COMMANDS                        ACTION
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P or Joystick Right             Rotate Clockwise
O or Joystick Left              Rotate Counter-Clockwise
Q or Joystick Up                Move Forward
A or Joystick Down              Move Backward
Enter & Q                       Look Up
  or Joystick Up and Fire    
Enter & A                       Look Down
  or Joystick Down and Fire
PgUp/PgDn or Keypad 9/3         Changes the Secondary System Mode (1 - 3)
Home/End  or Keypad 7/1         Changes the Secondary System Selection
Enter or Joystick Fire          Uses the selected Secondary System or
                                play the keycode loaded into the Sonic Key
F1-F4                           Toggles Energy Banks on/off
F8                              Pause
F9                              Interrogate (open door)
F10                             Jump 
Cursor Keys Left/Right          Selects Primary Management System
Cursor Key Up                   Toggles selected PMS system on/off
< or >                          Slides the icon strip left or right to 
                                select backpack item or Sonic Key icon
Space Bar                       Pick Up or Drop an object
Shift + F1-F10                  Saves current PA setup  
Ctrl  + F1-F10                  Restores PA setup
Esc                             Exit

Saving a Game

To save a game you must enter a save game room (identified by the code 
wheel logo on the door).  Once in the room, you will see a communications
console - walk up to this console and it will self activate requesting
a disk on which to save a game (the disk need not be formatted as this
is done automatically).  Once you have inserted the disk, use the sonic
key to interrogate and then operate the console - this will actually save
the game (only one saved game per disk).

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Primary Management Systems are as follows (use Cursor Left/Right to switch):

            1 - Power Armor assist (easier to control armor and jumps)
            2 - Shield (defense field)
            3 - Secondary (controls status of secondary systems and weapons)
            4 - Auto-Repair
            5 - Sensors (minimal power consumption - activates sensors 
                         and cameras)
                        (outer ring around secondary system display
                         becomes Doppler Detector, with 360ø sweep)

Green light indicates system is online.

Bars beneath indicate Auto-Repair status (green = on).

Secondary Systems (press PgUp/PgDn to switch modes)

Mode 1 (right top light green)

Weapons are as follows (Home/End to activate):

            1 - Plasma Projector
            2 - vacant
            3 - Energy Transfer Probe
                (if brought online, will flash when in proximity of
                a system with which it can interact)
            4 - Sonic Key.

Green = online
Flashing = proximity to related item


Mode 2 (right middle light green)

            Remote Cameras 1 - 4 - Green light indicates Reception only mode 

Mode 3 (right bottom light green)
         
            Remote Cameras 1 - 4 - Green light indicates Reception and Move
                                   mode (zoom in/out, pan left/right)

If the Sensory Array PMS is online, pictures from a camera which has been
placed and activated can be viewed.

Parrot camera (camera 1) is mobile. By pressing Keypad 5, the camera will
"fly" back to you, if you are in the same room.

Icon View

Except when used for the Sonic Key, the icon view shows contents of Cellular 
Backpack.  

You can pick up an item by placing the icon strip (by using < and >) on a 
vacant slot (the hourglass type symbol).  Approach the object, and when it 
flashes in the window, it can be picked up by pressing space.

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Helpful Hints

* After passing through the first door, activate your weapons (press Home
or Keypad 7 three times) and power up your energy banks (press the F1 and
F2 keys) to be ready for enemies.

* The more energy available, the better your Power Armor will function, and 
the more powerful your Plasma weapon will be.

           No energy banks online    - Black plasma ball - useless
           1 energy bank             - Blue or Red plasma balls
           2 energy banks            - Red or Green plasma balls
           3 energy banks            - Green plasma balls
           4 energy banks            - White plasma balls - the most powerful

* The more systems activated while firing the quicker your energy will
deplete, and hence, your plasma weaponry will lose effectiveness.

* If a power source is used to fuel more than one system, the energy is 
shared and will deplete more rapidly based on the power requirements of
that system.


Final notes...


* Fuel is your lifeline.  You must find additional sources of energy 
quickly, to provide more power for the PA.  The most readily-available
source are the robots; these will eject Fuel Cells or Energy Banks if 
critically damaged (and some of the larger robots have self-sustaining
nuclear power, which would reduct your dependence).  For that reason alone,
it is important not to waste firepower in destroying robots - use the 
minimum amount of force.  Create stores of cells in safe parts of the
Complex.  It is also conceivable that the central energy sources of the 
Complex might be tapped.

* You can husband your limited power supply through switching Primary 
systems off.  However, it is not recommended that the Shield or Sensors
be left off when entering a potentially 'hot' area.  Finding a safe place
to hide allows you to turn off all other systems while repairs take
place.  Always repair the Auto-Repair first; it will then service the other
systems more efficiently.

* Field Generators in their unattached (cuboid) form have a variety of 
potential uses.  Certainly, they can provide a shield from hostile fire, or
to block a doorway.  Think creatively.  Your PA's Jump capability means you 
could shelter behind a field, and pop up to fire at hostile forces.
Remember to keep the Field Generator replenished with fuel for as long
as it is useful to you, and turn it off (with the Sonic Key) when it is not.

* The Parrot camera is an invaluable tool.  If used carefully, it makes
an excellent scout (although it has no means to open locked dorrs or to
operate elevators).  It can also provide a remote means to plan to ambush,
or to keep watch while you power down the shield and weapons to make repairs.

* Observation is the key!  The Complex's original makers and the technicians
who served it were only human - there are many places where they left 
mnemonics and other memory-jogging devices to remind them how to activate
systems or bypass destructive equipment.  There may be a schematic map
of the Complex somewhere.  You must also keep searching for additional
Sonic Key codes; for every obstacle, there is a solution, somewhere.

* Communications Rooms are your only means of contact with the outside world.
Use them whenever you can - you never know when you might run into something
lethal round the next corner.  Treat them just like a Save Game option in
one of those 20th Century computer games - we might be able to pick up 
from where you left off.

* Watch out for blast damage from explosions.  Watch out for your own
weapons if you fire them in an enclosed space.  Watch out for fixed plasma
generators.  Watch out for any energy-carrying devices.  In fact, just
watch out for everything!

* Use the SHIFT+F1-10 to record your PA settings for certain actions, such
as combat, auto-repair, jump, etc. Recall stored settings with CNTL+F1-10.

* Press F5 for a full screen view of camera while camera is active.

* Map! Pressing F8 gives you the ID number for the room you are in. That
might make it easier to keep a record of the Complex.
