THE DOX TO CORPORATION; TYPED BY SCOOTER-SCOOPEX -------- ---------------------------------------- SCOOPEX FIRST AGAIN!!!!!!!!! !!!!!!!!!!...RIGHT AIM OF THE GAME..NASTY UCC HAVE CREATED A HUMANOID MONSTER T HATS EATINGPEOPLE!! AROUND AN OLD ABANDONED FACTORY..AND THE GOVERMENT AINT HAPP Y, SO THEYHIRE AN AGENT OF (ZODIAC)TO GET EVIDENCE TO PROVE IT AND CHARGE `UCC` WITHBEING BAD BOYS..YOU ARE THE AGENT(ANY ONE OF 6..2 GIRLS/2 BOYS/2ANDROIDS)CHO ICE BY THEIR ABILITIES AND AWAY YOU GO...GOOD LUCK..RIGHT HERES THEMAIN DETAILS COMING UP....AT THE BEGINNING OF THE GAME YOU CHOOSE WHICH AGENT YOU WISH TO COM MISSION FROMA SELECTION OF 6..YOUR COMPUTER DISPLAYS INFO ABOUT EACH CHARACTER T O AID YOURCHOICE.POINT AT THE `PASS` OR `ACCEPT` BUTTON TO REJECT OR SELECT YOUR CHARACTER..THE SCREEN AT THE TOP LEFT OF YOUR DISPLAY SHOWS A PHOTO OF THEAGENTS FACE. NEXT TO THIS IS A RETINA SCAN(FOR SECURITY REASONS) THE TOP RIGHTOF THE D ISPLAY SHOWS THE AGENTS RATING AT A SELECTION OF SKILLS(DETAILED BELOW)THE BOTTO M LEFT OF THE SCREEN SHOWS A PHOT OF THE AGENT AND A PHYSICALDESCRIPTION. THE IM AGE AT THE BOTTOM RIGHT OF THE SCREEN IS A FULL FIGUREPICTURE OF THE AGENT..TO A LLOW YOU TO COMPARE RELATIVE HEIGHTS AND WEIGHTS BYSIGHT AS WELL AS BY THE SPECI FIED NUMBERS.ABILITIES;STRENGTH;--THIS MEASURES THE INDIVIDUALS PHYSICAL STRENGH T. IT IS USED TODETERMINE HOW MUCH EQUIP THE AGENT CAN CARRY BEFORE BECOMING ENC UMBERED.DEXTERITYTHIS DESCRIBES THE INMDIVIDUALS HAND-EYE CO-ORDINATION. IN THE GAME IT AFFECTSTHE DAMAGE DONE TO AN ENEMY IN MISSILE COMBAT, AND IT AFFECTS THE CHANCE OFEFFECTING A SUCCESFUL REPAIR ON DAMAGED EQUIP.ENDURANEENDURANCE IS USE D WITH STRENGTH TO CALCULATE HOW MUCH EQUIP THE AGENT CANCARRY..BEFORE BEING ENC UMBERED.INTELLIGENCETHE INTELLIGENCE RATING IS USED AS A GUIDE TO THE PLAYER AS TO HOW THE ROLESHOULD BE PLAYED. IT IS ONLY USED TO DETERMINE HOW SUCCESFUL THE CHARACTER HASBEEN IN PRE-MISSION TRAINING TO IMPROVE A SELECTED SKILL.MOVEMENTEA CH AGENT MOVES AT A SLIGHTLY DIFFERENT RATE. THIS VALUE DOES NOT RELATE TOANY DI STANCE OR TIME. THE GREATER THE NUMBER, THE GREATER THE RUNNING SPEED. IFANY AGE NT BECOMES ENCUMBERED THROUGH CARRYING TO MUCH EQUIPMENT, THIS VALUE ISTEMPORYAR ILY REDUCED.SKILLSCOMBAT;--THE COMBAT ABILITY IS USED IN BOTH HAND-TO-HAND AND M ISSILE COMBAT TODETERMINE HOW HARD A SUCCESSFUL HIT WAS.WEAPONSTHIS SKILL RELATE S TO MISSILE COMBAT AND THE AGENTS ABILITY TO REPAIR A GUNCOMPUTERS;REPAIRING TH E BACKPACK COMPUTER REQUIRES THIS SKILL, IT ALSO DETERMINES HOWSUCCESFUL THE AND ROID AGENTS ARE WHEN ATTEPTING TO HEAL THEMSELVES.ELECTRONIC;USED IN THE REPAIR OF ELECTRONIC EQUIPMECHANICAL;USED IN THE REPAIR OF MECHANICAL EQUIPMEDICAL;THIS DETERMINES HOW SUCCESFUL A HUMAN AGENT IS WHEN ATTEPTING TO HEALHIM/HERSELFPSIO NICS;THE NUMBER UNDER THIS HEADING DATAILS THE INDIVIDUALS PSYCHIC ENERGY LEVEL. THEMAXIMUM NUMBER IS 33 ALTHOUGH THIS CAN BE BOOSTED ARTIFICALLY..ANDROIDS DO N OTPOSSESS THIS ABILITY.EQUIPMENT PURCHASE;WHEN AN AGENT HAS BEEN SELECTED. THE D ISPLAY CLEARS AND IS REPLACED BY DETAILSOF THE EQUIP AVAILABLE FOR PURCHASE. THE LARGE SCREEN NOW SHOWS A PICTURE OF ANITEM..POINT AND CLICK ON `PASS` OR `BUY` TO REJECT OR ACCEPT..WHEN YOU HAVEBOUGFHT ALL YOU WANT OR CAN AFFORD..CLICK ON T HE RIGHT MOUSE BUTTON..THE TEXTAT THE BOTTOM LEEFT OF THE SCREEN DETAILS THE WEI GHT AND BULK AND COST OF EACHITEM..YOUR AVAILABLE FUNDS ARE DISPLAYED AT THE TOP OF THE SCREEN.THE SCREEN LAYOUT;DAMAGE;- THE FIGURE DISPALYED TO THE LEFT OF TH E PLAYING AREA IS USED TOINDICATE THE DAMAGE YOU HAVE SUSTAINED DURING THE GAME. IF THE BOX OVER YOURHEAD IS FILLED OR THE BOX OVER YOUR CHEST IS FILLED THEN TH E GAME IS OVER YOURDEAD!!!!..IF A BOX BECOMES MORE THAN HALF FILLED THEN YOU USE OF THAt AREABECOMES RESTRICTED, FOR EXAMPLEIF YOUR LEG IS INJURED BY MORE THAN HALF OF ITSCAPICITY YOUR MOVEMENT IS REDUCED..IF YOUR HEAD IS MORE THAN HALF INJ URED YOURSIGHT IS AFFECTED.THE HORIZNTAL BAR BENEATH THIS FIGURE REPRESENTS YOUR ENERGY LEVEL..THISSTARTS OFF AS FULL AND GRADUALLY DEPLETS.EQUIPMENT;THE FIGURE DISPLAYED TO THE RIGHT OF THE PLAYING AREA IS USED TO INDICATE WHATEQUIP IS CAR RIED WHERE. EACH