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ICEDOC.TXT
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1990-03-10
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p.5
BOARDING PROTOCOL
Salute Flag - When standing on the gangway, prior to
stepping aboard, face aft and 'Salute the flag'."
Salute Officer of the Deck- After the above, turn and face
the Officer of the Deck, sallute and 'request permission to
come aboard.'
Presenting Orders - After requesting `permission to come
aboard,' the Officer ofThe Deck will inspect your orders and
grant you permission to board.
THE EXECUTIVE OFFICER
Duties and responsibilities -
The Executive Officer is the number two man under the
Captain. His responsibilities are to provide leadership to
all men under him while maintaining a feeling of good
spirit. The Executive Officer will take command of the ship
during any absence of the Captain. It shall be the
responsibility of the Executive Officer to insure the
operational status of his vessel by inspecting and cycling
equipment in the following areas:
1) Control room
2) Machinery compartment
3) Torpedo room
4) Engine room
Page 5 codes!
**********************************************
* U.S. WHEN TO READ LOST PHOTO CONTACTING IN *
* SEPARATE SEND PLACING MOTION VITAL FOR *
* DECEMBER DESTROY ADMISSION PEOPLE TO *
* FIND PASS TIME SO LINE OVER WANT WITH *
* MARINE AND SHADE COONTZ SERVICE EXHIBIT *
* CLOCK INTRODUCTION WEAPONRY OF NEAREST *
* DECISION IS JUSTIFIED UNDER TOMORROW IS *
* EVERY SILVER DEGREE *
**********************************************
CONTROL ROOM
PERISCOPES -
(Attack & Observation)
Use your periscopes to determine the exact location of an
object on the surface. The left and right [Arrow] keys will
adjust the heading of the scope. When you have located an
object, take note as to its location.
Scopes should only be used at periscope depth (approx. 70').
Severe damage may occur if the `attack scope' is used at
speeds in excess of 5 knots. Severe damage may also occur if
the `observation scope' is used at speeds in exces of 12
knots.
SONARMAN
The sonarman is situated in the control room next to the
radioman and to the left of the control panel. Contact with
the sonarman and radioman can be made by walking
over to them and talking to them.
COMMUNICATIONS
Coded Messages
All messages received aboard the U.S.S. Blackhawk will be in
coded format and shall be received through the radioman.
Decoding Messages
Aboard the U.S.S. Blackhawk can be found a book entitled US
Naval Intelligence Decoding. This book must be used in
conjunction with your technical manual. The word keys used
for decoding can be found within the `Boxed shaded' areas.
The coded numbers represent page, line and word. All coded
numbers are in the range 0-9. -=See *STAR BLOCKS* by page #
for codes=-
CHARTS
(Located in control room)
Course Plotting
Enclosed within the packaging of this game is a foldout map.
Use this map for determining and plotting your course
heading.
Coordinates
Using a straight edge, plot your course on the foldout map.
When it is necessary for the submarine to change from a
direct course, make note of the longitude and latitude of
the `waypoint' (the point at which you'll change direction).
These are your coordinates.
The initial overall course to be followed will be given to
you using landmarks. Using the foldout map and the landmarks
as a guide, chart your `way points' on the map and then
enter them into the computerized charts table located in the
control room.' You may also receive information via radio,
of other specific way points for rendezvous purposes. Type:
look map to get a close-up view. The flashing point on the
map represents your vessel at its current location.
To begin entering way points Type: plot course.
When entering the way points, use the directional keys until
the longitude and latitude that you have calculated on the
foldout map are displayed. Depress The [ENTER] key on your
keyboard to enter the way point. To change a way point
already entered Type: change point. Repeat the above
sequence until you have enured all your way points. When
entering the last way point, depress the [ENTER] key twice.
Page 7 codes!
