658 lines
31 KiB
Plaintext
658 lines
31 KiB
Plaintext
|
|
Typed up using Applewriter IIe
|
|||
|
|
+----------------------------+
|
|||
|
|
| |
|
|||
|
|
| A First Class Presentation |
|
|||
|
|
| Of |
|
|||
|
|
| Infiltrator |
|
|||
|
|
| |
|
|||
|
|
| Complete Docs: The Hitman |
|
|||
|
|
| Thanx to: The Hood |
|
|||
|
|
| Special Thanx: The Thug |
|
|||
|
|
| |
|
|||
|
|
+----------------------------+
|
|||
|
|
Cracked by: The Talisman
|
|||
|
|
Special Thanx: Dragonlady
|
|||
|
|
Thanx: The Hitman
|
|||
|
|
Also Thanx: The Wombat
|
|||
|
|
|
|||
|
|
|
|||
|
|
"THE STORY SO FAR"
|
|||
|
|
|
|||
|
|
|
|||
|
|
The strange little man in the trench coat and Porsche sunglasses seemed a
|
|||
|
|
little out of place. After all, the unveiling of the new McGibbits Wing of the
|
|||
|
|
Library of Congress(in honor of your 47-volume treatise on the Dewey decimal
|
|||
|
|
system) was a strictly formal affair. You paid little notice to him at the
|
|||
|
|
time, however as you moved gracefully to the piano in your McGibbits Trim-Fit
|
|||
|
|
bulletproof jeans. As you started into the third movement of your piano
|
|||
|
|
Concerto No.2 in E, you heard a whisper in your ear: "We need you Jimbo baby!
|
|||
|
|
The whole world is in danger and only a super-soldier, ace helicopter pilot,
|
|||
|
|
ballistics expert, engineer, neurosurgeon, politician, movie actor, rock star,
|
|||
|
|
world-class motorcyclist, explorer, karate expert, and devil-may-care all
|
|||
|
|
around nice guy like you can save the day!)
|
|||
|
|
|
|||
|
|
"Not again!" you thought to yourself as you finished up the concerto,
|
|||
|
|
christened the library, and leapt onto your Super Gizmo 8 motorcycle with
|
|||
|
|
cruise control, AM/FM, auto seat warmer, and heat-seeking missiles) all in one
|
|||
|
|
fluid move. "Its; getting so I barely have any time to myself what with that
|
|||
|
|
Mad Leader running around!"
|
|||
|
|
|
|||
|
|
Back at your modest country estate/training grounds/experimental aircraft test
|
|||
|
|
facility, you quickly solve the prime-key encrypted note the agent left with
|
|||
|
|
you(lucky thing one of your doctorates is in combinatorial mathematics and
|
|||
|
|
cryptography!)
|
|||
|
|
|
|||
|
|
|
|||
|
|
"TOP SECRET"
|
|||
|
|
|
|||
|
|
|
|||
|
|
Message to: Captain Johnny "Jimbo-Baby" McGibbits/AKA Infiltrator
|
|||
|
|
|
|||
|
|
Captain,
|
|||
|
|
|
|||
|
|
We need you! The world is on the brink of destruction only you save us. The
|
|||
|
|
Whizbang Enterprises Gizmo DHX-1 Attack Helicopter is on the pad. The mad
|
|||
|
|
leader must be stopped only you can stop him. Stop him at all costs. Enclosed
|
|||
|
|
is a Gizmo Flight Manual, secret communication code names, and other mission
|
|||
|
|
info, weapons, film(with pre-paid processing mailer), and the McGibbits Guide
|
|||
|
|
to Ground Installation Infiltration(Pocket Edition).
|
|||
|
|
|
|||
|
|
|
|||
|
|
Good luck Jimbo-Baby!- The fate of the world is in your hands!
|
|||
|
|
|
|||
|
|
|
|||
|
|
Brigidier General Bunson "Old Blood -n- Guts"
|
|||
|
|
|
|||
|
|
O'Shaughnessy"
|
|||
|
|
|
|||
|
|
"So what else is new?" you say as you gather your gear and head out to the
|
|||
|
|
waiting Gizmo. "I guess this afternoon's open-heart surgery will have to wait.
|
|||
|
|
I hope the patient can." And whistling the theme from your new TV series, you
|
|||
|
|
head out to save the world....
|
|||
|
|
|
|||
|
|
You will begin all of your missions from you Home Base, just beyond the border
|
|||
|
|
of the country. At the base, you will be briefed about your mission goal just
|
|||
|
|
before takeoff. You must successfully pilot your chopper from Home Base
|
|||
|
|
through enemy airspace and reach one of the Mad Leader's installations to
|
|||
|
|
complete the ground mission assigned during the briefing. There are a total of
|
|||
|
|
3 missions, each progressively more difficult, in keeping with your growing
|
|||
|
|
skill, stature, and worldwide acclaim. Good Luck!