BOX ON THE FIGURE REPRESENTS A POCKET. USE THISFIGURE TO EXAMIN E YOUR EQUIP, TO MOVE IT FROM POCKET TO POCKET AND TO DROP ORPICK UP OBJECTS, TH E SMALL BOXES ON EITHER WRIST ARE ALWAYS FULL, THESE CONTAINYOUR COMPASS AND WRI ST WATCH, THE SMALL BOX ON YOUR BELT CONTAINS THE POWERLEAD FROM YOUR SUIT USED TO RECHARGE ENERY WEAPONS AND EQUIPMENT.THE HORIZONTAL BAR BENEATH THIS FIGURE R EPRESENTS YOUR SUITS POWER LEVEL, THISSTARTS OFF FULL AND DEPLETES AS YOU USE IT .SMART CARD;THE CARD SHOWN AT THE BOTTOM LEFT OF THE SCREEN IS YOUR SECURITY PAS S. ITCONTAINS A PHOTO OF YOUR CHARACTER..THEIR NAME AND ABILITY SCORES(0-9) THES EARE SHOWN IN THE FOLLOWING ORDER;STRENGTH;DEXTERITY;ENDURANCE;INTELLIGENCE;ANDM OVEMENT..THESE VALUES ARE NORMALLY STATIC THROUGHOUT THE GAME ALTHOUGH THE USEOF SOME OBJECTS MAY AFFECT ONE OR MORE OF YOUR ATTRIBUTES.!.LOOK WINDOWS;THE BOTTO M RIGHT CORNER OF OF THE DISPLAY REPRESENTS WHAT YOU ARE LOOKING AT,THIS IS NORM ALLY THE CONTENTS OF A POCKET OR ANYTHING IN THE ROOM WHICH IS INREACH. THE SMAL L BUTTON MARKED WITH AN ARROW CYCLES THROUGH ALL OF THE ITEMS INTHE POCKET OR WI THIN REACH. IF YOU CAN DROP AN ITEM, A DOWN ARRIW IS DISPLAYEDOVER THE CYCLE BUT TON. CLICK HERE TO DROP AN ITEM. IF IT IS DAMAGED A RED CROSSIS SHOWN AT THE LEF T OF THE CYCLE BUTTON. THE VERTICAL COLUMN OF THIS AREA ISUSED TO SHOW HOW MUCH OF THE REPAIR PROCESS HAS BEN COMPLETED.CONTROLLER:THE BOTTOM CENTRE OF THE DISP LAY HOLDS EVERYTHING NECESSARY TO CONTROL YOURCHARACTER. IT HAS BEEN DESIGNED WI TH EASE OF USE AND MAXIMUM FLEXIBILITY INMIND, THE BUTTON MARKED WITH AN ARROW P OINTING DOWN ALLOWS YOU TO CROUCH ORDUCK. CLICK HERE QUICKLY TO DUCK OR HOLD THE BUTTON A LITTLE LONGER TO CROUCHDOWN. USE THIS BUTTON TO LAND IF YOU ARE FLYING . THE ARROW MARKED WITH AN ARROWPOINTING UP ALLOWS YOU TO STAND UP FROM A CROUCH ED POSITION. CLICK HERE QUICKLYTO PEEP OVER AN OBJECT OR HOLD THE BUTTON A LITTL E LONGER TO STAND UP, CLICKHERE WHILE STANDING OR RUNNING TO JUMP ON THE SPOT OR JUMP OVER SOMETHING. USETHIS BUTTON TO FLY IF YOU HAVE A JETPACK, OR IF YOU ARE GOING TO LEVITATE.THE BUTTON MARKED WITH AN EYE ALLOWS YOU TO LOOK AROUND. CLIC K HERE AND YOUWILL SEE A LIGHT COMES ON IN THE CORNER OF THE BUTTON. FROM NOW ON ANYTHINGTHAT COMES WITHIN REACH RE-APPEARS IN THE `LOOK` WINDOW.THE BUTTON MARK ED WITH A HAND ALLOWS YOU TO MANIPULATE OR USE AN ITEM.THE BUTTON MARKED WITH TH E SLEPING FIGURE SENDS YOU TO SLEEP..USE THIS TORESTORE LOST ENERGY. ANDROIDS US E THIS MODE TO CONSERVE ENERGY.THE BUTTON MARKED WITH A SPANNER IS USED TO REPAI R AN ITEM.THE SHADED SQUARE DETERMINES YOUR MOVEMENT. CLICK ANYWHERE IN THE WHIT E CROSSTO STAND STILL, THE CORNERS OF THE SQUARE OCCUPIED BY THE CROSS ALLOW YOU TOTURN ON THE SPOT. EVERYWHERE OUTSIDE THE BOX STARTS YOU MOVING. THE FURTHER Y OUARE FROM THE CENTRE THE FASTER YOU MOVE. LEAVE THE RED MARKER IN POSITION TOKE EP MOVING. THIS ALLOWS YOU YOU TO RUN DOWN A CORRIDOR AND AIMINTO THE SCREENOR T O ROTATE ON THE SPOT WITH YOUR GUN READY. IF YOU BUMP ALONG INTO A WALL YOUWILL SLIDE ALONG IT.PRESS P TO PAUSE THE GAME. THIS FEATURE IS NOT AVAILABLE WHILST A N ITEM OFEQUIPMENT IS BEING MANIPULATEDDAMAGE;BOTH YOU AND YOUR EQUIPMENT ARE SU SCEPTIBLE TO DAMAGE, DAMAGE TO YOUR BODY ISDISPLAYED IN TH BOXES SHOWN ON THE FI GURE LEFT OF THE SCREEN. DAMAGE TO ANOBJECT IS SHOWN ONLY WHEN YOU LOOK AT THE O BJECT(IE CLICK ON ITS POCKET). THERED CROSS SIGNIFIES THAT THE ITEM IS FAULTY. A LL DAMAGE CAN BE REPAIRED WITHTHE RIGHT EQUIPMENT,SKILLS AND TIME.PHYSICAL DAMAG E TO FLESH IS REPAIRED BYUSING THE FIRST-AID KIT. ROBOTS AND BIONIC LIMBS REQUIR E THE ELECTRONICS KIT TOREPAIR DAMAGE, SIMPLY FIND THE NECESSARY EQUIPMENT AND P RESS THE MANIPULATEBUTTON (THE ONE WITH THE HAND) THESE KITS CAN BE USED ONCE ON LY AND ARE THENUSED UP. YOU CAN,HOWEVER,FIND ANOTHER ONE AND USE THAT. THE AMOUN T OF DAMAGEREPAIRED DEPENDS ON YOUR SKILL IN THAT FEILD, USING A FIRST AID KIT I NCONJUNCTION WITH A HIGH MEDICAL SKILL AND A HIGH DEXTERITY,FOR EXAMPLE WILLRESU LT IN A GOOD REPAIR.DAMAGED EQUIPMENT CAN MALFUNCTION WHEN USED, WITH A DAMAGED HOLOGRAM THIS ISNOT A PROBLEM BUT A DAMAGED GRENADE MAY JUST BLOW