKEOFF,A USEFUL TECHINIQUE IS TO THROTTLE UP TO FULL POWER BEFORE RRLEASING THE BRAKES AS THIS REDUCES YOUR TAKEOFF RUN. ------------------------------------------------------------------------------ AIR-BRAKES: PRESSING `B` THE AIR BRAKES PROVIDE EXTRA DRAG.THIS HELPS YOU TO REDUCE SPEED WHICH CAN,.L7 BE USEFUL WHILE IN A STEEP GROUND ATTACK OR WHEN YOU ARE TOO FAST ON A LANDING APPROACH.SLOWING DOWN REDUCES YOUR TURNING CIRCLE,WHICH MAKES THE AIRBRAKES USEFUL IN DOGFIGHTS. ------------------------------------------------------------------------------ [PAGE 23] EMERGENCY EJECT: PRESSING `CTRL-E` IF YOU LOSE CONTROL OF THE AIRCRAFT - 2 MISSILE HITS OR LOW ALTITUDE STALL,YOU CAN EJECT TO SAFETY BY PRESSING CTRL-E.AFTER A FEW MOMENTS THE PARACHUTE -/rƒaWILL OPEN AND YOU WILL BEGIN TO SPIN TO THE GROUND.YOU CAN STILL LOOK AROUND USING THE PAD/FUNCTION KEYS. PRESS SPACE TO EXIT AND RETURN TO THE BRIEFING ROOM. ------------------------------------------------------------------------------ FLAPS: 2 GREENS INDICATE THAT THE FLAPS ARE OUT.THE FLAPS INCREASE THE DRAG AND LIFT OF THE WING,EFFECTIVELY BRAKING THE SYSTEM AND INCREASING ITS PERFORMANCE AT LOW SPEED. THE FLAPS AUTOMATICALLY EXTEND BELOW AN AIRSPEED OF 250 KNOTS. ------------.0\e<------------------------------------------------------------------ FLIGHT CONTROLS; CONTROL STICK: THE JOYSTICK IS USED TO CONTROL THE ORIENTATION AND DIRECTION OF THE PLANE IN THE AIR.YOU MAY CHOOSE BETWEEN A NUMBER OF WAYS OF CONTROLLING THE JOYSTICK FROM YOUR COMPUTER: 1......KEYBOARD 2......MOUSE 3......SWITCHED GAME JOYSTICK 4......ANALOGUE JOYSTICK THE CONTROL SELECTED AT THE STARTUP IS.... PC - JOYSTICK AMIGA/ATARI ST - MOUSE ----------------------------------/1.-------------------------------------------- [PAGE 24] TO CHANGE THE INPUT: CTRL-J SELECTS ANALOGUE JOYSTICK CTRL-K SELECTS KEYBOARD CTRL-L SELECTS MOUSE ALT-J SELECTS SWITCHED JOYSTICK CTRL-Z: CALIBRATE ANALOGUE JOYSTICK(MOVES STICK TO EXTREMES,PRESS FIRE BUTTON TO EXIT). KEYBOARD: THE ARROW KEYS ARE USED TO CONTROL THE JOYSTICK. MOUSE: THE MOUSE IS USED TO REPRESENT AN AIRCRAFT JOYSTICK,IMAGINE THAT THE MOUSE IS THE TOP OF A JOY02#STICK.PUSHING THE MOUSE AWAY LOWERS THE NOSE OF THE AIRCRAFT,PULLING IT TOWARDS YOU RAISES THE NOSE.MOVING THE MOUSE LEFT ROLLS LEFT..AND RIGHT ROLLS TO THE RIGHT.THE NEUTRAL POSITION IS WHEREVER THE MOUSE STARTED AND IT MUST BE RETURNED TO THIS POSITION FOR NO CONTROL INPUT. THE JOYSTICK POSITION INDICATORS ON THE DISPLAY ARE USEFUL FOR FINE CENTERING OF THE MOUSE.IT TAKES A WHILE TO GET USED TO USING THE MOUSE,BUT ONCE MASTERED THE EXTRA C13 6ONTROL AND PRECISION MAKES KEYBOARD OR SWITCHED GAME JOYSTICK SEEM INADEQUATE. NOTE THE MOUSE BUTTONS ON THIS ARE A)..LEFT MOUSE BUTTON CANNON B)..RIGHT MOUSE BUTTON ROCKET ------------------------------------------------------------------------------ [PAGE 25] SWITCHED JOYSTICK: A SWITCHED JOYSTICK PROVIDES A CRUDE BUT INTUITIVE WAY OF CONTROLLING THE GAME,IT REQUIRES NO CALIBRATION. ---------------------243X --------------------------------------------------------- ANALOGUE JOYSTICK: AN ANALOGUE JOYSTICK IS THE MOST REALISTIC WAY OF CONTROLLING THE GAME,IT PROVIDES AN ACCURATE AND INTUITIVE WAY INPUT.YOU WILL HAVE TO CALIBRATE YOUR ANALOGUE JOYSTICK BEFORE USE,THIS CAN BE DONE FROM WITHIN THE GAME BY PRESSING `CTRL-Z` WHILST ON THE RUNWAY.MOVE THE JOYSTICK TO ALL ITS EXTREMES,PRESS A KEY ON THE JOYSTICK TO END THE CALIBRATION. ------------------------------------------------------------358>------------------ JOYSTICK CENTRE: PRESSING `Z` THIS CENTRES THE JOYSTICK,IT IS MOST USEFUL WITH THE MOUSE. ------------------------------------------------------------------------------ JOYSTICK CONTROL POWER: PRESSING MAIN KEYBOARD `1`,`2`,`3`. YOU CAN CHOOSE THE MOUSE CONTROL RESPONSE THAT IS BEST FOR YOUR FLIGHT MODE AND EXPERIENCE.LOW POWER(1) IS USEFUL FOR TRAINING,NORMAL POWER(2) IS USEFUL FOR MOST FLYING,HIGH POWER(3) IS BEST FOR DOGFIGHTS BUT MAKES PRECISE CONTROL DIFFICU46yiLT. ------------------------------------------------------------------------------ PITCH TRIM: PRESSING PAD `+` ... PITCH TRIM UP PRESSING PAD `-` ... PITCH TRIM DOWN PRESSING PAD `*` ... ZERO PITCH TRIM ------------------------------------------------------------------------------ RUDDER: PRESSING `,``.` THE RUDDER HAS 2 USES,ON THE GROUND THE RUDDER INPUT IS USED TO CONTROL NOSE WHEEL STEERING,IN THE AIR THE RUDDER TURNS THE AIRCRAFT WITHOUT ROLL,BUT TH5!5:xE EFFECT IS SMALL.YOU CAN USE THE RUDDER FOR SMALL AIMING CORRECTIONS WHILE ATTACKING GROUND TARGETS AND FOR FINAL HEADING CORRECTION WHILE LANDING. ------------------------------------------------------------------------------ [PAGE 26] WEAPONS SYSTEM: CANNON; THE MIG 29 IS ARMED WITH A 23MM CANNON,USED FOR AIR COMBAT AND GROUND ATTACK. THE CANNON FIRES ABOUT 1000 ROUNDS PER MINUTE AND IS INITIALLY LOADED WITH 250 ROUNDS. THE NUMBER OF ROUNDS LEFT 845 THE AIRFLOW APPROACHING THE AIRCRAFT AND A LINE JOINING THE LEADING AND TRAILING EDGES OF THE WING,FOR NORMAL FLIGHT `AOA` IS RED-LINED AT 26 DEGREES ON THE MIG-29,HOWEVER THE AIRFRAME WILL REMAIN CONTROLABLE AT HIGHER `AOA` FOR SHORT PERIODS OF TIME. THE LIFT GENERATED BY THE WING IS DEPENDANT UPON THIS ANGLE,IF THE ANGLE IS TO HIGH THE WING STALLS,LIFT IS REDUCED DRAMATICALLY AND CONTROL OF THE AIRCRAFT MAY BE LOST.CONVENTIONAL WINGS MAY STALL AT `AOA` OF LESS THAN 20 DEGREES. V!9G1ELOCITY VECTOR; THIS RED MARKER SHOWS THE DIRECTION IN WHICH THE MIG IS FLYING. HEADING; THE HORIZONTAL BAND ACROSS THE TOP OF THE HUD SHOWS THE CURRENT HEADING IN 10`S OF DEGREES.00 IS NORTH,90 IS EAST,27 IS WEST AND 18 IS SOUTH. [PAGE 20] ------------------------------------------------------------------------------ WAYPOINT DIRECTION INDICATION; THIS RED MARKER IN THE HEADING BAND SHOWS THE HEADING TO THE CURRENTLY SELECTED WAYPOINT,TO FLY TO": THE WAYPOINT YOU SHOULD TURN UNTIL THE MARKER IS DIRECTLY ABOVE THE CENTRE TICK. ------------------------------------------------------------------------------ HUD ON/OFF `H`...TURNS THE DISPLAY SYSTEM ON AND OFF,WHEN THE DISPLAY IS OFF(OR DAMAGED) A REVERSIONARY LFD WILL BE PROJECTED ONTO THE HUD. ------------------------------------------------------------------------------ REVISIONARY FLIGHT INSTRUMENTS; ALTITUDE: VERTICAL HEIGHT ABOVE THE GROUND IS SHOWN IN METRES,ONE REVOLUTI#;lkON OF THE NEEDLE IS 1000M,THE THOUSANDS OF METRES ARE SHOWN AS DIGITS IN THE CENTRE OF THE DIAL. ------------------------------------------------------------------------------ AIRSPEED: AIRSPEED IS SHOWN IN KILOMETRES PER HOUR(100KM/H=54 KNOTS) ------------------------------------------------------------------------------ ARTIFICIAL HORIZON AND TURN: THIS IS A UNIQUELY SOVIET INSTRUMENT.IT SHOWS THE PITCH AND ROLL ELEMENTS OF YOUR ATTITUDE SEPERATELY ON THE SAME INSTRUMENT.THE PITCH$9 G`S. ------------------------------------------------------------------------------ [PAGE 21] ENGINE INSTRUMENTS AND CONTROLS; ENGINE GAUGE: THIS PAIR OF BARS SHOW THE &>jENGINES RPM`S.THERE ARE 3 COLOUR BANDS,YELLOW IS THE IDLE BAND,GREEN IS THE NORMAL OPERATION BAND..RED SHOWS THAT THE AFTERBURNERS ARE ON. ------------------------------------------------------------------------------ FUEL; THIS GAUGE SHOWS THE AMOUNT OF FUEL LEFT,THERE IS ALSO A LOW FUEL WARNING LAMP. ------------------------------------------------------------------------------ ENGINE: PRESSING `E` TURNS ENGINE ON/OFF.THE ENGINE MUST BE STARTED BEFORE THROTTLE CONTROLS WORK.YOU M'?3*UST SWITCH THE ENGINE OFF AFTER LANDING TO REFUEL AND REARM. ------------------------------------------------------------------------------ THROTTLE UP: PRESSING `=` INCREASES THROTTLE.WHEN THROTTLE IS AT MAXIMUM THROTTLING UP FURTHER TURNS ON THE AFTERBURNERS. ------------------------------------------------------------------------------ THROTTLE DOWN: PRESSING `-`...DECREASES THROTTLE. ------------------------------------------------------------------------------ FULL POWER:PRESSI(@NG SHIFT AND `+` SETS THROTTLE TO MAXIMUM.THE ENGINES WILL IDLE. ------------------------------------------------------------------------------ HYDRAULIC SYSTEMS: THE HYDRAULIC INDICATOR SHOWS THE POSITION OF THE HYDRAULICALLY DRIVEN SYSTEMS ON THE AIRCRAFT. ------------------------------------------------------------------------------ [PAGE 22] INDICATOR; WHEEL BRAKES: THIS SINGLE GREEN LIGHT INDICATES THAT THE WHEEL BRAKES ARE APP)A=LIED. ------------------------------------------------------------------------------ GEAR POSITION:THREE GREEN LIGHTS SHOW THAT THE LANDING GEAR IS DOWN.THE INDICATORS SHOW RED WHEN THE GEAR IS RETRACTED. ------------------------------------------------------------------------------ AIR BRAKES: TWO GREEN LIGHTS SHOW THAT THE AIRBRAKES ARE APPLIED. ------------------------------------------------------------------------------ FLAPS: TWO GREENS SHOW THAT THE F*, }LAPS ARE EXTENDED. ------------------------------------------------------------------------------ CONTROLS; LANDING GEAR: PRESSING `L` THE LANDING GEAR PRODUCES A GREAT DEAL OF DRAG AND SHOULD BE RAISED FOR NORMAL FLIGHT TO INCREASE PERFORMANCE.YOU WILL NOT BE ABLE TO LOWER OR RAISE THE LANDING GEAR AFTER HYDRAULIC SYSTEM FAILURE.IT IS POSSIBLE TO LAND WITH GEAR UP IF THE DESCENT RATE IS VERY LOW AND THE WINGS ARE ALMOST LEVEL. -----------------------------------------------------CQPOINTS PRESET FOR EACH SCENARIO. WAYPOINT ZERO IS ALWAYS OVER YOUR HOME BASE. WAYPOINTS `1`,`2` AND `3` ARE SET OVER ENEMY TARGETS. SELECT WAYPOINT `;`,THIS CYCLES THROUGH THE WAYPOINTS. THERE IS A RED STEERING POINTER IN THE HEADING TAPE IN THE `H-U-D` THERE IS A COMBINED DIRECTION/RANGE FINDER IN THE HEAD DOWN COMPASS,A RED `LED` JUST TO THE RIGHT SHOWS THE CURRENTLY SELECTED WAYPOINT. [PAGE 16] OPERATING INSTRUCTIONS; PAGE 16 IS JUST AN APPED:J2NDIX OF WHAT FOLLWS... [PAGE 17] BRIEFING; WHEN MIG 29 HAS LOADED YOU WILL FIND YOURSELF IN THE BRIEFING ROOM.THE PRE-FLIGHT BRIEFING ALLOWS YOU TO CHOOSE WHICH MISSION YOU WISH TO UNDERTAKE,THE MISSIONS AVAILABLE ARE PROJECTED ONTO A WHITE BOARD IN THE BRIEFING ROOM,THE SELECTED MISSION IS HIGHLIGHTED. THERE IS CONSIDERABLE COMPETITION BETWEEN THE ELITE PILOTS OF THE MIG-29 SQUADRON.THIS IS REFLECTED BY THE PILOT RANKING TABLE,WHICH IS MAINTAINED E<>"IN BRIEFING ROOM. TO ENTER THE RANKING SELECT THE `PILOTS` OPTION. SELECTING A MISSION; ON STARTUP THE TRAINING MISSION IS SELECTED.YOU MAY SELECT AN OPTION ON THE WHITEBOARD USING THE NUMBERS 0-7 OR WITH THE UP/DOWN CURSOS KEYS.TO BEGIN THE SELECTED MISSIONS PRESS `RETURN OR SPACE` DURING THE LOADING SEQUENCE FOR EACH MISSION A SCENE SETTING PICTURE IS DISPLAYED.(WITH THE EXCEPTION OF TRAINING WHICH TAKES YOU STRAIGHT TO THE RUNWAY) THE MISSIONS AVAILABLE ARE; TRAINING. SOLO...FQ/[CODENAME `BLUE SEASPRITE` SOLO...CODENAME `YELLOW DRAGON` SOLO...CODENAME `WHITE PEGASUS` SOLO...CODENAME `RED WITCH` FINAL (YOU MUST ATTAIN A CERTAIN SCORE TO FLY THIS MISSION) MORE DETAILS ABOUT EACH MISSION MAY BE FOUND IN THE `MISSIONS CHAPTER` LATER ON. PILOT RANKING; [PAGE 18] YOU MAY PLAY AS A RANKED PILOT BY SELECTING (1-5). THE RANKING TABLE IS SAVED TO DISK EVERY TIME YOU DISPLAY THE TABLE OR,IF YOU ARE FG #LYING AS A RANKED PILOT,EACH TIME YOU EXIT A MISSION. DISPLAYS AND CONTROLS; FLIGHT INSTRUMENTS. THE PRIMARY INSTRUMENTS PROVIDE THE PILOT WITH ALL THE CRUCIAL INFORMATION REQUIRED TO FLY THE PLANE. THE INFORMATION IS PROJECTED ONTO THE H-U-D,WHERE IT IS INSTANTLY AVAILABLE. THE HEAD DOWN DISPLAY CONTAINS A SET OF INSTRUMENTS WHICH DUPLICATE THIS INFORMATION,THEY ARE CALLED REVERSIONARY INSTRUMENTS,BECAUSE THEY PROVIDE BACKUPS IN CASE OF H-U-D FAILURE. MIG 29 HEAD UP DISPLAY UNITH9. -------------------------------------------------------- [ HEAD UP DISPLAY ] [ air speed heading ] [ (km/hr) I ] [ / ___________________I__________________altitude ] [ 1206[05 09 12 ] / ] [ 420/ ] I [ ] [ --> 0/\/ waypoint ] [ / ___ direction ] [ pitch/ --- indicator ] [ bars| . lfd ] [ \ . ./ __ ] [ \ .|. | ] [ JU \ |<--vsi ] [ --> -/--_ \ | ] [ \ ] [ g | ] [ \ | ] [ 2 | 2 ] [ | \ ] [ Kُ velocity vector aoa ] [______________________________________________________] i know its a terrible drawing..but what the hell..... THE MIG 29 H-U-D HAS A NARROW FIELD OF VIEW.IT HAS BEEN PRAISED FOR THE MANNER IN WHICH IT PRESENTS COMPLEX DATA IN A SIMPLE AND EASILY UNDERSTANABLE WAY.. ALTITUDE; VERTICAL HEIGHT ABOVE THE GROUND IS SHOWN IN METRES. AIRSPEED; AIRSPEED IS SHOWN IN KILOMETRES PER HOUR(100KM/H = 54 KNOTS) PITCH BARS; THE PITCH BARLZż1S STAY PARALLEL WITH THE GROUND AT ALL TIMES.YOU CAN THEREFORE USE THEM TO RECOVER FROM UNUSUAL ALTITUDES AND TO KEEP YOUR WINGS LEVEL WHEN THE HORIZON IS NOT VISIBLE. THE LINES ARE AT 10 DEGREE INTERVALS WITH A CROSS AT 90 DEGREES. WHEN YOU SEE THE CROSS YOU ARE EITHER HEADING STRAIGHT UP OR SYTRAIGHT DOWN. [PAGE 19] VSI:(VERTICAL SPEED INDICATOR) THIS SHOWS YOUR RATE OF CLIMB OR DESCENT.IT IS ESPECIALLY USEFUL WHEN TURNING STEEPLY NEAR THE GROUN7۠D.THE VSI HAS TWO FIXED MARKERS IN IT,THE UPPER MARKER IS THE CENTRE POINT(ZERO RATE OF CLIMB),THE LOWER MARKER IS THE MAXIMUM RATE OF DESCENT WHICH THE MIG CAN TOLERATE ON LANDING. LFD; THE LONGTITUDINAL FUSELAGE DATUM MARKER SHOWS THE DIRECTION THE NOSE IS POINTING. G; THIS SHOWS THE G-FORCE CURRENTLY ON THE MIG.THE MIG-29 SERVICE LIMIT IS 1.9,HOWEVER,THE AIRFRAME CAN WITHSTANBD CONSIDERABLY MORE. AOA(ANGLE OF ATTACK); THE ANGLE OF ATTACK IS THE ANGLE BETWEEN THE DIRECTION OF NmZNES PAL..................256 LINE 16 COLOUR (BIGGER SCREEN) 1 MEG MACHINES PAL..................256 LINE 32 COLOUR (BEST DISPLAY) 1 MEG MACHINES NTSC.................200 LINE 16 COLOUR (FASTEST) 1 MEG MACHINES NTSC.................200 LINE 32 COLOUR (BETTER DISPLAY)1 MEG MACHINES [PAGE 10] LOADING SEQUENCE; WHEN MIG 29 IS RUN A LOADING SCREENIS DISPLAYED,ACCOMPANIED BY THEME MUSIC,YOU CAN SKIP THIS AT ANY TIME BY PRESSING THE `SPACE KEY`. T O8.HE MUSIC IS FOLLOWED BY A MIG 29 FLYBY OVER RED SUARE!.. YOU MAY ALSO SKIP THIS BY PRESSING THE `SPAVCE KEY`. WHEN THE LOADING SEQUENCE IS FINISHED YOU ARE PLACED IN THE BRIEFING ROOM. [PAGE 11] QUICK START MISSION SELECTION; SELECTING AN OPTION YOU ARE PLACED IN A BRIEFING ROOM WITH YOUR OPTIONS SHOWN ON A WHITEBOARD.YOU MAY SELECT AN OPTION WITH THE NUMBER KEYS(1-7) OR USING THE CURSOR KEYS(UP/DOWM) TO COMFIRM A CHOICE PRESS THE ENTER OR SPACE K PEY. SCENARIO SUMMARY; 1. BASIC TRAINING. SOME GROUND TARGETS AND A SAFE ENEMY AIRCRAFT TO PRACTISE DOGFIGHTS. 2. ARTIC SCENARIO. A SUBMARINE TO PHOTOGRAPH AND SOME HARRIERS AS OPPOSITION. 3. CHINESE SCENARIO. DOGFIGHTING WITH SHENYANG FIGHTERS OVER THE GREAT WALL. 4. OIL FIELD SCENARIO. AN ISLAND OF STORAGE SILOS,SOME OIL RIGS AND SHIPS WITH `SAMS`  QsMAND ANTI-AIRCRAFT GUNS. 5. ANTI-TERRORIST GROUND ATTACK SCENARIO. BRIDGES,TRUCKS,SAMS,TRAIN,BUILDINGS 6. FINAL SCENARIO. MULTI ROLE COMBAT IN THE DESERT,DESTRUCTION OF A NUCLEAR PLANT. PILOT LOG. YOU MAY ENTER YOURSELF IN THE PILOTS LOG. DYING. IN THE TRAINING SCENARIO DYING PUTS YOU BACK ON THE RUNWAY. IN ALL THE REMAINING SCENARIOS.DYING IS TERMINAL!! R YOU ARE PLACED BACK IN THE BRIEFING ROOM. [PAGE 12] DEBRIEFING; YOU MAY ENTER THE DEBRIEFING ROOM DURING A MISSION(PROVIDED YOU HAVE LANDED)FOR A DEBRIEF OF THE CURRENT STATE OF PLAY BY PRESSING `CTRL-D`.TO CONTINUE THE MISSION PRESS `SPACE` TO RE-ENTER THE GAME FROM THE BRIEFING ROOM. CONTROLS; HEAD UP DISPLAY (HUD) `H` HUD ON/OFF FLIGHT CONTROLS; ;;; CONTROL STICK; E ES NGINE ON/OFF ;;; CTRL-J..SELECTS ANALOGUE JOYSTICK ;;; CTRL-K..SELECTS KEYBOARD = THROTTLE UP ;;; CTRL-L..SELECTS MOUSE ;;; CTRL-Z..CALIBRATE ANALOGUE JOYSTIC.. _ THROTTLE ;;; MOVE JOYSTICK TO EXTREMES.PRESS FIRE ;;; BUTTON TO EXIT. SHIFT + FULL POWER ;;; T6 ;;; ALT-J...SELECTS SWITCHED JOYSTICK SHIFT _ IDLE POWER ;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; L LANDING GEAR W WHEEL BRAKES B AIR BRAKES CTRL E EMERGENCY EJECT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [PAGE 13] KEYBOARD CONTROL; ROLL LEFT..............................`LEFT ARROW` ROLLU(Ϻ RIGHT.............................`RIGHT ARROW` PITCH UP...............................`DOWN ARROW` PITCH DOWN.............................`UP ARROW` CENTRE.................................`PAD 0` JOYSTICK CENTRE........................`Z` JOYSTICK CONTROL POWER.MAIN KEYBOARD...`1`,`2`,`3` PITCH TRIM UP..........................`PAD +` PITCH TRIM DOWN........................`PAD -` ZERO PITCH TRIM........................`PAD *` RUDDER.................................`<``>` WEAPONS V&ҎJSYSTEM; CANNONS ARE ALWAYS AVAILABLE. S-240 UNGUIDED ROCKETS AA-8 APHID... HEAT SEEKING AIR TO AIR MISSILE.`HUD TURNS RED FOR GOOD LUCK` AS-7 KERRY... AIR TO SURFACE HEAT SEEKING MISSILE.THE TARGET FOR GUIDED MISSILES MUST BE SELECTED BEFORE LAUNCH. FIRE CANNON......JOYSTICK OR MOUSE BUTTON 1 OR `DELETE`. SELECT WEAPON....`BACKSPACE` SELECT TARGET....`RETURN` FIRE WEAPON......JOYSTICK OR MOUSE BUTTON 2 OR `SPACE`. DROP FLARES......`F` DROP CHAFF.......`C` W:, [PAGE 14] AIRCRAFT SYSTEM; AUTOSTAB ON/OFF.........`A` RADAR/IR CYCLE RADAR RANGE.......`/` SIMULATION CONTROLS; SOUNDS ENGINE NOISE ON/OFF.....`N` ALL NOISE ON/OFF........`Q` VIEWS; KEYS IN () ARE ACTIVE WHEN FLYING FROM THE KEYBOARD PAD 8(F8)....FORWARD VIEW WITH HEAD DOWN DISPLAYS PAD 5(F5)....FORWARD VIEW WITHOUT HEAD DOWN DISPLAYS PAD 9(F9)....FORWARD RIGHT PAD 6(F6)....RIGHT PAD 3(F3)....REAR RIGHT PAD 2(F2)....REAR PAD 1(F1)....REAR LEFTB)pl? PAD 4(f4)....LEFT PAD 7(F7)....FORWARD LEFT MIG OUTSIDE VIEW.....`V` TOWER VIEW...........`O` MISSILE VIEW.........`M` JUMP TO ENEMY VIEW...`J` PAUSE ON/OFF.........`P` FAST TIME ON/OFF.....`X` [PAGE 15] TOGGLE HEDGES........`[` REAL AIRCRAFT MODEL..`CTRL-A(ONLY SUITABLE FOR GOOD JOYSTICKS AND FAST PC`S` SIMPLE AIRCRAFT MODEL`CTRL-S`(DEFAULT) DEBRIEF..............`CTRL-D`(ONLY WHEN ON RUNWAY) END GAME.............`ESC` NAVIGATION; YOU HAVE 4 WAYPYdtongue goes in. TANK: Use missles GRAND SPACESHIP: Shoot all cannons until totally destroyed. ITEM COST COMMENTS +--------------------+---------+--------------------------------+ | Advice | 200 | Only useful after Level 1 | | Speedup | 500 | Essential to survival | | Half Health | 500 | Restores half your energy | | Autofire | 500 | Needed if joystick has none | | Nashwan QZ. | 600 | 10 Seconds of sheer heaven | | Full Health | 1000 | Restores full energy | | Rear Shot | 1000 | Very effective on later levels | | Small Mine | 1000 | Useless | | Side Shot | 1000 | Cannot be used with Rear Shot | | Electroball | 1200 | Too sensitive to control | | Power-Up | 2000 | Double bullet size | | Large Mine | 3000 | Useless R[zFO | | Double Shot | 3000 | Recommended on later levels | | Cannon | 4000 | Effective when using two | | Dive | 4000 | Waste of Money, but fun | | Missles | 4000 | Weak to start with | | Laser | 4000 | Awesome when using two or more | | Drone | 4500 | Two slow | | Flamer | 5000 | Extremely limited range | |S\ Bomb | 5500 | Limited range but powerful | | Extra Life | 6000 | You'll need lots of these! | | Homers | 6000 | Four slow but powerful missles | | Protection | 6000 | Doesn't do much | | Bitmap Shades | 6000 | Darkens Screen - useless | +--------------------+---------+--------------------------------+ --- X-Out --- ^^^^^^^^^^^^^^^^T]b]^ On the equipment screen, selec the white bug-shaped ship and put it on the grid area. Choose the single orange coloured laser, drag it up to the face of the shop owner and keep clicking the left mouse button. You'll get $500,000 credits. --- Xybots --- ^^^^^^^^^^^^^^^^ Get a high score and enter 'ALF' for your name. Now you will have unlimited lives. --- Zany Golf --- U婂 ^^^^^^^^^^^^^^^^^^^ To get to the secret level, make it to the last level (energy). There is a mouse hole where two eyes appear occasionally. When the eyes turn red, putt the ball into the hole to warp to the secret level, 'Mystery'. --- Zoom! --- ^^^^^^^^^^^^^^^ Press the F10 key when asked to select the starting level and you can start at level 30 instead of level 10. ^^^^^^^ | 3000 | Useless _@\R [PAGE 2] *WEAPONS SYSTEM PAGE 26 *COUNTERMEASURES 28 *AIRCRAFT SYSTEM 28 *NAVIGATION SYSTEM 29 SIMULATION CONTROLS PAGE 31 *VIEW CONTROLS 32 *OTHER CONTROLS 32 *DE-BRIEFING `*_ 33 *DYING 33 THE MISSIONS 34 *TRAINING 34 *SOLO CODENAME `BLUE SEASPRITE` 36 *SOLO CODENAME `YELLOW DRAGON` 37 *SOLO CODENAME `WHITE PEGASUS` 38 *SOLO CODENAME `RED WITCH` a*7 39 *FINAL MISSION CODENAME `DESERT STRIKE` 40 [PAGE 3] PAGE 3 IS A LOAD OF BULL ABOUT THE PILOT AND HIS WISH TO FLY THE MIG 29.. ITS OF NO IMPORTANCE AND IS SKIPPED. [PAGE 4] SAME ON PAGE 4...EXCEPT THIS LAST PART [THE P.S] P.S; DO TRY THE TAILSLIDE- A UNIQUE FEATURE TO THE MIG 29 AIR DISPLAY ROUTINE.START FROM LEVEL FLIGHT AT 500KPH, PULL TO THE VERTICAb-L AND HOLD IT.CLOSE THE THROTTLES AND WAIT UNTIL YOU SLIDE BACK. TO RECOVER, PULL THE STICK BACK UNTIL THE NOSE STARTS TO COME DOWN,AT WHICH POINT YOU SHOULD APPLY FULL POWER,RELAX THE STICK AND ACCELERATE AWAY. [PAGE 5] PAGES 5-6-7 COVER JUST THE HISTORY OF THE RUSSIAN AIRFORCE..AND HAVE BEEN OMMITTED..THEY ARE OF NO USE TO YOU AT ALL... [PAGE 8] PAGE 8 COVERS LOADING ON THE ST/IPM/PC`S PAGE 9 COVERS ARCHIMEDES.. MAND THE FOLLOWING FOR THE AMIGA. IF YOU HAVE 1MB OF MEMORY THEN YOU CAN SELECT 32 COLOUR DISPLAY. ON THE 512K MACHINES SELECT THE 16 COLOUR DISPLAY. ON PAL 1MB MACHINES SELECT 256 LINE DISPLAY..ON NTSC OR 512 MACHINES SELECT 200 LINES. THERS A LOT OF OPTIONS SO HERE THEY ARE FULLY LISTED. PAL..................200 LINE 16 COLOUR (FASTEST) 512K MACHINES NTSC.................200 LINE 16 COLOUR (FASTEST) 512K MACHINES PAL..................200 LINE 16 COLOUR (FASTEST) 1 MEG MACHId?C ? ?? ?? ?  !      e"= U G   !? Q@`D#? Q?!fw%??  @ @ ??Ȁ??? ?D"gjf8 "?(  C@/#h1??? :{?|$iN; 0<A?800?@ P@D D@??@xO@#'8!ː o%j&@ 0 ߟ{?dž0a  `? ?>?~1>>??|q?>>??x>>??q>>?c>>?G<>>?<>>? >>? q|>>? x<>>?|q?>>??~1<< <>&zoA?800?@ P@D D@??@xO@#'8!ː oMl^^^^^^ Pause the game and type 'RAINBOWT' for cheat mode. --- Xenon --- ^^^^^^^^^^^^^^^ Let yourself be killed off at Level 2, Stage 2 and all the aliens in the round will be destroyed. --- Xenon II --- ^^^^^^^^^^^^^^^^^^ *** What And Where To Buy *** ------------------------------ LEVEL 1, SHOP 1: Buy Health, Super Nashwan LEVEL 1, SHOP 2: Sell RearNmZ Shot, Buy Double Shot and Side Shot LEVEL 2, SHOP 1: Buy Side Shot LEVEL 2, SHOP 2: Sell Side Shot LEVEL 3, SHOP 1: Buy Health and Rear Shot. LEVEL 3, SHOP 2: Sell Rear Shot, Buy Side Shot, Laser, and Power Up LEVEL 4, SHOP 1: Sell Rear Shot, Sell Side Shot Try to stick with your best weapon, and end up with 2 Cannons, 2 Lasers, and either Side Shot or Rear Shot. Always spend your money in the shops as you cannot take leftover cash. *** Halfway and End Monsters *** -----------OX9--------------------- SNAIL: Shoot at eye, avoid mines ALIEN: Shoot eyes at either side at top. Scroll back and shoot centre eye SPIDER: Destroy as much web as possible. Fly down to face spyder and fire continuously. CRAYFISH: Travels in figure eight. Stay below and fire in it's face. SNAKE: Attacks from left of screen. DRAGON: Shoot the side heads first, then tail, then main head. HEAD: Shoot both eyes, avoiding laser fire and extending tongue. Shoot at head when o @U   D€G?  QD ??!U{(@ $U @'* O  @U  @Q P@   "P*@P( Q T#T p"@P A(@)@@" U  T!P P*OD  T""P @9EP ` UqRa 30 '? Y??????P?? ??@#????????!?rJv*? ????A???*????? ???>@?sr!@??¨??~>?? @?? ? ?? ? P? ? ?@ ? ?  S??a x??E P?t-?_¨??&????? ??c???? S????u-?S???????#? >??? 0``? 1€<|a@C  C(@(!v TP"??€??Q?? @? P@??@?€?1s#P???@0 ?w'@????? ?????? ??Px{???@@ _??((?? ?Q`*?"?   ??@?c%gP?(@?T ? ?( ?  @?D@  ??0A?_ X@ ??? ώp ??? z#P{'G _08*EU? @!G*ª@ U U (?*Q@'O*?(U @"?T?!B "U!G*1Q PU {P@?E@ ?U'?(A T@ D"?U-@D*?Q@ @?? T*T? @  AO"!P ??  @@ q E*@ ?U?* *A1 ?"Q ?*?  @HP `?* |(-?U 3*?@?U?* (#? ?UP?* ?U**? *?@UCT( !UP?*U } hT?"?P ?*?  ?  E@P? *> ? ?E@ (?? O?U@ @ ??U # D 0 U?? @(@) @"!Q@*T*P? ~ "" QP"T*P*??E@(@+DT??! U?(??  @# ? U??@D)@U@?E @ (??(@)@  PE ǟ(T?_?"@S@ @ @ ? (?A  `Dq" €_@O?@ P?_?A ?! ?? (T??? Q?? @*?T   ???PS ? # ???6; T€? T"??? Q?¨D??!?P@ ?T?C @@P??P ??Q? ? P? Q#P"P?? @-P?@TT??? ? O?)@B> 08S  <¨0?U' @ QDTy?* ?U PP s@P?*@((TTgT*?P@! ?P(?(Pʀ*CUPl0@*@@*P @*BT@?Q @  U @ P(@ P*@P T(P? @  ư  P(P a?@"Q *#0 E݀?@*%ÄAnu1PLj?U|?*Q~ ?P??( ?@ T?*?@ ?P ;U"Q P3?U @* ?n^C*U ݇9? T"?T? U?( U"?U  !T*!S"D ? ?P  U?(I;د^^^^^^^^^^^^^^^^^^^^^ Here are some passwords: Level 2: RECOVERY Level 3: ALOYSIUS Level 4: ANDERSON --- Thundercats --- ^^^^^^^^^^^^^^^^^^^^^ On the 'Rescue Tygra' stage, find a place where bonus' pop up frequently, and keep getting them. If you're careful not to die, you can horde a lot of free men. --- Treasure Island Dizzy --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ HereJB are some objects, and where to use them: CHEST - Below the Cliff SNORKEL - In the water GRAVEDIGGER SPADE - In the grave on Island 2 MAGIC STONE - Totem Pole (Island 2) DETONATOR AND DYNAMITE - Mine (Island 1) AXE & BIBLE - Bridge (Island 1) POGO STICK - Pogo place on ship GOLD COINS - The Shop FIRE PROOF SUIT - Smuggler's Cave (Island 2) BRANDY -K_ Shop GOLD EGG - Shop BRASS KEY - Smuggler's Cave CROWBAR - Rock in Water --- Untouchables --- ^^^^^^^^^^^^^^^^^^^^^^ Type 'SOUTHAMPTONGAZETTE', and from now on F10 skips levels. Pressing HELP on levels 2, 3, and 6 to warp to the second half of the level. --- Virus --- ^^^^^^^^^^^^^^^ Hold down the enter key on LkŘthe numeric keypad and press P (hold ENTER). Keep holding ENTER and press O. Now the following commands are active: F - Refuel L - Move lives C - Special Effects on/off N - Resume game --- Voyager --- ^^^^^^^^^^^^^^^^^ On the options screen, type 'WHEN THE SWEET SHOWERS OF APRIL FALL'. You will then have access to a cheat menu. --- Wizball --- ^^^^^^^^^^^t P E@ @" A "U E*@"(T*  @  U A @ 01A OT*('C8_ `@ H@ OEu U O PE O OO*Uy{ * 03_UA#@O P ?"T_@U@*@ @O  * @@ ! PBT P ?BTQ(@*@(??%r@ C* UGP T P *@ BUB  (B U P  B -CS @O @OUq ` *T  E??yUIG UU PGˆ UP (E U "¨?Eo0` @  C s"(TU0<X? !`x? ǀU P  0@ /"PQ BBU00? ( T(@ PU T?*E UPD BP (D* D*@" T? U   !P@   }ps3 woݯ "/舯woݯ ֣ ڀۻD_ۻl0???߱߱߱߱???߱;ɜ߱?߱߱???߱\ս?߱߱߱߱߱???߱?188o>?oo>>~???>??߱߱NJ%F?3߱3߱߱߱>߱>7?߱~?<^4@-??߱߱߱߱߱߱߱??????>??߱߱HB --- Three Stooges --- ^^^^^^^^^^^^^^^^^^^^^^^ To really slow down the hang that selects the scenes, do the slapping game and pull Curly's ear; do it continuously until time runs out. --- Thunderblade --- ^^^^^^^^^^^^^^^^^^^^^^ Type 'CRASH' on the high score table, and you can skip levels with the HELP key. --- Thunderbirds --- ^ Ҝ? ,q D 8!?