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With dad's heart gradually turning to stone, you must guide Indy quickly, but safely past the traps set by the Crusade knights. Time is your enemy and only the brave will make it in time. GAMEPLAY CONTROLS Joystick operation only. Joystick inthe second Port. F9/F10 will Pause/Unpause the game. Shift/ESC will abort the current game. THE END TYPED BY THE TWINS OF TRILOGY Presented with 6 archers, the true searcher finds the correct archè×:­ "WE ARE THE PEOPLE, THOSE IN POWER!"  AGAIN ANOTHER POWER TYPING FROM THE UNBEATABLE THE TWINS OF TRILOGY CALLED B L O O D W Y C H ~~~~~~~~~~~~~~~~~ An Introduction Bloodwych is a sophisticated role playing adventure game which utilises all the advanced feaèT¦Û®tures of your computer. A lot of time and effort has gone into making BLOODWYCH a unique experience in computer adventure games. THE LEGEND OF THE BLOODWYCH.... It has long been the custom among the people of Trazere to tell the most ancient of legends; that of the Bloodwych, secret order of phychic mages. It is said that many eons ago The Bloodwych ruled over the ancient and powerful city of Treihadwyl. There they secretly presided over the affairs of the land of Trazeèëß…:re, meting out punishment and reward to its citizens, and communing with the elements on their behalf. For many centuries the people of Trazere lived in respectful awe of the Bloodwych, but while they ruled the land was safe. Safe, that is, until one black morn long before your grandfather's great grandfather was conceived. For there was among the Bloowych one Zendick, second in power and mystic arts to the Grand Dragon alone. But for all his power and wisdom, Zendick was a creaturèOƒúæe driven by greed and ambition. He was no longer satisfied with living in the shadow of the master mage, so he rejected the ways of the Bloodwych and courted black and evil arts. After many years devious plotting Zendick was finally ready to deal the blow he had long dreamt of, and that very day he called the powers of darkness to him and destroyed the Grand Dungeon, leader of the Bloodwych. His Bloodwych brothers were unprepared for this onslaught, and thus were unable to resist Zèz{®endick before he banished them forever to the astral plane. It is said that Zendick's evil laughter could be heard resounding across the whole land on that morn. All day and all night was his laughter heard, and on the following day the skies darkened, and rained blood, and the land opened up and many good citizens of Trazere were heard of no more. It is then told how in the many moons that followed Zendick called to Treihadwyl many creatures of the night, and the goodly folk of thè éîLe land dared not walk forth after sunset. And slowly the city of mages was transformed. There appeared above its ramparts forbidding towers and within them lay great crystals of storing, slowly sucking energy and life from the land. With this energy Zendick intended to summon a lord of entropy, incarnation of pure chaos, who would dissolve the fabric of the universe into the elements from which it was forged. Then, Zendick alone would be free torecreate the world in his own image. Heè ½–‚È was, of course, quite mad. Chaos would leave nothing but the crystals from which it was born. With each passing year the land about Treidhadwyl became bleaker and colder. The city itself seemed to radiate evil, infecting all who strayed within its influence. Trazere and its people became but a shadow of all they had been before,and the birth of each child, and the harvesting of the crops became times for weeping, not rejoicing. Once a great mob, armed with little more than their w èÕÊfXits, marched on the city, determined to end the blight that had ruined their lives. Only one man returned, half-starved, his flesh scorched and bare. He barely had time to utter the horrors he had seen before his final breath shuddered through his body and his soul mercifully joined those of his fallen comrades. Now, as I write this infernal record, there seems little more to live for. Disease and despair pervade the land, and the lust for life our forefathers had, will never be ené è ¦ó4ae Temple, bottom-left, and your group will move to the Temple entrance. Go straight ahead. You'll find yourself in a corridor with a staircase ahead and a stele (a block of stone) to the right. Click left. Now you're in a narrow corridor. Click at its far end. You're in a corridor. Click right (above the stele, not far right). Once again, a narrow corridor. Click at the far end. Another corridor. Click on the far end, to the right, in the yellow zone (WARNING, there are two passageé!