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M I S S I O N · 1
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______
/ \
FROM: MISSION H.Q. / \
|------------|
TO: SECRET AGENT SECRET AGENT
|------------|
CONTENT: PROJECT VOLCANO \ /
\______/
BRIEFING
You have been selected for this Mission because of your specialist skills in
computer operations. The Aim of your Mission is to gain entry to the hidden
Command complex, once there you must locate the main computer room and delete
the command program by entering the Distruct Code. Intelligence informs us that
this code is hidden within the complex.
If you succeed in your Mission a reward of 5000 score credits will be given. We
will also be willing to reward you for discovering anything that is of value to
us with score credits up to a maximum of 20,000. Allied powers have also asked
if we can discover the name or names of possible double agents.
High level intelligence contacts have supplied the following information which
may be of some use to you:
1) Outline brief from Allied Command H.Q.
2) Information from one of our agents who managed to gain access to the centre.
3) Copy of basic blueprint to centre.
4) Names of centre's main personnel.
5) Swiss bank account numbers for several of centre's main personnel.
You will be taken to, and collected at, the drop off point by Mission's own
personnel and a cover will be arranged for your absence.
You are now on your own ............ GOOD LUCK.
COMMANDER M
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INFORMATION ONLY:
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OUTLINE BRIEF FROM ALLIED COMMAND H.Q.
Classification ................................. RED.
From ........................................... Commander Smith-Green.
To ............................................. Special Operations Group.
Authorization .................................. P.M.
Content ........................................ Project Volcano.
Background
A top secret missile command centre has been discovered hidden beneath an
extinct volcano on the Yugoslavian and Rumanian border. The command centre we
now know is the heart of a missile network which covers the whole of the Soviet
Block. The centre is fully selfcontained and automated.
Recommendations
After top level discussions it has been decided that the centre must be put out
of operation for four weeks, but the total destruction of the centre would have
too many repercussions for stable relationships. It is felt by the P.M. that a
delay of four weeks would allow Allied Forces sufficient time to equalize the
power balance and allow our own command centre to start functional operations.
Action
It is felt desirable that a Secret Agent be used to destroy the master program
and no link be established with Allied Command.
CONTACT MISSION H.Q.
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AGENT
COMMUNICATION LOG
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--------+--------------+-------------------------------------------------------
| |
DAY | TIME | MESSAGE
| |
--------+--------------+-------------------------------------------------------
| |
Fri | 7.30 am | Entry and exit can be made from ventilation shaft.
| | Low security.
| |
| |
Fri | 11.12 am | Entry gained.
| |
| |
Sat | 3.01 pm | Found Master Computer.
| |
| |
Sat | 3.17 pm | Found clue to destruct code.
| |
| |
Sat | 5.27 pm | MISSION ABORT.
| | I have been discovered.
| | I am discarding equipment.
| |
| |
Sat | 7.31 pm | PICK-UP URGENT.
| | PICK-UP URGENT.
| |
| |
Sun | 1.07 am | CRYPTIC MESSAGE RECEIVED.
| | Message shown on Communications Centre Report.
| |
Communication Centre Report
Pick-up copter did not find agent.
We did however receive the following cryptic message on Sunday at 1.07 am.
NGK LTT NGXK LTSY QFR GF
you - - - - on
NGXK WQEA VOSS WT ZIT EORT
- - - - - code
We believe this is a clue to the destruct code but we are only able to crack
three words of it. It is possible that the next mercenary will have the answer
to the code at his fingertips.
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M I S S I O N · 1
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CENTRES MAIN PERSONNEL
Ludmila Afanasyevna
Tahta Kupir
Doyoma Kostoglotov
Oleg Kencove
Oleg Pasik
George Edward Young
Fred Oleg Benn
Pavel Nikolayevich
SWISS BANK
ACCOUNT NUMBERS
Tahta Kupir 00537658
Asya Kostoglotov 73968663
Fred Oleg Benn 48877964
PLAYING THE GAME - AMSTRAD CPC 464
1. Place cassette in datacorder and rewind to start.
2. Press CTRL and small enter keys at same time.
3. Run" and press play, then any key will appear on screen.
4. Press play on datacorder and any key on main keyboard and the game will now
load.
Once loaded the program will prompt you 'RESTORE A PREVIOUS GAME Y/N', answer
N if this is the first playing or if you wish to start from the beginning.
You can command the computer by typing in simple English commands, usually verb
and noun. Some of the most commonly used commands can be abbreviated, e.g. F is
the same as FORWARD, T FIS can be substituted for TAKE FISHINGROD. These
commands can be listed during the course of the game by typing HELP. Various
objects will be encountered as the game progresses, the name that they are
recognised by will be shown in capitals, e.g. to TAKE a green HAT you would
type T HAT.
At any time during the Mission you may withdraw by typing QUIT. Any rewards due
to you at this stage are now shown. You will then be given the option of
playing again - answering 'Y' restarts the Mission from the beginning -
answering 'N' gives you the option to save your present position. If you wish
to do so, answer 'Y' AFTER having made ready a spare cassette. Now press the
play and record buttons on your cassette player and press any key on your
computer. It will take approximately 10 seconds to save.
In order to restore a position answer 'Y' to 'RESTORE A PREVIOUS GAME Y/N',
after first having made ready your saved cassette. Now press the play button on
your cassette recorder. The previous position you were at is automatically
loaded and you can continue your Mission.
TIPS ON PLAY
Keep track of where you are and where you have been.
If the program does not understand, try and rephrase your command
The solution to individual problems is usually quite simple in nature, so if
you find yourself typing long sentences you are probably on the wrong track.
If you get stuck, put it away and play again tomorrow, often the solution can
strike you suddenly. Remember there could be something more interesting in the
next room. If you search hard enough.
Not everything you find will be useful, some things may be a positive
disadvantage if carried.
Descriptions given by the program may hold a clue so study them carefully.
You are in enemy territory, the good agent will think before he acts when his
life may be at stake.