å R I N G S O F Z I L F I N å Documentation Typed Up By å #BIG-ED å å-  The object of this game is to find the two Rings Of Zilfin and destroy the evil Necromancer Lord Dragos. TRAVELLING å- To go from one location to another you must use the (X)it command. After the save phase, you are asked to choose from a list of roads. A blinking cross on the map indicates your position. It's best to mark eack explored area on a blank map. You may want to return to some areas again. If there is no road in the direction you have chosen, a message will so inform you. The maximum number of roads leading away from a location is four. Once a road is chosen you can't go back. You must reach the next location before going back. While in motion, you can't issue any commands until you (S)top. While walking,you can use the cursor keys to control your speed. The right arrow increases your speed, from One to Four. This is of course fatiguing. Your fatigue loss is shown each five miles. The left arrowslows you down. First use the SPACE BAR to stop if you wish to (G)et plants and mushrooms (D)rink from a pond, (T)alk to someone, or (R)est at night. Beware of Spy Birds of Dragos. If you do not kill all of them, They will will return with more monsters until you defeat them all. Take enough food for the journey. Wandering monks may provide useful information and eating plants may give you extra powers. Even drinking water form the ponds can have its benefits (And risks). EXPLORING LOCATIONS å-  At each location, you are typically presented with a set of options.These appear in a menu, and you press a key to make a choice. Let it known how- -ever, that all the options are not shown. Multi-Level mazes will greet you in two places - In the Dark Tower and Castle Graz. Here you will move in four directions. At time you will encounter doors. (E)nter them, and hopefully (X)it. COMBAT å-  At times the power of darkness will attack. They can attack from the ground or from the air.You will be attacked with magic,such as destructive spells, or with physical weapons such as axes, poisionous pins, or muscle. You however, are favored with both the magic spells and the physical weapons of a sword, bow and arrows. Armour protects against any physical blows, but not spells. AIR COMBAT å- The only way to kill the attackers from the air is with your bow and arrows or casting you 'Eevi' class spells. When firing your arrows, use the RIGHT and LEFT arrow keys to aim. One hit knocks the enemy from the sky. GROUND COMBAT å- All weapons and spells can be used in ground combat, depending on your level and skill. Here you must specify your direction of attack, since the enemy can come from all sides. You may fight with (S)word, (A)rrow, or (C)ast an Eevei class spell. After issuing the command you indicate the direction you wish to attack. Striking with your sword is a question of Skill level. Once the hit has landed, two factors determine the damage inflicted: Your strength and the type of sword. There are ways to increase your strength, but these you must uncover in your travels. An (A)rrow scores a hit of 99% of the time. The damage depends on the type of bow,and your strength.There's some randomness in the effectiveness of arrows. The ash bows inflicts less damage, and eventually will break. The Brom bow will serve you indefinitely, and strike harder. CHARACTER ATTRIBUTES å-  STRENGTH - Determines the damage you can wreck on the foe. Maximum effec- å -tiveness depends both on your strength and on having a weapon å of an appropriate level. Your Maximum strength is 99. ENDURANCE- Measures to pain you can tolerate yet survive. Each strike from å a foe reduces this rating, depending on their strength and your å armour. If this falls below zero, you die. You start with 200 å points; maximum is 9000. FATIGUE - The embodiment of your physical condition. Throughout the å adventure you will discover many ways this can be increased. A å long climb, a restless night, or more importantly, the casting å of spells, all affect the faWtigue. Combat also reduces the å fatigue rating. This must also be kept above zero if you are to å survive. You start with 50 fatigue points; maximum is 9000. SWORD KILL-The chance that your blows will land home with effect. There's å some chance your skill wil increase when you slay an enemy with å your sword. This becomes more likely as your skill grows. Your å skill will not grow if you kill with magic or arrows. the skill å level begins at 25 and can build to 66. MAGICSKILL-Determines the spells you can cast. You start with no skill in å this area and builds to 99. COMMANDS å-  A = Arrow Attack -Fires an arrow. Requires a direction of attack in ground å combat. C = Cast a spell -The (P)repare command must be used beforw a spell can be å cast.The status screen shows the spell you have prepared å and is ready to use. D = Drinkå -To drink water and other liquids. Requires a direction å during travel. E = Enterå -To go through doors and other entrances. Usually an å option F = Fleeå -To flee from combat. Low chance of success.A last resort G = Getå -To pick up visible objects, plants, mushrooms, etc. Must å be followed by a direction when you are in travel mode. L = Lookå -To search for and pick up hidden objects. No direction. O = Offerå -To make an offer to other inhabitants of this land. The å program will respond, 'Offer What?' Reply with single å that represents the object. P = Prepareå -To prepare a spell. The program will respond with 'Which å Spell?' Type the letter of the spell you wish to use. R = Restå -Allows you to set up camp and rest at night. S = Sword Attack -Uses your current sword. After pressing (S) you must å choose a direction or nothing will happen. T = Talkå -For conversation. Requires a direction if you are å travelling. U = Useå -The program will respond 'Use what?' you type a letter å or number. X = Exitå -For leaving a location. Cannot be used during combat. W = Wordå -This switches you to word input mode. You can type in å words, one at a time then press [RETURN]. Useful in å single prayers or speaking to another character. = Status -Always works,displaying your status and putting the game å on hold. Space = Walk/Stop-Will stop you if you are walking and vice-versa. OBJECTS AND POSSESSIONS å-  FOOD: Starvation is not known in Batiniq. Each day that passes, your food supply is one unit less. When your supplh falls to zero the warning beeps are sounded,and you must find food before the end of the day if you are to continue. GOLD: Basic currency of Batiniq. You begin with 20, and need more. WEAPONS: Another basic currency of social exchange. Bows are require arrows. Ash bows can break; Brom bows cannot. Five types of sword can be had. Each beginning adventurer gets a short sword,you need a better sword. å MINIMUM STRENGTHå MAXIMUM å SWORDSå REQUIRED TO CARRYå DAMAGE. å å- å å- å å-  å Shortswordå 0å 9 å Palaå 10å 29 å Slicerå 30å 49 å Slayerå 50å 69 å Grandswordå 70å 99 ARMOUR: Reduces the blow of your enemies:Light Armour,5; Medium Armour,15; å Heavy Armour,30. MUSHROOMS: Eating the mushrooms of Bantiq can be rewarding. The 'Use' å command enables him to eat, and you indicate your choice by å entering these numbers: 1. YURPIN MUSHROOM - Increases your endurance. 2. TERGIN MUSHROOM - Strengthens your fatigue factor. 3. PARZIN MUSHROOM - Gives you the greatest sword skill for one blow. 4. FUHYIN MUSHROOM - Nourishment equal to one food unit. PLANTS: Some plants are healthful. 2. PURLET-Chewing these leaves will temporarily grant you immense strength å good for one sword attack. Don't miss. One hit will reduce your å enemy's endurance by 200 3. MIFT -Rubbing these leaves on your body leaves you immune to any å physical attack for one blow. Unless aginst magic. 4. IOLA -An antidote for poison. 5. JINN -Like MIFT but stronger. You are invincible for five blows, but å your fatigue is drained by 50 points. OBJECTS: These can be traded, eaten, planted, offered, ignored, etc. To å refer to them, use the letter associated with each. å A. Elvish Bootså  . Seedå S. Tobacco å Iå B. Torchå K. Fluteå T. Amulet å C. Matchå L. Gemå U. Pearl å D. Cloakå M. Riddle Bookå V. Chewba å E. Nukhå N. Staffå W. Spice å F. Prihny Powderå O. Harpå X. Elixir å G. Keyå P. Toyå Y. Tea å H. Hornå Q. Ringå Z. Cookie å I. Ropeå R. Silk MAGIC å-  Without magic, this enchanted realm can be barren. Fortunately, you have the talent. With effort you can progress from level 1 (Apprentice), to level 2 (Master),to level 3 (Grand Master) wizard. You will be able to use more and more powerful spells. Cast spells with caution - They wear down your fatigue, and when your fatigue falls below zero you expire. INHABITANTS OF BATINIQ å-  The General Cast Of Characters: YOUR CHARACTER - A youth from the village of Sham in Deloria. LORD DRAGOS - Evil necromancer who holds Batiniq in his grasp. ROLANå - King of Deloria. HULKIå - Nobleman of Deloria. RUFUSå - King of Begonia. HAMDIå - King of Sumaria. DZOMONå - Vicious Demon, strong right arm of Lord Dragos. EKLUNå - Wizard of light. ZIHTENå - Another wizard of light. LUTFENå - Third wizard of light. ZARAå - Eternal sorceress of Zaradim. SAMå - Halfling. ELAå - Elf. ELOMINå - King of the elves. HAYRUSHå - Witch. BOGUMå - Dragon of the legends. DARMAGå - Ancient guard of the enterance to Castle Graz. ANKHAå - Giant bird. INHABITANTS - PEOPLE OF LIGHT å-  HUMANS - Youngest and now dominant race in Batiniq. More numerous than å all other races. HALFLINGS - A little people great appetites.Known for their furry feet and å peaceful outlook on life. Halflings eat four meals a day,enjoy å all kind of stories, love riddles,and insist on smoking a good å bowful of Delorian tobacco at the close of each meal.Not known å for combat or magic.Excellent traders and conversationalist. DWARVES - An ancient race of short stocky people. They mostly dwell in å mazes beneath mountains. Excellent trackers and hunters, å skilled at working at metals and stone, they see better in the å dark. ELVESå - An enchanted and mischevious race. They love to play tricks, å are fond of music and dance. Known for singing in the forest. å They do not mix with the other beings, and live in the more å remote forest such as Tiveron and Shakamoz. The forces of Lord å Dragos have even driven them further into the foresrts.In Fact å the usual traces of Elves have nearly dissapeared altogether. ZILFINS - A great race from the past, it is reported that the Zilfins å became extint after the Battle of Bihun, many years ago. It å was they who freed Batiniq, pushing the dark forces to the å Realm of Gurtex. Civilization reached its apex under their å leadership. The exact reason for their dissapearance is not å known, but it is believed that their magic is superior to that å of Lord Dragos. INHABITANATS - MINIONS OF DARKNESS å- " DRAGON BIRDS - Spy birds. These birds sleep in the day and roam the skies å at night. They possess no destructive capabilities. BARVILSå - Being mutated from bats by Lord Dragos. They attack with å Jazzip spells. DENZILSå - Covered with slimey tentacles, able to cast devilish spells ILLETSå - Eyeless, netheless they find their prey and cast Jazzip. GUZUSå - Relasted to Barvils but lack magical powers. Fast, deadly å their shape changes as they attack and hurtle toward the å victim, ready to strike with their poisonious pins. å Eliminating them takes patience,because they have the power å to ressurect themselves. BASURSå - Flying skulls that can dive at great speed to bite their å prey. They also have the power to ressurect themselves. DRA-HINNS - Most deadly of fliers.Their spirits leave their bodies only å after many deaths. GOBLINSå - The backbone of the dark forces of Lord Dragos. Unskilled å in magic, they carry large axes. WORSHIPPERS - Humans who have fallen under the sway of Lord Dragos.Mostlt å thieves, bandits and outlaws. SHAPE SHIFTERS-A race which long ago elected to serve the forces of evil. å Their physical form can be changed to any shape whatsoever. å Their true shape resembles a human form. TROLLSå - A race of few brains and much brawn.HDuge powerful creatures å which kill to eat. GIANT SPIDERS- Formerly they were large beautiful butterflies that lived å in the forests of Batiniq. Lord Dragos was so repelled by å their beauty which transformed them into giant ugly spiders å and can only return to their original shape by sucking å human blood GORGONSå - having evolved from the same biological branch as Dragons, å gorgons are large beasts with powerful jaws. Their metallic å skin is almost impossible to pierce. Their basic food is å rocks and stones. They also enjoy humans.... K-PLANTSå - The favorite plant of Lord Dragos. This semi-intelligent å beings can wait days for their prey. They shoot poisonious å pins and watch the person die. They kill for pleasure. BARGå - A creature with tentacles. On the tip of them is charged å with high voltage electricity. MINAå - Also known as the Man Eating Spider. They feed on the blood å of humans. IBLISå - Demons of darkness. Can cast deadly spells. ZUMAGINå - The death ray demon.Their eye shines with a light and burns å everything it touches. ZAMIRå - A lesser demon. SLIMEå - Marsh dwellers.They squeeze the life out of the unwaty with å their octopus like arms. Their slipper skin makes them hard å to catch and kill SAND-GUSå - Live in deserts. Small, fast, ans large claws. ZORLIMSå - Also known as goblin monks. They burn city and even castles DEMONDIå - Demons who carry the poison fork said to be washed in the å dark streams of Gurtex. BAZYLRUNå - Demons with poison breath HRRULSå - Singers of the dark song, indestructibleby usual means.Only å a special spell, with