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SCOOPEX FIRST AGAIN!!!!!!!!!!!!!!!!!!!...

RIGHT AIM OF THE GAME..NASTY UCC HAVE CREATED A HUMANOID MONSTER
THATS EATING
PEOPLE!! AROUND AN OLD ABANDONED FACTORY..AND THE GOVERMENT AINT
HAPPY, SO THEY
HIRE AN AGENT OF (ZODIAC)TO GET EVIDENCE TO PROVE IT AND CHARGE
`UCC` WITH
BEING BAD BOYS..YOU ARE THE AGENT(ANY ONE OF 6..2 GIRLS/2 BOYS/2
ANDROIDS)CHOICE BY THEIR ABILITIES AND AWAY YOU GO...GOOD
LUCK..RIGHT HERES THE
MAIN DETAILS COMING UP....


AT THE BEGINNING OF THE GAME YOU CHOOSE WHICH AGENT YOU WISH TO
COMMISSION FROM
A SELECTION OF 6..YOUR COMPUTER DISPLAYS INFO ABOUT EACH
CHARACTER TO AID YOUR
CHOICE.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 THE
AGENTS FACE. NEXT TO THIS IS A RETINA SCAN(FOR SECURITY REASONS)
THE TOP RIGHT
OF THE DISPLAY SHOWS THE AGENTS RATING AT A SELECTION OF
SKILLS(DETAILED BELOW)
THE BOTTOM LEFT OF THE SCREEN SHOWS A PHOT OF THE AGENT AND A
PHYSICAL
DESCRIPTION. THE IMAGE AT THE BOTTOM RIGHT OF THE SCREEN IS A
FULL FIGURE
PICTURE OF THE AGENT..TO ALLOW YOU TO COMPARE RELATIVE HEIGHTS
AND WEIGHTS BY
SIGHT AS WELL AS BY THE SPECIFIED NUMBERS.

ABILITIES;

STRENGTH;--THIS MEASURES THE INDIVIDUALS PHYSICAL STRENGHT. IT IS
USED TO
DETERMINE HOW MUCH EQUIP THE AGENT CAN CARRY BEFORE BECOMING
ENCUMBERED.

DEXTERITY

THIS DESCRIBES THE INMDIVIDUALS HAND-EYE CO-ORDINATION. IN THE
GAME IT AFFECTS
THE DAMAGE DONE TO AN ENEMY IN MISSILE COMBAT, AND IT AFFECTS THE
CHANCE OF
EFFECTING A SUCCESFUL REPAIR ON DAMAGED EQUIP.

ENDURANE

ENDURANCE IS USED WITH STRENGTH TO CALCULATE HOW MUCH EQUIP THE
AGENT CAN
CARRY..BEFORE BEING ENCUMBERED.

INTELLIGENCE

THE INTELLIGENCE RATING IS USED AS A GUIDE TO THE PLAYER AS TO
HOW THE ROLE
SHOULD BE PLAYED. IT IS ONLY USED TO DETERMINE HOW SUCCESFUL THE
CHARACTER HAS
BEEN IN PRE-MISSION TRAINING TO IMPROVE A SELECTED SKILL.

MOVEMENT

EACH AGENT MOVES AT A SLIGHTLY DIFFERENT RATE. THIS VALUE DOES
NOT RELATE TO
ANY DISTANCE OR TIME. THE GREATER THE NUMBER, THE GREATER THE
RUNNING SPEED. IF
ANY AGENT BECOMES ENCUMBERED THROUGH CARRYING TO MUCH EQUIPMENT,
THIS VALUE IS
TEMPORYARILY REDUCED.

SKILLS

COMBAT;--THE COMBAT ABILITY IS USED IN BOTH HAND-TO-HAND AND
MISSILE COMBAT TO
DETERMINE HOW HARD A SUCCESSFUL HIT WAS.

WEAPONS

THIS SKILL RELATES TO MISSILE COMBAT AND THE AGENTS ABILITY TO
REPAIR A GUN

COMPUTERS;

REPAIRING THE BACKPACK COMPUTER REQUIRES THIS SKILL, IT ALSO
DETERMINES HOW
SUCCESFUL THE ANDROID AGENTS ARE WHEN ATTEPTING TO HEAL
THEMSELVES.

ELECTRONIC;

USED IN THE REPAIR OF ELECTRONIC EQUIP

MECHANICAL;

USED IN THE REPAIR OF MECHANICAL EQUIP

MEDICAL;

THIS DETERMINES HOW SUCCESFUL A HUMAN AGENT IS WHEN ATTEPTING TO
HEAL
HIM/HERSELF

PSIONICS;

THE NUMBER UNDER THIS HEADING DATAILS THE INDIVIDUALS PSYCHIC
ENERGY LEVEL. THE
MAXIMUM NUMBER IS 33 ALTHOUGH THIS CAN BE BOOSTED
ARTIFICALLY..ANDROIDS DO NOT
POSSESS THIS ABILITY.

EQUIPMENT PURCHASE;

WHEN AN AGENT HAS BEEN SELECTED. THE DISPLAY CLEARS AND IS
REPLACED BY DETAILS
OF THE EQUIP AVAILABLE FOR PURCHASE. THE LARGE SCREEN NOW SHOWS A
PICTURE OF AN
ITEM..POINT AND CLICK ON `PASS` OR `BUY` TO REJECT OR
ACCEPT..WHEN YOU HAVE
BOUGFHT ALL YOU WANT OR CAN AFFORD..CLICK ON THE RIGHT MOUSE
BUTTON..THE TEXT
AT THE BOTTOM LEEFT OF THE SCREEN DETAILS THE WEIGHT AND BULK AND
COST OF EACH
ITEM..YOUR AVAILABLE FUNDS ARE DISPLAYED AT THE TOP OF THE
SCREEN.

THE SCREEN LAYOUT;

DAMAGE;- THE FIGURE DISPALYED TO THE LEFT OF THE PLAYING AREA IS
USED TO
INDICATE THE DAMAGE YOU HAVE SUSTAINED DURING THE GAME. IF THE
BOX OVER YOUR
HEAD IS FILLED OR THE BOX OVER YOUR CHEST IS FILLED THEN THE GAME
IS OVER YOUR
DEAD!!!!..IF A BOX BECOMES MORE THAN HALF FILLED THEN YOU USE OF
THAt AREA
BECOMES RESTRICTED, FOR EXAMPLEIF YOUR LEG IS INJURED BY MORE
THAN HALF OF ITS
CAPICITY YOUR MOVEMENT IS REDUCED..IF YOUR HEAD IS MORE THAN HALF
INJURED YOUR
SIGHT IS AFFECTED.

THE HORIZNTAL BAR BENEATH THIS FIGURE REPRESENTS YOUR ENERGY
LEVEL..THIS
STARTS OFF AS FULL AND GRADUALLY DEPLETS.