OFF YER HAND!! ..TO REPAIR ANITEM OF EQUIPMENT, LOOK AT IT AND (CLICK ON ITS POCKETS) AND THEN HOLD DOWN THEREPAIR BUTTON(THE ONE WITH THE SPANNER) WHILE THE BUTTTON IS DOWN, THE MERCURYIN THE INDICATOR IS RISING. HOLD THE BUTTON UNTIL THE MERCURY REACHES THE TOPAND AT THAT POINT YOUR CHARACTER THINKS THE REPAIR IS COMPLETE. IF YOU A REINTERRUPTED DURING A REPAIR, YOU WILL HAVE TO START THE WHOLE REPAIR AGAIN NEX TTIME. WHEN THE REPAIR IS THOUGHT TO BE COMPLETE, THE COMPUTER HAS USED YOURCHAR ACTERS SKILLS TO DETERMINE SUCCESS. IF THE REPAIR WAS A FAILURE IT COULD BEOBVIO US AND THE DAMAGE CROSS COULD STILL BE VISIBLE OR IT MAY ONLY BE OBVIUSWHEN THE OBJECT IS NEXT USED!!.GUNS ARE COMPLEXED OBJECTS AND CAN MALFUNCTION IN A VARIET Y OF WAYS. THESEINCLUDE LOSING ALL OF THEIR CHARGE, EXPLODING WHEN DAMAGED, EXPL ODING WHEN NEXTUSED AND FIRING REDUCED POWER MISSILES. REPAIRING A GUN IS A COMP LICATED APROCEDURE AND SUCCESS IS DETERMINED BY YOUR WEAPONS,ELCTRONIC AND MECHA NICALSKILLS AND DEXTERITY RATING.ARMOUR;ONE ITEM OF EQUIPMENT YOU CAN PURCHASE I S A SUIT OF ARMOUR. THERE ARE FOURTYPES OF ARMOUR AND ALL OFFER DIFFERENT DEGREE S OF PROTECTION AGAINSTDAMAGE,ANDROIDS BEING HUMANOID CAN TAKE ADVANTAGE OF ARMO UR TOO.ABLATIVE;THIS FORM OF ARMOUR IS RELATIVELY INEXPENSIVE, IT IS MADE OF COM PRESSED CARBONCOMPOUND AND PROTECTS AGAINST ALL DAMAGE WHILST IT LASTS. THE PROB LEM WITH THISARMOUR IS THAT EVERY HIT DESTROYS PART OF IT.REFLECTIVE;THIS ARMOUR IS EXCELLENT AGAINST ATTACKS FROM ENERGY WEAPONS. IT IS FORMED FROMA HIGHLY REF LECTIVE PLASTIC MATERIAL WHICH SIMPLY DEFLECTS THE MISSILE. THEPLASTIC IS SOFT,H OWEVER,AND OFFERS NO PROTECTION AGAINST HAND -TO-HAND COMBAT.STANDARD;THIS IS TH E STANDARD ISSUE ARMOUR WORN BY MOST MILITARY PERSONNAL. IT OFFERS AGENERAL PROT ECTION WHICH IS NOT AS GOOD AGAINST ENERY ATTACK AS REFLECTIVEARMOUR DOES, BUT D OES ABSORB SOME HAND-TO-HAND DAMAGE.SUPREME;THIS ARMOUR IS THE ULTIMATE PROTECTI ON.IT OFFERS ALMOST COMPLETE PROTECTIONFROM ENERY ATTACKS AND IS SO TOUGH ONLY A LARGE EXPLOSIVE IS LIKELY TO INJURETHE OCCUPANT. THE SUIT DOES NOT HAVE DISADVA NTAGES IN THAT IT CONTINUALLY USESPOWER, ITS BULK SLOWS THE WEARER DOWN AND IT R EDUCES THE WEARERS ENDURANCE. ASA CONSEQUENCE THE WEARER CAN CARRY LESS EQUIPMEN T BEFORE BEING ENCUMBERED. IFTHE SUIT RUNS OUT OF POWER THE OCCUPANT IS TRAPPED AND WILL BE CAPTURED.COMBAT;THE CHARACTER CAN INDULGE IN TWO FORMS OF COMBAT;LON G AND SHORT RANGE. WHEN YOUPOINT INTO THE GAME WINDOW YOU WILL SEE THAT THE SMAL L ARROW BECOMES A CROSSHAIR, USE THIS TO AIM AND PRESS THE LEFT BUTTON TO ATTACK .MISSILE;MISSILE COMBAT COVERS THE USE OF GUNS AND GRENADES. TO USE A GUN SIMPLY HOLD ITIN YOUR HAND(EITHER HAND) AND WHEN YOU ATTACK YOU WILL FIRE A MISILE. IF THEGUN RUNS OUT OF CHARGE, INSTEAD OF SHOOTING YOU WILL PUNCH(SEE POWER FORDETA ILS ON RE-CHARGING EQUIPMENT) TO THROW A GRENADE LOOK AT IT MANIPULATE IT.THE GR ENADE WILL BE THROWN STRAIGHT AHEAD AND WILL EXPLODE ON IMPACT. REMEMBERNOT TO S TAND TO CLOSE!!!.HAND-TO-HAND;IF YOU ATTACK WITHOUT HOLDING A GUN, YOU WILL `PUN CH`. YOU WILL ALSO PUNCH IFYOUR GUN HAS RUN OUT OF CHARGE. PUNCHING DOES VERY LI TTLE DAMAGE. REMEMBER THATYOU ONLY PUNCH AT ARMS LENGTH!..COMBAT CAN BE DANGEROU S. IT IS WORTHREMEMBERING THAT EVERYONE IN THE GAME IS WEARING ARMOUR.OBJECTS;MA NIPULATION;- THIS IS AN IMPORTANT ABILITY AND IS REALLY QUITE SIMPLE ALTHOUGHIT MAY AT FIRST SEEM COMPLICATED...EVERY OBJECT IN THE GAME HAS A FUNCTION ANDTHIS NORMALL ACTIVATED BY CLICKING ON THE MANIPULATE BUTTON, IF THE ITEM CANNOTPERFOR M ITS USUAL FUNCTION. YOU ARE PRESENTED WITH THE OPPORTUNITY TO RE-CHARGEIT. FOR THE BUTTON TO WORK, YOU MUST BE LOOKING AT THE ITEM YOU WISH TOMANIPULATE.IE..T O USE THE MEDI-KIT YOU SHOULD CLICK ON THE POCKET IT IS IN AND THEN CLICK ONTHE MANIPULATE BUTTON. THE MACHINE WILL ADMINISTER EITHER A STIMULANT OR ANANTIDOTE OR BOTH, IF THE MEDI-KIT HAS NO CHEMICALS, CLICKING ON MANIPULATE WILLINSTEAD P RODUCE A FULL SCREEN IMAGE OF IT. YOU ARE NOW IN POSITION TO REFILLIT. SEARCH YO UR POCKETS TO SEE IF YOU HAVE THE AMPULE OF CHEMICALS NECESSARY TOREFILL THE MED I-KIT. IF YOU FIND THEM LLOK AT THEM AND