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-- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + + =- P R E S E N T S -= +ķ + TRAINER FOR LEMMINGS ][ +Ľ +͸ + -*- Release Information -*- +Ĵ + Trained By Red Wizard Date 03/27/93 + Released By Sillion Items Trained Time, Actions +; +ķ + + Trainer notes: This is a quick train for a pretty cool sequel. Congrats to + Skillion for this one. Pity about the extra crack patch but + better late than never :-)... Gives you unlimited time and + also gives unlimited lemming actions.... Hope it helps... + BTW: No ingame keys in this one... :-( + + Also I have done some work on the trainer menu. Once loaded + you can toggle the settings for when you start the game. + The screen will flash blue when the trainer is hooked into + the game to show that is working. With the in game keys, + shown beside the option, you can toggle all options on/off. + The background will flash green to show it is on, and red + to show that it is turned off + + Greets: Sector9, Baal, Randall Flagg, TRC, Black Spyrit, Dr. No, + ~~~~~~~ Rambone, Razor Blade, Network, Hard Core, Code Breaker, + Dark Knight. + + Group Greets: TDT, TRSI, EXCESS, UNLIMITED, UNT + + R.W +Ľ + + Ŀ + RAZOR 1911 BOARDS + Ĵ + Apocalypse...........World HQ.......4 nodes..ITS-PRI-VATE....Whistler/POW. + Concept Elite........CHQ............4 nodes..ITS-PRI-VATE....Loverman..... + Physical Damage......Canada HQ...............ITS-PRI-VATE....Bone Crusher. + Bedrock..............Euro HQ........2 nodes..+47-PRI-VATE................. + Unknown Pleasures....UKHQ...........2 nodes..+44-PRI-VATE....Razor Blade.. + The Brewery..........AHQ............2 nodes..+61-PRI-VATE....Ginnie....... + Ĵ + Agents of Fortune....Member Board...2 nodes..ITS-PRI-VATE....Butcher...... + Boners Domain........Member Board............XXX-XXX-XXXX....Rambone...... + Borderline...........Member Board...2 nodes..ITS-PRI-VATE....The Wizz..... + Spyrit's Crypt.......Member Board............ITS-PRI-VATE....Black Spyrit. + Unknown Origin.......Member Board............ITS-PRI-VATE....The Unknown.. + Midpoint Void........Member Board...2 nodes..ITS-PRI-VATE....Holy Ward.... + Death Valley.........Member Board............+39-XXX-XXXX....Jurgen....... + Getaway..............Member Board...2 nodes..+45-XXX-XXXX....Macro Nit.... + Suburbia.............Member Board...2 nodes..214-714-0202....The Chairman. + Maximum Overdrive....Member Board...2 nodes..ITS-PRI-VATE....Twin Turbo... + Fatal Future.........Member Board............+46-XXX-XXXX....Mindbender... + Violent Playground...Member Board............+46-XXX-XXXX....Laric........ + Ĵ + Bucket of Blood......Affiliate...............403-XXX-XXXX....Roger Ramjet. + Camelot..............Affiliate...............606-258-2821....Black Knight. + Data Dump............Affiliate......2 nodes..504-XXX-XXXX....RISC......... + File Cabinet.........Affiliate......3 nodes..815-399-8978....File Clerk... + Great White North....Affiliate...............913-XXX-XXXX....Wolverine.... + High Voltage.........Affiliate......2 nodes..908-XXX-XXXX....Sledgehammer. + Metal Works..........Affiliate...............ITS-PRI-VATE....Heavy Metal.. + The Pump.............Affiliate......2 nodes..313-XXX-XXXX....The Iron Man. + SkyNet...............Affiliate......2 nodes..404-XXX-XXXX....CyberChrist.. + Street Spydrs........Affiliate......4 nodes..713-XXX-XXXX....Maverick..... + Ĵ + CyberSpace...........Affiliate......2 nodes..+41-27563418....ULi.......... + Digital Express......Affiliate...............+55-XXX-XXXX....Red Baron.... + Data Link............Affiliate...............+358-XXXXXXX....Daya......... + Desert Storm.........Affiliate...............+XX-XXX-XXXX....Amigo........ + Trader Mania.........Affiliate......2 nodes..+49-XXX-XXXX....Tiger........ + Horror House.........Affiliate...............+45-54850045....Thunder Droid + The House of God.....Affiliate......2 nodes..+31206642172....Hoppermania.. + P.O.W................Affiliate...............+972-XXXXXXX....Papasan...... + Ĵ + RAZOR 1911 SUPPORT BOARDS + Ĵ + Soul Asylum [514] and Craft World [418] + + + Ŀ + RAZOR 1911 SPREADING TEAM + Ĵ + Devil , Interloper , Prince of Sin , Sid Vicious & Wind Walker + Ĵ + The Black Mage , Load Master , Mad Carder , The Phantom , Shadow Phantom , + The Magus , Messenger of Death , Country Boy , Flatline , Czar , DeathStar + Marauder , CyberNetic Samurai , The Illusionist , Steelheart , The Slacker + Phoenix Claw , DUNE , GML/TU , Insane TTM , Gene , Wing & LoneWolf + + + Ŀ + HOW TO CONTACT RAZOR 1911 + Ĵ + Razor 1911 is no longer accepting North American Dist Sites unless you can + offer us something special. We are still looking for a few cool boards in + the rest of the world , so you can contact us on our HQ boards today. Also + you can write us for disks-by-mail and other cool stuff at : + RAZOR 1911 PC RAZOR EUROPE + BOX 2034 BOX 945 + Vidor, TX 77662 N-7001 TRONDHEIM + U.S.A. NORWAY + + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + -*- -*- -*- -*- -*- + RAZOR 1911 - SHARPER THAN A BLADE OR YOUR MONEY BACK + + \ No newline at end of file diff --git a/textfiles.com/piracy/RAZOR/rzr0395.nfo b/textfiles.com/piracy/RAZOR/rzr0395.nfo new file mode 100644 index 00000000..6c2a26f7 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzr0395.nfo @@ -0,0 +1,174 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Flight Simulator 5.1 + (c) Microsoft + + + + Ŀ + + Supplied By : RANDIX Release Date : 17 March 1995 + Game Type : Flight Simulator Game Rating : 08/10 + + Ĵ + + Cracked By : -- Protection Type : none located + Crack Patch : -- Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + This is the game that everyone out there who enjoys flight sims + has been waiting for Flight Simulator 5.1 from Microsoft.. + This game supports full 32 bit SVGA graphics mode and as always + brought to you by your favorite group RAZOR 1911 ! + So please call the world famous RAZOR 1911 boards for the best in + releases.. + + + The Speed Racer / Razor 1911 + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 welcomes: + + - Our newest supplier Kilroy! + - Our newest member Snake and his board Snake's Place! + + A few members and sites have been eliminated for not contributing, so + if you're not listed in this .NFO, then you better damn well get in + touch with me or The Speed Racer ASAP. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~~~ + The GeCko, Eos, Randall Flagg, Hot Tuna, Beowulf, Hula, Jack, + Wayward, Faldo, Third Son, Marauder, Jester King, Widget, Blackhawk + Ful Throtl , Tazman, Cyber Angel, Hoson, Wilkins, Quackers, Zeus + and Sheila Tequila! + Paradox - Hybrid - Tyranny - Classic - Prophecy + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf, Big Balls, Big Boss, Bit Manipulator, Blackhawk, The Brain, + Cameron Hodge, The Cardinal, Celestial Wizard, Dark Overlord, Eos, + The GEcko, The Ghost Wind, Hot Tuna, Jack, James Bomb, Kilroy, + Lord Thinker, Marauder, Max Xevious, Merlin, Night Blade, Network, + Pharaoh, Pitbull, Randall Flagg, Snake, Sun Dancer, The Resistance + The Speed Racer, Wayward, Widget, Wyvern, White Fox, Hula, Quackers! + + + + Ŀ + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Black Mantle, Captain Willy, Celestial Wizard, + Criminal, The Dark Prophet, The Dutchmen, Jester King, King Lear + Lunatic Genius, Maverick, Mr.Skill, Pagan Lord, Pharaoh, + Skybum, Star Gazor, Third Son, Toast, & Wyvern + + Razor 1911 : European Elite + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Digital Justice, Elvin Nox, Faldo, Hero, Low Cyl + The Master, Mister Big, Rage, Raw Liquid & Toadie. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Assassins' Guild World HQ 11 Node(s) Blackhawk/R.Liq + Tower of Sorcery Courier HQ 7 Node(s) Arch-Magi + Rest In Peace USA HQ 15 Node(s) RiP Staff + Beyond Akira Canadian HQ 10 Node(s) Pharaoh + Aquila Euro HQ 5 Node(s) The Brain + + Central Station Member Board 2 Node(s) Widget + Menzoberrazan Member Board 2 Node(s) Pitbull + Robin's First Orgasm Member Board 5 Node(s) Big Balls + Snake's Place Member Board 4 Node(s) Snake + State of Devolution Member Board 10 Node(s) Marauder + Street Spydrs Member Board 4 Node(s) Maverick/GEcko + Terminal Velocity Member Board 3 Node(s) Max Xev/J. Bomb + The Industry Standard Member Board 4 Node(s) Zeus/Sonny + The Wall Member Board 7 Node(s) Roland/TGW + Reggae Muffin Member Board 3 Node(s) IE/Sector 9 + + DeadAlive Dist Site 3 Node(s) Brain Dead + Dreams of Insanity Dist Site 1 Node(s) + Metal Works Dist Site 2 Node(s) Heavy Metal + Run & Shoot Dist Site 2 Node(s) Kman + The Dream Theatre Dist Site 6 Node(s) Attitude + + Rock Creek Affiliate 3 Node(s) Third Son + System Shock Affiliate 3 Node(s) Jester King + The Belfry Affiliate 3 Node(s) Faldo + Toxic Dump Affiliate 2 Node(s) Toast/Darkwing + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Dist Site. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Contact us + on one of our boards or talk to your local Razor member for more info. + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)266-8330 + Logon : RAZOR + Pword : RAZOR + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/rzr0493.nfo b/textfiles.com/piracy/RAZOR/rzr0493.nfo new file mode 100644 index 00000000..5de404e6 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzr0493.nfo @@ -0,0 +1,116 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + FLASHBACK LATER LEVEL CRACK + Ĵ + Supplier: Publisher: Virgin Games + Cracker: Red Wizard Graphics: VGA + Rel. Date: 26h April 1993 Soundcard: The lot... + + + Game Notes: I found another protection after the first level. Real + sucked as well because there was no save around it. Anyway + there was no way FLT or SKN could have know about it. + Great game anyway ...... Later + + + Greetings: Butcher, Razor Blade, Randall Flagg, $ector 9, Excessive Knight, + Picasso, Devil, Hoppermania, GML/TU, and all the others. + + Group Greets: TDT, SKN, FLT, TRSI, and the rest + + + + RAZOR 1911 gives you QUANTITY IN QUALITY...err? or was it QUALITY IN QUANTITY? + ^^^ + | + `--- (c) Randall Flagg'93 + + Ŀ + RAZOR 1911 BOARDS + Ĵ + Fastrax..............WHQ............4 nodes..ITS-PRI-VATE................. + Physical Damage......Canada HQ...............ITS-PRI-VATE....Bone Crusher. + Bedrock..............Euro HQ........2 nodes..+47-PRI-VATE................. + Unknown Pleasures....UKHQ...........2 nodes..+44-PRI-VATE....Razor Blade.. + The Brewery..........AHQ............2 nodes..+61-PRI-VATE....Ginnie....... + Ĵ + Agents of Fortune....Member Board...3 nodes..ITS-PRI-VATE....Butcher...... + Boners Domain........Member Board............XXX-XXX-XXXX....Rambone...... + Spyrit's Crypt.......Member Board............ITS-PRI-VATE....Black Spyrit. + Unknown Origin.......Member Board............ITS-PRI-VATE....The Unknown.. + Midpoint Void........Member Board...2 nodes..ITS-PRI-VATE....Holy Ward.... + Death Valley.........Member Board............+39-XXX-XXXX....Jurgen....... + Maximum Overdrive....Member Board...2 nodes..ITS-PRI-VATE....Twin Turbo... + Fatal Future.........Member Board............+46-XXX-XXXX....Mindbender... + State of Devolution..Member Board...2 nodes..305-XXX-XXXX....Marauder..... + Violent Playground...Member Board............+46-XXX-XXXX....Laric........ + C.N.S................Member Board...2 nodes..313-457-0414....Wolverine.... + Ĵ + Suburbia ............Affiliate......2 nodes..214-714-0202....the Chairman + Bucket of Blood......Affiliate...............403-XXX-XXXX....Roger Ramjet. + Camelot..............Affiliate...............606-258-2821....Black Knight. + Data Dump............Affiliate......2 nodes..504-XXX-XXXX....RISC......... + Great White North....Affiliate...............913-XXX-XXXX....Wolverine.... + Metal Works..........Affiliate...............ITS-PRI-VATE....Heavy Metal.. + The Pump.............Affiliate......2 nodes..313-XXX-XXXX....The Iron Man. + Street Spydrs........Affiliate......4 nodes..713-XXX-XXXX....Maverick..... + Covert Action ][.....Affifiate-.....3 nodes..818-XXX-XXXX....Contra....... + Ĵ + CyberSpace...........Affiliate......2 nodes..+41-27563418....ULi.......... + Digital Express......Affiliate...............+55-XXX-XXXX....Red Baron.... + Desert Storm.........Affiliate...............+XX-XXX-XXXX....Amigo........ + Horror House.........Affiliate...............+45-54850045....Thunder Droid + The House of God.....Affiliate......2 nodes..+31206642172....Hoppermania.. + P.O.W................Affiliate...............+972-XXXXXXX....Papasan...... + Ĵ + RAZOR 1911 SUPPORT BOARDS + Ĵ + Soul Asylum [514] and Craft World [418] + + + Ŀ + RAZOR 1911 SPREADING TEAM + Ĵ + Devil , Interloper , Prince of Sin , Sid Vicious & Wind Walker + Ĵ + The Black Mage , The Phantom , Shadow Phantom , Mephistar, Twilight Time + The Magus , Messenger of Death , Country Boy, Dr. Johnny Fever, DeathStar + Marauder , The Illusionist , Steelheart , DUNE , TimeLord Cyber Shark + GML/TU , Insane TTM , Gene , Wing & LoneWolf , Digital Justice + Grey Death, Cybernetic Samauri, Racer-X, + + + Ŀ + HOW TO CONTACT RAZOR 1911 + Ĵ + Razor 1911 is no longer accepting North American Dist Sites unless you can + offer us something special. We are still looking for a few cool boards in + the rest of the world , so you can contact us on our HQ boards today. Also + you can write us for disks-by-mail and other cool stuff at : + RAZOR 1911 PC RAZOR 1911 PC RAZOR EUROPE + VMB BOX 2034 BOX 945 + 409-866-3335 Vidor, TX 77662 N-7001 TRONDHEIM + box 1911 U.S.A. NORWAY + + + + /\ + Since /__\ 1985! + /\ /\ + /__\/__\ + + + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + -*- -*- -*- -*- -*- + RAZOR 1911 - SHARPER THAN A BLADE OR YOUR MONEY BACK + + \ No newline at end of file diff --git a/textfiles.com/piracy/RAZOR/rzr0594.nfo b/textfiles.com/piracy/RAZOR/rzr0594.nfo new file mode 100644 index 00000000..d62a7980 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzr0594.nfo @@ -0,0 +1,182 @@ + + + + + + + + + + + + + + + + + + ASCiiJED + + ķ + AL-QADIM: THE GENIE'S CURSE FROM SSI + Ľ + + ķ + + Cracked By : Randall Flagg + Supplied By : Liquid Khaos + + Ķ + + Game Notes : This is the one you've been waiting for...The Genie's + Curse..Explore a new game world in the style of the + Arabian Nights! High magic and dark deeds reign as you + face the evil Genie Lords in a quest to restore your + family honor! Use magical items to face the challenge + of real-time combat and puzzle solving..And savor a + tightly woven story line that's enhanced by grand + cinematic musical themes! In other words: This rules! + + + + Greets : Liquid Khaos, The Renegade Chemist, The Brain, Butcher, + Cremator, Star Master, Janno, Faldo, Hoppermania, + Tom & Jerry, Westbam, Cetis, The Chairman, + Chronic Halitosis, Big Boss, Razor Blade, + The Dutchmen, James Bomb, + + + Crack Notes : As usual, RF does his best work on protected mode + stuff..... + + This was an intense 32-bit protected-mode crack.. To + use the crack, install the game as normal first, + THEN copy RAZOR's cracked EXE file into your QADIM + directory...The EXE is: GENIER.EXE...Then run the + game as normal.. + + Ķ + + Group News : RAZOR is always on the lookout for new, talented + individuals...If you think you have what it takes to + help us stay #1, then contact us! Send mail to + Marauder on any HQ board, or have any RAZOR sysop + forward your mail, or, write to our PO Box... + + -Marauder + + Ľ + + ķ + Mirage World HQ 10 Nodes ITS.PRI.VATE Big Boss + State/Devolution USHQ 6 Nodes ITS.PRI.VATE Marauder + Agents/Fortune Courier HQ 5 Nodes ITS.PRI.VATE Butcher + The House of God European HQ 2 Nodes +31.PRI.VATE Hoppermania + Ķ + Aquila Member Board 3 Nodes +31.PRI.VATE The Brain + Exalted Death Member Board 2 Nodes 314.PRI.VATE DeaD GooN + Metal Works Member Board 2 Nodes 318.PRI.VATE Heavy Metal + Rest in Peace Member Board 7 Nodes 513.PRI.VATE Nuke + Suburbia Member Board 6 Nodes 214.PRI.VATE The Chairman + Violent Plygrnd. Member Board 1 Node +46.PRI.VATE Laric + Ķ + Central Park Affiliate 3 Nodes +61.PRI.VATE Grim + Chaos Factory Affiliate 3 Nodes ITS.PRI.VATE Mad Bomber + Dream Theatre Affiliate 4 Nodes 314.PRI.VATE Attitude + Electric Requiem Affiliate 2 Nodes 602.PRI.VATE Lord Shred + Future Zone Affiliate 5 Nodes +49.PRI.VATE JJF + Galaxy Alliance Affiliate 2 Nodes 403.PRI.VATE Star Master + Maximum Overdrive Affiliate 3 Nodes 512.PRI.VATE Twin Turbo + Midpoint Void Affiliate 2 Nodes 303.PRI.VATE Holy Ward + Pirates Hideout Affiliate 2 Nodes +46.PRI.VATE BlackSmith + Reggae Muffin Affiliate 2 Nodes +47.PRI.VATE Illegal E?ror + RIP Affiliate 2 Nodes +35114761171 Fido Dido + Southern Comfort Affiliate 5 Nodes ITS.PRI.VATE Cobra + The Castle Affiliate 5 Nodes 604.PRI.VATE The Wizard + The Depths Affiliate 1 Node 214.PRI.VATE Maelstrom + Ķ + The Pentagon Outpost 3 Nodes +31.PRI.VATE Grimlock + Violent Plygrnd. Outpost 1 Node +46.PRI.VATE Laric + Ľ + + ķ + + Razor 1911 Leaders + ~~~~~~~~~~~~~~~~~~ + Marauder, Butcher, and Randall Flagg + + Razor 1911 Members + ~~~~~~~~~~~~~~~~~~ + Avalon, Big Boss, Bionomix, Chairman, Chessking, + Chronic Halitosis, Dead Goon, Ford Prefect, Heavy Metal, + Hoppermania, Janno, Laric, Nuke, Odin, Phoenix, + Rambone, Razor Blade, Serpico, Snacky, The Brain, Tom&Jerry, + Westbam, Wind Walker, and Wolverine + + Razor 1911 Coding/Training/Art Departments + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Wolverine, Zebig, Mitch, Martial Artist, Laric, Mat, + Night Slasher, Red Wizard, and Jed + + Razor 1911 DoX Specialists + ~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Chairman, Lorus, and Dark Light + + Ľ + + ķ + + Razor 1911 Courier Coordinators + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Grim & The Brain + + Razor 1911 Senior Couriers + ~~~~~~~~~~~~~~~~~~~~~~~~~~ + Janno, Faldo, and The Dutchmen + + Razor 1911 Elite Couriers + ~~~~~~~~~~~~~~~~~~~~~~~~~ + Cobretti, Cremator, Death Knight, + Digital Justice, Dream Weaver, Godfather, Homer, Janno, + King Lear, Luke Skyywalker, Marine, Minstrel, Moon, Nivek Ogre, + Obliviax, Prophet, Rage, Raider, Raw Liquid, SLe, + The Cardinal, Timelord, amd Vivid + + Razor 1911 Trial Couriers + ~~~~~~~~~~~~~~~~~~~~~~~~~ + Grey Death & Visionary + + Ľ + ķ + Beware of FAKE RAZOR MEMBERS/BOARDS/ETC! If they are not in this NFO, + THEN THEY ARE NOT IN RAZOR! + Ľ + ķ + + Razor 1911 is always looking for loyal and interested people to keep the + blade sharp. If you want to apply to be a courier, affiliate, or even a + member, please call any of the RAZOR 1911 HQ boards and leave a message + for Marauder. Have someone forward your message if you cannot get on... + + Interested in Razor-DoX? Call +1-214-445-0790 and run the Razor-DoX app + generator. + + You may write to us at : + + RAZOR 1911 PC USA + 7154 NORTH UNIVERSITY DRIVE #21911 + TAMARAC, FL 33321 + USA + + Ľ + + IF YOU LIKED THIS PRODUCT, PLEASE BUY IT. + THE PUBLISHERS OF QUALITY SOFTWARE DESERVE SUPPORT! (c) + + -*- R A Z O R 1 9 1 1 -*- + + ķ + VERSION CONTROL: RAZOR.004 05/05/94 + Ľ + + diff --git a/textfiles.com/piracy/RAZOR/rzr0693.nfo b/textfiles.com/piracy/RAZOR/rzr0693.nfo new file mode 100644 index 00000000..2b17ad1a --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzr0693.nfo @@ -0,0 +1,160 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + =- P R E S E N T S -= +ķ + TRAINER FOR CENTER COURT TENNIS [+5] +Ľ +͸ + -*- Release Information -*- +Ĵ + Trained By Red Wizard Date 06/26/93 + Released By RAZOR Items Trained VARIOUS THINGAMABOBS +; +ķ + + Trainer notes: This is a pretty cool tennis game. These cheats should + improve your playing. + + The trainer will flash the screen blue to tell you it is hooked into the + game and when using ingame keys it will flash green for on and red for off. + + [F1] - UNLIMITED SERVES - This will allow you to keep serving even + after having 2 faults. Which helps when you learning how to + play the fucka. + + [F2] - STOP COMPUTER SCORING - This will stop the computers score + increasing. Means he can't win and that you can practise + against him untill you beat him. + + [F3] - WIN RALLY - Will make you win the current rally. If you push + F3 before you serve the graphix will screw up for a bit. So + don't say I didn't wanr you. :-) + + [F4] - WIN CURRENT GAME - Just that. Will make you win the game. + + [F5] - DEC COMPUTERS SCORE - Take it down so you can get an edge on + him. + + Greets: Sector9, Baal, Randall Flagg, TRC, Black Spyrit, Dr. No, + ~~~~~~~ Rambone, Razor Blade, Network, Hard Core, Code Breaker, + Dark Knight, Dr Detergent (You gone for good? ), Hoppermania, + Lithium (Thanx for the cool menu). + And to all other trainer makers , Since there are so many now. + + Group Greets: TDT, CARDINALS, EXCESS, UNTOUCHABLES + + Red Wizard +Ľ + + Ŀ + RAZOR 1911 BOARDS + Ĵ + Mirage...............World HQ.......6 nodes..ITS-PRI-VATE....Big Boss..... + The Pit..............Courier HQ.....4 nodes..ITS-PRI-VATE....Kidlat!...... + Unknown Pleasures....European HQ....4 nodes..ITS-PRI-VATE....Razor Blade.. + The Brewery..........AHQ............4 nodes..ITS-PRI-VATE....Ginnie....... + CraftWorld...........Candian HQ 2 nodes..ITS-PRI-VATE....Slum Dweller + Ĵ + Agents of Fortune....Member Board...2 nodes..ITS-PRI-VATE....Butcher...... + Boner's Domain.......Member Board...2 nodes..314-434-8706....Rambone...... + Spyrit's Crypt.......Member Board...2 nodes..ITS-PRI-VATE....Black Spyrit. + Unknown Origin.......Member Board............ITS-PRI-VATE....The Unknown.. + Death Valley.........Member Board............+39-XXX-XXXX....Jurgen....... + State of Devolution..Member Board...2 nodes..ITS-PRI-VATE....Marauder..... + C.N.S................Member Board...2 nodes..ITS-PRI-VATE....Wolverine.... + Ĵ + ASCII Express........Affiliate...............617-631-3064....Cptn. Over... + Bucket of Blood......Affiliate...............403-XXX-XXXX....Roger Ramjet. + Camelot..............Affiliate......2 nodes..606-258-2821....Black Knight. + Covert Action ][.....Affiliate......3 nodes..818-XXX-XXXX....ConTra....... + Data Dump............Affiliate......2 nodes..504-XXX-XXXX....RISC......... + Maximum Overdrive....Affiliate......2 nodes..ITS-PRI-VATE....Twin Turbo... + Metal Works..........Affiliate...............ITS-PRI-VATE....Heavy Metal.. + Midpoint Void........Affiliate......2 nodes..ITS-PRI-VATE....Holy Ward.... + Street Spydrs........Affiliate......4 nodes..713-XXX-XXXX....Maverick..... + Suburbia.............Affiliate......4 nodes..ITS-PRI-VATE....The Chairman. + The Pump.............Affiliate......2 nodes..ITS-PRI-VATE....The Iron Man. + The Chaos Factory....Affiliate......2 nodes..604-824-9074....Mad Bomber... + Utopian Dream........Affiliate...............416-XXX-XXXX....White Ire.... + Ĵ + CyberSpace...........Affiliate......2 nodes..+41-27563418....ULi.......... + Digital Express......Affiliate...............+55-XXX-XXXX....Red Baron.... + The House of God.....Affiliate......2 nodes..+31206642172....Hoppermania.. + Violent Playground...Affiliate......2 nodes..+46-XXX-XXXX....Laric........ + Ĵ + RAZOR 1911 SUPPORT BOARDS + Ĵ + Soul Asylum [514] & Interpalace [512] + + + Ŀ + RAZOR 1911 MEMBER LIST + Ĵ + Butcher - Joint Thirtysomething Randall Flagg - Chief Cracker + Razor Blade - Still in Mourning The Renegade Chemist - Cool dude. + Ĵ + Black Spyrit - Head Artfag Devil - European Spreadmaster + Excessive Knight - Brutal Cracker Conrad - Ace Supplier & Coder + Ginnie - Sysop of The Brewery Interloper - Funny kid + Jack - UK Boardleecher's Society Jurgen - Sysop of Death Valley + Marauder - Official Razor Pilot Melody Maker - Another funny kid + Picasso - Official Razor Impressionist Poise - Razor Artfag Division + Hyperion - Longtime Razor supporter Prime Target - Cool dude + Rambone - US Courier Chief Red Wizard - Killer Trainer + Serpico - Official Razor Gangsta' Warchild - Official Razor Dude + White Ire - Opposite of Black Ire Wolverine - Cracker from Hell + The Unknown - Sysop of Unknown Origin Delirium Tremens - Ace Supplier + Zodact - Founder of Razor 1911 PC Big Boss - Sysop of Mirage + Snacky - Cracker Extraordinaire Kidlat! & Akira - Sysops, The Pit + Ĵ + --> Members not on this list are unlisted for obvious reasons. <-- + + + Ŀ + -*- RAZOR 1911 SPREADING TEAM -*- + Ĵ + -*- DEViL, Interloper, Prince of Sin, Sid Vicious & Wind Walker -*- + Ĵ + The Black Mage, The Phantom, Shadow Phantom, Mephistar, Twilight Time + The Magus, Messenger of Death, Country Boy, Dr. Johnny Fever, DeathStar + Marauder, The Illusionist, Steelheart, TimeLord, Cyber Shark,Trasparent + GML/TU, Plague, Digital Justice, Janno, Moon, Grey Death, Mace, Fugitive + CyberNetic Samurai, Racer-X, Hoppermania, SLAiN & Youth Gone Wild. + + + ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! + ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ + RAZOR 1911 is currently looking for dedicated, hardworking, enthusiastic + courier trainees. If you ever wanted to be a full-fledged courier for a + major force in the Pirating scene, nows your chance! Download the + RAZOR.APP from Boners Domain or grab it from any RAZOR 1911 release + fill it out, and upload it to Boners Domain care of Rambone. + + Ŀ + HOW TO CONTACT RAZOR 1911 + Ĵ + Razor 1911 is no longer accepting North American Dist Sites unless you can + offer us something special. We are still looking for a few cool boards in + the rest of the world , so you can contact us on our HQ boards today. Also + you can write us for cool stuff at : + + RAZOR 1911 PC RAZOR 1911 VMB + BOX 2034 409.866.3335 + Vidor, TX 77662 Box 1911 + U.S.A + + To Contact Razor Europe call Unknown Pleasures Using Account Name + 'RAZOR' and password '1911' and leave mail to Randall Flagg. + + + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + + \ No newline at end of file diff --git a/textfiles.com/piracy/RAZOR/rzr0792.nfo b/textfiles.com/piracy/RAZOR/rzr0792.nfo new file mode 100644 index 00000000..d501e216 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzr0792.nfo @@ -0,0 +1,122 @@ + + + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + + =- P R E S E N T S -= + Ŀ + Jill of the Jungle 3: Jill Saves the Prince + + + ͻ + -*- Release Information -*- -*- Game Information -*- + Ķ + Cracker - Publisher Epic MegaGames + Protection Type - Graphics VGA/SVGA 256 colors + Supplier Switch Sound AdLib/SB/Speaker + Date of Release 07/18/92 Rating [1-10] 10 + ͼ + + Ŀ + Release Notes + + + Here's the final episode in the Jill of the Jungle series from + Epic. Once again this game is short but sweet, with awesome graphics + and sounds, it kicks. + + Greets: The Unknown, Nocturnus(AKA Mr. Alliance), Butcher, Zodact, + Darwin, The Witch King, Intrepid, The Renegade Chemist, Avalon, Peeker. + + -Switch [07/18/92] + + + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + + Ŀ + Razor 1911 Couriers + + + -*- Senior Couriers -*- + + Switch, Wind Walker, + Avalon, Peeker + + -*- Elite Couriers -*- + + Shadow PhanTom, Shadow of Death, + RoboCop, Rand, Spectral Illusion, + Toffolo, The Iron Man, Benign Rouge + Ur Lord, Load Master,Bullwinkle + Style, Bubba, Boomer, + + Ŀ + Razor 1911 Affiliate Systems + + + -*- UNITED STATES -*- Ŀ + Suburbia - World Headquarters - 214 PRI VATE + The DaRK PaLaCE - Courier Home / RazorDox WHQ - 804 272 1007 + Agents of Fortune - Affiliate Recruitment WHQ - 409 786 3767 + Ĵ + alistic - 612 374 5110 The Cellar - 401 739 2946 + UnderWorld - 408 279 0518 The Space Zone - 301 PRI VATE + Dust /\/ Bones - 201 612 8817 Elysium - 508 PRI VATE + Logical Solution - 602 844 7208 Trilogy ][ - 313 247 8308 + Midpoint Void CAE - 303 938 9675 Palace of Illusion - 214 931 7981 + Peril Gates - 616 941 5914 Reign In Blood - 718 698 1969 + So-Krate's - 310 578 7226 Palace of Exile - 201 299 8541 + -*- INTERNATIONAL -*- Ĵ + Battle Board ][ - 403 569 9379 The Fault Line - 403 239 0381 + The Immortal Grounds - 416 829 5426 Legend of Ampasaurus - 604 279 0518 + Sea of Tranquility - 416 391 1312 Drunk & Disorderly - 416 PRI VATE + -*- SUPPORT SITES / OUTPOSTS -*- Ĵ + The Atomic Cafe - 503 635 7972 Infinite Darkness - 305 561 3877 + The Prophecy - 301 681 4380 + + + Ŀ + Razor 1911 VoiceMail + + + For more information on Razor 1911, be sure to call our VMB, + to stay on top of the latest Razor cracks and to get in touch + with the sharpest group in the scene! + + (213)/668-9846 + + Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Greetings go to all of our couriers! Keep up the good work! + + * Are you interested in spreading hot games for the sharpest group in the PC + scene? If you think you are up to the task of being a Razor courier, get + in touch with The Witch King on The DaRK PaLaCE! + + * If you run a board and are interested in becoming a Razor Affiliate, get + in touch with Butcher on Agents of Fortune! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/rzr0992.nfo b/textfiles.com/piracy/RAZOR/rzr0992.nfo new file mode 100644 index 00000000..428e4e03 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzr0992.nfo @@ -0,0 +1,165 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +Ŀ + Tom Landry Strategy Football + +ͻ + -*- Release Information -*- -*- Game Information -*- +Ķ + Cracker Onyx Publisher Merit Software + Protection Type Doc Check Graphics EGA/VGA + Supplier The Unknown Sound Adlib/Sound Blaster + Rating [1-10] 9 # of Disks 2 + Date of Release 09/04/92 Disk Size 1.44mb +ͼ +Ŀ + Release Notes + + Here's a great strategy football game by Merit Software. Along with the modem + play, great strategic action, and online help from Tom Landry himself, this + seems to be one of the greatest coaching games ever. It does have a minor doc + check, but thanks to Onyx, this was easily removed. Well, hope you enjoy the + release, and be looking for more great releases coming to you soon by RAZOR + 1911! + + Greets: Butcher, Martial Artist, Renegade Chemist, Darwin, Sector9, Lestat, + Onyx, and Intrepid! + + -The Unknown 09/04/92 + + + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + +Ŀ + Razor 1911 Couriers + + + -*- Senior Couriers -*- + + Wind Walker, Avalon, Peeker, Bubba. + + -*- Elite Couriers -*- + + Shadow PhanTom, Baddog, Benign Rogue, Ur Lord, Load Master, + Bullwinkle, Chaos9, The Dark Lord, Fallen Angel, DEViL, Lord Tiamat. + + -*- Trial Couriers -*- + + Cylus, Messenger of Death, Phantom, The Enforcer, The Unforgiven. + +Ŀ + Razor 1911 Affiliate Systems + +Ŀ + Suburbia - World Headquarters/2 nodes - ITS/PRI-VATE + The DaRK PaLaCE - Courier Home/2 nodes - 804/272-1007 + +Ŀ + Agents of Fortune - Member Board/2 nodes - Butcher - 409/786-3767 + Midpoint Void - Member Board - Holy Ward - ITS/PRI-VATE + Crime Ring - Member Board - Kingpin - ITS/PRI-VATE + The Fault Line - Member Board - Martial Art. - 403/288-8402 + Spyrit's Crypt - Member Board - Black Spyrit - 802/878-3704 + Unknown Origin - Member Board - The Unknown - 214/442-5021 +Ĵ + Trilogy ][ - Affiliate/2 nodes - Rich Kid - 313/247-8308 + Reign In Blood - Affiliate - Uriel - 718/698-1969 + Legend of Ampasaurus - Affiliate - Vincentio - 604/279-0518 + UnderWorld - Affiliate/2 nodes - Archmage - ITS/PRI-VATE + So-Krate's - Affiliate/2 nodes - Philosopher - 310/578-7226 + Dust /\/ Bones - Affiliate - Groo - 201/612-8817 + Sancuary(tm) - Affiliate - T. Thales - 305/792-8771 + Peril Gates - Affiliate - Isopropyl - 616/398-3248 + The Cellar - Affiliate/2 nodes - Runaway Train - 401/739-2946 + The Space Zone - Affiliate/3 nodes - Death Ray - 301/PRI-VATE + Elysium - Affiliate - Squire - 508/PRI-VATE + Camelot - Affiliate - Black Knight - 606/PRI-VATE + The Jungle - Affiliate - The Ware Lord - 615/PRI-VATE + BoomTown - Affiliate - Boomer - 407/658-6472 + The Data Dump - Affiliate - RISC - 504/455-0139 + The Bull Farm - Affiliate - Bull - 504/PRI-VATE + Wares for the Masses - Affiliate/7 nodes - Steel - 302/836-6175 +Ĵ + The Prophecy - Outpost - Nostradamus - 301/681-4380 + The Atomic Cafe - Outpost - Speed Demon - 503/635-7972 + Infinite Darkness - Outpost - Midnight Sor. - 305/561-3877 + The Medieval Crypt - Outpost - M. Magician - 214/242-2954 + + +Ŀ + A HOT GROUP NEEDING HOT COURIERS! +Ĵ + HEY! DO YOU WANT TO COURIER HOT RELEASES FOR THE HOTTEST GROUP AROUND! IF + YOU ARE INTERESTED THEN CALL THE DARK PALACE AT 804/272-1007 AND APPLY FOR + AN ACCOUNT! BE SURE TO TELL THE WITCH KING ABOUT YOUR INTEREST, AND LEAVE + A VOICE NUMBER. WE NEED SOME GOOD DAYTIME COURIERS TO HELP SPREAD OUR RE- + LEASES, SO IF YOU THINK YOU ARE UP TO IT THEN DON'T WAIT, CALL US TODAY! +Ĵ + NOTE! IF YOU HAVE A V32 OR V32BIS MODEM, BE SURE TO CALL THE NUMBER LISTED + ABOVE, 804/272-1007, IT IS A USRBOTICS DUAL STANDARD 14.4K NODE. HOWEVER, + IF YOU HAVE AN HST TRY CALLING ON NODE 2 (HST ONLY) FIRST AT 804/272-8966. + +Ŀ + DO YOU WANT TO RUN A BOARD FOR THE BLADE? +Ĵ + HEY! ARE YOU DISSATISFIED WITH THE CURRENT STATE OF YOUR BOARD? CRYING AB- + OUT THE SPEED AT WHICH YOU GET THE HOTTEST RELEASES? IF YOU WANT TO JOIN + THE UPPER CUT OF THE SCENE AS AN OUTPOST, AFFILIATE, OR MAYBE EVEN A MEM- + BER BOARD, THEN CALL AGENTS OF FORTUNE AT 409/786-3767 OR AT 409/786-1598 + AND LET BUTCHER KNOW THAT YOU TOO WANT YOUR BOARD TO BE A CUT ABOVE! + + +Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Don't wait! Write us today! + +Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Greetings go to all of our couriers! Keep up the good work! + + * If you want to spread for the sharpest group in the scene, call The + Dark Palace and get in touch with The Witch King or Switch! + + * If you run a board and are interested in becoming a Razor Affiliate, get + in touch with Butcher on Agents of Fortune! + + RAZOR 1911 - SHREDDING THE COMPETITION! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/rzr0993.nfo b/textfiles.com/piracy/RAZOR/rzr0993.nfo new file mode 100644 index 00000000..1408a0fa --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzr0993.nfo @@ -0,0 +1,128 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + Ĵ Proudly Presents + + YO! Joe from HUDSON Software + Ĵ + Cracker : Snacky + Protection : Disk Protection + Supplier : Mr. TDT + + + Install Notes : Just COPY all LEVEL?.CPF files into your Game DIR! + ~~~~~~~~~~~~~~~ + + Crack Notes : Well finally here it is!! The 100% (Real!) Crack for + ~~~~~~~~~~~~~ this awesome game! + Why didn't TDT or other groups check that this game + has more than only 1 Check a'Level ??? + I played the game 3 times to it's end and just + can say that the Graphic Errors are definitly NOT + my work! They are also on the TDT Version! + Perhaps if you play the game with several options + (like weapons, trainers, multiplayer etc.) there + can a Protection show up in a level that i haven't + seen by playtesting it! Just leave me a Msg on all + Mayor BBS and i will remove all! + I also removed that TIME Delays in the 1st level so + you have more fun to play it and need not to wait all + time some seconds... + + PLEASE NOTICE: As i used the TDT crack further, you have to insert + a Disk in Drive A: coz i did not remove the Disk Access + of their Crack.... If you do not insert a disk you have + to wait sometimes 10-20 Seconds... But that is not my + fault! Please Blame TDT for this..... + + THIS GAME HAS THE MOST PROTECTIONS I EVER HAVE SEEN! + + Hey Hard Core.... Tell me why don't you play the games + you crack and only say 100% if it isn't the truth?? + Remember: + + YO! JOE FROM HUDSON SOFTWARE DISK [?-2] + CRACKED BY: T H E D R E A M T E A M ! + 100% CRACKED ALL 6 LEVEL PROTECTIONS... + + + Hey H.A.S.P. ... I like you Trainer but after the 1st + level you have only the weapon trainer left! Please + check this out and please test you Trainer next! + + + Hey TRSI... also the same.... no trainer on level 2 + and up!!!! + + + Group Info : Call our newest board in Norway, Dreamland, to say + ~~~~~~~~~~~~ hi to Gordon Gekko .. Also call Twilight Zone and + say hi to Dark Knight .. + + + Greets : TRC, HOPPERMANiA, Marauder and all the others + ~~~~~~~~~~~~ that make and keep RAZOR 1911 #1! + + Snacky/Razor 15.9.93 + Ŀ + Ĵ Razor 1911 HQ/Member/Affiliate BBS' + + Mirage 6 Node WHQ +1(XXX)XXX-XXXX Big Boss + State/Devolution 2 Node USHQ +1(XXX)XXX-XXXX Marauder + The Pit 4 Node CHQ +1(718)XXX-XXXX Kidlat! + House of God 2 Node EHQ +31-XXXXXX-XXXX Hoppermania + Ĵ + Suburbia 4 Node +1(214)714-0202 Chairman + Death Valley +39-XXXXXX-XXXX Jurgen + CNS 2 Node +1(313)XXX-XXXX Wolverine + Cloud Nine Elite 4 Node +1(612)XXX-XXXX Nimbus + Road to Nowhere 4 Node +1(213)XXX-XXXX The Legend + Helter Skelter 2 Node +44-XXXXXX-XXXX Mephistar + Boner's Domain 2 Node +1(314)XXX-XXXX Rambone + Violent Plygrnd. +46-XXXXXX-XXXX Laric + Twilight Zone 2 Node +1(504)275-8248 Dark Knight + Ĵ + Midpoint Void 2 Node +1(303)XXX-XXXX Holy Ward + Street Spydrs 5 Node +1(713)XXX-XXXX Maverick + Ascii Express 2 Node +1(617)XXX-XXXX Capt. Over + Maximum Ovrdrv. 3 Node +1(512)XXX-XXXX Twin Turbo + Metal Works 2 Node +1(318)XXX-XXXX Heavy Metal + Chaos Factory 2 Node +1(604)XXX-XXXX Mad Bomber + Utopian Dream +1(416)XXX-XXXX White Ire + Mooncrows Aeyrie 4 Node +1(206)XXX-XXXX Mooncrow + Xenocide Inc. 2 Node +1(813)XXX-XXXX Intimidator + Violation 2 Node +1(818)XXX-XXXX Depeche + Dreamland +47-XX-XX-XX-XX Grdn. Gekko + + + + Ŀ + Ĵ Razor 1911 Member/Courierlist + + The Renegade Chemist, Marauder & Randall Flagg + Ĵ + Zodact, Black Spyrit, Hyperion, The Chairman, Red Wizard, + The French Mate, Wolverine, Serpico, Snacky, Interloper, + The Legend, Wind Walker, Hoppermania, Strike Eagle, Onyx, + Mephistar, Dark Knight, Rambone, Zebig, Laric & C. Halitosis. + Ĵ + Skater & Janno + Ĵ + Digital Justice, Knox, Grimlock, Timelord, Nailz, Raider, + Dune, Bubble Man, Fugitive, Hyper&Psycho, Hitman, Shinobi + Sweda Head, Energie&Sky, Necromancer, IceMan, Grey Death, + The Cardinal, CyberNetic Samurai, The Dutchmen, Egg Head, + RacerX, Death Certificate, The Bugger & Storm Lord. + + + + Ŀ + Support the companies that produce quality + software. If you liked this game, buy it. + diff --git a/textfiles.com/piracy/RAZOR/rzr1095.nfo b/textfiles.com/piracy/RAZOR/rzr1095.nfo new file mode 100644 index 00000000..0a257efc --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzr1095.nfo @@ -0,0 +1,210 @@ + + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Baryon + (c) Acro Studios + + + + Ŀ + + Supplied By : No One You Know Release Date : 3 October 1995 + Game Type : Vertical Scroll'em Up Game Rating : 8/10 + + Ĵ + + Cracked By : -- Protection Type : none + Crack Patch : -- Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + "...Please find enclosed a new version of Baryon. Some + customers have reported problems with the original version crashing. + Specifically, problems were reported when starting the game with + sound or when exiting..." + + Anyone, this is a Raiden clone. Check it out. This one works! + + + No One You Know/RAZOR 1911 + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor Nineteen Eleven welcomes Street Spydrs as the new official World + Headquarter! Only the priviledged few will be invited as we will keep + the board very fast, secure, and private. Contact your local Razor + members for more information. + + + RAZOR T-SHIRT UPDATE: + + The responses to our official t-shirts for '95 have been incredible, + and thanks to our great fans, our shirts have been spotted all over + the globe. In countries such as Findland, Sweden, Belgium, UK, Spain, + France, Australia, Germany, Japan, Canada, and US, the proud elites + of the undergound scene are sporting the Razor look in parties, bars + (or pubs), beaches, and large gatherings. A big yahoo to those of + you who attended the LONDON ECTS SHOW last week with our shirts! + + There are still plenty of time left for you to order your very own + Razor shirt, so fill out the RZRSHIRT.TXT carefully, and send your + order forms in ASAP. It's not to be missed! + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + Personal Geetz - + + Cameron Hodge. Hot Tuna. The Speed Racer. Beowulf. Troll. Pharaoh. + Third Son. Sternone. Eos. Misha. Cobra. Fatal Error. Ustasa. Kilroy. + Captain Blood. Bitecrash. Dagbobah. and the rest of the Razor family + and friends around the globe. + + Group Greetz - Department of Defense TDU-JAM Tyranny + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Beowulf. Cameron Hodge. Cobra. Dr.Magic. Elrick. EOS. + Evil Current. Faldo. The GEcko. High Density. Hojoe. Hot Tuna. Hula. + Illegal Error. Kilroy. Masters. Misha. Pharaoh. Pitbull. Roland. + Sector9. Snake. The Speed Racer. Sternone. Third Son. Troll. Troops. + The Undertaker. Ustasa. Wayward. + + + + Ŀ + + Razor 1911: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Illegal Error + + + Razor 1911: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Ustasa + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beast. Bitecrash. Captain Blood. Dagobah. Elvin Nox. Fatal Error + Hero. Janno. The Master. Maverick. Ralph. Raw Liquid. Rio&Ken. + Toast. Tomas. Ustasa. Ware Maker + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Razor Staff + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Darkside Member Board O8 Node(s) Elrick + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + RockCreek Member Board O6 Node(s) Third Son + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe + The Wall Member Board O7 Node(s) Roland/TGW + + The Crypt Affiliate O3 Node(s) Spectre/Blade + The Haunted House Affiliate 15 Node(s) The Master + Little Vegas Affiliate O3 Node(s) Casino Man + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (405)943-9867 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an285616@anon.penet.fi + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in .DAT tapes or factory pressed + silver monthly CD, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/rzr1192.nfo b/textfiles.com/piracy/RAZOR/rzr1192.nfo new file mode 100644 index 00000000..fbb2bf01 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzr1192.nfo @@ -0,0 +1,210 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +ķ + STAR CONTROL II +Ľ +͸ + -*- Release Information -*- -*- Game Information -*- +Ĵ Ĵ + Cracker Eldar Publisher Accolade + Protection Type Doc Check GFX & Sound VGA 256 & Everything + Supplier Valium Release Date 11/13/92 +; +ķ + + Game Notes: All I can say is WOW! The sequel to the original is enormous, + ~~~~~~~~~~ but well worth the time to download. The basic storyline is + taken from the first and completely expanded, making it more of + a role playing game but with the arcade action still integrated. + Fans of the original can play 1-on-1 arcade by running the file + MELEE.EXE. Good luck, and remember: Earth is depending on YOU. + + Crack Info: What to say. Two crackers failed on this attempt, and it was + ~~~~~~~~~~~ finally cracked by Eldar, the wondercracker from Germany. The + protection is a doc check at the beginning of the game, you + will still encounter it, but now you just press enter when it + pops up. After installation, copy over the file CRACK.COM and + use it before each playing of the game, it is the crack TSR. + Enjoy the release... + + Hints: -Before dispatching a lander to a planet, check a few facts; + ~~~~~ WEATHER, TECTONICS, and TEMPERATURE, if high, present a higher + risk to your crew and landing pod. GRAVITY affects the amount + of fuel it takes to land on the planet. + -When approaching an Energy source on the planet, fire a warning + shot to determine more info on the object. + -Practice fighting! Be prepared to die a few times... + -Stock up on fuel before leaving the solar system (entering + HyperSpace) + -Help the Earth SpaceStation first... + -To use AutoNav (very helpful function), enter the Star Map. Hit + ENTER on a star location, then SPACEBAR to enable AutoNav + +Ķ + + Greets: Renegade Chemist - just 1 bed in his room + ~~~~~~ Gangsta Rok - keep on keepin' on, son + Eldar - Thanks for all the hard work! + - hey, 'register' the QmodemPro release + + Notes: Be sure to call our newest boards in Sweden and the US. Also + ~~~~~ give Wares for the Masses a ring! It is now 10 nodes, all USR + HST 16.8k Dual Standard modems... Welcome to our newest boards + in the US and Europe! + + Anybody who thinks they are in Razor 1911 and wasn't listed in + this NFO file has serious problems. If you want to keep your + position, call the WHQ and leave email to THE RENEGADE CHEMIST, + or you may never be able to get your position back! + + + Big MegaMassive Greets go to R. Bubba Magillicutty, Intrepid, Marko Ramius, + Eldar, Excessive Knight, Holy Ward, GRok & Thor, Hammer of the Gods! + +Ķ + -=RAZOR=- GROUP GREETS GO TO REBELS, TRSI, THG & MINISTRY! +Ľ + +ķ + -=RAZOR=- Members +Ľ + + Avalon, Black Spyrit, Butcher, Chairman, Darwin, Doctor No, Excessive Knight, + Holy Ward, Hyperion, Intrepid, Jack, Knightmare, Martial Artist, Marko Ramius, + Melody Maker, Philosopher, Prime Target, Razor Blade, Red Baron, + The Renegade Chemist, SecTor9, Stingray, The Unknown, Unknown Uploader, + The Witch King & Zodact + + +ķ + -=RAZOR=- Couriers +Ľ + + - Senior - + Bubba, Lord Tiamat, Ur Lord & Wind Walker + + - Elite - + Baddog, Beach Bum, Bullwinkle, The Dark Lord, DEViL, The Enforcer, + Gangsta Rok, Joebee, Load Master, Messenger of Death, The Phantom, + RAiDER, Shadow Phantom, Sugar & DuNe + + - Trial - + The Black Mage, Ben Jammin, Count Zero, Cubik, Dark Knight, + Folksinger, Grave Digger, Sid Vicious, iNTERLOPER & White Rose + + +ķ + -=RAZOR=- Boards +Ķ + Suburbia World HQ (2 nodes) The Chairman 214/PRI-VATE + TerrorDome Canadian HQ (3 nodes) Stingray 416/PRI-VATE + Apocalypse Courier HQ (3 nodes) P.O.W. 703/ITS-DOWN + F/X Canadian CHQ (2 nodes) Savage Steel 416/PRI-VATE + Kindergarden European HQ Sector9/Dr. No +47-7-525156 +Ķ + Agents of Fortune Member Board (2 nodes) Butcher 409/786-3767 + The Dark Palace Member Board (2 nodes) The Witch King 804/PRI-VATE + Digital Express Member Board Red Baron 55-273250791 + The Fault Line Member Board Martial Artist 403/288-8402 + The Flip Side Member Board Azmodeous 602/341-0483 + MidPoint Void Member Board (2 nodes) Holy Ward ITS/PRI-VATE + So-Krate's Member Board (2 nodes) Philosopher 310/578-7226 + Spyrit's Crypt Member Board Black Spyrit 802/879-1136 + Unknown Origin Member Board The Unknown 214/442-5021 +Ķ + ASCII Express Affiliate Captain Over 617/631-3064 + Borderline Affiliate The Wizz 813-922-4125 + Camelot Affiliate Black Knight 606/258-2821 + Elysium Affiliate Squire 508/PRI-VATE + Fatal Future Affiliate Mindbender +46/31932845 + Fifo-Lifo Affiliate Big Al 305-PRI-VATE + File Cabinet Affiliate (3 nodes) File Clerk 815/399-8978 + Peril Gates Affiliate Isopropyl 616/PRI-VATE + HELL Affiliate (3 nodes) Asmodeus 313/PRI-VATE + High Voltage Affiliate Sledge Hammer 908-231-0252 + Inverse Logic Affiliate The Pardoner 203/445-5482 + The Jungle Affiliate The Warelord 615-885-9792 + Legend of Ampasaurus Affiliate Vincentio/DC 604/241-2490 + Metal Works Affiliate Heavy Metal 318/PRI-VATE + Mode 101 Affiliate The Prof. 206/486-2546 + Street Spydrs Affiliate (4 nodes) Maverick 713/PRI-VATE + The Texas Madhouse Affiliate (3 nodes) TEX & Warlock ITS/PRI-VATE + Violent Playground Affiliate Laric +46/40456649 + Wares for the Masses Affiliate (10 nodes) Goobug 302/836-6175 +Ľ + +ķ + -=RAZOR=- Outposts +Ķ + The Atomic Cafe +Ľ + +ķ + -=RAZOR=- Information +Ľ + + Wanna be a Razor 1911 courier? Only a few positions are left open, + so fill out & return your application to The Unforgiven on Suburbia + soon. In Canada, return your application to Savage Steel on F/X. + + Wanna be a Razor 1911 Affiliate? Call Spyrit's Crypt or Agents of + Fortune & logon with account: VISITOR, password: RAZOR. Leave feed- + back with your board info and a voice number and we will get back to + you as soon as possible. + + Wanna be a Razor 1911 Member? If you have what it takes, we are + looking for daytime crackers, suppliers, hackers, and donating mem- + bers, so if you're not happy in your current position, or don't + have a position at all, give us a ring. We may be able to work + something out! + + Razor 1911 is looking for European Spreaders, Mailspreaders, and Euro- + pean Affiliates. If you're interested call the RAZOR 1911 EURO HQ and + leave a message to Sector9 & Doctor No! - Or write to the RAZOR EUROPE + P.O. Box for a quick response. + + If you appreciate all the hard work that Razor 1911 and its members do + every day to get the releases out to you, the best thing you can do is + write to us how you feel. If you don't appreciate it we want to hear + you bitch as well. Fan & hate mail are both welcome and will be post- + ed in the RazorNet (tm). We also appreciate all donations of ORIGINALS + & HARDWARE. + +ķ + -=RAZOR=- P.O. Box Addresses +Ľ + + RAZOR 1911 PC RAZOR EUROPE + BOX 264 BOX 945 + 2323 SAN ANTONIO N-7001 TRONDHEIM + AUSTIN, TX 78705 NORWAY + U.S.A. + + "DON'T WAIT! WRITE US TODAY!" + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/rzr1193.nfo b/textfiles.com/piracy/RAZOR/rzr1193.nfo new file mode 100644 index 00000000..04b65106 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzr1193.nfo @@ -0,0 +1,130 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + BRUTAL SPORTS FOOTBALL from MILLENIUM. + + ij + + CRACKER : - GRAPHICS : 256 Color VGA + SUPPLIER : Westbam SOUND : All + PROTECTION : - DATE : 11/16/93 + + + + Ŀ + GAME NOTES/GREETS/ETC .. + ij + + This is a cool new American Football game from Millenium, Magick put out + the preview last week. You'll find this is the best sports game out for + the size .. + + By the way, for some reason Millenium had the game check to make sure an + old (less than 5) version of DOS was running. We don't know how come it + was done this way, but anyway Snacky has removed this check so anyone is + now able to play the game .. more to come soon from Razor 1911 .. + + ij + + Thanks to Westbam for the original and to Snacky for the fixing .. + + Greetings to Westbam, Snacky, Wolverine, Marauder, Fugitive, Hoppermania + Digital Justice, Raider, Big Boss, Butcher, Coyotes Member, Mephistar, + Razor Blade, Rom Chp, The Hook, Roland, Rotor, and the rest of the gang. + + Be sure to call the newest Affiliate board in Portugal, The Exodus, and + say hi to Rage. + + Pentagram - Its lame to re-release an entire game for a crack that could + be released as a fix for less than 100k - especially when we beat you. + INC - Terminator Rampage is a cool game, but nothing's cool enough + to release uncracked. Lame. + Nexus - Nice job on Indy Car Racer, it would have been better if it + didn't need to be fixed by us afterwards. How lame. Also stop putting + your lame intro into every disk of your games (like on Aces). + + + + Ŀ + WORLD-FAMOUS RAZOR 1911 BULLETIN BOARD SYSTEMS + ij + MIRAGE WHQ 6 Lines XXX.XXX.XXXX Big Boss + GATES OF ASGARD Courier HQ 7 Lines XXX.XXX.XXXX Rotor + STATE/DEVOLUTION USHQ 2 Lines XXX.XXX.XXXX Marauder + THE HOUSE OF GOD European HQ 2 Lines +XX.XXX.XXXX Hoppermania + ij + Suburbia Member BBS 4 Lines 214.XXX.XXXX The Chairman + Death Valley Member BBS +39.XXX.XXXX Jurgen Rzr + C.N.S. Member BBS 313.XXX.XXXX Wolverine + Cloud Nine Elite Member BBS 4 Lines 612.XXX.XXXX Nimbus + Road to Nowhere Member BBS 4 Lines 213.XXX.XXXX The Legend + Helter Skelter Member BBS 2 Lines +44.XXX.XXXX Mephistar + Boner's Domain Member BBS 314.XXX.XXXX Rambone + Violent Plygrnd. Member BBS +46.XXX.XXXX Laric + Big City Lights Member BBS 2 Lines 217.XXX.XXXX The Hook + ij + Midpoint Void Affiliate 2 Lines 303.XXX.XXXX Holy Ward + The Street Spydrs Affiliate 5 Lines 713.XXX.XXXX Maverick + Metal Works Affiliate 2 Lines 318.XXX.XXXX Heavy Metal + Mooncrow's Aeyrie Affiliate 4 Lines 206.XXX.XXXX Mooncrow + Depeche Violation Affiliate 2 Lines 818.XXX.XXXX Depeche + The Pentagon Affiliate 3 Lines +31.XXX.XXXX Grimlock + The Chaos Factory Affiliate 2 Lines 604.XXX.XXXX Mad Bomber + Passage to Reality Affiliate 3 Lines 416.XXX.XXXX Shadolok + Reggae Muffin Affiliate +XX.XXX.XXXX Illegal E?ror + The Exodus Affiliate 2 Lines +351XXX.XXXX Rage + + + ** RAZOR 1911 >ACTIVE< MEMBERS & SPREADERS ** + + - SENIOR STAFF - Ŀ + + The Renegade Chemist, Marauder & Butcher + + - STAFF - ij + + The Chairman, Wolverine, Big Boss, Serpico, Westbam, + Snacky, Interloper, The Legend, Wind Walker, Hoppermania + Onyx, Mephistar, Mitch, Dark Knight, Rambone, Zebig, + Laric, Chronic Halitosis, Fallen Angel & The Hook. + + + + - ELITE SPREADERS - Ŀ + + Janno, Timelord, Digital Justice, Energie & Sky, Bubble Man + Fugitive & Obliviax, Ralph, IceMan, QuaziModem, DuNe, Raider, + CyberNetic Samurai, Grey Death, The Cardinal, KnoX, Sweda Head, + Death Certificate, The Dutchmen, Blitzkrieg & Egg Head. + + - TRIAL - ij + + Darkknight, Grim, Grandmaster Flash, Rator & Razor Edge. + + + + Ŀ + INTERESTED IN JOINING RAZOR 1911 ? + ij + + If you want to get into Razor as an Affiliate (Dist Site, whatever) then + give a call to our US Headquarters, State of Devolution. Logon with the + account 'RAZOR' password 'RAZOR' and leave mail to Marauder (the Sysop). + All Razor Affiliates are completely functional and do something for the + group. If you can't, then don't bother wasting both our and your time. + + If you are interested in being a Member or Courier for Razor, contact us + at our VMB which you will find in upcoming Razor 1911 releases. Be sure + to leave your voice number and name and what you can do for the group. + + + + SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE (C). + IF YOU LIKED THIS GAME, BUY IT. -*- R A Z O R 1 9 1 1 -*- + + diff --git a/textfiles.com/piracy/RAZOR/rzr1196.nfo b/textfiles.com/piracy/RAZOR/rzr1196.nfo new file mode 100644 index 00000000..7b3c385a --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzr1196.nfo @@ -0,0 +1,312 @@ + + ۲ + ߲ ܲ ߲ + ߲ ߲۲ ۲ ܲ ܲ ߲ ۲ + ޲۲ ۲ ۲ ߲ ۲ ޲۲ ۲ + ۲ ۲ ۲ ۲ ۲۲ ۲ ۲ + ۲ ۲ ܲ ۲ ۲ ܲ ޲۲ ۲ ۲ + ۲ ۲ ۲ ۲ ߲۲ ۲ + ۲߲ ܲ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ ۲ ۲ ۲ ۲ + ߲ ۲ ޲ܲ۲ ۲ ܲ۲ ۲ + ܲ۲ ߲ ۲ ߲ + ߲ ߲ + ߲ ߲ 1 9 1 1 + + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Lords of the Realm 2 + (c) Sierra + + + Ŀ + + Supplied By : The Speed Racer Release Date : 17 November 1996 + Cracked By : Beowulf Protection Type : CD Checks + + Ĵ + + Game Format : Strategy System Type : DOS/Win95 + Packed By : Beowulf Install Method : See below + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + The Razor 1911 team is proud to present Lords of the Realm 2! + The year is 1268, and the throne of England sits empty. The lands + of England and Wales are ruled by powerful feudal nobles who do as + they please and answer to no authority. They wage constant war with + their private armies and cruelly oppress the lesser folk of the land. + The people cry out for a single leader who can unite the lands + under one great and powerful kingdom. On your way to becoming King, + you'll build weapons, construct castles, and raise armies to conquer + thy neighboring realms before they conquer you. Defeat them all and + the throne of England is yours! This game features multiplayer + support via IPX Network, modem or Internet via DirectX v3.0, + beautiful SVGA graphics with 3D rendered landscapes and professional + voice actors from Britain's own BBC. + + "...the best of both worlds, adding the real time combat model of + a Warcraft II to the turn-based strategy of a Civilization." + + - PC Gamer + + + Installation Guide + ~~~~~~~~~~~~~~~~~~~~ + + Only the video clips have been removed: all sound and speech have + been left in to maintain game playability, and enhance your gaming + experience. To install the game, unzip all of the files to a + temporary directory, make a directory to hold the game in such + as \LORDS2, then type: + + rar x -v -y lords2.001 \lords2 + + You will then need to run SETSOUND.EXE in the \LORDS2 directory to + configure the game for your sound card. + + If you want to run the DOS version of the game, run L2D.EXE (Note + that the DOS version of the game does not have any multiplayer + functions). + + If you want to run the native Win95 version of the game, you must + have DirectX v3.0 installed, then run LORDS2.EXE. If you do not + have DirectX v3.0, grab WEBDIST.EXE from Microsoft's WWW site at: + + http://www.microsoft.com/msdownload/directx3.htm + + - Beowulf + + Last note: please read our Razor Commemorative CD updates below for + important news. + + My personal greetz to: The Speed Racer, The Gecko, Pharaoh, + Third Son, Faceless, Bunter, Vitas, Maverick (405), Sharp, + Hooligan, Blue Adept, Egoistic Fate, Zeus, Luck, Mod, Toast + MYM, The Pep, Piston, Pitbull, Hooligan, Syrup, Erupt, Troll, + Manhunter, Bandito, Holybeast, Visigoth, Zenith, and Mad Turnip ! + + Beowulf / RAZOR 1911 ! + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + I. NEW ADDITIONS + + II. GROUP AND SCENE NEWS + + Well its been a great 2+ years being a part of the oldest and the + most respected group in the scene today. There have been so many + joys Ive shared with the group through the thrill of victory as well + as the agony of defeat, but through it all we remained a family + through good times and the bad, I hope when I leave the legacy + and the heritage that was passed, on will be kept alive. I first + want to say thanks to the people that have been with me from the + beginning of my reign : + + The Gecko : My utmost respect and admiration, I thank you for + the education, friendship, encouragement and support. I wish + you the best life has to give you and hope you achieve all your + dreams . + + Pharaoh : It has been such a priviledge to have known you as + through many of times you encouraged me when times had gotten + tough, yet you had faith in me, and things got better. + You spent countless hours of devotion waking up at 4am with no + complaints just enthusiasm as you took care of our European + division with ease through all phases, I was deeply sadened by + your loss of Akira, but I thank you as I was a priviledged few + to enjoy such a masterpiece. + + Third Son : You are an example of hard work and devotion to the + family as you came into the group doing couriering as you kept + our sites happy and then flourished as I taught and encouraged + you to expand your horizons, an awesome and one of the most + respected suppliers, you quickly rose through the group taking + care of MANY aspects and spending countless hours unselfishly, + I hope to continue seeing your name up in lights as I know + you have the talent and experience to be a supplying god ! + + Toast : You are the eternal optimist, but yet full of enthusiasm + and positive energy. On many occasions when times were tough + you kept a positive attitude and motivated the others, your web + page symbolizes the love and commitment which also shows on every + site and bbs, your presence graces. + + The Crackers : Beowulf, Faceless, MOD, and Bunter My SPECIAL + thanx to you as you all gave unselfishly hours and sometimes days + to the family which is what has made us the best , is the + priviledge of having you all in the family ! + + The Punisher, Vitas, and Pitbull : My RAZOR Tech Support Crew :) + The Punisher - To you I pass the torch and with the knowledge + and time you will be a great leader and supplier, I wish you + luck on and off the scene. Down with the 1 9 1 1 ! + Pitbull and Vitas : The Israelis love you , what more could one + ask for ? Maybe continuing a trend of what was started by your + Predecessor of the first games group to pioneer the net, You BOTH + have done such an awesome job and have kept things together + through good times and bad ! + + Special Shoutouts to : The Art Crew - Catbones, Visigoth, + Rad Man, Soultaker, Floodmyth ! My hometown crew Erupt, Dxfer, + Nytemyst, Overdrive, EGOISTIC FATE, White Cracker, Zenith ! + Blue Adept, The Pep, Magnetic King, Manhunter, Troll, MYM, + Playboy, Spectre, Rom Racer, Piston, Druidkin, Dark Rebellion, + Syrup and Supppeerr LLUUCCKKK!!!!! + Greetz and a special thank you to everyone else in RAZOR who + wasnt mentioned ! + + The Speed Racer / RAZOR 1911 ! + III. RAZOR COMMEMORATIVE CD UPDATE: + + We would like to take this time to update everyone on the status + of the Razor 1911 Commemorative CD. It is true that we have been + slow on shipping out some of the Razor CD orders. We'd like to + take this time to apologize to those of you whose order have been + delayed. Unfortunately, we had to move our inventory to a new + location due to some security problems. And Please note that we + have now taken all the necessary steps to correct the problem, + and all the back orders have been shipped out as of today. So, + if you have a back order with us, you will receive the CD package + within the week. + + Also note that from now on, every order that we receive will + be mailed out within 3 working days. Thank you for your support. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + August West. Bad Sector. Bad Spirit. Beowulf. Bleachboy. + Bunter. Burana. Catbones. Dark Rebellion. Druidkin. Egoistic Fate. + Faceless. The Gecko. Hooligan. Hot Tuna. Lurch. Magnetic King. + Manhunter. Marlboro. MOD. MYM. Ninja Spirit. Pharaoh. Piston. + Pitbull. Reich. Rom Racer. Spectre. The Pep. The Punisher. + The Playboy. The Speed Racer. Third Son. Troops. + Troll/The Chemist. Visigoth. Vitas. White Cracker. + + + + Ŀ + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aristotle. Bandito. Blackened. Caserd. Darkside. Davan. + Ellisdee. Erupt. HFB. Iron Eagle. Loloc. Luck. + Nytemyst. Overdrive. Reanimator. Rooster. Scuzi. + Silent Mobius. Sub Zero. Suspicious Image. Syrup. + Terra X. Toast. Toon. Venom. Wish Bone. Zenith. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + Akira Canadian HQ 1O Node(s) Pharaoh + Malevolance US HQ O8 Node(s) Egoistic Fate + + The Rock Member Board O2 Node(s) Third Son + Bleach Box Member Board O4 Node(s) Bleach Boy + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Extreme Velocity Member Board O2 Node(s) Magnetic King + Foundation 2 Member Board O4 Node(s) Burana + Kashmir Member Board O4 Node(s) Manhunter + Wares Shack Member Board O5 Node(s) Reich&August West + Empire of Darkness Member Board O5 Node(s) Dark Rebellion + DeathScape Member Board O2 Node(s) Rom Racer + + Toxic Dump Affiliate O4 Node(s) Toast + Speed & Ecstasy Affiliate O8 Node(s) Darkside + + + + Ŀ + + So, You're Interested in becoming a Razor 1911 Member. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for dedicated people who can and + are willing to contribute to the cause! If you currently work at any + COMPUTER STORE, GAMES, UTILS, or HARDWARE COMPANY, or DISTRIBUTORS, + drop us an e-mail. We would love to hear from you. + Email us at : RAZORAPP@RAZOR1911.COM + + So, you're interested in becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all! + For a BBS courier position email ROMRACER@RAZOR1911.COM + For a NET courier position email PITBULL@RAZOR1911.COM + + So, you're interested in becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, FORGET IT! Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + (see section below for contact information) + + + + Ŀ + + You may reach us via E-mail at: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + razorapp@razor1911.com + + Razor 1911 World Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.razor1911.com + + & + + Razor 1911 Founder's Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.ifi.unit.no/razor + + (Or simply ask to join #RAZOR on IRC) + + + + + Ŀ + + RAZOR 1911 CLASSIFIED SECTION + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or the best in CD-Rom + compilations, E-mail us at the following address: + + razorinfo@razor1911.com + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/rzr1292.nfo b/textfiles.com/piracy/RAZOR/rzr1292.nfo new file mode 100644 index 00000000..126fbd97 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzr1292.nfo @@ -0,0 +1,149 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +ķ + Legends of Valour +Ľ +͸ + -*- Release Information -*- -*- Game Information -*- +Ĵ Ĵ + Cracker Darwin Publisher US GOLD + Protection Type Code wheel GFX & Sound All + Supplier Razor Blade Release Date 12/19/92 +; +ķ + + Game Notes: This game is really great! The opening sequence is one of the + the beste I've ever seen! It's a RPG game with Castle + Wolfenstein Graphics! + + Unzip files to disk and run INST on disk 4. Start game with + LOV.BAT in the game directory. + Press any key when the protection appears. + + Note: Ealier today we spread a version of this game where the + install program did not work. Get this version to work by + copying INST.COM to DISK 4 and run INST + +Ķ + Razor 1911... THE group that's CONSISTENT in QUANTITY of QUALITY! +Ľ + +ķ + -=RAZOR=- Couriers +Ľ + + - Senior - + Gangsta Rok, Wind Walker + + - Elite - + Ben Jammin, Bullwinkle, DEViL, DuNe, Joebee, Load Master, + Messenger of Death, The Phantom, RAiDER, Shadow PhanTom, Sid Vicious & SuGaR + + - Trial - + The Black Mage, Capitano Nemo, Count Zero, Cubik, Dark Knight, + Folksinger, Grave Digger, iNTERLOPER, Janno, Mad Carder, Mindkiller, + Sniper, Turbo Interceptor, White Rose & Yexor + + +ķ + -=RAZOR=- Boards +Ķ + Suburbia World HQ (2 nodes) The Chairman XXX-XXX-XXXX + Apocalypse Courier HQ (3 nodes) P.O.W. XXX-XXX-XXXX + ???? European HQ ????? +WAIT & SEE +Ķ + Agents of Fortune Member Board (2 nodes) Butcher 409-786-3767 + Boner's Domain Member Board Rambone XXX-XXX-XXXX + The Dark Palace Member Board (4 nodes) E. Key & Witch XXX-XXX-XXXX + Digital Express Member Board Red Baron +55273250791 + The Flip Side Member Board Azmodeous 602-341-0483 + Midpoint Void Member Board (2 nodes) Holy Ward XXX-XXX-XXXX + So-Krate's Member Board (2 nodes) Philosopher 310-578-7226 + Spyrit's Crypt Member Board Black Spyrit 802-879-1136 + Unknown Origin Member Board The Unknown 214-442-5021 +Ķ + ASCII Express Affiliate Captain Over 617-631-3064 + Borderline Affiliate The Wizz 813-922-4125 + Camelot Affiliate Black Knight 606-258-2821 + Dark Half Affiliate Shadow Knight XXX-XXX-XXXX + Death Valley Affiliate Jurgen 390233240297 + Fatal Future Affiliate Mindbender +46-31932845 + Fifo-Lifo Affiliate Big Al 305-XXX-XXXX + File Cabinet Affiliate (3 nodes) File Clerk 815-399-8978 + HELL Affiliate (3 nodes) Asmodeus 313-XXX-XXXX + High Voltage Affiliate Sledge Hammer 908-231-0252 + The Jungle Affiliate The Warelord 615-885-9792 + Metal Works Affiliate Heavy Metal 318-XXX-XXXX + Mode 101 Affiliate The Prof. 206-486-2546 + The Stealth Board Affiliate (3 nodes) Cobra 912-XXX-XXXX + Street Spydrs Affiliate (4 nodes) Maverick 713-XXX-XXXX + The Texas Madhouse Affiliate (3 nodes) TEX & Warlock XXX-XXX-XXXX + Violent Playground Affiliate Laric +46-40456649 + Wares for the Masses Affiliate (10 nodes) Goobug 302-836-6175 +Ķ + The House of God Outpost Hoppermania +31206642172 +Ľ + + +ķ + -=RAZOR=- Information +Ľ + + Wanna be a Razor 1911 Courier? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Fill out an app and upload it to Boner's Domain or contact Rambone! + Apply now to fill positions for the Christmas Rush! + + Wanna be a Razor 1911 Affiliate? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call Spyrit's Crypt or Agents of Fortune & logon with account VISITOR + password RAZOR. Leave feedback with your voice # and we will contact + you as soon as possible. + + Razor Europe! + ~~~~~~~~~~~~~ + Positions available for European Spreaders/Mailspreaders & Affiliates. + Call the European HQ or write to the Razor Europe P.O. Box. + + Razor 1911 P.O. Box! + ~~~~~~~~~~~~~~~~~~~~ + Write to the P.O. Box today. Fan & hate mail are welcome and will be + posted in the RazorNet (tm). We also appreciate all donations. + + +ķ + -=RAZOR=- P.O. Box Addresses +Ľ + + RAZOR 1911 PC RAZOR EUROPE + BOX 264 BOX 945 + 2323 SAN ANTONIO N-7001 TRONDHEIM + AUSTIN, TX 78705 NORWAY + U.S.A. + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/rzrcdrom.txt b/textfiles.com/piracy/RAZOR/rzrcdrom.txt new file mode 100644 index 00000000..822da2b7 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzrcdrom.txt @@ -0,0 +1,167 @@ + + _ _ ____ ___ ___ ___ ___ ___ ___ ___ + _ _ ____/ /\___/ /\___/ /\___/ /\___/ /\___/ /\___/ /\___/ /\___ + / /__/ / /__/ / /__/ / /__/ / /__/ / /__/ / /__/ / /__/ / /\ + _ __/__/\__\/__/\__\/__/\__\/__/\__\/__/\__\/__/\__\/__/\__\/__/\__\/__/ / + _ _\__\/ \__\/ \__\/ \__\/ \__\/ \__\/ \__\/ \__\/ \__\/ + + ____ _/\_ _ ________________________ _____ ________ _ + \\_____ \_____ \_____ \/ . \\_____ \\ + dZG/\ __// _ |/ ____/. | \/\ __/ + _/ \ \/ /_ _/ /_ | ! _/ \ \ + \____\ \______\_________|_____\____\ \_ _/\____ _ + \___/ 1 9 1 1 \___/ + ___ ___ ___ ___ ___ ___ ___ ____ _ _ + ___/ /\___/ /\___/ /\___/ /\___/ /\___/ /\___/ /\___/ /\____ _ _ + / /__/ / /__/ / /__/ / /__/ / /__/ / /__/ / /__/ / /__/ / /\_ + /__/\__\/__/\__\/__/\__\/__/\__\/__/\__\/__/\__\/__/\__\/__/\__\/__/_/__ _ + \__\/ \__\/ \__\/ \__\/ \__\/ \__\/ \__\/ \__\/ \__\/_ _ + -ToX + + + RAZOR 1911 TENTH ANNIVERSARY CD-ROM: BEST OF THE BEST! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +File Name DkYr Title & Description + +1830CRK.ZIP O195 1830: RAILROADS & ROBBER BARONS (FIX) +1830RRB1.ZIP O495 1830: RAILROADS & ROBBER BARONS (c) AVALON HILL +3WT-1.ZIP O292 3D WORLD TENNIS +5FLEET-1.ZIP O594 FIFTH FLEET (c) AVALON HILL +A2600PK1.ZIP O395 ATARI 2600 ACTION PACK, VOL 1 (c) ACTIVISION +AIRPAT1.ZIP O895 COMBAT AIR PATROL (c) PSYGNOSIS +AIRPWR-1.ZIP O695 AIR POWER (c) MINDSCAPE +AMAZON1.ZIP O692 AMAZON +AMBUSH-1.ZIP O393 AMBUSH AT SORINOR +ATARI2-1.ZIP O395 ATARI 2600 ACTION PACK, VOL 2 (c) ACTIVISION +ATRNCSET.ZIP O192 A-TRAIN CONSTRUCTION SET (c) MAXIS +AULTRA1.ZIP O294 ARCHON ULTRA (c) SSI +BBJBAFIX.ZIP O193 BLUES BROTHERS JUKEBOX ADVENTURES (FIX) +BBJBARZR.ZIP O193 BLUES BROTHERS JUKEBOX ADVENTURES (c) TITUS +BCRACER1.ZIP O295 BC RACERS (c) CORE DESIGN +BFORCE-1.ZIP O893 BLUE FORCE (c) TSUNAMI +BLOOD-1.ZIP O293 BLOODSTONE (c) MINDCRAFT +C2CRK2.ZIP O292 CASTLES II: SIEGE AND CONQUEST (FIX) +CAS2SC1.ZIP O592 CASTLES II: SIEGE AND CONQUEST (c) INTERPLAY +CIVW-CRK.ZIP O193 CIVILIZATION FOR WINDOWS (FIX) +CIVWIN-1.ZIP O493 CIVILIZATION FOR WINDOWS (c) MICROPROSE +CONAN1.ZIP O691 CONAN THE CIMMERIAN (c) VIRGIN +CONQUER1.ZIP O293 CONQUERED KINGDOMS +CYBYKE-1.ZIP O795 CYBERBYKES: SHADOW RACER VR (c) GAMETEK +DOOM2-1.ZIP 0595 DOOM 2 (c) id SOFTWARE +DPATROL1.ZIP O494 DAWN PATROL (c) EMPIRE +DSCWLD01.ZIP 1595 DISCWORLD (c) PSYGNOSIS +E2-ENG.ZIP O193 FRONTIER ELITE II (c) GAMETEK +FATE-1.ZIP O893 THE HAND OF FATE (c) WESTWOOD +FCOM2-1.ZIP O494 FLIGHT COMMANDER 2 FOR WINDOWS (c) AVALON HILL +FLASHB-1.ZIP O393 FLASHBACK (c) DELPHINE +FPSPRO-1.ZIP O493 FRONT PAGE SPORTS FOOTBALL PRO (c) DYNAMICS +FRLINES1.ZIP O495 FRONT LINES (c) IMPRESSIONS +FS51-1.ZIP O495 FLIGHT SIMULATOR v5.1 (c) MICROSOFT +GAMBIT-1.ZIP O593 KASPAROV'S GAMBIT (c) EA +GATE2-1.ZIP O493 GATEWAY II: HOMEWORLD (c) LEGEND +GLORY4-1.ZIP O993 QUEST FOR GLORY IV: SHADOWS OF DARKNESS (c) SIERRA +GNB2-1.ZIP O694 GREAT NAVAL BATTLES 2 (c) SSI +HEIMUSR1.ZIP O592 HEIMDALL (c) CORE DESIGN +HEXENF-1.ZIP O795 HEXEN (FINAL) (c) RAVEN/id +HORDE-1.ZIP O694 THE HORDE (c) CRYSTAL DYN +JAGGED01.ZIP O895 JAGGED ALLIANCE (c) SIR-TECH +JUNGLES1.ZIP O395 JUNGLE STRIKE (c) GREMLIN +LBA-1.ZIP O895 RELENTLESS: TWISTEN'S LITTLE BIG ADV. (c) ADELINE +LEGA-CRK.ZIP O193 THE LEGACY (FIX) +LEGACY1.ZIP O793 THE LEGACY (c) MICROPROSE +LODERUN1.ZIP O494 LODE RUNNER: THE LEGEND RETURNS (c) SIERRA +MK100RZ1.ZIP O393 MORTAL KOMBAT (FINAL) (c) ACCLAIM +MMFIXRZR.ZIP O192 MIGHT & MAGIC IV: CLOUDS OF XEEN (FIX) +MMZEEN1.ZIP O692 MIGHT & MAGIC IV: CLOUDS OF XEEN (c) NEW WORLD +NASCAR-1.ZIP O494 NASCAR RACING (c) PAPYRUS +NHL-1.ZIP O493 NHL HOCKEY (c) EA +NETWORK1.ZIP O595 C.E.O: NETWORK$ A-IV (c) INFOGRAMES +PBMANIA.ZIP O195 PINBALL MANIA (c) 21ST CENT. +PINFANT1.ZIP O294 PINBALL FANTASIES (c) TEAM 17 +POLICE-1.ZIP 1193 POLICE QUEST IV (c) SIERRA +PRIVRZR1.ZIP O693 PRIVATEER (c) ORIGIN +PRIVSP-1.ZIP O393 PRIVATEER SPEECH PACK (c) ORIGIN +PROJECT1.ZIP O294 PROJECT X (FINAL) (c) TEAM 17 +PTYCOON1.ZIP O295 PIZZA TYCOON (FINAL) (c) MICROPROSE +QUADIM-1.ZIP O594 AL QUADIM: THE GENIE'S CURSE (c) SSI +RAGNROK1.ZIP O293 KINGS TABLE: THE LEGEND OF RAGNAROK (c) GAMETEK +RAGS1.ZIP O793 RAGS TO RICHES (c) INTERPLAY +RAVLOFT1.ZIP O794 AD&D RAVENLOFT: STRAGHT POSESSION (c) SSI +RETRIBU1.ZIP O694 RETRIBUTION (c) GREMLIN +RINGW-1.ZIP O793 RINGWORLDS (c) TSUNAMI +RINGWCRK.ZIP O193 RINGWORLDS (FIX) +ROBOTS01.ZIP 1494 RISE OF THE ROBOTS (SVGA) (c) MIRAGE +RZRCRCS2.ZIP O192 STAR CONTROL II (FIX) +RZRHB3-1.ZIP O292 HARDBALL III (c) ACCOLADE +RZRTFX-1.ZIP O893 TFX: TACTICAL FIGHTER EXPERIMENT (c) OCEAN +SAVGWAR1.ZIP O595 SAVAGE WARRIORS (c) MINDSCAPE +SEALTM-1.ZIP O293 SEAL TEAM (c) EA +SHADOW-1.ZIP O392 SHADOW PRESIDENT +SIMCITY1.ZIP O294 SIM CITY 2000 (c) MAXIS +SIMON2-1.ZIP O895 SIMON THE SORCERER 2 (c) ADVNTURESFT +SKARTS1.ZIP O395 SUPER KARTS (c) VIRGIN/GT +SPHULKF1.ZIP O493 SPACE HULK (FINAL) (c) EA +ST25FIX.ZIP O193 STAR TREK 25TH ANNIVERSARY (FIX) +ST25TH-1.ZIP O593 STAR TREK 25TH ANNIVERSARY EDITION (c) INTERPLAY +STAR2-1.ZIP O493 STAR CONTROL II (c) ACCOLADE +STRIKER1.ZIP O495 STRIKER '95 (c) TIME WARNER +STRONG-1.ZIP O293 STRONGHOLD (c) SSI +SYN-FIX.ZIP O193 SYNDICATE (FINAL) (FIX) +SYNDREL1.ZIP O593 SYNDICATE (FINAL) (c) BULLFROG +TERMVEL1.ZIP O595 TERMINAL VELOCITY (c) APOGEE +TGSUMMER.ZIP O192 THE GAMES: SUMMER CHALLENGE (c) ACCOLADE +THEOPEN1.ZIP O295 THE SCOTTISH OPEN (c) CORE DESIGN +TOONMAC1.ZIP O394 THE INCREDIBLE TOON MACHINE (c) SIERRA +TRIAD-1.ZIP O595 RISE OF THE TRIAD (c) APOGEE +TYCOON-1.ZIP O294 TRANSPORT TYCOON (c) MICROPROSE +UNROUGH1.ZIP O394 UNNECESSARY ROUGHNESS (c) ACCOLADE +WU2-1.ZIP O593 ULTIMA UNDERWORLD II (c) ORIGIN +WAR2-1.ZIP O193 WARLORDS II (c) SSG +WARCRFT1.ZIP O494 WARCRAFT: ORCS & HUMANS (c) BLIZZARD +WAXCRACK.ZIP O192 WAXWORKS (FIX) +WAXWOFG1.ZIP O492 WAXWORKS +WINTER.ZIP O191 THE GAMES: WINTER CHALLENGE (c) ACCOLADE +WLFBANE1.ZIP O395 WOLFSBANE (c) MERIT +WRATH1.ZIP O391 WRATH OF THE DEMON (c) READYSOFT +ZOOP-1.ZIP O295 ZOOP (c) VIACOM + + + Ŀ + + Order information + ~~~~~~~~~~~~~~~~~~~~~ + Each RaZoR 1911 commerative CD is priced at $40 US dollars. The + price includes the postal and shipping charges. We guarantee + delivery to anywhere in the world. + + Please fill out the following information carefully, so we can + process your order quickly and accurately. + + + Quantity (#) _____ x ($40 each) = Total $________ + + + + Your name: __________________________________ + + Shipping address: __________________________________ + (very important) __________________________________ + __________________________________ + __________________________________ + + Voice number or + E-mail address: __________________________________ + + + + Please send your order form along with cash only to: + XXXXXXXXXXXXXXXXXXXXX + XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXx + XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXx + XXXXXXXXXXXXXXXXXXXXXXXXXXXX + + (please do not send anything other than U.S. currency) + + + diff --git a/textfiles.com/piracy/RAZOR/rzrhb3.nfo b/textfiles.com/piracy/RAZOR/rzrhb3.nfo new file mode 100644 index 00000000..a3782f1e --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzrhb3.nfo @@ -0,0 +1,149 @@ + + + + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + + =- P R E S E N T S -= + Ŀ + Hardball III 100% Version + + + ͻ + -*- Release Information -*- -*- Game Information -*- + Ķ + Cracker Intrepid Publisher Accolade + Protection Type Code Wheel Graphics EGA/VGA + Supplier FAIRLIGHT PC Sound Soundblaster + Date of Release 05/05/92 Rating [1-10] 9 + ͼ + + Ŀ + Release Notes + + + It's really too bad that FAIRLIGHT screwed the crack to this one up, after + all Hardball III is such a good game. Anyway, we saw this game out last + night by FAIRLIGHT and one of our members happened to want to play it, and + then we discovered that the crack DID NOT WORK! Well, here comes Razor + 1911 to save the day with a 100% working version of the game, thanks to + our ace cracker Intrepid. Intrepid encountered some wicked anti-debugger + code while cracking this one, but his able hands soon overcame any hurdles + that were thrown at him, and finally the protection was eradicated using + a byte crack. Enjoy the game, and remember Razor 1911 the group that brings + you working versions of the best games FIRST! + + Razor's Instructions for Playing Hardball III - + + 1. Install the game using the INSTALL.EXE that is contained in disk 1. We + suggest you use the SPEED LOADING option. + 2. Copy the 2 patch files into the Hardball III game directory. + 3. For EGA systems, type EGAPATCH, and for VGA systems type VGAPATCH. This + will effectively crack the game for you to play (thanks Intrepid!). + 4. Sit back and enjoy the game! + + Greets - Intrepid, The Hawk, The Witch King, Butcher, Zodact. + + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + + Ŀ + Razor 1911 Couriers + + + -*- Elite -*- + + Wind Walker, Butcher, Shadow PhanTom, Inferno, The Hawk + + -*- Trial -*- + + Weekend Warrior, RoboCop, Toffolo, Sam Vision, ScorPion, Peeker + + Ŀ + Razor 1911 Affiliate Systems + + + Suburbia - World Headquarters - 214 PRI VATE + Wares for the Masses - Courier Home/7 nodes - 302 836 6175 + The Dark Palace - RazorDox WHQ/2 nodes - 804 272 1007 + + Digital Express - Euro Affiliate - +47 7 145032 + + Reign In Blood - Affiliate - 718 698 1969 + The Fault Line - Affiliate - 403 239 0381 + Legend of Ampasaurus - Affiliate - 604 279 0518 + UnderWorld - Affiliate/2 nodes - 408 292 4505 + So-Krate's - Affiliate/2 nodes - 310 578 7226 + Peril Gates - Affiliate - 616 941 5914 + The Devils Playground - Affiliate - 616 938 4429 + Agents of Fortune - Affiliate/2 nodes - 409 786 3767 + + The Prophecy - Outpost - 301 681 4380 + The Immortal Grounds - Outpost - 416 829 5426 + + Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Write to us about our new & improved DISKS-BY-MAIL service! + + **************************************************************************** + RAZOR 1911 CONSOLE COPIERS OFFER! + **************************************************************************** + + Game copiers for SNES and Genesis available! Top-of-the- + line hardware at rockbottom prices. Write to us for more + information, or get in touch with a Razor 1911 Member! + + **************************************************************************** + RAZOR 1911 - T-SHIRTS! + **************************************************************************** + + Be the first one on your block to get one of the new official Razor 1911 + T-Shirts. A very nice drawing with a Razor logo on a quality T-Shirt. + Both black with white printing or white with black printing are available. + The cost is only $10 + $2 for shipping charges. + + Mail the $10 in cash/blank check/blank money order to our official PO BOX. + Specify S/M/L/XL (I suggest XL for most people) Also specify shirt color. + If you really are interested in the shirts don't forget the $2 shipping + charge! + + Support the group that supports the scene - Razor 1911! + + Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Be sure to call the new Razor 1911 Courier Home, Wares for the Masses! + Wares for the Masses is one of the biggest pirate boards in the world, + with 2000 megs and a ringdown on 7 HST nodes! Call today! + + * Greetings go to all of our couriers! Keep up the good work! + + * Goodbye to Razor 1911 Courier - Shadow of Death! + + * Are you interested in spreading hot games for the sharpest group in the PC + scene? If you think you are up to the task of being a Razor courier, get + in touch with The Witch King on Suburbia or The Dark Palace! + + * If you run a board and are interested in becoming a Razor Affiliate, get + in touch with a Razor 1911 member! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/rzrhistory b/textfiles.com/piracy/RAZOR/rzrhistory new file mode 100644 index 00000000..bf7afe22 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzrhistory @@ -0,0 +1,300 @@ + + ============================================= + RAZOR 1911: The History (1985-1998) + Written by Founding Member Sector 9 + Moved to ASCII by Jason Scott, TEXTFILES.COM + ============================================= + + This page tells briefly about our career through the years 1985 to 1996 + on Commodore 64, Amiga and PC. I tried my best to remember all details but + of course I've missed some things and I ask whoever it may concern to be + indulgent with me and notify me instead of being disappointed or angry. + + I'd especially like to dedicate this page to ex-Razor member Bug, who is + no longer among us. + + $ector 9 - founder member + Norway June 9th 1998, + + ------------------- + In the beginning... + ------------------- + + On a rainy evening back in October 1985 three young Norwegian guys decided + to form a computer group. We were not exactly sure about what we needed + the group for but we were really inspired by other big groups at the time, + such as Flash Cracking Group 1941, Section 8, Electronic Cracking + Association 1998, ABC 1999, Jedi 2001, 1103, Djenghis Khan, Hellmates, + SCC, Dynamic Duo etc. + + These three founder members are today known as Doctor No, Insane TTM and + Sector9. + + ------------------------------ + Playing with the Commodore C64 + ------------------------------ + + A good group does of course deserve a good name, and thanks to Hellmates + we decided to call ourselves RAZOR 2992. (No, that's not a typo). The + number was put there to separate us from eventual future jerks who + would come and steal the "Razor"-label. Besides, most of the other + groups used a number too - so why shouldn't we? (We actually had a group + of nitwits on Commodore C64 who stole our name for a while and added + "Express" behind it - ie "Razor Express". Not many remembers them today + though). + + It didn't take us long to realize that 2992 was a dull number. So we came + up with 1911 instead. We all agreed on that it sounded much better. Many + people has asked us through the years why we chose exactly 1911. The + reason is that the scene on Commodore C64 was full of brainless kids who, + for some odd reason, enjoyed using 666 (the number of the beast - from + the Revelation) on their demos, letters, diskbags and God knows what else. + We thought this was rather childish, after all what has occultism got to + do in the scene anyway? So we chose 1911 because it translates to $777 + (in the hexadecimal numbersystem). 777 happens to be the opposite of 666 + and so it was our small "grow-up-and-get-a-clue"-message to the immature + kids in the scene. It may also be mentioned that we seem to be immortal + and thus GOD-like (777). Later on we used the name "Project $777" in a + demo on Amiga to slag off everyone's that we just didn't like in the + scene but couldn't find a good excuse to yell at under the Razor-name. + This time more people realized what was going on, but most of them + thought it was quite funny so we got away with it (we always seem to). + + The 64-period was rather short. We made a lot of demos and a few cracks + and became one of the better groups here in Norway. However - we didn't + come up with too many outstanding productions. A few of them are still + in circulation today on those CD-Rom compilations of Commodore 64 demos. + Some of them are worth taking a look at, at least as a curiosity. So + after a year the group broke up for a while. One half went to TCC while + the other half (Sector9 and Doctor No) went to Megaforce (later known + on Amiga as Scoopex). This only lasted for about a month - we decided + to join Active Cracking Crew. This is where we got in touch with the + WORLD for the first time. Through ACC we got to learn how the big + crackers of C64 worked, we entered telephoneconferences and talked to + everyone in the scene that was worth mentioning. About 6 months later + we went to one of the big parties at the time. Back then parties were + only for the "top elite" people. If you didn't have an invitation and + couldn't legitimate yourself you could forget about even entering the + place. They were actually even called "COPY-parties", and instead of + boring democompetions we voted for the best cracker of the year (I + remember that this year, 1987, it was Mr.Z from Triad, a few votes + ahead of Laffen from Raw Deal) and the competition was when Danish + Gold (the organizers) came up with a brand new original and every group + could have a go simultaneously (If I'm not mistaken FairLight did some + cooperation-crack together with ACC on a James Bond game there). Sorry + about the digression folks, I just get really nostalgic from time to + time. Anyway, on the plane from Denmark back to Norway we decided to + give rebirth to Razor on the Amiga together with two members (Lord S + and Hypocrite) from the highly successful crackingroup Raw Deal. + + Other important people from the c64-period are Mr.W and Tilt. + + ------------------------------ + The Amiga - demos are forever! + ------------------------------ + + The Amiga was really slow in the beginning - nothing happened. No games, + no demos, no people, no nothing. But after a year with just sporadic + productions from Razor we started putting out demos on a more regular + basis (1988). Soon we were among the better demogroups around, and got + many members from all over the world. Our demos were usually quite + original - new ideas, nice graphics and really catchy music. But still + something was missing. The senior members were all aware of the fact + that our wish was to become a major cracking group as well as a good + demogroup, unlike many of the new members. As we were one of the bigger + demogroups we occasionally entered phoneconferences with the major + cracking groups (such as Paranoimia, Accumulators, Eclipse (No, not the + new PC-crew), Quartex etc). We became quite good friends with Zodact + and Onyx from Accumulators and when they broke up in late 1989 we made + them join us. Zodact was the main American supplier (and sysop of a + major bbs: The Castle) and Onyx was their main European cracker. All of + a sudden we had solved our main problem: ORIGINALS! Besides we had + access to two good crackers - Lord S and Onyx. + + We also got heavily into the art of phreaking, so we had plenty of + ways of reaching all our contacts around the world. This was way before + the masses of lamers got any idea of what was going on, so everything + was fairly safe too. During the last two weeks of 1989 we had our two + first world-first releases on Amiga - Pocket Rockets and Strip Poker + II. (I know they were rather cheesy, but who cares today?) Now we + released games on a regular basis for a few months, until we joined + a cooperation with Classic on Amiga during spring 1990. This didn't + last long when we found out that some of their members tried to stab + us in the back (you learn from every mistake you do!). After the + break with Classic we continued putting out games until April 1991 + (I think it was about 50 games altogether). By the time Amiga started + becoming a dull computer to crack on. You had to work like crazy to + warp up disks because they all had track-protection, and you had to + put out fix after fix after fix for different problems. + + Among these problems was the NTSC/PAL difference which made it + impossible for Americans to play European games without patches + and vica versa. Besides there were tons of groups competing on the + same games, and usually if you released something you would be + double, triple or even quadra(?)-released by other groups because + noone could afford to lose on a release. The general economy was also + weak, there wasn't enough people with money to keep the group running. + + Other people from the Amiga period that deserves to be mentioned are: + Ziphoid, Sir.Henry, Rex, Jawbreaker, Sim, Drake, Murdock, Angel of + Death, Analog Kid, DiMarz, Uncle Tom, Codex, Bug, Nosferatu, Darksilver, + Atomic (SOS/Abrasax), Jogeir (Maniac), Mantronix, SOS, Mr.T, The Cat, + Dave and lots of others. + + --------------------------------- + PC - the building of a dynasty... + --------------------------------- + + The solution came to us without us really realizing what was going on. + A brilliant PC-cracker (Darwin) just happened to live in our + neighborhood. What could be more perfect? It made us able to do + everything ourselves, without having to rely on a cracker in another + part of the world as we were used to. We closed down the Amigadivison + (with exeption of Sim, Drake, Murdock and Codex who later made the + best and most famous demo ever, VOYAGE). + + We restructured the group totally - the group consisted of a more or + less anonymous investor, Darwin, Doctor No, Onyx, Zodact, myself, + Black Spyrit (SysOp) Red Baron (Sysop EuroHQ) and Langoliar (SysOp + WHQ). Together we managed to put out dozens of games on the PC (a few + of the first ones was released in cooperation with Skillion(!)) and the + response from the PC-scene was immense. Our little tight group quickly + grew from a small, compact and efficient one to a MASSIVE release + machine. We had no idea things were gonna go so fast. With the exception + of a month in late 1991 where Razor was dissolved and became a part of + INC we've continuously released games, trainers, docs, intros etc. + ever since (There has been over 600 games and countless other + productions from us since then). The rest is, as you all know by + now, history! + + The most recent thing that needs to be mentioned is our entrance into + the world of Internet. With this www-page and a very efficient + distribution of releases we are able to reach more people faster than + ever before. All skillfully controlled by our highly competent + internet staff. + + The other thing worth mentioning is our introduction into the CD-Rom + scene. We sporadically released CD-Rom games under the ROM 1911 label, + but didn't pay too much attention to this part of the scene until the + lack of floppy games forced us to. So in October 1995 we decided to + enter the CD-Rom scene and to we overtook the leading place here too + despite many people claiming that we wouldn't be able to convert such + a big group. + + This just proves that regardless of what we focus our concentration + on, we still manage to become among the very best within our genre. + + ----------------------- + The legend continues... + ----------------------- + + Of course we've had our problems in the group, this will always happen + when sooner or later when a group becomes as big as ours. Twice the + group has been split into two (The first time was 1994 when Legend + was born and the second time in 1995 when Eclipse appeared), and both + times we've managed to recover thanks to devoted and talented people + ready to do a great job for Razor 1911. + + We have had hundreds of dedicated persons doing their best to keep + the group on top at any time. They all deserve a great salute! + Especially I'd like to mention those who got busted by the police + through the years, among those are Baal, Insane TTM, Gene, Devil, + Butcher, Red Wizard, Ginnie, Laric and last but not least the other + sysops and couriers who got into the clammy hands of the cops + (among these - Assassins Guild and Pharaohs' Akira). We feel with you! + + Some of the more distinctive characters during the IBM-period + especially needs to be mentioned: + + Zodact was our first really fast and serious supplier and + US-organizer. He wanted to take Razor to the top and when he + finally managed he quit the scene to everyones' surprise. He's + been missed ever since by everyone that learnt to know him. + + Black Spyrit was one of the best ANSI and VGA artists around + in addition to his brilliant work for Razor (and ACiD). We + won't forget you Chris. + + The Renegade Chemist is one of the big personalities in the + scene, so I don't really think I need to say more. We are all + grateful for all the effort he put into the group. Shame about + the Eclipse-split, but nothing can last forever I suppose. + + Butcher should be well-known for most people for his long career + in the scene. From his time in NEI on C64 until he left Razor + after the Legend-split in 1994 he was beloved by almost + everyone that had the pleasure of knowing him. After the split + he unfortunately disappeared from the scene when the police + busted him. + + Marauder handled supplies, organizing and group-politics from + 1993 to early 1995 when he decided to join Eclipse. Shame about + the split, but he did a great job while it lasted. + + Randall Flagg was our main cracker from 1992 to the Eclipse-split + in 1995. We all appreciate this Italian geek and all his + brilliant cracks all his funny expressions. + + RazorBlade took care of our UK business from 1992 to 1994 when + personal reasons made him withdraw from the scene. He was known + as a sarcastic bastard, trustworthy friend, great supplier and + last but not least as one of the leaders of the world's best + couriersquad ever (We're talking about the 1993 edition of + Razor's European courierteam consisting of him, Devil, Hoppermania, + GrimLock, Insane TTM, Slain and Digital Justice which made every + other courierteam in the world look like plain amateurs). + + Hoppermania, GrimLock, Janno, Dune, Timelord, Nailz, Rage and + The Brain have been (and partly still are) our representatives + in Be-Ne-Lux. They all did a great job couriering, supplying + and organizing. + + We've had a number of good crackers working for us through the + years and except for those I've already mentioned these guys + deserve a pat on the back: Excessive Knight, Snacky, Wolverine, + Intrepid, HAL9000, White Cracker, Marco Ramius and several + others I can't remember from the top of my mind. + + Our members in Australia and New Zealand during the years have + done a lot of good work for us. Thanks alot to Grim, Prime Evil, + Poise, Lithium, Ginnie and Red Wizard. + + Speed Racer, EOS, The Geck, Beowulf, Lord Thinker - the guys who + took over when the group split up in early 95. They did a great + job putting the group back together again. They were also in + charge of migrating the group into the CD-ripping scene. + + Driudkin, Hula, Third Son, Pitbull, Sir Alf, Toast and all the + other guys who participated in the building of Razor's very + powerful internet division. + + I'd also like to thank some of the other guys who are running + the show today - The Punisher, Manhunter, Bunter, Vitas, Hetero, + Ice, Sundancer, Cypher, Da Jackal and all the others. We all + depend on them to carry on with this group that so many have + sacrificed so much for. I still feel that the crew responsible + today have managed to continue running Razor the way the scene + has always learnt to love and hate us by. + + Other people who deserves to be mentioned are: Chairman + (Suburbia sysop), TFM, The Unknown, SomeOne, The Ghost Wind, + The Witch King, Hoson, Grim, Fallen Angel, Zebig, Performer, + Serpico, Chessking, Westbam, M:Et, Laric, Avalon, Mindbender, + Mephistar, Faldo, Big Boss, Hot Tuna, Zeus, Maverick, Piston and + everyone else that my mind can't think of at this very moment. + + I think it's in its place to send a greeting to our worthy competition + and companions up through the years: The Humble Guys, INC, Dream Team, + Tristar & Red Sector, Public Enemy, Quartex, Hybrid and all the others. + + For further details about what has happened to Razor during the years + I refer to the .nfo-files that are included in every PC-release that + we have done through the years. You will also find material about + Razor on Internet and in dozens of diskmags, computermags and + newspapers all over the world. + + Contact us if you feel like telling us something we might wanna know. + + Thank you for your time - it's been a slice.... + + -$ector9- diff --git a/textfiles.com/piracy/RAZOR/rzrsrc.nfo b/textfiles.com/piracy/RAZOR/rzrsrc.nfo new file mode 100644 index 00000000..8e5484df --- /dev/null +++ b/textfiles.com/piracy/RAZOR/rzrsrc.nfo @@ -0,0 +1,249 @@ + + ܲ ۲ + ۲ ޲۲ + ۲ ܲ ۲ ܲ + ܲ۲۲ݰ ۲ ۲ + ۲ ۲ ޲ ۲ ۲ ۲ + ۲۲ ۲ ܲ ۲ + ۲ ܲ ۲ ۲ + ߲ ܲ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ߲ ܲ + ޲۲ ۲ ۲ ۲ ۲ ߲ + ޲ ۲ + ۲ ߲ ۲۲ ܲ + ߲ ޲ ۲ ߲ ܲ + ߲ ۲ + + ۲ R A Z O R + + 1 9 1 1 + ߲ + never stop that feeling baby ... + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Sega Rally Championship + (c) Sega + + + Ŀ + + Supplied By : Snoop-Maverick/Menion Release Date : 15 January 1997 + Cracked By : Holybeast Protection Type : CD Check + + Ĵ + + Game Format : Arcade Racing System Type : Win95 + Packed By : Snoop-Maverick/Menion Install Method : See Below + + Ĵ + System Requirements: P75/16MB/32MB HD SPACE/WIN95 + Ĵ + Game Notes + ~~~~~~~~~~~~~~~~~~~~ + The boring days are over ... The RAZOR 1911 European Division strikes + again ... for all those guys who are not involved in the RPG action of + Diablo we decided to release this real time killer. Fasten your seatbells. + + Sega delivers the best Arcade Racing Game to ever hit your PC. Skill and + technique are essential as one or two player navigate their way around + four hard courses. You can play the game alone, with your friends via + splitscreen or of coz under a Win95 network or modem connect. + BUCKLE-UP FOR THE RIDE OF YOUR LIFE ! + + + Features + ~~~~~~~~ + - 3 challenging courses + 1 bonus track + - Multiplayer by Splitscreen/modem/Internet/LAN + - Ingame speech + - Replay options + - Time trial + + + Installation Guide + ~~~~~~~~~~~~~~~~~~~~ + Unrar the archives in any directory and start the game with rally.exe + Dont forget to install DirectX 3.0 ! ONLY DA BEST FROM YOUR RAZOR TEAM! + + Snoop-Maverick / RAZOR Posse + + SPECIAL GREETINX TO MAD TURNIP AND DOGFRIEND BUAHAHA :> + + My personal greets to: Menion Leah, Johnny Cyberpunk, Zeus, Manhunter, + Da Conspiracy, Hemp Hoodlum, Chinablue, Spoon, The Punisher, Pitbull, + Mad Turnip, Dogfriend, Jessica, Holybeast, Ltd, Marbz, SMaster, Spoon, + Waxattack, iD MUD, Hetero, and to all DYNASTY and RAZOR guyz !!! + + Snoop-Maverick/ RAZOR Posse + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + I. NEW ADDITIONS + + + II. GROUP AND SCENE NEWS + + We have changed the format of the .nfo file recently. If your not in + here and feel you should be, email thepunish@razor1911.com or chat + with any of the other seniors or gods and they will get in touch with + us. Also, we felt the artist and the couriers deserve their own + section so that their names stand out a bit more in this vast nfo! + We appreciate all the time and effort guys, and I hope you keep doing + what makes our trading and art squad's WORLD FAMOUS. Happy holidays! + + -The Punisher / Razor 1911 Posse + + III. RAZOR COMMEMORATIVE CD UPDATE: + + We would like to take this time to update everyone on the status + of the Razor 1911 Commemorative CD. It is true that we have been + slow on shipping out some of the Razor CD orders. We'd like to + take this time to apologize to those of you whose order have been + delayed. Unfortunately, we had to move our inventory to a new + location due to some security problems. And Please note that we + have now taken all the necessary steps to correct the problem, + and all the back orders have been shipped out as of today. So, + if you have a back order with us, you will receive the CD package + within the week. + + Also note that from now on, every order that we receive will + be mailed out within 3 working days. Thank you for your support. + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + August West. Bad Sector. Beowulf. Bleachboy. Bunter. China Blue. Crackpot. + Dark Rebellion. Egoistic Fate. Erupt. FFC. The Gecko. Hemp Hoodlum. + HolyBeast. Hooligan. Johnny Cyberpunk. John Lennon. Lornicus. MK. Manhunter. + Menion Leah. MYM. Norm. OFD. The Pep. Pharaoh. Pilgrim. Pitbull. Piston. + Playboy. The Punisher. Reich. Rom Racer. Snoop-Maverick. The Speed Racer. + Third Son. Vitas. Wedge. White Cracker. ZEUS. Zodiac. + + + Ŀ + + Razor 1911: The Gods of the Net & BBS Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Alpine. Aristotle. Bomb. Bandito. Blackened. Burana. Caserd. Casino Man. + Davan. Dethkill. Doobie. Ellisdee. Eviltea. HFB. Immortal. Iron Eagle. + Luck. Marlboro. Ninja Spirit. Nizda. Nytemyst. Philter. Reanimator. + Samuraion. Skript. Spectre. Suspicious Image. Synapse. Taz. Tiger. Toast. + Toon. Trix. Warhammer. Waxattacks. Wish Bone. Zenith + + + Ŀ + + Razor 1911: The Gods of the Art Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bad Spirit. Catbones. Da Conspiracy. Hetero. Shrine. Spoon. Visigoth. + + + Razor 1911: Sharper then a blade, or your money back! + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + Akira Canadian HQ 1O Node(s) Pharaoh + Malevolence US HQ O8 Node(s) Egoistic Fate + Project X European HQ 1O Node(s) Project-x Staff + + The Rock Member Board O2 Node(s) Third Son + Bleach Box Member Board O4 Node(s) Bleach Boy + Covert Operations Member Board O4 Node(s) CO Staff + The Complex Member Board O4 Node(s) Mega/Blackened + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Foundation 2 Member Board O4 Node(s) Burana/Soul + Religious Convictions Member Board 04 Node(s) Philter + Kashmir Member Board O4 Node(s) Manhunter + SynCity Member Board O4 Node(s) Synapse/Doobie + DeathScape Member Board 02 Node(s) Rom Racer + Warez Shack Member Board O5 Node(s) Reich/AugustW + Empire of Darkness Member Board O5 Node(s) Dark Rebellion + Little Vegas Member Board O3 Node(s) Casino Man + Reggea Muffin Member Board 03 Node(s) Sec9/Illegal E. + Maximum Security Member Board O5 Node(s) Darkwave/HH + + Toxic Dump Affiliate O4 Node(s) Toast + + + Ŀ + + So, You're Interested in becoming a Razor 1911 Member. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for dedicated people who can and + are willing to contribute to the cause! If you currently work at any + COMPUTER STORE, GAMES, UTILS, or HARDWARE COMPANY, or DISTRIBUTORS, + drop us an e-mail. We would love to hear from you. + Email us at : RAZORAPP@RAZOR1911.COM + + So, you're interested in becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all! + For a BBS courier position email ROMRACER@RAZOR1911.COM + For a NET courier position email PITBULL@RAZOR1911.COM + + So, you're interested in becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, FORGET IT! Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + (see section below for contact information) + + + Ŀ + + You may reach us via E-mail at: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + razorapp@razor1911.com + + Razor 1911 World Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.razor1911.com + + & + + Razor 1911 Founder's Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.ifi.unit.no/razor + + (Or simply ask to join #RAZOR on IRC) + + + Ŀ + + RAZOR 1911 CLASSIFIED SECTION + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or the best in CD-Rom + compilations, E-mail us at the following address: + + razorinfo@razor1911.com + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/s301dox.nfo b/textfiles.com/piracy/RAZOR/s301dox.nfo new file mode 100644 index 00000000..052668e4 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/s301dox.nfo @@ -0,0 +1,113 @@ + + + + + + + + + + + 1 9 1 1 ۲ + + -- Spellcasting 301 -- + + ͸ + Doc Type Quick Dox + Doctor Lord Tiamat + Supplied By + Released By Razor 1911 + Doctored On 09/24/92 + ; + +Ŀ + Release Notes + +This file will help you get to Fort Naughtytail, and give you room assignments +I know you need the instructions to get to Fort Naughtytail, and will +probably need the room assignments. + + Lord Tiamat + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + +Ŀ + -=RAZOR=- Couriers + + + -=SENIOR=- + Wind Walker, Bubba, Avalon. + + -=ELITE=- + Shadow PhanTom, Baddog, Ur Lord, Load Master, Bullwinkle, + Lord Tiamat, The Dark Lord, DEViL, Messenger of Death, + Phantom, The Enforcer, Liquid Khaos, The Unforgiven. + + -=TRIAL=- + Cylus, Dead Pool, Sugar. + +Ŀ + -=RAZOR=- Affiliate Systems + +Ŀ + Suburbia -=RAZOR=- WHQ The Chairman ITS/PRI-VATE + Apocalypse -=RAZOR=- Courier HQ P.O.W. ITS/PRI-VATE + The DaRK PaLaCE -=RAZOR=- RazorDox WHQ The Witch King ITS/PRI-VATE +Ĵ + Agents of Fortune -=RAZOR=- Member Board Butcher 409/786-3767 + Crime Ring -=RAZOR=- Member Board Kingpin ITS/PRI-VATE + Farpoint Station -=RAZOR=- Member Board Peeker ITS/PRI-VATE + The Fault Line -=RAZOR=- Member Board Martial Artist 403/288-8402 + The Legacy -=RAZOR=- Member Board The Advocate 615/842-6559 + Midpoint Void -=RAZOR=- Member Board Holy Ward ITS/PRI-VATE + Spyrit's Crypt -=RAZOR=- Member Board Black Spyrit 802/879-1136 + Unknown Origin -=RAZOR=- Member Board The Unknown 214/442-5021 +Ĵ + Reign In Blood -=RAZOR=- Affiliate Uriel 718/698-1969 + Legend of Ampasaurus -=RAZOR=- Affiliate Vincentio 604/241-2490 + So-Krate's -=RAZOR=- Affiliate Philosopher 310/578-7226 + Peril Gates -=RAZOR=- Affiliate Isopropyl 616/398-3248 + Elysium -=RAZOR=- Affiliate Squire 508/PRI-VATE + The Cellar -=RAZOR=- Affiliate Ruskin + [rt] 401/739-2946 + The Space Zone -=RAZOR=- Affiliate Death Ray 301/416-0118 + The Jungle -=RAZOR=- Affiliate The Ware Lord 615/758-2876 + BoomTown -=RAZOR=- Affiliate Boomer 407/658-6472 + The Data Dump -=RAZOR=- Affiliate RISC 504/455-0139 + The Bull Farm -=RAZOR=- Affiliate Bull 504/241-6440 + Wares for the Masses -=RAZOR=- Affiliate Goobug/Steel 302/836-6175 + The File Cabinet -=RAZOR=- Affiliate File Clerk 815/399-8978 +Ĵ + The Prophecy -=RAZOR=- Outpost Nostradamus 301/681-4380 + Infinite Darkness -=RAZOR=- Outpost Midnight Sor. 305/561-3877 + + +Ŀ + DO YOU WANT TO RUN A BOARD FOR THE BLADE? +Ĵ + HEY! ARE YOU DISSATISFIED WITH THE CURRENT STATE OF YOUR BOARD? CRYING AB- + OUT THE SPEED AT WHICH YOU GET THE HOTTEST RELEASES? IF YOU WANT TO JOIN + THE UPPER CUT OF THE SCENE AS AN OUTPOST, AFFILIATE, OR MAYBE EVEN A MEM- + BER BOARD, THEN CALL AGENTS OF FORTUNE AT 409/786-3767 OR AT 409/786-1598 + AND LET BUTCHER KNOW THAT YOU TOO WANT YOUR BOARD TO BE A CUT ABOVE! + + +Ŀ + -=RAZOR=- P.O. Box Addresses + + + RAZOR 1911 RAZOR EUROPE + P.O. BOX 10714 BOX 945 + BURKE, VA 22009 N-7001 TRONDHEIM + U.S.A. NORWAY + + "DON'T WAIT! WRITE US TODAY!" + + ANOTHER FINE DOCUMENT! -=RAZOR=- SHREDDING THE COMPETITION! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/savgwar.nfo b/textfiles.com/piracy/RAZOR/savgwar.nfo new file mode 100644 index 00000000..88119452 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/savgwar.nfo @@ -0,0 +1,203 @@ + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Savage Warriors + (c) Mindscape + + + + Ŀ + + Supplied By : Hot Tuna & Mav! Release Date : 23 June 1995 + Game Type : Arcade fighting Game Rating : 9/10 + + Ĵ + + Cracked By : -- Protection Type : None found + Crack Patch : -- Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Greetingz boyz and girlz! A day after we destroy the compeition w/ + Terminal Velocity, we are back again with another soon to be smash + hit! Thanks to our bitchn' UK team, we are proud to present the + long awaited Savage Warriors. Using Mindscape's proprietary 3D Bio + Motion (tm) technology, Savage Warriors brings each character to + life with an infinite number of hyper-realistic animations and ultra + smooth real-time character movements. Along with dozen of differnt + weapons to choose from, the game also include multiple cheat modes, + hidden characters, hidden locales, and other surprises. Only the + BLADE can bring you this kind of serious gaming action! + + + The GEcko / RaZoR 1911 + + + Please note: + + Thanks to alot of you who have been leaving mail about our new shirt. + please read our news below for the easiest way to obtain a shirt of + your own. + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The official Razor 1911 shirt is almost ready for production, and the + quantity will be limited when they are ready, so if you want to secure + yourself a piece of great pirate history before it's gone, we urge you + to pre-order now! NOTE: To order, please fill out the RZRSHIRT.TXT + (included in this release) and please follow the mailing directions + carefully, so we can process them easily and quickly. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + Personal Greetings to: + + Hot Tuna. The Speed Racer. Pharaoh. Eos. Cameron Hodge. Hula. Cobra. + Beowulf. Illegal Error. $9. Malicious Intent. Sternone. Third Son. + The Undertaker. Toast. Ustasa. Toast. Hero. Janno. Skybum. Corpse. + and The Retard Chemist! + + And a special greet to our partners in crime, Quartex Amiga! + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arch-Magi. Beowulf. Blackhawk. Cameron Hodge. Cobra + The Comanche. Dr.Magic. Druidkin. EOS. Evil Current. Faldo. The GEcko. + The Ghost Wind. Hot Tuna. Hula. Illegal Error. James Bomb. Kilroy. + Malicious Intent. Masters. Pharaoh. Physco Stik. Pitbull. Randix + Roland. Sector9. Snake. The Speed Racer. Sternone. Techno Rave + Third Son. The Undertaker. Wayward. Wyvern. + + + + Ŀ + + Razor 1911: Directors of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Illegal Error + + Razor 1911: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Malicious Intent + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Corpse. The Dutchmen. Elvin Nox. Eminenz. Hero. Janno. Junkman + Lunatic Genius. The Master. Maverick. Nevarre Demonian. The Punisher + Rage. Raw Liquid. Red Devil. Skybum. The Sniper. Toadie. + Toast. Ustasa. Vivid. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Gods Realm World HQ 10 Node(s) Razor Staff + Tower of Sorcery Courier HQ 7 Node(s) Arch-Magi + Southern Comfort USA HQ 5 Node(s) Cobra + Akira Canadian HQ 10 Node(s) Pharaoh + The Tribe European HQ 8 Node(s) Sternone + The Grave Yard UK HQ 4 Node(s) The Undertaker + + The Belfry Member Board 3 Node(s) Faldo + Cell Block 4 Member Board 3 Node(s) Malicious Intent + Menzoberrazan Member Board 2 Node(s) Pitbull + Reggae Muffin Member Board 3 Node(s) IE/Sector9 + The Silo Member Board 6 Node(s) The Comanche + Snake's Place Member Board 6 Node(s) Snake + Street Spydrs Member Board 4 Node(s) Maverick/GEcko + The Wall Member Board 7 Node(s) Roland/TGW + + Citadel of Chaos Affiliate 4 Node(s) The Punisher + The Haunted House Affiliate 15 Node(s) The Master + Junkyard Affiliate 5 Node(s) Junkman + Little Vegas Affiliate 3 Node(s) Casino Man + Medusa's Domain Affiliate 8 Node(s) Corpse/Medusa + Rock Creek Affiliate 3 Node(s) Third Son + Toxic Dump Affiliate 2 Node(s) Toast/Darkwing + Diabolica Affiliate 2 Node(s) Nevarre Demonian + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)266-8330 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an285616@anon.penet.fi + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + For the very best price in .DAT tapes call: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/sbattle.nfo b/textfiles.com/piracy/RAZOR/sbattle.nfo new file mode 100644 index 00000000..ad2c8bb0 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/sbattle.nfo @@ -0,0 +1,176 @@ + + + + + + + + + + + + + + + + + + ASCiiJED + + ķ + SUB BATTLE SIMULATOR BY DIGITAL ILLUSIONS + Ľ + + ķ + + Supplied By : Avalon / Rupert + + Ķ + + Game Notes : Digital Illusions was a company founded in 1987 + In 1987 i believe they signed with a company called + Epyx..And produced 2 games that have been one of the + biggest over-all sellers of the time...on the mac. + In 1988 Digital Illusions became a major hit...as + they were the design team for HARPOON...by 360 Pacific + After this project was completed the company broke up + + 1994 Digital Illusions reforms and there back with a + vengeance...Because of all the mail they received to + Redo PT Boat Simulator and Sub Battle Simulator they + decided to use these two products are there "welcome + back title....Digital Illusions has a few wargames + in production for 1994 look for these great titles from + your favorite group on the scene ...THE ONE AND ONLY + RAZOR 1911 PC!... + + Install Help...Copy all files to a dir on the H.D. + Run Setup... + + This is your chance to embark on what is unquestionably + the most detailed, realistic all-encompassing sub + simulation ever created. + + Support of most major sound cards...Improved Graphics + + Greets : The Lemmings, Marauder, Butcher, TRC, Liquid Khaos, + The Brain, and all the rest of the gang! + + Ķ + + Group News : Please disregard the false RAZOR 1911 AMIGA - This is + NOT affiliated in any way, shape, or form with the + *REAL* RAZOR. We have told them many occasions to + change their name - however, they refuse.... + + Ľ + + ķ + Mirage World HQ 10 Nodes ITS.PRI.VATE Big Boss + State/Devolution USHQ 6 Nodes ITS.PRI.VATE Marauder + Agents/Fortune Courier HQ 5 Nodes ITS.PRI.VATE Butcher + The House of God European HQ 2 Nodes +31.PRI.VATE Hoppermania + Ķ + Aquila Member Board 3 Nodes +31.PRI.VATE The Brain + Exalted Death Member Board 2 Nodes 314.PRI.VATE DeaD GooN + Metal Works Member Board 2 Nodes 318.PRI.VATE Heavy Metal + Rest in Peace Member Board 7 Nodes 513.PRI.VATE Nuke + Suburbia Member Board 6 Nodes 214.PRI.VATE The Chairman + Ķ + Central Park Affiliate 3 Nodes +61.PRI.VATE Grim + Chaos Factory Affiliate 3 Nodes ITS.PRI.VATE Mad Bomber + Dream Theatre Affiliate 4 Nodes 314.PRI.VATE Attitude + Electric Requiem Affiliate 2 Nodes 602.PRI.VATE Lord Shred + Maximum Overdrive Affiliate 3 Nodes 512.PRI.VATE Twin Turbo + Midpoint Void Affiliate 2 Nodes 303.PRI.VATE Holy Ward + Pirates Hideout Affiliate 2 Nodes +46.PRI.VATE BlackSmith + Reggae Muffin Affiliate 2 Nodes +47.PRI.VATE Illegal E?ror + Southern Comfort Affiliate 5 Nodes ITS.PRI.VATE Cobra + The Castle Affiliate 5 Nodes 604.PRI.VATE The Wizard + The Depths Affiliate 1 Node 214.PRI.VATE Maelstrom + Ķ + The Pentagon Outpost 3 Nodes +31.PRI.VATE Grimlock + CraftWorld Outpost 3 Nodes ITS PRI.VATE Slum-Dweller + Violent Plygrnd. Outpost 1 Node +46.PRI.VATE Laric + Ľ + + ķ + + Razor 1911 Leaders + ~~~~~~~~~~~~~~~~~~ + Marauder, Butcher, and Randall Flagg + + Razor 1911 Members + ~~~~~~~~~~~~~~~~~~ + Avalon, Big Boss, Bionomix, Chairman, Chessking, + Chronic Halitosis, Dead Goon, Heavy Metal, + Hoppermania, Janno, Laric, Liquid Khaos, Odin, Phoenix, + Rambone, Razor Blade, Serpico, Snacky, The Brain, Tom&Jerry, + Westbam, Wind Walker, and Wolverine + + Razor 1911 Coding/Training/Art Departments + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Wolverine, Zebig, Mitch, Martial Artist, Laric, + Night Slasher, Red Wizard, Jed, and Slum-Dweller + + Razor 1911 DoX Specialists + ~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Chairman, Lorus, and Morton + + Ľ + + ķ + + Razor 1911 Courier Coordinators + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Grim & The Brain + + Razor 1911 Senior Couriers + ~~~~~~~~~~~~~~~~~~~~~~~~~~ + Janno, Faldo, and The Dutchmen + + Razor 1911 Elite Couriers + ~~~~~~~~~~~~~~~~~~~~~~~~~ + Bubble Man, Cobretti, Cremator, Death Knight, + Digital Justice, Homer, Janno, + King Lear, Luke Skyywalker, Marine, Minstrel, Moon, Nivek Ogre, + Obliviax, Prophet, Rage, Raider, Raw Liquid, SLe, + The Cardinal, Timelord, Vivid, and Willow + + Razor 1911 Trial Couriers + ~~~~~~~~~~~~~~~~~~~~~~~~~ + Grey Death & Visionary + + Ľ + ķ + Beware of FAKE RAZOR MEMBERS/BOARDS/ETC! If they are not in this NFO, + THEN THEY ARE NOT IN RAZOR! + Ľ + ķ + + Razor 1911 is always looking for loyal and interested people to keep the + blade sharp. If you want to apply to be a courier, affiliate, or even a + member, please call any of the RAZOR 1911 HQ boards and leave a message + for Marauder. Have someone forward your message if you cannot get on... + + Interested in Razor-DoX? Call +1-214-445-0790 and run the Razor-DoX app + generator. + + You may write to us at : + + RAZOR 1911 PC USA + 7154 NORTH UNIVERSITY DRIVE #21911 + TAMARAC, FL 33321 + USA + + Ľ + + IF YOU LIKED THIS PRODUCT, PLEASE BUY IT. + THE PUBLISHERS OF QUALITY SOFTWARE DESERVE SUPPORT! (c) + + -*- R A Z O R 1 9 1 1 -*- + + ķ + VERSION CONTROL: RAZOR.008 05/23/94 + Ľ + diff --git a/textfiles.com/piracy/RAZOR/sc2000.nfo b/textfiles.com/piracy/RAZOR/sc2000.nfo new file mode 100644 index 00000000..e17ba821 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/sc2000.nfo @@ -0,0 +1,147 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + Sim City 2000 from Maxis. + + ij + + CRACKER : - GRAPHICS : 256 Color SVGA + SUPPLIER : Zodact & Chessking SOUND : All + PROTECTION : - DATE : 01/06/94 + + + + Ŀ + GAME NOTES/GREETS/ETC .. + ij + + Here it is, the title everyone and their mayor's been waiting for (hardy + har har). But seriously folks, Sim City 2000 is everything we've looked + forward to playing and a whole lot more. It requires 4mb RAM and a SVGA + card, so don't bother downloading it if you don't have the hardware that + you need. Enjoy this fine game, and look forward to many great releases + from the finest group on the IBM, Razor 1911 .. + + ij + + Greets .. Zodact, Chessking, Wolverine, Snacky, Butcher, Razor Blade, + Prime Evil, Grim, Avalon, Hoppermania & QuaziModem .. + + ij + + Welcome to our new suppliers - Chessking, Avalon, Rupert, Liquid Khaos, + and the famous Lord Thinker .. + And welcome to our new coder - Prime Evil. You can check out his cool + new intro in this release .. + And welcome to our new BBS's - Southern Comfort (615), Mortal Wish (818) + Gates of Asgard is no longer Razor 1911 Courier HQ. If you measure up & + are interested, get in touch with us. + + + + Ŀ + WORLD-FAMOUS RAZOR 1911 BULLETIN BOARD SYSTEMS + ij + MIRAGE WHQ 6 Lines XXX.XXX.XXXX Big Boss + STATE/DEVOLUTION USHQ 4 Lines XXX.XXX.XXXX Marauder + ij + THE HOUSE OF GOD European HQ 2 Lines +31.XXX.XXXX Hoppermania + UNKNOWN PLEASURES UKHQ 4 Lines +44.XXX.XXXX Razor Blade + ij + Suburbia Member BBS 6 Lines 214.XXX.XXXX The Chairman + C.N.S. Member BBS 313.XXX.XXXX Wolverine + Big City Lights Member BBS 2 Lines 217.XXX.XXXX The Hook + ij + Death Valley Member BBS +39.XXX.XXXX Jurgen Rzr + Violent Plygrnd. Member BBS +46.XXX.XXXX Laric + ij + Midpoint Void Affiliate 2 Lines 303.XXX.XXXX Holy Ward + The Street Spydrs Affiliate 4 Lines 713.XXX.XXXX Maverick + Metal Works Affiliate 2 Lines 318.XXX.XXXX Heavy Metal + The Chaos Factory Affiliate 2 Lines 604.XXX.XXXX Mad Bomber + Depeche Violation Affiliate 3 Lines 818.XXX.XXXX Depeche + The Depths Affiliate 214.986.9506 Maelstrom + Southern Comfort Affiliate 3 Lines 615.843.3984 Cobra/Advocate + ij + Reggae Muffin Affiliate 2 Lines +47.XXX.XXXX Illegal E?ror + The Exodus Affiliate 2 Lines +352.787.253 Rage + Future Zone Affiliate 5 Lines +49.XXX.XXXX JJF + Pirates Hideout Affiliate +46.40155977 BlackSmith + Central Park Affiliate 3 Lines +61.XXX.XXXX Grim + ij + The Pentagon Outpost 3 Lines +31.XXX.XXXX Grimlock + Nemesis Outpost 4 Lines +31.XXX.XXXX The Brain/KnoX + Mortal Wish Outpost 3 Lines 818.XXX.XXXX QuaZiModem + + + ** RAZOR 1911 >ACTIVE< MEMBERS & SPREADERS ** + + - SENIOR STAFF - Ŀ + + The Renegade Chemist, Marauder, Butcher, Razor Blade & Randall Flagg + + - STAFF - ij + + The Chairman, Wolverine, Westbam, Big Boss, Serpico, Snacky, + The Legend, Wind Walker, Hoppermania, Onyx, Mephistar, Mitch + Rambone, Zebig, Laric, Chronic Halitosis, The Hook, Bionomix + Chessking, Avalon & Rupert, Liquid Khaos, Prime Evil & Lord Thinker. + + + + - RAZOR-DoX MEMBERS - Ŀ + + Lorus + + + + - SPREADING COORDINATORS - Ŀ + + BuBBLE MAN & Ralph + + - ELITE SPREADERS - ij + + Blitzkrieg, The Brain, The Cardinal, CyberNetic Samurai, + Death Certificate, Digital Justice, DuNe, The Dutchmen, Energie & Sky, + Fugitive & Obliviax, IceMan, Janno, KnoX, Raider, Skater, Razor Edge + Storm Lord, Sweda Head, Timelord, Rator, Grey Death, Grim, + Dream WEaver, Grandmaster Flash & QuaZiModem. + + - TRIAL - ij + + Skiver, T-Bone, The Inquisitor, Factory, Chain, Qube, Flood & Stubborn + + + + Ŀ + INTERESTED IN JOINING RAZOR 1911 ? + ij + + If you want to get into Razor as an Affiliate (Dist Site, whatever) then + give a call to our US Headquarters, State of Devolution. Logon with the + account 'RAZOR' password 'RAZOR' and leave mail to Marauder (the Sysop). + All Razor Affiliates are completely functional and do something for the + group. If you can't, then don't bother wasting both our and your time. + + If you are interested in being a Courier/Spreader for Razor 1911 contact + us at our Courier HQ, and leave mail to BuBBLE MAN or Ralph. Be sure to + leave your voice number and name so we can contact you quickly. + + ** NOTE ** We are right now re-forming Razor-DoX, once the best dox/hint + division on the scene. If interested CALL 214-445-0790, logon with : + + Account : RAZORDOX + Pw : RAZORDOX + + And type 'DOX' at the main menu .. + + + + SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE (C). + IF YOU LIKED THIS GAME, BUY IT. -*- R A Z O R 1 9 1 1 -*- + diff --git a/textfiles.com/piracy/RAZOR/sc2000dx.nfo b/textfiles.com/piracy/RAZOR/sc2000dx.nfo new file mode 100644 index 00000000..38dc9868 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/sc2000dx.nfo @@ -0,0 +1,135 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ ۲ ۲ Ŀ + + RaZoR D0X DiViSioN + SimCity 200 From MAXiS / COMPLETE Docs + + ij + + SUPPLIER : CHESSKiNG SCANNER : Dark Light + PACKAGER : Dark Light DATE : 01/14/94 + + + + I know you've all been waiting for it, and here it is. The SimCity 2000 + Docs, complete and un-cut. There's quite a few kewl pictures and + illistrations that obviously could not be included, but if you MUST see + them...then go buy the fucking thing! Anyway, there was probably more + work put into scanning these things than there was in writing the game + itself, so I hope you can put them to some good use. Included are the + quickdox released a few days ago with the tool & city bars on them. + + -+? DRK LG ?+- + + Ŀ + + Greets .. Lorus, Snacky, Hoppermania, The Renegade Chemist, Marauder, + Avalon, QuaziModem, Razor Blade, Janno, Phantom, Dream WEaver, + The French Mate, Enforcer, Crimson Blade, Rambone, Devistator, + Grim, & Charon + + ij + + Welcome to our new suppliers - CHESSKiNG, Avalon, Rupert, Liquid Khaos, + and the famous Lord Thinker .. + Gates of Asgard is no longer Razor 1911 Courier HQ. If you measure up & + are interested, get in touch with us. + + + + - RAZOR-DoX STAFF - Ŀ + + CHESSKiNG, Dark Light, Lorus + + + + Ŀ + WORLD-FAMOUS RAZOR 1911 BULLETIN BOARD SYSTEMS + ij + MIRAGE WHQ 6 Lines XXX.XXX.XXXX Big Boss + STATE/DEVOLUTION USHQ 4 Lines XXX.XXX.XXXX Marauder + ij + THE HOUSE OF GOD European HQ 2 Lines +31.XXX.XXXX Hoppermania + UNKNOWN PLEASURES UKHQ 4 Lines +44.XXX.XXXX Razor Blade + ij + Suburbia Member BBS 6 Lines 214.XXX.XXXX The Chairman + C.N.S. Member BBS 313.XXX.XXXX Wolverine + Big City Lights Member BBS 2 Lines 217.XXX.XXXX The Hook + ij + Death Valley Member BBS +39.XXX.XXXX Jurgen Rzr + Violent Plygrnd. Member BBS +46.XXX.XXXX Laric + ij + Midpoint Void Affiliate 2 Lines 303.XXX.XXXX Holy Ward + The Street Spydrs Affiliate 4 Lines 713.XXX.XXXX Maverick + Metal Works Affiliate 2 Lines 318.XXX.XXXX Heavy Metal + The Chaos Factory Affiliate 2 Lines 604.XXX.XXXX Mad Bomber + Depeche Violation Affiliate 3 Lines 818.XXX.XXXX Depeche + The Depths Affiliate 214.986.9506 Maelstrom + Southern Comfort Affiliate 3 Lines 615.843.3984 Cobra/Advocate + ij + Reggae Muffin Affiliate 2 Lines +47.XXX.XXXX Illegal E?ror + The Exodus Affiliate 2 Lines +352.787.253 Rage + Future Zone Affiliate 5 Lines +49.XXX.XXXX JJF + Pirates Hideout Affiliate +46.40155977 BlackSmith + Central Park Affiliate 3 Lines +61.XXX.XXXX Grim + ij + The Pentagon Outpost 3 Lines +31.XXX.XXXX Grimlock + Nemesis Outpost 4 Lines +31.XXX.XXXX The Brain/KnoX + Mortal Wish Outpost 3 Lines 818.XXX.XXXX QuaZiModem + + + + - RAZOR 1911 >ACTIVE< SENIOR STAFF - Ŀ + + The Renegade Chemist, Marauder, Butcher, Razor Blade & Randall Flagg + + - STAFF - ij + + The Chairman, Wolverine, Westbam, Big Boss, Serpico, Snacky, + The Legend, Wind Walker, Hoppermania, Onyx, Mephistar, Mitch + Rambone, Zebig, Laric, Chronic Halitosis, The Hook, Bionomix + CHESSKiNG, Avalon & Rupert, Liquid Khaos, Prime Evil & Lord Thinker. + + + + - SPREADING COORDINATORS - Ŀ + + BuBBLE MAN & Ralph + + - ELITE SPREADERS - ij + + Blitzkrieg, The Brain, The Cardinal, CyberNetic Samurai, + Death Certificate, Digital Justice, DuNe, The Dutchmen, Energie & Sky, + Fugitive & Obliviax, IceMan, Janno, KnoX, Raider, Skater, Razor Edge + Storm Lord, Sweda Head, Timelord, Rator, Grey Death, Grim, + Dream WEaver, Grandmaster Flash & QuaZiModem. + + - TRIAL - ij + + Skiver, T-Bone, The Inquisitor, Factory, Chain, Qube, Flood & Stubborn + + + + Ŀ + INTERESTED IN JOINING RAZOR DoX ? + ij + + We are right now re-forming Razor-DoX, once the best dox/hint division + on the scene. If you can suppy original or photocopied game/utility + documentation, or have some other service you would like to offer us, + CALL 214-445-0790, and logon with : + + Account : RAZORDOX + Pw : RAZORDOX + + And type 'DOX' at the main menu .. + + + + SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE (C). + IF YOU LIKED THIS GAME, BUY IT. -*- R A Z O R D o X -*- diff --git a/textfiles.com/piracy/RAZOR/schkwv.nfo b/textfiles.com/piracy/RAZOR/schkwv.nfo new file mode 100644 index 00000000..45f4a7d3 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/schkwv.nfo @@ -0,0 +1,225 @@ + + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Shockwave Assault: Operation Jumpgate! + (c) Electronic Arts + + + + Ŀ + + Supplied By : The GEcko Release Date : 10 December 1995 + Cracked By : Mod Protection Type : CD check + + Ĵ + + Game Format : CD rip System Type : WIN 95 + Packed By : The GEcko / NS Install Method : unarj and play! + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + This is a very nice translation from the popular 3DO and Sony + Playstation game. As the pilot of a hefty ship, you will have + to shoot your way through various different missions to save + the planet from the alien invation. Shockwave Assault requires + 8 megs of RAM, and around 50 megs of HD space to play. Don't + forget to grab our other releases today, Grand Prix Manager + from Microprose and Card Players Paradise from QQP. + + Crack and Install Info + ~~~~~~~~~~~~~~~~~~~~~~~~ + This one was fairly unusual. Shockwave Assault came with two + complete games on the CD, Invation Earth and Operation Jump- + Gate. And since both games are completely stand alone, we kept + OJ. IE was over 140 megs. Please note: in order for the game + to work, you must ARJ X all the files into your root directory. + After that, go into the \SHOCKWAV and type/click AUTORUN.EXE. + + There was no way for Mod to change the path since it was hard- + coded in the .EXE. And since none of the program files are in + the root, there is not reason to bitch. + + Thanks to Ninja Spirit for ripping the original while suffering + from a major hangover, and to Mod for another fine crack. + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 welcomes the following to our courier team: + Luck, Stoney, Tyrus Sithius. + + #### + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + The GEcko, The Speed Racer, Pharaoh, Third Son, Hot Tuna, Beowulf, + Mod, Druidkin, Faceless, Sternone. $9, Shadow Master, CyberPhreak. + + to Hybrid - your new motto should be "we'll dupe anyone at anytime" + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Beowulf. Cameron Hodge. Cobra. CyberPhreak. Druidkin. + Dr. Detergent. Faceless. Fatal Error. The GEcko. Gilby. Hojoe. + Hot Tuna. Hula. Jock Rockwell. Kilroy. Maverick. Mod. Ninja Spirit + Pharaoh. Pitbull. Raw Liquid. Shadow Master. Sector9. Snake. + Spectre. Sternone. The Speed Racer. Third Son. + The Undertaker and Wolverine! + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bitecrash + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Anthrax. Artur. Beast. Bitecrash. Captain Blood. Dagobah + Elvin Nox. Janno. Luck. Ralph. Stoney. Syxus. Toast. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Code Zero. Clubber. Crypter. CyberPhreak. Guht. Khufu. + Manhunter. Morbid Genius. Mr. ZigZag. Narcus Smee. Pic 9. + Rage. The Saint. TerraX. Trixel. Tyrus Sithius. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + The Crypt Member Board O4 Node(s) Spectre/Blade + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + + Citadel of Chaos Affiliate O5 Node(s) Toast + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/scraft.nfo b/textfiles.com/piracy/RAZOR/scraft.nfo new file mode 100644 index 00000000..57f32fdd --- /dev/null +++ b/textfiles.com/piracy/RAZOR/scraft.nfo @@ -0,0 +1,250 @@ + + + + + + + + + + + + + + 1 9 1 1 + + +Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Starcraft + (c) Blizzard + + + +Ŀ + + Supplied By : Toast Release Date : 01 April 1998 + Cracked By : Beowulf Protection Type : CD Check + MPQ + +Ĵ + + Game Type : AMAZING System Type : Win 95/NT + Packed By : Beowulf 3D Acceleration : N/A + +Ĵ + Requirements: P90, 16 Megs Ram, DirectX 5, 95MB HD +Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + BATTLE.NET IS NOT SUPPORTED IN OUR RELEASE...PLEASE READ BELOW FOR + IMPORTANT INFORMATION REGARDING WHY, AND IMPORTANT INSTALL NOTES!! + + Yes folks, the game you've all been waiting for is now here. Starcraft + is definately worth the wait, and if your reading this now, your wasting + precious time. This is no April Fool's joke...it is all real. + + (back of the box hype) + + * THREE UNIQUE ALIEN SPECIES + + - Whether you command the nomadic Terran, mysterious Protoss, or + voracious Zerg, you must devise totally unique strategies to master + the specilized units, abilities, and technologies of each. + + * MULTIPLE THEATRES OF BATTLE + + - Engage in a deadly mix of space combat, planetary assault, and covert + base infiltration. Command Ghost Espionage Agents, Wraith Stealth + Fighters, Protoss High Templars, and Zerg Defilers as you seek to + conquer the galaxy. + + * REVOLUTIONARY SPECIAL EFFECTS + + - Real time light sourcing, true line of sight, and an advanced + translucency engine combine for incredible visual effects and + unparalelled tactical realism. + + * INTENSE INTERNET COMPETITION + + - Challenge people worldwide for FREE using your modem, or LAN + and over the internet using KALI or a suitable IPX emulator. + (NOTE THAT THIS RELEASE DOES NOT SUPPORT BATTLE.NET!!!) + + * UNEQUALED CAMPAIGN EDITOR + + - Construct individual missions or entire campaigns with unrivaled + ease! Set victory conditions, customize speech and sound, and + create unique heroes while building enormous speech and multiplayer + worlds, compete with your own story lines. + + + Enough hype. Enjoy this title, and only expect the BEST from the LONGEST + running group EVER - RAZOR NINETEEN ELEVEN! (1985 - 1998 AND BEYOND) + + Toast - RAZOR 1911 + + Installation & Rip Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Ripped: Over 400M of movies, music and speech. For Christ's sake people, + if you like this game BUY IT! Blizzard deserves it... + + To install the game, simply unzip all the files into a temporary + directory, make a directory to hold the game in (e.g. C:\STAR), then + un-RAR the game into that directory: + + unrar x -v -y starcrft.001 c:\star + + After the game is decompressed, run SETUP.EXE in that directory to + configure your registry settings, then run SC.EXE to play! + + ***SPECIAL NOTE*** + + To run the game using a special "virtual patch" crack that leaves all + of the executables untouched (and therefore less likely to cause CRC + problems) run the game using SC.EXE. Do NOT just run Starcraft.exe, as + it has not been patched. I have used this loader mechanism in the hopes + that a battle.net key generator can be coded in the future, as a + "virgin" copy of the executables is essential to battle.net play. + + If you have a weird setup, or something that just causes my loader to + not work, then I have included a workaround. Run SC-PATCH.EXE to + hard patch the game, after which you can use Starcraft.exe to play. + The down-side to this is that battle.net play will be impossible, + even with a future key-generator. Use SC.EXE if at all possible. + + DO NOT RUN SC-PATCH.EXE UNLESS SC.EXE DOESN'T WORK FOR YOU!!!! + + Cracking Notes/Comments + ~~~~~~~~~~~~~~~~~~~~~~~~~ + Well, what can I say. This has got to be one of the hardest titles I + have ever ripped. The crack was trivial, but ripping this game involved + understanding and coding utilities for Blizzard's MoPaQ file packer. MPQ + (as it is better known as) is a complex file packaging/indexing system + that combines one-way hash tables for file lookup, encryption on files + and indexes, custom tuned compression code...a veritable nightmare. + + The game originally came shipped with a 600M INSTALL.EXE file (really + an installer stub + giant MPQ file), and this was the file that had to + be ripped apart. Needless to say, I think I have done it...it was a LOT + of work, and I tested this as much as humanly possible, so I hope you + all enjoy it. If you have any problems with this crack, please let me + know via IRC in #razor...I'm never claim to be perfect. =) + + As for BATTLE.NET support, I have decided after much analysis and talk + with other respected crackers, that it cannot be done without some MAJOR + coding. All Starcraft CD's came bundled with a unique CD-Key that is + embedded in the STARDAT.MPQ file on install. Each user on BATTLE.NET + must meet two important requirements: (a) they have a unique CD-Key and + (b) their executables (and DLLs) are untouched. It is theoretically + possible to create a generator for these CD-Keys after collecting a + bunch of codes, but that is only half the battle...you then have to + generate a random valid code, and insert it into the STARDAT.MPQ. Much + easier said than done. I did code the crack for this game in a loader + format to allow for a future generator to be "plugged in". + + Once again, I *MAY* code a generator for this depending on how feasible + I think it is, but it will take time. Do not harrass me...I will do what + I can. Just use KALI or a similar IPX emulator to play via Internet for + now, and if you REALLY have to play battle.net, buy the game. + + - Beowulf [RAZOR 1911] + + + P.S. Be sure to check out the SHIRT98.ZIP file for news on RAZOR's + 1998 T-shirts! + + + +Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + Personal greetings to: The Punisher (there ya' go, snuggles) + Toast (ayleet Canuck extrordinaire) + Grudge (guess my rates weren't THAT bad...) + Sir Aragorn/Pharoah (A valiant effort, boys) + Pitbull/Thirdson (for moral support) + ...and all of the rest of you that DEMAND + quality in the PC releasing scene. + + + Greetings: to Paradigm, DOD, PWA, Devotion, Dimension, Dynasty and RiSC + + + +Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + We are looking for dedicated and talented INTRO makers for the + Win32 platform. Applicants should be experienced in the use of + DirectX as an intro backbone; we've got enough DOS based intro + makers already. If you think you've got what it takes, and want + to part of the RAZOR family, contact us at razorapp@razor1911.com. + + ####### + PEOPLE OF THE SCENE TAKE NOTE: + The only way to get the FACTS, is to get the UNBIASED FACTS. + If in doubt THE REVIEWERS GUILD has the answers! Reviews of games with + a SCENE parspective! visit trguild.ml.org or #trg on efnet! + Support TRG and accept reviews on your site/bbs! + + + +Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aggro. August West. Bad Sector. Bandito. Beowulf. BoneZ. Bunter. Brab. + Cockroach. Colossus. Cypher. Dark Rebellion. Da Jackal. Damus. Druggy. + Erupt. Flounder. Gollie. Gogolie. Hetero. Hooligan. ][ce. + JK. Buzz Lightyear. Manhunter. Maximizer. Miramax. MYM. + Ninja Spirit. Pharaoh. Philter. Pitbull. The Punisher. Principal. + r0adkill. Sakic. Sir Aragorn. Slicer. Spectre. Spoon. Sun Dancer. + T0M, The Flames, The Pep. Third Son. Tiny 3D. Toast. Toth. Vampyre. + Vitas. Wild Child. Wish Bone. Wolverine. + + +Ŀ + + The Gods of the Net & BBS Scene: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bandido. Brain. Caserd. Dark Angel. Embassy.Fireblade. Kerisma. Kaos. + Mossyoak. Shinobi. Slice. Snake Eyes. Spud. Techno Rave + + + Razor 1911: Ahead of the CLASS, everytime! +Ŀ + + You may reach us via E-mail at: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + razorapp@razor1911.com + + Razor 1911 World Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.razor1911.com + + Razor 1911 Founder's Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.ifi.unit.no/razor + + Razor 1911 For Supply-Mail + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + PO Box 907 + London + SW11 6RL + United Kingdom + + >> newsupply@hotmail.com << + + (Or simply ask to join #RAZOR on IRC) + + + SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE (C). + IF YOU LIKED THIS GAME, BUY IT. -*- R A Z O R 1 9 1 1 -*- + + diff --git a/textfiles.com/piracy/RAZOR/sealteam.nfo b/textfiles.com/piracy/RAZOR/sealteam.nfo new file mode 100644 index 00000000..d472868a --- /dev/null +++ b/textfiles.com/piracy/RAZOR/sealteam.nfo @@ -0,0 +1,98 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + Ĵ Proudly Presents + + SEAL Team from Electronic Arts. + Ĵ + Cracker : None + Protection : None + Supplier : Marauder + + + Game Notes : You and your team jump out of a Huey and belly + ~~~~~~~~~~~~ through 200 yards of mud and darkness toward the + village. You signal your team to fan out and + take out the guard posts, but your flanker goes + down - booby trap! Suddenly rounds from an AK47 + shriek overhead and the night is ablaze with + tracers and the shock waves of mortar fire. + + Welcome to "Forest of Assassins," Vietnam's + Mekong Delta. Your worst nightmare come true. + + Installation can be done from a subst drive. + + + Greets : Snacky, Marauder, JBM, Cenobytes, Onyx, Mephistar, + ~~~~~~~~~~~~ Big Boss, Dark Knight, Wolverine, Hoppermania, TFM, + Randall Flagg, Butcher, Razor Blade, Serpico, Dj + Anime & Co., Mad Bomber & Chronic Halitosis. + + + + Razor 1911 .. Ultimate Staying Power. + + + Ŀ + Ĵ Razor 1911 HQ/Member/Affiliate BBS' + + Mirage 6 Node WHQ +1(XXX)XXX-XXXX Big Boss + State/Devolution 2 Node USHQ +1(305)XXX-XXXX Marauder + The Pit 4 Node CHQ +1(718)XXX-XXXX Kidlat! + House of God 2 Node EHQ +31-XXXXXX-XXXX Hoppermania + Ĵ + Suburbia 4 Node +1(214)714-0202 Chairman + Death Valley +39-XXXXXX-XXXX Jurgen + CNS 2 Node +1(313)XXX-XXXX Wolverine + Cloud Nine Elite 4 Node +1(612)XXX-XXXX Nimbus + Road to Nowhere 4 Node +1(213)XXX-XXXX The Legend + Helter Skelter 2 Node +44-XXXXXX-XXXX Mephistar + Boner's Domain 2 Node +1(314)XXX-XXXX Rambone + Violent Plygrnd. +46-XXXXXX-XXXX Laric + Twilight Zone 2 Node +1(504)275-8248 Dark Knight + Ĵ + Midpoint Void 2 Node +1(303)XXX-XXXX Holy Ward + Street Spydrs 5 Node +1(713)XXX-XXXX Maverick + Ascii Express 2 Node +1(617)XXX-XXXX Capt. Over + Maximum Ovrdrv. 