è sNàs near together). In the next corridor, click at the buttom. Click on the left in the new picture. In the corridor, ROXANNA will call for her Furry and quit group. BRAGON must now talk to himself. Choose the second answer to the mutiple-choice question: "If only ROXANNA were here...". You are once again outside with ROXANNA. Take the same path from the beginning, to meet up with BRAGON. When ROXANNA and BRAGON are together, click in the background of the picture. You will see a funeé"èÈFƒral chamber, with a pyramid in the distance. Click on the pyramid. Now you're standing before it. RUNES are engraved on its surface. You also meet a character you probably already know. Now BODIAS must be made to speak by one of your heroes. BODIAS will decipher the RUNES. You will automatically quit this module, running as fast as your legs will carry you! YOU MAY OF COURSE TEST THE VARIOUS PATHS AND OPTIONS AVAILABLE IN THE GAME. TRY SOMETHING DIFFERENT FROM WHAT WE HAVE SUGGESTé#Á‡m ]ED. SEE WHAT HAPPENS! THERE ARE LOTS OF SOLUTIONS LEADING TO EITHER TRIUMPH OR DISASTER. DEFCON and INFOGRAMES wishes you many hours of enjoyment. " B Y T H E G O D S O F G O O D , M A Y R A M O R R E M A I N I N H I S C O N C H ! " THAT'S ALL FOLKS TYPED BY THE TWINS OF TRILOGY CHECK THIS TRILOGY BBS OUT 804-499-2266 und of the picture. You will see a funeñ è"�ý$olate Eggs' is living. So where is the control room? You'll have to look. But do remember that Garfield needs to keep his energy up by eating from time to time. And look out for Odie - he'll steal the food if you're not careful, and what he'll do when you get in an elevator from time to time isn't fair...! So you might try kicking Odie off the screen to keep the keep the dumb dog out of the way. Successfully find your way to where THE Chicken is and you`ll find yourself on to the nexñ è+sítt part of Garfield`s dream ... the frozen lake! THE LAKE :You can either get here from the chocolate factory (if you complete it in the time!), or you can come straight here from the initial screen by selecting the lake image with your fire button. The lake is an enormous maze. The chicken has escaped across the lake leaving a trail of chocolate footateps for Garfield to follow (and eat as he goes!). Your joystick controls Garfield`s movements, and the fire button makes him ñè]"�Âjump (he can`t jump over everything...). (Hint hint: try to use the joystick to change his direction rather than "steer" him). Garfield must find his way to the other side of the lake before he runs out of energy (and wakes up!). Try to stay out of the water (he`ll wake with a fright!), and look out for food around to collect, and, well, as few surprises too. Wait around on the spot for a moment and you`ll see what I mean! THE SWISS VILLAGE :You can only get here if you compñ�’�ƒslete all of the above sections ... and you`ll have to wait and see how he finds the Chicken in the end! TYPED BY THE TWINS OF TRILOGY  time!), or you can come straight here from the initial screen by selecting the lake image with your fire button. The lake is an enormous maze. The chicken has escaped across the lake leaving a trail of chocolate footateps for Garfield to follow (and eat as he goes!). Your joystick controls Garfield`s movements, and the fire button makes him ÿ躃Ó2evel. Each level presents a different challenge and tasks. On level 1 you need to collect the Cross of Coronqado but remember to collect the torches or it will get dark and difficult to see your way around the caves. Once you have the Cross you need to escape over the top of the train. Level 2 takes you deep within the catacombs. When the catacombs were built, secret archways were constructed to hinder false seachers. Presented with 6 archers, the true searcher finds the correct archÿè;¼¢^ and continues on his search. The false searcher unable to choose the right arch is doomed to wander the catacombs in vain, unable to find the Crusader's Shield that lies there. When beginning this level you will see the arches, and above each arch is coded hieroglyphic. These change daily and the date is shown above the arches. To find the correct arch, look up the date on the grid shown on the back page of the Byzantine Crusader and enter through the arch that matches the code youÿèÎnA find. Once you have found the shield, you need to scale the castle wall, but beware of the lightning. Level 3 and the game moves onto the airship. Search for the grail Diary that Indy's father has lost here. Be careful to pick up the passes as you move. They are made of flimsy paper and fall apart after a short time. If Indy does not have a pass the alarm will be raised, making your task more difficult. And finally to Level 4. Dr.Jones Snr. has been shot and his only hope is that InéèõÔj/ fast can you finish the Quest? Why not try playing with just three heroes, then two? Can one hero manage the Quest alone? Each player will discover that many solutions are possible. Remember that playing a second time with exactly the same set of actions won't necessarily lead to success! AKBAR is a living world where the same actions don't always have the same results. You'll find out! W A R N I N G W H A T C O M E S N E X T I S A S O L U T I O N SO IF YOU WANNA DO BYéèèiâÑ YOURSELF DON'T READ THIS AS THE FIRST THING!!!!!! SOLUTION FOR THE MARCH OF A THOUSAND GREENS This is the domain of the Wizard-Prince BODIAS. As you will soon