MANIPULATE THEM. THECHEMICALS WILL THEN BE USED AND THE MEDI-KIT RE-SUPPLIED.THE SAME PROCEDURE IS USED WITH THE GUN, I F YOU LOOK AT THE GUN AND MANIPULATEIT, YOU WILL SEE THE FULL SCREEN IMAGE OF IT . NOW LOOK AT THE POWER LEAD WHICHCOMES FROM THE BELT OF YOUR SUIT AND MANIPULAT E THAT. THE GUN WILL BE `BURSTCHARGED`.TO PICK UP AN OBJECT UP. CLICK ON THE LOO K BUTTON (HAS AN EYE ON IT) SO THATTHE SMALL LIGHT IS ON. AS YOU MOVE AROUND ANY THING WHICH COMES WITHIN REACHAPPEARS IN THE LOOK WINDOW. TO PICK AN OBJECT UP, SIMPLY CLICK ON IT AND HOLDTHE LEFT MOUSE BUTTON DOWN. YOUR POINTER WILL CHANGE INTO A HAND. MOVE THE HANDOVER THE POCKET IN WHICH YOU WISH TO PUT THE OBJECT AN D RELEASE THE BUTTON. IFTHERE IS ROOM IN THE POCKET THE OBJECT WILL BE MOVED THE RE.DOORS;LOCK DOORS ARE MANIPULATED IN A SIMILAR MANNER TO GUNS, THERE ARE TWO T YPES OFDOORS; ONE THAT CAN BE OPENED BY WALKING ON PRESSURE PADS AND THE SECOND THATIS LOCKED BY AN ELECTRONIC SYSTEM, THE LOCKED DOOR IS DEPICTED BY A GREY SQU AREON ITS SURFACE, TO OPEN IT CLICK .ON THE LOOK BUTTON AND APPROACH THE DOOR,WH EN THE CONTROL PANEL IS WITHIN ITS REACH, IT APPEARS AS A SMALL IMAGE IN THELOOK WINDOW(BOTTOM RIGHT OF YOUR SCREEN) NEXT CLICK ON THE MANIPULATE BUTTONAND THE CONTROL PANEL WILL BE SHOWN AS A FULL SCREEN IMAGE. IN ORDER TO ENETRTHE FOUR FI GURE CODE POINT AT ANDCLICK ON THE BUTTONS ON THE PANEL. AS YOULOCATE A CORRECT NUMBER, THE GREEN LIGHT ON THE PANEL FLASHES. NOTE THE NUMBERSAND THEN TRY TO ES TABLISH THE THREE OTHER FIGURES NEEDED TO COMPLETE THE CODE.ONCE YOU HAVE ALL FO UR FIGURES PRESS THE ENTER KEY ON THE CONTROL PANEL. IF YOUHAVE ENTERED THE NUMB ERS IN THE CORRECT SEQUENCE, THE DOOR WILL OPEN, IF NOTYOU WILL HAVE TO TRY ENTE RING THE NUMBERS IN DIFFERENT COMBINATIONS UNTIL THEYARE CORRECT.THE ALTERNATIVE TO OPENING DOORS `MANUALLY` IS TO USE AN ELECTRONIC LOCK PICK.THESE CAN BE EITH ER PURCHASED AT THE START OR COLLECTED AS YOU PROGRESS THROUGHTHE GAME. TO USE I T CLICK ON THE POCKET IT IS STORED IN. IT WILL NOW APPEAR INTHE VIEW SCREEN. CLI CK ON MANIPULATE AND THE LOCK PICK WILL START TO DECODE THECOMBINATION. IT WILL ELIMINATE WRONG NUMBERS BY LEARNING FROM ITS MISTAKES.ONCE IT HAS COMPLETED ITS DECODING. YOU WILL HAVE APPROX 5 SECONDS TO NOTE THENUMBER FOR FUTURE REFERENCE. YOU WILL NOW BE TO ADVANCE THROUGH THE DOOR. YOUCAN ONLY USE THE ELECTRONIC LOC K PICK WHEN YOU HAVE A FULL SCREEN IMAGE OF THECONTROL PANEL.ELEVATORS:ELEVATORS ARE THE ONLY WAY TO MOVE BETWEEN LEVELS.THERE ARE TWO CONTROL PANELSWHICH RELAT E TO ELEVATORS.THE SMALL PANEL OUTSIDE AN ELEVATOR SHOWS THE FLOORIT IS ON.PRESS THE ARROW SHAPED BUTTON AND THE ELEVATOR WILL BE CALLED. WHEN ITARRIVES YOU HAV E 5 SECONDS TO ENTER THE OPEN DOOR.INSIDE IS A CONTROLCOLUMN.WALK UP TO IT AND C LICK THE LOOK BUTTON.MANIPULATE THE RESULTING KEYPADTO SEE A FULL SCREEN PICTURE OF THE CONTROL PAD.KEY PRESSES WILL NOT BEACCEPTED UNTIL YOU HAVE INSERTED YOUR SMART CARD.TO DO THIS FIND WHICH POCKETIT IS IN,LOOK AT IT AND CLICK THE MANIPU LATE BUTTON.THE CARD WILL NOW APPEAR INTHE SLOT.THE ARRANGEMENT OF BUTTONS ON TH E CONTROL PANEL ALLOWS YOU TO GO TOANY FLOOR IN THE BUILDING.TO SELECT A FLOOR J UST PPIONT TO ITS NUMBER ANDCLICK.IF YOU HAVE SECURITY CLEARENCE FOTR THAT LEVEL A GREEN LIGHT WILL COME ONAND THE LIFT WILL START TO MOVE.IF YOU DONT HAVE CLEA RANCE NOTHING WILL HAPPENAND YOU WILL HAVE TO PRESS ANOTHER NUMBER.THE PANEL DIS PLAYS THE LEVEL YOU AREON IN THE TOP RIGHT AND THE LEVEL YOU ARE GOING TO IN THE TOP LEFT. WHEN THEELEVATOR HAS REACHED ITS DESTINATION THE CONTROL PAD WILL DIS APPEAR AND YOURSMART CARD WILL AUTOMATICALLY BE RETURNED TO YOU.AIRLOCKS:THE WAR EHOUSE, CAR PARK, AND GROUND FLOOR ARE SEPARATED BY SECURITY LOCKSNICKNAMED 'AIR LOCKS'.THE CONTROL PADS FOR THESE ARE SIMILAR TO THE LOCKED DOORCONTROL PAD.FIRS T INSERT YOUR SMART CARD AND THEN ENTER THE FOUR FIGURE CODE INTHE SAME WAYAS YO U WOULD WITH A NORMAL DOOR.WHEN THE CODE HAS BEEN CORRECTLYENTERED THE SMALL LIG HT WILL COME ON.NOW PRESS THE YELLOW BUTTON TO OPEN THEDOOR.YOUR SMART CARD WILL AUTOMATICALLY BE RETURNED TO YOU.TERMINALS:COMPUTER TERMINALS ARE A RARE FIND.T HEY ARE SIMILAR TO THE