EQUIPMENT;

THE FIGURE DISPLAYED TO THE RIGHT OF THE PLAYING AREA IS USED TO
INDICATE WHAT
EQUIP IS CARRIED WHERE. EACH BOX ON THE FIGURE REPRESENTS A
POCKET. USE THIS
FIGURE TO EXAMINE YOUR EQUIP, TO MOVE IT FROM POCKET TO POCKET
AND TO DROP OR
PICK UP OBJECTS, THE SMALL BOXES ON EITHER WRIST ARE ALWAYS FULL,
THESE CONTAIN
YOUR COMPASS AND WRIST WATCH, THE SMALL BOX ON YOUR BELT CONTAINS
THE POWER
LEAD FROM YOUR SUIT USED TO RECHARGE ENERY WEAPONS AND EQUIPMENT.

THE HORIZONTAL BAR BENEATH THIS FIGURE REPRESENTS YOUR SUITS
POWER LEVEL, THIS
STARTS OFF FULL AND DEPLETES AS YOU USE IT.


SMART CARD;

THE CARD SHOWN AT THE BOTTOM LEFT OF THE SCREEN IS YOUR SECURITY
PASS. IT
CONTAINS A PHOTO OF YOUR CHARACTER..THEIR NAME AND ABILITY
SCORES(0-9) THESE
ARE SHOWN IN THE FOLLOWING
ORDER;STRENGTH;DEXTERITY;ENDURANCE;INTELLIGENCE;AND
MOVEMENT..THESE VALUES ARE NORMALLY STATIC THROUGHOUT THE GAME
ALTHOUGH THE USE
OF SOME OBJECTS MAY AFFECT ONE OR MORE OF YOUR ATTRIBUTES.!.

LOOK WINDOWS;

THE BOTTOM RIGHT CORNER OF OF THE DISPLAY REPRESENTS WHAT YOU ARE
LOOKING AT,
THIS IS NORMALLY THE CONTENTS OF A POCKET OR ANYTHING IN THE ROOM
WHICH IS IN
REACH. THE SMALL BUTTON MARKED WITH AN ARROW CYCLES THROUGH ALL
OF THE ITEMS IN
THE POCKET OR WITHIN REACH. IF YOU CAN DROP AN ITEM, A DOWN ARRIW
IS DISPLAYED
OVER THE CYCLE BUTTON. CLICK HERE TO DROP AN ITEM. IF IT IS
DAMAGED A RED CROSS
IS SHOWN AT THE LEFT OF THE CYCLE BUTTON. THE VERTICAL COLUMN OF
THIS AREA IS
USED TO SHOW HOW MUCH OF THE REPAIR PROCESS HAS BEN COMPLETED.

CONTROLLER:

THE BOTTOM CENTRE OF THE DISPLAY HOLDS EVERYTHING NECESSARY TO
CONTROL YOUR
CHARACTER. IT HAS BEEN DESIGNED WITH EASE OF USE AND MAXIMUM
FLEXIBILITY IN
MIND, THE BUTTON MARKED WITH AN ARROW POINTING DOWN ALLOWS YOU TO
CROUCH OR
DUCK. CLICK HERE QUICKLY TO DUCK OR HOLD THE BUTTON A LITTLE
LONGER TO CROUCH
DOWN. USE THIS BUTTON TO LAND IF YOU ARE FLYING. THE ARROW MARKED
WITH AN ARROW
POINTING UP ALLOWS YOU TO STAND UP FROM A CROUCHED POSITION.
CLICK HERE QUICKLY
TO PEEP OVER AN OBJECT OR HOLD THE BUTTON A LITTLE LONGER TO
STAND UP, CLICK
HERE WHILE STANDING OR RUNNING TO JUMP ON THE SPOT OR JUMP OVER
SOMETHING. USE
THIS 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. CLICK
HERE AND YOU
WILL SEE A LIGHT COMES ON IN THE CORNER OF THE BUTTON. FROM NOW
ON ANYTHING
THAT COMES WITHIN REACH RE-APPEARS IN THE `LOOK` WINDOW.

THE BUTTON MARKED WITH A HAND ALLOWS YOU TO MANIPULATE OR USE AN
ITEM.

THE BUTTON MARKED WITH THE SLEPING FIGURE SENDS YOU TO SLEEP..USE
THIS TO
RESTORE LOST ENERGY. ANDROIDS USE THIS MODE TO CONSERVE ENERGY.

THE BUTTON MARKED WITH A SPANNER IS USED TO REPAIR AN ITEM.

THE SHADED SQUARE DETERMINES YOUR MOVEMENT. CLICK ANYWHERE IN THE
WHITE CROSS
TO STAND STILL, THE CORNERS OF THE SQUARE OCCUPIED BY THE CROSS
ALLOW YOU TO
TURN ON THE SPOT. EVERYWHERE OUTSIDE THE BOX STARTS YOU MOVING.
THE FURTHER YOU
ARE FROM THE CENTRE THE FASTER YOU MOVE. LEAVE THE RED MARKER IN
POSITION TO
KEEP MOVING. THIS ALLOWS YOU YOU TO RUN DOWN A CORRIDOR AND
AIMINTO THE SCREEN
OR TO ROTATE ON THE SPOT WITH YOUR GUN READY. IF YOU BUMP ALONG
INTO A WALL YOU
WILL SLIDE ALONG IT.

PRESS P TO PAUSE THE GAME. THIS FEATURE IS NOT AVAILABLE WHILST
AN ITEM OF
EQUIPMENT IS BEING MANIPULATED

DAMAGE;

BOTH YOU AND YOUR EQUIPMENT ARE SUSCEPTIBLE TO DAMAGE, DAMAGE TO
YOUR BODY IS
DISPLAYED IN TH BOXES SHOWN ON THE FIGURE LEFT OF THE SCREEN.
DAMAGE TO AN
OBJECT IS SHOWN ONLY WHEN YOU LOOK AT THE OBJECT(IE CLICK ON ITS
POCKET). THE
RED CROSS SIGNIFIES THAT THE ITEM IS FAULTY. ALL DAMAGE CAN BE
REPAIRED WITH
THE RIGHT EQUIPMENT,SKILLS AND TIME.PHYSICAL DAMAGE TO FLESH IS
REPAIRED BY
USING THE FIRST-AID KIT. ROBOTS AND BIONIC LIMBS REQUIRE THE
ELECTRONICS KIT TO
REPAIR DAMAGE, SIMPLY FIND THE NECESSARY EQUIPMENT AND PRESS THE
MANIPULATE
BUTTON (THE ONE WITH THE HAND) THESE KITS CAN BE USED ONCE ONLY
AND ARE THEN
USED UP. YOU CAN,HOWEVER,FIND ANOTHER ONE AND USE THAT. THE
AMOUNT OF DAMAGE
REPAIRED DEPENDS ON YOUR SKILL IN THAT FEILD, USING A FIRST AID
KIT IN
CONJUNCTION WITH A HIGH MEDICAL SKILL AND A HIGH DEXTERITY,FOR
EXAMPLE WILL
RESULT IN A GOOD REPAIR.
DAMAGED EQUIPMENT CAN MALFUNCTION WHEN USED, WITH A DAMAGED
HOLOGRAM THIS IS
NOT A PROBLEM BUT A DAMAGED GRENADE MAY JUST BLOW OFF YER
HAND!!..TO REPAIR AN
ITEM OF EQUIPMENT, LOOK AT IT AND (CLICK ON ITS POCKETS) AND THEN
HOLD DOWN THE
REPAIR BUTTON(THE ONE WITH THE SPANNER) WHILE THE BUTTTON IS
DOWN, THE MERCURY
IN THE INDICATOR IS RISING. HOLD THE BUTTON UNTIL THE MERCURY
REACHES THE TOP
AND AT THAT POINT YOUR CHARACTER THINKS THE REPAIR IS COMPLETE.
IF YOU ARE
INTERRUPTED DURING A REPAIR, YOU WILL HAVE TO START THE WHOLE
REPAIR AGAIN NEXT
TIME. WHEN THE REPAIR IS THOUGHT TO BE COMPLETE, THE COMPUTER HAS
USED YOUR
CHARACTERS SKILLS TO DETERMINE SUCCESS. IF THE REPAIR WAS A
FAILURE IT COULD BE
OBVIOUS AND THE DAMAGE CROSS COULD STILL BE VISIBLE OR IT MAY
ONLY BE OBVIUS
WHEN THE OBJECT IS NEXT USED!!.

