BAT II DOCS ----------- THE CREATION OF AN AGENT ------------------------ YOU CAN EITHER CHOOSE A PRE-DEFINED AGENT(CLICK INITIALLY ON THE `GAME` MENU WITH THE RHMB.THEN ON THE LHMB,OR CREATE YOUR OWN AGENT(CHOOSE THE `CREATE` OPTION AND CLICK ON THE LHMB. A MENU OF AGENTS WILL APPEAR AT THE BEGINNING OF THE CREATION PROCESS AND VARIOUS OPTIONS WILL LET YOU EITHER CREATE AN ENTIRELY NEW AGENT OR PLAY WITH AN AGENT THAT WAS ALREADY CREATED. A STANDARD PRESENATTION SCREEN WILL APPEAR IF NO ACTION IS TAKEN. PLAYING WITH AN AGENT --------------------- TO PLAY WITH AN AGENT,CLICK ON THE NAME OF THE DESIRED AGENT IN THE MENU. CREATING YOUR AGENT ------------------- WHEN YOU SELECT THE OPTION `CREATE AN AGENT` A NEW SCREEN APPEARS THAT PRESENTS SEVERAL BAR GRAPHS(THE AGENTS CHARACTERISTICS) A DESCRIPTION OF THE BODY SELECTED AND A MODEL 3D HEAD THAT REFLECTS THE AGENTS PROFILE(OVERLY LARGE HEAD FOR AN INTELLIGENT AGENT,LARGE JAW AND HIGH CHEECK BONES FOR A STRONG AGENT ECT..) THE B.A.T FILE CONTAINS A LARGE DATA BANK OF AGENTS.FIND ONE THAT YOU DESIRE THE MOST. TO DO THIS.CLICK DIRECTLY ON THE BARGRAPH AT THE DESIRED LEVEL.REPEAT THIS OPERATION FOR EACH CHARACTERISTIC. IF YOU HAVE NO IDEA WHAT 9OR WHOM) TO CHOOSE,SELECT THE OPTION `NEXT` THIS WILL DISPLAY ALL AGENTS IN THE DATA BANK ON THE SCREEN ONE BY ONE. WHEN YOU HAVE FOUND A BODY FOR YOUR AGENT,SELECT THE OPTION `OK` A NEW SCREEN WILL APPEAR WHICH WILL ALLOW YOU TO TRAIN AND CONDITION YOUR AGENT. ------------------------------------------------------ TRAINING YOUR AGENT ------------------- THIS PHASE ALLOWS YOU TO HONE YOUR AGENT IN CERATAIN,SPECIFIC AREAS. YOU HAVE 8 WEEKS AT YOUR DISPOSAL OR THIS TRAINING.YOU MUST DIVIDE THE TIME UP FOR VARIOUS TYPES OF TRAINING. PHYSICAL; TRAINING, THIS WILL AUGMENT THE STRENGTH AND VITATILTY OF YOUR AGENT INTELLECTUAL; TRAINING, INTENSIVE TRAINING IN THIS AREA WILL GIVE YOUR AGENT A BETTER UNDERSTANDING OF LANGUAGES,THE ABILITY TO SPEAK LANGUAGES BETTER,AND VARIOUS SCIENTIFIC COMPETENCES.THIS TRAINING WILL AUGMENT THE INTELLECTUAL CAPABILTIES AND THE CHARISMA OF YOUR AGENT. SENSORY; TRAINING, COMPLETE CONTROL OF THE SENSES IS INDESPENSABLE FOR ALL B.A.T AGENTS.TRAINING IN THIS DISCIPLINE WILL IMPROVE THE REFLEXES AND PERCEPTION OF AN AGENT. PSYCHOLOGICAL; TRAINING, THIS TYPE OF TRAINING WILL ALLOW YOUR AGENT MORE JUDICIOUSLY MANIPULATE OTHER PEOPLE AND TO BETTER INTERGRATE HIMSELF IN VARIOUS SITUATIONS AND PLACES. THIS TRAINING WILL ALSO INCREASE YOUR AGENTS CHARISMA SELF CONTROL;THIS TRAINING INCREASES YOUR AGENTS CAPACITY TO CONTROL HIS ACTIONS,AND BETTER KNOW HIS LIMITATIONS. A MINIMAL AMOUNT OF TRAINING IS NECESSARY TO TAP ALL THE POTENTIAL OF THE B.O.B REFLEXES AND VITATILTY ARE ALSO FAVOURABLY INFLUENCED BY THIS TRAINING. WEAPONS; TRAINING, DURING THIS PHASE OF TRAINING YOUR AGENT WILL BE TRAINED IN METHODS OF COMBAT(GUNS,SELF-DEFENCE ECT) THEREBY IMPROVING HIS APTITUDE FOR SHOOTING INSTINCTIVELY AND SHOOTING PRECISION. SURVIVAL; TRAINING, THIS TRAINING IMPROVES YOUR AGENTS RESISTANCE TO HOSTILE ENVIROMENTS, THE GENRAL CONSTITUTION,STRENGTH,AND VITALITY OF YOUR AGENT WILL IMPROVE WITH THIS TRAINING. NOTE: TO TRAIN YOUR AGENT IN A SPECIFIC AREA, CLICK ON THE + KEY,LOCATED TO THE RIGHT OF THE NAME OF THE TRAINING. THE NUMBER NEXT TO THE KEY WILL INCREASE BY ONE UNIT. CLICK ON THE `-` KEY LOCATED TO THE LEFT OF THE NAME OF THE TRAINING TO DECREASE THE AMOUNT IN THIS AREA. WHEN YOUR 8 WEEKS ARE ALLOCATED,CLICK ON `OK` KEY; A NEW SCREEN WILL APPEAR SHOWING YOUR AGENTS NEW CHARACTERISTICS AFTER HIS TRAINING IS FINISHED. YOU WILL ALSO BE ABLE TO ENTER HIS CODENAME HERE WITH THE KEYBOARD. IF YOUR AGENT IS SATISFACTORY,SELECT THE `OK` OPTION, THIS WILL SAVE YOUR CHARACTER TO DISK,OTHERWISE CLICK ON THE `CANCEL` OPTION TO RETURN TO THE BEGINNING OF THE CREATION PROCESS... ------------------------------------------------------ DESCRIPTION OF AGENTS CHARACTERISTICS ------------------------------------- THESE NUMBERS DESCRIBE YOUR AGENT.THEY RANGE FROM 0-100(DO NOT HOPE FOR MORE DURING CREATION) BUT CAN PASS THE MAXIMUM DURING THE COURSE OF THE GAME(YOUR AGENT WILL THEN HAVE SUPER POWERS). THE FOLLOWING LIST DESCRIBES THE VARIOUS CHARACTERISTICS. STRENGTH; THIS REFLECTS THE PHYSICAL POTENTIAL OF YOUR AGENT.THE VALUE DETERMINED DURING CREATION CORRESPONDS TO THE MAXIMUM POSSIBLE VALUE FOR YOUR AGENTS STRENGTH(EXCEPT IN SPECIAL CONDITIONS) WHEN IN GOOD PHYSICAL CONDITION. A MINIMUM OF 70% IS