the aid of the staff of Grumm, can å affect them. The Zilfins resorted to locking them up in a å Dark Tower. There they remained till Lord Dragos freed them å . Now Dzomon is their peer,and they roam the Castle of Graz å and the Dark Tower as guards. FERMIGONS - Perhaps the most vicious of the Dark Forces. So fierce that å even Lord Dragos fears them. They are locked in the Dark å Tower and Castle Graz. GEOGRAPHY OF BATINIQ å-  Batiniq consits of three kingdoms, separated by mountain ranges. To the south is Deloria, to the west Sumaria, and east is Begonia. The barren northern reaches are known as Dragonai and are inhabited onlt by the giant Ankha birds. The mountains are close to impassable, except through passes that were well known to traders in the Zilfin times, but now known to almost no one. DELORIA - The kingdom most free of Dragos. The current ruler is King Rolan å-  who lives in the Castle Durheim in East Deloria, on the Aximon å plain. TOWNS OF DELORIA: Telbiz, Ziad, Tumriz, Shaktir, Axitraz. VILLAGES: Sham, Perimon, Finduk, Tol-Bin, Belmonti. FORESTS : Feldor, Ergon, Harlosh. PLAINS : Aximon, Deloria. DESERTS : Sysvol, Hele MARSHES : Irmak. BEGONIA - Land of King Rufus, a knowledgeable and just ruler. A place that å-  suffers much from Dragos. Rufus lives in Castle Razag on the å Burgol Plain. TOWNS OF BEGONIA: Cullarat, Tar-Im, Llorrim, Nedharm, Derymin. VILLAGES: Shentill, Maerdom, Faerlot, Karadum. FORESTS : Tiveron, Demion, Pylin. PLAINS : Burgol. DESERTS : Eredrim. MARSHES : Denize, Byludd. SUMARIA - Here King Hamdi lives in Castle Rimline deep in the forest of å-  Shakamoz. Stronghold of Dragos. TOWNS OF SUMARIA: Zax, Treil-Om, Shakamin, Lork. VILLAGES: Safines, Waylong, Varanlim, Elmo. FORESTS : Shakamoz, Feylong, Shimerr. PLAINS : Metsny, Sara. DESERTS : Darizmag, Ahbap, Sharkynn. MARSHES : Fetren, Zaxit. GENERAL GEOGRAPHY å-  The large and small forests of Batiniq are now very unsafe due to Dragos. Most humans live on plains in towns and villages. Deserts are hostile, full of danger and some rewards. Most difficult of all for travel are the marshes, where death is as likely an outcome as life. å #HISTORY å #å-  THE RINGS OF ZILFIN å-  It was long ago, some say before the Toros Mountains had thrust up from mother earth. In that day, great wars raged between the forces of light and the forces of evil. The Zilfin wizards wrought two rings, which were worn by the first speaker at the Battle of Bihun. Each ring alone was ordinary. But the two rings together, on the hand of one being, were to give supernatural force. After the forces of evil were beaten back at Bihun, the First Speakers of Zilfin wore the rings as badge of their rank. This natural order, with its peace and prosperity, lasted even after the Zilfin mysteriously vanished. Then came Lord Dragos. His scroll declared the perversity of his purpose and the strrngth of his hand was soon felt. His demons he placed under the command of Dzomon, himself a tower of demonic darkness. Suffering spread through Bantiniq. There was now no trace of the Zilfins, as though the foul incantations of Dragos had swept then from the land. Night-flying Dragon Birds, Illets, Guzus, Dra-Hinns and others plagued once peaceful forests. Those caught in the open had no chance. Even the industrious and merry elves fled to more remote forests for safety. Travel and trade virtually ceased. If the next village could not be reach by daylight, it could not be reached alive. Even during the day,goblins raided and robbed However, even Dragos was not able to subdue the monks of Batiniq. An ancient spell perserved them. So some news was carried from kingdom to kingdom by the monks. They were the only segment of society not totally isolated. Administration of the provinces came under the Zorlims who extorted gold from the helpless populace. Any town that was too slow to cooperate was left in a smoldering pile. Beseiged within their castles, the former kings of the three realms were defenseless, hardly able to keep themselves, much less help the peaseantry The beatings wore on, until it seemed the people were almost senseless. Few lights shone in this dark age, like flickering torches on a windswept moor. The forces of evil neared their final victory. THE CASTLE GRAZ å-  Two prizes still eluded Lord Dragos, however:The Rings of Zilfin, and the Treasure of Fulgarsh. Aside from these, the paltry resistance of the monks and the rumors of the zilfins, naught marred the ascendency of Dragos. As to the rings,when Dragos first arrived at Castle Graz, hiding place of the rings, he had not even been able to gain entrance.First,the castle was placed high atop Moun Grazdreng. There secluded from the world, connected with no road or trail, it could only be reached by flying on the back of the giant Ankha birds. How the Zilfins had traveled there was not known. Flying on the Ankha was not only dangerous but difficult to arrange. The elves only knew how to summon these birds. THE FATE OF DARMAG å-  After the first speaker, the next best known inhabitant of the place had been Darmag, the guard. Darmag resembled a large pupmkin,his root dug deep into the soil, and he was more like a vegatable then a human or a Zilfin. His skin was like a bark of a tree, hard and durable. Though he appeared to be a plant, he possesed intelligence and magic. He could also surround himself with a wall of energy that no one could penetrate. When Lord Dragos and his followers appeared, Darmag refused to give way. Despites all the efforts of Dragos, Darmag held firm. Then the cunning Dragos ordered chewba, the narcotic to be brought. The chewba leaves were squeezed and their juice poured into the grounds near Darmag.Since he took his nourishment from the earth, his roots absorbed the drug. His defenses failed and he fell into a deep sleep. So Dragos penetrated the Castle. Thereafter chewba juice was regularly poured into the soil,and Darmag was reduced into a drug slave. He would follow any order of Dragos, begging for more chewba juice. SEARCH FOR THE RINGS å-  Once inside, Dragos searched for the Rings He opened a door which was not opened for centuries, inside he found a little black chest on a low stone altar. Inside was ONE ring, ONLY ONE. THE SECOND PRIZE å-  The second prizr that had eluded Dragos was the Treasuse of Fulgarsh. Of all the kings of this land, Fulgarsh was the most cruel. As his time grew near, Fulgarsh feared that his gold would surely pass into the hands of another. As he grew deathly ill, a giant dragon flew down from the sky. Bogum, Dragon of legend. Through a window he spoke to the dying king. Then astounding all,Fulgarsh arose and led the beast into his treasure room. Moments later the great chest was chained to the Dragons back and he flew away. Where did the treasure go? Dragos never found it. A FINAL MAIGICAL WORD å-  Of all the witches, only one, Zara claims to have found a eternal source of life. Zara, the eternal sorceress, lives in a temple in Begonia. She does nothing without the expectation of payment. å #SPELLS å #å-  SPELL CATAGORY LEVEL FATIGUE DAMAGEå DESCRIPTION å-  å-  å-  å-  å-  å-  A. Jazzip Eeveiå 1å - 5å 5 The Jazzip spell throwa a ball å -of fire in the cosen direction B. Rektar Eeveiå 2å -20å 40 This spell is —like Jazzip, but å -more powerful. C. Fagatr Eeveiå 3å -40å 99 Most powerful of Eevei Spells. å -Directs a ball of energy to å -your enemy. D. Stohle Hainnå 3å -75å -- Used in combat. Effective å -against all your foes at once å -Temporarily disables them. E. Buzzap Hainnå 1å -15å 5 Lightning strikes your enemy. F. Parthl Hainnå 3å -35å 30 6X more powerful then Buzzap. G. Exbert Zulfarrå 1å -10å -- gives insight on your enemy. H. Ak-Lin Brynoxeå 1å -20å -- Raises a magical sheild which å -absorbs 50 points worth. I. Ilk-Be Brynoxeå 2å -35å -- Similar to Ak-Lin, but will å -absorb 99 hit points. . Ud-Bar Zulfarå 2å -90å -- Immediate telportation to your å -destination. Only to be used å -inopen country in Travel phase K. Warton Zulfarå 1å -25å -- To be cast just before entring å -a room. Protects you from any å -theft. Good for one day. L. Zytrom Hainnå 2å -40å 99 Effective against Hrulls. å -Requires staff from the Grumm å -tree. å #COMMANDS å #å-  å A. Arrow attack. Fire an arrow å C. Cast a spell. Cast a prepard spell å D. Drink.å Drink water or potients å E. Enter.å Enter an entrance å G. Get.å Get visible items å L. Look.å Look for visible objects å O. Offer.å Offer objects to other characters å P. Prepare.å Prepare a Spell to be cast å R. Rest.å Set up camp and rest å S. Sword Attack Attack with sword å T. Talkå Talk with characters å U. Useå Use an item å X. Exitå Leave a location å W. Wordå You can enter words å ESC. Statuså Shows your status å SPACE BAR. Walk/Stopå Walk/Stop å MUSHROOM AND HERBS å å-  1. Yurpin Mushroom: Increases your endueance 3. Tergin Mushroom: Increases your fatigue factor 5. Parzin Mushroom: Gives you maximum sword kill for one blow 7. Fuhyin Mushroom: Provides one unit of nourishment 2. Purlet Flower : Gives strength of 200 for one blow 4. Mift Flower : Provides immunity from the blow of the enemy 6. Iola Flower : Cure for poison. Restores your endurance and Fatigue 8. Jinn Flower : Protection from the next five blows å -Sewersoft presentså.  å ** THE FIELD GUIDE TO THE CREATURES OF FROBOZZ ** å (THIS IS YOUR INFOTATOR...) å (edited by Sewercide) BLOODWORMS: å Bloodworms live in shallow underground pools of water and are often mistaken for mossy boulders. Their pointy, retractable fangs can extend up to 32 inches during an attack. They are repelled by the smell of boiled chives ; always carry some if venturing known blooworm spawning grounds. Bloodworms are usually : WHITE and GRAY and BLACK and RED and BLACK. BROGMOIDS: å In rare cases, these squat creatures can achieve the intelligence level of a three-year old human. Domesticated brogmoids are tame and can be taught to perform simple tasks. In the wild they can be seen in huge packs sorting through rock piles for edible rocks. Brogmoids (which live considerably longer in captivity) are RED and PURPLE and RED and BLACK and PURPLE. DORN: å The deadly dorn beast should be avoided at all costs - it can paralyze its victim with a single glare from its powerful eyes. (Range:about three feet for young, to about twenty feet for full-grown dorns). Dorns usually live in crags and shadows near cliff bases. According to the last words of dying explorers, dorns are GRAY and PURPLE and BLACK and GRAY and WHITE. DRYAD: å Dryads, also known as tree sprites, are beautiful and shy. Many never leave the shade of the tree they were born under.If coaxed, dryads can reveal the location of forest treasures. They are only dangerous in large numbers, and then only if threatened (Angered dryads have been known to crush attackers under tons of rose petals). When awake, dryads are BLACK and GRAY and WHITE and RED and RED. GRUE: å The grue is a sinister, lurking presence in the dark places of the earth. Its favorite food is Enchanters, but its ensatiable appetite is tempered by its fear of light. No grue has ever been seen by the light of day, and few have survived its fearsome jaws to tell the tale. Toxicologists believe that grues are BLACK and BLACK and RED and BLACK and PURPLE. HELLHOUND: å When you spot a hellhound, run in the other direction as fast as you can! Hellhounds are fast, fierce and capable of devouring a human 12 times their size in 4 seconds. They normally inhabit burnt-out or enchanted woods and rarely venture beyond their turf, even in pursuit of prey. Hellhounds are PURPLE and WHITE and GRAY and RED and GRAY. KOBOLDS: å Kobolds are very capable fighters if attacked, they will fight back ; if not attacked they will fight back anyway!! They look very similar to the less aggressive paskalds, but can be easily identified because their middle toe is slighly shorter than the toes that flank it. Kobolds live in small tribes in caverns , or in very dark forests and are RED and PURPLE and BLACK and PURPLE and RED. NABIZ: å Nabiz are mostly mouth, which is mostly teeth. They instinctively sense their enemy's weak spot when attacking. Contrary to folklore , they cannot fly, but they can leap tremendous distances. Nabiz are repulsed by the colour blue, which explains that colours popularity with adventurers' garb. Nabiz are PURPLE and BLACK and BLACK and BLACK and RED. ORC: Once a fearsome race of warriors, the Orcs were civilized by their fondness for computerized adventure games. Although a small segment (the Hi-Rez Orcs) enjoy graphic adventures, the vast majority (the Orcs of Zork) prefer interactive fiction. In the reflected light of a CRT screen, Orcs appear to be RED and GRAY and PURPLE and GREY and RED. ROTGRUB: å Less than an inch long, the rotgrub lies waiting in food. Once ingested, the rotgrub heads straight for its victims brain and begins feeding. Rotgrub death is excruciatingly painful and lasts years before a welcome demise. They are totaly impervious to all forms of magic, and even worse, smell like very old cheese. A common house Rotgrub is GRAY and RED and GRAY and PURPLE and RED. SURMIN: å From their malodorous breath to their lice ridden fur, Surmins are utterly repulsive creatures. If they get close enough, they can bore their victims to death by reciting Greater Borphee County Penal Codes. A newly shaved surmin is BLACK and BLACK and PURPLE and RED and BLACK. YIPPLE: å The yipple is a master of disguise, able to alter form to match its surroundings. If disturbed in the wild, some yipples may bite. They make wonderful pets, but should never be aloud to rest in the kookie jar if guests are expected. Yipples are violently allergic to many kinds of animal wastes. When placed on a plain white tablecloth, Yipples become GREY and PURPLE and WHITE and PURPLE and BLACK. å -- END OF THE FROBOZZ INFOTATOR -- å ªSEWER SOFTWARE brings youå.  