discover, it's the "paradise" of the world of AKBAR. It is famed for the beuty of tis countryside. The good people of this March live in harmony with nature, especially the magnificent forest. Their ways are peaceful and they will never attack our heroes under any circumstances. A GUIDE FOR THE PLAYER: Don't attack theéè’†M gentle folk of Green March, otherwise they'll hide from you for as lonng as you remain in their domain. You will, in that case, only be able to meet the OLD ONES OF THE WOODS. Don't attack them either; talk with them to find out about the various inhabitants of AKBAR. Should the UNKNOWN KNIGHT or ROXANNA charm anyone of the opposite sex, they will quit the Quest! The lure of blissful love in this green paradise is irresistible. These two heroes can all too easily fall under the amoéèËI*,urous spell and become unavailable for the rest of the Quest. BRAGON will also leave the group for a certain period, if he charms any Ondines. In that event, the others will have to stay where they are and await his return. If you leave without him, then BRAGON will be abandoned in the THOUSAND GREENS and will be lost to the group for the remainder of the Quest. If you speak with the inhabitants, they will offer you rest or refreshment. If you choose to rest, then your heroes will éèçÁ:wabsent themselves for a short while. Don't forget, though, that time moves on even when your heroes take a break! When you meet BODIAS, avoid attacking him. If you attack him, he will die. And the forest, in perfect symbiosis with the Wizard-Prince, will also perish. The March of a THOUSAND GREENS will burn and you'll meet nobody at all! ROXANNA mustn't charm BODIAS more than once, or he will believe she is his daughter and escape with her, leaving the group without her precious préèÕ¬{esence. HOW TO FIND BODIAS: You arrive in this March by the shore, Click on the forest to enter the realm of the THOUSAND GREENS. You will then find yourself on the map of the March. Click on the left side of the screen. Two inhabitants will be displayed. Choose the only available path. Following picture: You will find two inhabitants and an Old One of the Woods. Go right. Next picture: One way only. There is an Old One of the Woods. Next picture: You will find two Ondines. Go éèRî-ñck Set. This window allows you to select one of the three block sets. Flat Set - The Flat Set consists of the two dimensional blocks (1, 2, 5, 6, 9, 10, 13, and 14) that are composed of 1 to 4 cubes. ____ | | | 18 | |____| Basic Set - The Basic set consists of blocks 1 through 7. They are formed by combining three or four cubes into the irregular shapes. These seven shapes, which contain a total of 27 cubes, can be fitted together to form a larger 3 x Óè?ØwÞˆ3 x 3 Soma Cube (see INTRODUCTION). Extended Set - The Extended set consists of all block combinations of 1 to 5 cubes (blocks 1 - 41). Note: If the current pit is too small to fit a block from the extended set, this type of block is not generated. Rotation. This window controls the speed of the rotation and transition of the blocks when moving down the pit. The game scoring does not depend on this parameter. Select one of the three speeds: Fast, Medium, or Slow. PÓè@Ç—œit Dimensions. This window allows you to change the depth (6 to 18), width (3 to 7), and length (3 to 7) of the pit. Please note that there is a separate top-ten list for each block set and pit combination. Sound. This window allows you to turn sound effects off and on. ____ | | | 19 | |____| At the bottom of the Choose Setup window you will find the following buttons: Start Game, Main Menu, Write Setup, and Cancel. Start Game - Starts the actual game. Main Menu - Returns tÓèAÏI>Ño the Main Menu with the new setup (if you change it). Write Setup - Saves the current setup to the disk, in a file called 'blockout.set'. This option is also available in the Main Menu. Cancel - Returns to the Main Menu without any changes in the game setup. ____ | | | 23 | |____| HALL OF FAME MENU Start Game - Starts the actual game. The setup will be the same as the game just played. Change/Choose Setup - Selects the Choose Setup menu. Main Menu - Returns to the Main MÓè,Lï˜Éenu. Quit Game - Exits the game and returns to the operating system. ____ | | | 24 | |____| HINTS AND STRATEGY o Unless you have three hands, use just one set of keys to rotate the block: either Q, W, and E, or A, S, and D, but not both. Place three fingers of your left hand on the Q, W, and E (or A, S, and D) keys. Place your right hand on the numeric keypad. Try to keep your hands at these locations at all times when playing. o Becoming familiar with rotating the Þ9àPg~ The_Barron Imported by Mike/TFS'89eath. C. Boarding the Train Offense: As described above you can board the money train from the opposite army when it passes through a state with one of your troops in it.The control of this sequence is nearly identical to that of Taking the Fort except if your soldier is knocked off the train, you will have to push up when the rear of a train