RECOMMENDED. INTELLIGENCE; THIS REFLECTS YOUR AGENTS MENTAL CAPACITIES. INTELLIGENCE ENABLES YOUR AGENT TO SOLVE COMPLEX PROBLEMS.OR, FOR EXAMPLE,TO TAKE THE UPPER HAND DURING A CONVERSATION.WITH ANOTHER CHARACTER HAVING WEAKER MENTAL FACILITIES. A GENIUS IS DEFINED AS HAVING A VALUE OF 100 FOR INTELLIGENCE,WHEREAS HAVING A VALUE OF 0 WOULD BE FATAL (BRAIN DEAD). CHARISMA; IS YOUR AGENTS ABILITY TO BE ATTRACTIVE,WETHER THAT BE PHYSICAL OR MENTALLY IN NATURE. THIS CHARACTERISTIC CAN BE VERY USEFUL DURING A NEGOTIATION OR EVEN A FRIENDLY CHAT. THE MAX WILL GIVE YOUR AGENT A HYPNOTIC EFFECT ON OTHERS WHILE THE MIMIMUM WILL RENDER HIM OR HER INVISIBLE TO OTHER CHARACTERS. THE REST ;PERCEPTION.VITALITY,REFLEXES,EXPERIENCE ECT ARE BASICALLY THE SAME, THE HIGHER THE % THE BETTER. ANNEX 1; WEAPON CHARACTERISTICS ------------------------------- THE FOLLOWING IS A LIST OF THE PRINCIPAL WEAPONS THAT YOU CAN FIND IN ROMAII. * VOKTRASOF; A LIGHT, PEN LIKE WEAPON WHICH CAN BE CARRIED IN THE POCKET.NOT VERY POWERFUL,BUT EASY TO CONCEAL. * BECKMANN; A CLASSIC PHOTONIC BEAM WEAPON,HAVING AVERAGE POWER AND WEIGHING AROUND 2KG. * HASS 10; A MINI PISTOL SHAPED MISSILE LAUNCHER * GLADIUS; A LIGHT,CYLINDRICAL,HAND HELD WEAPON THAT EMITS SMALL PHOTONIC BEAMS, IT SERVES PRIMARILY AS A SELF DEFENSE WEAPON,BUT CAN BE VERY USEFUL IN DESPERATE SITUATIONS.ROMAII`S PRISON GUARDS CARRY WEAPONS,CALLED PAIN PROBES,THAT RESEMBLES A GLADIUS. * PILUM LASER; A SORT OF LASER-LAUNCHER;NOT VERY PRACTICAL,BUT RATHER POWERFUL.THESE WEPAONS ARE USED PRIMARILY BY THE CATAPHRACTAIRES OF THE VIA (VIA-EXPRESS POLICEMEN) THEY CAN CONTROL,AT A DISTANCE ANY WOULD BE RUFFIAN. * ASOA50; THE ASOA SYSTEM(AUTOMATIC SHOT BY OPTICAL ADJUSTMENT) IS MADE UP OF 2 PARTS,BOTH OF WHICH ARE LOCATED ON THE HANDLE. THE FIRST PART IS AN AIMING DEVICE THAT FIXES A LASER BEAM ON A TARGET.THE SECOND PART OF THE WEAPON EJECTS A `QUADRILLAGE` LASER WHEN THE TRIGGER IS PULLED. THIS LASER IS DESIGNED TO EMPRISON OR KILL THE AGGRESSOR,ALSO KNOWN AS A SLING SHOT LASER, THIS WEAPON IS THE FAVOURITE IF THE ROMAN POLICE. * PLASMATRON; AN EXTREMELY POWERFUL AND RELIABLE WEAPON * LASKOLT 45; RUN OF THE MILL LASER PISTOL. THE SUCCESSOR OF THE BECKMAN,IT IS THE WEAPON CHOICE FOR THUGS. * HASTA 2000; A HAND HELD SONIC CANNON.CAN BE CARRIED IN ONE HAND(CONTRAY TO THE MOZ OF B.A.T 1- BUT LESS POWERFUL) * HASTA 1000; THE MODEL JUST BENEATH THE HASTA 2000 ------------------------------------------------ NAME COEFF PERF MAX RANGE CARTRIDGE PRICE --------------------------------------------------------------------- VOKTRASOF 4 80 LP-12 150 BECKMANN 5 100 LP-57 390 HAAS 10 5 130 N-29 560 GLADIUS 3 70 LP-02 100 PILUM LASER 8 180 LP-110 800 ASOA 50 9 250 FILLUM 12 1300 PLASMATRON 9 90 PLAS-1 1200 LASKOLT 6 140 LP-45 400 HASTA 2000 7 220 K2 600 HASTA 1000 5 110 K1 400 --------------------------------------------------------------------- ANNEX 2; PROTECTION CHARACTERISTICS ----------------------------------- NAME COEFF EQUIP PRICE --------------------------------------------------------------------- FORCE FIELD 6 6 600 FORCE FIELD 8 8 800 FORCE FIELD 9 9 900 DEFLECTOR VEST 1 4 400 DEFLECTOR VEST 2 5 500 DEFLECTOR HELMET 4 300 DEFLECTOR COUDIERRES 3 200 DEFLECTOR LEGGINGS 2 150 PRISM ARMOUR 7 650 IONIC SCUTUM 9 850 --------------------------------------------------------------------- ANNEX 3; TABLE OF WEIGHT MEASUREMENTS ------------------------------------- NAME EQ. GRAMS --------------------------------------------------------- SUB DIVISIONS| UNCIA (OUNCE) = 1/2 POUND 27.25 | SEXTIANS = 2 OUNCES | QUADRANS = 3 OUNCES | TRIENS = 4 OUNCES | QUINCUX = 5 OUNCES | SEMIS = 6 OUNCES 163,50 GR | SEPTUNX = 7 OUNCES | BES = 8 OUNCES | DODRANS = 9 OUNCES | DEXTANS =10 OUNCES | DEUNX =11 OUNCES UNIT | LIBRA [POUND] =12 OUNCES 327,00 GR MULTIPLE | AZMAHAN +1000 LBS 327,00 KG ---------------------------------------------------------- ANNEX 4; TABLE OF LENGTH MEASUREMENTS ------------------------------------- NAME EQ METRES ---------------------------------------------------------- SUB DIVISIONS| DIGITUS [INCH] = 0,0184M | PALMUS [PALM] = 4 INCHES 0,0736M UNIT | PES [FOOT] = 4 PALMS 0,2944M | PALMIPES =20 INCHES 0,3860M | CUBITUS =24 INCHES 0,4416M MULTIPLES | GRADUS [DEGREE] = 2FT+2 PALMS 0,736M | PASSUS [STEP] = 5FT 1,472M | MILIA PASSUM[MILE]= 1000 STEPS 1472M ---------------------------------------------------------- ANNEX 5; CURRENCY TABLE ----------------------- NAME VALUE ---------------------------------------------------------- AS [BRONZE] = 100 CREDITS NUMMUS [BRASS] = 4 AS DENANRIUS = 4 NUMMI AUREUS = 25 DENIERS ---------------------------------------------------------- ------------------------------------------------------ B.O.B ----- YOUR AGENT POSSESSES,AS DOES EVERY B.A.T AGENT, A Biodirectional Organic Bioputer (B.O.B) IN HIS LEFT ARM. BOB ANALYSES IN (REAL TIME) YOUR AGENTS ORGAMISM BY MONITORING SEVERAL IMPLANTS IN YOUR AGENTS BODY AND BY CONTROLLING HIS BLOOD FLOW. BOB IS NOT A GADGET; IT IS A TOOL THAT WILL HELP YOUR AGENT AND CAN EVEN SAVE HIS LIFE. EVEN IF YOU DECIDE NOT DECIDE TO TAP ALL BOBS POTENTIAL(BY USING THE ADVANCED PROGRAMMING MODULE AND IT IS NOT NECESSARY TO DO SO TO COMPLETE A MISSION) WE RECOMMEND,NONETHELESS,THAT YOU TRY TO TAKE ADVANTAGE OF THE EXTRAORDIANRY POWER THAT B.O.B CAN AFFORD YOU. TO ACCESS B.O.B CLICK ON THE RHMB TO FREE UP THE MOUSE,AND THEN CLICK ON THE B.O.B WINDOW IN THE UPPER RIGHT OF THE SCREEN WITH THE LHMB. YOUR AGENTS ARM WILL THEN A PPEAR WITH A MAIN MENU. DESCRIPTION OF ARM/ICONS AS FOLLOWS... TOP ICON [LEFT]. [LITTLE MAN] CHARACTERISTICS ICON MIDDLE ICON [LEFT]. [WAVES] BIO ICON BOTTOM ICON [LEFT]. [CHIP ICON] IMPLANTS ICON CENTRE OF ARM . TIME CENTRE OF ARM NEXT TO TIME PROGRAMMING ICON TO RETURN TO THE GAME, CLICK ON THE RHMB WHILE YOU ARE IN THE MAIN B.O.B MENU. THE 4 ICONS ARE THE MEANS OF ACCESS TO THE 4 PRINCIPAL FUNCTIONS OF B.O.B (CHARCTERISTICS,BIO,IMPLANTS,PROGRAMMING MODULE) CLICK ON THE ICON WITH THE LHMB TO ACCESS IT. ------------------------------------------------------ THE `CHARACTERISTICS` FUNCTION ------------------------------ THIS FUNCTION SUMMARARIZES THE GENERAL STATE OF YOUR AGENTS CHARACTERISTICS (STRENGTH,INTELLIGENCE,VITALITY,REFLEXES,PERCEPTION,CHARISMA) WEAK CHARACTERISTICS WILL FLASH IN RED. YOUR AGENTS EXPERIENCE AND PROGRESSION ARE ALSO DISPLAYED. ------------------------------------------------------ THE `BIO` FUNCTION ------------------ THIS DISPLAYS YOUR AGENTS HEART BEAT, A GRAPH SHOWING HIS CONSUMPTION LEVELS,A REPRESENTATION OF THE IMPACTS(BLOWS) HE HAS RECIEVED,AND ACCESS TO A DIAGNOSTIC PROGRAM. TOP LEFT OF SCREEN HEART BEAT MIDDLE LEFT OF SCREEN CONSUMPTION GRAPHS BOTTOM LEFT OF SCREEN EXIT OFF CENTRE OF SCREEN MAN IN 3D MIDDLE RIGHT OF SCREEN COMMAND ZONE FOR THE MAN IN 3D MIDDLE/FAR RIGHT SCREEN DIAGNOSTIC FUNCTION. THE HEART BEAT IS DISPLAYED AS A CARDIOGRAM THAT SHOWS THE DILLATORY AND CONTRACTORY MOVEMENTS OF THE ARTERIES. A NORMAL RHYTHM IS AROUND 60-70 BPM. YOU CAN DECREASE THE RHYTHM(WITH A PROGRAM) TO PREVENT,FOR EXAMPLE, EXCESSIVE BLEEDING WHEN YOUR AGENT IS WOUNDED.SIMILARLY, YOU CAN AUGMENT YOUR AGENTS CARDIAC RHYTHM TO TEMPORARILY HIS REFLEXES.BE CAREFUL,HOWEVER,NOT TO OVERSTRESS YOUR AGENT... THE CONSUMPTION GRAPH(BELOW THE CARDIAC RHYTHM DISPLAY) SUMMARIZES THE CALORIC AND WATER INTAKE OF YOUR AGENT AND THE AMOUNT OF SLEEP HE HAS RECIEVED. THE RED CURVE INDICATES THE CALORIC LEVEL, THE GREEN CURVE INDICATES THE LEVEL OF CORPORAL HYDRATION,AND THE BLUE LINE INDICATES THE AMOUNT OF SLEEP NEEDED BY YOUR AGENT. YOU SHOULD TRY TO MAINTAIN THE CURVES IN THE CENTRE OF THE SCREEN. AN IMPACT RECIEVED BY YOUR AGENT WILL BE DISPLAYED ON THE ROTATING 3D MAN.IMPACTS ARE DISPLAYED IN RED ON THE BODY. YOU CAN ENLARGE,REDUCE,IMMOBILIZE THE BODY OF THE 3D MAN BY CLICKING ON THE COMMAND TO THE RIGHT. NOTE; AN IMPACT SIGNIFIES THAT THE AGENT IS BLEEDING,CONSEQUENTLY MEDICAL ATTENTION SHOULD BE SOUGHT. THE DIAGNOSTIC PROGRAM IS ACCESSED BY MEANS OF THE DIAGNOSTIC KEY. THIS DIAGNOSTIC FUNCTION IS A REAL `EXPERT SYSTEM` MICRO-PROGRAM. A SCREEN SUMMARIZING THE HEALTH OF YOUR AGENT WILL APPEAR. THE SCREEN DISPLAYS TEMPERATURE,BLOOD PRESSURE(IF YOUR AGENT IS SICK!) AND MOST IMPORTANTLY,A SUMMARY OF THE GENERAL CONDITION(FROM NORMAL TO CRITICAL) THAT DISPLAYS IN RED WHAT YOUR AGENT NEEDS MOST URGENTLY(DRINK,SLEEP,SEEK,CARE,ECT) ------------------------------------------------------ THE `IMPLANTS` FUNCTION ----------------------- THIS FUNCTION ALLOWS YOU TO CONTROL THE FIVE IMPLANTS(CYBERNETIC FUNCTION THAT IMPROVE YOUR AGENTS ABILITIES) LOCATED IN THE BODY OF YOUR AGENT. THESE IMPLANTS ARE. * ATS 43. (ANTI SLEEP S1) ALLOWS AGENTS TO STAY AWAKE FOR LONG PERIODS * FIBRINE. (HEALING AGENT S2) FIBRINE ALLOWS AGENTS TO HEAL SMALL WOUNDS RAPIDLY * HYPERCEP. (HYPER PERCEPTION S3) THIS IMPLANT ACTIVATES A LIGHT AMPLIFICATING FILTER IN YOUR PUPIL OF YOUR AGENT.ALLOWING HIM TO SEE AT NIGHT.OTHER SOUND AMPLFIERS(LOCATED IN AGENTS EARS)WILL ALLOW HIM TO HEAR FAINT SOUNDS. * MORPHO L7.