å Documentation for å MENU CONSTRUCTION KIT å This program is distributed under the concept of Shareware. It may be given out freely. But if you like and find it useful, please send $5.00 to: å Cinway Software å 1966 Longwood Court å LaPlace, La. 70068 å This will make you a registered user, and allow you to receive updates at a nominal fee of $3.00 (to cover the cost of the disk and postage). Updates will only be available through the mail to registered users. Your support will allow me to continue writing this kind of software. THANK YOU!! Now on with the good stuff. å M.C.K. will allow you to enter the entire name of all program files on the disk, then load and run the program of your choice at the push of a single key. The menu is set to autorun at boot up and will run any GEM program (I haven't found one yet that won't run). The construction program will run in medium or high res. And the menu created by this program will run in all three resolutions. There are two drawbacks to this system. å 1. All programs on a disk must be capable of running in å the same resolution. å 2. The system takes up about 12K of disk space. (Sorry å about that, I tried to keep the code as short as å possible) å If these aren't a problem for *you, then read on. å BUILD MENU CREATE NEW MENU - When creating an autoboot menu for a disk for the å first time, select this option. The disk you å want to create the menu for must be inserted into å drive A before selecting this option. Files to å be run must be on the disk. You will be shown a å file selector box and asked to select a file. å Only files with 'prg', 'tos', and 'ttp' å extensions should be selected. Once a file is å selected you will be asked to enter the full å title. You can enter the full title of the å program along with version numbers or anything å else you care to. You will then be asked if you å would like to do another. You can enter 'N' for å no and return to the main screen, or 'Y' (or å just hit 'RETURN') to continue. ADD TO CURRENT MENU - Select this option to add to a menu file å that was loaded in from a disk or has been å created with the "CREATE NEW MENU' option. EDIT MENU IN MEMORY - Use this option to change a title to suit å your tastes. You can also delete a title å entirely from the menu file. Don't forget to å save your menu file after you finish. CREATE MENU SYSTEM - This will write all the files nescessary to å autoboot the menu and display the files on your å disk. It will create an 'AUTO' folder and write å the boot information inside. It will then write å MENU.PRG and MENU.DAT in the root directory. If å you already have an AUTO folder on your disk, it å and the programs inside will remain intact. Any å programs in the AUTO folder not written by å M.C.K. may cause problems. You'll have to å experiment. This option also deletes å 'desktop.inf'. It isn't used and will increase å load time slightly. You can always add it back å after if you wish. å "MENU I/O SHOW MENU - Will show current menu file in memory. Good for å checking to see if it's the way you want it before å saving. LOAD MENU - Loads a 'MENU.DAT' file from a disk that already has å the menu system on it. 'MENU.DAT' file can be easily å changed to correspond with program deletions, title å changes or additions. Use the ADD and EDIT options. SAVE MENU - Saves the 'MENU.DAT' file after alterations have been å made. å The program should run cleanly as is. The only time I have encountered problems was when I didn't leave the computer off long enough before booting. If you find any bugs or just want to leave a comment, you can reach me on GENIE. My address is 'W.BABIN'. å ENJOYå!  å vSewersoft presentså.  å ST Breakanoidå by Ken Newman å å= ST Breakanoid was created to fill a huge gap in ST entertainment software, namely the lack of a really good Breakout*-type game. The several bizarre Breakout-in-a-tiny-window games around don't meet this critical need. ST Breakanoid is a full-screen, full-colour game that is actually a cross between Breakout and Arkanoid*, hence its name. The binary is in the public domain and may be freely distributed as long as it is not modified in any way and is not sold. The current version only runs in low-res, I will consider a monochrome version if people want it. There are 6 types of bricks and each has different properties. In addition, the game is data-driven and each screen is read from a "noid" file. The first screen is expected in the file NOID0.DAT, the second in NOID1.DAT, and so on. The limit on the number of screens is therefore about 10,000. Any number of noid files may be present, as long as they start at 0; the program keeps incrementing the number in the file name until it can't find that file, then starts at 0 again. You can easily create your own noid files. The easiest way is to look at one of the ones included with the program, and edit a copy of it. Each file is very small and consists of an 11x15 matrix of integers. Each integer represents one brick in the same orientation as it will be on the screen. The full matrix must alwayâs be in the file, even if there are many missing bricks. Missing bricks (blank spots) are represented by -1 in the file. The other possible numbers are from 0 to 5 for the 6 types of bricks. These are as follows: å 0 - needs 1 hit å 1 - needs 2 hits å 2 - needs 3 hits å 3 - invisible, 1 hit å 4 - indestructible å 5 - generator, 1 hit, but creates å a random brick of type 0, 1, or 2 You can change the order of the screens by just renaming the files. Be careful with the indestructible bricks, they can lead to infinite bouncing loops, or can block off a brick making it impossible to finish a screen. If you get into a bouncing loop, hitting the "b" key a few times will make the ball disappear, cost you a ball, and start at the bottom of the screen again. Each screen is finished when you destroy all the bricks (except of course the indestructible bricks). You start with 5 balls and you get a free ball every 2000 points. Enjoy! Upload your own noid files! * Breakout is a tm of Atari and Arkanoid is a tm of Taito (I think). å zSewersoft presentså.  å *** CINKO DOCUMENTATION *** å (edited by Sewercide) Menus: There are a wide range of skill levels. Selecting ADVANCE will offer a challenge suited for WORLD CLASS play! To enter a piece onto the board move the mouse cursor over the desired spot and push the left button. If an entry was made incorrectly the EDITOR can reset the board or set up any given situation for computer analysis. The EDITOR allows for removal and entries of both red and blue colored stones. To remove either colored stone place the mouse pointer on the stone and hold the CONTROL key down while pushing the left button. To enter a red stone push the left button; to enter a blue stone push the right button. At the end of each game a new board can be generated by holding down the left mouse button. BASIC RULES OBJECT OF THE GAME: There are two ways to win in CINKO: 1. Win by getting five or more stones in a row, either horizontally, vertically, or diagonally, with no empty points between them, or 2. Win by capturing seven or more pairs of your opponent's stones. HOW TO PLAY: Begin the game by placing one stone on the board (preferably near the center point). Thereafter, the players take turns playing their stones, one at a time, on any empty intersection. The stones are placed on the intersections of the lines, rather than in the squares. Once a stone is entered it cannot be removed unless it has been captured. CAPTURES: Whenever your opponent has two stones (and only two stones) which are adjacent, those stones are vulnerable to capture. The pair can be captured by bracketing its two ends with your own stones. Captures can be made along diagonal as well as horizontal and vertical lines. All four stones involved must be consecutive and in a straight line. As soon as the capturing play is made, the captured stones flash... (some text missing here...) SCORING POINTS: When the game is over, points are counted and scored as follows: - If any player gets five-in-a-row he or she receives 5 points as a bonus. - Each player receives 1 point for each four-in-a-row he or she has still remaining on the board (four-in-a-row is defined as 4 stones consecutive and in a straight line.(Any that were wiped out during the game do not count). - Each player receives 1 point for each capture he or she has made. Playing with points introduces new strategies into the game by challenging both players to take calculated risks in order to gain as many points as possible. isks in order to gain as many points as possible. YOUR RIGHTS AND OURS: This copy of CINKO is licensed to you. You may make copies for your own use or for archival storage. You may also sell your copy without notifying us. However, we retain copyright and other property rights in the program code and documentation. We ask that CINKO be used either by a single user on one or more computers or on a single computer by one or more users. Sewersoft and DR.J presentå.  å "JINXTER å (by Magnetic Scrolls) å (this is the FULL info that came with the game...) LOADING To load the adventure, install your game disk in drive A and double-click on the icon titled "GAME.TOS". Please ensure that the disk remains in the drive at all times (unless temporarily removed for saving and loading games onto another disk). SCREEN LAYOUT Once loaded you will notice that the screen is split into three sections. The top line contains the following information: å The top left is the name of the room that you are currently in. å The first figure on the right is your score. å The second figure on the right is the number of moves you have made. The second section is the Graphics window, which is where the pictures are displayed. Below the picture you will find four scrolls. These scrolls are activated in the following fashion: å 1. Move the mouse over the scroll you wish to pull down. å 2. Click once on the left hand button. å 3. Select the command you require using the mouse. å 4. Click once. The command will now by typed into the input buffer å for you. The graphics window can be set to be as high or as low as you wish by moving the mouse to the Scroll Bar, holding down the right hand button, and moving the window up and down. The third section is the text window, where your commands and the game's responses are displayed. TALKING TO THE PROGRAM To communicate with the program, simple type in a sentence describing what you want to do. When it is waiting for a command, a '>' prompt and a block cursor are displayed. Once you have typed your command press the key. EDITING YOUR COMMANDS The following allow you to edit the current line: å Move left one characterå Left arrow å Move right one characterå Right arrow å Move left one wordå Up arrow å Move right one wordå Down arrow å Delete one character to the left CTRL-Left arrow or BACKSPACE å Delete one character to the right CTRL-Right arrow or DELETE å Delete one word to the leftå CTRL-Up arrow å Delete one word to the rightå CTRL-Down arrow RE-EDITING YOUR LAST COMMAND If you discover that you have made a small typing error on your last line, pressing the ESC key will bring it back for editing. MORE When there are too many lines to display on the screen at once the message '' appears at the bottom right of the screen. Pressing any key will allow the game to continue. FUNCTION n This will allow you to define any of the 10 function keys. For instance, if you decide that you are typing the command 'GET ALL' repeatedly, you can define function 1 to be 'GET ALL', and every time you now press F1 the string 'GET ALL' will be placed on your command line. Function can also be abbreviated to Funct. SAVE This command enables you to save your current position in the game. you will be prompted for a filename. The program will ask you for the name of your game (e.g. 'SAVED1'), and then save it to the default drive, or the drive specified. To specify a drive, put the drive letter followed by a colon before the filename (e.g. 'B:SAVED1'). Please do not attempt to save files on the game disk. RESTORE To reload a previously saved game type 'RESTORE'; as with 'SAVE' you will be prompted for a filename. Don't forget to put the game disk back in the default drive after loading a saved game. PRINTER ON (PRINTER OFF) You can record your game by use of this command which turns the printer on (and off). Do not despair if you have a slow printer, as the adventure maintains its own printer buffer (but please ensure that your printer is switched on before using this feature). GRAPHICS ON (GRAPHICS OFF) If you prefer to play the game without the pictures being displayed they can be disabled with 'GRAPHICS OFF'. They can then be re-enabled with 'GRAPHICS ON'. MONOCHROME SUPPORT For those of you using the Atari monochrome monitor, and the thought of viewing these spectacular graphics in color has still not enticed you to acquire a color monitor, we have installed some special features to utilise the high resolution of this mode. TEXTSIZE This command will change the height of your characters. The default is large text, however if you wish to see more on the screen, selecting smaller characters enables this. STIPPLE, DITHER, FREEHAND These three commands alter the way in which the picture is displayed. It is best to experiment with them to achieve the most desirable results. å- K Staff Memoå 7Jinxter å DEPARTMENT OF GUARDIANS å Office of Internal Administrative Liaison å From the Deputy Under-Secretary's Assistant General Secretary Please address all queries to extension å_  Memorandum #122/4/552/74/B, Item # 995037, Ledger# 21.145.441.6, Issue # 32:B:3992/11.1B, Ref. AB/HGG/IHG//DS.11/34, Folio # 95739914005, Piece of Paper # 528319995706773, Number # 8925070157, Page # å0 1 SUBJECT: Aquitania, restoration of Luck to, Witches, by, Defeating of[, å Charms, by, Turani, Bracelet of, Restoration to. 1. BACKGROUND 1.A. The magician Turani created the property duly filed and recorded as "The Bracelet of Turani" (Commemorated and symbolised in the carousel now standing in the main square of the village) and consisting of å 1.A.1. Bracelet, enchanted, 1 å 1.A.2. Charms, enchanted, 5 1.B. The purpose of said Bracelet was to provide a source of good fortune hereinafter referred to as "luck" for the benefit of the people of Aquitania. 