ELEVATOR CONTROLCOLUMN.WALK UP TO THE COLUMN AND LOOK AT IT.WHEN THE PICTURE OF A MONITORSCREEN APPEARS IN THE LOOK WINDOW,CLICK ON THE M ANIPULATE BUTTON.COMPUTERTERMINALS OFFER A WIDE VARIETY OF FACILITIES INCLUDING INCREASING YOUR SECURITYCLEARENCE TO ALLOW YOU ACCES TO MORE LEVELS OF THE BUILD ING.NOTE:IF YOU DECIDE NOT TO USE ANY OF THE ABOVE ITEMS WHILE THEY ARE DISPLAYE DFULL SCREEN,JUST CLICK ON THE RIGHT MOUSE BUTTON TO GO BACK TO THE ORIGINALSCRE EN.POWER:YOUR PERSONAL ENERGY IS DISPLAYED AS A HORIZONTAL BAR BENEATH THE DAMAG EFIGURE.THIS ENERGY IS BEING CONSTANTLY DEPLETED.IF YOU BECOME ENCUMBERED BYCARR YING TOO MUCH EQUIPMENT YOU WILL USE POWER TWICE AS FAST AS YOU NORMALLYDO.ENERG Y IS REWPLENISHED BY DRINKING GLUCOSE COMPOUND FROM THE DRINKING BOTTLEAND BY SL EEPING.IN AN EMERGENCY MANIPULATING THE MEDI-KIT WILL ADMINISTER ASTIMULANT WHIC H WILL RAISE YOUR ENERGY TO HALF ITS NORMAL LEVEL.TOO FREQUENTUSE OF THIS STIMUL ANT COULD PERMANENTLY REDUCE YOUR ENDURANCE RATING AND THISIN TURN WILL REDUCE Y OUR ENCUMBRANCE RATING.MANY ITEMS OF EQUIMENT REQUIRE POWER TO FUNCTION.YOUR SUI T CAN CARRY A CHARGEFOR THIS JUST PURPOSE.THE LEVEL OF CHARGE REMAINING IN YOUR SUIT IS DISPLAYEDAS A HORIZONTAL BAR BENEATH THE EQUIPMENT FIGURE.TO RECHARGE YO UR SUIT FIND ATERMINAL(A MONITOR SCREEN-EACH LEVEL CONTAINS AT LEAST ONE!). WHEN YOU FIND ONEMANIPULATE IT AND IT WILL BECOME A FULL SCREEN IMAGE.POINT AND CLIC K ON THEPOWER BUTTON ON THE TEMINAL TO ACTIVATE IT.FIND YOUR SMART CARD AND MANI PULATEIT TO PUT IT IN THE SLOT.NOW FIND YOUR POWER LEAD AND MANIPULATE THAT.THIS PLUGS IT INTO THE POWER SOCKET ON THE TERMINAL.THE SUIT IS THEN 'BURSTCHARGED'IN A FRACTION OF A SECOND.TO CHARGE AN OBJECT,LOOK AT IT AND THEN MANIPULATE IT AN D IT WILL BECOME A FULLSCREEN IMAGE.NOW LOOK AT AND MANIPULATE YOUR POWER LEAD. THIS PLUGS INTO THEPOWER SOCKET ON THE OBJECT WHICH IS THEN 'BURST CHARGED'.IF Y OU CHARGE UP ADAMAGED GUN,IT MAY EXPLODE.SOME EQUIPMENT WILL CONSTANTLY DRAIN YO UR SUITS POWRE. THIS INCLUDES THE MOSTPOWERFUL ARMOUR, THE JETPACK (WHEN IN USE) AND THE VISION ENHANCING VISOR(WHENIN USE) THE BUILDINGS POWER CAN BE INTERRUPT ED AT THE FUSE BOX, EACH FUSERELATES TO A LEVEL OF THE BUILDING INCLUDING THE WA REHOUSE. THERE IS NO FUSEFOR THE CAR PARK. BY LOOKING AT THE FUSE BOX AND MANIPU LATING IT, IT BECOMESA FULL SCREEN IMAGE. POINT AND CLICK ON THE BUTTON UNDER A USE TO CUT THE POWERTO THAT LEVEL. THE FUSES ARE NOT MARKED BUT THEY LAID OUT IN A LOGICAL MANNERAND A LITTLE EXPERIMENATION SHOULD REVEAL WHICH IS WHICH. A FUS E WHICH HAS BEENREMOVED IN THIS WAY CAN BE REPLACED LATER ON BY THE GUARD OR PLA YER. USE THEBOMB OR GRENADE TO PERMANTLY CUT THE POWER TO THE WHOLE BUILDING. WH EN THEPOWER IS CUT TO A LEVEL, ALL LIGHTS GO OUT, ROBOT GUARDS CAN STILL SEE BEC AUSEOF THEIR VISION ENHANCED SYSTEMS. THE OTHER CREATURES ARE EFFECTIVELY BLINDE DUNTIL THE POWER IS RESTORED. THE PLAYER CAN USE ENHANCED VISION IF THE VISORIS WORN(ANDROIDS ARE FITTED WITH THIS AS STANDARD) CUTTING THE POWER ALSODISABLES DOORS AND TERMINALS.SECURITY;CAMERAS;--SECURITY CAMERAS ARE MOUNTED ON THE CEILI NG AND ROTATE AT REGULARINTERVALS. IF THE PLAYER IS DETECTED BY ONE, THE ALARMS ARE TRIGGERED. THECAMERAS HAVE A LIMITED RANGE THOUGH, DESTRUCTION OF AN ALARM T RIGGER DOES NOTSET OFF THE ALARMS.INFRA RED BEAMS;BEAM PROJECTORS ARE SMALL META L OBJECTS STANDING ON THE FLOOR. THEY ARE EASILYRECONGNISED BY NTHEIR SINGLE LAR GE LENS, WALKING IN FRONT OF THIS LENS WILLBREAK THE BEAM AND TRIGGER THE ALARM. LIKE THE CAMERA, THESE CAN BE SHOT FROM ADISTANCE. THE PROJECTORS ARE NORMALLY DIFFICULT TO SEE BECAUSE THEY ARE HIDDENIN ALCOVES. BUT THE INFRA RED MODE ON TH E VISOR WILL ALLOW YOU TO DETECT THEBEAM ITSELF. IT IS POSSIBLE, ALTHOUGH BY NO MEANS EASY, TO JUMP OVER THEINFRA-RED BEAM AND AVOID TRIGGERING THE ALARM. TO DO THIS, BACK AS FAR AWAYFROM THE PROJECTOR AS POSSIBLE, RUN TOWARDS IT AT TOP SPE ED AND CLICK ON THEUP/JUMP BUTTON. THIS TAKES PRACTISE!!.PRESSURE PADS;PRESSURE PADS APPEAR AS SLIGHTLY DISCOLOURED TILES ON THE FLOOR, THEY CANNOT BESHOT. ONCE SPOTTED THEY SHOULD BE AVOIDED, BECAUSE STEPPING ON ONE ACTIVATESTHE ALARM.ALAR