///é<o򨉠Kooo?www k8Q!E/! obstacles. --- Switchblade --- ^^^^^^^^^^^^^^^^^^^^^ Enter 'POOKY' on the high score table, and then hold 1-5 to warp to that level. --- Sword Of Sodan --- ^^^^^^^^^^^^^^^^^^^^^^^^ Play the game, get a highscore, and kill yourself. For your name, enter 'NANCY' and hit return. Now when you play again you will have unlimited lives! Another untested method is to sFGYelect your player, start the game, and kill yourself off. Then play again with the same character, and while the game loads keep hitting return. This should also give you unlimited lives. --- Test Drive --- ^^^^^^^^^^^^^^^^^^^^ Hold down the button while going around turns and you will not hit the wall or fall off of the cliff (other cars can still hit you). --- Test Drive II -- G_= ^^^^^^^^^^^^^^^^^^^^^^ Try typing the following during the game for interesting results: aerf - Fast acceleration and quick braking (and free life) Keep retyping it for lots of lifes. gass - Jump to gas station with amazing average time and score gasst - Jump to gas station and use real average time and score ,bruce - Change sign on level 2 from 'Play Grand Prix Circuit' to 'Bruce Dawson Wrote This' 6outran - unknown   4Kz ?2jacqnۻDED_nۻwXC+?vwo""/&܎vwo?'h/K:N_ions. --- SimCity --- ^^^^^^^^^^^^^^^^^ Hold SHIFT and type 'FUND' for $10,000. It will cause an earthquake every third time you do it, so do it before you start your city. Another tip is to set the citizen's taxes to 0%. Then just before tax collection (December or November if playing at fast speed) quickly set the taxes up to 20%. Then after you collect taxes, put it back down to 0%. This way the citizens think the;&a+y are not paying any taxes. --- Snoopy --- ^^^^^^^^^^^^^^^^ Pick up the food bowl and go right. Give the food bowl to Charlie Brown, wait, and eat the food. Go to the hut, pick up the typewriter, use and give letter to Charlie Brown. Eat cookies and use the cookie jar to catch the frog. Get umbrella, use it to walk under the rain cloud and get ball. Kick the ball onto the river, pick up coin and jump over barrels and <|_ball. Toss the coin into the well. Jump back across and get catapult. Jump back and burst the ballons. Get the pump. Pump up Lucy's paddling pool. Fill pool with hose water, get frog in jar and scare Lucy by letting it loose. Pick up horse and take it to the tree with the kite. Get pump and pump of the horse. Jump on horse to get the kite. Get to the rain cloud with the kite, and give the kite to Charlie Brown. Follow him, pick up the key, use in school lockers. Get blanket=aV and give it to Linus. The End! --- Space Ace --- ^^^^^^^^^^^^^^^^^^^ While playing the game, type 'DODEMODEXTER' to see the entire game completed. --- Spherical --- ^^^^^^^^^^^^^^^^^^^ Here are all the passwords: RADAGAST SKYFIRE GLIEF GUMBA YARMAK MIRGAL MOURNBLADE CHACMAL ORCSLAYER GHANIMA JADAWIN >W --- Spittin' Image --- ^^^^^^^^^^^^^^^^^^^^^^^^ The game is easiest if fought in this order: 1) Reagan, Pope 2) Gorby, Pope 3) Ayatollah, Pope 4) Botha, Pope 5) Margaret, Pope --- Starglider --- ^^^^^^^^^^^^^^^^^^^^ Slow down your ship completely, and press F1 for fixed sights. Press BACKSPACE to pause the game and type 'js arg s'. You should now be invincible, and your fuel and shields will ?8,never deplete. Press 'P' for more missles. To enter the secret object viewer, press 'z'. Then press 'p' to pause. Select [, and .] and manipulate objects. You can use all keys but 'q' and 'ESC'. Use the mouse to change point of view, or magnification with right mouse button. --- Starglider II --- ^^^^^^^^^^^^^^^^^^^^^^^ Slow down your ship completely and press 'F' for fixed sights. Press BACKSPACE to pause, and type in t@zhe words: 'WERE ON A MISSION FROM GOD' and then press 1. Your shield and energy levels will drop to a fixed point. Press K and you will receive all the weapons. Repeat if needed. --- Stormlord --- ^^^^^^^^^^^^^^^^^^^ As the game starts to load, hold down the joystick button and the left mouse button. Keep them held down until the game has finished loading. Then when the game starts, quickly press SPACE to pause the gaA:\me. Then type 'MNBVC'. This will give you unlimited lives and time. Also 'L' skips levels. --- Stormtrooper --- ^^^^^^^^^^^^^^^^^^^^^^ Enter 'JAMES CAMERON' on the high score table. Now, whenever you need more lives, hit F9. --- Strider --- ^^^^^^^^^^^^^^^^^ Press F9 to pause the game. Hold HELP, Left Shit, and 1 (main keyboard). Let go of all three, and pressB F10 to restart the game. From now on the following keys are activated: 1 - 5 (main keyboard) = Warp to corresponding level F1 - F4 = Warp to section 1-4 in current level If you are almost dead, just use the F1-F4 keys (depending on how far you are) for renewed strength! --- Stryx --- ^^^^^^^^^^^^^^^ While playing the game, hold down 'HELP', 'M', and 'E' for maximum strength, fuel and ammunition for CFthe jetpack. Or, try 'HELP' and 'P' for all four door passes. --- Supercars --- ^^^^^^^^^^^^^^^^^^^ Level 2 Password = ODIE Level 3 Password = BIGC For tons of money ($500,000), try 'RICH' as a password! --- Super HangOn --- ^^^^^^^^^^^^^^^^^^^^^^ To enter this cheat mode, you must be able to beat the current continent's high score table. Africa is the easiDRest. After making a high score, enter '750J' for your name. It should change to "...." if it works. Hold down Control, Left Alternate, Z, and T as the credits screen changes to the options screen. Let go of the T key and the cheat mode will be on. Enter new coefficients for the road turns using the keypad. The initial settings are 60 for an outer turn and 45 for an inner. You also gain a machine gun. Use it with the amiga key. It can be used to destroy other bikes or roadside/t<&ies, get the yellow pacman with player 2 and kill player 2 immediately. As long as you keep getting the yellow pacman with player 2, player 1 will never die. Hints: Level 1 - Run to the third fire hydrant, and when you get there, jump over it and push it to the left. This will give you a blue hat that will make you invulnerable to the little ghosts that fall from planes. Level 2 - Run to the third cactus, and push it to the left. You will now be0d invulnerable for the entire level! Level 3 - After getting your magic boots, push the third cactus on the way back for a free life. - Jump on the roof of ghost's car to escape - Only use powerpills when ghosts are in range, or else it is wasted - When you reach the breaktime sign, jump when you are about 1 inch away for a bonus (depending how high you are when the level ends) --- Pipeline --- ^^^^1^^^^^^^^^^^^^^ Here are the codes: FOLD EYES EGGS TEAR PEAS DUCT PODS --- PipeMania --- ^^^^^^^^^^^^^^^^^^^ Here are some passwords: GRIP, TICK, DUCK, OOZE, BLOB, BALL, WILD. --- Platoon --- ^^^^^^^^^^^^^^^^^ By typing HAMBURGER-HILL using the minus key on the numeric keypad, you can use F1-F4 to skip to the corresponding level. 2 --- Populous --- ^^^^^^^^^^^^^^^^^^ Enter 'KILLUSPAL' on the title screen and you will be warped to level 999. --- R-Type --- ^^^^^^^^^^^^^^^^^^ Enter SUMITA on the high score table for unlimited lives. --- Rainbow Islands --- ^^^^^^^^^^^^^^^^^^^^^^^^^ Try typing some of these codes on the title screen for interesting results: 3. Code Result +-------------+----------------------------+ | BLRBJSBJ | FAST FEET (run very quick) | | RJSBJSBR | Double Rainbows | | SSSLLRRS | Faster Rainbows | | BJBJBJRS | Hint A (displays a hint) | | LJLSLBLS | Hint B (another hint) | | SJBLRJSR | Unknown - Try it. | | LBSJRLJL | Continue on all rounds | +-------------+----------------------------+ --- Rambo III --- 4'7o ^^^^^^^^^^^^^^^^^^^ Get a high score, and enter 'RENEGADE' as your name. From then on, 1, 2, or 3 will jump to that corresponding level. --- Return of the Jedi --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ On the high score table, enter 'Darth Vader'. From now on, F2 will skip a stage. --- Rick Dangerous --- ^^^^^^^^^^^^^^^^^^^^^^^^ Enter 'POOKY' on the high s5m,core table and you will continue on the level you died on. It is of no use until you can pass level 1. --- Rings of Medusa --- ^^^^^^^^^^^^^^^^^^^^^^^^^ After entering your name, type 'DESOXYRIBONUKLEINSAEURE', then HELP. --- Roadblasters --- ^^^^^^^^^^^^^^^^^^^^^^ When on the starting line, type 'LAVILLASTRANGIATO', then: X - Spins Car 1 - Mount UZ Cannon S -6ky Next Stage 2 - Cruise Missles P - Refuel 3 - Electro Shields G - End Game 4 - Nitro Injectors 0 - Remove all Weapons --- Robocop --- ^^^^^^^^^^^^^^^^^ Pause the game and type 'BEST KEPT SECRET' for invulnerability. --- Rock 'N Roll --- ^^^^^^^^^^^^^^^^^^^^^^ Enter 'RAINBOW ARTS' for your name. The screen should tu7ēZrn grey. To warp to any level, enter the following: Level number, XX, followed by four digits that when added together equal the level number, XX, and then the level number reversed. Examples: To play level 12, Enter -> 12 XX 3333 XX 21 12 = Level number, XX, 3+3+3+3 =12 etc. If you want to hear the tunes type 'COUNTRY' and a menu will appear. Another tip allows you to get to level 33 (1 level after the last!) Here's How: Find the special hole on level 1. It's surr8%ounded by 3 left pointing arrows. Fall down the hole, and press the left mouse button. You are now warped to level 33! --- Rotor --- ^^^^^^^^^^^^^^^ Here are some codes for higher levels: Level 1 - GAG 2 - LIP 3 - FLY 4 - MEN 5 - AWE 6 - TNT Also, 'PIT' allows access to the battle simulator. --- Sinbad and the Throne of the Falcon --- 9- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ When you are about to die, select the close icon, and then continue. You'll be as good as new and back at the map. --- Shadow of The Beast --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ When the 'beast' title appears, hold down both mouse buttons and the joystick button until asked to insert disk 2. This will give you unlimited lives. Unfortunately, this does not work on all vers$DLAth players should lose all their lives. Player 2 will return with 99 lives, and when he loses one life, Player 1 will have 99 lives too. Here are the codes: LEVEL 11 - SPIN LEVEL 21 - FLIP LEVEL 31 - BALL --- Hybris --- ^^^^^^^^^^^^^^^^ Load the game as usual and don't do anything until the high score screen appears. Type 'COMMANDER' and then press the fire button. After a few moments press F10. If your ship f%N,slickers you are now invulnerable, and have infinite expansions and smart bombs. F1-F5 = Other Six Levels of 'expansion' (you can still capture the capsules) F8 = Advance a level (There are three) F10 = Turn cheat mode on/off You cannot get a high score with the cheat mode on. --- Interphase --- ^^^^^^^^^^^^^^^^^^^^ Follow these instructions to find a secret object viewer. Start the game and type 'Fenny' (capital F)&5qk& and then use the left mouse button to cycle through the objects. --- IK+ (Chop'N'Drop) --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^ When you are hit, pause the game (space) and unpause again (space). You will now be invulnerable. Be careful, this works for the computer too! --- Indiana Jones and The Last Crusade (GAME) --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ On the title screen, type 'IEHOVAH'R'. The screen should flash. During the game 'L' will skip levels, and 1-2 will go to the halfway points of the level. --- Karate Kid II --- ^^^^^^^^^^^^^^^^^^^^^^^ Press the 'P' key to skip to the next level in 1 player mode. You can skip all the way up to the final encounter. In a two player game, you can skip to the second last screen. --- Leanardo --- ^^^(ˍ~1^^^^^^^^^^^^^^^ Here are some passwords: EMMENTALER - Level 10 ALPHORN - Level 20 MATTERHORN - Level 30 IVANHOE - ?? --- Leisure Suit Larry --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Press ALT and X to bypass the proof of age questions. --- Magic Marble --- ^^^^^^^^^^^^^^^^^^^^^^ Here are the passwords: Level 1 - ADVERTISER 2 - EVERYWHERE 3 - TOOTHPAST)̘6E 4 - CONNECTION 5 - CLEVERNESS 6 - COPYWRITER 7 - TELEVISION 8 - CIGARETTES 9 - COMPLICATE 10 - IMPOSSIBLE END - INTERESTED --- Marble Madness --- ^^^^^^^^^^^^^^^^^^^^^^^^ Stay where you are on the first level for a surprise. --- New Zealand Story --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^ Pause the game, and press 'M'. You should h*hear a laser gun sound. Type 'MOTHERF**KENKIWIB**TARDS' (fill in the stars...) Unlimited lives are yours. Or, on level 2.4, stand at the entrace to the room with the giant octopus is located and fire to the right a few times. A warp will appear that will take you the beginning of level 3.1. --- Ninja Warriors --- ^^^^^^^^^^^^^^^^^^^^^^^^ For infinite lives, press CAPS LOCK and type 'CHEDDAR'. Then press CAPS again to sta+; rt the game. or: Try the following tips. They're not cheats but little tricks you can try. To use, press CAPS LOCK, type the word, and then hit CAPS LOCK again. KYLIE - Auzzie TV Mode THE TERMINATOR - Ninja body parts explode when you die MONTY PYTHON - Enemies walk backwards SKIPPY - Enemies bounce A SMALL STEP FOR MAN - Jumping enemies jump right off the screen STEVE AUSTIN - 'S' toggles slow motion You can use more than one effect at once! ,΋ --- Operation Thunderbolt --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Get a score of 50,000 points and let yourself die. For the high score, enter 'WIGAN NINJA'. Restart your game, and now F7 will skip levels! But remember, you must save at least 1 hostage from each of the rescue levels in order to complete the game. --- Outrun --- ^^^^^^^^^^^^^^^^ While playing enter 'RED BARCHETTA' to-Лi access the cheat mode, then try: T - Increase time by 10 seconds (after 100 secs time looks garbled) S - Skip Level B - Restart current level (and get bonus points) --- P47 --- ^^^^^^^^^^^^^^^ Type 'ZEBEDEE' on the high score table. F1 - Skip Level F2 - Renew Lives --- Pacland --- ^^^^^^^^^^^^^^^^^ When the title screen appears, type 'AVALON'. It s.\hould flash indicating you now have unlimited lives! If that doesn't work, try the following: Start a 2 player game. Make it as far as you can with player 1. With player 2, you must be able to make it as far as the fairy to collect your boots. Now that you have gotten your boots, you are going backwards to where you started. Push the THIRD cactus on the way back, and a yellow pacman will appear. Get it, now kill player 2. Continue playing with player 1. Every time player 1 dҲreen appears, type 'CHEAT MODE'. From now on, press F2 to skip to the next level. --- Eye of Horus --- ^^^^^^^^^^^^^^^^^^^^^^ When 'Press Fire to Start' enter 'SPAM' for the cheat mode. You will have unlimited lives and will not need the colored keys for elevators. --- Exolon --- ^^^^^^^^^^^^^^^^ For infinite lives type in 'ad astra' (lowercase with space) +,%on the high score screen. --- F29 Retaliator --- ^^^^^^^^^^^^^^^^^^^^^^^^ For your name, enter 'THE DIDYMEN'. Click on the colonel ICON and hit return. --- F/A-18 Interceptor --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Select option 2. 'Free Flight, No Enemy Confrontation.' from the main menu. Now, instead of entering 1-4, hit 0. The screen should go very far to the south. Is tha ere more to this backdoor? --- Faery Tale Adventure --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Take a save game file and use a PD program such as NewZap to patch byte 18 to a non-zero value. Load your save game, and now these cheat options are enabled: Arrow Keys - Move Rapidly over any terrain B - Summon Gold Swan R - Rescue Princess = - Display coordinates F10 - Location in coordinates F9 - Ineucrease time by 1 hour Sometimes you can accumulate all the treasure you want by going near the item, pressing space bar, and then continue hitting 'T'. You'll receive an infinate supply of that treasure. Save your position in a dungeon. Then go through it until you run out of keys. When you restore your game, all the doors will be open and you will have a new set of keys. Also works in caves. Jump on the turtle and start slashing. Your bravery points will go up to infinitykSA and it doesn't hurt you or the turtle. On the island with the Crystal Castle, press the right mouse button while talking to the Sorceress and your luck will go up to 65. 'ASK'ing the Sorceress several times will usually boost your luck. If running low on Green keys, use a secret entrance for the fort. It's on the left side, almost even with the door. --- Falcon --- ^^^^^^^^^^^^^^^^ Press CONTROL-X to be rearmed (wכ+eapons back at full). Also, if you have trouble landing, select END MISSION after completing your mission. --- Fighter Bomber --- ^^^^^^^^^^^^^^^^^^^^^^^^ When you enter your name, use 'BUCKAROO'. The computer will say, 'Oh No!, it's a BUCKAROO!'. Now you can try all of the 16 missions. --- Flying Shark --- ^^^^^^^^^^^^^^^^^^^^^^ On the high score table, enter 'HS_!SC' for unlimited lives, or 'KDJ' for invulnerability. --- Forgotten Worlds --- ^^^^^^^^^^^^^^^^^^^^^^^^^^ On the title screen, type 'ARC', then hit HELP. During the game, hit 'S' to go right to the shop, and 'N' to go to the next level. --- Fusion --- ^^^^^^^^^^^^^^^^ Press ESC to quit your game, and when restarting press 'E'. Or, type 'SWAMP THING' on the high oN_ score table and then 'E' again. You can now skip levels with the + and - keys. To enter the games built in editor, push diag/up/left, push fire, then 'E'. --- Gemini Wing --- ^^^^^^^^^^^^^^^^^^^^^ When you are about to be killed for the 4th time, press the left mouse button to bring up the second player, and keep pressing the fire button until you're killed. You will appear at the bottom of the screen. Or, try typin!pg the following passwords to warp to each level: Level 2 - mrwimpey 3 - classics 4 - whizzkid 5 - gunshots 6 - doodguyz 7 - d.gibson --- Ghoul's 'n' Ghosts --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ After starting the game, quickly type 'KAREN BROADHURST' for invulnerability. --- Goldrunner --- ^^^^^^^^^^^^^^^^^^^^ Type 'easymode' on the high-sco"vDaQre table. From now on, F9 skips levels and makes you invulnerable. F8 turns off the cheat mode. --- Hard Drivin' --- ^^^^^^^^^^^^^^^^^^^^^^ Get to full speed (preferably but not necessary) and press 'N' for neutral. Now you can cruise along at full speed with easy steering and invulnerability. As long as you stay in neutral you will have unlimited time as well. Another trick is to repeatedly hit the 4 key (4th gear) un#jtil the program has an error. Continue with the right mouse button. Repeat until you get a high score. --- Hawkeye --- ^^^^^^^^^^^^^^^^^ Press DELETE and when you die, you will warp to the next level. --- Helter Skelter --- ^^^^^^^^^^^^^^^^^^^^^^^^ For tons of lives, follow these instructions: Set up a two player game. Player 1 must get an extra life. Now boQreen, then press the HELP key. You'll be shown a list of cheat keys. The password for the last level is 'QUARANTINE'. --- Capone --- ^^^^^^^^^^^^^^^^ To find a special bonus, go to the front of the Post Office. Shoot the ball at the top of the flag pole, and your score will raise. If you shoot it again, you'll see a screen of programmers. Shoot it again and you'll be invinceable, standing in the bank. At the end of thI~at round, you will start at the beginning with warp speed. --- Carrier Command --- ^^^^^^^^^^^^^^^^^^^^^^^^^ Pause the game and type 'THE BEST IS YET TO BE'. Now, press the plus key on the numeric keypad. The mantas and walrus' will be invulnerble except to crashing (low altitude). Or try surrending and press the + and - keys to cycle all through all the objects in the game. --- Clown 'O Mania ---߶9 ^^^^^^^^^^^^^^^^^^^^^^^^ During the game, press 'HELP' for more jumps and shots. It will not register until one is used. Use as many times as you like. --- Cybernoid --- ^^^^^^^^^^^^^^^^^^^ When viewing the title page type 'RAISTLIN' then press the space bar for unlimited ships. Then, press 'N' to advance a level. Or, try defining your keys as 'Y X E S' (in that order) for unlimited ships.  --- Cybernoid II --- ^^^^^^^^^^^^^^^^^^^^^^ On the title page, type 'NECRONOMICON' for unlimited lives. Pause the game and hit 'N' to advance to the next level, or 'L' for the current level. --- CHASE HQ --- ^^^^^^^^^^^^^^^^^^ During the game, hold down the left mouse button, the joystick button, and type 'GROWLER'. From now on hit 'T' for full time. Also, at t`khe beginning of every stage, hit the space bar immediately for a free nitro. To make your steering easier, use the 'Z' and 'X' keys. --- Continental Circus --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ When the first red light comes on, push the joystick forward. When the second red light comes on, release the joystick. When the green light comes on, push forward. The faster you do all this, the better you will accelerate. ❔> --- Datastorm --- ^^^^^^^^^^^^^^^^^^^ After loading, wait for the high score screen to appear. Hit F10 to view a message. --- Defender Of The Crown --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ After you have started playing, try holding 'K' during a load for 1024 Knights in your army and 1024 Knights protecting the castle! --- Denaris --- u] ^^^^^^^^^^^^^^^^^ To enter the training mode, simply press 'Z' after game select. Then plug the mouse into port 2, and hold the right mouse button while it loads. --- Dragon's Lair --- ^^^^^^^^^^^^^^^^^^^^^^^ To see the entire game completed press the following keys simultaneously. Escape R / L N 7 Then press fire on the joystick. --- Driving Force --- ^^^^^]^^^^^^^^^^^^^^^^^^ When the main menu is showing, use the key pointer and click on the two letter I's in driving. When you start the game, your vehicle will not go off of the side of the track, but it can be hit by other cars. --- Dogs of War --- ^^^^^^^^^^^^^^^^^^^^^ When playing, enter 'TIMBO'. Then press F5 to turn off sprite detection. --- Dragon Scape --- `0m ^^^^^^^^^^^^^^^^^^^^^^ Press TAB, then '2' to warp to the next level. --- Dragon Spirit --- ^^^^^^^^^^^^^^^^^^^^^^^ Pause the game by pressing F9. Then type 'DRAGON HEAD', and press F10. --- Drakhen --- ^^^^^^^^^^^^^^^^^ For a better character: Get into the character generation section, and enter the character name as 31415927. Then when you are next asked for your name, enter 'SUPERVISOR'. Now play the game and press CONTROL. When a monster appears, quickly hit return. You will do a half turn, take advantage of this and run away. --- Dungeon Master --- ^^^^^^^^^^^^^^^^^^^^^^^^ Go to the dungeon entrance and face the door. Cast the spell OH EW RA. You will see someone interesting. To advance ninjas a level, stand in a hall and throw your weapons. Then get them, and rdQmepeat. This also works with magic and fighter levels. Cast a spell at the air, or slash and bash until you gain a level. --- Dynamite Dux --- ^^^^^^^^^^^^^^^^^^^^^^ Simply type 'CHEAT' on the title screen, and then F1-F6 will skip to the corresponding level. Type 'NUDE' to get the boxing subgame. --- Dynasty Wars --- ^^^^^^^^^^^^^^^^^^^^^^ When the title sc:gust 1990. GameBusters 6.0 - Created By Shinobi of U.T.A.C. !!!!!!!!!!!!!!! - United Terrorist Association of Canada - Greetings to Chet Solace, Boybarian, and Amdaxiom *** DO NOT CHANGE THIS FILE IN ANY WAY, SHAPE OR FORM *** IF YOU UPLOAD THIS FILE TO A BULLETIN BOARD, LEAVE ALL INTACT *** Total Number of Game Cheats as of Version 6.0 = 110 Games This is version 6.0 of GameBusters. I have reorganized the text file to be in 95% alphabetical order, although I dh#id not bother to try for 100%. At least everything is within it's letter category. I also noticed a few duplicates in version 4.0 such as Barbarian and Xybots. This has been corrected. As well there are no longer two sections for the same game, usually one being hints/walkthru's and the other was an actual cheat. Everything is together now, the way it should be. Version 7.0 will be out soon. If you have any cheats not seen in this listing, please let me know! |O( --- Afterburner --- ^^^^^^^^^^^^^^^^^^^^^ While playing, type 'TOGETHER IN ELECTRIC DREAMS'. Then, try the following: < - Go down a level > - Go up a level G - More Missles T - Less Missles N - Extra Lives Fly to the top of the screeen to avoid missles. Slow down on levels 8 and 17 to avoid rocks. Go full speed to dodge infra-red missles. --- After The War --- ^^^^^^^^^^^^^^^^^^^^^^^ T3vo become invulnerable, press the following three keys simultaneously; On Level 1 -> ALT, 1, B On Level 2 -> ALT, 1, M The password for Level 2 is 101069. --- A.P.B --- ^^^^^^^^^^^^^^^ If you hold down the button while driving, the siren will sound, and the other cars will move out of the way. Now you can drive at full speed without crashing. --- Arkanoid --- ^^^^^씃^^^^^^^^^^^^^ Start the game as usual, and while playing the game, you can access the cheat mode by doing the following. Pause the game with the Space Bar. Now type 'DSIMAGIC' (do not hit return) and press Space to unpause the game. A yellow capsule, 'DS' will fall. Catch it. Now the following keys will make the following capsules fall at any time. [B] - Break (Opens gates and awards bonus points) [C] - Catch (Holds ball) [D] - Disruption (Split into 3 balls) [E] - Expand (Makes vaus larger) [L] - Laser (Gives you a laser used with mouse button) [P] - Extra Player (Self Explanatory) [S] - Slow (Slows down ball) In addition, pressing 'F' will send you to the last level to fight DOH. Be sure to give yourself lots of lives first. You can skip any level by using ENTER on the keypad. --- Arkanoid II : Revenge Of Doh --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ On the high scor љe screen, type 'DEBBIE S' for unlimited lives. ---------------------------------------------------------------------------- When you die, wait until the title screen appears. Press CAPS LOCK, then type 'DALEY-88'. You will then continue on the same level you died on. ---------------------------------------------------------------------------- On the title page, type 'ROBOCOPPETER' for continuous mode. ---------------------------------------------------------------------------- When  V9hyou die, wait until the title screen appears. Press CAPS LOCK, then type 'MAGENTA'. Now when playing, hit 'S' to skip levels. --- Barbarian --- ^^^^^^^^^^^^^^^^^^^ During the game, type '04-08-59'. The screen should turn grey. If so, you are now invulnerable and have unlimited lives. To kill the final Wizard, you must have a shield. When his shot comes at you, use the defense icon, and it will fly back at him.  \S3 --- Bard's Tale --- ^^^^^^^^^^^^^^^^^^^^^ Load your party, go to the statistics screen for the first player. Pool all of the party's gold to the first player, then remove him from the party, and then load him back in. Then pool the gold to another player. Repeat this for each player. Turn off the computer without saving the game and every player will have the gold of the entire party before. Repeat if wanted.  xۂ --- Batman: The Movie --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^ While the title page is displayed, type 'JAMMMM'. The words 'CHEAT MODE ON' should appear at the top of the screen. You also have unlimited lives. Press F10 to skip levels. --- Battle Squadron --- ^^^^^^^^^^^^^^^^^^^^^^^^^ On the title page, type 'ELECTRONIC' for a list of options. During the game, 'CASTOR' makes your ship invulnerable.  