GUNS ARE COMPLEXED OBJECTS AND CAN MALFUNCTION IN A VARIETY OF
WAYS. THESE
INCLUDE LOSING ALL OF THEIR CHARGE, EXPLODING WHEN DAMAGED,
EXPLODING WHEN NEXT
USED AND FIRING REDUCED POWER MISSILES. REPAIRING A GUN IS A
COMPLICATED A
PROCEDURE AND SUCCESS IS DETERMINED BY YOUR WEAPONS,ELCTRONIC AND
MECHANICAL
SKILLS AND DEXTERITY RATING.

ARMOUR;

ONE ITEM OF EQUIPMENT YOU CAN PURCHASE IS A SUIT OF ARMOUR. THERE
ARE FOUR
TYPES OF ARMOUR AND ALL OFFER DIFFERENT DEGREES OF PROTECTION
AGAINST
DAMAGE,ANDROIDS BEING HUMANOID CAN TAKE ADVANTAGE OF ARMOUR TOO.

ABLATIVE;

THIS FORM OF ARMOUR IS RELATIVELY INEXPENSIVE, IT IS MADE OF
COMPRESSED CARBON
COMPOUND AND PROTECTS AGAINST ALL DAMAGE WHILST IT LASTS. THE
PROBLEM WITH THIS
ARMOUR IS THAT EVERY HIT DESTROYS PART OF IT.

REFLECTIVE;

THIS ARMOUR IS EXCELLENT AGAINST ATTACKS FROM ENERGY WEAPONS. IT
IS FORMED FROM
A HIGHLY REFLECTIVE PLASTIC MATERIAL WHICH SIMPLY DEFLECTS THE
MISSILE. THE
PLASTIC IS SOFT,HOWEVER,AND OFFERS NO PROTECTION AGAINST HAND
-TO-HAND COMBAT.

STANDARD;

THIS IS THE STANDARD ISSUE ARMOUR WORN BY MOST MILITARY
PERSONNAL. IT OFFERS A
GENERAL PROTECTION WHICH IS NOT AS GOOD AGAINST ENERY ATTACK AS
REFLECTIVE
ARMOUR DOES, BUT DOES ABSORB SOME HAND-TO-HAND DAMAGE.

SUPREME;

THIS ARMOUR IS THE ULTIMATE PROTECTION.IT OFFERS ALMOST COMPLETE
PROTECTION
FROM ENERY ATTACKS AND IS SO TOUGH ONLY A LARGE EXPLOSIVE IS
LIKELY TO INJURE
THE OCCUPANT. THE SUIT DOES NOT HAVE DISADVANTAGES IN THAT IT
CONTINUALLY USES
POWER, ITS BULK SLOWS THE WEARER DOWN AND IT REDUCES THE WEARERS
ENDURANCE. AS
A CONSEQUENCE THE WEARER CAN CARRY LESS EQUIPMENT BEFORE BEING
ENCUMBERED. IF
THE SUIT RUNS OUT OF POWER THE OCCUPANT IS TRAPPED AND WILL BE
CAPTURED.

COMBAT;

THE CHARACTER CAN INDULGE IN TWO FORMS OF COMBAT;LONG AND SHORT
RANGE. WHEN YOU
POINT INTO THE GAME WINDOW YOU WILL SEE THAT THE SMALL ARROW
BECOMES A CROSS
HAIR, 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 IT
IN YOUR HAND(EITHER HAND) AND WHEN YOU ATTACK YOU WILL FIRE A
MISILE. IF THE
GUN RUNS OUT OF CHARGE, INSTEAD OF SHOOTING YOU WILL PUNCH(SEE
POWER FOR
DETAILS ON RE-CHARGING EQUIPMENT) TO THROW A GRENADE LOOK AT IT
MANIPULATE IT.
THE GRENADE WILL BE THROWN STRAIGHT AHEAD AND WILL EXPLODE ON
IMPACT. REMEMBER
NOT TO STAND TO CLOSE!!!.

HAND-TO-HAND;

IF YOU ATTACK WITHOUT HOLDING A GUN, YOU WILL `PUNCH`. YOU WILL
ALSO PUNCH IF
YOUR GUN HAS RUN OUT OF CHARGE. PUNCHING DOES VERY LITTLE DAMAGE.
REMEMBER THAT
YOU ONLY PUNCH AT ARMS LENGTH!..COMBAT CAN BE DANGEROUS. IT IS
WORTH
REMEMBERING THAT EVERYONE IN THE GAME IS WEARING ARMOUR.

OBJECTS;

MANIPULATION;- THIS IS AN IMPORTANT ABILITY AND IS REALLY QUITE
SIMPLE ALTHOUGH
IT MAY AT FIRST SEEM COMPLICATED...EVERY OBJECT IN THE GAME HAS A
FUNCTION AND
THIS NORMALL ACTIVATED BY CLICKING ON THE MANIPULATE BUTTON, IF
THE ITEM CANNOT
PERFORM ITS USUAL FUNCTION. YOU ARE PRESENTED WITH THE
OPPORTUNITY TO RE-CHARGE
IT. FOR THE BUTTON TO WORK, YOU MUST BE LOOKING AT THE ITEM YOU
WISH TO
MANIPULATE.

IE..
TO USE THE MEDI-KIT YOU SHOULD CLICK ON THE POCKET IT IS IN AND
THEN CLICK ON
THE MANIPULATE BUTTON. THE MACHINE WILL ADMINISTER EITHER A
STIMULANT OR AN
ANTIDOTE OR BOTH, IF THE MEDI-KIT HAS NO CHEMICALS, CLICKING ON
MANIPULATE WILL
INSTEAD PRODUCE A FULL SCREEN IMAGE OF IT. YOU ARE NOW IN
POSITION TO REFILL
IT. SEARCH YOUR POCKETS TO SEE IF YOU HAVE THE AMPULE OF
CHEMICALS NECESSARY TO
REFILL THE MEDI-KIT. IF YOU FIND THEM LLOK AT THEM AND MANIPULATE
THEM. THE
CHEMICALS WILL THEN BE USED AND THE MEDI-KIT RE-SUPPLIED.