(DEFORMANT S4) THIS IMPLANT ACTIVATES MOCROSACKS ON THE FACE OF THE AGENT,RENDERING HIM UNRECOGNIZABLE. HE WILL BE UNOTICED FOR A WHILE... * PSY (EXTRA SENSORIAL S5) THIS IMPLANT ALLOWS YOUR AGENT TO HAVE PREMONITONS OF IMMENIENT DANGERS. THE PREMS MANIFEST THEMSELVES AS `RED FLASHES` IMPORTANT NOTES; THE ACTIVATION OF THESE IMPLANTS CONSUMES LARGE QUANTITIES OF VITAL ENERGY. YOU MUST NOT OVER USE THEM OR YOUR AGENT WILL FATIGUE AND WIND UP EASY PREY. THESE IMPLANTS HAVE MEMORY.IF YOU ACTIVATE AN IMPLANT SEVERAL TIMES.IT WILL REMAIN ACTIVATED FOR SEVERAL HOURS! ------------------------------------------------------ THE PROGRAMMING MODULE ---------------------- IN CONJUNCTION WITH THE FUNCTIONS OF BOB, YOU HAVE AT YOUR DISPOSAL AN EDITOR THAT ALLOWS YOU TO WRITE PROGRAMS. YOU WILL BE ABLE TO AUTOMATE MANY ACTIVITIES IN YOUR AGENTS LIFE. THE LANGUAGE YOU PROGRAM IN IS CALLED `PARALLEL TOKEN` AND IS ENTIRELY GRAPHICAL IN NATURE(ICONS ONLY) `PARALLEL` BECAUSE IT ALLOWS YOU TO CREATE SEVERAL COMPLETELY INDEPENDANT PROGRAMS AND EXECUTE THEM AT THE SAME TIME (IN PARALLEL) `TOKEN` BECUASE ITS EXECUTION MODULE INJECTS SELF-PRODUCING TOKENS INTO THE PROGRAM THAT ACTIVATE(OR DE-ACTIVATE) VARIOUS FUNCTIONS. AS THE TOKENS CAN REPRODUCE THEMSELVES.THE PARALLELISM EXISTS NOT ONLY AT THE PROGRAM LEVEL,BUT ALSO AT THE LEVE;L OF THE PATHS WITHIN A PROGRAM. TO PROGRAM, YOU HAVE AT YOUR DISPLOSAL AN 18 X 12 BLOCK WORKSHEET.EACH BLOCK CAN CONTAIN CERTAIN FUNCTION ICONS. THIS WORKSHEETS REPRESENTS YOUR PROGRAMMING AREA. NOTES; CREATING `PARALLEL` PROGRAMS REDUCES VITAL ENERGY CONSUMPTION. YOU CAN HAVE UP TO 5 PROGRAMS RUNNING IN TANDEMS THE EDITOR; THE EDITOR COMPRISES OF THREE MAJOR AREAS. ---------- THE LEFT HALF OF THE BOB SCREEN IS A 5X5 GRID SECTION OF THE PROGRAMMING WORKSHEET. THIS GRID SECTION IS CALLED THE `VIEWSHEET` YOU CAN MOVE IT AROUND THE PROGRAMMING WORKSHEET BY USING THE DIRECTIONAL ARROWS LOCATED TO THE RIGHT OF THE GRID. THE UPPER RIGHT OF THE SCREEN IS THE FUNCTION FABRICATION ZONE(ZFI) THE UPPER TWO LINES DISPLAY THE NAME OF THE INSTRUCTION JUST COMPLETED. THE THREE BLOCKS BELOW ARE THE ACTIVE PARTS OF THE INSTRUCTION.(THE ACTIVE FUNCTION IS THE ONE THAT YOU INSERT IN THE VIEWSHEET). BY CLICKING ON ONE OF THEM,YOU WILL SCROLL THE PARAMETERS OF THE INSTRUCTION. THE FIRST PARAMETER IS THE TYPR OF FUNCTION(STATE,DO,IF) THE TWO OTHERS ARE THE PARAMETERS OF THE INSTRUCTION. THE FOUR KEYS THAT ALLOW YOU TO ERASE AN INSTRUCTION. TO LINK INSTRUCTIONS TOGETHER IN A `VIEWSHEET`(LINK `KEY`) TO COMPLETELY ERASE THE PROGRAMMING WORKSHEET(`NEW KEY`) OR TO RETURN TO THE MAIN MENUAND,CONSEQUENTLY, START A COMPLILATION ARE LOCATED ON THE LOWER RIGHT OF THE SCREEN. THE ERASE FUNCTION IS `ACTIVE` WHEN YOU CLICK ON IT(CLICK ON IT AGAIN TO DE-ACTIVATE IT).WHEN ACTIVE, YOU CAN ERASE AS MANY INSTRUCTIONS AS YOU WANT. THE LINK FUNCTION IS ALSO AN ACTIVE FUNCTION,WHEN ACTIVE,CLICK ON THE SPOT OF THE VIEWSHEET WHERE YOU WANT TO BEGIN A LINK. A RED LINE THAT MOVES FREELY WILL APPEAR ON THE VIEWSHEET.MOVE THIS LINE TO THE DESIRED DESTINATION AND CLICK; THE LINK WILL BE DRAWN AUTOMATICALLY.DO NOT CREATE LINKS THAT ARE TOO COMPLEX-THE PROGRAM HAS AN ALGORHYTHM THAT OPTIMISES CONNECTIONS AND IT WILL BE THROWN AWRY BY COMPLEX LINKAGES. KEEP THE LINKS SIMPLE AND DIRECT TO AVOID FINDING YOURSELF IN AN INCOMPRHENSIBLE MESS... BOB IS ALSO FURNISHED WITH AN ALARM. TO SET,INSERT THE FUNCTION IF HOUR= ALARM IN THE VIEWSHEET AND CLICK ON THE ALARM CLOCK ICON. THEN CLICK ON THE ARROWS TO CHANGE THE ALARM TIME. YOU CAN SEE THE ENTIRE PROGRAM WORKSHEET(ZOOM FUNCTION) BY CLICKING ON THE RHMB(ONLY WHEN YOU ARE INEDITOR) A 5X5 SQUARE WHICH REPRESENTS THE VIEWSHEET,WILL BE DISPLAYED ON THE 8X12 WORKSHEET.CLICK ON THE LHMB TO MOVE THE VIEWSHEET.CLICK ON THE RHMB TO RETURN TO THE EDITOR. THE COMPLIER ------------ A COMPLILER IS AN ALGORHYTM THAT TRANSLATES THE COMPUTER LANGUAGE OF A PROGRAM INTO BINARY CODE(THE LANGUAGE MOST SIMILAR TO THE THOUGHT PROCESS OF A COMPUTER) BEFORE THE EXECUTION OF THE PROGRAMME. THIS TRANSLATION CONSIDERABLY AUGUMENTS THE EXECUTION SPEED OF THE PROGRAM. `PARALLEL` TOKEN HAS A COMPILER. THE BOB OF BAT 1 HAD AN INTERPRETOR, A PROGRAM THAT TRANSFORMS INSTRUCTIONS TO BINARY CODE AT THE MOMENT OF THEIR EXECUTION. WHEN YOU SELECT THE `EXIT` OPTION WHILE IN THE EDITOR,YOU AUTOMATICALLY