Mission 1: Project Volcano ========================== Introduction ------------ Project Volcano is an advanced graphic game package. Each location visited will be displayed and your "English like" instructions will be obeyed by the program's Command Line Interpreter giving you the ability to interact with the program's environment in a sophisticated manner. From: Mission HQ To: 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 Destruct 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 HQ 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 Information Only: Outline Brief From Allied Command HQ ------------------------------------------------------ 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 Romanian border. The command centre we not know is the heart of a missile network which covers the whole of the Soviet Block. The centre is fully self-contained 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. Agent Communication Log ----------------------- Day Time Message Fri 7.30am Entry and exit can be made from ventilation shaft. Low security. Fri 11.12am Entry gained. Sat 3.01pm Found Master Computer. Sat 3.17pm Found clue to destruct code. Sat 5.27pm MISSION ABORT. I have been discovered. I am discarding equipment. Sat 7.31pm PICK-UP URGENT. PICK-UP URGENT. Sun 1.07am 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 1.07am NGK LTT NGXK LTSY QFR GF you - - - - on NGXK WQEA VOSS WT ZIT EORT - - - - - code We believe that 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. Playing The Game ---------------- Your mission will commence as soon as you have loaded the program. It is saved under the name "MISSION1". The program takes a short time to initialise, then prompts 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 is the noun in its description, 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 on a spare cassette, this will take approximately 10 seconds. To restore a position, answer Y to RESTORE A PREVIOUS GAME Y/N and follow the instructions given thereafter. NB. Due to the way the Dragon saves files your cassette recorder must have motor control to make use of this feature. 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. Loading ------- CLOAD (ENTER) RUN (ENTER)