**********************************************
* NEXT STRANGE GO COMMUNIQUE SOMEHOW *
* LAST OFF BUT IT ACTIVITIES DO CONFIDENTIAL *
* FIRST ANNOUNCE MONEY IF RIG WEAPONS YOUR *
* CAN OVERTHROW UPDATE ROLL CROSSINGS *
* SERIES WILL 170 THING GOING RIBBON AFTER *
* LARGE STAMP FALL OUT COURSE OF SHOE MAY *
* CAUTION SAND TOP MOUSE RIVER MOON SHIP *
**********************************************
CONTROL PANEL
1. Map Display: -=(See CONTROL.GIF)=-
Use to determine present location at all times.
2. Fire Control Panel:
The Fire Control Panel consists of four controls. From
left to right their functions are as follows:
A. Select weapon (Use the Shift f5 key, or click on
with mouse). Target selection is fully automatic.
B. Lock on target (use the shift F6 key or click on
with mouse).
c. 3-D Imaging Display (Use the shift F7 key, or click
on with mouse.
D. Fire (use the shift F8 key or click on with mouse.
SONAR:
There are two types of sonar used in the U.S.S.
Blackhawk:
Passive sonar - Listening for sound produced by other
vessels, responsibility of sonarman.
Active sonar - Sending out sound waves to detect
underwater objects. Size and distance can be measured when
an object has been detected. Active sonar consists of
Vertical and Ranging Sonar, explained below.
3. Vertical Sonar:
Vertical sonar determines the distance above and below
your submarine to a solid object such as an iceberg or the
ocean floor. The center point on the screen represents your
vessel. Each line on the screen represents 10 ft above or
below your vessel. When an object is present within 100 ft
above or below the sub, the lines on your screen become
highlighted to indicate the distance of the object from
your location.
4. Ranging Sonar:
Ranging Sonar indicates obstacles within a 1000 yd.
radius around the submarine.
5. Depth Gauge:
Displays current depth.
6. Water Temperature Gauge:
Displays current water temperature in de@rees
Celsius.
7. Time Clock:
Displays current time of day.
8. Speed Indicator:
Displays speed in knots.
9. RPM Indicator:
Displays engine Revolutions Per Minute.
Page 9 codes!
***********************************************
* SONAR ANOTHER CAN SEE FACE 50 OFFICIAL NEWS *
* AGENT WIT SOMEONE LOCATE WICK SIX 1000 *
* LATITUDE QUEEN TELEVISION AS LONG IS PLAY *
* THE OPEN STUFF LOOK ON SHALL DEGREES *
* HEARD BEARING TEN 28NM WONDERFUL STILL IS *
* ERRATIC FUNCTION THERE RUSSIAN SWORD *
* DIRECTION CONTACT BUTTON BOWL SURFACE *
* TWO TENT *
***********************************************
10. Stern Plane Indicator:
Indicates the angle of inclination of the Stern Plane.
11. Coordinate Display Screen (Position Indicator):
This screen shows you the course cooridnates of your
last way point.
12. Dive Lever:
Use this lever to increase or decrease ballast, which
will allow you to set the bow and stern planes so that your
sub may surface or dive. Using the up and down [Arrow] keys,
move the lever up and down. Using the mouse, place the mouse
cursor on the lever and hold down the left mouse button. Now
move the cursor in the direction you wish to adjust the
lever.
l3.EngineLever:
Use this lever to adjust the running speed of the
submarine. Use the [+] key to accelerate, the [-] to
decelerate. Using the mouse, place the mouse cursor on the
lever and hold down the left mouse button. Now move the
cursor in the direction you wish to adjust the lever.
14. Ballast Indicator:
Indicates ballast level in four separate tanks aboard
the submarine.
15. Silent Running On/Off:
Activates or deactivates Silent Run. When Silent
Running is active, noise eliminating transducers mask
noise produced by the submarine, reducing the
likelihood of discovery by a hostile force. (Use the
shift F4 key or click on with mouse.)