LAUNCH THE COMPILER WHICH WILL COMPILE THE PROGRAM/S ON YOUR WORKSHEET(IF THERE ARE ANY). THE RESULT OF THE COMPILATION IS DISPLAYED IN THE MAIN MENU AS A FLASHING MESSAGE. THE MESSAGE WILL BE EITHER `RUNNING`,IF THERE ARE NO ERRORS FOUND(THE PROGRAM IS THUS EXECUTED AUTOMATICALLY) OR `ERROR` IF THE COMPILERE FINDS AN ERROR. IF AN ERROR IS FOUND,THE VIEWSHEET WILL AUTOMATICALLY DISPLAY THE ERROR WHEN YOU RETURN TO THE EDITOR. THE LOCATION WHERE THE COMPILER STOPPED WILL BE HIGHLIGHTED IN RED. PARALLEL TOKEN - BEGINNER LEVEL ------------------------------- THE PARAALEL TOKEN HAS 3 BASIC FUNCTIONS;THE `STATE FUNCTIONS` A `DO` FUNCTION AND A TEST FUNCTION;`IF` THE POSSIBLE INSTRUCTIONS ARE; * RUN (STATE FUNCTION) THIS ICON STARTS A PROGRAM(OBLIGATORY AT THE BEGINNING OF ALL PROGRAMS) * STOP (STATE FUNCTION) STOPS A TOKEN,THUS TEMPORARILLY STOPPING THE EXECUTION OF A PROGRAM. * END (STATE FUNCTION) THIS ICON DESTROYS THE TOKEN THAT IT ENCOUNTERS AND RE-INJECTS A TOKEN AT THE LAST ENCOUNTERED `RUN` ALL PROGRAMS MUST TERMINATE WITH AN `END` * DO P1,P2; THIS ICON EXECUTES THE FUNCTION `P1,P2`(PARAMETER 1, PARAMETER 2)ONLY P1,P2 ARE DISPLAYED ON THE VIEWSHEET.(eg- DO DISPLAY STRENGTH) * IF P1,P2; THIS FUNCTION ALLOWS YOU TO TEST,IF CONDITION P1.P2 IS TRUE,THE TOKEN WILL TAKE THE DIRECTION OF THE RIGHT ARROW(`1` LOGIC) OTHERWISE,IT WILL MOVE DOWNWARDS(`0` LOGIC) ------------------------------------------------------ PROGRAMMING RULES ----------------- WHEN STARTING OFF FOLLOW THESE PROGRAMING RULES(SEE ALSO ANNEX 6) * A TOKEN NEVER MOVES IN AN UPWARD DIRECTION.do not make any upward links * A TOKEN ALWAYS ARRIVES AT AN INSTRUCTION FROM ABOVE.connect from above * THE FIRST PARAMETER WILL BE EXECUTED AT A JUNCTION * ALWAYS BEGING PROGRAMS WITH `RUN` * FINISH ALL BRANCHES WITH `END` or reloop them toward an END * BEGIN ALL INSTRUCTIONS REGARDING YOUR CHARACTER WITH THE INSTRUCTION `DO ANALYSE ME` and all instructions regarding an EVI with DO ANALYSE HUMAN. TABLE OF INSTRUCTIONS --------------------- TABLE OF `DO` INSTRUCTIONS -------------------------- DO DISPLAY (PARAMETER 2) DISPLAYS PARAMETER 2 (STRENGTH,INTELLIGENCE,RHYTHM,TIME, ECT... DO ALERT ME SOUNDS A BEEP DO INC (PARMETER 2) AUGUMENTS THE LEVEL OF IMPLANTS BY ONE LEVEL(FOR SECURITY) IDENTICAL FOR THE CARDIAC RHYTHM. DO ANALYZE ME ANALYSES THE AGENTS ORGANISM DO ANALYZE HUMAN ANALYSES THE ORGANISM OF THE NEAREST EVI DO SUBSTn NORMAL RESETS IMPLANT N (n=1-5) TO NORMAL LEVELS DO RHYTHM NORMAL RESETS YOUR AGENTS HEARTBEAT TO 60 BEATS PER MINUTE. DO TRANSLATE TRANSLATES SHEDISH INTO RECOGNISIBLE LANGUAGE. ------------------------------------------------------ TABLE OF `IF` INSTRUCTIONS -------------------------- IF ME (PARAMETR 2) TESTS IF YOUR AGENT IS HUNGRY,THIRSTY,TIRED IF HUMAN (PARAMETER 2) TESTS IF NEAREST HUMAN IS HUNGRY,THIRSTY,TIRED. IF HE IS AGGRESSIVE, SHEDDISH ECT... IF STRENGTH TESTS IF THE STRENGTH OF THE BEING ANALYSED (BY DO ANALYSE) IS LARGE,NORMAL,WEAK. IF INTELL (PARAMETER 2) SAME FOR THE INTELLIGENCE IF VITALIT(PARAMETER 2) SAME FOR THE VITALITY IF PERCEPT(PARAMETER 2) SAME FOR PERCEPTION IF REFLEX (PARAMETER 2) SAME FOR THE REFLEXES IF CHARISM(PARAMETER 2) SAME FOR THE CHARISMA IF STATE(PARAMETER 2) TESTS THE STATE OF THE BEING ANALYZED(BY `DO` ANALYZE) IF TEMP(PARAMETER 2) TESTS THE TEMPERATURE(WORKS ONLY FOR YOUR AGENT) IF PRESSIO(PARAMETER 2) SAME FOR THE BLOOD PRESSURE(WORKS ONLY FOR YOUR AGENT) IF SUBSTn(PARAMETER 2) TESTS THE LEVEL OF THE IMPLANT (N=1-5) ONLY AVAILABLE FOR YOUR AGENT. IF TIME = ALARM COMPARES THE TIME TO THE TIME SET FOR ALARM IF RHYTHM (PARAMETER 2) TESTS THE FREQUENCY OF THE CARDIAC RHYTHM(ONLY FOR THE AGENT) ------------------------------------------------------ STEP BY STEP CONSTRUCTION OF A PROGRAM -------------------------------------- AS AN EXAMPLE,WE WILL LOOK AT THE CREATION OF THE FOLLOWING SIMPLE PROGRAM. RUN DO display TIME IF Time = alarm Do alert me END THIS PROGRAM DISPLAYS THE TIME (IN THE BOB WINDOW) AND IF THE TIME IS THE SAME AS THE TIME SET FOR ALARM(WE WILL SET IT FOR 6.30) YOU WILL HEAR A BEEP. 1) CLICK (IN THE ZFI) UNTIL THE `RUN` ICON IS DIAPLAYED 2) CLICK IN THE UPPER LEFT CORNER OF THE VIEW SHEET TO INSERT THE `RUN` ICON THERE. 3) CLICK ONCE IN THE ZFI(ON THE FUNCTION TYPE) TO MAKE THE `DO` ICON APPEAR 4) CLICK 17 TIMES ON THE 2ND ICON TO THE RIGHT TO MAKE THE INSTRUCTION DISPLAY TIME` APPEAR. 