|
|||
|
|
|
|||
|
|
|
|||
|
|
"OWNER'S FLIGHT MANUAL"
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
Welcome to the Whizbang Family
|
|||
|
|
|
|||
|
|
you should be feeling pretty good right now. You've just purchased a Whizbang
|
|||
|
|
Enterprises
|
|||
|
|
|
|||
|
|
Gizmo DHX-1 Attack chopper
|
|||
|
|
|
|||
|
|
Which is known affectionately around here at Whizbang as "The Snuffmaster"
|
|||
|
|
Welcome once again to our family.
|
|||
|
|
|
|||
|
|
|
|||
|
|
"WE THINK YOU'LL LIKE IT"
|
|||
|
|
|
|||
|
|
|
|||
|
|
Your new Whizbang Gizmo DXH-1 Attack Chopper is loaded with the following
|
|||
|
|
Whizbang goodies:
|
|||
|
|
|
|||
|
|
* Turbine-Thrust Dual Propulsion Whizbang Whirler engine, capable of a top
|
|||
|
|
speed in excess of 450 knots
|
|||
|
|
* Four Whizbang Waster air-to-air heat seeking missiles
|
|||
|
|
* Two rapid-fire Whizbang Whizzer 20 mm cannons
|
|||
|
|
* Anti-heat seeking missile magnesium flares
|
|||
|
|
* Anti-radar guided missile chaff disperser
|
|||
|
|
* Whizang Whomper turbo booster
|
|||
|
|
* Ultra-sophisticated communications systems
|
|||
|
|
* State-of-the-art computer guidance, control, and surveillance systems
|
|||
|
|
* Whizbang Whisper silent travel capabilities
|
|||
|
|
|
|||
|
|
|
|||
|
|
"TAKEOFF PROCEDURES"
|
|||
|
|
|
|||
|
|
|
|||
|
|
Upon entering the cockpit of your Gizmo, you will find yourself facing an ultra
|
|||
|
|
sophisticated array of controls. Through the windshield you can see the Home
|
|||
|
|
Base. At the bottom of the screen, note your hands holding the control sticks
|
|||
|
|
which control the movement of the chopper. You might wish to take off after
|
|||
|
|
you finish admiring your manicure, so here are the instructions.
|
|||
|
|
|
|||
|
|
1. Turn the battery on by pressing the "B" key.
|
|||
|
|
2. Initialize the computer and communication systems by pressing the "S" key.
|
|||
|
|
The computer screens will light up and the warning lights will initialize
|
|||
|
|
at the top of the display.
|
|||
|
|
3. Turn on the engine ignition by pressing the "I" key. The engine will not
|
|||
|
|
provide enough power for movement until it exceeds 2300 rpm's.
|
|||
|
|
4. Pull back on the joystick until you have cleared your base and are looking
|
|||
|
|
at a green landscape with mountains in the distance.
|
|||
|
|
5. Press the FIRE BUTTON (note that your right and on the display registers
|
|||
|
|
this) and push forward to accelerate.
|
|||
|
|
|
|||
|
|
|
|||
|
|
"THE CONTROLS"
|
|||
|
|
|
|||
|
|
|
|||
|
|
(joystick) The joystick controls all of the movement of the helicopter.
|
|||
|
|
|
|||
|
|
To CLIMB, pull back on the joystick
|
|||
|
|
To DIVE, push forward on the joystick
|
|||
|
|
To ACCELERATE, hold the button down and push forward
|
|||
|
|
To DECELERATE, hold the button and pull back
|
|||
|
|
To BANK LEFT, push to the left
|
|||
|
|
To BANK RIGHT, push to the right
|
|||
|
|
To SPIN CLOCKWISE, hold the button and push to the right
|
|||
|
|
To SPIN COUNTER CLOCKWISE, hold the button and push to the left
|
|||
|
|
|
|||
|
|
(keyboard) The keyboard is used to control all other functions in the
|
|||
|
|
helicopter.
|
|||
|
|
|
|||
|
|
B turns on the battery
|
|||
|
|
S initializes the computer and communication systems
|
|||
|
|
I turns on the ignition
|
|||
|
|
G arms the cannon (guns)
|
|||
|
|
R arms the heat seeking missiles (rockets)
|
|||
|
|
F sets the flares for use
|
|||
|
|
C sets the chaff for use
|
|||
|
|
H toggles the Heads Up Display (hud)
|
|||
|
|
W toggles whisper mode
|
|||
|
|
* changes the view to the communications system
|
|||
|
|
T switches the view to the computer terminal
|
|||
|
|
+ turns the turbo booster ON
|
|||
|
|
- turns the turbo booster OFF
|
|||
|
|
The SPACE BAR has the following functions:
|
|||
|
|
|
|||
|
|
* Deselects weapons on the cockpit screen
|
|||
|
|
* Returns to cockpit view from communications screen
|
|||
|
|
* Returns to computer terminal from status display or tactical map screens
|
|||
|
|
|
|||
|
|
|
|||
|
|
"COCKPIT DISPLAY"
|
|||
|
|
|
|||
|
|
|
|||
|
|
ARTIFICIAL HORIZON (lower-middle gauge on main panel)
|
|||
|
|
The artificial horizon indicates your present altitude (degree of tilt or bank)
|
|||
|
|
and indicates whether you are climbing or diving by the location of the horizon
|
|||
|
|
is level and centered in the gauge, you are flying straight and level.