ܡ --- Beach Volleyball --- ^^^^^^^^^^^^^^^^^^^^^^^^^^ Type 'DADDY BRACEY' to activate the level skip option. The screen should flash. Press F1 to skip levels. --- Better Dead Than Alien --- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ If you are about to be hit from an incoming alien shot, press ESC to pause the game, move your ship out of the way, and press N to resume. Type 'CHAMP' on the options sc K-Tu will be attacked by Mace. Kill him and destroy the alter. The temple is now considered cleared. Kovel Mansion North of the wealthy area is Kovel Mansion. Explore the mansion being careful to avoid traps and ambushes. Take you time and explore the rooms. You cannot rest until the thieves have been cleared. After clearing Kovel, head back to the town for some rest in the inn. Sell off all the heavy gold and treasure. The Wilderness Take a boat to the west to pick up the  =~silver dragon 10-9. He will send you to a kobold cave due east to find a silver bottle. On the way to the cave you will encounter nomads at 12-11. Join them in fighting off the Kobold attackers. Next, locate the cave at 6-15 and take the left entrance. Search through the cave until you find the throne room of the king. You will be attacked by several waves of monsters. Use Continue Combat between rounds to heal. Chase the king after defeating his monsters and he should do away (1 with himself. You will find the bottle your looking for at 12-0. It is brass and not silver. The bottle contains an Efreeti who will ask you some questions. Answer him and he will help you later. Leave the cave and follow the river north to the sorcerer's island 6-16. Search around Lake Kuto and you will find a rowboat. Row across the lake to the island and enter the pyramid. Inside is a long hall with two doors. One of the doors leads to a room with a transporter. You can thr 4cZow stones into it to make it reset. Move down the hall, turn right at the intersection and go to the end of the hall to find another transporter. Throw a stone and teleport. Repeat this until the third floor. Read the password over the door NOKNOK and move through it. Break the machinery and run out of the room. Re-enter the room and you will find some lizard men. Paralyze them and talk to them to get their word SAVIOR. Search until you find Yarash and his guard. Kill them and+2< find another teleporter. The first three settings on this one will teleport you to a treasure room and back. The final setting will send you back to the main level. The pyramid is considered cleared after defeating Yarash and destroying the machinery. Use the friend word you learned and enter the keep in the eastern wilderness at 11-8. Dual the chieftan for control of the tribe and, after winning, the tribe will pledge not to trouble you. Next, rescue the young heir at 12-31 \ who has been captured by Buchaneers. Finally, go to the Zhentil Keep. You will be given rooms for the night to stay there. Stay awake because you will be attacked during the night. Escape out the front gate if possible as early as you can. This will fulfill the mission. The Graveyard Having exposed the councilman for being a traitor, you will be given a mission to kill him. First, go back to the graveyard and try to clear it. Use protection from evil and prayer spells befora4e dangerous encounter areas 10-11 1-13. Use dispel to defeat the various specters and monsters. Refuse the help of the magic user you encounter here. You will eventually locate the vampire. There is a secret entrance through a wall at 15-1. Kill him and go to his crypt at 12-3 where you can finish him off. Keep in mind that you can leave the graveyard to rest and heal. The Gate Storm the Stojanow gate and use the knock spell to eventually open it. Once the gate has been cleJared, guards from Phlan will hold it open. Valjevo Castle Head for Tyranthaxus's castle. The first section you enter will be the southwest section. Go to the laundry room at 12-13 and disguise yourself to avoid the patrols. There is a smithy at 3-14 from whom armor can be stolen. Kill the priest and take his necklace. Each bead is a fireball spell. Continue into the southeast section where you will find gates to the castle 12-8 and Cadorna 14-11. Free him and he will give the password for you to get through the castle gates. Once through the gates, use the maps you found earlier to get through the hedge maze. Go north to the northeast part then to the northwest. You will see a backdoor to the tower and next to it, an illusionary wall with stairs. Avoid the room with the trap door. Talk to the messengers who work for Genheeris and you can find him in his office and kill him. You can then go into Ty's lair where he will be in dragon form. Defeat himQt and you've won the game. BY Bart Simpson for Elkon Enterprises 's castle. The first section you enter will be the southwest section. Go to the laundry room at 12-13 and disguise yourself to avoid the patrols. There is a smithy at 3-14 from whom armor can be stolen. Kill the priest and take his necklace. Each bead is a fireball spell. Continue into the southeast section where you will find gates to the castle 12-8 and Cadorna 14-11. Free him and he will give the5eamiliar with quite a few Amiga games and will gladly try to help you if I can. Any new cheats and backdoors you dont know of can also be sent to me and I will foward them to Shinobi. He can be found on Amiga-America BBS on the number listed in the text that follows Marcus@cup.portal.com "Now... If I could just find a cheat for unlimited lives for the ultimate game, life itself, or at least an editor." =========================================================================== Au"xcUe you a weapon. Pick up the weapon, go back to the bridge, and fall through the hole. After you go through the whirlpool, you will be in a new place. Go all the way right, fall down, and keep going right and pick up the horn. Go down the rope and jump right. Go right until you get to the snail and ask him about: Karamoon. He will ask you if you want to go their and tell you it will cost 36 coins. Say yes. He will take you back to the surface and leave you where the old man used to be. Go right and use the mace to kill the two guys with shields. Keep going right and fall off the edge into the swamps. Keep going right past the tree trunk with the snakes. Continue all the way to the edge of the land. Point to the horn and hit the button and a sea monster will appear. Climb on its back and it will take you across the channel to an island. Jump off onto the island and go to the castle and enter. Go into the castle and go all the way right. You will~ find the mage. Kill the mage with the weapon given to you by the old man and you've won. Elkon Enterprises Byte Masteru will be in a new place. Go all the way right, fall down, and keep going right and pick up the horn. Go down the rope and jump right. Go right until you get to the snail and ask him about: Karamoon. He will ask you if you want to go their and tell you it will cost 36 coins. Say yes. He will take you back to the surface and leave you where the old man uw,nd reseal it. Return the box to Cadorna and he will reward you. Defeating the ogre leader and having 10 random encounters clears the area. Mantor's Library Head for the library and use a knock spell to open it. Search through the books and you will find many useful. The book of health for instance is worth 25,000 gold pieces. Kill the basilisk at 5-4 before he can turn anyone to stone. You might also have trouble with a spectre librarian. Use a dispel to hurt him then finish  Ofhim off. Temple of Bane You will be sent to the Temple of Tyr who will request that you clear the Temple of Bane across the river. Take a boat over to the wealthy area and fight your way through the mansion. There is hidden treasure in almost every room. Pay attention when you slay followers of Bane. Take the leather symbol from their bodies. The symbol will allow you to pass the blind orc at the temple entrance. Search the interior of the temple for treasure. Eventually, yo vKgive you your mission. The Slums The first few blocks will encounter a Goblin Armsmaster. Use a detect magic spell after you defeat them to detect their treasure. There is an illusionary wall at 0-0 with treasure behind it. Meet Ohlo at 13-10 and he will ask you for a potion. Go to 15-12 to get the potion, return it, and you will be paid. Be careful with the trolls and ogres at 0-14. If you have mapped the block completely and had about 15 random encounters, the mission is {Ucompleted. Sokol Keep Return to the city and rest. Collect you reward from the clerk and you will be sent on you next mission; the keep. Go to the docks and book passage. Outside the main gate are the bones of some elves with a scroll 6-13. The words on the scroll translate to LUX, SHESTNI, and SAMOSUD. Enter the keep and use the word Shestni to keep the undead away. After turning or killing off several patrols, you should be allowed to rest in peace. Enter the room 8-5 north of the Alter room and be prepared to fight. Use sleep spells on the archers and as many of the front ranks as possible. Proceed to the alter 7-9 and a specter will materialize. Use the word LUX to talk with him. Tell him about the state of the city and he will give you useful information about a secret treasure room (northwest corner of the armory 15-0). There is another illusionary wall at 15-2. In another room, 6-2 use the word LUX again and you should be told about moreq` treasure. The keep is considered cleared once you have told Martinez the truth. Once you are satisfied, return to the town and train for higher levels. Podol Plaza Next, you should get a commission to attend an auction in Polol Plaza. Disguise yourself and head for the center of the block 7-4. Listen for information then leave. Return to clear the block in particular the textile house. There is a temple at 2-15 that is helpful in healing wounds. The only thing of value inmlF the plaza is the bar called The Pit where magic items can often be won. Podol Plaza is considered cleared after 10 random encounters. Return to the town for you training and your next mission. Textile House Your next commission will come personally from one of the councilmen. Another adventurer was sent to the councilmans textile house to recover his treasure but he never made it back; you are to rescue him. First, visit the well in the northwest section 0-3. It is difficultx' to climb down except for thieves. It is the headquarters for the thieves guild. The guild master will take you via tunnels to another well inside the textile house compound 5-11. Enter the first building 3-11 and kill the priestess and get her key. Use it to free the missing adventurer. He will join you and help you find the treasure located at 11-14 in a secret door. Take the box back to the thieves guild. The guild master will open it, help you steal some of the contents, a ̖, the rock will fly up. Run quickly to the left and get in the elevator. The elevator will take you up. Go left and you will find a dragon. Kill the dragon and shoot the hanging sack. The released prisoner will tell you a password you will need. Go right, down the branches, then go right all the way down the hallway to the entrance of the tunnel. When you reach the rope, go down and jump right. When you get to a hole in the ground with branches in it, go down. Then, go ri Oght again. You will reach a stone gate and you will be asked for a password. Type in the password whispered to you earlier by the prisoner. Once you enter, go up the rope and you will meet Barloom, a good dragon. He has a parchment in front of him that contains a spell. Take it then back track. Go down the rope and go to the right get the coins from the chest. Go left and leave. When you get out, go back up the branches and go left. Cross the acid pool and keep going left.   When you come to the large monster, just keep hitting him until he falls into the acid. Keep going left and you will meet another one. Repeat the process, continue left, and you will find your third chest. When you reach the Oasis, go inside, left, up the stairs, and get the jug. Exit and go all the way back to where the game started you off. Go right until you get back to the pygmies. Cross their forest and keep going right until you get to the place where there is a rock   p above the ground. Right under the rock, on the ground, you will see a thin green piece of grass that covers the entrance to the crystal caverns. Continue right until you get to the rocks that progress like steps. Jump from one to the other going up and to the left as you jump, until you find the green monster. Kill the monster and he will drop an axe. Get the axe but don't use it. You will be carrying too many things at this point so put the arrow on the parchment, and then  Q pick up the axe. Then, get the coins out of the chest. Go up the little rope, jump over to the rock, and go up on the ledge. Break down the green column with your mace. Go right and get the coins out of the chest. Now, go back down to the entrance of the caverns. Get on top of the layer of grass covering the entrance and keep jumping until you break through. Go down into the hole and you will be asked to switch disks. Once you are in the caverns, go left and you will find  Hqthe last chest. Stop going left when you reach the right edge of the stone bridge. Switch you weapon from mace to axe but don't use it yet. Run left and don't stop until a stone wall drops and stops you. Follow the little goblin who starts to run and when the wall comes down, start firing the axe at the goblin retracting the bridge. Once you kill the top goblin, kill the one directly behind the wall. Remember the axe only lasts a few seconds. Use you mace to break down the  Q*wall and get through. Once you get through the outer defenses, go left then go to the chain that leads upward and go up it. Go left across the hallway until you reach a locked door. Kneel and use your mace to hit the lever on the other side of the door. Run back across the hallway, go down, and then go down the other chain into a room with goblins. Go right and get the key on the table. Go left and allow yourself to be captured by walking under the cage above the ground. :~Once captured, you will be led to a cell and locked up. Offer the jug to the guard and he will take it and fall asleep. Break the door down with your mace. As soon as the door breaks, jump on the chain and climb up and kill the goblin guard at the top. Once you kill the guard, you will see a prisoner come behind you and he will jump on the ledge and start pulling on the door. Go back down and kill the sleeping guard. Get the key from him, go back up and free the prisoner from?` the cell above yours. Go all the way up the chain and you should see both prisoners waiting in front of the door. First, jump left, then, go left and get the ring. Go back to where the prisoners are, move the arrow the last key, and push the button. The door will open and both prisoners will start running. Run right next to the first prisoner, so that you can barely see him, so he can't be killed. The second one is not needed. At the end of the hallway, he will disappear. a09 Once you get to the end of the hallway, keep going right and leave the crystal cavern. Once you get back to the surface, go back up and get the parchment you left their earlier. Go right, to the rope, and go down the rope and onto the stone in the waterfall. Jump right, on the stones and kill the monster on the third one. When you jump from the third stone, there will be two small stones next to each other. The first one is a creature so don't jump on it. Jump on the second sչ9itone and then jump to the rope and climb up. Cross over the strip of land and get to the second rope. Climb down the rope and half way down, jump right to land again. You will come to a bridge. On the other side of the bridge is a guy with a sword. Lure him to your side of the bridge and when he gets to the weak spot of the bridge, it will collapse. Jump over the hole and go to the right and greet the old man. Offer the ring and the parchment to the old man and he will makB the door with the iron key, open the door, and drop the iron key. Go down, south, south, to rat trap. Push the trap west, then push it north three times. The rat will attack and get whacked by the trap. Cut the rats stomach, look in the rat, and get the diamond. Go south, south, west, get the hammer, look in the crate, and get the string and straw. Go east, east, north, up, south, west, north, up and north. You should see a statue. Go west, look in net, cut net, and free the whale. Drop the knife. Go south, south, and west to the end of the plank. Look at the plank, get nail with hammer, tie nail to string, drop hammer, and bend nail. Go east, east, east, north, and down to the anchor. Catch fish with the nail, drop string, go up, west, down, and north, to the diving area. Give the fish to the pirate and get the coin. Go south, up, east, and south to the cannon. Drop all, get ball, go south, put ball in boat (repeat 3 times to get all the balls). G (et a ll. Go south, west, and open the door. Go south to the captains quarters and read the book. Look behind the painting, get the key, unlock the trunk with the silver key, drop the key, open the trunk, look in the trunk and get the chest. Go north, east, south, west, to the captain. Turn the wheel, get the ring, and go east. Throw the coin in water. Go north, north, west, and up to the crows nest. Wait until the ship is almost on island. Go down, west, and south to boat. Ent'ڰer boat. On the island go west to the grave. Read writing, dig, get horn, and go north to the edge of the cliff. Throw the chest over the cliff. Go south, west, west, and north to the middle of the cave. Blow the horn to rid you of the pirates. Go north and east and find a the broken chest. Look in chest, get the key, and go east. Look behind the bushes and see the door. Unlock the door with skeleton key, open the door, and go south. Close door and lock it with the key. GoE9 south to the slab. Look at slab, put ring on right, get ring, put ring on right, and go south. Look at chest and hole and read inscription. Put diamond in hole and get torch. Go north, north, and unlock door with key. The pirates will get you, unlock the chest and get the gold. Go north to the slab, get ring, go north, north, west to beach. Drop straw, burn straw, and ship will fire at you. Drop key and get ball. Go west, south, south, east, east, east, to the beach. Blow hornk%[ and go whale. Put ball in cannon and fire cannon. Go east, burn captain, open door, go south, untie woman and give ring to the woman! he cliff. Go south, west, west, and north to the middle of the cave. Blow the horn to rid you of the pirates. Go north and east and find a the broken chest. Look in chest, get the key, and go east. Look behind the bushes and see the door. Unlock the door with skeleton key, open the door, and go south. Close door and lock it with the key. Go\Be the first left into this tunnel. As soon as you see a gargoyle fly over, follow it to the rope and kill it. Once you kill it, wait at the edge of the tunnel facing left and wait for the guy pushing the stone. When the guy nears the edge, start shooting at him and you can kill him. Go left into the tunnel until the drive spins. When it stops, you should see a gargoyle flying over. Kill it, take the key he throws, and continue left. Ignore the next gargoyle, go up the rope ayUnd jump to the right. Use the key to open the iron door and continue right until you reach the wall with two switches. Hit which ever switch the man told you to earlier and an elevator will come down. Get inside and it will take you back to the surface. Go right until you get to the chain. Get on the chain and climb part of the way down until you see a sleeping gargoyle. Climb back up the chain and jump against the wall where you fall straight down into the pit. Act quicklKty here. Once you land, turn around, fire a quick shot or two, make a short jump, and while in the air, fire as many shots as you can. If you succeed, the gargoyle will not be able to hit the lever on the wall. Once the gargoyle flies away, hit the lower lever, jump on the chain, and exit the pit. Once out of the pit, go right to the second chain. Go up the chain and jump to the upper ledge. Shoot the chest and get the gold coins. The coins only stay for a few seconds so pick07Y them up quickly. For the rest of the game, repeat this when you see a chest. Now, jump down and go right again and pick up a key on the far table at the end of the hallway. Go all the way left and get back into the elevator. Push down on the joystick. Once you get to the bottom, go left, down the rope, and keep going left until you find two pits of acid. One of them should have a bridge across it. Keep going left and you will find a wall with three switches on it and a ;*large stone. Do not break the stone with your mace. Use the switches to move and lower the hook over the top part of the rock. Once it is fastened on the rock, lift the rock and move it to the right. Use the top switch to release the rock and drop it on the other side of the exposed acid pool. The rock will land on a spike and break. Push the fragments of the rock up to the left side of the see-saw. Climb the rock almost 3/4 of the way up and jump to the right. If you succeed}'anorth west corner of the dungeon. Sneak to stairs on the east side and go up. On the west side is the room with the tablet. Get the tablet and ask it about High King. Return to tavern the same way but don't return the table to the regent. The Assassin In the Tavern in Lankwell, get keyword (ASSASSIN) from the thug. Go to the serf west of tavern and ask about assassin and he tells you about Black Ash. Go to hut south east of Lankwell and ask about high king. After he tells  0$xyou his story he gives you a scroll to take to Heidric in Ganestor. Spy Return to the castle in Ganestor via the secret way in the tavern and go to the top floor where you find Heicric. Give him the scroll and he will tell you about the spy. You can now leave the castle through the front gates. Go to the noble in the north hut and he will give you the keyword (SNEAKING). Go back to Barton and ask about sneaking. He will tell you about the castle guard. Go in the castle at n!1y\ight and when you find the guard sneaking around ask him about spying and kill him when he attacks you. Get the note and take it to Heidric who then tells you to free the kidnaped prince. Rescuing prince Go to Hampton and go to hut north of tavern and ask Duke about crime. Go to Shadowpeak, north east of Hampton. Kill the guard there and get the iron key. Go upstairs and use the iron key to free the prince who tells you about the wizard, Irial. Irial Cross the bridge "%#into the enchanted forest. Follow the river around the forest, cross the second bridge and find the Tower of Irial. Go upstairs and he will tell you about Lyche. Go to the Inn between Eralan and Hampton. Talk to the old man who gives you the keyword (TEMPLE). Ask him about temple, lyche and Holywater. He will tell you where to find it. Go to Friar Kaine in hut north of tavern in Rhyder and ask about holy water. Buy it for 25 gold. Lyche Go to the Desert ruins and use the ma #Nhp to get to the lyche. Use holy water on lyche and get zuma potion. Get out and return to Irial who will tell you to get something from the crater and gives you a charred key to enter it. Crater Go to the crater and enter it using the charred key. Follow the map to get to the chimes. Get the chimes and exit. Use the Voyagus Scroll to go to Treele and check in at inn to save the game. Temple of Angor Make sure you have plenty of potions and scrolls for this final battle. $ŴV* Leave Treela on an eastern path through trees, turn north along mountains, go west back into trees and you will come out just south of the lake above Enchanted forest. Go east to the temple of angor. Enter temple and go to north wall. Use scrolls on ring to slow down the skeletons. Go up to top floor and slay monk dressed in blue. Get skeleton key he drops. Go back downstairs to front door. Turn west and enter the little room. Find the hidden lever on the north wall. Brush it xq and go down the secret stairs to the dungeon. Use skeleton key to free the prisoner. When he asks about Grey Abbot, say yes. Go upstairs to the bedroom on the top floor, walk to the side of the bed and get the sphere. Go downstairs and to the right. Walk up to evil wizard on throne and use the sphere to wipe him and the Abbot out. When medallion appears, get it. n to save the game. Temple of Angor Make sure you have plenty of potions and scrolls for this final battle.&m^0OXY FOR THEIR GREAT DOX.. ((((((((((((((((((((((((((((((((((())))))))))))))))))))))))))))))))))))))) PAGE 1 CONTENTS: FOREWORD; BY JOHN FARLEY THE TEST PILOT. PAGE 3 INTRODUCTION; PAGE 5 INSTALLATION AND LOADING; PAGE 8 *KEY DISK 8 *HARD DISK 8 *LOADING 'xWPMIG 29 8 *LOADING SEQUENCE 10 QUICK START PAGE 11 *MISSION SELECTION 11 *CONTROLS 12 *WEAPONS SYSTEMS 13 *SIMULATION CONTROLS 14 *NAVIGATION ^epq 15 OPERATING INSTRUCTIONS PAGE 16 *BRIEFING 17 *MISSION SELECTION 17 *PILOT RANKING 17 DISPLAYS AND CONTROLS 18 *FLIGHT INSTRUMENTS 18 *FLIGHT CONTROLS 23 0,mother the pirate, then look under his pillow and take the iron key. Go east, north, and up hole. Ring the bell here. Go down, south, east, south, to cell door. Unlock the door with the iron key and open the door. Go south into the cell and ask the man about ring. Leave quickly, covering your tracks as you go. Go north, close door, lock door with key. Go north, west, north, north, and west to the kitchen. Get the knife. Go east, south, south, east, north to the trapdoor. Unlock*)lled 'THE WEB'. Look at the web on the floor and crawl on it. Give the mistress the fly; show affection but don't be too saucy with her. Feed the fly to the blue spider and get the red one. Leave the room, and then put the red spider into the statue's mouth. Don't listen to the man who pops out, just pass through trapdoor. THE WALL - OBJECT = DAGGER (CAN USE PSI-SHIFT !) First choose the third zone, then the second zone; this means that you can unlock the sliding wall when+ you open either door. Go through either door, left or right, and inspect the step. Then take a look at the slot on the Sculpted Warrior and climb onto the step. Either put your dagger into the slot, or if you haven't got one, use Psi-Shift. You will be spun around by the wall. There are now TWO seperate gaps in the wall, one which goes straight on, and the other is a dark, black strip; it depends on which door you have taken. Move the cursor to go down the black passage, not straigh,Ft on. Stick your hand in the gap on the floor. Return the way you came, and this time go straight on. DE PROFUNDIS - OBJECT = ROPE First of all, wait. Then lasso your rope onto the hook on the ceiling. When the Granite Monster lurks towards you, jump onto him. Wait a few minutes. THE NOOSE - OBJECT = none Do not do as the Poormouth says. Use either the lantern, or your Solar Eyes Power. Grab hold of left hand rope and climb up. Push the lever, remove the noose-r-3Sope and he will fall. Take the left-hand piece of rope. Inspect the hollow on the platform. Finally, leave and go to the Master's Orbit. WHAT TO DO AFTER YOU HAVE GOT THE FIVE SKULLS Give all five skulls to the Protozorg underneath the trader. He will announce that you are a divot. Go to the concourse outside the ring, and remember, if you are asked any questions, show the egg you were given. Once you are in the concourse, ignore the guard and use all the violence you ca..on muster on the upper right-hand guard; then enter the upper right-hand passage. Go left. Inspect the toad's head and poke it's eye. Use the Lantern (if you have it) or the Solar Eyes to see. Inspect the lever and the trapdoor. Use Psi-Shift on the lever and pass through the trapdoor. Next keep going straight through until you meet Norma Jean and Ash. You MUST do as Norma Jean says. Don't move !! Tell her the truth...talk to both of them and then use your Zone Scan. Lift your b/lock on the floor and get both objects, the beam and the flask. Unwrap the bandages from the mummy, go to the left and keep going forward. By going through the trapdoor you will enter the Threshold of Truth. Kill the priestess and put the egg in the opened mouth. Next off, take a look at the Lantern. Read the book, then use your Psi-Shift on the statuette to retrieve it on the left-hand side, near the ceiling. Leave and go to the refectory, then go to Saura's Repose. Put  0 the statuette you found into the niche then go to the Presence of God, and then to Placating the Powers. Kill the first priestess, then make use of Psi-Shift on Saura's Mark, aiming it at her dagger. Use Brain Warp on the character, Sci-Fi, then giver her the flask to drink. Go to Saura's Repose, putting the monkey into the small tunnel. Enter the Presence of God and wait. Go into the passage. Wait. Use aggro on the god, Zorg, and then use Brain Warp on Pratozim, who is holding Sci-F \¯fi hostage. Use Psi-Shift on trap door, and finally, throw the knife or dagger at Pratozim. mummy, go to the left and keep going forward. By going through the trapdoor you will enter the Threshold of Truth. Kill the priestess and put the egg in the opened mouth. Next off, take a look at the Lantern. Read the book, then use your Psi-Shift on the statuette to retrieve it on the left-hand side, near the ceiling. Leave and go to the refectory, then go to Saura's Repose. Put 2fill move in the direction you are facing until you hit something or until it wears out. The game saves itself when you spend a night in an inn. Foretelling stones At the Eralan Inn, go downstairs and get the guest from the prior to get the stones. While there, talk to the innkeeper and get the keyword (ORCS). Talk to the old man and get the keyword (HIGH KING). Buy food and head north from Eralan, following the path to the dark forest. Find the woodmans hut. Ask him about3= the ORCS and get the keyword (CAMP). Ask about camp and he will tell you how to get there. Go past the lake and find a path north. Take the path to the orc camp. Kill them and one of them will drop the urn. Get the urn and return to Eralan Inn. Give the prior the urn and he will tell you to see th regent. Tablet of truth Go to the Regent in the castle and he will tell you of the tablet. Go to the top floor, to the north east room on the bed and get the ring or invisibility. Go to Ganestor and enter the building west of the tavern. Talk with the serf and get the keyword (SECRET WAY). Go to Barton's hut, south of the tavern and ask about the secret way. He'll give you the keyword (TUNNEL). Go to the tavern and ask Smithy about tunnel and find out where the secret entrance is. Take the stairs down behind the bar and go to the north east corner. Brush the lever in north wall to find the secret stairs. 