car passes you.The timer and all are still active.Make your way to the engine of Ó èDPH{LAYING THE GAME PLAYING FOR THE FIRST TIME While BLOCKOUT is a relatively simple game, you may need some time to get used to the interface. The easiest way to do this is to follow these steps: o After successfully loading BLOCKOUT, the program will present you with the Main Menu. Select the Practice Mode option. o The playing screen will be displayed. Place your left hand on the Q, W, and E keys, and your right hand on the numeric keypad. o Press the 8 key on the numeric keyÓ èEÖï#Lpad. The block will move up towards the top of the screen. o Next press the 2 key. The block will move back down towards the bottom of the screen. o Press the 6 key and the block will move to the right. o Press the 4 key and the block will move to the left. ___ | | | 8 | |___| o Next try rotating the block. This is done with the left hand, using the Q, W, and E keys. o Press the E key and watch the block rotate. Press the E key again and it will rotate in the same dÓ èFa=Q@irection. Do this a few times to get familiar with the rotation of the block. o Next experiment with the Q and W keys in the same fashion. Watch how the block reacts to each keypress. o Now try dropping the block into place by pressing the Space Bar. o Once you have become familiar with the game controls, press the Esc key to exit the Practice Mode. o You can now try the actual game by selecting the Start Game option. o You will be presented with another menu that allows yÓ èG”à‰oou to set the starting level. Press Enter or the 0 key to select level 0 (the easiest level). o The game will begin. Now that you have gamed some familiarity with the game controls, you should be well on your way to mastering BLOCKOUT. ___ | | | 9 | |___| GAME CONTROLS Moving the Blocks Numeric keypad 1 move down and left 2 move down 3 move down and right 4 move left 6 move right 7Ó èH$We move up and left 8 move up 9 move up and right Note: The mouse and the cursor keys will also move the block around the pit. Rotating the Blocks Q - Flips the block counter-clockwise (around x axis) W - Turns the block counter-clockwise (around y axis) E - Spins the block counter-clockwise (around z axis) A - Flips the block clockwise (around x axis) S - Turns the block clockwise (around y axis) D - Spins the block clockwise (around z axiÓèIÕ(£s) ____ | | | 10 | |____| Other Game Controls Select the highlighted option Return Drop the block --Space or Mouse Button-- Turn sound on/off --(see Choose Setup Menu)-- Pause/resume the game P Abort the current game or exit from the menu Esc ____ | | | 11 | |____| PLAYING SCREEN The playing screen for BLOCKOUT is divided into three areas: the pit, the layer bar, aÓèJC—`+nd game information. In the center of the screen is the pit. This is the area where you will position the blocks. On the left side of the screen is the layer bar. This vertical bar will show the color or shade of each layer of blocks in the pit. On the right side of the screen the game information is displayed; the current score, number of cubes played, and high score, as well as the pit dimensions and block set. ____ | | | 12 | |____| SCORING There are a total of 11 dificultÓèK÷Ÿ·×y levels in BLOCKOUT. You will be able to start the game at any of the first ten levels. After a certain number of cubes has been played, the level will increase, making the game more difficult. In larger pits, you must drop more cubes before the difficulty level changes. Your score in BLOCKOUT increases. o With the complexity of both the individual block and the block set. o With the height from which the block is dropped (using the Space Bar). o As the level increases. o As the sÓèL¼nize of the pit decreases. Bonus points are awarded for: o Filling an entire layer. o Filling more than one layer at a time. o Clearing the entire pit. Note: The score in BLOCKOUT does not depend on the Rotation Speed parameter. ____ | | | 13 | |____| HALL OF FAME Once the game is over, press Enter (or Return). The Hall of Fame will then appear, displaying the ten highest scores. If your score is higher than the lowest score on the list, you will be allowed to enter your naÓè7%«²˜me. After typing in your name using the keyboard, press Enter to save the new score to disk. pressing Enter without typing a name will also save the score. If you don't want to save your new score, press the Esc key or select the Cancel button. Every setup will have its own Hall of Fame. This will allow you to save the ten highest scores for each combination of pit and block set. The only exceptions are pits with reversed length and width dimensions. For example: a 4 x 5 x 10 pit wÞèN²ªÍ[(look under War under the Action Sequences section).If you lose the battle,but some of your cannons,etc.. retreated, then your troop will be replaced at the state where they moved from.If you have a total of 5(or more) money bags in the vault,then you will lose the 5 money bags and an extra troop will appear.Then, some of the states you occupy