3 Node +1(512)XXX-XXXX Twin Turbo + Metal Works 2 Node +1(318)XXX-XXXX Heavy Metal + Chaos Factory 2 Node +1(604)XXX-XXXX Mad Bomber + Utopian Dream +1(416)XXX-XXXX White Ire + Mooncrows Aeyrie 4 Node +1(206)XXX-XXXX Mooncrow + Xenocide Inc. 2 Node +1(813)XXX-XXXX Intimidator + Violation 2 Node +1(818)XXX-XXXX Depeche + Dreamland +47-37-02-66-63 Grdn. Gekko + + + + Ŀ + Ĵ Razor 1911 Member/Courierlist + + The Renegade Chemist, Marauder & Randall Flagg + Ĵ + Zodact, Black Spyrit, Hyperion, The Chairman, Red Wizard, + The French Mate, Wolverine, Big Boss, Serpico, Snacky, + Interloper, The Legend, Wind Walker, Hoppermania, Strike Eagle, + Onyx, Mephistar, Dark Knight, Rambone, Zebig, Laric & Chronic H + Ĵ + Skater & Janno + Ĵ + Digital Justice, Knox, Grimlock, Timelord, Nailz, Raider, + Dune, Bubble Man, Fugitive&Obliviax, Hyper&Psycho, Hitman, + Sweda Head, Energie&Sky, Necromancer, IceMan, Grey Death, + The Cardinal, CyberNetic Samurai, The Dutchmen, Egg Head, + RacerX, Death Certificate, The Bugger, Storm Lord & Shinobi. + + + + Ŀ + Support the companies that produce quality + software. If you liked this game, buy it. + diff --git a/textfiles.com/piracy/RAZOR/seekd.nfo b/textfiles.com/piracy/RAZOR/seekd.nfo new file mode 100644 index 00000000..b7d62de5 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/seekd.nfo @@ -0,0 +1,247 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Seek & Destroy from Safari + + + + + Ŀ + + Supplied By : Third Son Release Date : 07 March 1996 + Cracked By : N/A Protection Type : None + + Ĵ + + Game Format : Combat System Type : DOS + Packed By : Third Son Install Method : See below + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Here is another fine release from Razor 1911. This game features + 360-degree scrolling overhead graphics, 16-bit high quality + stereo sound effects and much more. A fine game and well worth + the download! This is the full CD, nothing has been removed! + + + + Installation Guide + ~~~~~~~~~~~~~~~~~~~~ + Place all 12 files into your root directory. Unarj using these + commands: Arj x -v -y seek.001. This creates a directory called + BOZO, CD to that directory and type INSTALL. PLEASE NOTE THAT + THE INSTALL PROGRAM HAS A BUG FROM THE FACTORY. IT WILL SAY AN + ERROR OCCURED DURING INSTALLION. NOT TO WORRY, THE GAME WORKS! + + Greetz go out to : The Gecko, Pharaoh, The Speed Racer, Hot Tuna + MOD, Druidkin, Manhunter, Captain Blood, Toast, Night Vision, + Dxfer, Hellraiser, Jimmy Jamez, Prowler, Shadow Master, + White Cracker, Egoistic Fate, Ninja Spyrit, and MR.Skill ! + + Group GReetz : PWA, Malice, SCuM and Blade Runners! + + Third Son / RAZOR 1911... + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + We welcome Ellisdee to the WORLD famous RAZOR spreading team ! + + Razor shirt update: + + These popular shirts are still available. See RZRSHIRT.TXT for + more details. + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Captain Blood. Catbones. Cobra. + Egoistic Fate. Faceless. The GEcko. Hojoe. Hot Tuna. + Jester King. Manhunter. Maverick. Mod. Night Vision. + Ninja Spyrit. Pest. Pharaoh. Raw Liquid. Shadow Master. + Sector9. Snake. Spectre. Sternone. The Speed Racer. + Third Son. The Undertaker. White Cracker. + + + + Ŀ + + Razor CD: Art Division + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director : Catbones + + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + U.S. - Captain Blood + Euro. - Manhunter + + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artur. Beast. Conficere. Dxfer. Ellisdee. Everclear. Flint. + Immortal. Luck. Maverick. Nytemyst. Outhouse. Raistlin. Stoney. + Syxus. Suspicious Image. Techno Rave. Tiger. Toast. Turok. + + + + + + + Ŀ + + The Gods of the Razor CD Internet Division ARE: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Azrael. Excalibur. Druidkin. Fiber. Khufu. + Pitbull. Sir Alf. The Saint. + + + + Ŀ + + + Razor CD: Director of INET Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Sir Alf + + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Viper Krynn. Terra X + + Aslan. Bishop. Chronic Fatigue. Darwin. Dray. + Hellraiser. Guht. Ionizer. Lester. Mr. ZigZag. + Omen. Tiger Claw. Tyrus Sithius. Vitas. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + This Could be You! Courier HQ OO Node(s) ? ? ? + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + Malevolence Member Board O6 Node(s) Egoistic Fate + Shadow Lands Member Board O6 Node(s) Manhunter/Raw L. + Elysium Member Board O5 Node(s) Prowler/NV + Pyramid Member Board O4 Node(s) Khufu + RAZOR U.S. Member Board O4 Node(s) Azrael/Pitbull + Jeremy's Crypt Member Board O4 Node(s) Fiber + Round Table Member Board O4 Node(s) Excalibur + Euro RAZOR Member Board O4 Node(s) Pic 9 + + Citadel Of Chaos Affiliate O6 Node(s) COC Staff + Horror Zone Affiliate O3 Node(s) Deathbringer + Hakuna Matata Affiliate O2 Node(s) Beast + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/sforcet.nfo b/textfiles.com/piracy/RAZOR/sforcet.nfo new file mode 100644 index 00000000..0cadd683 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/sforcet.nfo @@ -0,0 +1,177 @@ + + + + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + + =- P R E S E N T S -= + Ŀ + Special Forces Cheat + + ͻ + -*- Release Information -*- -*- Game Information -*- + Ķ + Cracker FFC Publisher Microprose + Trainer Coder Martial Artist Graphics VGA 256! + Supplier TRSI Sound SoundBlaster + Date of Release 08/23/92 # of Disks - + Rating [1-10] 9 Disk Size - + ͼ + + Ŀ + Trainer Notes + + What a cool game. Now here is the trainer for all of you who want some fun. + This trainer is made in a different format, due to speed in wanting the + trainer out. Otherwise I would have put more time into it. + + Installation instructions - Unzip into your Special Forces Directory. + Type 'Trainer' to run the Trainer. + + After you type Trainer, you will have two options to make at that time. + + F1 - Toggles (on/off) unlimited Ammo. + F2 - Toggles (on/off) unlimited Energy. + + You must select which functions you want from the TRAINER MENU. + + * In - Depth Description of functions + + F1 - You press F1, and bazoom, you never run out of ammo while playing + the game. Really simple, try, you'll like it. I did and I am a better + person now for doing so. + + F2 - You press F2, and ZOWY, you live forever. EEEAASSY. + + REMEMBER F1 and F2 are chosen from the TRAINER MENU not from inside the game. + F1 and F2 are toggles, (on/off) of the specified functions. + + Greets to Switch, Renegade Chemist, The Witch King, Butcher, Zodact, Onyx, + Devious Doze, Zeus. + + Martial Artist 8/2392 + + RAZOR TRAINERS /92 + + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + + Ŀ + Razor 1911 Couriers + + + -*- Senior Couriers -*- + + Wind Walker, Avalon, Peeker, Bubba. + + -*- Elite Couriers -*- + + Shadow PhanTom, RoboCop, Spectral Illusion, Baddog, Benign Rogue, + Ur Lord, Load Master, Bullwinkle, Crzy Joe, Chaos9, Wolverine + Red Devil, Co-Op, The Dark Lord. + + -*- Trial Couriers -*- + + Cylus, Messenger of Death, Phantom, The Enforcer. + + Ŀ + Razor 1911 Affiliate Systems + + Ŀ + Suburbia - World Headquarters/2 nodes - ITS/PRI-VATE + The DaRK PaLaCE - Courier Home/2 nodes - 804/272-1007 + + Ŀ + Agents of Fortune - Member Board/2 nodes - Butcher - 409/786-3767 + Midpoint Void - Member Board - Holy Ward - ITS/PRI-VATE + Crime Ring - Member Board - Kingpin - ITS/PRI-VATE + The Fault Line - Member Board - Martial Art. - 403/288-8402 + Spyrit's Crypt - Member Board - Black Spyrit - ITS/PRI-VATE + Ĵ + Trilogy ][ - Affiliate/2 nodes - Rich Kid - 313/247-8308 + Reign In Blood - Affiliate - Uriel - 718/698-1969 + Legend of Ampasaurus - Affiliate - Vincentio - 604/279-0518 + UnderWorld - Affiliate/2 nodes - Archmage - ITS/PRI-VATE + So-Krate's - Affiliate/2 nodes - Philosopher - 310/578-7226 + Dust /\/ Bones - Affiliate - Groo - 201/612-8817 + Palace of Illusion - Affiliate - Illusionist - 214/931-7981 + Peril Gates - Affiliate - Isopropyl - 616/398-3248 + The Cellar - Affiliate - Runaway Train - 401/739-2946 + The Space Zone - Affiliate/3 nodes - Death Ray - 301/PRI-VATE + Balistic - Affiliate - The Lunatic - 612/374-5110 + Drunk & Disorderly - Affiliate - Bad Boy - ITS/PRI-VATE + Elysium - Affiliate - Squire - 508/PRI-VATE + Camelot - Affiliate - Black Knight - 606/PRI-VATE + The Jungle - Affiliate - The Ware Lord - 615/PRI-VATE + BoomTown - Affiliate - Boomer - 407/658-6472 + The Data Dump - Affiliate - RISC - 504/455-0139 + The Bull Farm - Affiliate - Bull - 504/PRI-VATE + Ĵ + The Prophecy - Outpost - Nostradamus - 301/681-4380 + The Atomic Cafe - Outpost - Speed Demon - 503/635-7972 + Infinite Darkness - Outpost - Midnight Sor. - 305/561-3877 + The Medieval Crypt - Outpost - M. Magician - 214/242-2954 + Production X - Outpost - Wolverine - 913/383-9680 + + + Ŀ + A HOT GROUP NEEDING HOT COURIERS! + Ĵ + HEY! DO YOU WANT TO COURIER HOT RELEASES FOR THE HOTTEST GROUP AROUND! IF + YOU ARE INTERESTED THEN CALL THE DARK PALACE AT 804/272-1007 AND APPLY FOR + AN ACCOUNT! BE SURE TO TELL THE WITCH KING ABOUT YOUR INTEREST, AND LEAVE + A VOICE NUMBER. WE NEED SOME GOOD DAYTIME COURIERS TO HELP SPREAD OUR RE- + LEASES, SO IF YOU THINK YOU ARE UP TO IT THEN DON'T WAIT, CALL US TODAY! + Ĵ + NOTE! IF YOU HAVE A V32 OR V32BIS MODEM, BE SURE TO CALL THE NUMBER LISTED + ABOVE, 804/272-1007, IT IS A USRBOTICS DUAL STANDARD 14.4K NODE. HOWEVER, + IF YOU HAVE AN HST TRY CALLING ON NODE 2 (HST ONLY) FIRST AT 804/272-8966. + + Ŀ + DO YOU WANT TO RUN A BOARD FOR THE BLADE? + Ĵ + HEY! ARE YOU DISSATISFIED WITH THE CURRENT STATE OF YOUR BOARD? CRYING AB- + OUT THE SPEED AT WHICH YOU GET THE HOTTEST RELEASES? IF YOU WANT TO JOIN + THE UPPER CUT OF THE SCENE AS AN OUTPOST, AFFILIATE, OR MAYBE EVEN A MEM- + BER BOARD, THEN CALL AGENTS OF FORTUNE AT 409/786-3767 OR AT 409/786-1598 + AND LET BUTCHER KNOW THAT YOU TOO WANT YOUR BOARD TO BE A CUT ABOVE! + + + Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Don't wait! Write us today! + + Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Greetings go to all of our couriers! Keep up the good work! + + * If you want to spread for the sharpest group in the scene, call The + Dark Palace and get in touch with The Witch King! + + * If you run a board and are interested in becoming a Razor Affiliate, get + in touch with Butcher on Agents of Fortune! + + RAZOR 1911 - SHREDDING THE COMPETITION! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + + \ No newline at end of file diff --git a/textfiles.com/piracy/RAZOR/sgw.nfo b/textfiles.com/piracy/RAZOR/sgw.nfo new file mode 100644 index 00000000..05c0e5b0 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/sgw.nfo @@ -0,0 +1,209 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Strategy Games of the World + (c) Edmark + + + + Ŀ + + Supplied By : Pest Release Date : 05 January 1996 + Cracked By : NONE Protection Type : NONE + + Ĵ + + Game Format : Board Games System Type : Windows 95/3.x + Packed By : Pharaoh Install Method : UnARJ/SUBST + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Strategy Games of the World is sophisticated and colourful + thinking board game collection - Nine Men's Morris, Go-Moko & + Mancala. The game features appealing graphics, and crisp + sound FX and dialogue. + + This is a CDRIP, all help/tutorial AVI's have been removed to + bring the game to a reasonable size. We kept all sound files + and dialogue files intact as it is an integral part of gaming. + + PhARAOh / RAZOR 1911 + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Welcoming aboard 2 great additions to our WORLD famous spreading + team : Aeon & Flux and Tiger ! + + Also a big congratulations to our very own The Rock for being + elevated to the U.S. HQ position ,since apparent unfortune + shows that Southern Comfort will not be coming back up. + + Razor shirt update: + + These popular shirts are still available. See RZRSHIRT.TXT for + more details. + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Cobra. CyberPhreak. Druidkin. + Faceless. The GEcko. Hojoe. Hot Tuna. Hula. + Kilroy. Maverick. Meat. Mod. Ninja Spirit. Pest. + Pharaoh. Raistlin. Raw Liquid. Shadow Master. Sector9. + Snake. Spectre. Sternone. The Speed Racer. Third Son. + The Undertaker. White Cracker. and Wolverine ! + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + U.S. - Bitecrash + Euro. - Manhunter + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aeon&Flux. Artur. Beast. Captain Blood. Flint. + Luck. Maverick. Stoney. Suspicious Image. + Syxus. Tiger. Toast. Trilithium. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Hellraiser. Guht. Khufu. Lester. Morbid Genius. Mr. ZigZag. + Narcus Smee. Omen. Pic 9. Prophet. Rage. The Saint. + TerraX. Trixel. Tyrus. Sithius. Viper Krynn. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + This Could be You! Courier HQ OO Node(s) ? ? ? + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Blade + Sexual Impulse Member Board O2 Node(s) Meat + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + + Citadel Of Chaos Affiliate O6 Node(s) COC Staff + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Prophecy Alliance Affiliate O6 Node(s) Aeon & Flux + Hakuna Matata Affiliate O2 Node(s) Beast + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/shadow.nfo b/textfiles.com/piracy/RAZOR/shadow.nfo new file mode 100644 index 00000000..3140435d --- /dev/null +++ b/textfiles.com/piracy/RAZOR/shadow.nfo @@ -0,0 +1,157 @@ + + + + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + + =- P R E S E N T S -= + Ŀ + SHADOWLANDS %100% + + + ͻ + -*- Release Information -*- -*- Game Information -*- + Ķ + Cracker Intrepid Publisher Domark + Protection Type Wacky! Graphics EGA/VGA + Supplier Anonymous Sound Soundblaster + Date of Release 05/28/92 Rating [1-10] 8 + ͼ + + Ŀ + Release Notes + + + Well, this is a great little graphic adventure game from Europe! We found + this game floating around on one of our boards, uncracked. Or at least we + thought it was uncracked. At any rate I grabbed it and gave it to Intrep- + id and he quickly told me that whoever packaged it neglected to put the + files into the proper directories! So here comes RAZOR to save the day + with a 100% working version. This game looks really nice, with 256c VGA + support and everything. I especially like the character generation be- + cause the pictures of the characters look almost like Japanimation. We + think we put the files in all of the right places, but if you find any + problems get in touch and we will take care of it. At any rate enjoy the + game and look for more games from RAZOR 1911 in the near future! + + THG - Nice job on Aces of the Pacific. Too bad that OTHER group double + released you on it. + + Greets - Intrepid, The Hawk, Butcher, The Unknown, Darwin, Great God! + + Welcome to our newest Razor CANADA Affiliate - + Sea of Tranquility - SysOp: Quick Silver + + -Chemist 05/28/92 + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + + Ŀ + Razor 1911 Couriers + + + -*- Elite -*- + + Wind Walker, Shadow PhanTom, Inferno, Shadow of Death, + Black Light, Peeker + + -*- Trial -*- + + Toffolo, ScorPion, Spectral Illusion, Iron Man + Rand, Mega, Style + + Ŀ + Razor 1911 Affiliate Systems + + + -*- UNITED STATES -*- + + Suburbia - World Headquarters - 214 PRI VATE + Wares for the Masses - Courier Home/7 nodes - 302 836 6175 + The Dark Palace - RazorDox WHQ/2 nodes - 804 272 1007 + + Agents of Fortune - Affiliate/2 nodes - 409 786 3767 + Dust 'n Bones - Affiliate - 201 612 8817 + HANGAR 18 - Affiliate - 516 543 7249 + Palace of Illusion - Affiliate - 214 931 7981 + Peril Gates - Affiliate - 616 941 5914 + Reign In Blood - Affiliate - 718 TMP DOWN + So-Krate's - Affiliate/2 nodes - 310 578 7226 + Stars - Affiliate - 713 784 3279 + UnderWorld - Affiliate/2 nodes - 408 292 4505 + + The Prophecy - Outpost - 301 681 4380 + + -*- INTERNATIONAL -*- + + Battle Board ][ - CANADA Affiliate/4 nodes - 403 569 9379 + The Fault Line - CANADA Affiliate - 403 239 0381 + The Immortal Grounds - CANADA Affiliate - 416 829 5426 + Legend of Ampasaurus - CANADA Affiliate - 604 279 0518 + Sea of Tranquility - CANADA Affiliate - 416 391 1312 + Kindergarden - NORWAY Affiliate - +47 PRIVATE! + + Ŀ + Razor 1911 VoiceMail + + + For good information on Razor 1911, be sure to call our VMB, + to stay on top of the latest Razor cracks and to get in touch + with the sharpest group in the scene! + + (213)/668-9846 + + Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Write to us about our new & improved DISKS-BY-MAIL service! + + **************************************************************************** + RAZOR 1911 - T-SHIRTS! + **************************************************************************** + + Be the first one on your block to get one of the new official Razor 1911 + T-Shirts. A very nice drawing with a Razor logo on a quality T-Shirt. + Both black with white printing or white with black printing are available. + The cost is only $10 + $2 for shipping charges. + + Mail the $10 in cash/blank money order to our official PO BOX. + Specify S/M/L/XL (I suggest XL for most people) Also specify shirt color. + + Support the group that supports the scene - Razor 1911! + + Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Be sure to call the Razor 1911 Courier Home, Wares for the Masses! Wares + for the Masses is one of the biggest pirate boards in the world, with 2000 + megs and a ringdown on 7 HST nodes! Call today! + + * Greetings go to all of our couriers! Keep up the good work! + + * Are you interested in spreading hot games for the sharpest group in the PC + scene? If you think you are up to the task of being a Razor courier, get + in touch with The Witch King on Suburbia or The Dark Palace! + + * If you run a board and are interested in becoming a Razor Affiliate, get + in touch with a Razor 1911 member! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/shan.nfo b/textfiles.com/piracy/RAZOR/shan.nfo new file mode 100644 index 00000000..f57d4d32 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/shan.nfo @@ -0,0 +1,228 @@ + + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Shannara + (c) Legend Entertainment + + + + Ŀ + + Supplied By : Ninja Spirit Release Date : 30 November 1995 + Cracked By : -- Protection Type : none found + + Ĵ + + Game Format : CD rip System Type : DOS/WIN'95 + Packed By : The GEcko Install Method : unarj and play! + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Shannara is an exceptional fantasy adventure game adopted from + Terry Brooks' New York Times best seller, The Sword of Shannara. + You are Jak Ohmsford, and only you can overcome the ancestral + hatreds that divide the Four Lands. Only you can wield the + magic that will defeat Brona. It is your destiny to save your + homeland... To play, you need 4 megs of RAM, mouse, and VESA + compatible SVGA card. + + Crack and Install Info + ~~~~~~~~~~~~~~~~~~~~~~~~ + A crack was not necessary for this one since the game will let + you play on the HD without a hitch. We went ahead and took out + the intro, the digitize voice, and the cut scene animations to + make the game more manageable. You will now be able to play the + game pretty close to the end, but in order for you to finish it, + you must grab the extra add-ons from us. To install, unarj into + \SHANNARA directory and run SHANNARA. Simple as that. + Be advised, that there is 2 sets of Multi-Volume ARJs, one which + consists of 18 disks, and another of 9 disks, unARJ each at a + time, in a consecutive fashion. + + Quick Note + ~~~~~~~~~~~~ + Mega greet goes out to Ninja Spirit for grabbing another fine + title for the Razor team. + Lame TDU-JAM (or is it PC-JAM!?) put out Mechwarior II 24 hours too + Late... CLEAN UP YOUR ACT GENEROUS BOY (FanFan) + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + Beowulf - stud cracker of Razor 1911 + The Speed Racer - send me some of those Cuban coffee! + Pharaoh - get some sleep...you sure can use it. + Third Son - never bet on those Miami Dolphins..;) + Hot Tuna - you didn't call back yesterday. + Mod & Faceless - da best in Europe! + Druidkin - cracking da whip on the net boyz! + Cobra - hurry back! + + ...and to rest of the Razor family and friends around the globe! + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arctic Cat. Beowulf. Cameron Hodge. Cobra. Druidkin + Dr. Detergent. Evil Current. Faceless. The GEcko. Gilby. Hojoe + Hot Tuna. Hula. Illegal Error. Jock Rockwell. Kilroy. Maverick + Mod. Ninja Spirit. Pharaoh. Pitbull. Raw Liquid. Sector 9. Snake + The Speed Racer. Sternone. Third Son. The Undertaker. Wolverine. + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + -- OPEN -- + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Anthrax. Artur. Beast. Bitecrash. Captain Blood. Dagobah. + Elvin Nox. Fatal Error. Janno. Ralph. Syxus. Toast. Ware Maker. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Code Zero. Clubber. Crypter. CyberPhreak. Guht. Khufu. + Manhunter. Morbid Genius. Mr. ZigZag. Pic9. Rage. + TerraX. The Saint. Trixel. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + + Citadel of Chaos Affiliate O5 Node(s) Toast + The Crypt Affiliate O3 Node(s) Spectre/Blade + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/shunt.nfo b/textfiles.com/piracy/RAZOR/shunt.nfo new file mode 100644 index 00000000..abc8baca --- /dev/null +++ b/textfiles.com/piracy/RAZOR/shunt.nfo @@ -0,0 +1,274 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Silent Hunter + (c) SSI + + + + Ŀ + + Supplied By : Egoistic Fate Release Date : 03 April 1996 + Cracked By : Beowulf Protection Type : None + + Ĵ + + Game Format : Action System Type : DOS + Packed By : Third Son Install Method : See below + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + + Razor 1911 proudly presents: Silent Hunter! Silent Hunter + is SSI's graphically beautiful and historically accurate + simulation of submarine warfare in World War Two. If you + like submarine adventures this is the game for you. Razor + 1911 has done it again.... + Enjoy!! + + + Installation Guide + ~~~~~~~~~~~~~~~~~~~~ + Unarj all the files using ARJ x -v -y SHUNT.001, execute + CRACK.COM (Thanks Beowulf) to crack the game. Type SOUND + to configure your sound. Type README for the Hot Key List. + + Greetz go out to : The Gecko, TSR, Erupt, Hot Tuna, Beast, + MOD, Beowulf, Faceless, Druidkin, Manhunter, Blue Adept, Baal, + Jester King, Devious Doze, Night Vision, Luck, Everclear,Turok, + White Cracker, Egoistic Fate, Artur, Stoney, Hawk and Kot ! + + Group GReetz : DoD, Scum, Rapier, Malice and ACID! + + Many thanks to Beowulf... Supreme Cracker!! + + + Third Son / RAZOR 1911... + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + We are now accepting applications for courier positions MUST BE + RESPONSIBLE and COMMITTED ,all others need NOT apply . + + Also If YOU work for a software store, software company GAMES or + Utilities or a hardware company , PLEASE e-mail us for details + on how YOU too can join RAZOR 1911. ! + Email address : an350611@anon.penet.fi + + A big congratulations to Turok on his promotion as the new + Courier Coordinator ! + + We welcome Erupt to the WORLD famous RAZOR spreading team ! + + Also welcoming is Chronic Fatigue, Rainbow, and The Punisher + to the Internet couriering team ! + + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + Well the CD is finally going into duplication in one week and + we thank everyone for being patient and also a special thanks + for those who contributed on making the RAZOR CD a success. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Catbones. Cobra. + Egoistic Fate. Faceless. The GEcko. Hojoe. Hot Tuna. + Jester King. Manhunter. Maverick. Mod. Night Vision. + NexMesiah. Ninja Spirit. Pest. Pharaoh. Raistlin. + Raw Liquid. Shadow Master. Sector9. Spectre. Sternone. + The Speed Racer. Third Son. The Undertaker. Turok. White Cracker. + + + + Ŀ + + Razor CD: Art Division + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director : Catbones + + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + U.S. - Accepting Applications NOW ! + Euro. - Manhunter + + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artur. Beast. Conficere. Darkside. Dxfer. Ellisdee. Erupt + Everclear. Flint. Fugitive. Hawk. Hooligan. Kot. Luck. + Maverick. Nytemyst. Stoney. Suspicious Image. Technorav. + Tiger. Toast. Tyrus Sithius. Universal Soldier. WiS. + + + + + + Ŀ + + The Gods of the Razor CD Internet Division ARE: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Excalibur. Druidkin. Hackrat. Khufu. HellRaiser. + Marlboro. Pitbull. Sir Alf. The Saint. Mr ZigZag. + + + + Ŀ + + Razor CD: Director of INET Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + DruidKin + + + Razor CD: INET Courier Coordinator + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + PITBULL + + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Viper Krynn. Terra X. Lester. + + Chronic Fatigue. Darwin. Dray. The Jerk. + The Punisher. Davan. Rainbow. Vitas. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + This Could be You! Courier HQ OO Node(s) ? ? ? + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + Malevolence Member Board O6 Node(s) Egoistic Fate + Shadow Lands Member Board O6 Node(s) Manhunter/Raw L. + Elysium Member Board O5 Node(s) Prowler/NV + Pyramid Member Board O4 Node(s) Khufu + Rat's Hole Member Board O4 Node(s) Fiber + Round Table Member Board O4 Node(s) Excalibur + Euro RAZOR Member Board O4 Node(s) Pic 9 + + Hakuna Matata Affiliate O2 Node(s) Beast + Silicon Dragon Affiliate O4 Node(s) Viper Krynn + Speed & Ecstasy Affiliate O8 Node(s) Darkside + Nuclear Insemination Affiliate O4 Node(s) Blue Adept + Are You Sure ??? Affiliate O4 Node(s) Kot/Tocont + Just 4 Fun Affiliate O6 Node(s) Artur + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (405)943-9867 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or the best in CD-Rom + compilations, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + or + + CHECK OUT!!!!! DIGCANDY.ZIP included on this disk. + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + + + \ No newline at end of file diff --git a/textfiles.com/piracy/RAZOR/si.nfo b/textfiles.com/piracy/RAZOR/si.nfo new file mode 100644 index 00000000..923a3f70 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/si.nfo @@ -0,0 +1,147 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +ķ + Ultima Seven Part ][ : Serpent Isle +Ľ +͸ + -*- Release Information -*- -*- Game Information -*- +Ĵ Ĵ + Cracker - Publisher - Origin + Protection Type - GFX & Sound - All + Supplier - Slick Willie Release Date 12/24/92 +; +ķ + + Game Notes: This is an incredibly awesome package from Origin! The graphics + ~~~~~~~~~~~ and sound support are some of the best i've seen. This is an + obvious continuation of the storyline in Brittania with several + new features your sure to like such as weather, etc... + This -IS- a stand-alone game, you don't need anything else. + What else is there to say....its well worth the time spent + downloading, so leech and spread people, and watch for more from + RAZOR later in the evening.... + Butcher +Ķ + + Greets: Check out our new World Headquarters....Apocalypse + ~~~~~~~ Also The DaRK PaLaCE is back as Courier Headquarters. + Greets: Randall Flagg, Black Spyrit, Gangsta Rok, Witch King + Sector9, Excessive Knight, Rambone, Baal, Twin Turbo + Christmas greets go out to FLT, TRSi, SiN, XAP, The Cartel +Ķ + Razor 1911.......There is no competition!!!!! +Ľ + +ķ + -=RAZOR=- Couriers +Ľ + + - Senior - + Gangsta Rok, Wind Walker, Sugar, JoeBee + + - Elite - + Ben Jammin, The Black Mage, Bullwinkle, DEViL, DuNe, Load Master, Mad Carder, + Captain Nemo The Phantom, RAiDER, Shadow PhanTom, Sid Vicious,Sniper + + - Trial - + Czar, Dark Knight, DD, Folksinger + Grave Digger, Janno, Lord Thinker + + +ķ + -=RAZOR=- Boards +Ķ + Apocalypse World HQ (3nodes) P.O.W. XXX-XXX-XXXX + The Dark Palace Courier HQ (4 nodes) Escape Key XXX-XXX-XXXX + The Dark Lands Canadian HQ (4 nodes) Highlander 800KISSMYASS +Ķ + Agents of Fortune Member Board (2 nodes) Butcher 409-786-3767 + Boner's Domain Member Board Rambone XXX-XXX-XXXX + Digital Express Member Board Red Baron +55273250791 + Midpoint Void Member Board (2 nodes) Holy Ward XXX-XXX-XXXX + So-Krate's Member Board (2 nodes) Philosopher 310-578-7226 + Spyrit's Crypt Member Board Black Spyrit 802-879-1136 + Surburbia Member Board (2 nodes) The Chairman XXX-XXX-XXXX + Unknown Origin Member Board The Unknown 214-442-5021 + Dark Half Member Board Shadow Knight XXX-XXX-XXXX +Ķ + Borderline Affiliate The Wizz 813-922-4125 + Camelot Affiliate Black Knight 606-258-2821 + Death Valley Affiliate Jurgen 390233240297 + Fatal Future Affiliate Mindbender +46-31932845 + Fifo-Lifo Affiliate Big Al 305-XXX-XXXX + File Cabinet Affiliate (3 nodes) File Clerk 815-399-8978 + HELL Affiliate (3 nodes) Asmodeus 313-XXX-XXXX + Mode 101 Affiliate The Prof. 206-486-2546 + SkyNet Affiliate (2 nodes) CyberChirst XXX-XXX-XXXX + Street Spydrs Affiliate (4 nodes) Maverick 713-XXX-XXXX + The Texas Madhouse Affiliate (3 nodes) TEX & Warlock XXX-XXX-XXXX + Violent Playground Affiliate Laric +46-40456649 + Data Dump Affiliate (2 nodes) Risc XXX-XXX-XXXX +Ķ + The House of God Outpost Hoppermania +31206642172 +Ľ + + +ķ + -=RAZOR=- Information +Ľ + + Wanna be a Razor 1911 Courier? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Fill out an app and upload it to Boner's Domain or contact Rambone! + Apply now to fill positions for the Christmas Rush! + + Wanna be a Razor 1911 Affiliate? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call Spyrit's Crypt or Agents of Fortune & logon with account VISITOR + password RAZOR. Leave feedback with your voice # and we will contact + you as soon as possible. + + Razor Europe! + ~~~~~~~~~~~~~ + Positions available for European Spreaders/Mailspreaders & Affiliates. + Call the European HQ or write to the Razor Europe P.O. Box. + + Razor 1911 P.O. Box! + ~~~~~~~~~~~~~~~~~~~~ + Write to the P.O. Box today. Fan & hate mail are welcome and will be + posted in the RazorNet (tm). We also appreciate all donations. + + +ķ + -=RAZOR=- P.O. Box Addresses +Ľ + + RAZOR 1911 PC RAZOR EUROPE + BOX 264 BOX 945 + 2323 SAN ANTONIO N-7001 TRONDHEIM + AUSTIN, TX 78705 NORWAY + U.S.A. + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/sifix.nfo b/textfiles.com/piracy/RAZOR/sifix.nfo new file mode 100644 index 00000000..0e49763c --- /dev/null +++ b/textfiles.com/piracy/RAZOR/sifix.nfo @@ -0,0 +1,154 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +ķ + Ultima Seven Part ][ : Serpent Isle +Ľ +͸ + -*- Release Information -*- -*- Game Information -*- +Ĵ Ĵ + Cracker - Publisher - Origin + Protection Type - GFX & Sound - All + Supplier - Slick Willie Release Date 12/24/92 +; +ķ + Prime Target Here: Sorry guys, but the disk labels for this game were not + ~~~~~~~~~~~~~~~~~~ copied correctly to the disks... to install the game, + you must label each disk as the number of the disk. + For example, Disk 1's label should read "1", and so on, + Until all disks are labeled according to their number. + Sorry for any inconvenience this may have caused you. + +Ķ + Game Notes: This is an incredibly awesome package from Origin! The graphics + ~~~~~~~~~~~ and sound support are some of the best i've seen. This is an + obvious continuation of the storyline in Brittania with several + new features your sure to like such as weather, etc... + This -IS- a stand-alone game, you don't need anything else. + What else is there to say....its well worth the time spent + downloading, so leech and spread people, and watch for more from + RAZOR later in the evening.... + Butcher +Ķ + + Greets: Check out our new World Headquarters....Apocalypse + ~~~~~~~ Also The DaRK PaLaCE is back as Courier Headquarters. + Greets: Randall Flagg, Black Spyrit, Gangsta Rok, Witch King + Sector9, Excessive Knight, Rambone, Baal, Twin Turbo + Christmas greets go out to FLT, TRSi, SiN, XAP, The Cartel +Ķ + Razor 1911.......There is no competition!!!!! +Ľ + +ķ + -=RAZOR=- Couriers +Ľ + + - Senior - + Gangsta Rok, Wind Walker, Sugar, JoeBee + + - Elite - + Ben Jammin, The Black Mage, Bullwinkle, DEViL, DuNe, Load Master, Mad Carder, + Captain Nemo The Phantom, RAiDER, Shadow PhanTom, Sid Vicious,Sniper + + - Trial - + Czar, Dark Knight, DD, Folksinger + Grave Digger, Janno, Lord Thinker + + +ķ + -=RAZOR=- Boards +Ķ + Apocalypse World HQ (3nodes) P.O.W. XXX-XXX-XXXX + The Dark Palace Courier HQ (4 nodes) Escape Key XXX-XXX-XXXX + The Dark Lands Canadian HQ (4 nodes) Highlander 800KISSMYASS +Ķ + Agents of Fortune Member Board (2 nodes) Butcher 409-786-3767 + Boner's Domain Member Board Rambone XXX-XXX-XXXX + Digital Express Member Board Red Baron +55273250791 + Midpoint Void Member Board (2 nodes) Holy Ward XXX-XXX-XXXX + So-Krate's Member Board (2 nodes) Philosopher 310-578-7226 + Spyrit's Crypt Member Board Black Spyrit 802-879-1136 + Surburbia Member Board (2 nodes) The Chairman XXX-XXX-XXXX + Unknown Origin Member Board The Unknown 214-442-5021 + Dark Half Member Board Shadow Knight XXX-XXX-XXXX +Ķ + Borderline Affiliate The Wizz 813-922-4125 + Camelot Affiliate Black Knight 606-258-2821 + Death Valley Affiliate Jurgen 390233240297 + Fatal Future Affiliate Mindbender +46-31932845 + Fifo-Lifo Affiliate Big Al 305-XXX-XXXX + File Cabinet Affiliate (3 nodes) File Clerk 815-399-8978 + HELL Affiliate (3 nodes) Asmodeus 313-XXX-XXXX + Mode 101 Affiliate The Prof. 206-486-2546 + SkyNet Affiliate (2 nodes) CyberChirst XXX-XXX-XXXX + Street Spydrs Affiliate (4 nodes) Maverick 713-XXX-XXXX + The Texas Madhouse Affiliate (3 nodes) TEX & Warlock XXX-XXX-XXXX + Violent Playground Affiliate Laric +46-40456649 + Data Dump Affiliate (2 nodes) Risc XXX-XXX-XXXX +Ķ + The House of God Outpost Hoppermania +31206642172 +Ľ + + +ķ + -=RAZOR=- Information +Ľ + + Wanna be a Razor 1911 Courier? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Fill out an app and upload it to Boner's Domain or contact Rambone! + Apply now to fill positions for the Christmas Rush! + + Wanna be a Razor 1911 Affiliate? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call Spyrit's Crypt or Agents of Fortune & logon with account VISITOR + password RAZOR. Leave feedback with your voice # and we will contact + you as soon as possible. + + Razor Europe! + ~~~~~~~~~~~~~ + Positions available for European Spreaders/Mailspreaders & Affiliates. + Call the European HQ or write to the Razor Europe P.O. Box. + + Razor 1911 P.O. Box! + ~~~~~~~~~~~~~~~~~~~~ + Write to the P.O. Box today. Fan & hate mail are welcome and will be + posted in the RazorNet (tm). We also appreciate all donations. + + +ķ + -=RAZOR=- P.O. Box Addresses +Ľ + + RAZOR 1911 PC RAZOR EUROPE + BOX 264 BOX 945 + 2323 SAN ANTONIO N-7001 TRONDHEIM + AUSTIN, TX 78705 NORWAY + U.S.A. + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/silk.nfo b/textfiles.com/piracy/RAZOR/silk.nfo new file mode 100644 index 00000000..61591b3b --- /dev/null +++ b/textfiles.com/piracy/RAZOR/silk.nfo @@ -0,0 +1,153 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + -/\-> SiLk! + Ĵ + Supplier : DEViL Publisher: Subsino + Cracker : KiWi LOVERS Graphics : VGA 256 + Rel. Date: 10th May 1993. Soundcard: SB/ADLIB + + + Game Notes: + ~~~~~~~~~~~ + Well this game came from Japan. The install program is in Japanese but + the game itself is in English. Its a similar game to Styx where you + must fill in areas of the main play area to uncover some cool hand + drawn X-Rated pictures underneath. With cool Sb tunes playing in the + background this game is defintely worth the relatively small download. + Enjoy this one guys and watch out for more from the Blade real soon! + + Crack Notes: Use SILK.EXE (first disk) to play! + + Special Greets to GENE : Good luck mate .. if theres anything we can do! + BAAL : Shit, same to you mate. We really hope they + dont fuck you too hard. Neither of you deserved + this! + SLAiN: Welcome to the R.S.S.T. [RaZor Strike Speading Team] + KiWi LOVERS: WE LOVE ALL YA GUYZ! + + Other note: DEViL got so excited by the pictures in this game that I had + to type the NFO file while he was busy doing something else. + Cant imagine what tho ;) + + Razor Blade / HOWCANIINSTALLEOB3 + + ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ + | + ---> ahah really funny no?... Dis is what he was doing... + + DEViL / RPG MASTER + + Ŀ + RAZOR 1911 BOARDS + Ĵ + Fastrax..............WHQ............5 nodes..ALL-PRI-VATE....Voyager...... + The Pit..............Courier HQ.....4 nodes..718-XXX-XXXX....Kidlat!...... + Physical Damage......Canada HQ...............ITS-PRI-VATE....Bone Crusher. + Bedrock..............Euro HQ........2 nodes..ALL-PRI-VATE................. + Unknown Pleasures....UKHQ...........2 nodes..ALL-PRI-VATE....Razor Blade.. + The Brewery..........AHQ............4 nodes..ALL-PRI-VATE....Ginnie....... + Ĵ + Agents of Fortune....Member Board...3 nodes..ALL-PRI-VATE....Butcher...... + Boners Domain........Member Board...2 nodes..314-434-8706....Rambone...... + Spyrit's Crypt.......Member Board...2 nodes..ALL-PRI-VATE....Black Spyrit. + Unknown Origin.......Member Board............ITS-PRI-VATE....The Unknown.. + Death Valley.........Member Board............+39-XXX-XXXX....Jurgen....... + State of Devolution..Member Board...2 nodes..305-XXX-XXXX....Marauder..... + C.N.S................Member Board...2 nodes..313-457-0414....Wolverine.... + Ĵ + Ascii Express........Affiliate...............617-631-3064....Cptn. Over... + Bucket of Blood......Affiliate...............403-XXX-XXXX....Roger Ramjet. + Camelot..............Affiliate......2 nodes..606-258-2821....Black Knight. + Celestial Tower......Affiliate......5 nodes..ALL-PRI-VATE....Red Wizard... + Covert Action ][.....Affiliate......3 nodes..818-XXX-XXXX....Contra....... + Craft World..........Affiliate......2 nodes..418-XXX-XXXX....Slum Dweller. + Data Dump............Affiliate......2 nodes..504-XXX-XXXX....RISC......... + Great White North....Affiliate...............913-XXX-XXXX....Wolverine.... + Maximum Overdrive....Affiliate......2 nodes..ALL-PRI-VATE....Twin Turbo... + Metal Works..........Affiliate...............ITS-PRI-VATE....Heavy Metal.. + Midpoint Void........Affiliate......2 nodes..ALL-PRI-VATE....Holy Ward.... + Northern Lights......Affiliate......3 nodes..ALL-PRI-VATE....Picasso...... + Street Spydrs........Affiliate......4 nodes..713-XXX-XXXX....Maverick..... + Suburbia.............Affiliate......4 nodes..214-714-0202....Chairman..... + The Pump.............Affiliate......2 nodes..313-PRI-VATE....The Iron Man. + The Chaos Factory....Affiliate......2 nodes..604-824-9074....Mad Bomber... + Ĵ + CyberSpace...........Affiliate......2 nodes..+41-27563418....ULi.......... + Digital Express......Affiliate...............+55-XXX-XXXX....Red Baron.... + Horror House.........Affiliate...............+45-54850045....Thunder Droid + The House of God.....Affiliate......2 nodes..+31206642172....Hoppermania.. + Violent Playground...Affiliate......2 nodes..+46-XXX-XXXX....Laric........ + Ĵ + RAZOR 1911 SUPPORT BOARDS + Ĵ + Soul Asylum [514] + + + Ŀ + -*- RAZOR 1911 MEMBERS LIST -*- + Ĵ + -*- Butcher, Randall Flagg, Razor Blade, Renegade Chemist, Sector9 -*- + Ĵ + Baal, Black Spyrit, DEViL, Dr. No, Excessive Knight, French Mate, + Ginnie, iNSANE TTM, Interloper, Jack, Juergen, Maurader, Melody Maker, + Picasso, Poise, Prime Target, Rambone, Red Wizard, Serpico, + Warchild, Wolverine, The Unknown, Delirium Tremens + + + + Ŀ + -*- RAZOR 1911 SPREADING TEAM -*- + Ĵ + -*- DEViL, Interloper, Prince of Sin, Sid Vicious & Wind Walker -*- + Ĵ + The Black Mage, The Phantom, Shadow Phantom, Mephistar, Twilight Time + The Magus, Messenger of Death, Country Boy, Dr. Johnny Fever, DeathStar + Marauder, The Illusionist, Steelheart, TimeLord, Cyber Shark + GML/TU, iNSANE TTM, Gene, Digital Justice, Janno, Moon + _\|/_ Grey Death, Cybernetic Samauri, Racer-X, Hoppermania, Slain. _\|/_ + + + ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! + ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ + RAZOR 1911 is currently looking for dedicated, hardworking, enthusiastic + courier trainees. If you ever wanted to be a full-fledged courier for a + major force in the Pirating scene, nows your chance! Download the + RAZOR.APP from Boners Domain or grab it from any RAZOR 1911 release + fill it out, and upload it to Boners Domain care of Rambone. + + + Ŀ + HOW TO CONTACT RAZOR 1911 + Ĵ + Razor 1911 is no longer accepting North American Dist Sites unless you can + offer us something special. We are still looking for a few cool boards in + the rest of the world , so you can contact us on our HQ boards today. Also + you can write us for disks-by-mail and other cool stuff at : + RAZOR 1911 PC RAZOR 1911 VMB RAZOR EUROPE + BOX 2034 409.866.3335 BOX 945 + Vidor, TX 77662 Box 1911 N-7001 TRONDHEIM + U.S.A. NORWAY + + + + + /\ + Since /__\ 1985! + /\ /\ + /__\/__\ + + + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + + + + diff --git a/textfiles.com/piracy/RAZOR/simon.nfo b/textfiles.com/piracy/RAZOR/simon.nfo new file mode 100644 index 00000000..e6cb117a --- /dev/null +++ b/textfiles.com/piracy/RAZOR/simon.nfo @@ -0,0 +1,209 @@ + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Simon the Sorcerer II + (c) Adventuresoft + + + + Ŀ + + Supplied By : Tuna and Troll Release Date : 27 July 1995 + Game Type : Adventure Game Rating : 9/10 + + Ĵ + + Cracked By : Beowulf Protection Type : Doc Check + Crack Patch : CRACK.EXE Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Following in the footsteps of the first Simon the Sorceror, RAZOR + presents the awesome sequel. If you enjoyed the laughs from the first + one, you won't be disappointed! + + Note: The copy protection routine asks THREE times for the correct + symbols. This is part of the game; the game actually requires + three correct answers to begin play. Imagine if you actually + had to look them up...=) + + Just run CRACK.EXE after installing Simon the Sorceror and + you're ready to rock. + + Thanks to Tuna and Troll for another cool original! + + + The Speed Racer - Razor 1911 + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + First, the Razor staff would like to congratulate Maverick for his + position as the new Courier Coordinator. Keep up the good work! + + Now we welcome Tomas, Demon Lord, Gamemaster, and Ralph to the + World's premier spreading force! + + We also welcome our newest affiliate in 412, The Crypt, and its Sysop, + Spectre! + + And finally, we welcome Misha to our great cracking team ! + + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + RAZOR T-SHIRT UPDATE: Our shirts have just now gone into production, + and the printer promised me that it will be ready to ship in 5 days. + So a big thanks go out to great many of U who placed advanced orders. + You will get ur t's very shortly. Check out the RZRSHIRT.TXT to find + out what your shirts will look like. Also, for those of you who are + going to send in your order, please note the new changes in the order + form. Fill it out carefully and send it in ASAP since the shirt re- + servations are going very quickly! + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + Personal Greetings to: + + The GEcko. Hot Tuna. Hula. Pharaoh. Troll. Kilroy. Troops. Sternone. + Eos. Beowulf. Third Son. Toast. Janno. Maverick(905) . Misha. Ustasa. + Raw Liquid. Sector9. Ustasa. Cobra. Visigoth. Evil Current. Cyber Angel. + + ...and mega greetings to our partner in crime, Quartex Amiga! + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arch-Magi. Beowulf. Blitzkrieg-X. Cameron Hodge. + Cobra. Dr.Magic. Druidkin. EOS. Evil Current. Faldo. + The GEcko. Hot Tuna. Hula. Illegal Error. Kilroy + Masters. Maverick. Misha. Pharaoh. Pitbull. Randix. + Roland. Sector9. Sharp. Snake. The Speed Racer. Sternone. Third Son. + Troll. Troops. The Undertaker. Wayward. + + + + Ŀ + + Razor 1911: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Illegal Error + + + Razor 1911: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Maverick + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Demon Lord. Elvin Nox. Eminenz. Fatal Error + Gamemaster. Hero. Janno. Junkman. Lunatic Genius. The Master + The Punisher. Ralph. Raw Liquid. Toast. Tomas. Ustasa. Vivid + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Gods Realm World HQ 1O Node(s) Razor Staff + + Akira Canadian HQ 10 Node(s) Pharaoh! + Southern Comfort USA HQ O5 Node(s) Cobra + Tower of Sorcery Courier HQ 07 Node(s) Arch-Magi + + The Tribe European HQ O8 Node(s) Sternone + The Grave Yard UK HQ O4 Node(s) The Undertaker + + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + RockCreek Member Board 04 Node(s) Third Son + Snake's Place Member Board O6 Node(s) Snake + Street Spydrs Member Board O4 Node(s) Maverick/GEcko + The Wall Member Board O7 Node(s) Roland/TGW + + Citadel of Chaos Affiliate O4 Node(s) The Punisher + The Crypt Affiliate O3 Node(s) Spectre/Blade + The Haunted House Affiliate 15 Node(s) The Master + Little Vegas Affiliate O3 Node(s) Casino Man + Toxic Dump Affiliate O2 Node(s) Toast/Darkwing + Lunatic Asylum Affiliate 03 Node(s) Lunatic Genius + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (405)843-8501 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an285616@anon.penet.fi + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + For the very best price in .DAT tapes call: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/simontrn.nfo b/textfiles.com/piracy/RAZOR/simontrn.nfo new file mode 100644 index 00000000..15415c73 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/simontrn.nfo @@ -0,0 +1,196 @@ + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Simon the Sorceror II: Complete Walk-Thru + + + + Ŀ + + Supplied By : RAZOR Release Date : 30 July 1995 + Game Type : Adventure Game Rating : 9/10 + + Ĵ + + Game Notes + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + To supplement RAZOR's release of Simon the Sorceror II, RAZOR now + presents the complete walk-thru for the game. There are some brutally + tough puzzles in this one, so don't feel bad if you have to look! + + See the enclosed SIMON2WT.TXT for the complete walk-thru. + + + Beowulf - Razor 1911 + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + First, the Razor staff would like to congratulate Maverick for his + position as the new Courier Coordinator. Keep up the good work! + + Now we welcome Tomas, Demon Lord, Gamemaster, and Ralph to the + World's premier spreading force! + + We also welcome our newest affiliate in 412, The Crypt, and its Sysop, + Spectre! + + And finally, we welcome Misha to our great cracking team ! + + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + RAZOR T-SHIRT UPDATE: Our shirts have just now gone into production, + and the printer promised me that it will be ready to ship in 5 days. + So a big thanks go out to great many of U who placed advanced orders. + You will get ur t's very shortly. Check out the RZRSHIRT.TXT to find + out what your shirts will look like. Also, for those of you who are + going to send in your order, please note the new changes in the order + form. Fill it out carefully and send it in ASAP since the shirt re- + servations are going very quickly! + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + Personal Greetings to: + + The GEcko. Hot Tuna. Hula. Troll. The Speed Racer. Third Son. Toast. + Maverick(905). Ustasa. Evil Current. Cyber Angel. + + Personal UnGreetings to: + + Chainsaw Massacre - 'Nuff said. + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arch-Magi. Beowulf. Blitzkrieg-X. Cameron Hodge. + Cobra. Dr.Magic. Druidkin. EOS. Evil Current. Faldo. + The GEcko. Hot Tuna. Hula. Illegal Error. Kilroy + Masters. Maverick. Misha. Pharaoh. Pitbull. Randix. + Roland. Sector9. Sharp. Snake. The Speed Racer. Sternone. Third Son. + Troll. Troops. The Undertaker. Wayward. + + + + Ŀ + + Razor 1911: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Illegal Error + + + Razor 1911: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Maverick + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Demon Lord. Elvin Nox. Eminenz. Fatal Error + Gamemaster. Hero. Janno. Junkman. Lunatic Genius. The Master + The Punisher. Ralph. Raw Liquid. Toast. Tomas. Ustasa. Vivid + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Gods Realm World HQ 1O Node(s) Razor Staff + + Akira Canadian HQ 10 Node(s) Pharaoh! + Southern Comfort USA HQ O5 Node(s) Cobra + Tower of Sorcery Courier HQ 07 Node(s) Arch-Magi + + The Tribe European HQ O8 Node(s) Sternone + The Grave Yard UK HQ O4 Node(s) The Undertaker + + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + RockCreek Member Board 04 Node(s) Third Son + Snake's Place Member Board O6 Node(s) Snake + Street Spydrs Member Board O4 Node(s) Maverick/GEcko + The Wall Member Board O7 Node(s) Roland/TGW + + Citadel of Chaos Affiliate O4 Node(s) The Punisher + The Crypt Affiliate O3 Node(s) Spectre/Blade + The Haunted House Affiliate 15 Node(s) The Master + Little Vegas Affiliate O3 Node(s) Casino Man + Toxic Dump Affiliate O2 Node(s) Toast/Darkwing + Lunatic Asylum Affiliate 03 Node(s) Lunatic Genius + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (405)843-8501 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an285616@anon.penet.fi + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + For the very best price in .DAT tapes call: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/singe.nfo b/textfiles.com/piracy/RAZOR/singe.nfo new file mode 100644 index 00000000..da9b0fcd --- /dev/null +++ b/textfiles.com/piracy/RAZOR/singe.nfo @@ -0,0 +1,91 @@ + + + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + -*- P R E S E N T S -*- + + Dragon's Lair: Escape from Singe's Castle +Ŀ + Notes On Crack/Credits Game Information +͵ + Cracked By Darwin Publisher Readysoft + Protection Type Code check Graphics VGA/MCGA/EGA/CGA/Tandy 16 + Supplier Zodact Sound PC/Adlib/SBlaster/Roland + Date of Release 10/26/91 Game type Multi-action cartoon + +Ŀ + RAZOR 1911 Affiliate BBS' + + + Crime Ring ][ - World Headquarters - (714)/891-7731 + Spyrit's Crypt - Courier Headquarters - (802)/879-1136 + The Revelation - Affiliate (4 lines) - (301)/423-7860 + The Soul Asylum - Affiliate - (818)/285-0394 + Trilogy II - Affiliate - (313)/247-8308 + B-2 Bombers - Affiliate - (604)/984-0845 + Inner Circle - Affiliate/Sweden - +46 313 04142 + Digital Express - Affiliate/Norway - +47 71 22924 + +Ŀ + RAZOR 1911 Addresses And VMB + + + VMB - (708)/612-8899 + + Razor 1911 Razor Europe + PO Box 10714 Postboks 281 + Burke, VA 22009 N-7501 Stj0rdal + U.S.A. Norway + +Ŀ + Game Notes + + +The dragon awakens... Razor 1911 brings you Dragon's Lair: Escape from Singe's +Castle. This one has the feel of the original Dragon's Lair as well as Space +Ace. This was originaly released on the Amiga, but Readysoft got the rights +to do a conversion for the PC as well as other formats. Save Daphne and kill +the shape-shifter. Coming December will be Space Ace II as well as Guy Spy +from Readysoft. The Christmas season begins... + +Use your keypad for movement and 0 for sword, or use your joystick. If the +standard joystick settings are not sufficient, you can run the centerjs.exe +before running the game which will center it. + +S will save the current game position and L will reload it later. P will +pause the game and A will turn the audio on/off. + +Ŀ + General Stuff/RAZOR 1911 News/Greets/etc.. + + +* Fog is bad. + +* Congratulations to the Bricklayers for laying out a 170-167 win over the + Violators this morning. + +* Neil - Did I make you proud? + +* Greetings go out to all Razor members and all our other friends in the scene! + +* Welcome to our new couriers Dr. Hellraiser, Xorcist, Brode. + +* TomKat is no longer a courier for Razor because he wanted to hang out with + the homeboyz in USA. Your loss... + +* Write to us for our new DISKS-BY-MAIL service. + +* Call our new boards including The Revelation which is 4 lines all with Dual + Standards. If you are interested in being a spreader (courier, whatever) + please call Spyrit's Crypt (CHQ) or Crime Ring ][ (WHQ). Numbers to all our + boards are available off the nets or from any Razor member or board. + +* The cool logo at the top of this file was created by Black Spyrit. + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you enjoy playing this game, buy the original. diff --git a/textfiles.com/piracy/RAZOR/sjammer.nfo b/textfiles.com/piracy/RAZOR/sjammer.nfo new file mode 100644 index 00000000..991dbe4f --- /dev/null +++ b/textfiles.com/piracy/RAZOR/sjammer.nfo @@ -0,0 +1,201 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +ķ + Spelljammer: Pirates of Realmspace +Ľ +͸ + -*- Release Information -*- -*- Game Information -*- +Ĵ Ĵ + Cracker Darwin Publisher SSI + Protection Type Manual Check Graphics VGA 256 Colors + Supplier Slick Willie Sound SBPro/MT32/Adlib/Etc.. + Rating 10/10 # of Disks 2 + Date of Release 10/28/92 Disk Size 1.44mB +; +ķ + + Game Notes: This is the first in the new series of AD&D games from SSI. A + ~~~~~~~~~~~ new 16 bit interface makes the game a joy to play, although it + does run a little slow. Also I should mention, for you AD&D + fans, this is AD&D 2nd Edition stuff, with the updated rules + for the game. The plot to the game is very cool. You are a + sea captain talking to some sailors in a pub, and you overhear + some strange stories from a far-out looking sailor. He shows + you his ship, and before you know it you are in outer space! + After a quick trip to the Moon you aren't quite as skeptical of + his whacked-out ideas, and he soon hands you the helm of his + proud ship - it is your destiny to become a Spelljammer! + + The protection WAS a simple doc check. Five minutes. Just hit + enter at the protection. + + To install the game, unzip to a temporary directory and use the + DOS SUBST command to make a temporary A: or B: drive. Run + SSI's install program, and the game will expand to its full + size 8.5 megs. Enjoy... + +Ķ + + Greets: Slick Willie - I think YOU inhaled.. + ~~~~~~~ OFG - The only competition out there! + THG - Bryn does a nice job on dox! Keep it up! + ALL - Don't let Slick Willie Clinton win the election! + + + Greets go out to Holy Ward, Darwin, Jack, Razor Blade, Butcher, Witch, + RAiDER, Silent Assassin, Black Spyrit, Bunny Slippers, POW & Horizon! + + Be sure to call ASCII Express, the newest RAZOR Affiliate! + Welcome back to Legend of Ampasaurus, a RAZOR Canadian Affiliate! + +Ķ + -=RAZOR=- Group Greets go out to TRISTAR-REDSECTOR - MINISTRY - SKIDROW! +Ľ + +ķ + -=RAZOR=- Members +Ľ + + Avalon, Black Spyrit, Butcher, The Chairman, Darwin, Doctor No, Doc Vader, + Eldar, Grimstalk, Holy Ward, Hologram, Hyperion, Intrepid, Jack, Knightmare, + Liquid Khaos, Martial Artist, Marko Ramius, Melody Maker, ONYX, Peeker, P.O.W, + Prime Target, Razor Blade, Red Baron, The Renegade Chemist, Savage Steel, + Sector9, StingRay, Switch, The Unknown, Unknown Uploader, + The Witch King, Zodact. + + +ķ + -=RAZOR=- Couriers +Ľ + + - Senior - + Ur Lord, Lord Tiamat, + Wind Walker, Bubba + + - Elite - + Shadow PhanTom, Baddog, Load Master, Bullwinkle, + Joebee, The Dark Lord, DEViL, Messenger of Death, Sugar, + Phantom, Beach Bum, The Enforcer, Liquid Khaos, + Azmodeous, Gangsta Rok + + - Trial - + Beach Bum, The Black Mage, Ben Jammin, Grave Digger, Folksinger, RAiDER, + Sid Vicious, Dark Knight, Count Zero + + +ķ + -=RAZOR=- Boards +Ķ + Suburbia World HQ (2 nodes) The Chairman ITS/PRI-VATE + TerrorDome Canadian HQ (3 nodes) StingRay ITS/PRI-VATE + Apocalypse Courier HQ (3 nodes) P.O.W. ITS/PRI-VATE + F/X Canadian CHQ (2 nodes) Savage Steel 416/338-1428 + Kindergarden European HQ Sector9/Dr. No +47-7-525156 + The Dark Palace RazorDox WHQ The Witch King ITS/PRI-VATE +Ķ + Agents of Fortune Member Board (2 nodes) Butcher 409/786-3767 + Digital Express Member Board Red Baron 55-273250791 + The Fault Line Member Board Martial Artist 403/288-8402 + The Flip Side Member Board Azmodeous ITS/PRI-VATE + The Legacy Member Board The Advocate ITS/NOW-DOWN + Midpoint Void Member Board Holy Ward ITS/PRI-VATE + Spyrit's Crypt Member Board Black Spyrit 802/879-1136 + Unknown Origin Member Board The Unknown 214/442-5021 +Ķ + Reign In Blood Affiliate (2 nodes) Uriel 718/698-1969 + So-Krate's Affiliate (2 nodes) Philosopher 310/578-7226 + Peril Gates Affiliate Isopropyl 616/938-3248 + Elysium Affiliate Squire 508/PRI-VATE + The Space Zone Affiliate (3 nodes) Death Ray 301/416-0118 + The Jungle Affiliate The Ware Lord 615/758-2876 + BoomTown Affiliate Boomer ITS/NOW-DOWN + The Data Dump Affiliate RISC 504/455-0139 + The Bull Farm Affiliate Bull 504/241-6440 + Wares for the Masses Affiliate (7 nodes) Goobug/Steel 302/836-6175 + File Cabinet Affiliate (3 nodes) File Clerk 815/399-8978 + Altered Destiny Affiliate (2 nodes) Liquid Khaos 510/PRI-VATE + Street Spydrs Affiliate (2 nodes) Maverick 713/PRI-VATE + The Texas Madhouse Affiliate (3 nodes) TEX & Warlock ITS/PRI-VATE + Mode 101 Affiliate The Prof. 206/486-2546 + Camelot Affiliate Black Knight 606/258-2821 + ASCII Express Affiliate Captain Over 617/631-3064 + Legend of Ampasaurus Affiliate Vincentio/DC 604/241-2490 +Ľ + +ķ + -=RAZOR=- Outposts +Ķ + + Infinite Darkness - The Atomic Cafe - Sanctuary + +Ľ + +ķ + -=RAZOR=- Information +Ľ + + Are you interested in being a RAZOR 1911 Courier? There's an appli- + cation in this zip. Grab it, fill it out, and send it up to Subur- + bia in care of The Unforgiven. We are in need of Couriers for the + Christmas Rush, especially those available in the DAYTIME. If you + are in Canada send your application up to F/X in care of Savage + Steel. + + RAZOR 1911 is looking for Affilites (Dist Sites). If you are inter- + ested and can do more for the group than just run a board, call + Spyrit's Crypt at (802)879-1136 and logon with account: VISITOR, + password: RAZOR. Leave feedback to Black Spyrit with your voice + number and we will get in touch with you. If you leave only a data + number, we won't be able to call. + + Razor 1911 is looking for European Spreaders, Mailspreaders, and Euro- + pean Affiliates. If you're interested call the RAZOR 1911 EURO HQ and + leave a message to Sector9 & Doctor No! - Or write to the RAZOR EUROPE + P.O. Box for a quick response. + + If you appreciate all the hard work that Razor 1911 and its members do + every day to get the releases out to you, the best thing you can do is + write to us how you feel. If you don't appreciate it we want to hear + you bitch as well. Fan & hate mail are both welcome and will be post- + ed in the RazorNet (tm) once it goes back up. We also appreciate all + donations of ORIGINALS & HARDWARE. + + +ķ + -=RAZOR=- P.O. Box Addresses +Ľ + + RAZOR 1911 PC RAZOR EUROPE + BOX 264 BOX 945 + 2323 SAN ANTONIO N-7001 TRONDHEIM + AUSTIN, TX 78705 NORWAY + U.S.A. + + "DON'T WAIT! WRITE US TODAY!" + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/skarts.nfo b/textfiles.com/piracy/RAZOR/skarts.nfo new file mode 100644 index 00000000..abe9b94f --- /dev/null +++ b/textfiles.com/piracy/RAZOR/skarts.nfo @@ -0,0 +1,180 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + SuperKarts + (c) Manic Media + + + + Ŀ + + Supplied By : Pitbull Release Date : 22 May 1995 + Game Type : Arcade driving Game Rating : 10/10 + + Ĵ + + Cracked By : -- Protection Type : None found + Crack Patch : -- Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + While the reject posse releases a pathetic Window's puzzle game, the + BLADE strikes back with another exciting title: SuperKarts from the + creative genius at Manic Media. The 3D graphics in a super fast + engine combine for the fastest scrolling and game play on any racing + game on any format. SuperKarts is just Wacky Wheels but on steroids. + Unlike the other guys, we don't try to boost a game's rating just cuz + we released it. When a game is bad, we tell you, and when a game is + this good, you betta free up some space for it. So go ahead and nuke + that lame 45 disks CD crap and play the real thing. Many thanks to + Pitbull and friends for getting another great original. + + Razor talent search: thanks go out to those who have submitted the + artwork for the upcoming Razor shirt and hat. The deadline will be + extended for another week, so if you want your work to be seen on + the shirts of great pirates around the world, call us now! + + + The GEcko & EoS + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + 5 more days to our brand new World Headquarter; contact your local + RaZoR members for your very own account! + ________________________________________________________________________ + + For the very best price in .DAT tapes, call (416) 461-8111 + + Account: CUSTOMER + Passwrd: DAT + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + Personal Greetings out to: + + The Speed Racer. Hot Tuna. Pharaoh. The Undertaker. Beowulf. Racer-X + Roland. Wyvern. Malicious Intent. Maverick. The Punisher. and Toast. + + + And a special greet to our partner in crime, Quartex Amiga! + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arch-Magi. Beowulf. Big Balls. Bit Manipulator. Blackhawk + Blackhawk. Blitzkrieg-X. Cameron Hodge. The Comanche. EOS. Faldo + The GEcko. The Ghost Wind. Hot Tuna. Illegal Error. James Bomb + Kilroy. Malicious Intent. Network. Pharaoh. Physco Stik. Pitbull + Racer-X. Randix. Roland. Sector9. Snake. The Speed Racer. Techno Rave. + Third Son. The Undertaker. Wayward. White Fox. Wyvern. + + + + Ŀ + + Razor 1911: Directors of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Illegal Error and Sector9 + + Razor 1911: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Malicious Intent + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Dutchmen. Eminenz. Evil Current. Hero. Junkman. Lunatic Genius + The Master. Maverick. Maximum Carnage. The Punisher. Rage. Raistlin. + Raw Liquid. Red Devil. Toadie. Toast. Ustasa. Vivid. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + God's Realm World HQ 8 Node(s) -- Sysop -- + Tower of Sorcery Courier HQ 7 Node(s) Arch-Magi + The Silo USA HQ 6 Node(s) The Comanche + Beyond Akira Canadian HQ 10 Node(s) Pharaoh + The Grave Yard UK HQ 4 Node(s) The Undertaker + + The Belfry Member Board 3 Node(s) Faldo + Menzoberrazan Member Board 2 Node(s) Pitbull + Robin's First Orgasm Member Board 5 Node(s) Big Balls + Reggae Muffin Member Board 3 Node(s) IE/Sector 9 + Snake's Place Member Board 4 Node(s) Snake + Street Spydrs Member Board 4 Node(s) Maverick/GEcko + The Wall Member Board 7 Node(s) Roland/TGW + + Cell Block 4 Affiliate 3 Node(s) Malicious Intent + Junkyard Affiliate 5 Node(s) Junkman + Rock Creek Affiliate 3 Node(s) Third Son + Toxic Dump Affiliate 2 Node(s) Toast/Darkwing + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)266-8330 + Logon : RAZOR + Pword : RAZOR + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/solar.nfo b/textfiles.com/piracy/RAZOR/solar.nfo new file mode 100644 index 00000000..27f640e7 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/solar.nfo @@ -0,0 +1,120 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + Solar Winds: Episodes 1 & 2 + Ĵ + Supplier: Shadow Knight Publisher: Epic Megagames + Cracker: N/a. Graphics: VGA + Rel. Date: 21th March 1993 Soundcard: SB/PC BoomBox + + + Game Notes: Here is Solar Winds Episodes 1 and 2. Episode 1 is the same + Public Domain version that has been floating around for a + while now. Episode 2 is the mission after Episode 1 and it + is commercial and looks better than the first episode. This + is a pretty good game after all... + + Install Notes: Install this game from a disk. You will be asked if you + want to install Solar Winds: The Escape. This is the PD + game, so if you haven't already tried it, you really should. + If you say no, the install will ask you if you want to + install Solar Winds: The Universe. This is the commercial + game. If you are installing both games, make sure to + install each episode into its own seperate directory + like E:\SOLAR1 and E:\SOLAR2. Anyways...that's about it... + it's a nice playable game with the documention included. + + Greetings goes out to: Butcher, Randall Flagg, Serpico, Razor Blade, + $ector9, French Mate, DEViL, Malice, Nocturnus and + the rest of the Razor crew... + + + Group greetings goes out to: TDT, UNT, And All You Guys! + + + + Ŀ + RAZOR 1911 BOARDS + Ĵ + Apocalypse...........World HQ.......4 nodes..ITS-PRI-VATE....Whistler/POW. + Concept Elite........CHQ............4 nodes..ITS-PRI-VATE....Loverman..... + Physical Damage......Canada HQ...............ITS-PRI-VATE....Bone Crusher. + Bedrock..............Euro HQ.................+47-PRI-VATE................. + Unknown Pleasures....UKHQ...........2 nodes..+44-PRI-VATE....Razor Blade.. + The Brewery..........AHQ............2 nodes..+61-PRI-VATE....Ginnie....... + Ĵ + Agents of Fortune....Member Board...2 nodes..ITS-PRI-VATE....Butcher...... + Boners Domain........Member Board............XXX-XXX-XXXX....Rambone...... + Borderline...........Member Board...2 nodes..ITS-PRI-VATE....The Wizz..... + Spyrit's Crypt.......Member Board............ITS-PRI-VATE....Black Spyrit. + Unknown Origin.......Member Board............ITS-PRI-VATE....The Unknown.. + Midpoint Void........Member Board...2 nodes..ITS-PRI-VATE....Holy Ward.... + Death Valley.........Member Board............+39-XXX-XXXX....Jurgen....... + Getaway..............Member Board...2 nodes..+45-XXX-XXXX....Macro Nit.... + Suburbia.............Member Board...2 nodes..214-714-0202....The Chairman. + Maximum Overdrive....Member Board...2 nodes..ITS-PRI-VATE....Twin Turbo... + Fatal Future.........Member Board............+46-XXX-XXXX....Mindbender... + Violent Playground...Member Board............+46-XXX-XXXX....Laric........ + Ĵ + Bucket of Blood......Affiliate...............403-XXX-XXXX....Roger Ramjet. + Camelot..............Affiliate...............606-258-2821....Black Knight. + Data Dump............Affiliate......2 nodes..504-XXX-XXXX....RISC......... + File Cabinet.........Affiliate......3 nodes..815-399-8978....File Clerk... + Great White North....Affiliate...............913-XXX-XXXX....Wolverine.... + High Voltage.........Affiliate......2 nodes..908-XXX-XXXX....Sledgehammer. + Metal Works..........Affiliate...............ITS-PRI-VATE....Heavy Metal.. + The Pump.............Affiliate......2 nodes..313-XXX-XXXX....The Iron Man. + SkyNet...............Affiliate......2 nodes..404-XXX-XXXX....CyberChrist.. + Street Spydrs........Affiliate......4 nodes..713-XXX-XXXX....Maverick..... + Midnight Ritual......Affiliate...............510-351-7301....Malice....... + Covert Action ][.....Affifialte.....2 nodes..818-XXX-XXXX....Contra....... + Ĵ + CyberSpace...........Affiliate......2 nodes..+41-27563418....ULi.......... + Digital Express......Affiliate...............+55-XXX-XXXX....Red Baron.... + Data Link............Affiliate...............+358-XXXXXXX....Daya......... + Desert Storm.........Affiliate...............+XX-XXX-XXXX....Amigo........ + Trader Mania.........Affiliate......2 nodes..+49-XXX-XXXX....Tiger........ + Horror House.........Affiliate...............+45-54850045....Thunder Droid + The House of God.....Affiliate......2 nodes..+31206642172....Hoppermania.. + P.O.W................Affiliate...............+972-XXXXXXX....Papasan...... + Ĵ + RAZOR 1911 SUPPORT BOARDS + Ĵ + Soul Asylum [514] and Craft World [418] + + + Ŀ + RAZOR 1911 SPREADING TEAM + Ĵ + Devil , Interloper , Prince of Sin , Sid Vicious & Wind Walker + Ĵ + The Black Mage , Load Master , Mad Carder , The Phantom , Shadow Phantom , + The Magus , Messenger of Death , Country Boy , Flatline , Czar , DeathStar + Marauder , The Illusionist , Steelheart , The Slacker Phoenix Claw , DUNE , + GML/TU , Insane TTM , Gene , Wing & LoneWolf + + + Ŀ + HOW TO CONTACT RAZOR 1911 + Ĵ + Razor 1911 is no longer accepting North American Dist Sites unless you can + offer us something special. We are still looking for a few cool boards in + the rest of the world , so you can contact us on our HQ boards today. Also + you can write us for disks-by-mail and other cool stuff at : + RAZOR 1911 PC RAZOR EUROPE + BOX 2034 BOX 945 + Vidor, TX 77662 N-7001 TRONDHEIM + U.S.A. NORWAY + + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + -*- -*- -*- -*- -*- + RAZOR 1911 - SHARPER THAN A BLADE OR YOUR MONEY BACK + diff --git a/textfiles.com/piracy/RAZOR/solfw95.nfo b/textfiles.com/piracy/RAZOR/solfw95.nfo new file mode 100644 index 00000000..9478531c --- /dev/null +++ b/textfiles.com/piracy/RAZOR/solfw95.nfo @@ -0,0 +1,211 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Solitaire Deluxe for Windows 95 + (c) Interplay + + + + Ŀ + + Supplied By : Egoistic Fate Release Date : 25 January 1996 + Cracked By : NONE Protection Type : NONE + + Ĵ + + Game Format : System Type : + Packed By : The Speed Racer Install Method : + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Well a nice game from a new and promising supplier :) + Solitaire deluxe for Windows 95 ,it also runs under Win 3.1 + This is the full CD with nice crisp SVGA graphics and nice + sounds, definately a class act ! + + + Greetz go out to : The Gecko, Pharaoh, Third Son, Hot Tuna, + Beowulf, MOD, Faceless, Shadow Master, Toast, Druidkin, Dxfer, + Manhunter, Bitecrash, Spectre, Luck, Tiger, Egoistic Fate, + Snake, Incest, White Cracker, Hellraiser ! + + + Group GReetz : DoD, PWA, Malice, RoR, and RiSC ! + + The Speed Racer / RAZOR 1911... + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + A big welcome to the group for Egoistic Fate and his board + Malevolence ! + + Congrats to Dxfer, DWi, Nytemyst, ,Turok and Vitas for + joining the WORLD famous RAZOR spreading team ! + + Razor shirt update: + + These popular shirts are still available. See RZRSHIRT.TXT for + more details. + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Cobra. Druidkin. Egoistic Fate. + Faceless. Fatal Error. The GEcko. Hojoe. Hot Tuna. Maverick. + Mod. Ninja Spirit. Pest. Pharaoh. Raistlin. Raw Liquid. + Shadow Master. Sector9. Snake. Spectre. Sternone. + The Speed Racer. Third Son. The Undertaker. White Cracker. + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + U.S. - Bitecrash + Euro. - Manhunter + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aeon&Flux. Artur. Beast. Captain Blood. Dxfer. + Flint. Luck. Maverick. Nytemyst. Stoney. + Suspicious Image. Syxus. Tiger. Toast. Turok. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + DWi. Hellraiser. Guht. Khufu. Lester. Morbid Genius. + Mr. ZigZag. Narcus Smee. Omen. Pic 9. Rage. The Saint. + TerraX. Trixel. Tyrus Sithius. Viper Krynn. Vitas. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + This Could be You! Courier HQ OO Node(s) ? ? ? + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + Malevolence Member Board O6 Node(s) Egoistic Fate + + Citadel Of Chaos Affiliate O6 Node(s) COC Staff + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadow Lands Affiliate O3 Node(s) Manhunter + Prophecy Alliance Affiliate O6 Node(s) Aeon & Flux + Hakuna Matata Affiliate O2 Node(s) Beast + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/spaceho.nfo b/textfiles.com/piracy/RAZOR/spaceho.nfo new file mode 100644 index 00000000..3a77e9d8 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/spaceho.nfo @@ -0,0 +1,172 @@ + + + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +ķ + Spaceward-Ho -=Release Version=- +Ľ +͸ + -*- Release Information -*- -*- Game Information -*- +Ĵ Ĵ + Cracker Randall Flagg Publisher New World Computing + Protection Type Doc Check GFX & Sound All + Supplier Code 3 Release Date 11 Feb. 1993 +; +ķ + + Game Notes: Well, here's the DOS version of Spaceward Ho, same as the + Windows version as far as I could see. We played the game + and found a Doc Check when you reach year 2500. Thanks go + to Randall Flagg for another quality crack. + This is a space stragety game and your mission is to conquer + the galaxy. SVGA graphics, mouse and all sound card support. + + Group + ~~~~Greets: INC - Nice job on the Beta Release! + ~~~~~~~ Sin/TKO - Don't bother cracking this one, we took care of it. + + + + Greets: Sector9, Wizz, The Renegade Chemist, Randall Flagg, + ~~~~~~~ Rambone, Dr. No, Razor Blade, Ginnie, Black Spyrit, + Black Spyrit, Baal, HAL9000, Excessive Knight, + The Unknown, Butcher and Black Knight. + + Code 3 RAZOR 02/11/93 + +Ľ + +ķ + -=RAZOR=- Couriers +Ľ + + - Senior - + Wind Walker, Joebee, Sugar & Devil + + - Elite - + Ben Jammin, The Black Mage, Bullwinkle, DuNe, Janno, Load Master, + Mad Carder, Capitano Nemo, The Phantom, RAiDER, Sid Vicious, + Shadow PhanTom, Sniper, Messenger of Death, iNTERLOPER & D.D. + + - Trial - + Czar, CyberNetic Samurai, The Illusionist, Country Boy, Dark Spyre, + Gene, Insane TTM, Steelheart, Deathstar, The Slacker & Marauder + +ķ + RAZOR 1911 systems in USA / Canada: +Ķ + Apocalypse World HQ (5 nodes) Whistler/POW XXX-XXX-XXXX + Concept Elite Courier HQ (4 nodes) Loverman XXX-XXX-XXXX + Physical Damage Canadian HQ Bone Crusher XXX-XXX-XXXX +Ķ + Agents of Fortune Member Board (2 nodes) Butcher XXX-XXX-XXXX + Boner's Domain Member Board Rambone XXX-XXX-XXXX + Borderline Member Board (2 nodes) Wizz 813-XXX-XXXX + Faultline Member Board (2 nodes) Martial Artist 403-288-8402 + The Flip Side Member Board Azmodeus XXX-XXX-XXXX + Maximum Overdrive Member Board (2 nodes) Twin Turbo XXX-XXX-XXXX + Midpoint Void Member Board (2 nodes) Holy Ward XXX-XXX-XXXX + Spyrit's Crypt Member Board Black Spyrit XXX-XXX-XXXX + Surburbia Member Board (2 nodes) The Chairman XXX-XXX-XXXX + Unknown Origin Member Board The Unknown 214-UNK-NOWN +Ķ + ASCII Express Affiliate Captain Over XXX-XXX-XXXX + Bucket of Blood Affiliate Roger Ramjet 403-XXX-XXXX + Camelot Affiliate Black Knight 606-258-2821 + Data Dump Affiliate (2 nodes) RISC XXX-XXX-XXXX + Fifo-Lifo Affiliate Big Al XXX-XXX-XXXX + File Cabinet Affiliate (3 nodes) File Clerk 815-399-8978 + HELL Affiliate (3 nodes) Asmodeus XXX-XXX-XXXX + High Voltage Affiliate (2 nodes) Sledgehammer XXX-XXX-XXXX + Metal Works Affiliate Heavy Metal XXX-XXX-XXXX + Mode 101 Affiliate The Prof. 206-486-2546 + SkyNet Affiliate (2 nodes) CyberChrist XXX-XXX-XXXX + Soul Asylum Affiliate Mystic Vision 514-654-2613 + Street Spydrs Affiliate (4 nodes) Maverick XXX-XXX-XXXX + The Pump Affiliate (2 nodes) The Iron Man 313-XXX-XXXX + The Texas Madhouse Affiliate (3 nodes) TEX & Warlock XXX-XXX-XXXX +Ľ + +ķ + RAZOR 1911 systems all over the world: +Ķ + The Brewery Australian HQ (3 nodes) Ginnie +61-35790190 + Bedrock European HQ Slick Willie +47-X-XXXXXX +Ķ + Death Valley Member Board Jurgen +39-233240297 + Fatal Future Member Board Mindbender +46-31932845 + Violent Playground Member Board Laric +46-40456649 +Ķ + Asylum Affiliate BlueLight +39-XXXXXXXXX + CyberSpace Affiliate (2 nodes) ULi +41-27563418 + Data Link Affiliate Daya +358-PRIVATE + Desert Storm Affiliate Amigo +XXX-XXXXXXX + Digital Express Affiliate Red Baron +55-SOON-UP! + Tradermania Affiliate Tiger +49-ASKAROUND + The House of God Affiliate Hoppermania +31-206642172 + Horror House Affiliate Thunder Droid +45-5485-0045 +Ľ + +ķ + -=RAZOR=- Information +Ľ + + Wanna be a Razor 1911 Courier? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Fill out an app and upload it to Boner's Domain or contact Rambone! + + Wanna be a Razor 1911 Affiliate? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call Spyrits Crypt or Agents of Fortune & logon with account VISITOR, + password RAZOR. Leave feedback with your voice # and we will contact + you as soon as possible. + + Razor Europe! + ~~~~~~~~~~~~~ + Positions available for European Spreaders/Mailspreaders & Affiliates. + Call the European HQ or write to the Razor Europe P.O. Box. + + There's also room for a hq in UK - so come on guys leave mail for + RAZOR BLADE on any major board. + + Razor 1911 P.O. Box! + ~~~~~~~~~~~~~~~~~~~~ + Write to the P.O. Box today. Fan & hate mail are welcome and will be + posted in the RazorNet (tm). We also appreciate all donations. + + +ķ + -=RAZOR=- P.O. Box Addresses +Ľ + + RAZOR 1911 PC RAZOR EUROPE + BOX 2034 BOX 945 + Vidor, TX 77662 N-7001 TRONDHEIM + U.S.A. NORWAY + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + \ No newline at end of file diff --git a/textfiles.com/piracy/RAZOR/spc301.nfo b/textfiles.com/piracy/RAZOR/spc301.nfo new file mode 100644 index 00000000..a19a6d4d --- /dev/null +++ b/textfiles.com/piracy/RAZOR/spc301.nfo @@ -0,0 +1,151 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +Ŀ + Spellcasting 301 : Spring Break + +ͻ + -*- Release Information -*- -*- Game Information -*- +Ķ + Cracker - Publisher Legend + Protection Type None Located Graphics SVGA/VGA/EGA + Supplier Butcher Sound Everything + Rating [1-10] 10 # of Disks 4 + Date of Release 09/23/92 Disk Size 1.44mB +ͼ +Ŀ + Release Notes + + + Game Notes: + ~~~~~~~~~~~ + Cool graphics, digitized sound and a killer storyline make for a stompin' + release from Legend. Choose two different attitudes...from the command + line in the game make sure and type the keyword "NAUGHTY" and see what + kind of adventure your in...remember, CRIME PAYS, so steal everything + in site! Enjoy the game, and watch for other Quality releases from your + buds in Razor! + + If you get really stuck, try these inputs right from the start of the game. + + Take Spell Book Examine Woman Read Spell Book Cast Woo Spell + Examine Spell Book Greet Woman Cast Blerk Spell Get in Bed + Take All Northeast Take Paper Read News + Down Examine Carpet Read Paper Naughty + + Directions to NaughtyTail via the Magic Carpet. + + After taking off, head east, following Barfton Road. + When you get to Barmaid U, turn Southeast. + When you reach the ocean, go 5 more minutes, then turn South. + When you reach the island of Lost Soles, turn East. + Continue until you catch sight ot Point Blather. Now head + NorthEast. You'll be over downtown FN in 10 more minutes. + Then dont forget to Land you Dunce. + + Greets: The Witch King, Black Spyrit, The Unknown, Onyx, Renegade Chemist, + Darwin, Ur Lord. + + Hey Switch!! Happy Freakin' Birthday! Smoke a fat one and hoist a couple + for all of us! + + Butcher + +Ŀ + -=RAZOR=- Couriers + + + -=SENIOR=- + Wind Walker, Bubba, Avalon. + + -=ELITE=- + Shadow PhanTom, Baddog, Ur Lord, Load Master, Bullwinkle, + Lord Tiamat, The Dark Lord, DEViL, Messenger of Death, + Phantom, The Enforcer, Liquid Khaos, The Unforgiven. + + -=TRIAL=- + Cylus, Dead Pool, Sugar. + +Ŀ + -=RAZOR=- Affiliate Systems + +Ŀ + Suburbia -=RAZOR=- WHQ The Chairman ITS/PRI-VATE + Apocalypse -=RAZOR=- Courier HQ P.O.W. ITS/PRI-VATE + The DaRK PaLaCE -=RAZOR=- RazorDox WHQ The Witch King ITS/PRI-VATE +Ĵ + Agents of Fortune -=RAZOR=- Member Board Butcher 409/786-3767 + Crime Ring -=RAZOR=- Member Board Kingpin ITS/PRI-VATE + Farpoint Station -=RAZOR=- Member Board Peeker ITS/PRI-VATE + The Fault Line -=RAZOR=- Member Board Martial Artist 403/288-8402 + The Legacy -=RAZOR=- Member Board The Advocate 615/842-6559 + Midpoint Void -=RAZOR=- Member Board Holy Ward ITS/PRI-VATE + Spyrit's Crypt -=RAZOR=- Member Board Black Spyrit 802/879-1136 + Unknown Origin -=RAZOR=- Member Board The Unknown 214/442-5021 +Ĵ + Reign In Blood -=RAZOR=- Affiliate Uriel 718/698-1969 + Legend of Ampasaurus -=RAZOR=- Affiliate Vincentio 604/241-2490 + So-Krate's -=RAZOR=- Affiliate Philosopher 310/578-7226 + Peril Gates -=RAZOR=- Affiliate Isopropyl 616/398-3248 + Elysium -=RAZOR=- Affiliate Squire 508/PRI-VATE + The Cellar -=RAZOR=- Affiliate Ruskin + [rt] 401/739-2946 + The Space Zone -=RAZOR=- Affiliate Death Ray 301/416-0118 + The Jungle -=RAZOR=- Affiliate The Ware Lord 615/758-2876 + BoomTown -=RAZOR=- Affiliate Boomer 407/658-6472 + The Data Dump -=RAZOR=- Affiliate RISC 504/455-0139 + The Bull Farm -=RAZOR=- Affiliate Bull 504/241-6440 + Wares for the Masses -=RAZOR=- Affiliate Goobug/Steel 302/836-6175 + The File Cabinet -=RAZOR=- Affiliate File Clerk 815/399-8978 +Ĵ + The Prophecy -=RAZOR=- Outpost Nostradamus 301/681-4380 + Infinite Darkness -=RAZOR=- Outpost Midnight Sor. 305/561-3877 + + +Ŀ + DO YOU WANT TO RUN A BOARD FOR THE BLADE? +Ĵ + HEY! ARE YOU DISSATISFIED WITH THE CURRENT STATE OF YOUR BOARD? CRYING AB- + OUT THE SPEED AT WHICH YOU GET THE HOTTEST RELEASES? IF YOU WANT TO JOIN + THE UPPER CUT OF THE SCENE AS AN OUTPOST, AFFILIATE, OR MAYBE EVEN A MEM- + BER BOARD, THEN CALL AGENTS OF FORTUNE AT 409/786-3767 OR AT 409/786-1598 + AND LET BUTCHER KNOW THAT YOU TOO WANT YOUR BOARD TO BE A CUT ABOVE! + + +Ŀ + -=RAZOR=- P.O. Box Addresses + + + RAZOR 1911 RAZOR EUROPE + P.O. BOX 10714 BOX 945 + BURKE, VA 22009 N-7001 TRONDHEIM + U.S.A. NORWAY + + "DON'T WAIT! WRITE US TODAY!" + + ANOTHER FINE -=RAZOR=- CRACK! -=RAZOR=- SHREDDING THE COMPETITION! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/sphulk.nfo b/textfiles.com/piracy/RAZOR/sphulk.nfo new file mode 100644 index 00000000..96ebeaa5 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/sphulk.nfo @@ -0,0 +1,152 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + SPACE HULK FINAL SALES + Ĵ + Supplier : Mephistar. Publisher : Electronic Arts. + Cracker : - Graphics : VGA + Rel. Date : 16th June 1993. Soundcard : Soundblaster. + + + Game Notes: This game is kinda weird. When we first got ths sales + ~~~~~~~~~~~ version we compared the files on the distribution disks to + the files on the Space Hulk that had already been released + and they were identical so we werent gonna bother. Then, just + to be sure we compared the installed versions, and they were + completely different. The HULK.EXE file is a completely + different size and the file-sizes within the sub-dirs are + completely different. When the first HULK came out, everyone + was wondering where the hell it came from, and some people + suggested that maybe EA themselves had released it to make + the pirates think they had the final version to screw us all. + The way they hid the differences in the installed game by + making the pack sizes identical sure makes this a + possibilty. Well, no need to describe the game itself, you + all know this awesome game by now .. and at least you can + be sure that you are playing the full release version that + has been shipped and not some "where the hell did this come + from". + + Enjoy and look for more from Razor REAL soon. + + Razor Blade - Razor 1911 - 16th June 1993 + + Greets: Mephistar, Slain, Freezer, Butcher, TRC, RF, Nimbus, Maruader, + ~~~~~~~ Westbam, EK, Hoppermania, GML, Slum-Dweller, Big Boss, + Wolverine (told you I wouldnt forget!), Moon, Mephistar, + French Mate, Everyone else in Razor and of course, not + forgetting absent friends. + + + Ŀ + RAZOR 1911 BOARDS + Ĵ + RAZOR WHQ!...........World HQ.......6 nodes..ALL-PRI-VATE....A Sysop!..... + The Pit..............Courier HQ.....4 nodes..ALL-PRI-VATE....Kidlat!...... + Agents of Fortune USA HQ ........6 nodes..ALL-PRI-VATE....Butcher...... + Unknown Pleasures....European HQ....2 nodes..ALL-PRI-VATE....Razor Blade.. + The Brewery..........AHQ............4 nodes..ALL-PRI-VATE....Ginnie....... + Craftworld...........CHQ............2 nodes..ALL-PRI-VATE....Slum Dweller. + Ĵ + Boner's Domain.......Member Board...2 nodes..314-434-8706....Rambone...... + Spyrit's Crypt.......Member Board...2 nodes..ITS-PRI-VATE....Black Spyrit. + Unknown Origin.......Member Board............ITS-PRI-VATE....The Unknown.. + Death Valley.........Member Board............+39-XXX-XXXX....Jurgen....... + State of Devolution..Member Board...2 nodes..ITS-PRI-VATE....Marauder..... + C.N.S................Member Board...2 nodes..ITS-PRI-VATE....Wolverine.... + Cloud Nine Elite.....Member Board.999 nodes..ITS-PRI-VATE....Nimbus....... + Suburbia.............Member Board...4 nodes..ITS-PRI-VATE....The Chairman. + Ĵ + ASCII Express........Affiliate...............617-631-3064....Cptn. Over... + Bucket of Blood......Affiliate...............403-XXX-XXXX....Roger Ramjet. + Camelot..............Affiliate......2 nodes..606-258-2821....Black Knight. + Covert Action ][.....Affiliate......3 nodes..818-XXX-XXXX....Contra....... + Data Dump............Affiliate......2 nodes..504-XXX-XXXX....RISC......... + Maximum Overdrive....Affiliate......2 nodes..ITS-PRI-VATE....Twin Turbo... + Metal Works..........Affiliate...............ITS-PRI-VATE....Heavy Metal.. + Midpoint Void........Affiliate......2 nodes..ITS-PRI-VATE....Holy Ward.... + Street Spydrs........Affiliate......4 nodes..713-XXX-XXXX....Maverick..... + The Pump.............Affiliate......2 nodes..ITS-PRI-VATE....The Iron Man. + The Chaos Factory....Affiliate......2 nodes..604-824-9074....Mad Bomber... + Utopian Dream........Affiliate...............416-XXX-XXXX....White Ire.... + Ĵ + CyberSpace...........Affiliate......2 nodes..+41-27563418....ULi.......... + Digital Express......Affiliate...............+55-XXX-XXXX....Red Baron.... + Horror House.........Affiliate...............+45-54850045....Thunder Droid + The House of God.....Affiliate......2 nodes..+31206642172....Hoppermania.. + Violent Playground...Affiliate......2 nodes..+46-XXX-XXXX....Laric........ + Ĵ + RAZOR 1911 SUPPORT BOARDS + Ĵ + The Interpalace [512] + + + Ŀ + RAZOR 1911 MEMBER LIST + Ĵ + Butcher - Razor USA Hotel Service Randall Flagg - Euro Hotel Service + Razor Blade - Miserable Bastard The Renegade Chemist - Van-o-rama + Ĵ + Marauder - Official Razor Pilot Devil - European Spreadmaster + Black Spyrit - Dead Artfag's Society The French Mate - Friend & Coder + Ginnie - Sysop of The Brewery Snacky - Cracker & Trainer + Westbam - The REAL Germany's FINEST! Serpico - Official Razor Gangsta' + Picasso - Official Razor Impressionist Delirium Tremens - Drunk as usual + Wolverine - Cracker from Hell Poise - Official Razor Scribbler + Interloper - Funny Kid Big Boss - Sysop of Mirage + Slum Dweller - Sysop of Craftworld Prime Target - Cool Friend + Excessive Knight - Off Interrailing Nimbus - Resident Health Nut + Zodact - Founder of Razor 1911 PC Kidlat! & Akira - Sysops, The Pit + The Chairman - Enjoys fine furniture Melody Maker - Another funny kid + The Unknown - Sysop of Unknown Origin Red Wizard - Killer Trainer + Picasso - Official Razor Impressionist Jurgen - Sysop of Death Valley + Warchild - Official Razor Member Rambone - US Courier Chief + Ĵ + --> Members not on this list are unlisted for obvious reasons. <-- + + + Ŀ + RAZOR 1911 SPREADING TEAM + Ĵ + Devil, Interloper, Prince of Sin, Sid Vicious & Wind Walker + Ĵ + The Illusionist, Czar, Battlehawk, Hunter, Grey Death, Racer-X, Snowball, + The Phantom, Storm Lord, CyberNetic Samurai, Mephistar, Digital Justice, + Moon, Mace, GML/TU, Hoppermania, Janno, Slain, Youth Gone Wild, TimeLord, + Evil Kiwi, Transparent & The Sniper + Ĵ + Ace High, Cyber Shark, Weakness, The Cardinal, Dr. Johnny Fever, Egghead, + The Traveler, The Magus, Spirit King & Caramon Majere + + + ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! + ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ + RAZOR 1911 is currently looking for dedicated, hardworking, enthusiastic + courier trainees. If you ever wanted to be a full-fledged courier for a + major force in the Pirating scene, nows your chance! Download the + RAZOR.APP from Boners Domain or grab it from any RAZOR 1911 release + fill it out, and upload it to Boners Domain care of Rambone. + + Ŀ + HOW TO CONTACT RAZOR 1911 + Ĵ + To get in touch with Razor 1911 call our WHQ Mirage. To get in touch with + Razor 1911 Canada call Craftworld. To get in touch with Razor 1911 Europe + call Unknown Pleasures using account name 'RAZOR' password '1911' and mail + Randall Flagg. If you want to be a Dist Site call Agents of Fortune with + account 'RAZOR' password 'RAZOR' and leave mail to Butcher. Also you can + write to us for cool stuff at : + + RAZOR 1911 PC BOX 2034 Vidor, TX 77662 USA + + + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/srangr.nfo b/textfiles.com/piracy/RAZOR/srangr.nfo new file mode 100644 index 00000000..303b7c15 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/srangr.nfo @@ -0,0 +1,225 @@ +. + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Star Rangers + (c) Interactive Magic + + + + Ŀ + + Supplied By : Kilroy Release Date : 18 November 1995 + Game Format : CD rip Game Rating : 8/10 + + Ĵ + + Cracked By : MOD Protection Type : CD check + Ripped By : Third Son Install Method : unarj and run + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Star Rangers from Interactive Magic is a product of both action + and strategy. As a member of the elite ranger force, you must + patrol the outer reaches of the galaxy in order to uphold law + and order. Armed with the latest weaponry, you will engage the + enemy one mission after another. + + Crack and Install Info + ~~~~~~~~~~~~~~~~~~~~~~~~ + The animations are ripped from the original CD, and thanks to + The Doc, the CD checks are no longer there. To install simply + un-ARJ all the files and SUBST for /srangers/cdrom + + Quick Note + ~~~~~~~~~~~~ + To reserve your Razor shirt, you must fill out the RZRSHIRT.TXT + (incl. in the release) carefully and mail it out ASAP. Due to + popularity of the shirts, we've asked the printer to print more. + Please note that the only way to get these shirts is through our + order form and our ordering process, so to beat the X-Mas rush, + and send it out now. + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor welcomes our two newest members, Wolverine and The Doc. + + ##### + + Don't forget to check out the Razor 1911 World Wide Web Site + http://ionet.net/~razor/razor1911.html + + ##### + + + Razor Ninteen Eleven, world's premier cracking group since 1985, + today announces our plan to create the commemorative CD-ROM to + celebrate the group's 10 year anniversary in the PC/Amiga under- + ground scene. Like the group itself, the CD will be 100% games, + and it will consists of only the best games cracked and released + by Razor since its inception in the PC scene. Some of the games + on the CD are such popular classics as Ultima Underworld II, FPS + Football series, Space Hulk, Police Quest IV, Rise of the Robots, + NASCAR Racing, WarCraft, Hexen, and much more! Of course we will + publish a complete game list in our upcoming Razor releases, but + in the meantime, you can find out how to reserve your very own + Razor 10th Anniversary CD by E-mail us at the address below. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + The GEcko, The Speed Racer, Beowulf, Pharaoh, Third Son, Hot Tuna, + Sector9, Druidkin, Dr. Detergent, Grave Digger, Leddy Boy, & Mod. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arctic Cat. Beowulf. Cameron Hodge. Cobra. Druidkin + Dr. Detergent. Evil Current. The GEcko. Hojoe. Hot Tuna. Hula. + Illegal Error. Jock Rockwell. Kilroy. Maverick. Pharaoh. + Pitbull. Raw Liquid. Sector 9. Snake. The Speed Racer. + Sternone. Third Son. The Undertaker. Wolverine. + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf +4 + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Fatal Error + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beast. Bitecrash. Captain Blood. Dagobah. Elvin Nox. + Fatal Error. Janno. Ralph. Syxus. Toast. Ware Maker. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Code Zero. Clubber. Crypter. CyberPhreak. Guht. Khufu. + Manhunter. Morbid Genius. Mr. ZigZag. Pericles. Pic9. + Rage. TerraX. The Saint. Trixel. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Mav/Gecko/Speedo + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + + Citadel of Chaos Affiliate O5 Node(s) Toast + The Crypt Affiliate O3 Node(s) Spectre/Blade + Horror Zone Affiliate O3 Node(s) Deathbringer + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + + \ No newline at end of file diff --git a/textfiles.com/piracy/RAZOR/ss.nfo b/textfiles.com/piracy/RAZOR/ss.nfo new file mode 100644 index 00000000..2e5e0f91 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/ss.nfo @@ -0,0 +1,134 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + Sensible Soccer MULTILANGUAGE + Ĵ + Supplier : JACK! Publisher : Sensible + Cracker : Randall Flagg Graphics : VGA 256col! + Rel. Date : 24RD JUNE 1993 Soundcard : Adlib/Roland/beeper + + + Game Notes: Dis is one of the long awaited soccer game from Amiga... + Nothing more to say than unzip the game and play it! + It is really Cool!... + + + Greets: Digital Justice, The Renegade Chemist, Butcher, Razor Blade, + ~~~~~~~ Ginnie, Sector 9, Jurgen, Westbam, Jack, The French Mate, + Wolverine and all the others Razor gays + + + -- <*> DEViL & Randall Flagg <*> -- + Razor 1911 + + Ŀ + RAZOR 1911 BOARDS + Ĵ + RAZOR WHQ!...........World HQ.......6 nodes..ITS-PRI-VATE....A Sysop!..... + Agents of Fortune....USHQ...........6 nodes..ITS-PRI-VATE....Butcher...... + The Pit..............Courier HQ.....4 nodes..ITS-PRI-VATE....Kidlat!...... + Unknown Pleasures....European HQ....2 nodes..ITS-PRI-VATE....Razor Blade.. + The Brewery..........AHQ............4 nodes..ITS-PRI-VATE....Ginnie....... + Craftworld...........CHQ............2 nodes..ITS-PRI-VATE....Slum Dweller. + Ĵ + Boner's Domain.......Member Board...2 nodes..314-434-8706....Rambone...... + Spyrit's Crypt.......Member Board...2 nodes..ITS-PRI-VATE....Black Spyrit. + Unknown Origin.......Member Board............ITS-PRI-VATE....The Unknown.. + Death Valley.........Member Board............+39-XXX-XXXX....Jurgen....... + State of Devolution..Member Board...2 nodes..ITS-PRI-VATE....Marauder..... + C.N.S................Member Board...2 nodes..ITS-PRI-VATE....Wolverine.... + Cloud Nine Elite.....Member Board.999 nodes..ITS-PRI-VATE....Nimbus....... + Suburbia.............Member Board...4 nodes..ITS-PRI-VATE....The Chairman. + Ĵ + ASCII Express........Affiliate...............617-631-3064....Cptn. Over... + Bucket of Blood......Affiliate...............403-XXX-XXXX....Roger Ramjet. + Camelot..............Affiliate......2 nodes..606-258-2821....Black Knight. + Covert Action ][.....Affiliate......3 nodes..818-XXX-XXXX....Contra....... + Data Dump............Affiliate......2 nodes..504-XXX-XXXX....RISC......... + Maximum Overdrive....Affiliate......2 nodes..ITS-PRI-VATE....Twin Turbo... + Metal Works..........Affiliate...............ITS-PRI-VATE....Heavy Metal.. + Midpoint Void........Affiliate......2 nodes..ITS-PRI-VATE....Holy Ward.... + Street Spydrs........Affiliate......4 nodes..713-XXX-XXXX....Maverick..... + The Pump.............Affiliate......2 nodes..ITS-PRI-VATE....The Iron Man. + The Chaos Factory....Affiliate......2 nodes..604-824-9074....Mad Bomber... + Utopian Dream........Affiliate...............416-XXX-XXXX....White Ire.... + Ĵ + CyberSpace...........Affiliate......2 nodes..+41-27563418....ULi.......... + Digital Express......Affiliate...............+55-XXX-XXXX....Red Baron.... + Horror House.........Affiliate...............+45-54850045....Thunder Droid + The House of God.....Affiliate......2 nodes..+31206642172....Hoppermania.. + Violent Playground...Affiliate......2 nodes..+46-XXX-XXXX....Laric........ + Ĵ + RAZOR 1911 SUPPORT BOARDS + Ĵ + The Interpalace [512] + + + Ŀ + RAZOR 1911 MEMBER LIST + Ĵ + Butcher - Joint Thirtysomething Randall Flagg - Chief Cracker + Razor Blade - Still in Mourning The Renegade Chemist - Van-o-rama + Ĵ + Marauder - Official Razor Pilot DEViL - Evil Spreadmaster + Black Spyrit - Dead Artfag's Society The French Mate - Friend & Coder + Ginnie - Sysop of The Brewery Snacky - Cracker & Trainer + Westbam - The REAL Germany's FINEST! Serpico - Official Razor Gangsta' + Picasso - Official Razor Impressionist Delirium Tremens - Drunk as usual + Wolverine - Cracker from Hell Poise - Official Razor Scribbler + Interloper - Funny Kid Big Boss - Sysop of Mirage + Slum Dweller - Sysop of Craftworld Prime Target - Cool Friend + Excessive Knight - Off Interrailing Nimbus - Resident Health Nut + Zodact - Founder of Razor 1911 PC Kidlat! & Akira - Sysops, The Pit + The Chairman - Enjoys fine furniture Melody Maker - Another funny kid + The Unknown - Sysop of Unknown Origin Red Wizard - Killer Trainer + Picasso - Official Razor Impressionist Jurgen - Sysop of Death Valley + Warchild - Official Razor Member Rambone - US Courier Chief + Ĵ + --> Members not on this list are unlisted for obvious reasons. <-- + + + Ŀ + RAZOR 1911 SPREADING TEAM + Ĵ + DEViL, Interloper, Prince of Sin, Sid Vicious & Wind Walker + Ĵ + The Illusionist, Czar, Battlehawk, Hunter, Grey Death, Racer-X, Snowball, + The Phantom, Storm Lord, CyberNetic Samurai, Mephistar, Digital Justice, + Moon, Mace, GML/TU, Hoppermania, Janno, Slain, Youth Gone Wild, TimeLord, + Evil Kiwi, Transparent & The Sniper + Ĵ + Ace High, Cyber Shark, Weakness, The Cardinal, Dr. Johnny Fever, Egghead, + The Traveler, The Magus, Spirit King, Caramon Majere & IceMan + + + ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! + ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ + RAZOR 1911 is currently looking for dedicated, hardworking, enthusiastic + courier trainees. If you ever wanted to be a full-fledged courier for a + major force in the Pirating scene, nows your chance! Download the + RAZOR.APP from Boners Domain or grab it from any RAZOR 1911 release + fill it out, and upload it to Boners Domain care of Rambone. + + Ŀ + HOW TO CONTACT RAZOR 1911 + Ĵ + To get in touch with Razor 1911 call our WHQ Mirage. To get in touch with + Razor 1911 Canada call Craftworld. To get in touch with Razor 1911 Europe + call Unknown Pleasures using account name 'RAZOR' password '1911' and mail + Randall Flagg. If you want to be a Dist Site call Agents of Fortune with + account 'RAZOR' password 'RAZOR' and leave mail to Butcher. Also you can + write to us for cool stuff at : + + RAZOR 1911 PC BOX 2034 Vidor, TX 77662 USA + + + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. diff --git a/textfiles.com/piracy/RAZOR/ssf2m01.nfo b/textfiles.com/piracy/RAZOR/ssf2m01.nfo new file mode 100644 index 00000000..15672410 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/ssf2m01.nfo @@ -0,0 +1,206 @@ + + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Super Street Fighter 2 + (c) Capcom + + + + Ŀ + + Supplied By : Third Son Release Date : 12 December 1995 + Cracked By : -- Protection Type : none found + + Ĵ + + Game Format : full CD System Type : DOS + Packed By : The GEcko Install Method : unarj and play! + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + This is the new version of Super Street Fighter 2 from Capcom. + now has full modem play, so you can smack it out with a friend. + Don't forget to our other release from UK this morning, Cyber- + Speed from Mindscape. Razor 1911 - bitch slappin' da rest! + + Crack and Install Info + ~~~~~~~~~~~~~~~~~~~~~~~~ + We got a full CD here, nothing was ripped. To install, simply + ARJ X \SSF2 and run INSTALL.EXE. That's it, so enjoy. Thanks + to Third Son for getting the original. + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + The GEcko, The Speed Racer, Pharaoh, Third Son, Hot Tuna, Beowulf, + Mod, Druidkin, Faceless, Sternone. $9, Shadow Master, Ninja Spirit. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artic Cat. Beowulf. Cameron Hodge. Cobra. CyberPhreak. Druidkin. + Dr. Detergent. Faceless. Fatal Error. The GEcko. Gilby. Hojoe. + Hot Tuna. Hula. Jock Rockwell. Kilroy. Maverick. Mod. Ninja Spirit + Pharaoh. Pitbull. Raw Liquid. Shadow Master. Sector9. Snake. + Spectre. Sternone. The Speed Racer. Third Son. + The Undertaker and Wolverine! + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bitecrash + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Anthrax. Artur. Beast. Bitecrash. Captain Blood. Dagobah + Janno. Luck. Ralph. Stoney. Syxus. Toast. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Code Zero. Clubber. Crypter. CyberPhreak. Guht. Khufu. + Manhunter. Morbid Genius. Mr. ZigZag. Narcus Smee. Pic 9. + Rage. The Saint. TerraX. Trixel. Tyrus Sithius. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + The Crypt Member Board O4 Node(s) Spectre/Blade + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + + Citadel of Chaos Affiliate O5 Node(s) Toast + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/stball.nfo b/textfiles.com/piracy/RAZOR/stball.nfo new file mode 100644 index 00000000..d78226d9 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/stball.nfo @@ -0,0 +1,254 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Starball + (c) Gametek + + + + Ŀ + + Supplied By : Law & Order Release Date : 15 May 1996 + Cracked By : n/a Protection Type : None + + Ĵ + + Game Format : Pinball System Type : DOS + Packed By : Egoistic Fate Install Method : See below + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Its a cool strategy pinball type game.. nice graphics and sound. Nothing + more left to say.. Nice little release from your friends at RAZOR 1911! + Remember, expect only quality! BTW: This is a Floppy Release + + Installation Guide + ~~~~~~~~~~~~~~~~~~~~ + Unzip to temp directory and type: RAR.EXE STARB321.001 C:\STARBALL\ + Remember to keep the \ after typing STARBALL! VERY IMPORTANT! then + run install.exe and your all set! + + + A very SPECIAL Happy Birthday wish to Fugitive. + + Greetz go out to : TSR, Third Son, Pharaoh, Hot Tuna, Faceless, + MOD, Beowulf, Druidkin, Manhunter, Blue Adept, Hellraiser, + Cyber Angel, Night Vision, Luck, Everclear, White Cracker, + Egoistic Fate, Dxfer, Darkside, Fugitive, Hannibal, + Jester King, and Shadow Master ! + + Group GReetz : DoD, Scum, Amnesia, Rapier, Everlast, and ACID ! + + + Egoistic Fate / RAZOR 1911... + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + We welcome Law & Order with his board Warhammer 2,000 ! + + We are now accepting applications for courier positions MUST BE + RESPONSIBLE and COMMITTED ,all others need NOT apply . + + Also If YOU work for a software store, software company GAMES or + Utilities or a hardware company , PLEASE e-mail us for details + on how YOU TOO can join RAZOR 1911. ! + Email address : an350611@anon.penet.fi + + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Catbones. Egoistic Fate. Faceless. + The GEcko. Hojoe. Hot Tuna. Jester King. Law & Order. + Manhunter. Maverick. Mod. Ninja Spirit. Pest. + Pharaoh. Sector9. Spectre. Sternone. The Speed Racer. + Third Son. The Undertaker. White Cracker. + + + + Ŀ + + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + U.S. - + Euro. - Manhunter + + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artur. Beast. Darkside. Dxfer. Ellisdee. + Erupt. Everclear. Fugitive. Kot. Luck. Nytemyst. + Rio & Ken. Rom Racer. Stoney. Suspicious Image. + Tiger. Toast. Turok. Universal Soldier. + + + + + + Ŀ + + The Gods of the Razor CD Internet Division ARE: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Druidkin. Excalibur. Fiber. Hackrat. Khufu. Marlboro. + Mr.ZigZag. Pitbull. Seal. Sir Alf. The Saint. + + + + Ŀ + + Razor CD: Director of INET Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Druidkin + + + Razor CD: INET Courier Coordinator + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Pitbull + + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Lester. Terra X. Viper Krynn. Vitas. + + Chronic Fatigue. Davan. Rainbow. + The Jerk. The Punisher. + + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + Malevolance Courier HQ O6 Node(s) Egoistic Fate + + The Tribe Belgian HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + Shadow Lands Member Board O6 Node(s) Manhunter + Elysium Member Board O5 Node(s) Prowler + Hack's Shack Member Board O4 Node(s) Hackrat + Fornax Member Board O4 Node(s) Seal + Jeremy's Crypt Member Board O4 Node(s) Fiber + Warhammer 2,000 Member Board O2 Node(s) Law & Order + + Hakuna Matata Affiliate O2 Node(s) Beast + Silicon Dragon Affiliate O4 Node(s) Viper Krynn + Speed & Ecstasy Affiliate O8 Node(s) Darkside + Are You Sure ??? Affiliate O4 Node(s) Kot/Tocont + Just 4 Fun Affiliate O6 Node(s) Artur + DeathScape Affiliate O2 Node(s) Rom Racer + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all ! + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all ! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (405)943-9867 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or the best in CD-Rom + compilations, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + or + + CHECK OUT!!!!! DIGCANDY.ZIP included on this disk. + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/stetwn11.nfo b/textfiles.com/piracy/RAZOR/stetwn11.nfo new file mode 100644 index 00000000..eed2758b --- /dev/null +++ b/textfiles.com/piracy/RAZOR/stetwn11.nfo @@ -0,0 +1,151 @@ + + + + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + + =- P R E S E N T S -= + Ŀ + Super Tetris for Windows Revision v1.1 + + + ͻ + -*- Release Information -*- -*- Game Information -*- + Ķ + Cracker - Publisher Spectrum HoloByte + Protection Type None Located Graphics *UPDATE* + Supplier Home Slice Sound *UPDATE* + Date of Release 06/03/92 Rating [1-10] *UPDATE* + ͼ + + Ŀ + Release Notes + + Hey, this is just an updated version of the popular Super Tetris for Wind- + ows that INC released way back in January. It looks like Spectrum added & + modified some levels for the game. Enjoy the release, and look for some + nice releases from RAZOR 1911 in the next few days! Oh yeah, and wish me + a happy graduation! Hehe.. + + INC - Those pictures of my family were impeccable! Did you go through my + family album or what? :-) Seriously gals, I am flattered by all of + the attention I am getting. I couldn't thank you more! + + Welcome to RAZOR 1911's newest Affiliate, Pandora's Box in 313! + + -Chemist 06/03/92 + + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + + Ŀ + Razor 1911 Couriers + + + -*- Elite -*- + + Wind Walker, Shadow PhanTom, Inferno, Shadow of Death, + Black Light, Peeker + + -*- Trial -*- + + Toffolo, ScorPion, Spectral Illusion, Iron Man + Rand, Mega, Style, RoboCop + + Ŀ + Razor 1911 Affiliate Systems + + + -*- UNITED STATES -*- + + Suburbia - World Headquarters - 214 PRI VATE + Wares for the Masses - Courier Home/7 nodes - 302 836 6175 + The Dark Palace - RazorDox WHQ/2 nodes - 804 272 1007 + + Agents of Fortune - Affiliate/2 nodes - 409 786 3767 + Dust /|/ Bones - Affiliate - 201 612 8817 + HANGAR 18 - Affiliate - 516 543 7249 + Palace of Illusion - Affiliate - 214 931 7981 + Pandora's Box - Affiliate/4 nodes - 313 652 6137 + Peril Gates - Affiliate - 616 941 5914 + Reign In Blood - Affiliate - 718 TMP DOWN + So-Krate's - Affiliate/2 nodes - 310 578 7226 + Stars - Affiliate - 713 784 3279 + UnderWorld - Affiliate/2 nodes - 408 292 4505 + + The Atomic Cafe - Outpost - 503 635 7972 + The Prophecy - Outpost - 301 681 4380 + + -*- INTERNATIONAL -*- + + Battle Board ][ - CANADA Affiliate/4 nodes - 403 569 9379 + The Fault Line - CANADA Affiliate - 403 239 0381 + The Immortal Grounds - CANADA Affiliate - 416 829 5426 + Legend of Ampasaurus - CANADA Affiliate - 604 279 0518 + Sea of Tranquility - CANADA Affiliate - 416 391 1312 + Kindergarden - NORWAY Affiliate - +47 PRIVATE! + + Ŀ + Razor 1911 VoiceMail + + + For good information on Razor 1911, be sure to call our VMB, + to stay on top of the latest Razor cracks and to get in touch + with the sharpest group in the scene! + + (213)/668-9846 + + Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Write to us about our new & improved DISKS-BY-MAIL service! + + **************************************************************************** + RAZOR 1911 - T-SHIRTS! + **************************************************************************** + + Be the first one on your block to get one of the new official Razor 1911 + T-Shirts. A very nice drawing with a Razor logo on a quality T-Shirt. + Both black with white printing or white with black printing are available. + The cost is only $10 + $2 for shipping charges. + + Mail the $10 in cash/blank money order to our official PO BOX. + Specify S/M/L/XL (I suggest XL for most people) Also specify shirt color. + + Support the group that supports the scene - Razor 1911! + + Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Be sure to call the Razor 1911 Courier Home, Wares for the Masses! Wares + for the Masses is one of the biggest pirate boards in the world, with 2000 + megs and a ringdown on 7 HST nodes! Call today! + + * Greetings go to all of our couriers! Keep up the good work! + + * Are you interested in spreading hot games for the sharpest group in the PC + scene? If you think you are up to the task of being a Razor courier, get + in touch with The Witch King on Suburbia or The Dark Palace! + + * If you run a board and are interested in becoming a Razor Affiliate, get + in touch with Butcher on Agents of Fortune! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/sthund.nfo b/textfiles.com/piracy/RAZOR/sthund.nfo new file mode 100644 index 00000000..e34125b9 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/sthund.nfo @@ -0,0 +1,261 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Silent Thunder : A-10 Tank Killer II + (c) Sierra + + + + Ŀ + + Supplied By : Egoistic Fate Release Date : 09 March 1996 + Cracked By : Protection Type : None + + Ĵ + + Game Format : Flight Simulator System Type : DOS + Packed By : The Speed Racer Install Method : See below + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + 24 action-packed missions take you through Central America, + the Middle East and Korea in one of the most devastating + ground attack planes ever created. Huge explosions and new + texture-mapped terrain reduce other flight sims to twisted + wreckage. + + Installation Guide + ~~~~~~~~~~~~~~~~~~~~ + + + + + + + Greetz go out to : The Gecko, Pharaoh, Third Son, Hot Tuna, + MOD, Faceless, Druidkin, Manhunter, Captain Blood, Toast, + Dxfer, Hellraiser, Jimmy Jamez, Sir Alf, Ellisdee, Excal, + White Cracker, Egoistic Fate, Nytemyst, Luck, and Khufu ! + + Group GReetz : DoD, PWA, Amnesia, Everlast, and ACID ! + + The Speed Racer / RAZOR 1911... + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + We welcome Kot and Darkside to the WORLD famous RAZOR Spreading + Team ! + + On last Saturday RAZOR 1911 Leader, The Speed Racer, and Napalm + leader agreed to setting a new standard in the game scene since + we both felt many great games were not being released that fell + into the size of 30-40 disks ,cheating the fans worldwide of many + great games. So the agreement was the new MAXIMUM for Cd-Rom + rips is NOW 40 diskettes. We hope everyone else will adopt and + follow the new standards as to avoid chaos. + + + Razor shirt update: + + These popular shirts are still available. See RZRSHIRT.TXT for + more details. + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + Well the CD is finally going into duplication in one week and + we thank everyone for being patient and also a special thanks + for those who contributed on making the RAZOR CD a success. + + Also for those of you who are interested in the latest compilations + on CD check out digcandy.zip ,which will be updated every so + often. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Captain Blood. Catbones. + Egoistic Fate. Faceless. The GEcko. Hojoe. Hot Tuna. + Jester King. Manhunter. Maverick. Mod. Night Vision. + Ninja Spyrit. Pest. Pharaoh. Raistlin. Raw Liquid. + Shadow Master. Sector9. Snake. Spectre. Sternone. + The Speed Racer. Third Son. The Undertaker. White Cracker. + + + + Ŀ + + Razor CD: Art Division + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director : Catbones + + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + U.S. - Captain Blood + Euro. - Manhunter + + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artur. Beast. Blue Adept. Conficere. Darkside. Dxfer. Ellisdee. + Everclear. Flint. Immortal. Kot. Luck. Maverick. Nytemyst. + Suspicious Image. Tiger. Toast. Turok. Tyrus Sithius. + + + + + + Ŀ + + The Gods of the Razor CD Internet Division ARE: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Azrael. Excalibur. Druidkin. Hackrat. + Khufu. Pitbull. Sir Alf. The Saint. + + + + Ŀ + + + Razor CD: Director of INET Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Sir Alf + + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Viper Krynn. Terra X + + Aslan. Bishop. Chronic Fatigue. Darwin. Dray. + Hellraiser. Ionizer. Lester. Mr. ZigZag. + Tiger Claw. Vitas. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + This Could be You! Courier HQ OO Node(s) ? ? ? + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + Malevolence Member Board O6 Node(s) Egoistic Fate + Shadow Lands Member Board O6 Node(s) Manhunter/Raw L. + Elysium Member Board O5 Node(s) Prowler/NV + Pyramid Member Board O4 Node(s) Khufu + RAZOR U.S. Member Board O4 Node(s) Azrael/Pitbull + Rat's Hole Member Board O4 Node(s) Fiber + Round Table Member Board O4 Node(s) Excalibur + Euro RAZOR Member Board O4 Node(s) Pic 9 + + Citadel Of Chaos Affiliate O6 Node(s) COC Staff + Hakuna Matata Affiliate O2 Node(s) Beast + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (405)943-9867 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/striker.nfo b/textfiles.com/piracy/RAZOR/striker.nfo new file mode 100644 index 00000000..3f4ffca6 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/striker.nfo @@ -0,0 +1,202 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Striker '95 + (c) Time Warner Interactive + + + + Ŀ + + Supplied By : Hot Tuna Release Date : 9 June 1995 + Game Type : Sports Game Rating : 8/10 + + Ĵ + + Cracked By : -- Protection Type : None found + Crack Patch : -- Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Striker '95 was originally produced as a cartridge title, but thanks + to Time Warner Interactive, you can now play this great soccer/foot- + ball game on PC. As always, the 1911 team is again first to bring u + another hit! With Strike '95, you can now engage in good ol'fashion + arcade play, as well as manage the team. Hiring hot new players and + trading them are just some of the many options at your disposal. + Special thanks to Europe's best supplier for another great game! + + + The Speed Racer / RaZoR 1911 + + Please note: + + The official Razor 1911 shirt is almost ready for production, and the + quantity will be limited when it comes out, so if you want to secure + yourself a piece of great pirate history before it's gone, we are now + taking pre-order for it. Call our board below, or E-mail us on the + Net for more information. We encourage you to wear them at trade show + and other large PC/Amiga related gatherings! + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Lots activities once again, so pay attention: + + Welcome to the following - + + Our new member, DR.MAGIC and our new affiliate, LITTLE VEGAS, and + its Sysop, CASINO MAN! + + After a month of planning, GODS REALM, the new Razor 1911 WHQ is + up and running. All active Razor members should already have an + account, if not, contact one of the Seniors on our boards or in + #RAZOR channel on IRC. Please note: to keep the board secured + and very private, all other accounts will be invitational only. + Only the very best will even be considered. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + Personal Greetings to: + + The GEcko. Hot Tuna. Pharaoh. EOS. The Undertaker. Hula. Beowulf. + Illegal Error. Raw Liquid. Sector9. Evil Current. The Sniper. + Maverick. The Punisher. Ustasa. Shadow Master. and Cyber Angel. + + And a special greet to the hottest new trading group, THE CARTEL ! + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arch-Magi. Beowulf. Blackhawk. Blitzkrieg-X. Cameron Hodge + The Comanche. Dr.Magic. EOS. Evil Current. Faldo. The GEcko + The Ghost Wind. Hot Tuna. Hula. Illegal Error. James Bomb. Kilroy + Malicious Intent. Pharaoh. Physco Stik. Pitbull. Randix. + Roland. Sector9. Snake. The Speed Racer. Techno Rave. Third Son + The Undertaker. Wayward. White Fox. Wyvern. + + + + Ŀ + + Razor 1911: Directors of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Illegal Error + + Razor 1911: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Malicious Intent + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Dutchmen. Eminenz. Evil Current. Hero. Junkman. Lunatic Genius + The Master. Maverick. The Punisher. Rage. Raw Liquid. Red Devil + Toadie. Toast. Ustasa. Vivid. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Gods Realm World HQ 10 Node(s) Razor Staff + Tower of Sorcery Courier HQ 7 Node(s) Arch-Magi + The Silo USA HQ 6 Node(s) The Comanche + Akira Canadian HQ 10 Node(s) Pharaoh + The Grave Yard UK HQ 4 Node(s) The Undertaker + + The Belfry Member Board 3 Node(s) Faldo + Cell Block 4 Member Board 3 Node(s) Malicious Intent + Menzoberrazan Member Board 2 Node(s) Pitbull + Reggae Muffin Member Board 3 Node(s) IE/Sector9 + Snake's Place Member Board 6 Node(s) Snake + Street Spydrs Member Board 4 Node(s) Maverick/GEcko + The Wall Member Board 7 Node(s) Roland/TGW + + Citadel of Chaos Affiliate 4 Node(s) The Punisher + The Haunted House Affiliate 15 Node(s) The Master + Junkyard Affiliate 5 Node(s) Junkman + Little Vegas Affiliate 3 Node(s) Casino Man + Rock Creek Affiliate 3 Node(s) Third Son + Toxic Dump Affiliate 2 Node(s) Toast/Darkwing + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)266-8330 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + asn274450@anon.penet.fi + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + For the very best price in .DAT tapes call: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/strip.nfo b/textfiles.com/piracy/RAZOR/strip.nfo new file mode 100644 index 00000000..4553dfee --- /dev/null +++ b/textfiles.com/piracy/RAZOR/strip.nfo @@ -0,0 +1,146 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + STRIP POKER LIVE. (MULTI-LINGUAL) + Ĵ + Supplier : Jurgen. Publisher : Porky Productions. + Cracker : - Graphics : VGA256 + Rel. Date : 6th June 1993 Soundcard : Bleeper. + + + Game Notes: Here is a neat little Strip Poker game from Italy. Just what you + ~~~~~~~~~~~ would expect from a Strip Poker game but the GFX are very + detailed 256VGA and there is even an option to increase the + amount of clothes worn/removed. Yeah right, we all know which + setting everyone will be playing this on. Instead of having a + small picture in the corner of the screen you click on the + photograph on the table to get a full screen picture of the + opponents as they remove their clothes. There is even an option + to play against a male opponent (YUK!) so maybe your + wife/girlfriend wont beat you around the head for leeching this + one. Not sure how far they go in removing the clother, but its + sure gonna be fun finding out once we got this thing out and + spread ;) + + Many thanks to Jurgen for supplying this game and to DEViL for the work + in getting it out. Watch out more from your favourite group later + tonight. + + DEViL & Rb - RAZOR 1911 - 6th June 1993. + + Greets: Randall Flagg, TRC, Serpico, Butcher, Excessive Knight, Sector9, + ~~~~~~~ Marauder, all absent friends and everyone! + + Ŀ + RAZOR 1911 BOARDS + Ĵ + RAZOR WHQ!...........World HQ.......6 nodes..ITS-PRI-VATE....A Sysop!..... + The Pit..............Courier HQ.....4 nodes..ITS-PRI-VATE....Kidlat!...... + Unknown Pleasures....European HQ....2 nodes..ITS-PRI-VATE....Razor Blade.. + The Brewery..........AHQ............4 nodes..ITS-PRI-VATE....Ginnie....... + Craftworld...........CHQ............2 nodes..ITS-PRI-VATE....Slum Dweller. + Ĵ + Agents of Fortune....Member Board...3 nodes..ITS-PRI-VATE....Butcher...... + Boner's Domain.......Member Board...2 nodes..314-434-8706....Rambone...... + Spyrit's Crypt.......Member Board...2 nodes..ITS-PRI-VATE....Black Spyrit. + Unknown Origin.......Member Board............ITS-PRI-VATE....The Unknown.. + Death Valley.........Member Board............+39-XXX-XXXX....Jurgen....... + State of Devolution..Member Board...2 nodes..NUP-ITS-JUKE....Marauder..... + C.N.S................Member Board...2 nodes..ITS-PRI-VATE....Wolverine.... + Cloud Nine Elite.....Member Board...4 nodes..ITS-PRI-VATE....Nimbus....... + Suburbia.............Member Board...4 nodes..ITS-PRI-VATE....The Chairman. + Ĵ + ASCII Express........Affiliate...............617-631-3064....Cptn. Over... + Bucket of Blood......Affiliate...............403-XXX-XXXX....Roger Ramjet. + Camelot..............Affiliate......2 nodes..606-258-2821....Black Knight. + Covert Action ][.....Affiliate......3 nodes..818-XXX-XXXX....Contra....... + Data Dump............Affiliate......2 nodes..504-XXX-XXXX....RISC......... + Maximum Overdrive....Affiliate......2 nodes..ITS-PRI-VATE....Twin Turbo... + Metal Works..........Affiliate...............ITS-PRI-VATE....Heavy Metal.. + Midpoint Void........Affiliate......2 nodes..ITS-PRI-VATE....Holy Ward.... + Street Spydrs........Affiliate......4 nodes..713-XXX-XXXX....Maverick..... + The Pump.............Affiliate......2 nodes..ITS-PRI-VATE....The Iron Man. + The Chaos Factory....Affiliate......2 nodes..604-824-9074....Mad Bomber... + Utopian Dream........Affiliate...............416-XXX-XXXX....White Ire.... + Ĵ + CyberSpace...........Affiliate......2 nodes..+41-27563418....ULi.......... + Digital Express......Affiliate...............+55-XXX-XXXX....Red Baron.... + Horror House.........Affiliate...............+45-54850045....Thunder Droid + The House of God.....Affiliate......2 nodes..+31206642172....Hoppermania.. + Violent Playground...Affiliate......2 nodes..+46-XXX-XXXX....Laric........ + Ĵ + RAZOR 1911 SUPPORT BOARDS + Ĵ + The Interpalace [512] + + + Ŀ + RAZOR 1911 MEMBER LIST + Ĵ + Butcher - Joint Thirtysomething Randall Flagg - Chief Cracker + Razor Blade - Playing Space Hulk! The Renegade Chemist - Van-o-rama + Ĵ + Black Spyrit - Head Artfag Devil - European Spreadmaster + Excessive Knight - Brutal Cracker Conrad - Ace Supplier & Coder + Ginnie - Sysop of The Brewery Interloper - Funny kid + Jack - UK Boardleecher's Society Jurgen - Sysop of Death Valley + Marauder - Official Razor Pilot Melody Maker - Another funny kid + Picasso - Official Razor Impressionist Poise - Razor Artfag Division + Hyperion - Longtime Razor supporter Prime Target - Cool dude + Rambone - US Courier Chief Red Wizard - Killer Trainer + Serpico - Official Razor Gangsta' Warchild - Official Razor Dude + White Ire - Opposite of Black Ire Wolverine - Cracker from Hell + The Unknown - Sysop of Unknown Origin Delirium Tremens - Ace Supplier + Zodact - Founder of Razor 1911 PC Big Boss - Sysop of Mirage + Snacky - Cracker Extraordinaire Kidlat! & Akira - Sysops, The Pit + Slum Dweller - Sysop of Craftworld Nimbus - Resident Health Nut + Westbam - Supplier The Chairman - Likes furniture + Ĵ + --> Members not on this list are unlisted for obvious reasons. <-- + + + Ŀ + RAZOR 1911 SPREADING TEAM + Ĵ + DEViL, Interloper, Prince of Sin, Sid Vicious & Wind Walker + Ĵ + The Illusionist, Czar, Battlehawk, Hunter, Grey Death, Racer-X, Snowball, + The Phantom, Storm Lord, CyberNetic Samurai, Mephistar, Digital Justice, + Moon, Mace, GML/TU, Hoppermania, Janno, Slain, Youth Gone Wild, TimeLord, + Evil Kiwi, Transparent, Barbarian and The Sniper. + Ĵ + Ace High, Cyber Shark, Weakness, The Cardinal, Dr. Johnny Fever, Egghead, + The Traveler, The Magus, Spirit King & Caramon Majere + + + ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! + ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ + RAZOR 1911 is currently looking for dedicated, hardworking, enthusiastic + courier trainees. If you ever wanted to be a full-fledged courier for a + major force in the Pirating scene, nows your chance! Download the + RAZOR.APP from Boners Domain or grab it from any RAZOR 1911 release + fill it out, and upload it to Boners Domain care of Rambone. + + Ŀ + HOW TO CONTACT RAZOR 1911 + Ĵ + To get in touch with Razor 1911 call our WHQ Mirage. To get in touch with + Razor 1911 Canada call Craftworld. To get in touch with Razor 1911 Europe + call Unknown Pleasures using account name 'RAZOR' password '1911' and mail + Randall Flagg. If you want to be a Dist Site call Agents of Fortune with + account 'RAZOR' password 'RAZOR' and leave mail to Butcher. Also you can + write to us for cool stuff at : + + RAZOR 1911 PC BOX 2034 Vidor, TX 77662 USA + + + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/strong.nfo b/textfiles.com/piracy/RAZOR/strong.nfo new file mode 100644 index 00000000..5a4f685d --- /dev/null +++ b/textfiles.com/piracy/RAZOR/strong.nfo @@ -0,0 +1,118 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + ..PROUDLY PRESENTS.. + Stronghold from SSI & Stormfront Studios + Ĵ + SUPPLIER The Renegade Cosmonaut + PROTECTION Doc Check + CRACKER Excessive Knight + GRAPHICS 256 Color VGA + SOUND Adlib Gold, Soundblaster Pro, ProAudio Spectrum, Roland + + + Here's another big game from SSI, brought to you by Razor 1911 of course. + The scene has been really dry lately, but you can expect many cool games + from your favorite group very soon. Thanks to Excessive Knight for the + quick crack! + + You can just install this great game with a substitute command. After + you install it, run STRCRK.COM to byte-crack the game. Have fun .. + + Group Info : The Unknown is no longer in Razor 1911. Good luck to him + in his new group. Torgall has been kicked out of the group. + Be sure to call our new Affiliate in London, Helter Skelter. + Say hi to the Sysop Mephistar and enjoy his fast 2 node bbs. + + Messages : Excessive Knight - Nice crack, been a long time. Schwing! + Butcher - Thanks for all the help! + Hoppermania - Nice conversation we had. + Black Spyrit - Hey! Where's my demo? :) + TDT & THG - Nice job on those games guys, too bad + you couldn't decide who had 'em first! + + Ŀ + WORLD FAMOUS RAZOR 1911 + ..HEADQUARTERS BOARDS.. + + World HQ 6 nodes RAZOR WHQ Unlisted Sysop + Agents of Fortune 6 nodes RAZOR USHQ Butcher + The Pit 4 nodes RAZOR COURIER HQ Kidlat & Akira + Unknown Pleasures 2 nodes RAZOR EHQ Razor Blade + Craft World 3 nodes RAZOR CHQ Slum-Dweller + + Ŀ + WORLD FAMOUS RAZOR 1911 + .....MEMBER BOARDS..... + + Spyrit's Crypt 2 nodes UNLISTED NUMBER Black Spyrit + Suburbia 4 nodes UNLISTED NUMBER The Chairman + Death Valley UNLISTED NUMBER Jurgen + State of Devolution 2 nodes UNLISTED NUMBER Marauder + Central Nervous System 2 nodes UNLISTED NUMBER Wolverine + Cloud Nine Elite 4 nodes UNLISTED NUMBER Nimbus + Road to Nowhere 4 nodes UNLISTED NUMBER The Legend + + Ŀ + WORLD FAMOUS RAZOR 1911 + AFFILIATES/SUPPORT BBS' + + Ascii Express - +1(617)XXX-XXXX Camelot - +1(XXX)XXX-XXXX + Metal Works - +1(318)XXX-XXXX Midpoint Void - +1(303)XXX-XXXX + Street Spydrs - +1(713)XXX-XXXX Maximum Overdrive - +1(512)XXX-XXXX + Chaos Factory - +1(604)XXX-XXXX Mooncrow's Aeyrie - +1(206)XXX-XXXX + Covert Action 2 - +1(818)XXX-XXXX Xenocide Inc. - +1(813)XXX-XXXX + Utopian Dream - +1(416)XXX-XXXX CyberSpace - +XX-XXX-XXXXXXX + House of God - +XX-XXX-XXXXXXX Violent Playgrnd. - +XX-XXX-XXXXXXX + Helter Skelter - +XX-XXX-XXXXXXX + + Ŀ + INFORMATION FOR THOSE WHO + WANT TO BE IN RAZOR 1911! + + ANYBODY INTERESTED IN JOINING RAZOR 1911 SHOULD CONTACT A CURRENT RAZOR + MEMBER. ALL DIST SITES MUST APPLY WITH THE FOLLOWING INSTRUCTIONS : + + CALL THE USHQ + LOGON WITH ACCOUNT: 'RAZOR' PASSWORD: 'RAZOR' + USE THE 'C' COMMAND AND LEAVE MAIL TO BUTCHER OR THE RENEGADE CHEMIST + + Ŀ + SEND MAIL TO : RAZOR 1911 PC + P.O. BOX 2034 + VIDOR, TX 77662 + U.S.A. + + + Ŀ + WORLD FAMOUS RAZOR 1911 + SENIOR & STAFF MEMBERS! + + The Renegade Chemist, Butcher, Razor Blade & Randall Flagg + + Zodact, Black Spyrit, The Chairman, The French Mate, Excessive Knight, + Jurgen, Poise, Red Wizard, Serpico, Marauder, Nimbus, Interloper, + Wolverine, Slum-Dweller, Westbam, Snacky, The Legend & Wayward. + + Ŀ + WORLD FAMOUS RAZOR 1911 + MEGA ELITE SPREAD TEAM! + + Janno, Hoppermania, Moon, Mephistar, Digital Justice, Knox, Skater, + Grimlock, Slain, Macro Nit, Timelord, Transparent, Freedom, Genesis, + Storm Lord, Iceman, Wind Walker, Sid Vicious, Necromancer, Evil Kiwi, + Twilight Time, The Cardinal, The Phantom, Youth Gone Wild,Dune, Soul, + Cybernetic Samurai, The Dutchmen, Shinobi, Grey Death, Egg Head, + DeathStar & Raider. + + Ŀ + SUPPORT THE COMPANIES THAT MAKE QUALITY SOFTWARE! IF YOU ENJOYED THE + ....................GAME, PLEASE BUY THE ORIGINAL!................... + + diff --git a/textfiles.com/piracy/RAZOR/su27rzr.nfo b/textfiles.com/piracy/RAZOR/su27rzr.nfo new file mode 100644 index 00000000..dfbbabc5 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/su27rzr.nfo @@ -0,0 +1,232 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + SU27 Flanker for DOS + (c) SSI + + + Ŀ + + Supplied By : Egoistic Fate Release Date : 14 June 1996 + Cracked By : Beowulf Protection Type : CD check + + Ĵ + + Game Type : Flight sim. System Type : DOS + Packed By : The GEcko Install Method : See below + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + The blade is proud to bring you the DOS version of SU27 Flanker + from the folks at SSI. Like its Windows 95 counterpart, released + by Hybrid last November, the DOS version will dazzle the flight + fans with realistic graphics and in depth missions. However, un- + like the WIN95 version, the DOS version now features the ever-so- + popular network play. So if you're looking for some air combat + action without the hassle of Windows 95, then by all means, pick + this one up. More games from the blade later on today... + + + Crack & Installation Notes + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The entire game is pretty much here since the only thing we took + out was the video sequences. Also, thanks to Beowulf, a CD check + was promptly removed. To play, you need to have at least 486/66, + 8 MB of RAM, 1 MB SVGA card, and a mouse. To install, use the + custom RAZOR install to unpack the files to a directory and run + the crack and the game, it's as simple as that. Mega thanks to + Luck for the new installer! + + + Quick Greetz + ~~~~~~~~~~~~~~ + A few hellos to Speedo, 'Tuna, Third Son, Troll, Pharaoh, Beo., + Egoistic Fate, Faceless, Sternone, Rom Racer, Blue Adept, Mod, + and couple of other old geezers who're still around: FFC, Hoson, + Sector9, Zeus, and Shadow "Budget" "Store Pick-up" "can't get my + dick up to save my life" Master... + + + The GEcko / Summer '96 + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + August West. Beowulf. Blue Adept. Bunter. Catbones. Druidkin. E-Dogg + Egoistic Fate. Faceless. Fiber. The GEcko. Grimmy. Hackrat. Hot Tuna + Jester King. Law&Order. Marlboro. Manhunter. Mod. Night Vision + Ninja Spyrit. Pest. Pharaoh. Pitbull. Reich. Rom Racer. Seal + Sector 9. Spectre. Sternone. The Speed Racer. The Saint. Third Son + Troll/The Chemist. Troops. The Undertaker. White Cracker. Xerox. + + + + Ŀ + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + North America: Rom Racer Europe: Manhunter + + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artur. Beast. Darkside. Dxfer. Ellisdee. Erupt. Everclear. Fugitive. + Immortal. Iron Eagle. Iron Man. Kot. Luck. Nytemyst. Nightsky. + Rio & Ken. Suspicious Image. Tiger. Toast. + + + Razor CD: Director of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Druidkin + + Razor CD: Internet Courier Coordinator + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Pitbull + + Razor CD: The Elites of the Internet Trading Division + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Terra X. Vitas. + Caserd. Chronic Fatigue. Davan. Rainbow. The Jerk. The Punisher. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + Malevolance Courier HQ O6 Node(s) Egoistic Fate + + The Tribe Belgium HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Shadow Lands Member Board O6 Node(s) Manhunter + Elysium Member Board O5 Node(s) Prowler + Hack's Shack Member Board O4 Node(s) Hackrat + Fornax Member Board O4 Node(s) Seal + Brainblower Member Board O4 Node(s) Grimmy/Xerox + Jeremy's Crypt Member Board O4 Node(s) Fiber + Warhammer 2,000 Member Board O2 Node(s) Law & Order + Wares Shack Member Board O5 Node(s) Reich&August West + + Hakuna Matata Affiliate O2 Node(s) Beast + Speed & Ecstasy Affiliate O8 Node(s) Darkside + Are You Sure ??? Affiliate O4 Node(s) Kot/Tocont + Just 4 Fun Affiliate O6 Node(s) Artur/TGD + DeathScape Affiliate O2 Node(s) Rom Racer + Genocide Affiliate O6 Node(s) Rio & Ken + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all! + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (XXX)XXX-XXXX + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.ionet.net/~razor/razor1911.html + or + http://www.ifi.unit.no/razor + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or the best in CD-Rom + compilations, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + or + + CHECK OUT!!!!! DIGCANDY.ZIP included on this disk. + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/supspeed.nfo b/textfiles.com/piracy/RAZOR/supspeed.nfo new file mode 100644 index 00000000..479ba5d8 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/supspeed.nfo @@ -0,0 +1,167 @@ + __ _ + __ ___ ____ + _ _______________ ______ __ _ ___ + __ ___ _______ ___ __ _ ____ _ __ + _ ___ ______ ____ _ ___________ _____ _____ ____ _ + _ ___ ___ _ ___ ___ _ ___ __ ____ ___ ____ _ + _ _______ ____ ___ _ ___ __ ___ ____ _ _______ ___ _ + _ ___ _____ __ ___ ___ ___ ______ __ ___ ___ _ + _ ___ _____ ____ ___ ______________ _____ ___ ___ __ + _ _____ _ _____ __ _ ___ _ _ __ _ ___ ____ + __ __ _______ ___ _ __ __ ____ _ ____ _ _ + _ ___ __________ __ ___ _ ___ _ + ____ _____ __ + _______ 1 9 1 1 + + + +----------------------------------------------------------------------------+ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Super Speed (c) The Game Factory + + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + Supplied By : No one you know Release Date : 12 May 1995 + Game Type : Overhead Racer Game Rating : 6.5/10 + + +---------------------------------------------------------------------------- + + Cracked By : n/a Protection Type : none + Crack Patch : n/a Install Method : subst not needed + + +---------------------------------------------------------------------------- + + Game Notes + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Another rockin' registered shareware release from the guys at FBI... + I mean RAZOR... Docs included from the company... GERMAN or ENGLISH + + P.S.: This game is *IDENTICAL* to Super Sprint... Multiple players + allowed! + + No One You Know - Razor 1911 + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + School's out. It's time to party. + + Get ready for Razor's summer rush! + + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + The GEcko. The Speed Racer. Pharaoh. Roland . Wayward. Beowulf + Major Theft. Cameron Hodge. Raw Liquid. Oliver Stoned. VFast + The Comanche, Blitzkrieg-X, Hot Tuna and Mav! + Blackhawk - hope everything works out for you. + + Quartex - Prestige - Classic - Supremacy + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Beowulf. Big Balls. Big Boss. Bit Manipulator. Blackhawk. + Blitzkrieg-X. The Brain. Cameron Hodge. Celestial Wizard. The Comanche + Eos. Faldo. The GEcko. The Ghost Wind. Hot Tuna. Hula. Jack. James Bomb. + KidCapri. Kilroy. Merlin. Network. Pharaoh. Physco Stik. Pitbull + Quacker. Randix. Roland. Snake. Sun Dancer. Techno Rave. Third Son + The Speed Racer. Wayward. White Fox. Wyvern. Zinxs. + MANY UPCOMING CHANGES + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + Razor 1911: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Snake + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Black Mantle. The Dutchmen. King Lear. Lunatic Genius. + Malicious Intent. Maximum Carnage. Maverick. + Raistlin. Red Devil. Toast + + Razor 1911 : European Elite + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Digital Justice. Elvin Nox. Eminenz. Faldo. Hero + The Master. Mister Big. Rage. Raw Liquid. Toadie + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + - Under Construction - World HQ 10 Node(s) To be announced + The Silo USA HQ 6 Node(s) The Comanche + Tower of Sorcery Courier HQ 7 Node(s) Arch-Magi + Beyond Akira Canadian HQ 10 Node(s) Pharaoh + Aquila Euro HQ 5 Node(s) The Brain + + The Belfry Member Board 3 Node(s) Faldo + Menzoberrazan Member Board 2 Node(s) Pitbull + Robin's First Orgasm Member Board 5 Node(s) Big Balls + Reggae Muffin Member Board 3 Node(s) IE/Sector 9 + Snake's Place Member Board 4 Node(s) Snake + Street Spydrs Member Board 4 Node(s) Maverick/GEcko + The Wall Member Board 7 Node(s) Roland/TGW + Utopia Member Board 3 Node(s) Zinxs + + Metal Works Dist. Site 2 Node(s) Heavy Metal + Run & Shoot Dist. Site 2 Node(s) Kman + The Grave Yard Dist. Site 4 Node(s) The Undertaker + + Rock Creek Affiliate 3 Node(s) Third Son + Toxic Dump Affiliate 2 Node(s) Toast/Darkwing + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Dist Site. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)266-8330 + Logon : RAZOR + Pword : RAZOR + + +----------------------------------------------------------------------------+ + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/syndicat.nfo b/textfiles.com/piracy/RAZOR/syndicat.nfo new file mode 100644 index 00000000..3904a22b --- /dev/null +++ b/textfiles.com/piracy/RAZOR/syndicat.nfo @@ -0,0 +1,142 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + SYNDiCATE SALES MULTILANGUAGE RELEASE! + (English, French, Italian) + Ĵ + Supplier : DEViL / Digital Justice Publisher : Bull Frog + Cracker : N/A Graphics : VGA + Rel. Date : 17TH JUNE 1993 Soundcard : Sound Blaster + + + Game Notes: Another cool release from Italy's Finest! It is surely one + ~~~~~~~~~~~ of the best game of the year + This version is multilanguage and ya can choise it from the + install + Use -$ option and run the install program from floppies! + + Greets: Randall Flagg, The Renegade Chemist, French Mate (Cool intro!) + ~~~~~~~ Butcher, Jurgen, Serpico, Razor Blade, POWS, Sector 9, + Wolverine, Excessive Knight, Big Boss, Slain and all the + other Razor Viados and KiWiS + + RAZOR 1911 the BEST in the WORLD! + + Private Messy from Randall Flagg to Dr. Detergent: Ever heard of Byte + ~~~~~~~~~~~~~ Cracks? + + + + -/\> Signed by DEViL & Digital Justice + + Ŀ + RAZOR 1911 BOARDS + Ĵ + RAZOR WHQ!...........World HQ.......6 nodes..ITS-PRI-VATE....A Sysop!..... + The Pit..............Courier HQ.....4 nodes..ITS-PRI-VATE....Kidlat!...... + Unknown Pleasures....European HQ....2 nodes..ITS-PRI-VATE....Razor Blade.. + The Brewery..........AHQ............4 nodes..ITS-PRI-VATE....Ginnie....... + Craftworld...........CHQ............2 nodes..ITS-PRI-VATE....Slum Dweller. + Ĵ + Agents of Fortune....Member Board...4 nodes..ITS-PRI-VATE....Butcher...... + Boner's Domain.......Member Board...2 nodes..314-434-8706....Rambone...... + Spyrit's Crypt.......Member Board...2 nodes..ITS-PRI-VATE....Black Spyrit. + Unknown Origin.......Member Board............ITS-PRI-VATE....The Unknown.. + Death Valley.........Member Board............+39-XXX-XXXX....Jurgen....... + State of Devolution..Member Board...2 nodes..ITS-PRI-VATE....Marauder..... + C.N.S................Member Board...2 nodes..ITS-PRI-VATE....Wolverine.... + Cloud Nine Elite.....Member Board.999 nodes..ITS-PRI-VATE....Nimbus....... + Suburbia.............Member Board...4 nodes..ITS-PRI-VATE....The Chairman. + Ĵ + ASCII Express........Affiliate...............617-631-3064....Cptn. Over... + Bucket of Blood......Affiliate...............403-XXX-XXXX....Roger Ramjet. + Camelot..............Affiliate......2 nodes..606-258-2821....Black Knight. + Covert Action ][.....Affiliate......3 nodes..818-XXX-XXXX....Contra....... + Data Dump............Affiliate......2 nodes..504-XXX-XXXX....RISC......... + Maximum Overdrive....Affiliate......2 nodes..ITS-PRI-VATE....Twin Turbo... + Metal Works..........Affiliate...............ITS-PRI-VATE....Heavy Metal.. + Midpoint Void........Affiliate......2 nodes..ITS-PRI-VATE....Holy Ward.... + Street Spydrs........Affiliate......4 nodes..713-XXX-XXXX....Maverick..... + The Pump.............Affiliate......2 nodes..ITS-PRI-VATE....The Iron Man. + The Chaos Factory....Affiliate......2 nodes..604-824-9074....Mad Bomber... + Utopian Dream........Affiliate...............416-XXX-XXXX....White Ire.... + Ĵ + CyberSpace...........Affiliate......2 nodes..+41-27563418....ULi.......... + Digital Express......Affiliate...............+55-XXX-XXXX....Red Baron.... + Horror House.........Affiliate...............+45-54850045....Thunder Droid + The House of God.....Affiliate......2 nodes..+31206642172....Hoppermania.. + Violent Playground...Affiliate......2 nodes..+46-XXX-XXXX....Laric........ + Ĵ + RAZOR 1911 SUPPORT BOARDS + Ĵ + The Interpalace [512] + + + Ŀ + RAZOR 1911 MEMBER LIST + Ĵ + Butcher - Joint Thirtysomething Randall Flagg - Chief Cracker + Razor Blade - Still in Mourning The Renegade Chemist - Van-o-rama + Ĵ + Marauder - Official Razor Pilot DEViL - Evil Spreadmaster + Black Spyrit - Dead Artfag's Society The French Mate - Friend & Coder + Ginnie - Sysop of The Brewery Snacky - Cracker & Trainer + Westbam - The REAL Germany's FINEST! Serpico - Official Razor Gangsta' + Picasso - Official Razor Impressionist Delirium Tremens - Drunk as usual + Wolverine - Cracker from Hell Poise - Official Razor Scribbler + Interloper - Funny Kid Big Boss - Sysop of Mirage + Slum Dweller - Sysop of Craftworld Prime Target - Cool Friend + Excessive Knight - Off Interrailing Nimbus - Resident Health Nut + Zodact - Founder of Razor 1911 PC Kidlat! & Akira - Sysops, The Pit + The Chairman - Enjoys fine furniture Melody Maker - Another funny kid + The Unknown - Sysop of Unknown Origin Red Wizard - Killer Trainer + Picasso - Official Razor Impressionist Jurgen - Sysop of Death Valley + Warchild - Official Razor Member Rambone - US Courier Chief + Ĵ + --> Members not on this list are unlisted for obvious reasons. <-- + + + Ŀ + RAZOR 1911 SPREADING TEAM + Ĵ + DEViL, Interloper, Prince of Sin, Sid Vicious & Wind Walker + Ĵ + The Illusionist, Czar, Battlehawk, Hunter, Grey Death, Racer-X, Snowball, + The Phantom, Storm Lord, CyberNetic Samurai, Mephistar, Digital Justice, + Moon, Mace, GML/TU, Hoppermania, Janno, Slain, Youth Gone Wild, TimeLord, + Evil Kiwi, Transparent & The Sniper + Ĵ + Ace High, Cyber Shark, Weakness, The Cardinal, Dr. Johnny Fever, Egghead, + The Traveler, The Magus, Spirit King, Caramon Majere & IceMan + + + ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! + ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ + RAZOR 1911 is currently looking for dedicated, hardworking, enthusiastic + courier trainees. If you ever wanted to be a full-fledged courier for a + major force in the Pirating scene, nows your chance! Download the + RAZOR.APP from Boners Domain or grab it from any RAZOR 1911 release + fill it out, and upload it to Boners Domain care of Rambone. + + Ŀ + HOW TO CONTACT RAZOR 1911 + Ĵ + To get in touch with Razor 1911 call our WHQ Mirage. To get in touch with + Razor 1911 Canada call Craftworld. To get in touch with Razor 1911 Europe + call Unknown Pleasures using account name 'RAZOR' password '1911' and mail + Randall Flagg. If you want to be a Dist Site call Agents of Fortune with + account 'RAZOR' password 'RAZOR' and leave mail to Butcher. Also you can + write to us for cool stuff at : + + RAZOR 1911 PC BOX 2034 Vidor, TX 77662 USA + + + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. diff --git a/textfiles.com/piracy/RAZOR/tattac.nfo b/textfiles.com/piracy/RAZOR/tattac.nfo new file mode 100644 index 00000000..d9b0e5ff --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tattac.nfo @@ -0,0 +1,256 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Track Attack (c) MicroProse + + + + + Ŀ + + Supplied By : Hot Tuna Release Date : 30 March 1996 + Cracked By : Mod Protection Type : None + + Ĵ + + Game Format : Action System Type : DOS + Packed By : Third Son Install Method : See below + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + An action packed SVGA racing game from your friends at + Razor 1911. If you like racing you'll need to get this + one. Enjoy! + + Installation Guide + ~~~~~~~~~~~~~~~~~~~~ + Unarj with the switches x -v -y. Run SETUP.EXE and set your + sound. Type TA.BAT to play the game. Thanks to Mod for the + crack for the game! + + Greetz go out to : The Gecko, Pharaoh, Liquidator, Hot Tuna, + MOD, Faceless, Druidkin, Manhunter, Captain Blood, Toast, + Dxfer, Hellraiser, Jimmy Jamez, Sir Alf, Ellisdee, Excal, + White Cracker, Egoistic Fate, Nytemyst, Luck, Khufu, Erupt + Artur, and Everclear ! + + Group GReetz : SCuM, Malice, PWA, Blade Runners and ACID! + + Third Son / RAZOR 1911... + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + We welcome our new member to the family, Erupt !! + + Also congratulations to Universal Soldier, Hawk, Hooligan, + WiS, and Fugitive on joining the WORLD famous spreading team. + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + Well the CD is finally going into duplication in one week and + we thank everyone for being patient and also a special thanks + for those who contributed on making the RAZOR CD a success. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Captain Blood. Catbones. + Egoistic Fate. Faceless. The GEcko. Hojoe. Hot Tuna. + Jester King. Manhunter. Maverick. Mod. Night Vision. + NexMesiah. Ninja Spirit. Pest. Pharaoh. Raistlin. + Raw Liquid. Shadow Master. Sector9. Spectre. Sternone. + The Speed Racer. Third Son. The Undertaker. White Cracker. + + + + Ŀ + + Razor CD: Art Division + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director : Catbones + + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + U.S. - Captain Blood + Euro. - Manhunter + + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artur. Beast. Blue Adept. Conficere. Darkside. Dxfer. Ellisdee. + Everclear. Flint. Fugitive. Hawk. Hooligan. Immortal. Kot. Luck. + Maverick. Nytemyst. Stoney. Suspicious Image. Technorav. + Tiger. Toast. Turok. Tyrus Sithius. Universal Soldier. WiS. + Erupt + + + + + Ŀ + + The Gods of the Razor CD Internet Division ARE: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Excalibur. Druidkin. Hackrat. Khufu. + Marlboro. Pitbull. Sir Alf. The Saint. + + + + Ŀ + + Razor CD: Director of INET Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Druidkin + + + Razor CD: INET Courier Coordinator + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Sir Alf + + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Viper Krynn. Terra X + + Aslan. Bishop. Darwin. Dray. + Hellraiser. Lester. Mr. ZigZag. + Tiger Claw. Vitas. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + This Could be You! Courier HQ OO Node(s) ? ? ? + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + Malevolence Member Board O6 Node(s) Egoistic Fate + Shadow Lands Member Board O6 Node(s) Manhunter/Raw L. + Elysium Member Board O5 Node(s) Prowler/NV + Pyramid Member Board O4 Node(s) Khufu + Rat's Hole Member Board O4 Node(s) Fiber + Round Table Member Board O4 Node(s) Excalibur + Euro RAZOR Member Board O4 Node(s) Pic 9 + + Citadel Of Chaos Affiliate O6 Node(s) COC Staff + Hakuna Matata Affiliate O2 Node(s) Beast + Silicon Dragon Affiliate O4 Node(s) Viper Krynn + Speed & Ecstasy Affiliate O8 Node(s) Darkside + Nuclear Insemination Affiliate O4 Node(s) Blue Adept + Are You Sure ??? Affiliate O4 Node(s) Kot/Tocont + Just 4 Fun Affiliate O4 Node(s) Artur + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (405)943-9867 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or the best in CD-Rom + compilations, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + or + + CHECK OUT!!!!! DIGCANDY.ZIP included on this disk. + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + + \ No newline at end of file diff --git a/textfiles.com/piracy/RAZOR/tempest2.nfo b/textfiles.com/piracy/RAZOR/tempest2.nfo new file mode 100644 index 00000000..58f398dd --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tempest2.nfo @@ -0,0 +1,214 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Tempest 2000 + (c) Atari Interactive + + + + Ŀ + + Supplied By : The Undertaker Release Date : 20 January 1996 + Cracked By : NONE Protection Type : NONE + + Ĵ + + Game Format : Arcade Shoot Em Up System Type : DOS + Packed By : The Speed Racer Install Method : + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + This is a conversion from the Atari Jaguar version. + As the month of January seems to be slow as far as + game releases go , RAZORCD comes up with this great + shoot'em up game courtesy of The Undertaker .. + + I played it through 10 levels and a bonus level and ,no + protection seems to show up. + + Greetz go out to : The Gecko, Pharaoh, Third Son, Hot Tuna, + Beowulf, MOD, Faceless, Shadow Master, Toast, Druidkin, Dxfer, + Manhunter, Bitecrash, Spectre, Luck, Tiger, Egoistic Fate, + Snake, Incest, Jimmy Jamez, White Cracker, Hellraiser, Hammer ! + + P.S. at the GT The Speed Racer beat Egoistic Fate 5-0 in Pool :) + and 11-2 in Air Hockey but at least he provided good amusement + and was a good sport in handling the agony of defeat. + + Group GReetz : DoD, PWA, Malice, RoR, and RiSC ! + + The Speed Racer / RAZOR 1911... + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Congrats to Dxfer, Everclear, Nytemyst, and Turok for joining + the WORLD famous RAZOR spreading team ! + + Razor shirt update: + + These popular shirts are still available. See RZRSHIRT.TXT for + more details. + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Cobra. Druidkin. + Faceless. The GEcko. Hojoe. Hot Tuna. + Maverick. Meat. Mod. Ninja Spirit. Pest. + Pharaoh. Raistlin. Raw Liquid. Shadow Master. Sector9. + Snake. Spectre. Sternone. The Speed Racer. + Third Son. The Undertaker. White Cracker. + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + U.S. - Bitecrash + Euro. - Manhunter + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aeon&Flux. Artur. Beast. Captain Blood. Dxfer. + Everclear. Flint. Luck. Maverick. Nytemyst. Stoney. + Suspicious Image. Syxus. Tiger. Toast. Trilithium. Turok. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + CyberPhreak. Hellraiser. Guht. Khufu. Lester. Morbid Genius. + Mr. ZigZag. Narcus Smee. Omen. Pic 9. Rage. The Saint. + TerraX. Trixel. Tyrus Sithius. Viper Krynn. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + This Could be You! Courier HQ OO Node(s) ? ? ? + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + + Citadel Of Chaos Affiliate O6 Node(s) COC Staff + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Prophecy Alliance Affiliate O6 Node(s) Aeon & Flux + Hakuna Matata Affiliate O2 Node(s) Beast + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/termvel.nfo b/textfiles.com/piracy/RAZOR/termvel.nfo new file mode 100644 index 00000000..d46e1690 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/termvel.nfo @@ -0,0 +1,213 @@ + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Terminal Velocity + (c) Apogee Software + + + + Ŀ + + Supplied By : Cameron Hodge Release Date : 22 June 1995 + Game Type : 3D action Game Rating : 10/10 + + Ĵ + + Cracked By : -- Protection Type : None found + Crack Patch : -- Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Once again Razor rocks the scene w/ another blockbuster title! While + The Retard Chemist ponders how and why I keep smoking him in his own + backyard, everyone else can just sit back and enjoy this amazing 3D + action game from Apogee. Terminal Velocity reminds me of the ever-so + popular Descent with the 360 rotation and fast action. You will zoom + by buildings, through tunnels, while blasting your big guns. I won't + waste anymore time telling you about it, just grab it, and let the + game speak for itself. + + Cameron - Razor 1911 + + As the obvious unfolds, Eclipse has fallen apart, except for one tiny + shareware this month. Praying for revival, they placed their hopes + and dreams on Apogee's great game, as the blade suprises all with the + coup de grace. + + The Speed Racer + + Please note: + + The official Razor 1911 shirt is almost ready for production, and the + quantity will be limited when it comes out, so if you want to secure + yourself a piece of great pirate history before it's gone, we are now + taking pre-order for it. IMPORTANT: to order, please fill out the + RZRSHIRT.TXT (included in this release) and please follow the mailing + directions carefully to send out for your order. + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 welcomes our new United States HQ, Southern Comfort and its + Sysop, Cobra! We also welcome our new European HQ, The Tribe, and its + Sysop, Stern 1 + + We also welcome Druidkin to our Internet team, and Corpse, Janno, + The Sniper, and Nevarre Demonian to world's premier spreading corp! + + -- The best just keep on getting better! -- + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + Personal Greetings to: + + Arch-Magi - congrats on the new baby girl! + Comanche - congrats on the new baby! + + The GEcko. The Speed Racer. Hot Tuna. Pharaoh. Eos. Raw Liquid. Hula. + Illegal Error. $9. Malicious Intent. Roland. Stern 1. Third Son. Toast + Steel Tea. Evil Current. Ustasa. Cyber Angel. Shadow Master. Mav! + + And a special greet to the hottest new trading group, THE CARTEL! + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arch-Magi. Beowulf. Blackhawk. Cameron Hodge. Cobra. + The Comanche. Dr.Magic. Druidkin. EOS. Evil Current. Faldo. + The GEcko. The Ghost Wind. Hot Tuna. Hula. Illegal Error. + James Bomb. Kilroy. Malicious Intent. Masters. Pharaoh. Physco Stik. + Pitbull. Randix. Roland. Sector9. Snake. The Speed Racer. Stern 1. + Techno Rave. Third Son. The Undertaker. Wayward. Wyvern. + + + + Ŀ + + Razor 1911: Directors of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Illegal Error + + Razor 1911: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Malicious Intent + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Corpse. The Dutchmen. Eminenz. Hero. Janno. Junkman. Lunatic Genius + The Master. Maverick. Nevarre Demonian. The Punisher + Rage. Raw Liquid. Red Devil. Skybum. The Sniper. Toadie. + Toast. Ustasa. Vivid. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Gods Realm World HQ 10 Node(s) Razor Staff + Tower of Sorcery Courier HQ 7 Node(s) Arch-Magi + Southern Comfort USA HQ 5 Node(s) Cobra + Akira Canadian HQ 10 Node(s) Pharaoh + The Tribe European HQ 8 Node(s) Stern 1 + The Grave Yard UK HQ 4 Node(s) The Undertaker + + The Belfry Member Board 3 Node(s) Faldo + Cell Block 4 Member Board 3 Node(s) Malicious Intent + Menzoberrazan Member Board 2 Node(s) Pitbull + Reggae Muffin Member Board 3 Node(s) IE/Sector9 + The Silo Member Board 6 Node(s) The Comanche + Snake's Place Member Board 6 Node(s) Snake + Street Spydrs Member Board 4 Node(s) Maverick/GEcko + The Wall Member Board 7 Node(s) Roland/TGW + + Citadel of Chaos Affiliate 4 Node(s) The Punisher + The Haunted House Affiliate 15 Node(s) The Master + Junkyard Affiliate 5 Node(s) Junkman + Little Vegas Affiliate 3 Node(s) Casino Man + Medusa's Domain Affiliate 8 Node(s) Corpse/Medusa + Rock Creek Affiliate 3 Node(s) Third Son + Toxic Dump Affiliate 2 Node(s) Toast/Darkwing + Diabolica Affiliate 2 Node(s) Nevarre Demonian + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)266-8330 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an285616@anon.penet.fi + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + For the very best price in .DAT tapes call: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/tfx.nfo b/textfiles.com/piracy/RAZOR/tfx.nfo new file mode 100644 index 00000000..8d456825 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tfx.nfo @@ -0,0 +1,141 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + T.F.X - TACTICAL FIGHTER EXPERIMENT *CRACK PATCH* from OCEAN. + + ij + + CRACKER : Wolverine GRAPHICS : 256 Color VGA + SUPPLIER : Westbam SOUND : All + PROTECTION : Rob Northen Copylock DATE : 11/19/93 + + + + Ŀ + GAME NOTES/GREETS/ETC .. + ij + + In case you haven't figured it out yet, there IS a version of this game + out that's not cracked. Yes, kids, Pentagram's done it again - or wait, + I guess the whole point is they DIDN'T do it (ie CRACK it), AGAIN. + + Anyway, that's enough ripping on Pentagram, since all you really want to + do is play the fucking game. If you have an uncracked version, run this + loader when you install the program - not afterwards. Well, I guess you + can go ahead and TRY, but unless you run the loader, the PTG version is + not going to install. Just copy the loader onto disk 1 or into your dir + that you are substing from and run it, the game will install normally, + and presto you're hooked up with a 100% working playable version of TFX. + + If you don't have the game yet, don't waste your credits on an uncracked + version. Grab the Razor 1911 version, which, as always, is FIRST and is + CRACKED 100%. That's right, kids, the only 100% version of TFX by OCEAN + is the Razor 1911 copy. + + Incidentally, don't go to bed until late tonight - there's lots more on + the way from the best group of '93 - Razor 1911. The Christmas rush is + here .. + + ij + + Hi-Ho to Westbam, Snacky, Wolverine, Marauder, Fallen Angel, Mephistar, + Dune, Heavy Metal, Chronic Halitosis, Mooncrow, Rom Chp & The Hook .. + + Well FUCK ME! I got it all wrong. Sorry Rage and DuNe, The Exodus is + in LUXEMBOURG, NOT PORTUGAL (of course no offense to EnerGie & Sky ;>). + Anyway, welcome to the group .. + + Foundation - Good job on Sam & Max Hit the Road. Too bad some unknown + lamers stole your credit. + Dream Team - Cool job on Goblins 3. You guys are the only other major + playang by the rules this Xmas season .. + PentaLAME - Not looking so hot now .. by the way, you shouldn't lie in + your nfo files .. trying to put the blame on us for YOUR double release + of Hand of Fate is very lame .. but I guess you are AMATEURS! Leave the + cracking to the PROS at Razor 1911 .. + + + + Ŀ + WORLD-FAMOUS RAZOR 1911 BULLETIN BOARD SYSTEMS + ij + MIRAGE WHQ 6 Lines XXX.XXX.XXXX Big Boss + GATES OF ASGARD Courier HQ 7 Lines XXX.XXX.XXXX Rotor + STATE/DEVOLUTION USHQ 2 Lines XXX.XXX.XXXX Marauder + THE HOUSE OF GOD European HQ 2 Lines +XX.XXX.XXXX Hoppermania + ij + Suburbia Member BBS 4 Lines 214.XXX.XXXX The Chairman + Death Valley Member BBS +39.XXX.XXXX Jurgen Rzr + C.N.S. Member BBS 313.XXX.XXXX Wolverine + Cloud Nine Elite Member BBS 4 Lines 612.XXX.XXXX Nimbus + Road to Nowhere Member BBS 4 Lines 213.XXX.XXXX The Legend + Helter Skelter Member BBS 2 Lines +44.XXX.XXXX Mephistar + Violent Plygrnd. Member BBS +46.XXX.XXXX Laric + Big City Lights Member BBS 2 Lines 217.XXX.XXXX The Hook + ij + Midpoint Void Affiliate 2 Lines 303.XXX.XXXX Holy Ward + The Street Spydrs Affiliate 5 Lines 713.XXX.XXXX Maverick + Metal Works Affiliate 2 Lines 318.XXX.XXXX Heavy Metal + Mooncrow's Aeyrie Affiliate 4 Lines 206.XXX.XXXX Mooncrow + Depeche Violation Affiliate 2 Lines 818.XXX.XXXX Depeche + The Pentagon Affiliate 3 Lines +31.XXX.XXXX Grimlock + The Chaos Factory Affiliate 2 Lines 604.XXX.XXXX Mad Bomber + Passage to Reality Affiliate 3 Lines 416.XXX.XXXX Shadolok + Reggae Muffin Affiliate +XX.XXX.XXXX Illegal E?ror + The Exodus Affiliate 2 Lines +352XXX.XXXX Rage + + + ** RAZOR 1911 >ACTIVE< MEMBERS & SPREADERS ** + + - SENIOR STAFF - Ŀ + + The Renegade Chemist, Marauder & Butcher + + - STAFF - ij + + The Chairman, Wolverine, Big Boss, Serpico, Westbam, + Snacky, Interloper, The Legend, Wind Walker, Hoppermania + Onyx, Mephistar, Mitch, Dark Knight, Rambone, Zebig, + Laric, Chronic Halitosis, Fallen Angel & The Hook. + + + + - ELITE SPREADERS - Ŀ + + The Brain, Skater, Nailz, + Janno, Timelord, Digital Justice, Energie & Sky, Bubble Man + Fugitive & Obliviax, Ralph, IceMan, QuaziModem, DuNe, Raider, + CyberNetic Samurai, Grey Death, The Cardinal, KnoX, Sweda Head, + Death Certificate, The Dutchmen, Blitzkrieg & Egg Head. + + - TRIAL - ij + + Darkknight, Grim, Grandmaster Flash, Rator & Razor Edge. + + + + Ŀ + INTERESTED IN JOINING RAZOR 1911 ? + ij + + If you want to get into Razor as an Affiliate (Dist Site, whatever) then + give a call to our US Headquarters, State of Devolution. Logon with the + account 'RAZOR' password 'RAZOR' and leave mail to Marauder (the Sysop). + All Razor Affiliates are completely functional and do something for the + group. If you can't, then don't bother wasting both our and your time. + + If you are interested in being a Member or Courier for Razor, contact us + at our VMB which you will find in upcoming Razor 1911 releases. Be sure + to leave your voice number and name and what you can do for the group. + + + + SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE (C). + IF YOU LIKED THIS GAME, BUY IT. -*- R A Z O R 1 9 1 1 -*- + + diff --git a/textfiles.com/piracy/RAZOR/tgsummer.nfo b/textfiles.com/piracy/RAZOR/tgsummer.nfo new file mode 100644 index 00000000..88749dce --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tgsummer.nfo @@ -0,0 +1,203 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +ķ + The Games: Summer Challenge +Ľ +͸ + -*- Release Information -*- -*- Game Information -*- +Ĵ Ĵ + Cracker ONYX Publisher Accolade + Protection Type Code Wheel Graphics VGA/256c + Supplier Stormbringer Sound SBPro/Roland/Etc... + Rating 10/10 # of Disks 1 + Date of Release 10/01/92 Disk Size 1.44mB +; +ķ + Release Notes +Ľ + + Hype off the back of the box: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + THE GREATEST ATHLETES ON EARTH. + THE MOST AUTHENTIC SIMULATION OF ITS KIND. + + A lifetime of training boils down to one moment. + + The fastest, strongest and most skilled champions from around the globe + gather in one great city to determine who is the best of the best. To the + victors go the precious medals that symbolize the ultimate in athletic + achievement. + SUMMER CHALLENGE pits you against these international athletes in eight + remarkably realistic events. Represent your country in the 400 meter + hurdles, pole vault, high jump, cycling, kayaking, javelin, archery + and equestrian events. Time and time again, you will extend the boundaries + of speed, strength and accuracy -- for yourself and for your flag. + + The world is watching. The glory is yours for the taking. + + --- + + Up to 10 players + 256-color VGA graphics + A stunning blend of digitized, 3-D polygon-fill and bit mapped images + Unique "Athlete's-Eye" perspective with full animation + Full-feature instant replay that works like your VCR + Training runs or full Medal competition + Digitized sound effects + Full music & sound board supprt + + Game Notes: Another Summer Olympics spin-off.. only this one's from an Amer- + ~~~~~~~~~~~ ican company and its worth playing! Great sound and graphics + make the Summer Games a lot of fun all in the comfort of your own + home. Oh yeah, if you want to know how to play the game be sure + and print out the accompanying QuickDox (TGSUMMER.QDX). You need + about 1.5 megs free on your hard drive to install the game, and + about 1 meg for the slow loading version. + + The game must be installed. You can install it by SUBSTing a + drive or unzipping + installing from floppy. As an example you + can type SUBST A: C:\TEMP and A: drive will become that dir- + ectory. Just unzip the disks into it, log to A: and install. + We tested the game for an hour or so and found no other pro- + tection besides the one that ONYX removed, but in case you do + please call one of our boards and let us know. To load the + game run ONYX's crack (SUMCRACK.EXE) and then type SUMMER. + + Greets: Stormbringer: Thanks for the ware man! Too bad your sister's + ~~~~~~~ been getting out of line lately. + Holy Ward: Nice work man! + Martial Artist: Can't wait to see the trainer for this one! + Liqiud Khaos: Thanks for staying up man! + Line Noise: Nice work on the MicroProse stuff but why do you + continue to support the pack of lamers that INC + has become? Just a thought... + ONYX: Thanks for a mah-velous crack. + + INC: That was a pretty lame move you pulled on Spell- + casting. If you can't get your own releases out + in time don't steal ours or anybody else's. + + + BIG greets to DARWIN - UNKNOWN - WITCH - BUTCHER - SECTOR9 - DOCTOR NO - ONYX + Group greets to CRYSTAL - NEMESIS - SKILLION - SPREADPOINT - TDT - TKK - TRSI + + Another Accolade for Razor 1911... + +ķ + -=RAZOR=- Couriers +Ľ + + - Senior - + + The Unforgiven, Wind Walker, Bubba, Avalon. + + - Elite - + + Shadow PhanTom, Baddog, Ur Lord, Load Master, Bullwinkle, + Lord Tiamat, The Dark Lord, DEViL, Messenger of Death, + Phantom, The Enforcer, Liquid Khaos, Azmodeus. + + - Trial - + + Cylus, Dead Pool, Sugar, Beach Bum, Gangsta Rok. + +ķ + -=RAZOR=- Affiliate Systems +Ľ +ķ + Suburbia -=RAZOR=- WHQ The Chairman ITS/PRI-VATE + Apocalypse -=RAZOR=- Courier HQ P.O.W. ITS/PRI-VATE + The DaRK PaLaCE -=RAZOR=- RazorDox WHQ The Witch King ITS/PRI-VATE +Ķ + Agents of Fortune -=RAZOR=- Member Board Butcher 409/786-3767 + Crime Ring -=RAZOR=- Member Board Kingpin 714/PRI-VATE + Farpoint Station -=RAZOR=- Member Board Peeker 714/928-4207 + The Fault Line -=RAZOR=- Member Board Martial Artist 403/288-8402 + The Legacy -=RAZOR=- Member Board The Advocate ITS/NOW-DOWN + Midpoint Void -=RAZOR=- Member Board Holy Ward ITS/PRI-VATE + Spyrit's Crypt -=RAZOR=- Member Board Black Spyrit 802/879-1136 + Unknown Origin -=RAZOR=- Member Board The Unknown 214/442-5021 +Ķ + Reign In Blood -=RAZOR=- Affiliate Uriel 718/698-1969 + Legend of Ampasaurus -=RAZOR=- Affiliate Vincentio 604/241-2490 + So-Krate's -=RAZOR=- Affiliate Philosopher 310/578-7226 + Peril Gates -=RAZOR=- Affiliate Isopropyl 616/938-3248 + Elysium -=RAZOR=- Affiliate Squire 508/PRI-VATE + The Cellar -=RAZOR=- Affiliate Ruskin + [rt] 401/739-2946 + The Space Zone -=RAZOR=- Affiliate Death Ray 301/416-0118 + The Jungle -=RAZOR=- Affiliate The Ware Lord 615/758-2876 + BoomTown -=RAZOR=- Affiliate Boomer 407/658-6472 + The Data Dump -=RAZOR=- Affiliate RISC 504/455-0139 + The Bull Farm -=RAZOR=- Affiliate Bull 504/241-6440 + Wares for the Masses -=RAZOR=- Affiliate Goobug/Steel 302/836-6175 + The File Cabinet -=RAZOR=- Affiliate File Clerk 815/399-8978 + Altered Destiny -=RAZOR=- Affiliate Liquid Khaos 510/PRI-VATE + Street Spydrs -=RAZOR=- Affiliate Maverick 713/PRI-VATE + Digital Express -=RAZOR=- Affiliate Red Baron 55/273250791 +Ķ + The Prophecy -=RAZOR=- Outpost Nostradamus 301/681-4380 + Infinite Darkness -=RAZOR=- Outpost Midnight Sor. 305/561-3877 +Ľ + +ķ + -=RAZOR=- Information +Ľ + + So you wanna be a Razor 1911 Courier? There's an application in this + zip. Grab it, fill it out, and send it up to Suburbia in care of The + Unforgiven. We are in need of couriers for the Christmas rush, es- + pecially those available in the DAYTIME. + + So you wanna run a Razor 1911 Affiliate? If you're willing to do more + for the group than just run a board, call Agents of Fortune at (HST) + 409/786-3767 or (v.32bis) 409/786-1598. + + If you appreciate all the hard work that Razor 1911 and its members do + every day to get the releases out to you, the best thing you can do is + write to us how you feel. If you don't appreciate it and you hork on + the ground we tread on you can write to us as well. Fan & hate mail + are both welcome and will be posted in the RazorNet (tm) once it goes + back up. We also appreciate all donations of ORIGINALS & HARDWARE. + + * hork (verb) - to spit, upchuck, hurl, spew, heave, vomit, or puke. + +ķ + -=RAZOR=- P.O. Box Addresses +Ľ + + RAZOR 1911 RAZOR EUROPE + BOX 264 BOX 945 + 2323 SAN ANTONIO N-7001 TRONDHEIM + AUSTIN, TX 78705 NORWAY + U.S.A. + + "DON'T WAIT! WRITE US TODAY!" + + ANOTHER FINE -=RAZOR=- CRACK! -=RAZOR=- SHREDDING THE COMPETITION! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/thawk.nfo b/textfiles.com/piracy/RAZOR/thawk.nfo new file mode 100644 index 00000000..a1d0d56d --- /dev/null +++ b/textfiles.com/piracy/RAZOR/thawk.nfo @@ -0,0 +1,207 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Firestorm Thunderhawk 2 + Core Design + + + Ŀ + + Supplied By : HoT TuNa !! Release Date : 13 December 1995 + Cracked By : -- Protection Type : none found + + Ĵ + + Game Format : CD rip System Type : Dos + Packed By : HoT TuNa !! Install Method : Unarj and Play! + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Another release from the blade this chopper sim game is very good + there is a variety of missions to fly all over the world and the + graphics are just stunning play it and see what i mean. + + + + Crack and Install Info + ~~~~~~~~~~~~~~~~~~~~~~~~ + + I ripped out 1 movie file and 77 audio tracks, the movie file could + have remained in but that would of been 10 disks more for you guys + to download! + + Just unarj x and type install and away you go. + + H0t TuNa / GoD 1911 + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + Bitecrash, The Speed Racer, Pharaoh, Third Son, Beowulf, + Mod, Druidkin, Faceless, Sternone. $9, Shadow Master, CyberPhreak. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Beowulf. Cameron Hodge. Cobra. CyberPhreak. Druidkin. + Dr. Detergent. Faceless. Fatal Error. The GEcko. Gilby. Hojoe. + Hot Tuna. Hula. Jock Rockwell. Kilroy. Maverick. Mod. Ninja Spirit + Pharaoh. Pitbull. Raw Liquid. Shadow Master. Sector9. Snake. + Spectre. Sternone. The Speed Racer. Third Son. + The Undertaker and Wolverine! + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bitecrash + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Anthrax. Artur. Beast. Bitecrash. Captain Blood. Dagobah. + Elvin Nox. Fatal Error. Janno. Ralph. Syxus. Toast. Ware Maker. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Code Zero. Clubber. Crypter. CyberPhreak. Guht. Khufu. + Manhunter. Morbid Genius. Mr. ZigZag. Narcus Smee. Pic 9. + Rage. TerraX. The Saint. Trixel. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + The Crypt Member Board O4 Node(s) Spectre/Blade + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + + Citadel of Chaos Affiliate O5 Node(s) Toast + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/theopen.nfo b/textfiles.com/piracy/RAZOR/theopen.nfo new file mode 100644 index 00000000..52342b4f --- /dev/null +++ b/textfiles.com/piracy/RAZOR/theopen.nfo @@ -0,0 +1,187 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Scottish Open + (c) Core Design + + + + Ŀ + + Supplied By : Kilroy Release Date : 19 May 1995 + Game Type : Sports Game Rating : 9/10 + + Ĵ + + Cracked By : -- Protection Type : None found + Crack Patch : -- Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Once again the legendary blade comes through with another great title. + This time it is a superp golf sim from Core Design. Unlike the other + golf game on the market today, this title employs 3 different camera + angle to capture the most realistic aspect on the course, check it + out for yourself. Make sure you grab our earlier release today, + Pinball Mania from 21st Century Entertainment. + + Remember, other wannabes groups come and go, only the Razor team can + you this type of quality game year after year. So enjoy this for now, + and you can bet your ass we have more on the way very soon! + + RaZoR 1911 talent search: We are looking for a talented artist to + design a logo for our upcoming T-Shirt and Baseball cap collection, so + if you think you're good 'nuff to design our new shirt and hat, contact + us now! + + The GEcko / RaZoR !9!! + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Lots of activities and changes, so pay attention: + + RaZoR 1911 welcomes the following additions to the world's premier + courier team: Evil Current, The Punisher, and Ustasa. + + Welcome back goes to Sector9, and congrats out to Illegal Error for + for making the team! + + 7 more days to our brand new World Headquarter; contact your local + RaZoR member for your own special account! + ________________________________________________________________________ + + For the very best price in .DAT tapes, call (416) 461-8111 + + Account: CUSTOMER + Passwrd: DAT + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + To our families and friends around the globe: + + Hot Tuna. The Speed Racer. Pharaoh. Beowulf. Illegal Error. Sector9 + EOS. The Commanche. Physco Stik. Racer-X. Shadow Master. Cyber Angel + + + And a special greet to our partner in crime, Quartex Amiga! + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arch-Magi. Beowulf. Big Balls. Big Boss. Bit Manipulator. + Blackhawk. Blitzkrieg-X. Cameron Hodge. Celestial Wizard. The Comanche + EOS. Faldo. The GEcko. The Ghost Wind. Hot Tuna. Illegal Error. James Bomb + Kilroy. Malicious Intent. Network. Pharaoh. Physco Stik. Pitbull + Racer-X. Randix. Roland. Snake. The Speed Racer. Techno Rave + Third Son. The Undertaker. Wayward. White Fox. Wyvern. + + + + Ŀ + + Razor 1911: Directors of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Illegal Error and Sector9 + + Razor 1911: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Malicious Intent + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Dutchmen. Eminenz. Evil Current. Hero. Junkman. Lunatic Genius + The Master. Maverick. Maximum Carnage. The Punisher. Rage. Raistlin. + Raw Liquid. Red Devil. Toadie. Toast. Ustasa. Vivid. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + God's Realm World HQ 8 Node(s) -- Sysop -- + Tower of Sorcery Courier HQ 7 Node(s) Arch-Magi + The Silo USA HQ 6 Node(s) The Comanche + Beyond Akira Canadian HQ 10 Node(s) Pharaoh + The Grave Yard UK HQ 4 Node(s) The Undertaker + + The Belfry Member Board 3 Node(s) Faldo + Menzoberrazan Member Board 2 Node(s) Pitbull + Robin's First Orgasm Member Board 5 Node(s) Big Balls + Reggae Muffin Member Board 3 Node(s) IE/Sector 9 + Snake's Place Member Board 4 Node(s) Snake + Street Spydrs Member Board 4 Node(s) Maverick/GEcko + The Wall Member Board 7 Node(s) Roland/TGW + + Cell Block 4 Affiliate 3 Node(s) Malicious Intent + Junkyard Affiliate 5 Node(s) Junkman + Rock Creek Affiliate 3 Node(s) Third Son + Toxic Dump Affiliate 2 Node(s) Toast/Darkwing + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)266-8330 + Logon : RAZOR + Pword : RAZOR + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/thof.diz b/textfiles.com/piracy/RAZOR/thof.diz new file mode 100644 index 00000000..5122774d --- /dev/null +++ b/textfiles.com/piracy/RAZOR/thof.diz @@ -0,0 +1,7 @@ +__________ _______________ _______________ +\_____ _) ________ \ ________ _) + | \_ | \_ ___/_ | \_ \_ + | | aBn / . / | / : / 1911 / + |___:___ /__|___ /______ /______ /__:___ / +-------\/------\/------\/------\/------\/- + THE HAND OF FATE FROM VIRGIN/WESTWOOD! 1/8 diff --git a/textfiles.com/piracy/RAZOR/tmwar.nfo b/textfiles.com/piracy/RAZOR/tmwar.nfo new file mode 100644 index 00000000..78db9ba8 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tmwar.nfo @@ -0,0 +1,240 @@ + + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + This Means War! (c) Microprose + + + + Ŀ + + Supplied By : Ninja Spirit Release Date : 21 December 1995 + Cracked By : -- Protection Type : -- + + Ĵ + + Game Format : CD rip System Type : WIN 3.1 / WIN 95 + Packed By : The GEcko Install Method : INSTALL.EXE + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + This Means War! is hyped as part sim city and part wargame, and + from what we've seen so far, it's all true! This is a strategy + building game for people who love to blow things up. So if you + been waiting for something else other than Warcraft to play, + check this out, you won't be disappointed. Yet another sweet + Microprose game bagged by the Razor Cracking Machine! + + + Crack and Install Info + ~~~~~~~~~~~~~~~~~~~~~~~~ + The music from the original was ripped out since it was pretty + damn irritating. The intro and the sound effects are all here! + To play, just unpack the files with the Razor INSTALL, and run/ + click TMW to play. You need only 35 megs to run. No crack was + necessary on this one. + + + Final Note + ~~~~~~~~~~~~ + Once again, Ninja Spirit got off his girlfriend to pick up a + cool game, and I also like to greet Shadow Master for waking up + my ass up to tell me the game is in...Merry Christmas to all you + bums out there...go out and spend some money! + + + DA GECKO / X-MAS '95 + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Razor shirt update: + + These popular shirts are still available. See RZRSHIRT.TXT for + more details. + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + What the Razor guys want from Santa! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Da Speed Racer........a red Mustang GT! + Pharaoh...............T1 line for Akira + Hot Tuna..............round trip ticket to Winter CES + Third Son.............want that babe from EB! + Beowulf...............Star Control III...Star Control III...Star.. + Mod...................cookies, more cookies! + Shadow Master.........a new boyfriend..opps...meant girlfriend..:) + Faceless..............more whisky. + Ninja Spirit..........get rid of those herpes...:) + Sternone..............bah humbug! + Druidkin..............kill those AOLamers! + Raw Liquid............Porche (1)911 convertable! + The Undertaker........bah humbug! + and Da GEcko..........get someone else to write these long winded + .NFO....;) + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Arctic Cat. Beowulf. Cameron Hodge. Cobra. CyberPhreak. Druidkin + Dr. Detergent. Faceless. Fatal Error. The GEcko. Gilby. Hojoe. + Hot Tuna. Hula. Jock Rockwell. Kilroy. Maverick. Mod. Ninja Spirit + Pharaoh. Pitbull. Raw Liquid. Shadow Master. Sector9. Snake. + Spectre. Sternone. The Speed Racer. Third Son. + The Undertaker and Wolverine! + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bitecrash + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Anthrax. Artur. Beast. Captain Blood. Dagobah. Flint + Janno. Luck. Ralph. Stoney. Syxus. Toast. Viper Krynn. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Code Zero. Crypter. CyberPhreak. Guht. Khufu. Lester. + Manhunter. Morbid Genius. Mr. ZigZag. Narcus Smee. Nero. + Pic 9. Rage. The Saint. TerraX. Trixel. Tyrus Sithius. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Blade + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + + Citadel Of Chaos Affiliate O6 Node(s) COC Staff + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/tmwfix.nfo b/textfiles.com/piracy/RAZOR/tmwfix.nfo new file mode 100644 index 00000000..fa0f8f11 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tmwfix.nfo @@ -0,0 +1,237 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + This Means War! WinG Driver + (c) Microprose + + + + Ŀ + + Supplied By : Ninja Spirit Release Date : 21 December 1995 + Fixed By : Pharaoh Protection Type : -- + + Ĵ + + Game Format : WinG drivers System Type : Windows'95 + Packed By : Pharaoh Install Method : pkunzip -d + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + It has come to our attention that some small part of the gamer + population out there still don't have WinG driver for their + Windows systems (hello Faceless!), so here we are to save the + day. Just copy the files into the Windows System directory and + run. Don't forget that you need 256 colors to play, no less and + no higher either...! + + Note: Most of the upcoming Windows games will require WinG DLLs + installed on your system, so leave the drivers there. + + Quick Tutorial + ~~~~~~~~~~~~~~~~ + After the ugly lieutenant comes up, click on the small speaker + and it will take you into the main menu, select new game. The + game will start paused, so unpause it, better to run at maximum + speed, microsoft's WinG is still slow as bloody hell. + + As soon as possible, click and drag on the command center up to + right, until the red square that appears turns green. After it + turns green, release the mouse button. You have just built your + first tent city. Once you create this city, you'll have more + man power and better resources. + + + DA GECKO / X-MAS '95 + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Razor shirt update: + + These popular shirts are still available. See RZRSHIRT.TXT for + more details. + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + What the Razor guys want from Santa! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Da Speed Racer........a red Mustang GT! + Pharaoh...............T1 line for Akira + Hot Tuna..............round trip ticket to Winter CES + Third Son.............want that babe from EB! + Beowulf...............Star Control III...Star Control III...Star.. + Mod...................cookies, more cookies! + Shadow Master.........a new boyfriend..opps...meant girlfriend..:) + Faceless..............more whisky. + Ninja Spirit..........get rid of those herpes...:) + Sternone..............bah humbug! + Druidkin..............kill those AOLamers! + Raw Liquid............Porche (1)911 convertable! + The Undertaker........bah humbug! + and Da GEcko..........get someone else to write these long winded + .NFO....;) + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Cobra. CyberPhreak. Druidkin. + Dr. Detergent. Faceless. Fatal Error. The GEcko. Gilby. Hojoe. + Hot Tuna. Hula. Jock Rockwell. Kilroy. Maverick. Mod. Ninja Spirit + Pharaoh. Pitbull. Raw Liquid. Shadow Master. Sector9. Snake. + Spectre. Sternone. The Speed Racer. Third Son. The Undertaker. + White Cracker. and Wolverine! + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bitecrash + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Anthrax. Artur. Beast. Captain Blood. Dagobah. Flint. Janno. Luck. + Nero. Stoney. Suspicious Image. Syxus. Toast. Trilithium. Viper Krynn. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Code Zero. Crypter. CyberPhreak. Guht. Khufu. Lester. + Manhunter. Morbid Genius. Mr. ZigZag. Narcus Smee. Nero. + Pic 9. Rage. The Saint. TerraX. Trixel. Tyrus Sithius. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Blade + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + + Citadel Of Chaos Affiliate O6 Node(s) COC Staff + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/toast1st.nfo b/textfiles.com/piracy/RAZOR/toast1st.nfo new file mode 100644 index 00000000..cabf1b7e --- /dev/null +++ b/textfiles.com/piracy/RAZOR/toast1st.nfo @@ -0,0 +1,182 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Atari 2600 Action Pack + (c) Activision, Inc. + + + + Ŀ + + Supplied By : The GEcko Release Date : 14 March 1995 + Game Type : Action Game Rating : 08/10 + + Ĵ + + Cracked By : -- Protection Type : none located + Crack Patch : -- Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Activision gives those of us who are former Atari 2600 fans the + opportunity to replay all their classic titles on PC. This is + the first of the four volume series. Volume I features 15 nos- + talgic titles including River Raid, Chopper Command, and the + original Pitfall, one of the most popular video games of all + time! To the disppointment of our fine crackers, this game was + not protected; however, if by some freak of nature that a crack + is required, you can bet your cookies that we will be right on + it! + + Well folks, it is our pleasure to bring you another quality PC + title, and if you're looking for more of the same, call up one + of our sites worldwide and see what you have been missing! + + + -- The GEcko + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 welcomes: + + - Rest In Peace as our new United States HQ! + - Toxic as the new addition to the world famous spreading team! + + A quick note to the Razor applicants' who have been leaving messages + for me on our application site: You must leave your real name and a + voice number where you can be reached, or you will not be contacted. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~~~ + The Speed Racer, Eos, Randall Flagg, Blackhawk, Beowulf, Widget, + Hot Tuna, Wayward, Jack, Faldo, Third Son, Marauder, Jester King, + Shadow Master, Tazman, Cyber Angel, Hula, Hoson, Quacker & Zeus. + + Paradox - Hybrid - Tyranny - Classic - Prophecy + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf, Big Balls, Big Boss, Bit Manipulator, Blackhawk, The Brain, + Cameron Hodge, The Cardinal, Celestial Wizard, Dark Overlord, Eos, + The GEcko, The Ghost Wind, Hot Tuna, Jack, James Bomb, Lord Thinker, + Marauder, Max Xevious, Merlin, Night Blade, Network, Pharaoh, + Pitbull, Randall Flagg, Sun Dancer, The Resistance, The Speed Racer, + Wayward, Widget & Wyvern. + + + + Ŀ + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Black Mantle, Captain Willy, Celestial Wizard, + Criminal, The Dark Prophet, The Dutchmen, Jester King, King Lear + Lunatic Genius, Maverick, Mr.Skill, Pagan Lord, Pharaoh, + Skybum, Star Gazor, Third Son, Toast, & Wyvern + + Razor 1911 : European Elite + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Digital Justice, Elvin Nox, Faldo, Hero, Low Cyl + The Master, Mister Big, Rage, Raw Liquid & Toadie. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Assassins' Guild World HQ 11 Node(s) Blackhawk/R.Liq + Tower of Sorcery Courier HQ 7 Node(s) Arch-Magi + Rest In Peace USA HQ 10 Node(s) RiP Staff + Beyond Akira Canadian HQ 10 Node(s) Pharaoh + Aquila Euro HQ 5 Node(s) The Brain + + Central Station Member Board 2 Node(s) Widget + Menzoberrazan Member Board 2 Node(s) Pitbull + Robin's First Orgasm Member Board 5 Node(s) Big Balls + State of Devolution Member Board 10 Node(s) Marauder + Street Spydrs Member Board 4 Node(s) Maverick/GEcko + Terminal Velocity Member Board 3 Node(s) Max Xev/J. Bomb + The Industry Standard Member Board 4 Node(s) Zeus/Sonny + The Wall Member Board 7 Node(s) Roland/TGW + Reggae Muffin Member Board 3 Node(s) IE/Sector 9 + + Damaged or Defective Dist Site 4 Node(s) White Noise + DeadAlive Dist Site 3 Node(s) Brain Dead + Dreams of Insanity Dist Site 1 Node(s) + Metal Works Dist Site 2 Node(s) Heavy Metal + Run & Shoot Dist Site 2 Node(s) Kman + The Dream Theatre Dist Site 6 Node(s) Attitude + The Psychodelic Mushroom Dist Site 1 Node(s) The Kiefdevil + + System Shock Affiliate 3 Node(s) Jester King + Rock Creek Affiliate 3 Node(s) Third Son + The Belfry Affiliate 3 Node(s) Faldo + Toxic Dump Affiliate 2 Node(s) Toxic + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Dist Site. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Contact us + on one of our boards or talk to your local Razor member for more info. + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)266-8330 + Logon : RAZOR + Pword : RAZOR + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/tomas.nfo b/textfiles.com/piracy/RAZOR/tomas.nfo new file mode 100644 index 00000000..07278117 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tomas.nfo @@ -0,0 +1,152 @@ + + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +ķ + Thomas the Tank Engine +Ľ +͸ + -*- Release Information -*- -*- Game Information -*- +Ĵ Ĵ + Cracker - Publisher Alternative Software + Protection Type - GFX & Sound VGA/Adlib + Supplier Wing Release Date 01/14/93 +; +ķ + + Game Notes: There are very few new games out these days so we figured it + ~~~~~~~~~~~ was time to put out one of the small English budget-games + that has been around for some days now. + + Your mission is to guide Thomas the Tank-Engine safely from + one trainstation to another using your cursorkeys. (use space + to speed things up) When you see a red flag above your train + you know there is anoher train approaching - time to get + moving. Pick up stuff on the track to gain bonus. + + Nice graphics, decent sound, fast moving action and extremely + smooth scrolling makes this game worth your credits. + + RAZOR 1911... Smokin' the competition like a j**nt! + + Greets: Jack, Razor Blade, Randall Flagg, Excessive Knight, Rambone, + ~~~~~~~ TRC, Witch, Butcher, Red Wizard, Ginnie, Shadow Knight, Baal, + Spyrit, George and the others we forgot... sorry about that! + + {Sector9 & Doctor No} +Ľ + +ķ + -=RAZOR=- Couriers +Ľ + + - Senior - + Gangsta Rok, Wind Walker & Joebee + + - Elite - + Ben Jammin, The Black Mage, Bullwinkle, DEViL, DuNe, Janno, Load Master, + Lord Thinker, Mad Carder, Capitano Nemo, The Phantom, RAiDER, Sid Vicious, + Shadow PhanTom, Sniper, Messenger of Death, iNTERLOPER & D.D. + + - Trial - + Czar, CyberNetic Samurai, The Illusionist, Country Boy, Dark Spyre, + Steelheart, Deathstar, The Slacker & Marauder + +ķ + World-Famous Razor 1911 Boards +Ķ + Apocalypse World HQ (5 nodes) Whistler/POW XXX-XXX-XXXX + The Dark Palace Courier HQ (4 nodes) Escape Key XXX-XXX-XXXX + The Brewery Australian HQ (3 nodes) Ginnie +61-35790190 + Bedrock European HQ - +XX-XXX-XXXX + Physical Damage Canadian HQ Bone Crusher XXX-XXX-XXXX +Ķ + Agents of Fortune Member Board (2 nodes) Butcher 409-786-3767 + Boner's Domain Member Board Rambone XXX-XXX-XXXX + The Dark Half Member Board (3 nodes) Shadow Knight XXX-XXX-XXXX + Death Valley Member Board Jurgen 390233240297 + Digital Express Member Board Red Baron +55273250791 + The Flip Side Member Board Azmodeus XXX-XXX-XXXX + Midpoint Void Member Board (2 nodes) Holy Ward XXX-XXX-XXXX + Spyrit's Crypt Member Board Black Spyrit XXX-XXX-XXXX + Surburbia Member Board (2 nodes) The Chairman XXX-XXX-XXXX +Ķ + ASCII Express Affiliate Captain Over XXX-XXX-XXXX + Borderline Affiliate The Wizz 813-922-4125 + Camelot Affiliate Black Knight 606-258-2821 + Data Dump Affiliate (2 nodes) RISC XXX-XXX-XXXX + Fatal Future Affiliate Mindbender +46-31932845 + Fifo-Lifo Affiliate Big Al XXX-XXX-XXXX + File Cabinet Affiliate (3 nodes) File Clerk 815-399-8978 + HELL Affiliate (3 nodes) Asmodeus XXX-XXX-XXXX + Metal Works Affiliate Heavy Metal XXX-XXX-XXXX + Mode 101 Affiliate The Prof. 206-486-2546 + SkyNet Affiliate (2 nodes) CyberChrist XXX-XXX-XXXX + Soul Asylum Affiliate Mystic Vision 514-654-2613 + Street Spydrs Affiliate (4 nodes) Maverick XXX-XXX-XXXX + The Texas Madhouse Affiliate (3 nodes) TEX & Warlock XXX-XXX-XXXX + Violent Playground Affiliate Laric +46-40456649 +Ķ + The House of God Outpost Hoppermania +31206642172 + Horror House Outpost Thunder Droid +455485-0045 +Ľ + + +ķ + -=RAZOR=- Information +Ľ + + Wanna be a Razor 1911 Courier? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Fill out an app and upload it to Boner's Domain or contact Rambone! + + Wanna be a Razor 1911 Affiliate? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call Spyrit's Crypt or Agents of Fortune & logon with account VISITOR + password RAZOR. Leave feedback with your voice # and we will contact + you as soon as possible. + + Razor Europe! + ~~~~~~~~~~~~~ + Positions available for European Spreaders/Mailspreaders & Affiliates. + Call the European HQ or write to the Razor Europe P.O. Box. + + Razor 1911 P.O. Box! + ~~~~~~~~~~~~~~~~~~~~ + Write to the P.O. Box today. Fan & hate mail are welcome and will be + posted in the RazorNet (tm). We also appreciate all donations. + + +ķ + -=RAZOR=- P.O. Box Addresses +Ľ + + RAZOR 1911 PC RAZOR EUROPE + BOX 2034 BOX 945 + Vidor, TX 77662 N-7001 TRONDHEIM + U.S.A. NORWAY + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. diff --git a/textfiles.com/piracy/RAZOR/toonmac.nfo b/textfiles.com/piracy/RAZOR/toonmac.nfo new file mode 100644 index 00000000..a9690142 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/toonmac.nfo @@ -0,0 +1,152 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Incredible Toon Machine for Windows + from Sierra Online + + + + Ŀ + + Supplied By : Eos Release Date : 20 November 1994 + Game Type : Puzzle/Strategy Game Rating : 10/10 + + Ĵ + + Cracked By : Beowulf Protection Type : Doc Check + Crack Patch : crack.exe Install Method : Floppy only + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + You know how it is on Saturday morning cartoons. Mice on acid, + cats eating hash, etc. The Incredible Toon Machine for Windows + puts you in this drugged-out world as you control the action in + puzzles that will keep you from your work for hours, or days. + + We had this game for a whole day before we put it out, but Eos + became trapped in front of his monitor playtesting it, until + he had a power outage and was able to regain control of himself. + + Enjoy this great game, too bad there will never be a DOS version. + + * Over 130 animated puzzles to make you tear out your hair + * Create your own levels with the puzzle editor + * Head-to-Head play + * 75+ intricate & animated parts to solve the puzzles with + + Also be sure to pick up Legions for Windows, and The Yukon Trail + for Windows, and MicroSoft Flight Sim 5.0 : Japan Data Disk, all + released by Razor 1911 this weekend! + + + + Ŀ + + RAZOR 1911 - WE OWN THE IBM + + + + Ŀ + + The Proud Razor 1911 Members Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Analog Kid, Beowulf, Big Balls, Big Boss, Bit Manipulator, Blackhawk + The Brain, The Cardinal, The Comanche, Dark Overlord, Eos, Fallen Angel, + The GEcko, The Ghost Wind, Hot Tuna, The Intimidator, Jack, Jake Pickett + James Bomb, Lord Thinker, Marauder, Max Xevious, Merlin, Network + Pharaoh, Phoenix, Randall Flagg, The Renegade Chemist, The Resistance, + The Speed Racer, Sun Dancer, War Master, Widget & Zeus + + + + Ŀ + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Captain Willy, The Cardinal, Celestial Wizard, Criminal + The Dark Prophet, The Dutchmen, Jester King, King Lear, + Night Blade, Pagan Lord, Pharaoh, Primal Scream, Skybum + Savage Dragon, White Viper & Wyvern + + Razor 1911 : European Elite + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bubble Man, Cremator, Digital Justice, Elvin Nox, Faldo + Hero, Low Cyl, The Master, Mister Big, Night Angel, + Night Blade, Rage, Raw Liquid, Retaliator & Slain + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aquila, The Assassins' Guild, Beyond Akira, The City + Damaged or Defective, Dreams of Insanity, The Dream Theatre, + High Fidelity, The Industry Standards, Kronos, Mega-City + The Private Collection, Psychodelic Mushroom, Reggae Muffin + Robin's First Orgasm, The Scooter Dome, The Silo, State of Devolution, + The Street Spydrs, The Wall, Xenocide Inc., The Zone & 2112. + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Dist Site. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Contact us + on one of our boards or talk to your local Razor member for more info. + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (813)968-5419 + Logon : RAZOR + Pword : RAZOR + + + + Ŀ + + Super NES & Sega Backup Units Available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call 1-800-FAIRLIGHT for more information on + the hottest deals and how to get them! + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/topgun.nfo b/textfiles.com/piracy/RAZOR/topgun.nfo new file mode 100644 index 00000000..c2b893e1 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/topgun.nfo @@ -0,0 +1,232 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Top Gun : Fire At Will ! + (c) Spectrum Holobyte + + + + Ŀ + + Supplied By : Night Vision Release Date : 02 February 1996 + Cracked By : Night Vision Protection Type : CD - Check + + Ĵ + + Game Format : Air Simulation System Type : WIN 95 + Packed By : The Speed Racer Install Method : See below + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Well, you are Maverick, from the movie "TOP GUN", youve got + orders on your mind, Commander Hondo on your back and MiGs on + your tail. So fuel up. Strap yourself in, AND let'em know your + bark is nothing...Next to your BITE ! With SVGA graphics , + Real 3D views including missiles etc., supports all sorts of + flying joysticks etc., with 8 person network play and modem + play this game is sure to keep you glued to your seat for a + while or at least until the next great RAZOR release :) + + Installation Guide + ~~~~~~~~~~~~~~~~~~~~ + All the movie sequences were removed and sound effects as + well were taken out. 2 Cd- Checks were found and removed. + When installing the game install to the path it suggests , + if you decide you want to install it to somewhere else NOT + only will you have to specify that but you will have to go + into the TOPGUN.INI file and change the path there too. + Also when you run setup MAKE SURE you disable SOUND + MOVIES to OFF! + + + Greetz go out to : The Gecko, Pharaoh, Third Son, Hot Tuna, + MOD, Beowulf, Faceless, Druidkin, Bitecrash, Manhunter, Luck, + Tiger, Nytemyst, Dxfer, Hellraiser ! + + Group GReetz : DoD, PWA, Malice, Bladerunners, and ACID ! + + The Speed Racer / RAZOR 1911... + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + We welcome Techno Rave to the WORLD famous RAZOR 1911 Spreading + team ! + + Also a big welcome to Night Vision and his board Elysium ! + + and Catbones as our Director of the Arts ! + + + Razor shirt update: + + These popular shirts are still available. See RZRSHIRT.TXT for + more details. + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Cobra. Egoistic Fate. + Faceless. The GEcko. Hojoe. Hot Tuna. Maverick. Mod. + Night Vision. Ninja Spirit. Pest. Pharaoh. Raistlin. Raw Liquid. + Shadow Master. Sector9. Snake. Spectre. Sternone. + The Speed Racer. Third Son. The Undertaker. White Cracker. + + + + Ŀ + + Razor CD: Art Division + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director : Catbones + + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + U.S. - Bitecrash + Euro. - Manhunter + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director : Druidkin + Assistant: Sir Alf + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artur. Beast. Captain Blood. Dxfer. Fatal Error. Flint. + Luck. Maverick. Nytemyst. Stoney. Suspicious Image. + Syxus. Techno Rave. Tiger. Toast. Turok. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Azrael. Brain Surgeon. Chronic Fatigue. Dray. DWi. + Excal. Hellraiser. Guht. Ionizer. Khufu. Lester. Mr. ZigZag. Omen. + Phiber. Pic 9. Pitbull. The Saint. Tiger Claw. TerraX. + Tyrus Sithius. Viper Krynn. Vitas. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + This Could be You! Courier HQ OO Node(s) ? ? ? + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + Malevolence Member Board O6 Node(s) Egoistic Fate + Shadow Lands Member Board O4 Node(s) Manhunter + Elysium Member Board O5 Node(s) Night Vision + + Citadel Of Chaos Affiliate O6 Node(s) COC Staff + Horror Zone Affiliate O3 Node(s) Deathbringer + Hakuna Matata Affiliate O2 Node(s) Beast + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/tosf11.nfo b/textfiles.com/piracy/RAZOR/tosf11.nfo new file mode 100644 index 00000000..8ad0944e --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tosf11.nfo @@ -0,0 +1,146 @@ + + + + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + + =- P R E S E N T S -= + Ŀ + Treasures of the Savage Frontier v1.1 + + ͻ + -*- Release Information -*- -*- Game Information -*- + Ķ + Cracker Darwin Publisher SSI + Protection Type Doc Check Graphics EGA/VGA 256 + Supplier Archmage Sound SB/AdLib/Honker + Date of Release 08/04/92 Rating [1-10] 9 + ͼ + + Ŀ + Release Notes + + This is a new bug-fixed version of Treasures of the Savage Frontier, which + Razor 1911 originally released months ago. There are a lot of updates com- + ing in the next few weeks from SSI, so be on the lookout for bug-fixed ver- + sions of many of their games. Thanks go to Darwin for the nice crack on + this one! Also be sure to grab the other Razor 1911 releases of the day! + + Welcome aboard Switch as a Razor 1911 Member! + + Greets from Darwin/Doctor No/Zodact to Hard Core & Hoson - Thanks for the + hospitality, guys! + + Greets go out to Archmage, Onyx, Rakim, Zodact, Switch, Butcher, The Witch + King, The Unknown, Darwin! + + -Chemist + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + + Ŀ + Razor 1911 Couriers + + + -*- Senior Couriers -*- + + Switch, Wind Walker, Avalon, Peeker + + -*- Elite Couriers -*- + + Shadow PhanTom, Shadow of Death, RoboCop, Rand, Spectral Illusion, + Toffolo, The Iron Man, Benign Rouge, Ur Lord, Load Master,Bullwinkle + Style, Bubba, Boomer + + Ŀ + Razor 1911 Affiliate Systems + + Ŀ + Suburbia - World Headquarters - ITS/PRI-VATE + The DaRK PaLaCE - Courier Home/2 nodes - 804/272-1007 + + Ŀ + Agents of Fortune - Member Board/2 nodes - Butcher - 409/786-3767 + Midpoint Void - Member Board - Holy Ward - ITS/PRI-VATE + Ĵ + Trilogy ][ - Affiliate - Rich Kid - 313/247-8308 + Reign In Blood - Affiliate - Uriel - 718/698-1969 + The Fault Line - Affiliate - Seismic Int. - 403/239-0381 + Legend of Ampasaurus - Affiliate - Vincentio - 604/279-0518 + UnderWorld - Affiliate/2 nodes - Archmage - 408/292-4505 + So-Krate's - Affiliate/2 nodes - Philosopher - 310/578-7226 + Palace of Illusion - Affiliate - Illusionist - 214/931-7981 + Dust /\/ Bones - Affiliate - Groo - 201/612-8817 + Peril Gates - Affiliate - Isopropyl - 616/941-5914 + Battle Board ][ - Affiliate/4 nodes - Great God! - 403/569-9379 + The Space Zone - Affiliate/3 nodes - Death Ray - 301/PRI-VATE + Drunk & Disorderly - Affiliate - Bad Boy - 416/PRI-VATE + The Cellar - Affiliate - Runaway Train - 401/739-2946 + Balistic - Affiliate - The Lunatic - 612/374-5110 + Logical Solution - Affiliate - Toffolo - 602/844-7208 + Elysium - Affiliate - Squire - 508/PRI-VATE + Camelot - Affiliate - Black Knight - ITS/PRI-VATE + The Jungle - Affiliate - The Ware Lord - 615/PRI-VATE + BoomTown - Affiliate - Boomer - 407/PRI-VATE + Ĵ + The Prophecy - Outpost - Nostradomus - 301/681-4380 + The Atomic Cafe - Outpost - Speed Demon - 503/635-7972 + Infinite Darkness - Outpost - Midnight Sor. - 305/561-3877 + + + Ŀ + A HOT GROUP NEEDING HOT COURIERS! + Ĵ + HEY! DO YOU WANT TO COURIER HOT RELEASES FOR THE HOTTEST GROUP AROUND! IF + YOU ARE INTERESTED THEN CALL THE DARK PALACE AT 804/272-7886 AND APPLY FOR + AN ACCOUNT! BE SURE TO TELL THE WITCH KING ABOUT YOUR INTEREST, AND LEAVE + A VOICE NUMBER. WE NEED SOME GOOD DAYTIME COURIERS TO HELP SPREAD OUR RE- + LEASES, SO IF YOU THINK YOU ARE UP TO IT THEN DON'T WAIT, CALL US TODAY! + + + Ŀ + Razor 1911 VoiceMail + + + For more information on Razor 1911, be sure to call our VMB, + to stay on top of the latest Razor cracks and to get in touch + with the sharpest group in the scene! + + (213)/668-9846 + + Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Greetings go to all of our couriers! Keep up the good work! + + * Are you interested in spreading hot games for the sharpest group in the PC + scene? If you think you are up to the task of being a Razor courier, get + in touch with The Witch King on The DaRK PaLaCE! + + * If you run a board and are interested in becoming a Razor Affiliate, get + in touch with Butcher on Agents of Fortune! + + RAZOR 1911 - SHREDDING THE COMPETITION! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/tot.nfo b/textfiles.com/piracy/RAZOR/tot.nfo new file mode 100644 index 00000000..daac8e3d --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tot.nfo @@ -0,0 +1,99 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + Ĵ Proudly Presents + + THE OREGON TRAIL for WINDOWS from MECC + Ĵ + Cracker : None. + Protection : None. + Supplier : The Stealth Ninja Supplier from Hell + + + Game Notes : This is the new Windows version of the cool ware you + ~~~~~~~~~~~~ saw out a few months back..Improved graphics and + new Windows point and click make this a must if you + like Windows games.. This nice game is the first of + many November RAZOR releases. + + + + Greets : Andeveron, The Hook, The Legend, Big Boss, Fallen Angel, + ~~~~~~~~~~~~ Mephistar, Randall Flagg, Rotor, Sector 9, Zodact, + Wolverine, Wind Walker, Hoppermania, The French Mate, + IceMan, Criminal Justice, Mad Bomber.... + + + -TRC & Marauder + + Ŀ + Ĵ Razor 1911 HQ/Member/Affiliate BBS' + + Mirage 6 Node WHQ +1(XXX)XXX-XXXX Big Boss + State/Devolution 2 Node USHQ +1(XXX)XXX-XXXX Marauder + Gates of Asgard 6 Node CHQ +1(XXX)XXX-XXXX Rotor + House of God 2 Node EHQ +31-XXXXXX-XXXX Hoppermania + Ĵ + Suburbia 4 Node +1(214)714-0202 Chairman + Death Valley +39-XXXXXX-XXXX Jurgen + CNS 2 Node +1(313)XXX-XXXX Wolverine + Cloud Nine Elite 4 Node +1(612)XXX-XXXX Nimbus + Road to Nowhere 4 Node +1(213)XXX-XXXX The Legend + Helter Skelter 2 Node +44-XXXXXX-XXXX Mephistar + Boner's Domain 2 Node +1(314)XXX-XXXX Rambone + Violent Plygrnd. +46-XXXXXX-XXXX Laric + Ĵ + Midpoint Void 2 Node +1(303)XXX-XXXX Holy Ward + Street Spydrs 5 Node +1(713)XXX-XXXX Maverick + Maximum Ovrdrv. 3 Node +1(512)XXX-XXXX Twin Turbo + Metal Works 2 Node +1(318)XXX-XXXX Heavy Metal + Mooncrow's Aeyrie 4 Node +1(XXX)XXX-XXXX Mooncrow + Xenocide Inc. 2 Node +1(813)XXX-XXXX Intimidator + Violation 2 Node +1(818)XXX-XXXX Depeche + Petagon 3 Node +31-XXXXXX-XXXX Grimlock + Chaos Factory 2 Node +1(604)XXX-XXXX Mad Bomber + Passage/Reality 3 Node +1(416)XXX-XXXX Shadolok + Reggae Muffin 2 Node +XX-XXXXXX-XXXX iLLeGaL e?Ror + Big City Lights 2 Node +1(XXX)XXX-XXXX The Hook + Arrested Dev. 2 Node +1(XXX)XXX-XXXX Crim. Justice + + + + Ŀ + Ĵ Razor 1911 Member/Courierlist + + The Renegade Chemist, Marauder, Randall Flagg, Butcher + Ĵ + Zodact, Black Spyrit, Hyperion, Chairman, Red Wizard, French M8 + Wolverine, Big Boss, Serpico, Snacky, Interloper, The Legend, + Wind Walker, Hoppermania, Strike Eagle, Onyx, Mephistar, + MItch, Dark Knight, Rambone, Zebig, Laric, Chronic Halitosis, + Fallen Angel + Ĵ + Skater & Janno + Ĵ + Grimlock, Timelord, Knox, Digital Justice, Energy & Sky + Fugitive & Obliviax, The Brain, Bubble Man, Ralph + IceMan, Quazimodem, Raider, Necromancer, Nailz, + Cybernetic Samurai, The Cardinal, Swedahead, Grim, + Skiver, Stormlord, Death Certificate, + The Dutchman, Blitzkrieg. + + + Ŀ + Razor is looking for European and US Spreaders... + If interested, contact Skater, Janno, or Marauder + on any RAZOR 1911 HQ board... + + + Ŀ + Support the companies that produce quality + software. If you liked this game, buy it. + + diff --git a/textfiles.com/piracy/RAZOR/tplay.nfo b/textfiles.com/piracy/RAZOR/tplay.nfo new file mode 100644 index 00000000..35a85386 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tplay.nfo @@ -0,0 +1,278 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Triple Play Baseball '97 + (c) Electronic Arts + + + + Ŀ + + Supplied By : Malign Release Date : 27 July 1996 + Cracked By : Beowulf Protection Type : CD Checks + + Ĵ + + Game Format : Sports System Type : DOS + Packed By : Beowulf Install Method : See below + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Go head-to-head or multiplayer, this is the ultimate judge of + who is best. Where you'll not only see, hear and feel competition, + you'll taste it. Leave it to EA to bring us the best baseball game + of '96, hands down. This game features incredible SVGA vector-based + graphics using EA's revolutionary Virtual Stadium game system. + All the real MLBPA stats are here: play an exhibition game, + construct a series or season, or participate in a Home Run Derby + or All-Star game. This game comes complete with full play-by-play + speech that creates a very realistic gaming environment. + + Installation Notes + ~~~~~~~~~~~~~~~~~~~~ + + Some music selections and all videos were removed from this game: + the game now requires approximately 95M of hard drive space to be + installed. (And it's worth every MB...) + + To install Triple Play Baseball '97, unzip all the files into a + temporary directory, make a directory to hold the game in + (e.g. C:\TPLAY), then type: + + arj x -v -y tplay97.001 c:\tplay + + After all of the files have been decompressed, run SETUP.BAT to + configure the game for your system, then run TPLAY.EXE to play + the game. Enjoy... + + - Beowulf + + + Generics to: The GEcko, T.S.R., Pharaoh, Third Son, Hot Tuna, + Manhunter, Faceless, MOD, Playboy, Bunter, Night Vision, Luck, + White Cracker, Troll, Egoistic Fate, Cryptic Pain, Druidkin, + Ellisdee, Shadow Master, Rom Racer, Gahn, Pitbull, Specie, + Piston, Eclipse, Erupt, Wish Bone, Reich, Nytemyst, Caserd, + Vitas, Walrus, The Punisher - Net Man Extraordinaire,Immortal, + Catbones, Incest, Killa Hertz, Borian, Floodmyth, Rad Man, + Overdrive, Iron Eagle, White Rose, Soultaker, and STROKE !!! + + + Group Greetz: Prestige, Mortality, Everlast, PWA, RiSC, + and N.F.I. + + -- The Speed Racer + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + I. New additions + + We welcome Loloc and Digivamp to the WORLDS famous Monkey Jungle + of the INTERNET ! + + We also welcome Killa Hertz to the Eccentric Arts Team of RAZOR ! + + II. Group and Scene news + + None ! + + III. Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + August West. Beowulf. Blue Adept. Bunter. Catbones. Druidkin. + Egoistic Fate. E-Dogg. Faceless. The Gecko. Hot Tuna. + Law&Order. Lurch. Manhunter. MOD. Night Vision. Marlboro. + Ninja Spirit. Pest. Pharaoh. Pitbull. Reich. Rom Racer. + Seal. Sector9. Spectre. Sternone. The Playboy. The Speed Racer. + Third Son. Troops. Troll/The Chemist. The Undertaker. White Cracker. + + + + + Ŀ + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + North America: Rom Racer Europe: Manhunter + + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Amorphis. Artur. Beast. Caserd. Darkside. Darkraver. Davan. + Digivamp. Dxfer. Eclipse. Ellisdee. Erupt. Everclear. Fugitive. + Immortal. Iron Eagle. Kid Creole. Kot. Loloc. Luck. Mogens. Nytemyst. + Overdrive. Rainbow. Rio & Ken. Stoney. Suspicious Image. Terra X. + The Punisher. Tiger. Toast. Vitas. White Zombie. Wish Bone. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O8 Node(s) Third Son + Malevolance Courier HQ O8 Node(s) Egoistic Fate + + The Tribe Belgian HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Shadow Lands Member Board O6 Node(s) Manhunter + Elysium Member Board O7 Node(s) Prowler + Marlboro Country Member Board O4 Node(s) Marlboro + Fornax Member Board O4 Node(s) Seal + Warhammer 2,000 Member Board O2 Node(s) Law & Order + Wares Shack Member Board O5 Node(s) Reich&August West + + Hakuna Matata Affiliate O2 Node(s) Beast + Speed & Ecstasy Affiliate O8 Node(s) Darkside + Are You Sure ??? Affiliate O4 Node(s) Kot/Tocont + Just 4 Fun Affiliate O6 Node(s) Artur/TGD + DeathScape Affiliate O2 Node(s) Rom Racer + Genocide Affiliate O6 Node(s) OS/Rio & Ken + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all ! + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all ! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (405)943-9867 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or the best in CD-Rom + compilations, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + or + + CHECK OUT!!!!! DIGCANDY.ZIP included on this disk. + + + + Ŀ + !STOP AND READ THIS! + NEW PRODUCT INFO - .................... - NEW PRODUCT INFO + + CABLE DESCRAMBLERS! --- AWESOME PRICES! + + UNITS ARE NOW AVAILABLE TO REPLACE ALL JERROLDS & ALL ZENITHS! + -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= + + [Zenith Models-> ST-xxxx/PZ/PM/PD-=-Jerrold Models-> ANYTHING] + + We mean, ALL makes and models on the market! This is as close + as anyone will ever come to making UNIVERSAL DESCRAMBLERS. As + you know, a Universal Descrambler is impossible! Some of the + world's most popular descramblers, some of which have NEVER + BEEN CRACKED, are now finally available FULLY CRACKED! Some of + these products are available for use in any country in the world! + It sounds impossible, but it is true...check it out for yourself! + + For detailed information, please obtain the file called: + "RZRCABLE.ZIP" which can be found in all RAZOR 1911 releases! + + Or visit our web site at: www.centuria.com/~hunter + Or Email: hunter@centuria.com + + When you have found all the information you need...call us! + our order desk # is: 800-908-9292 + + Please note: Our operators are not prepared to answer any questions + about our products. Please investigate to find out the information + on our products. We would be happy to field any questions through + Email. You can obtain a copy of RZRCABLE.ZIP on our web site, or + by requesting it via Email. Know the cable box model you wish to + crack, emulate, or replace...this is the most important thing! + + Our quality is high, and our prices are great! + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/trazere.nfo b/textfiles.com/piracy/RAZOR/trazere.nfo new file mode 100644 index 00000000..77b2a998 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/trazere.nfo @@ -0,0 +1,147 @@ + + + + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + + =- P R E S E N T S -= + Ŀ + The Four Crystals of Trazere + + + ͻ + -*- Release Information -*- -*- Game Information -*- + Ķ + Cracker Darwin Publisher Software Toolworks + Protection Type Disk Check Graphics CGA/EGA/VGA + Supplier Groo Sound Roland/SB/AdLib/Spkr + Date of Release 05/22/92 Rating [1-10] 9 + ͼ + + Ŀ + Release Notes + + This looks like a really cool fantasy adventure game. The graphics, sound, + and playability are all excellent. Enjoy the game and be looking for more + cool releases from RAZOR 1911 in the future! + + RAZOR 1911's Instructions for Playing The Four Crystals of Trazere: + ------------------------------------------------------------------- + + 1. Unzip both files into a subdirectory on the hard disk. + 2. Use the DOS SUBST command to assign the directory to A: or B: drive. + 3. Run the install program to copy the game into a directory on the hard + disk. Sometime during the install the A: drive light will come on for + a second or two. This won't cause any problems as far as installing + the game goes. + 4. Once the game is installed, remove the SUBST'd drive and enter the + Trazere directory. Now just run the TRAZERE.BAT and play! + 5. Enjoy the game and be sure to check out more RAZOR releases! + + Thanks go to Groo for getting us this one! Keep it up guy! + + Yo to Starman, SysOp of our newest Affiliate, Stars! + Greets go out to Darwin (thanks for getting up dude!), Zodact, Phoenix, + Mirror Image, The Hawk, The Witch King, Groo, The Unknown, Butcher, Iron + Man, Peeker, Philosopher, Mega, Shadow PhanTom, The Illusionist, Rand, + Cool Hand... I am greet happy tonight. Enjoy the ware guys! + + -Chemist 05/22/92 + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + + Ŀ + Razor 1911 Couriers + + + -*- Elite -*- + + Wind Walker, Shadow PhanTom, Inferno, Shadow of Death, + Black Light, Peeker + + -*- Trial -*- + + Toffolo, Sam Vision, ScorPion, Spectral Illusion, + Iron Man, Rand, Mega + + Ŀ + Razor 1911 Affiliate Systems + + + Suburbia - World Headquarters - 214 PRI VATE + Wares for the Masses - Courier Home/7 nodes - 302 836 6175 + The Dark Palace - RazorDox WHQ/2 nodes - 804 272 1007 + + Digital Express - Euro Affiliate - +47 7 145032 + + Reign In Blood - Affiliate - 718 TMP DOWN + The Fault Line - Affiliate - 403 239 0381 + Legend of Ampasaurus - Affiliate - 604 279 0518 + UnderWorld - Affiliate/2 nodes - 408 292 4505 + So-Krate's - Affiliate/2 nodes - 310 578 7226 + Peril Gates - Affiliate - 616 941 5914 + Agents of Fortune - Affiliate/2 nodes - 409 786 3767 + Dust 'n Bones - Affiliate - 201 612 8817 + HANGAR 18 - Affiliate - 516 543 7249 + The Wild Side - Affiliate - 817 481 2486 + Battle Board ][ - Affiliate/4 nodes - 403 569 9379 + Palace of Illusion - Affiliate - 214 931 7981 + Stars - Affiliate - 713 784 3279 + + The Prophecy - Outpost - 301 681 4380 + The Immortal Grounds - Outpost - 416 829 5426 + + Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Write to us about our new & improved DISKS-BY-MAIL service! + + **************************************************************************** + RAZOR 1911 - T-SHIRTS! + **************************************************************************** + + Be the first one on your block to get one of the new official Razor 1911 + T-Shirts. A very nice drawing with a Razor logo on a quality T-Shirt. + Both black with white printing or white with black printing are available. + The cost is only $10 + $2 for shipping charges. + + Mail the $10 in cash/blank money order to our official PO BOX. + Specify S/M/L/XL (I suggest XL for most people) Also specify shirt color. + + Support the group that supports the scene - Razor 1911! + + Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Be sure to call the Razor 1911 Courier Home, Wares for the Masses! Wares + for the Masses is one of the biggest pirate boards in the world, with 2000 + megs and a ringdown on 7 HST nodes! Call today! + + * Greetings go to all of our couriers! Keep up the good work! + + * Are you interested in spreading hot games for the sharpest group in the PC + scene? If you think you are up to the task of being a Razor courier, get + in touch with The Witch King on Suburbia or The Dark Palace! + + * If you run a board and are interested in becoming a Razor Affiliate, get + in touch with a Razor 1911 member! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/treas.nfo b/textfiles.com/piracy/RAZOR/treas.nfo new file mode 100644 index 00000000..37d47ca7 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/treas.nfo @@ -0,0 +1,123 @@ + + + + + + + + + Ŀ + -*- Treasures of the Savage Frontier -*- + ͵ + -*- Release Information -*- -*- Game Information -*- + ͵ + Cracker Mad Vandal Publisher SSI + Protection Doc Check Game Type Adventure + Supplier Unknown Uploader Graphix Support TANDY/EGA/VGA + Release Date 03/14/92 Sound Support SB/Adlib/Beep + ; + + Ŀ + Game Notes + + + And they say Friday the 13th is unlucky... Razor 1911 strikes back with + the latest from SSI's "Savage Frontier" saga. This episode set in the + Forgotten Realms envoirnment takes over where Gateway to the Savage + Frontier left off... + + Enhanced graphics, sound and interface make this the best in the SSI + Advanced Dungeons and Dragons series yet! So sit back, relax and + slaughter some bad guys... + + Note: Press enter to bypass the doc check screen + + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + + Ŀ + Razor 1911 Spreaders + + + Wind Walker, The Witch King, Shadow of Death + + -*- Trial -*- + + Weekend Warrior, Sam Vision, Shadow PhanTom + + Ŀ + Razor 1911 Affiliate Systems + + + Spyrit's Crypt - World Headquarters - 802 879 1136 + Nineveh - Courier Headquarters - 804 285 4934 + + Digital Express - European Affiliate - +47 7 145032 + + Reign In Blood - Affiliate - 718 698 1969 + World of Mirage - Affiliate - 718 898 8421 + Terrordome - Affiliate - 216 899 0296 + The Fault Line - Affiliate - 403 239 0381 + Suburbia - Affiliate - 214 258 6634 + Legend of Ampasaurus - Affiliate - 604 279 0518 + Syntax Error(4 lines) - Affiliate - 614 621 3282 + UnderWorld - Affiliate - ITS PRI VATE + + Immortal Grounds - Outpost - 416 PRI VATE + Electric Ladyland - Outpost - 314 PRI VATE + + Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Write to us about our new & improved DISKS-BY-MAIL service! + + SPECIAL OFFER: Game copiers for consoles by Nintendo, Sega, + SNES, and Genesis available! Top-of-the-line hardware at + rockbottom prices. Write to us for more information! + + **************************************************************************** + RAZOR 1911 - T-SHIRTS! + **************************************************************************** + + Be the first one on your block to get one of the new official Razor 1911 + T-Shirts. A very nice drawing with a Razor logo on a quality T-Shirt. + Both black with white printing or white with black printing are available. + The cost is only $10! and if ordered before April 15th we will mail it to + you for free! + + Mail the $10 in cash/blank check/blank money order to our official PO BOX. + Specify S/M/L/XL (I suggest XL for most people) Also specify shirt color. + If mailed after April 15th there will be a $2.00 shipping charge. + + Support the group that supports the scene - Razor 1911! + + Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Be sure to call our new boards, including Syntax Error which is 4 lines, + 3 of them dual standards! + + * PLEASE NOTE: Our European address has been changed! + + * Dawn's End and Atlantis are no longer Razor 1911 Affiliates. + + * Razor 1911 is in the need for a few good spreaders! If you are capable + and interested in helping the sharpest PC group get to the top, call + Nineveh and let us know about it! + + * If you are interested in being a Razor 1911 Affiliate, and have something + to offer the group, get in contact with a Razor 1911 member! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. diff --git a/textfiles.com/piracy/RAZOR/triad-pp.nfo b/textfiles.com/piracy/RAZOR/triad-pp.nfo new file mode 100644 index 00000000..35ee9363 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/triad-pp.nfo @@ -0,0 +1,200 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Rise of the Triad: Dark War PowerPack + (c) Apogee Software + + + + Ŀ + + Supplied By : The Renegade Chemist Release Date : 28 February 1995 + Game Type : Arcade Expansion Game Rating : Expansion Disk + + Ĵ + + Cracked By : None Needed Protection Type : None Located + Crack Patch : None Needed Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + This is the excellent expansion disk for the hit game Rise of the Triad, + released by Razor 1911 a few weeks ago. The new PowerPack adds killer + features that everyone will enjoy- especially the random level generator + that makes the game virtually ENDLESS. + + Enjoy another fine release from the blade, and be sure to pick up Arctic + Moves (c) Dinamic Software, a cool platform game released by Razor early + this morning! + + - The Renegade Chemist / Razor 1911 + + All : I am *NOT* nor have I ever been out of Razor 1911, regardless of + what some people might be saying/thinking right now .. all will be + revealed/cleared up in the coming days/weeks so look forward to + some truly killer releases from the best group to ever grace the + IBM, Razor 1911 .. + + Yo : Marauder, White Viper, Lord Thinker & the rest of the Razor Gras + team .. greets to BTDL, Wilkins, Dark Overlord, Celestial Wizard, + The Gecko (you better call me now like you promised), and all the + other guys who make Razor 1911 a better place to be .. + + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + It's hard for us to hide the internal struggles we've been having + here at the blade; especially with conflicting NFO files coming out + every day. However, regardless of the internal group situation, we all + know our job: release quality games FIRST. And, as usual, we've + done that once again. + + We hope to have the problems solved here soon, but, until that + happens, rest assured we will continue to release only the best + in IBM entertainment. + + In Other Group News... + + RAZOR 1911 Welcomes Mr.Skill to the awesome courier team of the + blade! Able to move many megs in a single bound, he has already + proven to be a great addition to the group. + + RAZOR-GRAS! + ~~~~~~~~~~~~~ + Representatives of the RAZOR team raised HELL in New Orleans + this Mardi-Gras! + The Quarter won't forget us I hope....those partaking in this most + excellent adventure: White Viper - Lord Thinker - Marauder - TRC + + Greets to TULANE who housed us rowdy fuckers in the wildest dorm on + campus! + + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf, Big Balls, Big Boss, Bit Manipulator, Blackhawk, The Brain, + Cameron Hodge, The Cardinal, Celestial Wizard, Dark Overlord, Eos, + The GEcko, The Ghost Wind, Hot Tuna, Jack, James Bomb, + Lord Thinker, Marauder, Max Xevious, Merlin, Night Blade, Network, + Pharaoh, Pitbull, Randall Flagg, The Resistance, The Renegade Chemist, + The Speed Racer, Wayward, Widget & Wyvern. + + + + + Ŀ + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Black Mantle, Captain Willy, Celestial Wizard, + Criminal, The Dark Prophet, The Dutchmen, Jester King, King Lear + Lunatic Genius, Maverick, Mr.Skill, Pagan Lord, Pharaoh, + Skybum, Star Gazor, Third Son, & Wyvern. + + Razor 1911 : European Elite + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Digital Justice, Elvin Nox, Faldo, Hero, Low Cyl + The Master, Mister Big, Raw Liquid & Toadie + + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Assassins' Guild World HQ 11 Node(s) Blackhawk/R.Liq + Tower of Sorcery Courier HQ 7 Node(s) Arch-Magi + State of Devolution USA HQ 6 Node(s) Marauder + Beyond Akira Canadian HQ 10 Node(s) Pharaoh + Aquila Euro HQ 5 Node(s) The Brain + + Central Station Member Board 2 Node(s) Widget + Menzoberrazan Member Board 2 Node(s) Pitbull + Robin's First Orgasm Member Board 5 Node(s) Big Balls + Street Spydrs Member Board 4 Node(s) Maverick/GEcko + Terminal Velocity Member Board 3 Node(s) Max Xev/J. Bomb + The Industry Standard Member Board 4 Node(s) Zeus/Sonny + The Wall Member Board 7 Node(s) Roland/TGW + Reggae Muffin Member Board 3 Node(s) IE/Sector 9 + + Damaged or Defective Dist Site 4 Node(s) White Noise + DeadAlive Dist Site 3 Node(s) Brain Dead + Dreams of Insanity Dist Site 1 Node(s) + Metal Works Dist Site 2 Node(s) Heavy Metal + Run & Shoot Dist Site 2 Node(s) Kman + The Dream Theatre Dist Site 3 Node(s) Attitude + The Psychodelic Mushroom Dist Site 1 Node(s) The Kiefdevil + + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Dist Site. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Contact us + on one of our boards or talk to your local Razor member for more info. + + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)266-8330 + Logon : RAZOR Pword : RAZOR + + Console Backup Units! Call: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + 1(800)FAIRLIGHT + for the best deal around.. + + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/trump.nfo b/textfiles.com/piracy/RAZOR/trump.nfo new file mode 100644 index 00000000..457ba387 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/trump.nfo @@ -0,0 +1,149 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +ķ + Trump Castle III +Ľ +͸ + -*- Release Information -*- -*- Game Information -*- +Ĵ Ĵ + Cracker Publisher Capstone + Protection Type None Found GFX & Sound All + Supplier Code 3 Release Date 28 Jan. 1993 +; +ķ + + Game Notes: Well, here is the next in the Trump series. Great improvement + over the last release. Supports all sound, has SVGA graphics, + mouse, and may be played mult-player local, or via modem. + Could not find any protection in this one, so just unzip into + a temp directory, load SUBST, and run install. Enjoy! + + Greets: TRC, Chairman, Zodact, Butcher, Randall Flagg, Sector9, + ~~~~~~~ Wizz, Doctor No, French Mate, Ginnie, Rabone, Black Spyrit. + + + Code 3 RAZOR 01/28/92 + +Ľ + +ķ + -=RAZOR=- Couriers +Ľ + + - Senior - + Wind Walker, Joebee, Sugar & Devil + + - Elite - + Ben Jammin, The Black Mage, Bullwinkle, DuNe, Janno, Load Master, + Lord Thinker, Mad Carder, Capitano Nemo, The Phantom, RAiDER, Sid Vicious, + Shadow PhanTom, Sniper, Messenger of Death, iNTERLOPER & D.D. + + - Trial - + Czar, CyberNetic Samurai, The Illusionist, Country Boy, Dark Spyre, + Steelheart, Deathstar, The Slacker & Marauder + +ķ + World-Famous Razor 1911 Boards +Ķ + Apocalypse World HQ (5 nodes) Whistler/POW XXX-XXX-XXXX + The Dark Palace Courier HQ (4 nodes) Escape Key XXX-XXX-XXXX + The Brewery Australian HQ (3 nodes) Ginnie +61-35790190 + Bedrock European HQ Slick Willie +47-XXX-XXXX + Physical Damage Canadian HQ Bone Crusher XXX-XXX-XXXX +Ķ + Agents of Fortune Member Board (2 nodes) Butcher 409-786-3767 + Asylum Member Board BlueLight +39-PRI-VATE + Boner's Domain Member Board Rambone XXX-XXX-XXXX + Death Valley Member Board Jurgen +390233240297 + Digital Express Member Board Red Baron +55273250791 + The Flip Side Member Board Azmodeus XXX-XXX-XXXX + Maximum Overdrive Member Board (2 nodes) Twin Turbo XXX-XXX-XXXX + Midpoint Void Member Board (2 nodes) Holy Ward XXX-XXX-XXXX + Spyrit's Crypt Member Board Black Spyrit XXX-XXX-XXXX + Surburbia Member Board (2 nodes) The Chairman XXX-XXX-XXXX + Unknown Origin Member Board The Unknown 214-UNK-NOWN +Ķ + ASCII Express Affiliate Captain Over XXX-XXX-XXXX + Borderline Affiliate (2 nodes) The Wizz 813-921-4124 + Bucket of Blood Affiliate Roger Ramjet 403-XXX-XXXX + Camelot Affiliate Black Knight 606-258-2821 + Data Dump Affiliate (2 nodes) RISC XXX-XXX-XXXX + Desert Storm Affiliate Amigo +XXX-XXXXXXX + Fatal Future Affiliate Mindbender +46-31932845 + Fifo-Lifo Affiliate Big Al XXX-XXX-XXXX + File Cabinet Affiliate (3 nodes) File Clerk 815-399-8978 + HELL Affiliate (3 nodes) Asmodeus XXX-XXX-XXXX + High Voltage Affiliate (2 nodes) Sledgehammer XXX-XXX-XXXX + Metal Works Affiliate Heavy Metal XXX-XXX-XXXX + Mode 101 Affiliate The Prof. 206-486-2546 + SkyNet Affiliate (2 nodes) CyberChrist XXX-XXX-XXXX + Soul Asylum Affiliate Mystic Vision 514-654-2613 + Street Spydrs Affiliate (4 nodes) Maverick XXX-XXX-XXXX + The Texas Madhouse Affiliate (3 nodes) TEX & Warlock XXX-XXX-XXXX + Violent Playground Affiliate Laric +46-40456649 +Ķ + The House of God Outpost Hoppermania +31206642172 + Horror House Outpost Thunder Droid +455485-0045 + The ppbbs Outpost Mentronix +41-PRI-VATE +Ľ + + +ķ + -=RAZOR=- Information +Ľ + + Wanna be a Razor 1911 Courier? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Fill out an app and upload it to Boner's Domain or contact Rambone! + + Wanna be a Razor 1911 Affiliate? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call Spyrit's Crypt or Agents of Fortune & logon with account VISITOR + password RAZOR. Leave feedback with your voice # and we will contact + you as soon as possible. + + Razor Europe! + ~~~~~~~~~~~~~ + Positions available for European Spreaders/Mailspreaders & Affiliates. + Call the European HQ or write to the Razor Europe P.O. Box. + + Razor 1911 P.O. Box! + ~~~~~~~~~~~~~~~~~~~~ + Write to the P.O. Box today. Fan & hate mail are welcome and will be + posted in the RazorNet (tm). We also appreciate all donations. + + +ķ + -=RAZOR=- P.O. Box Addresses +Ľ + + RAZOR 1911 PC RAZOR EUROPE + BOX 2034 BOX 945 + Vidor, TX 77662 N-7001 TRONDHEIM + U.S.A. NORWAY + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. diff --git a/textfiles.com/piracy/RAZOR/tunnel.nfo b/textfiles.com/piracy/RAZOR/tunnel.nfo new file mode 100644 index 00000000..8310f870 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tunnel.nfo @@ -0,0 +1,257 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Tunnel B1 + (c) Ocean/Acclaim + + + Ŀ + + Supplied By : Snoop-Maverick Release Date : 05 December 1996 + Cracked By : Johnny Cyberpunk Protection Type : CD Check + + Ĵ + + Game Format : Action System Type : DOS + Packed By : Snoop-Maverick Install Method : See Below + + Ĵ + + + You're strapped into a high speed, weapons-laden, futuristic battle + cruiser, careening through 3-D worlds at speeds that push your cheeks + past your eyebrows. You slide past blasts of cannon fire while pulling + a 6-G 180 degree turn to launch a barrage of he at seeking missiles at + a fleet of enemy choppers. + + Remember, no matter what happens, you must remain focused on the mission + objective! You are our last chance at eliminating their ultimate weapon, + and miles of fortified tunnels lie ahead! + + Tunnel B1, an all-new 3-D first-person action game, absorbs you straight + into its unbelievable environments and pulls you deep into its twisted, + castoff world! + + + Special Features: + ~~~~~~~~~~~~~~~~~ + State-of-the-art 3-D engine gives your craft incomparable movement and + feel. + + Primary and secondary weapons include Argon Laser, Rockets, Missiles, + Smart Bombs, Mines, Flares and more! + + Futuristic primary weapon upgrades to arm your craft to the teeth! + + Extreme variety of gameplay: Strafe around corners to destroy waiting + enemy guns, or slalom through tunnels like a fiery demon. + + Incredibly detailed environments and ominous soundtrack absorb you into + the game's futuristic world. + + Combat strategies differ when battling enemy encampments, helicopters, + or other craft- each requires a unique choice of weapons, speed and + approach to master! + + Beware: enemies come prepared with their own arsenal, including + early-warning light barriers, sensors, and alarms to foil your plans + for an attack! + + Destroy nuclear containers to pick up energy- do it fast before they + turn the tunnel into a radioactive wasteland! + + What was Ripped Out: + ~~~~~~~~~~~~~~~~~~~~ + 35 MB intro and CD Audio Tracks. The rest is all there! + + Installation Guide + ~~~~~~~~~~~~~~~~~~ + Just unrar only the game with rar x *.rar i.e. in c:\tunnelb1 + Start the install.bat to configure your sound card. + + + - Snoop-Maverick / RAZOR 1911 + + Last note: please read our Razor Commemorative CD updates below for + important news. + + + My personal greets to: I m to lazy now but special greets to all guyz + in DYNASTY and RAZOR (PARADIGM) :> + -Snoop-Maverick + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + I. NEW ADDITIONS + + We welcome China Blue, Crackpot, Holy Beast, Immortal, John Lennon, + Johnny Cyberpunk, Lornicus, Menion Leah, Shrine, Snoop-Maverick, + Wedge, ZEUS and Zodiac....We will explain later ;) + + II. GROUP AND SCENE NEWS + + We wish Druidkin a fond farewell. He has helped this group over the + years to build the WORLD FAMOUS net team we have today. Ciao! + + III. RAZOR COMMEMORATIVE CD UPDATE: + + We would like to take this time to update everyone on the status + of the Razor 1911 Commemorative CD. It is true that we have been + slow on shipping out some of the Razor CD orders. We'd like to + take this time to apologize to those of you whose order have been + delayed. Unfortunately, we had to move our inventory to a new + location due to some security problems. And Please note that we + have now taken all the necessary steps to correct the problem, + and all the back orders have been shipped out as of today. So, + if you have a back order with us, you will receive the CD package + within the week. + + Also note that from now on, every order that we receive will + be mailed out within 3 working days. Thank you for your support. + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + August West. Bad Sector. Bad Spirit. Beowulf. Bleachboy. Bunter. Burana + Catbones. Casino Man. China Blue. Crackpot. Dark Rebellion. Egoistic Fate + Faceless. The Gecko. Holy Beast. Hooligan. Immortal. Johnny Cyberpunk + John Lennon. Lornicus. Manhunter. Marlboro. MOD. MYM. Menion Leigh + Ninja Spirit. Pharaoh. Piston. Pitbull Reich. Spectre. Snoop-Maverick + The Pep. The Playboy. Shrine. Troops. Troll. The Chemist. The Punisher + The Speed Racer. Third Son. Visigoth. Vitas. Wedge. White Cracker + ZEUS. Zodiac. + + + Ŀ + + Razor 1911: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Alpine. Aristotle. Bomb. Bandito. Blackened. Davan. + Ellisdee. Eviltea. HFB. Iron Eagle. Luck. Nizda. Nytemyst. + Reanimator. Script. Suspicious Image. Taz. Toast. Toon. + Wish Bone. Zenith. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + Akira Canadian HQ 1O Node(s) Pharaoh + Malevolence US HQ O8 Node(s) Egoistic Fate + Project X European HQ 1O Node(s) Project-x Staff + + The Rock Member Board O2 Node(s) Third Son + Bleach Box Member Board O4 Node(s) Bleach Boy + Covert Operations Member Board O4 Node(s) Immortal + The Complex Member Board O4 Node(s) Mega/Blackened + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Foundation 2 Member Board O4 Node(s) Burana/Soul + Kashmir Member Board O4 Node(s) Manhunter + Warez Shack Member Board O5 Node(s) Reich/AugustW + Empire of Darkness Member Board O5 Node(s) Dark Rebellion + Little Vegas Member Board O3 Node(s) Casino Man + + Toxic Dump Affiliate O4 Node(s) Toast + + + + Ŀ + + So, You're Interested in becoming a Razor 1911 Member. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for dedicated people who can and + are willing to contribute to the cause! If you currently work at any + COMPUTER STORE, GAMES, UTILS, or HARDWARE COMPANY, or DISTRIBUTORS, + drop us an e-mail. We would love to hear from you. + Email us at : RAZORAPP@RAZOR1911.COM + + So, you're interested in becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all! + For a BBS courier position email ROMRACER@RAZOR1911.COM + For a NET courier position email PITBULL@RAZOR1911.COM + + So, you're interested in becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, FORGET IT! Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + (see section below for contact information) + + + + Ŀ + + You may reach us via E-mail at: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + razorapp@razor1911.com + + Razor 1911 World Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.razor1911.com + + & + + Razor 1911 Founder's Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.ifi.unit.no/razor + + (Or simply ask to join #RAZOR on IRC) + + + + + Ŀ + + RAZOR 1911 CLASSIFIED SECTION + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or the best in CD-Rom + compilations, E-mail us at the following address: + + razorinfo@razor1911.com + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/tycoon.nfo b/textfiles.com/piracy/RAZOR/tycoon.nfo new file mode 100644 index 00000000..77bae845 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tycoon.nfo @@ -0,0 +1,151 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Transport Tycoon + from Microprose + + + + Ŀ + + Supplied By : Jack Release Date : 03 November 1994 + Game Type : Strategy Game Rating : 8/10 + + Ĵ + + Cracked By : n/a Protection Type : none located + Crack File : n/a Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Transport Tycoon is the sequel to the popular Railroad Tycoon from our + favorite strategy game designing team. Tycoon lets you build a huge + transport empire from the ground up. Enjoy the intuitive interface, + clean graphics, and addictive gameplay of a release that's sure to be + an instant classic. Brought to you by Razor 1911, of course. + + When we first tried to install this game on a 4 meg system, we had a + problem. In fact, a major problem : the install hangs on a machine + with less than 4 megs of AVAILABLE memory. So if at first you don't + succeed, free memory and try, try again .. although this is a great + game, Microprose deserves a slap on the wrist for this stupid shit. + + + + Ŀ + + Razor 1911 Greets + ~~~~~~~~~~~~~~~~~~~ + Celestial Wizard, The GEcko, Hot Tuna, The Speed Racer, Zeus, LT + Fallen Angel, Strider, White Noise, The Brian, Randall Flagg & Jack. + + Thanks to our Canadian Connection for all his hard work on this one! + + + + Ŀ + + Razor 1911 News + ~~~~~~~~~~~~~~~~~ + After careful planning, we are proud to announce the unification of + Razor 1911 & Nexus. These two cracking powerhouses have united to + produce more quality cracks than ever before for you to enjoy. + + Check out the member & courier lists below to see the new members of + the Razor 1911 team. Our full board and distribution site network + will be unveiled in future releases. + + Also be sure to call our new Dist Site, Damaged or Defective. + Welcome Jack back to Razor 1911. + + + + Ŀ + + The Proud Razor 1911 Members Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Analog Kid, Beowulf, Big Balls, Big Boss, Bit Manipulator, Blackhawk + The Brain, The Cardinal, Dark Overlord, Fallen Angel, The GEcko, + The Ghost Wind, Hot Tuna, Jake Pickett, James Bomb, Lord Thinker + Marauder, Max Xevious, Network, Pharaoh, Phoenix, Randall Flagg, + The Renegade Chemist, The Speed Racer, War Master, Widget & Zeus + + + + Ŀ + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bubble Man, The Cardinal, Celestial Wizard, Criminal, Digital Justice, + The Dutchmen, Elvin Nox, Faldo, Hero, Jester King, King Lear, The Master + Pharaoh, Rage, Raw Liquid, Savage Dragon, Slain, White Viper & Wyvern. + + + + Ŀ + + World Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aquila, The Assassins' Guild, Bad Dreams, Beyond Akira, The City + Damaged or Defective, The Dream Theatre, Industry Standards, Kronos, + The Psychodelic Mushroom, The Reggae Muffin, Robin's First Orgasm, + State of Devolution, The Wall & 2112 + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to a Razor 1911 Member on one of our boards. We still have some + slots available for the Christmas rush, so get your application in now + for consideration. + + So, You're Interested in Becoming a Razor 1911 Dist Site. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. You may + reach us on one of our boards, or get in touch with your local Razor + 1911 member for more information. + + NOTE : We do not accept cash (or equivalent) compensation in ANY form. + + + + Ŀ + + Super NES & Sega Backup Units Available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call 1-800-FAIRLIGHT for more information on + the hottest deals and how to get them! + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/tyrcd.nfo b/textfiles.com/piracy/RAZOR/tyrcd.nfo new file mode 100644 index 00000000..ca52f6ef --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tyrcd.nfo @@ -0,0 +1,218 @@ + + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Tyrian + (c) Epic Mega Games + + + + Ŀ + + Supplied By : Pharaoh Release Date : 10 November 1995 + Game Format : fulll CD Game Rating : 9/10 + + Ĵ + + Cracked By : -- Protection Type : none + Ripped By : Pharaoh Install Method : unarj and run + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor CD is proud to present Tyrian full CD from Epic Mega Games, + one of the best verticle scrolling shoot 'em up games ever. The + game delivers heart pounding music, dynamite sound effects, and + unbelievable graphics that will blow you away. Tyrian lets you + challenges friends over modem (2 ppl) or via network + + Special greetz to Pharaoh, Third Son, Beowulf, Druidkin, and + Evil Currents for all the great work lately. And thanks go out + Great White for helping on the special project. + + Great many of you have been asking about whether we have anymore + Razor shirt available. YES WE DO. Due to the overwhelming pop- + ularity and demand for the shirt, we have contracted the printer + to print more, so if you're the one that's been asking all the + Razor members on how to get one, this is the time to act. The + ONLY way to get these shirts is to fill out the RZRSHIRT.TXT + (included w/ the release) carefully and mail it out asap. + + + ~ The GEcko + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor welcomes our newest cracker, Dr. Detergent, to da team. + And we also welcome our newest affiliate in 713, Horror Zone! + + ##### + + + Razor Ninteen Eleven, world's premier cracking group since 1985, + today announces our plan to create the commemorative CD-ROM to + celebrate the group's 10 year anniversary in the PC/Amiga under- + ground scene. Like the group itself, the CD will be 100% games, + and it will consists of only the best games cracked and released + by Razor since its inception in the PC scene. Some of the games + on the CD are such popular classics as Ultima Underworld II, FPS + Football series, Space Hulk, Police Quest IV, Rise of the Robots, + NASCAR Racing, HEXEN, Warcraft, and much more! Of course we will + publish a complete game list in our upcoming Razor releases, but + in the meantime, you can find out how to reserve your very own + Razor 10th Anniversary CD by E-mail us at the address below. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + Beowulf, The Speed Racer, Pharaoh, Third Son, Hot Tuna, Sector9, + The Undertaker, Druidkin, Sternone, Cobra, Toast, Dr. Detergent, + Rio&Ken, Beast, Ware Maker, Shadow Master, Dray, & Oliver Stoned. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arctic Cat. Beowulf. Cameron Hodge. Cobra. Druidkin + Dr. Detergent. Evil Current. The GEcko. Hojoe. Hot Tuna. Hula. + Illegal Error. Jock Rockwell. Kilroy. Maverick. Pharaoh + Pitbull. Raw Liquid. Sector 9. Snake. The Speed Racer. + Sternone. Third Son. and The Undertaker. + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Fatal Error + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beast. Bitecrash. Captain Blood. Dagobah. Elvin Nox. + Fatal Error. Janno. Ralph. Syxus. Toast. Ware Maker. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Code Zero. Clubber. Crypter. CyberPhreak. Guht. Khufu. + Manhunter. Morbid Genius. Mr. ZigZag. Pericles. Pic9. + Rage. TerraX. The Saint. Trixel. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Mav/Gecko/Speedo + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + + Citadel of Chaos Affiliate O5 Node(s) Toast + The Crypt Affiliate O3 Node(s) Spectre/Blade + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/tyrian.nfo b/textfiles.com/piracy/RAZOR/tyrian.nfo new file mode 100644 index 00000000..b32bbd37 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/tyrian.nfo @@ -0,0 +1,271 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Tyrian v2.0 + (c) Epic Mega Games + + + + Ŀ + + Supplied By : White Cracker Release Date : 11 May 1996 + Cracked By : None Protection Type : None + + Ĵ + + Game Format : Strategy/Flying System Type : DOS + Packed By : White Cracker Install Method : See below + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + The year is 20,031. You are Trent Hawkins, a terraformation pilot. + Someone killed your best friend, and if its the last things you do, + you're going to find out why. The only lead you have is what Buce + told you before he died..."My Friend..you are familiar with the + corporation who controls the terraformation of Tyrian called + Microsol. They will be responsible for my death. + + Preparing for a troubled day, you close your eyes at last, vowing + to avenage Buce's death, not knowing that what will take place in + the next three weeks will become the legend of Tyrian. + + + + Installation Notes + ~~~~~~~~~~~~~~~~~~~~~~ + + To install is simple, make a dir called C:\TYR + then type : + + ARJ X -V -Y TYRIAN.001 C:\TYR + + and run the install.exe after it is installed. Go to the + directory and type setup. Then to play type tyrian.exe! + + And Enjoy another great realese from + Razor 1911.... + + + Greetz go out to : TSR, Pharaoh, Hot Tuna, Faceless, BunteR, + MOD, Druidkin, Manhunter, Blue Adept, Hellraiser, Rats Blooodd + Cyber Angel, Night Vision, Luck, Everclear, White Cracker, Dxfer + Egoistic Fate, Nytemyst, Fugitive, Ellisdee, Pest and Chris Nukem + + + + Group GReetz : PWA, Scum, Malice, Rapier, Everlast and ACID! + + + White Cracker / RAZOR 1911... + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + We are now accepting applications for courier positions MUST BE + RESPONSIBLE and COMMITTED, all others need NOT apply. + + Congratulations and Welcome to BunteR who has become part of the + Razor 1911 family! Family's that Pirate Together Stay Together! ;) + + Also If YOU work for a software store, software company GAMES or + Utilities or a hardware company , PLEASE e-mail us for details + on how YOU TOO can join RAZOR 1911. ! + Email address : an350611@anon.penet.fi + + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's have arrived and is now shipping! + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD are fully cracked and 100% working. The Razor + Anniversary CD has many of the games cracked and released by the + Razor team since its inception in the PC scene. The CD comes + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send in your form now, to order your + own copy. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Catbones. Cobra. + Egoistic Fate. Faceless. The GEcko. Hojoe. Hot Tuna. + Jester King. Manhunter. Maverick. Mod. Ninja Spirit. + Pest. Pharaoh. Sector9. Spectre. Sternone. The Speed Racer. + Third Son. The Undertaker. Turok. White Cracker. + + + + Ŀ + + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + U.S. - Turok + Euro. - Manhunter + + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artur. Beast. Conficere. Darkside. Dxfer. Ellisdee. + Erupt. Everclear. Fugitive. Kot. Luck. Maverick. + Nytemyst. Rio&Ken. Rom Racer. Stoney. Suspicious Image. + Tiger. Toast. Tyrus Sithius. Universal Soldier. + + + + + + Ŀ + + The Gods of the Razor CD Internet Division ARE: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Excalibur. Druidkin. Hackrat. Khufu. Seal + Marlboro. Mr.ZigZag. Pitbull. Sir Alf. The Saint. + + + + Ŀ + + Razor CD: Director of INET Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Druidkin + + + Razor CD: INET Courier Coordinator + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Pitbull + + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Lester. Terra X. Viper Krynn. Vitas. + + Chronic Fatigue. Davan. Rainbow. The Jerk. + The Punisher. + + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + Malevolance Courier HQ O6 Node(s) Egoistic Fate + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + Shadow Lands Member Board O6 Node(s) Manhunter + Elysium Member Board O5 Node(s) Prowler + Pyramid Member Board O4 Node(s) Khufu + Rat's Hole Member Board O4 Node(s) Fiber + Round Table Member Board O4 Node(s) Excalibur + Euro RAZOR Member Board O4 Node(s) Pic 9 + + Hakuna Matata Affiliate O2 Node(s) Beast + Silicon Dragon Affiliate O4 Node(s) Viper Krynn + Speed & Ecstasy Affiliate O8 Node(s) Darkside + Are You Sure ??? Affiliate O4 Node(s) Kot/Tocont + Just 4 Fun Affiliate O6 Node(s) Artur + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all ! + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all ! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (405)943-9867 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or the best in CD-Rom + compilations, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + or + + CHECK OUT!!!!! DIGCANDY.ZIP included on this disk. + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/univers.nfo b/textfiles.com/piracy/RAZOR/univers.nfo new file mode 100644 index 00000000..10af87f2 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/univers.nfo @@ -0,0 +1,144 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Universe + from Core Design + + + + Ŀ + + Supplied By : Hot Tuna Release Date : 31 October 1994 + Cracked By : n/a Protection Type : none located + + Ĵ + + Zipped Size : 7-8 megs Number of Disks : 5 * 1.44mb + Crack File : n/a Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Universe, just another great game brought to you by your favorite + crackers. If you enjoy Lucasarts or Sierra adventure games, this + fine adventure game's for you, especially since future adventures + from Lucasarts/Sierra will be CD only. The great gfx and sound + to be found in this futuristic space thriller will blow you away! + + Enjoy, and be sure to look for more Razor 1911 quality coming + your way soon .. + + + + Ŀ + + Razor 1911 Greets + ~~~~~~~~~~~~~~~~~~~ + Nexus, Legend, PWA, INC, Contour, Dominators & Fairlight (Amiga) + + Hot Tuna, The Gecko, The Speed Racer, Celestial Wizard, Marauder + Zeus, Liquid Khaos, Bit Manipulator, Andeveron, Blackhawk, Beowulf + + Special thanks to Hot Tuna for the original, and to Celestial W. + for all the help! + + + + Ŀ + + Razor 1911 News + ~~~~~~~~~~~~~~~~~ + Soon the coolest group around gets even better with the addition + of members from the famous group Nexus. Stay tuned for details as + Razor 1911 returns to rule the scene. You'd better go eat your + Wheaties, kids .. + + + + Ŀ + + The Proud Razor 1911 Members Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Analog Kid, Big Balls, Big Boss, Bit Manipulator, Blackhawk, + The Brain, The Cardinal, Dark Overlord, Fallen Angel, The Ghost Wind + Jake Pickett, Lord Thinker, Marauder, Network, Pharaoh, Phoenix, + Randall Flagg, The Renegade Chemist, Roland, War Master, Widget, + Wind Walker & Zeus. + + + + Ŀ + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Cardinal, Celestial Wizard, The Dutchmen, King Lear, Pharaoh + Savage Dragon, White Viper & Wyvern. + Bubble Man, Digital Justice, Faldo, Rage, Raw Liquid & Slain + + + + Ŀ + + World Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aquila, The Assassin's Guild, Bad Dreams, Beyond Akira, The City + The Dream Theatre, Industry Standards, Kronos, Psychedelic Mushroom, + The Reggae Muffin, RFO, State of Devolution, The Wall & 2112. + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to a Razor 1911 Member on one of our boards. We still have some + slots available for the Christmas rush, so get your application in now + for consideration. + + So, You're Interested in Becoming a Razor 1911 Dist Site. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. You may + reach us on one of our boards, or get in touch with your local Razor + 1911 member for more information. + + NOTE : We do not accept cash (or equivalent) compensation in ANY form. + + + + Ŀ + + Super NES & Sega Backup Units Available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call 1-800-FAIRLIGHT for more information on + the hottest deals and how to get them! + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/unladv.nfo b/textfiles.com/piracy/RAZOR/unladv.nfo new file mode 100644 index 00000000..4a190bd5 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/unladv.nfo @@ -0,0 +1,140 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + Forgotten Realms: Unlimited Adventures / Heirs to skull Crag + Ĵ + Supplier: Good ol'Slick Willie Publisher: S.S.I. + Cracker: Herr Helmut Graphics: VGA + Rel. Date: 28th March 1993 Soundcard: The lot... + + + Game Notes: This is probably the last time you have the chance to put + your hands on a Forgotten Realms adventure with SSI's good + old well-known interface. The good news is that in addition + to a brand new adventure this game has a built in const- + rutcion set that lets you edit your own high-quality RPG's. + We played with it for a while and found it pretty amusing. + Definately a MUST for die-hard RPG'ers around. + + Install Notes: A regular subst will do fine! + + Scene Notes: Along with the rest of the scene we are still wondering what + really happened with Serpent Isle. But one thing is for sure: + that kinda behaviour we've seen here does NOT belong in the + elite scene. Start acting like grown ups and realize that + we're all (?) in it for the fun and NOT all the shit thats + been going on lately. + Anyway - good luck to TDT. It was on time you got rid of + Grim, maybe you can be some respectable competition now? + (HardCore, the dictator: I am TDT, I own TDT so dont fuck + with me coz then you're DEAD.. haha) + + Greetings: Butcher, Randall Flagg, Serpico, Red Wizard, French M8, + GML, Shadow Knight, TRC, Zax, Baal, Insane, Code3, Jack, + Excessive Knight, RazorBlade (I want me monni back - Im + spending me monni elsewhere... hehe) and the others. + + Group greets: Untouchables, Skillion (Helluwa job on L2 guys. You were + real lucky there. :-)), TRSI, Hybrid (stop doing that or we + will have to rape you Bjorn hehe) and the few other good ones. + + Norway 28th March $ector9 & Doctor No + + + RAZOR 1911 gives you QUANTITY IN QUALITY...err? or was it QUALITY IN QUANTITY? + ^^^ + | + `--- (c) Randall Flagg'93 + + Ŀ + RAZOR 1911 BOARDS + Ĵ + Apocalypse...........World HQ.......4 nodes..ITS-PRI-VATE....Whistler/POW. + Concept Elite........CHQ............4 nodes..ITS-PRI-VATE....Loverman..... + Physical Damage......Canada HQ...............ITS-PRI-VATE....Bone Crusher. + Bedrock..............Euro HQ........2 nodes..+47-PRI-VATE................. + Unknown Pleasures....UKHQ...........2 nodes..+44-PRI-VATE....Razor Blade.. + The Brewery..........AHQ............2 nodes..+61-PRI-VATE....Ginnie....... + Ĵ + Agents of Fortune....Member Board...3 nodes..ITS-PRI-VATE....Butcher...... + Boners Domain........Member Board............XXX-XXX-XXXX....Rambone...... + Borderline...........Member Board...2 nodes..ITS-PRI-VATE....The Wizz..... + Spyrit's Crypt.......Member Board............ITS-PRI-VATE....Black Spyrit. + Unknown Origin.......Member Board............ITS-PRI-VATE....The Unknown.. + Midpoint Void........Member Board...2 nodes..ITS-PRI-VATE....Holy Ward.... + Death Valley.........Member Board............+39-XXX-XXXX....Jurgen....... + Getaway..............Member Board...2 nodes..+45-XXX-XXXX....Macro Nit.... + Suburbia.............Member Board...2 nodes..214-714-0202....The Chairman. + Maximum Overdrive....Member Board...2 nodes..ITS-PRI-VATE....Twin Turbo... + Fatal Future.........Member Board............+46-XXX-XXXX....Mindbender... + Violent Playground...Member Board............+46-XXX-XXXX....Laric........ + Ĵ + Bucket of Blood......Affiliate...............403-XXX-XXXX....Roger Ramjet. + Camelot..............Affiliate...............606-258-2821....Black Knight. + Data Dump............Affiliate......2 nodes..504-XXX-XXXX....RISC......... + File Cabinet.........Affiliate......3 nodes..815-399-8978....File Clerk... + Great White North....Affiliate...............913-XXX-XXXX....Wolverine.... + High Voltage.........Affiliate......2 nodes..908-XXX-XXXX....Sledgehammer. + Metal Works..........Affiliate...............ITS-PRI-VATE....Heavy Metal.. + The Pump.............Affiliate......2 nodes..313-XXX-XXXX....The Iron Man. + SkyNet...............Affiliate......2 nodes..404-XXX-XXXX....CyberChrist.. + Street Spydrs........Affiliate......4 nodes..713-XXX-XXXX....Maverick..... + Midnight Ritual......Affiliate...............510-351-7301....Malice....... + Covert Action ][.....Affifiate-.....2 nodes..818-XXX-XXXX....Contra....... + Ĵ + CyberSpace...........Affiliate......2 nodes..+41-27563418....ULi.......... + Digital Express......Affiliate...............+55-XXX-XXXX....Red Baron.... + Desert Storm.........Affiliate...............+XX-XXX-XXXX....Amigo........ + Trader Mania.........Affiliate......2 nodes..+49-XXX-XXXX....Tiger........ + Horror House.........Affiliate...............+45-54850045....Thunder Droid + The House of God.....Affiliate......2 nodes..+31206642172....Hoppermania.. + P.O.W................Affiliate...............+972-XXXXXXX....Papasan...... + Ĵ + RAZOR 1911 SUPPORT BOARDS + Ĵ + Soul Asylum [514] and Craft World [418] + + + Ŀ + RAZOR 1911 SPREADING TEAM + Ĵ + Devil , Interloper , Prince of Sin , Sid Vicious & Wind Walker + Ĵ + The Black Mage , Load Master , Mad Carder , The Phantom , Shadow Phantom , + The Magus , Messenger of Death , Country Boy , Flatline , Czar , DeathStar + Marauder , The Illusionist , Steelheart , The Slacker Phoenix Claw , DUNE , + GML/TU , Insane TTM , Gene , Wing & LoneWolf + + + Ŀ + HOW TO CONTACT RAZOR 1911 + Ĵ + Razor 1911 is no longer accepting North American Dist Sites unless you can + offer us something special. We are still looking for a few cool boards in + the rest of the world , so you can contact us on our HQ boards today. Also + you can write us for disks-by-mail and other cool stuff at : + RAZOR 1911 PC RAZOR EUROPE + BOX 2034 BOX 945 + Vidor, TX 77662 N-7001 TRONDHEIM + U.S.A. NORWAY + + + + /\ + Since /__\ 1985! + /\ /\ + /__\/__\ + + + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + -*- -*- -*- -*- -*- + RAZOR 1911 - SHARPER THAN A BLADE OR YOUR MONEY BACK + diff --git a/textfiles.com/piracy/RAZOR/unrough.nfo b/textfiles.com/piracy/RAZOR/unrough.nfo new file mode 100644 index 00000000..6b760ab9 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/unrough.nfo @@ -0,0 +1,157 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + Unnecessary Roughness from Accolade. + + ij + + CRACKER : WOLVERiNE GRAPHICS : SVGA & VGA + SUPPLIER : Marauder SOUND : Al Michaels + PROTECTION : Doc Check DATE : 01/04/94 + + + + Ŀ + GAME NOTES/GREETS/ETC .. + ij + + Everybody who doubted the power of the blade .. FUCK YOU! + + This is a kick ass football game from the makers of Mike Ditka Football, + cracked by Razor almost 3 years ago. Totally licensed by the NFLPA, you + get all the great players, like Michael Irvin. Put together a top-notch + team and run plays out of a huge play book. Many different SVGA camera + views make it look as good as it plays .. this is definitely a great way + to start '94, as we look forward to the Super Bowl, which incidentally + Dallas is going to win again .. and with any luck Buffalo will lose for + the 4th year in a row! + + Playoffs start this week. GO COWBOYS! + + TO CRACK: + + Install the game, then run CRACK.COM to crack it.. This one was a bitch, + but here it is...Special thanks to Wolverine.. Great job dude.. + + This is patch is designed to be run only once.. Since it is dynamic and + can apapt to version changes, running more than once can destroy your + install. + + ij + + Greets ... TRC, Butcher, Razor Blade, Hopper, Onyx, Snacky, Wolverine, + CHESSKiNG, The French Mate, Westbam, and all the guys... + + -Marauder + + ij + + Razor 1911, resolving to bring you the most quality in '94 and beyond .. + + + + Ŀ + WORLD-FAMOUS RAZOR 1911 BULLETIN BOARD SYSTEMS + ij + MIRAGE WHQ 6 Lines XXX.XXX.XXXX Big Boss + GATES OF ASGARD Courier HQ 8 Lines XXX.XXX.XXXX Rotor + STATE/DEVOLUTION USHQ 4 Lines XXX.XXX.XXXX Marauder + ij + THE HOUSE OF GOD European HQ 2 Lines +31.XXX.XXXX Hoppermania + UNKNOWN PLEASURES UKHQ 4 Lines +44.XXX.XXXX Razor Blade + ij + Suburbia Member BBS 6 Lines 214.XXX.XXXX The Chairman + C.N.S. Member BBS 313.XXX.XXXX Wolverine + Big City Lights Member BBS 2 Lines 217.XXX.XXXX The Hook + ij + Death Valley Member BBS +39.XXX.XXXX Jurgen Rzr + Violent Plygrnd. Member BBS +46.XXX.XXXX Laric + ij + Midpoint Void Affiliate 2 Lines 303.XXX.XXXX Holy Ward + The Street Spydrs Affiliate 5 Lines 713.XXX.XXXX Maverick + Metal Works Affiliate 2 Lines 318.XXX.XXXX Heavy Metal + The Chaos Factory Affiliate 2 Lines 604.XXX.XXXX Mad Bomber + Depeche Violation Affiliate 2 Lines 818.XXX.XXXX Depeche + The Depths Affiliate 214.986.9506 Maelstrom + ij + Reggae Muffin Affiliate 2 Lines +47.XXX.XXXX Illegal E?ror + The Exodus Affiliate 2 Lines +352.787.253 Rage + Future Zone Affiliate 5 Lines +49.XXX.XXXX JJF + Pirates Hideout Affiliate +46.40155977 BlackSmith + ij + The Pentagon Outpost 3 Lines +31.XXX.XXXX Grimlock + Nemesis Outpost 4 Lines +31.XXX.XXXX The Brain/KnoX + Central Park Outpost 4 Lines +61.XXX.XXXX Grim + + + ** RAZOR 1911 >ACTIVE< MEMBERS & SPREADERS ** + + - SENIOR STAFF - Ŀ + + The Renegade Chemist, Marauder, Butcher & Razor Blade. + + - STAFF - ij + + The Chairman, Wolverine, Westbam, Big Boss, Serpico, Snacky, + The Legend, Wind Walker, Hoppermania, Onyx, Mephistar, Mitch + Rambone, Zebig, Laric, Chronic Halitosis, Fallen Angel, Rotor, + The Hook & Bionomix. + + + + - RAZOR-DoX MEMBERS - Ŀ + + Lorus + + + + - SPREADING COORDINATORS - Ŀ + + BuBBLE MAN & Ralph + + - ELITE SPREADERS - ij + + Blitzkrieg, The Brain, The Cardinal, CyberNetic Samurai, + Death Certificate, Digital Justice, DuNe, The Dutchmen, Energie & Sky, + Fugitive & Obliviax, IceMan, Janno, KnoX, Raider, Skater, Razor Edge + Storm Lord, Sweda Head, Timelord, Rator, Grey Death, Grim, + Dream WEaver & Grandmaster Flash. + + - TRIAL - ij + + Skiver, T-Bone, The Inquisitor, Factory, Chain, Qube, Flood & Stubborn + + + + Ŀ + INTERESTED IN JOINING RAZOR 1911 ? + ij + + If you want to get into Razor as an Affiliate (Dist Site, whatever) then + give a call to our US Headquarters, State of Devolution. Logon with the + account 'RAZOR' password 'RAZOR' and leave mail to Marauder (the Sysop). + All Razor Affiliates are completely functional and do something for the + group. If you can't, then don't bother wasting both our and your time. + + If you are interested in being a Courier/Spreader for Razor 1911 contact + us at our Courier HQ, and leave mail to BuBBLE MAN or Ralph. Be sure to + leave your voice number and name so we can contact you quickly. + + ** NOTE ** We are right now re-forming Razor-DoX, once the best dox/hint + division on the scene. If interested CALL 214-445-0790, logon with : + + Account : RAZORDOX + Pw : RAZORDOX + + And type 'DOX' at the main menu .. + + + + SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE (C). + IF YOU LIKED THIS GAME, BUY IT. -*- R A Z O R 1 9 1 1 -*- + diff --git a/textfiles.com/piracy/RAZOR/unvrscrk.nfo b/textfiles.com/piracy/RAZOR/unvrscrk.nfo new file mode 100644 index 00000000..1d0edfe4 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/unvrscrk.nfo @@ -0,0 +1,145 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Universe Crack Patch v1.0 + from Core Design + + + + Ŀ + + Supplied By : Hot Tuna Release Date : 31 October 1994 + Cracked By : Wayward Protection Type : Doc check + + Ĵ + + Zipped Size : 7-8 megs Number of Disks : 5 * 1.44mb + Crack File : CRACK.COM Install Method : - + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + After few hours of playing, we found a protection in the middle of + this great game, so here is the crack patch to take care of it. + Just copy the patch to your Universe directory and run it...simple + 'nuff. Many thanks to Wayward for another fine crack! + + Enjoy, and be sure to look for more Razor 1911 quality coming + your way soon .. + + - The GEcko + + + + Ŀ + + Razor 1911 Greets + ~~~~~~~~~~~~~~~~~~~ + Nexus, Legend, PWA, INC, Contour, Dominators & Fairlight (Amiga) + + Hot Tuna, Wayward, The Speed Racer, The Renegade Chemist, Marauder, + Zeus, Celestial Wizard, Liquid Khoas, James B., Blackhawk, Beowulf! + + Special thanks to Hot Tuna for the original, and to Celestial W. + for all the help! + + + + Ŀ + + Razor 1911 News + ~~~~~~~~~~~~~~~~~ + Soon the coolest group around gets even better with the addition + of members from the famous group Nexus. Stay tuned for details as + Razor 1911 returns to rule the scene. You'd better go eat your + Wheaties, kids .. + + + + Ŀ + + The Proud Razor 1911 Members Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Analog Kid, Big Balls, Big Boss, Bit Manipulator, Blackhawk, + The Brain, The Cardinal, Dark Overlord, Fallen Angel, The Ghost Wind + Jake Pickett, Lord Thinker, Marauder, Network, Pharaoh, Phoenix, + Randall Flagg, The Renegade Chemist, Roland, War Master, Widget, + Wind Walker & Zeus. + + + + Ŀ + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Cardinal, Celestial Wizard, The Dutchmen, King Lear, Pharaoh + Savage Dragon, White Viper & Wyvern. + Bubble Man, Digital Justice, Faldo, Rage, Raw Liquid & Slain + + + + Ŀ + + World Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aquila, The Assassin's Guild, Bad Dreams, Beyond Akira, The City + The Dream Theatre, Industry Standards, Kronos, Psychedelic Mushroom, + The Reggae Muffin, RFO, State of Devolution, The Wall & 2112. + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to a Razor 1911 Member on one of our boards. We still have some + slots available for the Christmas rush, so get your application in now + for consideration. + + So, You're Interested in Becoming a Razor 1911 Dist Site. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. You may + reach us on one of our boards, or get in touch with your local Razor + 1911 member for more information. + + NOTE : We do not accept cash (or equivalent) compensation in ANY form. + + + + Ŀ + + Super NES & Sega Backup Units Available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call 1-800-FAIRLIGHT for more information on + the hottest deals and how to get them! + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/usm.nfo b/textfiles.com/piracy/RAZOR/usm.nfo new file mode 100644 index 00000000..3ade5c86 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/usm.nfo @@ -0,0 +1,168 @@ + __ _ + __ ___ ____ + _ _______________ ______ __ _ ___ + __ ___ _______ ___ __ _ ____ _ __ + _ ___ ______ ____ _ ___________ _____ _____ ____ _ + _ ___ ___ _ ___ ___ _ ___ __ ____ ___ ____ _ + _ _______ ____ ___ _ ___ __ ___ ____ _ _______ ___ _ + _ ___ _____ __ ___ ___ ___ ______ __ ___ ___ _ + _ ___ _____ ____ ___ ______________ _____ ___ ___ __ + _ _____ _ _____ __ _ ___ _ _ __ _ ___ ____ + __ __ _______ ___ _ __ __ ____ _ ____ _ _ + _ ___ __________ __ ___ _ ___ _ + ____ _____ __ + _______ 1 9 1 1 + + + +----------------------------------------------------------------------------+ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Ultimate Soccer Manager + (c) Impressions + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + Supplied By : Hot Tuna Release Date : 13 May 1995 + Game Type : Football Sim Game Rating : 7/10 + + +---------------------------------------------------------------------------- + + Cracked By : N/A Protection Type : None found + Crack Patch : N/A Install Method : subst or floppy + + +---------------------------------------------------------------------------- + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Well it`s almost the end of the Football season so here is a nice sim + for all you football fanatics.Here are some of the more exciting bits -: + + Commercial game on/off + Match rigging + Ground improvements + Attendance graphs + + + Hot Tuna / 1911 + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + RaZoR 1911 welcomes - + + United Kingdom Headquarter: The Grave Yard + Member(s): The Undertaker, Malicious Intent + Courier(s): Junkman, Maximum Carnage, Red Devil, + and Vivid. + ________________________________________________________________________ + + We are going to be redecorating our boards very soon, so we will + be needing couple of decent graphic artists for both ANSI and VGA. + If you're looking to break into the big times, call us and apply. + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + To our families and friends around the globe: + + The GEcko. The Speed Racer. Hot Tuna. Eos. Pharaoh. Abrasax. Beowulf + Roland. Cameron Hodge. Raw Liquid. Shadow Master. The Undertaker + Cyber Angel. Wayward. Hula. Pitbull. The Commanche. Toast. Vivid. + + And a special greet to our partner in crime, Quartex Amiga! + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Beowulf. Big Balls. Big Boss. Bit Manipulator. Blackhawk. + Blitzkrieg-X. Cameron Hodge. Celestial Wizard. The Comanche. Eos. Faldo. + The GEcko. The Ghost Wind. Hot Tuna. Hula. James Bomb. Kilroy. Network + Malicious Intent. Pharaoh. Physco Stik. Pitbull. Roland. Snake.Techno Rave + Third Son. The Speed Racer. The Undertaker. Wayward. White Fox. Wyvern + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + Razor 1911: Directors of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Malicious Intent, Snake + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Eminenz. The Dutchmen. Hero. Junkman. Lunatic Genius + The Master. Maverick. Maximum Carnage. Rage. Raistlin. Raw Liquid. + Red Devil. Toadie. Toast. Vivid. + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + -- To be announced -- World HQ 10 Node(s) -- Sysop -- + Tower of Sorcery Courier HQ 7 Node(s) Arch-Magi + The Silo USA HQ 6 Node(s) The Comanche + Beyond Akira Canadian HQ 10 Node(s) Pharaoh + The Grave Yard UK HQ 4 Node(s) The Undertaker + + The Belfry Member Board 3 Node(s) Faldo + Menzoberrazan Member Board 2 Node(s) Pitbull + Robin's First Orgasm Member Board 5 Node(s) Big Balls + Reggae Muffin Member Board 3 Node(s) IE/Sector 9 + Snake's Place Member Board 4 Node(s) Snake + Street Spydrs Member Board 4 Node(s) Maverick/GEcko + The Wall Member Board 7 Node(s) Roland/TGW + + Cell Block 4 Affiliate 3 Node(s) Malicious Intent + Rock Creek Affiliate 3 Node(s) Third Son + Toxic Dump Affiliate 2 Node(s) Toast/Darkwing + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 2+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)266-8330 + Logon : RAZOR + Pword : RAZOR + + +----------------------------------------------------------------------------+ + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/utopusa.nfo b/textfiles.com/piracy/RAZOR/utopusa.nfo new file mode 100644 index 00000000..9897e608 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/utopusa.nfo @@ -0,0 +1,166 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +Ŀ + Utopia - US release + +ͻ + -*- Release Information -*- -*- Game Information -*- +Ķ + Cracker Onyx Publisher Konami/Gremlin + Protection Type Doc Check Graphics EGA/VGA + Supplier Butcher Sound Roland/SB/AdLib + Rating [1-10] 8 # of Disks 1 + Date of Release 09/04/92 Disk Size 1.44mb +ͼ +Ŀ + Release Notes + + This is the US release version of UTOPIA. It should include the newest + version of the program plus bug fixes etc. If you haven't gotten the + european release yet, this might be what you've been looking for. + + Fabulous Furlough: Ever-un-lock is underway. + + Lord Mischief: Hrm.... FiRM, well... + + Greets: Eldar, Switch, Boomer, Martial Artist, Zodact, Renegade Chemist, + Darwin, Sector9, Dr.N0, The Unkown and Intrepid! + + -ONYX 09/04/92 + + + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + +Ŀ + Razor 1911 Couriers + + + -*- Senior Couriers -*- + + Wind Walker, Avalon, Peeker, Bubba. + + -*- Elite Couriers -*- + + Shadow PhanTom, Baddog, Benign Rogue, Ur Lord, + Load Master, Bullwinkle, Chaos9, The Dark Lord, DEViL, Lord Tiamat. + + -*- Trial Couriers -*- + + Cylus, Messenger of Death, Phantom, The Enforcer, The Unforgiven. + +Ŀ + Razor 1911 Affiliate Systems + +Ŀ + Suburbia - World Headquarters/2 nodes - ITS/PRI-VATE + The DaRK PaLaCE - Courier Home/2 nodes - 804/272-1007 + +Ŀ + Agents of Fortune - Member Board/2 nodes - Butcher - 409/786-3767 + Midpoint Void - Member Board - Holy Ward - ITS/PRI-VATE + Crime Ring - Member Board - Kingpin - ITS/PRI-VATE + The Fault Line - Member Board - Martial Art. - 403/288-8402 + Spyrit's Crypt - Member Board - Black Spyrit - 802/878-3704 + Unknown Origin - Member Board - The Unknown - 214/442-5021 +Ĵ + Trilogy ][ - Affiliate/2 nodes - Rich Kid - 313/247-8308 + Reign In Blood - Affiliate - Uriel - 718/698-1969 + Legend of Ampasaurus - Affiliate - Vincentio - 604/279-0518 + UnderWorld - Affiliate/2 nodes - Archmage - ITS/PRI-VATE + So-Krate's - Affiliate/2 nodes - Philosopher - 310/578-7226 + Dust /\/ Bones - Affiliate - Groo - 201/612-8817 + Sancuary(tm) - Affiliate - T. Thales - 305/792-8771 + Peril Gates - Affiliate - Isopropyl - 616/398-3248 + The Cellar - Affiliate/2 nodes - Runaway Train - 401/739-2946 + The Space Zone - Affiliate/3 nodes - Death Ray - 301/PRI-VATE + Elysium - Affiliate - Squire - 508/PRI-VATE + Camelot - Affiliate - Black Knight - 606/PRI-VATE + The Jungle - Affiliate - The Ware Lord - 615/PRI-VATE + BoomTown - Affiliate - Boomer - 407/658-6472 + The Data Dump - Affiliate - RISC - 504/455-0139 + The Bull Farm - Affiliate - Bull - 504/PRI-VATE + Wares for the Masses - Affiliate/7 nodes - Steel - 302/836-6175 +Ĵ + The Prophecy - Outpost - Nostradamus - 301/681-4380 + The Atomic Cafe - Outpost - Speed Demon - 503/635-7972 + Infinite Darkness - Outpost - Midnight Sor. - 305/561-3877 + The Medieval Crypt - Outpost - M. Magician - 214/242-2954 + + +Ŀ + A HOT GROUP NEEDING HOT COURIERS! +Ĵ + HEY! DO YOU WANT TO COURIER HOT RELEASES FOR THE HOTTEST GROUP AROUND! IF + YOU ARE INTERESTED THEN CALL THE DARK PALACE AT 804/272-1007 AND APPLY FOR + AN ACCOUNT! BE SURE TO TELL THE WITCH KING ABOUT YOUR INTEREST, AND LEAVE + A VOICE NUMBER. WE NEED SOME GOOD DAYTIME COURIERS TO HELP SPREAD OUR RE- + LEASES, SO IF YOU THINK YOU ARE UP TO IT THEN DON'T WAIT, CALL US TODAY! +Ĵ + NOTE! IF YOU HAVE A V32 OR V32BIS MODEM, BE SURE TO CALL THE NUMBER LISTED + ABOVE, 804/272-1007, IT IS A USRBOTICS DUAL STANDARD 14.4K NODE. HOWEVER, + IF YOU HAVE AN HST TRY CALLING ON NODE 2 (HST ONLY) FIRST AT 804/272-8966. + +Ŀ + DO YOU WANT TO RUN A BOARD FOR THE BLADE? +Ĵ + HEY! ARE YOU DISSATISFIED WITH THE CURRENT STATE OF YOUR BOARD? CRYING AB- + OUT THE SPEED AT WHICH YOU GET THE HOTTEST RELEASES? IF YOU WANT TO JOIN + THE UPPER CUT OF THE SCENE AS AN OUTPOST, AFFILIATE, OR MAYBE EVEN A MEM- + BER BOARD, THEN CALL AGENTS OF FORTUNE AT 409/786-3767 OR AT 409/786-1598 + AND LET BUTCHER KNOW THAT YOU TOO WANT YOUR BOARD TO BE A CUT ABOVE! + + +Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Don't wait! Write us today! + +Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Greetings go to all of our couriers! Keep up the good work! + + * If you want to spread for the sharpest group in the scene, call The + Dark Palace and get in touch with The Witch King or Switch! + + * If you run a board and are interested in becoming a Razor Affiliate, get + in touch with Butcher on Agents of Fortune! + + RAZOR 1911 - SHREDDING THE COMPETITION! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/uw2.nfo b/textfiles.com/piracy/RAZOR/uw2.nfo new file mode 100644 index 00000000..f3fa548c --- /dev/null +++ b/textfiles.com/piracy/RAZOR/uw2.nfo @@ -0,0 +1,149 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +ķ + Ultima Underworld II : Labyrinth of Worlds +Ľ +͸ + -*- Release Information -*- -*- Game Information -*- +Ĵ Ĵ + Cracker N/A Publisher Origin + Protection Type N/A GFX & Sound All + Supplier Predator Release Date 01/03/93 +; +ķ + + Game Notes: Here is the first real release of 1993 and what a release it + ~~~~~~~~~~~ is! Of course Razor 1911 has done it again! + The second part of the Underworld series has a much more + realistic look. Smoother animation and more detailed creatures + provides the game with more of a virtual reality setting! + There are new terrain features (shifting floors, thin ice), + new spells (shockwave and portal), new creatures, and of course + nastier traps and puzzles! Also you have eight new worlds and + a city buried in ice, to explore. + You can use subst to install on the hard drive and you will + also need a memory manager such as Qemm, or any of the others. + +Ķ + + Greets: Sector 9, Randall Flagg, Butcher, Black Spyrit, Darwin, Holy + ~~~~~~~ Ward, Twin Turbo. Thanks guys for putting up with TRC's shit! + +Ķ + Razor 1911.......There is no competition!!!!! +Ľ + +ķ + -=RAZOR=- Couriers +Ľ + + - Senior - + Gangsta Rok, Sugar, JoeBee + + - Elite - + Ben Jammin, The Black Mage, Bullwinkle, Dark Kinight, DEViL, + DuNe, Janno, Load Master, Lord Thinker, Mad Carder, Captain Nemo + The Phantom, RAiDER, Shadow PhanTom, Sid Vicious,Sniper + + - Trial - + Czar, DD, iNTERLOPER + + + +ķ + -=RAZOR=- Boards +Ķ + Apocalypse World HQ (3nodes) P.O.W. XXX-XXX-XXXX + The Dark Palace Courier HQ (4 nodes) Escape Key XXX-XXX-XXXX +Ķ + Agents of Fortune Member Board (2 nodes) Butcher 409-786-3767 + Boner's Domain Member Board Rambone XXX-XXX-XXXX + Death Valley Member Board Jurgen 390233240297 + Digital Express Member Board Red Baron +55273250791 + Midpoint Void Member Board (2 nodes) Holy Ward XXX-XXX-XXXX + So-Krate's Member Board (2 nodes) Philosopher 310-578-7226 + Spyrit's Crypt Member Board Black Spyrit 802-879-1136 + Surburbia Member Board (2 nodes) The Chairman XXX-XXX-XXXX + Dark Half Member Board Shadow Knight XXX-XXX-XXXX +Ķ + Borderline Affiliate The Wizz 813-922-4125 + Camelot Affiliate Black Knight 606-258-2821 + Data Dump Affiliate (2 nodes) Risc XXX-XXX-XXXX + Fatal Future Affiliate Mindbender +46-31932845 + Fifo-Lifo Affiliate Big Al 305-XXX-XXXX + File Cabinet Affiliate (3 nodes) File Clerk 815-399-8978 + HELL Affiliate (3 nodes) Asmodeus 313-XXX-XXXX + Mode 101 Affiliate The Prof. 206-486-2546 + SkyNet Affiliate (2 nodes) CyberChirst XXX-XXX-XXXX + Street Spydrs Affiliate (4 nodes) Maverick 713-XXX-XXXX + The Texas Madhouse Affiliate (3 nodes) TEX & Warlock XXX-XXX-XXXX + Violent Playground Affiliate Laric +46-40456649 +Ķ + The House of God Outpost Hoppermania +31206642172 + Horror House Outpost Thunder Droid +455485-0045 +Ľ + + +ķ + -=RAZOR=- Information +Ľ + + Wanna be a Razor 1911 Courier? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Fill out an app and upload it to Boner's Domain or contact Rambone! + We are also looking for couriers for the Razor Strike Team, if you + are interested let us know! + + Wanna be a Razor 1911 Affiliate? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call Spyrit's Crypt or Agents of Fortune & logon with account VISITOR + password RAZOR. Leave feedback with your voice # and we will contact + you as soon as possible. + + Razor Europe! + ~~~~~~~~~~~~~ + Positions available for European Spreaders/Mailspreaders & Affiliates. + Call the European HQ or write to the Razor Europe P.O. Box. + + Razor 1911 P.O. Box! + ~~~~~~~~~~~~~~~~~~~~ + Write to the P.O. Box today. Fan & hate mail are welcome and will be + posted in the RazorNet (tm). We also appreciate all donations. + + +ķ + -=RAZOR=- P.O. Box Addresses +Ľ + + RAZOR 1911 PC RAZOR EUROPE + BOX 2034 BOX 945 + Vidor, TX 77662 N-7001 TRONDHEIM + U.S.A. NORWAY + + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/v.nfo b/textfiles.com/piracy/RAZOR/v.nfo new file mode 100644 index 00000000..83f8d0b4 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/v.nfo @@ -0,0 +1,146 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +ķ + V FOR VICTORY BATTLESET #2 : VELIKIYE LUIKI - 1942 +Ľ +͸ + -*- Release Information -*- -*- Game Information -*- +Ĵ Ĵ + Cracker - Publisher Three-Sixty Pacific + Protection Type None Located GFX & Sound SVGA 256 & All Sound + Supplier Liquid Khaos Release Date 12/02/92 +; +ķ + + Game Notes: An awsome game! Stunning 1024x768 SVGA Graphics with all kinds + ~~~~~~~~~~~ of sound board support. This one requires a mouse & also you + must pick from the list of VESA drivers in order to play the + game. It is the second part in the V for Victory line, Velikiye + Luki takes the series to the Russian front. It features new + terrain, new winter conditions, and new artillery options. + +Ķ + + Greets: The Witch King - Hey man, stick to it. + ~~~~~~~ THE RENEGADE CHEMIST - Have fun with that Junior Adventure + Toolkit from Putt-Putt Joins The Parade. + Taltos - Damn...your fast! + + ...........See you in our next QUALITY release! + +Ķ + Razor 1911... THE group that's CONSISTENT in QUANTITY of QUALITY! +Ľ + +ķ + -=RAZOR=- Couriers +Ľ + + - Senior - + Bubba, Gangsta Rok, Ur Lord, SuGaR & Wind Walker + + - Elite - + Beach Bum, Ben Jammin, Bullwinkle, Count Zero, DEViL, DuNe, Joebee, + Load Master, Messenger of Death, The Phantom, RAiDER, Shadow PhanTom, + Sid Vicious + + - Trial - + The Black Mage, Capitano Nemo, Cubik, Dark Knight, Folksinger, + Grave Digger, iNTERLOPER, Janno, Mad Carder, Mindkiller, + Sniper, Turbo Interceptor, White Rose & Yexor + + +ķ + -=RAZOR=- Boards +Ķ + Suburbia World HQ (2 nodes) The Chairman 214-XXX-XXXX + Apocalypse Courier HQ (3 nodes) P.O.W. 703-XXX-XXXX + Kindergarden European HQ SecTor9/Dr. No +47-X-XXXXXX +Ķ + Agents of Fortune Member Board (2 nodes) Butcher 409-786-3767 + Boner's Domain Member Board Rambone XXX-XXX-XXXX + The Dark Half Member Board Shadow Knight XXX-XXX-XXXX + The Dark Palace Member Board (3 nodes) Escape Key XXX-XXX-XXXX + Digital Express Member Board Red Baron +55273250791 + The Flip Side Member Board Azmodeous 602-341-0483 + Midpoint Void Member Board (2 nodes) Holy Ward XXX-XXX-XXXX + So-Krate's Member Board (2 nodes) Philosopher 310-578-7226 + Spyrit's Crypt Member Board Black Spyrit 802-879-1136 + Unknown Origin Member Board The Unknown 214-442-5021 +Ķ + ASCII Express Affiliate Captain Over 617-631-3064 + Borderline Affiliate The Wizz 813-922-4125 + Bucket of Blood Affiliate Roger Ramjet 403-XXX-XXXX + Camelot Affiliate Black Knight 606-258-2821 + Death Valley Affiliate Jurgen 390233240297 + Fatal Future Affiliate Mindbender +46-31932845 + Fifo-Lifo Affiliate Big Al 305-XXX-XXXX + File Cabinet Affiliate (3 nodes) File Clerk 815-399-8978 + HELL Affiliate (3 nodes) Asmodeus 313-XXX-XXXX + High Voltage Affiliate Sledge Hammer 908-231-0252 + The Jungle Affiliate The Warelord 615-885-9792 + Metal Works Affiliate Heavy Metal 318-XXX-XXXX + Mode 101 Affiliate The Prof. 206-486-2546 + SkyNet Affiliate (2 nodes) CyberChrist 404-XXX-XXXX + The Stealth Board Affiliate (3 nodes) Cobra 912-XXX-XXXX + Street Spydrs Affiliate (4 nodes) Maverick 713-XXX-XXXX + The Texas Madhouse Affiliate (3 nodes) TEX & Warlock XXX-XXX-XXXX + Violent Playground Affiliate Laric +46-40456649 + Wares for the Masses Affiliate (10 nodes) Goobug 302-836-6175 +Ķ + The House of God Outpost Hoppermania +31206642172 +Ľ + + +ķ + -=RAZOR=- Information +Ľ + + Wanna be a Razor 1911 Courier? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Fill out an app and upload it to Boner's Domain or contact Rambone! + Apply now to fill positions for the Christmas Rush! + + Wanna be a Razor 1911 Affiliate? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call Spyrit's Crypt or Agents of Fortune & logon with account VISITOR + password RAZOR. Leave feedback with your voice # and we will contact + you as soon as possible. + + Razor Europe! + ~~~~~~~~~~~~~ + Positions available for European Spreaders/Mailspreaders & Affiliates. + Call the European HQ or write to the Razor Europe P.O. Box. + + Razor 1911 P.O. Box! + ~~~~~~~~~~~~~~~~~~~~ + Write to the P.O. Box today. Fan & hate mail are welcome and will be + posted in the RazorNet (tm). We also appreciate all donations. + RAZOR EUROPE BOX 945 N-7001 TRONDHEIM NORWAY + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/veil.nfo b/textfiles.com/piracy/RAZOR/veil.nfo new file mode 100644 index 00000000..353e3d51 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/veil.nfo @@ -0,0 +1,181 @@ + + + ۲ + ۲ + ۲ + ۲ + ۲ + + ۲ S I N C E ۲ + ۲ 1 9 8 5 ۲ + ۲ ۲ + ۲ ۲ + ۲ ۲ + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ + + + -BS- + =- P R E S E N T S -= +ķ + Veil of Darkness +Ľ +͸ + -*- Release Information -*- -*- Game Information -*- +Ĵ Ĵ + Cracker Network Publisher SSI + Protection Type Doc Check GFX & Sound VGA 256 + Everything + Supplier Unknown Uploader Release Date 18th February 1993 +; +ķ + + Game Notes: The ultracool k-new game from SSI/Event Horizon (guys who did + ~~~~~~~~~~~ The Summoning) is finally here! Great 256c VGA graphics, nice + sound, and good gameplay make this a great horror RPG ware. + Be sure to watch the intro for some plot background! Thankx + to Network for another job well done. Have fun, but don't + play for too long! There's more coming from Razor 1911... + + Crack Info: Chalk another one up for Network! This protection took him + ~~~~~~~~~~~ not too long.. after installation copy over and run the crack + (RAVEHARD.COM) to de-protect the game. At the doc check hit + any 5 faces to get through. Enjoy... + + Group Info: BlueLight (K-Mart Special) ain't in the group no 'mo coz he + ~~~~~~~~~~~ wanted to hang out with the homeboys o'er at INC. Too bad.. + Apocalypse is now running 100% smoothly again.. sorry for the + problems over the last month, The Whistler was abducted by + aliens... BUT HE'S FINE NOW.. Also call our new, improved and + 100% GRooVy UK HQ, and join Rb's "Spreadaholics Anonymous" + support group over a cup of piping hot tea + crumpets! + + If you think you run a Dist Site but are not listed in this + NFO, think again! Get in touch with Butcher ASAP to discuss + your situation. You may or may not be able to salvage it. + + Greets: Hal9000, Network, Randall Flagg, Shadow Phantom, Black Spyrit, + ~~~~~~~ Butcher, ChainSaw MasSacre, iNTERLOPER, Zodact, Excessive K., + Twin Turbo, Sir Real [512], Code 3, Heavy Metal & Canseco. + + THE RENEGADE CHEMIST RAZOR 02/18/93 + +Ľ + +ķ + -=RAZOR=- Couriers +Ľ + + = Senior (Can tie shoes on their own) = + Wind Walker, DEViL (Euro Coordinator), Prince of Sin, Sid Vicious + & of course the infamous iNTERLOPER. + + = Elite in North America = + The Black Mage, Load Master, Mad Carder, The Phantom, + Shadow Phantom, Sniper, Messenger of Death, D.D. & Country Boy. + + = European Modemstud Elite Courier-Types = + DUNE (Luxembourger w/Cheese) + Janno (The Mighty Belgian Waffle Man) + Capitano Nemo (Another Italian-Type Mafioso) + RAiDER (German + of course a beer drinker) + Gene (Norwegian CC abuser) + iNSANE TTM (Norwegian Tractor Fanatic) + + = Some Trial Dudes. = + (Some of 'em have been here for a LONG ass time? Cough, Rambone) + Czar, CyberNetic Samurai, The Illusionist, Dark Spyre, Steelheart, + DeathStar, The Slacker, Marauder & Phoenix Claw. + +ķ + The K-Kickin' Razor boards in N. America! +Ķ + Apocalypse World HQ (5 nodes) Whistler/POW XXX-XXX-XXXX + Concept Elite Courier HQ (4 nodes) Loverman XXX-XXX-XXXX + Physical Damage Canadian HQ Bone Crusher XXX-XXX-XXXX +Ķ + Agents of Fortune Member Board (2 nodes) Butcher XXX-XXX-XXXX + Boner's Domain Member Board Rambone XXX-XXX-XXXX + Borderline Member Board (2 nodes) The Wizz XXX-XXX-XXXX + Faultline Member Board (2 nodes) Martial Artist 403-288-8402 + Maximum Overdrive Member Board (2 nodes) Twin Turbo XXX-XXX-XXXX + Midpoint Void Member Board (2 nodes) Holy Ward XXX-XXX-XXXX + Spyrit's Crypt Member Board Black Spyrit XXX-XXX-XXXX + Suburbia Member Board (2 nodes) The Chairman XXX-XXX-XXXX + Unknown Origin Member Board The Unknown 214-UNK-NOWN +Ķ + ASCII Express Affiliate Captain Over XXX-XXX-XXXX + Bucket of Blood Affiliate Roger Ramjet XXX-XXX-XXXX + Camelot Affiliate Black Knight 606-258-2821 + Data Dump Affiliate (2 nodes) RISC XXX-XXX-XXXX + Fifo-Lifo Affiliate Big Al XXX-XXX-XXXX + File Cabinet Affiliate (3 nodes) File Clerk 815-399-8978 + Hell Affiliate (3 nodes) Asmodeus XXX-XXX-XXXX + High Voltage Affiliate (2 nodes) Sledgehammer XXX-XXX-XXXX + Metal Works Affiliate Heavy Metal XXX-XXX-XXXX + The Pump Affiliate (2 nodes) The Iron Man XXX-XXX-XXXX + SkyNet Affiliate (2 nodes) CyberChrist XXX-XXX-XXXX + Soul Asylum Affiliate Mystic Vision 514-654-2613 + Street Spydrs Affiliate (4 nodes) Maverick XXX-XXX-XXXX +Ľ + +ķ + RAZOR 1911 systems all over the world: +Ķ + The Brewery Australian HQ (3 nodes) Ginnie +61-35637739 + Bedrock European HQ Slick Willie +47-X-XXXXXX + Unknown Pleasures UK Teadrinkers HQ Razor Blade +44-XXX-XXXX +Ķ + Death Valley Member Board Jurgen +39-233240297 + Fatal Future Member Board Mindbender +46-31932845 + Violent Playground Member Board Laric +46-40456649 +Ķ + CyberSpace Affiliate (2 nodes) ULi +41-27563418 + Data Link Affiliate Daya +358-PRIVATE + Desert Storm Affiliate Amigo +XXX-XXXXXXX + Digital Express Affiliate Red Baron +55-SOON-UP! + Tradermania Affiliate Tiger +49-ASKAROUND + The House of God Affiliate Hoppermania +31-206642172 + Horror House Affiliate Thunder Droid +41-5485-0045 +Ľ + +ķ + -=RAZOR=- Information +Ľ + + Wanna be a Razor 1911 Courier? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Get in touch with Rambone or a Senior Courier. + + Wanna be a Razor 1911 Affiliate? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is looking for a few good DISTRIBUTION SITES (AFFILIATES). + If you're interested call Agents of Fortune & logon with acc# VISITOR, + p/w RAZOR. Leave feedback with your voice # and we will be in touch. + + Razor Europe! + ~~~~~~~~~~~~~ + Positions available for European Spreaders/Mailspreaders & Affiliates. + Call the European HQ or write to the Razor Europe P.O. Box. + + Razor 1911 P.O. Box! + ~~~~~~~~~~~~~~~~~~~~ + Write to the P.O. Box today for more information about the best group. + Also write to inquire about other services, including DISKS-BY-MAIL. + +ķ + -=RAZOR=- P.O. Box Addresses +Ľ + + RAZOR 1911 PC RAZOR EUROPE + BOX 2034 BOX 945 + Vidor, TX 77662 N-7001 TRONDHEIM + U.S.A. NORWAY + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. diff --git a/textfiles.com/piracy/RAZOR/vidpokwn.nfo b/textfiles.com/piracy/RAZOR/vidpokwn.nfo new file mode 100644 index 00000000..111426ef --- /dev/null +++ b/textfiles.com/piracy/RAZOR/vidpokwn.nfo @@ -0,0 +1,144 @@ + + + + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + + =- P R E S E N T S -= + Ŀ + Video Poker for Windows + + + ͻ + -*- Release Information -*- -*- Game Information -*- + Ķ + Cracker - Publisher Masque + Protection Type None Located Graphics Windows VGA + Supplier Butcher Sound Beeper + Date of Release 06/03/92 Rating [1-10] 7 + ͼ + + Ŀ + Release Notes + + This is a pretty slick card game for Windows 3.0+ users. If you like Win- + dows, be sure to check out this game! Thanks go to Butcher for the supply. + + Welcome to RAZOR 1911's newest Affiliates, Pandora's Box in 313! + + -Chemist 06/03/92 + + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + + Ŀ + Razor 1911 Couriers + + + -*- Elite -*- + + Wind Walker, Shadow PhanTom, Inferno, Shadow of Death, + Black Light, Peeker + + -*- Trial -*- + + Toffolo, ScorPion, Spectral Illusion, Iron Man + Rand, Mega, Style, RoboCop + + Ŀ + Razor 1911 Affiliate Systems + + + -*- UNITED STATES -*- + + Suburbia - World Headquarters - 214 PRI VATE + Wares for the Masses - Courier Home/7 nodes - 302 836 6175 + The Dark Palace - RazorDox WHQ/2 nodes - 804 272 1007 + + Agents of Fortune - Affiliate/2 nodes - 409 786 3767 + Dust /|/ Bones - Affiliate - 201 612 8817 + HANGAR 18 - Affiliate - 516 543 7249 + Palace of Illusion - Affiliate - 214 931 7981 + Pandora's Box - Affiliate/4 nodes - 313 652 6137 + Peril Gates - Affiliate - 616 941 5914 + Reign In Blood - Affiliate - 718 TMP DOWN + So-Krate's - Affiliate/2 nodes - 310 578 7226 + Stars - Affiliate - 713 784 3279 + UnderWorld - Affiliate/2 nodes - 408 292 4505 + + The Atomic Cafe - Outpost - 503 635 7972 + The Prophecy - Outpost - 301 681 4380 + + -*- INTERNATIONAL -*- + + Battle Board ][ - CANADA Affiliate/4 nodes - 403 569 9379 + The Fault Line - CANADA Affiliate - 403 239 0381 + The Immortal Grounds - CANADA Affiliate - 416 829 5426 + Legend of Ampasaurus - CANADA Affiliate - 604 279 0518 + Sea of Tranquility - CANADA Affiliate - 416 391 1312 + Kindergarden - NORWAY Affiliate - +47 PRIVATE! + + Ŀ + Razor 1911 VoiceMail + + + For good information on Razor 1911, be sure to call our VMB, + to stay on top of the latest Razor cracks and to get in touch + with the sharpest group in the scene! + + (213)/668-9846 + + Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Write to us about our new & improved DISKS-BY-MAIL service! + + **************************************************************************** + RAZOR 1911 - T-SHIRTS! + **************************************************************************** + + Be the first one on your block to get one of the new official Razor 1911 + T-Shirts. A very nice drawing with a Razor logo on a quality T-Shirt. + Both black with white printing or white with black printing are available. + The cost is only $10 + $2 for shipping charges. + + Mail the $10 in cash/blank money order to our official PO BOX. + Specify S/M/L/XL (I suggest XL for most people) Also specify shirt color. + + Support the group that supports the scene - Razor 1911! + + Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Be sure to call the Razor 1911 Courier Home, Wares for the Masses! Wares + for the Masses is one of the biggest pirate boards in the world, with 2000 + megs and a ringdown on 7 HST nodes! Call today! + + * Greetings go to all of our couriers! Keep up the good work! + + * Are you interested in spreading hot games for the sharpest group in the PC + scene? If you think you are up to the task of being a Razor courier, get + in touch with The Witch King on Suburbia or The Dark Palace! + + * If you run a board and are interested in becoming a Razor Affiliate, get + in touch with Butcher on Agents of Fortune! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/vkart.nfo b/textfiles.com/piracy/RAZOR/vkart.nfo new file mode 100644 index 00000000..f8939b87 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/vkart.nfo @@ -0,0 +1,223 @@ + + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Virtual Karts (c) Microprose Simulation + + + + + Ŀ + + Supplied By : Kathy Willets Release Date : 26 November 1995 + Cracked By : Protection Type : + + Ĵ + + Game Format : Ripped CD System Type : DOS - WIN95 + Packed By : Third Son Install Method : unarj and run + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Strap on your seat belt and get ready for the ride of your life! Heart- + pounding white knuckled stomach in the throat racing. In a go-kart!! + Swervin', curvin', movin' and groovin'. That's what Virtual Karts is all + about. Another great release from RAZORCD! Enjoy! + + + Crack and Install Info + ~~~~~~~~~~~~~~~~~~~~~~~~ + This game was ripped to the bare minimum for you to try. This + release includes only the Qualifying Track. Audio and Options + Menu have been ripped out. If you like the game pickup the add-on + release that will give you the full version. To install create a + directory called MPS. Put all the disks into this directory and + unarj using using the x -v -y . Type VKART to run the game. Thats + it! Enjoy!! + + + Be Reminded + ~~~~~~~~~~~~~ + Lies, and high faluting english will not stop the blade, we are gods. + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Don't forget to check out the Razor 1911 World Wide Web Site + http://ionet.net/~razor/razor1911.html + + ##### + + + Razor Ninteen Eleven, world's premier cracking group since 1985, + today announces our plan to create the commemorative CD-ROM to + celebrate the group's 10 year anniversary in the PC/Amiga under- + ground scene. Like the group itself, the CD will be 100% games, + and it will consists of only the best games cracked and released + by Razor since its inception in the PC scene. Some of the games + on the CD are such popular classics as Ultima Underworld II, FPS + Football series, Space Hulk, Police Quest IV, Rise of the Robots, + NASCAR Racing, WarCraft, Hexen, and much, much more! Compelete + game list is now available please see RZRCDROM.TXT (included in + this release) for more details. You may also e-mail us at the + address below if you have any questions. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + The GEcko, The Speed Racer, Beowulf, Pharaoh, Third Son, Hot Tuna, + Druidkin, Mod, Bitecrash, Sector 9, Fallen Angel, Excessive Knight, + Sir Aragorn, Scarberian Theif, Kramer, Devious Doze, The Roamer, + Gumby, Stuey, Lorne, Alien Son, Goast, Cyradis and Fallen Angel. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arctic Cat. Beowulf. Cameron Hodge. Cobra. Druidkin + Dr. Detergent. Evil Current. Faceless. The GEcko. Gilby. Hojoe + Hot Tuna. Hula. Illegal Error. Jock Rockwell. Kilroy. Maverick + Mod, Ninja Spirit, Pharaoh. Pitbull. Raw Liquid. Sector 9. Snake + The Speed Racer. Sternone. Third Son. The Undertaker. Wolverine. + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + -- OPEN -- + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Anthrax. Artur. Beast. Bitecrash. Captain Blood. Dagobah. + Elvin Nox. Fatal Error. Janno. Ralph. Syxus. Toast. Ware Maker. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Code Zero. Clubber. Crypter. CyberPhreak. Guht. Khufu. + Manhunter. Morbid Genius. Mr. ZigZag. Pic9. Rage. + TerraX. The Saint. Trixel. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Mav/Gecko/Speedo + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + + Citadel of Chaos Affiliate O5 Node(s) Toast + The Crypt Affiliate O3 Node(s) Spectre/Blade + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/vkarta.nfo b/textfiles.com/piracy/RAZOR/vkarta.nfo new file mode 100644 index 00000000..6b1c5276 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/vkarta.nfo @@ -0,0 +1,223 @@ + + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Virtual Karts (c) Microprose Simulation + Add-On + + + + Ŀ + + Supplied By : Kathy Willets Release Date : 28 November 1995 + Cracked By : Protection Type : + + Ĵ + + Game Format : Ripped CD System Type : DOS - WIN95 + Packed By : Third Son Install Method : unarj and run + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Strap on your seat belt and get ready for the ride of your life! Heart- + pounding white knuckled stomach in the throat racing. In a go-kart!! + Swervin', curvin', movin' and groovin'. That's what Virtual Karts is all + about. Another great release from RAZORCD! Enjoy! + + Crack and Install Info + ~~~~~~~~~~~~~~~~~~~~~~~~ + This add-on makes the game just like the original minus the + intro. Unarj the files in the MPS directory and you're done. + Use the x -v -y commands to unarj. Type VKARTS to start the + game. Next turn on the sound and you are all set to go. + + + + + + Be Reminded + ~~~~~~~~~~~~~ + Lies, and high faluting english will not stop the blade, we are gods. + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Don't forget to check out the Razor 1911 World Wide Web Site + http://ionet.net/~razor/razor1911.html + + ##### + + + Razor Ninteen Eleven, world's premier cracking group since 1985, + today announces our plan to create the commemorative CD-ROM to + celebrate the group's 10 year anniversary in the PC/Amiga under- + ground scene. Like the group itself, the CD will be 100% games, + and it will consists of only the best games cracked and released + by Razor since its inception in the PC scene. Some of the games + on the CD are such popular classics as Ultima Underworld II, FPS + Football series, Space Hulk, Police Quest IV, Rise of the Robots, + NASCAR Racing, WarCraft, Hexen, and much, much more! Compelete + game list is now available please see RZRCDROM.TXT (included in + this release) for more details. You may also e-mail us at the + address below if you have any questions. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + The GEcko, The Speed Racer, Beowulf, Pharaoh, Third Son, Hot Tuna, + Druidkin, Mod, Bitecrash, Sector 9, Fallen Angel, Excessive Knight, + Sir Aragorn, Scarberian Theif, Kramer, Devious Doze, The Roamer, + Gumby, Stuey, Lorne, Alien Son, Goast, Cyradis and Fallen Angel. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arctic Cat. Beowulf. Cameron Hodge. Cobra. Druidkin + Dr. Detergent. Evil Current. Faceless. The GEcko. Gilby. Hojoe + Hot Tuna. Hula. Illegal Error. Jock Rockwell. Kilroy. Maverick + Mod, Ninja Spirit, Pharaoh. Pitbull. Raw Liquid. Sector 9. Snake + The Speed Racer. Sternone. Third Son. The Undertaker. Wolverine. + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + -- OPEN -- + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Anthrax. Artur. Beast. Bitecrash. Captain Blood. Dagobah. + Elvin Nox. Fatal Error. Janno. Ralph. Syxus. Toast. Ware Maker. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Code Zero. Clubber. Crypter. CyberPhreak. Guht. Khufu. + Manhunter. Morbid Genius. Mr. ZigZag. Pic9. Rage. + TerraX. The Saint. Trixel. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Mav/Gecko/Speedo + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + + Citadel of Chaos Affiliate O5 Node(s) Toast + The Crypt Affiliate O3 Node(s) Spectre/Blade + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + + \ No newline at end of file diff --git a/textfiles.com/piracy/RAZOR/void.nfo b/textfiles.com/piracy/RAZOR/void.nfo new file mode 100644 index 00000000..a999a071 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/void.nfo @@ -0,0 +1,195 @@ + + ܲ ۲ + ۲ ޲۲ + ۲ ܲ ۲ ܲ + ܲ۲۲ݰ ۲ ۲ + ۲ ۲ ޲ ۲ ۲ ۲ + ۲۲ ۲ ܲ ۲ + ۲ ܲ ۲ ۲ + ߲ ܲ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ߲ ܲ + ޲۲ ۲ ۲ ۲ ۲ ߲ + ޲ ۲ + ۲ ߲ ۲۲ ܲ + ߲ ޲ ۲ ߲ ܲ + ߲ ۲ + + ۲ R A Z O R + + 1 9 1 1 + ߲ + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Into the Void + (c) Playmates Interactive + + + Ŀ + + Supplied By : ZEUS Release Date : 12 January 1997 + Cracked By : Holy Beast Protection Type : config check + + Ĵ + + Game Format : Stratagy System Type : DOS + Packed By : ZEUS Install Method : See Below + + Ĵ + System Requirements: 486DX2-66 . DOS . 8MB RAM . 120MB HARD DRIVE SPACE + Ĵ + Game Notes + ~~~~~~~~~~~~~~~~~~~~ + Can I say Master of Orion 2 clone? YES! Only smaller...Though MOO2 is + a much better game. The object of this turn based strategy game is to + explore and conquer the universe by either single, network or e-mail + play. You have the choice to form alliances and pacts with other players, + or go out and pull out your can of whoop-ass! ENGAGE! + + Installation Guide + ~~~~~~~~~~~~~~~~~~~~ + unRAR the archives in any directory and run INSTALL.EXE to setup the sound. + Only the animations were striped from this game. + + - ZEUS / Razor 1911 + + + + My personal greets to: Holy Beast, Beowulf, China Blue, Lornicus, + Third Son, Manhunter, The Punisher, Vitas, Pitbull, The Pep, Luck, + Mad Turnip, Hoson, Crackpot & the whole Razor 1911 crew! + + + - ZEUS / RAZOR 1911 + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + I. NEW ADDITIONS + + + II. GROUP AND SCENE NEWS + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + August West. Bad Sector. Beowulf. Bleachboy. Bunter. China Blue. Crackpot. + Dark Rebellion. Egoistic Fate. Erupt. FFC. Holy Beast. Hooligan. + Johnny Cyberpunk. John Lennon. Lornicus. MK. Manhunter. Menion Leigh. MYM. + Norm. OFD. The Pep. Pharaoh. Pilgrim. Pitbull. Piston. Playboy. + The Punisher. Reich. Rom Racer. Snoop-Maverick. Third Son. Vitas. Wedge. + White Cracker. ZEUS. Zodiac. + + + Ŀ + + Razor 1911: The Gods of the Net & BBS Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Alpine. Aristotle. Bomb. Bandito. Blackened. Burana. Caserd. Casino Man. + Davan. Dethkill. Doobie. Ellisdee. Eviltea. HFB. Immortal. Iron Eagle. + Luck. Marlboro. Ninja Spirit. Nizda. Nytemyst. Philter. Reanimator. + Samuraion. Skript. Spectre. Suspicious Image. Synapse. Taz. Tiger. Toast. + Toon. Trix. Warhammer. Waxattacks. Wish Bone. Zenith + + + Ŀ + + Razor 1911: The Gods of the Art Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bad Spirit. Catbones. Da Conspiracy. Shrine. Visigoth. + + + Razor 1911: Sharper then a blade, or your money back! + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + Akira Canadian HQ 1O Node(s) Pharaoh + Malevolence US HQ O8 Node(s) Egoistic Fate + Project X European HQ 1O Node(s) Project-x Staff + + The Rock Member Board O2 Node(s) Third Son + Bleach Box Member Board O4 Node(s) Bleach Boy + Covert Operations Member Board O4 Node(s) CO Staff + The Complex Member Board O4 Node(s) Mega/Blackened + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Foundation 2 Member Board O4 Node(s) Burana/Soul + Religious Convictions Member Board 04 Node(s) Philter + Kashmir Member Board O4 Node(s) Manhunter + SynCity Member Board O4 Node(s) Synapse/Doobie + DeathScape Member Board 02 Node(s) Rom Racer + Warez Shack Member Board O5 Node(s) Reich/AugustW + Empire of Darkness Member Board O5 Node(s) Dark Rebellion + Little Vegas Member Board O3 Node(s) Casino Man + Maximum Security Member Board O5 Node(s) Darkwave/HH + + Toxic Dump Affiliate O4 Node(s) Toast + + + Ŀ + + So, You're Interested in becoming a Razor 1911 Member. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for dedicated people who can and + are willing to contribute to the cause! If you currently work at any + COMPUTER STORE, GAMES, UTILS, or HARDWARE COMPANY, or DISTRIBUTORS, + drop us an e-mail. We would love to hear from you. + Email us at : RAZORAPP@RAZOR1911.COM + + So, you're interested in becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all! + For a BBS courier position email ROMRACER@RAZOR1911.COM + For a NET courier position email PITBULL@RAZOR1911.COM + + So, you're interested in becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, FORGET IT! Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + (see section below for contact information) + + + Ŀ + + You may reach us via E-mail at: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + razorapp@razor1911.com + + Razor 1911 World Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.razor1911.com + + & + + Razor 1911 Founder's Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.ifi.unit.no/razor + + (Or simply ask to join #RAZOR on IRC) + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + \ No newline at end of file diff --git a/textfiles.com/piracy/RAZOR/war2.nfo b/textfiles.com/piracy/RAZOR/war2.nfo new file mode 100644 index 00000000..154dd6dc --- /dev/null +++ b/textfiles.com/piracy/RAZOR/war2.nfo @@ -0,0 +1,104 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + ..PROUDLY PRESENTS.. + = WARLORDS II FROM SSG = + Ĵ + SUPPLIER THE LOCAL + PROTECTION - + CRACKER N/A + GRAPHICS 256 COLOR VGA + SOUND ALL + + Here is a yet another great war game from SSG. Your object is to conquer + all the land and defeat all of the Darklords in the process. You can have + up to 8 players in one game, all battling to become king of the land. It's + a great game and you'll have fun playing it for hours, I know I have! + Installation must be done from disks.. but the game is worth it! Also be + sure to check out Bloodstone released by Razor 1911 last night, and grab + all the new cracks from Razor 1911 coming soon to a board near you! + + Messages : The Local - Thanks for the original .. + + THE UNKNOWN-RAZOR 1911 + + Ŀ + WORLD FAMOUS RAZOR 1911 + ..HEADQUARTERS BOARDS.. + + WORLD HEADQUARTERS 6 NODES UNLISTED NUMBER UNLISTED SYSOP + AGENTS OF FORTUNE (USHQ) 6 NODES UNLISTED NUMBER BUTCHER + THE PIT (COURIER HQ) 4 NODES UNLISTED NUMBER KIDLAT & AKIRA + UNKNOWN PLEASURES (EHQ) 2 NODES UNLISTED NUMBER RAZOR BLADE + CRAFT WORLD (CHQ) 3 NODES UNLISTED NUMBER SLUM-DWELLER + + Ŀ + WORLD FAMOUS RAZOR 1911 + .....MEMBER BOARDS..... + + SPYRIT'S CRYPT 2 NODES UNLISTED NUMBER BLACK SPYRIT + SUBURBIA 4 NODES UNLISTED NUMBER THE CHAIRMAN + UNKNOWN ORIGIN UNLISTED NUMBER THE UNKNOWN + BONER'S DOMAIN 2 NODES UNLISTED NUMBER RAMBONE + STATE OF DEVOLUTION 2 NODES UNLISTED NUMBER MARAUDER + DEATH VALLEY UNLISTED NUMBER JURGEN + CENTRAL NERVOUS SYSTEM 2 NODES UNLISTED NUMBER WOLVERINE + CLOUD NINE ELITE 4 NODES UNLISTED NUMBER NIMBUS + ROAD TO NOWHERE 4 NODES UNLISTED NUMBER THE LEGEND + + Ŀ + WORLD FAMOUS RAZOR 1911 + AFFILIATES/SUPPORT BBS' + + ASCII EXPRESS - +1(617)XXX-XXXX CAMELOT - +1(XXX)XXX-XXXX + METAL WORKS - +1(318)XXX-XXXX MIDPOINT VOID - +1(303)XXX-XXXX + STREET SPYDRS - +1(713)XXX-XXXX MAX. OVERDRIVE - +1(512)XXX-XXXX + CHAOS FACTORY - +1(604)XXX-XXXX INTERPALACE - +1(512)XXX-XXXX + UTOPIAN DREAM - +1(416)XXX-XXXX COVERT ACTION 2 - +1(818)XXX-XXXX + THE PUMP - +1(313)XXX-XXXX VIOLENT PLYGRND - +XX-XXX-XXXXXXX + HOUSE OF GOD - +XX-XXX-XXXXXXX DIGITAL EXPRESS - +XX-XXX-XXXXXXX + CYBERSPACE - +XX-XXX-XXXXXXX + + Ŀ + INFORMATION FOR THOSE WHO + WANT TO BE IN RAZOR 1911! + + ANYBODY INTERESTED IN JOINING RAZOR 1911 SHOULD CONTACT A CURRENT RAZOR + MEMBER. ALL DIST SITES MUST APPLY WITH THE FOLLOWING INSTRUCTIONS : + + CALL +1(409)786-3765 + LOGON WITH ACCOUNT: 'RAZOR' PASSWORD: 'RAZOR' + USE THE 'C' COMMAND AND LEAVE MAIL TO BUTCHER OR THE RENEGADE CHEMIST + + Ŀ + WORLD FAMOUS RAZOR 1911 + SENIOR & STAFF MEMBERS! + + THE RENEGADE CHEMIST, BUTCHER, RAZOR BLADE & RANDALL FLAGG + + ZODACT, BLACK SPYRIT, THE CHAIRMAN, THE UNKNOWN, THE FRENCH MATE, + EXCESSIVE KNIGHT, JURGEN, POISE, RAMBONE, RED WIZARD, SERPICO, MARAUDER, + THE MELODY MAKER, WOLVERINE, NIMBUS, INTERLOPER, PICASSO, SLUM-DWELLER, + WESTBAM, SNACKY, THE LEGEND & WAYWARD + + Ŀ + WORLD FAMOUS RAZOR 1911 + MEGA ELITE SPREAD TEAM! + + JANNO, HOPPERMANIA, MOON, MEPHISTAR, DIGITAL JUSTICE, KNOX, SKATER, GML/TU + SLAIN, MACRO NIT, TIMELORD, TRANSPARENT, FREEDOM, TORGALL, STORM LORD, + ICEMAN, WIND WALKER, SID VICIOUS, NECROMANCER, EVIL KIWI, TWILIGHT TIME, + THE CARDINAL, THE PHANTOM, YOUTH GONE WILD, CUJO, THE ACE OF SPADES, + THE DUTCHMEN, SHINOBI, GREY DEATH, EGG HEAD & DEATHSTAR + + Ŀ + SUPPORT THE COMPANIES THAT MAKE QUALITY SOFTWARE! IF YOU ENJOYED THE + ....................GAME, PLEASE BUY THE ORIGINAL!................... + + \ No newline at end of file diff --git a/textfiles.com/piracy/RAZOR/warcrft.nfo b/textfiles.com/piracy/RAZOR/warcrft.nfo new file mode 100644 index 00000000..3e998e5d --- /dev/null +++ b/textfiles.com/piracy/RAZOR/warcrft.nfo @@ -0,0 +1,172 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + WarCraft: Orcs and Humans + (c) Blizzard Entertainment + + + + Ŀ + + Supplied By : The GEcko Release Date : 17 November 94 + Game Type : Fantasy Strategy Game Rating : 10/10 + + Ĵ + + Cracked By : Beowulf Protection Type : Doc check + Crack Patch : CRACK.EXE Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Enter the world of WarCraft, a mystical land where evil Orcs and noble + Humans battle for survival and domination. Cunning and ruthless, the + Orcs employ an arsenal of ingenious weaponry, while the Humans marshal + strength, intellect and powerful magic. + + WarCraft engages 1 or 2 players in a real-time, strategic simulation of + medieval economics and tactical warfare. In your quest to conquer your + enemy, explore the mystical world around you for lumber, stone quarries + and dungeon of silver and gold. Use the resources to train your armies, + build your weapons, and battle your enemy. + + WarCraft Highlights: + + Two-player option supported via modem or network + Option to play as either Humans or Orcs + Over 25 tightly coupled scenarios within two separate story lines + More than 20 free-form scenarios that provide unlimited game play + Excellent music scores and digital speech support. + + + To use the CRACK.EXE, install the game, then exit when the doc check + comes up. Run the CRACK.EXE file made by the amazing Beowulf, and + run SETUP.EXE, and your all set and ready to go! + + + + + - Da GEcko + + + + Ŀ + + Razor 1911 Greets + ~~~~~~~~~~~~~~~~~~~ + Zeus, The Speed Racer, The Celestial Wizard, The Intimidator, Eos + The Renegade Chemist, Hot Tuna, Beowulf, Wildchild, Scooter, Jack + Jester King, Primal Scream, The Master, Marauder & Lord Thinker! + + + + Ŀ + + Razor 1911 News + ~~~~~~~~~~~~~~~~~ + Competition? What competition? + + + + Ŀ + + The Proud Razor 1911 Members Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Analog Kid, Beowulf, Big Balls, Big Boss, Bit Manipulator, Blackhawk + The Brain, The Cardinal, The Comanche, Dark Overlord, Eos, Fallen Angel, + The GEcko, The Ghost Wind, Hot Tuna, The Intimidator, Jack, Jake Pickett + James Bomb, Lord Thinker, Marauder, Max Xevious, Merlin, Network, + Night Blade, Pharaoh, Phoenix, Randall Flagg, The Renegade Chemist, + The Resistance, The Speed Racer, Sun Dancer, War Master, Widget & Zeus + + + + Ŀ + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Captain Willy, The Cardinal, Celestial Wizard, Criminal + The Dark Prophet, The Dutchmen, Jester King, King Lear, + Pagan Lord, Pharaoh, Primal Scream, Skybum, + Savage Dragon, White Viper & Wyvern + + Razor 1911 : European Elite + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bubble Man, Cremator, Digital Justice, Elvin Nox, Faldo + Hero, Night Angel, The Master, Rage, Raw Liquid, Retaliator & Slain + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aquila, The Assassins' Guild, Beyond Akira, The City + Damaged or Defective, Dreams of Insanity, The Dream Theatre, + High Fidelity, The Industry Standards, Kronos, Mega-City + The Private Collection, Reggae Muffin, Robin's First Orgasm, + The Scooter Dome, The Silo, State of Devolution, The Street Spydrs + The Wall, Xenocide Inc., The Zone & 2112 + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Dist Site. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Contact us + on one of our boards or talk to your local Razor member for more info. + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (813)968-5419 + Logon : RAZOR + Pword : RAZOR + + + + Ŀ + + Super NES & Sega Backup Units Available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Call 1-800-FAIRLIGHT for more information on + the hottest deals and how to get them! + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/warham.nfo b/textfiles.com/piracy/RAZOR/warham.nfo new file mode 100644 index 00000000..f05b55bf --- /dev/null +++ b/textfiles.com/piracy/RAZOR/warham.nfo @@ -0,0 +1,211 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Warhammer: Shadow Of The Horned Rat + From Mindscape (c) + + + + Ŀ + + Supplied By : White Cracker Release Date : 22 December 1995 + Cracked By : Tong Nou Protection Type : N/A + + Ĵ + + Game Format : CD rip System Type : Win95 + Packed By : Third Son Install Method : Unarj + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + + RAZOR CD brings you MindScape's Warhammer! This is the war game you + have been waiting for. Warhammer features 25 types of troops, over + 40 battles with story lines and amazing sound effects. We know you + will like this game. Many thanks to White Cracker for getting this + release to us! From all of us at Razor 1911, Happy Holidays! + + + Installation Notes + ~~~~~~~~~~~~~~~~~~~~ + + All speech and animations have been removed. But don't worry, you + will still here the grunts and moans. This is important! When in- + stalling pick the MINIMUN installation. The game unpacks to 69 meg. + To unpack the file just use the RAZOR Install then install as you + would any Win95 program. + + Third Son - Razor 1911 + + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're a collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + The GEcko, The Speed Racer, Pharaoh, White Cracker, Hot Tuna, Beowulf + Mod, Druidkin, Faceless, Sternone. $9, Beast, Nero, Bitecrash, Enito + Toast, Luck. Undertaker. and a welcome to Flint. + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Cobra. CyberPhreak. Druidkin. + Dr. Detergent. Faceless. Fatal Error. The GEcko. Gilby. Hojoe. + Hot Tuna. Hula. Jock Rockwell. Kilroy. Maverick. Mod. Ninja Spirit + Pharaoh. Pitbull. Raw Liquid. Shadow Master. Sector9. Snake. + Spectre. Sternone. The Speed Racer. Third Son. + The Undertaker. Wolverine and White Cracker! + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bitecrash + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artur. Beast. Captain Blood. Dagobah. Janno. Luck. Narcus Smee + Nero. Stoney. Suspicious. Image. Syxus. Toast. Trillithium. Flint + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Clubber. Guht. Hellraiser. Lester. Khufu + Manhunter. Morbid Genius. Mr. ZigZag. Pic 9 + Rage. TerraX. The Saint. Trixel. Viper Krynn. Woody + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + The Crypt Member Board O4 Node(s) Spectre/Blade + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + + Citadel of Chaos Affiliate O5 Node(s) Toast + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + Hakuna Matata Affiliate 02 Node(s) Beast + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/wc2exp.nfo b/textfiles.com/piracy/RAZOR/wc2exp.nfo new file mode 100644 index 00000000..1ac34e46 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/wc2exp.nfo @@ -0,0 +1,291 @@ + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Warcraft II: Beyond The Dark Portal + (c) Blizzard + + + + Ŀ + + Supplied By : White Cracker Release Date : 10 May 1996 + Cracked By : Beowulf Protection Type : CD check hell + + Ĵ + + Game Format : Strategy/Adventure System Type : DOS/Win95 + Packed By : Beowulf Install Method : See below + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + The RAZOR CD division is proud to present this long awaited + expansion for Warcraft II. From Blizzard's press release: + + "In Warcraft II: Beyond the Dark Portal, players encounter + 24 new do-or-die missions. The expansion set offers exciting + game play set in Orcish swamplands, all new cinematics and + 50 custom maps. Using the full version of the game, players + can compete in head-to-head battles against as many as eight + players." + + We have combined the original Warcraft II with this expansion + to enable you to play all of the original Warcraft II missions, + plus the new ones included in this expansion set. Movies and + the campaign briefing speeches have been removed. + + Crack Notes + ~~~~~~~~~~~~~~~~~ + Suffice it to say, it was...complicated. The large MUDDAT.CUD + and SNDDAT.CUD files had to be re-indexed and stripped to + remove unnecessary speech and movie files and bring them down + to size. Multiple CD-ROM checks were removed and the game had + to be altered to fake having both CD's (the original CD and the + expansion CD) in the drive at the same time. =) Fun, but VERY + worth it, as I'm sure you'll agree. + + This release has been thoroughly tested (of course) on single + player mode, and all multi-player modes including IPX network + and modem play. Only 100% quality cracks from RAZOR 1911... + + Note: Using save games from an older install can cause random + crashes inside this new version, so it is recommended that you + do not copy old save games and attempt to play them using this + release. + + + Installation Notes + ~~~~~~~~~~~~~~~~~~~~~~ + To install Warcraft II: Beyond The Dark Portal, simple un-ARJ + the archives into a directory such as \WAR2: + + ARJ X -V -Y WC2EXP.001 \WAR2 + + After the files have been de-compressed, you should run SETUP + and UVCONFIG in that directory to configure the game to your + system. Enjoy! + + + Greetz go out to : TSR, Pharaoh, Hot Tuna, Faceless, BunteR, + MOD, Druidkin, Manhunter, Blue Adept, Hellraiser, + Cyber Angel, Night Vision, Luck, Everclear, White Cracker, + Egoistic Fate, Dxfer, Nytemyst, Fugitive, Ellisdee and Pest! + + Group GReetz : PWA, Scum, Malice, Rapier, Everlast and ACID! + + Special thanks go out to Snapple for helping test this release! + + + Beowulf / RAZOR 1911... + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + We are now accepting applications for courier positions MUST BE + RESPONSIBLE and COMMITTED, all others need NOT apply. + + Congratulations and Welcome to BunteR who has become part of the + Razor 1911 family! Family's that Pirate Together Stay Together! ;) + + Also If YOU work for a software store, software company GAMES or + Utilities or a hardware company , PLEASE e-mail us for details + on how YOU TOO can join RAZOR 1911. ! + Email address : an350611@anon.penet.fi + + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's have arrived and is now shipping! + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD are fully cracked and 100% working. The Razor + Anniversary CD has many of the games cracked and released by the + Razor team since its inception in the PC scene. The CD comes + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send in your form now, to order your + own copy. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Catbones. Cobra. + Egoistic Fate. Faceless. The GEcko. Hojoe. Hot Tuna. + Jester King. Manhunter. Maverick. Mod. Ninja Spirit. + Pest. Pharaoh. Sector9. Spectre. Sternone. The Speed Racer. + Third Son. The Undertaker. Turok. White Cracker. + + + + Ŀ + + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + U.S. - Turok + Euro. - Manhunter + + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artur. Beast. Conficere. Darkside. Dxfer. Ellisdee. + Erupt. Everclear. Fugitive. Kot. Luck. Maverick. + Nytemyst. Rio&Ken. Rom Racer. Stoney. Suspicious Image. + Tiger. Toast. Tyrus Sithius. Universal Soldier. + + + + + + Ŀ + + The Gods of the Razor CD Internet Division ARE: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Excalibur. Druidkin. Hackrat. Khufu. Seal + Marlboro. Mr.ZigZag. Pitbull. Sir Alf. The Saint. + + + + Ŀ + + Razor CD: Director of INET Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Druidkin + + + Razor CD: INET Courier Coordinator + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Pitbull + + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Lester. Terra X. Viper Krynn. Vitas. + + Chronic Fatigue. Davan. Rainbow. The Jerk. + The Punisher. + + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + Malevolance Courier HQ O6 Node(s) Egoistic Fate + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + Shadow Lands Member Board O6 Node(s) Manhunter + Elysium Member Board O5 Node(s) Prowler + Pyramid Member Board O4 Node(s) Khufu + Rat's Hole Member Board O4 Node(s) Fiber + Round Table Member Board O4 Node(s) Excalibur + Euro RAZOR Member Board O4 Node(s) Pic 9 + + Hakuna Matata Affiliate O2 Node(s) Beast + Silicon Dragon Affiliate O4 Node(s) Viper Krynn + Speed & Ecstasy Affiliate O8 Node(s) Darkside + Are You Sure ??? Affiliate O4 Node(s) Kot/Tocont + Just 4 Fun Affiliate O6 Node(s) Artur + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all ! + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all ! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (405)943-9867 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or the best in CD-Rom + compilations, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + or + + CHECK OUT!!!!! DIGCANDY.ZIP included on this disk. + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + + \ No newline at end of file diff --git a/textfiles.com/piracy/RAZOR/western.nfo b/textfiles.com/piracy/RAZOR/western.nfo new file mode 100644 index 00000000..a42a38b9 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/western.nfo @@ -0,0 +1,55 @@ + + >>=- RAZOR 1911 -=<< + + PRESENTS: Western Front + + + +CRACK INFORMATION: +Ŀ + Cracked By Darwin + Supplied By Zodact + Cracking Notes Manual "look-up" protection + Date Released 09/04/91 + + +GAME INFORMATION: +Ŀ + Graphics EGA/VGA + Sound * + Input Keyboard/Mouse + Rating (1-10) 9 for Strategy buffs + Publisher SSI + + +RAZOR 1911 AFFILIATE SYSTEMS: RAZOR 1911 ADDRESSES & VMB: +Ŀ Ŀ + Crime Ring ][ (714)/891-7731 Razor 1911 + 4 Past Midnight (912)/923-4457 Po Box 10714 + The Soul Asylum (818)/285-0394 Burke, Va 22009 + Spyrit's Crypt (802)/879-1136 U S A VoiceMail + + Digital Express +47 71 22924 RAZOR EUROPE 708-612-8899 + Inner Circle +46 313 04142 Postboks 281 + N-7501 Stj0rdal + NORWAY + + + +GENERAL COMMENTS: + +Yet another strategy game to satisfy your quench for wares. Again I am not +the strategy expert so I can't rate this one too well, but most SSI games +are good quality. Look for more after school specials coming soon. Have fun! + + +Fabulous Furlough - Cracking since 1982 yet you still don't know what a + checksum is?? How you figure? Don't try to cover it + up with some bullshit either cause we are not the + naive beginners you might think we are. Razor 1911 + has been around since about the time most THG members + were wearing Huggies. No "rag-war" intended... + + + + diff --git a/textfiles.com/piracy/RAZOR/wghock.nfo b/textfiles.com/piracy/RAZOR/wghock.nfo new file mode 100644 index 00000000..43abf684 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/wghock.nfo @@ -0,0 +1,225 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Wayne Gretzky and the NHLPA All-Stars + (c) Time-Warner Interactive + + + + Ŀ + + Supplied By : Pitbull Release Date : 18 December 1995 + Cracked By : Beowulf Protection Type : CD-Checks + + Ĵ + + Game Format : CD rip System Type : DOS + Packed By : Beowulf Install Method : Unarj + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + + RAZOR CD brings you Time Warner's next installment in the Wayne + Gretzky Hockey series. This game features complete league and + all-star stats and tournies, complete teams and photos of every + player, SVGA graphics and, of course, fighting. This release + includes all of the music and sound effects from the original CD + except the team-name and player announcements. (Just not worth + the 40M of disk space). The game is about 90M, installed. + + + Crack and Install Info + ~~~~~~~~~~~~~~~~~~~~~~~~ + In a word, this CD was a bitch to rip properly. Over 200 megs of + movies were removed and the code to play these movies was heavily + integrated into the game engine and menu display. After removing + these, there were multiple "random" CD checks that would crash the + computer if a certain movie was not found or was not the right size. + (Warcraft II anyone?). The player name and team name announcements + were removed, but we decided to leave the individual player photos + in the game to maintain playability. + + To install the game, simply unarj the game (ARJ X -V -Y ...) into + an appropriate directory and run UVCONFIG.EXE and SETSOUND.EXE to + configure the game to your systems settings. Then just run the game + by typing WGHOCK. That's it! + + - Beowulf + + P.S. There is a "hidden" option on the Practice menu so that you + can practice fighting. Use the arrow keys to move one button + below the TEAM option. Nothing will appear to be highlighted, + but press ENTER and you'll start into a brawl. Is this a bug + or a feature? =) Only you can judge... + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're a collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + The GEcko, The Speed Racer, Pharaoh, Third Son, Hot Tuna, Beowulf + Mod, Druidkin, Faceless, Sternone. $9, Beast, Nero, Bitecrash, Enito + Toast, Luck. Undertaker. and HuLa - stop wasting time on fishing ! + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Cameron Hodge. Cobra. CyberPhreak. Druidkin. + Dr. Detergent. Faceless. Fatal Error. The GEcko. Gilby. Hojoe. + Hot Tuna. Hula. Jock Rockwell. Kilroy. Maverick. Mod. Ninja Spirit + Pharaoh. Pitbull. Raw Liquid. Shadow Master. Sector9. Snake. + Spectre. Sternone. The Speed Racer. Third Son. + The Undertaker and Wolverine! + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bitecrash + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artur. Beast. Captain Blood. Dagobah. Janno. Luck. Narcus Smee + Nero. Stoney. Suspicious Image. Syxus. Toast. Trilithium + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Clubber. Guht. Hellraiser. Lester. Khufu + Manhunter. Morbid Genius. Mr. ZigZag. Pic 9 + Rage. TerraX. The Saint. Trixel. Viper Krynn. Woody + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + The Crypt Member Board O4 Node(s) Spectre/Blade + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + + Citadel of Chaos Affiliate O5 Node(s) Toast + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + Hakuna Matata Affiliate 02 Node(s) Beast + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/winter.nfo b/textfiles.com/piracy/RAZOR/winter.nfo new file mode 100644 index 00000000..e594e433 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/winter.nfo @@ -0,0 +1,86 @@ + + + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + -*- P R E S E N T S -*- + + The Games: Winter Challenge +Ŀ + Notes On Crack/Credits Game Information +͵ + Cracked By Marko Ramius Publisher Accolade + Protection Type Doc check Graphics VGA/MCGA/EGA/Tandy 16 + Suppliers TGW & Zodact Sound PC/Adlib/SBlaster/Roland + Date of Release 10/17/91 Game type Arcade Sports Simulation + +Ŀ + RAZOR 1911 Affiliate BBS' + + + Crime Ring ][ - World Headquarters - (714)/891-7731 + Spyrit's Crypt - Courier Headquarters - (802)/879-1136 + The Revelation - Affiliate (4 lines) - (301)/FIND-OUT + 4 Past Midnight - Affiliate - (912)/923-4457 + The Soul Asylum - Affiliate - (818)/285-0394 + Trilogy III - Affiliate - (313)/247-8308 + Terrordome - Affiliate - (216)/DOWN-NOW + B-2 Bombers - Affiliate - (604)/984-0845 + Inner Circle - Affiliate/Sweden - +46 313 04142 + Digital Express - Affiliate/Norway - +47 71 22924 + +Ŀ + RAZOR 1911 Addresses And VMB + + + VMB - (708)/612-8899 + + Razor 1911 Razor Europe + PO Box 10714 Postboks 281 + Burke, VA 22009 N-7501 Stj0rdal + U.S.A. Norway + +Ŀ + Game Notes + + + Hey! This game is pretty damn cool, and also advertises that it will run +under Windows 3.0! (I have not tried that yet.) Here's the hype off the back +of the box: "256 color VGA; stunning blend of digitized 3-d polygonfill and +bit-mapped images; unique 'athletes eye' perspective with full animation; +up to ten players--the ultimate party game (haha yeah); full feature instant +replay; training runs; digitized sound effects". The events on this are: The +Downhill, Giant Slalom, Ski Jumping, Speed Skating, Cross Country Skiing, +Bobsled, Luge, and Bathlon. If you're into sports games, this is one to get. + + This game requires that your computer have a minimum of 515K available RAM, +or 550K for Tandy 16 color. It is strongly recommended that you have an AT +class machine running at least 10 MHz, and that you use a hard drive. For +VGA/MCGA graphics, you must have 1.4MB of storage free for Fast Load, or about +half that if you do not use this feature. + +Ŀ + General Stuff/RAZOR 1911 News/Greets/etc.. + + +* Quick docs should be out for this one an hour or two after you read this... + +* Greetings go out to all Razor members and all our other friends in the scene! + +* Special Greetings must go to Marko Ramius - thanks! + +* Welcome to our new members: Onyx, Eldar, and The Ghost Wind! + +* Call our new boards including The Revelation which is 4 lines all with Dual + Standards. If you are interested in being a spreader (courier, whatever) + please call Spyrit's Crypt (CHQ) or Crime Ring ][ (WHQ). Numbers to all our + boards are available off the nets or from any Razor member or board. + +* The cool logo at the top of this file was created by Black Spyrit. + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you enjoy playing this game, buy the original. diff --git a/textfiles.com/piracy/RAZOR/wlfbane.nfo b/textfiles.com/piracy/RAZOR/wlfbane.nfo new file mode 100644 index 00000000..5c1b5593 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/wlfbane.nfo @@ -0,0 +1,216 @@ + + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Wolfsbane + (c) Merit Studios + + + + Ŀ + + Supplied By : Cameron Hodge Release Date : 20 September 1995 + Game Type : Game Rating : 8/10 + + Ĵ + + Cracked By : -- Protection Type : none found + Crack Patch : -- Install Method : subst or floppy + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The fate of the young adventurer Axel is in your hands. You must + scour the village in search of the elusive werewolf before the next + moon rises. + + Wolfsbane combines traditional adventure game problems with lateral + thinking puzzles to create an adventure that taxes the mind too. + The game features gorgeous graphics from the gothic church to the + manor house; from the subteranean labyrinth to the village streets. + + In addition to the shirts, we have another fine project planned for + the holidays. Keep your eyes peel for more upcoming info, and you + won't be disapointed. + + + The GEcko / R + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + WWF WrestleMania: The Arcade Game! + (c) Acclaim + + + + Ŀ + + Supplied By : Ninja Spirit Release Date : 22 November 1995 + Cracked By : Mod Protection Type : CD check + + Ĵ + + Game Format : full CD System Type : DOS + Packed By : The GEcko Install Method : unarj and run + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Digitized graphics, realistic wrestling, and mayhem moves! That's + the hype on the box. If you're sick of all these strategy games + out there lately and are looking for some brainless action, grab + this title now. Another title slammed by da Blade team! More on + the way... + + + Crack and Install Info + ~~~~~~~~~~~~~~~~~~~~~~~~ + Nothing from the CD has been ripped. The whole CD's here. To + install, simply un-ARJ the files into a \WMANIA directory and + run WWF. IMPORTANT GAME NOTE: you must remove EMM386 for the + game to run properly. Special thanks to Mod for another fine + crack and to Ninja Spirit for another great grab! Oh, a big + yahoo to Dray on IRC. + + Quick Note + ~~~~~~~~~~~~ + Don't forget to grab our earlier release today, IndyCar Racing 2 + from Papyrus (full CD). Please note that Hyrbrid does not have + WIN '95 version of IndyCar 2. The final WIN '95 version won't be + released until early 1996. This is merely a pathetic attempt for + BlueWater to justify their lame extra-large version... + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Don't forget to check out the Razor 1911 World Wide Web Site + http://ionet.net/~razor/razor1911.html + + ##### + + + Razor Ninteen Eleven, world's premier cracking group since 1985, + today announces our plan to create the commemorative CD-ROM to + celebrate the group's 10 year anniversary in the PC/Amiga under- + ground scene. Like the group itself, the CD will be 100% games, + and it will consists of only the best games cracked and released + by Razor since its inception in the PC scene. Some of the games + on the CD are such popular classics as Ultima Underworld II, FPS + Football series, Space Hulk, Police Quest IV, Rise of the Robots, + NASCAR Racing, WarCraft, Hexen, and much, much more! Compelete + game list is now available please see RZRCDROM.TXT (included in + this release) for more details. You may also e-mail us at the + address below if you have any questions. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + The GEcko, The Speed Racer, Beowulf, Pharaoh, Third Son, Hot Tuna, + Druidkin, Mod, Bitecrash, Sector 9, Fallen Angel, Excessive Knight. + + ... and big be-lated happy birthday to Evil Current! + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Arctic Cat. Beowulf. Cameron Hodge. Cobra. Druidkin + Dr. Detergent. Evil Current. Faceless. The GEcko. Gilby. Hojoe + Hot Tuna. Hula. Illegal Error. Jock Rockwell. Kilroy. Maverick + Mod, Ninja Spirit, Pharaoh. Pitbull. Raw Liquid. Sector 9. Snake + The Speed Racer. Sternone. Third Son. The Undertaker. Wolverine. + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + -- OPEN -- + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Anthrax. Artur. Beast. Bitecrash. Captain Blood. Dagobah. + Elvin Nox. Fatal Error. Janno. Ralph. Syxus. Toast. Ware Maker. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Code Zero. Clubber. Crypter. CyberPhreak. Guht. Khufu. + Manhunter. Morbid Genius. Mr. ZigZag. Pic9. Rage. + TerraX. The Saint. Trixel. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Mav/Gecko/Speedo + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + + Citadel of Chaos Affiliate O5 Node(s) Toast + The Crypt Affiliate O3 Node(s) Spectre/Blade + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/wol.nfo b/textfiles.com/piracy/RAZOR/wol.nfo new file mode 100644 index 00000000..4405de9a --- /dev/null +++ b/textfiles.com/piracy/RAZOR/wol.nfo @@ -0,0 +1,130 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + ..PROUDLY PRESENTS.. + WORLDS OF LEGEND - SON OF THE EMPITRE - MINDSCAPE + Ĵ + SUPPLIER JACK. + PROTECTION NONE + CRACKER N/A + GRAPHICS VGA/EGA + SOUND ADLIB/SOUNDBLASTER/HONKER + + + What could you possibly expect but another great game from Razor 1911? + + Well for our NINTH (yes NINTH!) release this week here is another 1 + disker from Mindscape. + + This is a 3d-isometric RPG but with quite a lot of strategy in there. + You dont walk around as in most games of this type but move to certain + locations and solve puzzles/win battles to move to more locations. + Seems to be a certain amount of strategy in there also. The graphics + are kinda disappointing in plain old VGA but there are some pretty + kewl SB tunes in there and the overall atmosphere is quite good. + + To install just Unzip it using -D to a directory of your choice and + type 'EMPIRE' to enter the game. Enjoy! + + Links 386 Pro : The Belfry Course from Access + High Command from Three-Sixty + X-Wing : Imperial Pursuit from LucasArts Games + Deja Vu I & II for Windows : Casebooks of Ace Harding from ICOM/EA + The Lost Vikings from Interplay *Trainer* + Pirates! Gold from MicroProse *Trainer* + Sensible Soccer from Sensible Software + Center Court Tennis from Merit Software + Lands of Legend from Mindscape. + + Greetings - TRSI: Nice game Shame about the crack! Congrats on Tornado + though. + DEViL:The Kewlest 'fucking lamer' around! + Jack :Once again nice work! + Meph :We picked this up from your secret supplier! Nice + work mate. + LOP :WES STOOLE URS SECRETS SUPPLIZE AND NOW WES KICKK + UR ASSS COZ WES IS KEWL AND YOUZ LAMERZZ AND WIL DIEZ + SOON COZ WEZ GOT UR SUPPLIEZ! + + ...and the usual hi-ho's to everyone in Razor 1911. More to come soon!... + + + Rb - Tea Drinkers Strike Squad - 25th Jun 93. + Ŀ + WORLD FAMOUS RAZOR 1911 + ..HEADQUARTERS BOARDS.. + + WORLD HEADQUARTERS 6 NODES UNLISTED NUMBER UNLISTED SYSOP + AGENTS OF FORTUNE (USHQ) 6 NODES UNLISTED NUMBER BUTCHER + THE PIT (COURIER HQ) 4 NODES UNLISTED NUMBER KIDLAT & AKIRA + UNKNOWN PLEASURES (EHQ) 2 NODES UNLISTED NUMBER RAZOR BLADE + THE BREWERY (AHQ) 4 NODES UNLISTED NUMBER GINNIE + CRAFT WORLD (CHQ) 3 NODES UNLISTED NUMBER SLUM-DWELLER + + Ŀ + WORLD FAMOUS RAZOR 1911 + .....MEMBER BOARDS..... + + SPYRIT'S CRYPT 2 NODES UNLISTED NUMBER BLACK SPYRIT + SUBURBIA 4 NODES UNLISTED NUMBER THE CHAIRMAN + UNKNOWN ORIGIN UNLISTED NUMBER THE UNKNOWN + STATE OF DEVOLUTION 2 NODES UNLISTED NUMBER MARAUDER + CENTRAL NERVOUS SYSTEM 2 NODES UNLISTED NUMBER WOLVERINE + DEATH VALLEY UNLISTED NUMBER JURGEN + CLOUD NINE ELITE 4 NODES UNLISTED NUMBER NIMBUS + + Ŀ + WORLD FAMOUS RAZOR 1911 + AFFILIATES/SUPPORT BBS' + + ASCII EXPRESS - +1(617)XXX-XXXX CAMELOT - +1(XXX)XXX-XXXX + METAL WORKS - +1(318)XXX-XXXX COVERT ACTION 2 - +1(818)XXX-XXXX + STREET SPYDRS - +1(713)XXX-XXXX MAX. OVERDRIVE - +1(XXX)XXX-XXXX + CHAOS FACTORY - +1(604)XXX-XXXX MIDPOINT VOID - +1(XXX)XXX-XXXX + THE PUMP - +1(313)XXX-XXXX UTOPIAN DREAM - +1(XXX)XXX-XXXX + CYBERSPACE - +XX-XXX-XXXXXXX DIGITAL EXPRESS - +XX-XXX-XXXXXXX + HOUSE OF GOD - +XX-XXX-XXXXXXX VIOLNT. PLYGRND - +XX-XXX-XXXXXXX + + Ŀ + INFORMATION FOR THOSE WHO + WANT TO BE IN RAZOR 1911! + + ANYBODY INTERESTED IN JOINING RAZOR 1911 SHOULD CONTACT A CURRENT RAZOR + MEMBER. IF YOU WANT TO BE A DIST SITE FOLLOW THESE INSTRUCTIONS : + + CALL +1(409)786-3767 + LOGON WITH ACCOUNT: 'RAZOR' PASSWORD: 'RAZOR' + USE THE 'E' COMMAND AND LEAVE MAIL TO BUTCHER OR THE RENEGADE CHEMIST + + Ŀ + WORLD FAMOUS RAZOR 1911 + SENIOR & STAFF MEMBERS! + + THE RENEGADE CHEMIST, BUTCHER, RAZOR BLADE & RANDALL FLAGG + + ZODACT, BLACK SPYRIT, THE CHAIRMAN, THE UNKNOWN, THE FRENCH MATE, JACK, + JURGEN, GINNIE, POISE, THE MELODY MAKER, RED WIZARD, SERPICO, MARAUDER, + WARCHILD, WOLVERINE, DEVIL, INTERLOPER, NIMBUS, SLUM-DWELLER & WESTBAM. + + Ŀ + WORLD FAMOUS RAZOR 1911 + MEGA ELITE SPREAD TEAM! + + JANNO, HOPPERMANIA, MOON, TWILIGHT TIME, MEPHISTAR, DIGITAL JUSTICE, + TIMELORD, BARBARIAN, CUJO, SLAIN, YOUTH GONE WILD, SKATER, WIND WALKER, + TRANSPARENT, NECRO/X\ANCER, THE ACE OF SPADES, DEATH CERTIFICATE, + SHINOBI, THE DUTCHMEN, STORM LORD, ICEMAN, GRIMLOCK & KNOX + + Ŀ + SUPPORT THE COMPANIES THAT MAKE QUALITY SOFTWARE! IF YOU ENJOYED THE + ....................GAME, PLEASE BUY THE ORIGINAL!................... + + + TODAYS MOTTO : GROUP HARMONY IS THE MOST IMPORTANT - READ AND LEARN! + diff --git a/textfiles.com/piracy/RAZOR/wolf3d.nfo b/textfiles.com/piracy/RAZOR/wolf3d.nfo new file mode 100644 index 00000000..53637456 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/wolf3d.nfo @@ -0,0 +1,123 @@ + + + + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + + =- P R E S E N T S -= + Ŀ + Wolfenstein 3d! + + + ͻ + -*- Release Information -*- -*- Game Information -*- + Ķ + Cracker - Publisher Apogee + Protection Type None Located Graphics VGA 256! + Supplier The Unknown Sound Sb/AdLib/SoundSource + Date of Release 06/15/92 Rating [1-10] 9 + ͼ + + Ŀ + Release Notes + + Well this is the new version of Wolfenstein 3d - you know, the one you have + been waiting for with the additional missions. At any rate it's a great + game, and I know most of you will love it! Enjoy the ware and be sure to + check for our other new releases coming your way soon! + + -Chemist 06/15/92 + + Greets - The Unknown (thanks bud!), Butcher, The Hawk! + + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + + Ŀ + Razor 1911 Couriers + + + -*- Elite -*- + + Wind Walker, Shadow PhanTom, Inferno, Shadow of Death, + Black Light, Peeker, RoboCop, Uriel, Rand, Mega, Spectral Illusion, + Toffolo, Switch + + Ŀ + Razor 1911 Affiliate Systems + + + -*- UNITED STATES -*- + + Suburbia - World Headquarters - 214 PRI VATE + The Dark Palace - RazorDox WHQ/2 nodes - 804 272 1007 + + Agents of Fortune - Affiliate/2 nodes - 409 786 3767 + alistic - Affiliate - 612 374 9580 + The Cellar - Affiliate - 401 739 2946 + Devil's Playground - Affiliate - 616 938 4429 + Dust /\/ Bones - Affiliate - 201 612 8817 + Palace of Illusion - Affiliate - 214 931 7981 + Pandora's Box - Affiliate/4 nodes - 313 652 6137 + Peril Gates - Affiliate - 616 941 5914 + So-Krate's - Affiliate/2 nodes - 310 578 7226 + Stars - Affiliate - 713 784 3279 + The Space Zone - Affiliate/3 nodes - 301 416 0118 + UnderWorld - Affiliate/2 nodes - 408 292 4505 + + The Atomic Cafe - Outpost - 503 635 7972 + The Prophecy - Outpost - 301 681 4380 + + -*- INTERNATIONAL -*- + + Battle Board ][ - CANADA Affiliate/4 nodes - 403 569 9379 + The Fault Line - CANADA Affiliate - 403 239 0381 + The Immortal Grounds - CANADA Affiliate - 416 829 5426 + Legend of Ampasaurus - CANADA Affiliate - 604 279 0518 + Sea of Tranquility - CANADA Affiliate - 416 391 1312 + Kindergarden - NORWAY Affiliate - +47 PRIVATE! + + Ŀ + Razor 1911 VoiceMail + + + For good information on Razor 1911, be sure to call our VMB, + to stay on top of the latest Razor cracks and to get in touch + with the sharpest group in the scene! + + (213)/668-9846 + + Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Greetings go to all of our couriers! Keep up the good work! + + * Are you interested in spreading hot games for the sharpest group in the PC + scene? If you think you are up to the task of being a Razor courier, get + in touch with The Witch King on Suburbia or The Dark Palace! + + * If you run a board and are interested in becoming a Razor Affiliate, get + in touch with Butcher on Agents of Fortune! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/wolf3d~1.nfo b/textfiles.com/piracy/RAZOR/wolf3d~1.nfo new file mode 100644 index 00000000..81b622e8 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/wolf3d~1.nfo @@ -0,0 +1,148 @@ + + + + + + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ + ۲ ۲ ۲ + ۲ ۱ ۲ ۲ ۲ ۲ Ŀ + + -*- T R A I N E R S - D I V I S I O N -*- + + =- P R E S E N T S -= + Ŀ + WOLFENSTEIN 3D by APOGEE WORKING MEGATRAINER + + ͻ + TRAINER DONE BY : Martial Artist + TRAINER FUNCTIONS: energy/ammunition/weapons + DATE OF RELEASE : 06/17/92 + ͼ + Ŀ + Trainer Notes + + + Well I downloaded the TDT trainer for this game and it didn't work for me! + Better said, it caused a bunch of shit to fly across my screen, and the same + thing happened for The Illusionist. It turned out that Martial Artist al- + ready had a trainer finished, so I tried it out and it worked fine for me. + Thus I decided to go ahead and release it just in case Illusionist and I + weren't the only ones with the bizarre problems that the TDT trainer was + giving us. Enjoy! + + 1. Unzip WOLFMTRN.ZIP into the WOLFENSTEIN directory; + 2. Execute TRAIN.BAT to load the trainer and the game; + 3. Select characters as normal or load a game; + 4. Listing of TRAINER COMMANDS is as follows: + + Ŀ + HOTKEY TRAINER FUNCTION + + + SCROLL LOCK Toggle on/off unlimited ammunition; what this does is + make it so that the game does not take away any ammo + when you discharge your weapon. You must have at least + one bullet when you activate it or you won't be able + to have unlimited ammo, though! + + R. SHIFT Toggle on/off unlimited energy. This way the game does + not subtract from your energy when you are hurt. + + CAPS LOCK This changes your weapons. You can have the knife, the + pistol, the machine rifle, and the gatling gun. Press + CAPS LOCK and then fire to select your new weapon. It + cycles through them in this order: Knife-Pistol-Machine + Rifle-Gatling Gun-Knife-etc.. + + *** WOLFENSTEIN 3D BY APOGEE TRAINED BY MARTIAL ARTIST OF RAZOR 1911 *** + + -Chemist 06/16/92 + + /\ + Razor 1911 /__\ Since 1985 + /\ /\ + /__\/__\ + + Ŀ + Razor 1911 Couriers + + + -*- Elite -*- + + Wind Walker, Shadow PhanTom, Inferno, Shadow of Death, + Black Light, Peeker, RoboCop, Uriel, Rand, Mega, Spectral Illusion, + Toffolo, Switch, The Iron Man + + Ŀ + Razor 1911 Affiliate Systems + + + -*- UNITED STATES -*- + + Suburbia - World Headquarters - 214 PRI VATE + The Dark Palace - RazorDox WHQ/2 nodes - 804 272 1007 + + Agents of Fortune - Affiliate/2 nodes - 409 786 3767 + alistic - Affiliate - 612 374 9580 + The Cellar - Affiliate - 401 739 2946 + Devil's Playground - Affiliate - 616 938 4429 + Dust /\/ Bones - Affiliate - 201 612 8817 + Palace of Illusion - Affiliate - 214 931 7981 + Pandora's Box - Affiliate/4 nodes - 313 652 6137 + Peril Gates - Affiliate - 616 941 5914 + Reign In Blood - Affiliate - 718 698 1969 + So-Krate's - Affiliate/2 nodes - 310 578 7226 + Stars - Affiliate - 713 784 3279 + The Space Zone - Affiliate/3 nodes - 301 416 0118 + UnderWorld - Affiliate/2 nodes - 408 292 4505 + + The Atomic Cafe - Outpost - 503 635 7972 + The Prophecy - Outpost - 301 681 4380 + + -*- INTERNATIONAL -*- + + Battle Board ][ - CANADA Affiliate/4 nodes - 403 569 9379 + The Fault Line - CANADA Affiliate - 403 239 0381 + The Immortal Grounds - CANADA Affiliate - 416 829 5426 + Legend of Ampasaurus - CANADA Affiliate - 604 279 0518 + Sea of Tranquility - CANADA Affiliate - 416 391 1312 + Kindergarden - NORWAY Affiliate - +47 PRIVATE! + + Ŀ + Razor 1911 VoiceMail + + + For good information on Razor 1911, be sure to call our VMB, + to stay on top of the latest Razor cracks and to get in touch + with the sharpest group in the scene! + + (213)/668-9846 + + Ŀ + Razor 1911 Addresses + + + Razor 1911 Razor Europe + P.O. Box 10714 BOX 945 + Burke, VA 22009 N-7001 TRONDHEIM + U.S.A. Norway + + Ŀ + Razor 1911 Notes/Greets/Etc... + + + * Greetings go to all of our couriers! Keep up the good work! + + * Are you interested in spreading hot games for the sharpest group in the PC + scene? If you think you are up to the task of being a Razor courier, get + in touch with The Witch King on Suburbia or The Dark Palace! + + * If you run a board and are interested in becoming a Razor Affiliate, get + in touch with Butcher on Agents of Fortune! + + -*- -*- -*- -*- -*- + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/wrath-~1.txt b/textfiles.com/piracy/RAZOR/wrath-~1.txt new file mode 100644 index 00000000..c27faf05 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/wrath-~1.txt @@ -0,0 +1,57 @@ + + >>=- RAZOR 1911 -=<< + + PRESENTS: Wrath of the Demon + +CRACK INFORMATION: +Ŀ + Cracked By Darwin + Supplied By Zodact + Cracking Notes Doc check + Date Released 08/14/91 + + +GAME INFORMATION: +Ŀ + Graphics VGA/EGA/CGA + Sound AdLib/Roland/PC Speaker + Input Keyboard/Joystick + Rating (1-10) 9+ + Publisher Readysoft + + +RAZOR 1911 AFFILIATE SYSTEMS: RAZOR 1911 ADDRESSES & VMB: +Ŀ Ŀ + Crime Ring ][ (XXX)/XXX-XXXX Razor 1911 + 4 Past Midnight (XXX)/XXX-XXXX XXXXXXXXXXXX + The Soul Asylum (XXX)/XXX-XXXX XXXXXXXXXXXXXXX + U S A VoiceMail + + We want YOU! RAZOR EUROPE XXX-XXX-XXXX + If You Run A XXXXXXXXXXXX + Respectable BBS XXXXXXXXXXXXX + CONTACT US NOW! NORWAY + + + +GENERAL COMMENTS: + +Razor strikes again bringing you the release version of Wrath of the Demon. +I personaly think the Amiga version was superior, but who wouldn't! Thanks +to Readysoft for dumping this ice game onto the PC. They plan on having +the final versions of Space Ace II: Borf's Revenge and Guy Spy ready for +early Christmas release. If you play this game please consider buying +the original and support these software developers. + +When I tried to boot from my hard drive and ran the program it always said +I did not have enough memory for VGA/Adlib but when it came to the game it +worked fine. You might want to boot from a clean disk to be sure you have +clean and free memory. + +Greetings to: The Knack, The Ghost Wind, Doctor No, Philly Steak Sub, and + everyone who is partying now at Stj0rdal dagene! + +Sorry to all other groups who were waiting for this one. Try again next +time! GAME OVER. + +Zodact diff --git a/textfiles.com/piracy/RAZOR/wrcon2.nfo b/textfiles.com/piracy/RAZOR/wrcon2.nfo new file mode 100644 index 00000000..cc6d857a --- /dev/null +++ b/textfiles.com/piracy/RAZOR/wrcon2.nfo @@ -0,0 +1,173 @@ + + + + + + + + + + + + + + + + + + ASCiiJED + + ķ + WARGAMES CONSTRUCTION SET ][ : TANKS + Ľ + + ķ + + Supplied By : Liquid Khaos + + Ķ + + Game Notes : Wargames Construction Set 2....what else can I tell ya. + Make yourself a virtual landscape of carnage and + destruction. Another classic from SSI... + + + Greets : Liquid Khaos, Marauder, Westbam, The French Mate, + Razor Blade, The Brain, Janno, Cremator, Slum-Dweller + GRiM, Stalker, Wolverine, and The Chairman + + Ķ + + Group News : Please give a warm welcome to our newest outpost + CraftWorld, ran by Slum-Dweller up in the land of ice + and snow. + + + Also all Razor Sysops running PCBoard interested in + having RazorNet on their systems call Agents of Fortune + and grab the latest updated Razornet completely set up + to go with node #'s and the works...unzip and run..heh. + + + RAZOR 1911 is always looking for new spreaders and + couriers...Apply to one of the Senior Couriers at a + RAZOR HQ near you...Maybe you have what it takes to + help us keep the blade sharp.... + + - Butcher 05/19/94 + + Ľ + + ķ + Mirage World HQ 10 Nodes ITS.PRI.VATE Big Boss + State/Devolution USHQ 6 Nodes ITS.PRI.VATE Marauder + Agents/Fortune Courier HQ 5 Nodes ITS.PRI.VATE Butcher + The House of God European HQ 2 Nodes +31.PRI.VATE Hoppermania + Ķ + Aquila Member Board 3 Nodes +31.PRI.VATE The Brain + Exalted Death Member Board 2 Nodes 314.PRI.VATE DeaD GooN + Metal Works Member Board 2 Nodes 318.PRI.VATE Heavy Metal + Rest in Peace Member Board 7 Nodes 513.PRI.VATE Nuke + Suburbia Member Board 6 Nodes 214.PRI.VATE The Chairman + Ķ + Central Park Affiliate 3 Nodes +61.PRI.VATE Grim + Chaos Factory Affiliate 3 Nodes ITS.PRI.VATE Mad Bomber + Dream Theatre Affiliate 4 Nodes 314.PRI.VATE Attitude + Electric Requiem Affiliate 2 Nodes 602.PRI.VATE Lord Shred + Future Zone Affiliate 5 Nodes +49.PRI.VATE JJF + Galaxy Alliance Affiliate 2 Nodes 403.PRI.VATE Star Master + Maximum Overdrive Affiliate 3 Nodes 512.PRI.VATE Twin Turbo + Midpoint Void Affiliate 2 Nodes 303.PRI.VATE Holy Ward + Pirates Hideout Affiliate 2 Nodes +46.PRI.VATE BlackSmith + Reggae Muffin Affiliate 2 Nodes +47.PRI.VATE Illegal E?ror + RIP Affiliate 2 Nodes +35114761171 Fido Dido + Southern Comfort Affiliate 5 Nodes ITS.PRI.VATE Cobra + The Castle Affiliate 5 Nodes 604.PRI.VATE The Wizard + The Depths Affiliate 1 Node 214.PRI.VATE Maelstrom + Ķ + The Pentagon Outpost 3 Nodes +31.PRI.VATE Grimlock + CraftWorld Outpost 3 Nodes ITS PRI.VATE Slum-Dweller + Violent Plygrnd. Outpost 1 Node +46.PRI.VATE Laric + Ľ + + ķ + + Razor 1911 Leaders + ~~~~~~~~~~~~~~~~~~ + Marauder, Butcher, and Randall Flagg + + Razor 1911 Members + ~~~~~~~~~~~~~~~~~~ + Avalon, Big Boss, Bionomix, Chairman, Chessking, + Chronic Halitosis, Dead Goon, Ford Prefect, Heavy Metal, + Hoppermania, Janno, Laric, Liquid Khaos, Nuke, Odin, Phoenix, + Rambone, Razor Blade, Serpico, Snacky, The Brain, Tom&Jerry, + Westbam, Wind Walker, and Wolverine + + Razor 1911 Coding/Training/Art Departments + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Wolverine, Zebig, Mitch, Martial Artist, Laric, Mat, + Night Slasher, Red Wizard, Jed, and Slum-Dweller + + Razor 1911 DoX Specialists + ~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Chairman, Lorus, and Morton + + Ľ + + ķ + + Razor 1911 Courier Coordinators + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Grim & The Brain + + Razor 1911 Senior Couriers + ~~~~~~~~~~~~~~~~~~~~~~~~~~ + Janno, Faldo, and The Dutchmen + + Razor 1911 Elite Couriers + ~~~~~~~~~~~~~~~~~~~~~~~~~ + Bubble Man, Cobretti, Cremator, Death Knight, + Digital Justice, Dream Weaver, Godfather, Homer, Janno, + King Lear, Luke Skyywalker, Marine, Minstrel, Moon, Nivek Ogre, + Obliviax, Prophet, Rage, Raider, Raw Liquid, SLe, + The Cardinal, Timelord, Vivid, and Willow + + Razor 1911 Trial Couriers + ~~~~~~~~~~~~~~~~~~~~~~~~~ + Grey Death & Visionary + + Ľ + ķ + Beware of FAKE RAZOR MEMBERS/BOARDS/ETC! If they are not in this NFO, + THEN THEY ARE NOT IN RAZOR! + Ľ + ķ + + Razor 1911 is always looking for loyal and interested people to keep the + blade sharp. If you want to apply to be a courier, affiliate, or even a + member, please call any of the RAZOR 1911 HQ boards and leave a message + for Marauder. Have someone forward your message if you cannot get on... + + Interested in Razor-DoX? Call +1-214-445-0790 and run the Razor-DoX app + generator. + + You may write to us at : + + RAZOR 1911 PC USA + 7154 NORTH UNIVERSITY DRIVE #21911 + TAMARAC, FL 33321 + USA + + Ľ + + IF YOU LIKED THIS PRODUCT, PLEASE BUY IT. + THE PUBLISHERS OF QUALITY SOFTWARE DESERVE SUPPORT! (c) + + -*- R A Z O R 1 9 1 1 -*- + + ķ + VERSION CONTROL: RAZOR.007 05/19/94 + Ľ + + diff --git a/textfiles.com/piracy/RAZOR/wstar.nfo b/textfiles.com/piracy/RAZOR/wstar.nfo new file mode 100644 index 00000000..a88a4192 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/wstar.nfo @@ -0,0 +1,299 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Wingstar full cd - (c) Interactivision + + + + Ŀ + + Supplied By : Good ol' Slick Willie Release Date : 24 February 1996 + Cracked By : none Protection Type : n/a + + Ĵ + + Game Format : Vertical shoot'em'up System Type : DOS + Packed By : Baal/$ector9/DruidKin Install Method : Unarj & Setup + + Ĵ + + General BS + ~~~~~~~~~~~~ + [Don't bother reading this if you're the average lamer who's + just aching to sink your teeth into this crisp little game..] + + It's been a very, very long time since last time I typed up an + .nfo-file like this. It's been so long that I've almost forgot + how to do it, but I'm gonna have try my best. Afterall, not + many people seems to bother much with their .nfo's these days + so we try to stand out from the crowd. Whats the reason for + slapping on an .nfo if it contains nothing but your groupname + and your oh-so-lame boards anyway? + + Anyway, for people who knows that there actually WAS a scene + before the cd-ripping took overhand, this release may come as + a small surprise. However, we have to disappoint you guys. We + (Baal and I) are not tip-toeing our way back into the scene + full time again. We just haven't got enough time to do it + anymore as we actually have jobs and various other things to + attend. This release is our way of showing the world that we + support the group in all their (or atleast most of them!) + current activities, and thus proving those who think that + I (Sector9) is only put in the .nfo-form to give Razor some + virtual credibility to be dead wrong. What a load of rubbish + anyway. + + Since this is my first .nfo-form since the very much talked + about split of Razor I'd like to send a special regard to + all the good people who felt that they had to leave the + group about one year ago. I didn't wish for that to happen, + but I'm not going to sit here and take any blame for neither + the actual split nor the fact that I didn't leave the group + together with them. You guys deserve a big pat on the back + for your work through several years, without you we wouldn't + be where we are today. This does NOT mean that anyone should + underestimate the work that is carried out by our highly + competent staff today. I'm happy to see that the group is + still the best and biggest one in the scene, and the way + things look today it's gonna remain this way for many more + years to come. + + Expect more games in the future from your dynamic duo up in + the cold north - Baal & Sector9. + + Announcements + ~~~~~~~~~~~~~~~ + Illegal Errors' Reggae Muffin is closed down. The way it + looks today it's unlikely ever to be opened again. + + Game Notes + ~~~~~~~~~~~~ + This is a vertically scrolling shoot'em'up from a relatively + unknown Scandinavian softwarecompany called Interactivision. + It does not mean that it's a bad game though. Fast scrolling, + loadsa colors, crisp graphics and nice sound makes this a game + you wanna come back to over and over again. If you liked + Raptor and Tempest 2000 (Yak the hairy rules!) you're gonna + enjoy this too. If you hate action games go back to Command + and Conqueror or something. + + Installation + ~~~~~~~~~~~~~~ + - Unarj all the 8 files into a directory (e.g. c:\wingstar) + - Type "setup.exe" to run the sound setup. + - Type "wingstar.exe" to start the actual game. + + Greetings + ~~~~~~~~~~~ + Special greetings to Baal and Slick Willie (Yeah, he's back + from the grave) for all their work on this release and to + Druidkin for his help. + + Greetz go out to : All ex-members and current members of the + biggest and meanest cracking group around - and especially to + TSR, Gecko, Intrepid, Darwin, Doctor No, Insane TTM, Ziphoid in + addition to Mindbender, Gravedigger, Zike, Gordon Gecko, Citizen + Kane, SteelPulse and the suckers I forgot as always. + + Group Greetz : Hybrid (Yep Hoson, vi er cool) and all the other + qualitygroups out there ("where, where - I can't see'em boss!"). + + [$ector9] Norway, 24/2/96 + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Razor shirt update: + + These popular shirts are still available. See RZRSHIRT.TXT for + more details. + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bitecrash. Beowulf. Cameron Hodge. Catbones. Cobra. + Egoistic Fate. Faceless. The GEcko. Hojoe. Hot Tuna. Manhunter. + Maverick. Mod. Night Vision. Ninja Spirit. Pest. Pharaoh. + Raistlin. Raw Liquid. Shadow Master. Sector9. Snake. Spectre. Sternone. + The Speed Racer. Third Son. The Undertaker. White Cracker. + + + + Ŀ + + Razor CD: Art Division + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director : Catbones + + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + U.S. - Bitecrash + Euro. - Manhunter + + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Artur. Beast. Captain Blood. Dxfer. Fatal Error. Flint. + Luck. Maverick. Nytemyst. Stoney. Suspicious Image. + Syxus. Techno Rave. Tiger. Toast. Turok. + + + + + + + Ŀ + + The Gods of the Razor CD Internet Division ARE: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Azrael. Excalibur. Druidkin. Fiber. Khufu. + Pitbull. Sir Alf. The Saint. + + + + Ŀ + + + Razor CD: Director of INET Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Sir Alf + + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Viper Krynn. Terra X + + Aslan. Bishop. Brain Surgeon. Chronic Fatigue. Dray. + Darwin. Hellraiser. Guht. Ionizer. Lester. Mr. ZigZag. + Omen. Tiger Claw. Tyrus Sithius. Vitas. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O6 Node(s) Third Son + This Could be You! Courier HQ OO Node(s) ? ? ? + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + Malevolence Member Board O6 Node(s) Egoistic Fate + Shadow Lands Member Board O4 Node(s) Manhunter + Elysium Member Board O5 Node(s) Night Vision + Pyramid Member Board 04 Node(s) Khufu + RAZOR U.S. Member Board 04 Node(s) Azrael/Pitbull + Jeremy's Crypt Member Board 04 Node(s) Fiber + Round Table Member Board 04 Node(s) Excalibur + Euro RAZOR Member Board 04 Node(s) Pic 9 + + Citadel Of Chaos Affiliate O6 Node(s) COC Staff + Horror Zone Affiliate O3 Node(s) Deathbringer + Hakuna Matata Affiliate O2 Node(s) Beast + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/wtw.nfo b/textfiles.com/piracy/RAZOR/wtw.nfo new file mode 100644 index 00000000..39d2776b --- /dev/null +++ b/textfiles.com/piracy/RAZOR/wtw.nfo @@ -0,0 +1,172 @@ + . + | + - -- -- - + ۲ ۲ ۲ ۲ ۲ ۲ + ۲ ۲ ۲ ۲ | + ۲ ۲ ۲ : + ۲ ۱ ۲ ۲ ۲ ۲ . + + Ŀ + When Two Worlds War + Ĵ + Supplier : KiLLeR KiWi. Publisher : Impressions. + Cracker : - Graphics : VGA + Rel. Date : 22nd May 1993 Soundcard : Blaster/Etc.. + + + Game Notes: + ~~~~~~~~~~~ + Here is the latest strategy game from Impressions and its pretty much what + anyone would expect from an Impressions game. Screen after screen after + screen of options and figures. Best way to describe this one is like a + cross between Sim City and Battle Isle. The plot is two planets fighting + for supremacy of the Galaxy. The opening screen gives you options to create + different planet types such as Ice, Rock etc. There are also a pretty + good selection of built-in scenarios. Some nice samples in there but the + graphics are only VGA, but whoever plays this type of game for the + graphics? The built-in tutorial takes you through all of options in + lot of detail so anyone that wants to play this should be able to get into + it ok without the docs. As for me I think its boring, I just wanna spread + it then get on with Legacy ;). + + Technical Notes: + ~~~~~~~~~~~~~~~~ + Game installs to just under 5mb. + Just Unzip to any DIR, type 'SETUP' to configure SB etc.. and 'WHEN' + to play the game. + + Group Notes: + ~~~~~~~~~~~~ + If you were calling Fastrax to grab all the new Razor wares, be informed + that Fastrax is no longer in operation for Razor 1911 or any other group. + Call the new WHQ Mirage for all the latest releases. Mirage has been a + top Amiga/Console board for a long time, and now it is the WHQ for the #1 + on the PC. You can also pick up all Razor cracks from The Pit. + + Greetings: + ~~~~~~~~~~ + TRC who gave me two more nodes in the last NFO file. Only wish it was true! + + Fuckings: + ~~~~~~~~~ + As this release was supplied by one of the KiWis I was told it was + on the condition that we were nice to everyone. Therefore there will be + no fuckings in this NFO file. Double next time though, after all, this IS + Razor... + + Regards: + ~~~~~~~~ + Voyager & Snow Queen, who opted to take down Fastrax for awhile for fear of + being busted. Thanks dudes for running a killer board for the best group. + All the dudes who got busted for anything computer related, EVER, especially + all Razor dudes who will go un-named. + + + Razor Blade/State of Depression '93 + + Ŀ + RAZOR 1911 BOARDS + Ĵ + Mirage...............World HQ.......6 nodes..ITS-PRI-VATE....Big Boss..... + The Pit..............Courier HQ.....4 nodes..ITS-PRI-VATE....Kidlat!...... + Unknown Pleasures....European HQ....2 nodes..ITS-PRI-VATE....Razor Blade.. + The Brewery..........AHQ............4 nodes..ITS-PRI-VATE....Ginnie....... + Ĵ + Agents of Fortune....Member Board...2 nodes..ITS-PRI-VATE....Butcher...... + Boner's Domain.......Member Board...2 nodes..314-434-8706....Rambone...... + Spyrit's Crypt.......Member Board...2 nodes..ITS-PRI-VATE....Black Spyrit. + Unknown Origin.......Member Board............ITS-PRI-VATE....The Unknown.. + Death Valley.........Member Board............+39-XXX-XXXX....Jurgen....... + State of Devolution..Member Board...2 nodes..ITS-PRI-VATE....Marauder..... + C.N.S................Member Board...2 nodes..ITS-PRI-VATE....Wolverine.... + Ĵ + ASCII Express........Affiliate...............617-631-3064....Cptn. Over... + Bucket of Blood......Affiliate...............403-XXX-XXXX....Roger Ramjet. + Camelot..............Affiliate......2 nodes..606-258-2821....Black Knight. + Covert Action ][.....Affiliate......3 nodes..818-XXX-XXXX....ConTra....... + Craftworld...........Affiliate......2 nodes..ITS-PRI-VATE....Slum Dweller. + Data Dump............Affiliate......2 nodes..504-XXX-XXXX....RISC......... + Maximum Overdrive....Affiliate......2 nodes..ITS-PRI-VATE....Twin Turbo... + Metal Works..........Affiliate...............ITS-PRI-VATE....Heavy Metal.. + Midpoint Void........Affiliate......2 nodes..ITS-PRI-VATE....Holy Ward.... + Street Spydrs........Affiliate......4 nodes..713-XXX-XXXX....Maverick..... + Suburbia.............Affiliate......4 nodes..ITS-PRI-VATE....Chairman..... + The Pump.............Affiliate......2 nodes..ITS-PRI-VATE....The Iron Man. + The Chaos Factory....Affiliate......2 nodes..604-824-9074....Mad Bomber... + Utopian Dream........Affiliate...............416-XXX-XXXX....White Ire.... + Ĵ + CyberSpace...........Affiliate......2 nodes..+41-27563418....ULi.......... + Digital Express......Affiliate...............+55-XXX-XXXX....Red Baron.... + Horror House.........Affiliate...............+45-54850045....Thunder Droid + The House of God.....Affiliate......2 nodes..+31206642172....Hoppermania.. + Violent Playground...Affiliate......2 nodes..+46-XXX-XXXX....Laric........ + Ĵ + RAZOR 1911 SUPPORT BOARDS + Ĵ + Soul Asylum [514] & Interpalace [512] + + + Ŀ + RAZOR 1911 MEMBER LIST + Ĵ + Butcher - Joint Thirtysomething Randall Flagg - Chief Cracker + Razor Blade - Still in Mourning The Renegade Chemist - Junkhead + Ĵ + Black Spyrit - Head Artfag Devil - European Spreadmaster + Excessive Knight - Brutal Cracker Conrad - Ace Supplier & Coder + Ginnie - Sysop of The Brewery Interloper - Funny kid + Jack - UK Boardleecher's Society Jurgen - Sysop of Death Valley + Marauder - Official Razor Pilot Melody Maker - Another funny kid + Picasso - Official Razor Impressionist Poise - Razor Artfag Division + Hyperion - Longtime Razor supporter Prime Target - Cool dude + Rambone - US Courier Chief Red Wizard - Killer Trainer + Serpico - Official Razor Gangsta' Warchild - Official Razor Dude + White Ire - Opposite of Black Ire Wolverine - Cracker from Hell + The Unknown - Sysop of Unknown Origin Delirium Tremens - Ace Supplier + Zodact - Founder of Razor 1911 PC Big Boss - Sysop of Mirage + Snacky - New Crackmaster + Ĵ + --> Members not on this list are unlisted for obvious reasons. <-- + + + Ŀ + -*- RAZOR 1911 SPREADING TEAM -*- + Ĵ + -*- DEViL, Interloper, Prince of Sin, Sid Vicious & Wind Walker -*- + Ĵ + The Black Mage, The Phantom, Shadow Phantom, Mephistar, Twilight Time + The Magus, Messenger of Death, Country Boy, Dr. Johnny Fever, DeathStar + Mace, Sniper, The Illusionist, Steelheart, TimeLord, Cyber Shark + Humpty, GML/TU, Plague, Digital Justice, Janno, Moon, Grey Death + Egg-Head, CyberNetic Samurai, Racer-X, Hoppermania & SLAiN. + + + ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! ATTENTION!! + ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~ + RAZOR 1911 is currently looking for dedicated, hardworking, enthusiastic + courier trainees. If you ever wanted to be a full-fledged courier for a + major force in the Pirating scene, nows your chance! Download the + RAZOR.APP from Boners Domain or grab it from any RAZOR 1911 release + fill it out, and upload it to Boners Domain care of Rambone. + + Ŀ + HOW TO CONTACT RAZOR 1911 + Ĵ + Razor 1911 is no longer accepting North American Dist Sites unless you can + offer us something special. We are still looking for a few cool boards in + the rest of the world , so you can contact us on our HQ boards today. Also + you can write us for cool stuff at : + + RAZOR 1911 PC + BOX 2034 + Vidor, TX 77662 + U.S.A + + To Contact Razor Europe call Unknown Pleasures Using Account Name + 'RAZOR' and password '1911' and leave mail to Randall Flagg. + + + + SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE! + If you liked this game, please buy the original. + diff --git a/textfiles.com/piracy/RAZOR/wwofbox.nfo b/textfiles.com/piracy/RAZOR/wwofbox.nfo new file mode 100644 index 00000000..19d35226 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/wwofbox.nfo @@ -0,0 +1,61 @@ + + >>=- RAZOR 1911 -=<< + + PRESENTS: Wide World of Sports Boxing + + +CRACK INFORMATION: +Ŀ + Cracked By Onyx + Cracking notes DOC Check + Supplied By Zodact + Date Released 10/03/91 + + +GAME INFORMATION: +Ŀ + Graphics MCGA/VGA + Sound AdLib/Roland/PC + Rating (1-10) 8 + + +RAZOR 1911 AFFILIATE SYSTEMS: RAZOR 1911 ADDRESSES & VMB: +Ŀ Ŀ + Crime Ring ][ (714)/891-7731 Razor 1911 + 4 Past Midnight (802)/879-1136 Po Box 10714 + The Soul Asylum (818)/285-0394 Burke, Va 22009 + Spyrit's Crypt (912)/923-4457 U S A VoiceMail + World of Mirage (718)/898-8421 + B-2 Bombers (604)/984-0845 RAZOR EUROPE 708-612-8899 + Inner Circle +46 313 04142 Postboks 281 + Digital Express +47 71 22924 N-7501 Stj0rdal + NORWAY + + + +GENERAL COMMENTS: + +OK, if you like boxing, maybe this is the right thing for you. +I kinda don't like boxing games, but this one got OK graphics. +Enough bytes wasted.... just check it out. + + -Onyx + + +Greets- + +Eldar- OK, mate we're in for the competition now. + +R Bubba- USA's best. + +Darwin/Sector 9/Doctor No- YO! Another release.... + +* Note: Spyrit's Crypt is now the new courier home!! 4 Past Midnight is +still an affiliate, but Spyrit's Crypt will be the the place that gets +the Razor cracks first, along with Crime Ring, our WHQ. + + +** We still need more couriers! If you have an HST and call top boards +regularly get in touch with Black Spyrit on his board, our Courier Home +or leave him Celerity Net private net-mail. + diff --git a/textfiles.com/piracy/RAZOR/xentcrk.nfo b/textfiles.com/piracy/RAZOR/xentcrk.nfo new file mode 100644 index 00000000..24e1264f --- /dev/null +++ b/textfiles.com/piracy/RAZOR/xentcrk.nfo @@ -0,0 +1,151 @@ + + + __ _ + __ ___ ____ + _ _______________ ______ __ _ ___ + __ ___ _______ ___ __ _ ____ _ __ + _ ___ ______ ____ _ ___________ _____ _____ ____ _ + _ ___ ___ _ ___ ___ _ ___ __ ____ ___ ____ _ + _ _______ ____ ___ _ ___ __ ___ ____ _ _______ ___ _ + _ ___ _____ __ ___ ___ ___ ______ __ ___ ___ _ + _ ___ _____ ____ ___ ______________ _____ ___ ___ __ + _ _____ _ _____ __ _ ___ _ _ __ _ ___ ____ + __ __ _______ ___ _ __ __ ____ _ ____ _ _ + _ ___ __________ __ ___ _ ___ _ + ____ _____ __ + _______ 1 9 1 1 + + + +----------------------------------------------------------------------------+ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Knights of Xentar: Search-And-Destroy Byte-Patch + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + Supplied By : ECLIPSE Release Date : 09 May 1995 + Game Type : RPG Adventure Game Rating : n/a + + +---------------------------------------------------------------------------- + + Cracked By : Beowulf Protection Type : Code wheel + Crack Patch : CRACK.EXE Install Method : subst or floppy + + +---------------------------------------------------------------------------- + + Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~ + The recent ECLIPSE release of Megatech's Knights of Xentar RPG was + accompanied by a crack that worked (in a sense) but messed up the + interpreter engine. This game is interpreter-based (as were the last + few RPGs from Megatech) which obviously calls for a script crack. Not + according to ECLIPSE, who patched the actual interpreter engine (bad + idea guys). Perhaps the <100k .EXE should have given it away. 'Nuff + said: the CRACK.EXE included in this archive will properly crack ALL + versions of this game, including the CD release and future updates. + + To properly crack Knights of Xentar, use the original KX.EXE that is + installed with the game (so reinstall if you used ECLIPSE's crack), + then run the CRACK.EXE supplied in this file. That's it! + + Beowulf / RAZOR 1911 + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Beowulf. Big Balls. Big Boss. Bit Manipulator. Blackhawk. Blitzkrieg-X + The Brain. Cameron Hodge. Celestial Wizard. The Comanche. Eos. Faldo. + The GEcko. The Ghost Wind. Hot Tuna. Hula. Jack. James Bomb. KidCapri. + Kilroy. Merlin. Network. Pharaoh. Physco Stik. Pitbull. Quacker. Randix. + The Resistance. Roland. Snake. Sun Dancer. Techno Rave. Third Son. + The Speed Racer. Wayward. White Fox. Wyvern. Zinxs. + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + Razor 1911: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Snake + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Black Mantle. The Dutchmen. Jester King. King Lear + Lunatic Genius. Malicious Intent. Maverick. Raistlin. Toast. + + + Razor 1911 : European Elite + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Digital Justice. Elvin Nox. Eminenz. Faldo. Hero + The Master. Mister Big. Rage. Raw Liquid. Toadie + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The Silo USA HQ 6 Node(s) The Comanche + Tower of Sorcery Courier HQ 7 Node(s) Arch-Magi + Beyond Akira Canadian HQ 10 Node(s) Pharaoh + Aquila Euro HQ 5 Node(s) The Brain + + The Belfry Member Board 3 Node(s) Faldo + Menzoberrazan Member Board 2 Node(s) Pitbull + Robin's First Orgasm Member Board 5 Node(s) Big Balls + Reggae Muffin Member Board 3 Node(s) IE/Sector 9 + Snake's Place Member Board 4 Node(s) Snake + Street Spydrs Member Board 4 Node(s) Maverick/GEcko + The Wall Member Board 7 Node(s) Roland/TGW + Utopia Member Board 3 Node(s) Zinxs + + Metal Works Dist. Site 2 Node(s) Heavy Metal + Run & Shoot Dist. Site 2 Node(s) Kman + The Grave Yard Dist. Site 2 Node(s) Undertaker + The Dream Theatre Dist. Site 6 Node(s) Attitude + + Rock Creek Affiliate 3 Node(s) Third Son + System Shock Affiliate 3 Node(s) Jester King + Toxic Dump Affiliate 2 Node(s) Toast/Darkwing + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Dist Site. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + +----------------------------------------------------------------------------+ + + +----------------------------------------------------------------------------+ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)266-8330 + Logon : RAZOR + Pword : RAZOR + + +----------------------------------------------------------------------------+ + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! diff --git a/textfiles.com/piracy/RAZOR/z.nfo b/textfiles.com/piracy/RAZOR/z.nfo new file mode 100644 index 00000000..c88db829 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/z.nfo @@ -0,0 +1,280 @@ + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Z + (c) Virgin Interactive + + + + Ŀ + + Supplied By : The Playboy Release Date : 31 July 1996 + Cracked By : MOD Protection Type : CD Checks + + Ĵ + + Game Format : Strategy System Type : DOS + Packed By : Third Son Install Method : See below + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + RAZOR comes back after kickass weekend with YET ANOTHER sweet + release, Z, which is a Command & Conquer type with a sense of + humor, and robots instead of human soldiers. NOT just soldiers + but morally defective, fast driving, beer drinking, cursing robots + with an attitude. Its a challenging real-time combat game set on + five deadly planets, each with its own unique landscape. + + Installation Guide + ~~~~~~~~~~~~~~~~~~~~ + Extract all z.00x archives with arj -x -v -y to any drive of your + choice. Do not choose another directory as \Z\. Change to the \Z\ + directory and run setsound.exe and setvideo.exe to configure. After + that edit Z.BAT and change the /cd: option to the drive name + you have Z installed to, i.e. /cd:c. Then start the game and it will + run fine. Never change the scenes option in the main menu to ON, + otherwise the game will abort with a file error. because all + animations sequences are removed. + + -- MOD / Razor 1911 + + + *** To Pharaoh *** + + To my friend who has always been there for me and our family + Razor 1911. Remember we will always be here for you! You are + in our hearts and our thoughts! + + Third Son / Razor 1911 + + + Greetz to: The GEcko, T.S.R., Pharaoh, Third Son, Hot Tuna, + Manhunter, Faceless, MOD, Playboy, Bunter, Night Vision, Luck, + White Cracker, Troll, Egoistic Fate, Cryptic Pain, Druidkin, + Shadow Master, Gahn, Pitbull, Piston, Erupt, Nytemyst, Reich, + Vitas, The Punisher, Malign, Troll, Rom Racer, and Stroke !!! + + A BIG Happy Birthday to Killa Hertz from The family !! + + A PHAT greet to Al Bundy for the favor ! + + Our deepest sympathies go out to A legend that ran the best + board and saw us through good times and bad, a true friend and + an inspiration to us all, Pharaoh, RAZOR loves you ! + + Group Greetz: Prestige, Mortality, Everlast, PWA, RiSC, + and N.F.I. + + -- The Speed Racer + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + I. New additions + + We welcome Magnetic King and Marbitoz to the GODS of RAZOR ! + + II. Group and Scene news + + None ! + + III. Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + August West. Bad Sector. Beowulf. Blue Adept. Bunter. + Catbones. Devast. Druidkin. Egoistic Fate. E-Dogg. Faceless. + The Gecko. Hot Tuna. Killa Hertz. Law&Order. Lurch. Manhunter. + MOD. Night Vision. Magnetic King. Malign. Marbitoz. Marlboro. + Ninja Spirit. Pest. Pharaoh. Piston. Pitbull. Reich. Rom Racer. + Seal. Sector9. Spectre. Sternone. The Playboy. The Speed Racer. + Third Son. Troll/The Chemist. The Undertaker. White Cracker. + + + + Ŀ + + Razor CD: Director(s) of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + North America: Rom Racer Europe: Manhunter + + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Amorphis. Artur. Beast. Blackened. Caserd. Crazy. + Darkraver. Darkside. Davan. Digivamp. Dxfer. Eclipse. Ellisdee. Erupt. + Everclear. Fugitive. Immortal. Iron Eagle. Kid Creole. Kot. Loloc. Luck. + Midnight Gravedigger. Mogens. Nytemyst. Overdrive. Rainbow. Silent Mobius. + Rio&Ken. Spud. Stoney. Suspicious Image. Terra X. The Punisher. Tiger. + Toast. Vitas. White Zombie. Wish Bone. + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + The Rock USA HQ O8 Node(s) Third Son + Malevolance Courier HQ O8 Node(s) Egoistic Fate + + The Tribe Belgian HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Devils Rage Member Board O4 Node(s) Ninja Spirit + The Crypt Member Board O4 Node(s) Spectre/Balrog + Shadow Lands Member Board O6 Node(s) Manhunter + Elysium Member Board O7 Node(s) Prowler + Marlboro Country Member Board O4 Node(s) Marlboro + Fornax Member Board O4 Node(s) Seal + Oasis Member Board O4 Node(s) Devast + Warhammer 2,000 Member Board O2 Node(s) Law & Order + Wares Shack Member Board O5 Node(s) Reich&August West + + Hakuna Matata Affiliate O2 Node(s) Beast + Speed & Ecstasy Affiliate O8 Node(s) Darkside + Are You Sure ??? Affiliate O4 Node(s) Kot/Tocont + Just 4 Fun Affiliate O6 Node(s) Artur/TGD + DeathScape Affiliate O2 Node(s) Rom Racer + Genocide Affiliate O6 Node(s) OS/Rio & Ken + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all ! + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all ! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (405)943-9867 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://www.ionet.net/~razor/razor1911.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or the best in CD-Rom + compilations, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + or + + CHECK OUT!!!!! DIGCANDY.ZIP included on this disk. + + + + Ŀ + !STOP AND READ THIS! + NEW PRODUCT INFO - .................... - NEW PRODUCT INFO + + CABLE DESCRAMBLERS! --- AWESOME PRICES! + + UNITS ARE NOW AVAILABLE TO REPLACE ALL JERROLDS & ALL ZENITHS! + -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= + + [Zenith Models-> ST-xxxx/PZ/PM/PD-=-Jerrold Models-> ANYTHING] + + We mean, ALL makes and models on the market! This is as close + as anyone will ever come to making UNIVERSAL DESCRAMBLERS. As + you know, a Universal Descrambler is impossible! Some of the + world's most popular descramblers, some of which have NEVER + BEEN CRACKED, are now finally available FULLY CRACKED! Some of + these products are available for use in any country in the world! + It sounds impossible, but it is true...check it out for yourself! + + For detailed information, please obtain the file called: + "RZRCABLE.ZIP" which can be found in all RAZOR 1911 releases! + + Or visit our web site at: www.centuria.com/~hunter + Or Email: hunter@centuria.com + + When you have found all the information you need...call us! + our order desk # is: 800-908-9292 + + Please note: Our operators are not prepared to answer any questions + about our products. Please investigate to find out the information + on our products. We would be happy to field any questions through + Email. You can obtain a copy of RZRCABLE.ZIP on our web site, or + by requesting it via Email. Know the cable box model you wish to + crack, emulate, or replace...this is the most important thing! + + Our quality is high, and our prices are great! + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/zenith.nfo b/textfiles.com/piracy/RAZOR/zenith.nfo new file mode 100644 index 00000000..37973855 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/zenith.nfo @@ -0,0 +1,84 @@ + UNBELIEVEABLE PRODUCTS + BROUGHT TO YOU BY YOUR + FRIENDS AT RAZOR 1911! + + + ZENITH CABLE DESCRAMBLERS + ========================= + +These Zenith descramblers will replace any and all Zenith ST-xxxx +descramblers! They will not work on Zenith PZ, PM, or PD model numbers. +If you need descramblers for this system, we will have some available in +the very near future...they will be called the HUNTER-3 descrambler! + +If you are interested in more information on these units, please reply +promptly. We would like to have distributors set up very shortly, so if +you are interested in larger quantity orders, we would be glad to negotiate +a quantity price with you! + +All Converter/Descrambler units, come with BRAND NEW remote controls! +All units have new power supplies, and have been tested! All power +supplies have been rebuilt, wether they need it or not, so these units +should easily last 4-6 years without problems. + +All units have "288" CPU processors in them! NO OLD "165" JUNK! +Every "288" and "165" scrambling mode is enabled, so these will work +everywhere! + +PRICES: +------- + Product Price 1-9 Price 10-99 + ------- --------- ----------- + Zenith ST-1000 Converter/Desc. (70 Ch.) $199 $149 + Zenith ST-1086 Converter/Desc. (78 Ch.) $219 $169 + Zenith ST-1600 Converter/Desc. (78 Ch.) $229 $179 + + Zenith ST-4010 Descrambler Only $179 $129 + + Zenith TEST CHIPS! (FULL "288" mode!) $29.95 $24.95 + +SHIPPING: +$10 plus 2% of the total order. EG: $10 + ($199 x 2% = $3.98) = $13.98 + +C.O.D. ORDERS: Add $10 for C.O.D. charges + +WARRANTY: +30 day parts/labour. All ST-1000's are guaranteed up to 67 channels, but +usually get 70 channels. 30 day extended warranty period for quantity +greater than 100 units. + +---------------------------------------------------------------------------- +TO ORDER CALL: 1-800-908-9292 and ask for a ST-1000 or a HUNTER-2/HUNTER-2C. +---------------------------------------------------------------------------- + +Order takers DO NOT have sufficient information to answer your questions. +Please direct any questions to the following Email account (account is +effective after June 20th). Also, for "Request For Quotations" (RFQ's) +on large quantity orders, please Email the same Email account. + +Email: hunter@centuria.com +WEB SITE: www.centuria.com/~hunter + +AS PAYMENT: +We take Visa/Mastercard/American Express/C.O.D./Money Order/Bank Draft + +PLEASE ALLOW 1-2 week delivery on Credit Card orders +PLEASE ALLOW 2-3 week delivery on C.O.D.'s + +Your confidentiality is respected. + +----------------------------------------------------------------------------- +Theft of service is not implied. We do not condone, or advocate the +unathorized viewing/interception of signals which are not presently being +paid for. You might want to notify your cable company if these products are +being used to view signals not presently paid for...so you can pay for them +legitimately. All local laws and regulations should be followed in your +area. This equipment is for test and/or educational purposes only! +----------------------------------------------------------------------------- +INFORMATION PACK IS AVAILABLE IN ALL RAZOR 1911 RELEASES! "RZRCABLE.ZIP" +----------------------------------------------------------------------------- + + WITHOUT A DOUBT... + RAZOR 1911 Rules!! + +----------------------------------------------------------------------------- diff --git a/textfiles.com/piracy/RAZOR/zoop.nfo b/textfiles.com/piracy/RAZOR/zoop.nfo new file mode 100644 index 00000000..83159580 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/zoop.nfo @@ -0,0 +1,192 @@ + + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Zoop + (c) Viacom New Media + + + + Ŀ + + Supplied By : The Speed Racer Release Date : October 7, 1995 + Game Type : Arcade Scroller Game Rating : 7/10 + + Ĵ + + Cracked By : -- Protection Type : none found + Crack Patch : -- Install Method : unzip with -d + + Ĵ + + Game Notes & Crack Information + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + This is the PC translation from the SNES version. Level after level + of brain-burning action coming at you from all sides, faster and + faster until your thumbs are numb, your eyes are aching, and your + mind is molten. + * A big greet to Awesome Red for executing a pickup while ALLOWING + me to sleep late :) ..... + * A special greet to Shadow Master from the RAZOR guys !!!!!!! + + The Speed Racer / RAZOR 1911! + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + RAZOR T-SHIRT UPDATE: + + The responses to our official t-shirts for '95 have been incredible, + and thanks to our great fans, our shirts have been spotted all over + the globe. In countries such as Findland, Sweden, Belgium, UK, Spain, + France, Australia, Germany, Japan, Canada, and US, the proud elites + of the undergound scene are sporting the Razor look in parties, bars + (or pubs), beaches, and large gatherings. + + + There are still plenty of time left for you to order your very own + Razor shirt, so fill out the RZRSHIRT.TXT carefully, and send your + order forms in ASAP. It's not to be missed! + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + Hi's and Ho's - + + The Speed Racer. The Gecko. Hot Tuna. EoS. Beowulf. Pharaoh. + Sternone. Third Son. Cobra. Fatal Error. Ustasa. Bitecrash. + Toast. Captain Blood. Dagobah. Beast. Rio&Ken. Shadow Master. + + + + Ŀ + + The Gods at Razor 1911 Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Beowulf. Cameron Hodge. Cobra. Dr.Magic + Elrick. EOS. Faldo. The GEcko. Hojoe + Hot Tuna. Hula. Illegal Error. Kilroy. Misha. Pharaoh + Pitbull. Roland. Sector 9. Snake. The Speed Racer. Sternone + Third Son. Ustasa. The Undertaker. Wayward + + + + Ŀ + + Razor 1911: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Illegal Error + + + Razor 1911: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Ustasa + + Razor 1911 : The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Anthrax. Beast. Bitecrash. Captain Blood. Dagobah. + Elvin Nox. Fatal Error. Janno. Maverick. + Rio&Ken. Ralph. Raw Liquid. Toast. Ustasa. Ware Maker. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Razor Staff + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + Darkside Member Board O8 Node(s) Elrick + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + The Rock Member Board O6 Node(s) Third Son + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe + The Wall Member Board O7 Node(s) Roland/TGW + + The Crypt Affiliate O3 Node(s) Spectre/Blade + Little Vegas Affiliate O3 Node(s) Casino Man + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, fill out one + of our courier applications (file courier.app in this release) and get + it up to us on one of our boards. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (405)943-9867 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an285616@anon.penet.fi + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + For the very best price in .DAT tapes call: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/RAZOR/zraid.nfo b/textfiles.com/piracy/RAZOR/zraid.nfo new file mode 100644 index 00000000..1f7697b2 --- /dev/null +++ b/textfiles.com/piracy/RAZOR/zraid.nfo @@ -0,0 +1,210 @@ + + + + + + + + + + + + + + + + + + 1 9 1 1 + + + Ŀ + + Razor 1911 CD Division Proudly Presents: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Zone Raiders (c) Virgin + + + + Ŀ + + Supplied By : Ninja Spirit Release Date : 07 December 1995 + Cracked By : -- Protection Type : none found + + Ĵ + + Game Format : CD rip System Type : DOS + Packed By : The GEcko Install Method : unarj and play! + + Ĵ + + Game Notes + ~~~~~~~~~~~~ + Once again the blazing Razor team presents another terrific game + from Virgin. This time, you will strap yourself in the seat of + a hovercraft and blast your way through the danger zone in order + to survive. True to the Virgin tradition, Zone Raiders has + excellent graphics and sound, but most of all, since it's from + the Razor team, you know it will work! + + Crack and Install Info + ~~~~~~~~~~~~~~~~~~~~~~~~ + To get it down to size, we took out the uncessary intro and the + animation. All the sound effects and music scores are here! To + install, simply un-arj the game into \RAID and run RAID.EXE. + + As usual, big thanks to Ninja Spirit for getting another one, and + a big yahoo to Faceless: we'll put out an add-on just for you..;) + + + + Ŀ + + Razor 1911 News & Announcements + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Razor Commemorative CD update: + + The Razor 10th Anniversary CD's full game list is now available, + See RZRCDROM.TXT (incl. in this release) for the entire listing. + The games on the CD will be fully cracked and 100% working, and + it will be made up of the best games cracked and released by the + Razor team since its inception in the PC scene. The CD will come + with special packaging and Razor logos, so if you're collector, + don't pass this one up. Send it your form now, to reserve your + own copy. + + + + Ŀ + + Razor 1911 Greetings + ~~~~~~~~~~~~~~~~~~~~~~ + The GEcko, The Speed Racer, Pharaoh, Third Son, Hot Tuna, Beowulf + Mod, Druidkin, Faceless, Sternone. $9, Shadow Master, CyberPhreak. + + + + Ŀ + + The Gods at Razor CD Are: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Abrasax. Beowulf. Cameron Hodge. Cobra. CyberPhreak. Druidkin. + Dr. Detergent. Faceless. Fatal Error. The GEcko. Gilby. Hojoe. + Hot Tuna. Hula. Jock Rockwell. Kilroy. Maverick. Mod. Ninja Spirit + Pharaoh. Pitbull. Raw Liquid. Shadow Master. Sector9. Snake. + Spectre. Sternone. The Speed Racer. Third Son. + The Undertaker and Wolverine! + + + + Ŀ + + Razor CD: Director(s) of Internet Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Director: Druidkin + Assistant: Sir Alf + + Razor CD: Director of Courier Operations + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Bitecrash + + Razor CD: The Elites of the Trading Scene + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Anthrax. Artur. Beast. Bitecrash. Captain Blood. Dagobah. + Elvin Nox. Fatal Error. Janno. Ralph. Syxus. Toast. Ware Maker. + + Razor CD: The Internet Team + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Aslan. Code Zero. Clubber. Crypter. CyberPhreak. Guht. Khufu. + Manhunter. Morbid Genius. Mr. ZigZag. Narcus Smee. Pic 9. + Rage. TerraX. The Saint. Trixel. Woody. + + + + Ŀ + + World-Famous Razor 1911 Boards + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Street Spydrs World HQ O7 Node(s) Maverick + + Akira Canadian HQ 1O Node(s) Pharaoh + Southern Comfort USA HQ O5 Node(s) Cobra + The Rock Courier HQ O6 Node(s) Third Son + + The Tribe European HQ O8 Node(s) Sternone + The Graveyard UK HQ O4 Node(s) The Undertaker + + The Crypt Member Board O4 Node(s) Spectre/Blade + Menzoberrazan Member Board O3 Node(s) Pitbull + Reggae Muffin Member Board O3 Node(s) IE/Sector9 + Snake's Place Member Board O6 Node(s) Snake + Thunder Island Member Board O2 Node(s) Hojoe/W.L. + USS Enterprise Member Board O4 Node(s) Picard + + Citadel of Chaos Affiliate O5 Node(s) Toast + Horror Zone Affiliate O3 Node(s) Deathbringer + Shadowlands Affiliate O3 Node(s) Manhunter + Sin Affiliate O2 Node(s) Mindshrinker + + + + Ŀ + + So, You're Interested in Becoming a Razor 1911 Courier. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Razor 1911 is always on the lookout for talented new couriers. If you + think you are good enough to join the ranks of the elite, leave us a + mail of your voice information and what you're capable of doing. If + you do not leave us your voice info, you will not be contacted at all. + + So, You're Interested in Becoming a Razor 1911 Affiliate. + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + If you run a 3+ node board and are ready to contribute to the success + of the oldest cracking group on the IBM, get in touch with us. All of + our sysops are actively participating in the success of the group, so + if you plan to just sit there and run a board, forget it. Logon to our + application account and leave us your name and a voice number where you + can be reached. If you do not leave us your voice information, you will + not be contacted at all! + + + + Ŀ + + You May Reach us Via Modem At: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + (713)458-7580 + Logon : RAZOR + Pword : RAZOR + + Or Via E-mail At: + ~~~~~~~~~~~~~~~~~~~ + an350611@anon.penet.fi + + Razor 1911 Word Wide Web Site + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + http://ionet.net/~razor/razor.html + + (Or simply ask to join #RAZOR on IRC) + + + + Ŀ + + Quality .DAT tapes and CD-ROM available! + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + For the very best price in weekly .DAT tapes or factory pressed + silver monthly CDs, E-mail us at the following address: + + an350611@anon.penet.fi + ~~~~~~~~~~~~~~~~~~~~~~ + or + + (416) 461-8111 Logon: CUSTOMER Pword: DAT + + + + Remember, SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE, if you + enjoyed this product, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! + diff --git a/textfiles.com/piracy/SOFTDOCS.1 b/textfiles.com/piracy/SOFTDOCS.1 new file mode 100644 index 00000000..77b66538 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS.1 @@ -0,0 +1,175 @@ + +T E X T F I L E S + +