5) CLICK UNDER THE `RUN` INSERTED ON THE VIEWSHEET TO INSERT THE `DO` DISPLAY TIME. 6) CLICK ONCE IN THE ZFI TO MAKE THE `IF` ICON APPEAR 7) CLICK 19 TIMES TO THE RIGHT OF THE ICON TO MAKE THE INSTRUCTION `TIME=ALARM` APPEAR. 8) CLICK UNDER THE FUNCTION `DO DISPLAY TIME` ON THE VIEWSHEET TO MAKE THE INSTRUCTION `F TIME= ALARM1 APPEAR. 9) CLICK 3 TIMES IN THE ZFI TO MAKE THE `END` ICON APPEAR. 10)CLICK ON THE DOWN ARROW(TO THE RIGHT OF THE VIEWSHEET)TO SCROLL THE VIEWSHEET DOWN BY ONE BLOCK. 11) CLICK IN THE LOWER LEFT CORNER OF THE VIEWSHEET TO INSERT THE `END` 12) CLICK ONCE IN THE ZFI TO MAKE THE `DO` ICON APPEAR 13) CLICK ONCE TO ITS RIGHT TO OBTAIN THE `ALERT ME` INSTRUCTION. 14) ON THE VIEWSHEET,CLICK JUST TO THE RIGHT OF THE FUNCTION `IF TIME=ALARM`(NEXT TO THE ARROW MARKED WITH A `I`) TO INSERT THE INSTRUCTION `DO ALERT ME` 15) CLICK ON THE `LINK` KEY 16) ON THE VIEWSHEET,CLICK ON THE ARROW MARKED WITH `0`(BENEATH THE `IF` FUNCTION) AND CONNECT IT BY CLICKING ON THE `END` FUNCTION. 17) CLICK ON THE `LINK` KEY 18) CLICK ON THE INSTRUCTION ICON(`DO` ALERT ME`) AND CONNECT IT TO THE CENTRE OF THE LINK. `IF` TOWARDS `END` THE CONNECTION OBTAINED SHOULD FORM AN ELBOW. 19) CLICK ON `EXIT` THE MESSAGE `RUNNING` SHOULD APPEAR YOU SHOULD NOT HAVE ENCOUNTERED ANY PROBLEMS WHILE CREATING THIS PROGRAM.DO NOT FORGET THAT THE `ERASE` KEY IS THERE IF YOU MAKE A MISTAKE. NOTE; BY CLICKING ON THE 2ND ICON OF THE FUNCTION `IF TIME=ALARM`YOU CAN SET THE ALARM. ------------------------------------------------------ PARALLEL TOKEN [ADVANCED LEVEL] -------------- THE FOLLOWING PARAGRAPHS WERE WRITTEN FOR PLAYERS WHO ALREADY ARE FAMILIAR WITH PROGRAMMING. THE FOLLOWING FUNCTIONS WILL ALLOW YOU TO GET THE MOST OUT OF B.O.B CASE OF A BLOCKED PATH ---------------------- USING THE INSTRUCTION `DO ANALYSE par 2` WILL BLOCK A PATH; IT USES A SYNCHRONISATION INSTRUCTION THAT BLOCKS OTHER TOKENS. NOTE THAT A `DO` INSTRUCTION CANCELS THIS STATE AND NOT AN `IF` INSTRUCTION. THIS ALLOWS YOU TO CHAIN TOGETHER SEVERAL `IF` TESTS CONTROLLED PATHS ---------------- YOU CAN INSERT A `RUN` OR A `STOP` IN A RE-ROUTED PATH, YOU THEREBY `CONTROL` YOUR PROGRAM LOCALLY AS YOU HAVE THE ABILITY TO CHANGE A `STOP` TO A `RUN` AND VICE VERSA(BY CLICKING DIRECTLY ON THE VIEWSHEET) THESE CONTROLLED PATHS OFETN PRODUCE A `TRAP MODEL` CONDITIONAL INSTRUCTION ----------------------- AS EXPLAINED PREVIOUSLY,THIS INSTRUCTION IS `IF par1,par 2`then...) LOOPS ----- `PARALLEL TOKEN` ALLOWS YOU TO HAVE A LOOP STRUCTURES IN YOUR PROGRAMS; `REPEAT...UNTIL AND WHILE...WEND` THE TRAP MODEL -------------- THIS MODEL ALLOWS YOU TO TRAP A TOKEN IN A RE-ROUTED PATH.IT CAN BEINTENTIONAL OR NOT. IN THE FORMER CASE IT IS CALLED A `TRAP MODEL` THE INSTRUCTIONS TAKEN FROM THIS MODEL WILL BE EXECUTED IDEFINITILY FROM THE MOMENT A TOKEN PENETRATES THE STRUCTURE. THIS CAN BECOME VERY USEFUL IF THE MODEL IS LAUNCHED BY A CONDITIONAL INSTRUCTION. THE SIMULATORS -------------- THE VIA EXPRESS --------------- THE DASHBOARD CONTAINS THE FOLLOWING. BOTTOM SCREEN [FAR LEFT] REAR VIEW SCREEN BOTTOM SCREEN [2ND LEFT] SPED BOTTOM SCREEN [CENTRE] PILOT STICK BOTTOM SCREEN [FAR RIGHT] FORCE FIELD INDICATOR TOP SCREEN [TOP RIGHT] VIA EXPRESS MAP THE NUMBER OF SHOCK IS TALLIED AND YOU WILL HAVE TO PAY A USAGE FEE WHEN YOU ARRIVE AT YOUR DESTINATION. YOU CAN CHOOSE TO TRAVEL IN AUTO MODE (YOU DO NOT PILOT THE VEHICLE) WHICH IS MORE EXPENSIVE BUT WILL ASSURE SAFE ARRIVAL AT YOUR DESTINATION. YOU SHOULD NOT EXPERIENCE ANY PROBLEMS WHILE IN MANUAL MODE.BE CAREFUL NOT TO MISS YOUR EXIT! THE VIA POLICE(CATAPHRACTAIRES) HAVE THE AUTHORITY TO PULL YOU OVER WHENEVER THEY WANT.MAKE SURE YOUR AGENT IS CARRYING HIS PASS TO AVOID BEING DETAINED. NOTE; A FORCE FEILD SURROUNDS THE CITY.IT WILL PREVENT YOU FROM LEAVING THE CITY - DO NOT TRY TO TRAVEL TOO FAR. ------------------------------------------------------ THE MOSQUITO SIMULATOR ---------------------- THE MOSQUITO IS A SMALL TAXI. IT IS YOUR MEANS OF TRANSPORTATION TO THE SKYSCRAPER RUNWAYS OF THE CITY. BOTTOM SCREEN [FAR LEFT] SPEEDOMETER BOTTOM SCREEN [2ND LEFT] THROTTLE BOTTOM SCREEN [CENTRE] PILOT STICK BOTTOM SCREEN [FAR RIGHT] ALTIMETER THE KATATRUCK SIMULATOR ----------------------- THIS SIMULATOR IS OBLIGATORY. THE KATATRUCK IS A MAINTENANCE VEHICLE FOR THE COMPANY CLEANING UP INC. AND IS LOCATED IN THE TB1 TERMINAL. YOU CAN TAKE OFF AND LAND AT THIS TERMINAL AND ONE OTHER PLACE THAT WE WILL LET YOU DISCOVER FOR YOURSELF...LANDING REQUIREMENTS ARE THE SAME AS FOR THE