|
|||
|
|
|
|||
|
|
DIRECTIONAL COMPASS (lower-right gauge on main panel)
|
|||
|
|
The compass displays the directional heading of the Gizmo in degrees, shown in
|
|||
|
|
both analog and digital format. The dial is accurate within 23 degree
|
|||
|
|
increments; the digital readout is accurate to smaller values.
|
|||
|
|
|
|||
|
|
FUEL GAUGE (far right of side panel)
|
|||
|
|
This horizontal bar displays remaining fuel. The tank is empty when the red
|
|||
|
|
bar disappears.
|
|||
|
|
|
|||
|
|
OIL AND BATTERY TEMP (on vary top of chopper)
|
|||
|
|
These two bar graphs at the top of the screen display the temperatures of your
|
|||
|
|
battery and oil. When the bar reaches the red zone, heat is critical and the
|
|||
|
|
the temperature warning lights will flash and beep until you reduce the heat
|
|||
|
|
(by slowing your speed to reduced strain on the battery or by turning off the
|
|||
|
|
turbo to conserve oil).
|
|||
|
|
|
|||
|
|
WARNING LIGHTS (on vary top of middle of chopper)
|
|||
|
|
The six warning lights at the top of the cockpit, when flashing red while a
|
|||
|
|
buzzer sounds, indicate:
|
|||
|
|
|
|||
|
|
E ngine damaged
|
|||
|
|
B attery overheated
|
|||
|
|
O il overheated
|
|||
|
|
F uel low
|
|||
|
|
A ltitude level below 200 ft.
|
|||
|
|
R pm deficiency in engine or rotors
|
|||
|
|
|
|||
|
|
The warning lights will alert you to any noteworthy status conditions that
|
|||
|
|
require immediate attention. You have some direct control over the B, O, and A
|
|||
|
|
warning lights. The E, F, and R lights refer to problems that cannot be
|
|||
|
|
corrected mid-flight. In these cases, you might want to readch your
|
|||
|
|
destination as quickly as possible and avoid an further damage from air combat.
|
|||
|
|
|
|||
|
|
AIRSPEED INDICATOR (top-left on main panel)
|
|||
|
|
This dial shows the Gizmo's present airspeed, in knots. The digital readout
|
|||
|
|
under the dial displays the same information. Maximum speed is 450 knots
|
|||
|
|
(without the turbo engaged)
|
|||
|
|
|
|||
|
|
ADF(top-middle of main panel)
|
|||
|
|
The Automatic Direction Finder (ADF) will aid you in arriving at the proper
|
|||
|
|
destination. Therefore, you may want to program it immediately after takeoff.
|
|||
|
|
Once programmed, the ADF always points towards your destination. If you are
|
|||
|
|
moving forward and the ADF points straight up, you will eventually reach your
|
|||
|
|
target, regardless of the compass heading. Moving off course will cause the
|
|||
|
|
ADF to spin, adjusting itself to the Gizmo's orientation. The ADF will move
|
|||
|
|
only when you spin the helicopter or when you bank. To correct the orientation
|
|||
|
|
of your helicopter so it is heading toward the destination, you can either spin
|
|||
|
|
the chopper (for minor heading changes) or bank (for more drastic changes in
|
|||
|
|
direction).
|
|||
|
|
|
|||
|
|
Note that if the adf is blinking on and off, it has not been properly
|
|||
|
|
programmed at the communications terminal. (see communications.)
|
|||
|
|
If the ADF is flashing black and white and moving around radically!!! then your
|
|||
|
|
directly over your destination. You should slow down and proceed to land
|
|||
|
|
immediately. (see Landing Procedures.)
|
|||
|
|
|
|||
|
|
ALTIMETER (top-right of main panel)
|
|||
|
|
The altimeter displays your present altitude in feet. The hand on the dial is
|
|||
|
|
accurate only within jumps of 60 feet or more, so use the digital reading for
|
|||
|
|
greater accuracy. Each time the dial sweeps past 12:00, it registers 1000 ft.
|
|||
|
|
Maximum altitude is limited to 8000 ft. If your altitude is below 200 ft., the
|
|||
|
|
low altitude warning light and buzzer will sound.
|
|||
|
|
|
|||
|
|
RPM INDICATOR (bottom-left of main panel)
|
|||
|
|
The RPM indicator displays the rate at which the blades are spinning.
|
|||
|
|
Helicopter blades do not speed up or slow down to maintain a constant rate
|
|||
|
|
since it is the angle tilt of the blades that causes the movement. The onboard
|
|||
|
|
computer systems monitor and maintain steady rpm's. Optimum RPM's is 2300. No
|
|||
|
|
flying can take place until RPM's are at or above optimum. At this time the
|
|||
|
|
takeoff alert will sound until the Gizmo is airborne
|
|||
|
|
|
|||
|
|
MISSILE WARNING LIGHTS (far-left of main panel)
|
|||
|
|
The missile warning lights, to the left of your instrument panel, flash to
|
|||
|
|
indicate that a missile is heading toward your chopper. A warning siren will
|
|||
|
|
sound as well. If the R light is on, then a Radar guided missile is heading
|
|||
|
|
towards the chopper, and chaff must then be used to decoy it. If then H light
|
|||
|
|
is on , then a Heat seeking missile is headed towards the Gizmo, and flares
|
|||
|
|
must be used to decoy it.