16. Silent Run Indicator:
Indicates whether Silent Running is active.
17. Sonar On/Off:
Activates or deactivates the active @onar.
(Use the shift F3 key or click on with mouse).
18. Attitude Indicator:
Gauges the vertical angle of the submarine.
19. Wheel:
You can change direction using the left and right
[Arrow] keys to turn the wheel. If you're using a mouse,
place the mouse cursor on the wheel and hold down the left
mouse button. Continue holding the left button as y@u move
the cursor to the left or right.
20. Closed Circuit Monitor On/Off:
This monitor enables the navigator to see any obstacles
in the path of the sub. The closed circuit system is vital
to successful navigation. (use the shift F1 key or click on
with mouse)
21. Torpedo Tube Flood Control Indicator:
Indicates whether Toriiedo tubes have been flooded.
22. Torpedo Tube Flood On/Off:
Floods torpedo tubes. Switches automatically when
weapon locks on.
23. Fire Control Panel Activate Button:
Lowers Fire Control Panel from ceiling for easy access.
(use the shift F2 key or click on with mouse)
24. Rudder Indicator:
Indicates the current position of the Rudder.
25. Emergency Ballast Control:
In the event of an emergency, it may be necessary for
the Blackhawk to surface quickly. The emergency ballast
allows the sub to surface automatically under most
conditions.
26. Hatch Indicators:
There are 3 exterior hatches aboard the U.S.S.
Blackhawk. The purpose of the hatch-indicators is to keep
you informed as to whether the exterior hatches are open or
closed. If an indicator is lighted, a hatch is open.
27. Analog Compass * Shows compass heading by the position
of a needle in relation to a compass point indicating true
North.
28. Coordinate Display Screen (Latitude Indicator):
This screen presents you with your current latitude
coordinates at all times.
29. Bow Plane Indicator
Indicates the angle of inclination of the Bow Plane.
30. Heading Indicator
Displays compass heading in numbers.
31. Multipurpose View Screen
Use to view weapons selection when using Fire Control
Panel, also serves as monitor for Closed Circuit Television.
32. Throttle Speed Indicator
A. Lights out Throttle Stopped.
B. 1 light- Throttle slow
c. 2 lights- Throttle 1/3
D. 3 lights- Throttle 2/3
E. 4 lights- Throttle full
F. All lights red- Throttle reverse
33. Dive Plane Indicators
Indicates dive plane position
Page 11 codes!
************************************************
* INSTRUCTIONS TO MINT WITH PARK REDWOOD *
* DEAD MISSION UNDER THERE 4100 EXTREME 32 BIG *
* CAPITAL FISHERMAN TYPE LOCK NECESSARY *
* CALIFORNIA CAN BOTTLE PHONE OCEAN OFF *
* YEAR RENDEZVOUS DONE CALL HOOD OLD BOY *
* LONGETUDE WATER NOTHING FOR USE NIGHT *
* CLIP HALF FOOT IN PING 7575/386 *
************************************************
TORPEDO ROOM MISSILES
HARPOON
The 'Harpoon' missile is an active radar homing weapon. It
delivers a 1000 lb. penetration/blast warhead over ranges of
up to 150 nautical miles against surface ships targets. lt
is propelled by a solid rocket booster and turbojet
sustainer, and after reaching a maximum altitude of 5,000
ft. it cruises at high subsonic speed.
TORPEDOES
STINGRAY
The stingray is active/passive homing to 35 nauticle miles
at 90 knots. It delivers a 1000 lb. warhead to a depth of
5000 feet.
Emerson Electric MK2 Torpedo Decoy
The decoy torpedo is used as a counter measure against
attack. The decoy emmits a sound signature identicle to the
mothership from which it is launched. Decoys need not be
targeted.
EQUIPMENT & SYSTEMS
EXPLOSIVES
Plastic explosives for underwater demolition can be found
aboard the U.S.S. Blackhawk.