1.C. Said bracelet acted as powerful antidote to notorious Green Witches of Aquitania, rendering them relatively harmless. 1.D. Power of said bracelet was harmful to witches since, in hands of suitable mortal, could be conclusively turned against them. 1.E. Power of said bracelet could, on other hand, be used and directed to increase "luck" of people of Turani and limit (but not wholly eliminate) activities of said Witches. 1.F. Therefore if the said Bracelet was safely installed in premises of said Witches: å 1.F.1. Witches would protect themselves against catastrophe by å safeguarding bracelet, AND å 1.F.2.å People of Aquitania would continue to enjoy "luck", å since bracelet protected by said Witches. 1.G. Towards the end of his life, said Turani engaged services of this Department to direct said "luck" in his place, after his death. This increased departmental prestige and generated considerable and satisfactory volumes of paperwork. 1.H. This situation persisted to general satisfaction until recently, when complaints were filed by outside parties. 2. RECENT EVENTS 2.A. In line with Departmental policy, little credence was given to outside complaints. 2.B. However, internal ramifications were noted, not least that Departmental Officers were being finding increasing difficulties in maintaining a steady supply of "luck" from the said Bracelet. The Department was clearly being inconvenienced and its comfort and safety threatened. 2.C. Such situation was clearly intolerable and, at the instigation of the Inter-Departmental Steering committee of the Working Group of the Standing Committee on Administrative Administration and Internal Affairs, an investigation was called. 3. RESULTS OF INVESTIGATION 3.A. The Investigative Sub-Committee found as follows: å 3.A.1. Until recently, said Witches had accepted the å constraints upon their activities, confining themselves to jokes, å meetings and charitable works. å å 3.A.2. Recently however a Witch using the name of Jannedor has å reportedly been using her influence to bring about an overthrow å of the powers of the said Bracelet. å å 3.A.3.å Under the influence of Jannedor, the said Witches have å allegedly compiled an illegal and unauthorised enchantment which å had the potential permanently to destroy the said Bracelet. The å said non-registered unauthorized enchantment is believed to be å not sufficiently powerful to corrupt or destroy the bracelet å PROVIDING IT IS INTACT WITH ALL ITS CHARMS. It is, however, å capable of destroying the Bracelet providing its powers are å weakened by having its charms removed. 3.B. Accordingly, the said Witches have been holding out illegal inducements to members of the general public, offering preferment or riches if said members of the public will remove and conceal a charm from the bracelet (since it is noted that the bracelet and its charms are not in any way harmful to the public, but only to the Witches). 3.C. As a result of this action, the bracelet has at the time of writing been completely stripped of all charms pertaining thereto, and the Bracelet's residual powers are fast running out., with the risk of severe consequences to this Department. 4. RECOMMENDATIONS 4.A. The destruction of the powers of the Bracelet cannot be permitted, in view of the severe effect it would have on this Department. 4.B. This can best be accomplished by: å 4.B.1. Locating all missing charms. å 4.B.2. Gaining access to the said Bracelet. å 4.B.3. Reassembling said Bracelet. å 4.B.4. Utilizing power of bracelet against said Witches. 4.C. The Department cannot spare resources to attend to this matter. 5. It is therefore concluded that a member of the general public be co- opted as SpÙecial Consultant to the Investigative Sub-Committee of the Inter-Departmental Steering Committee of the Working Group of the Standing Committee on Administrative Administration and Internal Affairs. 6. A copy of this memorandum is to be given to said member of the general public, who is to be afforded such assistance as the Department can place at his disposal. å- K å AJinxter å THE INDEPENDENT GUARDIAN Quality News For The Hard Of Thinking The Weekly For the Association of Register Stochastic Executives (A.R.S.E.) å A Nasty Spell On The Way? å LIFE LOSES CHARM å We'll Get The Bracelets On Them Yet, Says Wossname Aquitania's luck is running out - literally. That's what they're saying at Guardian House. And top officials say "There's worse to come." According to leading Guardian Len Wossname, 62, Aquitania can expect: å -> Plagues of bats, mice and toads. å -> Bad weather for the forseeable future. å -> The Green Witches holding power. å -> The collapse of the ferg. å -> Total unavailability of a decent bit of cheddar. Wossname, widely regarded as gan authority on the Bracelet of Turani and the magic traditionally associated with it, blames Ms Jannedor Nasty, 186. å "Yerse," said Wossname, "I blame Ms Jannedor Nasty, 186." å Wossname claims that Jannedor is behind a campaign to separate the powerful charms from the legendary Turani bracelet, weakening its power and allowing her and her rebel organization to seize power. å "Mark my words," says Wossname, "things will look bleak for Aquitania unless the bracelet and wossnames are reunited." å Asked what action the Guardians were taking, Wossname said "Werl... between ourselves, fat-all. Manpower, right? But we is looking for the right individual to, er, do the job on our wossname." å Wossname gave your soaraway Guardian exclusive details of the legendary charms of Turani. å "Dunno if it'll help," he said, "but frankly we've got a ruddy quicksand sitting on our shoulders and we'll be up to our necks in a whirlwind if we don't drag ourselves out of the mire before the moose bolts." å See below for the startling EXCLUSIVE facts! å SUPABOOZA LEN GOES LIKE A DRAIN! While the rest of us were getting soaked in last weeks mammoth storms, this week's Supa-Booza Len Pisht just... soaked. "I just stood there with my wossname open," says Len, 44. "Not a drop was shpilt!" å Len, a 2nd Grade RSE with Central Stochastics, lives alone with a large collection of corks and something terribly important which he can't remember. When he heard he was this week's winner, Len said "Can anyone who knows where I've been for the last ten years please get in touch?" He added: "Oh - jolly king of you. Just the one, then," before keeling over and hanging on to the floor. å LEN WOSSNAME WRITES: Turani knew us wossnames. Guardians. How we couldn't remember, er, words. So he called the thingies names we could remember. Like the doodah, fire- engine. Makes it rain. Then to make the sun come out, you use the thingy. Dragon. The oojimy - walrus - freezes stuff, and the watercallit, unicorn, makes things come back to you. And of course, the doofer - pelican - makes things come to life. Just find the wossname, say the doodah, and thing's your wossname. Charm. Word. Bob. Uncle. Narmean? å GUARDIANS STRIKE IN "HARD CHEESE" ROW Registered Stochastic Executives are to withdraw their labor as from the 25th, in a row over regulation cheese sandwiches. å "We have to carry these things," say RSE 8th Grade Len Wotcher, "on account of where it's in company wossname, policy. å "But frankly, it's a ruddy disgrace." å Association chiefs took the decision at a meeting of the Guardians' union last night. å "The 25th is Crunch Day. We haven't decided the 25th of what, exactly, but it'll probably be a month. å "It's hard to think of anything else with a 25th in it," Thingy added, "and we took that into account." å The cheese sandwich row began 286 years ago over the bread, but has now escalated to include the cheese itself. As Deputy General Secretary Len Doodah points out, "It wouldn't be so bad if the wossnames were wossname. Sandwiches. Optional. But they aren't. å "Len Public expects his wossname, Guardian, to be carrying a cheese sarnie. It's traditional. But I don't think they realise the murky background. å "Frankly, I wouldn't be surprised if this whole business escalated to include the butter before long, too, never mind the ruddy greaseproof paper." å kå COURT & SOCIAL His Royal Highness Prince Wilf the Partly-Formed left the Royal Seat yesterday when he began an extended goodwill mission to n'Goa n'Goa. His Royal Highness returned later for the Royal Seat saying: "Demned if one's goin' to sit on demned palm trees, what? What? What? What?" Equerry-in- Stasis Lord Rupert Rupert Rupert then detonated a small grenade under His Royal Highness, who stopped saying "What? What?" but, since the shrapnel only passed through his brain, His Royal Highness suffered no other ill- effects. Her Royal Highness The Princess Yah Super threw a bread roll in a restaurant on Tuesday evening. Doctors are said to be "delighted" with her progress. The Prime Minister Sir Rudolph Nose had an audience with His Majesty yesterday. It is understood that they watched several old Sixties sit-coms and then fell asleep. Her Majesty the Queen Mother visited the Lower Leaking Home for Dotards on Friday, where she smiled a lot. All the inmates said she was really lovely, just like her photo, and reminded them of their old Gran. They added, as protocol demands, that they hoped she would drop round again when she was in leaking. The Lord Chancellor, His Honour Lord Sir Doctor General Horace Biro, will ceremonially open the High Court tomorrow at 11:00 in the forenoon. He will unceremoniously close it again at 11:15, since his recent operation was not entirely successful. (That's enough Court & Social - Ed.) å "Face up to facts" says renegade GM woman å GRIM BIMBO TO WIN IN NO-LUCK CHARM CONTEST? "If this woman has her way, every one of our members could be out of a job by Saturnalia." å That's the grim picture spelt out in pillars of stone by A.R.S.E. Assistant Deputy Secretary-General Len Crikey. å The reason for Crikey's concern? jannedor, the rogue Green Witch who is threatening to destroy the Turani Bracelet. å If the Bracelet goes, it will cause considerable pain in the A.R.S.E. å Members stand to lose their jobs. At the very least, says Crikey, "there's going to be a massive shakeout of Guardianpower." å The Jannedor threat was first brought to the attention of senior Departmental staff 128 years ago, says Crikey. å Director of Stochastic Services Dir Monty Starborgling, questioned about the delay, said: "Festina lente is our motto here. Volente non fit injuria, of course, but de minimis non curat lex. In other words, Caesar adsum jam forte. Follow my meaning, old pip, old pip?" å Crikey's immediate response? "Typical managerial drivel. Our members have to go out in the street and deal with real people. å "Starborgling wouldn't spot a wossname if you shoved it in sideways. And you can quote me." å Who is the Evil Genius of the Order? å WHICH WITCH? å Special Report by Gavin Safari-Jacket The Jannedor threat is greater than ever before. å No Guardian can afford to be unaware of the situation. å I can reveal that, should Jannedor succeed in finally dismantling the, er, thing - sorry, left my notes in the pub, but you know what I mean - the lights will go out all over Aquitania. å Babies will die in the streets and the old will cry for milk in vain. Something like that, anyway. å But more important than this, A.R.S.E. jobs are at risk. å This threat is a banana-skin under Aquitania which will boomerang like a rabid quagmire before coming home to roost and explode to leave us with egg on our feet of clay. å But what is Jannedor really like? I simply haven't a clue. Sorry. å NEWS IN BRIEF... Borgling - A 21 year old Assistant Guardian was beaten up and severely hurt last week while helping an elderly lady across the road. "It took two hours," said Len Thing, "and she was screaming all the way. Then all these old bats came from nowhere shouting 'Why can't you leave people alone!' The next thing I knew, they were beating me with their tartan shipping trolleys, and I woke up in Hospital" A.R.S.E. Chairman Sir Deonard ('Len') Wallet will retire next month. Says Len, "It's time to go. I don't want to push my luck!" The annual Association Lizard Bar-B-Q and Biodegradable T-Shirt contest will be held in St Leonard's Church Hall, Lennington on the 24th - that's the day after the strike, so a good turn-out is predicted, says St Leonard's Vicar, the Rev. Len Vicar. Retired Guardian Len Pouch, 72, has started a vital service for A.R.S.E. members: herringbone replacement. Says Len, 72, "My life as a Guardian was made miserable by constant herringbone maintenance. Now members can bring their overcoats in for quality bone-fitting at a budget price." Happy Birthday to Len Phone, who is 91 today! å "Country close to war" says PM % å REBELS SEIZE POWER IN GULF CLASH A crack team of Guardians was called in last night to stem a rising tide of