THE SAME PROCEDURE IS USED WITH THE GUN, IF YOU LOOK AT THE GUN
AND MANIPULATE
IT, YOU WILL SEE THE FULL SCREEN IMAGE OF IT. NOW LOOK AT THE
POWER LEAD WHICH
COMES FROM THE BELT OF YOUR SUIT AND MANIPULATE THAT. THE GUN
WILL BE `BURST
CHARGED`.

TO PICK UP AN OBJECT UP. CLICK ON THE LOOK BUTTON (HAS AN EYE ON
IT) SO THAT
THE SMALL LIGHT IS ON. AS YOU MOVE AROUND ANYTHING WHICH COMES
WITHIN REACH
APPEARS IN THE LOOK WINDOW. TO PICK AN OBJECT UP, SIMPLY CLICK ON
IT AND HOLD
THE LEFT MOUSE BUTTON DOWN. YOUR POINTER WILL CHANGE INTO A HAND.
MOVE THE HAND
OVER THE POCKET IN WHICH YOU WISH TO PUT THE OBJECT AND RELEASE
THE BUTTON. IF
THERE IS ROOM IN THE POCKET THE OBJECT WILL BE MOVED THERE.

DOORS;

LOCK DOORS ARE MANIPULATED IN A SIMILAR MANNER TO GUNS, THERE ARE
TWO TYPES OF
DOORS; ONE THAT CAN BE OPENED BY WALKING ON PRESSURE PADS AND THE
SECOND THAT
IS LOCKED BY AN ELECTRONIC SYSTEM, THE LOCKED DOOR IS DEPICTED BY
A GREY SQUARE
ON ITS SURFACE, TO OPEN IT CLICK .ON THE LOOK BUTTON AND APPROACH
THE DOOR,
WHEN THE CONTROL PANEL IS WITHIN ITS REACH, IT APPEARS AS A SMALL
IMAGE IN THE
LOOK WINDOW(BOTTOM RIGHT OF YOUR SCREEN) NEXT CLICK ON THE
MANIPULATE BUTTON
AND THE CONTROL PANEL WILL BE SHOWN AS A FULL SCREEN IMAGE. IN
ORDER TO ENETR
THE FOUR FIGURE CODE POINT AT ANDCLICK ON THE BUTTONS ON THE
PANEL. AS YOU
LOCATE A CORRECT NUMBER, THE GREEN LIGHT ON THE PANEL FLASHES.
NOTE THE NUMBERS
AND THEN TRY TO ESTABLISH THE THREE OTHER FIGURES NEEDED TO
COMPLETE THE CODE.
ONCE YOU HAVE ALL FOUR FIGURES PRESS THE ENTER KEY ON THE CONTROL
PANEL. IF YOU
HAVE ENTERED THE NUMBERS IN THE CORRECT SEQUENCE, THE DOOR WILL
OPEN, IF NOT
YOU WILL HAVE TO TRY ENTERING THE NUMBERS IN DIFFERENT
COMBINATIONS UNTIL THEY
ARE CORRECT.

THE ALTERNATIVE TO OPENING DOORS `MANUALLY` IS TO USE AN
ELECTRONIC LOCK PICK.
THESE CAN BE EITHER PURCHASED AT THE START OR COLLECTED AS YOU
PROGRESS THROUGH
THE GAME. TO USE IT CLICK ON THE POCKET IT IS STORED IN. IT WILL
NOW APPEAR IN
THE VIEW SCREEN. CLICK ON MANIPULATE AND THE LOCK PICK WILL START
TO DECODE THE
COMBINATION. IT WILL ELIMINATE WRONG NUMBERS BY LEARNING FROM ITS
MISTAKES.
ONCE IT HAS COMPLETED ITS DECODING. YOU WILL HAVE APPROX 5
SECONDS TO NOTE THE
NUMBER FOR FUTURE REFERENCE. YOU WILL NOW BE TO ADVANCE THROUGH
THE DOOR. YOU
CAN ONLY USE THE ELECTRONIC LOCK PICK WHEN YOU HAVE A FULL SCREEN
IMAGE OF THE
CONTROL PANEL.

ELEVATORS:
ELEVATORS ARE THE ONLY WAY TO MOVE BETWEEN LEVELS.THERE ARE TWO
CONTROL PANELS
WHICH RELATE TO ELEVATORS.THE SMALL PANEL OUTSIDE AN ELEVATOR
SHOWS THE FLOOR
IT IS ON.PRESS THE ARROW SHAPED BUTTON AND THE ELEVATOR WILL BE
CALLED. WHEN IT
ARRIVES YOU HAVE 5 SECONDS TO ENTER THE OPEN DOOR.INSIDE IS A
CONTROL
COLUMN.WALK UP TO IT AND CLICK THE LOOK BUTTON.MANIPULATE THE
RESULTING KEYPAD
TO SEE A FULL SCREEN PICTURE OF THE CONTROL PAD.KEY PRESSES WILL
NOT BE
ACCEPTED UNTIL YOU HAVE INSERTED YOUR SMART CARD.TO DO THIS FIND
WHICH POCKET
IT IS IN,LOOK AT IT AND CLICK THE MANIPULATE BUTTON.THE CARD WILL
NOW APPEAR IN
THE SLOT.THE ARRANGEMENT OF BUTTONS ON THE CONTROL PANEL ALLOWS
YOU TO GO TO
ANY FLOOR IN THE BUILDING.TO SELECT A FLOOR JUST PPIONT TO ITS
NUMBER AND
CLICK.IF YOU HAVE SECURITY CLEARENCE FOTR THAT LEVEL A GREEN
LIGHT WILL COME ON
AND THE LIFT WILL START TO MOVE.IF YOU DONT HAVE CLEARANCE
NOTHING WILL HAPPEN
AND YOU WILL HAVE TO PRESS ANOTHER NUMBER.THE PANEL DISPLAYS THE
LEVEL YOU ARE
ON IN THE TOP RIGHT AND THE LEVEL YOU ARE GOING TO IN THE TOP
LEFT. WHEN THE
ELEVATOR HAS REACHED ITS DESTINATION THE CONTROL PAD WILL
DISAPPEAR AND YOUR
SMART CARD WILL AUTOMATICALLY BE RETURNED TO YOU.

AIRLOCKS:
THE WAREHOUSE, CAR PARK, AND GROUND FLOOR ARE SEPARATED BY
SECURITY LOCKS
NICKNAMED 'AIRLOCKS'.THE CONTROL PADS FOR THESE ARE SIMILAR TO
THE LOCKED DOOR
CONTROL PAD.FIRST INSERT YOUR SMART CARD AND THEN ENTER THE FOUR
FIGURE CODE IN
THE SAME WAYAS YOU WOULD WITH A NORMAL DOOR.WHEN THE CODE HAS
BEEN CORRECTLY
ENTERED THE SMALL LIGHT WILL COME ON.NOW PRESS THE YELLOW BUTTON
TO OPEN THE
DOOR.YOUR SMART CARD WILL AUTOMATICALLY BE RETURNED TO YOU.