TUBES
The U.S.S. Blackhawk has four forward torpedo tubes which
may be used to launch all weapons.
MACHINERY COMPARTMENT
The machinery compartment consists of tools used to
reproduce parts in the event of breakdown. Other life
support systems can also be found, such as fresh water,
oxygen and scrubber systems.
FRESH WATER SYSTEM
Sea water is desalinated and then distilled to remove
minerals. Fresh water is stored for crew use and to generate
oxygen.
OXYGEN
Fresh water is pumped into oxygen generator, high amperage
(1,050 amps) electricity separates the hydrogen from the
oxygen. Hydrogen is pumped overboard and oxygen is stored in
a bank of high pressure oxygen bottles. Oxygen is bled into
atmosphere as required.
SCRUBBERS
Various gasses in the atmosphere are maintained at
acceptable levels by filtering out excess.
NUCLEAR COMPARTMENT
General Electric pressurized water cooled S6G reactor. Two
geared turbines, one shaft. Due to the extreme hazard of
radiation exposure in the nuclear reactor compartment,
admittance is not allowed.
DEFENSIVE STRATEGY (WHEN ATTACK IS IMMINENT)
PREPARING FOR ATTACK
If you believe attack is imminent, it's very important to
react quickly! The following suggestions will aid you in the
survival of your submarine and crew.
RUN SILENT
The The key to submarine survival is evasion through
`stealth' or silent running. The U.S.S. Blackhawk is
equipped with the latest in electronic noise eliminating
transducers which are located at various points along the
propeller shaft. The transducers are attached to the steel
casing surrounding the shaft. They pick up generated sound
waves which are fed into a computer: The computer creates
the exact opposite phase sound wave which cancels out the
noise. This makes for much improved silent running; however,
the transducer is only effective if the submarine is
operated at speeds of 5 knots or less.
SONAR
Passive sonar is a must, because active sonar will give away
your possition. As soon as possible, confirm a fix on enemy
target.
WEAPONS
You must first select, a weapon. When using harpoon missles
and StingRay Torpedoes you MUST first lock on to your
target. Remember that a weapon Iaunch may temporarily give
away your position during silent running. Decoy torpedo may
be used to draw enemy fire if under attack.
DIVEDEEP
Diving deep and changing course will aid your evasion
tactics. In some instances bottom terrain will help hide
your position.
INVERSIONLAYERS
A layer of water that is warmer than the surrounding water
is called an lnverslon layer. An inversion layer will
deflect sonar signals from above.
Page 14 Codes!
**********************************************
* WITHIN NAME TO THE PUBLISHED DIRECTORY *
* MESSAGE TACTIC GENERIC UNDERSTAND CODE *
* NUMBER SIGNAL PAGE BEEP WRONG ON AS YOUR *
* LIQUID COLUMN U2 IN SAND BANNER CARD WAR *
* BADGE MEMBERSHIP SO WAR BOX CLUB MANTLE *
* THROUGH JANUARY 1/24/2000 SCREEN SHOW TAPE *
* OF MEDAL USS DEVELOP SEA *
**********************************************
US NAVY TERMINOLOGY
Aye aye Yes Sir
Fish Torpedo
Stern Rear of ship
Aft Near, toward or in the stern of a ship
Bow Front of ship
Port Left side of ship
Starboard Right side of ship '
Stern planes Submarines rear navigational diving
planes
Bow Planes Submarines front navigational diving
planes
Rudder Submarines left/right navigational control
Ballast tanks Diving and surfacing controls
flooding tubes Flooding torpedo tubes in preparation
for launch.
GreenBoard All control room systems ready for diving
Hatch Passage way in, out, or through submarine
Screws Ships propellers
Signature Identifying ships through their unique sound
Active Sonar Sending active sound waves
Passive Sonar Listening for sound created by other
ships
Ping Active sonar sound
Page 15 Codes!