will start flashing.Select the state you would like that troop to occupy and press the button on your controller.the troop will appear tÞèO-¥¡here. Injuns!! Indian attacks.. If the Indian picture was left uncheckered, then an Indian may attack ANY troop locate in Oklahoma or Kansas.This will happen randomly there is nothing you can do about it.You will lose that whole troop of men. VI.Action Sequences(Arcade option MUST be turned on at main menu) A. War This is the most complex ,but also most crucial action sequence there is this type of fighting occurs when an enemy troop moves into a state that a troopÞèP3yå. occupies.The screen will then switch into a nice little battleground(joystick or keyboard only now).When you first hold start fighting you will have control of the cannons(unless they've been destroyed in a previous battle.Then you would start with your horsemen, then the soldiers).Cannons are by far the most destructive force you have at your command you use these by moving up and down to position the cannon. Then,using your controller, hold in the equivalent of the button. ÞèQ Ý}ÙYou will notice a bar appearing and filling up at the top of the screen next to the picture of what you are in control of at the present.The longer this bar gets, the longer your shot will be.Keep firing away until they're all dead.(Note:on battlegrounds with a bridge or houses, cannons can be used to destroy them if you have your position and length of shot right.Once a bridge has been destroyed,there is no way for horsemen to cross over to the other side.If the bridge has onlÞèR{SDy been partially destroyed, then soldiers may still cross.).Uht oh, your cannon just got nuked ,what do you do?? hit the right shift key in 1 player mode to toggle between control of cannons,horsemen,and soldiers.In 2 player mode,the player using the keyboard for movement uses the right shift key and the player using the joystick uses the left shift key to toggle control. Horsemen and soldiers:These nifty little hit men are fun.once you have control of these movement isÞèSp+Ö normal.However when they are preparing to fire(soldiers) or swing their swords(horsemen) they will break out of single file formation and rush the enemy making a "wall" coming toward them.To put either of them in single file formation, move in the direction OPPOSITE to the way they are facing(use this to walk over the bridges,otherwise.....Splash!!). B.Taking the forts Offense: If you arrive at a state that is occupied by the opposite army,it may have a fort there.If so you wÞèT§¶ill have to enter the fort and run to the flag pole(far-right) without being delayed so much that the enemy soldiers' alarm clocks go off.The control is normal, the only differences are: Down-Duck Up-Jump Button/spacebar(enemy soldier in range)-punch Button/Spacebar(enemy soldier outta range)-throw knife In this stage there are 2 levels:roofs, and ground.On the ground you must climb ladders to get to the roofs.Down there you must avoid:guard dogs,enemy troops,and land miÞèU¶3u“nes.On the roof you may fall to the ground if you don't jump over the cracks in the wall/roofs.Up here you must avoid soldiers.You only have 4 knives.The roof sounds easier but it isn't.On the ground if you can find a ladder you can go up to avoid danger.Up here you may only move back the way you came and forward. At the bottom of a screen is a boot and a clock moving to the right.When the clock gets to the far right you're outta time and you will not be able to take this stateÞèV™ÄO9.If the boot(representation of you) beats the clock to the right then you will have reached the flagpole and you get the state and fort. Defense: If you have a fort in a state that you occupy and an enemy troop takes that state, he will try to take the fort.He will start to make his way to the the flagpole.If he is on the lower level, then pull down and this will send one of your 10(or so) troops out to delay him.Once your troop has attacked,you will be able to hit the spacebarÞèW"" to make the guard throw knives and punch.Stall him to death. C. Boarding the Train Offense: As described above you can board the money train from the opposite army when it passes through a state with one of your troops in it.The control of this sequence is nearly identical to that of Taking the Fort except if your soldier is knocked off the train, you will have to push up when the rear of a train car passes you.The timer and all are still active.Make your way to the engine of ÞèBŽ xthe train.Once, you reach the coal car your soldier will whip his big gun out and tell the engineer to pull the train over.You will then receive all the money the opposite army was supposed to have received. Defense: This part is identical to that of taking the fort.Push up to send a soldier to nail him.Keep knocking him off the train!! This doc is pretty accurate and covers pretty much everything in this fantastic action/strategy/adventure/historical game ÞèYÀ^ØV which would be the most experienced. Three of the other five smaller boxes