TERMINALS:
COMPUTER TERMINALS ARE A RARE FIND.THEY ARE SIMILAR TO THE
ELEVATOR CONTROL
COLUMN.WALK UP TO THE COLUMN AND LOOK AT IT.WHEN THE PICTURE OF A
MONITOR
SCREEN APPEARS IN THE LOOK WINDOW,CLICK ON THE MANIPULATE
BUTTON.COMPUTER
TERMINALS OFFER A WIDE VARIETY OF FACILITIES INCLUDING INCREASING
YOUR SECURITY
CLEARENCE TO ALLOW YOU ACCES TO MORE LEVELS OF THE BUILDING.
NOTE:IF YOU DECIDE NOT TO USE ANY OF THE ABOVE ITEMS WHILE THEY
ARE DISPLAYED
FULL SCREEN,JUST CLICK ON THE RIGHT MOUSE BUTTON TO GO BACK TO
THE ORIGINAL
SCREEN.

POWER:YOUR PERSONAL ENERGY IS DISPLAYED AS A HORIZONTAL BAR
BENEATH THE DAMAGE
FIGURE.THIS ENERGY IS BEING CONSTANTLY DEPLETED.IF YOU BECOME
ENCUMBERED BY
CARRYING TOO MUCH EQUIPMENT YOU WILL USE POWER TWICE AS FAST AS
YOU NORMALLY
DO.ENERGY IS REWPLENISHED BY DRINKING GLUCOSE COMPOUND FROM THE
DRINKING BOTTLE
AND BY SLEEPING.IN AN EMERGENCY MANIPULATING THE MEDI-KIT WILL
ADMINISTER A
STIMULANT WHICH WILL RAISE YOUR ENERGY TO HALF ITS NORMAL
LEVEL.TOO FREQUENT
USE OF THIS STIMULANT COULD PERMANENTLY REDUCE YOUR ENDURANCE
RATING AND THIS
IN TURN WILL REDUCE YOUR ENCUMBRANCE RATING.

MANY ITEMS OF EQUIMENT REQUIRE POWER TO FUNCTION.YOUR SUIT CAN
CARRY A CHARGE
FOR THIS JUST PURPOSE.THE LEVEL OF CHARGE REMAINING IN YOUR SUIT
IS DISPLAYED
AS A HORIZONTAL BAR BENEATH THE EQUIPMENT FIGURE.TO RECHARGE YOUR
SUIT FIND A
TERMINAL(A MONITOR SCREEN-EACH LEVEL CONTAINS AT LEAST ONE!).
WHEN YOU FIND ONE
MANIPULATE IT AND IT WILL BECOME A FULL SCREEN IMAGE.POINT AND
CLICK ON THE
POWER BUTTON ON THE TEMINAL TO ACTIVATE IT.FIND YOUR SMART CARD
AND MANIPULATE
IT 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
'BURST
CHARGED'IN A FRACTION OF A SECOND.

TO CHARGE AN OBJECT,LOOK AT IT AND THEN MANIPULATE IT AND IT WILL
BECOME A FULL
SCREEN IMAGE.NOW LOOK AT AND MANIPULATE YOUR POWER LEAD. THIS
PLUGS INTO THE
POWER SOCKET ON THE OBJECT WHICH IS THEN 'BURST CHARGED'.IF YOU
CHARGE UP A
DAMAGED GUN,IT MAY EXPLODE.

SOME EQUIPMENT WILL CONSTANTLY DRAIN YOUR SUITS POWRE. THIS
INCLUDES THE MOST
POWERFUL ARMOUR, THE JETPACK (WHEN IN USE) AND THE VISION
ENHANCING VISOR(WHEN
IN USE) THE BUILDINGS POWER CAN BE INTERRUPTED AT THE FUSE BOX,
EACH FUSE
RELATES TO A LEVEL OF THE BUILDING INCLUDING THE WAREHOUSE. THERE
IS NO FUSE
FOR THE CAR PARK. BY LOOKING AT THE FUSE BOX AND MANIPULATING IT,
IT BECOMES
A FULL SCREEN IMAGE. POINT AND CLICK ON THE BUTTON UNDER A USE TO
CUT THE POWER
TO THAT LEVEL. THE FUSES ARE NOT MARKED BUT THEY LAID OUT IN A
LOGICAL MANNER
AND A LITTLE EXPERIMENATION SHOULD REVEAL WHICH IS WHICH. A FUSE
WHICH HAS BEEN
REMOVED IN THIS WAY CAN BE REPLACED LATER ON BY THE GUARD OR
PLAYER. USE THE
BOMB OR GRENADE TO PERMANTLY CUT THE POWER TO THE WHOLE BUILDING.
WHEN THE
POWER IS CUT TO A LEVEL, ALL LIGHTS GO OUT, ROBOT GUARDS CAN
STILL SEE BECAUSE
OF THEIR VISION ENHANCED SYSTEMS. THE OTHER CREATURES ARE
EFFECTIVELY BLINDED
UNTIL THE POWER IS RESTORED. THE PLAYER CAN USE ENHANCED VISION
IF THE VISOR
IS WORN(ANDROIDS ARE FITTED WITH THIS AS STANDARD) CUTTING THE
POWER ALSO
DISABLES DOORS AND TERMINALS.

SECURITY;

CAMERAS;--SECURITY CAMERAS ARE MOUNTED ON THE CEILING AND ROTATE
AT REGULAR
INTERVALS. IF THE PLAYER IS DETECTED BY ONE, THE ALARMS ARE
TRIGGERED. THE
CAMERAS HAVE A LIMITED RANGE THOUGH, DESTRUCTION OF AN ALARM
TRIGGER DOES NOT
SET OFF THE ALARMS.

INFRA RED BEAMS;

BEAM PROJECTORS ARE SMALL METAL OBJECTS STANDING ON THE FLOOR.
THEY ARE EASILY
RECONGNISED BY NTHEIR SINGLE LARGE LENS, WALKING IN FRONT OF THIS
LENS WILL
BREAK THE BEAM AND TRIGGER THE ALARM. LIKE THE CAMERA, THESE CAN
BE SHOT FROM A
DISTANCE. THE PROJECTORS ARE NORMALLY DIFFICULT TO SEE BECAUSE
THEY ARE HIDDEN
IN ALCOVES. BUT THE INFRA RED MODE ON THE VISOR WILL ALLOW YOU TO
DETECT THE
BEAM ITSELF. IT IS POSSIBLE, ALTHOUGH BY NO MEANS EASY, TO JUMP
OVER THE
INFRA-RED BEAM AND AVOID TRIGGERING THE ALARM. TO DO THIS, BACK
AS FAR AWAY
FROM THE PROJECTOR AS POSSIBLE, RUN TOWARDS IT AT TOP SPEED AND
CLICK ON THE
UP/JUMP BUTTON. THIS TAKES PRACTISE!!.

PRESSURE PADS;

PRESSURE PADS APPEAR AS SLIGHTLY DISCOLOURED TILES ON THE FLOOR,
THEY CANNOT BE
SHOT. ONCE SPOTTED THEY SHOULD BE AVOIDED, BECAUSE STEPPING ON
ONE ACTIVATES
THE ALARM.

ALARMS;

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,
SHOOTING THE ALARM LIGHTS IS A WASTE OF TIME AND ENERGY.