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Unfortunately the central part of the map was destroyed. The complex is divided into two parts with specific features in their construction. To construct the first level natural tunnels were followed. The second section was built from scratch, with huge beams and several types of metallic reinforcements. ANNEX 2. 1. FIRST PHASE: the troops in charge of security within the complex follow regular patrol patterns. Study their movements carefully and you will be able to rl]esolve their attacks in the best possible way. At the end of the first phase you will encounter an armoured tank equipped with two powerful rocket launchers. It will spill its entire load of rockets so save your weapons and men for the occasion. 2. SECOND PHASE: the enemies you have to face in this phase are the special guards protecting the laboratory, most of whom are ex- soldiers, mercenaries and first rate bodyguards. Armed with automatic weapons of amazing firing potential,  authey will be a hard trial for your reflexes. You will also fight against guards with portable rocket-launchers and high caliber sawn-off rifles. After this you will meet the biggest challenge of the entire mission. SIGNED: DEM! FROM PUSSY.... ams and several types of metallic reinforcements. ANNEX 2. 1. FIRST PHASE: the troops in charge of security within the complex follow regular patrol patterns. 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SEND COP SC SEND A SOLDIER FROM THE SUPPORT TROOPS TO THE TUNNEL. PAUSE P STOPS THE ACTION. CONTINUE CONT RESUMES THE ACTION. USE KIT K FAST CURING MEDICAL SYSTEM. SETEXPLO SE SETS EXPLOSIVES WITH REGRESSIVE COUNTDOWN TO BE DETONATED. TELEPORT T ACTIVATES THE TELEPORT, ESSENTIAL TO RECEIVE SUPPORT. LOG IN LI TO CONNECT WITH A TERMINAL (see Terminal Systems). GOAHEAD GO TO PROCEED ON TO SECOND PHASE. When the mission is unfolding you will receive plenty of information on the screen of you P.I.U., so you can keep tabs on the fighting conditions, enemies in the zone, distress signals from other groups and many other communiques. Once the final door has been destroyed you should advance through the tunnel until you reach the first function, and from that point E the computer will allow you access with the GOAHEAD command. If a group has reached the door at the end of the phase, you can proceed by using the GOAHEAD command or change groups making sure the other groups reach their corresponding end of phase doors, and that way they all can start the second phase together. If a group types in the GOAHEAD command, the others, if able to proceed, will go onto the next phase at the same time; if not the group will advance alone while the rest oj?ܩf the groups remain in the earlier phase and out of the mission. 2. TERMINAL SYSTEMS. You will find several terminals inside the tunnels. Their purpose, according to confidential reports, is the D.C.D. (Defensive Crusade Deactivation), making it possible to deactivate for a terminal the defensive systems located in other tunnels. COMMANDS ABBREV. FUNCTION. LOG OFF L DISCONNECTS PLAYER FROM THE TERMINAL. DIR DIR GIVES A LIST OF POSSIBLE COF2MMANDS. DEACT CAMERAS DC DEACTIVATES CAMERAS IN ANOTHER TUNNEL. DEACT GUNS DG DEACTIVATES AUTOMATIC MACHINE-GUNS IN ANOTHER TUNNEL. OPEN DOOR O OPENS THE FINAL DOOR OF THE TUNNEL OR INTERMEDIATE DOORS OF ANOTHER ONE. STATUS S INDICATES NUMBER OF CASUALTIES AMONG ENEMY SOLDIERS. MAP M TUNNEL YOU ARE IN. APPENDIX 1. The network of tunnels conKIsists of five independent structures that lead to the central complex, the main objective of the raid. We are informed that there are reinforced doors in the tunnels making up the defensive crusade system. This data should be sufficient to deactivate the doors of the tunnel with terminals on the other side. The map shown with this commentary was stolen from the headquarters of the drug dealers in the Middle East, where they were planning to construct an exact replica of the "Ambar,߿߿߿߿߿߿?߿߿߿߿߿߿?߿߿߿0,߿߿߿?߿߿߿߿'[߿߿??߿߿߿?߿#7߿~߿~߿~߿~߿~߿~߿~߿7߿~߿~߿~߿~߿~߿~߿~߿7߿~߿~߿~߿~߿~߿~߿~߿7߿~߿~߿~߿~߿~߿~߿~߿7߿~߿~߿~߿~߿~߿~߿~߿7߿~߿~߿~߿~߿~߿~߿~߿?߿5 ߿?߿߿߿߿?߿߿߿߿߿߿??߿?߿߿߿irj߿߿?߿߿߿߿߿?߿?߿߿߿߿߿߿?@^c massive energy drain. This is the most difficult level in the game for, whilst combating the Dark Judges, Dredd is in danger of losing vast amounts of energy and,whilst the Judges walk the streets of Mega-City One killing 'Civs',the crime rate will rise. END OF LEVEL SIX - THE DARK JUDGES ---------------------------------- Once Dredd has collected all of the available dimension bombs,he will have to face the Dark Judges one by one. This takes place in the Doomsday Room.Eacrh Dark Judge will walk into the room and Dredd will have to drop a dimension bomb and stand well clear of the explosion. If succesful he will have saved the city from a dreadful menace. SIGNED : THE UNDERTAKER OF -= A G I L E =- 1991 gy. Any contact with Judge Mortis is disastrous for Dredd's Energy level,and if Mortis touches a dimension bomb it just turns to dust. The Fourth Judge is Fire, who will throw fire bombs at Dredd. As they hit him they'll explode causing a ulmination. The target is the neuralgic operations centre of the drug dealers, a place where the major part of the world's drug supply is processed. Special agents of the NP have obtained priceless information about this place, known as the "Narco Processing Center" (NPC), located on an island near the coast of Columbia. One last fact: the drug dealers have invested 500 million dollars in their security. THE MISSION. 1. BEGIN MISSION Key name: AMBAR. Objective: The Central ProĈcessing Laboratory (C.P.L.). The island where the laboratory is located has been transformed into a fortress by the organization of drug dealers. It is made up of an intricate network of tunnels that communicate with the Central Processing Laboratory, the true nucleus of the complex. According to the demolition experts, that is where the explosive charges should be placed in order to destroy such a huge structure (see Annex 1). Surveilance rests on numerous and precise security systems, with armed patrols and electronic vigilance systems that will obstruct any intervention (see Annex 2). OPTIONS. 1. SELECTION OF WEAPONS. To change the preselected weapons all you have to do is, indicate with the icon, the group you want to supply weapons to and then start adding and removing as many weapons as you wish, provided that the final weight does not exceed the maximum allowance per group (500 lb). The equipment available for the mission is the following: 1. 1J(2 Caliber Magnum Cartridges, 35 g. Subammunition (4 units). Chosen as standard ammunition for its power and reliability, during the mission they will be one of your main fighting elements; 2. 12 Caliber AA-1 Explosive Cartridges. Similar to the former but with a very high destructive power; 3. T-71 50 mm Mini Missiles with Standard Expansive Warheads. This is a medium power missile. You will need three of them to destroy the reinforced doors; 4. T-72 50 mm Laser Guided Mini Miss4(iles with Perforating Warheads. Their guidance system by laser added to its greater penetration potential make it the most destructive of your missiles; 5. T-73 50 mm Fragmentation Warhead Mini Missiles. The numerous minuscule fragments that form the warhead make this the best weapon for combat in really "hot" zones; 6. Thor M2 Demolition Equipment with C-4a Advanced Plastic Explosives. The explosive charges you carry are essential to destroy the C.P.L. You should avoid wasting thYem, using them only when it's absolutely vital; 7. MP 607m consisting of: "Little Pig" Multifunction Gun, 12 Caliber Semiautomatic Shotgun, 50 mm Class T Mini Missile Launcher. You can depend completely on this multiple weapon. Its reduced weight and reliability are amazing. 8. Medical Kit. A semiautomatic device for the reestablishment of vital functions. Should the NP you are commanding need it, activate this medical system to replenish them; 9. Multi-Purpose Exchange Systemy Unit (Teleport). This is very important, an absolute must for the reception of outside help; don't forget to activate it if you wish to receive support troops. Although this is a very heavy element, without it you would be totally isolated. 10. Bullet Proof Vest. Made of kevlar and carbon fiber, resistant to high impact projectiles. It will protect you from falling under the enemy fire. 3. SELECTION OF TUNNEL. You are on the helicopter right before disembarking. Choose the e %)ntry tunnel with the helicopter icon. There are preselected entrances: if you want to change them use the icon to indicate the group and leave it at whichever entrance you wish. THE GAME. The procedure will be a multiple attack, forming three squadrons of five men each, leaving behind supplementary support troops - you can get information about them by using the CHOPPER command (see P.I.U. commands). 1. P.I.U. Communications take place using the Personal Intercom Unit (P.I.U.),  Cthat will allow you to receive and send messages with the regulatory mini-keyboard. List of preestablished commands to communicate using the P.I.U.: COMMAND ABBREV. FUNCTION GROUP 1 G1 CONTROLS GROUP ONE. GROUP 2 G2 CONTROLS GROUP TWO. GROUP 3 G3 CONTROLS GROUP THREE. MISSILE 1 M1 LAUNCHES A T-71 MISSILE. MISSILE 2 M2 LAUNCHES A T-72 MISSILE. MISSILE 3 M3 LAUNCHES A T-73 MISSILE. DIR DIR LIST OF POSSIB to Mega-City One to penertrate blockmania. His mission is to poison the water supply with the blockmania solution. Dredd must destroy all the inlets to the main water supply to stop the contamination. Aware of his adversary,Orlok has come well prepared with two types of 'Satallats' and two types of 'Sov Agent': Satallat 1 will hover around the Aqua Station and drain Dredd's energy if they hit him. Satallat 2 is the more lethal class of Satallat: while hovering around the s!btation it sprays out bullets indiscriminately and drops bombs at random which have a delay device of 20 seconds before they explode, firing bullets in all directions. On the ground Orlok has his deadly Sov Agents.One type,armed with knives,walk and run around the level trying to stab Dredd,whilst the second type are armed with rifles.They walk onto the screen,take aim and fire three or four shots before they turn round and run off the screen. END OF LEVEL THREE - THE SLUDGE* TRUCK ------------------------------------- When Dredd has successfully destroyed all of the inlets to the main water supply,Orlok will abort his mission and escape in a sludge truck. Judge Dredd chases his opponent on his Lawmaster avoiding the bombs that Orlok hurls from the back of the truck. Orlok escapes and if Dredd has surived the shower of bombs he will be awarded a bonus for halting Orlok's first attempt at causing chaos. LEVEL FOUR - WEATHER STATION ----------- +----------------- As the first raysof dawn creep over Mega-City One,the Wather Control Judges programme another fine,fair day.Orlok has other ideas:he forcasts rain, deadly rain,contaminated with blockmania solution. Having failed in his mission at the Aqua Station,Orlok has contaminated the weather station's water supply.Judge Dredd must destroy the weather control devices to stop the contaminated water raining down on Mega-City One. Orlok has reprogrammed some of the Weath)Ber Station's maintenance robots to attack anybody that they meet on the station.If Dredd gets too close these robots will zap him with blue sparks and drain his energy levels. The normal maintenence robots roam the station fulfilling their daily tasks of repairing and cleaning. If Dredd gets in their way they will force him to the edge of the station and push him off. While Dredd is endeavouring to destroy the weather control devices, Orlok will be on the Weather Station and w!X8ill shoot Dredd whenever he gets the opportunity also,some of the Class 2 Satallats are hovering around dropping the deadly delay bombs and spraying out bullets indiscriminately. END OF LEVEL FOUR - THE SHUTTLE ------------------------------- Oriok makes his escape from the Weather Station in a shuttle. Dredd gives chase on a Hover bike and will have to shoot down Orlok's shuttle from the skies. LEVEL FIVE - BLOCKMANIA ----------------------- "Control to Judge Dredd we hC=ave possible Block Mania in your vicinity. Heavy firing has broken out between two neighbouring blocks". Block fighting is a common feature of Mega-City life.Boredom,overcrowding, mass unemployment all combine to set tensions on a razor edge.The slightest incident can invoke a Block War. A serious disturbance is developing: two rival blocks have both obtained two large guns each and are attempting to blow each other to oblivion. Dredd must destroy all four guns and go to the ⒌ucommand centre which is situated on the building on the left of the screen. Crazed 'civs',some with guns and some with bombs,hamper his progress, whilst suicidal jumpers,crazed by the boredom and loneliness of their existance, leap from the higher levels of the blocks.Usually jumpers will try to land on someone just to cause an extra bit of aggravation as they die. The most courageous of the blockmania freaks are the 'fighters'. These brave men actually try to punch Judge DreddAi4. END Of LEVEL FIVE - THE BIG GUN ------------------------------- On finally reaching the command centre Dredd discovers a Mega-gun. One of the crazed 'Perps' is manning the gun and as Dredd enters the command centre starts firing at him. To survive Dredd must blast through the shield on the front of the gun and kill the 'Perp'. When this happens the gun will self- destruct. LEVEL SIX - THE DARK JUDGES --------------------------- From another dimension have come the Dark qm_Judges, their mission - to kill. In their dimension,being alive is illegal and now they have come to Mega-City One to wreak havoc upon its citizens. Dredd's job is to send them back to their own dimension by using dimension bombs.These can be found scattered around the level but,while Dredd is collecting these bombs,the Dark Judges are killing as many 'Civs' as they can,and the crime rate is increasing to dangerous levels. Judge Death is the leader of the dark Judges.If he gets close to Dredd he will reach out and squeeze his heart,causing Dredd to loose a dangerous amount of energy. Judge Fear is even more pernicious.If he gets the chance to stand in front of Dredd he has the power to drain dredd's energy. 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N3P^ 7|'~o?~~~?w~|w~} ?~} ~|_G? y_  ?_? ?= QZ~?}{ ?g?{{s??}}? <K?=_??yy^????yS~+ _O o ? ?? ?  yTP8`? ?O@???3O? OϓO??  y!X&06@@ @?/?o??? y"Y㊎??O_ ??? ?׏ y#Z  _ :_  fg9_  yO'9_?HyO'9~@'HǓyO'9W^Hy'9y$[IHyO'9uyO'90yO'9/#f``CO/ /?{Oy%zÄt:_  fg9_  yO'9_?HyO'9~@'HǓyO'9W^Hy'9GA?{{{??yxy{9>{O<^Bt catapults) which make later battles against other towns all the more satisfying. But keep in mind that equipping your army with weapons make them more dangerous, but it does have a disadvantage. The hand-held pikes, bows and swords aren't too troublesome, but the giant cannons and catapults (which cause all the real damage) slow you down considerably. Whenever you issue an order to an allied captain it's carried to him him by carrier pigeon - and if he's close to you (on the same_; area of the close-up map for instance) the bird won't take long to reach him. However, if you've been on walkabout since recruiting him, the message may take some time to arrive. Your supply of pigeons is limited, and enemy bowmen tend to use them for target practice, so use them sparingly. Every inhabitant in PowerMonger has a home, a job, and in many cases a family. You can point your cursor arrow at someone, click the mouse button and up comes a texbox with all the information `׷about the selected person. The people in PowerMonger have different professions, depending on the area in which their settlement is situated. Settlements near the coast are populated by fishermen, those near forest by woodcutters and so on. Take over a town with lots of woodcutters which contains a workshop and they'll invent 'wooden things' like pots and plough (handy for farming and storing food), pikes, bows, cannons and catapults turning even the smallest of armies into a formidaaJble fighting force. A campaign begins with a small army of 20 loyal soldiers who, come what may, will always fight to the death in your name. This score of crack troops will never desert you, but there's not enough of them to make an impact on the land and have its inhabitants quacking in their boots - not yet, anyway. Go forth and multiply! The easiest way to expand the number of people you can command is to attack villages and 'recruit' their inhabitants into your ranks. When it c bomes to blows, both forces hammer away at each other until either the village surrenders of you decide to retreat (sometimes the only logical option if your side is getting a pasting at the hands of a larger or better-equipped force). Any survivors then join your ranks and the village is yours to command. Force isn't always necessary to get 'neutral' villages on your side, which is good news as some villages are so well defended that you haven't got a hope in hell of defeating them  cin battle. You can form a alliance simply by offering some of the supplies in you possesion to the village, but the chance of acceptance depends on their opinion of you. Trading (swapping items in your possesion for stock that the village has produced) can also be used to make a neutral force friendly, and you may even get a couple of good deals into the bargain. If all else fails, violence may be you only option. By the way, seasons change as time passes... The weather conditions a d ffect directly the gameplay. Winter is worst season for almost everyone. Snow falls and covers the ground, making farming difficult and subsequently cutting down food production. Fortunately the fishermen living in coastal villages produce food all year round, so you supply never stops completely - you just have to be more frugal... Well, that's it i think... Check out the POWER.ICN file for the description of all icons in powermonger... __ __ __  e8__ / / \ \ / _\ /\ / \ -SK- / / /\ \ \ / /___\ \ / /\_\ / / / / \ \ / //__ \\ \ / / __ / /____ / /____\ \/ /____\ \\ \ / /____\ \ SYSOP: \______\\________/\________/ \_\\________/ SECTORCH/\RGER!! ____ __ __ ____ _______ __ ______ / ___\\ \ / / / ___\\_____ \ / _\ / __ \ COSYSOP: \ \ \ \ / / \ \ / // /___ / /\ \ \ \ SYSOPKILLER!!  f\ \ \// / \ \ / // _____\\ \ \/ \ \ ____\ \ ___/ /______\ \ / // /_______\ \ ___\ \ /______//____//________/ /_/ \_________\\_\ \_____\ ____ _____ __ __ ____ ____ ____ __ __ __ __ ____ ____ / /)_)/ // // /_/ // /_ / /) )( ( / / / /_\ \/ // /_ ( ( /_/ /_//_//_/_/_//_/_ /_//_/__)_)/_/__/_/\_\\_\//_/_ __)_) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE PO\/\/ERSL/\VES WHQ U can't touch thiWssss..!! 14.4/9600 ONLY! CALL NOW: 3 1 * 1 7 1 9 * 4 7 3 0 4 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- / / __ / /____ / /____\ \/ /____\ \\ \ / /____\ \ SYSOP: \______\\________/\________/ \_\\________/ SECTORCH/\RGER!! ____ __ __ ____ _______ __ ______ / ___\\ \ / / / ___\\_____ \ / _\ / __ \ COSYSOP: \ \ \ \ / / \ \ / // /___ / /\ \ \ \ SYSOPKILLER!! yR@ ??4  @  ???  i`B/LK UNTIL ONE TILE AWAY FROM MOVING SPIKES. JUMP OVER MOVING SPIKES. EXIT EAST. 36 HOLD KEY.THROW KEY BETWEEN BARS. TOUCH BARS.COLLECT KEY. EXIT EAST. 37 KILL SLIME (USE MASSACRE OR SHURIKENS). EXIT NORTH,EAST. 38 COLLECT SPIKE.OPEN CHEST.COLLECT CASH. PULL RACK AWAY FROM WALL. COLLECT KEY.INSERT KEY INTO KEYHOLE. PULL CHAIN. EXIT WEST. 39 OPEN CHEST.COLLECT GAUNTLET. PRESS BUTTON.OPEN HOLE. INSERT SPIKE INTO HOLE. EXIT SOUTH. 40 JUMP UP (TOUCH BROWN WALL HANGING) PUSH BUCKET (ST jm+AND ON IT). PRESS BUTTON.OPEN REVEALED CHEST. COLLECT MEAT,GOLD. EXIT EAST. 41 COLLECT MEAT. GIVE TWO MEAT TO MOUTH ON WALL. COLLECT TWO BOTTLES. EXIT SOUTH,WEST. COLLECT TRANSPORTER. INSERT KEY INTO KEYHOLE. EXIT EAST. 42 PULL LEVER.PUSH GEM AWAY (USE ANOTHER OBJECT) COLLECT GEM. EXIT NORTH. 43 COLLECT POISON POTION. THROW POISON POTION AT MOUTH. COLLECT GOLD. EXIT SOUTH. 44 EXIT EAST.WALK UP FIRST STAIRS. EXIT NORTH. TOUCH BAR (SECOND FROM RIGHT) COLLECT WAND,GOLD. PULL LEVER.  koMTOUCH BAR (SECOND FROM LEFT). EXIT SOUTH. 45 PULL LEVER.PUSH BOARD OVER PIT(MIDDLE) PULL LEVER (TWICE). JUMP ON BOARD. PUSH BUTTON.WALK TO SECOND STEPS. EXIT NORTH. DRINK FIRE SHIELD POTION. COLLECT GEM. EXIT SOUTH,SOUTH,SOUTH,SOUTH. 46 SAVE GAME. PUSH BUTTON.WALK ONTO CENTRAL PLATFORM.. COLLECT GEM. WALK TO CENTRAL PLATFORM NORTH EDGE. WAIT FOR REVOLVING BOARD TO MOVE NEAR. WALK ONTO MOVING PLATFORM. WALK OFF PLATFORM THROUGH DOOR ("ENTRANCE"). EXIT NORTH,EAST. 47 INSERT THREE GRl䤪EEN GEMS. WALK DOWN STAIRS.EXIT NORTH. 48 PUSH BUTTON.EXIT WEST. COLLECT KEY.EXIT EAST. INSERT KEY INTO KEYHOLE. EXIT EAST (UP STAIRS). EXIT NORTH,WEST. 49 HOLD GAUNTLET. OPEN STRONGBOX. COLLECT CASH,SHURIKEN. DROP GAUNTLET.EXIT EAST,NORTH,WEST. 50 COLLECT GOLD.OPEN STRONGBOX. COLLECT THREE BAGS. EXIT EAST. 51 DROP THREE BAGS.PULL LEVER. COLLECT GOLD. EXIT EAST OR....(FROM LAST ROOM) INSERT ONE BAG INTO SMALL LEAD-LINED CASKET (AND AGAIN UNTIL GONE). EXIT EAST,EAST(REPEAT THREE TmD8IMES) 52 DRINK SHOT SHIELD POTION. EXIT SOUTH (SECOND DOOR). COLLECT KEY. EXIT NORTH.INSERT KEY INTO KEYHOLE. EXIT NORTH (SECOND DOOR). 53 OPEN CHEST.COLLECT TWO KEYS. GIVE THREE BAGS TO MOUTH. OR....KEEP THEM! TOUCH WEST SKULL. PUSH SKULL.HOLD EAST TELEPORTER. 54 EXIT WEST,SOUTH,SOUTH. WALK OFF MOVING PLATFORM ONTO CENTRAL PLATFORM. COLLECT SPELL. WALK TO CENTRAL PLATFORM SOUTH EDGE. SAVE GAME. WALK ONTO MOVING PLATFORM. PUSH BUTTON.JUMP EAST.WALK TO CENTRAL PLATFORM SOUTH. WALK n ~ONTO MOVING PLATFORM. EXIT NORTH. 55 WALK THROUGH MAZE TO TOP LEFT (NORTH WEST) ROOM. FIRE UNLOCK SPELL (TO OPEN DOORS). PULL LEVER.COLLECT GOLD. UNLOCK DOOR. WALK THROUGH DOOR.COLLECT EMERALD. NB!IF YOU WANT TO GO BACK THROUGH THE MAZE GO TO 59!!! 56 EXIT WEST,SOUTH,WEST,WEST,NORTH,WEST. COLLECT URN,FOUR TELEPORTERS. EXIT SOUTH,WEST,WEST,WEST,NORTH. DRINK REMAINING STAMINA POTIONS. EXIT EAST. 57 DROP URN ON BLOCK,EMERALD ON BLOCK,SIX TELEPORTERS IN HOLE. EXIT EAST. 58 PULL LEVEo2R. WALK INTO BLOOD CIRCLE. WAIT.... YOU ARE NOW ON LEVEL THREE!!!!!!!!!!!! 59 EXIT NORTH,EAST,NORTH,NORTH,WEST. PULL LEVER. DRINK STAMINA. EXIT NORTH,NORTH,NORTH,NORTH. EAST,EAST,EAST,EAST. PULL LEVER (GO TO 56) O O P S !! ********** ********** IF YOU HAVE BEEN WORKING THROUGH THE SOLUTION TO LEVEL ONE... IN MY PREVIOUS DOX DISC 15. YOU MAY HAVE COME ACROSS A SLIGHT PROBLEM WHEN YOU REACH CLUE 31. IT IS IN FACT NECESSARY TO ... "INSERT KEY COVERED WITH SPIDERS WEB INTO KEYHOLE".8`s YOU SHOULD THEN RETURN TO THE EMBALMING ROOM, AVOIDING OR KILLING THE SPIDERS. NOW YOU CAN EXIT EAST INTO THE PURIFICATORY, WHICH WAS PREVIOUSLY LOCKED. S O R R Y 'BOUT THAT! NOW YOU'VE TO LOOKOUT FOR THE THIRD PART OF THE GAME. IT WILL BE ON MY NEXT DOX DISC!!!. LEPORTERS. EXIT SOUTH,WEST,WEST,WEST,NORTH. DRINK REMAINING STAMINA POTIONS. EXIT EAST. 57 DROP URN ON BLOCK,EMERALD ON BLOCK,SIX TELEPORTERS IN HOLE. EXIT EAST. 58 PULL LEVE]d1ORured a town, you also capture its resources (most importantly foodstocks). Enough food has to be available to feed all your subjects or they'll start to think of you as a bit of a tosser and go their own way. Some town contain a workshop, which is dead handy. You can order the allied captain to 'invent', whereupon he and his townfolks will gather materials (wood if they're near forrests, ores if they're near mountains etc) and build you lots of weapons (from swords to cannons to gianriهou found a new world, and a new kingdom grew. And yet, in this huge, hitherto undiscovered land, there is no decisive goverment. Many towns and villages are self-sufficient and have their own internal hierarchy. With no overall leader, this world is ripe and ready to be conquered. But by whom? You aren't the only new face around there. There are others seeking to lay claim to these lands. If you are to become king once more, you must not only achieve control over the existing populatp,^ion, but also put paid to the other pretenders to the crown. GETTING STARTED You start with a small band of followers and the idea is to turn them into a large band of followers - a goal you achieve by attacking towns, defeating the townfolks and gaining the captain of the town as an ally. Once an enemy captain is an ally he'll join you at The Table (the very large graphics surrounding the playing area) and will respond to your orders. Having captytRKs7? p2g''̙20Ňo????ygG_{?????3?vǝYOU. PRESS LEVER (EFT,RIGHT,MIDDLE,LEFT) PRESS BUTTON.EXIT WEST,SOUTH. HOLD RECHARGED MIND BLAST SPELL. EXIT WEST (MIDDLE EXIT) 10 FIRE MIND BLAST SPELL,EXIT WEST. 11 DRINK SHOT SHIELD POTION. COLLECT COIN,WAND (SPELL SPELL) EXIT WEST. 12 PRESS BUTTON. SEARCH CHAIR.PULL SWITCH. PRESS NEW BUTTON.READ BOOK.EXIT WEST. 13 PULL LEVER.EXIT EAST,NORTH(UPSTAIRS),SOUTH. COLLECT KEY. FALL DOWN TO CHEST.OPEN CHEST. COLLECT GOLD,TELEPORT STONE. EXIT SOUTH,SOUTH,SOUTH. 14 EXIT EAST (TOP EXITw-QUICKLY!) COLLECT CLEAVER.DRINK BARREL.EXIT WEST,EAST(BOTTOM EXIT) COLLECT FLASK (CURE POISON) EXIT WEST,SOUTH,SOUTH. 15 JUMP ON PAN (QUICKLY! OTHERWISE GO VIA BED) WAIT UNTIL IT RISES. OPEN FLOATING CHEST. COLLECT KEY.EXIT NORTH,EAST. 16 HOLD SLEEP SPELL. FIRE SLEEP SPELL. EXIT SOUTH. 17 JUMP ONTO STRONGBOX (TOUCH TROPHY). PULL SWITCH.OPEN STRONGBOX. COLLECT GOLD. EXIT WEST.PRESS BUTTON. OPEN CHEST.COLLECT TWO BOTTLES,TELEPORTER. 18 WALK UP STEPS. PUSH ALL 10 BOTTLES OFF PLATFOx:t0RM ONTO FLOOR. COLLECT KEY. EXIT NORTH. INSERT KEY INTO KEYHOLE. EXIT EAST. 19 WALK SLOWLY UNDER WOODEN PLATFORM. COLLECT KEY. WALK ONTO PLATFORM. PULL CHAIN.ENTER PIT. 20 PULL LEVER.ENTER PIT. COLLECT TWO KEYS (QUICKLY!) PULL LEVER. WALK TO CHAIN.TOUCH CHAIN. 21 TOUCH CHAIN.EXIT WEST,WEST,WEST. THROW CLEAVER AR TORTOISE. SEARCH TORTOISE.OPEN TORTOISE. COLLECT CLEAVER.INSERT TORTOISE SHELL KEY INTO KEYHOLE. EXIT NORTH,NORTH,EAST,NORTH. WALK UP STAIRS. EXIT NORTH,NORTH. 22 INSERT yãSECOND GOLD KEY. DRINK SUPERFAST POTION. 23 OPEN CHEST.COLLECT TRANSPORTER. WALK UP STAIRS.EXIT SOUTH,SOUTH,SOUTH (DOWN STARIRS), SOUTH,EAST. ENTER ROOM FOUR TIMES (IGNORE BAGS FIRST TWO TIMES). COLLECT BAG OF GOLD ON SECOND TWO OCCASIONS. EXIT EAST,EAST,NORTH,NORTH. 24 FIRE SLEEP SPELL. EXIT NORTH.COLLECT FINAL TOKEN. WALK TO WULF SLOT. INSERT FOUR TOKENS. EXIT WEST. 25 PULL LEVER.WAIT UNTILL PLATFORM REACHES TOP. EXIT WEST. 26 WALK UNDER SLIME PLATFORM. WALK WEST (SLIME FOLLOWS z7 ,PUSHES CHEST OFF PLATFORM). FIRE DISPEL TRAP SPELL ON CHEST (FROM LEVEL ONE). OPEN CHEST.COLLECT COINS. 