MOSQUITO. ------------------------------------------------------ THE RAEDA V6 SIMULATOR ---------------------- THE RAEDA V6 IS AN INTERPLANETARY VESEL THAT ALLOWS YOU TO GO INTO SPACE. THIS SIMULATOR IS OBLIGATORY. YOU TAKE OFF AT ROMA II ASTROPORT AND MUST ALSO LAND THERE.TO LAND SUCCESSFULLY,GUIDE YOURSELF VERY SLOWLY TOWARDS THE ][ ON THE RUNWAY AND YOU WILL BE `CAUGHT`. TO LAUNCH INTO SPACE,ANGLE THE VESSEL AT 30 DEGREES OR MORE RELEATIVE TO THE HORIZONTAL AND GAS THE ENGINES TO MORE THAN 90%. ONCE IN SPACE YOU WILL AUTOMATICALLY BE SET ON COURSE FOR BEDHIN 6. ENGAGE THE HYPERPROPULSION.ONCE YOU ARE IN ORBIT AROUND THE SATELLITE,REDUCE GAS TO AVOID RUNNING INTO THE ASTEROID BELT. REMAIN IN ORBIT AND HEAD FOR THE RED ZONE(ACCESS TO SPACE STATION) NOTE; WITH THE SIMULATOR, THE `S` KEY DOES NOT PRODUCE A SATELLITE VIEW,BUT A GENERAL VIEW OF THE PLANETARY SYSTEM(SHEDISHAN IN THE CENTRE...)THE RED TRAIL THAT APPEARS IS THE TRAJECTORY OF YOUR VESSEL. ------------------------------------------------------ THE SERSHOYER SIMULATOR ----------------------- IN THE SPACE STATION,YOU WILL BE ABLE TO PILOT THE SERSHOYER,A SORT OF SPACE DRILLER(THIS SIM IS OBLIGATORY) YOU WILL FIND YOURSELF IN A MAZE OF TUNNELS. THE SATELLITE VIEW IS REPLACED BY A MINE MAP OF BEDHIN 6. THE RED RECTANGLE(BELLOW) REPRESENTS THE STATION AND THE BLIKING DOTS IS YOUR VESSEL. WHEN YOU SEE A RED DOT IN FRONT OF YOU,YOU CAN CROSS IT AND RETURN DIRECTLY TO THE STATION. ------------------------------------------------------ THE VIDEO ARCADE GAMES ---------------------- YOU WILL FIND REAL GAMES IN ROMAS VIDEO ARCADE HALLS. THEY ARE THERE TO LET YOU WIN(OR LOSE) MONEY AND MEET PEOPLE. QUATTRO ------- QUATTRO IS A `BREAKOUT` TYPE OF GAME WITH 4 PADDLES. DEMOLISH ALL THE BRICKS IN THE CENTRE OF THE SCREEN BEFORE ADVANCING TO THE NEXT LEVEL. YOU MUST NOT LET THE BALL GET PAST YOUR 4 PADDLES. AT THE BEGINNING OF THE GAME,YOU MUST BET. THE MORE YOU BET THE FEWER BALLS YOU HAVE WITH WHICH TO START. 2 PLAYING MODES HAVE BEEN INCORPORATED INTO THE GAME;MODE X AND MODE XY(GAME MODE IS CHOSEN IN THE CONFIG BOX) MODE X ALLOWS YOU TO CONTROL THE 4 PADDLES BY MOVING THE MOUSE LATERALLY. WHEN YOU MOVE THE MOUSE TO THE RIGHT,THE RIGHT MOUSE DESCENDS AND THE LEFT PADDLE MOVES UP.WHILE THE UPPER PADDLE MOVES TO THE RIGHT AND THE LOWER TO THE LEFT. MODE XY USES ALL THE MOVEMENTS OF THE MOUSE.A RIGHT-LEFT MOVEMENT MOVES THE PADDLE FROM HIGH TO LOW AND AN UP-DOWN MOVEMENT MOVES THE PADDLES LEFT AND RIGHT. NOTE; SOMETIMES WHEN A BALL TOUCHES A BRICK,A BONUS IS DISPLAYED ON THE SCREEN (IT MOVES AROUND) IF YOU TOUCH THE BONUS WITH A PADDLE,YOU WILL RECIEVE A QUATTRO OPTION(2 BALLS,SUPER DESTRUCTOR BALL ECT.) IF THE BONUS ALLOWS YOU TO FIRE,CLICK THE LHMB TO FIRE. ------------------------------------------------------ CHIDAM ------ CHIDAM IS A GAME OF CHINESE CRACKERS. THE BOARD IS IN THE SHAPE OF A STAR AND EACH `CORNER` CONTAINS PIECES OF A CERYTAIN COLOUR. THE GOAL IS TO MOVE YOUR 3 COLOURS(THOSE LOCATED IN THE LOWER 3 CORNERS) INTO THEIR RSPECTIVE `HOMES` (THE UPPER CORNERS) MOVE YOUR PIECES ONE HOLE AT A TIME. YOU CAN ALSO MOVE PIECES BY JUMPING OVER OTHER PIECES. THE SUM YOU BET IS DIRECTLY PROPORTAIONAL TO THE COMPUTERS GAME PLAYING LEVEL. THE MORE YOU BET,THE FEWER `FREE` MOVES YOU WILL HAVE AT THE BEGINNING OF THE GAME. IT WILL BE MORE DIFFICULT TO DEFEAT YOUR OPPONENTS (WHO PLAY VERY WELL) ------------------------------------------------------ TUBULAR ------- THE GOAL OF TUBULAR IS TO FILL SEVERAL RESERVOIRS UP AT THE SAME TIME. ONE RESERVOIR RELEASES ITS FLUIDS THROUGH VARIOUS PIPES AND YOU MUST REGULATE THE FLOW(WITH FAUCETS) SO AS TO HAVE LIQUID LEVEL THAT IS EQUAL TO ALL THE RESERVOIRS. THERE IS NO SCORE IS TUBULAR. THE REPRESENTATION OF A FACE IS, IN FACT THE FACE OF YOUR AGENT.IF YOU LOSE,THE FACE BECOMES SERIOUS,ANGRY,AND FINALLY FURIOUS. IF YOU WIN YOU RECIEVE A FAINT SMILE! TO REGULATE A FAUCET,USE THE LHMB TO INCREASE THE FLOW AND RHMB TO DECREASE THE FLOW(AT THE SPOT WHERE THE MOUSE BECOMES AN ARROW). =============================================================================== BAT II REFERENCE CARD --------------------- STARTING THE GAME ----------------- AT THE BEGINNING OF THE GAME,YOU WILL LAND AT THE SHEDISHAN SPACEPORT. YOU MUST CONTACT SYLVIA HADFORD AS SOON AS POSSIBLE AT THE `MONTOUE MANOIR`. FIRST, MOVE THE MOUSE CURSOR UNTIL YOU SEE A `FORWARD ARROW`,THEN CLICK LHMB. AFTER A FEW SECONDS,YOU WILL FIND YOURSELF