GAS;

THE BAD NEWS IS THAT TRANQUILLISER GAS GAS IS PUMPED INTO THE
AIR, IF YOU HAVE
A GAS MASK PUT IT ONTO YOUR HEAD BOX. A SMALL FACE MASK IS THE
NEXT BEST
PROTECTION. NOTE THAT THE GAS MASK CANNOT BE WORN WITH THE VISION
ENHANCING
VISOR..IF YOU HAVE NO GAS MASK, MOVE FAR AWAY FROM THE SOUND OF
GAS AS
POSSIBLE.THIS COULD MINIMISE THE EFFECT. IF THE GAS DOES AECT
YOU, YOU WILL
SLOW DOWN AND YOUR VISION WILL BECOME DARK. USING THE MEDI-KIT
WILL INJECT A
FAST ACTING ANTIDOTE.

DOORS;
                               
WHEN THE ALARM GOES OFF,ALL DOORS WITH A KEYPAD ARE LOCKED AND
CANNOT BE
OPENED, AUTOMATIC DOORS STILL FUNCTION.

CAPTURE;

IF YOU FAINT FROM EXHAUSTION, RUN OUT OF POWER(ANDROID OR SUPREME
ARMOUR) ARE
OVERCOME BY GAS OR ARE DAMAGED TO SUCH AN EXTENT THAT YOU BLACK
OUT, YOU WILL
BE CAPTURED AND PLACED IN A SECURED CELL. ONCE YOU HAVE
RECOVERED, SURVEY THE
SURROUNDINGS AS THERE IS ALWAYS AN ESCAPE ROUTE. YOUR EQUIPMENT
WILL BE INTACT
ALTHOUGH YOUR GUN(S) WILL HAVE BEEN REMOVED. IF YOU DO NOT HAVE
ENOUGH ENERGY
OR EQUIPMENT TO ESCAPE, UCC WILL DISPOSE OF YOU IN SUCH A WAY AS
TO LEAVE ANY
EVIDENCE THAT YOU WERE EVER THERE!!!

ESCAPE;

WHEN YOU AWAKE IN THE CELL, THERE IS ALWAYS A WAY TO ESCAPE.
CHECK ,WHAT
EQUIPMENT YOU HAVE LEFT. WHEN YOU DO ESCAPE YOU WILL HAVE TO FIND
OUT WERE YOU
ARE, TRY TO FIND A WEAPON AS SOON AS POSSIBLE BECAUSE YOU COULD
BECOME
VULNERABLE TO ATTACK.

LAODING AND SAVING GAMES;

TO LOAD A SAVED GAME, LOOK AT THE CONTENTS OF THE BELT POCKET.
ITEMS IN THIS
POCKET CANNOT BE DROPPED OR REMOVED. YOU WILL SEE THE POWER LEAD.
POINT AND
CLICK ON THE CYCLE BUTTON(BUTTON MARKED WITH AN ARROW IN THE
BOTTOM RIGHT
CORNER OF THE LOOK WINDOW) YOU SHOULD NOW SEE A PICTURE OF A
FLOPPY DISK. CLICK
ON THE MANIPULATE BUTTON AND YOU WILL BE PRESENTED WITH A MENU OF
OPTIONS.
THESE INCLUDE LOADING A PREVIOUSLY SAVED GAME AND SAVING YOUR
EXISTING GAME.
USE THE MOUSE POINTER TO POINT AT THE OPTION YOU WISH TO CHOOSE
AND CLICK THE
LEFT MOUSE BUTTON. IF YOU DONOT WISH TO LOAD OR SAVE A GAME,
CLICK THE RIGHT
MOUSE BUTTON. WHEN YOU HAVE MADE YOUR SELECTION, YOU WILL BE
ASKED TO INSERT
YOUR SAVE-GAME DISK..REMEMBER NEVER SAVE A GAME ONTO YOUR GAME
DISK!!.

AT THE START OF THE GAME YOU WILL BE GIVEN THE OPTION OF LOADING
A SAVED GAME.
THIS ALLOWS YOU TO BYPASS THE CHARACTER SELECTION PART OF THE
GAME AND RESUME
PLAYING WERE YOU LEFT OFF.

HINTS;

A) DONT RUSH AROUND. IT IS BETTER NOT TO TRIGGER ALARMS. THIS IS
ACHIEVED MORE
EASILY IF YOU ARE CAREFUL.

B) SHOOT CAMERAS AND PROJECTORS FROM A DISTANCE

C) IF YOU ARE GETTING LOW ON ENERGY OR POWER. DONT WAIT UNTIL THE
LAST MINUTE
BEFORE RECHARGING, SOMETHING MIGHT ATTACK YOU AND YOU MAY NOT
HAVE THE
OPPORTUNITY TO RE-CHARGE.

D) USE THE JETPACK, VISOR, AND BACKPACK COMPUTER SPARINGLY. THEY
USE POWER ALL
THE TIME THEY ARE IN USE.

E) LEARN TO USE YOUR PSYCHIC POWERS. SOMETHING BRINGS UP THE
SELECTION MENU,
TRY TO FIND OUT WHAT IT IS

F) USE EXPLOSEIVES SPARINGLY.

G) EXAMINE HOLOGRAMS VERY CAREFULLY

H) FIGHT WITH YOUR BACK TO A WALL

I) TRY KEEP AN ESCAPE ROUTE CLEAR. YOU`LL NEVER KNOW WHEN YOU
NEED TO RUN LIKE
CRAZY!!!

GLOSSARY;

LOOK AT;--POINT AT THE POCKET THAT THE OBJECT IS IN AND CLICK ON
THE LEFT MOUSE
BUTTON. A PICTURE OF THE OBJECT WILL NOW APPEAR IN THE WINDOW.

LOOK AROUND;--FOR OBJECTS NOT ON YOUR PERSON, CLICK ON THE BUTTON
MARKED WITH
AN EYE, AS YOU WALK WITHIN REACH OF SOMETHING YOU CAN MANIPULATE,
A SMALL IMAGE
OF IT WILL APPEAR IN THE LOOK WINDOW.

MANIPULATE;--USE FOR THE INTERACTION WITH AN OBJECT, IN GENERAL,
CLICKING ON
THIS WILL CAUSE AN ITEM TO PERFORM ITS TASK..IE CLICK ON THE LOCK
PICK AND IT
UNLOCKS A DOOR..CLICK ON MEDI-KIT AND IT INJECTS AN ANTIDOTE.

ATTACK;---MOVING THE POINTER INTO THE VIEW WINDOW CHANGES IT TO A
CROSS HAIR,
PRESSING THE MOUSE BUTTON NOW ATTACKS..IF YOU ARE HOLDING A
WORKING GUN IT WILL
FIRE..IF NOT YOU WILL PUNCH.


EQUIPMENT LIST;

BACKPACK COMPUTER;--THIS PORTABLE COMPUTER IS NOT AS PORTABLE AS
THE NAME
SUGGESTS..IT IS A HEAVY ITEM WHICH PROVIDES ONLY ONE SERVICE..IT
CAN PRODUCE A
HEAD UP DISPLAY MAP, LOOK AT THE COMPUTER AND MANIPULATE TO TURN
IT ON. THE MAP
APPEARS IN THE BOOTOM LEFT OF YOUR VIEW WINDOW AND SCROLLS AS YOU
MOVE. YOU ARE
SHOWN ON THE MAP AS A WHITE DOT. WHEN THE MAP IS DISPLAYED YOU
ARE DRAWING
POWER FROM YOUR SUIT. USE THIS MAP IN CONJUNCTION WITH THE WRIST
COMPASS TO
PLAN YOUR MOVES.