*********************************************
* TOUCH ACHIEVED SCROLL CALCULATIONS CAN *
* WORD SPELL FROM STEER FISHERMANS CAKE *
* DONATION SHIPS SET TELEPHONE CRY DRILLING *
* DEATH HOUSE UNTIL NET FEEL THAT 35 SHOULD *
* ALLWAYS SHORE DIFFICULT AREA 10 ELEPHANT *
* TOO A CERTAIN FILE OF WORTH VERY SMALL AT *
* FURTHER IDEA TO BE WAY DIRECTLY UNEARTH *
*********************************************
FIRST AID PROCEDURES
CARDIOPULMONARY RESUSCITATION (CPR)
CPR is an emergency life saving technique. To understand how
CPR can sustain life, consider these two definitions of
death:
A. CLINICAL DEATH - The heartbeat and breathing have
stopped. This is also known as near or apparent death, and
it may be averted, or reversed; `Sudden Death" is sudden,
unexpected clinical death. Some common causes of sudden
death are:
Cardiac arrest
Electric shock
Drowning
Drug overdose
Suffocation
Severe allergic reactions
B. BIOLOGICAL DEATH - Permanent brain death due to lack of
oxygen.
During the first few minutes of clinical death, promptly
initiated CPR may turn the victim back to productive life.
Without CPR, biological death will occur. Speed in starting
CPR and in getting specialized medical care for the victim
are the keys to saving lives.
When CPR is started within 4 minutes, the victim's chances
of leaving the hospital alive are four times greater than
those of a victim who does not recieve CPR untill after 4
minutes.
As a rescuer acting in good faith, you should remember
that once CPR has begun you may stop only when:
1. The victim recovers
2. Another trained individual takes over.
3. You are too exhausted to continue.
Cardiopulmonary resuscitation includes three basic rescue
skills, the ABC'S of CPR, Airway, Breathing, and
Circulation.
AiRWAY - The first action for successful resuscitation is
immediate opening of 1 airway. It is imporlant to remember
that the back of the tongue and the epiglottis the most
common cause of airway obstruction in the unconscious
victim. Since the tongue directly, and the epiglottis,
indirectly, are attached to the lower jaw, tiltin head back
and moving the lower jaw (chin) forward lifts the tongue and
the epiglotis from the back of the throat and usually opens
the airway.
BREATHING - When breathing stops, the body has only the
oxygen remaining the lungs and bloodstream. It has no other
oxygen reserve. Therefore, when breathing stops, cardiac
arrest and death quickly follow. Mouth-to-mouth rescue
breathing is the quickest way to get oxygen into the
victim's lungs. There is more than enough oxygen in the air
you breath into the victim to at least partly supply his or
her needs. Rescue breathing must be performed until the
victim can breath on his or her own or until trained
professionals take over.
Remember: If the victim's heart is beating, you must (1)
maintain an open airway and (2) breath ( for the adult
victim) once every 5 seconds ( 1 2 times per minute). If the
victim's heart is not beating, you will have to perform
mouth-to-mouth rescue Breathing plus chest compressions.
CIRCULATION - The third skill of CPR is chest compressions,
which replace the heartbeats of the victim. They maintain
some blood flow to the lungs, brain, coronary arteries, and
other major organs. Any time chest compressions are
performed, mouth-to-mouth rescue breathing must also be
performed.
NOTE: THE FOLLOWING (ONE MAN) CPR PERFORMANCE GUIDELINE WAS
TAKEN FROM THE 1987 `HEARTSAVER MANUAL' BY THE AMERICAN
HEART ASSOCIATION.
1. Lay victim on back (head must no be above level of heart)
2. Shake and shout to establish responsiveness.
3. Call for help.
4. Establish the airway (open the mouth and sweep with
fingers).
5. Look, listen and feel (look for chest rising, listen for
breath, feel for breath with cheek).