IN A STREET.MOVE THE MOUSE TO THE LEFT UNTIL YOU SEE A LEFT ARROW.CLICK AGAIN ON THE LHMB. IN THIS NEW STREET,CLICK ON THE `FORWARD` ARROW TO WALK TO THE HOTEL,THEN CLICK ON THE `LEFT` ARROW TO ENTER. YOU ARE NOW AT THE FRONT DESK,CLICK ON THE RECEPTIONIST,THEN ON `TAKE/LEAVE KEY` MENU TO GET YOUR ROOM KEY. THE DOOR ON THE LEFT LEADS TO THE ELEVATOR AND SYLVIAS ROOM. TO MOVE THERE,CLICK ON THE `FORWARD` ARROW. SYLVIAS ROOM IS AT THE END OF THE CORRIDOR. SELECT THE RIGHT FORWARD ARROW TO REACH THE ROOM. AS SOON AS YOU ENTER THE ROOM,SYLVIA WILL WELCOME YOU AND GIVE FURTHER INFO CONCERNING YOUR MISSION. GOOD LUCK.... KEYBOARD FLIGHT SIMULATORS -------- ----------------- F1-F9 SPEED UP BY 10%-100% TAB AUTO STABILIZE ON/OFF S SATELLITE VIEW V SIGHTS (RAEDA ONLY) SPACE FIRE (RAEDA ONLY) CURSOR LEFT [GO LEFT].RIGHT [GO RIGHT] UP [GO DOWN] DOWN [GO UP] F10/H HYPERSPEED (SPEED X10) No PAD 4 [LEFT VIEW] No PAD 8 [FRONT VIEW] No PAD 2 [REAR VIEW] No PAD 6 [RIGHT VIEW] No PAD - [DECREASE SPEED 1%] No PAD + [INCREASE SPEED 1%] No PAD ENTER [TOGGLE COCKPIT VIEWS] OTHER COMMANDS -------------- SH + ENTER TOGGLES BETWEEN COCKPIT/NO COCKPIT VIEWS SH + S MIXED VIEW [SATELLITE/COCKPIT/SPACESHIP] SH + 1 ZOOM IN SH + 2 ZOOM OUT SH + 3 NORMAL SIZE LEFT SH + 1 ZOOM IN [SATELLITE VIEW] LEFT SH + 2 ZOOM OUT [SATELLITE VIEW] LEFT SH + 3 NORMAL SIZE [SATELLITE VIEW] CTRL + M MOUSE CONTROLS CTRL + J JOYSTICK CONTROLS NOTE: THE SATELLITE VIEW CHANGES TO A MINE VIEW IN THE SHERSOYER SIMULATOR. THE SATELLITE VIEW CHANES TO A PLANETARY VIEW IN THE RADEA SIMULATOR. JOYSTICK -------- FIREBUTTON FIRE LEFT GO LEFT RIGHT GO RIGHT UP DOWN DOWN UP MOUSE ----- FORWARD DOWN BACKWARD UP LEFT LEFT RIGHT RIGHT LHMB INCREASE SPEED RHMB DECREASE SPEED ------------------------------------------------- QUATTRO ------- MOUSE ----- MOUSE UP LP AND RP UP (XY MODE) MOUSE DOWN RP AND LP DOWN (XY MODE) LHMB SHOOT (ONLY WHEN SHOOTING OPTION IS AVAILABLE) LEFT LEFT TP AND BP (XY MODE)* TOP RP,BOTTOM RP,RIGHT TP,LEFT BP WHILE IN X MODE) RIGHT RIGHT TP AND BP (XY MODE)*BOTTOM RP,TOP LP,LEFT TP,RIGHT BP WHILE IN X MODE) ABBREVATIONS: RB = RIGHT PADDLE LB = LEFT PADDLE TB = TOP PADDLE BB = BOOTOM PADDLE ------------------------------------------------- CHIDAM ------ LHMB MOVE GAME PIECE RHMB RETURN MENU NOTE: THE MORE YOU BET,THE FEWER FREE MOVES YOU WILL HAVE HAVE BEFORE THE GAME STARTS. THE GAMES DIFFICULTY LEVEL IS.CONSEQUENTLY HIGHER. ------------------------------------------------- TUBULAR ------- LHMB OPEN FAUCET (INCREASE FLOW) RHMB CLOSE FAUCET (REDUCE FLOW) ------------------------------------------------- VIA-EXPRESS ----------- MODE; SELECT MODE WITH LHMB.CONFIRM WITH RHMB. AUTOMATIC/MANUAL MODE: SELECT DESTINATION WITH LHMB. CONFIRM WITH RHMB JOYSTICK -------- UP INCREASE SPEED DOWN DECREASE SPEED LEFT LEFT RIGHT RIGHT MOUSE ----- LHMB LEFT RHMB RIGHT FORWARD INCREASE SPEED BACKWARD DECREASE SPEED ------------------------------------------------- STREET FIGHTS ------------- MOUSE ----- LHMB SHOOT RHMB ACCES FLEE AND WEAPON INSPECTION ICONS FORWARD MOVE SIGHTS UP BACKWARDS MOVE SIGHTS DOWN LEFT MOVE SIGHTS LEFT RIGHT MOVE SIGHTS RIGHT NOTE: YOU CANNOT EXAMINE YOUR INVENTORY WHILE IN COMBAT MODE * FLEE. CLICK ON THE RHMB, THEN ON THE FLEE ICON(UPPER LEFT) WITH THE LHMB * WEAPON SELECTION. CLICK ON THE RHMB,THEN ON THE WEAPON WITH LHMB, CLICK AGAIN ON THE RHMB TO RETURN TO COMAT MODE. * A RED CROSS SUDDENLY APPEARED ON MY WEAPON!. THE WEAPON IS UNUSEABLE OR YOU NEED AMMO (OR ANOTHER WEAPON) ------------------------------------------------- GLADIATORS ---------- MOUSE ----- MOUSE UP AND LHMB ATTACK ABOVE MOUSE DOWN AND LHMB FRONTAL ATTACK LHMB LATERAL ATTACK ------------------------------------------------- * MOVEMENT. CLICK ON THE LHMB WHEN THE MOUSE POINTER CHANGES TO AN ARROW * EATING AND DRINKING. CLICK ON THE LHMB WHEN THE BAT ICON IS DISPLAYED TO RETURN TO THE MAIN MENU SELECT THE INVENTORY OPTION,CLICK ON THE DESIRED ITEM(THE MOUSE POINTER CHANGES TO A REDUCED IMAGE OF THE ITEM) AND CLICK ON ON THE MOUTH ICON IN THE INVENTORY. * SEE GROUP. CLICK ON RHMB,THEN ON EVI WINDOW WITH LHMB(UPPER LEFT CORNER OF SCREEN) * B.O.B COMPUTER. CLICK ON RHMB,THEN ON BOB WINDOW WITH LHMB(UPPER RIGHT CORNER OF SCREEN) * WEAPONS AND EQUIPMENT. SELECT THE INVENTORY OPTION IN THE MAIN MENU.PLACE YOUR MOST POWERFUL WEAPONS IN BOTH HANDS,AND ANY PROTECTION ON YOUR BODY. ------------------------------------------------- END............