MS;WHEN THE ALARM IS SET OFF, THE ORANGE LIGHTS ON THE CEILING START TO FLASH, A SIREN STARTS TO WAIL AND THE GUARDS ON YOUR LEVEL START TO HUNT YOU DOWN,SHOOTIN G THE ALARM LIGHTS IS A WASTE OF TIME AND ENERGY.GAS;THE BAD NEWS IS THAT TRANQU ILLISER GAS GAS IS PUMPED INTO THE AIR, IF YOU HAVEA GAS MASK PUT IT ONTO YOUR H EAD BOX. A SMALL FACE MASK IS THE NEXT BESTPROTECTION. NOTE THAT THE GAS MASK CA NNOT BE WORN WITH THE VISION ENHANCINGVISOR..IF YOU HAVE NO GAS MASK, MOVE FAR A WAY FROM THE SOUND OF GAS ASPOSSIBLE.THIS COULD MINIMISE THE EFFECT. IF THE GAS DOES AECT YOU, YOU WILLSLOW DOWN AND YOUR VISION WILL BECOME DARK. USING THE MED I-KIT WILL INJECT AFAST ACTING ANTIDOTE.DOORS;WHEN THE ALARM GOES OFF,ALL DOORS WITH A KEYPAD ARE LOCKED AND CANNOT BEOPENED, AUTOMATIC DOORS STILL FUNCTION.CAP TURE;IF YOU FAINT FROM EXHAUSTION, RUN OUT OF POWER(ANDROID OR SUPREME ARMOUR) A REOVERCOME BY GAS OR ARE DAMAGED TO SUCH AN EXTENT THAT YOU BLACK OUT, YOU WILLB E CAPTUe! Simply locate a plexsteel sprayer, carry it to the hole and use it to fill in the hole with super hard plexsteel 2. Combat When faced with an opponent, you may fight it if you have a weapon in your right hand. If you move the mouse pointer over the 3-D window it will turn into a crosshair. The size of the crosshair will vary according to the weapon, some weapons are easier to hit your target with than others. You must combat the jiggling of the crosshair (after all, we all get nervous in a fight) and click the left mouse button when you think you have the crosshair over the enemy. This constitutes an attack. If your weapon has shots or charges, each click of the button uses up one of them. If the weapon runs out of shots or charges then it is useless. Some weapons may be thrown away. You will hit the enemy if any of the crosshair is over the enemy, but a better hit will be made if the center of the crosshair hits the enemy (this is very difficult on weapons with a tiny crosshair!). 3. DOORS The doors aboard ship are a special energy field that is airtight and prevents airborne viruses or contamination from spreading about the ship. You can safely pass through this energy and into the location beyond, unless the door is security coded. Grey doors are not encoded, so simply walk through them. A color door indicates the level of security required. To pass through you need to use a security door pass, and it will need to be of the correct color or above. From the lowest upwards, color coding its red , orange, yellow, green, blue and white. Therefore a white pass will open any door, but an orange pass will only open a orange or red door. Passes loose color as they are used, but may be recharged in a recharging station. You can 'pre open' a door by using a security pass but not walking through immediately. The door will remain 'open' until you next walk through. Security coded doors turn grey when opened with a pass, but will return to their previous security color when you have passed through them. Security doors are only encoded in one direction though, so if you had to use a pass to go through, you can always go back the other way without needing a pass. PART 4: PROGRAMMING THE ROBOTS. Although your mission can be completed without relying on the robots, the can be used to your advantage, and alone with their programming chips, provide a highly powerful tool. There are six types of robot that you may meet, each has a built in function and may execute further functions by use of plug in cartridges. BATTLE DROID. This has combat capability built in. SENSOR DROID. This has a life scanner built in. It will report the approach of any hostiles on a frequent basis. MANITOR DROID. This has the ability to clean up spilled liquid coolant. FIXIT DROID. This has the ability to repair items or assist in repairing 'ships' systems. RAT DROID. This has no built in function. COMPUTER DROID. This allows you to access the ships computer without the need to be in a terminal room. When a robot is available for you to command it, its icon will appear on the main screen in the second row of 6 icon buttons. There is a blue light below each robot icon, which reminds