Piracy Textfiles: Soft Documentation

+

+Why many software programs are self-evident or contain help sections +within the program itself, many others are complicated enough that the use +of them is not self-evident. To counter this, piracy groups would transcribe +the manual of the program so that anyone who got a copy of the program +would know how to use it. In this say, Software-Based Documentation was born. +It was shortened in name to "Soft Documentation" and then "Soft Docs", and +even "dox" in some cases. +

+An interesting side-effect of this process, which was pretty tedious by +any standard, was that the writer/transcriber would include a lot of +interesting side-comments about the program, or the BBS world as they saw +it, or any amount of gossip/opinion they could fit in. +

+This is not the only section with Soft Documentation; there is a very large +collection of Apple II-Based Documentation in the +Apple II section. +

+ + + + + +
+
Filename
Size
Description of the Textfile
$readme.txt 8919
Soft Documentation for Broderbund's License to Kill by The Firm (October 12, 1989) +
$readme2.txt 4974
Soft Documentation for Taito's Operation Wolf by The Firm (September 15, 1989) +
688.txt 156457
SOFTDOCS: 688 Attack Sub User Manual +
a-10tank 61934
Soft Documentation: A-10 Tank Killer +
aaargh.txt 4301
SOFTDOCS: Aaaarg, by Arthur Dent of M.A.A.D. +
abdtg.nfo 3062
Documentation for the Arrested Bus Drivers Tone Generator +
adandd.cards 12772
Soft Documents: Magic: The AD&D +
alienleg.asc 17656
Soft Documentation: Alien Legacy by Dynamix +
allnet.txt 3809
Documentation for Allnet Hacker v4.0 +
appendix 13955
Documentation for Crack Version 4.1 by Alec Muffett +
arkanoid.frm 1278
Soft Documentation for Arkanoid II: Revenge of Doe by The Firm +
atrain.txt 131950
SOFTDOCS: The A-Train +
aultrafd.txt 22367
Soft Documentation to Archon Ultra, by Lorus +
autoduel.txt 13376
Soft Docs: Autoduel +
azure.sol 60274
SOFTDOCS: Curse of the Azure Bonds +
bakcht{}.not 3892
Betrayal at Kondor Cheat Version 1.0, by Null Set +
batchess.txt 13894
SOFTDOCS: Battle Chess +
batman.txt 9175
SOFTDOCS: Batman, typed by Golden One of the API +
beast2.txt 29108
Soft Documentation: Shadow of the Beast II Docs, by Fizban of G.O.D. +
beast3.txt 7304
Soft Documentation: Shadow of the Beast III +
bic-sol2.dox 26490
SOFTDOCS: Bicycle Solitare v2.01 by Swfte, Documentation by Genesis of HumbleDox (May 29, 1991) +
bluegrey.txt 23246
Soft Documentation for The Blue and the Gray +
bp.txt 18615
Soft Documentation: Balance of the Planet (199) +
buckroge.txt 22246
Soft Documentation: Buck Rogers: Countdown to Doomsday +
cas-trg.txt 6933
Soft Documentation: Command Adventures: Starship Version 1.0 Technical Reference Guide +
caveman.txt 21078
SOFTDOCS: Caveman Ugh-Lympics by Azreal +
centudox.txt 27350
Centurion "Defender of Rome" by Electronic Arts Documentation (1990) +
centurio.txt 13120
SOFTDOCS: Centurion by Gironimo of the Something Different BBS +
champion.txt 42304
The Champions of Krynn Adventurer's Journal by Archon +
chessii.txt 2944
BattleChess II Game Codes +
civi.txt 161402
Full Documentation for Civilizations +
civiguid.txt 371990
The Official Guide to Sid Meier's Civilization, typed by Baser Evil of Alliance +
civildox.nfo 9349
DOCUMENTATION: Complete Civilization Documentation from United Software Association and Mokedage/Organism +
civiliz.dox 160101
DOCUMENTATION; Complete Civilization Documentation +
conr-dox.nfo 10826
DOCUMENTATION: Jimmy Connor's Pro Tennis Tour from United Software Association/Fairlight PC +
control.txt 3229
Explanation of the Code-Name ICEMAN Control Panel +
cruisdox.nfo 4113
Cruise for a Corpse: Complete Documentation by Delphine Software +
cruisref.txt 13598
The Humble Guys: Cruise for a Corpse : Reference Manual for the Cimematique System +
cw.txt 9200
DOCUMENTATION: Crime Wave, by Access Software +
cy3-dox.txt 2504
Soft Documentation: Chuck Yeager's Air Combat, by Gopher of POWR +
d-lair.txt 2477
How to Win at the NYCrack of Dragon's Lair +
darkleg.txt 6859
Quick Documentation to Dark Legions by The Beholder +
darkspyr.txt 1024
DOCUMENTATION: Dark Spyre, by T-Bo +
ddragon.txt 1406
Double Dragon Docs, by the Blue Adept +
deltav.txt 6336
Solution to Delta V from Bethesda Softworks +
diehard.hnt 3792
The Security and Inovcations for Die Hard +
digger2.txt 1922
Documentation for Diggers PC v1.49 from Milleniuum Interactive 1993-1994 +
diggers.txt 9897
Soft Documentation for Diggers from Millenium +
dinoterr.txt 5554
Review and Soft Documentation for Dino Park Tycoon +
dkok.txt 96768
Death Knights of Krynn Adventurer's Journal Part I: The Players Manual. typed by Repo Man +
dmkeys.txt 6211
DOOM key commands (December 16, 1993) +
dragonw 61861
DRAGON WARS by Interplay, IBM version (September 1990) +
ds-colon.nfo 5820
Documentation for Colonisation by SlackJaw (September 23, 1994) +
dsd-canf.dox 11311
Documentation for Cannon Fodder by Virgin +
dsd-canf.nfo 4207
Full Documentation for Cannon Fodder by Acid Queen of Dream Syndicate +
dsge.txt 7522
Documentation for DSGE v1.00 by ANdrew Pye +
dstrike.txt 54439
SOFTDOCS: Documentation to Dragonstrike: The Dragon Combat Simulation by The Redman +
dtrack.hnt 6336
Solution to Deathtrack by Activision +
dtrack.txt 2707
The Death Track Protection Document +
dtrack3.txt 4722
Deathtrack Documentation +
dun2trns.nfo 7502
Documentation for Dune II Megatrainer by David Jury (1993) +
earthsei.dox 2657
Quick Docs for MetalTech: Earth Siege (October 31, 1994) +
ecstatic.txt 9378
Documentation Transcription of Ecstatica +
elite2.txt 2745
Quick Documentation for Elite 2 +
enchant.txt 19804
Documentation for Curse of Enchantia by Scooter of Skid Row +
epic-thg.dox 69755
The Humble Guys HumbleDox: Epic: The Complete Game Manual +
epic.txt 6777
Soft Documentation for Flight Simulator "Epic" +
f-15docs.txt 1638
SOFTDOCS: F-15 Strike Eagle, by The Blue Adept +
f15ii.txt 2373
The Underground Council: F-15 II (August 15, 1989) Member List and Docs +
falcon2.txt 13704
Softdocs: Falcon Missions Disk II: Operation Firefight typed by Renegade +
falfun.txt 5562
Some Strange and Funny Things to Do with Falcon 3 +
fatal.nfo 2536
Documentation for "Fatal Challenge +
ffbtof.txt 30942
SOFTDOCS: Fiendish Freddy's Big Top O'Fun by Mindscape +
fistfast.txt 1386
Documentation for Armored Fist by Ars Nova +
fl-aoe.dox 14481
Documentation for Aces of Europe by Fanfan LaTulipe +
formula1.txt 61175
Soft Documentation for Microprose's Formula One Grand Prix +
gamtools.txt 20260
SOFTDOCS: Gametools Version 3.4 by Wong Wing Kin (1994) (Cracks Software Protection) +
gshipibm.txt 5470
DOCS: Gunship, by Microprose +
gunbelt3.txt 8525
Softdocs: Gunbelt III by Lord Blix (August 25, 1987) +
heimdall.txt 24754
SOFTDOCS: Heimdall, by Skid Row and Scooter +
idd.nfo 5520
INC: Civilization Hintbook (July 23, 1992) +
indymodm.txt 6115
Indycar Racing Modem Play +
indypass.txt 6410
Indiana Jones and the Last Crusade Translation Table +
java-esd.txt 25834
Documentation of Empire Soccer from Empire Software +
legend.nfo 4577
LEGEND: Full Amazon Train Documentation (July 28, 1993) +
legend.txt 7129
Battle Bugs Documentation by Neuromage +
links.txt 18013
Soft Documentation: Links Golf by The Skeleton +
load-us.txt 2304
DOCUMENTATION: LOAD-US, by SWFTE Fairware (1984) +
loom.txt 6254
Soft Documentation for Loom by LucasArts +
lotus3.txt 24181
Lotus III: Final Challenge Complete Documentation by Razor Blade +
maps-pcx.txt 1201
DOCUMENTATION: The Colony +
mastninj.txt 1917
Docs to Master Ninja, by Paragon Software Corporation (1987) +
meanhnt.txt 5599
Complete Hints for Mean Streets +
meanstr.txt 3295
Cheats to Mean Streets by The Mizer +
mega2.txt 211670
Soft Documentation: Megatraveller 2, by The Humble Guys/Rygar +
moonst.txt 24684
Moonstone: A Hard Days Knight: Complete Game Manual: Soft Documentation by The Humble Guys +
mortal.txt 2790
Mortal Kombat Reference File for SNES +
mshelp.txt 14661
Soft Documentation for Mean Streets +
n&b_e2fm.txt 140104
Manual for Elite II by Shard 13 (November 13, 1993) +
nflchal.txt 1424
Soft Documentation: NFL Challenge, by the Blue Adept +
no-aces.txt 5277
Aces Over Europe Quick Reference Documentation by Guardian of New Order +
offshore.txt 2977
Soft Documentation for Off Shore Warriors +
pond3.txt 13175
SOFTDOCS: Aquatic Games from Millenium, by Razor Blade +
popuii.txt 35163
SOFTDOCS: Populous by The Jester +
powermon.txt 86106
The Powermonger Amiga Command Summary Card, by RYGAR +
pp2qdox.txt 1914
Prince of Persia 2 Quick Dox by Patch (April 27, 1993) +
premiere.txt 5156
SOFTDOCS: Premiere +
princeop.txt 13588
The Prince of Persia User's Guide +
ramboapi.txt 4124
Rambo III Cheat Version 2.0 Documentation +
rdr_seed.txt 30690
Soft Documentation: Dark Seed: The Complete Game Manual, from Ministry +
readme.dfe 3523
Dark Forces Demo Editor Version 1.71 by Sean Baker +
readme.txt 3191
Cheat for The Elder Scrolls: Arena +
rebels97.nfo 14389
REBELS: 1997 Generic Release Document +
rly_gold.txt 11136
Undocumented Features in RELAY Gold Version 4.0 +
sensible.txt 27884
Full Documentation for Sensible Soccer by Munchie and LOL (November 5, 1992) +
shdwr.txt 4005
Soft Documentation: Shadow Warriors, scribed by Renegade of RAF +
silentii.txt 248405
Documentation: Silent Service II by The Jet +
simcity.txt 47545
SimCity Version 1.0 for Amiga Soft Documentation, by Ponyboy +
slice-10.txt 124508
Slice's Tradewar Manual Version 1.0, by Slice +
sm1cha.txt 1040
Wing Commander Secret Missions 1 Chart +
sputty.txt 5385
Putty: The Game (Documentation) +
spyvspy3.txt 1779
Soft Documentation for Spy vs. Spy III by Epyx (Cracked by Live Wire) +
sq5coord.txt 1963
Space Quest 5 Coordinates, typed by Vaiski (February 2, 1993) +
stellar.txt 19021
Stellar 7 from Dynamix/Sierra released by The Humble Guys (October 1, 1990) +
stellar7.txt 27305
Stellar 7 Documentation +
storm.txt 29229
StormMaster User's Manual +
striker.txt 2503
How to play Striker +
tdn-bn.txt 2380
Quick Documentation to Bloodnet from Microprose (November 6, 1993) +
termdox.txt 5052
The Terminator IBM Reference Card, by Line Noise +
terrtron.nf1 6460
TERRATRON: Stronghold Complete Docs by Raistlin (July 28, 1993) +
thawk.txt 8582
Docs: Thunderhawk AH073M Keyboard Commands Summary +
top.nfo 1702
TIRED OF PROTECTION: Soft-Ice Additional Files with Full Scanned Documentation +
tunnels.txt 1942
SOFTDOCS: Tunnels of Armageddon by Rifleman +
tycoon.txt 10685
Soft Documentation for Railroad Tycoon, cracked by Public Enemy +
u72cheat.txt 4389
How to activate the ULTIMA 7 PART II cheat system, by David Lummis +
ultrad3.txt 10880
SOFTDOCS: Ultra-Dial: Version 3.0 The Final Frontier by Paul Levy +
utopia.txt 86606
Utopia: Instruction Booklet by Scout +
warlords.txt 81321
Soft Documentation for the Wargame Warlords +
wccheat.txt 3485
Wing Commander Series Cheat +
wingcom.txt 7076
Soft Documentation for Wing Commander by Gopher +
wizzkid.txt 11075
Soft Documentation by Wizkid +
yeager.txt 13208
Soft Documentation for Chuck Yeager's Air Combat, by Humble Guy, 06/24/1991 +
zeliard.txt 3287
Soft Documentation for Zeliard by Sierra, by UG (1990) +
zool.txt 11346
Soft Documentation: Zool, Ninja from the Nth Dimension +

There are 144 files for a total of 3,697,829 bytes.

+ + diff --git a/textfiles.com/piracy/SOFTDOCS/$readme.txt b/textfiles.com/piracy/SOFTDOCS/$readme.txt new file mode 100644 index 00000000..9617a8bc --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/$readme.txt @@ -0,0 +1,163 @@ +=============================================================================== + Broderbund's LICENCE TO KILL -- 'BUSTED' 10/12/1989 by THE FiRM +=============================================================================== + + LICENCE TO KILL is a neat little multi-level arcade challenge based on the +recent James Bond movie of the same name... While there's no midi-support, +the game does come in versions for CGA/HERCULES, TANDY, and EGA video adapters +with decent graphics for each... + + To bypass the key-diskette copy-protection scheme, simply copy the files for +the graphics mode you wish to use to a disk along with the FiRM support files +"BOND.COM" and "FiRM.SCR"... (Note: Any/all of the various graphics modes may +co-exist in the same directory, if desired, as they each have unique names. +The FiRM support files "BOND.COM" and "FiRM.SCR" are exactly the same for all +three graphics versions, so you only need a single copy of these files.) + + To play, use the following startup commands: + + CGA & HERCULES = BOND + TANDY = BOND T + EGA = BOND E + + These commands only differ from the original startup options only by the +addition of the required 'space' between the name and the graphics mode +indication character. To quit and return-to-dos at any time, use either the +game's original method of pressing , or our added +option... + + And now for the docs... + + +------------------------------------------------------------------------------- +Become James Bond in his latest adventure and destroy the evil drug smuggler +Sanchez. Guide 007 as he fights it out on Cray Cay, over Miami bay and +underwater on his way to the final confrontation in 18-wheel oil tankers. +Defeat Sanchez and give Bond what he wants most - REVENGE. + +On every level, you'll have a control panel on the right hand side of the +screen. You'll always be shown the number of lives you have left, and you'll +also see important information about the level you're playing - number of +bullets, amount of oxygen, time remaining, etc. At certain times, a reticle +will appear telling you to jump, shoot, etc. - press "fire" to do this. + +Once you have mastered each scene, improve your score by going round again - +but this time it will be much harder. + + +SCENE 1 ----------------------------------------------------------------------- +Bond and his partner, Felix Leiter, swoop low in their helicopter over Cray Cay +to prevent Sanchez from escaping in his jeep. Avoid the obstacles (of varying +height) and shoot out the gun emplacements as you gun down the jeep. Remember, +the faster you fly, the lower you go! The control panel shows how much your +helicopter is damaged and how high you're flying. + + CONTROLS JOYSTICK KEYBOARD + Move forward (and down) Push forward Q/Up arrow + Move back (and up) Pull back A/Down arrow + Push left Move left O/Left arrow + Push right Move right P/Right arrow + Press button Shoot & Jump Space Bar + + +SCENE 2 ----------------------------------------------------------------------- +Bond leaps into action and sets off on foot to catch Sanchez. Watch out - many +of Sanchez' henchmen have been deployed to ambush you. Your wits and your +15-shot Beretta can make the difference! Duck and shoot your way through while +collecting extra magazines from the gunmen you take out. Watch out for the oil +barrels as they explode after four direct hits. The control panel shows how +many hits you've taken (five hits is worth a life) and how many magazines/ +bullets you have. + + CONTROLS JOYSTICK KEYBOARD + Push forward Move forward Q/Up arrow + Pull back Move back A/Down arrow + Push left Move left O/Left arrow + Push right Move right P/Right arrow + Aim Press button & push Space & O or P + left or right + Shoot Release button Release Space Bar + + +SCENE 3 ----------------------------------------------------------------------- +Bond is lowered by rope from the helicopter as Sanchez attempts to escape to +Cuba in his aircraft. Guide 007 onto the back of the dodging plane and attach +the tow rope. Remember, Bond can't jump to the plane if you are in clouds! +Position Bond directly over the tail of the plane and press the fire button to +"lock-on" - it's not as easy as it sounds, and time is running out! The +control panel shows how much time you have before Sanchez leaves U. S. +territory. + + CONTROLS JOYSTICK KEYBOARD + Push forward Move forward Q/Up arrow + Pull back Move back A/Down arrow + Push left Move left O/Left arrow + Push right Move right P/Right arrow + Jump Press button Space Bar + + +SCENE 4 ----------------------------------------------------------------------- +007 dives into the thick of it as he interrupts a "drop" by the drug smugglers. +They set off in hot pursuit and Bond must swim for his life as divers are +launched against him. Swim underwater to stop the boats from firing. Kill +enemy divers (and get their harpoons) by pressing the space bar/joystick button +when you run into them. Destroy the drug caches for a bonus. When the seaplane +appears, line up with one of the pontoons and hit it with a harpoon to move to +the next level. The control panel shows your oxygen level - you can stay under +water only until your oxygen runs out. + + CONTROLS JOYSTICK KEYBOARD + Move forward (& underwater) Push forward Q/Up arrow + Move back Pull back A/Down arrow + Move left Push left O/Left arrow + Move right Push right P/Right arrow + Kill divers (take harpoon)/ + destroy drugs/shoot harpoon Press button Space Bar + + +SCENE 5 ----------------------------------------------------------------------- +You're off in a high speed chase as you waterski barefoot behind the seaplane. +Watch out for the rocks and floating objects that can send you for a spill! +Weave your way to the seaplane to gain control and escape! + + CONTROLS JOYSTICK KEYBOARD + Move forward Push forward Q/Up arrow + Move back Pull back A/Down arrow + Move left Push left O/Left arrow + Move right Push right P/Right arrow + + +SCENE 6 ----------------------------------------------------------------------- +You have destroyed Sanchez' drug factory only to find he has escaped you once +again. You must prevent Sanchez reaching the border with his drugs haul stored +in 18-wheeler tankers. Position your stolen crop-duster above the truck until +you see the square target; press "fire"/space bar to jump into the truck. Use +this truck to destroy each and every tanker in turn until you reach the final +tanker containing Sanchez. The control panel shows where your truck has been +damaged. + + + CONTROLS JOYSTICK KEYBOARD + Move forward Push forward Q/Up arrow + Move back Pull back A/Down arrow + Move left Push left O/Left arrow + Move right Push right P/Right arrow + Jump Press button Space Bar +------------------------------------------------------------------------------- + + + Enjoy!!! + + + ******************************************** + * FiRM greetings to crackers everywhere! * + ******************************************** + + + Ŀ + The Software Surgeon + + -= THE FiRM =- + + + diff --git a/textfiles.com/piracy/SOFTDOCS/$readme2.txt b/textfiles.com/piracy/SOFTDOCS/$readme2.txt new file mode 100644 index 00000000..058dab4a --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/$readme2.txt @@ -0,0 +1,98 @@ +=============================================================================== + Taito's OPERATION WOLF -- 'BUSTED' 09/15/1989 by THE FiRM +=============================================================================== + + OPERATION WOLF is the great new arcade hit where you are a One-Man-Army, +ala RAMBO or COMMANDO, pitted against hundreds of Terrorists in an effort to +rescue their hostages. This version supports various video-cards, joystick/ +mouse/keyboard operation, and features many sound modes including TandySound +and CMS midi-cards. + + The big problem is another 'original key diskette' copy-protection scheme... +Oh, well, they give me something to do besides sleep at night... However, the +'crack' was the easy part... (SUPER_LOCK my behind!) The hard part was fixing +a few 'bugs' that skimmed-past their beta-testers. (Like their startup program +not correctly storing the current drive, which made it always want to go to +drive A: (since it was zero) to reset the current directory. And their really +'strange' way of processing parameters which wouldn't handle a "R"eset-devices +option correctly if a capital "R" was used instead of a lower-case "r".) Well, +I fixed all I could, but someone will still have to explain the 'pig-latin' the +President uses when you only save 4 of the hostages... To wit; "WELL DONE! +I HOPE YOU TO DO YOUR NEXT MISSION JUST AS WELL"; kinda strange, eh folks??? + + To get an ideal of how the game is played, don't press any keys during the +title-screen sequence and you'll go into 'demo-mode'... Remember, your mission +is to *rescue* the hostages, so don't shoot them! Also, the POW's in the +CONCENTRATION-CAMP mission are the main objective and they are always followed +by a Terrorist with a knife. You *must* kill the Terrorist *before* he knifes +the POW. If you see an angel, you missed... + + Well, since this is a difficult game to score very well in, I also decided +to add some very-special "FiRMHELP" options to aid in your rescue attempts... +These are added/removed at any time during the combat scenes by pressing +the key! (This key was originally used as their "Return-to-DOS" key, +but I felt it was too easy to hit by accident! So I altered it's use to +invoke the "FiRMHELP" mode... Now you use the key-combination to +"Return-to-DOS"...) + + + The special-keys and modes associated with "FiRMHELP" are: + ================================================================== + + -- Toggles "FiRMHELP" mode ON/OFF + + (The following are active only when "FiRMHELP" is ON) + + -- Instantly improves health 5 points, adds 1 + rocket-grenade, and 1 ammo-cartridge. + + -- Instantly destroys all remaining Terrorist. + Usefull for skipping scenaros. NOTE: Some + missions have a 'boss' scenaro at the end of + the mission. He can be skipped as well... + + -- "FiRM_PROTECTION" toggle. This makes you + 100% bullet-proof!!! + + + In addition, the following keys function as follows: + ================================================================== + + -- Pause-mode toggle ON/OFF. + + -- Music toggle ON/OFF. + + -- Sound-effects toggle ON/OFF. + + -- Changes CGA palette - see "READ.ME" file for info. + + + The normal game-play keys can be redefined to your choice during the setup +screen, or use a joystick/mouse with left-button == fire gun and right-button +== fire rocket-grenade. If you ever wish to reset the default video-mode, +joystick/mouse/keyboard, or sound modes, use "OPWOLF R" to start. If you like +command-line options in general, use "OPWOLF ?" for a list of what's available. + + + Enjoy! (And don't cheat too much!) + + + ***************************************************************** + * >>>>>>>>>>>>> S P E C I A L T H A N K S ! <<<<<<<<<<<< * + ***************************************************************** + * If you liked the new loader screen (and how could you not?) * + * then applaud the vast talents of LORD IRONWOLFFE! While I * + * added a few 'special-effects', the fantastic artwork itself * + * was donated by he and exceded my wildest expectations! - SS * + ***************************************************************** + * FiRM greetings to crackers everywhere! * + ******************************************** + + + + Ŀ + The Software Surgeon + + -= THE FiRM =- + + diff --git a/textfiles.com/piracy/SOFTDOCS/.windex.html b/textfiles.com/piracy/SOFTDOCS/.windex.html new file mode 100644 index 00000000..417ff987 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/.windex.html @@ -0,0 +1,175 @@ + +T E X T F I L E S + +

Piracy Textfiles: Soft Documentation

+

+Why many software programs are self-evident or contain help sections +within the program itself, many others are complicated enough that the use +of them is not self-evident. To counter this, piracy groups would transcribe +the manual of the program so that anyone who got a copy of the program +would know how to use it. In this say, Software-Based Documentation was born. +It was shortened in name to "Soft Documentation" and then "Soft Docs", and +even "dox" in some cases. +

+An interesting side-effect of this process, which was pretty tedious by +any standard, was that the writer/transcriber would include a lot of +interesting side-comments about the program, or the BBS world as they saw +it, or any amount of gossip/opinion they could fit in. +

+This is not the only section with Soft Documentation; there is a very large +collection of Apple II-Based Documentation in the +Apple II section. +

+ + + + + +
+
Filename
Size
Description of the Textfile
$readme.txt 8919
Soft Documentation for Broderbund's License to Kill by The Firm (October 12, 1989) +
$readme2.txt 4974
Soft Documentation for Taito's Operation Wolf by The Firm (September 15, 1989) +
688.txt 156457
SOFTDOCS: 688 Attack Sub User Manual +
a-10tank 61934
Soft Documentation: A-10 Tank Killer +
aaargh.txt 4301
SOFTDOCS: Aaaarg, by Arthur Dent of M.A.A.D. +
abdtg.nfo 3062
Documentation for the Arrested Bus Drivers Tone Generator +
adandd.cards 12772
Soft Documents: Magic: The AD&D +
alienleg.asc 17656
Soft Documentation: Alien Legacy by Dynamix +
allnet.txt 3809
Documentation for Allnet Hacker v4.0 +
appendix 13955
Documentation for Crack Version 4.1 by Alec Muffett +
arkanoid.frm 1278
Soft Documentation for Arkanoid II: Revenge of Doe by The Firm +
atrain.txt 131950
SOFTDOCS: The A-Train +
aultrafd.txt 22367
Soft Documentation to Archon Ultra, by Lorus +
autoduel.txt 13376
Soft Docs: Autoduel +
azure.sol 60274
SOFTDOCS: Curse of the Azure Bonds +
bakcht{}.not 3892
Betrayal at Kondor Cheat Version 1.0, by Null Set +
batchess.txt 13894
SOFTDOCS: Battle Chess +
batman.txt 9175
SOFTDOCS: Batman, typed by Golden One of the API +
beast2.txt 29108
Soft Documentation: Shadow of the Beast II Docs, by Fizban of G.O.D. +
beast3.txt 7304
Soft Documentation: Shadow of the Beast III +
bic-sol2.dox 26490
SOFTDOCS: Bicycle Solitare v2.01 by Swfte, Documentation by Genesis of HumbleDox (May 29, 1991) +
bluegrey.txt 23246
Soft Documentation for The Blue and the Gray +
bp.txt 18615
Soft Documentation: Balance of the Planet (199) +
buckroge.txt 22246
Soft Documentation: Buck Rogers: Countdown to Doomsday +
cas-trg.txt 6933
Soft Documentation: Command Adventures: Starship Version 1.0 Technical Reference Guide +
caveman.txt 21078
SOFTDOCS: Caveman Ugh-Lympics by Azreal +
centudox.txt 27350
Centurion "Defender of Rome" by Electronic Arts Documentation (1990) +
centurio.txt 13120
SOFTDOCS: Centurion by Gironimo of the Something Different BBS +
champion.txt 42304
The Champions of Krynn Adventurer's Journal by Archon +
chessii.txt 2944
BattleChess II Game Codes +
civi.txt 161402
Full Documentation for Civilizations +
civiguid.txt 371990
The Official Guide to Sid Meier's Civilization, typed by Baser Evil of Alliance +
civildox.nfo 9349
DOCUMENTATION: Complete Civilization Documentation from United Software Association and Mokedage/Organism +
civiliz.dox 160101
DOCUMENTATION; Complete Civilization Documentation +
conr-dox.nfo 10826
DOCUMENTATION: Jimmy Connor's Pro Tennis Tour from United Software Association/Fairlight PC +
control.txt 3229
Explanation of the Code-Name ICEMAN Control Panel +
cruisdox.nfo 4113
Cruise for a Corpse: Complete Documentation by Delphine Software +
cruisref.txt 13598
The Humble Guys: Cruise for a Corpse : Reference Manual for the Cimematique System +
cw.txt 9200
DOCUMENTATION: Crime Wave, by Access Software +
cy3-dox.txt 2504
Soft Documentation: Chuck Yeager's Air Combat, by Gopher of POWR +
d-lair.txt 2477
How to Win at the NYCrack of Dragon's Lair +
darkleg.txt 6859
Quick Documentation to Dark Legions by The Beholder +
darkspyr.txt 1024
DOCUMENTATION: Dark Spyre, by T-Bo +
ddragon.txt 1406
Double Dragon Docs, by the Blue Adept +
deltav.txt 6336
Solution to Delta V from Bethesda Softworks +
diehard.hnt 3792
The Security and Inovcations for Die Hard +
digger2.txt 1922
Documentation for Diggers PC v1.49 from Milleniuum Interactive 1993-1994 +
diggers.txt 9897
Soft Documentation for Diggers from Millenium +
dinoterr.txt 5554
Review and Soft Documentation for Dino Park Tycoon +
dkok.txt 96768
Death Knights of Krynn Adventurer's Journal Part I: The Players Manual. typed by Repo Man +
dmkeys.txt 6211
DOOM key commands (December 16, 1993) +
dragonw 61861
DRAGON WARS by Interplay, IBM version (September 1990) +
ds-colon.nfo 5820
Documentation for Colonisation by SlackJaw (September 23, 1994) +
dsd-canf.dox 11311
Documentation for Cannon Fodder by Virgin +
dsd-canf.nfo 4207
Full Documentation for Cannon Fodder by Acid Queen of Dream Syndicate +
dsge.txt 7522
Documentation for DSGE v1.00 by ANdrew Pye +
dstrike.txt 54439
SOFTDOCS: Documentation to Dragonstrike: The Dragon Combat Simulation by The Redman +
dtrack.hnt 6336
Solution to Deathtrack by Activision +
dtrack.txt 2707
The Death Track Protection Document +
dtrack3.txt 4722
Deathtrack Documentation +
dun2trns.nfo 7502
Documentation for Dune II Megatrainer by David Jury (1993) +
earthsei.dox 2657
Quick Docs for MetalTech: Earth Siege (October 31, 1994) +
ecstatic.txt 9378
Documentation Transcription of Ecstatica +
elite2.txt 2745
Quick Documentation for Elite 2 +
enchant.txt 19804
Documentation for Curse of Enchantia by Scooter of Skid Row +
epic-thg.dox 69755
The Humble Guys HumbleDox: Epic: The Complete Game Manual +
epic.txt 6777
Soft Documentation for Flight Simulator "Epic" +
f-15docs.txt 1638
SOFTDOCS: F-15 Strike Eagle, by The Blue Adept +
f15ii.txt 2373
The Underground Council: F-15 II (August 15, 1989) Member List and Docs +
falcon2.txt 13704
Softdocs: Falcon Missions Disk II: Operation Firefight typed by Renegade +
falfun.txt 5562
Some Strange and Funny Things to Do with Falcon 3 +
fatal.nfo 2536
Documentation for "Fatal Challenge +
ffbtof.txt 30942
SOFTDOCS: Fiendish Freddy's Big Top O'Fun by Mindscape +
fistfast.txt 1386
Documentation for Armored Fist by Ars Nova +
fl-aoe.dox 14481
Documentation for Aces of Europe by Fanfan LaTulipe +
formula1.txt 61175
Soft Documentation for Microprose's Formula One Grand Prix +
gamtools.txt 20260
SOFTDOCS: Gametools Version 3.4 by Wong Wing Kin (1994) (Cracks Software Protection) +
gshipibm.txt 5470
DOCS: Gunship, by Microprose +
gunbelt3.txt 8525
Softdocs: Gunbelt III by Lord Blix (August 25, 1987) +
heimdall.txt 24754
SOFTDOCS: Heimdall, by Skid Row and Scooter +
idd.nfo 5520
INC: Civilization Hintbook (July 23, 1992) +
indymodm.txt 6115
Indycar Racing Modem Play +
indypass.txt 6410
Indiana Jones and the Last Crusade Translation Table +
java-esd.txt 25834
Documentation of Empire Soccer from Empire Software +
legend.nfo 4577
LEGEND: Full Amazon Train Documentation (July 28, 1993) +
legend.txt 7129
Battle Bugs Documentation by Neuromage +
links.txt 18013
Soft Documentation: Links Golf by The Skeleton +
load-us.txt 2304
DOCUMENTATION: LOAD-US, by SWFTE Fairware (1984) +
loom.txt 6254
Soft Documentation for Loom by LucasArts +
lotus3.txt 24181
Lotus III: Final Challenge Complete Documentation by Razor Blade +
maps-pcx.txt 1201
DOCUMENTATION: The Colony +
mastninj.txt 1917
Docs to Master Ninja, by Paragon Software Corporation (1987) +
meanhnt.txt 5599
Complete Hints for Mean Streets +
meanstr.txt 3295
Cheats to Mean Streets by The Mizer +
mega2.txt 211670
Soft Documentation: Megatraveller 2, by The Humble Guys/Rygar +
moonst.txt 24684
Moonstone: A Hard Days Knight: Complete Game Manual: Soft Documentation by The Humble Guys +
mortal.txt 2790
Mortal Kombat Reference File for SNES +
mshelp.txt 14661
Soft Documentation for Mean Streets +
n&b_e2fm.txt 140104
Manual for Elite II by Shard 13 (November 13, 1993) +
nflchal.txt 1424
Soft Documentation: NFL Challenge, by the Blue Adept +
no-aces.txt 5277
Aces Over Europe Quick Reference Documentation by Guardian of New Order +
offshore.txt 2977
Soft Documentation for Off Shore Warriors +
pond3.txt 13175
SOFTDOCS: Aquatic Games from Millenium, by Razor Blade +
popuii.txt 35163
SOFTDOCS: Populous by The Jester +
powermon.txt 86106
The Powermonger Amiga Command Summary Card, by RYGAR +
pp2qdox.txt 1914
Prince of Persia 2 Quick Dox by Patch (April 27, 1993) +
premiere.txt 5156
SOFTDOCS: Premiere +
princeop.txt 13588
The Prince of Persia User's Guide +
ramboapi.txt 4124
Rambo III Cheat Version 2.0 Documentation +
rdr_seed.txt 30690
Soft Documentation: Dark Seed: The Complete Game Manual, from Ministry +
readme.dfe 3523
Dark Forces Demo Editor Version 1.71 by Sean Baker +
readme.txt 3191
Cheat for The Elder Scrolls: Arena +
rebels97.nfo 14389
REBELS: 1997 Generic Release Document +
rly_gold.txt 11136
Undocumented Features in RELAY Gold Version 4.0 +
sensible.txt 27884
Full Documentation for Sensible Soccer by Munchie and LOL (November 5, 1992) +
shdwr.txt 4005
Soft Documentation: Shadow Warriors, scribed by Renegade of RAF +
silentii.txt 248405
Documentation: Silent Service II by The Jet +
simcity.txt 47545
SimCity Version 1.0 for Amiga Soft Documentation, by Ponyboy +
slice-10.txt 124508
Slice's Tradewar Manual Version 1.0, by Slice +
sm1cha.txt 1040
Wing Commander Secret Missions 1 Chart +
sputty.txt 5385
Putty: The Game (Documentation) +
spyvspy3.txt 1779
Soft Documentation for Spy vs. Spy III by Epyx (Cracked by Live Wire) +
sq5coord.txt 1963
Space Quest 5 Coordinates, typed by Vaiski (February 2, 1993) +
stellar.txt 19021
Stellar 7 from Dynamix/Sierra released by The Humble Guys (October 1, 1990) +
stellar7.txt 27305
Stellar 7 Documentation +
storm.txt 29229
StormMaster User's Manual +
striker.txt 2503
How to play Striker +
tdn-bn.txt 2380
Quick Documentation to Bloodnet from Microprose (November 6, 1993) +
termdox.txt 5052
The Terminator IBM Reference Card, by Line Noise +
terrtron.nf1 6460
TERRATRON: Stronghold Complete Docs by Raistlin (July 28, 1993) +
thawk.txt 8582
Docs: Thunderhawk AH073M Keyboard Commands Summary +
top.nfo 1702
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There are 144 files for a total of 3,697,829 bytes.