6. Give two good breaths.(After tilting head back and
opening mouth).
7. Repeat step #5.
8. Check pulse for 5-10 seconds.
9. After the above steps, and still no vital signs, begin
compressions. Position heel of hands approx. 3 inches above
end of the sternum. Compress the chest 1 1/2 - 2 inches at
a rate of 100 times per minute. The ratio of compressions
to breaths (for 1 person) are: 15 compressions to 2 breaths.
Check for pulse every minute. Continue step #8 until
breathung and pulse are established or, until competent help
has arrived to relieve you.
Page 17 codes !
***********************************************
* CAN INDIAN STRAITS ARIZONA 2700/56/000 *
* BELIEVE BLUE ND ALPHA ONE EXPOSED LIGHT *
* TANK PATROL. TOLL FIRE WETTING MERLIN ONE *
* TEN HANG SUCH 20 BIGGEST GROUP CLEAR OCEAN *
* DAVID REMOVE PAPER BY HELP THE NEED HOURS *
* DEDICATED REMAINDER TOOL CHOICE 5NM *
* PARTY LAMP *
***********************************************
SHORT CUTS FOR COMMON COMMANDS
You can use function and control keys to short cut many
common commands.
[Fl] Help
[F2] Toggle sound on/off
[F3] ,[Spacebar] Repeat previous command
[F5] Save Game
[F7] Restore (saved) Game
[F9] Restart Game (from beginning)
[Tab] Inventory
[Ctrl-I] Inventory
lCtrl-P] Pause Game
[Ctrl-Q] Quit Game
[+] Increase animation Speed
[-] Decrease Animation Speed
[=] Normal Animation Speed
[Ctrl-V] Change Volume
USING YOUR TAB KEY
While playing Sierra games, your [Tab] key will perform two
major functions. You will Use it to review the items in your
inventory, and also (if you're not using a mouse) to select
options from certain menus. The following menus will require
the use of the [Tab] key for highlighting menu options:
Menu............................... Choose from
Restart Game....................... Restart, Continue
Quit Game.........:................. Quit, Don't Quit
Save Game .......................... Save, Cancel,
Change Directory, Replace
Restore Game...................... Restore, Can@el,
Change Directory
[Death Message Box].......... Restore, Restart, quit
USING THE MOUSE (optional)
To move your character using the mouse, position the arrow
to where you want,the character to move, then click the left
mouse button.
RETYPING COMMANDS
If you wish to repeat a command select RETYPE from the
ACTION menu or press the [SPACEBAR] or [F3]-
INVENTORY
If you wish to see the items you are carrying, select
INVENTORY from the Action menu, press [Ctrl-I], or press the
[Tab] key. A list of the items you are carrying will be
displayed. To look more closely at an item, use your rArrow]
keys to highlight the item and press [ENTER]. A picture of
the item, along with a brief description, will appear on
your screen. Press [ENTER] or [ESC] to resume play.
PAUSING YOUR GAME If you wish to pause the game, select
PAUSE from the Actlon menu, or press [Ctrl-p]
Press [ESC] or [ENTER] to resume play.
SAVING YOUR GAME [F5].
If you wish to save your game, select SAVE from the File
menu, or press [F5]. To allow for errors in judgement and
creative exploration, we recommend that you frequently save
your game in progress, and that you save several different
games from different points as you play. You will always
want to save your game before encountering potentially
dangerous situations. You should also save your game after
you have made significant progress.
Please note: If you're playing from diskettes, you must have
a separate formatted diskette ready before you can save a
game. Since each disk can only hold a limited number of
games, we recommend that you have more than one disk
formatte order to assure adequate space for save game
storage.
If you choose to save games to your hard disk, we suggest
that you create one or more save game directories or folders
on your hard disk. See your computer's instructions for
creating directories or folders. You may name your saved
games using standard English phrases. For example, if you
are standing on a sandy beach, you might call your game
'standing on sandy beach', or simply "beach".