27 EXIT WEST. KILL TORTOISE WITH CLEAVER. COLLECT KEY. EXIT WEST. 28 EXIT SOUTH.PULL LEVER. COLLECT COIN,SHURIKEN. COLLECT SUICIDE POTION. THROW POTION AT MOUTH OR... COLLECT MEAT. WAIT UNTIL CREATURE ENTERS ROOM. DROP MEAT. PUSH MEAT THROUGH BARS. 29 WALK UPSTAIRS. EXIT EAST. COLLECT POTION,SPELL. EXIT EAST.PULL LEVER. EXIT WEST.FALL TO GROUND. EXIT EAST,EAST. 30 PULL LEVER.P ho?USH BOARD OVER PIT. WALK ONTO BOARD. PULL LEVER.EXIT NORTH (HIGH EXIT) COLLECT KEY. EXIT EAST. 31 FIRE SLEEP SPELL. COLLECT GEMS. WALK UP STAIRS. EXIT WEST,SOUTH,SOUTH,EAST. 32 COLLECT SPHERICAL GEM,SPELL. FIRE SPELL (TO OPEN TWO CHESTS). EXIT WEST.FALL DOWN. 33 WALK NEAR TO PILAR.DRINK STRENGTH POTION. PULL PILAR TO SHELF. PUSH PILAR TO SHELF.COLLECT KEY. EXIT WEST,SOUTH. 34 INSERT THREE GREEN GEMS INTO HOLE. DROP URN,FOUR TELEPORTERS,TWO GREEN ALCOHOL BOTTLES. EXIT EAST. 35 WA|x RUCKSACK THAT ARE NOT SPELLS OR POTIONS. (THE IDEA OF THIS IS TO FREE SPACE YOUR RUCKSACK) "THE AIM HERE IS TO FIND ,COLLECT AND RETURN SIX TRANSPORT STONES CREATED BY CAROLUS FOR HIS CAPTAINS, AND AN EMERALD TO ENABLE ENTRY TO THE FINAL ROOM. 1 EXIT NORTH 2 OPEN CHEST.COLLECT SHIELD SHOT POTION. JUMP ONTO ALTAR. OPEN STRONG BOX (NB! BEWARE FLAMES! (USE FIRE SHIELD POTION FROM LEVEL ONE) COLLECT SHURIKEN,WAND (MASSACRE) EXIT NORTH. 3 USE SHOT SHIELD POTION,OR...SHOOT SHURIKEN. O}`R...USE MAGIC MISSILE SPELL (TO KILL PUMP CREATURES) COLLECT POTION (STAMINA) EXIT EAST,SOUTH. 4 PULL LEVER (WHEN BOTH LIGHTS BLACK) OPEN CHEST. COLLECT SHURIKEN.READ BOOKS. COLLECT TWO OR THREE BOOKS. EXIT NORTH. 5 COLLECT ASHES. SEARCH ALTAR.COLLECT URN,SCROLL. JUMP UP (TO TOUCH RAM'S SKULL) DROP URN.INSERT ASHES (INTO URN) COLLECT URN. EXIT NORTH. 6 THROW BOOK (NB! ONLY WHEN GAP BETWEEN MOVING STONE BLOCKS- KEEP TRYING!) DROP REMAINING BOOKS PULL LEVER. WALK UNDER STONEW BLOCKSu.(DON'T TOUCH THEM!) EXIT EAST. 7 PULL LEVER.WAIT UNTILL BLOCK AT FULL HEIGHT. EXIT EWEST,SOUTH,WEST,NORTH. 8 OPEN CASKET,STRONG BOX. INSERT MIND BLAST SPELL (POWER ZERO) INTO CASKET. COLLECT CASKET. INSERT CASKET (INTO STRONG BOX) OPEN STRONG BOX,CASKET. COLLECT MIND BLAST SPELL (RECHARGED) JUMP UP (TO HIT TWO SKULLS) EXIT SOUTH. COLLECT TELEPORT STONE. EXIT SOUTH. 9 COLLECT COIN (QUICKLY! WHILE AVOIDING SLIME) EXIT NORTH. USE CURE POISON POTION (FROM LEVEL ONE) IF SLIME TOUCHES y:w ?@  ???`a ?  ? ?(@ ?? ? ?@?   ? ?AyQ !!?`?????????b?<y.!&38@?#c 00 !11 ?3fo q ?3o c  3ə"6" 1?P0#b?c?#? "? "c" ?? "6" 0 y$>"" `?"" ?"" @?>??  ?  ?   yFq    ?? ? ??      y"+$ ?? ? ? ?? ? ?? ?? ??  ? ? ? yu? ?????g{ c ᙇ?_ B[{ D  ' i1@ fy 0R"F > ??NyNHTƱ7^Drn 0?_yIc ) @{c}0{Z1#b>ɩ2~9 G!?>;K L<@  Ony ʾw3?%o?w@a`.h?0b_c}`8H?I߷; @!@0?< ?%}Gק\0 ?>?%?hU(?? ! ??y_'.i?030?y ; _7ov x he?C @? ?{?6\?H ?+:YAR?  ?矼?^\'??,cA?ah ɘv`? "ѣAL` ? ?`a@c? ? 2}_4P1?? |x߾߿<D>Qj?? O?qv}D% [ С@ @:?_ o  ?y *  @;yf~3? ( @ ??R`  1Ch! C ? CL? ? o@ `  A ?y ~f ? !G ?9G8N @ ???? ?@ ? ?  @  ?  x on. Slapping his hat on his head, he leaves the relative comfort of his car to face the now torrential rain. Knowing much of things historic and nothing of mechanics, Wil doesn't even consider opening the bonnet but instead heads off in to the darkness to find help. Spending the night in his car does not appeal. He splashes along the road for some twenty minutes. There is no sign of life, no sound but for the wind and rain. Then, off the road to his left, he sees a  flickering light. Scrambling over the fence he heads towards it. Strangely the light gets no nearer. Cold and wet, Wil considers turning back for the road when he comes across a crumbling structure. Curiosity takes him closer. The building is a tower, a very old one that, due to decay, has lost some of its height. Four doors lead in to the tower, one of which is ajar. Wil enters. Closing the door behind him Wil finds himself in a suprisingly cosy, circular room wi_th, thankfully, a watertight ceiling. Removing his sodden mac, he sits on the dry floor and assesses his situation. The sound of the wind and the rain is pleasant from within the sanctuary of the tower... a wave of tiredness flows over Wil. Sleep soon follows. He wakes to the sound of birds. The rain has stopped. Looking around he is supprised to find his mac... gone! In fact his whole attire has changed. His surroundings looks the same, a little cleaner perhaps and th,e four doors look a little less worm ridden, but he's definately still in the same tower. An attempt to open the doors confirms his worst fears: all four are jammed... or locked! Puzzlement, concern then panic washes over Wil as he shouts at the tower and attacks the four doors in an attempt to escape. Eventually, worn out, he sits and thinks... sleep comes again. Wil has no idea how long he slept but he wakes with a resolve to discover what's happened to him, where he is and how he can get home. The first thing to do is get out of this damn tower... Is that a key on the floor? THE GAME -------- You play the part of Wil Mason as he strives to learn of his whereabouts, find his way out of Middlemere and hopefully get back home. Obitus is made up of differing scenarios in which you need to interact and/or communicate with indigenous characters and objects if you are to succeed. MAZE SECTIONS ------------- The game has many maze sections which utilise incredibly smooth forward-scrolling techniques to portray your first-person-perspective movement. Items and characters encountered in these sections are interacted with via the icons at the base of the screen. PARALLAX SECTIONS ----------------- You run left or right across amazingly detailed parallax screens, shooting - with selected weapon - or avoiding adversaries bent on preventing your progress. Beware for they conceal themselves well! INT%Y ERIOR SECTIONS ----------------- A combination of the above two sections. Interiors enable you to explore castles, abbeys and churches during your quest for escape. Interaction with characters is possible either via the icons at the base of the screen or by using whatever weapon you're currently carrying (press fire on joystick) Objects are manipulated using icons. Characters to meet in Obitus include: trolls, slaves, soldiers, knights, mages, wolves, rogues, impalers a }o=nd wizards. In-game objects include: gems, torches, weapons, arrows, daggers, riches, talismans, chalices, spells, GemStones, keys, food and strength potions. INSTRUCTIONS ------------ Mouse: The mouse directs your hand-shaped pointer to icons or objects on-screen, click to activate. MAZE SECTIONS: Joystick: Forward Walk Forward Back Walk Backwards Left Turn Left Right Turn Right PARALLAX SECTIONS: Up ?[w Jump Down Crouch Left Run Left Right Run Right Left Diagonal Jump Left Right Diagonal Jump Right Fire & Down Weapon Select Fire & Right Move 'weapon select' Right Fire Use Weapon INTERIOR SECTIONS: Joystick: Up Run into screen Down Run out of screen Left Run left Right Run right Fire Activate weapon Icon Controkls (applicable to MAZE and INTERIOR sections only) ----------------------------------------------------------------------------- Call - The Pitch - Razor 1911 WHQ - 703/569-8477 12/29/30 ouse: The mouse directs your hand-shaped pointer to icons or objects on-screen, click to activate. MAZE SECTIONS: Joystick: Forward Walk Forward Back Walk Backwards Left Turn Left Right Turn Right PARALLAX SECTIONS: Up ymG>8G?G?????@?g.'shing down. The news that the king craved children was just the opportunity DomaKk had been waiting for. He visited the king in the guise of a human being and most loyal subject, and, spouting incantations around the throneroom, promised Cirkassia a wife and heirs. The king was dubious but at the same time joyfully expectant. DomaKk kept his wicked word and he 'fashioned' a romantic encounter for the king. The ensuing marriage was a spectacular affair the like of which Midd"Xrlemere had never seen before. Cirkassia became the proud father of four sons. However, as the boys grew, the envious trait evoked into them by DomaKk grew also. They learned to hate one another. In fact, they detested each other so much that when eventually the king passed away the brothers began warring for possession of the land. None gained from the conflict and Middlemere was torn asunder, poverty and degradation was the result. The war continued for years, there seCeemed no end in sight. Meanwhile, DomaKk smiled and left for another temporal plane in which to cause havoc. Then, one day, as if by magic, a strange contraption appeared in the exact centre of Middlemere. Dread of the strange machine quickly spread and the four warlords cowered in their castles for fear of retribution. But nothing happened, the machine merelyt existed. Eventually the more learned of the land realised the machine was no threat, in fact the warlords themsekclves saw potential in it. individualy the four brothers visited the machine and took parts of it away. Each now in possession of a section of the machine, they discovered that ruling became easier as their subjects were so afraid of the strange contraption: those who held it, held power. Soon the warring ceased and a truce was signed. The remains of the machine were securely stored and the lords divided Middlemere equally into four shires. They were suddenly and strang׋=ely content to rule one quarter of the land each, although the shires remained heavily patrolled... just in case. A RAINY NIGHT IN MIDDLEMERE --------------------------- Wil Mason cruises safely through the winding roads of Middlemere towards home. Night driving in the country is so much easier that in suburbia. Stree lights dazzle and neons give him a headache, out here there's nothing to worry about but foxes and the odd farmer Ted. This rain doesn't help much th s 0 ough. He tries to remember the last time it was so heavy. His first and last holiday in Snowdonia probably, it's always chucking it down there. As the road gets narrower, Wil eases his foot off the accelerator to reduce his speed to better suit the conditions. The surrounding darkness, the rhythmic droning of the wipers and the splattering of the rain on the car combine to lull Wil into a relaxed state of mind. Something he's quite willing to give in to; anything to cou nter the stress of the last couple of hours. Trying to lecture medieval history to an uncaring group of 'mature students' is not the most rewarding of experiences. Perhaps it wouldn't be so bad if he didn't feel so passionately for the subject himself. Soon be home... His Volvo estate is built for safety. Perhaps it is due to this sense of security together with his deep thoughts and the poor visibility that Wil fails to notice the branch in the road until the last minu Zte. Snapping out of his musings, Wil overreacts and swerves madly to avoid hitting the branch... he succeeds and careers into the ditch. Slightly stunned, Wil quells a burst of anger as he attempts to restart his seemingly undamaged vehicle and fails. For some minutes he continues to turn the key only to hear a progressively less health battery struggling to bring the engine to life. Accepting the inevitable, Wil grabs his mac from the back seat and struggles to put itb\although not his own, is disturbingly familiar, and it is one from which he must escape. As Wil explores the four shires of Middlemere, he interacts with indigneous characters and objects in an effort to discover where he is and how he can get out. THE LAND THAT REMEMBERED TIME ----------------------------- Middlemere was a prosperous land. It thrived under the rule of King Cirkassia, its people were happy and everything in the garden seemed rosy. But even though theǧ king was pleased with his empire and for his subjects, he was not a happy man. He craved children; an heir to the throne, someone to watch over the kingdom he had so proudly build and skillfully cultivated. Unfortunately, he coveted a son so badly that it was to be the undoing of his prosperour dynasty. Deep in the bowels of Castle Drakehurst, DomaKk the dark wizard worked his wicked ways. He hated to see a thriving land and so plotted to bring King Cirkassia's domain cra~ 1=the platform begins to crumble, and right after moving up, use the SWORD to throw it at Mordroc. MOVES: Up, Sword Scene 34 -------- No moves required-- the sword impales itself into Mordroc's arm Scene 35 -------- Move UP and then LEFT to jump from the ledge toward Mordroc. As Dirk is leaping toward Mordroc, move DOWN, and then RIGHT to avoid Mordroc's attack. MOVES: Up, Left, Down, Right Scene 36 -------- Move UP to jump towards the ring. Move RIGHT as the rocks begin to c~ rumble, then use the SWORD (I know you don't have it, just do it anyway) to use Dirk's belt to get the ring. Then move LEFT to grab it. MOVES: Up, Right, Sword, Left Scene 37 -------- Move UP to avoid Mordroc's fire bolt. Then, use the SWORD (belt) as Dirk clings to the stalagtite to sling the ring at Mordroc. MOVES: Up, Sword Scene 38 -------- No moves required-- Ring lands on Mordroc's finger, and he mutates into a gas bag. Scene 39 -------- Move DOWN ~Bh-fto avoid the mutated Mordroc. MOVES: Down Scene 40 -------- Move DOWN to obtain the sword. Now use the SWORD to kill Mordroc. MOVES: Down, Sword Welcome to Disk 6! Scene 41 -------- Move DOWN to jump away from the crumbling rock, move LEFT towards Daphne, then move UP to avoid another crumbling rock. MOVES: Down, Left, Up Scene 42 -------- Move DOWN to kiss Daphne. Use the SWORD to shoo away the attacking little pterradactyl. When another little pterradactyl appears and~i begins chewing on Dirk's headpiece, use the SWORD again to kill it. MOVES: Down, Sword, Sword Scene 43 -------- Use the SWORD again as another small pterradactyl attacks. MOVES: Sword Scene 44 -------- No moves required-- Daphne awakens Scene 45 -------- Realizing that his kiss DID work, use the SWORD to shoo away the final little pterradactyl, and face Daphne. Moves: Sword Scene 46 -------- No moves required-- Final Kiss Brought to you by the One and Only Internet Crack~/U Exchange (I.C.E.). You can find us on irc... ene 40 -------- Move DOWN to obtain the sword. Now use the SWORD to kill Mordroc. MOVES: Down, Sword Welcome to Disk 6! Scene 41 -------- Move DOWN to jump away from the crumbling rock, move LEFT towards Daphne, then move UP to avoid another crumbling rock. MOVES: Down, Left, Up Scene 42 -------- Move DOWN to kiss Daphne. Use the SWORD to shoo away the attacking little pterradactyl. When another little pterradactyl appears and{N LONG TIME TO COME!!!!! ....................THE END..........................TYPED BY SCOOTER......... BY THE WAY YOU SSI FREAKS..I`M TYPING IN THE BUCK RODGERS DOX NEXT.... TY OF CASH IN THE BAGS AND THE NUMBER OF NITROS IN THE CONTAINERS INCREASES AS A RACE PROGRESSES. IF YOU`RE FALLING BEHIND THE FIELD.IT SOMETIMES PAYS DIVIDENDS TO GO FOR PICK UPS RATEHR THAN FOR THE BEST POSITION AT THE END OF THE RACE. DRIVE INTELLIGENTLY!. THE MORE SKILFUL YOU ARE AT AVOIDING OBSTACLES LIKE~Z 3 ------- When Dirk hides behind the pillar, use the SWORD. After Dirks hits the snake, immediately move RIGHT. MOVES: Sword, Right Scene 4 ------- Upon entering the scene, move DOWN. While Dirk is jumping downward, immediately move LEFT. MOVES: Down, Left Scene 5 ------- Move immediately to the LEFT to avoid the rolling pin, while Dirk is jumping to the left, move UP to grab the snake. MOVES: Left, Up Scene 6 ------- Standing on a crumbling ledge, Dirk must jump to anot~uher rock. Upon entering the scene, move UP. MOVES: Up Scene 7 ------- When the rock reaches the top of the pit, move DOWN. As Dirk begins to fall, move DOWN again. MOVES: Down, Down Welcome to disk 2. Scene 8 ------- AS the snake tries to eat Dirk, use the SWORD. when Dirk hits the snake in the head, move UP to jump on to of the time machine. MOVES: Sword, Up Scene 9 ------- The snake attacks again, use the SWORD to evade the attack. MOVES: Sword Scene 10 -------- AS~6D the snake tries to shake Dirk off the machine, move UP to climb back on top of the machine then move RIGHT to jump toward the rib cage. MOVES: Up, Right Scene 11 -------- move LEFT to remove your head piece, and use the SWORD to evade the once again attacking snake. While Dirk is getting the water, move LEFT to avoid the skulls. MOVES: Left, Sword, Left Scene 12 -------- as Dirk begins to slide, move DOWN. Once at the time machine, use the SWORD to evade anoter snake attac~ə1k. MOVES: Down, Sword Scene 13 -------- The snake grabs Dirk's feet. Use the SWORD to swipe at him. He then tries to pull him toward his mouth. move LEFT again to replace your headpiece. Finally use your SWORD on him again. MOVES: Sword, Left, Left, Sword Scene 14 -------- Use the SWORD while Dirk lands in the pilot seat. After Dirk hits the snake, move RIGHT. When Dirk inserts his sword into the slot, use the SWORD to activiate the time machine. MOVES: Sword, Right, Sw~dord Welcome to Disk 3! Scene 15 -------- Standing on the rocks, move UP to the face of the pterradactyl. Now use the SWORD to kill it. Another pterradactyl attacks, use the SWORD again to avoid being eaten. MOVES: Up, Sword, Sword Scene 16 -------- As Dirk is being carried towards Mardroc, move UP to avoid his swinging staff. MOVES: Up Scene 17 -------- Dirk flies away from Mardroc. Use the SWORD to kill the pterradactyl carrying you. While Dirk is killing the pterradact~PDyl, immediately move UP. MOVES: Sword, Up Scene 18 -------- As Dirk approaches the cliff, move RIGHT to escape from the pterradactyl's jaws. MOVES: Right Scene 19 -------- Upon entering the scene, move DOWN. As the pterradactyl attacks, use the SWORD to kill him. After killing him, move DOWN again. Another pterradactyl attacks. Use the SWORD again to kill that one. Next, move LEFT to obtain the wings. Move RIGHT and then UP to take off. MOVES: Down, Sword, Down, Sword, L~Wf eft, Right, Up Scene 20 -------- Move DOWN upon entering the scene to catch Daphne. MOVES: Down Scene 21 -------- Dirk loses his sword. Move DOWN to dive for it. The sword gets away from him, so move RIGHT to go after it. Finally possessing the sword, move UP to return to the time machine. MOVES: Down Right, Up Welcome to Disk 4! Scene 22 -------- No moves are required-- Dirk climbs up the vine. Scene 23 -------- Upon entering the scene, move DOWN. When the angel appe~ Kars and tells you to go away, move UP. MOVES: Down, Up Scene 24 -------- While emerging from the clouds, move immediately DOWN. Then move immediately LEFT towards the castle. MOVES: Down, Left Scene 25 -------- Immediately move UP upon entering the scene. Move UP again as Dirk steps forward to grab the vine. MOVES: Up, Up Scene 26 -------- Move LEFT to travel across the vine. Then, move DOWN to jump onto the first tree limb. Move UP to jump to the next limb, and finally, ~ ATRIGHT to enter Eden. MOVES: Left, Down, Up, Right Scene 27 -------- Use the SWORD to attack the serpent. When the serpent avoids the attack, use the SWORD to attack again. When the snake avoids the attack again, attack one final time with the SWORD. MOVES: Sword, Sword, Sword Scene 28 -------- Upon entering the scene, move RIGHT, then move UP. When Dirk climbs the snake, move UP again to avoid the serpent's attack. MOVES: Right, Up, Up Scene 29 -------- Move DOWN to avoid~  ] the coil of the attacking serpent, when Dirk is hanging upside-down, move RIGHT to avoid yet another snake attack. MOVE: Down, Right Scene 30 -------- Use the SWORD upon entering the scene to let the snake ONLY lick you-- and not eat you. MOVES: Sword Scene 31 -------- Use the SWORD to activate the time machine before the pillar crumbles. MOVES: Sword Scene 32 -------- No moves required-- Mordoc places the ring on Daphne's finger. Scene 33 -------- Move UP immediately as {T׍AN BE COLLECTED DURING RACES:BAGS OF DOLLARS APPEAR ON THE TRACKS EVERY SO OFTEN.THE FIRST PERSON TO DRIVE OVER A BONUS BAG COLLECTS THE LOOT IT CONTAINS.SIMILARLY,CONTAIERS OF NITRO FUEL MATERIALISE ON THENTRACK FROM TIME TO TIME-COLLECT THEM IF YOU CAN,NITROS USUALLY COST 10,000 DOLLARS EACH AND CAN ONLY BE PURCHASED BEFORE A RACE STARTS.THE BONUS NITROS YOU COLLECT DURING A GAME CAN BE USED IMMEDIATELY IF YOU WANT...AND PRIZE MONEY IS ALSO ON OFFER, OF COURSE. THE MOMENT ONE DRIV{ER COMPLETES FOUR LAPS,THE CURRENT RACE ENDS AND HE IS DECLARED THE WINNER.THE OTHER THREE DRIVERS ARE THEN AUTOMATICALLY RANKED ACCORDING TO THEIR POSITIONS WHEN THE RACE FINISHED. COMING 1ST IN THE RACE EARNS YOU 100,000 DOLLARS.2ND PLACE IS WORTH 90,000 DOLLARS,AND 3RD [PLACE ADDS 80,000 DOLLARS TO YOUR ACCOUNT.EVEN IF YOUR DRIVING SKILLS ARE`NT THAT IMPRESSIVE,YOU STILL COLLECT 70,000 DOLLARS FOR COMING 4TH.WATCH OUT FOR THE COMPUTER CONTROLLED CARS-EACH PLAYER WHO IS BEATEN BY {Ð,ObONE LOSES A CREDIT. POINTS ARE ALSO AWARDED AT THE RATE OF ONE POINT FOR EVERY 1000 DOLLARS YOU WIN WHILE RACING,AND ARE USED ON THE HIGH SCORE TABLE AT THE ENDOF A GAME TO DETERMINE AN OVERALL RANKING FOR THE SEASONS COMPETITION. EVERYONE STARTS THE GAME WITH THRRE LIVES,BEING BEATEN BY ONE OF THE COMPUTER CARS COSTS YOU ONE OF YOUR LIVES. AFTER EACH RACE,THE AWARD SCREEN APPEARSAND THE POSITION OF EACH COMPETING DRIVER IS SHOWN,ALONGSIDE READOUTS THAT SHOW THE CASH WON AND THE CA{ VZSH COLLECTED BY PICKING UP BONUS BAGS ON THE TRACK. IF YOU LOSE A CREDIT WITH A CREDIT REMAINING,A COUNTER STARTS TICKING DOWN AND YOU CAN OPT TO CONTINUE PLAY BY PRESSING FIRE BEFORE IT REACHES ZERO, IF YOU ALLOW THE `CONTINUE` PLAY COUNTER TO REACH ZERO, THEN YOU ARE RETIRED FROM THE CURRENT GAME AND LEAVE THE OTHER DRIVERS TO CHASE VICTORY. SPENDING MONEY IN THE SHOP; --------------------------- THE SPEED SHOP MENU APPEARS IN BETWEEN RACES AND ALLOWS YOU TO SPEND THE CASH YOU H{ #FAVE ACCUMULATED ON THE TRACK AND BY WINNING RACES.THE DISPLAY AT THE TOP SHOWS HOW MANY LIVES YOU HAVE(SHOWN AS CREDITS) AND HOW MUCH CASH YOU HAVE AMASSED. FIVE USEFUL ITEMS ARE ON OFFER IN THE SPEED SHOP,ALL OF WHICH IMPROVE THE PERFORMANCE OF YOUR VEHICLE.BY GLANCING AT THE BAR READOUTS IN EACH PANEL, YOU CAN SEE HOW MANY OF EACH OF THE 5 ACCESSORIES HAS ALREADY BEEN FITTED TO YOUR VEHICLE. TO GO SHOPPING,MOVE THE CURSOR OVER THE PANEL THAT SHOWS THE ACCESSORY YOU WANT TO BUY AN{ uD PRESS FIRE TO MAKE THE PURCHASE(IF YOU TRY TO BUY AN ITEM YOU CAN`T AFFORD A CREDIT IS AUTOMATICALLY TRADED IN FOR 200,000 DOLLARS) WHEN YOU HAVE BOUGHT ALL YOU WANT,SELECT THE NEXT RACE PANEL TO MOVE ONTO THE TRACK. NITRO FUEL UNITS; ----------------- YOU CAN HAVE UP TO 99 OF THESE-PROVIDING YOU HAVE LOTS OF CASH OR GET REALLY GOOD AT PICKING UP THE FREEBIES DURING RACES.THE LAP COUNTER THAT IS DISPLAYED DURING A RACE SHOWS HOW MANY NITROS EACH DRIVER HAS IN RESERVE. DURING A { "'XRACE,PRESSING THE FIRE BUTTON OR NITRO KEY USES A NITRO UNIT IF YOU HAVE ONE-WHEN YOU PUNCH THE NITRO IN,YOU GAIN A SHORT BURST OF AMAZING SPEED AS THE HIGH-GRADE FUEL IS BURNED OFF. USE NITROS AT THE START OF A RACE TO GET AHEAD OF THE PACK,AND WHEN EVER YOU HAVE A BIT OF CATCHING UP TO DO!!. TIRES; YOU CAN BUY UP TO 5 GRADES OF `TIRE` THE HIGHER THE GRADE YOU HAVE,THE BETTER YOUR VEHICLES GRIP ON THE RACETRACK,THE LESS LIKELY YOU ARE TO SKID,AND THE VEHICLES TURN RATE IS IMPROVED.{ D SHOCKS; UP TO 5 TYPES OF SHOCK ABSORBERS CAN BE FITTED TO YOUR VEHICLE-THE LESS BOUNCY THE RIDE.THE IMPROVED CONTACT OF YOUR WHEELS WITH THE GROUND GIVES IMPROVED ACCELERATION AND CORNERING. ACCELERATION; BY CAREFUL RACE TUNING,YOUR VEHICLE CAN BE MADE TO ACCELERATE UP ITS TOP SPEED MORE QUICKLY.YOU`RE LIMITED TO 5 ACCELERATION UNITS-EACH ONE YOU BUY INCREASES PERFORMANCE. THIS ACCESSORY BOOSTS THE TOP SPEED THAT YOUR VEHICLE CAN REACH WITHOUT THE AID OF NITRO BOOSTERS.WHEN YOU H{ɠ HAVE FITTED5 TOP SPEED ACCESSORIES AND 5 ACCELERATION UNITS,YOUR TRUCK CAN`T TRAVEL FASTER WITHOUT NITROS... LEARN FROM THE IRONMAN; ----------------------- KEEP AN EYE ON THE STOCK OF NITROS YOU HAVE IN YOUR VEHICLE-THE RACE READOUT THAT APPEARS ON SCREEN SHOWS HOW MANY LAPS EACH COMPETITOR HAS COMPLETED AND HOW MANY NITROS THEY HAVE IN STOCK. USE YOUR NITRO WISELY- TO GET AHEAD AHEAD OF THE PACK AT THE START OF A RACE,OR TO MAKE UP FOR LOST TIME.AND BUY PLENTY-BY USING NITRO BOOS{!H TS TO BEST EFFECT.ITS POSSIBLE TO TRIPLE YOUR OVERALL SPEED DURING A RACE. KEEP AN EYE OUT FOR COLLECTABLES-BONUS BAGS STUFFED WITH CASH AND BONUS NITRO CONTAINERS. THE QUANTITY OF CASH IN THE BAGS AND THE NUMBER OF NITROS IN THE CONTAINERS INCREASES AS A RACE PROGRESSES. IF YOU`RE FALLING BEHIND THE FIELD.IT SOMETIMES PAYS DIVIDENDS TO GO FOR PICK UPS RATEHR THAN FOR THE BEST POSITION AT THE END OF THE RACE. DRIVE INTELLIGENTLY!. THE MORE SKILFUL YOU ARE AT AVOIDING OBSTACLES LIKE{, RAMPS,MOUNDS MOUNDS AND WATER SPLASHES,THE QUICKER YOU WILL BE ABLE TO COMPLETE A LAP. SPEND MONEY!! THE NUMBER OF DOLLARS YOU COLLECT DETERMINES THE NUMBER OF POINTS YOU ARE AWARDED ON THE HIGH SCORE SCREEN.BUT THERES NO POINT IN SAVING CASH,SPEND OUT WHEN YOU GET THE CHANCE TO VISIT THE SPEED SHOP.... AND LAST BUT NOT LEAST...ENJOY THE GAME...AND REMEMBER IF YOU LIKE THE GAME BUY THE ORIGINAL..SUPPORT THE SOFTWARE COMPANYS..AND KEEP THEM GOING SO WE CAN ALL ENJOY THE AMIGA FOR Aqnc[------------------------------------------------------ Main 2d Display Zoom MOVE VIEWING LAND CURSOR SIZE Menu Map up to 12 out POSITION of stills Car- of thage recent views GAME MENU -------------------------------------------------------------------------- | ---- ---- ------ ------ --- ----- | | |SAVE||LOAD||FASTER||SLOq?!kWER||NEW| | | | | | || || || || | | | | | | || || || || | | | | | ---- ---- ------ ------ --- ----- | -------------------------------------------------------------------------- save load Increase Decrease Restart Current game game game game qMV game speed speed speed GENERAL NOTES ------------- Fair distribution of money is necessary for each city to raise sufficient cash from taxes to upkeep its protectiong army and also to maintain a balanced economy for Carthage Army wages are drawn from Carthage's coffers while garrison armies are paid by the city in which they're based. Should diogenes be in a selected city, additional icons are availableq&q to buy or sell archers, infantry or cavalry. It's tougher to travel or fight uphill. Try to gain the advantage of height when in conflict. You may position battalions only when their general is on-screen. To retreat from a confrontation, click on the army's general. Armies must travel by road but, unlike Diogenes, do not need to call in on every city enroute to their destination. Romans siege garrisons by slower wearing them down with catapult fire, then invading. The only wayq= Z this can be stopped is to attack them ... from the outside. Protect your general at all costs: armies desert without a leader. To defeat the enemy your army must destroy its general - depicted as a silver helmet. CREDITS ------- Game Design: Dave Worrall & Geff Bramfit Graphics: Geff Bramfitt Additional Graphics: Jim Bowers & Neil Thompson Sound: David Worrall & Tim Wright Cover Artwork: Christos Achilleos Text: Nik Wild Manual Illustration: Steve Simmons DOql2CS TYPED BY: BamBam of the almighty CLASSIC!!! Personal greets to: Metal Gear, Tdb, infocorner, sledge, bandit, Candyman Magnetic, Fletcher Christian, Strider (Yep even you!) Paradox (The overall best), SKID ROW (QUALITY CRACKS) DEFJAM & ANGELS (a force of a million members!) & last but not least URBAN MATRIX & SPOLAROCK for making my time in NEW YORK memorable! qבzoAnd ofcourse all my buddies in classic... ||/|/|/| Bart says... | | | | Call 'DOWN TOWN' CLASSIC European HQ! | (o)(o) C _) +31 (0)5750-29313... USR 14.4K DUAL! | ,___| | / Sysop: BamBam /____| / | Its the wares dude... Also call: APOCALYPSE 703-347-5412 MARTYRIUM 713-960-0753 MADHOUSE 313-698-1728 BamBam immons DO{tR LEFT RIGHT - RIGHT FIRE - NITRO PLAYER 2,THE YELLOW CAR,USES JOYSTICK PORT 0 UP - ACCELERATE DOWN - BRAKE LEFT - LEFT RIGHT - RIGHT FIRE - NITRO PLAYER 3,THE BLUE CAR,USES THE KEYBOPARD /. LEFT