+ + diff --git a/textfiles.com/piracy/SOFTDOCS/688.txt b/textfiles.com/piracy/SOFTDOCS/688.txt new file mode 100644 index 00000000..e4c9e4f6 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/688.txt @@ -0,0 +1,3614 @@ + + + + + + + + + + 688 ATTACK SUB + + USER MANUAL + + + + + + + + + + +------------------------------------------------------------------------------- + + + + + TABLE OF CONTENTS + + + + 1 Welcome Aboard.....................................................1 + About the Game.....................................................1 + Using This Manual..................................................2 + Getting Started....................................................2 + How to Get Help....................................................9 + 2 Quick Start Guide to TORPEX '89...................................10 + 3 Missions..........................................................18 + 4 Game Controls.....................................................29 + Configuring 688 to Your Computer..................................29 + Playing by Modem..................................................30 + Using Two Modems..................................................30 + Using a Null Modem Cable..........................................33 + Other Game Controls...............................................34 + Russian Script On/Off.............................................34 + Sound On/Off......................................................34 + Surrender.........................................................34 + Turning Off Your Mouse............................................34 + Boss Key..........................................................35 + 5 Submarine Controls................................................36 + Reading Your Displays.............................................36 + Radio Room........................................................42 + Navigation Board..................................................43 + Ship's Control Panel..............................................45 + Sonar Room........................................................46 + Periscope.........................................................48 + Weapons Control Panel.............................................49 + Status Panel......................................................51 + 6 Submarine Warfare.................................................52 + 7 Technical Reference...............................................60 + Submarines........................................................60 + Weapons...........................................................61 + Ships.............................................................65 + Aircraft..........................................................68 + Appendix A........................................................70 + Glossary..........................................................71 + Index.............................................................73 + + +------------------------------------------------------------------------------- + + + + +1 + +WELCOME ABOARD +============== + + There are only two kinds of ships: submarines and + targets..... + + +You are hereby given command of a nuclear-powered attack submarine, the +world's most powerful and versatile ocean-going defense weapon. You are +now a hunter/killer, a predator of the deep. You play a silent, sometimes +lethal game of hide and seek. Every minute you make countless decisions +that may have grave consequences for you, your crew....even your country. + + + +About the Game +============== + +You command an American Los Angeles or Soviet Alfa class submarine. You +prowl through a dark, undersea world, carrying out dangerous missions that +require predatory cunning and bold action. In peacetime, you track and hunt +potential enemies. In war, you ambush enemy convoys and defend your +warships; stalk ballistic missile submarines and duel other hunter/killers; +strike at inland targets from enemy waters and live to tell about it. + +All the major systems of a modern attack submarine -- sonar, weapons +navigation, helm, radio and periscope -- are at your disposal. Over 40 +separate controls let you feel what it's like to operate the world's most +sophisticated -- and deadly -- defense technology. At the same time, crew +transmissions and pictures remind you that as captain you manage men as +well as machines. + +688 Attack Sub turns the most up-to-date technical information available +concerning subs into one of the hottest games on the market. Whether you +play the computer or challenge a friend to a modem game, you'll get hours +of pleasure from 688 Attack Sub's exciting graphics, fast pace, attention to +detail and variety of player options. + + + 1 +------------------------------------------------------------------------------- + + + + +Using This Manual +================= + +This manual was written for IBM or IBM-compatible computers. If you're +using another type of computer, some commands and features described in +this manual may be different or unavailable on your computer system. If +you're using any computer OTHER than an IBM or IBM-compatible computer, +please read the Command Summary Card included in the package for +information specific to your computer. + +The manual is both an introduction to the 688 Attack Sub simulation and a +reference manual. It's divided into two parts so you don't have to read it all +the way through in order to start playing. + + +Chapters 1-2: Introduction to 688 -- The first two chapters are designed to +get you into the game quickly and painlessly. By no means do you have to +read both chapters -- if you're the type of player who doesn't like to read +manuals, follow the step-by-step instructions in Chapter 1 and you'll be +ready to choose a mission and begin play. However, the fastest way to get +your finger on the launch button is to let the Quick Start Guide in Chapter 2 +lead you through the first mission, TORPEX '89. By showing you how to set +up an attack on several decommissioned warships, the Quick Start Guide will +introduce you to the sub's controls and basic game concepts. + + +Chapters 3-7: Captain's Reference -- Refer to these chapters only when +you need to know about something specific -- missions, controls, tactics, +or ship and weapon specifications. + + + +Getting Started +=============== + +To play 688 Attack Sub, you need a computer with at lease one floppy drive +and 384k of free memory. Your system must be running on DOS 2.0 or +higher. + +688 Attack Sub has an unusually large number of detailed screens, bitmaps +and text; in fact, over two megabytes of information, all of which had to be +compressed several times to fit onto the floppies included in the package. +The result is YOU CAN'T PLAY FROM THE ORIGINAL 688 DISK(S). Instead + + + 2 +------------------------------------------------------------------------------- + + + + +an install program on your original 688 disk creates a copy of the game from +which you'll play. The install program configures the game to your current +system. If you upgrade your system, you should create a new copy of the +game. The time it takes to make a copy of the game varies depending on your +hardware. Although the process can take up to several minutes, we felt the +extra time was a fair trade for the game's stunning graphics and fine detail. + + +5.25" users: You'll find two disks in the package: Disk #1 and Disk #2. +During installation, you'll have to swap these disks. + +3.5" users: The entire game has been packed onto one disk. Whenever you're +asked to insert an original Disk (#1 or #2), insert the single disk included +in the package. + + +Installing 688 Attack Sub on a Hard Disk +======================================== + +To copy all the files from the original 688 disks to your hard disk, do the +following: + + +1. Turn on your computer and wait for the DOS prompt. +2. Insert the original Disk #1 in drive A or B. +3. Type A: or B: (whichever drive the original disk is in) and press . +4. Type INSTALL and press . On slow machines, you may not see + anything on your screen for about a minute. +5. You'll be asked what kind of disks you want to install the game on. Type + 1 and press to install the game on your hard disk. +6. Next, you'll be asked where the original Disk #1 is. Type A or B + (whichever drive the original Disk #1 is in) and press . +7. The machine will want to know which drive on your hard disk you're + going to install 688 Attack Sub on. The default drive is C. Press + to install the game on drive C, or type the letter of the drive you want to + install it on, then press . +8. Finally, you'll need to name the directory that the game will be stored + under, "688" is the default name. Press to name the directory + "688", or type in a new name and then press . +9. The install program will tell you when to take out Disk #1 and insert Disk + #2. When the installation is complete, put away the original disks for + safekeeping. + + + 3 +------------------------------------------------------------------------------- + + + + + +When you want to start playing: + +1. If you have a mouse, plug it in and load your mouse driver. If you're + using a Covox Speech Thing (tm), plug it in too. +2. Type CD\ and the name of the directory that the game is stored under + (for instance, if you chose the default name, "688", you'd type CD\688). + Press . +3. At the prompt, type 688 and press . +4. Type in the number of the monitor and color adaptor appropriate to + your computer: 1 for EGA, 2 for Tandy 1000, 3 for CGA, 4 for VGA- + MCGA, 5 for Hercules. +5. Type in the number of the sound adapter appropriate to your computer: + 0 if you only have an internal speaker; 1 if you have an Ad Lib (tm) board; + 2 if you Covox Speech Thing. What you hear depends on what + you have. If you only have an internal speaker, you won't hear the title + music but you'll still get sound effects (however, a Tandy computer + with Enhanced Sound Capability gives you both). The Ad Lib board re- + produces the title music the best, but relies on the internal speaker for + sound effects. The Speech Thing reproduces both reasonably well. A + Tandy with Enhanced Sound Capability and an Ad Lib Board will give + you the best sound quality for the game. +6. Press the SPACEBAR to go directly to the MISSION SELECTION screen. + + + +Installing 688 Attack Sub on Floppy Disks + +YOU CAN'T PLAY FROM THE ORIGINAL 688 DISKS, so you'll have to install +the game on floppy disks from which you can play. Please format ONE of the +following configurations of disks before you do anything else: + + A) two 5.25" 360K floppy disks + B) one 5.25" 1.2MB or one 3.5" 1.44MB floppy disk + C) two 3.5" 720K floppy disks + +See your DOS manual if you don't know how to format disks. If you get one +of these messages during installation of game play, do the following: + + Insert the disk with batch file You should insert your + and press any key when ready copy of 688 Disk #1 + + Insert disk with command.com: You should insert your + DOS disk + + + 4 +------------------------------------------------------------------------------- + + + + +To install the game on your blank disks, do the following: + +1. Boot your system with DOS (2.0 or higher). +2. Insert the original 688 Disk #1 in drive A or B. Type A: or B: (whichever + contains the original disk) and press . +3. Type INSTALL and press . On slow machines, you may not see + anything for about a minute. +4. You'll be asked what kind of disks you want to install the game on. Type + the number of the disk configuration that's appropriate to you. 2 if you + have one 5.25" 1.2MB or one 3.5" 1.44MB floppy disk; 3 if you have two + 5.25" 360K floppy disks; or 4 if you have two 3.5" 720K floppy disks. + Press to choose the disk configuration. +5. The machine will ask if you have these disks ready at this time. Press + if you have the blank disks read. If not, return to DOS by typing + NO and pressing . +6. Follow the onscreen instructions. You'll have to swap disks from time + to time. When the installation is complete, put away the original disks + for safekeeping. + + +You only need one drive to play. When you're ready to start: + +1. If you have a mouse, plug it in and load your mouse driver. If you're + using a Covox Speech Thing, plug it in too. +2. Insert your copy of Disk #1 into drive A or B. +3. Type A: or B: (whichever contains the copy), the press . +4. Type 688 and press . +5. At the prompt, type in the number for the monitor and color adapter + appropriate to your computer: 1 for EGA, 2 for Tandy 1000, 3 for CGA, + 4 for VGA-MCGA, 5 for Hercules. +6. At the next prompt, type in the sound adapter appropriate to your + computer. Type in the number of the sound adapter appropriate to your + computer: 0 if you only have an internal speaker; 1 if you have an Ad Lib + board; 2 if you have a Covox Speech Thing. What you hear depends on + what you have. If you only have the internal speaker, you won't hear the + title music but you'll still get sound effects (however, a Tandy computer + with Enhanced Sound Capability gives you both). The Ad Lib board re- + produces the title music best, but relies on the internal speaker for + sound effects. The Speech Thing reproduces both reasonably well. A + Tandy with Enhanced Sound Capability and an Ad Lib board will give + you the best sound quality for the game. + + + 5 +------------------------------------------------------------------------------- + + + + +7. Press the SPACEBAR to go directly to the MISSION SELECTION screen. + + + +Commanding 688 Attack Sub +========================= + +The 688 Attack Sub simulation is divided into levels. At the top level is +the CONN (Conning tower), the game's main menu. From the CONN you can go +to different STATIONS. Each station is identified by its own icon which +appears as your cursor passes over the area. + + + + +- Ship's Control +- Weapons Control +Status Panel -+ | Panel | Panel + | | | ++-------------|---------|-------------------|-----------+ +| | | | | +| | v | | +| v v | +| /|\ | +| .-=!!==. ---+--- -=======+ | +| \|/ | +| | +| /\/ | +| -( )( )- /-\ | +| ^ | () () | +| | | | +| | +-------------------+ ^ | +| | | | | | | +| | | | X | | | +| | | | | | | +| | | | ^ | | | +| | | | | | | | ++--|-------------------------|----|-----------------|---+ + | | | | + +- Radio Room Periscope -+ +- Navigation +- Sonar Room + Board + +Figure 1.1: 688 CONN + + + +At each of the stations are controls for different parts of the sub.Some of the +controls are clustered into control groups; for instance, the controls for the +sound filter, active sonar and towed array make up the Sonar Control group. + +The stations and their controls are "hot spots", areas that perform functions. +You give commands by moving the cursor to a hot spot and press + or clicking a mouse button. There are two ways to move the cursor: + + +Using a mouse: A mouse (with a Microsoft(r)-compatible mouse driver) is +by far the easiest way to play the game. Your cursor will change color and/ +or shape when it's over a hot spot. Click any button on your mouse to select +that function. If you encounter problems with your mouse, you may have to +disconnect it and use the keyboard to move the cursor. Turn to p.34 for +information on disconnection the mouse. + + + 6 +------------------------------------------------------------------------------- + + + + +Using the keyboard: Move the cursor using the key and the arrow +keys. Pressing while holding the key down moves through the +groups in reverse. Use or + Tab to tab through the different +control groups; then use the right and left arrow keys (<- ->) to move the +cursor between positions within a control group. The up and down arrow +keys (^ v) will move the cursor through all the controls regardless of their +groupings (^ moves the cursor to the left; v moves the cursor to the right). + +688 Attack Sub also has quick keys that instantly move your cursor to a +station of function. On every screen, each control group has been assigned +a number -- the number keys will move your cursor to the control groups +you see onscreen. The function keys (-) take you to the subma- +rine's stations. Within each station, different controls have been assigned +letter keys (for example, pressing R at the Ship's Control Panel will move +your cursor immediately to the rudder control). + + +For the game's keyboard interface, see the table on the back inside cover of +this manual. + + +In the rest of the manual, "select" means moving your cursor to a station or +control and activating it by pressing or clicking the mouse button. + + + +Choose a Mission, Configure 688 +=============================== + +Choose a mission (mission descriptions begin on page 18). Once you select +a mission, the CONFIGURATION PANEL comes up. Set the sound, play level +and whether you want to play by modem (see p.29 for information on +configuring you computer). Select BEGIN GAME to start your mission. + + +If you plan on using the Quick Start Guide to TORPEX '89 in the next +chapter: On the MISSION SELECTION screen, select 688 from the column +next to TORPEX '89. Once you've selected the TORPEX '89 mission, the +CONFIGURATION PANEL will come up. Make sure to set the CONFIGURA- +TION PANEL as follows: + +1. Select NO MODEM game. +2. If you have a Covox Speech Thing, select the port your unit is plugged + into (LPT:1 or LPT:2). Otherwise, select DEFAULT. + + + 7 +------------------------------------------------------------------------------- + + + + +3. Set the play level on BEGINNER. +4. Select BEGIN GAME to start playing. You start in the sub's CONN. Be- + fore you do anything else, you must enter a Security Access Keycode + (see below). + + + +Enter the Security Access Keycode + + ++------------------------------------------------------------+ +|TARGET | +|BEARING RANGE COURSE SPEED DEPTH | +|============================================================| +| | +| | +| Establishing satellite uplink...... | +| xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | +| xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | +| ALBANY: THERE ARE NO ??? | +| | +| | +|------------------------------------------------------------| +| | | | +| +---+ +---+ +---+ | MSG PREVIEW | ECM LEVEL | +| | D | | I | | F | |+----+ +----+| +---------------+ | +| +---+ +---+ +---+ ||PREV| |NEXT|| | | | | | | | | | | +| < > < > < > |+----+ +----+| +---------------+ | +| | | PERISCOPE ANTENNA | +| SEND CODE | | | TRANSMIT | | | |DOWN| |DOWN| | +| | | | +|============================================================| +| | +|------------------------------------------------------------| +| | +| SPACE TO PAUSE | ++------------------------------------------------------------+ + + +Figure 1.2: Radio Room + + + +You're in the sub's CONN. You can take your time: the game always pauses +when you're in the CONN, except in modem games. Select the Radio Room +by moving your cursor with the mouse or the key until it changes into +the Radio Room icon. Enter the Radio Room by pressing or any +button on your mouse while the Radio Room icon appears (you could also +have pressed R or F2 to go to the Radio Room). You're given the name of +a Los Angeles class submarine and the beginning of a sentence (in the +example in Figure 1.2, the code is "ALBANY: THERE ARE 10 ???"). Starting +on page 18, you'll find paragraphs marked with the names of Los Angeles +class submarines. Find the name of the sub -- they're in alphabetical order +-- then look at the paragraph that's directly to its side. Find the sentence +fragment you see onscreen, then enter the first three letters of the next +missing word. For example, the next missing word in the sentence asked for +in Figure 1.2 is DIFFERENT (p. 18). DIF would be the letters you'd enter into +the boxes on the screen. + + + 8 +------------------------------------------------------------------------------- + + + + +Use the arrows below the boxes to enter the letters. When you have the letters +in the right sequence, select SEND CODE. If you've transmitted the correct +security code, you will receive your mission orders. 688 Attack Sub will tell +you if you've sent an invalid code and will put you back in the CONN. If this +happens, go to the Radio Room to try again. You have as many tries as you +want. + + +Quitting the Game + +To quite the game, select EXIT from the CONN. You'll be given a choice of +playing another mission, continuing your last mission, or exiting to DOS. +Select EXIT TO DOS. + + + +How to Get Help +=============== + +You can get on-line help for all the controls with the Help feature. Press + within each station of from the CONN go get explanations of each feature. +Press the SPACEBAR to advance through the help screens. Before you dive +into the first scenario, try using the help key to take a "walking tour" of +your sub. When you're done, you'll at least have a nodding acquaintance with +all of the game's controls. + + + 9 +------------------------------------------------------------------------------- + + + + +2 + +QUICK START GUIDE TO TORPEX '89 +=============================== + + + +As a quick start to 688 Attack Sub, we'll run through the first mission, +TORPEX '89. Playing the mission should acquaint you with most of the game +controls and a few of the strategies. In TORPEX '89, you're the captain of the +Los Angeles (SSN 688) on a torpedo exercise in the Faeroe Island chain. Your +mission is to sink three decommissioned warships without being detected. + +During the exercise you'll give commands by moving the cursor to the sub's +controls and clicking your mouse button or pressing . You can move +the cursor by a variety of means. Turn to p. 6, Commanding 688 Attack Sub, +to learn the mouse and keyboard interface. For the sake of simplicity, we'll +use the word select to mean a two-step process: 1) moving your cursor to +a station or control; and 2) activating the station or control by pressing + or a button on your mouse. + +If you find yourself completely clueless about a station, a term, or a control, +press for help or go to the appropriate section in the manual. If the +telephone rings or some other crisis comes up, you can put the game on +pause by going to the CONN. When you're reading what to do next in the +exercise, go to the CONN so you won't lose valuable game time. + + + + +- Select Exit + v ++------------------------------------------------------------+ +|EXIT|T | +|----+NG RANGE COURSE SPEED DEPTH | +|============================================================| +| | +| | +| Establishing satellite uplink...... | +| xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | +| xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | +| ALBANY: THERE ARE NO ??? | +| | +| | +|------------------------------------------------------------| +| | | | +| +---+ +---+ +---+ | MSG PREVIEW | ECM LEVEL | +| | D | | I | | F | |+----+ +----+| +---------------+ | +| +---+ +---+ +---+ ||PREV| |NEXT|| | | | | | | | | | | +| < > < > < > |+----+ +----+| +---------------+ | +| | | PERISCOPE ANTENNA | +| SEND CODE | | | TRANSMIT | | | |DOWN| |DOWN| | +| | | | +|============================================================| +| | +|------------------------------------------------------------| +| | +| SPACE TO PAUSE | ++------------------------------------------------------------+ + +Figure 2.1: Radio Room + + + 10 +------------------------------------------------------------------------------- + + + + +1. Exit the Radio Room. If you followed the instructions under Getting + started in Chapter 1, you've already a) selected TORPEX '89 from the + MISSION SELECTION screen; b) configured 688 to your computer on + the CONFIGURATION PANEL; and c) entered in the Security Access + Code and received your mission orders. You should now be in the Ra- + dio Room of the Los Angeles. Go to the CONN by selecting EXIT in the + top left-hand corner of the screen. + + +2. Tour the CONN. You are now in the submarine's CONN. This is the main + menu of the game -- from here you can go to any of the submarine's + control stations. Press to get the locations and descriptions of + each of the stations (within each station, will tell you what all the + controls do). When you're done with the tour, select the Periscope icon. + + + +1. Select Periscope + 2. Rotate Periscope + + \ / ++---------------------\-------------------------------------/+ +|TARGET: C:FORREST SHER\AN CLASS DESTROYER / | +|BEARING 175 RANGE 6.4\ COURSE 355 SPEED 9.5 DEPTH /ft| +|========================\===============================/===| +| \ | / | +| \ | ESDI LEVEL / | +| \ | +----------------/----+ | +| \ | | | | | | | | | / | | | | +| \ | +--------------/------+ | +| \ |-----------------/---------| +| \| / | +| X \ PERISCOPE /ANTENNA | +| \ |\ +----+ / +----+ | +| \ | \ | UP | / |DOWN| | +| \ | +----+ / +----+ | +| \ |-----------/---------------| +| \ | / | +| \ | PERIS/OPE ROTATION | +| \ | /+-----+ | +| \| < | 000 | > | +| \ +-----+ | +|---------------------------------\--------------------------| +| +-+ +-+ +-+ | \ | +| |P| |F| |S| | \ WEAPON CONTROL | +| +-+ +-+ +-+ | \ | +| +-+ +-+ +-+ +--------------+ | +-\------+ +--------+ | +| |I| |H| |O| | TARGET | | | L\UNCH | | | | +| +-+ +-+ +-+ +--------------+ | +---\----+ +--------+ | +| +-+ +-+ +-+ ^ | \ | +| |C| |B| |T| | | \ | +| +-+ +-+ +-+ | | \ | +|----------------|--------------------------\----------------| +| | \ | +| SELECT TARGET | \ | +|----------------|-----------------------------\-------------| +| | \ | +| 02:52:48X | 01:10:24Y 00:0\:04 | +|----------------|--------------------------------\----------| + | \ +3. Select Target + 4. Move cursor to + + closest target + +Figure 2.2: 688 Periscope + + + +3. Go to the Periscope. You are now at the periscope station. Look at the + map. You probably see a number of "X"'s. These are sonar contacts that + your sonar operator is picking up. At this point, he doesn't know what + the contacts are or their range, depth or speed. In this mission, you + won't have to worry about unidentified contacts until your sonar oper- + ator can identify them. You'll be receiving sonar contacts and they can + be anything from enemy subs to schools of fish. The ocean's filled with + sounds -- the only reliable sounds are the ones your sonar operator + + + 11 +------------------------------------------------------------------------------- + + + + + can positively identify. (In combat, however, you might make more + guesses.) + + + Sonar is not the only way to get positive identification of a target -- if + it's a surface ship, you can view it with your periscope. Right now you're + at periscope depth (20 ft), so go to the PERISCOPE button and select + it. Rotate the periscope until you see the destroyers. Select TARGET. A + crosshair-cursor will appear in the viewing window. Place the cursor on + the closest ship and press or click the mouse button. Notice the + target information that fills the bar at the top of the screen. Now take a + look at the top-down map by selecting T on the 9-button map display + control in the lower left corner of the screen. At lease one of the "X"'s + should have turned into a letter. This means that you have a firm fix on + the target's location. If you can't see the letter, the target may be + outside the map area. Select O on the map display control until you get a + bigger view of the map. While your periscope is still up, return to the + CONN by selecting EXIT. + + + + + + +------------------------------------------------------------+ + | In an effort to reduce filesize the remaining figures have | + | been deleted. | + +------------------------------------------------------------+ + + +Figure 2.3: Navigation Board + + + +4. Set a waypoint. While your periscope is giving you a firm fix on your + targets, go to the Navigation Board so you can set the auto-pilot to steer + your sub toward your targets. Select SET from the WAYPOINT CON- + TROLS. A crosshair-cursor will appear on the map. Using the mouse or + the cursor keys, move the crosshair to a point near your targets. Press + + + 12 +------------------------------------------------------------------------------- + + + + + or the button on your mouse to select that point. A number will + appear marking the waypoint. + + + Now that you know the general direction you should be going, return + to the Periscope station and lower the periscope to avoid being + detected by surface radar. You may immediately lose the target + information at the top of the screen. Don't worry about it. After your + sonar man has listened for a few minutes, he'll get another fix on the + target with his passive sonar. + + + o See page 53 for a brief discussion of passive sonar. + + + +Figure 2.4: Ship's Control Panel + + + +5. Set the throttle and depth. Even when the ship's auto-pilot is on, you're + still in control of the speed and depth of your sub. Go to the Ship's Con- + trol Panel by pressing . Set the throttle on 2/3. Select 150 FT + under AUTO FUNCTION. The crew will bring the sub to that depth. You + could also have done this manually using the DIVE PLANE CONTROL. + + + 13 +------------------------------------------------------------------------------- + + + + +Figure 2.5: Weapon Control Panel + + + +6. Load torpedoes. Torpedoes are never stored armed and ready in a + sub's torpedo tubes. Consequently, you must give an order to ready + them. Go to the Weapon Control Panel by pressing . Torpedo tube + 1 should be already selected (the box around the number will be high- + lighted). Press R or 4 to move the cursor to the box and press + or click a mouse button to arm and load the torpedo. Place your cursor + on the next tube and press once to select the tube, then once + more to arm the torpedo. Do this for all four torpedo tubes. The two + auxiliary tubes hold noisemakers -- don't bother loading them, you + won't be needing them in this mission. The weapon's officer will inform + you when each of the torpedoes is armed. The torpedo icons will also turn + a darker color, indicating that they're ready to fire. + + + o See page 57 for a brief discussion of noisemakers. + + + 14 +------------------------------------------------------------------------------- + + + + +Figure 2.6: Sonar Room + + + +7. Deploy Towed Array. Now press to go to the Sonar Room. Select + TOWED ARRAY. A towed array is a long cable with a series of micro- + phones along its length. The towed array will improve your sonar + operator's listening capabilities but will limit the sub's top speed. + + + o See page 47-48 for a brief discussion of towed arrays. + + + +Figure 2.7: Navigation Board + + + +8. Compress time. If your sonar man doesn't have a fix on the destroyers, + you'll have to wait. This can take a few minutes. If you're impatient, + go to the Navigation Board and select TIME under WAYPOINT CON- + TROLS. This speeds up the time. Keep your hand over the + button. When your sonar man has a fix on one of the targets, deactivate + the time compression by pressing . + + + 15 +------------------------------------------------------------------------------- + + + + +Figure 2.8: Weapon Control Panel + + + +9. Target and launch. Go to the Weapon Control Panel. If the ships are no + longer targeted, select TARGET again and move the cursor on the map + to the ship you want to attack. If the range is under 10 miles (the + maximum range of a 688 Attack Sub torpedo), you can go ahead and + fire a torpedo. Check that the box around torpedo tube 1 is highlighted. + If it isn't highlighted, select it once. Now select LAUNCH. It will take + more than one torpedo to sink a destroyer, so wait about 10 seconds, + then select LAUNCH again. If you're still out of range (10 miles or more), + you'll have to move in on the targets. This may require setting your + engine on a higher speed. + + + The sonar man will confirm if and when the torpedoes have reached + their target. If you think it's worth the risk of detection (and in + beginner mode, it probably is), you can go to periscope depth and raise + your periscope to confirm a hit (the blood and guts brand of captain does + this just to watch the flames rise). Fire torpedoes until the ship sinks + (the letter will disappear from the map). + + + 16 +------------------------------------------------------------------------------- + + + + +Figure 2.9: Navigation Board + + + +10. Set up your attacks on the next ship. If you're lucky, you're already in + range to strike your next target. If you're unlucky, you'll have to set + new waypoints to attack the other two ships. Remember that you can set up + to nine different waypoints and your sub will go to each of them in + numerical order. + + +11. End of exercise. The exercise ends when you sink all three ships or after + 15 minutes have gone by. This is when you receive warm praise or a + sound verbal lashing from your superiors. Don't worry if you didn't do + too well this first time around. Run through the exercise again -- the + controls will begin to become second nature and your performance will + improve immediately. + + + You've been introduced to most of the submarine's controls. There are + only a few more that you haven't actually used. You might want to take + a few moments to read up on these as well: + + + o Plot Projection p. 43 + o Sonar Computer pp. 46-47 + o Sonar Control pp. 47-48 + o Torpedo Control pp. 50-51 + o Status Panel p. 51 + + + 17 +------------------------------------------------------------------------------- + + + + +3 + +MISSIONS +======== + + + +[Editor's Note: When you next see a name in []'s that is the name and the + following paragraph is the paragraph to be used in the + determination of the Security Access Code.] + + + +[ALBANY] + +688's perilous missions try the true mettle of a submarine captain. There are +10 different missions set in the geographical powder kegs of the world's +oceans. the missions progress chronologically from a cold war state of +mutual distrust to total war. The challenge of the earlier missions is one +faced daily by submarine commanders: determining if a situation is threatening +while trying to avoid ambiguous gestures that could lead to a shooting match +with foreign submarines. (Of course, in 688 you're free to "resolve" conflicts +in any way you like.) The later missions put the commander's abilities as a +hunter/killer to the test. In general, the missions become more and more +difficult -- as the war heats up, each side becomes more and more merciless +in their hunting. + + +In each mission, the action unfolds within only a small portion of the full +mission map. This "playfield" is usually an area of tactical interest to one +or both sides. If a player wanders too far away from where the action is, the +game will come to an end and a message from you CINC (Commander-in-Chief) +will inform you that you missed the boat. The idea is to keep the players +from going off on wild goose chases where nothing will challenge them. + + + +[ALBUQUERQUE] + +The following brief mission descriptions give you the necessary background +information that you won't get from your onscreen mission orders. You can +choose to command an American 688 or a Soviet Alfa. Both subs have their +advantages and disadvantages, but neither sub's abilities outweigh the value +of a cunning commander. A note on playing by modem: you can choose to +play by the mission objectives described here, or you can set your own. +There are no special objectives when playing by modem. Whatever objectives +you declare are valid -- even something as unsophisticated as "turn the +other guy into canned tuna". The worse thing that can happen is that your +CINC will scold you for your runaway battle lust -- and even HE can be +silenced by the key. + + + 18 +------------------------------------------------------------------------------- + + + + +Figure 3.1: Faeroe Islands -- Norwegian Sea + + + +[ASHEVILLE] + +688: Your superiors are going to look over your shoulder a few more times +before they let you sail off with a billion dollar sub. In this training +exercise, you only have 15 minutes to sink three decommissioned Forrest Sherman +class destroyers and prove that you're commander material. Your attack +must come swiftly and silently. Navy helicopters will be attempting to locate +your sub, so don't advertise you position with a lot of active sonar or by +leaving you periscope out of the water for too long. + + Torpedoes: 22 Mark 48 ADCAP Torpedoes + Missiles: 2 Submarine-Launched Harpoon Anti-Ship Missiles + Noisemakers: 6 + + + +700: You command the Dallas (SSN 700) in a joint training exercise with the +Los Angeles. In this mission, you earn your commander's respect by beating +your colleague to the draw. Sink three of the five de-commissioned warships +to win the competition. You can play this on your own (against a computer- +run Los Angeles) or by modem. Both subs are equipped with the above +weapons. + + + +Modem: TORPEX '89 is the only mission in which you and your modem +opponent can match Los Angeles class subs against each other. One side +commands the Los Angeles and the other commands the Dallas. For the sake +of game balance, neither side has missiles in the modem game. + + + 19 +------------------------------------------------------------------------------- + + + + +Shake 'Em +========= + + +See Figure 3.1 for map of location + + + +[ATLANTA] + +688: American and Soviet naval forces sometimes practice ASW (Anti- +Submarine Warfare) techniques on each other, rehearsing, as it were, for the +real thing. The experience the crews gain and the information gathered on +enemy tactics apparently make these high-tech games of superpower hide- +and-seek worth the risk. In this mission, a Soviet sub is tracking you. The +navy brass sees their own pride and budgets on the line, so the pressure's +on for you to shake this Russian sub. (See pp. 52-59, Submarine Warfare, for +tips on maneuvers you can try.) You must lose the Soviet sub for a period +of at least 3 minutes in order to be declared successful -- this means that +the Alfa can't detect you as an "X" (see p. 38, Sonar Contacts). The mission +will end once you've successfully evaded your opponent for the 3 minutes +of after the 20 minute time limit is up. + + Torpedoes: 8 Mark 48 ADCAP Torpedoes + Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles + Noisemakers: 6 + + +[AUGUSTA] + +ALFA: As in every Navy, the only way up the ladder is by making your +superiors notice you. Prove that American high-tech equipment is no match +for Soviet training and you'll make a big impression on the fleet admiral. +Since you're practicing for real war, you must track the 688 in such a way that +you'd be able to destroy him if this were a combat situation. This means you +may not lose contact with the 688 for any period longer than 3 minutes (to +keep "contact" on the 688, it must appear as an "X" on a letter on your map +display -- see p. 38, Sonar contacts). Don't lose contact on the 688 at the +last minute or you lose. You must be close enough to the 688 that you could +fire on him and easily hit him (see pp. 58-59, Evading Torpedoes, for ranges). +Try and stay in the baffles (p. 59) of the 688 to stay undetected as long as +possible. + + Torpedoes: 8 type 53 Torpedoes + Noisemakers: 4 + + +Modem: In the modem game, the 688 has 20 torpedoes and the Alfa has 18. + + + 20 +------------------------------------------------------------------------------- + + + + +Sub Ops +======= + + +Figure 3.2: Barents Sea + + + +ALFA: After a week-long operational test in the Barents Sea, you're ordered +to execute routine ASW (Anti-Submarine Warfare) maneuvers before re- +turning to your home port of Severemorsk. Since imperialist submarines +sometimes try to follow outbound Soviet subs as they leave home waters, +you are given the job of "securing the port"--i.e., chasing off any intruders. +If you use active sonar ("pinging"), enemy subs will know you're there and +you'll scare them off (see p. 47, TARGETING PULSE). Be careful, though -- +spying subs may interpret pings from a long-distance as a prelude to a +torpedo attack...at which point they may decide to actively defend them- +selves. Your best bet is to get as close as you can (under one mile) before +you actively "ping" them. At very close range, the risk of being damaged by +their own torpedoes is too great--they'll be forced to simply run away. + + Torpedoes: 18 Type 53 Torpedoes + Noisemakers: 4 + + + 21 +------------------------------------------------------------------------------- + + + + +Mumar Cadaver +============= + + +Figure 3.3: Strait of Gibraltar + + + +[BALTIMORE] + +688: The White House is blaming the Libyans for recent acts of terrorism. To +punish these "international criminals", a 688 is ordered to sink four Libyan +oil tankers as they exit the Strait of Gibraltar. The tankers are under the +protection of Libyan warships. Remember that the Strait is filled with traffic +so don't put the U.S. in a bad light by sinking non-Libyan ships. + + Torpedoes: 20 Mark 48 ADCAP Torpedoes + Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles + Noisemakers: 6 + + + +Escape +====== + + +See Figure 3.3 for map of location + + + +[BATON ROUGE] + +688: Your crew is fatigued from month-long operations in the Mediterra- +nean, so you're less than happy when your commander reports that there are +Soviet submarines waiting to "accompany" you out of the Strait of Gibraltar. +The Navy wants you to make a lasting impression on the Russians -- you +must pass through the western edge of the Strait undetected by Soviet subs. +(The Soviets shouldn't have contact on you when you reach the Atlantic. See +p. 38, Sonar Contacts.) + + Torpedoes: 20 Mark 48 ADCAP Torpedoes + Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles + Noisemakers: 6 + + + +Alfa: While returning from tour duty, your sub is suddenly ordered +back to the Strait of Gibraltar where you'll wait to intercept an American +attack sub. Intelligence sources observed a 688 in an Italian port and expect +it to exit the Mediterranean soon. You must keep contact on the 688 as it +enters the Atlantic (see p. 38, Sonar Contacts). Also, you must be at a range +at which you could easily destroy the 688 if you had to (see pp. 58-59, +Evading Torpedoes, for ranges). Try to be sly about this...active sonar +will not only make your presence known, it could be regarded as hostile action. + + + Torpedoes: 18 Type 53 Torpedoes + Noisemakers: 4 + + + +Modem: This mission provides a good battlefield for a one-on-one hunt and +kill scenario. However, even if you throw out the mission objectives and just +play "to the death", you should concentrate on moving to the west so you +won't wander out of the playfield and end the mission abruptly. + + + +Goulash +======= + + +Figure 3.4: Mouth of the Adriatic Sea + + +[BIRMINGHAM] + +688: Under new leadership, Yugoslavia attempts to reform their economy +and widen their autonomy. To do so, they have chosen a capitalist model +and have asked for NATO's support. Perceiving a Yugoslavian alliance with NATO +as a threat to themselves and the other Warsaw Pact nations, the Soviets +invade Yugoslavia and attempt to set up a naval blockade. The U.S. and Italy +agree to provide Yugoslavia with covert military aid. A Los Angeles class +submarine is assigned as escort to provide maximum protection with a + + + 23 +------------------------------------------------------------------------------- + + + + +minimum of exposure. Your job is to get six cargo ships north to Trivat before +the rebellion is completely crushed. The Soviet warships have orders to sink +first, ask questions later--if they get close enough, your cargo ships are +history. You can try to lead the warships away, or you can make the seas safe +for free trade by destroying the warships before they're in range of the cargo +ships. The bottom line is: the cargo ships must get northeast safely. + + Torpedoes: 20 Mark 48 Torpedoes + Missiles: 4 Submarine-Launched Harpoon Anti Ship Missiles + Noisemaker: 6 + + + +Cat Walk +======== + +Figure 3.5: Kunashir Passage + + + +[BOSTON] + +688: Sparked by the Yugoslavian conflict, a limited war in Europe begins and +quickly escalates into World War III. Your 688 has been assigned to patrol +an area north of Japan--an important sea lane through which a number of +Soviet SSBN's (nuclear-powered ballistic missile submarines) travel. A +Soviet SSBN has reportedly left Vladivostok the day before and is entering +your patrol sector. It may be under the protection of a Soviet attack +submarine (SSN). Your main objective is the SSBN--think of any +SSN's you encounter as dessert. Since slow-moving SSBN's can be extremely +difficult to detect, a Seahawk helicopter will try to aid you in locating +it. If the helicopter finds the boomer, it'll drop a "marker" buoy in its +vicinity. The marker buoy floats on the ocean surface and transmits a sonar +"ping", informing you that it's over the general location of the SSBN. Your +sonar officer will inform you when he detects a buoy, When you get the + + + 24 +------------------------------------------------------------------------------- + + + + +message, you should go to a depth of 150 ft or less so that you can target +the marker buoy. Note the bearing and the distance of the buoy: If you're too +far away to launch torpedoes, make a course for the buoy; if the SSBN is close +enough, launch torpedoes and direct them to the buoy's location, then set +the torpedoes in a search program. + + Torpedoes: 20 Mark 48 Torpedoes + Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles + Noisemakers: 6 + + + +Alfa: Virtually all Soviet ships entering or leaving the main port of Vladivos- +tok must traverse the Kunashir passage. This strategically critical "choke +point" connecting the Sea of Japan with the Pacific is a likely place for an +American attack on the outbound SSBN you've been ordered to protect. If it +comes down to combat, don't confuse the SSBN with the 688. Make sure you +know what you're firing on, because your torpedoes won't! The sonar +analyzer will help distinguish contacts and keep you from firing on +friendlies (see pp. 46-47, Sonar Computer). + + Torpedoes: 18 Type 53 Torpedoes + Noisemakers: 4 + + + +Modem: This mission can also be played by modem. + + + +Surprise Party +============== + +Figure 3.6: Edge of the Celtic Shelf + + + 25 +------------------------------------------------------------------------------- + + + + +[BREMERTON] + +688: The war is heating up. NATO is sending a large battle group to the +Norwegian Sea from the south in support of their current forces. The +Norwegian Sea is of vital significance to both sides--it represents the only +access the Soviet Northern Fleet has to the Atlantic Ocean. If NATO can keep +the Soviet Northern Fleet "bottled up" in home ports, American and +European shipping can continue delivering preciously needed arms and +supplies with minimum harassment. Your orders are to escort the reinforce- +ments to the north and protect them from Soviet submarine attack. + + Torpedoes: 20 Mark 48 Torpedoes + Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles + Noisemakers: 6 + + + +Alfa: Your orders are to patrol your sector and proceed to attack any enemy +vessels you encounter. You stumble onto a large battle group and must +single-handedly engage the American ships. Good luck. + + Torpedoes: 18 Type 53 Torpedoes + Noisemakers: 4 + + + +Modem: Since the Alfa is at a clear disadvantage in this mission, the stronger +player should take the Soviet side as a handicap. + + + +Homecoming +========== + +See Figure 3.6 for map of location. + + + +[BUFFALO] + +688: In order to keep the war effort rolling, America must keep the sea lanes +to Western Europe open. As in two previous world wars, American shipping +forms convoys protected by warships. Your 688 is assigned to counter any +naval assaults on a convoy destined for France. In the event of an attack, +you'll have to quickly perceive what the biggest threats to the convoy are and +deal with them first. + + Torpedoes: 16 Mark 48 Torpedoes + Missiles: 8 Sea lance Missiles + Noisemakers: 6 + + + +Alfa: The Soviet Stavka realizes that it only has to cut off the American +supplies to Europe and the war will come to an effective halt, perhaps +resulting in total victory for the Soviets. The massive Soviet submarine force + + + + 26 +------------------------------------------------------------------------------- + + + + +is sent to sea to cripple the U.S. Navy. This time, your Alfa and an Oscar +class SSGN (nuclear-powered cruise missile submarine) wait in ambush for a +NATO convoy. + + Torpedoes: 18 Type 53 Torpedoes + Noisemakers: 6 + + + +Modem: The sheer number of targets in the water make this an exciting-- +and difficult--scenario. With the Americans at a slight disadvantage, +stronger players should take the American side to balance the game. + + + +Hit and Run +=========== + +Figure 3.7: Baltic Sea + + + +[CHICAGO] + +688: As the war between East an West escalates, the Navy decides that +forward defense is the only way to force the Soviets to back off. Forward +defense attempts to cripple or intimidate the enemy by attacking long range +targets behind enemy lines. The next step is to destroy inland targets--in +this mission, you've been sen to the Baltic Sea to deliver a load of Tomahawk +cruise missiles that will take out Soviet nuclear weapons facilities. When the +scenario begins, you're just off the coast of East Germany. One of the first +things you should so is raise your periscope to confirm your location. Switch +to top-down map by selecting T on the map display. Zoom out by +selecting O until you see a letter on the top down map. The letter is a pre- +set waypoint for your Tomahawk missiles: this is the target you'll be firing +your missiles at (Cruise missiles such as the Tomahawk get their bearings by + + + 27 +------------------------------------------------------------------------------- + + + + +comparing computerized maps with the local terrain -- what you're doing +is providing the missile with its first landmark, which the missile will use as +a reference point to guide itself to its target.) With your periscope still +raised, select TARGET. You have only 5 minutes to fire ALL four missiles. +Don't get too far away from the coast or you'll lose the targeted waypoint for +the missiles. After you fire the missiles, you must rely on your own cunning +to escape through the narrow, heavily patrolled passage out of the Baltic Sea. + + Torpedoes: 20 Mark 48 Torpedoes + Missiles: 4 Submarine-Launched Tomahawk Cruise Missiles + Noisemakers: 6 + + + 28 +------------------------------------------------------------------------------- + + + + +4 + +GAME CONTROLS +============= + + +Configuring 688 to Your Computer +-------------------------------- + + +Once you've selected a mission, you can adjust the following on the +Configuration Panel: + +Sound: If you have a Covox Speech Thing, select the port your unit is plugged +into (LPT1: or LPT2:) -- otherwise, leave DEFAULT SOUND highlighted. + + + +[CINCINNATI] + +Play Level: 688 Attack Sub comes with two play levels -- BEGINNER and +STANDARD. You can choose play levels only when you're playing against the +computer. Modem games are automatically set on STANDARD. + + + BEGINNER -- Gives you certain advantages: you're quieter; your sonar + is more powerful than your opponent's; your sub can take more + damage; and your raised periscope isn't as noticeable by surface radar. + + + STANDARD -- You and your opponent have normal capabilities. + + +Modem: Select NON-MODEM if you want to play against the computer. To +play against a modem opponent, see p. 30, Playing by Modem. + + +Exit: There are three ways to exit the Configuration Panel: + + + BEGIN GAME -- Begins the mission you selected on the Mission + Selection screen. + + MISSION SELECTION -- Returns you to the Mission Selection screen. + + EXIT TO DOS -- Quits 688 Attack Sub altogether and returns you to + DOS. + + + NOTE: WHENEVER YOU CHANGE THE SETTINGS ON THE CONFIGURATION + PANEL, 688 ATTACK SUB SAVES THE NEW CONFIGURATION AS YOUR + DEFAULT SETTING. + + + 29 +------------------------------------------------------------------------------- + + + + +Playing by Modem +---------------- + + +Both computers will have to meet the specifications on p.2 of this manual. +Both players must have manuals and play disks of their own. + + +[CITY OF CORPUS CHRISTI] + +688 Attack Sub can be played by using two Hayes@--compatible modems with +a minimum of 1200 BAUD or one null modem cable. In both instances, one +player will have to be designated the "originator" and the other the "an- +swerer". The originator sets up the game and initiates the call (the originator +also foots the bill if there are any phone costs). + +There are a few things you should know about playing against a modem +opponent. There are no pauses in a modem game. Any time spent in the +CONN is time wasted. Learn the Function keys and use them often to save +time. Also, time compression has no effect -- game time runs normally. + + + +Using Modems +============ + +Preliminaries (both parties): + +1. Choose one player to be the "originator" and the other to be the "ans- + werer". Decide which mission you'd both like to play. Only missions 1, + 2, 5, 7, 8, and 9 may be played by modem. While you're at it, decide who + gets what side (Los Angeles or Alfa). +2. Load 688 Attack Sub and select your mission. +3. At the CONFIGURATION PANEL, each player should select the commu- + nication (serial) port his or her modem line is connected to (MODEM + GAME ON COM1: or MODEM GAME ON COM2:). + + +What the originator does: + +1. Enter your opponent's phone number under SET TELEPHONE NUM- + BER. There are 11 slots for standard phone numbers: enough for a + seven digit phone number, a three digit area code, and a single digit + prefix (for example, a "1" for long-distance calls). Select UP or DOWN + above and below the boxes to set the numbers. If you don't need 11 + digits (i.e., your call is local), leave the extras blank at the end of the + number. + + + 30 +------------------------------------------------------------------------------- + + + + +2. If you're using any special long-distance rate numbers like those of- + fered by Sprint, M.C.I. and other companies, dial them now and wait for + the second dial-tone. The modem must detect a dial tone to start. You + can only use special long-distance rate numbers that leave you with a + dial tone so that the modem can dial your opponent's phone number. +3. Select ORIGINATE. Your computer will now try to establish communi- + cation with your opponents computer (a window will appear indicating + that the machines are attempting to communicate). If the call is suc- + cessful, the message window will disappear and the scenario will + begin. If the call does not go through, a message will appear telling you + so. Select OK to have the computer try again. + + + +[DALLAS] + +What the answerer does: You have a choice of letting your computer answer +the phone or answering it yourself. If you're going to let the computer answer +the phone, select AUTO-ANSWER and wait for the computer to make the +connection (a message will appear telling you when this happens). If you +want to answer the call manually, wait for the phone to ring, then select +MANUAL ANSWER. + +If you can't seem to establish any communication between the modems: +check the following: + +A) Have you entered the right phone number? If it's wrong, some con- + fused soul is getting a very irritating noise at the other end. Select + CANCEL and reset the phone number, then ORIGINATE again. +B) Did you select the correct communication port? Check to see which + port your modem is connected to and compare it with what you sel- + ected on the CONFIGURATION PANEL. +C) Are you and the other player clear on who's answering and who's + originating? If you're both selecting ORIGINATE, you won't get any- + where. +D) Is your modem working right? Check your modem manual to see that + it's hooked up properly and you're using it correctly. If you're getting + a dialtone but your modem refuses to dial, make sure the Carrier + Detect (CD) setting isn't "forced on". On most modems, Carrier Detect + is switch #6 -- it should be in the "up" (or off position. + + + 31 +------------------------------------------------------------------------------- + + + + +If you get cut off: Your computer will send you a message telling you it's no +longer communicating with your opponent's computer. Select OK to have +the computer attempt to re-establish contact or CANCEL to return to DOS. + +Sending messages to your opponent: When you're playing by modem, you +can use the Radio Room to chat with your opponent. You can be at any depth +and you don't need to use your antenna. Select TRANSMIT and type your +message on the keyboard. Pressing turns off the transmit mode and +sends the message. + +Playing another mission: After a mission, 688 Attack Sub will maintain a +connection between you and the other player so you can play another game +without redialing. The game ends in the Radio Room so that the players can +type messages to each other and arrange for another game (see "Sending +messages to your opponent" above). Decide what mission you want to play +and who is going to originate the call (either player can originate). Both +players must select EXIT from the top left corner of the Radio Room. A +message window will appear in the middle of the screen. Each player should +select PLAY AGAIN, then select the new mission. The originator selects +ORIGINATE. The answerer selects MANUAL ANSWER. (The modems will +know they're connected and the game will begin without one of the modems +needing to dial.) + + +[GROTON] + +Quitting the game (READ THIS!): The game ends in the Radio Room. Select +EXIT from the top left corner. A message window will appear in the middle +of the screen. When you've played all the modem games you're going to play +for that day, select EXIT TO DOS. You MUST return to DOS in order to break +the modem connection. If you don't, the computer will still maintain contact +with the other modem...even if you've gone on to play a new mission against +the computer! That can add up to big bucks if the call was long-distance! + + +[HELENA] + +Getting cut off during your game? Does your phone have "call waiting?" If +it does, you may be getting calls during your games which disrupt the +modem connection. You can temporarily stop your "call waiting" service so +that other calls won't interrupt your game. In many areas, you can do this by +dialing *70 on a touch-tone phone or 1170 on a rotary phone BEFORE you +"originate" or "answer". "Call waiting" will be cut off for the duration of a + + + 32 +------------------------------------------------------------------------------- + + + + +single call (i.e., your game). Note that these numbers may vary depending +on your location. Consult your phone company for the numbers in use in +your area. + + +Connecting the modems with a telephone cable: If your computers are near +each other (i.e., in the same room), it's sometimes possible to connect your +modems using regular telephone cable. Plug one end of the cable into the +jack marked "WALL" or "LINE" on your modem. Plug the other end into the +jack marked "WALL" or "LINE" on the other player's modem. Whether this +works depends entirely on the kinds of modems you have. Some modems +search for a dial tone before establishing contact with the other computer. +Obviously, a telephone cable by itself won't produce a dial tone, so this +method won't work with these kind of modems (if this is the case, you should +invest in a null modem, available at computer or electronic stores). + + + +Using a Null Modem Cable +------------------------ + +You can also play a modem game using a "null modem". A null modem is +a cable that transmits information from your computer's communication +port to that of your opponent's. You don't need modems at all when you use +a null modem cable -- however, the two computers must each have a free +serial port connection and be near enough to connect with the null modem +cable. Ask your computer dealer for details on where you can get a null +modem cable. (See Appendix A for the specific wiring information.) + + +[HONOLULU] + +Preliminaries (both parties): With your computers off, connect the two +computers with the null-modem cable. Turn on the computers, load the +game, and go to the CONFIGURATION PANEL. Select the communication +(serial) port your null-modem line is connected to (MODEM GAME ON COM +1: or MODEM GAME ON COM2:). + + +What the originator does: + +1. Select MISSION SELECTION and choose the mission. The side that you + (the originator) selects the side you'll play. +2. Select ORIGINATE. + + + 33 +------------------------------------------------------------------------------- + + + + +What the answerer does: + +1. Wait for the other player to "originate" the contact. +2. Select MANUAL ANSWER. + + + +Other Game Controls +=================== + + +Russian Script On/Off +--------------------- + +The Alfa's controls are in a pseudo-Cyrillic script to remind you that you're +a Soviet officer fighting for world socialism. However, we realize that this +attempt to add flavor may be distracting to some players, so we made it an +optional feature. To turn the pseudo-Cyrillic script off, go to the CONN and +press -R. To turn it back on, return to the CONN and press -R +again. + + +Sound On/Off +------------ + +Toggle the sound on and off by pressing -N. In some circumstances, +you may want to turn the sound off for a while. Depending on how fast your +computer is, sound effects may slow down the rate at which your machine +is updating the information on your maps. In some circumstances, this can +be critical. For example, if time compression is on, the information lost +while a sound is being produced could make a big difference. + + +Surrender (modem games only) +---------------------------- + +There may come a time in a modem game where the only conclusion you +foresee consists of you and your sub scattered across several miles of ocean +floor. Rather than watch your crew get transformed into fish food, you can +surrender by pressing -K. It's not the most honorable way to go, but +it does deny the other player the satisfaction of hearing his torpedoes rip +into your hull. + + +Turning Off Your Mouse +---------------------- + +If you're having trouble with your mouse, you can turn it off without having +to disconnect it. Press -A to turn the mouse off altogether. The mouse +will still be enabled for other software. To turn the mouse back on, you must +exit to DOS and reboot the game. + + + 34 +------------------------------------------------------------------------------- + + + + +Boss Key +-------- + +You're at work, and you're escaping the dull monotony of whatever it is +you're supposed to be doing with a quick game of 688. Just then, you hear +the familiar footsteps of your boss drawing closer. Rather than anxiously +awaiting the painful attitude adjustment he or she is going to inflict on your +head, press . This will pause the game and replace the screen with a +bogus DOS prompt. Wander off to the coffee machine or make it look like +you're doing something of vital importance to the company. When the +offending supervisor is out of view, press again to resume the +infinitely more interesting game. Kids, this works just as well with the +parental unit. + + + 35 +------------------------------------------------------------------------------- + + + + + +5 + +SUBMARINE CONTROLS +================== + + +Most of the submarine controls are the same for both American and Soviet +subs -- they look different, and may be on different areas of the screen, but +they do the same things. The older Soviet Alfa class sub is missing some +high-tech equipment, such as the contour imaging display; any exceptions +pertaining to the Alfa are noted in the descriptions. + + +Reading Your Displays +--------------------- + + +[HOUSTON] + +As an attack boat, your primary role is to stalk enemy vessels. To success- +fully do this, you must CONSTANTLY be aware of your position and course +relative to those of your target(s). Since in a submarine you can't actually +see anything around you, you can orient yourself with the aid of top-down maps +and the contour imaging display. + +Top-dow maps are available at all stations except in the Radio Room -- +where only your location and target information are at hand -- and at the +Status Panel. Contour imaging is available at all stations except the Radio +Room, Status Panel and Periscope. At the Periscope, the map window +becomes your periscope view when you raise the periscope. (Note: the Alfa +isn't equipped with contour imaging.) + + + 36 +------------------------------------------------------------------------------- + + + + +Top-Down Map +------------ + + Your Course + | + | ++--------------------------|-----------------------------+ +| _____________v___________________ | +| | | | | | | | | | | | | | | | | | | +| | | | | | | +| SE S | +| | +| __ | +| | | +| |\___| |<---Your depth +| |/ | | +| __| | +| | | +| ====|===| <---Thermal Layer +| | | +| __| | +| | | +| ___| | +| O <------------------------------Your Position +| __| | +| | | +| ___| | +| | | +| X <-Sonar Contact __| | +| | | +| ----|---| <---Depth of Water +| | | +| 1 <----------------------------Waypoint +| | | +| Targets------> o ___| | +| \ | +| \-------------> o | +| | +|--------------------------------------------------------| +| CRS: 151 SPEED: 125 DEPTH: 131 FT | ++--------------------------------------------------------+ + |-----------------------+--------------| + | + Your course, speed and depth + + +Figure 5.1: Top-Down Map + + + +[HYMAN G. RICKOVER] + +The top-down map gives you aerial perspectives of the area your submarine +is traversing and displays information collected by your sonar and peri- +scope. The area can be viewed from ten different ranges using the zoom +feature. On the 688, select I and O from the Map Display Controls to zoom +in and out. To zoom in and out on the map aboard the Alfa, select DN and UP. +Selecting the zoom buttons repeatedly moves you quickly through the +magnifications. Your submarine is the fixed point in the center of the screen +(except at some of the highest zoom levels). Other information on your maps +include: + + +Ocean Depths +------------ + +[INDIANAPOLIS] + +Different shades on your map designate different depths. The darker the +shade, the deeper the water. (MCGA and VGA graphics modes will display +more layers between light and dark.) Depth can vary from 0 to greater than +2000 ft (since very few submarines can actually dive below 2000 ft, the exact +depth of really deep ocean doesn't matter). Always stay aware of the average +depth of the water you're sailing through (see Heads-Up-Display below). It's +possible to run aground -- somewhat embarrassing for a submarine +commander. To cross the shallowest waters (the lightest color on your top- +down map), you'll have to surface. + + + 37 +------------------------------------------------------------------------------- + + + + +Sonar Contacts (letters) +------------------------ + +When you first receive a sonar contact, the ship's computer displays the +contact as an "X". An "X" means that you know what direction the sound +came from. The target's range, speed and depth are still a mystery. An "X" +ALWAYS appears halfway between you and the edge of the display regardless +of the zoom level. When your sonar operator gets a fix on a target, it's +assigned a letter so you can keep track of it. Letters always mark the exact +location of a target. The sonar operator still may not know exactly what the +target is. If he doesn't, UNKNOWN SURFACE CONTACT or UNKNOWN +SUBMERGED CONTACT will be displayed in the target information bar and +the target's letter will appear dark. When the sonar operator positively +identifies the target, the letter will turn a lighter shade. If a contact is +lost and regained, it may be assigned a new letter. + + +Waypoints (numbers) +------------------- + +Waypoints (destinations) that you've set are displayed on the map as +numbers (see Waypoint Controls, pp. 43-44, on how to set and clear way- +points). + + +Contour Imaging Display +------------------------ + + +Figure 5.2: Contour Map + + + 38 +------------------------------------------------------------------------------- + + + + +[JACKSONVILLE] + +In 688 Attack Sub, the Los Angeles is equipped with a device called a "side +scanning sonar" that produces a contour image of the ocean floor. This is +useful when traveling near the ocean floor. A sophisticated, high-frequency +sonar beam scans the ocean terrain around the bow, port and starboard of +the submarine. The beam's high-frequency and short range make it virtually +undetectable by other ships' arrays -- there are no penalties for using the +contour imaging system. With the sonar information, a computer generates +an image of the ocean terrain around the sub. Oval shapes designate sonar +contacts. The larger the oval, the closer it is to your sub. The ovals are +assigned letters, too, which always correspond with the letters displayed on +the top-down map. + +To turn on the contour imaging display, select C from the map display control +on the left side of the screen. Use P,F and S to look to port, forward and to +starboard. (Note: the Alfa isn't equipped with contour imaging.) + + +Heads-Up-Display (HUD) +---------------------- + +[KEY WEST] + +The HUD is an overlay on the map that lets you quickly refer to your sub's +course and depth. A compass is displayed along the top of your view screen. +The white triangle in the middle of the line is your sub's current course. The +vertical gauge along the right side of the view screen shows your depth +relative to the ocean floor. The top marker on the left side of the gauge is +your sub's current depth. The bottom marker is the depth of the ocean directly +below you. Thermal layers are marked by longer lines on the right side of the +depth gauge. Always stay aware of how close you are to the ocean floor -- +keep a safe distance between you and the bottom maker or you may end up +with a ruptured hull. In the top left hand corner, the HUD will also tell you +what direction your periscope is currently pointing. + +When you first boot the game, the HUD will be activated. If it's in the way of +a target you're viewing, you can turn the HUD on and off by selecting H from +the 9-button map display control of the 688. On the Alfa, select HUD to turn +the display on and off. + + + 39 +------------------------------------------------------------------------------- + + + + +Map Display Control +------------------- + +The 688 has contour imaging, and the Alfa doesn't. Consequently, the 688 +has more map controls than the Alfa. + + + + + +---------+ +-----------------------------+ + |+-++-++-+| | +-------+ +---------+ | + ||P||F||S|| | | SCALE | | CONTOUR | ( ) | + |+-++-++-+| | +-------+ +---------+ | + |+-++-++-+| | +--+ | + ||I||H||O|| | |/\| UP +---------+ | + |+-++-++-+| | +--+ | HUD | ( ) | + |+-++-++-+| | +--+ +---------+ | + ||C||B||T|| | |\/| DN | + |+-++-++-+| | +--+ | + +---------+ +-----------------------------+ + + 688 Map Display Control Alfa Map Display Control + + + +P)ort -- Look to Port in contour UP -- Zoom out on top-down map. + imaging or periscope view. DN -- Zoom in on top-down map. +F)orward -- Look forward in CONTOUR -- Bottom contours on/off. + contour imaging or periscope view. HUD -- Heads-Up-Display on/off. +S)tarboard -- Look to starboard in + contour imaging or periscope view. +I)n -- Zoom in on top-down map. +H)eads-Up-Display -- HUD on/off. +O)ut -- Zoom out from top-down map. +C)ontour Imaging Display -- Turn + contour imaging on. +B)ottom -- Bottom contours on/off + (top-down map only). +T)op-Down Map -- Turn top-down map on. + + + +Target Information +------------------ + +In the box at the top of the screen is the target information: + ++--------------------------------------------------------------+ +|TARGET A: FORREST SHERMAN CLASS DESTROYER | +|BEARING: 185 RANGE: 27 COURSE: 315 SPEED 9.3 DEPTH 0FT| ++--------------------------------------------------------------+ + +[LA JOLLA] + +In a typical combat situation, your map will be showing several sonar +contacts. Some may have been identified; others may still be undetermined. +Choose the TARGET command to find out what your sonar operator has +determined about the various objects in the water. The things the sonar +operator is trying to determine are: + + + 40 +------------------------------------------------------------------------------- + + + + +TARGET: What the target is. If the sonar operator doesn't know yet, "UN- +KNOWN CONTACT" will appear here. Sometimes the sonar operator will +know whether the contact is on the surface or submerged -- in this case, +"UNKNOWN SURFACE CONTACT" or "UNKNOWN SUBMERGED CON- +TACT" will appear here. + +[LOS ANGELS] + +BEARING: Where the target is IN RELATION TO YOUR SUBMARINE. It is important +to understand the difference between bearing and course. In determining a +ship's course, the northern point of the compass is the reference point (000 +is North; 180 is south; etc.). In determining your target's bearing, YOUR +SUBMARINE is the reference point. Your bow (the tip of your ship) is 000, the +location of all other vessels in the water are reckoned from this point. +Moving clockwise, 090 is to your right (starboard); 180 is behind you (stern); +and 270 is to your left (port). In the figure above, the bearing of the +torpedo is about 045. + +RANGE: How far away the target is from your ship. This is measured in +nautical miles (nm). + +COURSE: What direction on the compass the target is headed. When reckoning +course, North is 000. In the figure to the left, the sub's course is 090. + +SPEED: How fast the target is going. This is measured in knots. + +DEPTH: How deep the target is. This is measured in feet. + + + +Information Bar +--------------- + +The crew reports to you from time to time to tell you when something has +happened. Crew reports and messages run from right to left along the +information bar directly below the stations controls. If for some reason a +message has to be repeated, the message will not scroll from right to left -- +instead, an audible "click" will tell you that the message currently in the +information bar is being repeated. Long strings of messages may interrupt +your game. You can make messages go by faster by pressing the SPACEBAR. + + + 41 +------------------------------------------------------------------------------- + + + + +Location and Time +----------------- + +[LOUISVILLE] + +On the information bar at the base of the screen are your sub's current map +coordinates. To the right of these is the number of minutes that have elapsed +during your current mission. Mission time runs twice as fast as real time +when time compression is activated (this is a rough approximation; the exact +ratio depends on the speed of your computer). Time compression isn't +available in modem games. + + + +Radio Room +========== + +All missions begin and end in the Radio Room where you receive your CINC's +warm praise or cold shoulder. However, this isn't the only function of the +Radio Room.... + + +EXIT -- Returns you to the CONN. + +PERISCOPE -- Raises or lowers your periscope. You must be at periscope depth +(20 ft) to raise your periscope. + +ANTENNA -- Raises or lowers your antenna. You must be at periscope depth +(20 ft) to raise your antenna. + + + +Message Review +-------------- + +[MEMPHIS] + +If messages from the crew are rolling by too quickly and you think you +missed something critical, you can review the messages in the radio room. +Select PREV to review the previous recorded message. It will appear in the +message bar, only darker than the current messages coming from your +crew. NEXT will scroll you forward through the recorded messages until you +come to the latest message. + + +Transmit +-------- + +If you forgot your mission objectives, you can review your mission orders +DURING the mission by selecting TRANSMIT and typing MISSION. You must +be at periscope depth and your antenna must be up. + + + 42 +------------------------------------------------------------------------------- + + + + +[MIAMI] + +When you're playing by modem, you can use TRANSMIT to chat with your +opponent. For this, you can be at any depth and you don't need to use your +antenna. Select TRANSMIT and type your message on the keyboard. +Pressing turns off the transmit mode and sends the message. + + + +Navigation Board +================ + +EXIT -- Returns you to the CONN. + + +Plotting +-------- + +[MINNEAPOLIS-SAINT PAUL] + +ALL TRACKS -- Select this to view the tracks of all the targets displayed on +the screen. The tracks appear as small dots. The closer the dot are to each +other, the slower the target is moving. All tracks will be black except the +track of the current target, which will appear as a lighter color (red on most +screens). + +TARGET TRACK -- Displays the target's track only. + +PLOT PROJECTION -- Select this to see where you and a target will be in a +given amount of time assuming you both maintain your present course and +speed. You have to use this in conjunction with the TIME PROJECTION +feature. Enter the number of minutes you want to project into the TIME +PROJECTION slots. Now select PLOT PROJECTION. A light marker will show +you what your position will be in the selected amount of time IF you maintain +your present speed and course. A dark marker will show the currently +selected target's projected position. You can now direct torpedoes to go to +the projected point (see Torpedo Control on pp. 50-51). + +TIME PROJECTION -- See PLOT PROJECTION above. + + + +Waypoint Control +---------------- + +[NEW YORK CITY] + +A waypoint is a destination for your sub. Selecting waypoints activates the +auto-pilot, which will steer your sub to each of the waypoints in the order you +selected them. The auto-pilot won't set your speed for you. It will adjust +the speed down to make turns efficiently and quietly. After making the turn, +the auto-pilot will return to the previously set speed. (Note: the auto-pilot +is programmed not to return to FLANK speed -- if you were at FLANK speed +and you make a turn, the auto-pilot will only return you to FULL.) The auto- +pilot won't control your depth, either, so make sure you're not too close to + + + 43 +------------------------------------------------------------------------------- + + + + +the ocean floor. A waypoint is cleared only when you've reached it or when +you've selected CLEAR. + + + +SET -- You can only set waypoints while viewing the top-down map. When +you select this command, a crosshair-cursor will appear in the viewing +window. Move the cursor to where you want your sub to go and press + or any mouse button. A number will appear on your map marking +the waypoint. You may select up to nine waypoints. The ship's auto-pilot will +guide the sub to each waypoint in numerical order. + +CLEAR -- Erases the last waypoint you set. + +TIME -- Turns on the time compression feature, making game time go by +twice as fast (this is a rough approximation: the exact ratio depends on the +speed of your computer). Use this to speed up the game during longer +transits. Press to return to normal time. + + + +[NEWPORT NEWS] + +AUTO-PILOT -- Turns the auto-pilot on or off. The auto-pilot will only +function if you have set at least one waypoint. Changing the rudder will +automatically turn OFF the auto-pilot. Changing depth or speed won't +effect the auto-pilot. (Note that the auto-pilot is oblivious to the ocean +depth. It won't take you to a higher depth if you're about to smash into the +bottom of the ocean.) If something comes up and you have to change your course +manually using the rudder (thus turning your auto-pilot off), you can always +head back to a waypoint as long as it's still set. Simply turn the auto-pilot +back on. + + + +TARGET -- When you select this, a crosshair-cursor will appear on the +viewing window. Move the crosshair-cursor with the TAB key or mouse to the +target (typing the letter of a target will also move the crosshair-cursor). As +you move the cursor to each of the targets on the screen, all available +information on the target appears in the TARGET INFORMATION box at the +top of the screen. Select a target by pressing or clicking a mouse +button. Launched torpedoes will head for whichever target is currently +selected. Once the torpedoes are launched, however, you are free to target +any other contacts in the water. + + + 44 +------------------------------------------------------------------------------- + + + + +Ship's Control Panel +==================== + + +EXIT -- Returns you to the CONN. + + + +Cavitation Level Gauge +---------------------- + +[NORFOLK] + +This gauge monitors the noise produced by cavitation. Cavitation results +from partial vacuums that form around the propeller blades when the +propeller is moving faster than the water around it can follow. Since the +bubbles produced by cavitation are very noisy, you want to avoid it as if it +were death itself. Two factors are involved here: acceleration and depth. +Quick acceleration causes your propeller to spin faster than normal, which +spells more noise. Depth effects the cavitation level, too. Since water +pressure increases with depth, partial vacuums don't form as readily around +your propellers the farther down you go. You can avoid high cavitation levels +by not setting your speed at FLANK or REVERSE. (Note: THIS GAUGE ISN'T +AVAILABLE ON THE ALFA.) + + + +Dive Plane Control +------------------ + +[OKLAHOMA CITY] + +Controls the rate at which you dive and surface. Lowering the handle +releases air from the ballast tanks, filling the tanks with seawater and +causing the sub to dive. Raising the handle releases compressed air into the +ballast tanks which blows out the water and causes the sub to rise. How far +you lower or raise the handle determines how fast you dive or rise -- for +instance, raising the handle a few degrees will cause the sub to rise very +gradually, while raising the handle all the way will cause the sub to rise +quickly. + + + +Auto Functions +-------------- + +Use the auto functions so you can order the crew to change your depth +without having to monitor the dive plane. + + +150 FT -- Brings you to a depth of 150 ft. + +PERISCOPE DEPTH -- Brings you to periscope depth (20 ft). + +EMERGENCY SURFACE -- Brings you to the surface at maximum rate. This +can be quite noisy. Do as it says and only use this in emergencies. + +AUTO-PILOT -- See AUTO-PILOT, p.44. + + + 45 +------------------------------------------------------------------------------- + + + + +[OLYMPIA] + +ENGINE CONTROL -- Set your speed with the engine control or throttle. The +numbers represent fractions or percentages of your total power output. You +can't go to STD (standard), FULL or FLANK at depths of 100ft or less because +you'd be making far too much noise for your own good. Use FLANK speed +to accelerate quickly, but remember that higher speeds have their penalties +-- not only do you become more audible to enemy sonar at high speeds, you +can't hear as much over your own engines and the water flowing over your +hydrophones. Part of the real art of submarining is knowing when you should +use high speeds and when you should cut your engines completely. REV +(reverse) will slow you down quickly but it is EXTREMELY noisy (the sub's +propeller is spinning opposite its normal direction, which produces a LOT of +cavitation, especially between 0 and 100 ft). + + + +[OMAHA] + +RUDDER -- The rudder changes the ship's course PROVIDED you're moving +forward. The control is incremented, which means you can control the rate +at which you change course. The farther you move the handle to the left or +right, the "harder" (i.e., more sever) the turn. Remember that activating +the rudder will turn off the auto-pilot. + + + +Sonar Room +---------- + +EXIT -- Returns you to the CONN. + + + +Sonar Computer + + ++-----------------------------------+ +|__ | | +|_ | | +|__ | | +|_ | | +|__ | | +|--------------------------------+ | +| | || ||| | ||| | | | +| | || || || | | ++---|-----||-----||-----||-----|----+ + |--+--||--+--||--+--||--+--| + | | | | + Ships Subs Bio. Torp. + +Figure 5.5: Sonar Analyzer. + + + +[PASADENA] + +ANALYZE -- All ships, submarines, torpedoes and marine life make distinc- +tive sounds. Each of these sounds has a sound "signature" or frequency +pattern that distinguishes it from other sounds. Use the frequency analyzer + + + 46 +------------------------------------------------------------------------------- + + + + +to display the sound signature of your current target. The horizontal line of +the gauge represents the audible frequency spectrum (left being the low +frequency end and right being the high frequency end). The vertical line +represents the degree of sound received in that part of the frequency +spectrum. Different objects will "peak" in different parts of the spectrum. +Figure 5.5 shows where different objects TEND to peak in the sound spectrum. +As you can see, ships tend to make more noise in the low end of the +frequency spectrum; torpedoes in the higher end. Keep in mind that the +above diagram is only a rough approximation -- there are exceptions. To get +positive identification, you must be able to recognize the individual sound +signature of an object. This takes experience. Remember, it can be well +worth your while to know the signatures of torpedoes and enemy subs when +you're surrounded by "unknown contacts" and you need to act fast! + + +Sonar Controls +-------------- + +FILTER -- Sound waves travel at many frequencies in the ocean. Generally, +you'll want to have the filter set on BAND PASS so you can monitor all of +them. However, in critical situations, you may have to set this on HIGH PASS +to filter out everything except high frequency noise. Torpedo engines make +noise in the high frequency range, and torpedo sonar arrays usually emit +high frequency "pings" when actively searching for a target. Set the filtering + +device on HIGH PASS when you want to see JUST torpedoes on your map +display. + +[PHILADELPHIA] + +TARGETING PULSE -- The targeting pulse is your active sonar. Selecting +this directs your sonar officer to send a sonar "ping" which temporarily +informs you of everything that's ahead of you. The problem is, it also alerts +just about everything to your presence. (See p. 53 for a brief description of +active sonar.) + +TOWED ARRAY -- The towed array is a long cable with a series of +microphones along its length that heighten the sub's listening capabilities. +Figure 5.6 shows the relative listening capabilities of a submarine with a +towed array and without. + + + 47 +------------------------------------------------------------------------------- + + + + + Sonar Capabilities + + + + \ 100% / 100% + \ / + \ / + \ / + \ / + \ / + \ / + \ / + \@/ @ + 50% @ 50% @ + ----------------@---------------- ----------------@---------------- + @ 65% /@\ 65% + @ / @ \ + @ / @ \ + / \ + / \ + / \ + / \ + 0-5% 0-5% + + +Figure 5.6: Increased Sonar Capabilities With Towed Array + + + +The disadvantage of dragging towed arrays is that they oscillate at high speeds + +(creating a good deal of noise) and produce drag. For these reasons, towed +arrays limit the sub's speed: 2/3 in the 688; 50% in the Alfa. + + +[PHOENIX] + +Towed arrays can be over 2000 ft long. Consequently, the towed array must +be reeled out. As you expect, this takes a matter of minutes. Select TOWED +ARRAY once to deploy the towed array. Select it again to retrieve it. +Situations may arise in which you absolutely must accelerate quickly despite +the fact that your towed array is deployed. In these situations, you be given +the choice of cutting the array's cable or not. Once you've cut your towed +array, it's gone for the rest of the mission. + + +TARGET -- Targets a vessel (See TARGET, p. 44). + + + +PERISCOPE +========= + +(Note: there is no contour imaging in the Periscope station. C on the map +controls only returns you to periscope view.) + +EXIT -- Returns you to the CONN. + + +ESM Level +--------- + +[PITTSBURGH] + +ESM stands for Electronic Sensing Measures. This gauges how strong your + + + 48 +------------------------------------------------------------------------------- + + + + +opponent's search radar is at your location. Enemy radar can detect not only +your raised periscope but the wake it leaves in the water. This is true for a +raised antenna as well. The stronger the ESM signal, the faster you'll be +detected. Always lower your periscope or antenna as soon as you can. + + +PERISCOPE -- Raises and lowers your periscope. You must be at periscope +depth (20 ft) in order to do this. Watch the ESM level to keep your chances +of detection low. When you raise your periscope, the map display window +will turn into your periscope view. You can switch back and forth between +your map display and your periscope view: select T from the map controls +to switch to the top-down map, then select C to return to periscope view. + + +PERISCOPE ROTATION -- Use the arrows to rotate the periscope. The +direction of the periscope is relative to the bow of your submarine (the bow +is 000). + + +ANTENNA -- Use this to raise or lower your antenna so you can communicate +with satellites to receive mission orders and transmit messages. You +must be at periscope depth (20 ft) in order to do this. While your antenna is +up, watch the ESM level to keep your chances of detection low. + + +TARGET -- Targets a vessel (see TARGET, p. 44). + + +LAUNCH -- Launches a torpedo, noisemaker or missile (whichever is +currently selected at the Weapons Control Panel). + + + +Weapons Control Panel +===================== + + +EXIT -- Returns you to the CONN. + + +Torpedo Tubes and Auxiliary Tubes + +[PORTSMOUTH] + +The 688 is outfitted with four main torpedo tubes (at the bow) and two +auxiliary tubes (amid ships) for noisemakers. The Alfa has six torpedo tubes +at the bow only, but the sixth tube launches noisemakers (until you run out, +at which point it launches torpedoes). Armed weapons aren't store in the +torpedo tubes, so you have to order your crew to load torpedoes. First select +the torpedo tube you want to arm by moving the cursor to that tube. You + + + 49 +------------------------------------------------------------------------------- + + + + +must arm each tube individually. Press the activate button to highlight the +tube's number. Press the activate button again to start the arming cycle (an +icon of the type of torpedo in the tube will appear.) When the weapon is ready + +to fire, the weapon icon will change colors. The weapons officer will also +inform you that the torpedo is ready to launch. + + +Missile Selection + +[PROVIDENCE] + +Though the more recent ships of the 688 are equipped with vertical +launch tubes for missiles, the Los Angeles itself fires its missiles from its +torpedo tubes. Since the room aboard a submarine is limited, only a small +number of missiles may be carried. Then number and type of missiles are pre- +selected for each mission and are listed in Chapter 3, Missions (pp. 18-20). +Missiles are loaded and launched the same way torpedoes are. Select the +missile box, then select it again to initiate the arming cycle. The missile +icon will appear as long as you still have missiles on board. When the icon +turns a darker color, it's ready to fire. Select LAUNCH to fire the missile. +Missile specifications begin on p. 64. + + +TARGET -- Targets a vessel (see TARGET, p. 44). + +LAUNCH -- Launches a torpedo, noisemaker or missile (whichever is +currently selected). + + + +Torpedo Control + +[SAN FRANCISCO] + +The Torpedo Control Functions let you guide torpedoes to a target or location +or set them on an active search program. This is useful if your torpedo seems +to have "lost" its target or in those situations where you don't have a firm +fix on an enemy vessel that you want to try and take out. + + +[SAN JUAN] + +A launched torpedo has a guidance-wire connecting it to your sub. The +guidance-wire is 7.5 nm long: once it's cut, you can no longer control the +weapon. The weapons officer will inform you when a torpedo has gone off +course. The torpedo marker on the map will change to a darker color (red on +most machines). A torpedo with a guidance-wire will seek a target until +it detonates or runs out of fuel. + + + 50 +------------------------------------------------------------------------------- + + + + +[SALT LAKE CITY] + +SELECT -- If you've launched a torpedo and you want to control it, you must +first press SELECT. A crosshair-cursor will appear in the viewing window. Use + +the TAB key or mouse to select the torpedo you want to control, then press + or click a mouse button. Now select one of the following: + + SEARCH -- Sets the torpedo on active search. The torpedo will run a + search pattern and begin emitting sonar pings to help it find a target. + + + DIRECT -- Select this and a crosshair-cursor will appear on the map. + Move the cursor to where you expect your target to be if it maintains + its course and press or click a mouse button. Directing a + torpedo will only send the torpedo to a specific location -- that in + itself isn't enough. When the torpedo's near its destination, you have + + to set it on SEARCH so it will look for a target. If you don't + initiate a search pattern, your torpedo will drift until it runs out + of fuel. + +[SCRANTON] + + DETONATE -- Your own torpedo may lose its original target and end up + locking on you or a friendly ship. In a situation like this you may + decide it's safer to just blow it up. Make sure the torpedo is at a + safe range -- it doesn't have to actually hit something to do damage. + + + +Status Panel +============ + + +EXIT -- Returns you to the CONN. + + +[TOPEKA] + +SELECT -- Your crew will tell you when a severe hit or scraping the bottom +has damaged one of the ship's systems. If you need to review the damage +your sub has taken, press SELECT repeatedly to scroll through the status of +each of the ship's systems. All systems will read "OK" unless you've +sustained damage. If the system has been damaged, the status bar will tell +you its operational condition in percentages. For example, a hard hit to the +stern could damage the ship's engines. The status might read: "Engines 75% +operational". This would mean you couldn't go faster than 3/4 of your top +speed. The diagram shows the sub's major systems -- any major systems +that have been damaged will be highlighted. (Note: NO DIAGRAM IS AVAILABLE ON +THE ALFA.) + +Remember that a damaged system is damaged for the DURATION of the +mission. In combat, your crew is too busy running the sub to repair anything. +At any given moment, you have to make do with what you have. + + + 51 +------------------------------------------------------------------------------- + + + + +6 + +SUBMARINE WARFARE +================= + + +A submarine isn't much more than an air-bubble enclosed by one or more +metal shells (hulls) and designed to move underwater at great depths. All +submarines must do certain things: submerge, move forward, navigate and +monitor their surroundings. Therefore, they share certain design features. + + +Propulsion -- Submarines need power sources to propel them forward and + to provide energy for subsidiary systems such as life support, lighting, + navigation, weapons control, the periscope, etc. Internal combustion en- + gines, like automobile engines, require air to burn fuel and are therefore + unsuitable for use while underwater. Two sources of power have proven- + themselves effective for submarine propulsion, and both have their advan- + tages and disadvantages. CONVENTIONAL SUBMARINES use electric batteries + while underwater, but these run down with use and must be recharged by + diesel engines. To do this, the submarine has to return to the surface, at + which point it becomes fair game for anybody who wants to shoot at it (it's + diesel engines make it pretty audible to enemy sonar, too). Despite this + disadvantage, conventional submarines remain popular among a majority of + the world's navies -- they're cheap, simple to operate, and virtually silent + when running on battery power. + + NUCLEAR-POWERED SUBMARINES use a nuclear reactor to heat water, which + in turn drives a steam generator. They don't need to recharge batteries, + which nicely eliminates unsavory things like range limitations and the need + to surface. However, nuclear-powered submarines are costly and require + greater expertise to operate. Only large navies with huge resources can + maintain nuclear-powered submarines in their fleets. Nuclear-powered + submarines have one disadvantage: the pumps they need to cool their + reactors make them noisier than conventional submarines. However, their + ability to remain submerged for literally years makes this a suitable risk. + + +Submersion -- Submarines submerge by flooding ballast tanks with sea- + water, which causes the submarine to lose buoyancy and sink. To surface, + compressed air is blown into the ballast tanks, forcing the seawater back + + + 52 +------------------------------------------------------------------------------- + + + + + out again. Ballast tanks can be located within the pressure hull or between + the pressure hull and the outer hull. Some submarines have "saddle + tanks": streamlined tanks fitted to the outside of the hull. Diving planes + (fin-like appendages located on the sides near the bow or on the sail) con- + trol the angle of the dive. + + +Sensors -- A submarine's most important sensors are its sonar and + periscope. Since the periscope can only be used near the surface, the + modern submarine must rely almost totally on sonar for its sensing. + Sonar stands for Sound Navigation Ranging and works on the principle + that all objects in the water produce sound waves or reflect them and are + thereby subject to detection. + + ACTIVE SONAR devices actively emit sound waves (the legendary sonar + "ping"), which are reflected back by objects in the water. Sensitive + receivers on board the sub pick up the reflected waves, which are then + interpreted by sonar operators using processing devices. Active sonar + devices are usually bow-mounted, though some submarines (such as the + 688) also have conformal arrays that run along the sides of the sub, giving + greater all-around sensing. Active sonar, though limited by the character- + istic features and noises of the ocean, can give you a lot of critical + information about the objects directly before you. The major drawback of + active sonar is that it alerts just about everything in the vicinity of your + presence. + + PASSIVE SONAR uses sensitive listening devices called hydrophones to + pick up sound waves that are already moving through the water. Passive + sonar has the advantage of not alerting everyone to your presence. + Unfortunately, it's something more of an art than a science, requiring + sophisticated spectrum analyzers, powerful microprocessors, intuition, + and, most importantly, TIME. Passive sonar capabilities can be greatly + increased with the use of a towed array, a long, tapered cable with many + hydrophones on it. While a towed array is helpful, it limits a submarine's + speed and maneuverability. Towed arrays are not effective in hard turns, + and the fact that they oscillate at high speeds (and create noise) limits the + + overall speed of the submarine. + + + 53 +------------------------------------------------------------------------------- + + + + +Submarine Classifications +========================= + +The U.S. Navy typically classifies submarines in two ways. The first is by the + +role the submarine is designed to fulfill. Traditionally, the submarine's +strategic purpose has been to hunt and attack enemy surface vessels, +whether merchant or military. While this is still a primary function, techno- +logical innovations have given the submarine new roles. Refined sensors +now allow submarines to hunt and attack enemy submarines. Finally, those +submarines outfitted with long-range cruise and ballistic missiles can strike +at land-based targets, too. + + +The role a submarine can perform determines what kinds of weapons it carries. +Attack submarines such as the Los Angeles generally carry mines, cruise +missiles of various sorts, and torpedoes. A few classes of submarines, such +as the Charlie and Oscar classes of the Soviet Union, are primarily cruise +missile platforms. Ballistic missile submarines typically carry long-range +ballistic missiles and a small number of torpedoes for defense. + + +Another way to classify a submarine is by its means of propulsion. Subma- +rines are typically conventional or nuclear-powered (see "Propulsion" +above). Thus we have the following classifications: + + SS Conventional attack submarine + SSN Nuclear-powered attack submarine + SSB Conventional ballistic missile submarine + SSBN Nuclear-powered ballistic missile submarine + SSG Conventional guided missile submarine + SSGN Nuclear-powered guided misile submarine + + + +The Ocean Environment +--------------------- + +Since the ocean doesn't allow much light in, submarines are "blind" in the +most literal sense. Consequently, submarines rely on sound to gain informa- +tion about the things around them. Sound waves travel through water at +speeds roughly four times greater than they do through air. Solid objects in +the water reflect sound waves, and a sonar operator with a good listening +device can listen to the sound waves and determine a number of important things +about an object that's near him: what it is, its location and speed, etc. + + + 54 +------------------------------------------------------------------------------- + + + + +However, the art of sonar is by no means simple. The ocean is a dynamic +environment, a fact that has, for better or worse, direct consequences on +a sonar operator's ability to pick up sound waves. There are several factors +which affect the transmission of sound waves, but the most important is +water density. Sound waves in water of a consistent density would travel in +a straight line, but sound waves moving from an area of water with a certain +density to an area with a different density will BEND. Two important +factors affecting the density of water are temperature and pressure. + + +Water Temperature -- Cold water, of course is denser than warm water. + Sound waves traveling from warm water into cold water will bend toward + the bottom of the ocean (a negative gradient), while sound waves + traveling from cold to warm will bend toward the surface (a positive + gradient). The temperature of water decreases with depth, but not as + gradually as you might expect. Instead, the ocean at any given time will + be made up of several thermal layers. The water is normally warmest near + the surface, forming a surface duct that can be tens to hundreds of feet + deep depending on your location. Below the surface layer the temperature + drops gradually with depth until it reaches another thermal layer (the + thermocline). The temperature falls quite rapidly below the thermocline + until it reaches a thin layer near the bottom (the permanent thermocline). + + +Water Pressure -- The greater the pressure, the more dense the water. + Water pressure increases the deeper you go, so sound waves bend up + with depth. + + + +Figure 6.1: Thermal Layers + + + + 55 +------------------------------------------------------------------------------- + + + + +Using the Ocean Environment to Your Advantage -- The complexity of the + ocean environment and its effects on sonar can provide the submarine + captain with numerous "hiding places" and the sonar operator with nu- + merous headaches. Sound waves are typically "trapped" between thermal + layers, forming long sound channels. A submarine trying to escape de- + tection can often cross a thermal layer and stand a good chance of evading + enemy sonar. Even within a sound channel, a submarine is not easily + detected. Look at figure 6.1 above. Part of the effect of bending sound + waves is that they tend to fall into a more or less single, or convergent + path. Convergent paths produce extensive areas where no sonar waves + penetrate. These areas, called shadow zones, can be exploited by subma- + rine captains -- a submarine lurking in a shadow zone will be virtually + invisible to enemy sonar. There's no way to know whether you're precisely + in a shadow zone or not, but your best bet is to hide just below the thermal + layer. Tactically, this a good place to be anyway: it allows you to quickly + move between thermal layers and thus gives you an easy way of "dodging" + the enemy's sonar. + + + +Evading Submarines + +There's no foolproof way of evading a submarine that's pursuing you. If your +submarine is faster, you can outrun the other sub over the long run -- +however, this tactic gives the other sub plenty of time to call in help or, in +combat, to fire torpedoes and destroy you (the noise you create at top speed +also makes you a great target). It's better to try and out-maneuver the other +sub. + +The first step is to do something that will make the other sub lose +contact on you. You can do this in a number of ways. As mentioned above, +slipping across a thermal layer gives the other sub a weaker return signal +(the sound waves bouncing off of you will tend to stay in the thermal layer +you're in). If you're lucky, the other sub will lose contact with you +altogether. Another tactic is to cut your engines and drift. Chances are, +the enemy has been tracking been listening to your engines turn. When you +cut your engines, his sonar operator will have to listen for something else: +the water rushing over the outer hull, your reactor pumps, etc. In any case, +it will take a moment for him to reestablish contact on you. + + + 56 +------------------------------------------------------------------------------- + + + + +Once you think the other sub has lost contact on you, change course. The +more unexpected the new course is, the better. You can turn to the side, turn +180 from the other sub's course and duck under him, or attempt to circle +around and start tracking HIM. Combining maneuvers is effective, too. You +can cut and drift, change course, drop below a thermal layer, then change +course again and silently speed off. The more imaginative and complex the +move, the better your chances of survival. + + + +Using Noisemakers + +Noisemakers are devices you fire from your torpedo tubes that simulate the +noises produced by your submarine. Enemy sonar -- whether submarine or +torpedo -- may be temporarily deceived into thinking that the noisemaker is +actually your submarine. Figure 6.2 shows the effective use of noisemakers +(the example demonstrates one sub evading another, but the principle is the +same for evading a torpedo). Sub A is being pursued by sub B. At 1., sub A +cuts his engines and drifts. Sub B immediately loses contact with A. 2. Sub +A releases a noisemaker to distract his pursuer. At the same time, A makes +a hard turn to either the right or left (in this case, the right). Sub A +can now use other maneuvers: he can dive below a thermal layer, or, while +he's still drifting, he can circle around and attempt to hide in sub B's +baffles. + +In combat, against torpedoes or submarines, noisemakers can only help you +survive. However, in peacetime, it may not be such a good idea to release +noisemakers in order to evade another submarine. Since noisemakers are +released by compressed air through torpedo or auxiliary tubes, the other sub +has no way of knowing whether you're launching a noisemaker to evade him +or a torpedo to kill him! He might answer your call by launching several +torpedoes in your direction. + + + 57 +------------------------------------------------------------------------------- + + + + +Evading Torpedoes + +Torpedo Limitations -- There are no foolproof ways of evading torpedoes. + Modern torpedoes are intelligent and capable of recognizing decoys and + executing search programs. However, all torpedoes had limitations + which a knowledgeable submarine captain can exploit. Like a submarine, + a torpedo relies on sonar to pinpoint its target; however, the torpedo's + relatively small size limits the area it can sense. Its cone of vision -- + the area is actually "sees" or senses -- is small (perhaps on 20 degrees + wide directly in front of it) compared to a submarine's. If a submarine + captain can quickly maneuver his ship out of the torpedo's narrow cone of + vision, the torpedo will have to initiate a search program in order to try + and find him. Torpedoes are fairly "stupid" in the sense that their + reactions to a lost target are very mechanical. A torpedo doesn't have the + facility to "guess" where the target went when it escaped the torpedo's + sight. The torpedo can only initiate a pre-programmed search pattern, which + might very well take it in the wrong direction, giving the submarine a chance + to slip away. + + Torpedoes are also limited by the amount of fuel they can carry. This gives + them a maximum range -- a point at which they run out of fuel and sink + to the bottom, where they self-destruct. In reality, torpedo ranges vary + from type to type. However, in 688 Attack Sub, all torpedoes have a range + of 10 nm (see Designer's Notes, p. 68). This makes it possible to outrun + torpedoes in certain circumstances. + + Like submarines and ships, torpedoes also have a maximum Rate-of + Heading-Change (RHC). The RHC is nothing more than how tightly the + torpedo can make a turn. A torpedo's RHC is pretty good in comparison + to a ship's, but a torpedo can't run on a dime -- after all, it's swimming + at speeds greater than 45 kts! A submarine captain can maneuver such + that the torpedo is forced to turn in order to keep the target in view. If + the torpedo's RHC can't compensate for the change in the target's course, the + torpedo may "overshoot", loosing the target altogether. + + +Responses to a Torpedo Attack -- Figure 6.3 shows three evasive measure + sones (A, B and C,), each demanding a different response on the part of the + submarine captain. The numbers represent the approximate range of the + torpedoes -- notice that the range at which an evasive measure should be + + + + 58 +------------------------------------------------------------------------------- + + + + +taken depends largely upon the torpedo's bearing. For example, if the +torpedo's bearing is 000, you'd have to take action sooner than if the +torpedo were coming from behind. Why? Because at 000, you and the +torpedo are headed for each other -- the gap between you and the torpedo +is closing fast. + +A) At long range, you should turn and out-run the torpedo. All torpedoes in + the game have a range of 10 nm. You only need to stay ahead of the torpedo + for a few miles and it will run out of fuel. + +B) At medium range, turn so your sub is heading 90 degrees away from the + torpedo's course (choose the shortest path to get there). If you're real + lucky, you'll escape the torpedo's narrow cone of vision, which will force + it to initiate a search program to look for you. + +C) At short range, the best you can do is turn so your sub is heading 150 + or 210 degrees away from the torpedo's course (choose the shortest path to + get there). Hopefully you'll escape the torpedo's cone of vision or turn + so fast that the torpedo will "overshoot", giving you time to make a clean + get away. + + + +The Baffles + +Both the wake a submarine leaves as it moves through the water and the rota- +tion of the screw (propeller) disrupt the transmission of sound directly behind +the sub. The "baffles" are, in effect, the submarine's blind spot. Even a +towed array, though diminishing the size of the baffles, does not completely +eliminate the problem. The experienced captain stays aware of the fact that +he sense virtually NOTHING to a narrow area astern. + + + 59 +------------------------------------------------------------------------------- + + + + +7 + +TECHNICAL REFERENCE +=================== + + +Submarines +---------- + +Although you can only play a Los Angels or Alfa, other submarine classes +make their appearances in one or more of the missions. The following +specifications will help you know what you're up against should you encounter +one of these submarines. For the sake of convenience, we've chosen to call +the Soviet subs by their USN designations, even when you're commanding the +Alfa. SInce very few players speak Russian, this probably won't be missed +much. Note that some of the specifications have been altered to balance game +play, particularly the maximum depth of certain Soviet submarines (see p. 68, +Designer's Notes). + + + Max. Max. Noise +Class Nat. Type Speed Depth Level Weapons +-------------------------------------------------------------------------- + +AKULA USSR SSN 45 kt 1800ft Above Type 53, Type 65 + Average SS-N-16 A/S + +ALFA USSR SSN 42 kt 1800ft Above Type 53 + Average + +CHARLIE USSR SSGN 24 kt 1800ft Average Type 53 + II SS-N-9 + +FOXTROT USSR/ SS 16 kt 800 ft Low Type 40, Type 53 + Other + +KILO USSR SS 16 kt 1200ft Very Type 53 + Low + +LOS US SSN 37 kt 1500ft Low MK 48 ADCAP +ANGELES Harpoon, Tomahawk + Sea Lance A/S + + + 60 +------------------------------------------------------------------------------- + + + + + Max. Max. Noise +Class Nat. Type Speed Depth Level Weapons +-------------------------------------------------------------------------- + +OSCAR USSR SSGN 35 kt 1800ft Average Type 53, Type 65 + SS-N-16, SS-N-19 + +TRAFALGAR UK SSN 32 kt 1500ft Low Spearfish, Harpoon + +TYPHOON USSR SSBN 24 kt 1800ft Above Type 53, Type 65 + Average SA-N-5, SS-N-16 A/S + +VICTOR USSR SSN 32 kt 1800ft Below Type 53, Type 65 + Average + + + +Weapons +------- + +The following weapons are used in the game by or against submarines. +Those multitude of weapons used by ships against airplanes, missiles, land +targets or other ships are not described here since they have little impact on +the submarine commander. Weapons flagged with icons are actually used +in the game by the 688 or Alfa. All other weapons described here appear in +the game but are used by ships or other subs. + + +Torpedoes + +688 Attack Sub was designed to be a "hot" game, demanding quick +responses and daring moves on the part of players. Real submarine combat +may be intense, but all truth be told, there's a lot of waiting for things to +happen -- courses to be plotted, contacts to be identified, missiles to fly... +A computer game can't reproduce this aspect of naval combat and still call +itself a game: the excitement has to be the grab-you-by-the-shirt-collar +variety. With this in mind, the entire game was "scaled down" so that the +ranges at which things happen were greatly reduced (see p. 68, Designer's +Notes.) The result was that ALL torpedoes (Soviet and American) were given +an artificially short range of 10 nm. + + + 61 +------------------------------------------------------------------------------- + + + + + Max. +Torpedo Nat. Range Speed Payload Notes +------------------------------------------------------------------------------ + +MK 32 US/ 10 nm 40 kt 150 kg Though somewhat obsolete, this + Various warhead anti-submarine torpedo still finds + use in many of the world's navies + primarily aboard escort ships. + +MK 46 US 10 nm 40 kt 44 kg The Mk 46 is a deep-diving, high- + warhead speed ASW torpedo capable of + multiple search patterns and re- + attack. It can be launched from + surface ships and aircraft or be + carried by ASROC missiles. + +MK 48 US 10 nm 52.5kt 267 kg The Mk 48 ADCAP (Advanced Cap- +ADCAP warhead abilities) program was begun to +===== counter the operational charac- + teristics of newer Soviet subs + such as the Alfa. The result of + the program was a faster, deep- + er-diving torpedo with better + acoustics and electronics. + +MK 50 US 10 nm 40 kt 45 kg The Mk 50 Advanced Lightweight +ALWT directed Torpedo (ALWT) is the successor + energy to the Mk 46 torpedo. Most torp- + warhead pedo warheads have a large payload + that blasts outward in all direc- + tions. The directed energy war- + head uses a smaller, directed + blast to "punch" a hole through + the ship's hull. This requires + even more precise delivery systems + so that the directed blast won't + just glance off the side but will + actually penetrate the ship's hull. + + +Spear- UK 10 nm 60 kt directed Like the Mk 48 ADCAP, the Spearfish +fish energy was developed in direct response to + warhead improved Soviet submarine technolo- + gy (in particular the Alfa). This + heavyweight torpedo is faster, more + accurate and capable of greater + depths than its predecessor. The + Spearfish also uses a directed + energy warhead (see Mk 50 above). + + + + 62 +------------------------------------------------------------------------------- + + + + + Max. +Torpedo Nat. Range Speed Payload Notes +------------------------------------------------------------------------------ + +Type 40 USSR 10 nm Unknown 100 kg This relatively new, lightweight +406mm warhead torpedo is currently in use with + light destroyers and other sub + killers. It may also be found + aboard certain Soviet nuclear + submarines. + +Type 53 USSR 10 nm 47.5 kt 400 kg 533mm has been the standard caliber + +533mm used by the Soviet Navy and its +======= allies for many years. + +Type 65 USSR 10 nm 47.5 kt 900 kg This heavyweight torpedo was only +660mm warhead recently developed and many ships + are currently being refitted to + accommodate its larger diameter. + + + + 63 +------------------------------------------------------------------------------- + + + + +Missiles +-------- + + + Max +Missile Nat. Range Speed Payload Notes +------------------------------------------------------------------------------ + +ASROC US 2-10km Secret MK 46 The ASROC (Anti-Submarine Rocket) +Anti- Torpedo is the principal ASW weapon of the +Submarine US Navy and is popular with over +Weapon ten other countries. The ASROC + consists of a ballistic rocket + carrying a Mk 46 torpedo. The + rocket drops the torpedo by para- + chute at a pre-determined point + near the target. Once underwater, + the torpedo homes in on the target, + by quickly placing a torpedo in the + vicinity of the target, the ASROC + reduces the submarine's reaction + time to the attack, increasing the + likelihood of scoring a hit. + +Harpoon US 130 km .9 Mach 570 lb Must be at periscope depth and have +SLCM high positive identification of your +======= energy target before you can launch this + warhead weapon. + +Tomahawk US 460 km 475 kt 1000 lb Must be at periscope depth and have +SLCM (anti-ship)/ high positive identification of your +======== 2600km energy target before you can launch this + (land-attack) warhead weapon. + +SS-N-14 USSR 55 km .95mach See The SS-N-14 (Silex) is a ship- +Anti- Notes launched A/S missile believed to +Submarine carry a homing torpedo or low- +Weapon level nuclear warhead to its target + + +Sea Lance US SECRET SECRET SECRET The Sea Lance was designed to give +ASW Stand- American attack submarines an edge +Off Weapon over Soviet subs by extending their +========== normal torpedo range. The missile + is launched from a submerged sub- + marine. As the missile clears the + surface, a rocket motor is ignited + which carries the payload (a torp- + edo) to the target. As the missile + re-enters the water, the homing + device on the torpedo activates + and begins searching for a target. + Exact figures for the Sea Lance + are currently not available. Test- + ing is scheduled for July 1989. + + + + 64 +------------------------------------------------------------------------------- + + + + +Ships +----- + +As a submarine commander, you need to know as much about your targets as you +do about your own submarine. A ship's noise level will give you an idea of +how easily it can be tracked, while its type, size and maximum speed will tell +you how easily it can evade your attack. The kinds of weapons a ship carries +are also important -- they determine what the ship can do to your torpedoes +and missiles as well as your submarine. Armed ships generally rely on a three +point system of defense against incoming missiles and torpedoes. Surface-to- +air missiles (SAMs) and anti-torpedo missiles are the first line of defense, +typically being employed against long range targets. If missile defense is +unsuccessful, guns will be used. Phalanx and chaff make up the last line of +defense. Ships will attempt to protect each other as well as themselves, +firing at missiles and torpedoes destined for other ships. Keep this in mind +when setting up attacks on convoys and battle groups -- take out warships +first. Be wary around any ships carrying depth charges, depth bombs, and +anti-submarine (A/S) torpedoes or missiles (ASROC and SS-N-14's). The latter +are particularly dangerous because of their long range. + + + + Max. Noise +Class Nat. Type Speed Level Weapons +------------------------------------------------------------------------------ + +CARGO Various ----- 20 kt Very ----- + High + +FORREST US DD 20 kt High Not applicable in scenario. +SHERMAN + +IOWA US BB 35 kt High Guns: 9 16in/50 guns; 12 5in/38 guns; + 4 Mk 15 20mm CIWS + SLCMs: Tomahawk, eight quad lanuchers + SSMs: Harpoon, 4 quad launchers + +KARA USSR CG 34 kt Above A/S Missiles: SS-N-14, 2 quad lanchers + Average Depth Bombs: A/S/anti-torpedo depth + bombs, 2 RBU 6000 12-barrelled + trainable launchers + + + + 65 +------------------------------------------------------------------------------- + + + + + Max. Noise +Class Nat. Type Speed Level Weapons +------------------------------------------------------------------------------ + + Guns: 4 76mm/59 guns; 4 30mm Gatling + guns + SAMs: SA-N-6, 6 launchers; SA-N-4, 2 + twin launchers; SA-N-3, 1 twin launcher + + +KIDD US DDG 33 kt Above A/S Missiles: ASROC missiles + Average A/S Torpedoes: Mk 32, 2 torp tubes + Guns: 2 Mk 16 20mm CIWS 6 barreled + Phalanx + SAMs: SM-1 ER, 1 MK 13 dual-purpose + launcher + SSMs: Harpoon, 2 quad launchers + +KIROV USSR BC 33 kt High A/S Missiles: SS-N-14, 1 quad launcher + A/S Torpedoes: Type 53, 10 tubes + Depth Bombs: A/S/anti-torpedo depth + bombs, 1 RBU 6000 12 barrel trainable + launcher, 2 RBU 1000 6 barrel trainable + lanchers + Guns: 2 100mm guns; 8 30mm gatling guns + SAMs: SA-N-6, 12 launchers; SA-N-4, 2 + twin launchers + SSMs: SS-N-19 + +MER- Various ---- 20 kt High ---- +CHANT + +NIMITZ US CVN 33 kt High Guns: 4 Mk 16 20mm CIWS 6 barrelled + Phalanx + SAMs: Sea Sparrow + + + + 66 +------------------------------------------------------------------------------- + + + + + Max. Noise +Class Nat. Type Speed Level Weapons +------------------------------------------------------------------------------ + +OLIVER US FFG 29 kt Above A/S Torpedoes: Mk 32 A/S torpedo, two +HAZARD Average triple torpedo tubes +PERRY Guns: 1 76mm/62 Mk 75 gun; 1 20mm + CIWS Mk 17 six barrelled Phalanx + SAMs: SM-1 ER, 1 Mk 13 dual-purpose + launcher + SSMs: Harpoon, 1 single Mk 13 launcher + +SACRA- US AOE 26 kt High SAMs: Sea Sparrow, 1 Mk 29 system +MENTO + +SLAVA USSR CG 12 kt Above A/S Torpedoes: Type 53 torpedoes, 8 + Average torpedo tubes + Depth Bombs: A/S/anti-torpedo depth + bombs, 2 RBU 6000 12 barrel trainable + launchers + Depth Charges: Depth charges, 2 racks + SAMs: SA-N-6, 8 launchers, SS-N-4, 1 + twin launcher + SSMs: SS-N-12 + +TANKER Various ---- 16 ky Very ---- + High + + + + 67 +------------------------------------------------------------------------------- + + + + +Aircraft +-------- + + + Max. Mission +Aircraft Nat. Speed Endurance Notes +------------------------------------------------------------------------------ + +Lockheed US 415 kt 16 hours This four-engine, land based plane +P3C has served the US Navy well as an ASW +Orion patrol aircraft. With its onboard + radar, forward looking infra-red, MAD + equipment and sonobouys the PC3 Orion + is used to detect, track and, if + necessary, destroy enemy submarines. + +Sikorsky US 126 kt 3 1/2 hrs. Carried by a variety of cruisers, +SH-60B destroyers, frigates and special heli- +Seahawk copter-carriers, the Seahawk acts as +Helicopter the forward sensors of the ship based + LAMPS III ASW system. With its search + radar, towed MAD system, sonobuoys and + dipping sonar, the helicopter provides + raw data to the parent ship's onboard + processors. The Seahawk also carries + two Mk 46 lightweight torpedoes, making + it a serious threat to enemy + submarines. + + + +Designer's Notes +================ + +By Paul Grace + + + When John, Randy, and I started 688 Attack Sub, we wanted to design a game +where the strategic and tactical decisions that confront the player occur at +a reasonably exciting pace. An attack sub isn't a jet fighter, of course, but +we felt that a submarine game's potential for excitement and serious challenge +was at least equal to that of an air combat simulator -- and given the things +that today's billion-dollar subs can do, the potential might even be greater. + + However, creating a submarine game that's both reasonably accurate as a +simulation yet exciting enough to play as a game presents certain problems. +For example, a long-range (two-speed) torpedo can travel up to 40 miles, at +speeds between 20 and 50 knots. Its run time could easily end up being more +than 30 minutes long. If we changed the game scale so that this is compressed +to a reasonable time frame for a game (say one or two minutes "real time"), + + + + 68 +------------------------------------------------------------------------------- + + + + +then the speed of a helicopter (or worse, a missile) is so great that it can't +even be represented! + + To overcome this difficulty, we had to throw out "conventional" game +design theories (as might be published in trade journals) and invent something +truly radical. By selecting a "combat range" on the order of 15 miles, we've +brought real excitement to an otherwise slow process. The game scale is such +that ships move at a reasonable rate, torpedo run times are short enough to +provide a fast feedback loop without the need for too much time compression. +(In fact, by using this technique, time compression runs the entire game, not +a simplified statistical model.) The bad news is: many weapons have incorrect +maximum ranges. + + Furthermore, (or, as we say at Electronic Arts, Farthermore,) we had to +simplify several features present in modern submarine warfare. Some of these +modifications were trivial (modern SONAR sounds more like a "warble" than a +"ping"). Other modifications had real game impact -- for example, we decided +to place the appropriate weapons on board your vessel at the start of each +mission, which improved the play balance of the missions greatly. The US +enjoys some strong advantages in weapons, and we wanted to focus on specific +problems facing hunter-killer commanders, not the intricacies of weapons +selection. For similar reasons, we left out nuclear "superweapons" that would +rob you of long-term satisfaction. You'll have to pretend you've used them +all up, you're stuck with what you have.... + + Please, NO telephone calls regarding the top speeds of the various +submarines modelled in the game. The published data in Jane's Defense Weekly +seems ludicrously low, while other sources would have us towing water-skiers +behind our beloved Los Angeles. We picked what WE felt were reasonable +speeds, and then balanced the game around those speeds. + + + +Good hunting, +Paul Grace + + + + 69 +------------------------------------------------------------------------------- + + + + +KEYBOARD COMMANDS +================= + + + Initiate command + + Cursor Keys + + Tab through control groups (one direction only) + Move between positions in a group (to the left) + Move between positions in a group (to the right) + Move between controls regardless of group (to the left) + Move between controls regardless of group (to the right) + Plus any of the above keys reverses the direction + + +-------------- You can play the entire game with just the above six keys. + + +Quick Keys +========== + + Calls up the help screen + Exit help + spacebar Go to next help screen + Go to Radio Room + Go to Status Panel + Go to Ship's Control + Go to Periscope + Go to Navigation Board + Go to Weapon Control + Go to Sonar Room + Go to CONN + The ever-popular BOSS key + <1-9> Go to specific control group + Go to exit + Go to exit + + + + Ship's Control Panel Navigation Board + + R Rudder control G Target + E Engine control W Set Waypoint + D Dive plane control K Clear Waypoint + . Autopilot Q Time Compression + 5 Auto Function . Autopilot + 1 Display Controls 4 Plotting Controls + + + Weapon Control Panel Periscope + + G Target G Target + R Torpedo Tubes U Periscope Up/Down + A Auxiliary Tubes N Antenna Up/Down + M Missile tubes - 688 L Launch + L Launch - Rotate Periscope Left + 2 Torpedo Control - 688 = Rotate Periscope Right + 3 Torpedo Control - Alfa 1 Display Control + 1 Display Control + + + Sonar Room Radio Room + + G Target A Antenna Up/Down + 3 Analyze P Periscope Up/Down + 2 Sonar Controls - 688 S Send Code + 4 Sonar Controls - Alfa T Transmit + 1 Display Control 2 Message Review + + + Status Panel + + S Status + + + Map Keys + + P Look to port in contour mode * + F Look forward in contour mode * + S Look to starboard in contour mode * + I Zoom in on top down map + H Heads Up Display On/Off + O Zoom out on top down map + C Contour display imaging On/Off * + B Bottom contours On/Off + T Top down map On/Off + + * indicates not available on the Alfa + + + Game Controls + + Pseudo-Cyrillic On/Off (if you select a Russian boat you'll + see what this means) + Sound On/Off + Disconnect Mouse + Surrender (modem game only) + +=============================================================================== + + +Downloaded From P-80 Systems 304-744-2253 * Since 1980 * + diff --git a/textfiles.com/piracy/SOFTDOCS/a-10tank b/textfiles.com/piracy/SOFTDOCS/a-10tank new file mode 100644 index 00000000..2cd3790d --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/a-10tank @@ -0,0 +1,1659 @@ + + + + + + + + + + A - 10 + + TANK KILLER + + + + + + + + +----------------------------------------------------------------------------- + + Dynamix + + P R E S E N T S + + + + A - 10 + + TANK KILLER + + +Contents: + +Table of Contents 3 Briefing/Debriefing 16 +Credits 4-5 Mission Summary 17 +Technical 6 Weapons Load 18 +Trouble Shooting 7 The Simulation 19 +Controls 8-9 Simulation Systems 24 +Game Overview 10 A-10 Pilot's Manual 29 +Menu Controls 12 A-10 Pilot Interview 41 +Main Select Menu 13 Design Notes 43 +Mission Select Menu 15 + + + -3- +----------------------------------------------------------------------------- + +CREDITS +======= + + A-10 Tank Killer + + Director...........................Damon Slye + Programming........................Lincol Hutton + With...............................David McClurg + Art Director.......................Kobi Miller + 3D Art and Animation...............Mark Brenneman + Cyrus Kanga + Dir. of Image Production...........Randy Dersham + Casting/Costuming..................Sher Alltucker + Mission Design.....................David Selle + Damon Slye + Sound Effects and + Musical Editing....................Bryce Morsello + Musical Score......................Alan McKean + Design.............................Damon Slye + Jerry Luttrell + Executive Producer.................Jeff Tunnell + + + Technical Support + + Virtual Machine....................Mike Edwards + EGA and VGA graphics...............Peter Lukaszuk + 3Space (tm)........................David McClurg + Software Tools.....................Richard Rayl + Darek Lukaszuk + Peter Lukaszuk + Lincoln Hutton + David McClurg + Audio Support System...............Bryce Morsello + Smart Start (tm)...................Richard Rayl + David McClurg + Peter Lukaszuk + + + -4- + +----------------------------------------------------------------------------- + +CREDITS +======= + Cast + + Rich Scheeland as Commander Cord + Dave Shew as Captain Buck Ryan + Brian Hahn as Lieutenant Jake Styles + + + Additional Support + + Hardware Support...................Marc Von Ahn + Administrative Support.............Tony Reyneke + Karen Peal + Playtesters........................Mike Westrick + Dan Hinds + Package Illustration...............Roger Smith + Package Design.....................Jerry Luttrell + Kobi Miller + Documentation......................Jerry Luttrell + David Selle + Damon Slye + Director of Marketing..............Jerry Luttrell + + + + Special Thanks + + Maj. Chuck "Hollywood" Temple, USMCR + Oregon Air National Guard + Flightcraft + 23rd Tactical Fighter Wing + Greg Dean + + -5- + +----------------------------------------------------------------------------- + +TECHNICAL +========= + +Smart Start (tm) + +At Dynamix, we were tired of being asked what kind of graphics and clock speed +our computer system had every time we wanted to play a game. So, we invented +Smart Start. As opposed to the "dumbstart" system used by most games, Smart +Start will automatically determine the graphics, sound, input devices and +speed capabilities of your computer system and optimize game characteristics. +Smart Start will also take you step-by-step through the process of installing +your game on a hard drive and also making back-up copies. Don't be +intimidated, just jump in and try it! + + +Copying A-10 Tank Killer to a Hard Drive: +----------------------------------------- +1. After booting, insert disk 1 in Drive A: +2. Type A: +3. Type INSTALL +4. Select "Copy A10 to Hard Drive" from Smart Start menu. +5. Follow on screen instructions. + + +Setting Preferences +------------------- +Smart Start will do its best deciding what type of computer equipment you +have, but sometimes it may make a mistake or you may wish to try other +graphics modes, sound configurations, etc. To modify Smart Start preference, +follow these steps: + +1. After booting, insert disk 1 in Drive A: +2. Type A: +3. Type INSTALL +4. Select "Change Graphics" or "Change Sounds/Music" from the Smart Start + menu. +5. Follow on screen instructions. + + +Making a Backup Copy +-------------------- +A-10 is not copy protected and it is recommended that you do not play from the +original disks. Smart Start has a built in facility for helping you to create +a back up. + +1. After booting, insert disk 1 in drive A: +2. Type A: +3. Type INSTALL +4. Select "Create backup copy of A-10" from the Smart Start menu. +5. Follow on screen instructions. + + + -6- + +----------------------------------------------------------------------------- + +Trouble Shooting +================ + + +Problem: My computer has at least 512k of memory, but A-10 won't run. + +Possible Solution: Your computer may be running a "pop up" (TSR) program such +as sidekick or it may be connected to a device such as a LAN that uses a +portion of the memory. + + +Problem: The joystick is not working properly. + +Possible Solution: Press ALT C to center the joystick. + + +Problem: When playing from the keyboard strange things happen such as the +cursor moving all around the screen. + +Possible Solution: Press ALT J to turn off the joystick. + + +Problem: Constantly playing music bugs me, but I still want to hear sound +effects. + +Possible Solution: Press ALT M to turn off music. + + +Problem: Graphics appear in a mode that I don't want. + +Possible Solution: Type INSTALL then use Smart Start to select the +type of graphics you desire. + + +Problem: I have MCGA graphics and A-10 won't run. + +Possible Solution: You probably have a computer system with only 512k. +Because MCGA graphics take up a great deal of memory, 512k won't be enough. +You'll have to force A-10 into CGA graphics. Type INSTALL then use +Smart Start to select CGA graphics. + + + + If you have a problem that is not addressed by this troubleshooting list, + CALL US! + + + Dynamix HELP LINE: (503) 687-8690 + + Dynamix, Inc | P.O. Box 11806 | Eugene, Oregon 97440 + + + -7- + +----------------------------------------------------------------------------- + +CONTROLS +======== + + +Flight Control +-------------- + + + DIVE + +-+ + |8| + +-+ + + ^ + +-+ | +-+ + LEFT |4| <--+--> |6| RIGHT + +-+ | +-+ + v + + +-+ + |2| + +-+ + CLIMB + + +Fire Buttons +------------ + +Keyboard Joystick +-------- -------- +Avenger Cannon = Space Bar Button #2 = Selected Weapon +Selected Weapon= ENTER Button #1 = Avenger Cannon + + + +A-10 Views +---------- + +Cockpit Views Outside Views +(Function Keys) (Function Keys) +--------------- --------------- +F1 - Look Forward F4 - Front View +F2 - Look Left F5 - Left Side View +F3 - Look Right F6 - Right Side View + F7 - Rear View + F8 - Weapon Attack View + F9 - Engagement View + F10 - Reverse Angle Engagement View + + + -8- + +----------------------------------------------------------------------------- + +CONTROLS +======== + + +Active Keyboard Keys +-------------------- +SPACE BAR Fire Avenger 30mm cannon +ENTER Fire Selected Weapon +TAB Toggles next target for HUD and TID +ESC Brings up Control Panel, pauses game +P Pause Game +M Display Strategic Map +Q Brings up Quit Menu ++ Select next active weapon +- Select previous active weapon +H Select Maverick +J Select LGB +K Select Rockeye +L Select Durandal +; Select Sidewinder +< Left Rudder +> Right Rudder +Numeric 1-9 Throttle: 1=no throttle, 9=full throttle. +F Release Flare +C Release Chaff +R In MAP SCREEN: On/Off switch for SAM range on Stategic Map +S In SIMULATION: Brings up Status Screen. +D Display Message Log. + +MENU SCREENS +------------ +SPACE BAR Choose current menu selection +TAB Next menu selection +ESC Skips Briefing + + + -9- + +----------------------------------------------------------------------------- + +GAME OVERVIEW +============= + +Welcome to A-10 Tank Killer. To make learning the game as quick and easy as +possible,the following overview is offered. It is a quick guide to the +menuing system and game play. An in depth description follows this +introduction which provides a detailed description of each screen. + + +-----------------+ + +-|Fly One Mission |-+ + | +-----------------+ | + | +-----------------+ | +--------+ + +-|Start Campaign |-+---|Briefing| + | +-----------------+ | +--------+ + | +-----------------+ | | + +-|Continue Campaign|-+ +------------+ +-------------+ + | +-----------------+ |Weapons Load| +-|VCR Interface| ++----------------+-->+ +------------+ | +-------------+ +|Main Select Menu| | | ++----------------+-->+ +------------+ | +-------------+ + | | +-----------------+ | Simulation |--+-|Multiple View| + | +-|Best Campaigns | +------------+ | +-------------+ + | | +-----------------+ | | + | | +-----------------+ +------------+ | +-------------+ + | +-|Best Missions | | Quitting | +-|Status Screen| + | | +-----------------+ +------------+ | +-------------+ + | | +-----------------+ | | + | +-|Vehicle Preview | +------------+ | +-------------+ + | +-----------------+ | Debriefing | +-|Strategic Map| + | +------------+ +-------------+ + v | + +----+ +---------------+ + |Quit| |Mission Summary| + +----+ +---------------+ + + + -10- & -11- + +----------------------------------------------------------------------------- + +MENU CONTROLS +============= + +The menuing system for A-10 Tank Killer was designed to be intuitive and easy +to use for both novice and advanced users. Following are a few simple tips +and instructions that explain basic menu use. + + ++------------------------+ +----------+ +-----------------------+ +|o MISSION SELECT o| | HOT PADS | |o MAIN SELECT o| +| | +----------+ | | +| +---------------+ +---+| | | +-------------------+ | +| |TRAINING | | ^ ||<---+ | +--->| | FLY ONE MISSION | | +| |BRIDGE BUSTING | | | || | | | | +-------------------+ | +| |SAM SLAM | +---+| +----+-----+ | +-------------------+ | +| |MOTHER HEN | +---+| | | | | BEST MISSIONS | | +| |THE CITY | | | ||<---+ | | +-------------------+ | +| |DEEP STRIKE | | v || | | | +-------------------+ | +| +---------------+ +---+| | | | | START CAMPAIGN | | +| +---------------+ | | | | +-------------------+ | +| | THREAT LEVEL | +---+| | | | +-------------------+ | +| |+-------------+| | X ||<---+ | | | CONTINUE CAMPAIGN | | +| || MILD || | X || | | | +-------------------+ | +| |+-------------+| +---+| | | | +-------------------+ | +| +---------------+ | | | | | BEST CAMPAIGNS | | +| +---------------+ | | | | +-------------------+ | +| | AMMUNITION | +---+| | | | +-------------------+ | +| |+-------------+| | X ||<---+ | | | VECHICLE PREVIEW | | +| || LIMITED || | X || | | | +-------------------+ | +| |+-------------+| +---+| | | | +-------------------+ | +| +---------------+ | | +--->| | QUIT FOR NOW | | +| +---------------+ | | | +-------------------+ | +| | DAMAGE | +---+| | | | +| |+-------------+| | X ||<---+ |o o| +| || NORMAL A10 || | X || +-----------------------+ +| |+-------------+| +---+| +| +---------------+ | +| | +----------------------------------+ +| +---+ | | The GO! Key | +| |-->| | | | +| |GO!|<------------|------| The GO! Key is a special Hot Pad | +| +---+ | | that enters any changes you have | +|o o| | made and exits the menu | ++------------------------+ +----------------------------------+ + + + + Mouse, Joystick or Keyboard Control + + The on screen arrow can be moved by mouse, joystick or keyboard + + +MOUSE +----- +Select Hot Pad: Move mose to position arrow on Hot Pad and press either mouse +button to select. + +JOYSTICK +-------- +Select Hot Pad: Move joystick to position arrow on Hot Pad and press either +joystick button to select. + +KEYBOARD +-------- +Select Hot Pad: Press the "TAB" key to move the arrow from one Hot Pad to +another. Press the "SPACE BAR" to select. + + + -12- + +----------------------------------------------------------------------------- + +MAIN SELECT MENU +================ + +The first menu screen is Main Select. It is the starting point from which you +enter the game. + + +Mission or Campaign? +-------------------- +Among the seven menu choices in Main Select Menu are Fly One Mission and Start +Campaign. These are two modes of game play that A-10 Tank Killer offers. + + +Fly One Mission allows you to individually select which mission to fly. Each +mission will include a Briefing/Debriefing, Weapons Select and Mission +Summary. When a mission is completed or exited, you will be returned to the +Main Select Menu. + +Start Campaign enters you into a preset "tour of duty." You will start at +mission #1 and continue until you have either completed all of the missions, +are shot down or lose the war. A key element of Campaign Mode is that goals, +objectives and key players are carried over from one mission to the next. In +Campaign mode, if you do poorly in the first mission, it may come back to +haunt you. Also important in Campaign Mode is that Campaigns can be saved for +later continuation. When beginning a campaign, you will enter a character +name. The campaign will be saved under this name and can later be viewed or +continued. + + -13- + +----------------------------------------------------------------------------- + +Also available from the Main Select Menu +======================================== + + +Continue Campaign +----------------- +Gives you the option of continuing a saved campaign. + +Best Campaign +------------- +Allows you to view the best performances of all Campaign Mode players. + +Best Mission +------------ +Displays a "Hall of Fame" for best performances on a single mission. + +Vehicle Preview +--------------- +Allows you to preview the weapons and vehicles used by both friendly and enemy +forces. + +Quit +---- +Quits the game and exits to DOS. + + + -14- + +----------------------------------------------------------------------------- + +Mission Select Menu +=================== + +Under the Mission Select Menu, you will be able to select a single mission and +tailor its difficulty and game play parameters. These include: + + +Threat Level +------------ +You can individually tailor the degree of difficulty in each mission. +Mild = Wimp Mode +Moderate = Pretty Mean Suckers +Aggresive = Major Bad News + + +Ammunition +---------- +You may select a "limited" or "unlimited" ammunition supply. + + +Damage +------ +You may select a "normal" or "invincible" A-10. +A setting of "normal" means that your A-10 can be damaged. +A setting of "invincivle" means that your A-10 can not be damaged. + + + +-------------------------------------------------------------------+ + | NOTE: | + | | + | Scores achieved with selection of either "unlimited" ammunitio or | + | "invincible" damage WILL NOT be recorded into the hall of fame. | + +-------------------------------------------------------------------+ + + -15- + +----------------------------------------------------------------------------- + +BRIEFING/DEBRIEFING +=================== + + +Meet Commander Cord, your commanding officer. He's full of advice, wisdom and +orders. You will meet him before and after each mission. In the Briefing, he +will instruct you as to the current situation and give you your orders. Of +course, once airborne, you and your co-pilot are free to do as you wish. BUT, +assuming you make it back alive, you'll have to answer to Cord in Debriefing. + + -16- + +----------------------------------------------------------------------------- + +MISSION SUMMARY +=============== + + +Mission Summary +--------------- +After each mission Debriefing, you will receive a Mission Summary. Mission +summaries contain all data on your latest performance. You will be given the +overall result of the mission and your tactical score (a point system based +upon number and type of kills). + +Campaign Summary +---------------- +In Campaign Mode, you will reveive both a Mission Summary and a Campaign +Summary. The Campaign Summary contains a cumulative tactical score (compiled +from all missions played). Following the Campaign Summary screen will be the +Campaign Decision screen. This will be the point at which you decide to +Receive Next Assignment or Return To Main Select Menu. Choosing Receive Next +Assignment will place you into the next mission of the campaign. Choosing +Return To Main Select Menu will save your place in the current campaign and +return you to the Main Select Menu. Once saved, a campaign can be restarted +at any time from the Continue Campaign section of the Main Select Menu. + + -17- + +----------------------------------------------------------------------------- + +WEAPONS LOAD +============ + +The final screen you will encounter before entering the simulation will be +Weapons Load. You will be presented with a choice of 5 preset weapon loads, +one of which will be designated as the Recommended selection. The recommended +load is based upon the specific goals of each mission and will, for the most +part, prove effective. However as you play each mission and develop your own +strategy, you may find that selections other than those recommended are more +useful. + +(See Weapon Systems: Page 30) + + + +Select the proper type to use against the target. +------------------------------------------------- + +Against Tanks: Select Avenger 30mm cannon, or select a MAVerick. + +Against Other Vehicles: Select Avenger, MAVerick, or ROCKeye cluster bomb +especially if there are several vehicles close together. + +Against Bridges, Bunkers, Buildings, or Installations: Select LGB. + +Against Airstrips: Select DURandal. + +Against Aircraft: Select SIDewinder. + + -18- + +----------------------------------------------------------------------------- + +THE SIMULATION +============== + +Every care has been taken to make the simulation of the A-10 Thunderbolt II as +realistic as possible while not bogging the game down with unnecessarily +complicated controls. What you get is a very accurate representation of the +feeling of A-10 flight without the burden of intricate flight knowledge. +Flying the A-10 is as simple as grabbing the joystick and throttling up. And, +with the VCR Interface, you are given complete control over 3-D definition, +window size and mission difficulty levels. +(See: VCR Interface: Page 27). + + -19- + +----------------------------------------------------------------------------- + +HEADS UP DISPLAY (HUD) +====================== + + +Gunsight: Position target within the cross-hairs to line up the GAU-8 Avenger +cannon. + +Airspeed Indicator: Displays airspeed in knots. + +Active Weapon: The active weapon display on the HUD indicates the currently +selected weapon: (For information on Active Weapons See: Weapon Systems: page +30.) + + MAV = AGM-65 Maverick + LGB = Paveway LGB + ROC = Rockeye II CBU + DUR = Durandal + SID = AIM 9L Sidewinder + +Heading: Shows the A-10s current heading in degrees. + + NOTE: For heading North is 000 degrees + South is 180 degrees + East is 090 degrees + West is 270 degrees + +Target Box: Indicates current target for the Tactical Information Display +(TID). + +Destination Marker: Indicated direction to current destination. To find your +way to the currently selected target on the Strategic Map, center the +Destination Marker in the HUD (a small triangle at the bottom of the HUD) and +keep it there. (See Strategic Map: pg 24.) + +Altimeter: Displays the current altitude in feet. + +Pitch Indicator: Indicates the A-10s pitch in degrees. + + -20- + +----------------------------------------------------------------------------- + +THREAT INDICATORS +================= + +This pair of LEDs mounted above the Radar Warning Reveiver (RWR) warns the +A-10 pilot when an infra-red (IR) or radar guided SAM has locked onto his +aircraft. The left LED indicates an IR missile has locked onto the A-10. The +right LED indicates a radar missile threat. (See Defensive Weapons Systems: +pg. 35) + + +Radar Warning Receiver (RWR) +---------------------------- + +The RWR senses Surface-to-Air missiles (SAM) and aircraft and displays a dot +representing each of these threats on the RWR console. A red dot indicates a +SAM threat, a blue dot indicates an air threat, and a white dot indicates an +incoming missile. These dots blink when you have successfully jammed a target +with the Automatic Jamming equipment that is standard on your A-10 Thunderbolt +II. (See Defensive Weapons Systems: pg. 35) + + -21- + +----------------------------------------------------------------------------- + +TACTICAL MAP +============ + +The tactical map displays all terrainin a 40km X 30km area around the A-10. +The A-10s current grid position is displayed at the bottom center of the +tactical map. + + +Collision Warning Indicator +--------------------------- + +This LED warns the pilot of an imminent crash with the ground. + + -22- + +----------------------------------------------------------------------------- + +Vertical Velocity Indicator +=========================== + +The Vertical Velocity Indicator gauge displays how quickly the A-10 is gaining +or losing altitude. It points directly to the left in level flight. + + +Tactical Information Display (TID) +---------------------------------- + +The TID displays the current target the Weapons System is locked onto. If a +weapon is fired, it will engage the displayed target. The TID provides range, +target identification and IFF (Identify Friendly or Foe) information with +hostile targets displayed in Red text and friendly targets displayed in White +text. (See Vehicle Descriptions: pg. 32) + +IMPORTANT NOTE! + + o Always check the TID before firing! + Wasting friendlies isn't usually considered a good thing. + + -23- + +----------------------------------------------------------------------------- + +SIMULATIONS SYSTEMS +=================== + +Along with the main cockpit and its instruments, there are several screens and +menus that are available from the simulation mode that will prove very +beneficial to a successful mission. (See Game Overview: pg.10) + + +Strategic Map +------------- + +Pressing "M" during the simulation brings up the strategic map. This is the +main source of information on the flow of the battle during the course of each +mission. Each target shown on the map can be selected by toggling the current +target box until it is placed over the desired target. Toggling of the target +box can be done in two ways: + + 1) By clicking the arrows in the lower right of the screen. + 2) By clicking on the desired target with the on-screen cursor. + +Once a target is selected, the Strategic Map will provide a description of the +designated target. This description includes: + + o Target Type + o Target Location (in Grid Coordinates) + o Target Heading + o Target's Estimated Speed + o Target's Bearing relative to the A-10s current position + o Target's Distance relative to the A-10s current position + o Intelligence Reports (if any) on the target. + +All enemy targets are displayed in Red while Friendly Units are shown in blue. + + +Strategic Map Icons +------------------- + +The Strategic Map uses several different types of icons to represent a variety +of targets. Following is a listing of all icons used and their meaning. + + + | \ / + | SAM (Surface-to-Air Missile) \/ Ground Unit, truck patrol, + | /\ Convoy +----- / \ + + +----- | +| | | | +| | Installation (Base, Bridge, ---+--- Player (A-10) +| | Building) | | +----- | + + | | + | | +----- Aircraft (Helicopter or ---+--- Truck Convoy + | Plane) | + | | + + + -24- + +----------------------------------------------------------------------------- + +IMPORTANT: +========== + +The currently selected target becomes a directional guide for the Destination +Marker on the HUD. Following the Destination Marker will directly to the last +target selected on the Strategic Map. (See Destination Marker: pg. 20). + + +NOTE: +----- +Pressing "S" in the Strategic Map toggles the display of the SAM ranges on and +off. (See Controls: pg. 8). + + -25- + +----------------------------------------------------------------------------- + +STATUS SCREEN +============= + +"S" Brings up the A-10 Status Screen. This screen graphically displays the +amount of damage sustained by the A-10 and shows its remaining armaments, gun +ammunition, chaff and flare salvos. (For reference See: Weapons Systems: pg. +30) + + +IMPORTANT: +---------- +If the A-10 loses a wing, all the weapons on the wing are lost with it. + + +MULTIPLE VIEWS +-------------- +Along with 3 internal cockpit views, A-10 Tank Killer is capable of displaying +7 external views, including Victim and Engagement Views. (See Controls: pg. +9) + +Victim View is an external camera that moves to constantly keep a fired weapon +and its target in view. + +Engagement View is an external camera that pans to keep the enemy and A-10 +both in view. + + -26- + +----------------------------------------------------------------------------- + +VCR INTERFACE +============= + +In a constant effort to make our games more enjoyable and less frustrating, we +have developed a new type of game control called the VCR Interface. In +essence, the VCR Interface is a menu that is accessible at any time during +simulation play which allows you to control vital elements of game play. The +interface will have different appearances in different games but the function +will always be the same: to give the user as much control as possible over +game functions and flow. In A-10 Tank Killer, the VCR Interface is seen in +several places. The Interface is accessible while in the Mission Select Menu +and in the Control Menu (see below). In the Mission Select Menu it allows you +to customize the difficulty of each mission. In the Control Menu, it gives +you in-game control over the detail of the 3-D world, the size of the viewing +window, the length of time that messages are displayed on screen and basics +such as game sound. The Control Menu can be accessed at any time by pressing +the "ESC" key. +(See: Controls: pg.8 See Also: Menu Controls: pg.12) + + +WORLD AND WINDOW DETAIL SLIDER BARS +----------------------------------- + +What they do: Because A-10 Tank Killer uses a highly advanced 3-Dimensional +modeling system called 3Space, older computers may have some difficulty +handling the complex mathematical equations that are necessary to drive the +detailed 3-D worlds. The Detail Slider Bars allow you to customize the detail +of the game to fit the speed of your computer. By using the Slider Bars, you +can "adjust" the amount of detail in the cockpit or in the 3-D world. (See: +Controls: pg.8 See Also: Menu Controls: pg.12) + + +NOTE: +----- +Whenever any of the Simulation System screens are called up, the game is +paused. + + -27- + +----------------------------------------------------------------------------- + +THE QUIT MENU +============= + +At any time during game play, if the "Q" key is pressed the Quit Menu will +appear. This menu presents you with two options: Return To Base or Continue +Flying. Selecting Return To Base will place you directly into your Mission +Debriefing. Selecting Continue Flying will re-enter the simulation. + + +IMPORTANT: +---------- +There are two ways to quit the simulation: with the battle Complete or +Incomplete. Quitting an Incomplete mission will leave any remaining Allied +troops open to attack. If this happens your Mission Evaluation may suffer. +(See Summary: pg.17) + + -28- + +----------------------------------------------------------------------------- + +A-10 PILOT'S MANUAL +=================== + + A-10 Warthog Specifications + --------------------------- + +Manufacturer: Fairchild Republic Co. + +Primary Mission: Sustained close air support + +Powerplant: Two General Electric TF34-GE-100 + turbofan engines, each developing + approximately 9,000 lbs (4,082 kg) of thrust. + +Length: 53 feet, 4 inches (16.25m) + +Height: 14 feet, 8 inches (17.53m) + +Internal Fuel Capacity: 10,700 lbs (4,853 kg) + +Operating Weight: 25,000 lbs (11,340 kg) + +Max Gross Weight: 50,000 lbs (22,680 kg) + +Ammunition Capacity: 5,000 rounds: Mixed HE and depleted Uranium + +Armament: One 30mm General Electric GAU-8 Avenger + seven barrel cannon + +Firing Rate: 2100/4200 rounds per minute + +Ordnance Capacity: Up to 16,000 lbs (7,257 kg) of mixed ordnance on ten + underwing pylon stations with partial fuel + +Ferry Range: 2,173 nautical miles (4,026 km) + +Combat Radius w/ +typical weapon load: 250nm + +Max Speed (clean): 450 kt. + +Combat Speed w/ +typical weapon load: 380 kt. + + -29- + +----------------------------------------------------------------------------- + +OVERVIEW OF THE A-10 AND ITS ROLE +================================= + +The A-10 is a Close Air Support attack aircraft. It assists ground troops by +eliminating threats such as hostile tanks, tank destroyers, and other armor. +Its extensive weapon load enables it to take out larger targets such as +bridges, airstrips, and buildings. + +In Viet Nam it was found that an aircraft must be able to survive several SAM +hits. The A-10 is built with redundant structural parts so that it can take a +lot of damage. In fact, an A-10 can fly with one engine and half a wing blown +off! The engines are placed high on the aircraft to protect them from +missiles. The bath tub of armor around the cockpit can withstand 20mm rounds. + +The most striking feature of the A-10 is its 30mm cannon, the Avenger. It +fires shells the size of milk bottles at a rate of 4200/minute! The shells +can rip through the armor of any tank in service. The A-10 hits very hard +indeed. + + +WEAPONS SYSTEMS +=============== + +Avenger 30mm Cannon: +-------------------- +Effective Against: Tanks, Vehicles + +The GAU-8 "Avenger" is the largest most powerful gun ever mounted on an +aircraft. It can fire 2.5 lb depleted uranium shells at a rate of 4,200 +rounds / minute into a target 4,000 feet away with 80% accuracy. The energy +of these rounds fired is enough to rip through the armor of any Main Battle +Tank currently in service + + o Anything that moves on the battlefield can be annihilated by + the firepower of this awesome weapon. + + +Maverick (MAV): +--------------- +Effective Against: Tanks, Vehicles + +The Hughes Aircraft AGM-65D IIR (Imaging InfraRed) Maverick is a fire and +forget air-to-ground missile system capable of engaging targets at ranges of +up to five miles under ideal conditions. The Maverick's infrared heat seeker +locks onto the heat emitted by the target vehicle; this enables it to home in +on a target without guidance from the aircraft once it is launched. The +Maverick's charged warhead can vaporize the armor of any tank currently +fielded by the Warsaw Pact. Operationally, the Maverick is a very lethal +system, obtaining an 85% kill probability in weapons trials. Any vehicle or +grounded aircraft can be taken out with Mavericks. + + -30- + +----------------------------------------------------------------------------- + +Paveway Laser Guided Bombs (LGB): +--------------------------------- +Effective Against: Bridges, Bunkers, Buildings, Installations + +Another precision munition carried by the A-10 is the Texas Instruments +GBU-10E Paveway II Mk 84 laser-guided 2,000lb bomb. The Paveway is basically +an 'iron bomb' with a laser seeker and control surfaces added. A typical +attack profile is as follows: The pilot locks onto a target illuminated by a +ground or air based laser using the A-10s Pave Penny acquisition pod. Then he +releases the weapon which glides to the target on its own, making mid-flight +corrections as needed. Paveway is most effective against hard targets such as +bridges, hardened aircraft revetments, and large buildings. + + +Honeywell Mk 20 Rockeye II Cluster Bomb (ROC): +---------------------------------------------- +Effective Against: Vehicles + +Despite the addition of a laser seeker on the newest versions, Rockeye is not +considered a precision munition. The Rockeye relies on the 'scatter effect' +of up to 150 armor piercing and high explosive bomblets to destroy its target. +Anything within its lethal radius (about 500 feet) is certain to be damaged, +and stands a fair chance of being totally destroyed. The Rockeye is most +effective against lightly armored vehicles, (BRDM 3s, ACRVs, Mobile SAM +launchers, grounded aircraft) but a luck hit can kill a tank. + + +Matra Durandal Anti-Runway Penetration Bomb (DUR): +-------------------------------------------------- +Effective Against: Airstrips + +The Durandal is a very specialized weapon that is devastatingly effective +against certain types of ground targets. It consists of a large HE (High +Explosive) warhead encased in a very hard steel jacket attached to a rocket +motor. After launch, the ordnance releases a drag chute and falls until it is +pointing straight down. Then the rocket motor fires, driving the Durandal +deep into the target where it detonates. This explosion causes a huge 'heave +effect' which can shatter reinforced concrete and make a runway unusable with +only a single hit. In addition to runways, the Durandal is particularly +effective against bunkers and underground fuel tanks. + + +AIM 9L Sidewinder (SID): +------------------------ +Effective Against: Aircraft + +The AIM 9L Sidewinder is an air-to-air heat seeking missile with all-aspect +tracking capability; this enables the missile to lock onto an enemy plane even +if it's nose-to-nose with the A-10. The effective range for a sidewinder is +about 5 miles. + + -31- + +----------------------------------------------------------------------------- + +VEHICLE DESCRIPTIONS +==================== + + +Hostile Units (See Tactical Information Display: pg.23) +------------------------------------------------------- + +T-72, T-80 Main Battle Tank +--------------------------- +Primary armament: 125mm cannon +Top Speed: 60km/h +Threat to the A-10: none +The T-80 is a threat to anything on the ground. Its powerful 125mm cannon can +take out other tanks, tank destroyers, SAM launchers, and buildings. The +Avenger and Mavericks are the best way to engage it, although a Rockeye will +sometimes destroy it. The A-10 'Tank Killer' was designed to take out tanks +like the T-80 + + +BMP-2 Infantry Fighting Vehicle +------------------------------- +Primary armament: 30mm cannon +Top Speed: 63km/h +Threat to the A-10: none +The BMP-2 is a lightly armored, tracked vehicle. It is designed to carry +troops on the battlefield. It's small cannon allows it engage lightly armored +vehicles like trucks, but it's no match for a tank. Engage it with the +Avenger, a Rockeye, or a Maverick. + + +ACRV-2 Command Vehicle +---------------------- +Primary armament: none +Top speed: 58km/h +Threat to the A-10: none +The ACRV-2 is a lightly armored, track vehicle designed to serve as a mobile +command post. It is unarmed. Engage it with the Avenger, a Maverick, or a +Rockeye. + + +BRDM-3 Tank Destroyer +--------------------- +Primary armament: Anti-tank missile +Top speed: 90km/h +Threat to the A-10: none +The BRDM-3 presents a great threat to any friendly tanks. Its weapon range is +greater than that of the M1 Abrams. Engage it with the Avenger, a Maverick, +or a Rockeye. + + -32- + +----------------------------------------------------------------------------- + +Zil-157 Truck +------------- +Top speed: 90km/h +Threat to the A-10: none +The Zil-157 is the standard Soviet truck. It's used to transport troops, +supplies, ammunition, and equipment. + + +SA-6 Gainful, SA-11 Gadfly SAM Launchers +---------------------------------------- +Primary armament: Surface-to-Air Radar-Guided Missiles +Top speed: 58km/h +Threat to the A-10: GREAT +The SA-6 and SA-11 are mobile surface-to-air missile launchers. The missiles +track the A-10 with a radar guidance system. The system can sometimes be +fooled by dropping chaff which distracts the missile away from the A-10. The +missiles do great damage to the A-10. The SA-11 has a much greater range than +the SA-6. Engaging a SAM with the A-10 is dangerous, but can be done with the +Avenger, a Maverick, or a Rockeye. +(For more information See: Defensive Weapons Systems: p.35 and Tactics Against +SAMs: p.40) + + +SA-9 Gaskin, SA-13 Gopher SAM Launchers +--------------------------------------- +Primary armament: Surface-to-Air Infrared-Homing Missiles +Top speed: 90km/h +Threat to the A-10: GREAT +The SA-9 and SA-13 are mobile surface-to-air missile launchers. The missiles +home-in on the A-10 with an infrared heat-seeking system. They can sometimes +be distracted by dropping a flare. These systems have a smaller range than +their radar-guided counterparts (the SA-6 and SA-11). Engaging a SAM with the +A-10 is dangerous, but can be done with the Avenger, a Maverick, or a Rockeye. +(For more information See: Defensive Weapons Systems: p.35 and Tactics Against +SAMs: p.40). + + +Mi-24 Hind Assault Helicopter +----------------------------- +Primary armament: Anti-tank missiles +Top speed: 320km/h +Threat to the A-10: none +The Hind is a fast, assault helicopter. It presents a great danger to your +friendly gound forces. It is particulary effective against the M1 Abrams. It +can be engaged with a Sidewinder, and skilled A-10 pilots can shoot it down +with the Avenger. + + -33- + +----------------------------------------------------------------------------- + +MiG-27 Foxbat Strike Fighter +---------------------------- +Primary armament: A variety of weapons mounted on the wings, including +anti-aircraft missiles and bombs. +Top speed: 800 knots +Threat to the A-10: GREAT +The Foxbat can engage anything on the battlefield or in the air. Its +anti-aircraft missiles can damage the A-10. It can be engaged with a +Sidewinder, and a lucky Avenger shot could damage it. + + + +FRIENDLIES +========== + + +M1 Abrams Main Battle Tank +-------------------------- +Primary armament: 120mm cannon +Top speed: 70km/h +The M1 Abrams is effective against most ground targets. The A-10 should +provide close-air support for the M1, especially when there are tank +destroyers or Hind helicopters in the area. + + +M2 Bradely Infantry Fighting Vehicle +------------------------------------ +Primary armament: 25mm chaingun +Top speed: 65km/h +The M2 is the US counterpart of the BMP-2. It can engage lightly armored +targets, but should avoid one-on-one confrontations with tanks. + + +M48 Chaparral SAM Launcher +-------------------------- +Primary armament: Surface-to-air Infrared-homing missile +Top speed: 60km/h +The M48 is the standard air defense weapon system of the US. It can take out +Hind helicopters and the MiG-27 Foxbats. When the A-10 is threatened by a +MiG, ducking beneath the 'umbrella' of an M48 is a smart move. + + +Farms +----- +Farms are considered neutral civilian targets, and should not be attacked. + + -34- + +----------------------------------------------------------------------------- + +Bridges, Buildings, Supply Dumps, Bases, etc. +--------------------------------------------- +Structures such as these can be engaged with the Paveway LGB. However, before +dropping an LGB on one, make sure that the mission objectives call for it to +be destroyed. Taking out a bridge which US forces plan on crossing is not a +smart tactic. + + +Airstrips +--------- +Airstrips controlled by the enemy can be destroyed with the Durandal. + + + +DEFENSIVE WEAPONS SYSTEMS +========================= + +ALQ-119 ECM Jamming pod: This pod hangs on the outside pylon of the left wing +of the A-10. It has jammers which can temporarily confuse the radar +acquisition systems on SAM launchers. This gives the A-10 pilot a little +extra time before hostile SAMs launch. Jammed launchers are indicated by a +blinking dot on the RWR. + +Flare: This is a small heat-emitting decoy that the A-10 pilot can release. +It will sometimes fool an incoming infrared-homing SAM into tracking it +instead of the A-10. It's useful against the SA-9 and SA-13. + +Chaff: This is a cartridge which releases a cloud of small tin foil strips. +The cloud will reflect enemy radar and blind it for a few seconds. This will +sometimes give the A-10 enough time to escape an incoming radar-guided SAM +(such as the SA-6 and SA-11). + + (See Radar Warning Receiver: pg.21) + + -35- + +----------------------------------------------------------------------------- + +FLIGHT INSTRUCTIONS +=================== +(See Controls: pg. 8) + + + + ---The Take Off--- + +In most of the missions you will start off on the runway. Taking off is +simple: Give the A-10 full throttle, and pull back on the stick. When you +have enough speed, you'll lift off. With less than full throttle, you may run +out of runway. Even this is rarely fatal. Recently an A-10 of the 81st +Tactical Fighter Wing missed its takeoff and crashed into a beet field. The +A-10 sustained very little damage. + + + ---Landing--- + +It is not necessary to land in A-10 Tank Killer. You may quit at any time by +pressing Q. This will end the mission and return you to base safely. + +If you want to experience a landing, here's how. Line up about 4000 meters +from the runway, flying in parallel toward the runway. Use the rudder to make +small adjustments to your heading to get lined up exactly. Bring your +throttle down to 4. Come to an altitude of about 100 feet and guide the A-10 +in. Your copilot will automatically drop the flaps and landing gear for you. +Once you set down, bring throttle down to 1. + + + ---Taxing--- + +If you land, and the mission isn't over you'll want to take off again. To do +this, you'll need to turn the A-10 around so you have enough runway. To taxi +use a little throttle. For convience, you can guide the A-10 on the ground +with the rudder or alieron controls. + + + ---Flight--- + +Aircraft are guided by control surfaces on the wings and tail, and by the +amount of thrust generated by the engines. Ailerons on the wings control the +roll of the A-10, and indirectly the heading. The tail controls the pitch, +and the rudder controls the heading. + +Climbing and Diving +------------------- +To gain altitude, go into a climb. Just pull back on the stick until the A-10 +is oriented upward (positive pitch). Continue climbing until you reach the +altitude you want. A dive is just the opposite. Push forward on the stick to +lose altitude. + + -36- + +----------------------------------------------------------------------------- + +Turning +------- +There are several ways to execute a turn. The simplest way to turn is to move +the stick left (or right). This will bank the A-10 slightly and will begin a +turn. The more you bank, the more the A-10 will turn. When you've almost +reached the heading you want, level the A-10 off. + +A faster turn can be executed by moving the stick to the left (or right), and +then pulling it back. This is the fastest way of changing heading. However +it's very easy to overshoot the heading you want, unless the A-10 was rolled +exactly 90 degrees, you will also change your pitch. + +Small adjustments to the heading can be made with the rudder. Using the +rudder is the slowest way to turn, but it doesn't affect the pitch and it's +the most precise. Usually you'll want to start a turn by moving the stick +left (or right), get close to the heading you want, level the A-10 off, and +then make the final adjustments to heading with the rudder. + +Speed and Stalls +---------------- +Speed is controlled by the throttle. Full throttle, Full speed. A stall +happens when the plane is moving through the air to slowly. Lift is lost and +the control surfaces don't work properly. The A-10 will nose down until the +air speed is greater than the stall speed. To avoid stalls, keep the throttle +at 4 or higher. Don't stall at low altitude unless you enjoy crashing. + + +COMBAT TACTICS +============== + +The A-10 is a special kind of aircraft -- it's a combat aircraft armed to the +teeth. + + +Finding the Target +------------------ +Find the target you want on the Strategic Map, and then select it (See pg. 24) +You can select it either by positioning the arrow over it and clicking on it, +or by sequencing through all the targets with the arrow buttons. The selected +target will be highlighted on the map by a black square around it. The +information display on the right will give you the bearing and distance of the +target from your current position. + +Return to the front cockpit view (F1). The destination indicator above the +compass tape on the HUD will guide you to the target (See pg.20). Just change +your heading until the destination indicator (a small triangle) is centered on +the tape. You are now heading directly towards the target. Stay low, and go +full throttle and you'll reach the target. When you get near the target, it +should appear in the TID screen. (See pg.23) + + -37- + +----------------------------------------------------------------------------- + +Attack Tactics +-------------- +When you're about 7000 meters from the target, slow down to attack speed - a +throttle setting of 3 or 4. This will give you enough time to line up on the +target. + +Select the proper weapon type to use against the target. + + o Against Tanks: Select Avenger 30mm cannon, or select a MAVerick. + + o Against Other Vechicles: Select Avenger, MAVerick, or ROCkeye cluster + bomb (especially if there are several close together). + + o Against Bridges, Bunkers, Buildings, or Installations: Select LGB. + + o Against Airstrips: Select DURandal. + + o Against Aircraft: Select SIDewinder. + + +An Avenger Attack Run +--------------------- +The Avenger is an unguided weapon, it's fixed to the fuselage of the A-10. +You must position the sight over the target and fire. To set up a run, stay +low (about 150 feet) and come in at slow speed. Line up on the target. Use +the rudder to get lined up exactly on the target. Stay lined up, and at about +3000m, pitch the plane so that the cross hair is exactly over the target. +FIRE! + +If there are several targets before you, use the rudder to spread the Avenger +fire across them. Often you can eliminate an entire tank platoon in seconds! + +Another useful tactic to score a is 'Walking the Fire' across the target. +When the cross hairs are below the target, begin firing. Pull the impact +point of the shells across the target by pulling back on the stick. + +If you miss some of the targets on the first run, take a second run. Fly past +the targets at full throttle for about 7 seconds. Throttle back down to a +slower speed, and whell the A-10 about with either a quick turn or a loop and +half-roll. Line up again and finish off the target! + + +Other Weapons +------------- +The other weapons are simpler to score a hit with. Keep the target in the +HUD. Sequence through all the targets on the HUD until the one you want is +displayed in the TID and is selected on the HUD. Make sure the proper weapon +type is selected. When the target is within range, a LOCKED will appear on +the HUD next to the weapon type. + + -38- + +----------------------------------------------------------------------------- + +To see the full force of the attack switch to one of the cinematic views (F8, +F9 or F10). (See A-10 Views. pg.8) + +The LGB and Rockeye are guided bombs, whereas the Maverick and Sidewinder are +missiles. With the LGB and Rockeye, the lock on range is smaller. + + +Avenger vs. Maverick +-------------------- +Both weapons have the same purpose: To Kill Tanks. You'll have to decide +which to use on each attack run. The Maverick is easier to use. Select the +target you want on the TID, wait for LOCKED, and fire. The guidance system +will ensure the Maverick hits the target. The Maverick has greater range than +the Avenger cannon, however, you have fewer Mavericks than Avenger bursts. + +If you pop up over a hill and there's a SAM staring at you, it's better to +take it out with the Avenger. Avenger shells are faster than a Maverick, and +in quick draws like this the Avenger comes out on top. Trying to quick draw +on a SAM with a Maverick is risky at best. + +The Avenger is the most cost effective way to kill tanks. An Avenger burst +costs a fraction of a Maverick missile. + + +Dogfights +--------- +Although the A-10 was not designed for dogfighting, A-10 pilots do not +consider MiGs an unconquerable threat. At high altitudes the A-10 is at a +distinct disadvantage, but at low altitudes a MiG has a hard time manuevering. + +When you spot a MiG, keep him in front of you. If you have a sidewinder, fire +it as soon as you achieve lock-on. At close ranges, you can try to hit the +MiG with an Avenger burst -- but this is very difficult. If you're out of +Sidewinder, mister you're in trouble. Your best chance is to stay low, drop +flares when necessary, and run toward the 'umbrella' of a friendly SAM. If +the MiG follows you into the 'umbrella', there's a good chance it will be shot +down. + +The A-10 can clean up against Hind helicopters. The Hind was not designed for +air-to-air combat. You can use Sidewinders against a Hind, or just the +Avenger. The Hind is much slower than a MiG, and with practice a good pilot +can take out a Hind quickly with the Avenger. + + -39- + +----------------------------------------------------------------------------- + +Defensive Tactics Against SAMs +------------------------------ +Stay low. The lower you fly, the greater the chance that the terrain will +hide you from SAM launchers. Use the Strategic Map to stay outside the range +of SAM launchers. Monitor the RWR to see what SAM threats are out there. + +When a SAM is coming at you, there are some tactics to try. If there's a hill +nearby, duck behind it. If the SAM is radar guided (indicated by the right +most light abot the blinking RWR), drop some chaff to distract it. If it has +Infra Red homing (indicated by the left most light above the blinking RWR), +then drop a flare or two. As a last resort, attempt to out-turn the SAM. +This is very difficult. + +If you find yourself in a quick draw with a SAM launcher, you can try and take +it out with the Avenger before it launches. + + +MISSION PLAN +============ +In the briefing Commander Cord will let you know what your mission objectives +are, and what the priorities are. Once you're in the A-10, review the +Strategic Map. It will familiarize you with the battle. Make a Flight Plan. +However, due to the dynamic nature of land battles, you'll probably have to +alter your Flight Plan several times. You will be receiving new orders and +distress calls over the radio during the mission. Stay alert and stay +flexible. Always keep your objectives in mind. + + -40- + +----------------------------------------------------------------------------- + +A-10 PILOT INTERVIEW +==================== + + +What Tactics are employed when a SAM is launched at the A-10? + +"In the first place, stay low to avoid SAM operators from acquiring the A-10. +Once a SAM is launched, make a 3-D break away from the SAM. Additionally, +flares can be dropped to decoy IR seeking missiles, and chaff are used on +radar guided missiles." + + +What tactics are used when an enemy fighter, say a MiG, is spotted? + +"Keep him in front of you. Don't let him on your tail. You can engage the +fighter with sidewinders. Two sidewinders can be loaded on either outside +pylon. The gun, although not very effective in shooting down aircraft, is +very effective in making the enemy fighter take a defensive stance." + + +In actual combat, how low would you fly? + +"Between 100 and 400 feet." + + +What's the role of the A-10? + +"Close Air Support, we call it CAS. We support ground troops in close +proximity, which is defined as operating within 1000 yards of friendly forces. + + +What's the difference between the role of the A-10, and the role of an attack +helicopter? + +"The roles are identical. Both aircraft provide Close Air Support. However, +the capabilities of an attack helicopter are different." + + +In what way? + +"Hiding for example. A helicopter hides by hovering low behind some trees, or +by actuall landing in an open field. The A-10, since it must keep moving, +would hide by flying low behind a ridge or hill. Helicopters are not as +survivable as the A-10. One or two hits on a helicopter will generally +cripple it, whereas the A-10 was designed to take hits. In Viet Nam, aircraft +were hit quite a bit, so survivability was an important factor. Also, the +A-10 can carry more ordnance. Helicopters carry about 2,000 lbs. The A-10 +can carry 15,000 lbs." + + +The F16 is a ground attack aircraft, what's the difference between the A-10's +role and the F16's role? + +"The F16 is a fast aircraft. It is used for deep interdiction strikes into +enemy territory -- taking out a bridge behind enemy lines, for example. It +can get in, strike, and get out. The A-10 can fly much slower than the F16. +This is essential for Close Air Support. A-10 pilots can operate in a dynamic +environment, where targets are moving rapidly and are well camouflaged. An +A-10 pilot can spot a ground unit, identify it, wheel about, and destroy it. +An F16 wouldn't even know it was there. + + -41- + +----------------------------------------------------------------------------- + +What would a typical mission consist of? + +"In an actual war, say in Central Europe, an A-10 pilot would go out and fly +low to a contact point. At the contact point,the pilot would talk to a ground +commander, who might say 'Four enemy tanks were spotted in the open moving +south bound at XX coordinates, and travelling at a speed of Y. You're cleared +to go ahead and engage them.' The contact would also let the pilot know what +SAM threats are in the area, and what friendlies he should expect to see." + + +What's it like to fire the gun? + +"The gun is very loud. It shakes the entire aircraft. You never get used to +it." + + +What about firing a Maverick? + +"What's nice about a Maverick is that you hear nothing. It releases and moves +out in front of you. You can see the engine and the smoke. Whereas the gun +is an audio experience, the Maverick is visual." + + -42- + +----------------------------------------------------------------------------- + +DESIGN NOTES +============ + +Our motivation for doing this product was the A-10 itself. It is perfec +material for a high paced challenging simulation. The A-10 is designed to +fight in a high threat environment, where the fronts of two armies meet. In +the midst of all this chaos, an A-10 pilot has to make snap tactical decisions +and adjust his plans according to the dynamics of the battlefield situation. + +The A-10 has a lot of personality. Officially it's called the Thunderbolt II, +but fliers call it the Warthog. A-10 pilots are called 'Hog-drivers'. Ground +troops refer to the A-10 as the Devil's Cross. Due to it's shape, tank +commanders have a hard time telling if it's flying away or approaching. It's +no wonder that this makes them nervous....the Avenger cannon can rip a tank +apart in seconds. + +In building A-10 Tank Killer, we wanted to create an experience that captured +the personality and feel of the A-10. We especially wanted to create an +experience that FELT LIKE THE REAL THING. We did extensive research on the +plane itself (flight specifications, weapon data, etc.) to get the simulation +accurate. But numbers don't tell you what it's like to really fly an A-10. +So, we interviewed A-10 pilots to get a human perspective on the experience. +One pilot remarked "Flying the A-10 is fun. Can you get that across in your +simulation?" We'll leave that question up to you. + +We wanted A-10 Tank Killer to be entertaining. That's why we choose to +compress time. It keeps the pace high. All the dull moments spent ferrying +back and forth to the front are squeezed out with time compression. We also +choose to go with a two seater A-10. There aren't very many of them in +service, but we felt that it was important to have that colorful talk that you +get from your co-pilot. + +In order to pull this product off properly, we had to overcome a lot of +challenges. We optimized our 3-D graphics for the fifth time in four years. +We wrote several 256-color drawing routines which were faster than out +16-color drawing routines. And, we developed a digitizing process involving a +photo-lab, real actors, costumes, and on-location photo-shoots. This last bit +of technology was necessary because we knew that the hand-drawn, cartoonish +look seen in most 16-color games wouldn't carry our desire to make A-10 Tank +Killer FEEL LIKE THE REAL THING. Our graphics had to look real, especially +when we were going to be supporting 256 color VGA systems. + +We think all of this effort was worth it and we hope that you enjoy playing +A-10 Tank Killer as much as we enjoyed building it. + +Here's to flying low and hitting hard. + + -43- + +----------------------------------------------------------------------------- + + +Brought to you By +Lord Delos +of GreyHaven + +708 - 551 - 9461 + +EveryOne Welcome \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/aaargh.txt b/textfiles.com/piracy/SOFTDOCS/aaargh.txt new file mode 100644 index 00000000..6a19183c --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/aaargh.txt @@ -0,0 +1,102 @@ +The monsters are on the loose, heading out of their caves in the badlands +and into the cities. They are coming to cause chaos, cry havoc and inflict +terrible destruction, as they search for the Roc's eggs. The giant horned +ogre and the hideous dragon are out to seek revenge on the humans who have +for so long driven them back into the highlands. + +Destroy the towns to find Roc's eggs, take them back to your cave, then +providing that you can beat off the challenge from the other monsters and +collect a hoard of five eggs, you will head off the volcano and find the +golden egg to win the game. + +OGRE +Born in a damp cave north of the island, you have always had a hard life. +When you were just a little ogre none of the other monster children would +play with you, and now if you go into town, all the humans scream and fire +cannon at you. It could have something to do with the fact that you are +twenty feet tall, with a horn in the middle of your forehead. +Alternatively, it could be your halitosis, which is so bad it sets things +on fire. Or even the fact that you can knock down stone walls with your +fits. Anyway, now it is your turn to get your revenge, you are going to +claim the golden egg. + +DRAGON +So what do you do if you happen to be an eighteen foot tall green scaly +dragon, with a spiked tail and a penchant for young ladies, preferably +flame grilled in your own breath? Well, you set up home in the mountains +and start work on your first hoard and try and terrorize the neighborhood. +So when you learn that the infuriating ogre is after the golden egg that +lies under the volcano, there is nothing to do but head into town and try +to get there first. + +THE ISLAND +Darance is a quiet, peaceful island, where the humans go about their daily +business with a smile on their face and a song in their heart, ah! They +are totally unaware that they are about to receive a visit from two of the +most terrible and ferocious monsters ever to see the light of day. + +THE CITIES +Awaiting your destruction there are twelve cities. These include a +primitive village of straw huts, a wild west fort, a Chinese pagoda, an +Indian temple, and many others before your final goal of the famous +volcano. + +GAME PLAY +In each city you need to destroy the buildings until you find the Roc's +egg. There is an egg hidden in most but not all of the cities. You will +need to punch the buildings to demolish them, or flame them to set them on +fire, while fighting off the other creatures on the screen. Watch out for +the hornets that fly across the screen and sting you. Be wary of the +weapons the humans try to bring to bear. You will need to destroy these +before they destroy you. + +FOOD +You can eat the hamburgers and the people. These increase your health, +thus enabling you to continue your destruction for longer. + +FIRE POWER +Collect the lightning to increase your fire power. This increases the +amount of damage done by your flames. + +HEALTH +Every time you are hit your health decreases. If your health reaches zero +you will die a very bloody death. + +COMPLETING A LEVEL +When you have captured the egg you will take this back to your treasure +cave. Unfortunately, life is never easy and you will need to fight to keep +your treasure. When you have succeeded in gathering a hoard of five eggs, +you can go to the volcano and try to capture the big one, the final Roc's +egg, a golden egg to surpass all others. + +LOADING INSTRUCTIONS +Insert Kickstart disk if required. +At request for Workbench disk, insert program disk 1. +Program will load and run automatically. +You will be prompted to change disks by the program. +Follow the on screen instructions. + +CONTROLS +Joystick in port 2 only. + +Controls with the fire button NOT pressed: +UP Move into screen away from player +DOWN Move out of the screen towards the player +LEFT Move left +RIGHT Move right + +Controls with the fire button pressed, while facing left or right: +UP High punch +DOWN Low punch/pick up object +FORWARD Mid punch + +Controls with fire button pressed, while facing up or down: +UP Punch +DOWN Pick up + +To flame press the fire button with the joystick central. Flame starts +when the joystick is released. + +You cannot flame during the head to head battles. + +DOCS TYPED BY ARTHUR DENT OF M.A.A.D. diff --git a/textfiles.com/piracy/SOFTDOCS/abdtg.nfo b/textfiles.com/piracy/SOFTDOCS/abdtg.nfo new file mode 100644 index 00000000..0e358c2b --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/abdtg.nfo @@ -0,0 +1,90 @@ +Congratulations.......your the proud new downloader of the: + + _______________ + / ____ \ \ + .'/| | l / l\ \ + / __ | l \ l/' | + `\__|| |_____/:____/ + `--' + a R R e S T e D B u S D R i V e R S + + ..oO TONE GENERATOR Oo.. + + Ok...first off......your probably wondering....aBD....hmmmm..."another one of +those shitty 416 area groups again. They'll be gone in a week."....well.... +here's your answer "Is Madonna a virgin?"..of course not...we'll be here for a +while.....Newayz....here's the deal on the aBD TG. + +Files included in abdtg.zip: + +aBDTG.NFO -=this phile=- +aBDTG.EXE -=the tone generator=- +WORLDBOX.TXT -=worlwide tones (Hz) for LD phreaks=- +BOXTONES.TXT -=a few tones (Hz) for the more famous boxes=- +REDBOX.TXT -=the tones (Hz) for the ever famous red box=- +FILE_ID.DIZ -=I wonder what this is?....