RESTORING YOUR GAME
Select RESTORE from the File menu, or press [F7]. You will
be prompted to select the game you wish to restore. (On a
single drive system, you will be prompted to insert your
save game disk). Highlight the desired game and select
RESTORE. If the game you wish to restore is in a different
directory, select CHANGE DIRECTORY.
Please note: If you do not have a mouse, use the [Tab] key
to toggle between RESTORE and CHANGE DIRECTORY.
QUITTING YOUR GAME
To stop playing, select QUIT from the File menu, or press
[CTRL-Q]
RESTARTING YOUR GAME
If you wish to restad your game at any time during play,
select Restart from the file menu, or press the [F9] key
The game will begin again (INSERT GAME SPECIFIC
INFORMATION).
COMMUNICATING WITH CODENAME: ICEMAN
You can generally interact with the game by typing simple
commands consisting of as little as a noun and a verb. For
instance, the command sit in the chair can be shortened to
sit in chair, or even sit- Unless otherwise directed, follow
all typed commands with [ENTER]
Many characters in the game will have information of one
kind or another for you. To talk with a character, type:
talk to [character] (for example: talk to man).
You may encounter objects you need along the way. To take an
object, type: take or get [object]. For example, take the
note. You will need to use the objects you acquire as you
explore. You can try different things such as typing: use
the [object], or give the [objectl to [character] Different
approaches to a puzzle may bring about a different outcome.
Pay close attention to details. To examine objects, type
look at the [object], (for example: look at the table), or
press [Ctrl-L], then type the name of the object.
To get a general description of the current room or scene,
type look around, or use your mouse to choose LOOK from the
menu.
A message window will appear after you enter each command,
and at other times during the Game. When you have read the
message, press [ENTER] to remove the window and resume play.
Codename lceman understands many common verbs. Here are some
you might try:
ASK DROP SEARCH TELL
BUY EAT PLAY SIT
THROW CLIMB GET PUSH
TAKE USE CLOSE GIVE
READ STAND WALK DRINK
OPEN RUN
LOOK everywhere. Thoroughly explore your surroundings. Open
doors and drawers, look under things and behind things for
valuable objects and clues. Look closely at all objects you
encounter or you may miss important details.
EXPLORE each area of the game very carefully. Search every
area of the game. Be careful ! ! There are many hazards
awaiting you ! -
DRAW A MAP as you progress through the game. Make a note of
each area you visit, and include information about objects
found there and dangerous areas nearby. If you miss an area,
you may miss an important clue!
GET objects you think you will need. You will come across a
number of objects that may be of use to you later. You can
see an inventory of items on hand by pressing the [Tab] key
at any time.
USE the items you have picked up to solve problems in the
game, or to help you to make progress and discover more
clues.
BE CAREFUL, and remain alert at all times - disaster may
strike in the most unlikely of places.
SAVE YOUR GAME OFTEN, especially when you are about to try
something new or potentially dangerous. This way, if the
worst should happen, you won't have to start all over again
from the beginning. Save games at different points of the
game, so you will be able to return to a desired point in
the game. In effect, this will enable you to
travel backward through time and do things differently if
you wish.
DON'T GET DISCOURAGED. If you come to an obstacle that seems
insurmountable DON'T Despair Spend some time exploring
another area and come back later. than one. Som( problem in
the game has at least one solution, and some hav@,mol
@"olving a problem one way will make it harder to solve the
next, and sometimes make it easier. If you @et stuck, you
might try backtracking to an earlier point game, then
choosing a different path. If all else fails, you can buy
the [NQn?@ Of i hint book from the dealer who sold you the
game, or you can order it directly from On-Line by calling
(900) 326-6654
Whew! that was a bitch! we hope you appreciate us busting
our asses!
- Piro & Illuminator
(with very sore fingers)
(Anyone know of a better OCR software than READRIGHT?)