SHIFT,SPACEBAR - ACCELERATE QWASZXUIJKM, - LEFT ERDFCVOPL; - RIGHT ALT OR RIGHT SHIFT - NITRO BRAKING IS AUTOMATIC WHEN ACCELERATE KEY IS RELEASED. DURING PLAY.HELP PAUSES THE GAME AND E{ԑDSC ABORTS A PAUSED GAME. SUPER OFF ROAD(STADIUM RACING) THE OFF ROAD EXPERIENCE. YOUR AIM IS SIMPLE;TO COME OUT AS THE BEST OFF-ROAD DRIVER IN A SERIES OF STADIUM BASED RACES.4 DRIVERS,UP TO 3 OF WHICH CAN BE PLAYED BY THE COMPUTER,COMPLETE OVER A SERIES OF 8 TRACKS-AND EACH TRACK IS RACED BOTH CLOCKWISE AND ANTI-CLOCKWISE,GIVING 16 RACE CONFIGURATIONS. BASED ON THE AMERICAN ARCADE GAME IVAN`IRONMAN` STEWARTS SUPER OFF ROAD THIS CONVERSION IS FAITHFULL TO THE ORIGINAL,SO WHEN YOU {?2*FIRST LOAD THE GAME EACH PLAYER NEEDS TO INPUT DETAILS THAT WILL BE USED LATER FOR THE HIGH SCORE AND RACE RESULTS SCREENS.FIRST,YOU NEED TO IDENTIFY YOURSELF WITH A THREE LETTER NAME-USE THE JOYSTICK OR KEYBOARD TO MOVE THE CURSOR OVER THE LETTERS OF THE ALPHABET TO ADD THE SELECTION TO YOUR NAME FIELD. NEXT,DETAILS OF EACH DRIVERS BIRTH DATE ARE NEEDED,ACCORDING TO THE CUSTOMS OF COMPETITIVE OFF-ROAD RACING.THE DATE YOU INPUT IS DISPLAYED IN THE AMERICAN STYLE-WITH THE MONTH PROCEE{YDING THE DAYS DATE. FINALLY,YOU GET THE CHANCE TO PICK A NATIONALITY FOR YOURSELF-MOVE THE CURSOR AROUND THE SCREEN AND PRESS FIRE WHEN IT IS RESTING ON THE NATIONAL FLAG OF YOUR CHOICE. ONCE ALL THE PLAYERS HAVE COMPLETED THE ARCADE SET-UP SEQUENCES,THE REAL RACING CAN BEGIN. MONEY-LAPS-LIVES. AT THE START OF A NEW SEASON,COMPETITORS BEGIN ON EQUAL TERMS,NO-ONE HAS ANY MONEY IN THE BANK,AND EVERYONE HAS THREE `LIVES` IN THE FORM OF CREDITS.WHICH ARE WORTH 200,000 DOLLARS,MONEY CqNkgh roads, negotiating obstacles and dispatching Roman charioteers bent on preventing you reaching your destination. You must stay on the road and steer your chariot around smaller objects such as rocks and logs. Hitting such obstacles causes little immediate damage to your chariot but it accumulates and eventually a wheel may drop off. Also, each bump you suffer causes money to fall from the back of your chariot. Leaving the road brings your chariot to a stop, wasting precious time.q꼹: When close to other chariots, the display changes to a plan view of the confrontation. Use your whip and wheel spikes to rid yourself of Roman adversaries. Wheel damage is depicted by wobble; too much wobble and wheels drop off. In plan view, game speed is halved and your horses instinctively keep the chariot on the road. Should your be the victor of a chariot battle, the screen reverts to rear view and you continue to your destination. Should you be the victim, however, youq ىF lose all your money and have to thumb it back to the last city you were in. LOADING INSTRUCTIONS -------------------- [] Switch the computer on. Insert Kickstart disk if necessary. When Worbench is requested insert disk 1 of CARTHAGE into the internal drive. Insert disk 2 when prompted. Carthage is played with a joystick plugged into the second joystick port! CONTROLS -------- The Chariot Joystick: Rear view UP: Power DOWN: Brake q j LEFT: Steer left RIGHT: Steer Right Plan View Controls as above but pressing fire, causes Diogenes to whip in the direction the joystick is pushed. STRATEGY -------- Click RMB (right mouse button) on a city to generate an information icon displaying garrison strength: cavalry, infantry, archers, catapults, elephants and wealth. Click RMB on information icon to close it. Click LMB on information icon to bring it to the force Cliq  9ck on Diogenes - depicted as a large golden helmet - to display his wealth and the wealth of the city he's in (if any) and to enable transferal of money between him and the city plus the creation or disbanding of an army. Click on a created army - small golden helmet - while inside a garrison to generate a full-screen isometric view of the city's stronghold. Its four towers represent cavalry, archers, elephants and infantry. An out-building depicts catapult strength. Click on each toq {7wer to create a battalion - this is only possible if there are reserves. You may also disband an army from this point. At the right hand side of the garrison are five romans numerals depicting your five armies. Click on a number to show details of the corresponding army - this is only possible if said army is in the particular garrison. Tents represent battalions which, when clicked on, are used to modify armies: Increase/decrease strength or disband battalions. Each tent representsq ė one battalion. To start an army marching click LMB on its general - gold helmet - and drag it to its destination or target army. Click on the general to halt an army. CONFRONTATION ------------- A zoom of greater then X8 displays armies as separate battalions, each represented by a suitable flag. Click LMB on a battalion flag to display its number of men and route to current destination, if any. To halt an army and read it for attack, click on its general. Only when an army is stqޟ ationary may you move battalions around seperately. To move cavalry, infantry or elephants simply grab'n'drag them to their selected destination. A line is drawn to indicate their route to the required positon. Grab'n'drag one battalion to antoher and it will follow (or attack) that battalion. Grab'n'drag archers to open fire enemy, they score hits only if in range. You have limitless supply of arrows. Catapults work in similar fashion to archers but they fire further and their hitqߧG: area is larger. While in combat your battalions' strength, loyalty and number of men decreases However, the more successful conflicts your men have the greater their loyalty and battle experience becomes. To emerge victorious from a conflict you must destroy the enemy army's general. MAIN MENU --------- -------------------------------------------------------------------------- | ----------- ----------- q# ----------- | | | CARTHAGE | | VIEW | | GAME | | | | | | | | | | | | | | | | | | | ----------- ----------- ----------- | -------------------------------------------------------------------------- CREDITS VIEW MENU GAME MENU qE -------------------------------------------------------------------------- | ---- --- ------ ---- ----- --- ----- ----- ----- ----- | | |VIEW||MAP||REPEAT||BACK|| || || || X 2 || X 4 || X 8 | | | | || || || || <-- || | || --> || || || | | | | || || || || || V || || || || | | | ---- --- ------ ---- ----- --- ----- ----- ----- ----- | --------------------svV\DeTRZq2E"%8Q2`!|+&gL ԝ@ *} oH8(((M(z!JU{%gN+b~q>{K1<^>J̬dDf'PAJ pɘ5ܓ ڌ9 P ii AlBmB g&Q{fR'ZQ&~ &LƏ'}f=\zDO!Xz0_w~=z>ix#/.T)M<{4PD{x x,0B)<53(C. 슟_a%i*#$L&) SYY ɃT,6P$H3%Ǐ+I\PvGå*4?HT[UPX6;x 5 2x ҡLp4 U< WYPSP{7tF<œskR R"wJ0hVB 5҂J JQ=b3Bo#X>ܯV宪 G6, q%P?* @AJj25HPpo ypM ؑ Ф@]#UCs@a j۴=uFN! !aЇ CV&J L@Al 31C,TTDFd@eeDTf$=5_Bg I X@g]Q+pCDX7e0rNd3MÑsFj8C(St)Bw 9A8 .BT١h?̬-Ae Q<(E\- (zWh 4)4U-& z>^8*ˤ{CE#' _F/y{Φvl4.`,mz`:縢[UCkMgbHcP)zZZOp65"q ~XW}8\ZS\]X9`cid CW j0oƐ[^x(Hۨ,r&)jq,u'7%P tH]dkD kݾ6zn>:>$ K8ΠӼg>݃Ja; )83ў^-=r;{@]D?#s~'cn<q" your chariot to chosen cities, there to deliver money, build, mould and advise armies how to best counter the Roman onslaught. While in cities - other than Carthage - you may create armies from city reserves. Once created, you decide whether to despatch them to meet Roman forces or leave them to guard the city. You have a short period (five minutes real time) in which to build up forces and distribute money before Roman armies - usually around 2,500 men in each - begin marching oq 6n Carthage. You can have a maximum of five mobile armies under your control which may either be used to re-enforce troops or engage Romans in combat. Each mobile army may consist of no more then 30 battalions - cavalry, infantry ;and archers - and each battalion of no more then 99 men. Unlike troops, elephants and catapults can not be bought or sold although, at start of play, some are scattered throughout the cities and should be collected as soon as possible, before the Romans geqLt their hands on them. Your armies need to quickly gain strength, experience and loyalty to improve their fighting prowess. Loyalty and strength percentages should be kept high to get the best from your men. A fatigued army may rest in garrisons or in camp on roadsides. Flags represent Carthagian cities while Roman standards depcit captured cities; gold helmets are Carthagian armies, silver helmets are Roman forces. While Carthage stands, her nimble merchant ships run Roman blocq룝[kades to bring home gold and silver for your to distribute. Maintaining a sound economy - i.e. having sufficient in each city for army wages with no cash stockpiles - encourages more overseas trading with Carthage and consequently more money for you to distribute. Your charioteering cash deliveries are implended by determined Roman assassins, equipped with their own spiked chariots, who try to run you off the road. Should you visit garrison which is either under siege or has beenqjZ~ overrun by Romans, you're held captive until such time as Carthage can afford your ransom. 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g^Ax8”=^6g{e`R374˖KWg =a*E߭// $Ϟcw`K䞪pCaCy%>[ZYXWVUTSRgts~Es (18VIRABackyardDetail.IFFpqYCARTHAGE - THE GAME ------------------- In this unique combination of arcade & strategy elements, you aim as Diogenes, is to prevent the romans from destroying the city of Carthage. 3-D fractal generated maps display the positions of Carthagian cities, your forces and the advancing Roman legions. At start of play you're in the city of Carthage with your forces randomly distributed throughout other cities in the territory. Using your god-given sight you assess the situation, speed{|\E6|0[$39FRD.DOCp{,NT THE DOX TO SUPER OF ROAD RACER TYPED BY <--SCOOTER--> //////////////////////////////////////////////////// AMIGA AND ST CONTROLS; --------------------- DURING THE ATTRACT MODE,F1 TURNS BOTH MUSIC AND SOUND EFFECTS ON,F2 TURNS MUSIC ONLY ON.F3 TURNS SOUND EFFECTS ONLY ON,F4 TURNS MUSIC AND SOUND EFFECTS OFF,WHILE F10 ALLOWS YOU TO QUIT THE OPTIONS SECTION. PLAYER 1,THE RED CAR,USES JOYSTICK PORT 1. UP - ACCELERATE DOWN - BRAKE LEFT -}wLU1alls&Pipes.docp~V&)c152SOL.TXTp~l Dragon's Lair II: Time Warp Solution Typed By: Mimic/Studly of I.C.E. The Internet Crack Exchange Thanx to: Jawz Scene 1 ------- When Dirk's Mother-in-Law starts to swing the rolling pin, move LEFT. MOVES: Left Scene 2 ------- As Dirk runs onto the draw bridge, move DOWN. When Dirk stops, move RIGHT. MOVES: Down, Right Scene<  xn6hygnusEdTempA.624pZ>n4 hygnusEdTempA.592p$n &)G38itus.docp}The Documentation to: OBITUS -------- Typed by: Zodact of Razor 1911 Cracked by: Classic and Razor 1911 Obitus is a gripping combination of RPG and arcade action. It places you in the role of Wil Mason as he finds himself mysteriously transported to Middlemere: a world of knights, trolls, dungeons, castles, wizards, princesses.... and death. This world, _7|210/.CBA@?>=<;:9,X2 \10AOS.DOCpy FORMEILBMBMHD CMAP0`0 P@@@DPPSnh@ZlCRNG CRNG CRNG CRNG CRNGCRNGCAMGBODYCб?p8?>1]+fedcba`_^]prqZ=41wermonger.dox20p}&#L ------------------------------- -------- Balls & Pipes -------- ------------------------------- Anmerkungen zum Spiel: ---------------------- Balls & Pipes ist eine Vier-Gewinnt-Variante, deren besonderer Clou es ist, da die Blle (Spielsteine) nicht immer einfach senkrecht hinabfallen, sondern durch Verstellen der Pipes (Verbindungen, Rhren) umgeleitet werden knnen. Das Spiel erklrt sich im wesentlichen selbst. Im Zweifelsfalle drcke m})an im Spiel auf das Info-Gadget, wodurch der Info-Screen erscheint. Zu beachten ist, da man zum Modifizieren einer Pipe stets ZUERST den Anfang und DANN das Ende der gewnschten Pipe durch klicken auf die entsprechenden Kreise auswhlen mu. Beispiel: Den Zustandsbergang von o o o o | | | | o o o o nach o o o o |/ | | o} 6n o o o erreicht man durch 1.Auswhlen des zweiten Kreises der ersten Zeile 2.Auswhlen des ersten Kreises der zweiten Zeile Sonstiges: -Spielerzahl: 2 bis 4 -Die Spielerreihenfolge wird zufllig ausgewhlt. -Die Anzahl der Blle, die man zum Gewinnen in eine Linie bringen mu, ist von 3 bis 5 verstellbar. -Wenn die oberste Zeile des Spielfelds voll ist, wird das Spielfeld so verschoben, da die untersten 3 Zeilen verloren gehen }֐und dafr oben 3 leere Zeilen erscheinen. -Wenn sich mehrere Blle beim Fallen gegenseitig blockieren, so hat stets der linkeste Ball den Vorrang. PS: Konstruktive Kritik ist erwnscht. Adresse siehe Info-Screen im Spiel. hlen mu. Beispiel: Den Zustandsbergang von o o o o | | | | o o o o nach o o o o |/ | | o2<321FEDCBA@?>=<QPONMLKJIHG\1s (19VIRABattlements.IFFp,̪onmlkjihzyxwvu}|{! 6ADAVER 2ND PART SOLUTIONp{9 HERE'S MWB AGAIN ... WITH................ SECOND PART OF THE SOLUTION OF...... ** C A D A V E R ** ------------------- "LEVEL TWO IS SET ON THE FLOOR OF CASTLE WULF, A PLACE PREVIOUSLY INHABITED BY CAROLUS AND HIS SIX CAPTAINS: AXEL,GRIMBOLD.RAGNAR,HELM,AND MAGNUS. HERE THEY DISCUSSED POLICIES,RULE OF THE CASTLE AND MAGIC. "ON ENTERING LEVEL TWO YOU WILL HAVE LOST ALL OBJECTS FROM YOURqH >>>> POWERMONGER DOX <<<< PO\/\/ERSL/\VES, THE BEST OF THE REST THE STORY The kingdom of Miremer was once a great place, and you were once its great leader. But fate saw fit to intervene and a terrible earthquake reduced the kingdom to rubble, abruptly ending your reign. Only you and a handful of subjects escaped. 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CONTROLS AMIGA/ST(SPIT,SPIT) KEYBOARD JOYSTICK ----------------------------- ---------- ---------- d\Jump/Go Up Ramp - Q - UP Duck/Go Down Ramp - A - DOWN Walk/Drive Right - P - RIGHT Walk/Drive Left - O - LEFT Fire - Left ALT - FIRE Select Lawmaster - SPACE Select Weapon - Left SHIFT Joystick/Keyboard(Start Screen) - F1 Quit Game - F5 Pause Game - F10 GAME LOGON : DREDD PLAYING JUDGE DREDD ------------------- Judge Dredd is able to move left and right, and walk to drdrive up and down ramps built onto the side of the city blocks. Dredd cannot be killed but his energy level will decrease if he is attacked by a perp. If he loses too much energy he will be commitied to hospital and the crime rate will soar. If the crime rate is too high Dredd must take the 'Long Walk'. The crime rate in Mega-City also increases if Dredd does not do anything,and also while he is riding his 'Lawmaster Bike'.Although the bike travels around the block faster than>[r if Dredd is walking,he cannot shoot or arrest 'Perps',hence the crime rate rises.If he arrests a 'Perp' with his 'Lawgiver' drawn or shoots a 'Perp' the crime rate drops.Dredd's weapon is his 'Lawgiver' which uses three types of bullets. General Purpose - Standard Bullets. High-Powered Laser - Which are so powerful they can kill a whole line of 'Perps'. Homing Missiles - Which are limited in number. The overall objective of the game will be to uphold the law,$ and keep the crime rate as low as possible. There is no scoring during each game but 2 bonuses are available at the end of each level: Bonus 1 level of crime rate. Bonus 2 level of energy. LEVEL ONE - THE LEAGUE OF FATTIES --------------------------------- "Control to Judge Dredd,A 299 for you on Dan Tanner Block" As dredd speeds towards Dan Tanner Block the Fatties of Mega-City One are running riot,devouring everything in sight. Four food dispensers are placed around the block; Dredd will have to destroy these to quell the Fatty rampage. Meanwhile the Civs'are taking their revenge upon the Fatties and taking any opportunity to shove a Fatty off the building and send him crashing to certain death. The Fatties desperately attack Dredd who is threatening their food supply: Running Fatties charge into him trying to push him from the building: Jumping Fatties climb the building and when they are above Dredd,they jump, crashing into him as they plu]ummet towards the ground.Some of the Fatties are so distraught that they resort to throwing lethal lumps of pizza at him. Remember every time one of the Fatties is succesful in squashing,hitting or jumping on Dredd, his energy level will be affected. END OF LEVEL ONE - THE FOOD CONVOY ---------------------------------- Defeated by Dredd the Fatties have hi-jacked a food Convoy. Dredd's only chance of going on to the next level is to reach the front of the convoy before it re aches the Fatty hideout.Crazed with hunger,the Fatties attack dredd as he runs along the top of the convoy,determained to hang on to their prize. LEVEL TWO - EVOLUTION LEVEL --------------------------- "Justice control to Judge Dredd:investigate situation on Charles Darwin Block" Judge Dredd arrives on the block to discover that the entire population of Charles Darwin Block is slowly regressing through Frenzied Proffesor Fribb has developed an enzyme that can reverse the proc ^gess of evolution.An accident in his laboratory has released some of the enzyme into the ventilation system. Dredd must fight his way past various forms of regressed human evolution to reach Fribb's laboratory at the top of the block.On his way he must close the outlets from the ventilation system to halt the spread of the enzyme. Monkeys roam around the block at different stages of development,throwing rocks and rubble.Some still have enough intelligence to realise when Dredd  ais arresting them, but some have regressed too far and punch Dredd when he tries to arrest them. On the higher parts of the block Dredd is attacked by Lizards,running towards him at high speed and lunging at his throat.Further down the evolutionary scale,Dredd confronts amoebas,although few are found on the main level. END OF LEVEL TWO - FRIBBS LABORATORY ------------------------------------ Finally Dredd reaches Fribb's lab at the top of Charles Darwin block,but finds thk:,#\,37RCO.DOCp NARCO POLICE (USA RELEASE!) LOADING INSTRUCTIONS AMIGA 1. Connect the Amiga. 2. Insert the disk. 3. 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O"Tsm2Tb$ `-!pEWߋ¦Q^X`>x H9pYTW_ $s~.vK݂]3yɎaY.p Y1.^7O9G+LQ h+_U+Z64ra@9a\+L0&LHz/8x 8zt9as"zHⲴP<>z$=N2Mx˵x2}<)k.Kp" *l `CFip@V )o}MqD S9˔$MʂE0Zclۓñ1\]' `yS?&YAJ@Dϲbj.@o)5*QO²4FuyKw/`F8,x`a YD HU%j .Qs/H~cЄ8ǎ"M:ښ@ `a `Ja4aPL2Lփxp42^K,y86E UX_` ۣcba`utsrqponmlk4 28NALCONFLICT.DOCpkUPP20 qc55}x * VNwl(ʔ_ xבh(W"GCR ,2!#nX AS,B%cp`/ Z19@K‡P?ѭ> T3<iG1'Xy3܅48dGTSS҆B2A>1"hYF8C܀x-g?IAK@4M |۩S GUW8k@?s6s3(D&6> QO<&黸@ @@b|-B"n|Z UGm{:@E"؞`./ʠ⋲yz~\=<;: 542BOCOP2.DOCp:PP20 ?HS9SZʌ`;}ΞS Re1v K+XKA~P\8A Qp"tcF.0>q8.xdw R@2U!)(cK`_Tx72v9=]`ibw@*m &*[GD놄W63Ŷ0ƠX^NEI^FG ¢\R?4dDނ CA;dC PO|Ӳ N"~zz/>;!MYMfU˰Syg<]h0SV p\!4AɄ     $-2EAST2.SOLUTIONpHd +*)('&%$#"!6543210/.-,A@?>=<;:987LKJIHGFEDCBWVUTSRQPONMba`_^'&%m034g29ful.docp%o DDDDDDD OOOOOO X X SSSSSS CCCC OOOO OOOO TTTTT EEEE RRRR D DD O O X X SS C O O O O T E R R D DDD O O XX [BY] SSSSSS C O O O O T EEEE RRRR D DD O O X X S C O O O O T E R R DDDDDDD OOOOOO X X SSSSSS CCCC OOOO OOOO T EEEE R R [-MIG 29 FULCRUM-] USUAL HIGH REGARDS GOTO RYGAR--MR THOMPSON-AND FAlSHADOW OF THE BEAST II- Commands- A- asks a question S- shows your score F1-4 chooses what you use O- offers an object Activate the cheat mode by moving right until your first encounter and ask the warrior: Ten Pints. Go all the way to the left until you reach the guy who is being captured by a gargoyle. Shoot the gargoyle until it releases him. Ask the man about: Traps. The man will tell you wither upper switch or lower switch. Go down through the branches and makX*( ,.31LANDOFLOSTHOIPE.SOLV.pHY,n29ntsp(3THE ISLAND OF LOST HOPE- The adventure begins on a small island. Climb the tree. You will see a ship in the distance. Signal the ship. A pirate will come to the island in a rowboat. Shake the tree and a coconut will fall down and knock out the pirate. Go down. Remove clothes from pirate, remove your clothes, wear pirates clothes, drop clothes, enter boat, and drop the coconut. On the pirate's ship go north, north, east, down hole, south, west, to crew's quarters. Sz["-s40OLOFRADIANCE.SOLUTIONp POOL OF RADIANCE- New Phlan In the town of New Phlan, you cannot camp out on the street, so don't try it. Locate the shop at 11-12 to change your gold pieces into platinum. You can then stay at the Inn at 4-12. There is a Jewelry shop at 8-10 where you can exchange heavy gold for light jewelry. Visit the taverns at 8-9 to pick up gossip and gain experience. Visit the hiring hall and hire whatever help you deem necessary (7-2). Finally, visit the city clerk at 5-5 who will   0/.-,+*)9+33LT.SOLUTIONpә Here is the latest revision of Shinobi's GameBusters. Over 110 Game Cheats/Backdoors/Hints!!! When I have posted these Gamebusters to the net before I received mail either complaining that a certain cheat, hint,etc., didn't work, Or people sent me cheats they knew of that were NOT included in the file. (I didn't mind those at all! hehehe) Be advised that *I* am NOT Shinobi. If you have any problem concerning cheats and such that dont work for you go ahead and email me. I am f9҇D KULT First, how to complete the five ordeals :- THE TWINS - OBJECT = GOBLET Go to the source on the left hand side. Inspect the fountain and press the eye. Fill the Goblet and go back to the room called 'THE TWINS'. Open the left-hand serpent and empty the goblet into it. Get the die that emerges from the serpent then open the right hand serpent. Throw the die, and note the number thrown. Put the die into the right-hand serpent and go to the room facing you. The  ]\[ZYXmlk 蚁>$#"! 321+ 46MESOFLORE.SOLUTIONp1L, Times Of Lore Combat and travel Go to Lankwell where you can buy a magic axe for 95 Gold. A serf will sell it to you in the north west corner of town. Fight orcs and thieves since they carry items, money, and food. Don't kill civilians in town. Buy the boots of speed in the Treel a Tavern for 25 gold. The Voyagus Scroll is found in a hut north east of Hampton. It will teleport you 3 times to any town. Get the Zuma potion after killing the Lyche. When you drink it, you w)  Oy M.W.B. DOXDISK #16 1990 MADE IN FEBRUARY'91. M 1 BALLS & PIPES.DOX M 24 ELVIRA LOWERLEVEL.PIC m 2 BEAST II SOLUTION M 25 ELVIRA MAZE.PIC M 3 BLEED II SOLUTION M 26 ELVIRA UPPERLEVEL.PIC M 4 BOROWEDTIME SOLUTION 1 M 27 FALCON MISSION II DOX M 5 BOROWEDTIME SOLUTION 2 M 28 FINAL CONFLICT.DOX M 6 CADAVER PART 2 SOLUTION M 29 H I N T S M 7 CAPT.BLOOD SOLUTION M 30 INFIDEL SOLUTION M 8 CARTHAGE.DOX --***USE THE***-- M 31 ISLAND OF LOST HOPE SOLUTION M 9 CELICA.DOX --*** PICS ****-- M 32 JUDGE DREDD.DOX M 10 CHAOS.DOX --*** IN AN ***-- M 33 K U L T SOLUTION M 11 CHAOS.HELP --****PRINT****-- M 34 MIG-29 FULLDOX M 12 CHAOS HELP 2 --***PROGRAM***-- M 35 MINDSHADOW SOLUTION M 13 CURSE AZURE BONDS.DOX M 36 MURDERS IN SPACE.DOX M 14 DEADLINE SOLUTION M 37 NARCO.DOX M 15 TIMEWARP (DRLII) SOLUTION M 38 OBITUS.DOX M 16 ELVIRA RECEIPS+SPELLS M 39 SUPER OFF ROAD.DOX M 17 ELVIRA.DOX M 40 POOL OF RADIANCE SOLUTION M 18 ELVIRA BLACKYARD.PIC M 41 POWERMONGER.DOX M 19 ELVIRA BATTLEMENTS.PIC M 42 ROBOCOP II.DOX M 20 ELVIRA CATACOMBS.PIC M 43 SINBAD SOLUTION M 21 ELVIRA COURTYARD.PIC M 44 SORCERER SOLUTION M 22 ELVIRA DUNGEON.PIC M 45 SPEEDBALL II.DOX M 23 ELVIRA KITCHEN.PIC M 46 TIMES OF LORE SOLUTION M 47 WIZARDRY SPELLS JUST TYPE "M" AND THE NUMBER. FOR THE MENU,JUST TYPE "TYPE H" C UUUU!! OS.DOX --*** IN AN ***-- M 33 K U L T SOLUTION M 11 CHAOS.HELP --****PRINT****-- M 34 MIG-29 FULLDOX M 12 CHAOS HELP 2 --***PROGRAM***-- M 35 MINDSHADOW SOLUTION M 13 CURSE AZURE BONDS.DOX M 36 MURDERS IN SPACE.DOX M 14 DEADLINE SOLUTION M 37 NARCO.DOX M 15 TIMH/^3 x47ZARDRY.SPELLSp ֦\A@?>=04OROWEDTIME.SOLV1p"y SKID ROW presents WIZARDRY -----|- BANE OF THE COSMIC FORGE Fire Spells Spell Name Spellbook Base Cast When Cost Affects Description ------------------------------------------------------------------------- ENERGY BLAST 2 1 Monster A jolting spark of electric energy Mage doing 1-7 hit poi~}"xn _____ _______ _______ _____ ______ ______ / ___ \ /\ / ___ / / ___ / / ___ \ / _ \/ \ \/__/ // / \ \__\/ \ \__\/ \/ / / \// / \/\// / \/ \ // / \ _\ \ _\ / / \ \ \ \ (C) /\_\ \\ \_/\ / /__/\ / /__/\ /\_/ \ /\\ \/\ /\\ \/\ C&Z! /_____/ \____\/ ______\/ ______\\_____/ \_____/ \_____/ \/ 2 \/ -: T H E C O M P L E A T S O L V E F O R B L E E D I I :- All typing etc made by ZIKE! for CONQUEROR and ZIKE!M / AGILE! THE GREAT GAME (BLEED II(AND BLEED I)) WAS PLAYED AND SOLVED BY, ___ ___ KU __/ / /_/ /__ / /__ / / \ /__ . _________________YW______________________________________________________ IF YOU NEED TO SOLVE ANY OTHER PROBLEMS (LIKE GIRL PROBLEMS (IN THAT CASE, JUST SEND THE GIRL AND I'LL FUCK HER TILL  SHE DIES (IM SUCH A WONDERFUL LOVER, YOU KNOW!) (THEN YOU DON'T NEED TO WORRY ABOUT HER ANYMORE!) THE SAME GOES FOR YOUR ALCOHOL - PROBLEMS!! ) ANYWAY, HERE IS THE ADDRESS YOU NE7nED .... BLEED FANCLUB (AND GIRLIE FUCKERS LTD.) BOX 12O44 ՂXWVUTSRQfedcba`_^]\q' 445ARCROSS.SOLUTIONpTxBORROWED TIME Part 1 BORROWED TIME is an action-packed adventure by Activision Home Computer Software. It is available for many different computers. Versions may differ slightly and there may be more than one way to solve it. I played the Macintosh version. In this walkthru, I am presenting one possible solution. I have tried to cover all the major problems in a step-by-step procedure as I solved the game. However, it is not necessary to do everything in this exact order. Because oGUf one very annoying character in the game, the thug, you can expect to be "killed" frequently so save often and map carefully. THE THUG. I wasn't able to do anything about him. It seemed that he appeared when I had taken too many moves between finding evidence or obtaining information. I usually received a warning about three moves before he started blasting. GAME BEGINNING. You are in your office. Answer phone. Read your case files (all 7 of them). Go east to the little office and. read the note. Take the east exit to the alley. This is where the action starts! Go east to the Dixie Arms Hotel. Hide behind the chair. Crawl north. Lock the door. Go up to the attic. Break the window. Take the shard of glass. Go east to the ledge. Climb the cable. When you get to the second-story window of the Dublin Rose Bar, cut the cable with the shard of glass. Go down to the bar. LEBOCK'S HOUSE. If you are having trouble finding or entering Lebock's house, go to the bar. Talk to the thug. Show gun to the thug. This will loosen his lip but not enough. Show gun again. He will tell you the location of the house and the password. The big bruiser, Rocco, guards the door. Say "TINPLAYER" then enter. Lock the door. Search fireplace. Take scrap of paper. Go east through the curtain. Take the candlestick and wait. Hit Rocco with the candlestick. Go east and exit back door. RITA'S APARTMENT. You'll get hit over the head and tied by your wrists to the ceiling beams. There is a table nearby. Look at table. Get the matches and the candle. Light match then light candle. Burn twine. (Amazing what you can do with your feet!) Search the kitchen. Take Receipt. If you search enough, you'll find a key but getting it now will cause you problems. Oh, well, go ahead move the stove and get the key. Now your hands are burned and you can only carry a few things. It would be best to visit the doctor now. DOCTOR'S OFFICE. Tell the nurse you are a patient. =TawYou'll see Mongo through a doorway. He is receiving medical treatment. Don't call attention to yourself; listen. Search desk. Take the bandages. If you have already burned your hands, *APPLY* bandages to your hands. Ah, that's better! BORROWED TIME Part 2 SHACK. In case you haven't found the shack, it's at the west end of First Street (just west of the hot dog vendor). Break the door. Untie Mavis. Take the tube and the novel. Read the novel and take the bookmark -- it֤BEDP1m5OROWEDTIME.SOLV2pD Borrowed Time: Solution FIXED BY TAL (Type in all this shit to win game!) Your Office: Answer Phone. E. E. Run East. Hide Behind Chair. N. Lock Door. Climb Stairs. Break Window. Get Glass. E. Climb on Cable. Cut Cable with Glass. E. Drop Glass. Dublin Rose Bar: Sit at Bar. Tell me about LeBock. Show Gun. Show Gun. W. W. N. Listen. N. Charlie LeBock's House: Say Tinplayer. Lock Door. Look in Fireplace. Get Paper. E. Get Candlestick. Hit Rocco with Candlestic  :9876543210C  17APT.BLOOD.SOLUTIONpC u CAPTAIN BLOOD DOCS Game Control: Mouse in port 1 controls hand as well as flying! When flying -right button to accelerate and left button to decelerate. The Story: You are trapped in a universe of your own creation that is populated by strange creatures in unlikely scenerios and of your own mind. As Captain Blood, you are in a predicament. The hyperspace warp that sucked you into the game also fragmented your genetic structure creating five exact duplicates of y  ذr,+*)('&% 2t14ADLINE.SOLUTIONp %@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ THIS TUTORIAL WILL BE DIVIDED INTO TWO SEPERATE PARTS: THE FIRST BEING A GENERAL OUTLINE FOR SOLVING DEADLINE, THE SECOND BEING A DETAILED DESCRIPTION ON HOW TO SOLVE IT. --------------------------------------- ----------------------------------- SOME GENERAL HINTS ABOUT DEADLINE [1] ALWAYS KEEP IN MIND THAT YOU ARE NOT LIMITED TO TWO WORD COMMANDS, LET YOURSELF GO AND BE CREATIVE! [2] YOU HAVE THE ABILITY TO INTERACT WITH PEOPLE AS  &$#"! /.