=- + +1. How to use the aBD TG. + +a) turn your computer on...okokok. +b) watch the neat intro coded by me (GReNDeL) +c) when it comes to the opening screen you have several options: + + ABD INFO + HELP + GENERATE TONES + EXIT TO DOS + SHELL OUT TO DOS + +d) highlight whichever one you want. I highly suggest the HELP option first. +e) you can figure it out from there.... + +2. Notes on the aBD TG. + + The aRReSTeD BuS DRiVeRS Tone Generator was written in ...ugh... TURING V. 7.8 +by: + Zerohm Programmer + GReNDeL intro coder + +at the time of this release, the formulae for adding Hz was unknown.....so your +gonna have to figure it out yourself till we come out with version 1.3o.... + +The advantages are that the Tone Generator will never become outdated because +every aspect is programmable....unfortunately nothing can be done in less than +5o milliseconds...so quarter ($o.25) tonesare not possible with this edition.... +we'll fix it in the next version..... + + + ...o0o... +___________________________________/'MeMBeRS`\__________________________________ + + GReNDeL 4i6 Zerohm 9o5 + Hacker Man 2i3 The Golden Child 2i3 + Viper 2i3 [maybe you] [???] + + Member Boards + + West Coast HQ + Exodus Crossroads LA, Calif. + 213 xxx.xxxx + Sysop- Viper + + East Coast HQ + Access Denied + 718 xxx.xxxx + Sysop- Elite Lover + + WHQ + Whothehellknows + 416 wed.unno + Sysop- Maybe you + +-------------------------------------------------------------------------------- + +If you need help with the aBD Tone Generator you can contact us at the above +mentioned boards.....or just about anywhere in the 416/9o5 area...... IF.... for +some strange reason you would like to contact us the above also applies....were +looking for more HQ's/DS, and maybe a few spreaders, and master phreaks. + +GReNDeL. +VP aBD \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/adandd.cards b/textfiles.com/piracy/SOFTDOCS/adandd.cards new file mode 100644 index 00000000..d5aa112b --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/adandd.cards @@ -0,0 +1,313 @@ + +Magic, the AD&D + +Scribed by Alex Shearer (alex@apogee.nosc.mil) + + + For the moment, the Beholder is not on the list, mainly due to how unwieldy a card it seems it would make. + + +Blink Dog (Summon Blink Dog) +Cost: UU+2 +Stats: 2/2 +Abilities: May not be blocked in any way. Flying. Blink Dog's Power may not be raised past two by any means, if an effect would raise it's Power past two, treat Power as two instead. + +Carrion Crawler (Summon Crawler) +Cost: RR +Stats: 0/2 +Abilities: Any creature blocking, or blocked by Carrion Crawler is immediately tapped. Target creature's controller must spend <4> or creature cannot be untapped as normal during their next Untap phase. Once the next Untap phase has passed, this effect ends. + +Catoblepas (Summon Catoblepas) +Cost: B+3 +Stats: 1/3 +Abilities: Flip a coin for each creature that damages, or is damaged by, Catoblepas, during combat. Opponent calls heads or tails in the air. If coin toss comes out in opponent's favor, creature survives. Otherwise, creature is sent to the graveyard. + +Centipede, Giant (Summon Centipede) +Cost: R +Stats: 1/1 +Abilities: Any creature that kills Centipede, Giant, or is part of a group of blockers that kills it, is immediately tapped. + +Chimera (Summon Chimera) +Cost: WWW+4 +Stats: 4/4 +Abilities: Flying. : Do a point of damage to target creature. + +Succubus (Summon Lesser Demon) +Cost: BB+3 +Stats: 1/3 +Abilities: Flying. Tap and pay to tap another creature and do a point of damage to it. While Succubus is in play, all Nalfeshnees and Balors cost one less colorless mana to summon. This effect is not cumulative with other demon effects. + +Vrock (Summon Lesser Demon) +Cost: +Stats: 2/3 +Abilities: While Vrock is in play, all other Vrocks cost one less colorless mana to summon. This effect is not cumulative with other demon effects. + +Hezrou (Summon Lesser Demon) +Cost: B+4 +Stats: 3/3 +Abilities: : Flying. While Hezrou is in play, all Hezrous cost one less colorless mana to summon. This effect is not cumulative with other demon effects. + +Glabrezu (Summon Lesser Demon) +Cost: BB+3 +Stats: 4/5 +Abilities: While Glabrezu is in play, all Vrocks, Hezrous, and Glabrezus cost one less colorless mana to summon. This effect is no cumulative with other demon effects. + +Nalfeshnee (Summon Greater Demon) +Cost: BB+3 +Stats: 3/5 +Abilities: Flying. While Nalfeshnee is in play, all Vrocks, Hezrous, Glabrezus, and Nalfeshnees cost one less colorless mana to summon. This effect is not cumulative with other demon effects. + +Marileth (Summon Greater Demon) +Cost: BBBB+4 +Stats: 6/5 +Abilities: While Marileth is in play, all Vrocks, Hezrous, Glabrezus, Nalfeshnees, and Balors cost one less colorless mana to summon. This effect is not cumulative with other demon effects. The Marileth may block up to six attackers by splitting it's power. Power must be assigned to each attacker, and all damage from attackers is applied to the Marileth as normal. Even if the Marileth's power is raised in some way, it may block a maximum of six attackers. At least one point of Power is required to block an attacker; attackers may not be blocked by 0 power. + +Balor (Summon Greater Demon) +Cost: BBBB+3 +Stats: 5/5 +Abilities: Flying. While Balor is in play, all Glabrezus and Nalfeshnees cost on less colorless mana to summon. This effect is not cumulative with other demon effects. : Do 1 damage to a creature blocking Balor. This damage is applied after all normal damage is applied during combat, but the cost must be payed before normal damage is applied. + +Barbed Devil (Summon Lesser Devil) +Cost: B+3 +Stats: 3/4 +Abilities: While Barbed Devil is in play, all Barbed Devils cost one less colorless mana to summon. This effect is not cumulative with other devil effects. + +Bone Devil (Summon Lesser Devil) +Cost: B+4 +Stats: 4/4 +Abilities: : Bone Devil is unblockable until end of turn. + +Eriynes (Summon Lesser Devil) +Cost: BB+2 +Stats: 2/4 +Abilities: : Tap any creature in play. Flying. While Eriynes is in play, all Eriynes cost one less colorless mana to summon. This effect is not cumulative with other devil effects. + +Horned Devil (Summon Greater Devil) +Cost: BB+3 +Stats: 3/4 +Abilities: Flying. While Horned Devil is in play, all Horned Devils cost one less colorless mana to summon. This effect is not cumulative with other devil effects. Place a counter on any creature damaged by Horned Devil that does not die during the same turn. Target creature is -0/-1 for each such counter placed on it. If this counter reduces the creature's Toughness to 0, it goes to the graveyard. + +Ice Devil (Summon Greater Devil) +Cost: BBB+2 +Stats: 4/5 +Abilities: While Ice Devil is in play, all Bone Devils and Ice Devils cost one less colorless mana to summon. This effect is not cumulative with other devil effects. The Ice Devil may block creatures with the Invisible Enchantment cast upon them. : Flying. + +Lemure (Summon Lesser Devil) +Cost: B+1 +Stats: 1/1 +Abilities: : Regenerates. + +Pit Fiend (Summon Greater Devil) +Cost: BBBB+4 +Stats: 3/6 +Abilities: Flying. While Pit Fiend is in play, all Barbed Devils and Pit Fiends cost one less colorless mana to summon. This effect is not cumulative with other devil effects. The Pit Fiend may block creatures with the Invisible Enchantment cast upon them. : Counter any spell cast upon Pit Fiend. + +Displacer Beast (Summon Displacer Beast) +Cost: UU +Stats: 2/3 +Abilities: All damage received from enemy creatures is reduced by 1 point before being applied to Displacer Beast. + +Black Dragon (Summon Dragon) +Cost: BB+4 +Stats: 4/4 +Abilities: : Target creature receives a counter. This ability may only be used after the creature has been damaged by Black Dragon. Creature is 0/-1 for each Black Dragon counter on it. + +Blue Dragon (Summon Dragon) +Cost: RR+4 +Stats: 4/5 +Abilities: Tap and pay to do 2 points of damage to any target. Flying. + +Green Dragon (Summon Dragon) +Cost: GG+4 +Stats: 4/4 +Abilities: Tap and pay to do 1 point of damage to target creatures. Dragon's ability affects a maximum amount of creatures equal to it's current Toughness. Flying. + +Red Dragon (Summon Dragon) +Cost: RR+4 +Stats: 5/5 +Abilities: : Do one point of damage to target creature. Dragon may do no more than three points of damage with this ability in a turn. Flying. + +Silver Dragon (Summon Dragon) +Cost: WWW+4 +Stats: 5/5 +Abilities: : Tap an enemy creature after blockers are assigned. This ability may only be used on one creature in a turn. Flying. + +White Dragon (Summon Dragon) +Cost: RR+4 +Stats: 4/4 +Abilities: : Tap an enemy creature after blockers are assigned. This ability may only be used on one creature in a turn. Flying. + +Draggonne (Summon Dragon) +Cost: WW+4 +Stats: 4/5 +Abilities: Flip a coin for each creature that blocks it. Opponent calls it in the air. If the coin toss comes out in opponent's favor, that creature blocks. If coin toss comes out in controller's favor, defending creature does not block. + +Dragon Turtle (Summon Dragon) +Cost: U+4 +Stats: 4/5 +Abilities: Dragon Turtle may not attack unless opponent has Islands in play. + +Gnoll (Summon Gnoll) +Cost: G +Stats: 1/1 +Abilities: None + +Green Slime (Summon Wall) +Cost: RR+1 +Stats: 1/3 +Abilities: Place a counter on Green Slime for each creature that it damages that is Buried in the same turn. Green Slime is +0/+2 for each such counter on it. + +Hippocampus (Summon Hippocampus) +Cost: U+1 +Stats: 1/1 +Abilities: Tap to give another creature Islandwalk until end of turn. + +Intellect Devourer (Summon Intellect Devourer) +Cost: RR+1 +Stats: 1/2 +Abilities: While Intellect Devourer is in play, all Spells cast require one additional Colorless mana in addition to their normal casting cost. + +Invisible Stalker (Summon Stalker) +Cost: UUU+3 +Stats: 3/4 +Abilities: May only be blocked by walls. Opponent may pay <4> during his upkeep to try and "turn the Stalker." Flip a coin, with Opponent calling it in the air. If coin toss comes out in Opponent's favor, Invisible Stalker does 3 points of damage to its controller, then goes to the graveyard. If coin toss comes out in controller's favor, Invisible Stalker untaps immediately. + +Ixitxachitl (Summon Ixitxachitl) +Cost: U +Stats: 2/1 +Abilities: Banding. Cannot attack unless opponent has Islands in play. Ixitxachitl dies instantly if at any time there are no Islands in play. + +Kobold (Summon Kobold) +Cost: R +Stats: 0/1 +Abilities: Banding. Half of the Kobolds in a Band (round down) are +1/+0. + +Lurker Above (Summon Lurker) +Cost: RR+3 +Stats: 1/4 +Abilities: Flying + +Mimic (Artifact Creature) +Cost: 6 +Stats: 3/5 +Abilities: <2>: Make Mimic a non-creature Artifact until end of turn. + +Mind Flayer (Summon Mind Flayer) +Cost: BB+1 +Stats: 1/2 +Abilities: Tap to do 1 point of damage to target creature. + +Brown Mold (Summon Wall) +Cost: BB+3 +Stats: 1/2 +Abilities: Any creature damaged by Brown Mold is automatically destroyed. + +Yellow Mold (Summon Wall) +Cost: B+1 +Stats: 0/2 +Abilities: Sacrifice after blocking is declared to destroy one of the attackers blocked by this Yellow Mold. + +Mummy (Summon Mummy) +Cost: BB+3 +Stats: 2/4 +Abilities: May not be blocked unless the total Power of all blocking creatures is 3 or more. + +Ochre Jelly (Summon Jelly) +Cost: RR+2 +Stats: 0/1 +Abilities: Lightning bolts do no damage do Ochre Jelly. Place three counters on Ochre Jelly when it is Summoned. It is +0/+1 for each counter on it. Counters off of Jelly becomes 1/1 counter creatures. Counters may only be moved off of Jelly when it is the target of a Lightning Bolt. One Counter is removed for each Lightning Bolt. + +Otyugh (Summon Otyugh) +Cost: RR+2 +Stats: 2/3 +Abilities: Place a counter on each creature damaged by Otyugh which does not die during that same turn. For each Otyugh counter, a creature is -0/-1. + +Piercer (Summon Wall) +Cost: RR+2 +Stats: 5/1 +Abilities: None. + +Purple Worm (Summon Worm) +Cost: RRR+3 +Stats: 4/5 +Abilities: Burrowing. + +Quasit (Summon Quasit) +Cost: BB+1 +Stats: 1/1 +Abilities: Tap for . + +Remorhaz (Summon Remorhaz) +Cost: WW+4 (this was a close guess) +Stats: 4/4 +Abilities: First Strike. + +Roc (Summon Roc) +Cost: RR+3 +Stats: 4/6 +Abilities: Flying. + +Rust Monster (Summon Rust Monster) +Cost: RR+2 +Stats: 2/3 +Abilities: Any Artifact damaged by Rust Monster is immediately destroyed. + +Shadow (Summon Shadow) +Cost: BB+3 +Stats: 2/2 +Abilities: For each creature damaged by Shadow which dies without regenerating by the end of the turn, place a Subshadow into play on the same side as the Shadow. Subshadow is a 1/1 creature represented by a counter. + +Shambling Mound (Summon Shambling Mound) +Cost: GGG+2 +Stats: 2/6 +Abilities: Lightning Bolt spell does no damage. Instead, place a counter on Shambling Mound for each Lightning Bolt spell cast upon it. Shambling Mound is +0/+1 for each counter. + +Su-Monster (Summon Su-Monster) +Cost: GG+2 +Stats: 1/2 +Abilities: Tap to do 1 point of damage to target creature. + +Troll (Summon Troll) +Cost: RR+3 +Stats: 2/5 +Abilities: : Regenerate + +Umber Hulk (Summon Umber Hulk) +Cost: RRR+2 +Stats: 4/4 +Abilities: Tap Umber Hulk to tap target creature. Target creature remains tapped until Umber Hulk is untapped, Umber Hulk may be left tapped during the Untap phase. + +Vampire (Summon Vampire) +Cost: BBBB+4 +Stats: 5/5 +Abilities: :Regenerate. Flying. For each creature damaged by Vampire that dies before the end of the turn without regenerating, creature's controller loses 2 life. + +Water Weird (Summon Weird) +Cost: UU+1 +Stats: 2/2 +Abilities: : Regenerate. + +Wight (Summon Wight) +Cost: BB+3 +Stats: 2/4 +Abilities: Place a counter on any creature damaged by Wight. Target creature is 0/-1 for each counter on them. If this reduces target toughness to 0, target is destroyed. Counter remain even if Wight is removed from play. + +Wraith (Summon Wraith) +Cost: BB+3 +Stats: 2/5 +Abilities: Opponent loses one life for each of their creatures which dies without regenerating during a turn in which the Wraith damaged it. + +Wyvern (Summon Wyvern) +Cost: RRR+3 +Stats: 4/5 +Abilities: Flying. Pay to do 1 damage at any time until the end of the turn to a creature damaged by Wyvern during the same turn. This power may only be used once in a turn. + +Xorn (Summon Xorn) +Cost: RR+3 +Stats: 3/4 +Abilities: Burrowing. Xorn is not damaged in any way by Lightning Bolt, Fireball, or the extra power provided by the Firebreathing Enchantment. + +Zombie (Summon Zombie) +Cost: B+1 +Stats: 1/3 +Abilities: Zombie may not block normally. Pay after Attack is declared to allow Zombie to block normally. diff --git a/textfiles.com/piracy/SOFTDOCS/alienleg.asc b/textfiles.com/piracy/SOFTDOCS/alienleg.asc new file mode 100644 index 00000000..b8702258 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/alienleg.asc @@ -0,0 +1,339 @@ + These are the Full DoX for Alien Legacy distributed by Dynamix. + Date 6-20-94 + + + Well after spending about 16 hours playing this game. It gets half + a thumbs up from me. I mean so far so good but not enough action in + the game and too much management. But I will explain the general + concept of the game and what you can expect for a 7 disk download. You + are in command of the Calypso, a "seed ship" sent to the Alpha Ceali + system to colonize a planet and take mankind's first permanent step + into the stars. While you were in hyper sleep, Earth had designed and + perfected a new seed ship engine which would travel faster than you + ship. Matter of fact, it would beat you to the planet by a large + margin so the United Nations decides to send it and to also send you a + couple of communications explaining the details and who your knew + commanding officer will be instead of you running the project + yourself. After awakening, you read the messages and also get a few + others showing that the colony is nowhere in sight. The ship has + arrived before you but there are little to no traces of it. You also + realize that a magnetic flux storm wiped away a good portion of your + ships computer system memory and bits and pieces of information get + restored as you play onward. I will not spoil some of these messages + since this is sufficient to set up the theme of the game. Through + colonizing, researching, developing, and probing other planets in the + system, you will uncover all the secrets of what happened to the + missing colony. + + + + -=LORUS=- + + + + The game starts out with you on the bridge of the Calypso after the + intro. and few messages from your officers. You can move the pointer + around the screen and see various stations that you can left click on + to activate. + + BRIDGE: + + Military Advisor - This is your chief military advisor. You can ask + her for advice and she will contact you from time to time to inform + you of new military technical projects that can be researched as well + as other military matters. + + Chief Navigator - This officer informs you of stellar events as well + as probe results. He will also report other happenings in space and + other matters dealing with space craft. + + Science Advisor - This officer will inform you of scientific + breakthroughs and suggest new ideas for research. + + Chief Engineer - This advisor keeps you up to date on the status of + the Calypso, as well as suggesting new research. + + Robot - The Robot will tell you of advanced scientific breakthroughs + that are mainly in the computer/electronics category and it is + responsible for repairing the Calypso's computer systems. The Robot + also maintains your PDA (Personal Desk Assistant) which keeps track of + your log, other unfinished tasks and information on the totals of + your colonies, and the casualties suffered in battle overall. + + View Solar System - This takes you to the Star Map which is explained + later. + + See Ship's Resources - This takes you to the buildings of Calypso. It + is managed and built upon just like any other colony which will be + explained later. + + + POP UP MENU + + By right clicking just about anywhere in the game excepts where + noted otherwise, you can access the "pop-up menu" which will take you + quickly to anywhere in the game. + + Bridge - Takes you to the Bridge. + + Space map - Takes you to the Space Map. + + Colony Manager - Takes you to where you can manage your colonies. + + Vehicles Manager - Takes you where you can view/manage your spacecraft + including the Calypso. + + Tech Manager - This takes you to the research and development menu. + + Pause - Pauses game. + + Options - Takes you to the Game Options menu. + + Quit - Allows you to quit the game. + + + SPACE MAP + + The Space Map is a 3D, fully rotatable and scalable map. You can + select planets via the planet quick buttons on the right of the map + (you'll begin to recognize them as you access the map more and more) + or you can just left quick right on the planet or object of your + choice. Right clicking on the Space Map brings up several options to + choose from. These are self explanatory so I will not go into + explaining them. At the bottom left, you will find the text box. This + box will display various information like planet name, turns elapsed, + and game speed. To the right of the text box is the game speed slide + bar. This will allow you to compress time and slow it back down at + your discretion. This allows you to "burn" turns when you have nothing + else to do but that's rare so use it with caution. The other buttons + to the right of the slide bar will allow you or rotate and zoom in and + out on the planet map. When you see small twinkling spots around + planets, these represent your craft. Your dots are green, the enemies, + well, you'll find out sooner or later. + + COLONY MANAGER + + This is the comprehensive listing and control menu to view and + quickly access all your colonies. The big blocks of information on the + left, displays a detailed count of all the resources of your colony. I + will explain what all the iconic representations mean in the detailed + colony map section. By clicking on one of the large boxes of + information, you will immediately be taken to the detailed + "construction" map of that colony. To access the other colonies when + you get beyond 3 colonies, you can scroll the listing with the arrows + at the very bottom and then select the colony or you can use the sort + list located to the right of the boxed information. This area as a + whole is the best way to keep an eye on how your colonies are doing at + a glance. + + Detailed Colony Map - This is where you actually construct facilities + to meet your colonies needs. The starting facilities that you can + build are Habitats, Factories, Power Plants, and Research Labs. To + construct a building, use the left and right arrows below the building + picture in the upper right corner of the screen to select the building + you wish to construct. Then click and hold the left mouse button ON + the building's picture. No drag that picture to the location that you + wish to construct the building on the map portion of the screen. You + will see a darker are highlighted when you can build in a location. + Keep in mined that any one colony can only have a maximum of 16 + buildings but through upgrading your buildings when you discover new + technology, you can get more performance from those 16 buildings. + Constructing Buildings game turns. By positioning the pointers of your + buildings, it will give you all the information you need to know about + the building. Anything in red on this list is what your building lacks + in order to be built, upgraded, or just plain operated. To upgrade a + building or change what it's producing, just right click on the + building you wish to affect and you will then see a menu that is self + explanatory. Notice the colored "dots" next to each building? These + are at a glance indicators to tell you how your colonies are doing. + Green means everything is OK while light green means off-line which + takes a building out of the power grid and conserves energy and other + resources. Red means without power or resources needed to operate. + Yellow dots mean you can upgrade that particular facility. Blue dots + mean under construction or upgrade. TO move around the map portion of + the screen, hold down the left mouse button and move the pointer + towards the edge of the screen that you wish to move towards. The map + will then scroll that direction. The closer to the edge, the closer + you will scroll. + The icons at the bottom of the screen shows what resources are + available to your colony. These are from top left to bottom right: + + ORE + POWER + LIFE SUPPORT + HUMANS + ROBOTS + HABITATS + FACTORIES + POWER PLANTS + RESEARCH LABS + SPACE CRAFT + + When starting a colony, it is wise to build 1 habitat, 1 factory, and + one power plant. You will need to transport some resources from + Calypso, over to the colony. You might have to use several ships to do + this if you are in a hurry. + + + VEHICLE MANAGER + + This is very similar to the colony manager screen excepts that it + pertains to vehicles. You will start with 4 space craft and the + Calypso. Each of the larger boxes on the left represent a space craft. + By clicking on one, you are immediately taken to the hanger where it + is located weather it is on a planet, space station, or aboard the + Calypso. These boxes also show information like the vehicle + identification, the pilot, where the ship is at, and the fuel it has + aboard. To the upper right is a sort box and on the right is a planet + list. These are ways of locating a ship via other means. + + Hangers - In the hanger, you will see a picture of your ship, several + icons that are the same as the colony icons, and a mission selector + and target selector. This is where you load cargo onto your ship by + clicking with the left mouse button ON the icon of what you want to + send, and unload your ship by doing the same with the right mouse + button. You select the type of mission then the target of that + particular mission. Be sure to set the target for your mission as well + by left clicking on that button. Missions are discussed in detail + below. + + Explore - This will allow you to pilot a craft around the planet that + you are currently on, and explore the surface. You will also be able + to collect commodities such as ore, life support, power, robots, all + kinds of tech points, special items, and things important to the games + plot line. Once you take off, you will see a satellite view of the + planet. The planet as you will notice, is broken down into grids. + These grids may even extend off the screen to the right, so by using + the arrows on the left side of the screen, you can move the grid + pointer to the right and scroll the planet to see how big it is. Other + buttons are added to this screen as you develop new technology but for + the time being, you start with (from top left to bottom) the ore + scanner, the power scanner, and the build colony button. The scanners + will locate grid locations that contain that type of commodity. You + must find specific locations that are suitable in order to build + colonies. A little bit into the game, you should develop a colony + scanner which shows you all the places to build colonies in the + immediate area. A trick you building your first colony on a new planet + is to send the ship to the center of he planet. Then scan for power. + Go to the power sector and collect as much power as you can. Then + leave the sector. Now scan for a place to build a colony. GO there, + build the colony then click on it to land in the colony. Now you have + power in the colony and it will refuel your ship every time it lands. + This is a quick way to set up a ship outpost even if you don't develop + a colony per say. TO land at any sector, just click on that sector to + move the ship there, then click again to land. Remember, your ships + use fuel for everything they do. keep an eye on the fuel gauge else + you will see some snazzy animation showing your ship careening into + the surface. Once you make a landing, you are now in a 3D mode and are + able to skim the fractally generated surface of the planet. There is a + compass to the upper right that displays your ships heading. A picture + of the pilot. A top view of the entire planet that acts as a "radar + and will display all scanned objects. There are also fuel gauges and + cargo capacity gauges below this. At the bottom of the screen you will + see several icons. From left to right these are: Planet View Toggle + (between top and 3D view), Planet Scan (shows just about everything on + the planet), Bomb (be careful where you drop these!), Cargo List/Drop + (shows a detailed manifest of cargo and allows you to jettison some), + Movement arrows, these will make the ship turn left, right or move + forward. You can also use the cursor arrow keys for movement and the + mouse for picking things up off the planet. Leave will allow you to + gain altitude and go to another sector. To pick up and object, just + position a pointer on it and when the pointer turns into a hand, click + the left mouse button. If there is nothing left on a planet, you will + get a "sector clear" message. If you don't see anything after + scanning, and still haven't gotten a sector clear message, then + there's something still there you will just have to look for manually. + Also while you are flying, if the pointer is not positioned over an + object, your pointer will be crosshairs. If you left click the mouse + with this pointer, you will shoot the ships lasers. You will go on a + target run on a planet once you military advisor sets it up. Other + weapons become available through invention. + + Probe - This mission allows you to send a ship to another planet and + start collecting planetary data and forming a topological survey. Once + this is complete, you can build colonies there and explore the + surface. + + Transport - This simply tells a ship to go from here to there taking + with it anything ins it's holds and then depositing them at the target + location. + + Pipeline - This is a nice but tricky mission to assign. If you have a + colony that is producing large amounts of a commodity and you will + continuously need these commodities some where's else, set up a + pipeline between the two which acts like the Transport command but the + ship will fly in a continuos loop back and forth between the two + continuing to deposit the same cargo that was first assigned. Saves on + repetition but difficult to calculate a safe amount of cargo to take + without depleting the producing colony. + + Space Station - This mission tells the ship to establish a space + station around the target planet. These can be colonized and built up + just like any other colony. + + + TECHNOLOGY MANAGER + + The Tech manager is where you start inventing new technology and + seeing the totals of all the Tech Points that are created by Research + Labs and gathered on planets. The categories are: + + ASTRONOMY + CHEMISTRY + ELECTRONICS + GEOLOGY + BIOLOGY + MATHEMATICS + PHYSICS + + Each invention will cost a certain amount of tech points from all or + some of the above categories so it is important to keep a good + stockpile in each category. When you see that you can invent + something, the amount of tech points required is above the tech point + icons whereas your total of tech points is below the tech point icons. + If you do not have enough tech points in one or more categories to + invent something, then those areas will be highlighted in red. When + you have sufficient tech points to invent and everything is green, + then click on "invent". You will then see how man days until + completion below the text box that explains and invention. After the + item has been invented, the text box will change to explain the + inventions exact use instead of the theory behind the invention. + + + MISC. + + The leave button steps you out of a screen or you can use the pop up + menu with the right mouse button. + + Whenever an advisor has something important to tell you, a small + button grouping will appear in the upper left corner of the screen. + Just click on the ones that have a lit green light next to them. + + When you hear "Eureka!", that means an invention has been finished. + + Read your PDA whenever you forget something. It also keeps track of + all kinds of interesting data that is important to the plot of the + game. + + + + + Well that's it so I hope you enjoy this game. It's alright in the + beggining but get's better as you play it with new colony buildings + and new ship weapons etc... + + DoX By, + -=LORUS=- + RAZOR DoX + + + + GREETS: You know who you are. + + + GROUPS: Ditto. + + + + ----------------|- If you like this game, then but it. -|--------------- + diff --git a/textfiles.com/piracy/SOFTDOCS/allnet.txt b/textfiles.com/piracy/SOFTDOCS/allnet.txt new file mode 100644 index 00000000..39c8c092 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/allnet.txt @@ -0,0 +1,81 @@ + Documentation for Allnet Hacker v4.0 + +Of course you should never under any circumstances use this program for +illegal purposes (HaHa!). + +To (ab)use Allnet you must realize that at the time of this writing they are +using a 7 digit base code plus a 2 digit PIN code. +The complete code is divided as follows: BBBBBBB-PP (B=Base code P=PIN code) + +When hacking Base codes, the program will enter the 7 digit number that +is written under "Current Code- XXXXXXX" plus your formula. (I also have +a formula hacker, if your interested leave mail) + +When hacking PIN codes, the program will enter the Base Code plus a PIN code +that is either defined or random plus your target number (which should be +a non-valid number. Example "8189762222" + +Setup Program (option 6 from Main Menu) will set your defaults. Explanations +follow: + +Comport- Defaults to "COM1:". This is simply the comport that you will be +dialing from. + +Setup String- Default to "ATM3X0S7=255 S9=255 S11=50". This is the command +that will be sent to your modem prior to dialing. Consult your modem guide +to make any changes. With the string as it is set now, on a US Robotics +2400 baud modem, it will: 1-Turn the speaker on after dialing is completed. +2-Set the result codes to minimum. 3-Wait 255 seconds for a carrier (which +is overridden by other setup commands). 4-Say that a carrier must be present +and constant for 25.5 seconds before a result code will be sent. 5-Set your +touch tone spacing to 5 milliseconds per digit. The fastest that my telephone +company's switches can always recognize. + +Dial up- Defaults to "9501444". This is so that you people who aren't lucky +enough to have the 950 dialup for Allnet work in your area, can change it +to the 800 dial up. + +Base Code Filename- Defaults to "ALLNET.COD". This is the filename that your +[M]arked base codes will be saved under. + +Base timeout- Defaults to "350". This is the number that the computer will +count to when hacking Base Codes and then hang up and try the next code. + +PIN timeout- Defaults to "350". Same as above except it's hacking PIN codes. + +Target number- Defaults to "4159763482". This is the non-valid number that +will be sent after the PIN code when hacking PIN codes. + +Formula- Defaults to "111*". This is the series of digits that will be sent +after a base code when hacking or testing base codes. I will try to update +this as much as possible. You can also get my Formula Hacker which will +work with any LD companies that use 2 part codes. + +Re-test base- Defaults to "20". Because of the fact that in some areas Allnet +has been killing base codes pretty regularly, I added a feature in the random +PIN code hacking section of the program that will re-test the base code after +so many tries to make sure that it is still a valid base code. This will +default to every 20 tries. + +Wait time between dials- Defaults to "75". This is the time that your line +needs to disconnect from Allnet and redial. You may need to extend this time +depending on the speed your computer runs at. + +Dial command- Defaults to "ATDT". This is the command to send to the modem +to tell it to tone dial. Consult your modem guide if needed. + +Commas after dialup- Defaults to ",,". This is the wait time between dialing +the dialup and diling the possible code. If your using the 950 dialup and +not change S8 in the modem initialization string, this should be perfect for +you. + +ASCII code for return- Defaults to "13". This is the ASCII code that the +keyboard will return whenever Return (Enter) is pressed. + +Reset modem command- Defaults to "ATZ". This is the modem command to reset +all modem variables to thier initial values. + +Also be sure to read the instructions within the program. Have Phun! + + Great White + \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/appendix b/textfiles.com/piracy/SOFTDOCS/appendix new file mode 100644 index 00000000..df34f33f --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/appendix @@ -0,0 +1,294 @@ +I'd like to thank Chris Samuel and Peter Grandi for all their help in +beta-testing early versions of Crack, and in Peter's case especially, +for dropping me into the deep end of troff. Die, you bastard. As for +Chris's major contribution, see "Scripts/plaster". 8-> + +For the v3.? versions of Crack, I'd like to thank Chris Myers, Randal +Schwartz, Chris Lewis, and M.Maclaren. Also Brian Tompsett, for +pointing me at the now infamous v3.2 bug, and for suggestions, patches, +and enormous amounts of debugging information. To him should go the +prize for "Most Vociferous Beta Tester Ever". + +For Crack v4.1, the greatest help has come from the members of the crack +beta team, the most vociferous of whom are: + +brown@gov.llnl.ocelot, cavanaug@edu.uiuc.cogsci.lees, +csx040@uk.ac.coventry.cch, dor@acl.lanl.gov, dowling@gov.ncifcrf, +glad@daimi.aau.dk, kint@engr.washington.edu, korz@edu.columbia.cs.bach, +morgan@edu.uky.engr, mycroft@edu.mit.ai.gnu, nelsonm@edu.orst.cs.storm, +nestey@edu.colorado.denver.copper, nigelm@uk.ac.york.ohm, +pcl@uk.ac.oxford.convex, phil@com.sequent, phill@com.sequent, +pkh@uk.ac.nott.cs, sck@com.ibm.watson, shabby@edu.purdue.cc.mentor + +- especially Fred "Mr Statistics" Korz, Paul Leyland, and shabby@purdue +for all the debugging info. Also a bit thanks to Michael Glad for being +so helpful while we were writing a decent software interface between +Crack and UFC. + +I also wish to acknowledge the help of Kent Landfield (moderator of +comp.sources.misc) and Dan "COPS" Farmer, both of them for goading me +into releasing a version of Crack with fcrypt() installed. Without +them, I probably would have been too timid... + +Finally, my gratitude goes to my girlfriend Gilly, for her support +during the bad times. You are the everything. + +-- +INET: aem@aber.ac.uk JANET: aem@uk.ac.aber BITNET: aem%aber@ukacrl +UUCP: ...!mcsun!ukc!aber!aem ARPA: aem%uk.ac.aber@nsfnet-relay.ac.uk +Alec Muffett, Somewhere in the UK, Probably lying under a tree drinking cider + +********************************************************************** + +Several people have asked me why I don't write Crack so that it +distributes dictionaries over the network and hacks the same password +file on each machine, as opposed to spreading users over the network and +using the same dictionaries. + +There are several reasons for this, which I will outline. + +The reasoning that spreading the dictionaries over the network is faster +is correct in the case of cracking the passwords of ONE user - it is +most efficient to run different dictionaries on him on several machines, +and you will break his password eventually. + +Scaling this by a factor of 'n' users causes problems. Firstly, if a +machine guesses one persons password, it must inform all others on the +network not to waste time cracking him, but to get on with the other +users. This is difficult and nasty. + +Secondly, it is not what Crack was designed to do. The name "Crack" is +actually a misnomer - Crack really ought to be called "Passwdcheck" or +something similar, but such names lack sex appeal. + +Crack is not a program designed to break the password of every user in +the file. Rather, it is designed to find weak passwords in the file, by +attacking those sorts of bad passwords which are most likely to be used, +in the order in which they would most easily be found (ie: are most +likely to be used by a moronic user). + +Crack is not designed to break user passwords; it is designed to break +password files. This is a subtle but important distinction. + +If you want to break into a safe, you do not take a hammer at every bit +of it in turn; instead, first you try some simple combinations, then you +try blowing the hinges off, then you get out an acetylene torch and go +for the bolt. If that doesnt work, THEN you start on the walls. You go +for the bits which are most likely to be weak first. + +Consider a password file with 'n' users in it. Say that your ordinary, +serial password cracker (eg: the one supplied with COPS) has a +dictionary of 1000 words, and tries each word 6 ways (upper/lower/mixed +case, permuted with forwards/backwards) + +Also consider that out of that 1000 users, only one (the last one) has a +guessable password - "fred". + +Also say that it takes time 'T' seconds to encrypt a word. + +If you use the "try each user in turn" method, like the COPS password +cracker, you will have to wait for a time:- + + 999 users * 1000 words * 6 ways * T = 5,994,000 T seconds + +before you get to that last user. Spreading this load around on a +network only alleviates the number of words to be searched (divides them +by the number of machines you are working on). + +Thus, if you use 10 machines, the machine which will guess "fred" will +get to that last user in:- + + 999 * (1000 / 10) * 6 ways = 599,400 T seconds. + +Alternatively you can try it the Crack way - "fred" is a word which +appears in a forwards dictionary. You will only wait:- + + 999 users * 1000 words * 1st way * T = 999,000 T seconds + +to get to that user. Now split the users across 10 machines (for +simplicity, as outlined above):- + + (999 / 10) users * 1000 words * 1st way = 99,900 T seconds + +To get to his password, in ONLY 17% of the time taken by networking +using the serial cracking method. This is only a boundary case, but I +hope I have illustrated the concept. + +********************************************************************** + +Crack has several other optimisations because of its structured password +guesses. The figures below are entirely empirical, but I reckon that +they're as good as any: + +The first pass that Crack makes is over the user data user information +gleaned from the users' password field. In my test file, this gets +about 4% of the passwords (out of a total of 15% guessed). This pass +also completes very quickly, working as it does from a very small +amount of data, but one which is very frequently used for passwords. + +The first sweep of the second pass, consisting of lowercase dictionary +words, gets about another 5% of the passwords. The length of the first +sweep depends on how much CPU and how many dictionaries I supply, but +using the Ultrix /usr/dict/words and my bad_pws.dat, over 4 CPUs, it +doesn't take much more that a few hours. + +For the further sweeps, the percentages cracked per sweep tail off, 2%, +1%, 0.5%... But they are the people with fairly exotic passwords, and +it's only common sense that that they will take some time to crack. + +********************************************************************** + +There is another major optimisation that I haven't mentioned. + +Because of the way the UNIX crypt() algorithm works, each encryption is +"salted" with a two letter sequence which is stored as the first two +characters of the encrypted password. This salting means that the word +"fred" can be encrypted and appear in a password file in (literally) +thousands of different ways - so long as each encryption has a +different salt. + +Hence, it makes sense to do things in this manner: + +1) sort and group the input data by encryption salt. +2) for each different groups' encryption salt + * get a dictionary word + * encrypt it using that salt (This is the time consuming bit) + * compare the encryption with each member of the group with that salt + * if it matches, you have guessed that users password. + +This knocks (empirical guesswork time again) up to one third of the +dictionary encryptions off - thus saving you 0.3 of the time all the +dictionary sweeps would ordinarily take. + +Crack gives this statistic when it says + + pwc: Loaded 'n' password entries into 'm' salted lines. (x%) + +where 'x' is the percentage of the total passwords loaded which have +different salts. + +********************************************************************** + +Some people have asked me how to generate safe passwords. This, has +become a religious issue, and there are now several vociferous +"password geeks" on USENET, who will say "my method is the best", in +the same way that some mathematicians will try to compare so-called +"random number generating algorithms". + +Such statements are pointless. I'm sorry for adding to the confusion, +but I must say that I think they are wrong. + +Okay, so I am a security fatalist and a security philosopher, but I am +not going to give and hard and fast answers; rather, I'd like to make +some points and recommendations to the people out there. Security isn't +a tangible thing, it is applied psychology. + +The whole point of a password is to prevent people accessing your +system, getting into it from outside. Once someone is inside your +system, assuming that they have the relevant knowledge of your O/S, it +is safest to assume that anyone can get to be 'superuser'. Your only +security once someone is on your system is called "security by +obscurity". If your user has sufficient knowledge, you've "had it". + +The question isn't "How secure can my system be made?". + +The question really should be, "How much do I care, how much can I trust?". + +A system can be perfectly secure without any passwords at all, so long +as it is in an environment of people who recognise its purpose and +depend on it. I say this after having had acounts on several 'public' +machines, which could have been taken to bits by any competent Unix +person, but were largely safe - because when someone worked out who did +anything nasty, the culprit was ostracised from the community. There +_is_ a caveat to this, however. + +The problem is the sort of people who go around the world 'collecting' +computer accounts and breaking machines, those who have either a +childish mentality or an ulterior motive. + +The former are like the little boys who go around breaking windows and +vandalising things 'for kicks'. They are the ones who see every +password file as a "NO ENTRY" sign, and therefore, driven by what they +think is anarchy and fun, they break in and smash the place up. Tell +them that they are behaving like children, and they will behave moreso. + +The latter are driven by personal motives or money. Their reasons are +too complex for me to analyse here. + +The 'babyish' hackers need a lesson (which I hope that eventually they +learn) that true anarchy is for the general good, and is best achieved +by fiat amongst the community. USENET is a good example - there is a +lot of petty bickering and arguing, but an incredible amount of good +comes out of it. It is anarchy that the greek philosophers would have +approved of. + +What I am trying to say is that, when I say that if someone gets into +your system, you've "had it", you should consider whether there is +anything to have "had" in the first place. There is no point in getting +yourself paranoid over security - if you do, you'll lose out. Don't be +too paranoid. Be SENSIBLE instead, and secure your system according to +it's needs, and not according to some 'holy bible' of absolute security. + +If someone gets into your system, you find out how they did it, patch +the hole, check for back doors, brush yourself off, and start again. +It's not the end of the world. + +What this statement doesn't address (yet) is the needs of system +managers who have a REAL need for security - be it corporate data or +research work - on their system. As I have said before, most O/S's have +gaping holes in them that cannot be entirely filled, and so the crackers +must be stopped on the doorstep. At the password login. + +People who say that they have a way of generating safe passwords are +misinformed, IMHO. Saying that the password "wyufwqpl" is secure is as +meaningful as saying that the number "4" is random. Password security, +like any other form of computer security, is not absolute, but should +be taken in context. + +You can't say that a certain method will provide secure, random +passwords, because, in defining an algorithm to create these passwords, +you will use only a subset of all the possible passwords that could ever +exist. You have shrunk the 'search space' for the passwords. + +Someone merely has to write a password cracker which will search this +small subset of passwords, in order to break your system. Passwords +generated by any algorithm, human or computer based, are merly +pseudo-secure, in the same way that numbers can be pseudo-random. For +illustration of this aspect of password security, read the document +"Password Security, A Case History" by Morris and Thompson. + +There is an incredibly large set of possible passwords in the world, and +the best approach toward choosing a password is not to try to find a way +to generate 'secure' passwords - there are no such things - but rather +you should learn to choose passwords which are not easily searched for. +Passwords which are out of the 'search space' of most password crackers +like 'Crack'. + +Read the Crack documentation. See what sort of things other programs +like Crack would search for. Think of some yourself. I am not going to +specifically mention methods, you should really work something out for +yourself. + +At the bottom line, the password "fred" is just as secure (random) as +the password "blurflpox"; the only problem is that "fred" is in a more +easily searched part of the "password space". + +Both of these passwords are more easily found than "Dxk&2+15^N" however. +Now you must ask yourself if you can cope with remembering "Dxk&2+15^N". + +********************************************************************** + +Some time ago, I was listening to the REM album 'Green' on the way back +from the Cropredy folk festival, whilst thinking over things to do to +Crack, and I was struck (not for the first time) by the words of the +first verse to 'World Leader Pretend':- + + I sit at my table, and wage war upon myself. + It seems like it's all, it's all for nothing. + I know the barricades, and I know the mortar in the wall + I recognise the weapons, I use them well. + + This is my mistake, let me make it good, + I raised the wall, and I will be the one to knock it down... + +- writing password cracking programs gets to you after a bit. diff --git a/textfiles.com/piracy/SOFTDOCS/arkanoid.frm b/textfiles.com/piracy/SOFTDOCS/arkanoid.frm new file mode 100644 index 00000000..f643fc96 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/arkanoid.frm @@ -0,0 +1,46 @@ +Arkanoid II: Revenge of DoH +--------------------------- + +Cracked by Lord Blix +(Another "impossible" protection scheme beaten to hell by the FiRM) + + +Hey gang, just droppin in to let you know that Taito changed its protection +scheme... AGAIN. This one took well over an hour to defeat. But, you must +give them credit for trying. + +UnZIP into any convenient directory and type "ARK2FIRM" to run it. + +The Program Attempts to pick out the best config options for you, but +if you want to change them manually, pass these parameters on the +command line. You only need this done once, the config file will +automatically be updated. + + +GRAPHICS MODES: + E = EGA/VGA C = CGA (4 color) + T = Tandy H = Herc Monochrome + + +CONTROLS: + M = Mouse J = Joystick + K = Keyboard + + +MUSIC DRIVERS: + A = Adlib Y = Tandy Sound + I = IBM Internal N = No Music (IBM Driver) + +# OF PLAYERS: + 1 = One Player 2 = Two Players + +GAME OPTIONS: + G = Start in GAME X = Contruction Set + + +FUNCTION KEYS: + F1 = Pause/Restart F2 = Music Toggle On/Off + F3 = Sound FX On/Off F9 = Construction Set + F10= Exit to DOS + + diff --git a/textfiles.com/piracy/SOFTDOCS/atrain.txt b/textfiles.com/piracy/SOFTDOCS/atrain.txt new file mode 100644 index 00000000..b3007199 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/atrain.txt @@ -0,0 +1,2814 @@ +ON BOARD TUTORING + +The following tutorial will get you up and running your trains and +provide the groundwork for understanding some of the financial +intricacies of the game. You'll find detailed explanations of menus, +commands, investment suggestions and general game play advice +in the Reference section of the manual. + +The tutorial assumes that you have a mouse. The left button is the +default mouse button for selecting actions and commands, unless +otherwise stated. If you're playing without a mouse, see the +Addendum for keyboard procedures. + +Please refer to your Addendum for procedures to install and start +A-Train. Once the program is running, you are ready to begin +your training. + + + + +After the title screen and credits for the game have been displayed, +the SYSTEM menu will open. + +When the SYSTEM menu is opened, the game clock stops. The menu +has a number of commands, but for tutorial purposes, just click on +NEW GAME. A submenu will open. The six numbers represent the +choices of map landscapes upon which you can build your train +empire. Click on #1 and then click on LOAD. + + + + +You will now see the lovely map of your new railroad operation, +surrounded by the "picture frame" of menu choices. The running +clock in the upper-right corner indicates the fiscal term (from April +1 to the present), and the month, day and hour. The clock is the +measure for train scheduling, which will be discussed later in this +Tutorial. The passing of time is illustrated by the changing patterns +of light as day fades and night falls (VGA only). The light changes can + +be turned off if you wish; see your Addendum for details. There will +also be seasonal changes, such as the appearance of winter snow, as +the game progresses. + +All of the maps provide you with at least one operating railroad, and +some amount of cash. See the Cities chapter in the Reference section +for amplification on the challenges each map presents. + +Map One is one of the most open and undeveloped of the six +scenarios, providing space for experimentation and risk. One of the +goals will be to develop the "bedroom community" of its new town. +Take a few moments to "mouse around" on the map to get a sense of +your territory. You can make incremental movements by clicking in +the arrow boxes on the right side of the frame, which will cause the +map to scroll a small amount in the direction of the arrow. +You can orient yourself to the overall map boundaries by clicking on +SATELLITE (on the right edge of the frame), which will display a +small image of your complete map. (All picture frame menus will +highlight when the mouse pointer is positioned on the menu title. +and they then can be opened with a mouse click. ). The rectangle on +the Satellite map captures the current territory displayed on the +large map. You can drag the box on the Satellite map to any area and +click, and the corresponding terrain will be displayed on the big map. +Take careful note of the hills, rivers and lakes; terrain plays a +significant part in your rail setup. The land is divided into small +squares that we'll refer to as "blocks." The block is the measure for +a number of A-Train procedures. + +Use the Satellite rectangle to return to the existing train station on +the map, then leave the window by clicking on EXIT. There is both +a freight and a passenger operation on your established lines, both +running on the same track, both going off the map. Note that the +freight train returns from its excursions outside laden with materials, +which are deposited in the large pile at the station ; if the storage place +is full, it will pick up materials to be sold to the outside. Those are the +construction materials from which commercial properties +and other holdings are developed. Their placement and +train transport play an integral part in your city +development. + +And city development is one of your goals. Click on +REPORT 4 -- the Urban Growth chart--and note the +statistics on your city's status, particularly the population +total. It is wise to periodically check these facts to see how +rapidly your city is evolving. These figures give you quick +feedback on how your moves affect the city scale. Click on +EXIT to leave the report window. + +Track laying can be a trifle tricky at first, so we'll experiment a bit. +Scroll to one of the undeveloped areas on the map, so that you can +put down and remove some track without destroying existing +development. Open the TRAlNS menu. This menu provides you with +the functions you'll need to build and schedule your railroad. Click +the LAY TRACKS command. Make sure that LAY is highlighted. +Click the mouse and you will see a terrain block highlight; these +blocks are the units of measure in the survey of your terrain. + +Drag the mouse in any direction and you will see a highlighted line +follow your movements. The highlight will reflect any curves when +you deviate from a straight line. You can see that by slight +maneuvering with the mouse, the display of your proposed line will +change its angle and course. + +Drag a straight line from left to right about six blocks and then click. +A strip of track will be put down in place of the highlight. Click on +REMOVE (in the LAY TRACKS submenu), and click on either end of +the track and drag to its other end. The beginning block will +highlight, just as when you place track. Click again and the track will +be removed and replaced by cleared land. + +You can see that the figure in the COST box changes with each block +over which you lay track. This number reflects the purchase price of +the land, and the track laying/removing charges. You will still own +any land from which you remove track. + +Hint: If you are trying to put down some lines and your +track tactics don't result in the desired direction, you can +cancel the LAY command by clicking the right mouse +button. Then try to lay the railroad by clicking first the +destination point and then the beginning point. The railroad +should turn to the opposite direction. + +For curved track, if you can't achieve the desired angle with a single +drag of the mouse, you can lay piecewise segments of straight track, +connect the curved joint, and then connect additional segments. Of +course, it's more expensive if you mistakenly put some down, only +to remove it later. + THROWING YOUR TRACK A CURVE +Curving track can require some wily maneuvering, but it's a skill that +will serve you well in future track laying. Try running a line from east +to west and then have it veer sharply up or down. Also try a few wide, +looping curves. If you haven't established a practical line position, +you'll get a nasty message from the track layer or construction +manager. You can see that controlling the curve isn't always easy, +but small mouse motions can usually establish the desired angle in +a highlighted planned line. If you have difficulty getting a curved +lengthproperlypositioned,doitinshortone-ortwo-blocksegments. +Try removing curved track as well. + +Hint. When trying to place a line segment, its easier to get +a block to highlight if you click directly in its center. + +If a track removal path won't follow any curves that might be on your +line, you will have to remove piecemeal sections. It is expensive to rip +track, so in the real game, plan carefully before you lay your line. +Experiment with curved and straight track laying and removal until +you have a more natural feel for it. + +GETTING BACK ON TRACK + +When you've untangled this track-tying rope, scroll the map so that +your original station is near the top and center of your screen. We're +going to run a new line from here to the east and then south, so that +we can use the existing commercial market of the town, without +having to schedule trains around the existing lines. + +We'll establish two new lines on a connected track near the established +lines. These will provide us with a small passenger market, and let us +acquire some construction materials to spur development around +our new lines. The schedules and routes of the original line are fixed +and can't be adjusted, but any additional trains can be laid down +separately or integrated and controlled. + +Click at a spot a couple of blocks below and a couple blocks to the +right of the station. Move the highlighted planned line from west to +east about five or six blocks, and click to place the line. You can add +to existing track by clicking the mouse at track end (the initial block +will be highlighted), and dragging. Click at the eastern end of your +line and move it east a block or two and then draw it down, straight +south, to a few blocks from the bottom of the screen. + +The curve southward should be indicated in the highlighted planned +line. You might have to do some wiggling to place it so that it "sets," +but when you have positioned the line to your satisfaction, click at +its end. This will establish the track (or you will get a message +informing you if you have laid a line in an unsuitable position). + +When you are laying track you often have to make many adjust- +ments for geography--avoid hills and try to use fairly straight +segments, since curves are more costly. You can click the right +mouse button to cancel a planned line if you haven't yet clicked the +left button and placed it. + +Look at your new track in the Satellite view to see it in relation to the +original map. (You must exit the LAY TRACKS submenu to use the +Satellite view.) + +Let's lay a second line that connects on a spur from the first. It is +actually easier at the beginning of games to lay two close-but- +separate lines, freight and passenger, so that you don't have to be +concerned with switches, but we'll get your switchin' feet wet early, +so you won't be fearful of those complex waters later on. + +Connecting track must be first established on a diagonal line from +existing track. Position your mouse so that it is about two-thirds of +the way down the first section of your track. Highlight the first block +and drag the mouse down so that your second line runs parallel and +one or two blocks to the west of your first track. Drag until you reach +the terminus of your first line and click to set your dual line. The +result should look like the Second New Line diagram; minor var- +iations in placement aren't important. + + TRAINING YOUR FlRST TRAIN +There are a number of approaches you can take to or- +ganizing your initial railroad, such as buying and plac- +ing the stations first and then arranging your trains, but +we'll get a train up and chugging right away so you'll +have something to brag about. + +Exit the LAY TRACKS menu and click the BUY TRAIN +command in the TRAINS menu. You will see a Rolling +Stock Market display of all the available train models, a +chart detailing the statistics of the chosen train, and a +train registry showing what trains are already in oper- +ation. Other maps that you develop will show all your +purchased trains by their highlighting on the calendar chart,but you +cannot adjust Map One's existing trains, and thus the entire chart is +open. + +To buy a train for your new line you must first choose an unused train +number from the registry (#1 has a lovely ring) by clicking on it, and +then assign the number to a particular train chosen from the train +chart. As you click on the various small pictures of the trains, a larger +picture of the selected train will appear at the bottom of the window +along with its vital statistics (model, capacity, cost, etc. ). + +Your first line should be a freight line. We recommend the dashing +GP 40, the bottom unit in the second column, with the crisp Maxis +Lines logo. (You may want to start with a cheaper, lower-capacity +freight in a real game. ) Once you have chosen a train, make sure the +BUY command is highlighted and then click CONFIRM. The train is +now yours, registered by its number, which is highlighted and +underlined on the registry chart. + +Click EXIT to close the Rolling Stock Market. Then click the PLACE +TRAIN command from TRAINS menu. You'll find that the new train +number has already been chosen in the calendar chart, with its train +stats displayed. (From this menu you can click other numbers if you +want to make changes to future existing trains.) + +Make sure that #1 is highlighted and then place the train near the +bottom edge of your eastern line by positioning the pointer over a +spot on the track, which will display the highlighted box. The train +will appear on the place clicked. If the place isn't appropriate, a +message box will appear to scold you. The new train will have two +arrows, one in front of the train and one at the back. The white arrow +represents the train's direction. You can click on these arrows to +toggle the direction; for now, point its travel up the line towards the +original railway. The train starts moving after you click on EXIT. You +got yourself a railroad! + + + +Hint: When expanding future lines, it might be convenient +for you to place Several trains at one time--multiple track +placements--using the satellite view scrolling, which +lets you move around the map very quickly. + + GIVE YOUR TRAIN A HOME + +You'll see your train making its merry path from north to south +without relent, on the outside line. Let's give it a place to pull over +and stretch its wheels. and also pick up some business in the +meantime. + +All maps will start you with a least one station on a line. One solid +approach for a line with only one station is to establish another on +the same line some distance (at least 15 or 20 blocks) away preferably +near some development--if there is any--so as to provide both +materials transport and some passenger income. (Passenger fare +increases with distance traveled.) We're dealing with freight right +now, but we're going to put a passenger line down as well. + +There isn't a preset ideal" distance between stations for running +passengers. Dependent on development factors, set the stations +close early in the game to reduce track laying expenses, and when +there is more passenger traffic, remove close stations to get the +increased fare received for longer trips. There are many strategic +gambits concerning station development; refer to the Trains chapter +in your Reference section for details. + +For simplicity's sake. let's establish a station at the southeast end of +our new line. You can add additional stations to your original line +later. The large stations, the ones with tall buildings attached, are +more expensive, but their larger passenger processings provoke the +simulation into faster city and urban road development. Scroll to the +southern end of your line and click on the BUILD STATION +command on the TRAINS menu. Trains will stop running when this +menu is opened. + +You are given a choice of four small and four large stations in various +orientations. Click on a small station that will face the tracks from +the west and then position the mouse at the southernmost edge of +the track. (Station orientation is a factor in city development; see the +Crossroads section in Reference.) Stations can only be placed on +diagonal segments of track with no curves. You'll see the station +outline in highlight, which will occupy at least three blocks. Click +when the position is right, and the building will settle nicely into +place. When lines are this close, they can share a single station. + +It's necessary to immediately make an area for materials storage near +the station, so that your can pave your kingdom. You need to buy some +land adjacent to your station for this storage. It's actually a very +sound move to buy up a lot of land around your stations quite early +in the game, because this land's value skyrockets in relation to later +development. If you truly have an eye for the long-term, buy land in +areas where you might concentrate development later; it's sure to +bulge your future wallet. You probably shouldn't spend too much too +soon, though. because startup rail costs are high. + +Open the subsidiaries menu. This menu provides the commands +to buy and place your land, income properties and commercial +developments. Click on REAL ESTATE. A submenu will open with +buy and sell I commands. a figure revealing your current holdings +and a cost figure that will tally the price of prospective land buys. The +prices for the individual blocks of land will be revealed when you +move your pointer over them. + +Land without buildings on it is cheaper; buy accordingly. Click the +Bl IY command; the mouse pointer will become a highlighted block. +Click on several blocks of land in a line near your western station. You +can buy more later if the traffic's hopping. You can also buy property +in the general periphery of the station. Leave any residences and +buildings be. You can see that when you purchase the land, its surface +is cleared. Cleared land with a black highlight around it is owned by +another company. Exit the subsidiaries menus. + +Scroll (if necessary) up north near the map's original station and +open the BUILD STATION menu. Place a station at the northern end +of your line, which should be just a few blocks below, parallel to, and +a touch east of your original station. You will have to build over some +existing buildings. This station's placement allows you to feed" off +of some of the existing materials brought in from the outside and to +transport them down to your southern stations for city develop- +ment. Buy some land near this station for materials storage. + +Now your train's all dressed up with a place to go, but you need +to tell it where and when. Exit the build STATION menu. + + DON'T FIGHT; SWITCH! + +Go back to the TRAINS menu and click on SChedule. You will see +the calendar chart with your highlighted train number and a route +map that displays the operating trains. their tracks and stations in +miniature. Clicking on the number of each purchased train will +highlight its image at its current position in a small white box on the +route map. Info on the selected train is underneath this map. This +map can he a particular asset when you have many trains running +and their respective numbers are not so fresh in your mind. +We'll set schedules when we place your passenger train, so ignore the +DEPARTURE TIME command; click on SWITCH. A small diagram +of a switch will be shown in the box below the command. + +Move the mouse so that the pointer is near the junction of your +southwest line and click. A highlighted box appears on the map at the +switch's location and the switch display shows its current position. +Click on CHANGE SWITCH to direct your freight to your southwest +track. The switch will be redirected on the route display and +the game map. + +Click on the TEST RIJN command and you will see the +altered route on your route map, with your train represent- +ed by a swiftly moving dot. You must click on END TEST to +halt the manic pace of the test demonstration. + +Exit the SCHEDULE window and watch the movement of +your train. You'll see that it will soon start transporting +materials to your southern storage place, or dependent +on availability of materials near your original station-- +taking them away. You can redirect the course of your train +through the PLACE TRAINS menu. Clicking on its number will +scroll the screen to your train. which will display its directional +arrows. Sometimes materials won't be available and your freight will +begin to take materials away from your southern stations. You can +use the arrows to send your freight back to deposit materials it was +going to take away. + +Switches, scheduling and all their intrigues are discussed in more +detail in the Trains chapter in the Reference section. You will need +to become a competent switchmaster and scheduler when you place +your passenger train. + +For now, let #l run freely, as long as it is depositing construction +materials at your southern station. Those blocks are the flagstones +on your road to fortune. + + + + + +This part of the tutorial will guide you through the basics of the +building trade in A-Train. There are many stratagems regarding +development around your stations and subsequent city expansion. +All situations are variable according to the existing level of map +development, your cash resources, and your approach to growth, be +it devil-may-care or cautious. For tutorial purposes, we'll just give +you some fundamentals on property development, its effect on the +population, and how the simulation responds to your decisions. All +of these matters, including a chart of development expenses for each +subsidiary, are expounded upon in the Cities chapter of the Reference +section. + +Of critical need now are those construction materials, the stuff your +dreams--and buildings--are made of. Construction materials are +the "flour and water" from which all buildings are constructed and +from which the simulation builds. You will see them start piling up +near your station not long after it's built (as long as your outside lines +are bringing them in). The pile will shrink and grow dependent upon +the movement of your new freight line and the materials use of your +initial trains. When you've built up a storehold of materials you can +do some property development. + +Of course, you can rather cleverly relieve some of these materials +anxieties by making some of your own. Why not build a factory +nearby to produce the little devils for you? ( It is better early on to rely +on materials brought in from the outside and not to build an +expensive, high-maintenance factory, but we'll do it here to +demonstrate how they work.) + +Open the SUBSIDIARIES menu and click on FACTORY. A submenu +will open that displays an image of the factory and BUILD and +REMOVE commands. Click on BUILD and position your pointer in +More (Y/N/C)? the territory south of your northern station, but within about eight +blocks of the track. You will see the land costs change as you move +your mouse. Click when you've found a spot to your liking. + +You can't utilize these materials unless they are first transported by +your freights to your storage place, so keep that in mind--the +direction of utilization is towards your southern stations. You can, +however, use materials directly from the factory if you build within +10 blocks of the factory storage place. You can remove the factory +when you have sufficient materials; the maintenance costs are +high, and are charged to you even when the factory isn't producing. +Factories do, however, also provide employment for your citizens. + +If there are placement problems for any property development, you +might have to face the Construction Manager, who will inform you +of difficulties in a message window. Change the site selection if you +can't immediately place the factory. It takes +20 materials to build a factory, but that +sacrifice is softened by your realizing that all +A-Train factories are non-polluting. + +Right now, the only things your train is +picking up are construction materials and +flies, so let's do some developing-- +environmentally conscious, of course--with +your passenger train in mind. + + + +Open the APARTMENTS submenu. There are no differences in +operating expense or income among the three styles, but their initial +purchase increases inexpensive from left to right. Choose one, and find +a good site on the map near a station to house some hard-working +families. All of your initial property developments should be close to +the station, since it increases their value, surrounding property +values, and centralizes initial development. + +You might want to place your first apartments near your eastern +track, if you don't want them to have to see the factory out their front +window. Click on a block to place their new homes. You will get +advisory messages from the simulation if your placement is unsuit- +able or if you don't have enough construction materials. (Apartments +require eight materials.) + +Building apartments indirectly 'primes" the simulation to develop +other buildings around yours. Early rapid buying and selling of +apartment houses does not in itself provoke more rapid development +by the simulation, though you can parlay the income from sales to +buy more companies and land, which brings up population totals, +which does provoke the simulation to build. Build a few apartment +complexes near the station. + +You can see from the SUBSIDIARIES menu that you can truly fill the +landscape with properties galore, but all these decisions must be +made in the shrewd light of company benefit and profit, so don't go +hog-wild. You should put down some commercial or rental property +nearby so your residents will have someplace to work. Avoid building +or buying land directly behind your station without later selling it, +because that is where the simulation will build roads when your city +expansion is really cooking (if you have built with large stations). + +Now that you have acquainted yourself with all of the TRAINS and +SUBSIDIARIES menu functions, you can open the SYSTEM menu +and click on QUICK MENU. This will display the icons for all of those +menu functions without the large title windows, so that the display +area is larger. Clicking on any of the icons will open the submenus +you have already seen. You can toggle the QUICK MENU on and off +through the SYSTEM menu. + + ESTATES AND THEIR REELINGS +The simulation will produce additional residences as soon as you +reach a certain developmental scale; you might see the program +clear some land first, and then fill it with houses after a materials +deposit. You can make this happen more rapidly by buying real estate +near your stations and then selling it not long after. + +Clearing land by purchasing it removes one step in the simulation +building process by making it easier for the program to build after +you sell the land. + +The program can also be kick-started by selling all old subsidiaries +and buying new, but don't buy anything like golf courses or sta- +diums until you have an urban base. However, constant speculation +in subsidiaries will eventually result in a "There are no buyers" +message. Check the "Look At Your Report Card" section below for +details on buying and selling assets. + +You might have to take an initial loss on these sales, but once you +have developed the area around your station a bit, and there are +available materials, the program will start popping out houses and +small commercial buildings, often where you've just made a +transaction, and you'll have that warm glow only a mother knows. +You can't expect your new residents to walk to work, and what about +when Grandma wants to visit from the Great Beyond outside the +map's borders? It's time to be a prime mover in the ecologically +conscious (and hopefully, logically profitable) world of mass transit. +We'll place a train on the outer ribbon of your existing line so that +your passenger train enjoys the same rights (and rites) of passage as +your freight. + +Open the BUY TRAIN command and buy one of those sleek little +numbers you've always coveted. The AR 111, fourth from the top in +the third column, is recommended for its efficiency, but it might be +a touch expensive now, so you may want to buy a cheaper, lower +capacity train (perhaps the handsome CF Lines FP 45 right above it) +while your town's still in its infancy. You can always replace existing +trains with faster, higher-capacity ones when the going's good. + +Anyway, risk some dough: name your risk #2, buy it, and place it on +its line. Make sure the switch directs it down the eastern route. Now +that you have two trains with a shared line, scheduling becomes a +bit more dicey. Periodically check the number of passengers in the +Satellite view by train number once your train is running. (The +display will center on the selected train.) + + TIME AND CHANCE + +One of the central profit maxims of A-Train is that your +departure time must be set at 8:00AM in the residential areas +and at 6:00PM (18:00) in the urban areas in order to suck up +-I those happy commuters and their happy dollars. As you can + see from this map, it isn't exactly a bustling urban community + yet, but let's plan for your future. Exit the PLACE TRAIN menu + and click on SCHEDULE. + +Click on #2 in the chart and select DEPARTURE TIME under +MODE. A chart of times will be displayed. Move the mouse +toward the image of the southern station. Cross-hairs will +converge near the station. Click to establish this as the initial +departure site. Click on 8:00AM. + +Click on #1 and set your freight's southern departure time for 18:00. +For now, leave the northern station at one-hour stops for both. These +settings will make your trains travel to these stations, wait until the +designated time (picking up or dropping off passengers and freight +and not using expensive fuel for those down times) and then push +their cargoes. + +Were you to run separate lines, it wouldn't be necessary to set a +schedule for your freight, since it can perform constant pickup and +drop off without losses in profitability. You might have to remove and +replace your trains several times or set their directions differently so +that the schedules are synchronized. You may experience a few +collisions at first, but they only result in frozen trains and a delay in +service, with nary an injury to worry about. + +Later, you can adjust schedules for more map-specific events, such +as increased development in one area, which hikes passenger totals +(or make the switch to a larger-capacity train). Check on running +passenger totals in the train stats boxes in the Satellite window; +you'll probably see many more passengers from your northern +station if you also set it at 8:00 am, but you'll have to fuss with your +freight's schedule in order to coordinate both. + +For now, this schedule just keeps the trains out of each other's way. +Also, if your construction materials just begin piling up and you +haven't the funds for much building, replace your freight train with +another passenger train to try and pick up some extra passenger +profit. Test different schedules and periodically check each train's +capacity in the Satellite view at different station times to collar the +biggest payload. + +Later, you can boost profits by increasing track length and adding +another station on the line (larger stations stimulate greater urban +expansion), and by pushing sound commercial development. Build +a factory near your southern stations if materials movement is too +slow and those houses aren't hatching. You must, of course, wait +until your territory and budget can support pushing your frontiers. +It's time to start attending to profits, Losses, and that eternal +bugaboo, the bottom line. A-Train has a host of financial chartings +and investment possibilities: let's look at your rail operation and +maybe even manipulate some markets. The "fine print" of all these +money managings and manglings can he found in the Money And Its +Management chapter in the Reference section; we'll just look at the +elementary aspects here. + +As mentioned before, it's nice +and useful--to know what the +population of your city is and +how rapidly it is growing before +you even touch those nastier +numbers. Click on REPORT 4 +and you'll see a window that +displays some city statistics, a +graph of population change +over time, and a radar" chart that reveals the industrial orientation +of your city. The Primary Business is your rail operation, the +Secondary is your city's main income subsidiaries (factories, buildings +for rent), Other Business refers to things like amusement parks and +hotels, and Residence is the ratio of your city area taken up by your +residents. + +It is wise policy to check the population tally frequently to determine +the pulse of development. You can see how the erection of certain +buildings affects residential numbers, and how much internal build- +ing by the simulation boosts these figures. Your city's successful +expansion is how you win" in A-Train, so keep fiddling with your +properties and trains--go West (and East, North and South), young +engineer. + + THE RHYTHM OF THE RAILS +You can get a station-to-station broadcast" of your railroad's fiscal +health by clicking on REPORT I. The report's first level shows your +cash on hand, your total debt and the estimated taxes (after March +31) for your company. Clicking again brings up the report's second +level. which displays the first figures and the constantly updated rail +sales and subsidiaries income numbers for the day. the month and +the fiscal term. The costs for these periods are calculated onscreen +also, as well as the profit loss figures for those times. These costs +include initial train purchases and initial track laying costs. which +call he quite dear. + + + + + +Click yet again and you can see all this plus your station, switch. cars +and track length totals, as well as a graph showing your money +(vertical axis) over time (horizontal axis). You will undoubtedly see +a negative ' spike" -- the dreaded red--for your initial months. +because of your operation's developmental costs. Naturally!, you +want to try to keep those money lines a healthy black color. but it's +typical not to see a profit in your daily operation for some time. +Exit REPORT 1 and click on REPORT 2. This +chart reflects your overall holdings: rail, +subsidiaries, stocks, and real estate, and also +provides you with the values of these +properties and their associated taxes. There +is a revenue column for all these holdings +that includes market dividends and taxes on +all the incomes. Your expenditures for all +your holdings, including commission paid +on real estate deals and interest on your +loans, are found in the second column. + +There are two income tax figures, one the +taxes on your assets, and the second a tax on +your profits. Refer to the income tax infor- +mation in the Money And Its Management +chapter in the Reference section for the +maneuverings to escape the pinch of those prongs. You should refer +to this chart periodically to get a fix on the areas of weakness in your +empire, to decide whether you should dump subsidiaries if they are +unprofitable or buy them up to avoid heavy profit taxes, and in a +general way to oversee your real estate investments. There is a more +detailed breakdown of this Balance Sheet in the Money section. + + +From this window you can buy and sell these assets. If you click on +APARTMENTS and then on SELL, a window will emerge that pro- +vides the stats on the term sales, profit/loss and market value of all +of your apartments, plus the commission charged you for their sale. +Click on one of the lines of information and the Apartment Manager +will appear, giving you the opportunity to proceed by clicking on the +YES or NO button. + +Select one of your apartments and sell it. You will see your cash figure +rise and the ownership figures update. Selling and buying new +subsidiaries increases population and employment opportunities, +creating competition to propel development. The selling off of +subsidiaries is also one of the game's best fundraisers for quick cash +infusions. After you exit this menu, note that the properties that were +once yours no longer have the little box on their roofs. This indicates +that your company no longer owns them. (This is also one of the +ways you can verify that new commercial properties have been built +by the simulation.) + + + + + +Click on STOCK MARKET--open +only from 9-5 and you will see a +graph charting the fortunes of a +selected stock over the past 30 weeks, +along with the stock board, which +can be scrolled to display the 24 stock | +brands. The two numbers after the +company name represent its trading +value and the amount by which it has +dropped or risen since the day before. +In addition, you'll often see a window +with a securities advisor who will +inform you about the current market +conditions. + +You probably have a little spare time, since you're merely a CEO, +engineer, property developer, and city planner--why not dabble in +the market a bit? It's not necessary to do any stock trading to develop +your city, but it is a means to diversify your holdings, give your +income an occasional kick, and remind yourself of what a genius +you are. + + + + + +when you click on any of the stocks, +the graph will update to display that +stock's trends. For now, search the board for a stock that seems to +have a fairly consistent rising trend, but that currently is in a flat or +lull state. Click on BUY and you'll see a chart that identifies the stock, +its price per units chosen and the brokerage fee for the sale. You can +increase or decrease your totals in units of 1,10 or 100 by clicking +on those buttons and using the plus or minus signs. +Buy 100 units of your selection. You can return +to your train operation, but be sure to periodically +check the board for your stock's performance. If +it shoots the moon, sell, or if you have a canny +touch, wait out your hunches (but don't say I +didn't warn you). When you click on the SELL +command, your portfolio will appear, showing +your stock type, number, original purchase price +and current market value. Click again on SELL +and your investment advisor will ask you to verify +the transaction. + +Be advised that slumps can occur where the +value of some stocks will bottom out rapidly, no +matter how well the rest of the economy is doing. Stay on top of your +stocks; you can make some pretty coin this way, but you can also look +like an absolute lunkhead at nosedive time. Stock investment is also +a good means to channel your profits when the taxman comes +around. Check the Money section in the Reference chapter for +specifics about stock types and investment. + + BANK ON IT +You might find that your visions of +sugarplums will remain blurry unless you +can do some developing right away, but every +time you want to place a property or buy +something nice, that sour old Accounting +Officer pops up to tell you can't afford it. +There is a way to escape his tight fists: credit! + +Go to the BANK menu and click. You will see a window +that reveals your credit limit and the current term rates +from 1-3 years. Your limit is 30% of the company assets. +You can adjust your loan amount by units of 1,000, +1O,OOO or 1OO,OOO by clicking on the plus or minus signs. +Decide what amount would satisfy you and click on +BORROW. You will see the CASH figure tally your +fresh funds. + +Debts have an interest charge if they are not paid by the +end of the loan term; the longer the term, the higher the +interest. The management chief will warn you that your +debt is due two weeks in advance. Debts are automatically +deducted from your company funds on the appointed +dates; you can go bankrupt if you don't have the cash on hand. Click +on DEBT TOTAL to see your loan list and the repayment dates. + +Be sure to shop for the best interest rates. If you plan to take out a +sizable loan, these charges can kill you over time. But then again, +living dangerously can be rather stimulating. + + + + + +Now you are armed with the whys and wherefores to make your +mark on a map. However, these procedures are but a single scamper- +ing of your mouse across a room, barely looking at the furniture. The +A-Train landscapes are fertile soil for many plantings--go dig in the +Reference chapter for a while to get a sense of the program's depth, +particularly the fiscal model, and then try to take over a territory. Or +just jump right in and wing it. Each map has a thousand success +stories waiting to happen. (Or a thousand bankrupt railroad owners, +but hey, why be negative?) +The following material will provide in-depth details about all aspects +of the program, including specific situational strategies. Refer also +to the Q&A section at the end of this section for answers to some +broad overview questions and some detailed game play techniques. + +A mouse is recommended when playing A-Train. All instructions in +this manual assume that you have a mouse. If you do not, see the +section of the Addendum entitled, "Playing A-Train Without A +Mouse." The slight variations for monochrome monitors will also +be discussed in the Addendum. + + + +A-Train is a game that lets you wear several hats: you can +simultaneously be a CEO, engineer, industrial magnate, cityplanner, +stock market speculator and big-shot financier. And you have the +opportunity to fail miserably or shoot the moon in all of these +enterprises. Your goal, of course, is shrewd management of all of +these linked components, which are constantly affected by the +dynamic forces of the simulation, mimicking the roller coastering +of forces in any developing landscape. + +Developing landscapes are the shapeable clay of A-Train. You +are given six different maps, all of which present varied, +demanding challenges to contend with--but the basic issues +are identical. How do you operate and expand a successful +railroad? Where do you build factories, apartments, offices? +When is the best time to sell them? How do you balance out +killing taxes and piling profits? What's a strategic approach to +bank loans and the stock market? And of critical import, how +do you manage the day-to-day (often hour-to-hour) details of +all of these concerns, while asking your guardian angel to pull +you up above it all to get a look at the big picture, and your +company's future years down the line? + +And you thought this was just a game. + +"WINNING" THE GAME +If you reach $50 million dollars in cash, you get the keys to the city +and your favorite locomotive, and a chance to start all over again-- +your game is won. But the money measure is just one of many targets +of game success to aim for. One significant notch on the ladder is the +upgrading" of the size of your city to the next notch on the city scale; +see the Cities section for details. What you need to do is craftily +develop your railroads and properties, jack up the population. and +stack up some dough. + + Los I N G +Aside from winning, there is only one condition that stops the game +play--if you go broke. If you don't have enough money to pay taxes +or debts on the appointed dates (the game will inform you), or if your +cash resources dwindle to a nub at any time. the game is over. To +avoid a game-over, secure enough money for your immediate taxes +and debts by getting bank loans or by selling off the company assets. + + THE MAIN WlNDOW +Most of A-Train takes place in the Main Window. This window is +surrounded by a "picture frame" of menu choices. Click on any of +these choices to open various menus, windows and reports. + +The central part of the Main Window is a display of the current map. +This is where you view your city, as well as lay tracks, place train +stations, and buy and sell land, buildings, businesses and resorts. The +map is divided into squares, or blocks." In this manual, distances are +often given in blocks, i.e., "You should build an apartment no more +than 10 blocks from a station." + System Menu +In the lower right of the picture frame are scrolling arrows. Click on +these to scroll the map in the display area. + + +THE SATELLITE VIEW +One of the most useful views of your city is the SATELLITE view, +which is accessed by clicking on the SATELLITE section of the +picture frame. + +The SATELLITE view opens up a small window with a small map of +your total landscape. In the small map is a highlighted rectangle that +denotes the area that is visible in the Main Window. Move the +rectangle in the Satellite map with your mouse and click to quickly +move to any place on the map. + +At the bottom of the Satellite window is a "calendar chart" for +tracking the active trains in the current map. Each train is assigned +a number from this chart. If no train is assigned to a number, it will +be "ghosted" or greyed out. + +When you click on the number of a train, both the highlighted +rectangle in the small map and the display area in the Main Window +center on that train. Below the calendar chart is a display of the vital +stats of the active train, including: train model, formation, current +passenger total and operating status. + +THE MAPS +There are six different maps you can develop, each of which consists +of a mix of urban and rural landscapes and at least one operating rail +line. It is a good idea to explore each landscape thoroughly; you'll +need this working knowledge of your kingdom in order to rule over +it with a deft touch. + +M E N U S +The A-Train interface provides you with a "picture frame" matrix to +access the menu commands. The periphery (frame) of the display +screen contains the main menu headings, which will highlight when +the mouse pointer is positioned on them, and they then can be +opened with a mouse click. The exposed commands can then be +executed with your mouse. + +Most menus stay open until you click on the EXIT button. Many +menu choices open submenus. When a submenu is open, you can +cancel a command by clicking the EXIT button. + +After the credits for the game have been displayed, the SYSTEM +menu will open. When this menu is opened, the game clock stops. +The menu consists of the following commands: + + NEW GAME +Lists available maps so you can begin a new game fresh or quit the +present game for a "green" one. You can select the same map with +which you began a game to play the same game from its beginning. + + Choose a number from 1-6. + Click the LOAD command. + + + + + +Quits the present game and loads a saved file. See your Addendum for +details. + + SAVE +Saves the current map and game conditions. See your Addendum for +details. + + QUICK MENU +Provides a small, icon-based menu strip along the left side of the +picture frame that replaces the standard TRAINS and SUBSID- +IARIES menu windows to provide more map display area. + + Click on QUICK MENU to toggle on and off the standard + and Quick Menu windows. + + OPTIONS +Lets you set some options for graphics, sound, and printing. See your +Addendum for details. +SPEED +Adjusts the clock speed in the game. You may wish to set the speed +according to your computer type. The speed rate can be increased +when you want to jumpstart your city, and slowed when you are +reflecting on city developments or doing some complex work like +laying railroads + +There are 10 speeds that are set up or down one level at a time by +clicking the corresponding hox or the LAH switch. The clock goes +fastest when all boxes are clicked. +Click EXIT when you are done setting the speed. + +Quits the game. Be sure you save the game before quitting so that you +can continue the game later. Executing the EXIT command does not +save the game. + +This menu is composed of commands associated with the railroad +constructionoperation,suchaslayingrailroadsandbuildingstations. +The clock doesn't stop when this menu is opened, but does as soon +as a submenu is opened. + +LAY TRACKS +This command lets you lay or remove track using the LAY command +and the REMOVE command. + +PLACE TRAIN +Lets you put a purchased train on a track or removes a train that was +in operation (using the PLACE, REMOVE, and TRAIN REGISTRY +commands). There is a "calendar" chart for selecting a train number + +below the TRAIN REGISTRY heading. After you choose a train +number, the model, the number of coaches and the seating capacity +are displayed. If it's in operation, the map will center on the active +train. + +To place a purchased train, first click the PLACE command. Next, use +the calendar chart to select the number of the train that is to be put +into service. Trains that are "in storage," i.e., not in service. can be +returned to operation by selecting their number. Then click on the +track where you want to place the train--it will appear there on +the map. + +Your train will have a set of arrows on its roof, one dark and one light, +pointing in opposite directions. The train travels the direction of the +light arrow. You can toggle the direction of train movement by +clicking on the arrows. Statistical information on the train and its +current operating conditions will be displayed under the registry. + +To remove a train that is in operation, first click the REMOVE +command. Next, select the train number. When the number is +clicked, the map will scroll to display the train on the center of the +map. Click on the train and it will be removed from the map, i.e., +placed in storage. The train can be placed again, or if you choose, you +can sell it. + + BUY TRAIN +Lets you purchase or sell a train using the BUY, SELL and CONFIRM +commands. To purchase a train, click the BUY command, then +choose a train number from the calendar chart. Click on CONFIRM +to seal the purchase. +To sell a train, click the SELL command. Next, choose the train +number. Only the trains that have been put in storage can be sold. +The model, statistics and value of a train in storage will be displayed +after you click the train number. The train will be sold and its value +added to your cash as soon as the CONFIRM command is clicked. + +BUILD STATION +This command lets you build or remove stations using the BUILD +and REMOVE commands. + +To build a station. click the BUILD STATION command, choose the +station type. then click the place where you want to erect your +station. + +A station can only be built adjacent to track lying on a straight, +diagonal line. You can't place your station near vertical, horizontal +or curved track. Also, keep in mind that if you build a station on land +that you don't already own, you will be charged for the land when you +build. +To remove a station, click the REMOVE STATION command and +then click the station on the map. + +SCHEDULE +Use the schedule to determine the stopping time, the departure time, +and the routes for your trains. After you click on SCHEDULE, a +window opens that displays the Train Registry, along with a map +showing the route for the currently selected train, with that train's +information and some command choices. The selected train is +displayed on the route map by a small highlighted box. + +First, choose a train number. Then, under MODE, choose SWITCH +or DEPARTURE TIME. (It's possible to set both for each train from +this window.) + +Set the SWITCH as follows: +Click on SWITCH. You'll see a small diagram displaying one of the +switches for the train you've selected. The diagram is above the +CHANGE SWITCH, TEST RUN and END TEST commands. Move +the cursor on the route map so that the crosshairs shift to the nearest +switch. Click to choose the switch. The small diagram will update to +the chosen switch. + +When the CHANGE SWITCH command is clicked, the switch +diagram will reflect the new direction that your train will assume at +that switch. + +Use the TEST RUN command to see a model representation run of +the new route. The train (dot) will keep running until STOP TEST +is clicked. You can repeat the switch-changing commands to make +the train run the desired route. + +Choosing DEPARTURE TIME displays the window to set the depar- +ture time. Move the cross on the route map to the desired station and +click. Then click on one of the eight choices: choose either ONE- +HOUR STOP, NON-STOP, or one of the six departure times. You +must set the departure time for each train, so that each train has its +own schedule. + + + + +This menu includes the commands associated with the building +construction and real estate businesses. Using these commands, you +can construct buildings on your purchased land or destroy (sell) the +buildings that are owned by your company. + + FACTORY + +With this command you can build or remove factories that produce +construction materials to speed your building or to augment the +importation of incoming materials from the outside. + +Click on FACTORY and the BUILD and REMOVE submenu will open. +A highlight of the factory's outline will follow your mouse move- +ment around the map. You can place the factory by clicking, as long +as there are enough nearby construction materials and the site is +feasible. You will be informed by a message window if there are any +problems. Factories are good sources of employment for your +population. + + + +COMMERCIAL +These are enterprises like department stores and furniture stores. +Use the BUILD and REMOVE command to site your companies. Be +sure to locate them close to your stations in the early going. + + + +HOTEL +Don't place hotels until you have a population base. They can be solid +sources of income in flourishing cities, particularly during those +seasonal periods when recreational facilities are operating. + + + + + +AMUSEMENT +SKl RESORT +STADIUM +None will be profitable until your city has enough traffic to support +them. They are all subject to seasonal income variation as well as +influenced by their proximity to stations. They are expensive--build +them with caution, with the long-term in mind. + + APARTMENTS + +Theplacementofapartmentsattheearlystagesofthegame is critical +to city growth. The people who move into the apartments provide a +labor force for local enterprise and passengers for your trains. You +can place a number of apartments near your station and sell them +fairly quickly, often at a profit, in order to produce funds to build +more. Do recognize that your apartment dwellers need places to +work as well. + + LEASE BUILDING I + +You can adjust the number of stories in units of five for each type of +lease building by clicking on the various building icons. It takes time +to finish constructing a building for rent--you'll see a crane on top +of the unfinished building that will disappear upon completion. The +building can be opened for business only after the completion of +construction. + + REAL ESTATE + +This command allows you to buy or sell land. When you click on +REAL ESTATE, a submenu opens, showing the BUY and SELL +commands. You will see a figure that tallies the number of blocks +that you own, and an expense figure for land purchase or income +figure for land sale that will update as you move the mouse from +block to block. + +You can buy and sell (if company-owned) land where there are no +buildings. Land owned by other companies is surrounded by a +dotted line. +This part of your display isn't really a menu, but a menu bar along +the bottom of the screen that accesses all the business reports and +financial information. + +REPORT 1 -- RAILROADS +This window lets you read the financial status of your railroad and +subsidiary operations--there are no commands in the menu. The +clock keeps going even when the menu is opened. The window has +a three-part display, which covers more of your screen display with +each click on the Report 1 menu. + + REPORT 2-- BALANCE SHEET +This is an itemized report on the total assets and balances of the +railroad branch, including real estate and stock investment. When +the menu is opened, the clock stops. This window doesn't contain +any commands. + + +Assets +Properties and real estate owned by +the company. The taxes for each +category are also displayed. + +Revenue +Company sales and incomes as well as +the one-year totals. + +Expenditures +Company expenses are itemized, along +with the yearly totals. + +Taxes +All of your rail, real estate and subsid- +iary properties are taxed, as well as +your profits. + REPORT 3-- SUBSIDIARIES + +Use this menu to buy or sell buildings and facilities. The clock stops +when the menu is opened. + + + + + +The number of buildings and facilities owned by your company and +the number of buildings and facilities on the map owned by the +other companies are displayed. Choose the BUY command or the +SELL command. Next, choose the building type. A list of buildings +available for purchase or sale will be shown. Move the cursor to +choose the building and then click. The building that is available for +sale will blink on the display map. Fees will be taken from cash assets +for purchases: income from sales will be, added to those assets. + + +; +REPORT 4-- URBAN GROWTH +This menu displays information on the town's character and +environment. (You can regard the display map as a part of a larger +administrative district.) The clock stops when the menu is opened. + +Size reveals which of the following scales the city belongs to: a small +town, a small city, a moderate city, a big city or a metropolitan area. +One of the primary measures of A-Train success is the developmental +upgrade of your city to the next scale, as defined by a combination of +population and facilities development numbers. See the cities +section for details. + +There are six Types of cities: agriculture-based, balanced, industrial- +based, residential, tourist-based and underpopulated. The Budget is +a measure of public investment: more funding results in faster city +development. A growing Population figure results in more pass- +engers and income for your railroad and faster development. The +'Radar Chart" graph displays the relative scope of the industry within +the city. + +STOCK MARKET + +The menu lets you trade on the stock market. +The business hours of the brokerage firm are +9AM-5PM, except Sundays and holidays. The menu +can be opened only during business hours; the +clock stops when the menu is opened. + +Click the up or down arrow to scroll the board +that displays all the stock types. After you choose +the company name, click the BUY command or +the SELL command. + +When using the BUY command, decide the unit +totals of stocks to be purchased by using +/- and +the unit buttons, which allow you to buy in in- +crements of 1,10, or 100. You are restricted +to buying 2,000 units at any one time. There is a fee for purchasing +stocks. To sell stocks, choose SELL and click on the stocks from the +brand list. Stocks are sold in the same units as they are purchased. + + + + +The display will reveal your credit limit, +adjustable loan amount, interest rates for the +chosen term, and the due date for repayment. +Current interest rates for the 1-3 year periods +are displayed, as well as your available cash +and updated liabilities. + +Use this menu for borrowing money from banks. The business hours +of the bank are 9AM-5PM, excepting Sundays and holidays. The menu +can be opened only during the business hours. The clock stops when +the menu is opened. + + + + + +Choose a repayment period for the debt from 1-3 years. Adjust the +loan amount using +/- and the unit buttons, which let you borrow +in increments of 100,000, 10,000 and 1,000. After you click the +BORROW command, the loan is added to your company funds. You +cannot exceed the credit limit. The debt is paid automatically from +the company funds on the appointed date; you can't pay the debt +before that date. + +To see your debts and their respective payment dates, click the +DEBT TOTAL command. + + + + +Clicking on SATELLITE brings up a window with an aerial overview +of your map showing the layout of railroads and a train chart that +provides the status of train operations for all your trains. The clock +does not stop when the window is opened. + +A rectangle enclosing the cursor on the reduced map shows the +current territory of the larger display map. By moving the cursor on +the reduced map and clicking, you can quickly move the display area +to the cursor position. If you select a train number from the TRAIN +REGISTRY, the display area will move so that the train is centered +on the screen, and pertinent train info will be revealed. +RAILROADS ON THE INITIAL MAP +The railroads on the initial map are part of your company assets. It +is OK to relay these railroads, to remove a station, or to build a new +station. You will be given at least one passenger train and one freight +train that are connected to places outside the map. They belong to +the company, but their timetables can't be changed. They go straight +at switches, and stop one hour at stations. + +GETTING ON THE RIGHT TRACK +The most basic type of railroad is a single line between two stations. +At the beginning, the line should be as straight and as short as +possible, but long enough to be a reliable source of profit. Lay the +track straight toward its destination. Stations should be built far +away from each other (relative to the length of the line), because the +fare you receive increases with the distance between stations. Make +the distance at least 15 blocks. + +A "belt line" is suitable for running several trains in the same +direction. A belt line is a closed loop of track. Using a belt line, with +its frequent, regulated scheduling, you can put many trains into +operation at the same time. At the beginning of the game, you +probably won't be able to bear the construction and engine expenses. +After several stations have been built, a belt line will seem more +feasible. +When shy of cash, play only on a single line. The shortcoming is that +only one train can be put on the line, although it's conceivable to put +a loop on each end of a developed single line so that several trains can +be run at the same time. It's also possible to design a double line +segment in the middle of the single line so that two trains can run +in opposite directions, but it can be somewhat costly. The merit of a +double-line railroad is that you can run passenger trains and freight +trains on separated lines without conflict. + + + + + + RAILROAD ENGINEERING +Laying a railroad is simple, but you should pay attention to your +expenses. Just click on LAY and move the cursor in the desired +direction. A line of track will highlight and will be placed on the map +when you click your left mouse button. + +Normally you can lay a railroad on any cleared place (except on a hill +or on the ocean). You can't lay a railroad on land that you don't own +or that isn't available for purchase; thus when track is placed, you've +bought the land. When there are large facilities--lease buildings, +parks, or roads--in the way, the track will have to be curved around +them. Bridges will have to be constructed over rivers. If you start to +lay some tracks and then change your mind, click the right mouse +button to cancel the operation. + Don't lay track any longer than necessary--the removal + expense is two-thirds of the laying expense. + + You cannot destroy your company buildings to lay a + railroad. But you may lay the railroad after the buildings + have been removed through the REMOVE command in + their respective SUBSIDIARIES submenus. + + When you want to lay a railroad on areas where other + companies have facilities, it's necessary to buy the facilities + and then remove them before proceeding. (They are not + always available for purchase.) Keep in mind that costs + for projects such as these are tremendous. + +L I N E- L A Y I N G N O- N OS +In summary. a line can't he built if: +1.) A railroad is connected to an established railroad by a + right angle. +2.) A railroad crosses over an established railroad. +3.) A railroad intersects a river in an improper way other + than at a right angle. +4.) A railroad passes through a public place, like a park. +5.) A railroad passes through a company building. +6.) A railroad passes through buildings owned by the + other companies. +7.) You lack construction funds. +8.) You place your cursor outside the map boundaries. +9.) Facilities such as skyscrapers, factories and amusement + parks are in your path. + +CONNECTING RAILROADS TO EACH OTHER +Pay attention to the following issues when you connect one railroad +to another: + +1.) When the railroads are connected end-to-end, you can't + set a switch. + +2.) When a railroad is connected to the middle of an existing + railroad, you can establish a switch. + +3.) You can't build a railroad that crosses over an existing railroad. +Note the angle between a planned railroad and an established +railroad. You must lay track on a diagonal from existing track--you +can't make two railroads connect to each other on a right angle. A +track-laying advisor will pop up with a discouraging message when +your planned railroad can't he connected to an existing railroad. + + REMOVING A RAILROAD +To remove a railroad, choose REMOVE, in the LAY TRACK submenu. +Click the track's beginning point and follow the track to the desired +removal point with the mouse. The line should be highlighted along +its original path. Click the mouse button at your end point and the +rail will be replaced with cleared land. Only the part over lapped by the +highlighted line will be removed; any connected railroads traveling +in different directions will remain. If there is a switch, only one line +in a single direction is removed. + +To remove a curved railroad, make the highlighted removal line +match the curve of the tracks, or, if the highlight won't follow the +track direction, separately remove the straight segments that con- +stitute the curve. The cleared land is still owned by your company. +If you're not interested in keeping the land, you can sell it by using +the REAL ESTATE command on the SUBSIDIARIES menu. The cost +of removing railroads is not affected by the land price. + + +When you click the beginning point of a railroad and then move +the cursor over different blocks, you might find that the number +showing the construction expense in the LAY menu varies. That +figure represents the construction cost plus the purchase price +of the land. Your construction expenses will be greatly increased if +you choose to put in a switch or build a bridge across a river. + +When you are thinking of establishing a switch, consider the +expense. An often-used line should be as straight as possible so that +it's not necessary to make any directional change at switches, which +can be expensive and impair efficiency. + + The railroad construction cost includes the track laying + expenses and the purchase price of the land. The amount + of money is dependent upon your route--long, curving + tracks are obviously more costly. Some land may not be + suitable for railroad construction, or may not be available + for purchase. +TRAIN "CALENDAR CHART" Facts +The calendar chart (the TRAIN REGISTRY) is found in the Satellite +view, the Place Trains window, the Buy Trains window and the +Schedule window. If a number is highlighted black, there is a train +assigned to that number. If the number is ghosted, there ain't no +train assigned. + +The underline of the purchased train number is the same color as the +train after its placement on the map. When a train is put on a line, +the train number is enclosed within a frame (the same color as the +number's underline), indicating that the train is in operation. The +model and the coach number of the train can be confirmed by +checking the data column at the chart bottom. + +Clicking on an existing train's number brings up that train on the +map. If you have just placed a train, it will start moving as soon as the +menu is closed and the clock starts. + +All work such as placing/removing, buying selling and adjusting +timetables of trains is done based on the train number. The same +number can't be assigned to more than one train. You can assign +trains their numbers in any order, whatever your preference. + +FlRST-TIME TRAIN BUYERS +To purchase a train, click the BUY command under the BUY TRAINS +submenu, then choose a train number from the TRAIN REGISTRY. +It's easy to recognize a registered train--the train number is +underlined. To buy a train, click a number that is not underlined. +Click on any train image in the train list on the top +of the window. Detailed information on the selected +train will be displayed below the list. There are two +types of trains: passenger trains and freight trains. +There are 15 models of passenger trains and 4 +models of freights. The high-speed trains move +three blocks per hour and the low-speed trains two +blocks per hour. After clicking the CONFIRM +command, your train will be registered on the +display by its underlined number. The train won't be +put in operation until it is placed. + +To sell a train, click the SELL command. Next, +choose the train number. Only the trains that have +been put in storage can be sold. The model and +statistics of a train in storage will be displayed after +you click the train number. The train will be sold as +soon as you click the CONFIRM command. + + You are limited to ownership of 25 trains. whether they + are in storage or in operation; you can sell any of those + in storage. The sale price is half that of the purchase price. + +Note: ARIII trains are a sound choice for a passenger train. +They are a little expensive, but the investment can pay off. + + SMALL AND LARGE STATIONS +There are two types of stations, a solitary station and a station with +large buildings attached. The former is called a small station, and the +latter a large station. +Choose your place to build the station according to your budget. The +game begins with an initial station on the map; a typical approach +would be to lay a railroad from the initial station to a terminal station +at the site of your choice (remembering that track laying isn't cheap, +of course). However, this might mean integrating your new trains +with the existing train's schedules, which can be a challenge. You can +also lay independent lines near your initial station that will still +collect passengers and freight without being connected to the +original line. Your track must be within two blocks of the original +station platform to pick up passengers, though you can build a new +station near local development to share traffic. + +You can also site the station first and then lay a railroad to the new +station. Of course, all construction decisions should be made to +promote the future development of the city. Building a spate of +stations early in the game before there are a lot of passengers might +imperil your cash flow, your income and (shudder) your future. + +Both small and large stations are used for the boarding and departure +of passengers, but they differ in construction expense, income and +their effect on the city development. + +The construction charge is 120,000 dollars to build a large station, +three times that of a small station. Both require the initial purchase +price of three blocks of land. To remove a large station, it takes 12,000 +dollars, again three times that of a small station removal. + +The most important difference between the two types of stations is +how they affect the city development. It is much easier to develop a +large city by building large stations. The large stations can handle +bigger passenger totals, whose movement is an agent in game +development. The simulation will not build a large, centralized road +from your station--around which development flourishes--unless +there is a large station with plentiful passenger totals. + +Smaller, residential areas will be built around the smaller stations, +with consequently fewer and smaller buildings built by the program. +If you want to develop a big city, it's better to build a large station at +the beginning of the game, provided there's no financial problem. + +You need at least three blocks of land to build a station, plus a num- +ber of blocks for materials storage. It is wise to reserve some land for +laying another line in the future that will utilize that station, and +advisable to build your station in a place where no nearby hills or +seas would hinder city development. + +You can use construction materials from any place on the map to +build the station (as long as your company owns them), but you must +provide a place for storing materials around the station for future +construction by purchasing nearby land. If there are no available +materials on the map, you can't build your station. + + STATION STOPS +A train stops at a station when the head coach of the train arrives at +the middle of the platform. If the line is not parallel to the platform, +e.g., the line turns at a switch, trains will not stop at the station. + +Two separate lines of trains up to two blocks (track distance) away +can make station stops. Trains on lines passing at the back of the +station cannot stop at the station. The train on the left line has +priority to stop at the station over the train on the right line if the two +trains have the same distance remaining to the station stop. When +both trains are far away from the station, the train closer to the +station has the priority. A mix of freight and passenger trains can +use the single station. + + It's possible to build a station in a place where no railroad + lines are in operation. You will be charged for station + construction expenses, but the building will not func- + tion as a station until a line is laid. They make rather + expensive ornaments. + + THE END OF THE LINE +Train length is important in relation to where tracks end at the +station. Track ending at the middle of the station is suitable for two- +coach trains, but not for three-coach trains. This is because the +three-coach trains cannot stop at any station where tracks do not +extend to the end of platforms. + +If the tracks at the station aren't the correct length, the construc- +tion materials will not be unloaded, or the materials which have +just been unloaded will be loaded again and carried away. + +When one of your trains reaches the end of the track, it will +cleverly reverse its direction and set off back up the line. The +direction of an operating train can be changed by choosing the +train number via the PLACE TRAIN command and then clicking +on its directional arrows. For trains that run on the wrong route, +it's better to remove them and then rearrange them. +When two trains have a possibility of colliding head-on, you'll +probably have a traffic jam on your hands. The two trains will stop +moving before they collide, gently stopping end-to-end. To prevent +such occurrences, change the direction of a train or remove one train +using the PLACE TRAIN command. +When a train is removed from the line, the building materials on the +train will disappear, but the passengers will go home--the popula- +tion will not decrease. + +If a freight train is placed directly at the station, it will depart without +loading materials. Place it just out of and toward the station if you +want it to pick up freight. + + It is all right to put a train on any area of the track. But + you can't put a train on a line that is shorter than the + length of the train. (Not that it would provide a dazzling + scenic excursion anyway.) + + If your designated placement isn't displayed on the map, + click the scroll arrows on the right side of the frame or + use the Satellite view to scroll the map. + +TRAINS AND THEIR CARGOES +Trains are divided into two main types: passenger trains and freight + + +Passengers board and disembark when a passenger train stops at a +station. The more buildings there are around the station, the more +passengers. However, the total of station passengers near facilities +like amusement parks or ski resorts varies with the seasons. The fare +is based on the distance between the stations: longer distance, more +dough. Train operating expenses are consistent regardless of these +matters. + +Passenger totals will often exceed the train capacity because they +reflect the common practice of cramming cars full of people at rush +hour. Don't worry, there's never been a fatality in A-Train. The +stated capacity figure in the Rolling Stock Market is intended to +represent the suggested multi-car capacity. + +Freight trains are used to transport the construction materials from +which all buildings are made. At the beginning of the game there will +be at least one original place to store the materials on each map; you +must buy the land for this storage for additional stations. Freight +trains transport the construction materials from the storage place to +the first station stop. If there are construction materials deposited at +a station, any empty freight trains will pick up and transport the +materials to the next station stop. + Construction materials can also be produced by the + factories on the map. If the company has a storage place + near the factory, the materials are piled up there by way + of your freight. If there is no station nearby, the materi- + als can't be carried away to build elsewhere. Obviously + this makes it a good idea to build factories near the + station, or to build a station near the factories. See the + Cities section for details on materials movement. + + SCHEDULING SHENANIGANS +The trial-and-error method will instruct you in the most profitable +means of running your railroads for the specific conditions of each +map. Each train's operation is controlled by setting its switches and +departure times. You'll be charged 10 dollars per setting. The income +of a train depends greatly upon its departure scheduling. A departure +time of 8:00. is very efficient: you can make the train depart at +8:00 in the residential areas and at 6:00PM (18:00) in the office +districts so passenger load is maximized. Belt lines require more +closely scheduled stops so that multiple trains can "play tag" at a +succession of station stops. +However, if you're running trains on single lines into areas that +seem to be of equal growth or building type, e.g., both residential +with a similar population, you can set the schedule at 8:00AM at both +stations. so that the train is on a 24-hour "loop" service. + +The train would leave one station on Sunday at 8:00 and go to the +other station, where it would wait until Monday at 8:00 Am to depart. +The success of this venture is dependent on variables like distance +between stations, speeds of trains, and game speed setting: you +might not be able to make the distance between stations in the 24- +hour frame if conditions aren't right. + +Frequently checking the passenger totals in the Satellite view will +give you a sense of what times are most favorable for filling your cars. +Once your lines are established, be sure to check periodically in the +expanded Report 1 to see if you are getting closer to turning a profit. +Remove the freight trains from the tracks when you have a big +materials buildup. They drain operating expenses when they're +running. + +All switches are set initially so that the train moves on a straight +course; the departure times are set for one-hour layovers. To run +trains efficiently, exercise care regarding the distance in blocks +between two stations. A long-distance excursion is more profitable +than a short one. + +Note that it is this block distance that affects the fare, not the length +of the track between the two stations. However, in the beginning, it's +good economics not to build stations a great distance--30 or 40 +blocks or more--from each other because of track laying and +operating expenses. They also can be so far away that you can't +effectively use a 24-hour schedule. You can remove short-distance +stations further along in the game when you're flush with cash. + +When the income from a station is small, let the trains have a long +layover at the station so that the fuel costs can be economized and +more passengers can be carried at one time. Conscientious sched- +uling of freight trains might become necessary to insightfully +control the amount of construction materials at a station, though +they can often run simply on the one-hour stop schedule. Don't +forget that personnel fees are charged when loading and unloading +materials. + +When a train runs on a single line, a schedule is not absolutely +necessary, though setting one can greatly increase income. When +two trains run on a single line, schedule station departure and +layover times so that trains can lead or follow each other without +trouble. + + SCHEDULE MENU SPECIFICS + When several trains need scheduling for a specified switch or a + station, you can easily schedule them in succession by choosing + the switch or station and then the trains' respective numbers, + setting the departure time and then going on to the next train. + without needing to leave the Schedule window or return to the + game map. You can schedule trains in any order of their Train + Registry numbers; you don't have to follow the 1-25 chart + sequence. + + Since the train number is used to control the switch + setting, trains coming from the same direction on + the same line can be made to diverge in different + directions. It's also possible to let trains that move + on different lines stop at the same station by using + the switch setting. + + The execution of the TEST RIJN command doesn't + change the current position of the train. The new + direction for a switch setting is easily confirmed by + looking at the actual map. A train approaching the + switch goes in the direction the switch is set. The + branch direction of a switch is set for the chosen + train--to have all trains turn in the same direction, + it's necessary to individually set all train numbers. + + When ONE-HOUR STOP is chosen, the train departs by itself an + hour after it arrives at the station. During the layover, passengers + get on and off the train and goods are loaded and unloaded. + + When NON-STOP is chosen, the train will pass by the station. + NON-STOP can't be chosen for a train that is not permitted to pass + by a station, as is the case for a number of train types. You can + verify the type in the Train Catalog section at the end of the + Reference section. + + When a departure time is chosen, the train stops at the station + until that time. Multiple trains cannot be set to depart at the same + time if there is only one line. (However, with careful staggering of + train placement, multiple trains on a belt line can be set to the + same schedule. ) + SCENARIOS AND STRATEGIES + +Here are the map numbers and the type of challenge each +represents. There are six maps that have varying geographic +features and degrees of development. It is easier to get familiar +with the relationships between railroad operation and town +development using a map with a smaller number. Naturally, all +of the counsel offered here constitutes merely one particular +slant to interpreting the maps. This is one of A-Train's beauties: +there are many fuels for the engine of commerce--experiment +with the mixtures! + + MAP NAMES AND FACES + #1. New Town + #2. Bay Area + #3. Resort Development + #4. Multi-City Connection + #5. Reconstruction + #6. Downtown Reorganization + +There are also six basic types of cities: an agriculturally oriented city, +an industrial city, a "balanced" city, a residential city, a tourist- +oriented city and a "underpopulated" city. Plan your development +or try some free-form experimentation to move from one type to +another. + + There are five city scales; your map's current scale can be read in +--- Report 4 under "Size." They are Small Town, Small city, Medium + city, Big city, and Metropolis. These scales are determined by the + simulation, which assigns a point total to a combination of building + types and building totals plus the population figures. A block of + public buildings counts one point, and a block of lease buildings two + points. + +Broad development of your subsidiaries holdings and related +expansion by the simulation should eventually boost you to the +next scale, which is one of the signal benchmarks of A-Train success. + +The Small Town population is usually under 24,000; the Small city, +from 24,000 to 64,000: the Medium city, from 64,000 to 88,000; the +Big city, from 88,000 to 150,000; and the Metropolis, 150,000+. If +you reach the population figures without a scale upgrade, you need +to build more and larger property holdings. such as the large lease +buildings. The Bullet Train (Shinkansen) will run through middle- +sized or bigger cities when the population and building point totals +have been attained. + +New Town +Map One has the most basic geography. Besides an old +railroad line and a station, there are only small residences +and ranches. This "new town" is in the suburbs of a big +city off the map, and its population needs increase. It can +be built up as a "bedroom" community when it has a good +transportation network. One problem is that there are no +facilities (such as department stores and lease buildings) +in the town. You can build practically anything. but to +do well isn't so easy. + +You should absolutely master the technique of how to +lay a profitable line. The simplest way to do so is pick a +nice site, lay straight double lines, and buy two AR 111 +trains. Build the large stations at each end of the lines, +and set all the departure times for 8:00AM. + +After finishing the train scheduling, wait to see changes ensue. You'll +find that the number of passengers increases to about 100. If you +build two to three apartment houses around the station. passenger +numbers will increase more rapidly. The key point is buying the +AR IIIs and setting that old 8:00 AM departure time--and logical +development thereafter. + +Bay Area +Map Two isn't so difficult if you've mastered the basic +technique of laying profitable lines. There is already a +large population. Rapid development could be stimulated +by active, broad expansion of the railroad company and +its holdings. + +The problem here is how to effectively use the old +railroad line at the top of the map and how to transport +the materials to develop the bay area at the bottom of the +map. (The harbor is used as a site to store the materials +unloaded from ships at the end of the reclaimed land; the ship is the +Bonhomme Richard. ) Doing nothing with the old line will land you +a deficit because of the expenditures you face in leaving it unat- +tended. To avoid the deficit, just apply the basic techniques: + +First, check the freight train near the factories on the upper-right +part of the map. If there are only small amount of materials to be +transported, remove it from the line for a while. + +Next, check the second train to see if the departure time is 8:00AM. +Reset it if necessary. If passenger load increases to more than 1,000 +passengers, it's also OK to set the departure time at 6:00PM. You can +also change the trains on the line into AR IlIs to spank some profits. + +Of course, experimentation is always fun. Try to make an industrial +strip near the harbor. Bring the people amusement parks and hotels, +and bread and circuses a little further away. Be the master mogul of +the map. + +Resort Development +There is nothing here in Map Three except the rich natural +surroundings. Don't worry too much about the airport in the +bottom-right corner of the map. (If you're interested, the +airplane is a DC-10.) Like Map One, this map is wide open, +but you haven 't much cash . Don't rush into development, +or your company will go bankrupt soon. Because the old +railroad line is very short and the materials-storage place +is too easily filled with materials, the first recommendation +is to extend the materials-storage place to keep more +materials. + +Next, make your lines profitable. Buy AR IlIs and lay a +railroad that can be expanded into double lines in the +future. The departure time is, of course, set at 8:00 AM. +After making some money, set up a double-line railroad. + +Choose a good site, and concentrate on its development. +Don't forget that the best use of your money for this map +is for resort development. Sculpt your city around the +mountains and lakes to build a handsome, livable environment. +Taking out some bank loans is one way to make quick cash. Try to +work with one-year debts. From this map, you can learn the loan and +payback process. Rising development will draw the population from +outside the map. Keep in mind that the population will not increase +suddenly. + +Multi-City Connection +Map Four looks quite similar to Map One, but they are different. +When you have a look at Report 4, you'll find that the scales of the +industry and residences are very small. Besides, there's no cash. + +The first thing to do is to borrow money for laying railroads. +Make as many three-year debts as possible. It's very important +to concentrate on industrial development. Don't build +commercial yet, but construct a factory in a proper place, and +lay a short railroad with an AR 111 locomotive that serves it. + +Now it's time to encourage residential growth. Since there is +little, pay attention to the whole balance : number of worksites, +other buildings, etc. that develop the residential population. + +If the program is slow in building residences, sell the factory, +even if at a loss, and build another factory. You can also sell the new +factory and build only apartments. When the city has been developed +to some scale, apply the techniques of profitable railroad operation +to develop the land in front of the station. If everything goes +smoothly, enlarge your apartment holdings to make some rental +cash. To avoid a high profit tax, you can invest in trains. Don't forget +that you'll have to pay back any debts. + +It's a good idea to connect the scattered cities and villages by rail- +roads to stimulate growth. Focus on expanding types of businesses. +But keep in mind that a rash of thoughtless development may bring +a state of chaos to the local business community. + +Reconstruction +Although Map Five already has an advanced city, its progress +will stop if the transportation network lags behind the +development. The railroad is now on a belt line, but it's +running at a big deficit. Your company will go bankrupt if no +action is taken. The first task is to reconstruct the railroad to +reduce the deficit. Your expenses are now twice your income, +and lack of cash is a big concern. + +To cut down on expenses, get in there and manage that +railroad. Check the schedules. You'll find all trains have been +set to one-hour stops. Reset the departure time of each train +to 8:00 AM. You'll want to buy the AR 111 engines (not that - +we're trying to suggest anything), but cash flow is nil. +What to do? Determine if there are any freight trains that aren't 't doing +a bang-up job. (Hint: You'll find there's such a culprit at the bottom- +right corner of the map. Remove that train immediately.) By doing +so, you'll find that your expenses and income begin to equalize, +although there might still be a small deficit. From this point the real +game starts. + +Make some loans and build apartment complexes. When you observe +that the whole city is thriving, buy some good land and sell it soon +after. Cash will increase, and so will the population. + +When you're flush with funds, change all the trains into AR IIIs step- +by-step. After only AR IIIs are on your lines, your railroad operation +should become profitable. The next stage would be to develop the +area around the lake. People will leave the city if they have no +alternative. Keep a balance between costs and progressive construc- +tion to invigorate the city. + +Downtown Reorganization +Map Six already has a fairly developed city. There are a lot of +buildings, and the business is active. There isn't a lot of cash on hand, +but it will increase. Your belt line is profitable and the city is already +on a large scale. + +Where's the challenge? As time passes, you might see the industrial +center deviating from the city center. Traffic jams--like a chronic +disease in the transportation network--might appear. It's necessary +to reconstruct the transportation network in order to keep the city +active. Here you should carefully study the map and fine-tune the +situations. Learn how to make a steadily profitable belt line. Develop +the area in front of each station. + +Be playful: you might try repositioning a number of stations, try +different types of recreational facilities, new track sidelines ... enjoy +your prosperity or create dangerous financial threats--it's all yours. + +DISTRICT DEVELOPMENT +The basic process of the city development can be illustrated as +follows: + +At the beginning of the game, you lay railroads, build a station and +provide materials-storage places. Dependent on variable conditions, +some residences may appear around the new station, but there will +be few passengers for your startup rail operation. + +Then you construct apartments near the station to increase residents. +The program will gradually respond by building residences, providing +more passengers for the railroad. Repeat the procedure of purchasing +and selling off lands to increase this building of lots and residences. + +Only the subsidiary companies of your railroad company can be +directly constructed. Their purpose is to produce profits. (Commie +insurgents are found off the maps.) Facilities around the station also +lead to the development of the city. Choose the optimum sites to +construct facilities that will produce the most profits. There is a list +of building expenses for all properties--that includes advice for +their utilization--at the end of this Cities section. + + MAKING HAY WHILE THE SUN SHINES +The initial conditions vary with each map. It is to your advantage to +learn the details of company capital and property and to examine the +weak points of the company management. + +The debt limit, as well as your expenses and your tax owed, depends +on the company assets. Study and confirm operating train incomes +on the map. and pay attention to the town population and to the +fluctuations of stock prices to find opportunities for growth. + + +On each map, there are lines connected to the outside areas. These +lines play an important part in transporting construction materials +from outside. At the beginning, schedule the train run once a day (for +those trains that you can schedule), and increase the number of runs +as the town grows. + + INDUSTRIES DEPEND ON YOUR INDUSTRY +If the population doesn't increase naturally any more, you have to +create employment opportunities. You can build factories, depart- +ment stores, etc. Stunted population growth is rare, but sometimes +it may happen. + +The balance between supply and demand of the labor force has a great +effect on the economy of the city. For example, if there is a surplus +of labor force, factories will increase production, and consequently +so will the incomes of other subsidiary companies increase. But the +construction of new residences slows down. You should keep a +sufficient labor force--by building of apartments and work sites to +stimulate the program's building--to ensure the development of +the city. +Besides working, the residents carry on with their daily lives. They +play golf and ski on holidays. The recreation facilities provide places +for their leisure and their work. +Secondary business +You can check the concentrations of your city's industrial economy +in the ' radar chart" scale in the Urban Growth window. By secondary +industry, we mean the fundamental infrastructure of the city, as +opposed to your primary industry, the railroad. Factories and lease +buildings are the basic elements of the secondary industry. The +income of a lease building depends upon the number of tenants. The +companies using the building will provide employment oppor- +tunities for your residents. + +Factories produce materials that are +essential to the city development. They +are also large sources of employment. +They don't pollute the surroundings. If +:; there is no need for materials, the + materials will pileup. Your map's initial + railroad will export them for sale if you + don't use them. + +Other Business +The elements of the Other Business consist of golf courses, amuse- +ment parks, ski resorts, stadiums and hotels. The income of each +depends on its location. Don't construct two large-scale facilities of +the same type near each other. + +Different facilities can be built in each neighborhood. It's better to +build hotels near recreation facilities. When you have a substantial +level of development and ready cash, build each of the four leisure- +type facilities and several hotels around a station. The entrance fees +for the recreational facilities and the incomes of the hotels will +symbolically boost profits. + +At optimal sites, other companies will attempt to do the same +business. In order to avoid competition, it is better to buy all the +land around the station early in the game. Competition can spur +development, however. + +Besides being a source of profits, these commercial developments +supply the ornamentation for a colorful, scenic map as well--one +vote for style. + + EFFECTS OF SPECIAL BUILDINGS + +Certain businesses produce high concentrations of people, which +can increase the passenger totals of the station nearby. + +At the end of a year, customers of department stores (commercial +buildings) greatly increase, while in winter, people crowd the ski +resorts. People often visit amusement parks on Sundays and holidays. +Take measures (such as reduced scheduling or longer station stops) +to deal With the situations when there are few passengers. + +Most maps have a lot of facilities belonging to the other companies. +Competition among the same types of businesses will contribute to +the development of the city. When the city has several of the same +types of enterprise, the city becomes larger. There's no limit on land +purchase, but there is a restriction on the number of commercial +properties that your company can erect. + + MATERIAL SUPPLY + +Materials are essential to the city development. All buildings are +constructed with materials, whether by you or the hand of the +A-Train simulation deity. When building a station, purchase the land +that will be used as the materials-storage place when you build the +station. As you expand your city, materials are gradually consumed, +so you have to use your freight trains to carry in materials from +factories or from the stations outside the map. + +The materials piled up at the factory sites need to be +transported once by one of your trains before they can +be used. You can, however, directly use the factory +materials when you construct buildings adjacent to the +factories. + +The materials-storage place should be located within +eight blocks of the station--otherwise it can't be used +to load or unload materials. When the factory materials +are directly used, you can erect buildings within 10 +blocks of the factory storage place. +BUILDING AN EMPIRE + +If there are construction materials available, you can construct +buildings around the station within an eight-block radius. With +materials available, residences will begin to appear a short distance +away from the station. The residences should reach enough numbers +to constitute a residential town--a bedroom community. +These residential inhabitants are the labor force needed for the +construction and operation of various facilities. If there are no more +new building sites, the population won't increase, and residences +won't be naturally constructed by the simulation. The reason that +residences are rapidly built when there are only two stations right +after the start of the game is that the cities outside the map need a +labor force. The needed labor force varies from one map to the next. + +After awhile, when a number of residences and public buildings have +been built, the construction speed will slow down. When it does, +build department stores and other commercial income property to +increase employment. If you develop these kind of building lots, the +construction of new residences by the simulation will continue. It's +all right to develop property outside the town if you have a strategic +overview of future connectivity. You can also construct leisure +facilities such as stadiums and amusement parks if your population +can support them. Other companies will also build hotels and +commercial properties around stations. + +Residences and public buildings are constructed more quickly by the +simulation on land that you have sold after purchase. There is no fee +for purchasing/selling land, but there are expenses for the develop- +ment of building lots if it is necessary to clear the land. + +Residences are rapidly built by the simulation if the blocks are vacant +lots. If there are farms, ranches or woods on the blocks, the blocks +are first changed into vacant lots, and then residences will appear. +This can take a good deal of time. When farms and ranches are +destroyed by the program, that agricultural industry is on its gradual +decline, and won't recover. When woods are destroyed, they cannot +be planted again. Thus it's important to make a good city plan that +recognizes these contingencies and allows for them--if you want to +retain an agricultural flavor, for instance--before you begin the +development of building lots. + +After awhile, a street begins to extend from the rear of the big stations +at a right angle from the track. Buildings will be constructed along +the street by the simulation. (The street will not be built up by the +program with skyscrapers and big buildings unless you build the +large stations.) + +Buildings naturally constructed by the simulation are usually about +10 blocks from the station. After the residential development around +the station has been completed, the demand for materials decreases. +The simulation will then begin the street construction, and local +rentable buildings will become taller, all of which may consume a lot +of materials. Building-expansion by the simulation will occur if +there are materials within 12 blocks. + + PUBLIC FACILITIES +Besides the residences and the urban street, the simulation will also +build small office buildings, stores, schools, hospitals and public parks. + +All of the facilities built by the simulation are a natural consequence +of growth. The roads and parks belong to the public, so you can't buy +them or construct facilities on them. + +Occasionally, depending on how you develop the map, the town will +not naturally grow to become more than a bedroom community. If +this is the case, it's necessary to create additional opportunities for +employment by building factories, etc. However, make sure that you +have enough cash flow to cover new and old debts. + +When the land in back of a station is owned by other companies and +they have erected large buildings, or there are buildings other than +residences and public buildings on the land, the urban road can't be +built by the simulation--it won't appear. You can buy the land in +back of the station, but don't develop it with any facilities; if +conditions are right, the road should appear soon after you sell the +land. When a road appears, big commercial projects and lease +buildings of considerable size can be constructed by the program. +CROSSROADS-- + +THE ULTIMATE SHAPE OF A CITY + +In the map below, there is a crossroads where two roads intersect. +Designing your city center around a crossroads like this has a great +effect on the city development. The city center will move from the +station to the crossroads. Around the crossroads, various buildings +will be built by the simulation, just as they are around the station. If +the station materials-storage place is also near the crossroads, those +materials can be used for this development. + + + + + +The price of the land around the crossroads will greatly increase. +High-rise buildings are easily constructed by the simulation under +these prospering conditions. To develop a big city with many large +offices, the crossroads is essential. + +The city outline shown in the bottom figure displays an optimum +shape for successful expansion. There are four stations around the +belt line. If there are materials at one station, they can be used to +construct buildings almost everywhere in the area. Your rail +passengers will increase as you develop the city. + +If you have built according to these suggestions, you should be able +to jump to the next city scale goal. After the development around +your first stations has been settled, repeat the above procedure in a +new place. You can build flourishing cities--your empire-- +everywhere on the map! + + GENERAL BUILDING GUlDELlNES + The BUILD and REMOVE commands are on all the menus. + The building area varies with the type and the scale of the build- + ing to be constructed. + To construct a building on land not owned by the company, you + must have the money for both land purchase and the construction + expenses. Sometimes the land may not be for sale. In such a case, + you can't build. + The buildings that don't belong to your company can't be + removed unless you buy them. + A signboard (small square) representing ownership by your + railroad company is put on the top of each building. It will be + removed if you sell the property. + The building materials must be near the construction site for + successful erection. + + + + +Residence +Materials: 2 +Expense: O +Labor force: N/A + +The player cannot build residences--they are a natural consequence +of certain game conditions. There are 8 families in one block, each +family having 7.5 members. There are 16 types of residences, but +every residence has the same number of members and a similar +economic state. There are about 60 people living on one block. + +Apartments +Materials: 8 +Expense: 340,000 dollars +Labor force: 10 people + +There are 150 families in one apartment complex, each family having +3.5 members. The operating expense of a complex is 1,500 dollars to +2,000 dollars per day. Income is over 3,000 dollars if it is in front of +a station, but apartments will produce a deficit if they are located far +away from the station. If there are lease buildings or amusement +parks nearby, income will moderately increase. There are three types +of apartment complexes, and there are no differences between them +in operating expenses and income. + +Factory +Materials: 20 +Expense: 250,000 dollars +Labor force: 500 people + +Factories produce construction materials, which should be +transported from the factory by freight trains to areas outside the +map if you don't use the materials yourself. The operating expense +is 2,000 dollars a day, even when the factory stops working (after your +materials-storage place has been filled with materials). Each material +is sold for 2,500 dollars, and a three-coach freight train can carry four +materials in a time. If you need a lot of materials, factories can be +linked together to increase production. + +Public Buildings +Materials: 4 +Expense: O +Labor force: 60 people + +Built by the simulation in the residential areas, public buildings +may represent schools, hospitals or shops. There are eight types, +which vary with your city's development process. The more public +buildings, the bigger the city. + +Lease Buildings +Materials: 10 for the first 5 stories; +8 for each additional 5 up to 40 +Expense: 240,000 dollars +Labor force: 120 people and up + +The tallest lease building can be up to 40 stories; every five stories +takes up a block. There can be 1,000 people working in one building. +The operating expense is 400 dollars to 450 dollars per day. The +income is from 800 dollars to 900 dollars a day for a building near a +station, and 500 dollars to 600 dollars if the building is far away from +the station. The income may increase when there are hotels in the +neighborhood. + +Commercial Buildings +Materials: 12 +Expense: 1,200,000 dollars +Labor force: 550 people + +To gain a profit, build your department stores and offices near a +station. The operating expense is 23,000 dollars to 26,000 dollars per +day, increased by 30% for holidays. The income is 22,000 dollars to +27,000 dollars if the store is near a station, and less than half that if +the station is far away. Income increases by 50% on holidays. If there +are many residences, apartments, lease buildings and hotels nearby, +the income can increase by at most 5,000 dollars a day. Income rises +by 20% to 30% in December, and decreases by 10% to 20% in +February and August. lncome will also decrease by 20% to 40% when +there is a rival store. + +Hotel +Materials: 12 +Expense: 1,000,000 dollars +Labor force: 550 people + +The income of a hotel varies greatly with the location. The operating +expense per day is 17,000 dollars to 19,000 dollars. The income per +day is about 14,000 dollars if the hotel isn't close to a station. and +16,000 dollars to 18,500 dollars when near a station. The income can +be increased by at most 2,000 dollars a day on working days if there +are factories and lease buildings nearby, and to 5,000 dollars at most +on holidays if there are residences and apartments nearby. The +presence of recreational facilities can also boost income. Your +income can decline by 10 % to 30 % when other competitive +hotels open. + +Stadium +Materials: 20 +Expense: 1,000,000 dollars +Labor force: 150 people + +The operating expense of a stadium is 2,400 dollars to 2,600 dollars +per day. The income per day is 800 dollars when it is not close to a +station, and 1,400 dollars when a station is nearby. Income will rise +by 10 dollars per 1,000 stadium occupants, and increases by 50% on +holidays. If there are residences, apartments, lease buildings and +hotels nearby, your income may rise by up to 5,000 dollars daily. But +income will decline by 20% to 30% when there is a competing +stadium within 14 blocks. +Ski Resort +Materials: 8 +Expense: 900,000 dollars +Labor force: seasonally dependent + +To construct a ski resort, you need a mountain that has a wide slope. +(Map Four has no such mountains.) The opening period is December +through February. The operating expense per day is 500 dollars in +the off-season, about 9,600 dollars when open, and double on +holidays. The income is 13,000 dollars when the resort is not close +to a station, 16,600 dollars when it is close to a station, and three +times that on holidays. The income increases by 1,600 dollars for +each hotel nearby, and drops by 20 % to 40 % when a rival resort +opens nearby. + +Amusement Park +Materials: 24 +Expense: 1,900,000 dollars +Labor force: 200 people + +The operating expense per day is 7.50() dollars to 10,000 dollars. The +income is 3,900 dollars when it is not close to a station, 5,500 dollars +to 7.200 dollars otherwise. The income rises 10 dollars for each 1,00() +patrons, and rises by 50% on holidays. If there are residences, +apartments and hotels nearby, the income increases by up to 2,000 +dollars daily. Revenues decrease by 20% to 40% when arrival appears. +There are fireworks shows on Saturday nights. + + Golf Course +Materials: 8 +Expense: 2,050,000 dollars +Labor force: 200 people +The operating expense of a golf course doesn't depend much upon +the station. It takes 22,210 dollars to 24,420 dollars per day, and +increases by 50% on holidays. The income per day is 23,100 dollars +on working days and double on holidays. If there are hotels, resi- +dences and apartments nearby, the income increases. If the course +is near a station, the income is up by 10% . When there is another golf +course, the income can be reduced by 20% to 30%. The course +doesn't open in winter. + +Small station +Materials: 4 +Expense: 40,000 dollars +Labor force: 150 people + +The small stations have red roofs. Residential areas with up to eight +apartment complexes and two hotels will be built by the simulation +near the station if development conditions are right. Of course, you +can construct as many buildings as you like in proximity to the +station. The operating expense per day is 50 dollars. The income is +zero when there are less than 100 passengers, 20 dollars for 101 to +300 passengers, 40 dollars for 301 to 500 passengers, and 60 dollars +for more than 500 passengers (per trainload, station-to-station). +Fares are calculated separately as part of rail company income. Both +small and large stations receive additional income from gift shops +and other tenant sales dependent on passenger numbers. + +Big station +Materials: 8 +Expense: 120,00() dollars +Labor force: 150 people + +Urban roads and skyscrapers can be built by the simulation only +behind big stations. The operating expense of a big station is 90 +dollars per day. The income is zero for less than 100 passengers, 70 +dollars for 101 to 300 passengers, 100 dollars for 301 to 500 +passengers and 120 dollars for more than 500 passengers. + +Park +Materials: 4 +Expense: O +Labor force: O + +Parks are built by the simulation according to the local budget. But +they cannot be built when the figure representing the local budget +in Report Four is less than 20,000. They are usually built at the final +stage of city development. When a road extends though a park, the +park will be destroyed. +Road +Materials: 2 +Expense: O +Labor force: O + +Theconditionsforwhicharoadisbuilt(by the simulation) vary with +the number of apartments,hotels,leasebuildings,railroad passengers +and station size. For each block, two materials are needed for the road +and six materials for a bridge. + +LAND CLEARING Expenses +AND TERRAIN INFORMATION + +Cleared Land +Blocks encircled by dashed lines represent the +plain land on which residences and public buildings +can be constructed directly without land-clearing +expenses. The land is owned by somebody besides +you until you shell out the dough. + +Wood +Blocks with only a single tree as well as true +forestlands are called "woods." (It's a sign of our +optimism. ) To turn a wood into cleared land takes +100 dollars. + +Farm +To turn a farm I into cleared land takes 200 dollars. + +Ranch +To turn a ranch into cleared land takes 200 dollars. + +Hill +There are some hills where ski areas can be built +on slopes. + +River +A river has little effect on the city development, but +a railroad or a road can't go through the river +without a bridge being built. +Sea and Lake +Nothing except Shinkansen can be built on a sea +or a lake. + + Mysterious FLYING OBJECTS + +You might occasionally see some the migratory birds flying in group +formation on your map: they are red-crowned cranes. They fly south +October 1-2, north April 5 6. They appear at 5:00AM and take about +one day to cross the map. + + + + + + How TO MAINTAIN THE COMPANY + +At the beginning, it's foolish to build long, lavish railroads with the +initial company assets. For some maps you will need to secure some +bank loans to open business lines based on the original holdings. It +is a good idea to lay short, cheap railroads in your initial phases of +development. + +You can take out a loan anytime. Your loan +limit is about 30% of the company assets-- +The greater the company and its assets, the +greater the limit. There are one-year, two- +year and three-year loans; the rates rise with +the term length. The management chief will +inform you in a message window when to pay +the debts two weeks in advance, but you can see dates anytime by +clicking the DEBT TOTAL button in the BANK window. If you +can't pay at that time, your company will go bankrupt. You are +limited to 8 loans outstanding. + +Large loans should be made when the interest rates are low. The +rates are variant according to the terms. The lowest rates are 2% +for one-year debts, 3% for two-year debts and 4% for three-year +debts. + +Frequently check the sales of your rail operation. Extended rail +lines have increased expenses, and require a longer time period +to turn a profit. Make sure that you have enough insurance capital +in case expenses become greater than your income. + +The land prices rise as the city grows. Be aware that land previously +purchased is taxable. Keep in mind the dates when your taxes and +other debts are due. If the company operating funds are negative, the +company will go bankrupt and your trains will run no more. +STOCKING UP + +Watch the current (and constantly changing) financial circumstances +of the city to seize every good opportunity to make a killing by getting +good bank loans or by selling off stocks. You can play the game +without doing any stock trading. but if you're careful, it can be a +valuable source of surplus funds. However, as many sad traders +know, it's not an absolutely reliable way. + +There are 24 stock brands. You can scroll the board to view them all. +The two numbers after the company name represent its trading +value and the amount by which it has dropped or risen since the day +before. After you select a particular stock name, a graph appears to +show the price variations of the stock over the past 30 weeks. You may +find that the stock prices change considerably over two-month +periods for many brands. There are also brands whose stock price +won't change much over several months. The fluctuations don't +depend on the brands, but vary with each game. + + + + + +Try to discern a fluctuation pattern for stocks you're interested in +and buy when the price is at the bottom of the curve and sell when +the price at the top of the curve. (Mama didn't raise no fool.) Of +course, it can be difficult to know just when the top of the curve has +occurred. + +The stock price of a brand might display a trend of increasing value +over a six-month to one-year period. But a stock slump may also +happen once every year and a half or so. Be alert to trends by checking +the stock board frequently and paying attention to the advisors in the +message windows. If a slump occurs, the stock price will drop to one- +half or one-third of its past price in a day. + +STOCK BRANDS + +Do-Beeus Trading: a worldwide general trading company. +Twisstad Metal: a company that manufactures metal materials used +for cars, trains and ships. +Pickupstik Construction: a construction firm skilled at building +skyscrapers, halls and domed stadiums. +Whozit & Whatzit Export: a general trading company that imports +and exports various materials such as foods and chemicals. +Mjollnir Products: a company that makes iron and steel products for +building construction. +Aahp-Yurs Building: a construction company that builds residen- +ces, factories, etc. +Tricks o' Trade: a general trading company. +Big Iron: a big iron company. +Radon Realty: a big real estate company that owns most office +buildings in the big cities. +Anything Goes Trading: a general trading company. +Taffy Steel: an iron company. +Brauny Construction: a construction company that builds mainly +residences. +Heavy Water Chemistry:a company that produces chemical fertilizers +and chemicals. +Raxsoft Lighting: a general household electric appliance company +that produces lighting equipment, audio-visual equipment and +computers. +Artdink Estates: a real estate company that deals with residences +and apartment complexes. +Tesla Electric: an electrical company that makes wires and electrical +equipment used in factories and buildings. +Maxis Motors: a general electrical company that makes household +appliances and motors. +Slippery Stuff Chemical: a chemical company that produces lubri- +cants, detergents and wax, etc. +Sticky Disks: a company that produces various magnetic media such +as cassette tapes and floppy disks. +Spinnin' Wheels Auto: a big automobile company. +IoeCo Gas: a city gas company. +I.B.B~M.: a big communication company that has the second- +largest share of the world market. +JSmgmt: a company that is known for developing a new material +with wide applications. +JenSuz Power: an electric power company that supplies electricity +to generators for big cities. +TRACKING YOUR TRAIN COSTS + +The running expenses of the railroad company are your prime +expenditures. Naturally, you can't get income without incurring +some development expenses. Your profit, obtained by subtracting +the expenses from the income, is added to the cash figure you see on +your financial reports. If you have a minus profit, your cash is +reduced by that figure. + +The expenses of the railroad branch are calculated by hours. A +running train costs 90 dollars per hour. When passengers get on a +train, the operations charge is 10 dollars for each 10 persons. The +train's income is relative to the travel distance, fare and the number +of passengers. + +Use REPORT 1 to see your com- +pany's profit and loss figures. If the +balance is a negative figure, your +company has a deficit. The menu +has a three-part display that covers +more of your screen display with +each click. + +Level One +This display charts the information on your available cash, debts and +the estimated amount of tax for your company. + +Cash is the money used for purchasing and construction. Your +company will go bankrupt--and your game lost--if your cash be- +comes a negative figure. Debts are the total monies borrowed from +banks. They must be paid on the appointed dates. + +The amount of tax is estimated on March 31, and is due on June 1. +It's essential that you have a cash reserve to cover your tax expenses. + +Level Two +The status of the railroad and subsidiary sales and expenses as well +as Level One information is displayed. A figure will appear in the +Taxes column after estimation. + +Today: sales, expenses and income for today are displayed. + +This Month: the business report from the first day of this month to +yesterday is displayed. + +This Term: the business report from April 1 to yesterday is displayed. +Level Three +The railroad branch data as well as well as Level Two information is +displayed. + +stations: the total number of stations on the map. + +Switches: the total number of switches on the map. + +Trains: the total number of trains owned by the company. + +Rail Length: the total length of railroads (in blocks). + +Balance Graph +The strips in the graph show the difference between the income and +the expenditures. If the color is red, the expenditure is greater than +the income. If the color is black, the income is greater than the +expenditure. The vertical axis represents money, and the horizontal +axis time--the changes are recorded in one-month blocks. + +The income and expenses of the nine subsidiary companies can be +viewed in Report 1 from 11:OOAM to 7:00PM. At 9:00PM, each station +reports its daily business. +All of your company funds are deposited in banks paying an interest +rate of at least 0.1% . The company collects the interest once a month . +Stock dividends are paid once a year on July 1. You will get an on- +screen message: "You have received a dividend." Don't forget that +you pay taxes on June 1 --you MUST have enough money set aside +for this purpose or the game is kaput. + +The most critical factor in your commercial success is the income of +the railroad branch--it's the base of the company. The second most +important is the income from subsidiary companies. You might find +it useful to always display the first level of Report 1 on the screen +during game play. Check your cash when you want to purchase +something. + + BUSINESS FLUCTUATIONS + +The macro-economics of the game are complex. It's hard to antici- +pate all business fluctuations, because some of the business condi- +tions have random elements built in. When the business conditions +deteriorate, the number of railroad passengers decreases by 10%. + +In April and December, when there is a great demand, your business +is sure to be in good shape. But if there is a stock market slump, a +recession will follow. Your income changes also have a small effect +on business successes, and so does the balance between supply and +demand of the labor force. + +There are two dominant expenses: temporary or +fluid ones, such as the railroad construction/ +removing costs, the cost for purchasing lands and +the fee for purchasing trains; the on going expenses +consist of personnel expenditures and everyday +fuel costs. + +Your subsidiary companies, like factories and +department stores, also incur expenses. To see the +expenses of subsidiary companies, use REPORT 2. +The subsidiary companies can make profits by +expanding the city and helping to develop new +stations and railroads. When the profits of a +subsidiary company are poor, you should consider +selling it. + +SETTLEMENT OF ACCOUNTS + +The simulation will settle your accounts for the year by calculating +the final income and expenses. The amount of taxes is also estimated. +You must take measures to ensure that your cash figure isn't lower +than your tax due. The tax and debts are paid on the following +weekday if the corresponding due date is a holiday. + +Your term profits will be taxed at 50% and your assets at 5%. Thus +the principal way to save on your tax bill is to spend your profits to +purchase assets--subsidiary companies, lands, stocks, railroad +facilities, etc. -before the March 31 tax estimate. (You can see the +figure in the Taxes column in Report 1 and Report 2.) + +You can turn any profit into newly purchased subsidiary companies +before the settlement of accounts, and sell them in the new year. +since a subsidiary company can gain a profit by itself, in many cases +it won't be a "loss" to purchase it. Besides, the appraised value of the +subsidiary company may grow. But the money you get from selling +the subsidiary companies will add to the profit of the new year, so the +cycle of buying and selling might have to be repeated every year. It +is sound--and necessary--policy to consider the development and/ +or sale of subsidiary companies as an integral facet of your overall +financial flowering. You are restricted to a total of 15 subsidiary sales +for a single year. + +Within a limit of 18 for each category and 60 total, you can choose +the following buildings and facilities for your company develop- +ment: factories, commercial properties, hotels, golf courses, +amusement parks, stadiums, ski resorts, apartments, and lease +buildings. + +Your railroad company logo, in the form of a small box, will +appear on top of the building or facility after purchase. (The +logo will be removed after it has been sold.) Some buildings +and facilities can't be bought or sold depending on how much +speculating you have done and the development state of the +game. + +Purchasing land is also a reasonable method of investing profit, hut +it saves you less than buying a subsidiary company. because the price +of one block of land is far cheaper. Purchasing stocks is probably the +easiest way to divert the profit tax. But keep in mind that there may +be a stock market slump. It's also possible to save taxes by laying +railroads or purchasing trains. If you don't have enough time (or +money) to make a plan for laying railroads, it is better simply to +purchase trains and hold them for the future. + +READING THE BALANCE SHEET AND + CALCULATING YOUR TAXES + +Use the Balance Sheet (Report 2) to learn about the current financial +management of the company, your assets, and as a basis for planning. +You can find itemized information on assets, their appraised values +and the corresponding taxes. + +There are three main parts: assets, revenue and expenditures. As +mentioned, there are two types of tax: asset tax and profit tax. For +assets, such as subsidiary companies, stocks and lands, the tax is 5% +of their appraised value. The tax does not vary with the overall +business balance of the company. + +The profit tax is 50% of the company profits, which are obtained by +subtracting the expenses from the whole incomes. The minimum +amount is 100 dollars, even when the company is operating at a +deficit. +The tax amount is calculated on March 31 , and paid on June 1 . Keep +in mind the company will go bankrupt and the game will end if there +is not enough money to pay your taxes on June 1. +Railroad Assets + +The railroad track in one block is worth about 1,500 dollars, the +switch 1,550 dollars. A small station is worth 48,000 dollars, and a +large station 196,000 dollars. This is in addition to the valuation of +purchased trains. + +Subsidiaries +The appraised value is the total amount of market values of all +subsidiary companies. Each appraised value varies with the income +of each separate subsidiary company. + +Stocks +The appraised value is the total market amount of the stocks you +have at the time. + +Real Estate +The appraised value is the total amount of the current market prices +of your land holdings. + +Revenue + +Railroad Operation +The total amount of the sales of the railroad branch from April 1 to +the present. + +Subsidiaries +The total amount of sales of all subsidiary companies from April 1 to +present. You can find the sales of each subsidiary company in Report 3. + +Selling Subsidiaries +The total amount obtained from selling subsidiary companies. + +Selling Stocks +The total amount obtained by selling stocks. + +Selling Real Estate +The total amount obtained by selling lands. + +Stock Dividends +The dividends of all the stocks on July 1. + +Interest Income +The total interest of this term (from April 1 to present). +Expenditures + +Railroad Operation +The sum of operating expenses of trains and stations. + +Subsidiaries +The total operating expenses of all subsidiary companies. + +Acquisition of Subsidiaries +The total price of purchased subsidiary companies. + +Stock Purchase +The total price of purchased stocks. + +Real Estate +The total price of purchased land. + +Commission +The fee totals of this term. When buying stocks, there is a charge of +10 dollars for each stock and a basic fee of 50 dollars. To sell a +subsidiary company, the basic fee is 500 dollars, in addition to a +commission taking 2% of the appraised value of the company. + +Interest Paid +The interest totals paid on all debts. + +Balance +The difference between the total income and the expenses. + +Income Tax +This tax takes 50% of the profits. When there is no profit, it takes 100 +dollars. + +Cash +The total cash at present. + +Total Tax +The sum of the profit tax and the asset tax. It is estimated on March +31 and due on June 1. + +Railroad operation figures are calculated hourly. The consolidated +figures of your subsidiaries for the hours between 11:00 and 7:00 are +calculated daily, along with the station sales at 9:00PM. Interest +income on your cash balance is the sum of your lowest balance +multiplied by 0.1% once monthly. Stock dividends are distributed +on July 1. + \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/aultrafd.txt b/textfiles.com/piracy/SOFTDOCS/aultrafd.txt new file mode 100644 index 00000000..396a1123 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/aultrafd.txt @@ -0,0 +1,470 @@ + Archon Ultra is a long awaited title to a lot of computer gaming old + timers. The new version features some better innovations of Archon II + while sticking to the general game play of Archon I. While featuring + modem play and other options like map auto-zooming and true flight, + this is sure to better than the originals. The game is fairly simple + to grasp as far as the rules are concerned but many little nuances + exist making this a game that is continuously challenging and + replayable. Add a second player preferably with 2 Gravis game pads and + this game takes on a whole new dimension. + + Lorus + + GENERAL RULES + + The game consists of the sides of Light and Dark which are + competing for in the final battle of domination. The game board is + near identical to a chess board but the dimensions are 9x9 instead of + 8x8 and the pieces are set up and move differently than in chess as + well as being completely unique characters as well. Certain squares on + the game board continuously change color from light to dark and then + back from dark to light. This cycle is a very important fundamental + part of the game. If you control the side of light, your pieces are + stronger on white squares whereas the dark side playing pieces are + stronger on the black squares. The increase in strength manifests + itself as more hit points (represented by a bar during battle) and + stronger offensive/defensive power. Also on the board are 5 stars + which represent "Power Points". These points will heal pieces a little + bit each turn that the piece remains on the power point. Most spells + will not work when cast at a power point or a piece on a power point. + Players take turns moving their pieces in a strategic manner. When two + pieces of opposing sides end up on the same square, a battle ensues. + Unlike Chess, the battle is not predetermined, this is true arcade + combat resolution. Anyone can actually win the battle. Just because + your piece "takes" another piece on the board does not mean you + actually take the piece. You must win the battle first. Remember that + all damage is permanent to a piece unless it is healed. The first side + to either totally destroy all opposing pieces OR control all five + power points by placing pieces on them, wins the game. + + MOVEMENT + + Moving a piece in Archon Ultra is very simple. Position the cursor + over the piece you wish to move and then push button 1 on the joystick + (or it's keyboard equivalent) and then position the cursor where you + wish to move to and then push button 1 again to move the piece. If a + piece from the opposing side occupies the destination of movement, + then combat will ensue. + + Ground - Ground movement means that a piece cannot move through + another and must have a clear path to advance. + + Fly - Flying means a piece can fly over another piece and may + advance anywhere within it's movement radius. + + Teleport - This is the same as fly but it's restricted to the + Wizard and the Sorcerer. + + SPELLS + + To cast a spell, position the cursor over the Wizard or the + Sorcerer. Then push button 1 and then push button 1 again. This will + bring up the spell menu that can be cycled through by pushing up and + down on the joystick or using the appropriate up and down keys on the + keyboard. Some spells can only be used one time per game so use them + wisely. Casting a spell takes the place of moving a piece. In other + words, by casting a spell, you are making the choice not to move a + piece that turn. A full explanation of each spell is presented below: + + Teleport - This allows you to teleport any piece on the board to + any other place on the board besides power points. Most spells don not + work on power points and this is one of those spells. You can only use + this spell once per game. + + Heal - Since damage is remembered and tracked between battles, + healing a piece is sometimes a wise move. Just activate the spell and + then choose which piece you wish to heal and push button 1. + + Shift Time - This spell will allow the reversal of the color cycle + of the board squares. This is a good spell to cast when you are + needing to prevent the board squares from changing to your opponents + color. For example, you cast imprison on a piece, the square that + piece is on is about to change to the color of it's side (Black or + White) which would release the piece from it's prison. By casting + Shift Time, you would reverse the cycle of color shifting so that the + piece would be imprisoned up to twice as long as normal. + + Exchange - This spell is similar to teleport excepts that you + exchange squares with another piece. Again this is a spell that does + not work on Power Points. You can only use this spell once per game. + + Revive - This allows a side to resurrect a "dead" piece. This spell + only works one time per game so use it wisely. + + Imprison - This spell will imprison the target piece in a force + field until the color cycle of the board matches the color of the + pieces side at which point the piece is released. You can only use + this spell once per game. + + Summon Elemental - This is also a one time use spell. When cast, a + elemental is randomly selected from the four Elemental types of Fire, + Earth, Air, or Water. After you summon the Elemental, you then can + choose any enemy occupied square on the board except one that contains + a Power Point. The Elemental will die at the end of the following + combat weather or not it is killed in the battle which is why all + Elementals have self destruct as their secondary power which allows a + last ditch attempt to inflict damage when close to death. You can only + use this spell once per game. + + Cease Conjuring - This allows the player to cancel spell casting a + revert to move mode. + + COMBAT + + Combat is resolved in a real-time arcade manner. There is only one + objective here, "kill or be killed". Also note that there are various + obstacles on the battle screen. Some of these can be affected by + various powers like trees being burned by fire. Also on the battlefield + are various pitfalls such as lava and swamps. These areas will inflict + damage most who enter. These areas can also be used strategically + by forcing opponents into them. Individual powers for each playing piece + are described in detail under the individual descriptions of each piece. + Also if the two combatants get to far away from each other and basically + moving of the edges of the screen, the map fill flip to a distant "sky" + view to allow both opponents to be seen at the same time on the screen. + + FORCES OF LIGHT + + WIZARD - This is the "King" for the forces of Light and takes the + kings chess position. This General of Light also can cast spells + besides the general functions of moving and fighting. Losing this + piece will greatly hamper your chances of winning. Unlike in chess, if + this piece is killed then you don't lose the game, you just suffer + it's loss. See the SPELLS section to learn how to cast spells and what + their effects are. You only have 1 Wizard so guard him well. + + Movement - The Wizard can teleport on the board up to 3 spaces in any + direction on the game board.. + + Combat + + Button 1 - Activates a fireball when used in conjunction with a + direction on the joystick or keyboard. Hold down button 1 when you + attack with the fireball and it will grow in size but unfortunately + decrease in attack strength. + Button 2 - Activates the teleport feature. You can instantly move + about 4-5 inches in the direction pushed on the joystick or keyboard. + Good for getting close to attack or avoiding an enemies assault. + + ARCHER - This piece is placed in front of the position a rook would be + in chess along the pawn row. + Archers attack with arrows which fly extremely fast towards their + target. There are 2 Archers. + + Movement - The Archer moves on the ground up to 3 spaces + + Combat + + Button 1 - Fires a silver arrow. The arrow flies straight in the + direction the joystick is pressed. + Button 2 - Fires a gold arrow which is more accurate and deadly in the + direction indicated by the joystick. + + KNIGHT - The Knight is the true "pawn" in this game. The Knight fights + at close range in melee style and is usually used to weaken stronger + opponents and draw enemy pieces into attacks by stronger pieces. The + Knights are positioned in the standard chess pawn row. There are a + total of 7 Knights. + + Movement - The Knight moves on the ground up to 3 spaces. + + Combat + + Button 1 - This will make the Knight strike with his sword in the + direction the joystick is pressed. + Button 2 - This raises the Knight's shield for defense in the + direction the joystick is pressed. + + VALKYRIE - The Valkyrie is a spear throwing female warrior of + considerable strength. It is positioned in the "rook" position on the + game board. There are 2 Valkyries. + + Movement - The Valkyrie moves on the ground up to 3 spaces. + + Combat + + Button 1 - This will cause the valkyrie to throw a spear in the + direction the joystick is pressed. By holding down the button while + the spear is in flight, you can increase the range the spear is + thrown. The downside of this unlimited range is that you must remain + stationary for the length of time you hold button 1 down. This will + allow the player time to position and counter attack. + Button 2 - By pressing button 2 and then a direction on the joystick, + you can cast a field of lightning. The lightning will appear 1-2 + inches from the Valkyrie in the direction indicated on the joystick. + Attempt to get near your opponent when using this attack. + + GOLEM - The golem is a brawny character. It is positioned the chess + position the Knight would normally be located. There are 2 Golems. + + Movement - The Golem moves along the ground up to 3 squares. + + Combat + + Button 1 - This will make the Golem throw a boulder in the direction + indicated by the joystick. If you hold button 1 down, the boulder will + continue to fly until you let off of the button. When you release + button 1, the boulder will fragment increasing your chance to hit an + opponent but will not do as much damage as an unfragmented boulder on + a direct hit. + Button 2 - This will make the Golem solidify or de-animate. This is + used to defend against an attack by an enemy piece. The longer the + button is healed the longer you will be "solid". + + UNICORN - The unicorn is a fast piece in combat. It is positioned in + the standard chess "Bishop's" square. There are 2 Unicorns. + + Movement - The Unicorn moves on the ground up to 4 squares. + + Combat + + Button 1 - This will make the Unicorn fire magic bolts from the single + horn on it's head. This is a rapid fire attack. If you hold button 1 + down, you will get a longer "stream" of magic bolts. + Button 2 - This will cause the Unicorn to '"leap" in the direction + indicated by the joystick. This is a close range attack and should be + used with caution. + + GENIE - The Genie is literally the left hand man of the Wizard being + positioned on the left hand side of the Wizard. Please note there is + only 1 Genie in the game. + + Movement - The Genie can fly up to 4 squares. + + Combat + + Button 1 - This will fire a power orb in the direction indicated by + the joystick. + Button 2 - This is a defensive power which causes the Genie to + "shrink". This makes the Genie hared to hit. You can stay shrunk as + long as you hold down the button. You may move while shrunk by moving + the joystick. + + PHEONIX - This is literally the Wizard's right hand man being + positioned on the Wizard's right. Please note that there is only 1 + Pheonix in the game. The Pheonix and the Shapeshifter are the farthest + reaching pieces on the game board. Not only does the Pheonix fly on + the game board, but it also literally flies in combat! + + Movement - The Pheonix can fly up to 5 spaces! + + Combat + + Button 1 - This will cause the Pheonix to "dive" in the direction + indicated on the joystick and then explode in a burst of flames. An + opponent must be in the fire to be damaged. + Button 2 - This will eject a "homing feather" from the Pheonix. This + feather will chase down an opponent and inflict minimal damage. + + FORCES OF DARKNESS + + SORCERESS - This is the "King" of the Dark Forces. The Sorceress has + all the powers and abilities of the Wizard on the game board but has + unique combat abilities. Again, if you lose this piece all is not + lost, you can still win the game. Note there is only 1 Sorceress in + the game. + + Movement - The Sorceress teleports up to 3 squares. + + Combat + + Button 1 - This will cause the Sorceress to fire a "stream" of + lightning in the direction indicated on the joystick. The longer + button 1 is held, the longer the stream of lightning. + Button 2 - This causes the Sorceress to teleport 8-12 inches in the + direction indicated by the joystick. Note that this is substantially + farther than the Wizard. + + MANTICORE - Located on the pawn row in front of the rooks position or + in front of the Banshee. Note there are 2 Manticores. + + Movement - The Manticore moves along the ground 3 squares. + + Combat + + Button 1 - By pressing button 1 and indicating a direction on the + joystick, the Manticore will fire it's tail spikes. + Button 2 - By indicating a direction on the joystick and pressing + button 2, the Manticore will release a buffeting "roar". This roar + will displace the opponent as well as causing damage. This attack is + used at close range. + + GOBLIN - The Goblins are the true pawns of the Dark Forces. They are + positioned in the pawn row of the Dark side. There are 7 Goblins. + + Movement - The Goblins move along the ground up to 3 squares. + + Combat + + Button 1 - This will swing a club in the direction the joystick is + pressed. You must be positioned extremely close to the enemy to score + a hit. + Button 2 - This will cause the Goblin to "duck" under an opponents + attack. + + BANSHEE - The Banshee is positioned in the standard chess rook + position. There are 2 Banshees. + + Movement - The Banshee can fly up to 3 squares. + + Combat + + Button 1 - The Banshees main attack is the life draining aura attack. + This attack must be initiated at extremely close range. The opponent + must be caught in the concentric rings emanating from the Banshee. + Button 2 - This will cause a "skull" to roll in the direction + indicated by the joystick. The skull will roll towards an opponent and + "attach" itself to the enemy. The enemy is now hindered and slowed. + More skulls increase this effect. + + TROLL - Trolls are the brawny scrappers of the Dark Side. They are + positioned similar to the "Knights" position in chess. There are 2 + Trolls. + + Movement - The Trolls move up to 3 squares along the ground. + + Combat + + Button 1 - This commands the Troll to throw a boulder in the direction + indicated by the joystick. The boulder attack by the troll does not + have the fragmenting feature that the Golem's boulder attack does but + it does considerably more damage on a direct hit. + Button 2 - This is an evasive tactic which makes the Troll jump. Use + this to defend against an attack. + + BASILISK - The Basilisk is a serpentine piece. It is positioned + similar to a Bishop in Chess. There are 2 Basilisks. + + Movement - The Basilisk moves along the ground up to 3 squares. + + Combat + + Button 1 - This causes the Basilisk to use it's spitting attack. The + Basilisk will spit in the direction indicated by the joystick. + Button 2 - This will cause the Basilisk to breathe a petrifying cloud + that causes damage to the opponent but does not "freeze" the enemy. + The farther away the cloud gets, the larger it grows and the weaker + it's potency. + + SHAPESHIFTER - The Shapeshifter is the right hand man of the Sorceress + being positioned on the right hand side of the Sorceress. The + Shapeshifter is a Doppleganger meaning it immediately assumes the form + of the opponent in combat. + A good strategy to take this piece out is to fight it with the piece + you are best at using and that fight well against each other. + + Movement - The Shapeshifter can fly up to 5 squares! + + Combat + + Button 1 - This is identical to the opponents attack. + Button 2 - This is identical to the opponents attack. + + DRAGON - This is literally the Sorceress' left hand man being + positioned on the left hand side of the Sorceress. There is only 1 + Dragon. The Dragon not only flies on the game board but it literally + flies in combat! + + Movement - The Dragon flies up to 4 squares! + + Combat + + Button 1 - This will fire a stream of fire in the direction indicated + by the joystick. The longer button 1 is held, the longer the stream of + fire will be. + Button 2 - This will cause the Dragon to emit a poison cloud in the + direction the joystick is pressed. This is very similar to the + petrifying breath from the Basilisk but causes more damage and has + slightly better range. + + ELEMENTALS - ALL Elementals move instantly to a square of a chosen + opponent and will fight that opponent. It will then die when combat is + resolved weather it wins or loses that combat. Note only 1 Elemental + can be summoned per game and that Elemental is randomly selected from + the four elemental plains of FIRE, WATER, AIR, and EARTH. + + FIRE - Summoned from the elemental plane of fire. + + Combat + + Button 1 - This will inflame the Elemental and allow it to quickly + chase an opponent and inflict damage when the enemy is in very close + range (basically on top of the enemy). The longer the button is held + the longer the attack mode lasts. + Button 2 - This causes the Fire Elemental to self destruct in one + final fury. Any enemy in the damage radius will be affected. + + WATER - Summoned from the elemental plane of water. + + Combat + + Button 1 - This will the Water Elemental to chase down an opponent + inflicting water damage. The longer the button is held, the longer the + attack mode lasts. + Button 2 - This is a final self destructive attack on an opponent. You + must be very near the enemy to inflict damage. + + AIR - Summoned from the elemental plane of air. + + Combat + + Button 1 - This allows the Air Elemental to chase down an enemy and + inflict buffeting damage. The longer the button is held, the longer + the attack mode lasts. + Button 2 - This is a final self destruct which causes massive damage + to the enemy if very near. + + EARTH - Summoned from the elemental plane of earth. + + Combat + + Button 1 - This allows the Earth Elemental to roll into a ball and + chase down the enemy. The longer the button is held, the longer the + attack mode lasts. + Button 2 - This is a last ditch attack that destroys the Earth + Elemental after it's initiation. This attack inflicts massive damage + to an enemy if the enemy is very close. + + -------------------------------------------------------------------- + KEY COMMAND + -------------------------------------------------------------------- + + PLAYER 1 + + E - UP + F - RIGHT + D - DOWN + S - LEFT + SPACE - Keyboard equivalent to Button 1 + B - Keyboard equivalent to Button 2 + + PLAYER 2 + + ARROWS - UP, RIGHT, DOWN, LEFT. (Either on the cursor arrows or the + number pad.) + 0 - Equivalent to Button 1 (Must use "0" on number keypad).) + ./DEL - Equivalent to Button 2 (Must use ./DEL on number keypad) + + MISC + + ESC - Bring up the quit game option (use F9 to exit game). + ALT - Brings up the menu bar selections (can also use Button 2) + SPACE - Make a menu selection (can also use button 1) + + ---------------------------------------------------------------------- + + --------------|- This would be a GREAT game to buy! -|---------------- + + + GREETS: TRC, MARAUDER, BUBBLE MAN, DREAM WEAVER, + THE CHAIRMAN, BLACK LIGHT, DARK LIGHT, CHESS KiNG, + CADMASTER, SPOOGE, WHITE VIPER, DoNG SiLVER, + JACKAL, and everyone else I forgot. + + + GROUP GREETS: RaZoR's FiNeST, TDT, THG, PTG, TRSI + + + DOCS BY, + -=LORUS=- + diff --git a/textfiles.com/piracy/SOFTDOCS/autoduel.txt b/textfiles.com/piracy/SOFTDOCS/autoduel.txt new file mode 100644 index 00000000..26882ee3 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/autoduel.txt @@ -0,0 +1,220 @@ + Autoduel Dox + + +DRIVING CONTROLS: + + Joystick - Simply push the lever in the direction that you wish to travel. + on the road or in the Arena, the further the joystick is moved from + center, the faster your vehicle will go-up to its top speed. + Centering the joystick will cause your vehicle to coast to a stop, + while pulling the joystick in the opposite direction of travel will + result in a braking and eventually reverse. + Joystick buttons: + Primary - Fires active weapon + Secondary - Selects next weapon + + Mouse - Travel is pretty self explanatory: + Left - Fires active weapon + Right - Selects weapon + + Keyboard - Use the numeric keyboard to move. Press + or [RETURN] to stop. + "W" allows you to select the weapon you want by typing its + number and space fires the active weapon. + +COMMAND SUMMARY: + The mouse or joystick can be used to select items inside buildings. + + C or F3 Display Car status T or F5 Display CourierTasks + D or F8 Display Driver status & Salvaged goods + G or F7 Get in/out of car Q or F6 Quit and save game. + S or F2 Sound toggle MUST BE USED TO END. + R or F4 Display Roster of all cars 0-9 Select active weapon + ESCAPE or F1 #s on top of keyboard + Pause the game on Highways & in Arena. + + +ABOUT THE GAME: + + Travel around town + + The Truck stop - (1) Catch a bus - good way to get to the next town + (2) Listen for rumors - there arent more than 3 total + (3) Get Batteries charged - after arena combat or trips + (4) Get a room - best way to pass time + (5) Buy Body Armor - Gives you 6 hp - YOU NEED IT! + + Assembly line - Bulid your cars here but be careful not to exceed + the max. weight - see end for charts. + + Salvage Yard - Sell a car,sell weapons, sell salavage - you never get + a good price for anything but salvage... + + Weapon Shop - When you buy weapons here you have to buy the ammo + here seperately - ammo capacity for all stuff is 20 + + The Garage - (1) Recharge your power supply - same as in T. Stop + (2) Repair your active car - You get a list of + damaged items and repair costs. + (3) Store your car - you have to pay 50$ to get it out + (4) Take a car out of storage - figure it out + (5) Take Mechanic lessons - they last 5 days each + + The Arena - Practice by yourself - a useless waste of time,$,& ammo + Get a schedule of events - this what you wanna do. + First you should compete in Amateur night since they + give you a car to compete with. Division 5 is for cars + worth less than 5000$, 10 = 10000-$...etc. + + The AADA - (1) Road Information - Degree out outlaws on a road + (2) Courier Tasks - Three missions involving deliveries + of stuff to other cities - if you qualify this is + a good way to earn money and prestige if you can + get them there on time (Max. 3 tasks at once) + + Gold Cross - (1) Create a clone - its easier to just copy your + DRIVERS file to another dir and then copy it back + when you die. + (2) Update a Braintape - update your clones personality + stats,prestige...etc.. + (3) Undergo treatment - 100$ and a week for each point + + Joe's Bar - (1) Buy a drink - Better chance to pick up rumors. + (2) Try to sell courier tasks - you get about half + their value and it drops your prestige buy 1 or 2. + (3) Listen for rumors + + The FBI - You'll probably just have to deliver a courier task or + two here. + + Origin Systems - In Manchester - previews of new Origins system stuff. + + The Pet Store - Probably just deliver stuff here once in a while. + + The Casino - Atlantic City - The most important stop for new drivers + (1) Draw Poker - the best + One Pair> 1:1 Two Pair> 2:1 3 of a Kind> 3:1 + Straight> 4:1 Flush> 5:1 Full House> 7:1 + 4 of a Kind> 25:1 Straight Flush> 70:1 + (2) Blackjack - hard + You win you get 2:1 - a natural 21 is 3:1 + + The City Gates - When you've done evrything you can in one town, you + will want to hit the road and want to see another. + Each city will have at least one route leading away - + most will have 2+. The roadmap shows how the cities + are connected. If you go through the gates, the towns + screen will dissapear and you will find yourself on the + road! See automap.gif. When you get to your destination + you will see its stone gates. Just drive between them, + and you will shortly find yourself in the new city. + + +OUTLAWS + They often travel in groups and are very well equipped. The best I can tell + is that the purpose of the game is to find one called Mr. Big. + +HINTS + Ok the first thing you should do is go to Atlantic City by bus and then save + the game. Copy the file "DRIVERS" to a dir like c:\save and then start the + game over. Go to the casino and bet all your money on poker(always bet all + your money). If you win then quit and copy the drivers file to c:\save - if + you lose then then copy your c:\save\drivers file to your current dir and + start over - this is a lot easier if you make two little batch files called + Save.bat and Restore.bat. Well once you have about 899000$ leave the casino + (if you go over 899999 the IRS taxes you for 350000). Go to the garage and + take mechanic classes until your skill is 99. Then go back to New York and + compete in amatuer night once or twice to get a feel for the arena. Then + make your car and get busy. - Also it'll save you a lot of time and re-playing + if you quit and run your save.bat file anytime your prestige goes up or you + accomplish something....also after you leave the casino buy some body armor + at the truck stop. + +Check out Automap.GIf....I included Vgif for you ega/vga people...if you have +CGA or MONO you'll have to pick up a copy of GREYGIF.ARC or just GREY.ARC in +order to view it. Well here are the car-building charts - Have Phun! + + +VEHICLE DESIGN TABLES + +1. Body Types + +Type rice Weight Max. Load Spaces +Subcompact 300 1000 2300 7 +Compact $400 1300 3700 10 +Mid-Sized $600 1600 4800 13 +Luxury $800 1800 5500 19 +Station Wagon $800 2100 5500 21 +Pickup $900 2100 6500 24 +Van $1000 2000 6000 30 + +2. Chassis + +Strength eight Modifier Price +Light -10% -20% +Standard none noneHeavy +10% +50% +Extra Heavy +20% +100% + +3. Suspension + +Suspension Price Automobile HC Cargo Vehicle HCLight + no extra 1 0 +Improved 100% of body cost 2 1 +Heavy 150% of body cost 3 2 + +4. Power Plants and Acceleration + +Plant Cost eight Spaces DP Power Max. Speed +Small $500 00 3 5 1000 70 +Medium $1000 700 4 8 2300 80 +Large $2000 900 5 10 3600 90 +Super $3000 1100 6 12 5000 90 +5. Tires + +Tire Type Cost Weight DP +Standard $50 30 4 +Heavy Duty $100 40 6 +Puncture-Resistant $200 50 9 +Solid $500 75 12 + +6. Weapons + +Weapon st Weight Spaces DP CP/R WP/R +Machine Gun 00 150 1 3 25 2 +Flamethrower 550 465 3 3 25 5 +Rocket Launcher 1050 215 3 3 35 5 +Recoilless Rifle 1550 315 3 5 35 5 +Anti-Tank Gun 2050 615 4 6 50 10 +Laser 8000 500 2 2 -- -- +Minedropper 550 165 3 3 50 5 +Spikedropper 150 40 2 5 20 5 +Smokescreen 300 40 2 5 10 5 +Paint Sprayer 400 25 1 2 10 2 +Oil Jet 250 25 2 3 10 2 +Heavy Rocket 200 100 1 2 -- -- + +7. Armor + +Vehicle Type Cost Per Point Weight Per Point +Subcompact 11 5 +Compact 13 6 +Mid-Sized 16 8 +Luxury 20 10 +Station Wagon 20 10 +Pickup 22 11 +Van 30 14 + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/azure.sol b/textfiles.com/piracy/SOFTDOCS/azure.sol new file mode 100644 index 00000000..d8035bdd --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/azure.sol @@ -0,0 +1,1128 @@ + +CURSE OF THE AZURE BONDS + + 1 Introduction, Getting Started, + Best Advice + 2 Tilverton, Dalelands, Hap + 3 Yulash, Zhentil Keep, Myth + Drannor, Endgame + 4 Side Adventures + 5 Combat Strategies + + + CURSE OF THE AZURE BONDS + Part 1 + + Tyranthraxus is back, and is he mad! Those of you who have played S.S.I. and +TSR's popular POOL OF RADIANCE will remember "Mr. T." (as he is affectionately +known to fantasy role-players). + + In CURSE OF THE AZURE BONDS, Mr. T. returns, and he has devised a fiendish +scheme to punish your adventurers for what they did to him the last time they +met. His revenge involves tattooing magical blue symbols on their arms. + + The five different evil powers that inhabit the Dalelands Area (Tyranthraxus is +one of them) have each left their marks on your adventurers, stripping them of +their armor and weapons, leaving them unconscious and suffering from amnesia in +an Inn in Tilverton. + + Your adventurers shortly discover that the marks that writhe under their skin +can be used to magically control their actions! And that the reason they are in +Tilverton is to assassinate the King of Cormyr! + + In order to control their own destiny, your party will have to find each evil +power in the Dalelands and force it to remove its individual controlling bond. +They will face Tyranthraxus last, and if they defeat him, you will win the game! + + This walkthru is based on my having played the C-64 1.0 version. The walkthru +is neither complete, nor even definitive. Because of the random nature of the +encounters and events in the game, there are many different ways of playing and +winning. This walkthru covers only some of them. So, take my advice with a grain +of salt. Sometimes, you may have to take a whole shaker full! + + KNOWN BUGS TO WATCH FOR + + You may run across errors in the game -- particularly in the first IBM version. +For example, the Ioun stones generate too many attribute points, and casting the +Slow spell will freeze the game. Many of these bugs can be avoided by saving the +game often, and going back to earlier saves when you run across something that +doesn't seem right. Hopefully, as later versions are released, the bugs will be +corrected. + + GETTING STARTED + + In order to boot the game, you have to type a letter from a code wheel, instead +of typing the whole word you find. The game is not copy-protected. I advise you +to play from copies of the disks -- not the originals! (Playing from copies is +_very_ important!) + + As in POOL, you can play and win with different kinds of parties. This walkthru +is based primarily on the exploits of my first party, consisting of high-level +characters transferred from POOL: three magic-users (multi-classed elves who +were also fighters, one of whom was also a thief); a human cleric; a half-elf +cleric/fighter; and a human fighter. + + I also played part of the game with a low-level party created within CURSE, +consisting of three magic-users (elf fighters, one of whom was also a thief), a +human cleric, a paladin, and a ranger. Some comments are