BOMBS;

A BOMB IS SIMILAR EECT TO A GRENADE BUT IT WILL ALSO DESTROY
WALLS. TO USE THIS
ITEM LOOK AT IT AND MANIPULATE IT. YOU WILL SEE A FULL SCREEN
IMAGE OF THE
TIMER CONTROL, CLICK ON THE FUSE TIME AND THEN CLICK ON THE
BUTTON MARKED ENTER
THE MAXIMUM TIME YOU CAN PRPEARE IS 99 GAME MINUTES. WHEN THE
TIME HAS BEEN
ENTERED, THE LIGHT COMES ON. TO START THE COUNTDOWN CLICK ON THE
RED BUTTON.
THE FULL SCREEN IMAGE DISAPPEARS AND YOU SHOULD CLICK ON THE DROP
ARROW BEFORE
RUNNING AWAY.

COMPASS;

A SMALL COMPASS IS CARRIED ON YOUR WRIST THROUGHOUT THE
GAME..SIMPLY LOOK AT
YOUR WRIST POCKET AND IT WILL BE DISPALYED IN YOUR LOOK WINDOW.
THE COMPASS
USES NO ENERY USE IT IN CONJUNCTION WITH THE MAP(SE BACKPACK) TO
PLAN YOUR
MOVEMENTS.

DISRUPTER;

THIS IS FLEXIBLE NON CONDUCTIVE SHEET WOVEN FROM CERAMIC FIBRES,
SEVERAL
HUNDRED MICRO BATTERIES ARE BUILT IN AND CIRCUIT IS PRINTED ONTO
THE MATERIAL
WITH SEVERAL CONTACT POINTS AT THE SURACE..MANIPULATING THIS
SHEET LAYS IT ON
THE FLOOR AT YOUR EET. THIS MATERIAL IS INVISIBLE TO ROBOTS
VISION SYSTEMS. IF
A ROBOT IS LURED OVER THIS SHEET IT WILL COMPLETE THE CIRCUIT AND
BURN OUT.
ONLY THE LARGEST OF ROBOTS CAN SURVIVE THIS TREATMENT.THIS
EQUIPMENT IS
PERFECTLY HARMLESS TO ORCANIC CREATURES BUT CANNOT BE USED BY
ANDROIDS.

DRINK;

USE OF THIS ITEM GIVES HUMAN CHARACTERS AN ENERGY BOOST. THIS IS
NOT EFFECTIVE
AS THE MEDI-KIT STIMULANT BUT HAS NO HARMFUL SIDE EFFECTS...THE
DRINK DISPENSER
REQUIRES SMALL REFILL PACKS OF GLUCOSE RICH FLUID. THESE ARE TO
CONCENTRATED TO
DRINK BUT COME WITH A SMALL MEASURED QUANTITY OF WATER WHICH IS
MIXED CORRECTLY
IN THE DISPENSER.

ELECTRONICS KIT;

THIS KIT REPAIRS PHYSICAL DAMAGE TO ANDROID CHARACTERS IT CAN
ONLY BE USED
ONCE. THE QUANTITY OF DAMAGE RESTORED DEPENDS ON THE CHARACTERS
ELECTRONICS
SKILL..HUMAN CHARACTERS WITH BIONIC LIMBS NEED THIS KIT TO REPAIR
MECHANICAL
LIMBS.

FACE MASK;

THIS IS A SMALL MASK WHICH OFFERS PARTIAL PROTECTION AGAINST GAS
ATTACKS..INCLUDING TRANQUILISER GAS IN THE BUILDING..THIS MASK
CAN BE USED
INDEFINATELY BUT YOU CANNOT WEAR YOU VISOR AT THE SAME TIME.

FIRST AID KIT;

THIS KIT PHYSICAL DAMAGE TO HUMAN CHARACTERS..IT CAN ONLY BE USED
ONCE..THE
QUANTITY OF DAMAGED RESTORED DEPENDS ON THE CHARACTERS MEDICAL
SKILL.

GAS MASK;

THIS IS A FULL FACE MASK WHICH OFFERS TOTAL PROTECTION AGAINST
GAS ATTACKS
INCLUDING THE TRANQUILLISER GAS IN THE BUILDING, SAME AS THE FACE
MASK..ITS
INDEFINATE BUT CAN`T BE WORN WITH THE VISOR.


GRENADES;

THERE ARE 2 TYPES OF GRENADES AVAILABLE;

1) THE STUN GRENADE;--THE EFFECT OF THIS IS NOT TO DAMAGE, BUT TO
STUN..THIS IS
A TEMPORARY EECT..IT PROJECTS BRIGHT LIGHT IN ALL DIRECTIONS ON
IMPACT..ONLY
ROBOTS ARE IMMUNE TO ITS EFECT.

2) THE EXPLOSIVE GRENADE;--GRENADE EXPLOSIONS WILL DESTROY
LIGHTS, DOORS AND
OBJECTS BUT NOT WALLS..IT WILL ALSO DAMAGE OR KILL BOTH CREATURES
AND ROBOTS.

GUNS;

THERE ARE 5 DIFFERENT TYPE OF GUNS AVAILABLE, EACH IS A DIFFERENT
WEIGHT, BULK
AND PRICE. THE GREATER THE PRICE THE MORE POWERFUL THE GUN..THE
GUARDS IN THE
BUILDING USE THE CHEAPEST GUNS AVAIOLABLE, ALL OF THE GUNS ARE
ENERGY WEAPONS
AND NOT PROJECTUYLE WEAPONS.

HOLOGRAMS:
THESE ITEMS ARE OF NO USE INDIVIDUALLY.USED IN CONJUNCTION WITH
THE SCANMAN
THEY GIVE YOU A THREE DIMENSIONAL VIEW OF PART OF THE
BUILDING.EXAMINE THESE
PICTURES CAREFULLY AS THEY COULD HOLD USEFUL INFORMATION.

JET PACK:
THIS PIECE OF EQUIPMENT IS FAIRLY HEAVY AND USES A LOT OF
POWER.LOOK AT IT AND
MANIPULATE IT(WHILST WEARING IT) TO TURN IT ON.USE THE JUMP AND
CROUCH BUTTONS
TO FLY AND LAND.THIS ITEM ONLY CONSUMES POWER WHILST IN
FLIGHT.REMEMBER THAT
DOORS WHICH OPEN AUTOMATICALLY RELY ON A PRESSURE PAD WORK AND
SHOULD BE
APPROACHED ON FOOT OR THEY WILL STAY SHUT.

LOCK PICK(ELECTRONIC):
THIS ITEM IS TO BE USED ON ON THE CONTROL PAD OF A DOOR OR
AIRLOCK.IT OVERRIDES
THE KEYPAD AND WORKS OUT THE CODE BY TRIAL AND ERROR.WHEN IT HAS
FOUND THE
CODE IT WILL BE DISPLAYED FOR A SHORT TIME BEFORE THE DOOR IS
OPENED.TAKE THIS
OPPORTUNITY TO WRITE THE NUMBER DOWN.THE LOCK PICK IS SLOW BUT
QUICKER THAN YOU
COULD DO YOURSELF.TYPING IN A KNOWN CODE IS THE EASIEST WAY.