revolt in the long-running Gulf War. å The task force, led by Commander Len "Nuts" Twombly, 34, parachuted in from two Air Force cumulonimbi in the early hours of the morning. å "We will be building a bridgehead at Al Qhqhu'u," said Twombly, "Or something that sounds like that, anyway. Then it's up to luck." å The rebel situation worsened last week when the A.T.I.A.F. dissidents broke with the T.E.A.F. freedom fighters after a dispute with the I.T.F.A. guerilla leaders. å Now the F.I.A.I.T. claims to have taken control of State Radio and is claiming a democratic military regime. å The exact nature of the I.T.F.A. victory is unknown, as is the location of the F.T.A.I. forces or indeed the Gulf itself. The reason for this confusion is that this, like all Gulf War stories, is being made up from the office after lunch. å Comments Twombly: "I don't exist either. You're making me up, too." å FOREIGN REPORT å KWAZI DELEGATES RUN WILD IN CAPITAL å Shock Horror Violence Flare Storm Ruddibahmi, Capital of Kwazi, was in silence last night after a marauding band of A.R.S.E. delegates on a "fact finding" tour ran amok. å The delegates, Len Flute, len Wivaht and Len Welt, were arrested by Kwazi police after apparently starting a fight in a house of ill-repute on the notorious Nooki Street. å Welt, speaking from his cell, said: "We wuz relaxing after a hard wossname. All we wanted was a quiet cheese sandwich when in comes this wossname with half-a-dozen scantily-clad wossnames. We told her to cheese orft, and next thing we knew we was banged up. It's a disgrace." å Landlady Ethel Dearie denies Welt's version of events. "They come in heah an they bline drunk. Sayin they respec'ble biznissmen but I see straight way they no good, probly Guardians out on one razzle. I offer 'em the best in my house, the finest mature cheddar in Kwazi, but it not enough. å " 'Bring on the dancin' gels' they screamin', 'We powerful operatives an' can float above the groun' " So I call the cops. It serve them right, if you ask me." å ASK A GUY WHO KNOWS... What he thinks of "GRAUNIAD" brand special Sandwich Cheese-style Spread. å Only 3fg the packet. å . sticks to the bread å . clogs the tongue å . sprays on clients å . guaranteed no taste Grauniad - let your A.R.S.E. be the judge. Official Cheese of the Association of Registered Stochastic Executives. Gold Medal (failed); Imperial Exhibition (withdrawn); Dairy Products Award (recalled). å GUARDIAN SMALL ADS For Sale: Herringbone Overcoat, vgc, one careful owner, bargain at 15fg. Apply at A.R.S.E. offices. Ask for Len Oops. For Sale: Herringbone Overcoat, vgc, one careful owner, bargain at 15fg. Apply at A.R.S.E. offices. Ask for Len Piperack. For Sale: Herringbone Overcoat, vgc, one careful owner, bargain at 15fg. Apply at A.R.S.E. offices. Ask for Len Carton. For Sale: Herringbone Overcoat, vgc, one accident-prone owner, bargain at 75fg. Apply at A.R.S.E. offices. Ask for Len Redit. No agencies. Wanted: Overcoat, any pattern but herringbone. Advertiser promoted to Administrative post. Apply Leonard memo, ex. 335. Mum: Do not worry. The doctors say they will dry out in time. å SPECIAL REPORT å A Life in the Day Of... å !LEN MORON Aquata's New A.R.S.E. Rep is a ball of fire in a herringbone overcoat, writes Suzie Dope "We Stokies have got to stick together." The languid, challenging figure reclining against the rough-shod wall gives me a challenging glance from languid, reclining eyes, "but let's not talk about me, honey. How's about we make ourselves comfortable on this recliner and delve into your personal history like two old buddies?" å Understand Moron's desire to help a girl do a difficult job in any way he feels kike, and you have the measure of this languid, irresistible man who, mark my words, will shake up the public image of Guardians and set the cat among the pigeons. å "I wanted to put something to you," Moron murmurs, exuding the confidence which the public demand - but so rarely receive - from the Guardians. "Our job is to help people fulfil their lives. å "Like for example a girl like yourself shouldn't be out on the streets day after day. You should be in a little flat somewhere, where you could play with a poodle or two, lounge around in a kimono, you know what I mean?" å Put like that, who can argue with Moron? å Certainly he has style. The chairs, for instance. "Yes," he agrees shyly, "I'm rather prouød of them. I use them for sitting on. It's rather a style point, I think. My mentor was Len Spoon and he was very keen on novel applications for utility things. Look, honey, these chairs recline right back, why don't I show you?" å The deeper one falls under the spell of a captivating man-child like Moron, the more one is aware of the vast gulf between him and the traditional, herringbone-overcoated Guardian: middle-aged, moustachioed, munching a cheese sandwich, the traditional A.R.S.E. member has none of the grace, elegance, wit, charm and sparkling, sheer personality of the unique Moron. å "I want to get away from the old image" says Moron candidly. "I wouldn't tel this to just anyone, honey - why not kick off those constricting shoes, where they pull your feet out of shape? - but I want the public to call us Friends rather than Guardians. After all, this is the present day, and it's time to throw out those paternalistic attitudes and for men and woman to come together as equals in freedom of choice." å One cannot but agree. The day of the paternalistic Guardian is over. True, Moron sports a herringbone overcoat - but it bears the unmistakeable stamp of haute cuisine on his lithe, elegant frame. True, he carries a cheese sandwich - but it's wholemeal bread and Roquefort and old-fashioned butter which Moron discovered "while scouring the globe for taste-treats." å "No need to dress like a schlump," he asserts. "Nowadays, it's ongoin support which people require. The days of rushing around swamps and mines, turning up in mid-air and so forth, by me that's strickly old hat. Say, talking of hats, why don't you and me go and buy you something for your pretty hair? Maybe in the morning?" Who could resist such an offer, or such a man? Not me, for sure. å We know you're only superhuman. å We know you care. å We know you do your best. å Every day, in all weathers, you're out on the job. å You don't ask for much. å Immortality is its own reward. å But have you thought about the future? å Have you thought about Life Insurance? å !We have. å Which is why we launched a special scheme. å A scheme tailored for immortal demi-gods. å You may think there's no point. å Nor did anyone else. å So we've gone bust. å TWIT & CO - INSURANCE BROKERS å THE INDEPENDENT GUARDIAN å #1327 Old Leather Bottle Alley å #Docklands Zone, AQ 17277 å #Registered at the Post Office as a toad å THE PRICE OF A CHEESE SANDWICH On the other hand, it might be argued that the ongoing rumpus concerning the provision of cheese sandwiches to the duly appointed members of A.R.S.E. is a storm in a teacup. å Here at the Guardian, however, we prefer, upon mature consideration, taking one thing with another, to regard it as a storm between two slices of bread. å Why? Because that is the sort of feeble joke we enjoy making. å What must not be forgotten is that we are not bery bright. If we were, we would be dons at Cambridge. As it is, we just pretend to be dons at Cambridge. Hence, our tweed jackets, our fluting voices, our pale pasty complexions and our pompous, slightly faggy prose style. å Never forget that we know almost less about what is going on than you do. We rely on other people for our information. They may, taking everything into account, choose to lie to us. So be it. We cannot be bothered to check. Which is why, all things considered, we begin leaders with phrases like "on the other hand". å But we say this: to commit ourselves would be unwise. å BUMMAHS OR BOOZAS This organ has been accused of many things. Prudery has never been one of them. Yet there are those who want to BAN your weekly glugging, lurching SupaBooza. å To these killjoys, we say "NUTS!" å Our readers work hard saving people from their folly. å We say this: whose pot would you rather fill? The pompous bum Bummah (see letters) or cheerful, sodden Len on Page 1? å We say this: Len gets our credit, any day of the week??!?!?? å GUARDIANS AT WAR å An Anniversary Celebration å by Norbert Wibb The War record of the Association of Registered Stochastic Executives - popularly known as "The Guardians" - has been a long and glorious one. å Now, on the anniversary of the first Royal Incorporation of A.R.S.E. during the reign of King Willy the B'it Childish, we look back over the years with pride. å We first find the Guardians being mentioned in the Chronicle of Clerk Peter the Very Overdrawn, which deals with the Battle of Saucer Creek. Peter comments: "Waited until dawne for ye Grauniads to Turn Uppe but they Never Shewed. Typicall." å Some fifty years later, the Guardians were in action again, fighting for King Derek the Confused against himself in one of the great rearguard actions of the Silly War. Contemporary sources cite the Guardians' role as "negligibble: They just Hange aroundd with much Drinking and Fondling. For mine Selfe, I founde the Stentch of theyr Hering Boane Coates to Stink out ny Nostriles, that I was like to Perrish." å (That's enough battles - Ed.) å LETTERS TO THE EDITOR Correspondents are requested to write on one side of the paper only. We reserve the right to shorten letters for reasons of space, or to amend readers' opinions for reasons of naked bigotry. The Editor's decision is dubious. No Tick. Letter of the Week Sir: We have written to you repeatedly regarding your overdraft which at close of business yesterday stood at 37,660.32fg in our books. å Failing immediate repayment in full we will have no alternative but to seek recovery through legal channels. å Yours etc. å Mr L.S. Bummah å NotBest Bank Plc Miss Doris Norris Sir: In the course of my Duty as a Guardian (Grade 2b) I was obliged to render assistance to the above-mentioned lady in a delicate domestic matter, to wit, this sweet and innocent creature was being shamefully abused by her husband. I was able to oblige by turning him into a pair of rather nice Vibram-soled waterproof hiking boots (size 6). In the ensuing conversation it transpired that both the lady and I are keen mulching enthusiasts, and she kindly showed me her mulching cart which I took as a token of esteem. å We subsequently fell in love and are engaged to be married. We plan a hiking honeymoon during the course of which she will walk all over her ex- husband. What I want to know is this: in the event of our divorce, do I get the mulching cart? å Yours etc., å Len MacNure å F.A.R.S.E. å IMMORTALITY - THE HIDDEN CRISIS What do you do when a seemingly ordinary husband tells you: "I'm wossname"? It happened to Mary Dull... "Ours seemed such a straightforward marriage. å I met Len when I was just 23. He was seemingly doing pretty well as a trainee Guardian. He'd just got his F.A.R.S.E. exams and the future looked bright. å Everyone said we were too young to marry, but we pooh-poohed them. Fro the first couple of years we were happy. Then Len began keeping late hours. He'd just go off for months on end. I spoke to him about it, but all he said was "Werl, narmean?" å I didn't like to say that, no, I didn't know what he meant. So I tried to keep myself busy. I got interested in womanly things. I spent hours in front of the fire with my Independent Guardian Knit-Your-Won- Lesbian pattern. I wore a balaclava and hung around outside military installations. I bought some big boots and stopped bathing. å But Len didn't seem to notice. I was worried sick. Finally, my friend Deirdre said "You just have to confront him with your problems. Communication is the thing. Tell him how you feel and don't let him evade the issue." å So one day Len came home and I was waiting for him. I had made a special effort; his cheese sandwiches were keeping warm in the oven, I had had my hair done, I was wearing scent, a silk negligee, black stockings and high heels, and carrying a shotgun. When Len came in, I let him have it between the eyes. å To my amazement, all he said was "Har Har Har, I'm immortal." So I shot Deirdre instead, and I must say, since then, Len and I have been very happy." If YOU are under threat of violence in the home, call 021-556-BONK - the advice center for Battered Guardians. We understand... å GUARDIANS' WOMEN å CRI DE "COR!" - A CARING GUIDE A question we often ask at Independent Guardian Women is: "HOw many women have the most terrible problems sharing their lives with Guardians - yet do not realise it?" å Independent research, carried out by a firm of people who we told exactly what we wanted their independent research to prove, has shown that: å -> 90% of women don't realise there's anything wrong with their lives å until we tell them. å -> 85% of women who seek our advice require psychiatric help within a å month. å -> Guardians as a class are bombastic, shabby, and do not help around å the house. å -> "Hovering about" is the most destructive thing, according to a å sample group of wives. å -> Women who believe they are perfectly hlappy being married to å Guardians are often initially resistant when we persuade them that å they are miserable. å -> Guardians whose wives leave them generally say "Oh, has she? å Werl..." when asked for their feelings. å BRAINTEASER å Solution to Puzzle 1828 Meatloaf writes: A surprisingly poor response to a fairly straightforward puzzle. THe clue was in Mr Green's hat, and what most of you failed to spot was the application of lattice theory to what happened