|
|||
|
|
|
|||
|
|
|
|||
|
|
"ARMAMENTS"
|
|||
|
|
|
|||
|
|
|
|||
|
|
The next four items are represented by buttons that flash when set to active
|
|||
|
|
and are found on the lower left and lower right bottom of the cockpit. Once
|
|||
|
|
armed, they can be activated by pressing and releasing the FIRE BUTTOn on the
|
|||
|
|
joystick. Any or all of these may be damaged or rendered inoperable by enemy
|
|||
|
|
fire.
|
|||
|
|
|
|||
|
|
CANNONS-The Whizbang Whizzer 20mm cannons are armed by pressing C(gun) key. An
|
|||
|
|
enemy in the HUD(heads up display) cross hairs may be damaged or destroyed if
|
|||
|
|
you fire upon it. You have unlimited ammunition.
|
|||
|
|
|
|||
|
|
MISSILES-Pressing the R(rocket) key arms the Whizbang Waster air-to-air heat
|
|||
|
|
seeking missiles. An enemy must be visible to be hit, but it doesn't have to
|
|||
|
|
be in the cross hairs. You are limited to four(4) missiles per mission.
|
|||
|
|
|
|||
|
|
FLARES-Pressing the F key sets the flares. These are used to decoy enemy heat
|
|||
|
|
seeking missiles. The flares, made of Magnesium, will fool the missile into
|
|||
|
|
thinking that the flare is actually your exhaust.
|
|||
|
|
|
|||
|
|
CHAFF-Unlike heat-seeking missiles, radar guided enemy missiles must be
|
|||
|
|
deceived by dropping strips of metal into the sky, creating a fake radar image
|
|||
|
|
of Gizmo. Pressing the C key sets chaff for dropping.
|
|||
|
|
|
|||
|
|
|
|||
|
|
"OTHER FEATURES"
|
|||
|
|
|
|||
|
|
|
|||
|
|
HEADS UP DISPLAY-Pressing H displays the Head-Up Display(HUD). Using the
|
|||
|
|
latest technology available, a computer image of your cannons' aiming cross
|
|||
|
|
hairs is superimposed on your windshield. Use the to aim at a target for
|
|||
|
|
firing. With your cannon armed, any object that passes through the crosshairs
|
|||
|
|
should be hit. Missiles do not use visible tracking methods, so you may turn
|
|||
|
|
off the HUD if you wish by pressing H again.
|
|||
|
|
|
|||
|
|
TURBO BOOSTER-Press the + key to turn on the Whizbang Whomper turbo booster.
|
|||
|
|
Press the - key to turn it off. The turbo booster will double your present
|
|||
|
|
speed (to a maximum of 900 knots). It also causes the oil to heat up at a very
|
|||
|
|
fast rate, so it must be used sparingly. When the turbo booster is on, the
|
|||
|
|
turbo indicator to the right of the instrument display will light up. The
|
|||
|
|
turbo can be made inoperable if hit by enemy fire.
|
|||
|
|
|
|||
|
|
WHISPER MODE-Pressing the W key engages the Whisbang Whisper. This effectively
|
|||
|
|
silences the Gizmo. Whisper mode must be activated whenever attempting to make
|
|||
|
|
a secret landing, or else the noise from the helicopter may alert enemy ground
|
|||
|
|
personnel. When the whisper mode is on, the Whisper Indicator to the right of
|
|||
|
|
the instrument display will light up.
|
|||
|
|
|
|||
|
|
PAUSE-Suppose you want to suspend the game and take a break from all this
|
|||
|
|
excitement. Switch to either the computer terminal(press the T key) or the
|
|||
|
|
communications screen(press the * key). Press any unassigned key to get back
|
|||
|
|
into the thick of it.
|
|||
|
|
|
|||
|
|
|
|||
|
|
THE COMPUTER TERMINAL
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
The computer terminal, the small screen located on the right of the cockpit, is
|
|||
|
|
activated by pressing the T key. You will then be presented with a weapons
|
|||
|
|
inventory and two optional categories for status update. Pressing any
|
|||
|
|
unassigned key returns you to the cockpit view. If your computer system has
|
|||
|
|
been destroyed by enemy fire, the cockpit terminal will be blackened and you
|
|||
|
|
will not be able to access it.
|
|||
|
|
|
|||
|
|
The Weapons store is displayed in LED bar graphs indicating remaining Missiles,
|
|||
|
|
Flares, and Chaff. Press the 1 or 2 keys to review chopper status information
|
|||
|
|
or your tactical map, respectively.