- 42 j30FIDEL.SOLUTIONp -Y# * * * Infidel * * * Part One A word or two before we start: throughout the pyrmaid, you will come across a number of hieroglyphic symbols. These symbols, when properly translated, contain clues and hints to solving the various puzzles presented in the game. Since you are using this walkthru, I will not be translating the hieroglyphics. However, should you want to try your hand at it, look in the Hints section, where I've given approximate translations of some ͑     3?35NDSHADOW.SOLUTIONp s MINDSHADOW Part 1 Well, here we are again, all set for another adventure, but without any elfin swords or magic lamps. You awake on a deserted island suffering from amnesia. Your mission, if you accept, is to save yourself and to regain your memory. There are a few tricky puzzles to solve and saving the game at various spots is recommended. Also, as in other adventure games, it is a good idea to map your sul 3U43NBAD.SOLUTIONpT/ Sinbad and the Throne of the Falcon SAVED GAME 'almost-there' PIC FILE 'SWM.pic' This saved game "almost-there" is for those who want to the the final screens of "Sinbad and the Throne of the Falcon" but are having difficulty getting there on their own. Everything but going to see the Shaman for the final time. Yo̴(u3 v44RCERER.SOLUTIONp|>PRESENTED BY: [MR. SANDMAN] (ANOTHER FILE FIXED BY TAL) )!(!)!(!)!(!)!(!)!(!)!(!)!(!)!(!)!(!)!( (!) H O W T O S O L V E (!) )!( INFOCOM'S SORCERER )!( (!) (C) 1984 THE USS ENTERPRISE BBS (!) )!(!)!(!)!(!)!(!)!(!)!(!)!(!)!(!)!(!)!( WELL, THE FOLKS AT INFOCOM HAVE DONE IT AGAIN. ANOTHER SUPERB TEXT ADVENTURE WHICH PICKS UP WHERE ENCHANTER LEFT OFF. WHILE NOT QUITE AS DIFFICULT AS ENCHANTER, SORCERER IS NONETHELESS A VERY ENTERTAINING AND CHALLENGING ADVENTUREq4{ Starcross: STARCROSS IS A RELATIVELY SIMPLE ADVENTURE-- IT'S ALL SIMPLY A MATTER OF SHOVING COLOR CODED RODS INTO THE APPROPRIATELY COLORED (FREUD WOULD HAVE BEEN PROUD). THE ONLY PROBLEM IS IN FINDING THE RODS AND SLOTS. THIS COLUMN WILL TELL YOU EVERYTHING YOU NEED TO KNOW... (IN CHRONOLOGICAL ORDER!) SO BE SURE AND HIT THE SPACEBAR IF I START TO TELL YOU ANYTHING YOU *=> DON'T WANT TO KNOW YET! <=* A WORD TO THE WI d 1cls!19CpDnED1gmp=F[ZY 1RunYԳOO(jdp N$"<I(l/ / g ,倲l"4(T`,2(jtp NJg2**p$A. 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MAKE SURE, HOWEVER, THAT YOU ARE NOT IN THE MIDDLE OF SOLVING A TIME-CRUCIAL PUZZLE LIKE THE MAZE OR THE COAL-BIN ROOM WHERE SLEEP WILL LEAD TO YOUR DOOM. I WILL MENTION THE PLACES WHERE SLEEP SEEMS TO OVERCOME YOU, SO DON'T WORRY ABOUT THIS TOO MUCH. ON TO THE SOLVING... D, D, S (YOU SHOULD BE IN THE CRATER), NE, NE, E, N, NE, MEMORIZE IZYUK, IZYUK ME, U, GET GUANO AND SCROLL, GNUSTO FWEEP, D, SW, U, W, W r, NE, SE, E, E, PUT GUANO IN CANNON, GET SCROLL, W, LOWER FLAG, SEARCH FLAG, GET AQUA VIAL, W, NW, SW, W, D, D, S (YOU SHOULD BE BACK AT THE CRATER), W, MEMORIZE IZYUK, AGAIN (THIS IS SO YOU CAN RE- MEMBER THE SPELL LONGER), IZYUK ME, W, W,P. IF NOT, YOU MIGHT WANT TO TYPE 'WAIT' A FEW TIMES UNTIL YOU GET TIRED. THEN TYPE 'SLEEP'. NE, NE, E, E, WAKE GNOME, GIVE COIN, E, E, N, N ---> NOW ON TO THE MAZE! YOU NEED TO MEMORIZE THE FWEEP SPELL AT LEAST 3 TIMES IN ORDER  &*TO GET THROUGH THIS SUCKER. THE SPELL WEARS OFF AFTER A WHILE AND YOU WILL NOT BE ALLOWED TO CARRY ANYTHING (LIKE YOUR SPELL BOOK) WHILE YOU ARE A BAT (EARLY BUGS LET YOU, BUT THAT IS CHEATING...). IF YOU HAVEN'T MEMORIZED IT ENOUGH, YOU'LL FORGET IT. SO... DROP ALL BUT BOOK, MEMORIZE FWEEP, AGAIN, AGAIN, FWEEP ME, E, N, E, S, S, W, D, E, E, N, N, U, U, S (YOU SHOULD NOW RETURN TO HUMAN FORM), E, GET SCROLL, DROP SCROLL IN HOLE, FWEEP ME -- |g-> AT THIS POINT A DORN BEAST WILL START COMING AT YOU... GET THE HELL OUT! W, W, S, E (BYE BYE DORN!), D, D, W, W, U, U, N, N, D, E (YOUR FWEEP SPELL SHOULD WEAR OFF AT THIS POINT, SO..), FWEEP > YOU'RE DONE IT! NOW, KEEP TYPING 'WAIT' UNTIL YOU ARE HUMAN AGAIN, THEN... GET ALL, S, S, E, GET SCROLL, GNUSTO SWANZO ---> HERE'S ANOTHER GOOD PLACE TO SAVE THE GAME. SLEEP IF YOU NEED TO... YOU PROBABLY WILL BY THE TIME YOU GET TO THE AMUSEMENT PARK Vh. SW, SW, S, SW, W (A GNOME WILL APPEAR), GIVE COIN, W, W, S, GET BALL, OPEN AQUA VIAL, DRINK AQUA POTION, THROW BALL AT BUNNY, DROP AQUA VIAL, N, E, E, NE, S, YONK THE MALYON, MALYON THE DRAGON ---> AT THIS POINT, KEEP TYPING 'WAIT' UNTIL YOUR MUSCLES FEEL THE EFFECT OF THE AQUA POTION WEAR OFF. THEN... S, OPEN ORANGE VIAL, E, DRINK POTION ---> AT THIS POINT, YOUR TWIN SHOULD APPEAR. THIS IS AN INTERESTING TIME-PUZZLE THAT MUST BE SOLVED CORRECTLY IN #N ORDER TO GET PAST IT WITH THE SCROLL YOU FIND AND YOUR SPELL BOOK STILL INTACT. AN INTERESTING BIT OF TRIVIA FOR ALL YOU ZORK FANS WHO ALWAYS WANTED TO KNOW WHHMEANT FOR... IN THE ORIGINAL MAINFRAME ZORK, WHICH INCORPORATED THE BEST OF ZORK I, II, AND III COMBINED IN ONE GIANT ADVENTURE, YOU FOUND THE CRYSTAL SPHERE (NOW FOUND IN THE AQUARIUM IN ZORK II) BY TYING THE ROPE TO THE TIMBER AND THEN USING IT TO STOP YO q~URSELF HALFWAY DOWN THE CHUTE WHICH ENDS UP IN THE CELLAR OF ZORK I. THE AUTHORS HAVE USED THIS LITTLE PUZZLE HERE TO GREAT EFFECT... ANYWAY, ON WITH THE SOLVING... GIVE BOOK ---> WHEN YOU GIVE YOUR SPELL BOOK TO YOUR OLDER SELF, HE WILL GIVE YOU A COMBINATION NUMBER... REMEMBER IT, THEN... DROP VIAL, E, SET DIAL TO (WHATEVER NUMBER YOU WERE GIVEN), OPEN DOOR, E, GET ROPE, U, SW, GET TIMBER, S, NE, N, W, TIE ROPE TO TIMBER, DROP TIMBER, DROxwP ROPE DOWN CHUTE, CLIMB DOWN ROPE, GET SCROLL, GOLMAC ME, OPEN LAMP, GET SMELLY SCROLL, D, TELL YOUNGER SELF "THE COMBINATION IS (THE NUMBER YOU WERE GIVEN)" ---> REMEMBER TO USE THE QUOTES WHEN THIS WAY. HE SHOULD THEN GIVE YOU YOUR SPELL BOOK (THINK ABOUT WHAT JUST HAPPENED!!). YOU SHOULD IMMEDIATELY GO... D, (NOW 'WAIT' A FEW TIMES UNTIL THE ORANGE POTION WEARS OFF AND YOU FEEL TIRED), SLEEP ---> YOU MIGHT WANT TO SAVE THE GAME BEFORE THIS FINAL Cӱ#SET OF MOVES! GNUSTO VARDIK, MEMORIZE MEEF, AGAIN, DROP BOOK, SWIM IN LAGOON, D, MEEF WEEDS, GET CRATE, U, W, DROP CRATE, GET BOOK, OPEN CRATE, GET SUIT AND CAN, NE, N, MEEF VINES, SPRAY REPELLENT ON SUIT, W, W, MEMORIZE VARDIK, VARDIK ME, OPEN WHITE DOOR, MEMORIZE SWANZO, SWANZO BELBOZ YOU HAVE DONE THE IMPOSSIBLE!! T, THEN... DROP VIAL, E, SET DIAL TO (WHATEVER NUMBER YOU WERE GIVEN), OPEN DOOR, E, GET ROPE, U, SW, GET TIMBER, S, NE, N, W, TIE ROPE TO TIMBER, DROP TIMBER, DRO!WA|g`a610Q3eNuprS@Sf< * QNu Hx\bg| Pan/ˉ@@*Hc&]x2e [c.hKEdƀ]& hQ( BP <$ O@C !<LpYYغCSO80h i QřatoaOYlTqu3"qA9,]%ж6{LΆ\F$y;]m{33]ln[_yHijpCC*?$q4Yp Fs(O)8:I 'H?8|`z!AAAsR4C0M`L PLnzV1 Rధ6 X:f1p.H`Aё!z 'rA@PǗ/+51,!A8 Jc@YL A!E0@J>@!(`X A$  "`J"mH]##.G@-?JmLx7KcSP[6l@"sl )3@N0l%DjD 5h=Ƃh8!>>>>>> Seek out the Shaman first. Find out what animal you need a body part from. Find the Gypsy and get her to give you a charm and also location of the Genie. Find Libitina and get the location of all three idols.(Do not let her possess y`iOou, that is only good for learning how to fight) Keep watch on city map. The flashing hexes are supply points and you aquire men the longer you stay there. (Up to 51 or so) When this limit is reached have a smaller group ready to move on that hex and move the larger group off. In this way you will have more men to fight the Black Prince's Armys. Protect your supply points but the Castle is the MOST important. Use the Genie only as a last resort. There are three wishes to be granteT. AND AWAY WE GO... S, (YOU'LL GET EATEN BY THE HELLHOUND AND THEN WAKE UP), FROTZ ME (CAN YOU THINK OF A BETTER LIGHT SOURCE!), GET UP, W, W, PULL HANGING, GET KEY, OPEN DRAWER, UNLOCK JOURNAL, READ JOURNAL ---> INSIDE THE JOURNAL IS WRITT%qEN A CODE WORD WHICH WILL CHANGE EVERY TIME THE DISK IS BOOTED, MUCH LIKE THE SPACE COORDINATES IN STARCROSS WERE PROTECTED. WRITE THIS CODE WORD DOWN AS YOU WILL BE REFERRING TO IT IN A MOMENT... DROP KEY AND JOURNAL, E, S, S, W, GET MATCHBOOK AND VIAL, OPEN VIAL, DRINK POTION, DROP VIAL, E, OPEN MAILBOX, PUT MATCHBOOK IN MAILBOX, E, GET SCROLL, GNUSTO MEEF, W ---> NOW, IF YOU HAVEN'T HEARD THE DOORBELL RING YET,KEEP TYPING 'WAIT' UNTIL THEƑ- MAILMAN ARRIVES AND DELIVERS THE MAIL. IF YOU'VE HEARD THE BELL, THEN THE MAIL IS ALREADY HERE... OPEN MAILBOX, GET ORANGE VIAL, D ---> OK, NOW WE NEED TO UNLOCK THIS TRUNK. THE COMBINATION OFN THE CODEWORD FOUND IN BELBOZ' JOURNAL. FOLLOW- ING ARE THE VARIOUS WORDS AND THEIR ASSOCIATED COMBINATIONS. EXAMPLE: IF THE CODE IS 'BLOOD- WORM', YOU WOULD INPUT: PUSH WHITE, PUSH GRAY, PUSH BLACK, PURJSH RED, PUSH GRAY AND THE LOCK WOULD OPEN. HERE ARE THE VARIOUS CODES (THANKS TO THE GREAT FINEOUS FINGERS FOR SUPPLY- THEM!!): BLOODWORM: WHITE GRAY BLACK RED GRAY BROGMOID: RED PURPLE RED BLACK PURPLE DORN: GRAY PURPLE BLACK GRAY WHITE DRYAD: BLACK GRAY WHITE RED RED GRUE: BLACK BLACK RED BLACK PURPLE HELLHOUND: PURPLE WHITE GRAY RED GRAY KOBOLD: RED PURPLE BLACK PURPLE RED NABIZ: PURPLE BLACK BLACK BLACK RED ORC: RED GRAY PURPLE GRAY RED R~OTGRUB: GRAY RED GRAY PURPLE RED SURMIN: BLACK BLACK PURPLE RED PURPLE YIPPLE: GRAY PURPLE WHITE PURPLE BLACK ---> OK, THE LOCK SHOULD POP OPEN AND THEN YOU SHOULD... GET MOLDY SCROLL, AIMFIZ BELBOZ, NE ---> THAT HELLHOUND. I WOULD ADVISE SAVING THE GAME HERE, SO YOU DON'T HAVE TO GO THROUGH ALL THA4 AGAIN IF YOU HAPPEN TO SLIP UP. ALSO, FROM NOW ON, YOU WILL FIND YOURSELF GROWING SLEEPY FROM TIME TO TIME. WHENEVER YOU START FEELING TIRED, \, WITH NEW TWISTS ON OLD STANDARDS (THE GLASS MAZE COMES TO MIND) AND A VERY LOGICAL SET OF PUZZLES TO SOLVE. WHILE SOME OF YOU MAY BE WORKING OFF A PIRATED COPY OF THIS GAME, I URGE YOU TO GO OUT AND BUY AN ORIGINAL. IF ANY SOFTWARE COMPANY DESERVES OUR CONTINUED SUPPORT, IT IS INFOCOM. THEY ARE TRULY THE PIONEERS IN THE FIELD OF INTERACTIVE FICTION AND THEY MAKE UP FOR THE PRICE OF THEIR DISKS BY SUPPLYING ORIGINAL AND VERY ENTT BESIDES, ONE DAY AN ORIGINAL COPY OF SOME OF THESE G 8e surface through the stairs in the Chamber of Ra, but all you can do then is wander around in the desert. The only other thing you can do is just quit the game where you are, and receive your rating of "Master Adventurer". Whatever you choose to do, the ending is most unsatisfying, so take your pick; it's all the same, anyway. The game "Infidel" is copyrighted 1983 by Infocom This walkthru is copyrighted 1983 by Scorpia Last page. Key M for menu !is B copyrighted 1983 by Infocom This walkthru is copyrighted 1983 by Scorpia Last page. Key M f in the small recess. There will be a click from the statues that hold the sarcophagus cover in place. Now, turn the statues in the following order: Neith, Selkis, Isis, Nephthys. At this point, you have your perfect score. If you continue the game by opening the sarcophagus, you will die; there is no way around that. You can also go back to thpLewspaper. Read it. Remember to remember. Go E, N, and talk to the man. Give the man 5 pounds and remember the password (it may vary with different disks). Go S, E, N, E. This is another good spot to save the game. Talk to the woman, then give her the hat. Go E. Examine the drink, then follow the man. Go S, W, then take the hat and look inside the hat. Rather then leave a tip, you can kiss the woman. Go W, N, E, then type, "CHANDRALT" or whatever the password is in your game.*̙ Give the man 200 pounds for your ticket then go W, S, S, W, N, N, and enter the airplane. Remember to remember. You should now be in beautiful downtown Luxembourg. Go N, W, then BOOTH 11. Talk to the man. If that doesn't work, search the man. Take the note and the ID card, then read both of them. Go E, E, N, N, W, Up, N. This is another spot to save the game. MINDSHADOW Part 3 Go W, then DUCK. Examine   fthe room and take all. Read the parchment. Go E, S, Down, E, S, and now we are going on a little nature hike. Go E, E, E, S, and dig in the ground with the shell. Drop the shell, then take the leaflet and read it. It sure does look like a bank account number. Go N, W, W, W, W, and talk to the woman. Type in the bank number then open the box. Take the gun, then drop the box. Go E, N, W, Up, N, N, N, N. This is it. Save the game again, then E. Shoot the man with the gun, then _ take themessage and read it. Now, if you have remembered all the names and found all the clues, you should regain your memory and solve the game by using the THINK COMMAND. Type "THINK ARCMAN". "THINK BOB". "THINK MASTERS". "THINK JARED". "THINK TYCOON". "THINK LUXEMBOURG". "THINK WILLIAM". At this point, a new screen should appear with the entire story of your trials and tribulations. the woman. Go W, N, E, then type, "CHANDRALT" or whatever the password is in your game. =rroundings. The graphics are adequate and the parser, although not as good as Infocom's, does work. Remember to examine and search everything you find in your journey. There are two unique commands built into this game. The most critical function is the "THINK" command. When a clue is found, type in the word THINK (followed by the clue that you found) and hope for the best. If you haven't thought enough you'll never solve the game. The other command is the "HELP CONDOR" func ֗*tion. The game has a help list built into the program that you can call on if you need a push in the right direction. The only problem is that it can be called up only three times during the game. After that you are on your own. Let's get started. You awake on a deserted beach with a spectacular view of the ocean. In fact, look at the ocean but but don't go in the water. Go N, then enter the hut and take some straw. Examine the trash can and take the candle. Well, you don't r lաeally need it. Exit the hut then go E. Take a piece of steel from the dory, then go E again and take a vine. Go W, W, S, and drop all but the vine. Go E, and you should be at the edge of a cliff. Tie the vine to a rock then go Down. Enter the cave and examine and search all, then take a rock from the ground. Dig in ground. Take the map, then E, Up, W. Look at the map, then N. At this point, you might want to save the game. Go N, N, E, N, E, E, S, S, E. Search the trunk and take the bottle, but don't drink it. Go W, W, N, W, W, S, W, S, S, S. Drop the map, then take the piece of steel and the shell. Listen to the shell. Type, "BANG ROCK WITH STEEL OVER STRAW TO MAKE FIRE". Drop the rock and the piece of steel, then wait. When the boat comes, offer the captain the bottle. MINDSHADOW Part 2 You should now be on the pirate ship and the captain will have left you alone to go exceploring. Go N, W, and talk to the doctor. Go S, then fight with the man. Go S again and take the meat cleaver. You can also eat the fish if you like sashimi. Go N, N, E, S, S, S, W, then cut the chain with the meat cleaver. Go E, N, N, E, E. You should now be in England. Go E, E, E, S, and search the sleeping man. Take the hat and the money, then go N, W, W, S. Give the man 5 pounds and take the pole. Go N, W, and get the debris with the pole. Drop the pole, then take the n i@Cisiting the Barge itself in a short while; for the moment, go West, then North, then East, and you will be behind the Barge, where a hallway starts. Go all the way North along this hallway to the Inner Chamber. Ignore the corpse, which is wearing a jeweled ring. The ring is not a treasure in the game (no points for getting it), and is in fact a deadly trap, so it's best not to touch it. From the Inner Chamber, go West to the Golden Room, and then South to the Golden Alcove. P Qiick up the Gold Chalice, then return to the Inner Chamber, and from there go East to the Silver Room, and South to the Silver Alcove. Guess what's here? Right, a Silver Chalice. Pick that up, and return to the Barge Room. Once in the Barge Chamber, go back to the front of the boat, then enter it by going North. You are in the middle of the Barge, and there is a mast here. At the moment, it's somewhat stuck, but there's an easy way around that. Go East into the Aft Cabin, Down ^I into the hold, then West into the West End of the hold. Here the mast ends in a slot. If you look in the slot, you will see a piece of wood (called a "shim"), wedged in the slot to hold the mast in place. Get the shim and drop it (has no use in the game). Now return to the deck and get the beam. If you like, you can go West to enter the Fore Cabin to read the little scroll of hieroglyphics, although that isn't necessary. Go back to the Chamber of Ra. From there, go East into 'ѭ the Cube Room, then West, then South. You will be in front of a panel with some bricks in it. Remove and drop the First, Third, and Fifth Bricks. When you remove the Fifth one, a secret passageway to the East will open. Go through it to the Turning Passage, then down to the bottom of the stairs. The game "Infidel" is copyrighted 1983 by Infocom. This walkthru is copyrighted 1983 by Scorpia. Last page. Key M for menu ! GameSig Archives Page GSA-129 Hsq4 * * * Infidel * * * 1. Getting in and the Circular Room 2. The Barge, The Gold & Silver Chalices, The Secret Passage 3. Antechambers, Slab Room, Scarab, Sarcophagus Last menu page. Key digit or M for previous menu. !s 3 GameSig Archives Page GSA-1446 INFIDEL Part Three Use your pick to dig the plaster away from the door, then go West to through the Narrow Passage until you come to the room with the two niches. Here' >As where the fun starts. Put the beam in the niches, then stand on it. Dig away the plaster with your axe. As you do so, the floor will fall away (nasty little trap, that!). Fortunately, since you're standing on the beam, you're safe. Okay, now open the door and go West into the Antechamber. Since there are still a few other sneaky things to avoid, get the beam, then go South. This is another antechamber, with a door in the west wall. Of course, there is also a trap here for t he unwary, so put the beam in the door. Now you can open the door safely. So, do that, and go West into the Slab Room. (Note: somewhere along the line here your torch will start to sputter. When that happens, get the jar and the matches from your pack. Light a match, then turn off the torch and dip it in the oil. Your match will go out, but you will then have time to light another one so you can light the torch. After this, you can leave the jar and matches because you are nea  tr the end of the game and won't need them any more.) Here is a slab with holes in each of its four corners. In fact, the placement of the holes is very reminiscent of the Circular Room. So, drop the pack, and take out the four jeweled clusters (the gold one you can leave in there). Now, put the clusters in the Slab as follows: Diamond in the First Hole; Ruby in the Second Hole; Emerald in the Third Hole; Opal in the Fourth Hole. As each one is inserted into its hole, there wi ill be a click from the slab. Once the last cluster is in place, you can raise the slab. Inside you will find a golden spatula and a book. Get the book. The spatula can be left in the slab, unless you want to read the hieroglyphics in the book (you need the spatula to turn the pages). In any case, you have what you came for, so pick up the pack and go East back to the Antechamber, and get the beam. Now go North twice to the Antechamber with the timbered door. As you may have gu essed, this door is also trapped. Put the beam under the timber, then break the seal on the door (that beam certainly comes in handy!). Now, open the door and go North into the Burial Chamber, then East into the Treasury, where the scales are. You must balance the scales to be exactly even with the table top in order to safely take the scarab. So, drop the sack, and get the two chalices. Put the Gold Chalice on either of the scales. Fill the silver chalice with water, and put @ it on the other scale. Now, you can get the scarab. Return to the Burial Chamber. Place the book in the large recess and the scarab in the small recess. There will be a click from the statues that hold the sarcophagus cover in place. Now, turn the statues in the following order: Neith, Selkis, Isis, Nephthys. At this point, you have your perfect score. If you continue the game by opening the sarcophagus, you will die; there is no way around that. You can also go back to th ჊ pyramid, so make sure you take that. The map you can drop, and the sticker you don't need for anything, but you might want to read it before moving on. Now, go outside the tent, and go East to the North Path. Follow the path South until you come to the South path. From here, go East twice. You are now at the spot where the pyramid is buried. Start digging until you find the top of the pyramid with the square hole in it. When that appears, put the cube in the hole, and the do Dor to the pyramid will open. Drop the shovel, since you won't be needing it anymore (also the box, if you have it with you). Go down into the pyramid. You stand in the Chamber of Ra, near an altar. Drop your sack, and get the rope. Tie the rope to the altar, and then throw the rope North. You will be climbing down that way soon. In the meantime, get the torch and the jar. Open the jar, which has oil inside, and dip the torch in it. Light a match, then light the torch. Close t 8he jar, and put that and the matches in the sack. Now get the sack, and you're ready for your explorations. (Note: Somewhere along the way, you will get hungry. When that happens, just eat the beef, and then drink a little water). Climb down the rope, and you will be in the Circular Room. Here you see a golden cluster, a statue and four doorways with counter-balanced doors. If you attempt to go down any of the passageways, you will find that a door will descend and prevent you ot from going more than about halfway along the corridor. So, what you need to do is find a way of keeping the doors up while you explore the passages. Fortunately, there is an easy, if tedious, way to do this. Roll the statue towards one of the passageways (For example: "Roll statue NW"). The first time, the statue will fall, and the head will break off (ho hum). Get the head, then roll the statue into a passageway, and make sure you drop the head with the statue as well. Now, $*`$ you can go to the opposite passageway, and pick up the treasure that's there. You will have to roll the statue (and don't forget the head!), into each of the four passages in turn, so that you can get all four of the jeweled clusters. To continue with the example, so you know exactly what has to be done, after rolling the statue into the NW passage, go back to the SE passage, and you will be able to proceed to the room that has the opal cluster of Neith. As you get each clus  ;^ter, drop it off in the Circular Room. When you have all five clusters, drop the sack, and put all the clusters in it. The gold one is just a treasure, but the other four will have a very important purpose later. For now, climb back up the rope into the Chamber of Ra. The game "Infidel" is copyrighted 1983 by Infocom This walkthru is copyrighted 1983 by Scorpia Last page. Key M for menu ! GameSig Archives Page GSA-1294 * * * Infidel * * *  !J7 1. Getting in and the Circular Room 2. The Barge, The Gold & Silver Chalices, The Secret Passage 3. Antechambers, Slab Room, Scarab, Sarcophagus Last menu page. Key digit or M for previous menu. !2xs 2s is an invalid choice !s GameSig Archives Page GSA-1295 INFIDEL Part One A word or two before we start: throughout the pyrmaid, you will come across a number of hieroglyphic symbols. These symbols, when properly translated,  ";\contain clues and hints to solving the various puzzles presented in the game. Since you are using this walkthru, I will not be translating the hieroglyphics. However, should you want to try your hand at it, look in the Hints section, where I've given approximate translations of some of the hi^C Key S or to continue !t CompuServe Page CIS-1 CompuServe Information Service 1 Home Services 2 Business & Financial 3 Personal Computing 4 Services #- for Professionals 5 The Electronic Mall (tm) 6 User Information 7 Index Enter your selection number, or H for more information. !go gsa GameSig Archives Page GSA-1 >>>>> The GameSig Archives <<<<< 1. Introduction 2. Walkthrus 3. Game hints 4. Game reviews 5. * Rigor * 6. The Gamer's Gazette 7. FRPG Annals Last menu page. Key digit or M for previous menu. !2 GameSig Archives Page GSA-10 * * * Walkthrus * * * 1. Infocom Adventure $6s 2. Scott Adams Adventures 3. Other Adventures Last menu page. Key digit or M for previous menu. !1 GameSig Archives Page GSA-11 * * * Infocom Walkthrus * * * 1. Zork I 11. Sorcerer 2. Zork II 3. Zork III 4. StarCross 5. Suspended 6. Deadline 7. Witness 8. Planetfall 9. Enchanter 10. Infidel Last menu page. Key digit or M for previous menu. !10 GameSig Archives Page GSA-1294 * * * Infidel * * * 1. Getting in and the C aircular Room 2. The Barge, The Gold & Silver Chalices, The Secret Passage 3. Antechambers, Slab Room, Scarab, Sarcophagus Last menu page. Key digit or M for previous menu. !s 2 GameSig Archives Page GSA-1310 INFIDEL Part Two OK, now we're going to visit the Barge Room and its environs. Head along South to the landing, and continue down to the Narrow Hall. From there, go NE then NW, and you are in the Barge Chamber. You will be v &8] WELL AS OBJECTS. [3] ALWAYS TRY TO GET A FEEL FOR THE VOCABULARY OF AN ADVENTURE BY TYPING WORDS EXTEMPERANIOUSLY. IN THIS WAY YOU CAN SOMETIMES GET THE IDEA OF THE VOCABULARY NEEDED. --------------------------------------- ----------------------------------- HOW TO SOLVE DEADLINE --------------------- ALL COMMANDS ARE IN "QUOTES" AND ALL DIRECTIONAL MOVES ARE IN [BRACKETS]. FROM THE FRONT PATH OF THE ROBNER'S ESTATE PROCEED [N]. NOW YOU SHOULD BE 'Y| AT THE FRONT DOOR OF THE HOUSE. TYPE 'OPEN DOOR" AND THEN PROCEED [N] AGAIN. THIS WILL PLACE YOU WITHIN THE ESTATE. THEN GO [N,N,E,] THEN "CLIMB STAIRS" THIS WILL PLACE YOU AT THE SECOND LEVEL OF THE ESTATE. THEN GO [W,W,W,W,N]. THIS WILL PLACE YOU IN THE LIBRARY TO DO YOUR DETECTIVE WORK. FIRST "LOOK RUG". YOU WILL SEE MUD SPOTS (CRUCIAL FOR THE ARREST). THEN "TAKE CUP AND PAD AND CALENDAR AND PENCIL". NOW "RUB PENCIL ON PAPER". AFTER HAVING DONE THIS, "TURN PAGE ON CALENDAR" AN (87D "READ CALENDAR". AFTER HAVING DONE THIS, "OPEN BALCONY DOOR" AND GO [E]. THIS WILL PLACE YOU ON THE BALCONY. "LOOK RAILING" (THIS WILL CONFIRM OUR MUD THEORY). HAVING DONE ALL OF THE ABOVE-PROCEDE, [S,E,E,E,E,D,D,W,S,S]. THIS WILL PLACE YOU AT THE FRONT DOOR AGAIN. NOW GO [NW,S,S,E,S,E,SE]. THIS WILL BRING YOU TO THE SHED (MORE DETECTIVE WORK). NOW, "LOOK LADDER" (MORE MUD AGAIN-I THINK IT IS SAFE TO ASSUME THAT THE MURDERER USED THE LADDER TO ENTER THROUGH THE BALCONY AND THEN SOM )=EHOW(?) MURDERED OUR DEAR FRIEND MR.ROBNER). NOW THIS HAVING BEEN DONE, RETURN TO THE FRONT DOOR. [NW,W,N,W,N,N,SE]. NOW WE HAVE TO TREK ALL THE WAY UPSTAIRS AGAIN!. GO [N,N,E,U,U,N,N] YOU SHOULD NOW BE IN DUNBAR"S BATHROOM. TYPE "LOOK LOBO" (INTERESTING, HEH?). NOW GO ALL THE WAY DOWNSTAIRS AGAIN. [S,S,S,D,D,W,S,S] YOU WILL BE AT THE FRONT DOOR AGAIN. NOW YOU HAVE TIME TO TAKE A REST. TYPE "WAIT TILL 11:30". IT SHOULD NOW BE 11:31. NOW WE HAVE TO HUNT DOWN MR.MCNABB. GO TO THE OR *3'`CHARD [E,NE,N]. (NOTE: DUE TO THE NATURE OF DEADLINE, MCNABB MIGHT NOT BE THERE. IF HE IS NOT, HUNT HIM DOWN! - IT DOESN"T MATTER WHERE YOU FIND HIM). ONCE MCNABB HAS BEEN LOCATED SAY "HEY MCNABB"/CR/ "WHAT IS WRONG". AFTER THIS FOLLOW HIM. HE WILL THEN POINT OUT TO YOU TWO HOLES IN HIS ROSE GARDEN. YOU THEN SAY "LOOK HOLES" (MORE MUD THEORY) AND THEN "DIG GROUND". THEN WITH YOUR NEW FOUND TREASURE TYPE "ANALYZE FRAGMENT FOR LOBLO". NOW WE HAVE TO CATCH THE WILL READING. GO [N,N +,SE,S,SW,W,S]. YOU WILL BE AT THE FRONT DOOR ONCE AGAIN. NOW GO [N,N,W] AND WAIT FOR THE WILL TO BE READ. AFTER THAT SAY "HEY GEORGE". THEN TYPE "SHOW GEORGE THE CALENDAR". HE WILL PANIC AND RUN UPSTAIRS. FOLLOW HIM!! HE THEN WILL DUCK INTO HIS ROOM AND YOU GO [W,W,N,N]. THIS WILL PLACE YOU IN THE LIBRARY"S BALCONY. NOW TYPE "WAIT 10 MIN". ONCE GEORGE ENTERS THE ROOM WAIT FOR ABOUT 2 MIN AND THEN [S], "LOOK BOOKCASE", "PRESS BUTTON", "GET WILL", "LOOK SAFE", "GET PAPERS", "READ  ,_PAPERS" THEN GO TO THE LIVING ROOM [S,S,E,E,E,E,D,D,E,E] AND SAY "HEY BAXTER", "WHAT ABOUT FOCUS", "SHOW FOCUS TO BAXTER", "HEY DUNBAR", "SHOW FOCUS PAPERS", "WHAT ABOUT FOCUS". THEN FOLLOW DUNBAR CLOSELY. ONCE OUTSIDE THE HOUSE SHE WILL DROP A PIECE OF PAPER. "GET PAPER", "READ PAPER" THEN CONTINUE FOLLOWING HER. ONCE YOU CATCH UP, ASK HER "HEY DUNBAR", "SHOW PAPER TO DUNBAR". THEN MAKE TRACKS FOR THE SHED. [E,E,SE]. WAIT FOR BAXTER. ONCE DUNBAR AND BAXTER ARE PRESENT TYPE "ARRE |S zST BAXTER AND DUNBAR" THE LAZY DRAGON (U)BBS (312) 728-4069 BBS (A,S,D,V,Q,E,R,#,M,U,K,L,P,+,-,?): MATTER WHERE YOU FIND HIM). ONCE MCNABB HAS BEEN LOCATED SAY "HEY MCNABB"/CR/ "WHAT IS WRONG". AFTER THIS FOLLOW HIM. HE WILL THEN POINT OUT TO YOU TWO HOLES IN HIS ROSE GARDEN. YOU THEN SAY "LOOK HOLES" (MORE MUD THEORY) AND THEN "DIG GROUND". THEN WITH YOUR NEW FOUND TREASURE TYPE "ANALYZE FRAGMENT FOR LOBLO". NOW WE HAVE TO CATCH THE WILL READING. GO [N,N .cl of the hieroglyphs found in the game. Well, here you are, lying in your cot, trying to shake off the effects of a drug given you by your absconding workers. Since time is of the essence (isn't it always?), get up, then leave the tent and make your way due South to the Work Tent. Along the way, make sure you pick up the matches near the Fire Pit. The tin foil, which is an empty cigarette pack, can be safely ignored. Now, while you're doing this, a plane will appear overhead.  /'vIt has the navigation box you've been waiting for. However, since you also have this walkthru, you don't really need the box. So, whether or not you want to take it is up to you (if you do, it is used in conjunction with the map that comes with the game; you have to dig where the "X" is). In the Work Tent is a knapsack that contains a rope and a canteen. Open the sack and get the canteen, then get the sack, which will automatically go over your shoulders. Return to the Fire P ƽit, then go due West to the Supply Tent. Take both the axe and the shovel, step outside, and then walk North, and West. This brings you to a river bank. Open the canteen and fill it with water. Head East and you will be outside your tent again. Enter it, and break the lock on the trunk. Get and drop the lock, then open the trunk. Inside is some food, a map and an inspection sticker. Get the food and the map. Inside the map is a stone cube, which you will soon need to enter the1Ɨl. The on board clock keeps track of the elapsed time. You have 2 1/2 hours to find a clone to get the fluids you need before your arm becomes totally uncontrolable. If you find a clone, you get 2 1/2 more hours to continue your quest. The 1st planet that comes up each time you begin a new game is always inhabited. After that, you are on your own! Planet Vision Screen: Several things can be done on the Planet Vision Screen. They are: Geo Photo, Planet Destruction, or Landing 22מMission. Control Panel: There are 6 buttons on the control panel and only a few are active at any one time on the panel. The buttons will be called 1-6 (left to right) GeoPhoto Vision: Used to get a closer look at a planet. Select button #6. Flashing light will indicate enemy missles on the surface. Select the button again to get a closer view. Select button #2 for planet vision again. Planet Destruction: To desrtoy the planet, select button #5. You may exi3&iTt a destruction at any point by pressing the DEL key. Landing Mission: Select button #4 from the planet vision screen and you will be transported immediately to the planet surface and a vector image of the surface will appear. Landing Sites: Each planet has a landing site located at the end of a long narrow valley. If you are headed in the right direction, the sight will appear as a flashing diamond shape. If you are off target, an arrow will appear in the direction th4mat you must turn. When you reach it, your ship will land and if there is an alien then he will appear. (If there is one that is!) Avoiding Missles: If there are missles on the surface they will home in on you. A beep noise will let you know that you have been sighted by them. To avoid missles, you must fly as low as you can to the surface without crashing. When missles have locked on you, arrows appear on either side of the screen and move towards the center. The closer the a5rrows get, the closer the missles are to you. When and if they meet in the center of the screen, Your spaceship is destroyed and you will be returned to the main ship. The UpComm: To talk to the aliens you need to use this icon system. Once you land, it will appear on the screen. Receive A Message: As the alien speaks, icons will appear on the left side. Just point to the icon in question to get the translation on the screen. If the mouth is moving then it means that t6z1he alien isn't done speaking, Click on the mouth to get more of the message. Sending A Message: You may respond to the alien by using any of the highlighted icons in the window. The window shows only a small selection of them and you can scroll selections with the selectors on the right and left of the window or scroll quickly with the scroll bar at the bottom of the window. Select the icon you want to use and press the button. It will appear on the right side which holds 8. 7)-Z (8 for each sentance.) When your message is ready, hit the mouth to send. The left-arrow shaped button on the right side will let you delete or insert an icon. Teleporting: If an alien agrees to be teleported, the icon will appear on the bottom of the screen. To return an alien to the surface, press the icon button after you land. Use the triangular shaped button to return to the ship. The Ship's Interior: Button #1 is used to save the game or load a game. Button 8ԍߏ #2-Planet Vision Screen if active. Button #3-Galaxy Map Selecting any inactive button will return you to the ship's interior. The Fridgitorium: If you teleport a clone or an alien onto the ship, it will appear in the fridgitorium on the left side of the screen. You will not be able to talk to whatever is in there. To disintigrate a creature or clone, select the button below it. When a creature is gone, you will recover its vital fluids. However, only the clon 9|es fluids are compatible with your system. Spaceship Reactivation: If you already landed on a planet, you will have a (?) mark appear. If you choose that, it will reactivate your spaceship on the surface. Hyperspace: From the galaxy map, select the hyperspace button to travel to that picked location. You may abort the sequence at anytime with the delete key. YOU CAN ONLY SAVE A GAME AFTER THE FIRST 5 MINUTES HAVE BEEN PLAYED! YOU CAN ONLY LOAD A SAVED GAME DUEING TH :|"E FIRST 5 MINUTES OF PLAY! The End: Find the five clones. The last clone will give the coordinates of the planet Torka, where the beautiful Alien Ondoyante is waiting. Once you go there and teleport her to your ship, you've won. (Note: She will not stay in the Frifgitorium.) DOCS TYPED IN BY ROBOCOP! Taken from the 64 docs written by eaglesoft and altered for the amiga by ROBOCOP! ROBOCOP greets EAGLESOFT, QUARTEX, TOM THUMB, GHOST RIDER, CHOP-CHOP, SEVERIAN, @S THE COPY CAT, CYBORG, & GRANDPA! MORE DOCS COMING SOON!!!!!!!! ion: If you already landed on a planet, you will have a (?) mark appear. If you choose that, it will reactivate your spaceship on the surface. Hyperspace: From the galaxy map, select the hyperspace button to travel to that picked location. You may abort the sequence at anytime with the delete key. YOU CAN ONLY SAVE A GAME AFTER THE FIRST 5 MINUTES HAVE BEEN PLAYED! YOU CAN ONLY LOAD A SAVED GAME DUEING THd <IlN <(jPNR")dҩ|tԁ(rҩ|`&)t")d <IlNr <(jNJg*"*X <(jNG" <(j$N``F <(jPNN ***BREAK getbiteRp$*tpn&$<X"*lp(jN%AtJfrNBp"*lҪptԁr0($!(rNNqwrline Jg>x#D t"N#A$) rNV#At") NJf ")`rҩҩ#A$)&)$GD" p$(j(N")S#Ar#AnDґtԁr0($GL" p,(j(NrҩtNJf r p,(jNrҩ`#ir#Anr #p,(jNrҩ`")S#Ar#An8ґtԁr0(#A t nvl`r.p0(jNrҩ`p$(jNN%X4: %X2tidyup J\g"*\p (jNp (jNJ`g"*`p (jNp (jN"*xp (jNNNq$TN & H **BREAK typelinJdg$*hG|" p(j(Np(jN"tgrp(jNJgr p(jNrtgFN"p(jNr gt gv fRhrN%I5 typehexBr ҉#A$<hԉ#Bd#Bd%AlBtv%Cpr#A|tnZ" <INJf&&)$)|")>^Wh's a claim stub! DORIS POLK'S APARTMENT. (Intersection of Pershing and Polk) Talk to Doris. Ask her about Mongo, Lebock, Farnham, etc. Show stub to Doris. This might be a good time to visit the car park. STILES' SAFE PARK. If Jake is there alone, leave and return later. If two men are there fighting, help Jake. Get gloves and cans. Show evidence to police. You should have: (1) cans, (2) gloves, (3) stub, (4) tube, and (5) receipt. Mongo will tell you about the key and the P.O. Box.?rh TRASH PILE (First Time). Search trash. Get bone. Remember, this might be a good place to hide. VISIT FARNHAM. (85 West Polk) A tough looking guy guards the door. Talk to man. Enter building. Talk to Farnham. Notice the dogs and what Farnham says to them. HOUSE WITH FENCE AND DOGS. Say HIYO to the dogs. Enter house. Talk to Shuman. Untie Rita and Wainwright. Talk to Rita. Talk to Wainwright. Get report. Police will take Shuman away. BRUCE LIGHT'S HOUSE. (Sixth West of Main, blue  @brownstone) Knock on door. Enter. Look at bottles. Wait for Light to appear. Ask Light about Mongo, Farnham, etc. If he's reluctant to talk, show gun. Go upstairs (big deal, huh?) Search. When Light is able to talk, question him again. P.O. BOX. (Post Office) Unlock box 999. Get poem. Read it. There's a number written on the back. Head for the Park. PARK. (6th and South Main) Go south of the statue to Tool Shed. Set lock to 6316. Get shovel. Dig at statue. Get suitcase. Go north. T Ahugs are chasing you from south, north and east. Go west. Hide in Trash Pile. TRASH PILE (Second Time). You are hiding from the thugs. Give bone to dog. Wait. When dog starts to bark again, go east. You should now have enough evidence against Farnham to go to the police. END GAME. Take evidence to Police Station. Tell police to arrest Farnham. You should have the following evidence: (1) Report (from Wainwright), (2) Scrap of paper (from Lebock), (3) Suitcase (from Park), and (4) Fo Hlder (from the suitcase). BORROWED TIME is published by Activision, Inc. This walkthru is copyright (c) 1986 by Terry Clayton. All rights reserved. rds the door. Talk to man. Enter building. Talk to Farnham. Notice the dogs and what Farnham says to them. HOUSE WITH FENCE AND DOGS. Say HIYO to the dogs. Enter house. Talk to Shuman. Untie Rita and Wainwright. Talk to Rita. Talk to Wainwright. Get report. Police will take Shuman away. BRUCE LIGHT'S HOUSE. (Sixth West of Main, blue %E. Police Station: Arrest Mongo. N. Show Briefcase. Show Folder. Show Paper. Show Report. Jail: Notice that Farnham doesn't have his toupe any more. air. N. Lock Door. Climb Stairs. Break Window. Get Glass. E. Climb on Cable. Cut Cable with Glass. E. Drop Glass. Dublin Rose Bar: Sit at Bar. Tell me about LeBock. Show Gun. Show Gun. W. W. N. Listen. N. Charlie LeBock's House: Say Tinplayer. Lock Door. Look in Fireplace. Get Paper. E. Get Candlestick. Hit Rocco with Candlestic0cou that are now hiding somewhere in the galaxy of Hydra. You must find the clones and assimilate them to replenish the vital fluids you so despretely need. Playing The Game: When the game begins you will see the inside of the ship followed by the view of the nearest planet. The arm you see on the screen is yours! Because of your lack of fluids, YOU ARE DESINIGRATING! As you continue to desinigrate throughout the game, your arm will shake making more difficult for you to controE'k. E. E. S. S. W. W. Doctor's Office: N. Yes. Look in Desk. Get Bandages. Listen. N.W.N.W.N. Mongo's Shack: Break Window. Climb in Window. Untie Mavis. Look at Novel. Get Stub. Get Tube. S. S. E. N. E. N. Rita's House: Open Door. Look at Table. Get Matches. Get Candle. Light Match. Light Candle. Burn Rope. Drop Matches. W. Look in Trash. Move Stove. Get Bandages. Wrap Hands with Bandages. Get Paper. Get Receipt. Get Key. Get Stub. Get Tube. E. S. S. W. W. W. Stile's Safe ParkBk,: N. Show Gun. Wait. Wait. Wait. Wait. Show Cans. Show Gloves. Show Tube. Show Receipt. Show Stub. S. E. E. E. E. S. S. Post Office: E. E. Open 999. Get Poem. Read Poem. Drop Poem. W. W. S. S. S. Park: Enter 6316. Get Shovel. N. Dig. Get Briefcase. N. W. W. W. Hide in Trash. Look in Trash. Get Bone. Give Bone to Dog. E. Open Briefcase. Get Folder. W. N. N. W. W. W. Jim Shuman's House: N. Say Hiyo. N. Untie Rita. Talk Jim. Talk Wainwright. Wait. Wait. E. E. E. E. E. S. S. S. tu&"0p$IhN#A$!(8"!0"t !"&0$x8"!4"!") 0#Dr#A n($) ԁv0($(0(؁Hrҩ `")t0#Br#A n($)ԁv0($(0(؁Hrҩ `N%N> SYS:copylisBtԉ#B`Rrp(jtN#A JgB$B(""0p(jN$) !(")! #i ""Jf")N$B") pX(jxN") pX(jxNJfG" pX(j$NrpX(jNNNqBackground CLI [CLI %N] !Unable to create backgrH@3 <(jN%A\Jf0$Gl" $0( <(j(Nr%Ax <(jPN"*\ <(jN"Jg^JfV"0 <(jN#AJg< <(jN"$0G|" <(j(Nr%Ax <(jPN"JgZ"0 <(jN%A`Jf0$G" $0( <(j(Nr%Ax <(jPN"*` <(jNBd"J g#p t#B`r`>r%Ad``r#A`V")ҩt0G" <(j(N`.")ҩt0" <(j,NtHgvNg`R")t0l~"Jgt#B"Jgt%BdIzJdg0Jg(G" <(j$Nr%Ax <(jPNJg <IlN`r%Ah <(jN#Atgd <(jN <INJfr <(jNJg0"*X <(jNG" <(j$Nr%Ax`` <(jPNN#FROM/A,TO/S,TO,OPT/K,HEX/S,NUMBER/S Bad args Can't open %S %S already exists Can't open %S Option '%C' ignored !Invalid option combination N & H **BREAK Jdg$*hG|" p(j(Np(jN"tgrp(jNJgr p(jNrtgFN"p(jNr J`gt gv fRhrN%I5 Br ҉#A$<hԉ#Bd#Bd%AlBtv%Cpr#A|tnZ" <INJf&&)$)|")d <I\N <(jPNR")dҩ|tԁ(rҩ|`&)t")d <I\Nr <(jNJg*"*X <(jNG" <(j$N``F <(jPNN ***BREAK Rp$*tpn&$<X"*lp(jN%AtJfrNBp"*lҪptԁr0($!(rNNqJg>x#D t"N#A$) rNV#At") NJf ")`rҩҩ#A$)&)$GD" p$(jL U(N")S#Ar#AnDґtԁr0($GL" p,(j(NrҩtNJf r p,(jNrҩ`#ir#Anr p,(jNrҩ`")S#Ar#An8ґtԁr0(#A t nvl`r.p0(jNrҩ`p$(jNN%X4: %X2J\g"*\p (jNp (jNJ`g"*`p (jNp (jN"*xp (jNNNqT ignored !Invalid option combination N & H **BREAK Jdg$*hG|" p(j(Np(jN"tgrp(jNJgr p(jNrtgFN"p(jNr LB}(j$Nr%Ax <(jPN""0 <(jN%A\Jf0$G" $0( <(j(Nr%Ax <(jPN"*\ <(jN"JgZ"0 <(jN%A`Jf0$G" $0( <(j(Nr%Ax <(jPN"*` <(jNBd"Jg#pt#B`r`>r%Ad``r#A`V")ҩt0G" <(j(N`.")ҩt0" <(j,NtHgvNg`R")t0l~Jdg0Jg(G" <(j$Nr%Ax <(jPNJg <IN`r%Ah <(jN#Atgd;q* <(jN <IfL 0N]NuHH/ KR//,>NZO HzPHHЬ>/NPO/- / /,>NZO B2&l>$KHH* g g g g fR`  m "f2R KRHH*g JR"f "fR`B*```D KRHH*g0 g( g gO? g g JR` JRBJfSR2``  l:!/ N2XORR2m  l:B` L "/ `WgRA`BQNu0<`0/ oJfSH"oS@WgB /Nu o "ofNuNUH0$mBHzNPO)@fL pN]Nu m "h$/)NXO(gRHzm D/(6NPO&@Jg4Hx/ N PO,g$ * E%h%FHxHz8NPO%@/NXO/,NXOB`icon.libraryWINDOW* o Jf SNuNUJg lN/-NXON]NuNU/+mJFg,x` /NXOR0,PJHm0,J//,FNPOJ g l NJg /,N^XOJg /,NNXOJg /,N>XO,x.)g/ K N*_`B_NsJBf*J>g"/,6/,>N2PO ,2R//,:NPO`N/,BN>XO -.l"Nu(N]NuNUH (-r ND$@FJm0,JHlJf)|*pLpN]Nu0*|f/N.XOBp`Hp4&HCHCBCԃH@H@B@ЂLNu"/,lN"/,lN,lNL,lN,lNHL ,lNL NuN"o,lNbL,lN:"o,lN,lN|"o /,lN. o,lNN,l"oxK /N"o,lN o,lNL,lN o,lN o,lN oL,lNNX oL,lNN20$mBHzNPO)@fL pN]Nu m "h$/)NXO(gRHzm D/(6NPO&@Jg4Hx/ N PO,g$ * E%h%FHxHz8NPO%@/NXO/,NXOB`icon.libraryWINDOW* o Jf SNuNUJg lN/-NXON]NuNU/+mJFg,x` /NXOR0,R, WITH OTHER USEFUL IMPLEMENTS. TO GET THERE: E. DETACH LINE FROM HOOK. IN. CLOSE OUTER. OPEN INNER. IN. S. S. PUT ALL RODS IN BASKET. E. GET ALL DISKS. NOW COMES THE TRICKY PART: THE ROD IS IMBEDDED IN THE SILVER SPHERE. ALL WE HAVE AT OUR DISPOSAL TO OBTAIN IT IS THE 4-POSITION DIAL AND THE TWO DISKS.... FORTUNATELY, THESE ARE 'TRANSPORTER DISKS'. UNFORTUNATELY, THEY EXPLODE INTO NOTHINGNESS IF YOU ALLOW THEM TO TOUCH..... ANYSNmWAY, HERE'S THE PROCEDURE: PUT RED DISK UNDER GLOBE. PUT BLUE DISK ON FLOOR. PUT CARD ON GLOBE. TURN DIAL TO 4. TURN DIAL TO 2. GET CARD. GET BLUE ROD. GET ALL DISKS. PUT BLUE ROD IN BASKET. W. PUT BLUE DISK ON FLOOR. (YOU *>HAVE<* TO PUT IT ON THE FLOOR HERE SO THE 'MAINTENANCE MOUSE' CAN COLLECT IT AND PUT IT IN THE GARAGE SO YOU CAN TRANSPORT THERE (AND OUT OF TROUBLE) LATER!!!) GETTING THE GOLD ROD: N. N. N. N. W. AFT. NOW YOU'RE IN THE COMPUTER ROOM.Txj, OPEN PANEL. PUT CARD IN SLOT. CLOSE PANEL. TURN COMPUTER ON. (IT WILL SPEW OUT A GOLD BAR FOR YOU). PUT GOLD ROD IN BASKET. LOOK AROUND IF YOU LIKE, BUT THERE'S NOTHING ELSE TO DO HERE. THE ENUNCIATOR PANEL TELLS YOU WHAT YOU HAVE TO FIX TO PUT THE ARTIFACT IN ORDER, BUT I'M GOING TO TELL YOU THAT ANYWAY...... GETTING THE BROWN ROD: N. W. W. S. S. E. E. REMOVE SUIT. LOOK AROUND OR 'WAIT' OR SOMETHING UNTIL THE CHIEFTAIN COMES. OFFER SUIT TO CHIEF. POIU>NT AT BROWN ROD. GETTING THE VIOLET ROD: YOU HAVE NO TIME TO PUT THE BROWN ROD IN YOUR BASKET! FOLLOW THE CHIEF WHEN HE LEAVES. IT'S THE ONLY WAY TO GET THE THE VIOLET ROD!!! JUST KEEP SAYING 'FOLLOW CHIEF' UNTIL YOU GET TO THE 'CENTER OF THE WARREN'. THEN: D. CLOSE INNER. OPEN OUTER. OUT. P. P. GET VISOR. N. MOVE SKELETON. GET VIOLET ROD (MOVE THE SKELETON ONLY ONCE!!). S. S. PUT RED DISK ON FLOOR. STAND ON RED DISK. SURPRISE==> TRANSPORVTER CITY. WITH ANY LUCK YOU'LL NOW BE IN THE GARAGE. IF THE MOUSE HASN'T COLLECTED THE BLUE DISK YET, YOU'LL BE BACK OUTSIDE THE LABORATORY. YOU'LL JUST HAVE TO WAIT TILL HE COMES AND GETS IT, THEN TRANSPORT TO THE GARAGE...... GETTING THE GREEN ROD: ENTER BIN. (KEEP TYPING 'ENTER BIN' OR 'AGAIN' UNTIL YOU FIND THE GREEN ROD. IT MAY TAKE UP TO 10 TRIES!). GET GREEN ROD. PUT GREEN ROD IN BASKET. GETTING THE CLEAR ROD: F. P. N. N. N. N. W. LOOK AT LWYOASER THROUGH VISOR. GET CLEAR ROD. GETTING THE WHITE ROD: E. S. S. U. S. S. P. U. U. JUMP. PUT SILVER ROD IN SILVER SLOT. IN. GET WHITE ROD. YOU'VE GOT ALL THE RODS NOW. ALL YOU HAVE TO DO IS FIGURE OUT WHY YOU'VE COLLECTED THEM. FINISHING UP ========= == PUT THE WHITE ROD IN THE WHITE SLOT. (A BLACK SLOT WILL APPEAR. DO =>NOT<= PUT THE BLACK ROD IN THE BLACK SLOT!). GETTING TO THE CONTROL BUBBLE: OUT. U. JUMP. FIRE GUN AT DRIVE BUBBLE. AGAIN. AGAIN. (YOU SHOUXU\LD NOW BE 'ON CONTrOL BUBRLE'.) D. PUT GOLD ROD IN GOLD SLOT. IN. PUT CLEAR ROD IN CLEAR SLOT. FIVE COLORED SLOTS WILL APPEAR. PUT THE APPROPRIATE ROD IN EACH SLOT--> THE ORDER YOU DO IT IN DOESN'T MATTER. THE FINAL SEQUENCE: YOU NOW USE THE VARIOUS COLORED SPOTS TO SET THE COURSE OF THE ARTIFACT TOWARD EARTH. TOUCH LARGE SQUARE. (THE VIEW NOW COVERS THE AREA FROM THE SUN TO JUPITER). TOUCH BROWN SPOT. (YOU WILL HAVE TO TOUCH IT 4 TIMES, UNTIL THE E`fARTH IS HIGHLIGHTED). TOUCH VIOLET SPOT (THREE TIMES, UNTIL THE PATH FORMS A CIRCLE AROUND THE EARTH. (DON'T STOP AT THE ELLIPSE!)). TOUCH GREEN SPOT. (THE PATH WILL FLASH.) TOUCH BLUE SPOT. BLAST-OFF!!!!! YOU WIN!! CTED THEM. FINISHING UP ========= == PUT THE WHITE ROD IN THE WHITE SLOT. (A BLACK SLOT WILL APPEAR. DO =>NOT<= PUT THE BLACK ROD IN THE BLACK SLOT!). GETTING TO THE CONTROL BUBBLE: OUT. U. JUMP. FIRE GUN AT DRIVE BUBBLE. AGAIN. AGAIN. (YOU SHOUZr;#A0tԁvւt08#B4pD(jdN#A8$)0r pH(jN#A<$)$#p(@$)0rpP(jN#ADBHJf$)#p(&0( #C`"t0#B&R#Ct")NRt ҂pX(jtN#A Jf`r ҩ R#A$)S#BLr#APLn&ҩtԁr0($)ԩP(rҩP`")ҩt ") v!")8() !H")8() !H") B ") !@"<|pX(j`Nr#AH$)(#p(Lr#APLn"ҩ(Jf #iP,` rҩP`J,f`"<©4Jg 4r4m`b#i<hG( &)4$<[IQ[ ") pX(jN#AJf`0")(ҩ,!&),$)r pX(jN"NEEDSECOND< RED SLOT (THIS WILL TURN ON THE LIFE SUPPORT SYSTEM AND GET THAT TELL-TALE WINDEX AROMA OUT OF THE AIR IN A FEW TURNS. LATER ON THIS WILL ENABLE YOU TO TRADE YOUR OLD SPACESUIT FOR SOMETHING TRULY USEFUL (LIKE A BROWN ROD)). GET CARD. YOU'LL NEED TO PUT THIS INTO THE COMPUTER-- I SUSPECT IT'S A DISK II CONTROLLER CARD-- CAN'T BOOT UP WITHOUT ONE! GETTING THE PINK ROD: IT'S IN THE SPACESHIP DOCKED OUTSIDE TH Q[E YELLOW AIRLOCK. BE CAREFUL, ONE FALSE MOVE AND IT'S DEEP SPACE FOR YOU. TO GET THERE : U. N. D. W. OPEN INNER. OUT. CLOSE INNER. OPEN OUTER. GET BASKET. (THIS BASKET CAN BE USED TO HOLD THE RODS TILL YOU NEED THEM--THAT WAY THEY WON'T TAKE UP VALUABLE INVENTORY SPACE.) OPEN OUTER (YES, AGAIN: IT STUCK THE FIRST TIME!). OUT. ATTACH LINE TO SPACESUIT. ATTACH LINE TO HOOK. PORT. GET PINK ROD. GETTING THE BLUE ROD: IT'S IN THE LABORATORYh 1 CRUSH HIM WITH THE CAR! (THE WINDOWS ARE BIG ENUGHT) 1 RUN 3 ENTER THE LITLE WEAPON SHOPPE WHAT LIES JUST BESIDE THE STORE ia 2 KILL HIM 3 A TANK MODEL M1 1 FIRE A SHOT jH 1 STOP THE PAIN BY DRIVING OVER THEM 1 THROW YOURSELF BEHIND THE WHILECHAIR 2 PUSH THE CHAIR AGINST HIM k74 YOU MADE IT!! HURRAY!! YOU ARE ONE COOL BASTARD!! lD+# NOW, FOR MORE BULmP&qGLSHIT (LIKE 99% OF THIS FILE IS) CALL MY *GREAT* BOARD!! _____ ___ ____ ___ __ _ __ __ ____ ____ |\\__ \| | |\\ __| /\\__\ / \\|| | n|H*| ||\\__ \ |\\ __| | \ / _/| |__ | \\/_ | \ / | \ \ | || || \ / / | \\/_ |__\\| |__//__||__\\_||__/ \_||\\__/ \_||_/ |__\\_\ |__\\_| ___ ___ ____ ____ |\\ \ / //\ |\\ //||\\ __| | \\ || // || \\// || \\/_ |__\\/ \//__/ |__||__||__\\_| (c)1990-cyd !o, W _/O\) <---- Run and get the latest wares b4 Saddam nukes em!! /"\ \ \/~ ~ "p=ݜ -+=: + 4 6 - 1 6 1 2 7 2 6 3 :=+- 9600 -> 105 MB HardDrive And REALLY the coolest SYSOP (Haha!) # f the latest wares b4 Saddam nukes em!! /"\ \ \/~ ~ \EvSE: IF YOU PUT A ROD INTO A SLOT OF A DIFFERENT COLOR, IT WILL DISAPPEAR FOREVER. THE LANDING =========== GET UP. GET LIBRARY. E. PUSH RED BUTTON. READ SCREEN. GET THE COORDINATES FOR WHICHEVER UNIDENTIFIED MASS (UM-??) HAS BEEN CHOSEN AT RANDOM FROM THE CHART BELOW: COORDINATES FOR MASS OBJECTS OBJECT R THETA PHI TYPE ====== = ===== === ==== UM91 050 015 121 UNCHARTED MASS UM12 100 345 107 UNCHARTED MASS UM24 100 285 087 UNCHARTED MASS UMsU 7-6-5-4-3... (YOU WANT ME TO START... OK...) 2-1-0 ------------------------------------------------------------------------ t%| 1) DOWNLOAD THE GAME ... 2) UNWARP IT ... (REALLY????) 3) LOAD THE GAME ... (YEAH!!) uY"! 4) SOLVE IT .... NOW YOU KNOW WHO TO SOLVE IT!! HAHA!! I FOOLED YOU PRETTY GOOD, EHH? ve NO!? NAH! I'LL STOP THIS CRAP NOW.... HERE WE GO (IT THIS THE TENTH TIME I SAY THAT???) ------------------------------------------------------------------------ w.? OPTION # INSTRUCTION: 4 RELAX 2 CONTINUE DREAMING 3 x BE A JERK AGAIN 3 PEDAL TO THE METAL 2 FIRE THROUGH THE BACK WINDOW 1 TURN (PROBABLY CRUSHy0ED BY LORRY) 1 OPEN THE DOOR AND ENTER 2 WAIT 2 WAIT N SEE z d 2 LOOK MORE 2 WAIT MORE (THIS COULD BE FUN) 2 STAY {jjh@ 2 NO PART (2/B) |xU OPTION # INSTRUCTION: 2 A WHITE MAN gT 1 THROW YOURSELF FORWARD 2 HAHA DAT WAS REAL FUNNY, EH? 2 SMILE T~t Terror Water 1 3 Weaken Water 2 4 Slow Water 2 4 Haste Water 3 5 Cure Paralysis Water 3 6 Paralyze Water 4 5 Silence Air 3 4 Knock-Knock Earth 2 6 Blades Earth 3 6 Armormelt Earth 4 U 8 Mental Attack Mental 1 3 Sleep Mental 1 3 Bless Mental 1 4 Charm Mental 1 5 Cure Lessor Cnd Mental 2 4 Divine Trap Mental 2 4 Detect Secret Mental 2 5 Identify Mental 2 8 Hold Monsters Mental 3 6 Mindread Mental 3 VcZ 8 Sane Mind Mental 3 10 Psionic Blast Mental 4 8 Illusion Mental 4 10 Wizard Eye Mental 4 10 Death Mental 5 10 Locate Object Mental 6 8 Mind Flay Mental 7 18 Heal Wounds Magic 1 4 Blink Magic 3 7 Lifesteal Magic WnG 6 12 Resurrection Magic 7 20 SKID ROW 8 Word of Death Magic 7 18 Resurrection Magic 7 20 Death Wish Magic 7 20 Psionics' Spellbook ------------------------------------------------------------------------ Spell Realm Level Cost Stamina Water 1 2) S-630 12 ESKILSTUNA THE LAME ANTI-WAR COMMIE SWEDEN! (BUT WE DO HAVE THE *BEST* GIRLS!)) _______________________________________________________________________  X?kh Combat combat. Once Blink is cast, the caster "blinks out" and will "blink in" sometime during the each round of combat. He will always reappear in time to execute his or her normal combat option such as swinging a swor?sd or casting a spell. The duration is relative to the power level of the spell. ------------------------------------------------------------------------ MAGIC SCREEN 8 Party Creates a magical barrier which Mage attempts to protect the party Anytime from all spells cast at them. @S The strength of the barrier is relative to the power of the monsters' spells and the power level of the Magic Screen. ------------------------------------------------------------------------ CONJURATION 10 Monsters Summons monsters from the Mage, Priest ethereal planes to fight for the CombatA party. The power and number of monsters summoned is relative to the power level of the spell. ------------------------------------------------------------------------ ANTI-MAGIC 7 Monsters Forms a magical barrier around Mage the monsters which may cause Combat their spells to fizzle out and/or BiO backfire. The strength of the barrier is relative to the power level of the spells and monsters cast and the power level of the Anti-Magic screen. ------------------------------------------------------------------------ REMOVE CURSE 10 Item Attempts to lift a magical curse C6 Priest from an item so that a character Anytime can remove the item he or she had been forced to wear. Success depends on the strength of the curse relative to the strength of the spell. ------------------------------------------------------------------------ LIFESTEALDChy 12 1 Monster Removes virtually all lifeforce Priest, Psionic and Caster from a monster and attempts to Combat channel some of it back into the caster to heal him or her. Does 4-16 hit points magic damage per power level - multiplied by the power level of the spell. At EL*Sthe sixth power level, LIFESTEAL can deliver 144-576 hit points damage. ------------------------------------------------------------------------ ASTRAL GATE 8 1 Monster Attempts to banish a demon-type Mage, Priest per power monster from this world. Success Combat level depends on the power of the Fu monster relative to the power of the spell. ------------------------------------------------------------------------ WORD OF DEATH 18 All Monsters A divine word spoken so Priest powerfully that it smashes the Combat monsters with 4-16 hit points of magical damage per power GO6)level. ------------------------------------------------------------------------ RESURRECTION 20 1 Character Attempts to raise one character Mage, Priest from the Dead. Success depends Psionic on the character's life force Anytime (vitality) relative to the power level of the spell. Each time a character is rH\aised from the dead, he or she loses one point of vitality. ------------------------------------------------------------------------ DEATH WISH 20 All Monsters Attempts to kill all monsters Priest outright through sheer magical Combat force. Success depends on the power of the monsters relativ3H ILLUSION 10 Party Attempts to conjure an illusion Psionic of a creature so real that it can Combat fight and attack the monsters, and in turn, it can be attacked by the monsters. The amount and power of monsters in the illusion depends on the pow4Fer level of the spell. ------------------------------------------------------------------------ WIZARD'S EYE 10 Caster Allows the caster to see the Mage, Psionic surrounding area from an overhead Exploring view. The size of the area seen depends on the power level of the spell. 5