you of how you are controlling it, because there are two methods. Either the robot is here with you, or the robot is under your command via a communicator, and could be anywhere on the ship. The light is lit when the robot is here with you. Only tree robots can ever appear in the main 3D view even though all 6 could be in any one location. The other robots are there but not displayed, to avoid clogging up the main 3D display. Clicking on a robot icon on the main screen takes you into the robot screen. The screen tells you, amongst other things, what type of robot you have, where it is, what mode of execution it is in, and its condition. The robots have 4 modes of execution: STAY HERE The robot will remain in this location awaiting instructions. FOLLOW ME. The robot will follow the player everywhere he goes. Note that robots in follow me mode never appear on the main screen 3D view. PROGRAM The robot is running a user defined program. POWER DOWN The robot is turned of. In the center of the screen is a power bar. The higher the green bar, the more energy the robot has. Above the power bar is the current weapon if any. Next, the main robot inventory window. The 3 windows echo the 3 robot windows in the inventory screen. You can move items between the 3 windows in the same way as you do in the inventory screen, but only cartridges can be plugged into the cartridges window. The box marked cartridges indicates which cartridges are plugged into this robot. Below this are 2 icon buttons, program and exit. PROGRAM: Enter the programming screen to write a program. EXIT: Leave the robot screen. Along the bottom of the screen are 12 buttons which indicate the functions which the robot can perform. 6 of these are always labelled for every robot and the other are filled in as cartridges are plugged in to the robot. ROBOT FUNCTIONS: Robot functions can be accessed in direct mode or program mode. Some may only be accessed by one of these methods. In direct mode simply click on the icon from the robot screen and the function will be executed immediately. In program mode, click on the function icon from the programming screen and the function will be executed as part of a program. The 6 standard icons are, from left to right: POWER ON/OFF Toggles the robot on and of. You may not use any of the functions icons when the robot is off, until you turn it on again. FOLLOW ME: Puts the robot into follow me mode. STAY HERE: Puts the robot into stay here mode. Clicking on either stay here or follow me cancels the mode the robot was previously in. If the robot was executing a program, the program will be aborted. GO TO (FOLLOWED BE A ROOM NO.) Use the deck plans screen to learn the various room numbers. This will instruct the robot to travel to this room or corridor by the quickest possible route, guided by its internal map. Certain obstacles such as enemies or structural damage may bar the robot completing this function. PICK UP (PROGRAM MODE ONLY) You are prompted for an item serial number, given on the inventory screen. The robot will pick up and carry this item if it is available. DROP ITEM Direct mode: You are prompted to click on an item in one of the 3 robot item windows. The item you click on be will be dropped in the present location of the robot. DROP ITEM. PROGRAM MODE: You are prompted for an item serial number. The robot will drop this item if it is carrying it. CARTRIDGES You can plug up to 4 cartridges into a robot by putting cartridge items into the cartridge window. The cartridges with their appropriate functions are: REPAIR CARTRIDGE REPAIR DIRECT MODE: You are prompted to click on an item in one of the 3 robot item windows. The item you click on may be repaired. The result on the repair attempt is given in the message panel at the top of the screen. REPAIR (PROGRAM MODE) You are prompted for an item serial number. The robot will attempt to repair this item if it is available. COOLANT MANAGEMENT CARTRIDGE MAKE RECEPTACLE. You are prompted for a receptacle size. The robot will attempt to manufacture a receptacle of this size, so long as it is in a manufacture room when it executes this function. FILL