|
|||
|
|
|
|||
|
|
1. Status Display- This represents your Gizmo's present status. If any damage
|
|||
|
|
has been sustained, the picture of your Gizmo at the top of the screen will be
|
|||
|
|
highlighted by visual damage circle indicators where the damage has occured,
|
|||
|
|
accompanied by flashing text descriptors. Below this are displays for
|
|||
|
|
remaining missiles, flares, and chaff. Cannon rounds are unlimited. Pressing
|
|||
|
|
the SPACE BAR returns you to the main terminal screen.
|
|||
|
|
|
|||
|
|
2. Tactical Map- The Top of this screen houses a small computer screen with a
|
|||
|
|
digital readout. The numerical value is you calculated ADF frequency. See
|
|||
|
|
COMMUNICATIONS for more details. The large gridded map below is a tactical map
|
|||
|
|
of the country. Your position within the country is displayed by a flashing
|
|||
|
|
sphere with a shadow underneath. The distance between the sphere and the
|
|||
|
|
shadow represents your altitude. If you have programmed the ADF, a small flag
|
|||
|
|
will appear on the map as well. This is your destination. This display can be
|
|||
|
|
used to determine your relative position to your destination at any time during
|
|||
|
|
your mission. Press SPACE BAR to return to the main terminal.
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
COMMUNICATIONS
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
The Whizbang Gizmo DHX-1 is equipped with the kind of highly sophisticated
|
|||
|
|
communications equipment that is often necessary for the successful completion
|
|||
|
|
of missions for which this machine has been expressly designed. Pressing the *
|
|||
|
|
key on the keyboard takes you from the cockpit display to the communications
|
|||
|
|
terminal (which is located on the left of the cockpit screen). Be careful,
|
|||
|
|
this system can be destroyed by enemy fire. The system is used as follows:
|
|||
|
|
|
|||
|
|
*Press "A" to program the Automatic Direction Finder (ADF). Type in the three
|
|||
|
|
numbers from the tactical display, ignoring the decimal point. Your ADF is now
|
|||
|
|
programmed. You do not have to program it again unless the numbers were
|
|||
|
|
entered incorrectly. Your ADF will not function properly if the values are
|
|||
|
|
incorrect.
|
|||
|
|
|
|||
|
|
*Press "S" to go into send mode. Send mode allows you to send messages to
|
|||
|
|
other aircraft or to ground controllers. Once you are in send mode, you may
|
|||
|
|
type messages at the top of the screen on the Comm-bar. No punctuation is
|
|||
|
|
allowed. Use the DEL(ete) key to backspace. Pressing RETURN sends the message
|
|||
|
|
to either another aircraft or to a ground controller (as appropriate). The
|
|||
|
|
flashing S or R represents the current Send or Receive status. Press the space
|
|||
|
|
bar to return to the cockpit view.
|
|||
|
|
|
|||
|
|
|
|||
|
|
OTHER AIRCRAFT
|
|||
|
|
|
|||
|
|
|
|||
|
|
As you begin a mission by flying the chopper to your destination, you will
|
|||
|
|
encounter other aircraft along the way. Some may be ohter infiltrators also
|
|||
|
|
trying to upset the Mad Leader's plans, while others may be staunchly loyal to
|
|||
|
|
the Mad Leader and his evil goals. There are three types of other aircraft:
|
|||
|
|
the friend, the enemy, and the maniac.
|
|||
|
|
Upon encountering another aircraft, you must determine whether it is a friend
|
|||
|
|
or an enemy. Since there are no distinguishing markings on your ship, and
|
|||
|
|
because helicopters are not an unusual sight over the Country, other pilots
|
|||
|
|
will also try to determine your loyalties and intentions by talking to you via
|
|||
|
|
the communications system (sending and receiving messages). You should always
|
|||
|
|
try to communicate with an unidentified aircraft first. As soon as you see an
|
|||
|
|
aircraft for the first time, press the * key. Once on the communications
|
|||
|
|
screen, press the S key to send a message. The only phrases the comm systems
|
|||
|
|
of other aircraft will understand are:
|
|||
|
|
|
|||
|
|
REQUEST ID
|
|||
|
|
INFILTRATOR (TYPE THAT TO A FRIEND)
|
|||
|
|
OVERLORD (TYPE THAT TO A ENEMY)
|
|||
|
|
|
|||
|
|
After requesting the identification of another aircraft, examine the response
|
|||
|
|
for a code name. With experience, you should be able to distinguish friendly
|
|||
|
|
code names from those of enemies. This will provide you with the information
|
|||
|
|
necessary to respond properly to their request for identification. Giving the
|
|||
|
|
correct ID to an aircraft will allow you to continue on your mission
|
|||
|
|
unhindered. Giving the wrong ID to an aircraft will result in a battle that
|
|||
|
|
will last until one of you is destroyed!
|
|||
|
|
|
|||
|
|
|
|||
|
|
oh, by the way, we weren't kidding about the maniacs out there. A few of the
|
|||
|
|
other infiltrator pilots have snapped from the strain, and it really doesn't
|
|||
|
|
matter what code name you use in a response. They will always attack, and
|
|||
|
|
you're going to have to fight against a former friend, turned deadly foe!
|
|||
|
|
|
|||
|
|
SAMPLE FRIENDLY NAMES:
|
|||
|
|
|
|||
|
|
WHIPPLE AND HAYMISH
|
|||
|
|
SAMPLE ENEMY NAMES
|
|||
|
|
|
|||
|
|
BOOMER AND SCUM
|
|||
|
|
|
|||
|
|
(The rest your on your own!)
|
|||
|
|
|
|||
|
|
|
|||
|
|
LANDING PROCEDURES
|
|||
|
|
|
|||
|
|
|
|||
|
|
Once you have arrived at your assigned destination, you will have to land to
|
|||
|
|
continue your mission. To land safely you must make sure of the following:
|
|||
|
|
|
|||
|
|
1. your speed is between 20 knots and 0 knots
|
|||
|
|
2. the artificial horizon is level and you are not banking
|
|||
|
|
3. your rate of descent is at minimum
|
|||
|
|
|
|||
|
|
Once you have descended below 200 feet, you will hear the low altitude warning
|
|||
|
|
buzzer sound. Set your rate of descent to a minimum. Wait until your altitude
|
|||
|
|
is reduced to 0 and the Gizmo shakes and thumps loudly as it hits the ground.
|
|||
|
|
If you have landed at the proper destination, as programmed into the ADF, the
|
|||
|
|
ADF gauge pointer will be flashing black and white and spinning madly.
|
|||
|
|
Remember, you must have the Whizbang Whisper silent travel mode engaged to land
|
|||
|
|
without warning an enemy.
|
|||
|
|
To take off once again, simply increase your altitude by pulling back on the
|
|||
|
|
joystick and increase your airspeed.
|
|||
|
|
While on the ground, do not back, accelerate, or spin, or you may crash!!
|
|||
|
|
|
|||
|
|
|
|||
|
|
UPON LANDING
|
|||
|
|
|
|||
|
|
|
|||
|
|
Once you have landed, your view will change. You will now be looking down at
|
|||
|
|
yourself standing next to your trusty chopper. You must pretend that you are
|
|||
|
|
an enemy guard, much as you may have had to pretend to be an enemy in the sky.
|
|||
|
|
Avoiding the enemy is the key to ground missions.
|
|||
|
|
|
|||
|
|
OBJECTIVE
|
|||
|
|
To complete the mission displayed in the briefing without being captured, blown
|
|||
|
|
up, or running out of time. if you fail five times, your dead! There are
|
|||
|
|
three missions that become increasingly more difficult. Once you finish one
|
|||
|
|
mission you will be assigned your next task.
|
|||
|
|
|
|||
|
|
MISSION COMPLETED AND LEAVING
|
|||
|
|
If you successfully complete your ground mission, make your way back to the
|
|||
|
|
helicopter. Moving into the cockpit section onscreen will take you inside so
|
|||
|
|
that you can return home.
|
|||
|
|
If you haven't completed your mission, you won't be allowed to enter the
|
|||
|
|
helicopter. You can check to verify that your mission has been completed by
|
|||
|
|
going to the inventory screen. A message will be displayed when you have
|
|||
|
|
completed the assignment, just to let you know it is time to get the "HELL OUT
|
|||
|
|
OF THERE!"
|
|||
|
|
|
|||
|
|
RESUMING PLAY
|
|||
|
|
If you stop playing once you have successfully completed a mission, you will be
|
|||
|
|
given the option to either start from scratch or to start at the beginning of a
|
|||
|
|
new uncompleted mission when you load the game again. You cannot, how ever,
|
|||
|
|
embark on a new mission before completing the previous one.
|
|||
|
|
|
|||
|
|
|
|||
|
|
GROUND CONTROL AND INVENTORY ITEMS
|
|||
|
|
|
|||
|
|
|
|||
|
|
When you see the screen with a grey figure standing next to a helicopter, move
|
|||
|
|
the joystick in any direction to start the next phase of the mission.
|
|||
|
|
|
|||
|
|
YOU are the small dark grey figure on the screen. You have a limited amount of
|
|||
|
|
time and the use of several helpful devices (your inventory) to help you
|
|||
|
|
complete your mission. Pushing the joystick will cause you to move in that
|
|||
|
|
directions, unless you are busy with an item that is currently active. An
|
|||
|
|
active item is an object from your inventory that has been selected to be used.
|
|||
|
|
Note that at the beginning of the ground mission your papers are present as the
|
|||
|
|
active item.
|
|||
|
|
|
|||
|
|
FIRE BUTTON
|
|||
|
|
Press the FIRE BUTTON to activate the active item. The current active item is
|
|||
|
|
always indicated at the bottom of the main screen. Depending on the item
|
|||
|
|
activated, you may not be able to move until you are finished.
|
|||
|
|
|
|||
|
|
PAUSE
|
|||
|
|
To take a break, press the SPACE BAR to go to the inventory screen. Your game
|
|||
|
|
will pause until you are ready to continue. Press any unassigned key to return
|
|||
|
|
to the main screen, and your mission.