based on the exploits +of that party. + + QUICK START + + There is a party of pre-rolled characters for you to run on the third side of +disk "B." The party consists of two magic-users, a paladin, a cleric, a ranger, +and a fighter/thief. If you don't want to take the time to create your own, this +party will do just fine. You can modify their attributes before playing a game, +if you like. In the IBM version, there is also a two-paladin party. If you are +looking for further challenges after having won the game with a party of six, +see if you can win the game with only two! The Quick Start tactical advice on +how to play the game and win battles is excellent, by the way. + + DUAL-CLASS CHARACTERS + + Be careful of the dual-class character option. I didn't use it, so I can't give +you a report from personal experience. But be aware that some gamers have had +problems in getting both classes to work properly, while others have not had any +problems. Generally, the reported problems seem to occur when attempting to +apply a dual-class to high-level characters. Contrary to the manual, you must +reach a higher level in the character's second class to be able to use all the +spells, etc., that the character is entitled to use, instead of just those +belonging to the level achieved within the character's original class. + + TRANSFERRING CHARACTERS + + If you transfer your characters from POOL or HILLSFAR, all their experience +points transfer with them, and you may train for as many levels as your +experience points allow. Note that you can only transfer characters from +HILLSFAR that were either created in that game, or that were created in POOL and +transferred to HILLSFAR (but only with the C-64 version 1.1 of CURSE!) + + CREATING NEW CHARACTERS + + Characters created within CURSE are given 25,000 XPs. This will put most +single-class characters into the 5th level of their particular class. +Multi-class characters will, of course, be at lower levels since they have to +divide their points. + + You can only modify your characters' attributes right after they're first +created, not after using the characters to play the game. + + TIPS FOR SAVING THE GAME + + Save the game often on at least two different disks. Also take advantage of the +Remove Character feature in the boot menu (also found in the Training Halls). + + This saves an individual character's statistics to disk; these saves can be +used to replace character files that get damaged while playing. Use this feature +periodically, and you won't lose your favorite characters. When a character is +damaged, get back to the Training Hall (or to the boot menu), _remove_ the disk +from the drive, then drop the old character. Replace the disk and select Add +Character; the last saved version of the character will be restored. + + You can also replace characters this way who are dead or gone, instead of +resurrecting them at the Temples. (Each time a character is resurrected at a +Temple, he loses a Stamina point.) + + This feature can also be used to duplicate items. Transfer the items from the +character you are dropping before you restore him. However, this is not +necessary or recommended. You will find plenty of magical weapons and armor +without having to duplicate anything. + + When you save a game on the IBM, a save game file and three save character +files are generated for each character. The save game file is SAVGAMx.DAT, where +x is the save letter (A, B, C, etc.). The file names for the first character are +CHRDATx1.SAV, CHRDATx1.ITM, and CHRDATx1.SPC. The file names for the second +character are CHRDATx2.SAV, CHRDATx2.ITM, and CHRDATx2.SPC, and so on. Make a +copy of those files, then copy them back. + + To restore a dead character in the IBM version: + + 1. Remove the character and make a copy of the files. + 2. Add the character back and resume play. + + To replace a dead character in the IBM version: + + 1. Remove the character. + 2. Copy the save files over the dead files. + 3. Add the character back into the party. + + You lose all the XPs, levels, and items the character received since the last +save, however. + + GAME SPEED + + In one of the combat sub-menus (press END, ALTER, then SPEED), there is an +option to change the default game speed (2) to 1 or 0. Zero is very fast and +speeds up the game considerably, but you will not be able to read messages +flashing on your screen. I wouldn't recommend using this option until you are +familiar enough with the game to know what the messages will be. + + MAPPING + + This game does not strictly require mapping. The mazes are relatively few and +small compared to most other computer role-playing games. But if you don't trust +your memory and want to find every cache of magical weapons hidden in CURSE's +dungeons, mapping is highly recommended (use graph paper). + + TRAINING HALLS + + Make sure you check your characters' experience points regularly, and take them +to the Training Halls to get their levels increased whenever you can. If you +don't, you may lose the excess experience points that accumulate for each level. + + GOLD + + Be wary of accumulating so much wealth that your characters become unable to +move 12 squares in a turn. Use your excess gold to buy items in the Magic Shop +at Zhentil Keep. (Save some for training expenses, of course.) + + COMBAT + + At least half of the game is spent in combat, and much of the fun of the game +is in determining the tactics necessary to win the many battles. Read the +"Combat Tips" in Part V of this walkthru for more detailed help. Generally, +though, either blast enemy magic-users and clerics with spells as quickly as you +can, or move right next to them and hack away with your weapons. Enemy clerics +and magic-users do not cast spells very often when being beaten on the head with +a sword! + + Your clerics' Hold Person spells are effective against most magic-users and +clerics; one spell can incapacitate several of them! Stinking Cloud is also +sometimes effective in disabling some of them. (Hold Monsters stops the larger +creatures.) It's best to have a weapon-bearing character immediately strike the +immobile enemy. One blow will destroy him. + + OVERALL STRATEGY + + You must find three magical items before you can get into Myth Drannor and meet +Tyranthraxus, but that's the only major requirement in the scheme of things. You +will find the three items in Hap, Yulash, and Zhentil Keep. + + If you visit the Standing Stone, you will be advised to go to Hap first, and +then to Yulash, saving Zhentil Keep as the last bond adventure before Myth +Drannor. + + If you want to spend some time exploring and building up your characters' +experience points before attempting the bond adventures, there are a lot of +shorter adventures in the game. They are found by taking all the different +travel options between cities. The "Wilderness" option is particularly +rewarding. The "Patrol the Forest" option at Standing Stone usually leads to a +battle with dangerous black dragons, but you can win a lot of experience points +by defeating them. + + After you have completed your second bond adventure, go to a city, and you will +have an added option: "Search Area." This usually leads to a cave or ruins that +you can explore. It's another great way to build your experience points, and to +find weapons, scrolls, and gold. Be warned that some of them are quite involved +and have several levels. The lower levels are often far more dangerous and +difficult than one of the bond adventures! + + One of them (The Tower of Oxam outside of Dagger Falls) has a huge battle in a +meeting room with multiple Beholders, Elf Lords, High Priests, and Rakshasa that +is seemingly impossible to win. It is possible, however. Read "Part 4" if you +want to know how. + + BEST ADVICE + + After Tilverton, explore the various travel options, and visit the cities +briefly so you'll know where the Training Halls are. Talk to the barkeepers. +(Some you won't be able to talk to until you've completed a nearby Wilderness +option.) + + Visit Zhentil Keep to buy items in the Magic Shop. While there, fight the +clerics, fighters, and magic-users who pick fights with you to collect some +armor and weapons. (Stay at the Inn and save the game there. The random +encounters, although usually easily won, can often be very dangerous.) + + Next, pick a bond adventure. Hap is perhaps the longest, and involves the most +battles; Yulash is the shortest, and involves the fewest battles; Zhentil Keep +involves nearly as many battles as Hap. All of the adventures can be won with +even the low-level characters created in CURSE, and they are fairly equal in +difficulty, depending on how lucky you are. + + Whichever bond adventure you choose, or whatever the order you play them in, +you'll have some very tough battles. But if your tactics are sound, and you're +persistent, you will eventually prevail and emerge victorious! + + Good luck and happy hunting! + + + CURSE OF THE AZURE BONDS + Part 2 + + TILVERTON + + The first evil power can be found in the sewers of Tilverton! But first you'll +have to leave the Inn and find some armor and weapons. (The blacksmith is to the +west of the Inn.) Each of your characters has 300 platinum to spend, and that's +more than enough to buy everyone the best armor in the shop. (Plate has the +lowest AC, but it restricts movement points to 6; you may prefer the lighter +banded mail.) Buy a long sword, shield, long bow, and plenty of arrows for each +of your fighters (thief, ranger, or paladin), a mace or flail and staff-sling +for your cleric, and a dagger or staff and darts for any single-class +magic-users in your party. + + If you have transferred your party from POOL, you should go to the Training +Hall (north of the Inn) and train for the levels to which you are entitled. This +will use up the remaining platinum pieces you were given. It is now safe to map +and explore the rest of Tilverton. + + You will find a mage who will talk to you about your "sigels." His price is +steep, however: half of what you have! If you're curious, check it out. + + There is a shop that sells silver mirrors and flasks of oil. A silver mirror +may be handy later in the game when you face a Medusa or two or more. I never +used the flasks of oil, but that doesn't mean they're not useful. + + There is a Temple where a priest will attempt to remove your sigels at no cost: +The attempt will be futile. There is a bar whose barkeeper will give you +information if you buy whiskey, and _only_ if you buy whiskey. You can get into +a brawl at the bar, if you like. In order to do so, just buy anything other than +whiskey! + + Eventually, you can try to get out of the city. Unfortunately, you'll be +stopped by Royal Guards who say the way is blocked because a Royal Carriage is +coming. If you've explored enough places in the city, the Royal Carriage +arrives, and your bonds compel you to attack the King! + + Fortunately, the man in the carriage is an impostor, but you will have to fight +off a couple waves of Royal Guards who are protecting him (unless you choose to +surrender). There will be a brief pause in which you are advised to leave the +area. If you immediately duck into the alleyway in front of the Inn, you will +find a thief who will offer to help you escape. Accept his offer. (He'll also +help you escape from jail, if you choose to surrender to the Guards.) + + He'll escort you underground to the Thieves Guild where you will have the +chance to rest (and camp). Take the opportunity to heal, memorize spells, and +save your game: You'll need to be ready to fight some tough battles. Almost +immediately after the Master Thief gives you some information about the Princess +Nacacia, who's being held prisoner in a place called The Hideout, these battles +will begin. (Reach The Hideout by going south through the sewers.) + + If you have been reading the clues you've been getting, you'll know that +Nacacia is dressed in purple. You'll also notice that fanatical cult members +dressed in green are hanging around the city. Bits of purple cloth will be found +along the way, marking a trail for you to follow. + + Carefully map your way to and through the Cellars. There's a treasure room in +the Thieves Guild area that has some magical weapons. You can also rest here to +heal and memorize new spells. The treasure room is southeast of where you have +your first battle. Keep going south, and you'll find the entrance to the Sewers. +Along the way you'll find a reference to a map in your journal (Entry #4). This +map is accurate, but incomplete; you'll have to map every room along the way to +be sure you don't miss anything. + + In the sewers, you'll find a large group of Otyughs that have a shining object +in their mound. They can be bargained with, so you don't need to fight them +unless you want to. (Fighting them is difficult, but the reward is 5000 XPs if +you win.) If you choose to bargain, they will ask you to get them some food from +The Neighbors. The Neighbors are a group of Otyughs south of this group. Fight +and destroy the second group, get the food, and return to the first group for +your reward. (If you kill The Neighbors before you make the bargain, you won't +be rewarded.) + + Just before you get to The Hideout, you'll find a secret door to a Training +Hall that will allow you to cash in some of those experience points to possibly +gain more levels and spells before you tackle The Hideout. Next to the secret +Training Hall you will find some Trolls. Winning that battle will give you more +magical weapons. (There are a four more Trolls in the next room, but there are a +number of Gators with them. In order to win this battle you will need to first +kill all the gators before the Trolls; otherwise, the Trolls all regenerate! +Standing in the square where a Troll dies also prevents him from regenerating.) + + A few steps south of the Training Hall you will find a Knight from Myth +Drannor. He will ask who you serve. Answer "Princess Nacacia," and you will get +some help from his fellow Knights later in the game. Do not fight him: he's on +your side! + + The Hideout is a complex of many rooms. One of them is a torture room, where +Princess Nacacia's cleric is being tortured. Rescue him. (The adventures of the +princess and her cleric lover are a sub-plot that runs through the game.) +Princess Nacacia is held prisoner in the corner room to the southwest. Before +going there, you should stop by the armory. Open the box there and you'll find +more magical weapons. Save the game here. + + When you enter the southwest corner room, you will have one more battle, then +your first bond will fade from your arm. (Hold Person and Stinking Cloud spells +will help get you through this battle. Remember, always kill off enemy clerics +and magic-users first!) + + Even though you rescued his daughter, the King will banish you from Tilverton: +You can't be trusted while you bear the other sigels! + + THE DALELANDS + + You will be shown a map of the Dalelands area, and where you are. You'll be +asked where you want to go and offered various travel options for getting there. +Explore the Dalelands, and use every travel option. The Wilderness options lead +to some interesting adventures involving battles with different groups of +monsters between each town. The Boat option leads to battles with pirates. These +battles are challenging tactical exercises providing you with experience before +you undertake the bond adventures. You will find that most of the cities you +visit only have a bar, a temple, and a general store. Go t the bars to pick up +information. You will find Training Halls in Ashabenford and Essembra. + + You will run into unfriendly people in some of the towns, like Dagger Falls. +Removing the Zhentil bonds makes the innkeeper in Dagger Falls friendly; +rescuing the farmer and his family in a Wilderness battle makes the people in +the Dagger Falls bar friendly. (HILLSFAR had similar requirements.) + + Zhentil Keep is a nice place for a beginning party to visit. There are random +encounters with magic-users, clerics, and fighters. All of them have magical +weapons and armor. Get the +1 Crossbows and +1 Quarrels from the fighters, and +the AC-4 Bracers from the clerics and magic-users. You can sell the extra +Bracers for 9,000 gold each, and buy up some very nice magic items in the magic +shop. Arm each of your adventurers with magic missile wands. The extra-healing +potions will come in handy, too. The other magic items are luxuries which are +quickly used up. But if you can afford them, by all means, stock up! Pick up +some magic-scrolls for your magic-users to scribe. + + If you find waiting around for encounters a bit too tame for your tastes, bash +in a door. You'll soon have many encounters, as the guard is called out to deal +with you! (Save at the Inn before undertaking any encounters; some of them can +be very difficult.) + + If you visit the Standing Stone, you'll be directed to go South. When you feel +that you're ready to undertake your next bond adventure, go to Hap. + + On the way to Hap you'll meet some black dragons. Black dragons are +particularly vulnerable to Stinking Cloud spells. If you give them a belly ache +with this spell, they won't be able to use their deadly acid breath against you. + + THE VILLAGE OF HAP + + The Village of Hap is patrolled by five parties of Dark Elves. Don't avoid +these patrols. There are a set number of Dark Elves in the village. If you take +them piecemeal, patrol by patrol, the number of them in the final confrontation +(in the village barn) is lessened. Strip the first patrol of weapons and armor, +and distribute them among your party. Give the maces to your cleric. The Drow +have magical chain mail, swords, and maces. Equip your whole party with these +while you're in Hap (Village, Cave, and Tower). Unfortunately, these magical +items all disintegrate when you leave Hap. + + Drow Elves are almost magic-resistant, but not completely. Your first spells +may not be effective, but some of the next ones will be. Drow elves are most +vulnerable in hand-to-hand combat (particularly when you're using their own +weapons against them), and if you kill their cleric or magic-user first, he +won't be able to cast his spells! Missile wands are usually effective against +the Drow. + + If you cast Invisibility spells and avoid attacking for a few rounds, Drow +clerics and magic-users will waste all their spells aborting them because they +can't target your party. When they've used up their spells, you can cut them +down at will. + + You will find a general store in the village, and an Inn where you can safely +camp. If you do decide to leave Hap to get more training (and you should train +for new levels as you become eligible for them), don't let the NPC magic-user +whom you find in the village join your party. (He'll just get mad if you decide +to leave Hap without clearing the Tower first, and leave your party anyway.) + + After the battle in the barn, you will find a map showing the way to a cave. +When you leave Hap you will have the option to go to the cave. + + THE CAVE UNDER HAP + + Enter, and go west to the wall. If you turn south and east at the first +opening, then turn south again, and go through an arch, you will eventually find +Silk. (You can surrender to one of the many Drow Patrols you meet, and they will +take you to Silk, but they'll take some of your armor and weapons as +compensation for not killing you.) Silk will help you by applying another tattoo +(non-magical) to one of your party. This tattoo will let you pass some of the +numerous Drow Patrols you will find in the cave. (She does this in return for +your promise to chase the dragons from the tower, and to bring her a dragon's +egg.) + + After you enter the cave, go to the wall, turn north, and go to the north wall. +Turn west, go through the arch, and north to the wall. Turn east, north, and +west, and go through another arch. Keep going west to the wall, turn south, turn +the corner toward the west, go to the arch, and turn north. Here, you will find +a large party of Salamanders in their Sauna. Enter this room and battle them. +(They are vulnerable to Stinking Cloud and Missile spells). After the battle you +will find six treasure chests. Some of the chests contain very useful magical +items. One of them protects you from Dragon Breath; another protects you from +paralysis. You can use these scrolls for protection when you fight CrimDrac. + + To locate him, go south through an arch and all the way to the wall. Turn east, +go through the arch, turn south, and go through this arch. Now, go east, south, +east, south, and west through an arch. Go west to the wall, then head north to +another wall. Go east then north to the wall, turn west, go through the arch, +and meet CrimDrac. (He's either in this large room, or in the one to the south +of it.) To get to the tower, continue south through the arch, and turn west. + + CrimDrac is a Dracolich. He is vulnerable to missile spells and little else. +Spread your troops (watch out for his paralyzing breath), and hit him with all +the missile spells and missile wand blasts you can! Use the protection spell +before you meet him. + + You cannot escape battle with CrimDrac by surrendering to him. If you do, +you'll find you have to battle him later when leaving Hap. If you do surrender, +he'll escort your party to the top of the tower, and leave you to the whims of +Dracandos, the Red Wizard. + + THE TOWER OF DRACANDOS + + There are twelve assorted dragons at the top of the tower with Dracandos! The +dragon leader will parlay with you. If you chose the right option, he'll force +Dracandos to remove your bonds, then fly off with the other dragons leaving +Dracandos to _your_ mercy! (I chose the option of attacking Dracandos -- not the +dragons -- when it was offered to me.) After the dragons leave, pick up the egg. + + Dracandos will flee and lead you on a merry chase all the way down the tower +(several levels) before you finally catch up with him in the courtyard. There +will be many battles along the way with his Drow guards. One of these battles +will be with a very powerful Drow Lord with much better armor and weapons than +anything you have! You'll have a hot battle with him before winning. (I foun it +helpful to use a stalking horse and have a thief backstab him.) Also, have those +in your party who aren't hacking at him use ranged weapons. + + You'll find a piece of parchment that shows the location of the traps in the +tower. At random times, the parchment is booby-trapped to explode when you try +to pick it up. + + Along the way I found a room where we were challenged by a mage to duel with a +floating sphere. The loser will be sucked into infinity. The winner of this +battle seems to be determined randomly. I tried all my high-attribute +magic-users in this battle; all were defeated before the NPC magic-user, Akabar +Bel Akash, won. (Others have reported winning this battle with a mere fighter!) +Just keep trying different members of your party until you win. Save the game +before undertaking the battle. + + Most of the other battles are fairly easy until you come to a large group of +Wyverns. They're in the last room you'll come to before you enter the courtyard +(where Dracandos is dragging a bagful of scrolls around). + + If you're poisoned by a Wyvern, cast a Neutralize Poison spell, and the +character will survive (have one memorized in advance). Even if you're informed +that the character is dead, don't believe everything you read! + + You can defeat Dracandos (and company) with a large variety of tactics. I found +Hold Person spells worked on him, and Fireball spells decimated his friends. You +may wish to experiment with other means. The tactics he and his friends use are +random. Sometimes he damages himself and his party with his own spells! + + Dracandos wears AC2 Bracers and a +3 Ring of Protection. Equip one of your +magic-users with these. The robe is cursed: Don't wear it. He also has other +valuable items, including some scrolls. When you win the battle, you will be +notified that you have found The Helm of Dragons. You won't find it in your +inventory, but you do have it. It is the first of three items you need before +you're ready to go to Myth Drannor. + + In the courtyard is a door to the Cave. You can return to the cave and give the +dragon's egg to Silk for your reward. You can also leave the courtyard and go to +Essembra. You will have to battle CrimDrac (if you haven't already defeated him) +at the bridge, and that completes the second bond adventure. + + Undoubtedly, you will be ready for level increases at this point. Head for the +nearest Training Hall (in Essembra) and get them. + + CURSE OF THE AZURE BONDS + Part 3 + + Now that you have completed two bond adventures, you will be able to take +advantage of the "Search Area" option that now shows up in the menu of the +various towns you visit. There are ruins, caves, and towers to explore outside +every city. (For those who played POOL, there's still a section outside Phlan +that needs clearing!) These alternate adventures are not necessary to win the +game, but they do provide a means for acquiring more experience points, scrolls, +magical armor, and weapons. + + If you visit the Standing Stone, you will be advised to seek the "green one" +next. The "green one" is Mogion of Moander, and she can be found in the Pit of +Yulash. + + YULASH + + Yulash is a city at war. Red Plume and Zhentarim forces battle for its +possession. Your party will be met by Red Plume forces as they enter the city +and taken to Red Plume headquarters in the northwest section of the city. After +an interview, the Commander will mention something about the tattoo that Silk +identified you with. You will be released and given a pass to leave, and a map. +Camp in the barracks for the night. In the morning head immediately for the Pit +(south, east, and north). Along the way, you may meet some Red Plume patrols, +but they'll leave you alone; however, you'll have to battle any Zhentarim terror +forces you encounter. + + You meet some Shambling Mounds dragging a body. Fighting them will give you a +magical weapon. Continue north to the Pit and enter. As soon as you do, a +cave-in will block your retreat. Go west and enter the first door to the south. +Go through the south door to another room, then through the door to th east. In +this room you will gain two powerful allies: Alias and Dragonbait. Equip these +two with your extra armor and weapons, and return to where you entered the Pit. + + This time, go west, pass the south door, and turn the corner going to the +south. Here you'll see a door to the east. Enter that door, continue east +through the next door, turn south, and continue south through the next door. +Eventually, you'll find a stairway to the next level. + + Go south through the door, turn west, and go as far as the first door that's +blocking your way. Instead of entering, turn north, and continue north through +the door to Mogian's Temple. You'll be met by Mogian -- the "green one" herself! +She'll unleash the Shards of Moander. Hold Person spells are effective against +Mogian, her priestesses, and the shards of her God. Stinking Cloud, Fireball, +and Magic Missile spells worked on the Shambling Mounds. + + Mogian has a Cloak of Displacement which will lower AC by two. Grab it! The +battle will also yield other treasures. + + After winning the series of battles, being released from another bond, and +finding the Gauntlets of Moandar (like the Dragon Helm, invisible to you), +search the Altar. You'll find a cache of precious jewels, and another map. This +is a map of level one (Entry #52), with the indicated stairway the one you used +to get to level two. Make your way back to level one and find your way out to +the Wilderness. Alias and Dragonbait will leave your party at this point. + + Since Yulash seems to be a much simpler, easier, and shorter adventure than the +others, you may decide that it, rather than Hap, should follow Tilverton. I +would agree except for several things: The advice given you at the Standing Rock +(go to Hap first), and the battles you do have in Yulash, are as difficult as +any you will find in the other adventures. And if you choose to explore all of +Yulash, you could have as many encounters. + + ADDITIONAL YULASH ENCOUNTERS + + Yulash has a large number of random encounters with two mages, one cleric, and +a differing number of fighters. They have fourth level spells and always come +into the fray already protected against Normal Missiles and Minor Globe of +Invulnerability. They cast Fire Shield at the first opportunity. Since the Minor +Globe of Invulnerability nullifies Fireball, Lightning Bolt, and Stinking Cloud +spells, and the Fire Shield halves or nullifies the damage from Ice Storm +spells, they're hard to beat. I have been using lots of Hold Person spells. + + Most opponents have magic weapons and armor. The mages have AC4 Bracers, and +sometimes a Dart of Hornet Swarm. Also, there are a lot of +2 maces, +1 swords +(not 2-handed) weapons, +1 banded and +2 splint armor, and +1 Rings of +Protection in use. + + OLIVE RUSKETTLE + + After a brief stop in Ashabenford for training, return to Zhentil Keep to find +Olive Ruskettle, and to be released from the next to the last bond. + + Olive Ruskettle is a halfling thief who claims she is a bard. She is another +one of the interesting characters you will find in the novel (along with Alias +and Dragonbait). + + She makes a brief -- but key -- appearance in the game. She will guide you to +the beginning of the next bond adventure. You finally get her help by travelling +beyond the point where you are warned to save the game. She will take you to the +Temple of Bane where you can find and release Dimswart. + + Dimswart will clear up many things for you (Entry #12). After you have found +him, explore the rest of the temple. You will eventually find an altar. Search +it to locate the weapons which are hidden under a trapdoor. Among the weapons +are some +2 arrows. While you're searching, the Clerics of the Temple will +interrupt you many times. You will have as many battles as it takes to arm each +of your adventurers with High Cleric armor. Refuse the invitation to follow the +cloaked, hooded figure until you've finished searching the altar and arming your +troops. The figure (Medusa) will keep coming back until she's enticed you to the +altar of Dexam. Since there are no exits from the Temple (they will be sealed by +fanatical priests), there is nothing else to do but follow Medusa when you are +ready. + + THE ALTAR OF DEXAM + + Dexam is a Beholder. Beholders are very difficult to kill. Fortunately, it's +not necessary during this first meeting. In fact, he will do you a favor. He +will kill Fzoul (the evil lord responsible for your bond), and inadvertently +release your adventurers from their bond. During the following civil war between +the factions of Dexam and Fzoul, get out of the altar room as quickly as you +can, and head for the north exit. Unfortunately, you will have to fight a couple +of very tough battles with Minotaurs, Clerics, Zhentillian forces, etc., but +eventually you'll be able to either bash through the door, or use a Knock spell. +Camp and rest there. Do not move one step further. + + If you had chosen to exit through the east door, you would've eventually found +a dead elf (there is also a teleport square that will take you to him). This elf +has a rough map of the area (Entry #59). + + What you want your party to do after healing, memorizing new spells, and saving +their position is to work your way east, north, west, and finally south to the +exit into the Wilderness. + + Your party will have many battles on the way, including a large, difficult one +with Dexam and his troops. You'll also have several battles with Drow Lords and +other monsters. Use these battles to arm each of your characters with Drow Lord +armor and weapons. Drow Lord chain mail and shields will lower a characters' AC +to -7, and leave them with 12 movement points. Drow Lords also carry +5 swords! + + Camp, heal, memorize spells, and save your position after every battle. You may +have to move back to a safe place to do so. It isn't safe to rest in very many +places, but try moving a square or two away from wherever you last fought before +camping. + + The tactics you can use to defeat a Drow Lord are generally the same as before. +Protect yourself by using the terrain. Use Fireball spells on his companions, +then pick him apart with ranged weapons, and backstabs. Heal those who are +wounded. As you gain more +5 weapons and Drow Lord armor, use those weapons and +armor against the other Drow Lords. It will become easier to kill a Drow Lord as +you battle your way to your meeting with Dexam. + + When you meet Dexam, you might want to try using the Haste spell on a fighter +or paladin. He will be able to walk through Dexam's forces and destroy this +dangerous monster all by himself. (If Dexam isn't destroyed or engaged in +hand-to-hand combat immediately, he can cast devastating spells, including one +which will erase a character's statistics. He will not be dead; he'll be +_gone_!) + + Several Fireball spells will destroy Dexam's forces, including the dangerous +Medusa with him. You can also use a mirror against her so that her gaze will +reflect back and stone her! Other gamers have used Lightning Bolts and Ice Storm +spells to win this battle. + + After you win the battle you will get the final object (The Amulet of +Lathander). Again, it will be invisible in your inventory. Now that you possess +all three objects, when you return to the Standing Stone, you will discover that +the advice came from Tyranthraxus in disguise. He will reveal himself, tell you +to meet him in Myth Drannor, throw off his cloak, and vanish. Myth Drannor will +now appear as one of the options. + + MYTH DRANNOR + + There are two sections to Myth Drannor. Tyranthraxus is not in the first +section that you enter; he is in the section to the northeast of that section. + + The first section has many random encounters with Thri-Keen patrols; however, +if you give them the password (Tyranthraxus), they will leave you alone. There +is a ghostly meeting with an elf queen to the northwest. This meeting will get +you with a +5 bow and some blessed quarrels if you don't take the armor offered +as an option. If you do take the armor, all items you receive from the queen +will be cursed. You will also meet a Knight of Myth Drannor. He tells you they +will provide a diversion as you enter the Temple of Tyranthraxus. + + When you enter Myth Drannor, don't enter the building immediately to your right +(if you are facing north). Especially, do not enter the web to use a password +(KRRKKKK). It is a Rahshasa trick to trap you in a Giant Spider's sticky web. +(The clue for the password is given in one of the Search Area ruins.) + + You will find a path to the east in the northeast section. Take the path +through the woods to get into the second section, then immediately head north. + + You will have a chance to rescue a man from hell hounds. The man will tell you +of his cache. In the cache is a +5 Sword and The Girdle of Giant Strength. If +you take the other path to the second section you will meet a Rakshasa who will +become a member of your party if you help him fight his thieving uncle. This +leads into many encounters with Rakshasa patrols, however. + + The first door you find to the north is the door to the Temple of Tyranthraxus. +The next sequence is beyond your control. It runs like a movie script. You will +lose your final bond, and Tyranthraxus will leave his clerics behind to fight +you in his altar room. + + When you have a chance to leave, head out the door to the east, turn north, and +enter the middle door. Hug the wall to the left, and head north until you come +to a stairway to level two. + + On level two go north through a door, and turn to your right. Tyranthraxus is +in the second room to your right. Camp, save the game, and cast your spells. If +you want an easy battle, use the Dust of Disappearance in camp. + + If you want to save the Dust for the mass meeting of Beholders in the Tower of +Oxam, cast Minor Globe of Invulnerability spells on your mages, and anything +else that may be useful such as Enlarge, Prayer, and Invisibility. Get rid of +the enemy clerics and magic-users with Fireball spells. The blessed +quarrels/arrows can kill Rakshasa. Use Hold Person, Ice Storm, and everything +you can. Heal those who are wounded with the extra healing potions. It's a tough +battle, but the Knights of Myth Drannor will arrive at the end to heal your +wounded. + + The game then ends in fireworks and celebration. Congratulations! + + + CURSE OF THE AZURE BONDS + Part 4 + + THE SIDE ADVENTURES + + After you have completed the second bond adventure, you will have the choice of +using the Search Area option when you reach a city. Some of the Search Area +options lead you to the same place that selecting Enter the City does. For +example, Zhentil Keep and Myth Drannor have no separate places to explore, but +the Search Area option is on the menu. + + These side adventures can be used to gain experience points and levels, and to +find gold, magic weapons, scrolls, and armor. They all involve exploring mazes +-- some more difficult than others. Charles Miles commented: "The small-time +caves are a bear to map because they're made up of combinations of a small +number of different shaped areas. This gives the impression that: a) you were in +a room before when you really weren't; and, b) the caves were built by Drow +Elves Prefab Caves Inc." + + Shadowdale, Ashabenford, and Essembra caves have several levels. The next lower +level is filled with more difficult monsters than the previous. + + If you're lucky, you may find some +2 Long Bows and Composite Bows. What you +find is randomly selected, however, and your discoveries will vary greatly. + + You reach another level when you cross through a tunnel in a cave. There is a +walled city on the third level of the cave near Shadowdale, where you can find +someone who will transport you to the surface if you wish; Dracolich, Black +Dragons and Elf Lords abound here. You can find the Magistrate's kidnapped +daughter on the first level. Report back to him in the city of Shadowdale, and +he'll reward you for your efforts. + + The "Search Area" at Phlan leads you to an unconquered section of the city, +filled with "green one" priestesses and monsters: Shambling Mounds and +Vegepygmies. You can sometimes watch a ritual being performed in front of the +temple's altar. + + The ruins outside of Hillsfar features Phase Spiders, Margoyle, and Thri-Keen. +The ruins outside of Teshwave contain pirate treasure. + + Danny Low writes: "The difficulty of the side adventures is highly variable +Hillsfar and Teshwave are quite easy for fifth level characters; Phlan and +Voonlar are intermediate. Even the hard ones, like Shadowdale, are easy as long +as you don't go below the first level. They are clearly designed to allow the +characters to earn more XPs as they rise in levels. That is, the higher they +rise in level, the larger the XP rewards become, which helps them rise to the +next level. + + "The harder side adventures randomly give you MU scrolls. This is very nice for +Scribing. The training fights you encounter on the roads and wilderness are also +easy, but these don't give much loot. + + "I also had numerous confrontations with Dracolich, Black Dragons and Elf Lords +in Shadowdale, but there appears to be a limit to how many Elf Lords and +Dracolich you have to fight. Once they're dead, there are no more; just wimpy +Black Dragons, Efreets, et al." + + The Tower of Oxam is at Dagger Falls and is the best (and most rewarding) of +the side adventures. When you select Search Area at Dagger Falls, you find +yourself in a second Magic Shop. This is a nice surprise since Zhentil Keep i +barred to you once you finish the bond adventure there. If you choose to explore +the Tower, you begin in the foyer. You can go up in the tower (and sometimes see +the shade of Cadorna wandering the tower), or down below, where you will +eventually find the mass meeting of the Beholder Corps. + + THE MASS MEETING OF THE BEHOLDERS + + If you want to go to the mass meeting, go west into the sitting room. Then, go +south (where you will find the stairs up), go east through the door, and south +through a door (where you will battle a group of minotaurs). Go through the east +door and you will be in the cave. Keep going east until you can turn south. Go +through the third door from the left (facing south). There is a door to the +west. Go through it and follow a path west (past several rooms to the north). +Then go north, west, north, west, south, east, south, east (through an archway) +down a long hallway, and through the door (you'll be in a large cavern). Turn +south and hug the wall until you come across a door to the west. Through that +door lies several rooms. One of them will be the room where the mass meeting of +the Mulmaster Beholder Corps is being held. You are invited! + + When you enter the room, your computer screen will read, "You enter a room +dominated by a large conference table. On each side is an assemblage of +Rakshasa, Drow, Priests, and Beholders. They are discussing the fate of +adventurers." Your options are "Flee in Panic," and "Throw Caution to the +Winds." There are 8 Rakshasa, 10 High Priests, 10 Drow Lords, and 15 Beholders +in the room. + + The battle is very easy if you camp and use the "Dust of Disappearance" before +entering. + + If you choose not to use the dust, here is the way Mark E. Loenichen did it, +playing the IBM-PC version 1.0: + + Assumptions going in (e.g., untested): Cast Enlarge and Haste on everyone. Make +sure they're all at maximum movement points on entry. Ready their armor only at +the moment of conflict. (This is a general rule, not to be taken literally.) + + The Blink spell seemed to work better than Invisibility for avoiding undesired +magic spells and physical hits. If you can't Blink, use regular invisibility. +This provides only minimal protection during initial contact when you are trying +to gain better tactical ground. + + Party make-up: All my characters had been through POOL and HILLSFAR, so they +had quite a few hit points (two had 100+, one 99, the others in the 60's). Have +two eleventh level mages, two tenth level clerics, and one twelfth level thief +(very important for Drow Lord fighting) in your party. + + Working Spells/Potions (all purchased): Extra Healing and Potions of Speed. I +spent everything I had to purchase every Javelin of Piercing in the store! + + Essential Observations: Drow Lords run faster than anyone else. Cold spells +work on Drow Lords better than anything else. The -2 AC loss for Stink Cloud +victims can be essential. Curse works only on clerics and isn't worth it. +Nothing bothers Beholders or the Rakshasa magicians except force. A well-placed +backstab to a Drow Lord from a Hastened, Enlarged party member can do wonders +for the party's morale. + + Specific Strategy: Clumped-up groups of people are "easy" pickings, especially +if the ones trapped are the nastiest. Survive at the cost of an easy kill: In +other words, when a Beholder approaches within lethal distance, run! Try to get +the enemy to use up all his spells. + + Tactics: Hit the Drow Lords and priests with Confuse. Not many will be +affected, but it's enough to eventually drain most of their combat spells. Your +first maneuver should be to escape from the room. Run up and all the way to the +back of the room (behind walls, of course). Eventually, all the enemies will +congregate in the back of the room. Drow Lords and Rakshasa will be the most +prominent in the crowd. I positioned my party around the walls to hold some of +the monsters in, and set up a "sucker play" wherein I enticed others to come out +of the room (one or two at a time only). Drow Lords were definitely more +desirable one at a time, but I managed three once -- with great difficult and at +the expense of using a lot of my Heal Potions. If the going got rough or looked +hairy, I would run to the back of the room to recluster the enemy, then I would +cast Healing spells and drink Healing Potions. + + There was a "YOU HAVE WON" message awarding 22,000+ experience points at th end +of the battle. The loot from the room (as far as equipment and scrolls were +concerned) was not impressive, but I did get enough money to make up for the +expense of the Javelins. + + The back door led to a 2-square (I think) room with another door. Behind, the +second door was _great_ treasure. I received another 10,000 experience points +and a bunch of magic weapons. The weapons were not impressive; mostly +1's with +one or two +2's. + + The room farthest to the back was a single-square sort of room. I was using the +Search Area option when I entered. Rakshasa are not immune to stink clouds. Once +they're coughing, they can be paralyzed with the Wand of Paralysis. I was not +able to paralyze them at any other time, though I only tried two or three times +when they weren't "stinking." The Drow Lords are affected by paralysis, too, but +I think they have to be hacked up pretty bad; again, I believe my only success +in this was when they were under the influence of Stinking Cloud. + + + CURSE OF THE AZURE BONDS + Part 5 + + COMBAT + + Winning the battles is the hardest part of playing the game. Tactics are the +key to victory. This section will attempt to introduce you to various tactics +with which I have had some success. + + Generally, give the highest priority to targeting enemy magic-users to keep +them from casting spells each round. Eliminate helpless monsters before they +become active again, and concentrate your attacks on one enemy at a time. + + MANEUVERABILITY + + It is much easier to fight battles when your characters all have 12 movement +points (or as close to it as your armor will allow in the beginning of the +game). Do not overload your characters; don't get greedy by picking up all the +treasure you find. When you find that your characters are overloaded, lighten +their loads! + + IF YOU OUTNUMBER THE ENEMY + + If you don't have sufficient spells to kill all the enemies, mass your attacks +against one of them at a time. Follow the Quick Start advice: "It's better to +kill one than to wound two." + + Experiment with your thief's backstab abilities. Use the delay command when +each character's chance to move comes up. This allows the monster to move first +so that the direction in which it's facing won't change. Then, have a fighter or +cleric attack the enemy from one direction, and have your thief attack from +directly opposite your fighter.) + + The backstab is one of the most effective weapons in the game. The damage +increases as your thief gains levels. Contrary to the manual, a multi-classed +thief can wear heavy armor while using the backstab, and he can use it against +large monsters. + + IF THE ENEMY OUTNUMBERS YOU + + Find good, defensive positions that won't allow the enemy to find a way around +your flanks. Use the terrain; force the enemy to come at you through doorways +and narrow openings in walls. Set your party up next to trees to protect them +from being surrounded. Mass as many of your attacks against as many single +targets as possible. + + RANGED WEAPONS + + If only your party has ranged weapons (bows, crossbows, slings, and attack +spells, such as Fireball, etc.), try to begin the attack at the longest possible +range. Keep a front line of fighters and clerics to protect your archers and +magic users. + + If both sides have ranged weapons, make the enemy spellcasters your primary +targets. + + If only the enemy has ranged weapons, attack at close range. It's much harder +for the enemy to use his bow or magic against you when you're beating on his +head with a sword! Offensive spells act very much like bows or weapons. Using +them on an enemy magic-user prevents them from casting for the rest of the turn. +The magical "+" bows are, of course, the best ranged weapons to have, as well as +"+" arrows and quarrels. + + SINGLE TARGET SPELLS + + Magic Missile is the single best target spell. It has the longest range and +causes the most consistent damage. + + Spiritual Hammer is only effective at close range, and even then, it doesn't +cause much damage. + + Cloudkill, Flame Strike, and Slay Living are short range offensive spells that +vary greatly in effectiveness. Experiment with them. + + Charm Person can turn an enemy into a friend. It only works on one human-shaped +creature. + + MASS ATTACK SPELLS + + Fireballs are the spell of choice, if you have them available. + + Ice Storm and Cone of Cold cause less damage, and can only be used at shorter +distances. They are effective against monsters resistant to fire. + + Fear causes all enemies within a rather large area to flee; however, if they +are nearby, you can very easily affect your own troops. + + Confusion will interrupt between 2 and 16 monsters from doing whatever they +were doing. + + Lightning Bolt is the enemy magic-users' favorite spell. It can be effective +against up to eight targets; however, it is usually only effective against two +or three. + + Sleep, Hold Person, Hold Monster, and Stinking Cloud can make the enemy +helpless sitting ducks for a fighter's or archer's single blow. + + If the enemy has the ability to use mass attack magic against you, spread your +party out. Most mass attack spells have limited range. + + Charm Monster works on all living creatures but is only effective on one +monster at a time, and the monster must be fourth level or higher. + + DEFENSIVE SPELLS + + Prayer, Bless, Protection from Evil, and Protection from Evil 10' Radius are +protection spells you can cast in camp before a battle. I preferred to use +Prayer since it affected the saving throws and THACO of the whole party, and not +just a single target. + + Bestow Curse reduces the target's THACO and saving throw by four. + + Invisibility 10' Radius is very useful to cast in camp before a battle. It +makes your entire party invisible until they attack. Do not attack right away. +Use your enemies' confusion (magic-users will waste spells by trying to cast +them, and aborting the spells when they can't find a target) to get all your +characters in position for backstabs, Lightning Bolts, etc. Have all your +characters choose delay, let the enemy take his turn, then attack all at once. +(Your THACO in melee is reduced by 4.) + + The Minor Globe of Invulnerability (protects the caster from incoming first, +second, or third level spells) is perhaps the most valuable protective spell you +can have your magic-users cast in camp before a major battle. + + OTHER SPELLS + + Enlarge makes the recipient larger and stronger. The higher the level of the +caster, the stronger the character. It should be cast in camp. + + Haste doubles the character's movement and number of melee attacks per round. +However, it also ages them by one year. + + Slow can be used against targets using Haste to negate the spell. (WARNING: IBM +version 1.0 has a bug that causes the game to freeze when Slow is cast.) + + Neutralize Poison is valuable in restoring a poisoned character to life. Cast +it either during the battle when the character is poisoned, or in camp before +resting. Do not be fooled by the message saying that the character is dead. They +can be brought back to life with the spell. + + Slow Poison will only revive a person for the duration of the spell (one hour +per caster's level). + + Feeblemind and Fumble are not always effective because the target is allowed +saving throws. + + SPECIAL MAGIC ITEMS + + The Necklace of Missiles casts a series of fireball spells. It is found in the +sewers of Tilverton. + + The Wand of Missiles casts low-level missile spells. This is the best of the +items you can buy at the Magic Shop. The other offensive spells sold there are +Hornets Nest Darts (excellent weapon for a single classed magic-user -- get +several), and Lance of Piercing (highly recommended for use at the Mass Meeting +of the Beholder Corps). + + The Dust of Disappearance is the most powerful weapon in the game! With it, you +can win any battle. Unfortunately, it can only be used once. It is an +invisibility spell that keeps working even while you're attacking! Ready it and +use it in camp before either the battle with Tyranthraxus to win the gam or to +win the battle against the mass meeting of beholders in the Tower of Oxam. It is +found in the thieves' treasure room in the Thieves Guild below Tilverton. + + The Dwarfs Girdle is beneficial primarily to Dwarves in raising strength +attributes. Experiment with it, however, to see what it will do to each of your +troops when readied. (WARNING: In IBM version 1.0, using it may cause the +attribute to change to an unrealistic number beyond the maximum allowed. You're +better advised to sell the Girdle.) + + The Ioun Stones do various things to attributes only if the characters aren' +already at their maximum attribute allowed. See the list below. + + (WARNING: Using Ioun Stones in IBM version 1.0 may cause the attributes to +change to unrealistic numbers way beyond maximum. You're better off selling the +stones.) + + Pale blue rhomboid -- +1 Strength + Scarlet and blue sphere -- +1 Intelligence + Incandescent blue sphere -- +1 Wisdom + Deep red sphere -- +1 Dexterity + Pink rhomboid -- +1 Constitution + Pink and green sphere -- +1 Charisma + Pale green prism -- +1 experience level + Clear spindle -- character needs no food or water + Iridescent spindle -- character can survive without air + Pearly white spindle -- character regenerates 1 hit point per turn + Pale lavender ellipsoid -- absorbs spells up to 4th level + Lavender and green ellipsoid -- absorbs spells up to 8th level + Vibrant purple prism -- stores 2-12 levels of spells + Dusty rose prism -- +1 protection + + Any Ioun Stone described as "dull gray" is burned-out and useless. + + You will not find all of the stones listed above. The list is from the AD&D +manual. + + MY FAVORITE MONSTERS + + Some of the monsters are difficult to kill simply because they resist magic. + + Beholder: Use Haste on your strong, fast fighters and quickly eliminate a +single beholder (or even a small party of them) with magical weapons. Don't +waste time casting magic spells. They will block most (if not all) of them. You +can also hide behind walls to stay out of range of their spells. Protection +spells may protect you from some of their spells. They have a Disappearing ray +that will not only kill your character, but wipe out his stats! (His condition +will be GONE, which is deader than dead.) + + Black Dragon: I have had the most success with Fireballs, and quickly +eliminated the Black Dragons before they could use their breath weapons. Don't +let your party bunch together. One 45-point hit of acid breath can almost +decimate your whole party! Missile spells are also effective. Stinking Cloud +prevents them from using their acid breath, as well as making them helpless at +times. + + Dracolich: In defeating Crimdrac, spreading out, and casting multiple missil +spells from a distance was very effective. (Each of my adventurers used a +missile wand if they didn't have a regular (and more powerful) missile spell. + + Medusa: I never had any problems with Medusas. Burn them to a crisp with +fireball spells from a distance before they can get close and use their Gaze +that turns you into stone. I have heard reports that using a Mirror against them +when they cast the gaze turns them into stone! (They also can't use their gaze +if you are invisible!) + +their favorite spell: the Lightning Bolt. (The Minor Globe of Invulnerability +will protect your magic-users.) + + Thri-Keen: You won't meet many of them until you get to Myth Drannor, and then +they will respond to Tyranthraxus (the password), and leave you alone. + + Tyranthraxus (the Storm Giant): Protect your three magic-users with the Minor +Globe of Invulnerability, and the Lightning Bolts he throws will be harmless. +You can cast Invisibility 10' Radius, which should protect the others, as long +as they don't attack anyone. Of course, The Dust of Disappearance will keep +everyone safe from being targeted by spells, and Potions of Extra-Healing will +help restore the HPs you will lose when you bump into his various bodyguards in +the final confrontation. + + CURSE OF THE AZURE BONDS is published by Strategic Simulations, Inc., and +distributed by Electronic Arts. + + diff --git a/textfiles.com/piracy/SOFTDOCS/bakcht{}.not b/textfiles.com/piracy/SOFTDOCS/bakcht{}.not new file mode 100644 index 00000000..f71e84ce --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/bakcht{}.not @@ -0,0 +1,82 @@ + +Betrayal at Krondor Cheat - Version 1.0 +Written by Null Set - your friendly neighborhood cracker. + +This cheat can provide two different powers to your characters. First, +your characters may be made invulnerable to all attacks (invincibility +mode). Second, and most fun, you may give your characters the power of +the Death Stare (tm). Some opponents will just drop dead from your +characters awesome aura of power. The stonger ones (or stupider ones) +will need to be struck by your blade before they feel your gaze's +awesome effects. Note that some poor souls may be so terrified by your +gaze that their hearts will stop while they stand ready to attack. Even +though these poor laddies appear standing, they are truly dead. + +If this is your first time using this great Null Set product, then +*PLEASE* read the notes (menu option 6) before doing anything else. + +{} + +IMPORTANT: The way Betrayal at Krondor was written does not leave much + to guide a cheat program. So, it is possible that this cheat + might use the Death Stare (tm) on your characters or might make + your opponents invincible. If this seems to happen, then + the cheat has failed and may be useless for you. Please + contact me if this does happen because I'd like to see it! + +ALSO IMPORTANT: If you leave this Betrayal at Krondor cheat installed + and later run the original game without the cheat, the game + will hang your computer. To run the original game without + the cheat, you must first UNinstall the cheat (menu option 3). + +{} + +MEMORY PROBLEMS: This cheat is rather large at around 16k, so if you + cannot run Betrayal at Krondor through the cheat, then I + suggest letting the install program making a boot disk for + you, booting from it, and then running the cheat. + +COPY PROTECTION: It appears that neither I nor anyone else can find the + protection in this game. If you do find it, please document + EXACTLY where it is, attach a saved game, and get that info + to me so I can bust it fast! + +INVINCIBLE MODE NOTE: I was most likely NOT able to anticipate every + every possible way that your characters can get hurt (I know + that they should be invulnerable during battle and to chest + traps). However, there are certainly going to be some things + that still hurt you. For example, I know that your chracters + will still lose Stamina when they are fatigued. This cheat is + to aid in solving the game -- not as a brain substitue! + +{} + +On a more personal note, what have I been doing lately? + +Good question... Well, I'm a working man now, so thats partially why +I haven't been on the scene as much lately. I also just moved to a new +area and there's lots of new stuff to go and do. I will say that I was +not aware of what really took place during the splitting of INC and all. +So because of my ignorance and lack of being "big into it" (for the +moment), I have decided to remain neutral to all groups and instead will +work on anything that (almost) anyone gives me. So, the long and short +of this is, if you got something that needs to be done, gimme a buzz and +perhaps we can strike a deal... + +{} + +Big Thanks To Orion for getting this one out to me! + +Big bad Greets go out to: + Orion - How about that access to your board ;-> + The Undefined Being - Gimme my memory back you slug :-) + The Cracksmith - Err... well... what the heck is your handle now? + My Old INC Brethren - Hope all is well... + Butafuco! (spell?) - You know who you are! + +Hope you enjoy my latest work... As always, if you find a problem, look +for me on your favorite BBS and let me know about it! + +Thats all for now -- see you in my next project! +-{} + diff --git a/textfiles.com/piracy/SOFTDOCS/batchess.txt b/textfiles.com/piracy/SOFTDOCS/batchess.txt new file mode 100644 index 00000000..1cdc1e42 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/batchess.txt @@ -0,0 +1,274 @@ + BATTLE CHESS + + +(1) FISCHER -- OLAFFSON, BLED 1961, SICILIAN DEFENSE + +# WHITE BLACK # WHITE BLACK + +1. P-K4 P-QB4 21. NXQP NXBP +2. N-KB3 P-KN3 22. NXN NXB +3. P-Q4 PXP 23. QXN PXN +4. NXP B-N2 24. B-K2 BXRP +5. N-QB3 N-QB3 25. P-QN3 B-K1 +6. B-K3 N-B3 26. B-B4 P-R5 +7. B-QB4 Q-R4 27. B-Q5 RXN +8. O-O P-Q3 28. BXR R-Q5 +9. N-N3 Q-B2 29. BPXP KRPXP +10. B-K2 O-O 30. PXP BXP +11. P-B4 P-QR4 31. R-R1 Q-B1 +12. P-QR4 N-QN5 32. B-Q5!! B-R3 +13. B-R2! P-K4? 33. RXR BXQ +14. B-B3 B-Q2 34. R4XB Q-R3 +15. R-Q2 KR-Q1 35. R-KB1 B-B5 +16. K-R1 B-B3 36. P-N3 Q-R6 +17. Q-KN1 N-Q2 37. R4-R1 BXP +18. P-B5 P-N3 38. R-R8+ K-N2 +19. R1-Q1 N-B4 39. RXP+ K-R3 +20. N-N5! Q-K2 40. R-R8+ 1-0 + + +(8) Anderssen -- Kieseritzky, London 1851, Bishop's Gambit + +# White Black # White Black # White Black + +1. P-K4 P-K4 9. N-B5 P-QB3 17. N-Q5! QxP +2. P-KB4 PxP 10. P-KN4 N-B3 18. B-Q6!! BxR +3. B-B4 Q-R5 ch 11. R-N1! PxB 19. P-K5!! QxR ch +4. K-B1 P-QN4 12. P-KR4 Q-N3 20. K-K2 N-QR3 +5. BxP N-KB3 13. P-R5 Q-N4 21. NxP ch K-Q1 +6. N-KB3 Q-R3 14. Q-B3 N-N1 22. Q-B6 ch NxQ +7. P-Q3 N-R4 15. BxF Q-B3 23. B-K7 1-0 +8. N-R4 Q-N4 16. N-B3 B-B4 + + +(9) Paulsen -- Morphy, New York 1857, Fzur Knights' Game + +# White Black # White Black # White Black + +1. P-K4 P-K4 11. B-B3 R-K3 21. K-R1 B-R6 +2. N-KB3 N-QB3 12. P-B3? Q-Q6! 22. K-B1 B-N7 ch +3. N-B3 N-B3 13. P-QN4 B-N3 23. K-N1 B-R6 ch +4. B-N5 B-B4 14. P-QR4 PxP 24. K-R1 BxP +5. O-O O-O 15. QxP B-QZ 25. Q-B1 BxQ +6. NxP R-K1 16. R-R2? QR-K1 26. RxB R-K7 +7. NxKT QPxN 17. Q-R6 QxB!! 27. R-R1 R-R3 +8. B-B4 P-QN4 18. PxQ R-N3 ch 28. P-Q4 B-K6! +9. B-K2 NxP 19. K-RB B-R6 Resigns +10. nxN RxN 20. R-Q1 B-N7 ch + + +(10) Bird -- Morphy, London 1856, Philidor defense + +# White Black # White Black # White Black + +1. P-K4 P-K4 11. P-EN4 NxP 21. K-B2 Q-R5 ch +2. N-KB3 P-Q3 12. NxN QxN 22. K-N2? BxNP! +3. P-Q4 P-KB4 13. N-K5 N-B3 23. PxB RxP ch +4. N-B3 BPxP 14. B-K2 Q-R6 24. QxR QxQ ch +5. QNxP P-Q4 15. NxN PxN 25. K-B2 P-K6! +6. N-N3 P-K5 16. B-K3 R-N1 26. BxP B-B4 ch +7. N-K5 N-KB3 17. O-O-O RxBP!! 27. R-Q3 Q-B5 ch +8. B-KN5 B-Q3 18. BxR Q-R6! 28. K-Q2 Q-R7 ch +9. N-R5 O-O 19. P-B3 QxP 29. K-Q1 Q-N8 ch +10. Q-Q2 Q-K1 20. P-N4 Q-R8 ch Resigns + + +(11) Zimmer -- Thaimann, San Diego Freeway 1988, English Opening + +# White Black # White Black # White Black + +1. P-Q4 P-KB4 12. N-Q2 QN-B3 23. P-B5! N-K5 +2. P-K3 N-KB3 13. P-B3 NxN 24. BxN PxB +3. N-KB3 P-QN3 14. QxN PxP 25. PxNP! R-B7 +4. B-K2 B-K2 15. BxP P-Q4 26. PxP ch K-R1 +5. O-O P-Q4 16. B-Q3 KR-B1 27. P-Q5 ch P-K4 +6. P-Q4 B-Q3 17. QR-K1 R-B2 28. Q-N4!! R(B1)-B4 +7. N-B3 O-O 18. P-K4 QR-QB1 29. R-B8 ch! KxP +8. P-QN3 QN-Q2 19. P-K5 N-K1 30. QxP ch K-N2 +9. B-N2 Q-K2 20. P-B4 P-N3 31. BxP ch! KxR +10. N-QN5 N-K5 21. R-K3! P-B4 32. B-N7 CH! QxB +11. NxB PxN 22. PxP NxP 33. Q-K8 1-0 + + +(12) Bogolyubov -- Alekhine, Hastings 1922, Dutch Defense + +# White Black # White Black # White Black + +1. P-Q4 P-KB4 19. N-R3 P-Q4! 37. RxB QxR +2. P-QB4 N-KB3 20. N-B1 N-K2 38. P-N4 N-B6 ch! +3. P-KN3 P-K3 21. P-R4 N-B3 39. BxN PxB +4. B-N2 B-N5 ch 22. R-Q2 N-QN5 40. PxP Q-K7!! +5. B-Q2 BxB ch 23. B-R1 Q-K1! 41. P-Q5 K-N1! +6. NxB N-B3 24. R-KN2 PxP 42. P-R5 K-R2 +7. KN-B3 O-O 25. PxP BxP 43. P-K4 NxKP +8. O-O P-Q3 26. N-B2 B-Q2 44. NxN QxN +9. Q-N3 K-R1 27. N-Q2 P-QN4! 45. P-Q6 PxP +10. Q-B3 P-K4! 28. N-Q1 N-Q6 46. P-B6 PxP +11. P-K3 P-QR4! 29. RxP P-N5! 47. R-Q2 Q-K7! +12. P-N3 Q-K1! 30. RxR PxQ! 48. RxQ PxR +13. P-QR3 Q-R4! 31. RxQ P-B7!! 49. K-B2 K-B2 +14. P-KR4 N-KN5 32. RxR ch K-R2 50. KxQ K-N2 +15. N-N5 B-Q2 33. N-B2 P-B(8)Q ch51. K-B2 K-B2 +16. P-B3 N-B3 34. N-B1 N-K8! 52. K-K3 K-K3 +17. P-B4 P-K5 35. R-R2 QxBP 53. K-K4 P-Q4 ch +18. KR-Q1 P-R3 36. R-QN8 B-N4 Resigns + + +(13) Saemisch -- Nimzovich, Copenhagen 1923, Queens Indian Defense + +# White Black # White Black # White Black + +1. P-Q4 N-KB3 10. B-B4 P-QR3! 19. R-N1 B-Q3!! +2. P-QB4 P-K3 11. R-B1 P-QN4 20. P-K4 BPxP! +3. N-KB3 P-QN3 12. Q-N3 N-B3 21. QxN RxP +4. P-KN3 B-N2 13. NxN BxN 22. Q-N5 QR-KB1 +5. B-N2 B-K2 14. P-KR3 Q-Q2 23. K-R1 R(B1)-B4 +6. N-B3 O-O 15. K-R2 N-R4! 24. Q-K3 B-Q6! +7. O-O P-Q4 16. B-Q2 P-B4! 25. QR-K1 P-R3!!! +8. N-K5 P-B3 17. Q-Q1 P-N5! Resigns +9. PxP BPxP 18. N-N1 B-QN4 + + +(14) Chekhover -- Botvinnik, Leningrad 1931, Rati Opening + +# White Black # White Black # White Black + +1. P-Q4 N-KB3 18. N-R2 B-QR3 35. R-B2 R-R2 +2. N-KB3 P-QN3 19. P-B4 N-B4 36. QR-KB1 R-B5 +3. P-KN3 B-N2 20. B-KB1 P-B5 37. N-B6 R-B2 +4. B-N2 P-N3 21. K-N2 KR-B1 38. P-K5 PxP +5. O-O B-N2 22. B-K3 N-B4 39. NxKP P-B7 +6. P-B4 O-O 23. P-N4 N-B3 40. NxR RxN +7. QN-Q2 P-B4 24. BxN RxB 41. RxKBP P-B8=Q +8. P-Q5 P-K3 25. P-N5 N-R4 42. R-B8 ch K-N2 +9. P-K4 PxP 26. P-B5 Q-Q1 43. R(B8)-B7 K-R3 +10. BPxP P-Q3 27. P-B6 NxP 44. RxQ RxR +11. R-K1 R-K1 28. PxN QxP 45. N-N4 ch K-N4 +12. N-R4 Q-K2 29. N(R4)-B3 QxP 46. P-Q6 P-N6 +13. QN-B3 QN-Q2 30. QxQ BxQ 47. P-Q7 R-Q8 +14. B-Q2 P-QN4 31. QR-N1 P-B6 48. K-N3 P-R3 +15. Q-B1 Q-B1 32. BxB RxB 49. R-B3 PxP +16. Q-B2 P-QR4 33. N-Q4 P-R5 Resigns +17. P-KR3 P-N5 34. R-KB1 P-R6 + + +(15) Reti -- Alekhine, Baden-Baden 1925, King's Fianchetto + +# White Black # White Black # White Black + +1. P-KN3 P-K4 4. P-Q3 PxP 7. B-Q2 BxB ch +2. N-KB3 P-K5 5. QxP N-KB3 8. NxB O-O +3. N-Q4 P-Q4 6. B-N2 B-N5 ch 9. P-QB4 N-R3! +10. PxP N-QN5 21. P-N4 P-R3 32. R-B4 NxBP +11. Q-B4 N(5)xQP 22. R-QB1 P-R5 33. B-N2 B-K3! +12. N(2)-N3 P-B3 23. P-R4 PxP 34. R(B4)-B2 N-N5 ch +13. O-O R-K1 24. RPxP Q-B2 35. K-R3 N-K4 ch +14. KR-Q1 B-N5 25. P-N5 RPxP 36. K-R2 RxN! +15. R-Q2 Q-B1 26. PxP R-K6!! 37. RxN N-N5 ch! +16. N-QB5 B-R6!! 27. N-B3 PxP 38. K-R3 N-K6 ch +17. B-B3 B-N5 28. QxP N-B6! 39. K-R2 NxR +18. B-N2 B-R6 29. QxP QxQ 40. BxR N-Q5!! +19. B-B3 B-N5 30. NxQ NxP ch Resigns +20. B-R1 P-KR4! 31. K-R2 N-K5! + + +(16) Spielmann -- Eliskases, Match 1932, Queens Gambit Declined + +# White Black # White Black # White Black + +1. P-Q4 P-Q4 12. P-B5! KPxP! 23. K-B2 KR-K1 +2. N-KB3 P-K3 13. P-K6 PxP 24. N-B5 B-B1 +3. P-B4 P-QB3 14. NxKP Q-N3 25. P-QN4 K-N1 +4. N-B3 PxP 15. P-QR4 PxN! 26. B-N2 R(K8)-K6 +5. P-K4 P-QN4 16. P-R5 Q-R3 27. Q-Q1 P-B6 +6. P-K5 B-N2 17. Q-B2 N(Q2)-B3 28. B-B1 P-B7!! +7. B-K2 N-K2 18. RxN BxR 29. QxP R-K7 ch +8. N-K4 N-Q4 19. QxKP K-B2! 30. QxR BxP ch +9. O-O N-Q2 20. N-B5 QR-K1 31. B-K3 RxB +10. N-N5 B-K2 21. Q-B3 RxB! 32. Q-B1 R-QR6 ch +11. P-B4 P-N3 22. NxQ R-K8 ch Resigns + + +(17) Mannheimer -- Mimzovitch, Frankfurt 1930, French Defense + +# White Black # White Black # White Black + +1. P-K4 P-K3 12. N-N5 P-KN3 23. N-K5 Q-K3 +2. P-Q4 P-Q4 13. B-B4 Q-B3 24. R-N1 P-N3 +3. N-QB3 B-N5 14. B-Q2 P-KR3 25. K-R2 N-B5 +4. PxP PxP 15. N-B3 K-R2 26. B-K3 P-KN4! +5. N-B3 N-K2 16. N-R2 Q-R1 27. P-N3 R-B3 +6. B-Q3 QN-B3 17. Q-K3 Q-N2 28. QR-K1 R-KN1 +7. P-KR3 B-KB4 18. Q-B3 N-K5 29. B-B1 P-N4! +8. BxB NxB 19. B-B! P-B4 30. N-B3 P-KN5 +9. O-O BxN 20. Q-Q3 N-R4 31. PxP RxP +10. PxP O-O 21. P-KB4 Q-Q2 32. N-N1 R(B3)-N3 +11. Q-Q3 N-Q3 22. N-B3 Q-B3 33. R-B3 Q-N1 +34. N-K2 P-KR4! 38. B-K3 Q-R3!! 42. N-N1 P-R5 +35. K-N2 P-R5 39. B-B2 QxP 43. K-K2 P-R6 +36. R-R1 R-KR3 40. B-K1 P-R4! 44. R-B1 P-R7 +37. R-R3 Q-N3! 41. K-B1 Q-N8! Resigns + + +(18) Labourdonnais - MacDonnell, London 1834, Bishop's Opening + +# White Black # White Black # White Black + +1. P-K4 P-K4 14. K-N1 PxP 27. Q-B3 NxB +2. B-B4 B-B4 15. PxP P-QR4 28. P-Q5 NxQP +3. Q-K2 N-KB3 16. KN-B3 B-Q2 29. KR-N1 N-B6 ch +4. P-Q3 N-B3 17. P-KN4 P-R3 30. K-R1 BxP +5. P-QB3 N-K2 18. QR-N1 P-R5 31. RxP ch K-R1 +6. P-B4 PxP 19. P-N5 PxP 32. Q-N3 B-N3 +7. P-Q4 B-N3 20. BxP P-R6 33. PxB Q-K8 ch +8. BxP P-Q3 21. P-N3 B-B3 34. RxQ RxR ch +9. B-Q3 N-N3 22. R-N4 B-R4 35. QxR NxQ +10. B-K3 O-O 23. P-R4 BxN 36. R-R7 ch K-N1 +11. P-KR3 R-K1 24. NxB R-R4 37. PxP ch KxR +12. N-Q2 Q-K2 25. P-R5 RxB 38. P-B8=Q N-B7 +13. O-O-O P-B4 26. RxR N-B5 0-1 + + +(19) Goglidze --Smorodsky, Tiflis 1928, Queen's Gambit Declined + +# White Black # White Black # White Black + +1. P-Q4 P-Q4 14. P-QN4! P-R3 27. P-R3 R-Q2 +2. N-KB3 N-KB3 15. P-QR4! N-B1 28. Q-N1! Q-KB1 +3. P-B4 P-K3 16. Q-N2! N-K1 29. Q-N6 R-K2 +4. N-B3 QN-Q2 17. P-N5! RPxP 30. R-R5 Q-B1 +5. B-N5 B-K2 18. PxP PxP 31. R-B5 Q-Q2 +6. P-K3 O-O 19. NxNP N-Q3 32. Q-R5! K-R1 +7. R-B1 P-B3 20. R-B5 NxN 33. Q-R8 ch B-N1 +8. PxP KPxP 21. QxN B-K3 34. Q-KB8! P-B5 +9. B-Q3 R-K1 22. N-K5 P-B3 35. R-B8 Q-K3 +10. Q-B2 P-KR3 23. N-N6 NxN 36. B-B5 Q-B2 +11. B-R4 N-R4 24. BxN R-B1 37. QxQ RxQ +12. BxB RxB 25. KR-B1 RxR 38. B-K6 1-0 +13. O-O KN-B3 26. RxR P-B4 + + +(20) Euwe -- Keres, Match 1940, Queen's Indian Defense + +# White Black # White Black # White Black + +1. P-Q4 N-KB3 13. P-Q5 BPxP 25. R-B2 RxB +2. P-QB4 P-K3 14. QxP M-B4 26. N-B1 QR-K1! +3. N-KB3 P-QN3 15. Q-K2 B-KB3! 27. P-B5 R-K4 +4. P-KN3 B-N2 16. B-R3 R-K1 28. P-B6 PxP +5. B-N2 B-K2 17. B-K3 Q-Q1! 29. R-Q2 B-B1! +6. O-O O-O 18. BxN PxP! 30. N-B4 R-K6! +7. N-B3 N-K5 19. B-K6 ch K-R1 31. Q-N1 R-B6 ch +8. Q-B2 NxN 20. R-Q1 QPxB 32. K-N2 RxN!! +9. QxN P-Q3 21. N-N2 P-Q5 33. PxR R-N1 ch +10. Q-B2 P-KB4 22. P-B4 P-Q6!! 34. K-B3 B-N5 ch +11. N-K1 Q-B1 23. RxP QxR!! Resigns +12. P-K4 N-Q2 24. QxQ B-Q5 ch + + +You will need to print this out before running the game, because it will ask +you questions at the beginning for copy protection. + +P.S. I don't think you need to type in the !!! and anything else after the +move. + \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/batman.txt b/textfiles.com/piracy/SOFTDOCS/batman.txt new file mode 100644 index 00000000..4e3f6806 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/batman.txt @@ -0,0 +1,246 @@ + +---------------------------------------------------------------------- + + Batman + + The Caped Crusader + + Soft Sect Release + + Cracked by The Crasher Thanks to Kobra + +---------------------------------------------------------------------- + + + A Troublesome Twosome + --------------------- + +The Penguin: A bird in the Hand. Commisioner Gordon calls you with the +news that the Penguin is back. He's set himself up as a respectable +umbrella merchant. But the commisioner is sure the Penguin's factory is +just a cover for his plot to take over the world with an army of robot +penguins. The only way to thwart the penguin's plot is to destroy his +master computer. + +To get to the Penguin's master computer, you have to make your way to +the factory through streets and across rooftops crawling the Penguin's +thugs. Once you've discovered how to get into the factory, you can +search out the master computer and destroy it. But don't think it will +be easy. The Penguin has more than one surprise waiting for you. + +The Joker: A Fete Worse than Death. You don't need Commissioner Gordon +to tell you about the Joker's latest feat of sleight of hand - he's +kidnapped Robin! Your search leads you through the sewers of Gotham +City to the Fair, where the fun house isn't so much fun and a ride on +the rollercoaster could be your last. + + + Controls -------- + +To display the status screen, hold down the fire button and move the +joystick down. + +To return to the current game screen from the status screen, click the +Return icon. + +Joystick controls without the fire button pressed: ------- + + Face back + or climb up + ^ + | + | + Move Left <---- o ----> Move Right + / | \ + Duck facing left / | \ Duck facing right + v + Face front + or climb down + + +Joystick controls with the fire button pressed: + ---- + + ^ + High kick left | High kick right + \ | / + \|/ + Punch or throw left <----- o -----> Punch or throw right + / | \ + / | \ + Kick left | Kick right + v + Pick up + object or display status screen + + + Status Screen + ------------- + +The percentage at the top of the screen shows how much of the game +you've completed. + +The small pictures on the status screen are called icons. There are two +type of icons on the status screen: object icons and action icons. +Object icons are things you need at some point during the game. Action +icons let you use objects, restart the game, and turn on the music on +and off. + +Bat Cursor: Use the joystick to move the Bat cursor to the icon you +want to choose. Press the fire button to choose the icon. + +Getting an object: As you play Batman, you will need to pick up items +that can be used later to solve a puzzle, open a door, give you more +power, and the like. A few examples will make this easier to +understand. + +1) In certain parts of the game, you may enter a completely dark room. + You need to look for light-producing items in the rest of the game, + then use one of them in this room to be able to see what's there. + (And just to make things really sticky, not every light source works + in every room.) + +2) You will occasionally come across food items as you move throughout + the game. Use these carefully - it's a good idea not to eat too + much too soon. When you "use" a food item, you'll restore some of + your power. + +If you try to use an item in an area and nothing happens - you've got +the wrong item! + +You will find objects as you move through the game screens. + +To pick up an object: + +o Position Batman over to it, then hold down the fire button and move + the joystick down. + +Using an Object. To use an object: + +o Go to the status screen. + +o Move the Bat cursor over the icon of the object you want to use, then + press the fire button. + + The square around the icon flashes. + +o Move the bat cursor to the Use icon, and press the fire button. + + When you use the right object at the right time, the percentage at + the top of the screen increases to show you've solved part of the + game. + +Dropping an Object: Dropping an object leaves it where Batman is +standing. You can't use an object you've dropped. You can carry only a +limited number of objects, so drop the objects you don't think you need +anymore. + +To Drop an object: + +o Go to the status screen. + +o Move the Bat cursor over the icon of the object you want to drop, + then press the fire button. + + The square around the icon flashes. + +o Move the Bat cursor to the Drop icon, and press the fire button. + + The icon of the object disappears from the status screen. The object + reappears on the game screen. + +Returning to the Game screen. To return to the game screen: + +o Move the Bat cursor over the Return icon, then press the fire button. + The game screen reappears. + +Turning Music On or Off. To turn the music on or off: + +o Go to the status screen. + +o Move the bat cursor over the music icon, then press the fire button. + If the music is on, it goes off, if it's off, it comes on. + +Restarting the game. To start the game over at any time: + +o Go to the status screen + +o Move the Bat cursor over the Restart icon, then press the fire + button. The message appears that asks if you want to start the game + over. + +o Type y if you want to start over; or type n if you want to go back to + the game where you left off. + +Energy: At the bottom of the screen, the graph or Batman's face shows +how much energy you have left. As you use energy, the bars on the graph +get shorter or Batman's face slowly turns into a skull. + +To get more energy, eat food objects you picked up. + +To eat: + +o Pick up food items + +o Go to the status screen. + +o Move the Bat cursor over the icon of the food object you want to eat + then press the fire button. The square around the icon flashes. + +o Move the bat cursor to the Use icon, and press the fire button. + + The bars on the graph grow longer, or part of the skull that's + showing changes back to Batman's face. + + + Hints and Tips -------------- + +1) Don't wat too much too soon. + +2) Some objects do more damage than good. + +3) You can carry only a limited number of object at a time. Drop + objects you don't think you need anymore. + +4) Duck to avoid bullets. + + + The Penguin: A Bird in the Hand + -------------------------------- + +When you learn from Com. Gordon tha the Penguin is plotting to take over +the world with an army of robot penguins, you rush at the Batcave. +Before you leave, be sure to collect all the items you think you can +use. When you reach the streets of Gotham City, keep an eye out for +other useful items. Watch out for the thugs that roam the streets- they +may shoot at you. Punch, kick, or hit them with your batarang for +temporary defense. + + + The Joker: A Fete Worse than Death + ----------------------------------- + +To reach Robin, you first have to make your way through the sewers of +Gotham City- not a pleasent prospect. Make sure you've collected the +items you think you'll need before you plunge it. You'll come across +many bombs in the sewers. You need to disarm them before you can leave +the sewers-but it will take you a while to come across the tool you need +to do the job, and you'll have to do a lot of backtracking to disarm all +of them. + +When you find the bat ears, use them to amplify your hearing. + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/beast2.txt b/textfiles.com/piracy/SOFTDOCS/beast2.txt new file mode 100644 index 00000000..3cba454a --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/beast2.txt @@ -0,0 +1,554 @@ +**************************************************************************** + THE GUARDIANS OF DOOM (G.O.D. USA) + + Present To You: + + Shadow Of The Beast II Docs (English Section Only) + + Typed By: Fizban of G.O.D. USA! + +**************************************************************************** + + -- PAGE 1 -- + Table Of Contents + ----------------- + The Game ................................... Page 2 + Loading Instructions ....................... Page 3 + The Shadow Deepens ......................... Page 4 + Your Objective ............................. Page 6 + Controlling the Warrior .................... Page 7 + Reflections of a Shadow .................... Page 8 + Fact Box ................................... Page 9 + + -- PAGE 2 -- + The Game + -------- +You were once the pawn of Maletoth, the Beast Lord, your humanoid body +changed and your will sapped by years of subjection to the dark arts of +his evil mages. Then one fateful day you looked upon the face of your +father as he was dragged forward for execution, seeing his image opened +your clouded mind to the truth about your past. As the sacrificial blade +tore into his body and he screamed his last breath you vowed to take +revenge on your masters for his slaughter and for what they'd done to you. + +Using your beast-like powers you scoured the land in search of the Beast +Lord and vengeance. Fighting your way through a seemingly endless barrage of +adversaries you struggled valiantly towards a confrontation with Zelek, the +Beast Mage. A terrific battle ensued from which you eventually emerged the +victor. + +Your prize was the return fo your humanoid body in which you now stand proud +and free, elated to be rid of the evil dominance of the Beast Lord... but +your elation doesn't last long! + +Dire news reaches you of the capture of your sister by the Beast Mage. She's +been taken to Kara-Moon, a far-off hostile place where she is to be +subjected to years of forced cultivation until eventually taking your place +as warrior messenger to the Beast Lord. This must not happen! + +Using the last of your gold you buy passage to Kara-Moon on a Tragon; one of +the few creatures still able to travel to such a dangerous place; made even +more so now by the presence of Zelek and his minions. + +Following a journey fraught with peril, you eventually reach Kara-Moon and, +armed only with a mace, prepare for battle. But ironically, without the +benefit of the beast powers you fought so hard to shed, will you be strong +enough to succeed? + + --- PAGE 3 --- + Loading Instructions + -------------------- +(I'm pretty sure we all know how to load our warez by now, no new info here +so no reason to type it!) + + --- PAGE 4 --- + Beast II: The Shadow Deepens + ---------------------------- +The blanket of pitch black that drapes over the land blending shapes into a +mass of indefinable darkness is only intruded upon by the occasional shaft +of brilliant lightning. + +In the brief but manic dancing of the diamond-white tongues of energy, one +shape stands out from the rest: A tower, so tall its pinnacle seems to look +down on the very source of the storm. The single window near its top is +almost as black as the surroundings, but closer study reveals a faint glow +from within... + +Darkness is Zelek's ally, the only place in which he finds solace, yet the +increasingly frequent bolts of dazzling lightning do nothing more than +fleetingly interrupt his lonely musings. As he sits, deep in thought, his +chair seems less comfortable than usual, but then what manner of being could +be comfortable with the burden he now has to bear: + +His recent clash with the warrior messenger was, at the time, more an +annoyance than painful. If the messenger hadn't had incredible luck on his +side Zelek feels sure he would have emerged victorious from the conflict. +Unfortunately, his master, Maletoth the Beast Lord, takes a very different +view. He's disappointed in him and has let it be known that should Zelek be +unable to put right the wrongs of his defeat there are many other mages +waiting to take the place of honour at his side. + +Knowing to what extent Maletoth dislikes failures -- and how he deals with +them -- Zelek must quickly make amends for losing his master's prize warrior +messenger or feel his dreadful wrath. + +Any humanoid child would suffice to provide the mages of darkness with +another puppet on which to perform their macabre arts to mould it into +another warrior messenger. But Zelek's recent defeat at the hands of the +now-free warrior messenger sticks in his craw and he craves revenge, he +NEEDS revenge. His lackies are even now searching the land in an effort to +find a suitable candidate but time marches on and Maletoth is not renowned +for his patience. + +As he contemplates the search himself, one of Zelek's many underlings crawls +into his presence and, grovelling on the floor in a pathetic attempt at +homage, tells him of the birth of a child many leagues to the north... "On +the outskirts of + + --- PAGE 5 --- +Deadwood Forest there's a small cottage nestling beneath a ridge of granite, +she lies within". + +Doubting the suitability of a female for the role of warrior messenger, +Zelek enters a shallow trance of peregrination and sends his thoughts to the +area described by the whimpering subordinate. + +Trasporting his mind into the cottage via the narrow chimney he looks down +on the baby from the darkness of his storm-torn tower. A burst of knowing +suddenly hits him as he examines the child and with a speed greater than +that of the lighting exploding about his lair he reunites his thoughts and +physical self. + +Standing, he pushes the servant aside, strides to the window and falls +through to plummet down to the river far below... + +Long before he hits broiling, dark waters Zelek effortlessly metamorphoses +into his beast persona. Beating huge leathery wings against howling wind, he +quickly gains height to be amidst the thunder and lightning that spurs him +north. + +Landing on a high ridge he resumes his more + + --- PAGE 6 --- +humanoid form to look down on the cottage, confirming his thoughts on the +child and feeling very good about the pain he's going to inflict on a +certain ex warrior messenger. + +An angry bolt of lightning hails another transformation to his beast form +and, wings spread wide, he glides down to the roof of the cottage, screaming +against the thunder. + +Pausing for but a brief moment to bask in glorious feelings of retribution, +he smashes a clenched talon through the fragile roof, reaches past the +terrified mother into the crib and grabs the baby. The moth can only scream +in terror and beg for him not to take her child, she may as well plead mercy +from the raging storm. + +Holding the baby roughly in his talons, Zelek launches himself into the +night. Revenger tasting very sweet on his flickering tongue... + + Your Objective + -------------- +To save your sister you must fight your way across danger-fraught Kara-Moon +to reach the Beast Mage and once again defeat him in battle. + +You will confront many creatures on your journey, some of whom may have +information for you while others merely crave your death. Physical contact +with enemies depletes your energy. + +Colectable weapons are scattered throughout Kara-Moon as are other useful +objects and gold. + +Gold can be used to purchase weapons or food to restore lost energy. It may +also gain you access to otherwise unattainable places. + +Some of the puzzles and obstacles you encounter may require help from other +characters -- voluntary or otherwise -- to overcome. + + --- PAGE 7 --- + Controlling The Warrior + ----------------------- +You may use joystick or arrow keys to control the warrior, but we recommend +joystick. + + JUMP/ASCEND + /\ + || + || + || + MOVE LEFT <========()========> MOVE RIGHT + || + || + || + \/ + CROUCH/DESCEND + +FIRE, SHIFT OR ENTER: Use highlighted weapon/object +Keys: F1-F4: Highlight weapon/object carried. +O: Offer highlighted object. +A: Ask nearest character about object or character. +ESCAPE: Abandon text input. +S: Display score/gold collected. +HELP: Pause (DELETE to restart). +F10: Quit Game + +Pressing the spacebar during the intro displays an option screen from which +you may select to dispense with the game-over sequence (after you've admired +it at least once of course!) + + --- PAGE 8 --- + Reflections Of A Shadow + ----------------------- +PROUD MOMENTS + +We at Psygnosis are very pleased that SHADOW OF THE BEAST (BEAST I) was the +proud winner of 6 international awards, including Best Graphics, Best +Sounds, Best Overall Presentation and Best Entertainment Program of 1989. +REFLECTIONS, the programmers, while being far too modest to be seen smiling +in public, are rumoured to be pleased also. Unfortunately, with all the work +they've had to put in to creating BEAST II they haven't had much opportunity +for self-congratulation. They did however find time to provide a little +insight into the making of BEAST II: + +BEAST I's method of scrolling, while looking very impressive, imposed +techincal limitations on what we could do with monsters within the game. We +needed a completely different approach if we were to extend and enhance +gameplay in the way we wanted. + +As was its prequal, BEAST II was created on an Amiga 2000 using hardware +scrolling, dualplay field, hardware sprites and the blitter. To get a game +to run smoothly at 50 frames per second hardware scrolling has to be used +since the blitter is not fast enough to move the whole screen in parallax. +However, the problem with hardware scrolling as it eats large amounts of +memory which in turn means increased disk access and loading time. +Unfortunately, with the amount of graphics and music in our games, and only +half-meg machines as standard, long disk loads are inevitable. So to reduce +"waiting time" to a minimum we've including Patience Options in BEAST II to +minimise the problem. + +Scrolling in BEAST II is very different to that of I in that it parallaxes +in virtually every direction around the player. + +The other main area in which we've improved gameplay is the style and +performance of monsters: they act and react to your actions; some are +intelligent, some not, while others are there to help you. Characters in +BEAST II suit their locations and they all have a job to do. This feature, +we feel, greatly increases depth of play. + + --- PAGE 9 --- + Equipment Necessary For Producing State-Of-The-Art Games. + --------------------------------------------------------- +The BEAST II program was developed on a 25 megaherts PC running PDS 2 + +Graphics were created on an Amiga 2000 running a 25 megaherts 68030 +processor board. + +A range of coffees helped keep us at the keyboard. + +Our next project, on which we've been working alongside Beast 2, is AWESOME, +a shoot-'em-up that should really space you out. And after that? Beast 3 the +FINAL encounter?? + + Fact Box + -------- +Total Memory Used: 3.5 megabytes + +Graphics Data: 2 megabytes + +Music & Sound Data: 1 megabyte + +Music Sample Rate: 20 kilohertz + +Screen Update: 50 times a second + +Project Duration: 12 months + + +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- + + + BEAST II Solve + -/-/-/-/-/-/-/-/-/- + +Commands: + +A - Lets you ask a question +S - Lets you see how much money you have and your score +O - Offer whatever object that is currently being pointed to. + +F1->F4 Choose different objects you may holding. + + + + + For those of you who have become very frustrated with this new Psynosis +game, here is a simple walk through to get you along, I'm doing this from +memory so it might not be absolutely perfect. + + 1) Activate the cheat by going right as soon as the game starts and + ask the first pygmie: TEN PINTS + + 2) Now go all the way left until you reach this guy who is being + captured by a gargoyle and shoot the hell out of the gargoyle until + it releases him. Then ask the man about: TRAPS. The man will tell + you somewhere in the statement either: Upper Switch or Lower Switch. + Remember which one it is, you will need to know later! + + 3) Go down through the branches and make the first left into this + tunnel and as soon as you see a gargoyle fly over your head, follow + it to the hanging rope and kill it fast. If you don't kill it, it + will cut the rope which will screw your game up. Once you kill it + then wait at the very edge of the tunnel facing toward the left and + wait for the guy pushing the stone. Only when the guy reaches the + edge, start shooting at him and he will die. You can only kill him + when he when he has reached the end of the tunnel. + + 4) Go left into the tunnel until the disk drive turns on. Once the + drive stops loading you should see a gargoyle flying above you. Kill + it and take the key he throws and then continue going left. Ignore + the gargoyle that is next to the see-saw and go up the rope and then + jump to the right. Use the key to open the iron door and continue + right until you reach a wall with two switches. + + 5) Hit the switch that was told to you by the guy that you saved + earlier (See step 2). Be very carefull not to hit the wrong switch! + Once you hit the right switch, the elevator will fall, get inside, + and it will take you up. + + 6) Now, this part you have to be very carefull. Go right until you + get to the chain and get on the chain. If you climb part of the way + down the chain you will see a sleeping gargoyle and on the wall will + be two switches. Climb all the way up the chain, and jump right + against the wall. When you do this, you will fall straight down + into the pit where the sleeping is. Once you land, you have to act + very quickly. Once you land, turn around, fire a QUICK shot or two, + make a SHORT jump and while in the air fire as many shots as you can. + If you are successful, the gargoyle will not hit the upper lever on + the wall and fly away, if you are unsuccessful, the gargoyle will + hit the upper lever and the chain will retract and you will be + trapped in that pit. In either case the gargoyle releases that + animal, but the cheat will protect you. Once the gargoyle flies + away hit the LOWER lever (You always hit the LOWER lever), jump + on the chain, and get out of the pit. + + 7) Once out of the pit go right, go up the second chain, jump to the + upper ledge, and get the gold coins (shoot the chest). The coins + only stay for a few seconds so pick them up quick and from now on + every time you come across a chest you must shoot it and get the + coins. Later in the game you need every single coin (36 of them + in all, 6 coins in each of the 6 chests throughout the game). + + 8) Once you get the coins jump down and go right again and pick up + a key on the far table at the end of the hallway. I have solved + the game and at no time actively used this key to open any doors, but + get it anyway just in case it does something without you knowing + about it. + + 9) Now you can leave area all together by going all the way left + and getting back into the elevator and pushing down on the joystick. + + 10) Once you get back down go left, down the rope, and keep going left + and you will notice two pits of acid, one of them should have a + bridge across it (that is why you had to hit the lower switch in the + pit with the sleeping gargoyle; it puts the bridge their). + + 11) Keep going left and you will find a wall with three switches on it and + a large stone. Do not break the stone with your mace! Use the + switches to move and lower the grapling hook over the top part of the + stone. Use the upermost switch to close the hook and grapple the + rock. Once the fastened on the rock lift the rock and move it to + the right (all the way up and all the way to the right). Use the top + switch to release the rock and drop it on the ground on the other side + of the exposed acid pool. The rock will land on a spike and break. + + 12) Push the remaining fragment of the rock (just walk against it), up to + the left side of the see-saw. Climb the rope almost 3/4 of the way + up and jump to right. If you do it right the rock will fly up. Run + quickly over to the left and get in the elevator. The elevator will + take you up. + + 13) Go left and you will find Ishram, an evil dragon. Kill Ishram and + shoot the sack that is hanging from the branch. When you release + the prisoner, he will tell you a password you will need, either: + NECROPOLIS, SUNSTONE, ETERNITY, or OBERON. You are done with + this area! Go right, then down the branches, keep going right all + the way down the hallway to the entrance of that tunnel. + + 14) When you reach the rope, go down and jump right. When you get to a + hole in the ground with braches in it, go down. Then go right again. + You will reach a stone gate and you will see a dragon head that will + ask you for a password. Type in the password given to you by the + guy to rescued from Ishram (See step 13). + + 15) Once you enter, go up the rope and you will meet Barloom, a good + dragon. In front of him is a parchment that has a spell; take it. + Then back track, go down the rope and go to the right. Get the + coins from the chest (#2). Go left and leave. + + 16) Once you get out go back up the braches and go left, cross the pool + of acid and keep going left. When you come to this big guy, you + can't kill him, you have to hit him to push him to the left and knock + him into the acid. Keep going left and you will find another one of + those guys, do the same thing, knock him into an acid pool behind + him. You will also find your thrid chest; get the coins (#3). + + 17) When you get to the Karamoon Oasis, go inside. Once inside go to + the left, up the stairs, and get the jug. That is the only thing + you need here. Exit and go all the way back to the place where the + game started you off. You are now done with the entire "Left Side" + of Karamoon, as I like to put it. + + + 18) Once you get to the pygmies, cross their forest, keep going right + until you get to this place where there is a rock above the ground + and right under the rock, on the ground, you will see this thin + green piece of grass that is covering the entrance to the Crystal + Caverns. Before I tell how to get in, you have to get something + first. Go to the right and when you see these rocks that progress + like steps, jump from one to the other going up and to the left as + you jump, until you find this green monster. Kill the monster and + after you kill him, he drops an axe. Get the axe but don't use it, + your going to need it in the Cavern. Your going to be carring too + many things, so put the arrow on the parchment, you don't need that + for now, and walk over the axe to get it. Don't forget to get the + coins in the chest (#4). + + 19) Go up the little rope, jump over to the rock, and go up on the ledge. + Break down that green column type thing with your mace. Go right + and get the chest with the coins their (#5). Now go all the way + down to the entrance to the Caverns. + + 20) Before you go in the Caverns, you should have: MACE, Wierd Key, AXE, + and the JUG. The way you get in, is you have to jump a whole bunch of + times on this thin layer of grass. Just keep jumping up and down + and it will break and you will fall through. Go down into the hole + and switch disks when it ask you to. + + 21) Once you are in the Caverns, go left and you will find the last + chest (#6), by now you should have 36 coins. Stop going left when + you reach the right edge of the stone bridge. Now, switch you weapon + from MACE to AXE but don't push the joystick button, because axe only + last for a few seconds. Run Left as fast as you can and don't stop + until a stone wall falls and blocks you from continuing. Ignore the + little goblin who starts to run, just follow him and when that wall + comes down, push the joystick button and start firing the axes at the + top goblin (the one who is retracting that iron draw bridge). Once + you kill the top goblin, kill the one directly behind the wall. + You must hurry because the axe only last for a few seconds and the + bridge, in the mean time, is retracting under you feet. Remember, + kill the top goblin first, and the bridge will stop retracting, then + kill the one directly behind the wall. Ignore the two goblins above + you, their not worth the effort of killing. Use your mace to break + down the wall and get through; it will take about 10 to 15 hits to + break down the wall. + + 22) Once you get through the goblin's outer defenses, you have to left, + then go to the chain that leads upward and go up it. You will then + see a switch that says: Spikes. This switch shuts off the spikes + in the hallway directly to the left of you for 10 seconds. The + cheat protects you, so it doesn't matter. Go left across the + hallway, until you reach a locked door. Kneel and use your mace to + hit the lever on the other side of the door, this will release a + chain that will allow you to escape later. Now, run back across + the hallway, go down, and then go down the other chain into a room + with four goblins. Go right and get the key on the little table. + Then go left and allow yourself to be captured by walking under + that cage hovering above the ground. You are supposed to be captured. + + 23) Once captured you will be led to a cell and locked up. Put the arrow + on the jug and press 'O' for offer. You offer the jug to the guard + at the table and he drinks it and falls asleep. Now, with you mace + break the door down (you have to hit it a lot). As soon as the door + breaks, VERY QUICKLY jump on the chain and climb up and kill the + goblin guard at the top. If you don't kill the guard at the top of + the chain, he will kill the prisoner that is trying to escape. + + 24) Once you kill the guard at the top of the chain, you will see the + prisoner come within seconds behind you and he will jump on the + right ledge and start pulling on a door. Leave the prisoner their, + go back down, and kill the sleeping guard. Get the key he releases + and free the other prisoner from the cell that was above yours. + + 25) Go all the way up the chain and you should see both prisoners + waiting in front of the door. First jump left and go left and get + the RING. Then go back to where the prisoners are, move the arrow + to the one remaining key that you have, and push the joystick button. + The door will open and both prisoners will begin running. + STICK WITH THE FIRST PRISONER, BY STICK I MEAN SHADOW HIM, I.E. RUN + RIGHT NEXT TO HIM SO THAT YOU CAN BEARLY SEE HIM. Forget about the + second prisoner, he always gets hit by the spikes, but the first + prisoner is saved as long as you run right next to him. At the end + of the hallway, this prisoner dissapears. I don't know what the + significance of trying to free the prisoner is, but I suppose it is + must be important, even though he gives you nothing in return. + + 26) Once you get to the end of the hallway, keep going right and leave + the Cystal Caverns. You are done with this part of the game. + + 27) Once you get back to the surface, go back up and get the parchment + you left their earlier. Then go right, to the rope, and go down the + rope and on to the stone in the waterfall. Jump right, from stone to + stone, kill the ugly monster that greets you at the third stone. And, + when you jump from the third stone their will be two small stones + next to each other, the first one is a creature, so don't jump on it. + Jump on the second of the two stones and then jump to the rope and + climb up it. Cross over that strip of land and get to the second + rope. Climb down that rope and half way down jump right to land + again. + + 28) You will now get to a bridge and on the other side of the bridge + will be this brownish/gold guy with a sword. DO NOT KILL HIM. Lure + him to the left back across the bridge and when he gets to this weak + spot on the bridge, it will colapse making a hole in the bridge. + Jump over the hole for now and go to the right and greet the old man. + + 29) Offer the ring and the parchment to the old man and he will make you + a weapon. Pick up the weapon and go back to the bridge and fall + through the hole in the bridge. After you get sucked down the + whirlpool, you will be in a new place. + + 30) In this new place, all the way right, fall down, and keep going right + and pick up the HORN. Once you have the horn, go down the rope and + jump right. Go right and when you get to the snail ask him about: + KARAMOON. He will ask you if you want to go thier. Say YES. He + will tell you it will cost you 36 coins and will ask you if you + want to pay it. Say YES. He then takes you back to the surface + and leaves you right where the old man used to be. + + 31) Go right, use the MACE to kill the two guys with the shields. Keep + going right and fall off the edge into the swamps. Keep going right. + Past the tree trunk with the snakes. All the way to the edge of + the land where the sea begins. Point to the HORN and push the + Joystick button and a sea monster will appear. Climb on its back + and it will take you across the channel to an island. Jump off onto + the island and go to the castle and enter. + + 32) Go into the castle, taking the upper stairs lead you to a locked door + so don't bother going that way. Just go right, all the way right. + You will find THE MAGE! Kill the MAGE with the new weapon given to + you by the old man. + + + GAME OVER!!!!!!!! + + + + + Written by: Sheglyn Hack + Solve by: Cygnus, Sheglyn Hack + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/beast3.txt b/textfiles.com/piracy/SOFTDOCS/beast3.txt new file mode 100644 index 00000000..b41a262c --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/beast3.txt @@ -0,0 +1,98 @@ +FULL DOCS FOR SHADOW OF THE BEAST III + +TYPED 28.9.92 BY MUNCHIE NEMESIS\TDT + +The story so far.. + +Shadow Of The Beast: + +As a small child, Aarbron was enslaved by the Priests of te Beast Lord. He was tormented for years asubjected to an evil programme of will-sapping drugs. He eventually had no purpose of his own and oaly belonged to Maletoth, The Beast Lord. +He became the Beast Messenger, a creature possesing great strength and agility, and he soon forgot hhuman ancestry. +Time passed and Aarbron performed his duties well, he was a good slave. Then, one fateful day, he waassing time watching ritual sacrifices when the man shackled to the alter woke dim and distant memre. Perplexed, Aarbron moved closer and looked long and hard at the face of the man about to be slugteed... +The sacrificial knife plunged down and Aarbron remembered with horror that the man he now looked on his father! +As he watched the life blood flow from his body to splash red on the cold floor of the temple, the mries of his short childhood and the truth of who he really was became clear to him. +He looked around him at the priests of the Beast Lord and felt hatred. He swore vengeance on Maletotnd his aid Zelek. +Running away from the temple, cold tears stinging his anguished face, Aarbron vowed to avenge the de of his father and make them pay for his own years of torment... +He knew he had a long and difficult battle ahead of him... + +Shadow Of The Beast II: + +Aarbron fought bravely and battled hard but failed to destroy either Zelek or Maletoth. However, he destroyed many armies of Beast followers and was rewarded by having some of his humanity returned +The power of the Beast was diminished... but Maletoth remained a dark threat. +Aarbron drank from a pool of cool clear water. As the refeshing liquid passed his lips, the pool dared and grew cloudy. A dull light from its depths illuminated a vision that transfixed Aarbrons gaz:H saw a small ramshackle house, lonely and vunerable in the storm that raged around it. High on a cgg cliff overlooking the house stood Maletoth... commanding the storm. +Lifting his arms to the rolling sky he began to metamorphose into his beast form... a horrific wingeemon. +With a cry of triumph he lept off the cliff and glided efforlessly through the maelstrom to land witark grace on the roof of the little house. +Inside, a frightened mother moved to protect her baby as the clawed hand of Maletoth smashed its wayrough the flimsy roof and reached down. +A baby's cry, a mother's scream and Maletoth flew from the roof and into the darkness... the frighte child in his talons. +A faint whisper escaped from Aarbrons lips... 'Sister!' +He heard Maletoth speak to him above the storm: +'She is perfect to take your place by my side... on Kara-Moon' +His evil laughter mingled with the thunder as the menacing vision slowly dissapeared to be replaced a bright rind of ripples. +Was Aarbron to be haunted forever by Maletoth? +He knew he must journey to Kara-Moon and face unknown terrors in order to rescue his sister. + +Shadow Of The Beast III: + +Zelek was dead... +Aarbron collapsed to the ground and slept. +As he dreamed, an apparition appeared before him in the form of a wizened man. The man smiled. +"You have done well, Aarbron. Zelek was indeed a powerfull enemy, to defeat him took great courage astrength. The world is now a safer place, thanks to your valour. But your battle is not yet over. aeoth, although abated is still a power to be reckoned with. To be free of his curse forever he mut e estroyed. +I am Rekann. Once magician to the King, I maintained the balance between light and dark, good and ev +Sadly, I was lapse. I should have seen Maletoth's power growing and sensed his presence, but he was ver... very clever. I had no hope, his attack was swift. Before I could retaliate he had imprisone ein this Cage Of Constraint. But now, your defeat of Zelek has weakened Maletoth sufficiently to llw e to contact you. His dark hold on the world is loosening. We must strike while we can. +To banish Maletoth forever you must seek out these four items: +The Skull Of Louq-Garou, The Quintessence Of Being, Pendek's Mace and the Crystals Of Hodag. Only whyou have these four entities will you be strong enough to face Maletoth. Awake now, Aarbron. Awaket ace your greatest challenge yet... but fear not for i shall be with you to guide you along the wy.Awke Aarbron... your transport awaits." +Aarbron stirred. He lay quietly on the ground, contemplating his dream. He felt different, he felt g. Looking down he saw that his body had changed, he had regained his human form. Maletoth's curse a eft him, he was free! + + + ---------------------------------------------------- + + +From the distance, Aarbron heard the throbbing hum of aircraft engines. He watched, fascinated, as ald plane flew into view and landed close by. +Aarbron waited... Nothing happened. +He approached the now silent aircraft and, as he neared it, the door opened. Aarbron jumped back, bugain nothing happened. +He looked inside... no-one was aboard. He climbed in and the door slamed shut. The engine fired up athe plane took off. +Aarbron made himself comfortable. The plane was heading north,... towards Maletoth. + + +The Game: + +You control Aabron as he searches the far reaches of Kara-Moon to find the four items he needs to det Maletoth. But the search won't be easy; Maletoth's minions infest the four regions and they willd nything and everything to prevent Aarbron reaching their master. And this time it's not simply cseof fighting a way to Maletoth, for the path is strewn with complex, inticate puzzles, switches je pltforms, strange machinery and deadly traps. +You begin the game armed with Shurikans but along the way you may collect Grenades, Keys, Hammers anold to help you in your deadly task. + + +Selection Screen: + +Push your joystick left and right to rotate the level disks. Press fire when the required level is ae Aarbron. You may only access two levels at any one time: initially Levels 1 and 2 are avaliable oyu, however, complete either and level 3 will also become accessible. + + +Whats On-Screen: + +LEFT - TURN/RUN LEFT +RIGHT - TURN/RUN RIGHT +UP - JUMP +DOWN - CROUCH +FIRE - USE CURRENT OBJECT + +Controls: + +F1 - SCROLL THROUGH INVENTORY +F10 - QUIT +ESC - SUICIDE (LOSE A LIFE) +P - PAUSE +HELP - RESTART FROM LAST LOAD + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/bic-sol2.dox b/textfiles.com/piracy/SOFTDOCS/bic-sol2.dox new file mode 100644 index 00000000..db594bff --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/bic-sol2.dox @@ -0,0 +1,635 @@ + + + + + + + Bicycle Solitaire v2.01 + + By: Swfte + + Game Documentation + + By: Genesis + + HumbleDox + + 5/29/91 + + + + + + + + + INTRODUCTION + ============ + + Solitaire Pack is a collection of Solitaire card games that can be played + on a PC with either a mouse or a keyboard. + + This release contains the following Solitaire games: + + 1. Auld Lang Syne + 2. Calculation + 3. Canfield + 4. Four Seasons + 5. Golf + 6. Klondike + 7. Little Spider + + This manual explains the rules of each Solitaire game and the features of + this computerized version. You do not need to read this entire manual to + play solitaire. + + TERMINOLOGY + =========== + ALTERNATE COLORS - Play a red card on a black card, or a black card on a + red card. + + BUILDING........ - Place one card on top of another, following the rules of + a game. + + CLICK........... - To quickly press and release the mouse button. + + COLUMN.......... - A line of cards, tiled vertically. + + DEAL............ - The deal sets the cards up in playing position at the + start of your game. Turning over cards from the deck is + also considered a deal. + + DECK............ - The 52-card pack from which all the cards are dealt. + + DRAG............ - To move the mouse around while holding down the mouse + button. + + FOUNDATIONS..... - These are often the primary building cards in Solitaire. + Foundation cards are isolated either in the deal, or + during play, and other cards are played on them according + to the rules of the game. + + HAND............ - Cards remaining in the deck after the deal. + + LAYOUT.......... - Cards dealt at the start of the game. A layout may + consist of any or all of the following: Foundations, + Reserve, Stock, and Tableau. + + REDEAL.......... - Dealing again, or picking up the wastepile and playing + those cards as a new hand. + + RESERVE......... - Cards in the layout which may not be built upon, but which + are available for play on the Foundations. + + ROW............. - A line of cards, tiled horizontally. + + SCORE........... - The number of cards you have played to the Foundation(s). + + STOCK........... - A pile of cards dealt in the layout in which only the top + card is turned face up. Stock cards are available for + play to the Foundations and Tableau. + + TABLEAU......... - Cards dealt in the layout, similar to Foundation cards. + Tableau cards are played to and from other Tableau and + to the Foundation(s). + + LOADING OPTIONS + =============== + When you load Bicycle Solitaire, you can include any of the following options + on the command line with the SOL command: + + SOL -C [Force CGA mode] + -E [Force EGA mode] + -V [Force VGA mode] + -INV [Force inverse LCD display mode] + + If your computer has a LCD display, and the card images appear black or dark, + you may want to add the "-INV" parameter on the command line. + + + PLAYING A GAME + ============== + When the game starts it displays the layout for Klondike and a panel where + the player may type their "player name" (Up to 8 characters long). If you + enter a name then your game scores will be retained between sessions. + Otherwise scores are kept only for the current session. Once you have + entered your name, press the ENTER key or use the mouse to click on the Start + button, and begin the game. + + THE MAIN MENU + ============= + At the top of the screen is the Main menu. There are two ways to select an + item from the main menu. + + MOUSE - Point at the menu item and click the left mouse button. This will + bring up a submenu of items that you can choose from by pointing at + an item and clicking the left mouse button. + + KEYBOARD - Press ESC to activate the menu, then use the left and right arrow + keys on the keyboard to move to an item, then press the ENTER key + to choose it. This will bring up a submenu of items that you can + choose from using the up/down arrowe keys. Press the ENTER key + to confirm your menu selection. You must press ESC again to exit + the menu and return to the game. + + The Main menu includes three menu headings: Game, Options and the game title. + These menus allow you to customize your game of Solitaire. + + When you start Bicycle Solitaire, Klondike automatically appears on the + screen. To familiarize yourself with the Main menu, it's a good idea to + go through each menu in Klondike. Once you are familiar with Klondike, you + can quickly and easily learn the other games. The menus may vary from game + to game, but the variations are explained in the games section. + + GAME MENU + ========= + Deal - You may start a game by selecting "DEAL" from the Game menu. Your + computer starts Bicycle Solitaire by shuffling and dealing the layout + to Klondike. If you select "DEAL" again the computer will repeat this + action and deal a new layout for Klondike. + + Undo Last Move - This menu item lets you undo your last move. If you place + a card and then have second thoughts, simply select "Undo + Last Move" and your last move will be undone. + + You may undo a move as long as the "Undo Last Move" option + is highlighted in the menu. + + PC Player Games - The next seven items on the Game menu are all of the + Bicycle Solitaire Games. Select the game you want to play + and your computer automatically deals the layout for that + game. + + Quit - Highlight "QUIT" when you are ready to exit Bicycle Solitaire. You + don't need to select "QUIT" to end one game and start another. Select + "DEAL" to play another hand of the current game, or select one of the + other games from the Game menu. + + OPTIONS MENU + ============ + Bitmap Dragging - This option lets you choose the appearance of the cards as + you move them around the screen. When "Bitmap Dragging" + is selected, you can actually see the card moving from + one spot to another. A check mark next to this option + indicates that it is turned on. To turn it off, select it + again and the checkmark will disappear to indicate that it + is turned off. If you are experiencing slow or choppy + card movement you should turn Bitmap Dragging off. + + Sound - This option lets you choose whether or not your game will have sound + effects. A check mark next to this option indicates Sound is on. + To turn sound off, select this option again and the check mark will + disappear to indicate it is turned off. + + The next menu item offers you options pertaining to the Bicycle Solitaire + game you are playing currently. Assuming you didn't select another game + from the Game menu, you should see the name Klondike as the the third item + on the Main menu. This menu item may vary from game to game, but the + variations are explained in the Rules section for each game. + + KLONDIKE MENU + ============= + Draw 3 Cards - This option lets you choose the difficulty factor of your + game. When the "Draw 3 Cards" option is turned on, you can + turn up to 3 cards from the deck at a time. A check mark + next to this option indicates that it is turned on. + + You can turn this option on and off throughout a game if you + need a little help getting at a particular card. When this + option is turned off, cards are dealt one at a time with only + one pass through the deck. Turn off this option by selecting + it. The check mark disappears when the option is turned off. + + Expert - When "Expert" is selected, you cannot move partial Tableau columns + to other columns. Expert mode only works when you are using a + mouse. + + Score - The score card lets you see your cumulative performance on the + current game. When you quit the PC Player Klondike Game, the current + statistics are saved in the xxx.sol in the current directory, where + xxx is your player name as entered on the startup screen. When you + start the program again, the statistics are read in from this file + unless you specify the "NEW" option on the command line. + + The fields on the score card are: + + Current Score - Your score in the current game. (1 point for each Foundation + card) + + Games Played - Number of games played to date, not including the current + game. + + Games Won - Number of games won to date. + + Avg Score - Your average score over all the games played to date not + including the current game. + + MOVING THE CARDS + ================ + To play the game you must select cards from one area of the screen and move + them to another area. If you move a card to an invalid spot the computer + will beep and return the card to its previous position. + + Any area marked by a dotted rectangle or a card can accept a card. Any + rectangular area with a circle in it can be selected by pointing to the area + and clicking the left mouse button, or pressing the ENTER key. + + Mouse - To select a card for play with the mouse, just point at the card and + press and hold the left button down while you move the card around + the screen. Release the mouse button when you want the card to drop. + + To pick up and move an entire Tableau of cards, point to one of the + partially hidden cards instead of the fully visible card on the top + of the Tableau. Hold down the left button and drag the cards to the + area you wish, then release the button to drop them there. + + Keyboard - The active area is marked with an arrow in the center of the top + edge of the card. To select the active area press the ENTER key. + To advance to the next area press TAB or use the up, down, left + or right arrow keys. + + You can also move cards to locations by pressing the appropriate + hotkey for that area. + + Hotkeys are explained in the following section which covers tips + for more advanced play. + + KEYBOARD HOTKEYS + ================ + Hotkeys provide a few shortcuts for you while playing Bicycle Solitaire. + Hotkeys take you directly to an area of the screen, and let you pick up or + put down a card. + + For all games, ESCAPE will activate the menu. To pick up a card, press the + ENTER key when the card is selected. The card you picked will follow you + around the screen as you press the TAB key or the arrow keys. Press the + ENTER key when you want to drop the card. + + Also, when the game allows, you can pick up a Tableau pile instead of just + the top card by pressing the arrow keys instead of just the ENTER key. + + The hotkeys used in each game of Bicycle Solitaire are listed in the Rules + section for each game. + + PEEKING AT CARDS + ================ + Mouse - Sometimes you can "peek" into a pile of cards by pressing the right + mouse button while pointing at the pile. You will see a temporary + display of the cards under the pile. If you hold the right mouse + button, the cards remain frozen on display until you release the + button. + + Keyboard - Press the SHIFT+ENTER keys when pointing at a pile. This view + remains frozen until you press the ENTER key again. + + + + AULD LANG SYNE + ============== + + Simple, but compelling. One time through the deck and it's over! Four aces + are built to kings, regardless of suit. Sounds simple, but there's no room + for error. + + THE LAYOUT + ========== + The four aces are removed from the pack and placed in a row at the top of + the screen. + + These foundations are to be built up in sequence to kings, regardless of + suit. + + THE PLAY + ======== + Your computer deals four cards below the Foundations forming the Reserves. + The top cards on Reserver piles are available for play on the Foundations. + Spaces in the Reserve are filled only by the deal. Each time you select a + deck, the computer deals four more cards, one on each pile or space. Between + deals, play up what you can. + + HOTKEYS + ======= + The following hotkeys take you directly to an area of the screen in Auld Lang + Syne: + + S...... The Stock + 1-4.... Tableau column 1 to 4 + A-D.... Foundation pile 1 to 4 + + PEEKING AT CARDS + ================ + You may peek at cards hidden under the Reserve piles, using the right mouse + button or pressing the SHIFT+ENTER keys. + + MENU OPTIONS + ============ + Tam O' Shanter Variation - Listed under the Auld Lang Syne Menu, this + variation adds an extra twist: the aces are not + dealt to the Foundation from the deal. You must + move them to the Foundations as they become + available. + + + + CALCULATION + =========== + + Slow and steady wins this race. More than luck, patience and perserverance + are needed to win a hand of calculation. + + THE LAYOUT + ========== + Your computer deals four cards, an ace, two, three and four, regardless of + suit. These form the Foundations. The top card of the Stock is turned up + and is available for play on the Foundations. + + THE FOUNDATION + ============== + An ace, two, three and four are removed from the pack, regardless of suit, + and placed at the top of the screen to form the Foundations. Each is to be + built up to 13 cards in arithmetical series as follows, without regard to + suite: + + A,2,3,4,5,6,7,8,9,T,J,Q,K + 2,4,6,8,T,Q,A,3,5,7,9,J,K + 3,6,9,Q,2,5,8,J,A,4,7,T,K + 4,8,Q,3,7,J,2,6,T,A,5,9,K + + To view this sequence during the game for reference, select the "View + Sequence" option under "Calculation" on the Main menu. + + THE PLAY + ======== + Turn up cards singly from the stock at the bottom of the screen, and place + unplayable cards on any one of the four Reserve piles marked in the center + of the screen. The top card of each Reserve pile and the card from the + Hand are available for play to the Foundations. + + HOTKEYS + ======= + The following hotkeys take you directly to an area of the screen in + Calculation. + + S........ The Stock + 1-4...... Tableau column 1 to 4 + A-D...... Foundation pile 1 to 4 + + + + CANFIELD + ======== + + A real challenge for Klondike fans. Canfield is a busier game than most, but + you'll find many opportunities for a "comeback" just when you think you've + played out your hand. + + THE LAYOUT + ========== + Your computer deals 13 cards face down at the left of the screen to form the + Stock. The top card of the Stock is then turnd face up, and is available for + play on the Foundations of Tableau. One card is then dealt to the Foundation + area at the top of the screen. + + Four cards are dealt to the right of the Stock and form the Tableau. The + remaining cards are placed in a pile face down at the lower left of the + screen and form the hand. + + THE FOUNDATION + ============== + To win, you must build up the Foundations, according to suit, until all cards + have been played to Foundation piles. At the top of the screen are spaces + for the Foundation cards. Three cards of the same rank as the first Found- + ation card drawn are moved up to the Foundation as they become available. + Playing an ace on a king is allowed, if necessary, to complete the Found- + ation. + + THE PLAY + ======== + Tableau cards may be built on eachother downward in alternate colors to aces. + Top cards of piles can be moved onto Foundations, and cards may be played + across Tableaus. + + Every space in the Tableau will be filled automatically from the Stock. The + top card of the Stock is available for play on the Foundations or on the + Tableau piles. After the Stock is empty, spaces can be filled from the + Wastepile or the Hand, or you can leave them open. + + THE HAND + ======== + After the deal, the remaining cards form the Hand. Cards are turned up three + at a time from the Hand and placed on the Wastepile. The top card of the + Hand is available for play on the Tableau or Foundation piles. When you + select the Hand pile the next batch of 3 cards is dealt to the wastepile. + Re-dealing by threes may continue without limit until the game is won or + comes to a standstill. + + HOTKEYS + ======= + The following hotkeys take you directly to an area of the screen in Canfield. + + S...... The Stock + H...... The Hand + T...... The current deal card + 1-4.... Tableau column 1 to 4 + A-D.... Foundation pile 1 to 4 + + MENU OPTIONS + ============ + Selective Canfield - This is a variation on PC Player Canfield that lets you + select your first Foundation card. Your computer deals + five cards and asks you to select the starting Found- + ation card. Once you select the card, your computer + automatically deals the rest of the layout. You can + select this option from the "Canfield" heading on the + Main menu. + + + + FOUR SEASONS + ============ + + An intriguing game that changes pace as quickly as you can flip a card. Just + when you think the game is over, the "miracle" card turns up... Changing + everything. + + THE LAYOUT + ========== + Your computer deals five cards in a cross, forming the Tableau piles. The + next card is dealt to the top left corner as the first Foundation card. + + THE FOUNDATIONS + =============== + Move the other three cards of the same rank as the first Foundation to the + corner spaces as they become available. + + THE PLAY + ======== + To win you must build up the Foundations to 13 cards, in suit. Tableau cards + may be built on eachother downward, regardless of suit, and are available for + play to the Foundations. Only one card at a time may be moved from the top + of a Tableau pile. Spaces may be filled by available cards from the other + Tableau piles, the Wastepile or Deck. The top card on the Wastepile is + available for play on Tableau or Foundation piles. + + PEEKING AT CARDS + ================ + You may peek at cards hidden under the Tableau piles and the Wastepile, using + the right mouse button or pressing the SHIFT+ENTER keys. + + HOTKEYS + ======= + The following hotkeys take you directly to an area of the screen in Four + Seasons. + + S...... The Stock + W...... The Wastepile + T...... The current deal card + 1-5.... Tableau column 1 to 5 + A-D.... Foundation pile 1 to 4 + + + + GOLF + ==== + + Truly addictive, and as challenging as a round on the links. You'll find + yourself playing this one again and again. + + THE LAYOUT + ========== + The computer deals five rows or seven cards each, face up and overlapping, + and one card below this Tableau to start the Wastepile. + + THE PLAY + ======== + To win you must clear all the Tableau cards away by building on the Found- + ation card. The last, or end card of each Tableau column is available for + play on the Foundation. You may build in sequence, up or down, regardless + of suit. The sequence is not circular, so an ace will accept a two, but + nothing may be built upon a king. + + When you select the deck, cards are turned up singly and placed on the Found- + ation. Build on each of these cards turned up on the Foundation pile. + + For example, when a 3 is on top of the Wastepile, you can play a 2 or a 4 + off the Tableau, regardless of suit. + + HOTKEYS + ======= + The following hotkeys take you directly to an area of the screen in Golf. + + S...... The Stock + W...... The Wastepile + 1-7.... Tableau column 1 to 7 + + + + KLONDIKE + ======== + + Klondike, the most popular of all Solitaire games, is also the hardest to + win. + + THE LAYOUT + ========== + At the start of each game the computer deals seven columns of cards with the + last card in each column face up and the rest face down. These cards form + the Tableau. The remaining cards are placed face down in a pile at the upper + left of the screen to form the Stock. + + THE FOUNDATION + ============== + At the top of the screen are spaces for the Foundations. The four aces, as + they become available, are to be moved up to start the Foundations. + + THE PLAY + ======== + To win, the four Foundation aces must be built up in suit to kings. The face + up cards on the Tableau may be built down in alternating colors. Tableau + cards may be built on eachother. Exposed Tableau cards that are face down + on the pile are turned face up and become available for play. The last card + on a Tableau column is always available for play to the Foundations. Aces + should be moved up to the Foundation as soon as they become available, but + all other cards can remain on the Tableau for building. + + An empty Tableau column can only be filled by a king or by a column of cards + with the king as the base card. + + THE STOCK + ========= + The remaining cards form the stock. The top card of the Stock can be turned + face up and is then available for play on the Tableau or Foundations. + + MENU OPTIONS + ============ + Draw 3 Cards - When this option is selected, cards are dealt 3 at a time with + unlimited passes through the deck. When this option is not + selected, cards are dealt one at a time with only one pass + through the deck. + + Expert - When this option is selected you cannot move partial Tableau + columns to other columns. + + HOTKEYS + ======= + The following hotkeys take you directly to an area of the screen in Klondike. + + S...... The Stock + T...... The current deal card + 1-7.... Tableau column 1 to 7 + A-D.... Foundation pile 1 to 4 + + + + LITTLE SPIDER + ============= + + Don't panic if you need to deal thje entire Stock for this game to get + rolling. Once things get moving, this fast-paced game is a strategist's + dream. + + THE LAYOUT + ========== + Your computer deals two rows of four cards each to form the Tableau piles, + leaving space between for a row of Foundations, four across. + + THE FOUNDATIONS + =============== + Two aces of one color and two kings of the opposite color, as they become + available, are moved to the middle to begin the Foundation. You have free + choice of colors. + + THE PLAY + ======== + To win the game, the Foundation aces are to be builkt up in suit to kings, + and the Foundation kings are to be built down in suit to aces. The top cards + of the Tableau piles are available for play. Any available Foundation card + (ace or king) may be moved to the Foundation from any of the eight Tableau + piles. From the upper row, cards may be played off to all Foundations. From + the lower row, until the whole pack is dealt, a card may be built only on + the Foundation directly above it. + + Continue to deal eight cards at a time by selecting the deck on the left of + the screen. After each eight-card deal, pause and play up what you can as + described below. + + You cannot fill spaces in the Tableau except in the course of dealing a group + of eight cards. The last four cards of the pack are dealt to the upper row. + Once the entire Pack has been dealt, the top cards in both the upper and + lower Tableau piles may be played to any Foundation. Top Tableau cards may + be built on eachother in sequence up or down, regardless of suit; bottom + Tableau cards may not be played upon other Tableau piles. + + PEEKING AT CARDS + ================ + You may peek at cards hidden under the Tableau piles, using the right mouse + button or pressing the SHIFT+ENTER keys. + + HOTKEYS + ======= + The following hotkeys take you directly to an area of the screen in Little + Spider. + + S...... The Stock + 1-8.... Tableau column 1 to 8 + A-D.... Foundation pile 1 to 4 diff --git a/textfiles.com/piracy/SOFTDOCS/bluegrey.txt b/textfiles.com/piracy/SOFTDOCS/bluegrey.txt new file mode 100644 index 00000000..54e48547 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/bluegrey.txt @@ -0,0 +1,663 @@ +THE BLUE AND THE GRAY + +CREDITS +Design & Code - Edward Grabowski +Graphics - Erik Casey +Mapping - Margaret Grabowski +Music - Traditional + +INTRODUCTION + +You control either the Federal(Blue) or Confederate(Gray) army +starting in July 1861. You have four years to defeat the other side +by capturing the opposition's cities and defeating him in battle. Play +takes place at a high level where you move counters/armies around in +a turn base game. When the two forces meet a micro minatures battle +takes place with the result feeding back up to the high level. + +LOADING AND SYSTEM REQUIREMENTS + +To play the game type CIVIL.EXE. +Requirements are VGA, hard drive only, mouse required, DOS 3.0 and +above, 640k RAM, 386 16MHz or faster. +Sound support will be whatever MILES drivers Impressions is using. + +SCREENSHOTS + +To capture screenshots use CAMERA available with DPAINT. + +CONTROL + +Use the mouse, select items by using the left button. Keyboard +support is also available - just press the first letter of the +command word, if it differs the letter you need to press is +underlined. The game MUST HAVE a mouse to play. + +SETTING UP THE GAME + +After the title screen, click the mouse to skip, select which type of +game you wish to play. Either STANDARD - the full civil war, LOAD in +a saved game or load in a historical battle (the First Bull Run is +included with the initial game). + +You then decide whether to play the Federal (Union) or the +Confederate side. + +AIM OF THE GAME + +For victory the Confederate player must move the victory bar to the +'F' end before the game ends (April 1865 - the economic strength of +the Union is assumed to have won). This takes 80 points, points are +earned as follows: +Each battle won +1 +Each battle lost -1 +Each city captured or retaken +3 +Each city lost -3 +Washington or Richmond taken +10 +Washington or Richmond lost -10 + +The Federal either holds out or moves the bar to the C. + +In addition a rating out of 100 is given so when replaying you have a +target to aim for. + +The Confederate side has the harder task to achieve victory, but it +is not impossible in this game. + +GAME PLAY + +The game is turn based and each turn represents a week. You start in +July 1861 with the Confederate army having a slightly larger starting +force (the Union has been reduced as in reality not all of their men +were available - they did have the west to look after!). After each +Confederate turn the week ends. + +Whether you play the Federal or Confederate army you always get the +advantage of moving first. + +THE MAIN DISPLAY - THE STRATEGIC SCREEN + +You get a menu bar with the date and the following options: + +ABOUT + +Shows game version number. + +FILE + +Allows you to save the game or load in another or RESTART the game or +EXIT TO DOS. + +GAME OPTIONS + +MAP SCROLL - the speed at which the map will scroll (10 is best) +GAME SPEED - when the Micro-Minatures battle is running the speed at +which it will run. +DISPLAY DETAIL - either High or Low. When Low the scenery is not as +detailed but it speeds the game and scrolling up. Used only in the +Micro Minatures Battle. +FOG OF WAR - if set to ON the player has a far greater challenge as +enemy unit data will not appear on the small map, on View data +commands. Enemy pieces will only appear if they are in sight. +SOUND FX - toggles FX +Tunes - toggles music + +STATS + +Gives you the overall size of the two armies. + +MAP + +Allows you toggle what information is displayed on the map of the +USA, info is: city names, state names and who currently controls the +city. + +WEATHER + +The weather also appears on the info. bar. This gives you a fairly +good indication as to the weather should you fight a battle. Four +classifications, Dry Wet Fog and Snow. The season you are in is taken +into account when calculating the weather. The weather effects the +Micro-Minatures battle. + +Beneath the bar is a scrollable map of the play area. + +SCROLLING THE MAP + +Besides clicking on the scroll bar and buttons, you can use the +keyboard arrow keys, page up, page down, home(page left) end (page +right). To use the scroll bar click on it, the mouse is then attached +onto the bar - move the mouse and scroll the map. Click again to +release the mouse. + +You can also move the display by clicking on the little map on the +right. + +PIECE INFORMATION + +You move the pieces (blue for Federal, grey for Confederate) by first +selecting the piece. When selected info about the piece appears on +the right and the full name of the piece along with it's armies +commanding officer, is on the info bar - the piece is highlighted on +the map by a white square. + +There are five types of piece and each side can have up to 300. The +pieces are: +Infantry Divisions (up to 96,000 men per piece) +Cavalry 'Division' +Artillery 'Division' +Train +Ship + +Info' on the right covers: +type of piece - S next to indicates the piece is STACKED - this means + there are other pieces on the same square. +terrain square piece is on plus description (City, Hill Impassable) +Movement Points remaining this turn +Quality of the men +Approx. number in the Division (this is approximate as through the +passage of time you will lose men through disease, dissertion etc. +but is a close indication of how many men you will have in a fight) +Status - Ready, Moved, Fought +Special Orders - covered later + +SELECTING OTHER PIECES + +Either click on the plus/minus near the men to step thru your army or +if you see the piece you want just click on it. If there are several +pieces stacked (no stacking limit) just repeatedly click on the stack +until the piece you want surfaces. + +If you want to find out your total army size on a 'stacked' square +click on the men button or F7. + +DETAILED DIVISIONAL INFORMATION + +If you want a full list of the division click on List Division. You +will get a complete list including weapons in the Division. You can +also perform some useful tasks such as: + +If the Division is big - several thousands of men - you can split the +Division click on the percentage you wish to split it by. + +If the Division is too small you can TRANSFER it into another +Division - note for this to happen the Divisions must be in the same +square. To perform this click on TRANSFER, then use the next and +previous buttons to move thru them until you come to the one you +want, click on YES to complete the merge. You can CANCEL the TRANSFER +by clicking on the CANCEL button. + +You can also move the Division to a new Army click on CHANGE ARMY and +select the new Army from the list. + +MOVING A PIECE + +Having selected a piece to move, just click on the adjacent square +and the piece will move there - assuming it has the move points to +enter a square. Costs are: +Rail (on a train) - 1 else 2 +Sea/River (on a ship) - 2 else impossible +Land - 2 +City - 2 +Hills - 4 +Forest - 4 + +You can repeat the process until your piece has run out of points. + +To help you decide whether you can move there press p or click on the +move pts button. The move points required to move your piece into the +next square will be displayed around it. An X means you cannot move +there! + +If you try to move onto a square which has one of your own pieces +already on it you will get a message box asking whether you should +MOVE ON to that square (answer YES) or transfer control to the other +piece (answer NO). (This means if you just want to transfer control +to an adjacent piece you can double-click). + +STARTING A BATTLE + +To start a battle you should first move the pieces you want to be +involved in the battle next to the enemy piece. Then move one of them +onto the enemy piece. You will be asked to confirm the attack. If you +say yes you have the opportunity to name the battle (it defaults to +the name of a close city). Then you are asked for each adjacent piece +whether they are taking part in this battle. The micro-minatures +battle system will then take over. + +If you win all enemy pieces will retreat from the square, which you +will now occupy. They retreat in the same direction that you entered +the square. If they are unable to retreat because they are +surrounded or are being forced into the sea the units will disband +and take no further part in the game -consider them to have +surrendered to you. Also if their remaining strength is low they will +also disband. + +If you lose you will fall back to the square you attacked from. + +The computer opponent will attack you in the same manner. + +Once you have fought a battle your move points are all used up for +that turn. + +BATTLE HISTORY + +If you click on History you'll get a scrollable list of the last 100 +battles fought in your war - you can get victor or losses. You get +total cumulative losses and losses thru disease. + +SHIPS AND TRAINS + +There function is mainly for transportation although they can be used +for capturing cities. If a military piece is on a square and an +unloaded train or ship is also there - the special commands will be +available if you have all your move points left. To board click on +the load Special order - you will be able to move next go. To +off-load click on the same special order - you will be able to move +away next turn. + +Ships and trains can only carry one division at a time. The Union +start with more resources than the South (e.g. 3 ships to none). + +Note - you can also block rail lines for two weeks by using the +Destroy railways order - an X will appear over the damaged lines. +Lines are automatically repaired after two weeks. + +FORTIFICATION + +If you use this order and get attacked you will find barracades +available to you in the Micro-Minatures battle. + +END TURN + +When finished click on end turn, the computer opponent will move and +then it will be back to you. + +At the end of the year, the quality of the troops will rise to +reflect their experience. Also the weapon types and percentages will +change to reflect the advance in technology, also the Union player +will gain a further advantage as you will find that they are slightly +better armed. + +RECRUITMENT + +Every month more recruits become available for your use. Click on +Recruitment to use them. + +The screen gives a helpful map of the play area with the cities color +coded to show who owns them - blue and grey! + +You also get an organizational breakdown of your army - on the right. + +Above this are the number of available recruits. + +REPLENISHING EXISTING DIVISIONS + +Adjust the percentage figure and click on Replenish Divs to give them +some fresh men. + +CREATING NEW DIVISIONS + +Click on Build Divs. Click on the arrows to create new divisions. + +MENU BAR + +ABOUT - version of program +EVENTS - on or off or view them all at once - at the end of every week +you will sometimes get information as to what was happening in the +actual Civil War at this time in history. +MAP - turn cities on or off. +ORGANIZATION - list of all the armies and their composition - you can +also change the armies name and leader on this screen. +TRAINING - if set to low you get recruits straight away but their +quality is low. If set to high you have to wait three months for them +but there quality is improved. (Note Confederate Cavalry +automatically arrive with a good quality). + +VICTORY BAR + +This tells you how you are doing. The arrow shows the trend. + +GIVE ORDERS + +Takes you back to the strategic display. + +END GAME + +At the end you will get a rating out of 100, a map of the final +position and an opportunity to see the battle history. + +FIGHTING A MICRO-MINATURES BATTLE + +MICRO-MINATURES BATTLE SYSTEM + +This part tells you how to fight an MM battle. The battle runs in a +pseudo 'real-time'. The battle starts frozen, you issue commands and +then press 'go' - the battle runs. When you wish to issue fresh +commands you can 'freeze' the battle. + +PIECES AND SCALE + +Each side has up to 125 pieces. Each piece represents more than 1 +actual man, the actual number varies depending the scale of the +battle being fought. + +The battlefield is a rectangle of 80 by 80 squares. Each square can +hold 1 piece (no stacking). A square normally represents approx. +100x100 yards, however this can change if the scale of the battle is +particularly large. + +PIECE TYPES + +Three types - infantry, cavalry and artillery. + +ARMY CONTROL + +To help speed movement of the pieces, you can give move commands at +three levels. The highest is ALL, which means the move will apply to +every piece in your army. The middle is GROUP. Any number/type of +pieces can be placed in the same group. In this mode any move command +applied to a group member will also be carried out by it's fellow +group members. The last is SINGLE, here you control each piece +individually. + +TERRAIN + +Type Move Effect Combat Effect +grass None None +river Slows Reduces success +trees None increases defence +hill crests Slows increases defence/attack +barracades Slows increases defence + +The battlefield is computer generated. The preset battle that is +given away with the product will not - it will be 'hand-crafted' for +accuracy. + +MAIN SCREEN LAYOUT + +The top bar is for menu selection plus the date. The second line +gives information such as the name of the battle and what the weather +is like. You can click on the name of the battle and edit it. + +The left hand side displays a portion of the battlefield. The scroll +bars move you around the field. The right hand side gives you +information on the piece you have control over and has the command +buttons. + +The piece currently selected appears with a white rectangle around it +on the battle window. A white cross will appear to show where the +piece is moving to. + +Piece information is: +Type of piece and number (every piece has a unique number) +Weapon +Quality (how good the unit is - increased by training and experience) +Morale +Men - how many soldiers the piece represents +Group - which control group it's assigned to +Attack - how good at hand to hand combat when attacking +Defence - how good at hand to hand combat when defending +Firepower - how powerful the weapon is +Current Orders + +PLAYING THE GAME + +Two steps: +1. With the game paused issue commands +2. Start the game by pressing PLAY +3. When you wish to stop the 'real-time' action click on the E for +EXIT + +Repeat the steps until the battle ends. + +LOADING/SAVING AND EXITING + +Click on File on the Menu bar. +Select Save to save a game (extension is .SAV). +Select Load to load in a saved game. +Restart - restarts a game. +Exit to DOS - need we say more... + +AUTOSAVE FUNCTION + +As the games run the game will be saved silently in background as +AUTOSAVE.SAV. This can be switched off from the load/save panels. + +CONTROL MODES + +To select which control mode click either on Single Group or All in +the Mode box. (key m cycles thru them). + +PIECE INFORMATION + +If you wish to see info. on all of the troops on display in the +battle window click on View and then select which data you want to +see displayed. It appears above the pieces head. + +Hot icon short cuts are available use the A,D,F,G,M, and Men buttons. +Note for Morale, 0 is very low, 4 is very high. + +OVERVIEW + +This options displays a map which covers the entire battlefield. You +can either see a display of the armies on a black background or a +terrain map showing the river and hill ranges (trees also appear as +light green dots). You can move the battle window around by clicking +on the small map. + +SELECTING TROOPS + +You can select troops by either clicking on the + and - icons to step +thru them or double-click on the unit in the window. Note you should +click on the head of the infantry man. For the other pieces click on +the top left. If you need help press g or click on the white box +which meets the two scroll bars. A GRID will appear over the screen +to aid selection. + +MOVING TROOPS + +To move just click on the window where you want the piece currently +selected to go. If you are in group mode his fellow group members +will also move the same relative amount. If in all mode - everyone +will move. + +Cavalry move at double speed. All pieces are slowed by rivers (not +bridges) hill crests and baracades. + +MOVING THE DISPLAY WINDOW + +Several ways, I recommend the keyboard +arrow keys - 1 square in the direction of the arrow +page up - moves up half a screen +page down - moves down half a screen +home - moves left half a screen +end - moves right half a screen + +I next recommend clicking on the little green map - the white +rectangle shows the area that is currently displayed in the battle +window - to move the display. + +Other ways: + - click on the arrows on the scroll bar + - click in-between the bar on the scroll bar + - click on the bar (the mouse will attach itself to the bar as you +move the mouse the screen display will scroll - click the mouse again +to detach the mouse). + +STOPPING TROOP MOVEMENT + +Troops will stop when they reach their target or if they get involved +in hand to hand combat (after the fight they will continue on). + +Troops will not leave the battlefield. + +TROOP FORMATIONS + +When in group mode you can get the current group to move into a +set military formation. Just use the arrows on the first formation +icon to set whether it's row or column or diagonal, then set the +second icon for whether they end in a single tight line or double +tight line or single skirmish (spread out) or double skirmish or +square. + +TROOP FACING + +When the group is in it's final location you may wish to tidy up the +way the group is facing - just use the formation icon on the right. + +CHANGING GROUPS + +The purpose of groups is to enable the player to reduce the number of +commands they have to give to get their men to move. So by grouping +troops together that have the same mission/destination you will +reduce the number of orders you give. + +The first way to change a pieces group is to set the mode to single +man mode then you can then use the arrows by the side of the group to +reallocate the piece. (There are 50 groups available). + +LISTING GROUPS + +If you wish to merge a whole group into another do it using list +groups - this also gives nice group info. Select LIST GROUPS use NEXT +and PREVIOUS to move thru the groups until the one you want to +disband appears. Press Transfer. Use NEXT and PREVIOUS to move to the +one you wish to move the group to, when ready hit YES to transfer the +group. Hit CANCEL at any time to exit the TRANSFER procedure. + +HAND TO HAND COMBAT + +When two opposing pieces meet a fight ensues. The outcome depends on: +the advancing units attack-strength +the defending units defence-strength +the number of men in each piece +the terrain the two pieces are on +the quality of the two troops +the morale of the two troops +the number of other enemy/friendly troops immediately around +whether the piece has orders to fire (this hampers hand to hand + combat) + +The result will generally result in the loss of troops on both of the +fighters with the losing troop retreating or being removed from the +battlefield. + +ORDERS ENGAGE + +Normally attacks by your troops will only happen if you order them by +movement however you can set the Engage Order from ON COMMAND (which +means you have to move the troops) to AT WILL whereby your troops +will automatically engage any enemy troops near (7 squares) them. + +ORDERS FIRING + +There are three settings: +Hold - no firing (helps in hand to hand combat) +At Targets - will only fire in the direction that the piece is +currently facing (enables controlled fire) +At Will - will fire at anything within range + +EFFECTIVE RANGE + +This depends on the weapon the unit has: + +WEAPON RANGE IN SQUARES +Flintlock 1, +Musket 2, +Harpers Ferry 4, +Springfield 5, +Remington 6, +Enfield 5, +Lorenz 5, +Sharps 7, +Henry 6, +Spencer 6, +Colt 5, +Enfield Car. 4, +Sharps Car. 5, +Spencer Car. 4, +Sabre 0, +12p Howitzer 11, +24p Howitzer 13, +6p Smoothbore 15, +12p Smoothbore 17, +Rodman 27, +10p Parrott 29, +12p James 17, +12p Blakely 17, +12p Whitworth 88, +20p Parrott 44 + +SPECIAL CAVALRY RULES + +When the piece selected is a Cavalry piece, additional commands are +available. Use the arrows that appear by the type data on the right +to dismount and then remount, or to change their weapon from sabre to +firearm and vice versa. + +GAME OPTIONS + +MAP SCROLL - the speed at which the map will scroll (10 is best) +GAME SPEED - when the battle is running the speed at which it will +run. Note on a DX2 66MHz - no local bus it runs slightly too fast - +alright if you want to play ARCADE COMMANDO but too fast if you want +to think about what's happening and have a chance to react. (10 is +best) +DISPLAY DETAIL - either High or Low. When Low the scenery is not as +detailed but it speeds the game and scrolling up. +FOG OF WAR - if set to ON the player has a far greater challenge as +enemy unit data will not appear on the small map, on View data +commands. Enemy pieces will only appear if they are in sight. The +distance you will be able to see will vary with the weather. +SOUND FX - toggles FX +Tunes - toggles music +UNIFORM - the human player can have up to three uniforms on the +battlefield, this option allows you to set uniforms 2 and 3. (Uniform +1 is always the same standard traditional uniform). The uniforms only +effect infantry - but are used to show who has what weapon. + +STATS + +Shows how the battle is progressing gives you by piece type the +number of men and pieces active (available for action) and lost. + +BATTLEMODE + +Pressing play enters battlemode. During this period to exit click on +the E (for exit key e also works). You can scroll the screen either +by using the keyboard as mentioned before or by moving the mouse over +one of the directional arrows - there is no need to click on them (as +you'll be doing a lot of scrolling this will save your finger). + +ENDING THE BATTLE + +The battle ends when either side has lost more than 50 percent of +their original starting force. Alternatively a side may retreat +before this happens. + +RETREAT + +This allows you to withdraw from the battlefield. + +AUTOPLAY + +This will quickly resolve the battle for you and give you the result. + +KEYBOARD COMMANDS + +Besides the ones indicated on the main screen by underscores etc. +there are: + +c- center screen +g- display grid +F1- display attack data +F2- display defence data +F3- display firepower +F4- display group number +F5- display morale +F6- display overview map +F7- display number of men + +END OF DOCUMENT + diff --git a/textfiles.com/piracy/SOFTDOCS/bp.txt b/textfiles.com/piracy/SOFTDOCS/bp.txt new file mode 100644 index 00000000..8aacfb50 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/bp.txt @@ -0,0 +1,343 @@ + Docs for Balance of the Planet + + Released by NYC '90 + +Introduction: + What you you do if you suddenly had the power to tackle the +earth's environmental problems? Do you think that you could make +this Earth a better and happier place to live? This game gives +you that chance. You have been appointed High Commissioner of +the Envuronment by the United Nations, and you now weild vast +power to levy taxes on activities that impact the environment, +and to use the money so derived to grant subsidies to +environmentally beneficial activities. You are responsible for +many aspects of human life on earth, and your performance will be +measured a variety of standards. This may prove to be more +difficult than you had imagined. + +Goal: + Your goal in this game is to get points. You gain points +for environmentally good things, such as preserving biodiversity. +You lose points for environmentally bad things, such as people +dying from air pollution. You try to influence the world so that +the good things are maximized and the bad things are minimized. + +A Quick Walk Through the Game: + When you first start the game, you will se Planet Earth. +Click the mouse anywhere or hit any key. A new screen appears +with two lists of points. This is your RESULTS screen. Near the +top is your total score. On the left side are positive points +that you earn for environmental goodness. On the right side are +negative points that you lose for environmental crimes. Select +"Skin Cancer Points." + The computer takes you to a screen called SKIN CANCER +POINTS. You will see a picture and some text explaining that you +lose points for all the people who die of skin cancer. Along the +right edge of the screen are some other items. In the lower +right corner is a bar chart with just one bar. This bar chart +shows the number of skin cancer deaths that have occured during +the course of the game. Since you haven't played yet, it doesn't +show much. Don't worry, it'll get more interesting in future +turns. + Just above the bar chart is a number; it represents the +value of the LATEST bar on the bar chart, which in this case is +also the ONLY bar on the bar chart. An additional bar is added +to the bar chart at the end of each turn. Later on, when the bar +chart changes, you will be able to use this number to get a quick +impression of how much things have changed. If you select a bar +in the bar chart, this number will change to indicate the value +of the bar on which you clicked. + Above the bar chart are two lists: "CAUSES" and "EFFECTS." +The former lists all the factors that are causes of Skin Cancer +Points, while the latter lists all the consequences of Skin +Cancer Points. In this case, there are no effects, and only one +cause: Skin Cancer Deaths. Select that. The program will take +you to that screen, which has its own bar chart and lists of +causes and effects. Note that Skin Cancer Points is an effect of +Skin Cancer Deaths, and Ultraviolet Light is the cause of Skin +Cancer Deaths. + Now, you're losing lots of points because of skin cancer, so +you want to know why that's happening and what you can do about +it, so you had better explore this problem a little deeper. +Select "Ultraviolet Light." + You get a new screen explaining that ultraviolet light comes +from the sun, but is absorbed by ozone in the stratosphere. You +will note that there are several effects of ultraviolet light. +For now, leave them; you want to find out what's causing all this +ultraviolet light that's making the skin cancer that's killing +people and costing you points. So select the only cause of +ultraviolet light: "Ozone." + Here's a screen that explains ozone. And the only cause of +that is stratospheric CFC, so you had better select that. This +takes you to Stratospheric CFC, and more explanation. The cause +of that is tropospheric CFC, so you select that and go into the +Tropospheric CFC screen. This is a long trip, isn't it? You're +still not done, though, because the cause of Tropospheric CFC is +CFC production. Select that and you get a description of +chlorofluorocarbons - CFC's. At least now you know what CFC +means! And one of the causes of CFC production is CFC taxes. +Select that and you encounter a new and different screen. + This screen has a scroll bar that allows you to set the tax +rate on CFC production. If you raise the tax, it will discourage +production of CFC's and thereby result in less +chloroflourocarbons released into the atmosphere. With fewer +CFC's, there will be more ozone and less ultraviolet light, +therefore fewer deaths from skin cancer and fewer points assessed +against you. Sounds good, doesn't it? Well, there will be some +other effects that may not be so good, but you can learn about +these complications later. For now, go ahead and raise the tax +on CFC's. + Now examine the "Game" menu on the menubar. There are +numberous options here, but for now, select "Results." This +takes you right back to the RESULTS screen. Check out Skin +Cancer Points. Oh, no! It's the same - nothing happened! You +wonder what gives? Since you raised taxes on CFC's, shouldn't +that help? Well, of course nothing happened YET; you haven't +given the world any time to respond to your new tax. You'll see +how to do that in a minute, but let's look at something else +first. + Go to the "Game" menu and select "Policy Summary." You'll +see a screen rahter like the points screen, only it lists +monetary figures. On the left side are the taxes that you levy, +with the tax rate and the net reciepts that you get. On the +right side are the subsidies that you are allowed to grant. You +will note that the change in the tax on CFC's is reflected on +this screen. The numbers require some explanation. + The taxes are levied against activities on a per-unit basis. +For example, your tax on CFC's is levied against each ton of +CFC's manufactured. If CFC production falls to half its earlier +value, then your tax revenues will fall by half. Other taxes are +similarly levied on a per-unit-produced basis. + The subsidies are handled in a different fashion. You are +required by the United Nations to pay for all property damage due +to air pollution, and subsidize other efforts with the remainder +of your proceeds. Thus, the program takes your total income from +taxes and subtracts out the property damage claims against you. +What is left over is divvied out to the various subsidies on a +pro-rata basis. That is to say, each subsidy gets a percentage +of the remainder. At the beginning of the game, each subsidy +gets 8% of your remainder. You can change that. + Choose a deserving subsidy that you would like to increase. +Select its name, and you will be taken to its subsidy screen. +There is a scroll bar that allows you to change its percentage of +your excess budget. Experiment with the scroll bar; you will +note that the bar chart in the lower right corner changes to +reflect your action. The value above the scroll bar is the tax +or subsidy RATE, while the value in the bar chart reflects the +actual dollar REVENUE going in or out. When you are done, select +"Policy Summary" from the menu to go back to the "Policy Summary" +screen. You will see that your subsidy has indeed been changed. + There are restrictions on your taxes and subsidies that +prevent you from making overly rapid changes in the tax rates. +Part of the compromise that was reached in debate in the United +Nations was that the agreement that you would not be able to +raise taxes sky-high overnight. The fastest that you can raise +them is by 400% every five years. Faster rates of increase would +create too many economic dislocations. If you want to raise the +tax on a industry by more than 400%, you will have to raise part +of it in this turn and part of it in the next turn. + There are no such constraints on the speed with which you +can change the subsidies. However, you ARE required to balance +your budget. The program will not permit you to increase your +total subsidies to a level higher than 100% of your treasury. So +if you want to dramatically increase the subsidy to, say, Wood +Stoves, then you will first have to decrease the subsidy to +something else. The percentage points that you free up by taking +away from one subsidy can be given back to any other subsidy. + Your basic strategy, then, will be to levy taxes and grant +subsidies in an effort to increase your point score. What makes +this difficult - and interesting - is the complexity of the +environmental problems you face, and their interconnectedness. +The only way to appreciate this complexity is to move through the +system of cause and effect presented in the game. This will take +you some time; there are 150 different screens to explore. But +this is also part of the fun. You can navigate through this +network of cause and effect, seeing how environmental problems +are all intertwined. If you get lost, or want to get your +bearings, you can always select "Results" or "Policies" to get +back to familliar territory. + When you have explored the game to your satisfaction, and +set all your taxes and all your subsidies, go to the "Results" +screen and select "Execute Policies" from the menu. The computer +will go away for a few seconds while it calculates all the +environmental effects of your actions. When it comes back, you +will see how your score has changed. Oh no! It weent down! You +must have done something wrong! + No, you haven't. You inherited a seriously screwed-up +planet that is going steadily downhill. Your job is to turn +things around, but there is nothing you can do that will solve +all our environmental problems overnight. So, for the first few +turns, things will get worse and worse. If you do a good job, +things will start to improve after a few turns, and your score +will become positive. + There is one other screen that will help you figure out what +you're doing right and what you're doing wrong. While you're in +the "Results" screen, select the option labelled "Feedback." It +will take you to a screen that lists your biggest problems as +well as your successes. The lists apply to the current turn only +and should help you decide what you need to do next. This is an +information display only; when you're finished looking at it, +return to the "Results" screen. + Your goal, of course, is to get lots of points. You have +nine turns to play the game. After the ninth turn, in the year +2035, the game is over and your score becomes your measure of +success for that game. That's all there is to it! + +How to Win: + At first, you will be frustrated by this game. Your score +will go down and down, and you won't be able to see exactly why +at first. Be patient - environmental problems are tricky, and +you are going to have to exert some effort to get on top of them. +After all, if environmental problems were so simple that anybody +could figure them out in a flash, we wouldn't bee in this mess, +would we? + Winning this game is easy once you come to understand the +cause-and-effect relationships at work. There are a lot of +interrelationships; and, if you fail to catch on to the +connections, you can lose the game. For example, earlier in this +manual I mentiones that you might want to increase the tax on +CFC's to save the ozone layer. There is a problem with this: +CFC's are also necessary for industrial production. If you cut +down on CFC production, industrial output will be reduced, which +will have damagine effects on other areas. Thus, you can't just +clamp down blindly on CFC's. And this general principle applies +throughout the game. Watch how the point scores change and +identify the most serious problems. You can't solve every +environmental problem, but you can put a lid on the worst ones. + Taxation is the key to success. You must not be timid about +quadrupling taxes on some of the activities. Remember, the +initial tax rate is only 1% of the value of the good, so even if +you quadruple it once, it will still only amount to only 4% of +the value, which is not by itself enough to discourage +production. Remember, too, that taxes are the source of your +income; they pay for all the good works you subsidize. So tax +some activies heavily... + ...but not all activities. Remember, if you shut down all +industry, you will probably make matters worse in many areas. So +be selective! + I will give you one hint: you probably do want to tax the +behabbers out of CFC's. If you fail to shut down CFC prodution +quickly, the long-term damage to the ozone layer may be +catastrophic. Even if you do shut down CFC production +completely, the CFC's already released into the environment will +probably continue to do a lot of damage. + +Level 2: Playing other Biases + You've played the game a few times, you've had some fun, and +you're ready to broaden the horizons of the game. You've come to +the right place, podner, because there's a feature that makes the +game much more interesting. To use it, simply start up a fresh +game and select the "Load Bias" menu item. You must load a bias +file at the very beginning of the game, when you see the title +screen with the words "Balance of the Planet." + +Pro-Nuclear Bias: + This bias file presents the view of an advocate of nuclear +power. According to this bias, nuclear power is safe, clean, +cheap, and abundant. It paints a picture of nuclear power as the +only alternative to fossil fuels. In this bias, coal is +particularly dangerous and dirty, and solar energy is +impractical. To win, you must do everything possible to +encourage the growth of nuclear power, while discoraging other +forms of energy use. + +Environmentalist Bias: + This bias file offers a view of the world that might be +embraced by an environmentalist. There are so many species of +environmentalises in the world as there are beetles in Amazonia, +so this bias file represents only a rough amalgam of a disparate +group. It sees all industrial activity as dangerous and +pollution; it places great value on the preservation of life on +earth. To win in this bias, you must move quickly to replace our +reliance on fossil fuels with reliance on solar energy, dams, and +energy conservation. Be warned, though, that the +environmentalist bias is rather pessimistic, so winning may be +difficult. + +Industrialist Bias: + This bias is as optimistic as the environmentalist bias is +pessimistic. The industrialist thinks that the world is in great +shape, that environmental problems are overblown, and that what +we need in more of the same. Thus, all the predicted problems of +global warming, ozone-depletion, soil erosion, and so forth are +given short shrift, while that material values are emphasized. +If you do nothing in this bias, you'll still win. Technological +optimish is high, so money spent on research will yield big +results. + +Third-World Bias: + This bias tackles the disparities between the North and the +South. It aserts that all human life is equally valuable, and +adjusts the point system accordingly. This dramatically shifts +the game towards the problem of starvation and away from such +"minor" matters as lung disease, which, after all, affects a +comparatively few Northerners. It is less concerned with +preserving nature, for the appreciation of nature's beauties, in +this bias, is a luxury that only well-fed prople can appreciate. +This one is difficult to win. Starvation is your top priority. + +Quickie Math Refresher: + So you're a little intimidated by all the math stuff in the +game? Don't be - it's really just stuff you learned in high +school. So, to refresh your memory: + +Strange Numbers (e.g., "3.65e-5"): + This is a variaton on scientific notation. It's a very +compact way of expressing almost any number. The example number +is read as "3.65 times ten to the negative fifth power." It is +the same as .0000365. That's 3.65 with four zeros in front of +it. 3.65e8 would be 365,000,000. It's not the number of zeros +that we count, but how manyplaces the decimal point has been +shifter. + +Log: + This stands for "logarithm." Now, logs may seem really bad, +but you don't need to understand all the theory to use them in +this simulation. All you need to know is this: a log takes a big +number and squishes it down to a much smaller number. For +example, the log of 10 is 1; the log of 100 is 2; the log of +1,000 is 3, and the log of 1,000,000 is 6. I use logs to keep +dangerous numbers under control. + +Sqrt: + This stands for "square root." This is another number- +squashing function, only it's not as strong as a log. For +example, the sqrt of 10 is 3.16; the sqrt of 100 is 10; the sqrt +of 1,000 is 31.6; and the sqrt of 1,000,000 is 1,000. I like to +use sqrt on less rambunctious numbers. It's like a kinder, +gentler rubber band. + +Sqik: + This is what ducks do when you hold them in your lap. + +Variables: + A variable is a number in an equation that could be almost +anything. For example, consider this sim,ple situation: you're +on a Wonder Diet that promises t lose 2 pounds a day. Then the +equation for your weight loss is as follows: + + Total Weight Loss=(2 pounds per day) * Days on Diet + +In this equation, "Days on Diet" is a variable. It could be +anything and the equation would still be true. + + ---The Mad Scientist + NYC '90s + + + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/buckroge.txt b/textfiles.com/piracy/SOFTDOCS/buckroge.txt new file mode 100644 index 00000000..04cd4ee3 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/buckroge.txt @@ -0,0 +1,445 @@ +BUCK ROGERS: COUNTDOWN TO DOOMSDAY + + 1 Basic Training, Party, Arms, Equipment, Skills, Tactics + 2 Tour of Duty, Missions, Side Missions, Endgame + 3 Intelligence Reports, Clues + + + + + + BUCK ROGERS: COUNTDOWN TO DOOMSDAY + Part 1 + + BASIC TRAINING + + This walkthru of BUCK ROGERS: COUNTDOWN TO DOOMSDAY is divided into three +parts. Part one, Basic Training, contains basic game mechanics and game +universe information that the player should know before starting the game. +Part two, TOUR OF DUTY, contains game hints. Part three, INTELLIGENCE +REPORTS, contains detailed information on how to complete the game. + + PARTY COMPOSITION + + The Logbook indicates that a medic, rocketjock, and engineer are required; +having two medics is highly recommended, and a rogue is desirable. Otherwise, +the skill system allows for a variety of party compositions. Tinkers are best +created as engineers. There are no other obviously good or bad matches +between races and careers. + + It is worthwhile to use the Modify command to maximize the various +attributes (such as Strength) after you add a character to the party. + + SMALL ARMS + + All guns come with a set of reloadable clips; reloading is done +automatically. As a result, there are no reloads to put in the Gear +inventory. A gun with all its clips filled has 250 rounds, which is quite +adequate for most missions. For the occasional longer missions, two guns or +500 rounds is sufficient. However, battles are won by having the right +weapon for the occasion. This means carrying from four to six different +weapons. + + Needle guns are the best weapons. Nothing stops them, nobody is immune to +them, and only a few opponents have partial immunity to them. Partial +immunity means some rounds will hit for 0 hit points. The only disadvantage +of needle guns is their short range. Having two needle guns per character is +highly recommended. + + Laser rifles are good long-range backups for needle guns. Aerosol clouds +will stop laser beams and combat robots have partial immunity to lasers. For +that reason, some characters should carry rocket rifles in place of, or in +addition to, laser rifles. Chaff clouds will stop rockets. ECM packages +protect against rockets. Combat robots have ECM packages built into them. + + Bolt guns are as good as needle guns, but have an even shorter range. +Microwave guns are very effective against unarmored opponents, but useless +against anyone wearing armor. For these reasons, these weapons should not be +carried unless the party finds ones that improve THAC0 (e.g., a Lunarian bolt +gun will improve the THAC0 by 4!). All other guns are not worth carrying +unless they also improve THAC0. + + Melee weapons (swords, axes, etc.) are not worth carrying with one +exception: Characters with high strength (18 or above) get hit bonuses when +they attack with melee weapons. It is worthwhile to equip your strong +characters with melee weapons for close combat. + + GRENADES + + All grenades have a 3x3 square blast area. Chaff grenades are extremely +useful for fighting heavy combat robots. + + Since you will be outnumbered in most of the battles, stun grenades are very +useful for evening the odds by knocking some opponents out while you fight +the rest. + + All explosive grenades are very useful. The remaining grenades are of +limited use for various reasons, the main one being that most of your +opponents are immune to their effects. + + HEAVY WEAPONS + + All characters should have a grenade launcher because they extend the range +a grenade can be thrown. This is very useful for throwing chaff grenades at +heavy combat robots. Like all heavy weapons, loading takes one combat turn. +Fortunately, the game regards the grenade as a regular weapon, so you can +have grenade launchers ready at the same time as another weapon. + + Rocket launchers have a blast area of 5x5 squares. Grab all you find. +Plasma Throwers have a blast area of 7x7 squares. Get as many as you can. +Grenades, rockets, and plasma balls can all be stopped by chaff clouds. Make +sure there is no chaff in the way when you fire these weapons. + + MISCELLANEOUS EQUIPMENT + + Protective goggles protect against dazzle grenades, ECM packages protect +against rockets, and poison antidotes are extremely useful. + + SKILLS REQUIREMENTS + + The following skills are extremely important: + + Zero-gravity maneuvering should be at least 40. Everyone, except for the +medics, should have First Aid. At the higher levels, First Aid also gives a +low-level Treat Light Wound capability. In this game, you have to be next to +a character to Bandage him. + + One character should have Bypass Security and Open Lock at the highest +possible levels. (You do a lot of breaking and entering.) + + Programming at a high level (20+) is recommended for one character. The +rocketjock should have Pilot Rocket at the highest possible level and +Navigation skill of at least 20. + + Besides the engineer, at least one other character should have Juryrig skill +of at least 20; having two characters with this skill is preferred. + + The engineer should have all the repair skills. Repair Weapons can be spread +around to the other characters. It is a good idea to have at least one other +character who can make repairs. + + The medic should strive for the highest possible level at Treat Critical +Wounds first, then Treat Serious Wounds, and then Treat Light Wounds. If some +one else has a high First Aid, then Treat Light Wounds may be neglected to +increase the other medical skills. Diagnose and Treat Poisoning need only be +at least 15. Treat Stun enables a medic to unstun someone who has been +stunned. To do this, move the medic next to the character and the Aid command +should appear in the combat menu. Select Aid and the character will be +unstunned if the medic has a high enough skill level (about 15+). + + You should have the following skills spread among your party: + + Leadership at the highest possible level + Battle Tactics at the highest possible level + Library Search of at least 20 + Notice at the highest possible level + Climb of at least 20 + Demolition of at least 15 + Planetary Survival of at least 20 + Sensor Operations of at least 20 + + The following skills are used in the game but are not absolutely needed: +Move Silently (only a rogue needs this skill, and it is for Backstabbing), +Pick Pocket, Use Jet Pack, Commo Operation, Disguise, Befriend Animal, +Etiquette, Fast Talk, and Intimidate. + + BATTLE TACTICS + + Most of the time the tactics needed to win are easy to figure out. The one +exception is fighting the heavy combat robots. They have rocket launchers, +plasma throwers, high AC, and high hit points. In a toe-to-toe slug-out, you +will lose. The best tactic to use against them is to _immediately_ throw a +chaff grenade (to prevent them from firing their heavy weapons), then +scatter. They won't use their heavy weapons unless they can blast two or more of your +characters at once. If your party is scattered, they will use only their +needle guns. This gives your party a fighting chance. If your party cannot +scatter, then keep throwing chaff grenades. + + + BUCK ROGERS: COUNTDOWN TO DOOMSDAY + Part 2 + + TOUR OF DUTY + + The main missions are linear because they are driven by the game story. +There is some freedom to deviate, but only at the cost of making it harder. +The side missions can be done in any order, but their difficulty is variable. +Some can only be done later in the game, when your characters have high +levels and really good equipment. + + Except for Ceres Base (which is approximately 50x50), all the mazes are +16x16 at the largest, despite the coordinates given. The other large mazes +in the game are actually broken into smaller sub-mazes that you explore one +at a time. + + As soon as you can, explore the asteroids and locate the shops. There is +some very useful equipment to be bought out in these shops. + + You must engage in privateering. Prize money from captured ships is needed +to play the game. To capture a ship, you must destroy or take over the engineering +and control/bridge sections of the ship. It is easier to destroy them, but +you get more money for capturing them. To capture a ship, you must defeat the +crew manning those sections mentioned above, find all the controls, and shut +them down. While pirates and RAM ships are the obvious targets of +privateering, Mercurian ships have the best loot, some of which you will +need. + + You can transfer your personal money to the NEO account using the Bank of +Lunar. This may be necessary in the beginning, as it is very difficult to +successfully capture ships until your party is more experienced. + + The asteroids -- in clockwise order from Ceres -- are: Vesta, Fortuna, +Pallas, Psyche, Juno, Hygeia, Aurora, and Thule. + + The following are the main missions in the order in which they should be +done. The numbers are references to explicit details in the INTELLIGENCE +REPORTS section of this walkthru. + + CHICAGORG: The prime mission is to activate the missile defenses. This is an +easy mission designed to acquaint beginners with the basics of the game. +Search the big building to the south. Hint: Someone should make the big +sacrifice, or you will not succeed (1). Dazzle grenades you pick here can be +used in the next two missions. + + DR. WILLIAMS'S DERELICT SHIP: Basically, you have to regain control of the +ship from the ECG's. In the process you will learn what the game's plot is +all about. First, you need to cure your party of a parasitic infection. +Clues and the means to do so are on decks 4 and 6 (2). Hint: Remember the +sigma codes you find. You find out how to regain control on Deck 9, but you +will need something from Deck 6 (3). You will have to thoroughly explore the +ship, as the steps needed to regain control require you to find certain key +places in the ship. + + CERES BASE: Fast Talk makes this mission much easier. The first order of +business is to rescue the children (4). Then, explore the base from the +bottom up with the children, because they'll tell you things about the base. +You are given three key locations you have to visit to complete this mission +(5). All the other locations are optional, but give valuable experience +points and loot. + + TALON'S SHIP: Surrender and let yourself be imprisoned. This is where Bypass +Security and Pick Lock are extremely important. Once you escape, Buck Rogers +himself will join your party. The first order of business is to find Talon's +quarters (6). There is a very well-stocked armory next to the quarters. +Follow Buck's suggestions about which decks _not_ to explore. Once you find +Talon's quarters, the next steps are given to you by the game. This is also +where Demolition skill is very important (7). + + MARS: This is a two-part mission. First, help the Desert Runner village due +east of where you land. You will meet your first heavy-combat robot here. The +key to helping the Desert Runners is GLIDERS (8). Once you have shown your +courage and fighting ability, the Desert Runners will take your party to the +secret RAM base. The rendezvous is due north and slightly west of the village, +near the north edge of the map. Hint: Check around mountain peaks. + + The RAM base is a long and complicated scenario. Basically, you need to get +to Level 4 (9). You cannot do this without a blue security pass. You cannot +get a blue pass card without a white pass card. Hint: The two cards are on +the same floor (10). You should have gotten (one way or another) red and +green passcards at the village. Hint: Use the green card. Green squads are +made up of eight men. Since this is a spy mission, the best plan is to +pretend to be a green squad. Check all computer terminals for information. +Bypass Security and Library Search are especially important here. + + Warning: Once you find Level 4, there is a series of unavoidable combats and +very little opportunity to save in between them (11). The final battle is +extremely tough at this point in the game. + + VENUS: Like Mars, this is a two-part mission. The first part is to +investigate the Lowland village at the extreme northwest part of the map. +Avoid the acid lake north of your ship, unless a character has a very high +Befriend Animal skill. You will meet various Lowlander groups. Show your +friendship by helping them. + + The party needs to get a set of keys (12) and a Lowlander child (13) from +the village. Helping the villagers out is optional but very much worth the +trouble (14). It is very important to keep the child alive. + + Due south of the village is the ruin of a space elevator. Explore it +carefully, but do _not_ blow it up (15), at least not yet. It is useless to +explore this place first, as the game will hint to you if you try. Explore +all the squares to find needed hidden items. + + Once you find the secret RAM base, the mission is to help some Lowlanders +escape from the base. In return, you will get something you need to complete +the game. The escape sequence is rather complicated. You need to find the +Lowlanders, find their leader, help the leader by finding the secret exit, +bring the Lowlanders to their leader, and get the location of the thing from +the leader (16). Only then can you leave the base. Upon completing this part +of the mission, you can blow up the elevator ruin. + + MERCURY: This is the final mission. The first part is easy. You have to find +the entrance to the core. Hint: Join the parade (17). Once you enter the +core, carefully explore the first three floors before continuing (18). Each +floor has something you need. At Level 4, go directly to the Sun King (Hint: +Go northeast), and pretend to ally with him (19). Now you can safely proceed +up to the top of the core. + + At this point, things get complicated. First, you must abort the firing of +the weapon by shutting down the power. There is a time limit to this +sequence, so have a saved game you can go back to if you cannot shut the +power down in time. Hint: The game tells you to use the stairs to get to the +floor with the power controls (20); this is a good idea. The stairs are to +the northwest. You want to go all the way to the top of the stairs. The power +control floor is also the floor with the doomsday weapon (21). The battle for +the weapon is a two-parter, but you will have a chance to save between battles. + + The end of the second battle starts another time-limited sequence. You have +to get out of the tower before it blows. The game suggests that you should +use escape pods. Hint: It is the next floor down (22). Have a saved position +you can go back to if you fail to make it out in time. + + After the victory sequence, you can continue to play the game. + + SIDE MISSIONS + + TALON'S SECRET BASE: The knowledge of the base is automatically given to you +after you escape from Talon's ship, along with a clue as to whom to see. Once +you talk to Garrity, it's a simple matter of searching the asteroid belt for +the base. Hint: Try the bars. This mission is moderately tough (23). + + JUSTIN ROBENO: You will see Robeno's ship fleeing Mars after you complete +the Mars mission. The object is to find Robeno and help him retrieve some RAM +secrets for NEO. This mission is easy, but be prepared for a series of +running battles, including one in space (24). + + JASON DUPARE'S RESCUE: This mission is given to you by NEO. Hint: +Programming skill is very useful for shutting down the security computer. +There is also a second "spear carrier" prisoner in the prison to be rescued. +This mission is tough (25). + + WILMA DEERING: After Venus, you will get a call from NEO to meet Wilma +Deering. Since the location is on Tycho, there is no reason not to do this +mission immediately. It is moderately difficult, and there is a very nice +reward. + + ATHA'S RESCUE: NEO will tell you the news of Atha's capture. You get only +one chance to do this mission; fortunately, the chance only comes when you +go to Juno. As is typical in these games, there is no real time limit for +taking on the mission. This is one of the toughest missions in the game. You +must fight a set number of encounters before you find Atha. She will then be +in the last unexplored place, wherever that is. Hint: You need to explore all +the rooms and intersections, but not every square in the maze. + + TALON'S TREASURE TROVE: You stumble on this mission by exploring the +asteroids. It should be easy, and there is a lot of very good loot. Hint: +Check every square. + + RAM COMMUNICATION SPY POST: You stumble upon this moderately difficult +mission by exploring the asteroid belt. The base is small; explore all rooms +and smash all communications gear. There is one minor loot stash (26). + +BUCK ROGERS: COUNTDOWN TO DOOMSDAY + Part 3 + + INTELLIGENCE REPORTS + + 1. The controls are in the room at 13,9. + + 2. You find out what has sickened your party at 42,44 on Deck 4. The +autodoc to cure your party is reached through the door at 63,64 on Deck 6. +Use Dr. Williams's sigma number. + + 3. Scot.dos tells you how to kill the ECG's if you have the computer you +found at 63,64 on Deck 6. Scot.dos is at 91,92 on Deck 9. The argon gas is +on Level 0, but you will not find it until Scot.dos tells you that you need +it. The door at 34,33 leads to the air supply controls. Head for the first +console you see on Deck 1 (Engineering) for the manual override. If your +party notices the air shaft opening, that is the quickest way up to Deck 10; +otherwise, the race to Deck 10 will be close. + + 4. The elevator down to the children is at 12,42. It is better to explore +the first level after you have rescued the children. The children are at +25,42. + + 5. The locations you have to visit are given to you by Scot.dos. The only +way back up is at 51,42. Once you get back up to the first level, there are +three loot caches, the grandfather of one of the kids to be found, and some +gennies to be rescued. The kids' rescue ship is at 46,2; your ship is at +17,2. + + 6. Talon's quarters are on Deck 12. + + 7. The gallery is on Deck 10, Engineering is on Deck 1, and the exit back to +your ship is on Deck 11. There is loot on Deck 7, if you want to risk it. + + 8. The set encounters in the Desert Runner village are at 3,3, 13,5, 2,11, +3,11, 3,15, and 13,14. There is also a rescue in one of the buildings at 13,5 +after the battle. Leave the village to automatically rendezvous with the +Desert Runners once you hear the howling. + + 9. Tuskon should be with you by this time. Use the green passcard and say +"One casualty." This gets you into Level 0. The elevator is at 47,59. Check +for computer consoles on every floor, and try to get information from them. +On Level 1 you will be taken to the base commander. Pretend to be a green +squad member who has had a rough time of it. Fast Talking helps here. It is +best to use the shaft at 42,62 to get to Level 2. + + 10. A white passcard can be found at 45,63 or thereabouts. The blue passcard +is located somewhere through the door at 43,59. Use the elevator at 42,62 to +get to Level 3. The room at 45,62 on Level 3 is actually the entrance to +Level 4. + + 11. After the battle, you are dumped at 48,59 on Level 0. The exit route +leads through locations 53,54 and 50,50. + + 12. The keys can be found at 9,14. + + 13. The child is at 12,5. + + 14. The Lowlanders are at 14,0. The medical kit they need is in the building +at 5,11. + + 15. The self-destruct key is at 8,1. The self-destruct controls are at 2,1. +The entrance to the main base is at 8,0. + + 16. The Lowlanders are at 0,2 on the 3rd floor. Landon is at 7,4 on the 4th +floor. The retinal lockpick is at 1,2 on the 1st floor, but you can find it +only after Landon "tells" you its location. The hidden door is at 3,0 on the +4th floor. The elevator between floors is at 7,1 on all floors. + + 17. "Two if by sea" is the password at 1,9. The parade starts at 8,4. +Remember that you are innocent party-goers if stopped while you're in the +parade. Again, Fast Talk is very useful. You leave the parade at 13,7; the +core entrance is at 15,2. + + 18. The coins are at 7,12 on Level 1; 12,13 on Level 2; and 11,12 on +Level 3. + + 19. The Sun King is at 14,3. There is little else of interest on this level. +Once you are allied with the king, go straight up the core to the security +level. + + 20. The emergency stairs are at 0,0. Go up two flights. + + 21. The power room is at 2,4. The Doomsday Weapon is at 10,11. + + 22. The pod controls are at 4,5. Search the nearby rooms for a pod. + + 23. Until you kill the RAM commander at 14,13, you will have random RAM +encounters. After you kill him (actually Talon does that), you will have +random encounters with Talon's heavy combat robots. + + 24. Go to Ceres and check the bars and restaurants. You will have no +problems until you go back to Pavonis. You then will have a series of +running battles, including a final one in space. There is no maze. All +movement is automatic. + + 25. You need to shutdown the security computer at 14,8. + + 26. The loot is at 0,6. + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/cas-trg.txt b/textfiles.com/piracy/SOFTDOCS/cas-trg.txt new file mode 100644 index 00000000..60de4bd8 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/cas-trg.txt @@ -0,0 +1,148 @@ + Command Adventures: Starship Version 1.0 + Technical Reference Guide + +Minimum Hardware Requirements +* '386SX-33 IBM PC or 100% compatible +* 2 Megabytes of RAM, with 575K free low RAM +* Hard drive with 26 Megabytes free space +* VGA graphics +* Microsoft or 100% compatible mouse + +Installing Starship on your Hard Drive +-------------------------------------- +Before you attempt to install Starship, you should ensure that your system +meets the minimum requirements listed above. + +To install Starship onto your harddrive, place the Starship Disk 1 in any +floppy drive and log onto that drive. You will then type: install [floppy +drive] [destination drive and directory]. For example, if you placed the disk +in drive A: you would type: +a: [ENTER] +install a: c:\starship [ENTER] + +Then, follow the on-screen directions for completing the hard disk installation. +The installation will "flash" the appropriate number of the required disk. When +prompted for the next disk, insert the correct disk and press any key to +continue. The installtion requires 26 Megabytes of free hard disk space to +install properly. +NOTE: This installation will last approximately 20 to 30 minutes, depending upon +your computer system. + +Sound Configuration +------------------- +After the hard disk installtion is completed, the sound configuration screen +will appear, enabling you to select the sound support which is best suited to +your system. Select items 1 and 2 from the configuration menu to select the +sound support option of your choice. Choose item 3 from the menu when you are +done. The next time your play Starship, the program will default to your sound +configuration selection. +NOTE: If you wish to modify your sound configuration after the initial install, +simply run CONFIG.EXE from the Starship directory: + +config [ENTER] + +If your select a sound support option other than 1) None, 2)PC Speaker or +3)Adlib, you will need to enter additional information regarding the IRQ, Base +address, and the DMA channel settings for your sound card. On many sound cards, +the default IRQ setting is 7, the default Base address is 220, and the default +DMA channel is 1. Enter the settings of your choice, and then choose item 3 from +the configuration menu when you are done. + +If you are not sure which IRQ, Base address and DMA channel settings are right +for your sound card, please check the instructions that came with your sound +card for the correct settings. +NOTE: Many sound cards, including Sound Blaster Pro, use IRQ 5 as the default +Interrupt setting. + +Starting the Game +----------------- +To start Starship once it is installed to your hard drive, select the drive +partition which contains the Starship subdirectory (Example C:); then type the +following: + +cd\starship [ENTER] +starship [ENTER] + +Once the program is loaded, you may press any key to exit the opening animation +sequence and begin playing the game. + +Not Enough Low DOS Memory? +-------------------------- +If you do not have 580,000 bytes (575K) of low DOS memory available when you +launch Starship, the program will display the following message: + +At least 580,000 bytes of free RAM are required to run STARSHIP. + +You will then be returned to the DOS prompt. If this message appears, you should +use the MAKEDISK.BAT utility included with Starship to create a "boot disk" +which will boot up your system but will bypass "CPU-hogging" TSR's that are part +of your hard-drive's autoexecution sequence. + +The MAKEDISK.BAT utility is located in the root directory of the Starship +subdirectory on your hard drive. To create a boot disk, simply put a blank +formatted or unformatted floppy in disk A:. Make sure you are in the Starship +subdirectory on you hard drive, and type: makedisk followed by your memory +manager's name, or type normal if you are not using QEMM386 or 386MAX. + +EXAMPLES: +makedisk normal - Makes a boot disk for use with HIMEM.SYS +makedisk qemm - Makes a boot disk with use with QEMM386.SYS +makedisk 386max - Makes a boot disk with use with 386MAX.SYS + +MAKEDISK.BAT will format the floppy disk in drive A: and will copy the necessary +system information for making the disk self-bootable. When this step is com- +pleted, the message, Format another? Y/N will appear. Be sure to answer N for +No. At this point, MAKEDISK will copy the appropriate AUTOEXEC.BAT and +CONFIG.SYS files, depending upon the memory management option you have selected. + +NOTE: You must edit one of the starup files on your boot disk to include a line +which loads your mouse driver, as Starship requires a mouse. Please refer to the +READ.ME file, insert Disk 1 into your floppy drive. Log onto that drive and +type: + +type read.me [ENTER] + +To use your new boot disk, reboot your computer with the boot disk in drive A:, +and load Starship from your hard drive. + +EMM386.EXE Users +---------------- +Starship does not use or require EMM386.EXE during the execution of the program. +EMM386.EXE users should use a boot disk with MAKEDISK.BAT (makedisk normal), or +should remove EMM386.EXE from their CONFIG.SYS file. +NOTE: If you must run EMM386.EXE in order to load DoubleSpace, Stacker or other +device drivers into the high memory area, use the NOEMS switch and set the +sound card selection 1 (None), in the Starship sound Config program. +ADDITIONAL NOTE: Starship will operate with a sound card and the NOEMS switch +set, but performance may be erratic, and this is not recommended. + +DoubleSpace and Stacker Users +----------------------------- +Please refer to the READ.ME file on Starship Disk 1 for detailed instructions +about running Starship with DoubleSpace or Stacker. + +Mediavision Pro Audio Spectrum Users +------------------------------------ +If your sound card is an older version (approx. 2 years), the music portion of +Starship may not function properly. To correct this problem, you will need to +obtain an older music driver called PASFM.ADV. Please call Merit Software's +Technical Support Line for more information. + +Addendum to the Starship User's Guide +------------------------------------- +Should you wish to exit Starship without returning to the main menu, you may +return to the bridge of your starship and press X. This will immediately end +the game and return you to the DOS prompt. + +Troubleshooting +--------------- +1. Problem: The mouse cursor "freezes" periodically during gameplay. +Solution: Please ensure that your Microsoft mouse driver is version 8.0 or +later. + +2. Problem: The music and/or sound does not play or plays incorrectly. +Solution 1: Check the settings in the CONFIG.EXE program. make sure your +settings match your audio card. +Solution 2: Check to see if EMM386.EXE is installed in your CONFIG.SYS. If +present, follow the instructions for using MAKEDISK.BAT (makedisk normal) to +create a "clean" boot disk. diff --git a/textfiles.com/piracy/SOFTDOCS/caveman.txt b/textfiles.com/piracy/SOFTDOCS/caveman.txt new file mode 100644 index 00000000..5fc30027 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/caveman.txt @@ -0,0 +1,589 @@ + + + + + + + + + + + + + + + + + + + + + + + CAVEMAN UGH-LYMPICS + BY + AZREAL + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + LOADING THE GAME + +HARD DISK USERS: To install Caveman Ugh-Lympics on your hard disk +follow these steps. + +1. