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