|
|||
|
|
|
|||
|
|
The inventory screen allows you to change the active item and displays
|
|||
|
|
important inventory information. You may select an item by moving the cursor
|
|||
|
|
with your joystick. Press the SPACE BAR again (or any unassigned key), and you
|
|||
|
|
will return to the main screen. The newly selected item will be active, and is
|
|||
|
|
so indicated at the bottom of the screen. Once you have returned from the
|
|||
|
|
inventory screen, pressing the FIRE BUTTON on the joystick activates the item
|
|||
|
|
you have selected.
|
|||
|
|
|
|||
|
|
In addition, important items found during your search will appear in a text
|
|||
|
|
line at the bottom of the inventory screen. Activation of these items will
|
|||
|
|
occur without having to select them as active when and where appropriate.
|
|||
|
|
(more details see: mission interference and enemy installation structures)
|
|||
|
|
|
|||
|
|
SLEEPING GAS-You have a hidden canister strapped inside your jacket which
|
|||
|
|
contains a colorless, odorless sleeping gas. Anyone sprayed will fall asleep
|
|||
|
|
for several seconds and forget what has happened. Pressing the FIRE BUTTON on
|
|||
|
|
the joystick sprays the gas. You have specially treated nose plugs which
|
|||
|
|
allows you to breathe the gas harmlessly.
|
|||
|
|
|
|||
|
|
PAPERS-These are your fake ID papers. You should activate your papers when a
|
|||
|
|
guard asks to see them. When that happens, move directly over and stand next
|
|||
|
|
to the guard. If the papers are not already active, move quickly to the
|
|||
|
|
inventory screen and select them. Return to the main screen, press the FIRE
|
|||
|
|
BUTTON on the joystick. Upon showing them, the guard will decide whether or
|
|||
|
|
not they are "in order" and valid. If they are in order, you can go about your
|
|||
|
|
business, undetected as an infiltrator. If they are out of order, you have a
|
|||
|
|
short tie to gas the guard or run away before he tries to take you in for
|
|||
|
|
questioning. But be forewarned, running away will cause the guard to sound an
|
|||
|
|
alert throughout the compound. (See Mission Interference)
|
|||
|
|
|
|||
|
|
GAS GRENADE-This grenade has the same effect as the sleeping gas canister,
|
|||
|
|
except that it has a greater range. When used inside, all guards in the room
|
|||
|
|
in which it is dropped will fall asleep.
|
|||
|
|
|
|||
|
|
MINE DETECTOR-This is used to detect mines. Selecting the mine detector on the
|
|||
|
|
inventory screen enables it to be used whenever you press and hold the FIRE
|
|||
|
|
BUTTON on the joystick as you move through enemy territory. You will hear the
|
|||
|
|
detector working. Stepping on a mine wit the detector activated is harmless
|
|||
|
|
and exposes that mine. Stepping on a mine without the detector activated is
|
|||
|
|
fatal-and stupid.
|
|||
|
|
|
|||
|
|
EXPLOSIVES-Explosives are planted by selecting the explosives icon on the
|
|||
|
|
inventory screen as the active item, and then pushing the joystick up under the
|
|||
|
|
main control panel in the control room or under the desk in the lab. Only one
|
|||
|
|
bomb per room is permitted. Upon setting your last remaining bomb, an
|
|||
|
|
automatic countdown timer will go off. You then have about 20 seconds to leave
|
|||
|
|
the building before all the bombs detonate. If you don't make it out of there
|
|||
|
|
in time, you will be trapped inside during the explosion, and it's bye! bye!
|
|||
|
|
(Jimbo-baby that is!)
|
|||
|
|
|
|||
|
|
CAMERA-Use the camera to photgraph any vital documents. To use it properly,
|
|||
|
|
face the papers you want to photograph and press the FIRE BUTTON on the
|
|||
|
|
joystick. Only one picture per room is permitted.
|
|||
|
|
|
|||
|
|
INFORMATION UPDATES-At the bottom of the inventory screen are four graphs which
|
|||
|
|
update the following:
|
|||
|
|
|
|||
|
|
Spray-How much sleeping gas you have left.
|
|||
|
|
Grenades-The number of sleeping-gas grenades you have.
|
|||
|
|
Explosives-How many charges you have left.
|
|||
|
|
Film-How many more pictures you can take with the camera.