RECEPTACLE. You are prompted for a receptacle size. The robot will attempt to fill a receptacle of this size, so long as it is in a laboratory and a receptacle of the right size is available. SELF DESTRUCT CARTRIDGE You are prompted for a delay in seconds. After executing this function the robot will explode after the given delay, killing everything near by. Including you. MEDICAL CARTRIDGE You will be healed some stamina point if you are with the robot. SCANNER CARTRIDGE No function. It will perform a frequent life scan as if it were a sensor droid. ATTACK CARTRIDGE ATTACK. Toggles the robot in or out of combat mode. In combat mode, the robot must have a weapon to fight with. (Put a weapon in the robot weapon window). If it meets an enemy it will engage that enemy and fight it. COMMUNICATIONS CARTRIDGE REPORT. Toggles the robot in in or out of report mode. In report mode, you must carry a communicator. The robot report to you via the message panel on the main screen, identifying itself by it's serial number (e.g. '3: arrived' indicates that robot 3 has arrived at it's destination). The robot will report each stage of its program as it completes it, as well as error messages or any problems it encounters. PROGRAMMING SCREEN Clicking on the program icon on the robot screen causes the center of the screen to toggle to the programming screen. At the right is the main program listing window. A program can can consist of up to 10 instructions. To the left are four icons. below them is the exit icon that returns you to the robot screen. Along the bottom are the functions available for this robot. To enter a program line, simply click on the function icon and answer any prompts using the keyboard. The appropriate program instruction will be generated and will appear in the listing at the point where the blue highlight line was. The blue will move down a line, ready for the next instruction. For the toggle functions ComBat mode and Report Mode, the first time you click on their icon, a Mode On line will be inserted in the program. If you wish a Mode Off instruction, simply click on the icon again. There are four special icons: INSERT To insert a line into the program somewhere other than where the blue line is, click on insert, then move the mouse over the listing and the blue bar will move with the mouse. Position the blue line where you want to insert an click the left button. Then click on the function icon you wish to insert. The instruction will be inserted and the blue line will return to the bottom of the program listing. DELETE To delete program line, click on delete, then move the mouse over the listing and the blue bar will with the mouse. Position the blue line over the line you wish to delete and click the left button. The line will be deleted. CLEAR Delete the entire program. RUN Execute the program. This puts the robot into programming mode as soon as you exit the robot screen, the robot will begin to execute the program you have just written. It will execute each instruction in the order you have written them, completing one, before beginning the next. NOTE The robot performs no syntax checking on your program. It is up to you to write the program in a sensible order. If the robot attempts to execute an instruction that is meaningless (e.g. Drop an item it doesn't have, or manufacture receptacle when it is not in a manufacturing room, it will simply ignore the instruction and continue to the next). If the robot is capable of reporting back to you (see report function), it will report an error message. When the robot comes to the end of the program it will go into stay here mode and remain stationary. You can edit the robots program even while it is executing it. You can halt the program at any time by turning the robot off or putting it into stay here or follow me mode. If you put the robot back into program mode it will begin to execute the program from line 1 again! The program will remain in the robots memory until you click on the Clear icon, so you can re execute the same program over and over again. APPENDICES APPENDIX 1: ROOMS AND THERE FUNCTIONS. BRIDGE Houses the computer major system