after the party. Mr Wormold, one of our regulars, quite correctly reasoned that if the atomic weight of the new element was 225, then Plato's neighbor could not have been the lift-man, so the answer could never have been "A Graviton". That, of course, meant that if the Greek acrostics really were heiroglyphs, the German spies could never have started their computer and the series of orange (but NOT red) lollipops would have been recursive. The answer, therefore, was "Yes.". å TIRED OF PLAIN OLD HERRINGBONE? So were our master tailors. So we designed the new look for the new Guardian: HERRINGSCALE. Traditional, yet daring, for the Guardian who cares that little bit more. å Pin this sample to your forehead and see what your friends say! Audley & Dogg - Tailors for Gentlemen since 10 a.m. å THIS IS WHAT YOU DO å A Guardian's Bible This issue, yur soaraway Independant Guardian managed to collor one of A.R.S.E.'s leading operatives, Len "Wossname" Wossname. å Wossname tells all: what it's really like out there; what to expect; what not to expect; when to expect what you're not expecting. FINDING A CHEESE SANDWICH IG: So, you've done the research and know what to expect when you arrive in the field. Tell us about methods of travel, if you will. Wossname: Werl, piece of cake this. Nothing to it really. What with the old man being a cartographer an' all. Anyway, basic principal is this: you're in one place and you want to go somewhere else; you whip out yer pocket compass, work out which direction the cheese shop lies and go that way. IG: Could you give us an example? Wossname: Yus. Say you was in the middle of nowhere; exits in all directions, narmean? Werl, you're spoilt fer choice, ain't you? I mean, you could go: å NORTH, NORTHEAST, NORTHWEST, SOUTH, SOUTHEAST, SOUTHWEST, EAST, WEST, å UP or even DOWN Assuming there was summit interesting in that direction, eh? Mind you, if you knew that there was a cheese shop to the est, you'd probably want to go in and have a good look around, narmean? So, you'd å >GO WEST or, to make life easier, just å >WEST or even å > W will do the trick. IG: That's all very well, but what if our cheese shop had a door, or you didn't have a compass handy? Wossname: Variety? Spice of life innit? Door? No problem, all you'd have to do is å >GO THROUGH THE DOOR or å >GO IN assuming it was open, narmean? No compass, you say? Werl, å you could just å >ENTER CHEESE SHOP or å >GO INTO THE CHEESE SHOP would do just as well IG: Getting away from cheese shops for the moment- Wossname: Why? IG: Let me postulate a hypothetical situation: imagine you came across a comfy chair after a hard day's work. How would you approach the concept of sitting down? Wossname: S'easy, I'd å >SIT DOWN or å >SIT ON THE CHAIR Might prove a bit of a problem if there was more 'n one of the buggers tho'. In that case I'd å >SIT ON THE COMFY CHAIR. IG: Fine, so we're sitting on a comfy chair. What if we found that there was a bit of a draught coming through an open door? Wossname: Werl, 's obvious innit? Can't reach the door while your're sitting down now, can you? You'd have to å >GET OFF first. There's several ways you could do this though: å >STAND is the easiest å >GET OFF THE COMFY CHAIR is another. On the other hand, you might å not be able to do anything about the draught, so you could simply å >GO OUT which would get you off the chair and take you outside, all å in one go, narmean? WHAT TO DO WHEN YOU'VE FOUND IT IG: Yes, well that all sounds very straightforward. Let's move on, shall we? Getting back to the cheese shop- Wossname: A real cheese shop, mind you. None of this processed rubbish. IG: Yes, alright. So, we find ourselves inside a cheese shop only to be confronted with a bewildering array of cheeses. What do we do? Wossname: Simple enuf, you å >EAT THE CHEESE no trouble there, squire. IG: But what if there were lots of different types of cheese? How would you get the one you were after? Wossname: Werl, if there were more 'n one, you'd get asked which one you were talking about. But, if you knew that o¶ne of them was a juicy piece of cheddar you'd have gone for that one in the first place with å >EAT THE CHEDDAR CHEESE now wouldn't you? Eh? IG: Yes, I suppose you would. Now, what if one of the cheeses was mouldy and you wanted to eat all of them except that one? Wossname: Piece of wossname, cheese? No, cake. Har! Har! Har! Anyway, what? Oh. Yeah, mouldy cheese. Werl, you'd just å >EAT ALL THE CHEESE EXCEPT THE MOULDY CHEESE IG: Alright, so much for eating cheese. How would you go about making a sandwich out of it? Wossname: Now you're talking. Can't remember the last time I had a decent cheese sandwich; if it's not processed rubbish it's foreign muck. Narmean? Yeah, werl, if you had a sandwich and some cheese all you have to do to make a cheese sandwich is å >PUT THE CHEESE INTO THE SANDWICH IG: But, supposing there was already some cheese in the sandwich. What then? Wossname: Werl, you'd probably find that the cheese wouldn't fit. A slice of bread is only so big you know. Trouble is, you might have slipped up when you tried to make the sandwich and said å >PUT THE CHEESE IN THE SANDWICH Which is all very well if the sandwich was empty in the first place. If it had some cheese in it though, you'd get asked å INTO WHAT? Which is perfectly fair question if you think about it, innit? IG: I see. Well, so far we've been doing things all in one go, so to speak. What if we wanted to take it one step at a time? Wossname: You mean, what if we'd had a few to drink and didn't want to make any mistakes like putting the mouldy cheese into the sandwich eh? IG: If you like, yes. Wossname: Know what you mean, chief. Say no more. Try this å >PUT Seeing as how no one would know what I mean, I'd get asked å WHAT DO YOU WANT TO PUT? Then I could say å >CHEESE And the response might be å WHICH ONE? THE MOULDY CHEESE OR THE CHEDDAR CHEESE? So I'd say å >THE CHEDDAR CHEESE And the question would come back å INTO WHAT? And I'd tell it å >THE SANDWICH but there might be more than one sandwich, in which case I'd get å WHICH ONE? THE LARGE SANDWICH OR THE SMALL SANDWICH? so, finally I'd say å >THE LARGE ONE and there you have it: one large cheddar cheese sandwich. ASKING FOR A CHEESE SANDWICH IG: Let's get back to the cheese shop shall we? Wossname: Yes, lets. IG: To make things a little more realistic, let us suppose that there is a shopkeeper and a table SEWERSOFT PRESENTSå.  å THE DUNGEON MASTER EDITOR INSTRUCTIONS å By Edward Penman å Welcome to the Dungeon Master Editor. The Editor allows you to do the following things to a Dungeon Master game file: å 1) Alter the map at will to create short cuts, new passages etc. å 2) Alter it so you can open doors during the game without using keys. å 3) Remove secret doors. å 4) Print out plans of all the fourteen levels in the Dungeon. It will run in any screen mode (the higher the better) and works by altering a saved game file and so doesn't affect the original Dungeon Master disk. However, you must only use this program in the full knowledge that it is cheating and may reduce the enjoyment of the game though if used properly it can make the game much better fun it is up to you. Also, some alterations may cause the game to crash. We have done my best to reduce this possibility but can hold no responsibility for it occurring (see later for more details). Finally, if you are using a pirate copy of Dungeon Master or this editor then please, please, please buy an original. The game is just so good it has got to be worth it. å LOADING/SAVING å This program works by changing the data contained in the save game file "DMGAME.DAT". You can therefore use it to alter any saved position you have made. However, we recommend that you only alter a copy of your saved position, in case you wish to return to an "uncheated" game. å Selecting "OK" from either the load or save dialogue box allows you to load or save using the standard GEM file selector box. Saving will automatically overwrite a file with the same name. By giving you the option of changing the file name you can transfer all your saved positions on all those different disks onto one disk by saving them with different names (e.g. "DMGAME1.DAT", "DMGAME2.DAT" etc). However, the game itself will only recognise the file "DMGAME.DAT" so you must change the name back in order to use that game file. "Auto" will load or save the file "DMGAME.DAT" automatically. This is a quicker way if you only want this file name as it bypasses the file selector box used above. å Selecting the "Close" menu allows you to clear the memory and screen so you can use desk accessories without them overwriting the screen. You cannot use desk accessories while editing a file, nor must you leave desk accessories active (on screen) when yRou load in a file. å MAP å You can view any of the fourteen levels on screen by selecting the appropriate menu. Though the actual map is extremely accurate, as are the positions of the doors and stairs, other items may not be and should be treated as such. Objects on/in walls (white dot on black square) include torches, alcoves, writing, buttons, levers etc. Objects on floors (black dot on white square) include normal objects and pressure pads. å Altering the map involves clicking on the appropriate map square to turn it either into a (white) corridor or a (black) wall. The left mouse button will only change normal wall or normal corridor but the right button will allow you to blank out anything. WARNING - Blanking out anything other than normal wall/corridor will certainly interfere with the game structure and may crash the game, as will blanking out certain areas, such as around stairs which are only meant to be looked at from one direction. å Be careful at first and only use the left mouse button but take a risk later on. You can get some strange effects (such as looking at a door end on!) but the more you alter the greater the chance of something nasty happening. UNDO will remove your most recent alteration. å CHANGE DOORS å This function will automatically change all the doors in the Dungeon to gates which can be opened by pressing a button next to them i.e. you don't need keys. This is a really nasty cheat and should only be used by desperate adventurers! Remember, you can't change the doors back to normal. This function won't alter the doors on the first level (there's no need) and some doors deeper in the Dungeon won't be turned into gates. However, they will have buttons beside them. å SECRET DOORS å This function automatically removes all secret doors, rather than having to do it all by hand. å PRINT MAP å This function allows you to print out the current map level. It uses the ALT-HELP screen dump and so you can use the Install Printer desktop accessory ("CONTROL.ACC") for your printer. ALT-HELP will cancel printing. You also have the choice of either printing out just the map (and level number) or the whole screen including the legend. å We hope you enjoy this program as much as we have. We have tested and retested it and are pretty sure it is bug- free and will work on any ST system, from an half-meg ST-FM to a Mega-4. It will also work with either the American or English version of Dungeon Master. Look out for the Dungeon Master II Editor and the Amiga Dungeon Master Editor coming soon! å ( DR.J U.S.A. å BEACH VOLLEY å The sun's beating down, Rock'n'Roll music's playing, it's time for Beach Volley--let's take on the world! Your team travels the globe from London to sydney challenging all comers in the latest craze that's sweeping the beaches. å Fantastic action with variable service and play controls as you lob the defences, try a lightning reflex short smash to win back your service, jump block to defend your match winner. å This is Beach Volley...you may even catch a tan! å Before every match a world map will automatically appear to show you your destination. ATARI ST å Switch on the power to the computer and disk drive then insert the disk into the drive. This program will then load automatically. If you have two disk drives, please insert Disk B into your secondary drive. CONTROLS å The game may be played by one or two players and is controlled by joystick only. KEYBOARD å P PAUSE å F1 ONE PLAYER å F2 TWO PLAYERS Press fire on joystick to start match. GAMEPLAY THE CURSOR å The cursor indicates the point where the ball will land when the ball is near the cursor press the fire button on the joystick to play the ball. It is not necessary for you to be exactly on the cursor to hit the ball. The computer controlled man will pass the ball in the direction you are standing. In all cases you play the ball on the first touch, and it will automatically go directly to the second player a@nd after the second hit the ball will go to the opposing side. THE TIMER å You have a limited amount of time in which to win the match. When the 3/4 time period ha passed you by you will hear a "Rock and Roll" tune which will indicate that time is running out. THE HAND å This indicates which man is in play to be controlled. THE SERVICE å There are two kinds of service which can be used-- 1. Normal service--Press the fire button on the joystick to throw the ball into the air. Press again when the ball is near your hand to hit it. 2. Smash service--Press the fire button on the joystick to throw the ball into the air. Press again with the joystick in the up position to jump. Press a third time when the ball is near your hand to hit it. The joystick position will control the length of service as indicated below. WITH THE FIRE BUTTON PRESSED å Jump å Short serve | Long serve å /\ | /\ å \ | / å Short serve<å_  \ /____>Long serve å /|\ å / | \ å Short serve\/ | \/Long serve å | å Not used å å- > å Direction of the serve Moving the joystick without the fire button pressed will move the player in the appropriate 8-way direction of the joystick. The direction in which the service lands will be dependant upon the position of the service player. ATTACK å To smash the ball jump by pressing the fire button pushing up on the joystick When you are in the air wait a few seconds and press the button again to smash the ball. The direction of the joystick will allow you to do either a short or long smash in the required direction. If the opposing team smashes the ball you can jump in defence by pressing the fire button and moving the joystick upwards at the same time. MOVES DURING THE SMASH WITH THE FIRE BUTTON PRESSED å Short smash å Northeast å Short ballå | Long smash å over defence /\ | /\North east å \ | / å Short ball <å_  \ /____>Long smash å over defenceå /|\å East å / | \ å Short ball \/ | \/Long smash å over defenceå |å Southwest å Short smash å Southwest THE BLOCK å If a player from the opposing team tries to smash the ball you can jump and block the ball by pressing the fire button and pushing the joystick up (as shown for the smash). If the ball goes past the block you can play again with your second player by pressing the fire button again. SCORING å The winner will be the first team to reach 7 points or the team with the higher score at the end of the time limit. HINTS AND TIPS å There are two ways of scoring 1. By attacking when you have the ball. 2. By defending when the opposition have the ball. DURING THE ATTACK å Change your smash position as much as possible. The closer you are to the second player and the lower the ball, the less time your adversary will have to block you. It is possible to smash a serve--keep trying. DURING THE SERVICE å Change the length and direction of your serve as much as possible. Smashing a service is much faster so use it. DURING THE DEFENCE å The block has to jump later than the player smashing the ball. If your opposition smashes the ball a long way from the net then you must anticipate the correct time to jump. During the first few levels the computer will not serve too far away from you. å ÁSewer Software presentså.  å H.A.T.E. å HOSTILE ALL-TERRAIN ENCOUNTER SCENARIO The year is AD2320 and the Galaxy is in turmoil. With the alien threat ever increasing, the lack of experienced assault personnel is severely undermining the defences of civilised sectors. You are needed to repel the hostile alien forces--but you have to qualify first. Prepare to go to Stripworld--the training ground for all Galactic Fighter Pilots! å  Initially controlling a Star Fighter, PLASMA CELLS lining the route must be collected and taken through the barrier. Upon completion of this level you will take the controls of the ground assault vehicle. Manoeuvre the GAV to the next barrier, again collection Plasma Cells to power the waiting Star Fighter. This will continue until you can advance no further. To test you to the limit, alien defences line the way and must be overcome. Ground skimming projectiles, intelligent missiles, enemy star fighters, mine barriers and many more obstacles will challenge even the most advanced Fighter Pilot. GAME PLAY You begin with four lives. Each time your craft is destroyed a life is lost. Extra lives are gained by collecting the PLASMA CELLS (the remains of the nuclear generators). If your craft s hit whilst carrying one or more cells one cell will be destroyed whilst saving you from destruction. The number of Plasma Cells carried through determines the number of lives for the next level. CONTROLS: STAR FIGHTER JOYSTICKå KEYBOARDå DIRECTION UPå Qå CLIMB DOWNå Aå DIVE RIGHTå Lå BANK RIGHT LEFTå Kå BANK LEFT BUTTONå SPACEBARå FIRE LASERS Cursor keys can also be used. The take off and landing procedure is controlled by autopilot. CONTROLS: GROUND ASSAULT VEHICLE JOYSTICKå KEYBOARDå DIRECTION UPå Qå ADVANCE DOWNå Aå RETREAT RIGHTå Lå MOVE RIGHT LEFTå Kå MOVE LEFT BUTTONå SPACEBARå FIRE LASERS å På PAUSE Cursor keys can also be used. To launch a bomb with joystick, press the fire button whilst pushing the joystick forward. You are unable to move forward whilst launching a bomb. å žBrought to you by DR.J. and Sewersoftå.  å MAD PROFESSOR MARIARTI å Mad Professor Mariarti is a short sighted professor. The people who know him say he is a bit of an eccentric, most people say he is raving mad! He lives in a large rambling house, and every room is full of his weird and wonderful inventions, most of which have no obvious use. One day he receives a letter from the Lord Mayor: Dear Professor Mariarti, I have been instructed by the town's people to write to you. They are worried about your inventions, I really do feel that they have a point. Your manic chip making machine is the last straw. We really cannot have manic computer chips running around the streets frightening the town's folk. I am giving you one weeks notice to close down your laboratories which I must point out you have not gained planning permission for. I am also asking the local director of the town's lunatic asylum, Doctor Headbender, to call and see you. I strongly suggest that everything is back to normal before he calls on you. PS That Cyboration Molecular Recalibrator you made for me is acting a little strangely. My wife put the dinner plates into it and they turned into a very expensive looking porcelain tea service. However, we did not have the same success with a silver bracelet, this has turned into yellow plastic! Your friend always. The Lord Mayor. å Professor Mariarti must close down his five laboratories or Doctor Headbender takes him away and locks him in the lunatic asylum. He needs your help! å On loading the game you will be presented with a screen showing five doors. Here you can select the laboratory you wish to shut down. Simply stand in front of the door of your choice and jump and you will enter the room. The laboratories are: Chemical Research, Space Rocket Development, Computer Science, Biological Observations and the Mystery Laboratory. å He can close down each laboratory in any order, but the mystery laboratory can only be entered when the first four have been closed down. å Closing down the laboratory is no easy task. You must solve strange puzzles and avoid nasty monsters like Chip Worms, Mutant Masticaters and Evil Flasks, etc. Scattered around each laboratory are tokens which when collected can be used at the tool vending machines, one of which is sited within each of the first four laboratories. At the tool vending machine you will be allowed to buy more effective weapons depending on the nÚumber of tokens you have. The weapons are Spanners, Screw-drivers, Bolt-gun, Flame-thrower, Laser-gun and Virus- Killer. å The mutant morbid monsters that patrol the rooms can be stunned or destroyed by throwing or firing the tools at them. Nasties require multiple hits if they are to be stopped. The number of hits are determined by the toughness of the enemy and by which weapon you are using. The weakest you can have is a spanner and the most powerful is the laser gun. If an enemy is stunned you may walk safely past it while the stars are flashing. If they are destroyed they will vanish for a few seconds and then reappear in a puff of smoke. å To shut down a laboratory he must turn off the power and escape back to the main entrance. But before he can get to the switch various puzzles must be solved by using the artifacts he finds around the rooms. To collect an object simply touch it with the professor's feet and the item will appear in the inventory window (Bottom left of screen). The item currently in use is depicted in the center of the object window. å The professor only has a limited amount of energy. This is shown by the bubbling flask of liquid at the bottom right of the screen. When he touches a monster or acid puddle, etc. this is depleted. If the liquid should run out then he will fall over from the lack of energy. Be careful where you tread because some things can deplete all his energy instantly. He gets five flasks of energy to aid him. The remaining flasks are shown as hearts on the control panel. When all the flasks have been used up, he is thrown in the lunatic asylum by Doctor Headbender. å Keep looking at the message window. It can give you hints and clues on how to complete certain puzzles. And watch the professor in the action widow because this can show you the effects of any items he collects in his quest. JOYSTICK CONTROLS POSITIONS WITHOUT FIRE PRESSED: å Northå Climb or Jump up å NEå Jump right å Eastå Walk right å Southå Climb down å Westå Walk left å NWå Jump left POSITIONS WITH FIRE PRESSED: å Northå Roll objects up å Eastå Shoot right å Southå Roll Objects down å Westå Shoot left å Each level has a piece of music which can be toggled on or off by selecting the compact-disc and holding down the fire button for around three seconds. å To choose language: å Englishå Press f4 å Germanå Press f5 å Frenchå Press f6 å Italianå Press f7 å ž DR.J U.S.A. å MIAMI VICE INTRODUCTION å You are about to re-live all of the excitement of the television series, so grab your Ray-bans and forget your socks, Crockett and Tubbs are taking you on a crime-fighting spree, Miami style! å You control Crockett and Tubbs as they embark on eight thrilling adventures. From the moment Lieutenant Castillo delivers your realistic assignment, to the ferocious final assault, you'll face non-stop action in your race to bring to justice some of the cruelest and coolest criminals that ever threatened this tropical paradise. å Combining all of the excitement of car chases, boat chases, airplane chases, and blazing shoot-outs, Miami Vice brings a new level of action to your computer screen. OPERATION å After you press P to play the game, Castillo's office will appear. The Lieutenant is seated behind his desk at police headquarters. He will deliver your assignment to you as it comes across the teletype. Press the space bar to go on to your first assignment in the warehouse. SCREEN LAYOUT å On all eight levels, some vital information is displayed across the bottom of the screen. The small men on the left-hand side represent the number of lives you have remaining, including your current one. You start the game with five lives. Next to the men, three small shields are displayed. When you begin the game these shields are blank (see Completing all eight levels for information on how shields are obta´ined). Your current score is shown on the rightmost side of the screen. What is displayed in the center of the bottom of the screen is dependent upon the specific level. See the sections on the individual levels for details. PLAYING THE GAME å There are two types of games in Miami Vice, two character games and vehicle games. In the two character games (e.g. warehouse, dock Stiltsville, etc,) you must control both Crockett and Tubbs. The name of the currently active character is shown at the bottom of the screen. To switch between characters, press the spacebar. å Each of the eight games operates slightly differently. The following section describes each game in more detail along with providing hints for each level. å For each level that you complete, you are awarded one hundred points. You can also earn bonuses for speedy completion of any level. JOYSTICK OPERATION Two character games UPå stand up if in a kneeling position å climb up if in front of a ladder DOWNå kneel down and aim gun å climb down if above a ladder LEFTå move to the left RIGHTå move to the right UP/LEFT aim gun to the left UP/RIGHT aim gun to the right FIREå fire gun SPACEå switch between Crockett and Tubbs Vehicle games UPå accelerate car or boat å decrease altitude of airplane DOWNå decelerate car or boat å increase altitude of airplane LEFTå move left RIGHTå move right FIREå fir gun (not available in boat chase) COMPLETING ALL EIGHT LEVELS å If you really have what it takes to be a vice cop and survive all eight levels of the game, you will earn a Medal of Service. You will be presented your medal by Lieutenant Castillo. Don't bask in glory for too long, because before you know it, you are back on the streets battling crime. You will start again at level one. However, the action has picked up. Bullets fly faster, criminals move faster and bombs become harder to avoid. å You can be awarded up to three medals, each more valuable than the previous, providing 32 levels of excitement. Your medals will be displayed on the bottom of the screen on all levels. THE GAME å You have been sent to an abandoned warehouse that is suspected to be used by drug smugglers. Waiting for you when you arrive is a lookout and a ferocious guard dog. Your goal is to have Crockett and Tubbs exit through the top floor of the warehouse. Be careful, several unexpected surprises await you. Crockett and Tubbs can move up or down on the ladders or in the elevators. Once they both reach the top level, bombs will begin flying in from the left-hand side. You will need to shoot these bombs as you inch closer and closer to the exit. Both characters must get to the left of the hook hanging on the chain. PLAY TIPS å *Shoot the bombs coming in from the side before they can get near å you and explode. å *You can lure the dog by walking past him on the level above or å below. å *Keep Crockett and Tubbs close together as you maneuver them å towards the exit. å *Bombs on the ground floor will eventually stop coming. Stay on å this level and shoot them until they stop. LEVEL TWO: CAR CHASE å After leaving the warehouse, you get a call to go immediately to the docks. On your way, you run across a wanted