in the center of the screen(the 3 upper boxes) control occasional happenings throughout the game.The first box(from left to right) is a picture of an indian.If this box is left uncheckered out then indian attacks may occur(explained later).The second box shows a lightning bolt.If this is left uncheckered then storms may occur(later).The third box represents the troop supply boat.If left uncheckerÞèZÜj‹~ed, it may arrive(explained later) The remaining 2 boxes are control/method of play boxes. The first box (left box) if left on the picture of a soldier playing an arcade then action sequences(explained later) will be allowed in the game.If this option is toggled, then this box will show a picture of a soldier playing checkers..action sequences will NOT occur making the game quite shorter in time. The second(last) box will only be uncheckered if two humans are pÞè[lOlaying(both things behind the guys in the LARGE boxes must be flags).Then, this will show a picture of a computer and a picture of a computer with a joystick(one below the other).The player who's controlling the army of the large box on the left has control of the controller shown on the top. The Year. Right in the middle of these boxes should be a paper with the year 1861 scrawled on it.if you tag this paper it will change to 1862 and so on until 1864 at which time itÞè\’Ëìƒ will scroll back to 1861.This option will change the position of the Union and Confederate's troops when you start. Once all of this has taken place,you may take the mouse arrow down to the photographer and tag him in the butt..uh.. just kidding..anyway tag the word "GO"off on his briefcase(on the ground to his right).The disk drive will spin and the game will begin. V.The Map I suppose that overall most of the moves you make in the game will be made from this screen.Þè]Dº¤What you have here is a partial map of the U.S. what existed of it at the time of the civil war that will be necessary for the game).There are a few things that you should notice right away when you see this.First, the black line with red dots on it.This shows the path of the "money" train.After a turn is completed the train supplies money bags to the army that just completed its turn.This is represented by a window appearing in the upper-left hand corner of your screen showing Þ è^"a train chugging along then the picture will show a vault opening(with a guard from the army receiving the money standing next to it.the money bags will fly from the train into the vault).You may receive a maximum of 4 money bags after one turn.The amount of money you receive is based solely on the amount of land your army occupies.VERY IMPORTANT!! If the "money" train passes through a state occupying a troop of the opposite army then the train may be boarded and robbed by a sÞ è_¡T¹joldier of the opposite army(look under Boarding the train in the action sequences section).Also, if the capital of an army is taken by the opposite army, then the train will not supply that army with money. Secondly, you'll notice the states.Some of thes will have a Confederate flag or a Union flag in it or be empty.The flag in the state determines which army has power over that state.There are only a few states with specific purposes.North Carolina is the state where theÞ è`cm8Ç supply boat arrives.There are forts in Georgia(Confederate capital),Texas,Pennsylvania(Union Capital) , Iowa, and Kansas.(look under Taking the Forts under the Action sequences ) section. Also on the map are picture of soldiers(which we will from now on refer to as troops of soldiers).In the state there is a limit of one troop per state.When it is your army's turn to move,these troops of soldiers will flash.At this point tag one of the troops.Then all of the possible places of Þ èa2[\\ movement will appear.Then, tag where you would like that troop to go and they will move there.*Important*.If there is a cloud with lightning and rain pouring over a state where one of your troops is located then that troop will not be able to move that round.However, he may be moved upon.If you desire to see what the troop contains, then move the mouse arrow over the troop a display in the lower right hand corner will tell:The state you are looking at,the # of cannons in the tÞ èb2ˆJroop,the # of horses in the troop, and the number of soldiers in the troop.you may only move each troop once per round.To merge two troops of men together to form 1 massive troop simply move a troop of men onto another one of your own troops of men.There are limits however on the screen at once.There can only be 3 cannons,3 horsemen,and 6 soldiers on the screen at once.If all the soldiers are killed, then another flank of the remaining troops will come out.*IMPORTANT* The gameÞèM�G_ will not let you merge 2(or more) troops of men if the total # of cannons would be greater than 3. War! If (after you tag the troop to move) one of the places that you may move contains an enemy troop you may move on him.In strategic mode,the computer will determine(by amount of cannons,horses,soldiers,player ability,etc...) who wins with an almost instant decision of who wins or loses/retreats.If arcade mode is chosen then you will have an active part in the fightÊèd%Œ6Ûr "It came from the desert" dskspeed.lzh 34051 12-04-89 New Speed Checker For Your Disk Drives. gb2hints.txt 4648 12-04-89 Hints To Ghostbusters II azcomm25.lzh 29824 12-04-89 AZCOMM 2.5 take100.wrp 585804 12-04-89 100% Version Of Take Em Out.. Shoot Em Up. boulder.wrp 86749 12-04-89 Boulder Dash Construction Kit. -QUARTEX- ewbplus.wrp 577844 12-04-89 Earl Weaver Baseball NEW VERSION (1 Meg!) fmania.wrp 231448 12-04-89 Fruitmania - Like FoodfightÊèe\Ïì‘... kaiser 153788 12-04-89 Fix For Disk 1 To Kaiser kaiser1.wrp 740963 12-04-89 Kaiser Part A 1/2! kaiser1b.wrp 11681 12-04-89 Kaiser Part B 1/2! kaiser2.wrp 797309 12-04-89 Kaiser Disk 2 2/2! (Pause)...More(y/n/ns)? y prism.lzh 20019 12-04-89 Requested By SysOp. ttennis.wrp 182886 12-04-89 Table Tennis - Cool Tennis Game! magic.wrp 586921 12-04-89 Majic Johnson basketball this one works! moon2.wrp 529747 12-04-89 moonwalker 2/2! haÊèfh|EŸrdon.wrp 746983 12-04-89 Hard Drivin' & Onslaught+ Compact G.O.D.usa vortexb.wrp 412173 12-05-89 VORTEX part b. vortexa.wrp 460106 12-05-89 Vortex part A. wdfix.arc 20802 12-05-89 Fix for WEIRD DREAMS. No more crashes! PIPE100.WRP 288403 12-06-89 PIPELINE 100% g&g1.wrp 192478 12-06-89 Ghost and Ghouls Disk 1/2! g&g2.wrp 651968 12-06-89 Ghost and Ghouls Disk 2/2! minos.wrp 739904 12-06-89 . rocks.lzh 156928 12-06-89 A DigitizÊèg.cOÅed Picture AND Viewer for the new DigiView Gold 4.0.. (Dynamic HiRes), Looks ggfix.wrp 578 12-06-89 Ghosts 'n Ghouls Fix for Disk 1 ggfix2.wrp 30177 12-06-89 Ghosts 'n Ghouls Fix for disk 2 by Avenger ghtr.lzh 37966 12-07-89 GHOULS & GHOSTS TRAINER PATCH BY ACU mania.wrp 452594 12-08-89 Tetris Mania - All the tetris games for the Amiga on one disk! Pt.1/2! mania2.wrp 382067 12-0ÊèhØ„#8-89 Tetris Mania - Pt.2/2! (Pause)...More(y/n/ns)? y jambal.wrp 751163 12-08-89 7 Gates Of Jambala new ware... wworders.txt 628 12-08-89 Info needed to Complete Windwalker. menu.exe 20284 12-08-89 M.e.g.a trainer for Ghoust&ghouls fpl11-89.txt 4992 12-08-89 The Final Pirate list! armada.wrp 226093 12-09-89 New war/strategy game. Based on the Spanis jamtr.arc 51262 12-09-89 Jambala trainer patch !! axel 117624 12-09-89 AXELS ÊèiUµ_MAGIC HAMMER MEGA TRAINER PHRACKSTUFF 15619 12-09-89 How to cheat on scantron tests,cable,locks! 1stpers.wrp 269423 12-09-89 1st person pinball not to new opthun1.wrp 637957 12-09-89 Operation Thunderbolt 1/2! dogmtr.wrp 691561 12-10-89 -Dogs Of War- Megatranied Version! Finally but of course It needs a NTSC Screen lift!! big time thunder2.wrp 652013 12-10-89 Operation thunderbolt 2/2! thunÊèjˆ�dert.wrp 3269 12-10-89 OPERATION THUNDERBOLT TRAINER PATCH nwtek3-1.wrp 779479 12-10-89 NewTek Demo 3 1/1! unwarpv20 15188 12-10-89 Unwarp v.2.00 speedrun.wrp 100478 12-10-89 LAME NEW LODERUNNER GAME Wares For The Masses (DDC USA!) [2:Pirates Den] Menu (59 mins. left): v Enter filename of file to view? wworders.txt OK, these are all the password you need if you want to play WindWalker... Type in "BADGER" if the WindWalker ask you for "the SECOND order or eÊèk½i¢´arth", and so forth... Enjoy!!! Note: You don't need the first order... Greetings to Bladerunner, Spyhunter, The Amigist, Cyborg, Depeche Mode, and AAAHHHMMM Wai Chan!!! 2. BADGER 3. BOAR 4. WOLF 5. LION 6. BEAR 7. BARRACUDA 8. MANTA 9. OCTOPUS 10. SHARK 11. DOLPHIN (Pause)...More(y/n/ns)? ns 12. WHALE 13. RAVEN 14. OWL 15. HERON 16. FALCON 17. CONDOR 18. PHOENIX 19. VIPER 20. COBRA 21. CROCODILE 22. PYPHON 23. HYDRA 24. DRAGOÊ]òÒççN 25. WINDWALKER Wares For The Masses (DDC USA!) [2:Pirates Den] Menu (57 mins. left): àÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ?ÿÿÿ12-06-89 Ghosts 'n Ghouls Fix for disk 2 by Avenger ghtr.lzh 37966 12-07-89 GHOULS & GHOSTS TRAINER PATCH BY ACU mania.wrp 452594 12-08-89 Tetris Mania - All the tetris games for the Amiga on one disk! Pt.1/2! mania2.wrp 382067 12-0ÞèmÝNRQat the opposing army. II. Booting up Ok,real simply, put in the disk,turn on the computer.After the digitized music comes on select the British flag(if you can read this,do it). III. Controls You may use the mouse, the joystick, or the arrow keys/space bar. However, in the action sequences you must use only the joystick or arrows. IV. Main Menu This is where everything happens..There are a total of 7 taggable boxes on this screen (2 of which are rather large).These 2 screens shoÞèX2õ¸îuld show a flag or computer with a person in front of it.Tagging the flag/computer will cause the 2 to toggle back and forth.If you would like a player to represent this army the toggle it until there is a flag behind the person, if you would like the computer to rep. the army then toggle it until there is a computer behind the person.Also, the person in front of the flag represents that armies playing/thinking abilities.From the looks of each person you should be able to tell½èoÓŸ‰ brief case), just click on it and then click on the open button. Short Cuts You can save time from selecting commands by clicking twice on any object, door, or character portrait. Doing this on an object will give you a description of that object; doing it on a door will take you through that door; while clicking twice on a portrait will give you a description of that character and possibly allow you to talk to him. Saving and loading games Pull down the menu at the top of h½èp? ñ5te screen with the right mouse button. Choose save and give your game a name at the requester. When you want to return to this game, simply choose load from the menu, and select the name you gave it. Scrolling Sometimes there is more information than can fit inside a specific area. Then it is necessary to scroll the hidden information into view. Here are the areas that use scrolling, and how it is performed: Narration Actions Area A red ar½èq„þìerow will appear at the lower right This area operates just like hand corner of the area. Click once on like the narration area. this to read the rest of the text. Use the right mouse button to pull the text back down Cast Area Inventory area Press down the right mouse button and a hand This operates just like the will appear in place of the pointer. Now you cast area. can move, the character boxes left and right to see who ½èr¨ä2is present. -=-=- DOCS TYPED BY VOLTAIRE AND ALEXANDER NEVEMIND FOR STARR -=-=- 89! :===========================================================: : FILE TRANSFER MENU : :===========================================================: : A = Abort to Main Menu B = Browse File Catalog : : C = Display All Files D = Download a File : : I = Up/Download Rules N = List New Files : : R = Read a Text File ½Ñ2:g S = Search Descriptions : : U = Upload a File X = Xfer Protocol Change : : H = Hang Up (Exit System) : :===========================================================: : C/A displays files in Aged Order : : C/S displays files in Alphabetical Order : :===========================================================: [10-Dec-89 56 Mins Remaining] File Func (? for menu): Actions Area A red arÊ ètkí„y mystix risk.wrp 157025 11-26-89 from the board game topform.wrp 530899 11-26-89 Top Form a new Form productivity Disk 1/2 topform2.wrp 139140 11-26-89 Top Form Disk 2/2 quartz.exe 267288 11-26-89 new one from FAIRLIGHT . Really Cool ! turbod1.wrp 159421 11-27-89 -Turbo Outrun- Works For Me 100%! Just Needs a Trainer and a Mega Screen Lift! turbod2.wrp 591986 11-27-89 -Turbo Outrun!- GOOD Enuf.. Quartex! 0 days arc1Ê èu.±×S.wrp 578684 11-27-89 joan of arc kdviii.arc 42587 11-27-89 V4.7 kills 43 viruses! PARA2.WRP 424274 11-27-89 Second disk to Paragon BBS 2.0 Beta. NOTE: You must set the STACK to 60000 before running the BBS or the Config. Good Luck. outl2.wrp 427019 11-27-89 OUTLAND! 2/2! turbntsc.wrp 199465 11-27-89 Turbo Outrun NTSC 1/2! outl1.wrp 526142 11-27-89Ê èví³d� OUTLAND! 1/2! 64emulii.wrp 496377 11-28-89 -64 Emulator II- Yes it old but its a Request.. Get the 64 hacker prg to and (Pause)...More(y/n/ns)? y use it for hacking those ACHEMS!!! hehe Have fun! starbrek.wrp 604171 11-28-89 star break from Quartex! ZINE.WRP 179056 11-28-89 new cracker magazine turbo1d.wrp 645032 11-28-89 TURBO OUTRUN 1 DISK Ver. breach2.wrp ÊèwCJ‹ 580806 11-29-89 Breach II bfix.arc 512 11-29-89 Breach II fix for all of use that arnt Fatter Angus yet time-2.wrp 683130 11-29-89 Time The Adventure Game 1/2! muscle.wrp 488126 11-29-89 Test Drive II muscle cars time-1.wrp 391955 11-29-89 Time The Adventure Game 2/2! chase-hq.wrp 584837 11-30-89 Chase HQ arcade 'conversion' (yeh right) CLASSIC 74048 11-30-89 Classic Space invaders. onslght.wrp 34993ÊèxãfMO0 12-01-89 New GAME from QUARTEX! -- ONSLAUGHT! horus.wrp 348657 12-01-89 Eye Of Horus! - Weird new game! harddr.wrp 409286 12-01-89 Hard Driving - THE GAME wingsii.wrp 423274 12-01-89 Wings Of Fury II. Needs Fatter Agnus! hell.wrp 464564 12-01-89 HELLRAISER-(LIBERATOR) inter.wrp 275142 12-01-89 INTERPHASE fire.wrp 335870 12-02-89 Superfast helicopter gunship shoot em up! (Pause)...More(y/n/ns)? y interph.doc 16236 12-02-89 dox to intÊècyçÈÃerphase commtr.wrp 21850 12-02-89 commando trainer chasetr.wrp 21955 12-02-89 chase hq trainer wdreams.wrp 685595 12-02-89 Weird Dreams new from Rainbird moon1.wrp 621386 12-03-89 moonwalker 1/2! (Wheres Disk #2??) helltr.wrp 499849 12-03-89 Hellraiser trainer ! sorry couldn't make a patch file.. axel.wrp 344968 12-03-89 Axel's Magic Hammer. Less than an hour old. desrtwlk.txt 21147 12-04-89 Walkthru text foÈÙbeÊx ick ball to players left Up : flick ball forward Up and Right : flick ball to players right Left : chip ball forward Centered : low pass forward Right : boot ball high in the air Down and Left : short pass along the ground Down : medium pass along the ground Down and Right : long pass along the ground KEYBOARD CONTROL Press the following keys T - display time (for a few seconds) S - display score (for ½ è{/õQ’r set the Autowaker for Six O'Clock! <4th Box, Autowaker panel and George Jetsons Finger>