MEDI KIT:
THIS IS A SMALL ITEM WHICH WILL AUTOMATICALLY ADMINISTER THE
ANTIDOTE TO MOST
POISONS OR DRUGS.IT WILL ALSO ADMINISTER A STIMUALANT IF
EXHAUSTION IS
SENSED.USING THIS ITEM SEVERAL TIMES IN A ROW CAN PERMANENTLY
REDUCE YOUR
ENDURANCE RATING BY ONE POINT.REMEMBER THAT YOUR ENDURANCE RATING
CAN AFFECT
YOUR ENCUMBANCE LEVEL.REPLACEMENT CHEMICALS FOR THE KIT CAN BE
FOUND ABOUT THE
BUILDING.

PSI ENHANCING DRUGS:
THESE TABLETS FOUND IN THE BUILDING ARE AN OLD UCC PRODUCT WHICH
HAS NOW BEEN
WITHDRAWN FROM SALE.THE DRUGS ENHANCE LATENT PSYCHIC POWER IN THE
USER FOR A
SHORT PERIOD.TTHEY HAVE THE SIDE EFECT OF REDUCING THE USERS
DEXTERITY OR
ENDURANCE.

PSI EYE:
THIS IS A HEADBAND WHICH IS DECORATED WITH A PAINTED EYE.THE
ELECTRONIC
COMPONENTS ARE A NEW UCC INVENTION WHICH AMPLIY LATENT PSYCHIC
POWER.SIMPLY
WEAR THIS ITEM AND ALL PSYCHIC ACTIONS WILL BE MORE POWERFUL.

SCANMAN:
THIS ITEM IS USED TO VIEW AND EXAMINE HOLOGRAMS.IT MAY NEED TO BE
RECHARGED
BEORE USE.TO USE THIS ITEM LOOK AT IT AND MANIPULATE IT TO GET A
FULL SCREEN
IMAGE.NOW LOOK AT THE HOLOGRAM AND MANIPULATE THAT.IF THE SCANMAN
IS POWERED UP
THE HOLOGRAM WILL BE DISPLAYED IN THE LARGE CENTRAL WINDOW.
POINT AND CLICK ON THE TWO BUTTONS BELOW THE VIEWING WINDOW TO
TILT YOUR VIEW
LET OR RIGHT.THE GREEN BUTTON RECENTRES YOUR VIEWPOINT. THE
ROCKER SWITCH AT
THE RIGHT OF THE WINDOW CONTROLS THE IMAGE BRIGHTNESS. SOME
HOLOGRAMS MAY BE
OVER OR UNDER EXPOSED AND ADJUSTING THIS CONTROL COULD REVEAL
SOMETHING WHICH
WAS PREVIUOSLY HIDDEN.

SMART CARD;

EVERYONE CARRIES AN I.D SMART CARD..YOUR CARD CARRIES INFO ABIOUT
YOU SUCH AS
YOUR NAME,APPEARNCE,AND SECURITY CLEARENCE. USE THE COMPUTER
TERMINALS TO
INCREASE YOUR SECURITY CLEARENCE LEVEL. THE CHARACTERS SMART CARD
IS DISPLAYED
AT THE BOTTOM LEFT OF THE DISPLAY. THE NUMBERS REPRESENT
STRENGHT..DEXTERITY..ENDURANCE..INTELLIGENCE..AND MOVEMENT IN
THAT ORDER

VISION ENHANCING VISOR;

THIS EQUIPMENT ALLOWS SEVERAL ENHANCEMENTS TO NORMAL VISION..USE
THE MANIPULATE
KEYS WHILST WEARING THE GOGGLES TO SELECT YOUR CHOSEN VISION
SYSTEM.

INFRA RED VISION---LETS YOU DETECT THE INFRA RED ALARM
BEAMS..WHICH ARE SPREAD
THROUGH OUT THE BUILDING. REMEMBER HOWEVER THAT WHILST USING THIS
FACILITY IT
WILL CONSTANTLY USE MORE POWER THAN NORMAL VISION.

IMAGE INTENSIFIED VISION---WILL ENHANCE YOUR ABILITY TO PICK OUT
FEATURES NOT
NORMALLY VISIBLE WITH THE NAKED EYE.

THERMAL VISION;---FOR USE WHEN YOU HAVE CUT OF THE POWER SUPPLY
TO AN ENTIRE
FLOOR OR THE WHOLE BUILDING, IT AFFORDS YOU THE ABILITY TO LOCATE
EXACT WHERE
ABOUTS OF DROIDS/ROBOTS/AND OTHER FEATURES INDISTINGUISHABLE IN
THE DARK.

WRIST WATCH;

A DIGITAL WATCH IS CARRIED THROUGHOUT THE GAME..SIMPLY LOOK AT IT
AND IT WILL
BE DISPLAYED IN YOUR LOOK WINDOW. THE WATCH USES NO ENERGY, NOTE
THAT TIME
WITHIN THE GAME RUNS FASTER THAN REAL TIME.

PSIONICS;

PHYSIC POWERS ARE ONLY AVAILABLE TO HUMAN CHARACTERS..THE
PSIONICS RATINGS ON
THE CHARACTER SELECTION SCREEN SHOWS HOW POWERFUL EACH AGENT IS
IN THIS AREA.

IE..... PSI EYE..AND PSI ENHANCING DRUGS ARE USED TO AID
PSIONICS...

LEVITATION;

THIS IS SIMILAR TO THE USE OF THE JET PACK, AND IS CONTROLLED IN
THE SAME
WAY..IT TOO AFFORDS YOU THE ABILITY TO MOVE `OFF` THE GROUND.

CLAIRVOYANCE;

THIS ABILITY ALLOWS THE CASTER TO SEE WHATS HAPPENING AT A
DISTANCE..WHAT
HAPPENS IS THE SPIRIT LEAVES THE BODY AND CAN WANDER AT WILL
THROUGH DOORS AND
WALLS..THE SPIRIT CAN ONLY WATCH..IT CANNOT MANIPULATE ITEMS OR
BE `DETECTED`.

HEAL;

THIS EFECT REPAIRS THE CELLS IN THE BODY AND ALSO REPAIRS DAMAGE
TO EQUIPMENT
AND ARMOUR WHICH IS WORN.

DENSITY;

THE ABILITY TO INCREASE ONE`S MOLECULAR DENSITY WILL, FOR THE
DURATION OF THE
`SPELL` IMPROVE THE CHARACTERS ARMOUR.

MIND BLAST;

CREATING THIS EFFECT CAUSES A MASSIVE POWER SURGE TO AFFECT
CREATURES NEARBY.
ORGANIC CREATURES ARE KILLED INSTANTLY ..THE MECHANICAL OBJECTS
CAN SUSTAIN A
LARGE AMOUNT OF DAMAGE WHICH MAY OR MAY NOT DESTROY THEM.

PSIONIC EFFECTS USE ALL OF THE AVAILABLE PSYCHIC POWER EXCEPT FOR
LEVITATION
WHICH, LIKE THE JETPACK BURNS POWER ONLY WHILE THE CHARACTER IS
OFF THE GROUND.