|
|||
|
|
|
|||
|
|
KEYBOARD-Pressing the following keys while on the main screen is the same as
|
|||
|
|
using the cursor on the inventory screen to select an item:
|
|||
|
|
|
|||
|
|
S-Sleeping gas M-Mine Detector
|
|||
|
|
P=Papers E-Explosive charge
|
|||
|
|
G-Gas Grenade C-Camera
|
|||
|
|
|
|||
|
|
|
|||
|
|
"MISSION INTERFERENCE"
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
GUARDS
|
|||
|
|
Enemy guards within the compound are fanatically loyal to the Mad Leader. They
|
|||
|
|
are assigned to patrol certain areas of the compound, and they will carry out
|
|||
|
|
their orders unfailingly. If one of the guards spots you, he may ask to see
|
|||
|
|
your papers. If you do not comply, an alert will be set off and guards
|
|||
|
|
throughout the compound will chase after you. Within the compound buildings,
|
|||
|
|
an electronic key will turn off the alarms temporarily, but it will only work
|
|||
|
|
once during a mission. Find the electronic key, and a line of text on the
|
|||
|
|
bottom of the inventory screen will note that you have it. Make your way to
|
|||
|
|
the alarm control center. Stand directly in front of the card slot in the wall
|
|||
|
|
and press up on the joystick. This will cause the electronic card in your
|
|||
|
|
possession to be inserted into the slot, without having to select it. (you
|
|||
|
|
cannot select this particular item to be active. If you have it, activation
|
|||
|
|
will occur automatically when you push up on the joystick.) The alarms will be
|
|||
|
|
silenced.
|
|||
|
|
Outside the compound buildings, a talking guard will turn red (from dark grey).
|
|||
|
|
You must follow the guard's directions or risk being discovered. Running away
|
|||
|
|
from a guard who is talking to you will prompt him to sound the alarm. If you
|
|||
|
|
gas a guard while he is talking to you, he will fall asleep and forget ever
|
|||
|
|
having seen you. (but you had best get out of the area before he comes
|
|||
|
|
around.) The guard's speech appears at the bottom of the screen.
|
|||
|
|
|
|||
|
|
MINES
|
|||
|
|
Mines are usually scattered in the forest and in restricted areas to prevent
|
|||
|
|
exactly what you doing-infiltrating. Mines can be exposed with the mine
|
|||
|
|
detector. Stepping on a mine (without the mine detector activated) is a dumb
|
|||
|
|
thing to do; besides, it will kill you!
|
|||
|
|
|
|||
|
|
TIMER
|
|||
|
|
A mission timer is visible on the screen at all times during the ground phases
|
|||
|
|
of a mission. If time runs out, you've blown it; your mission will end, and
|
|||
|
|
you will have to start over again. Tough luck dude! (you have about 20 minutes
|
|||
|
|
of real time for each mission once you have landed within the confines of the
|
|||
|
|
compound.) Time is of the essence when saving the world, you know what i mean!
|
|||
|
|
|
|||
|
|
|
|||
|
|
ENEMY INSTALLATION STRUCTURES
|
|||
|
|
|
|||
|
|
|
|||
|
|
Inside a building you can search through chests and cabinets for gas grenades,
|
|||
|
|
security cards, and other useful and not so useful items. Travel to different
|
|||
|
|
levels within the same building is accomplished through elevators. Clothing
|
|||
|
|
disguises may be of some help. If you want to swap clothing, stand directly in
|
|||
|
|
front of a until you have finished changing. An audible tone and accompanying
|
|||
|
|
text will indicate when you have finished.
|
|||
|
|
|
|||
|
|
MAPPING UNIT
|
|||
|
|
While inside any of the compound's buildings, your mini-mapping unit will
|
|||
|
|
appear at the bottom of the screen. The room you are in is represented by a
|
|||
|
|
flashing box within the mapper screen. All rooms are shown as boxes with
|
|||
|
|
highlighted doors. Moving into a new room maps it into the unit's screen.
|
|||
|
|
|
|||
|
|
ROOMS ARE COLOR CODED AS FOLLOWS:
|
|||
|
|
|
|||
|
|
RED: designates a room of great importance (prison, control room, etc.)
|
|||
|
|
GREEN: designates the building entrance or an elevator
|
|||
|
|
BLUE: represents a room of no special importance
|
|||
|
|
|
|||
|
|
SEARCHING CHESTS
|
|||
|
|
|
|||
|
|
You may search any of the chests (on the top far wall only-chests on the side
|
|||
|
|
walls seem to be empty...) in any room by moving in front of it and pushing up
|
|||
|
|
with the joystick until you find whatever it contains.
|
|||
|
|
|
|||
|
|
DOORS AND THE SECURITY ROOM
|
|||
|
|
|
|||
|
|
Locked doors must be de-activated before you can enter these rooms. To unlock
|
|||
|
|
all the doors in the enemy compound, you must first find the security card
|
|||
|
|
(search for it!). With it in your possession, you can unlock the doors. Once
|
|||
|
|
you have found it, a line of text will appear on the bottom of the inventory
|
|||
|
|
screen to indicate that it is in your possession. Now, find the security room.
|
|||
|
|
It is the room with the lock status indicator light on the wall and a passcard
|
|||
|
|
slot directly below it. To unlock the doors, stand directly in front of the
|
|||
|
|
security card slot and press the joystick up. This will cause the security
|
|||
|
|
card in your possession to be inserted into the slot, without having to select
|
|||
|
|
it. (You cannot select this particular item to be active. If you have it,
|
|||
|
|
activation will occur automatically when you push up on the joystick.) The
|
|||
|
|
lock status indicator light is red when the doors are open.
|
|||
|
|
|
|||
|
|
|
|||
|
|
THE END
|
|||
|
|
|
|||
|
|
|