criminal racing through the streets of Miami in his sports car. While chasing the car, you must shoot at it to disable it. A passenger in the suspects car returns your fire. In the middle of the bottom of the screen are three colored bars. The top (gray) bar represents damage to the suspects car from gun fire. The middle (white) bar represents the number of bullets fired by the suspects that have struck your car. The lower (red) bar represents damage to your car from collisions with obstacles. If the white or red bar reaches the right hand side, you must start over on this level. PLAY TIPS å *Avoid oil slicks, pedestrians, and other obstacles. å *Watch out for shots fired from the suspects car. å *Disable suspects car before you reach your destination. å *A head-on collision with another car will cost you one life. LEVEL THREE: THE DOCK å By the time you arrive at the dock, the suspects have already sped away in their speed boat. You must get to your boat to pursue them across the bay. That won't be very easy, they have left someone behind with explosives to slow you down. Crockett and Tubbs must make their way across the bottom of the screen to the exit on the right-hand side. Standing in their way are two openings in the dock which they can't jump over. PLAY TIPS å *There are various levers and switches you may need to use. Some å you will need to push or pull, others you may have to shoot. å *Be careful or the suspect may permanently block your exit. LEVEL FOUR: BOAT CHASE å When you finally reach your powerful speed boat, you catch a glimpse of the suspects racing off across Biscayne Bay. This chaÛse will not be easy. The waters are full of swimmers, divers, channel markers, small islands and much more. Use all of your skill as a boat driver to dart through the congested water in pursuit of the suspects' boat. The red bar graph in the middle of the bottom of the screen indicates the damage sustained by your boat. Damage will occur from collision with any of the multitude of obstacles in your path. As you progress, your boat gets closer and closer to the top of the screen, giving you less time to react to upcoming hazards. PLAY TIPS å *Avoid all of the obstacles in the water. å *Drive as fast as possible to increase your speedy arrest bonus. LEVEL FIVE: STILTSVILLE å It seems the suspects were headed for Stiltsville, a group of vacation homes built on stilts in the middle of Biscayne Bay. They are using one of the homes as a hideout. Tied up to this house is a seaplane. They will stop short of nothing to keep you from reaching the plane before them. You must negotiate your way from the houses on the left to the house on the right and exit on the bottom right. Beware of the many people left behind to stop you. PLAY TIPS å *Watch out for bombs coming from above and from the side. å *Keep both Crockett and Tubbs moving as much as possible. å *Use the wire tied between the two houses to cross over. Push the å joystick up and pull and hold the trigger to slide across the wire. LEVEL SIX: PLANE CHASE å You manage to survive Stiltsville, but two of the suspects got away in the seaplane. You are picked up by a police airplane so that you can follow the suspects. The skies over Miami are dangerous. You are confronted by numerous drug planes and weather balloons. You can either fly above, below or round these obstacles, or shoot them out of the sky. å PLAY TIPS å *You can not fly above the highest obstacles or below the lowest å ones. å *The more objects you shoot, the more points you get. LEVEL SEVEN: PARACHUTE å You pursue the suspects plane over the Everglades. The plane circles and lands at a small private airstrip near a large walled in complex of buildings. You decide that the only way to continue your pursuit is to parachute out of your airplane. Shortly after leaping from the plane, you are confronted with a barrage of anti-aircraft fire As you see shots nearing, you must steer your chute the other way. It takes several minutes to reach the ground, so you must remain alert. The gray bar graph in the middle of the bottom of the screen shows how much damage your parachute has sustained. If the graph reaches the righthand side, your chute will fail. PLAY TIPS å *As a shot approaches, steer away from the direction in which the å shot is originating. å *Shots will only damage your parachute if they are in your field å of view when they explode. LEVEL EIGHT: FINAL ASSAULT å Upon landing beside the complex, you realize that it is a large base used by many suspected criminals. The lookouts are now on full alert after seeing you drop from the police airplane. It is up to you to make your way up the outside wall of the complex and lead a raid through the main gates. It won't be so easy though, lookouts are waiting for you with explosives. If you survive this level, you will be presented with a Medal of Service. PLAY TIPS å *Keep both Crockett and Tubbs moving as much as possible. å *Crockett and Tubbs must both reach the main gate to complete å this level. å ïSewer Software presentså.  å RORKE'S DRIFT HISTORICAL BACKGROUND å Just after noon on January 22nd, 1879, the British army undertook the first engagement with the Zulu empire. Wrongly, they assumed they were fighting ignorant savages. Yet already they ruled an impressive empire which covered a large area of Southern africa. An army of over 50,000 men had trained hard, and led by their King--Cetshwayo, had become a highly disciplined fighting machine. The Briétish encampment at Isandhlwana was unprepared for the coordinated assault directed against them, and the column was annihilated. An army of 4,000 warriors then pressed on to the British outpost at Rorke's Drift. Here stood a church and a hospital in which there were 36 wounded and sick soldiers. There were just 101 able-bodied men. Led by their highest ranking officer, a lieutenant of the Royal engineers called Chard, the Redcoats built a perimeter of barricades from mealie bags and wooden crates. The battle that followed was full of bravery and devotiOn to duty on both sides and eleven Victoria Crosses were won by the British defenders. å The re-creation of this incredible chapter in history took many months work by an experienced wargames designer--and countless hours of research went into making sure it feels and plays like the original encounter. Each character is represented individually on the battlefield. A pose has been drawn for every order, 80 in all, allowing him to face any one of 8 directions whilst standing, kneeling, firing etc. Attention as been paid to ease of use. As a result this simulation is fully mouse-driven. You will control each of the 137 men (including the wounded, who played--and play--an active part of the battle). You will decide when they advance, retreat, rest, aim, fight and fire. each man has his own skill-level for shooting and fighting hand-to-hand. He also has an individual level for his health and his ammunition. LOADING å Place disk in the disk drive and switch your computer on. We would recommend formatting a spare disk before starting to enable you to save a game. GETTING STARTED å On the title screen, first select the language you would like the text to be displayed in by using the mouse and clicking on the appropriate flag. Then click on either the PLATO logo--to start the game where the Zulus will follow the attack pattern that actually occured, or the IMPRESSIONS logo where each time you play the Zulus will vary their strategy. ORDER OF PLAY å The game has two distinct phases: command and battle. In the command phase, no movement or fighting takes place--the game is paused. In this phase you give orders to as many of your men as you wish. In the battle phase--the simulation runs, the Zulus move and attack, your orders are carried out--the battle takes place! VICTORY CONDITIONS å For you, commanding the British forces, victory is out of the question--survival is your goal. The battle starts at 5:30pm on 22nd January and finishes when either you are wiped out or at 7:00am on the 23rd of January. THE COMMAND SCREEN å Disk icon: This enables you to save (and load) game positions. You can save up to 3 games on a diskette. Note: if you wish to exit this screen without saving click yellow arrow to exit. å Throughout the game the yellow arrow signifies exit. å Clock icon: The simulation starts at 4:30 pm on 22nd January. You have completed the construction of your defences. You have an hour to deploy your men. Once you have deployed you can move the clock forward to 5:30pm (when the Zulus first attack) by clicking on it. During the battle, if you click on the clock, you will go into "fast battle" phase--where a summary of events is displayed while the action continues in the background. This option allows you to accelerate the game. å Map icon: A map of Rorke's Drift is displayed. Clicking on any part of it takes you to that part of the area, and a new set of icons appears at the bottom of the screen. From left to right, the icons show: defense, strength, marksmanship, ammunition and health status. The numbers are out of a 100, with 100 being the best/highest. å Red Cross icon: shows the number alive, injured and dead for each side. å Exit icon: Switches to battle phase. ORDER SCREEN å You turn the man to face in the direction you want, click on either of the curved yellow arrows. The top left gets the man to stand easy. å The one to the right gets him to use his specialist skills: å Private--fights å Sergeant--fights å Officer--fights å Medic--attempts to heal the wounded around him. å Quartermaster/storeman--will fill ammo bags of the soldiers near him with bullets (70 bullets per man). å The next three commands only apply to the soldiers. They allow you to get him to aim and reload while kneeling, aim and reload while standing or Fire! å The final icon on the left hand side gets the soldier to move. å There are three speeds: walk (signified by 1 soldier), run (shown by 2) and charge (shown by 3). Walk also allows the soldier to climb over certain parts of the terrain, like the barricades. If you charge, your strength will decrease until you become worn out! At the end of the charge, your soldier will immediately switch to fight mode. å Having given your order, click on the exit icon--to confirm you've finished. You can come back and change the order if you wish. MOVE COMMAND å H^aving clicked on the speed, the mouse pointer will turn yellow and the order icon disappear to reveal the battlefield. Click the pointer over the area you want the man to go. When you switch to battle phase he'll go! Note: a yellow cross sometimes appears to denote where a soldier is currently travelling to. Also 'soldiers' cannot climb over one another or through brick walls! FIRE COMMAND å Having clicked on the fire icon, assuming you have a loaded gun, the order menu will disappear to reveal the battle field. Using the yellow mouse pointer click on the target you wish to hit. The result will appear. You will have to reload your gun, before you can fire again. Reloading only takes during the battle phase--only 1 shot per soldier per turn is allowed. å Whether the shot hits the target depends on which direction the soldier is facing (don't try and fire behind your back), whether he is aiming and for how long, the distance between the gun and the target, the soldiers firing ability, and whether there are any obstructions in the line of fire (don't try firing through brick walls!). Soldiers kneeling are unable to fire over sandbags. REPEAT ORDER: å Having issued a command, you can get that order carried out by other soldiers--this is very useful for keeping soldiers in formation while they move. Just click on the soldiers number and rank at the bottom of the screen. The pointer will turn yellow to indicate that you are in repeat order mode. Just point at and click on the soldiers and they will carry out the order. This feature significantly decreases the time you need to spend on giving out 'individual' orders. To finish just click on the soldiers number and rank to return to the normal command phase. Note: Repeat order does not work for firing. NEXT SOLDIER å Having finished giving order to a soldier, you can select the next man in a number of ways. If you can see the man you want just click on him, you can use the up and down arrows in the bottom corners to move through the ranks or by displaying the map, bringing up the part of the battlefield that you are interested in and then clicking on your man. HAND TO HAND FIGHTING å During the battle phase, should a Zulu or a soldier meet, they will engage in hand to hand combat. The outcome will depend on their individual abilities (attack/defense), current strength and the amount of cover if any). The results of the fighting will be displayed to you after each round. MAP CO-ORDINATES: The X (left/right) and Y (up/down) co-ordinates showing the location of the window are displayed at the top left hand side of the screen. (0.0 is the top left of the map). BATTLE PHASE å The battle will continue until the left mouse button is held down and released. You will then go back into command phase. To move around the battlefield move the pointer to the edge of the screen. The battlefield will then scroll. å When you leave the battle phase, on entering the command panel, if there are any unreported fight results, they will appear. If you click on the reports exit icon, no more will be displayed. Click off the report and the next report will be displayed. Continue clicking until no more appear. Note: if you click on the report card itself, the screen will switch to the battle area so that you can see exactly where the action took place.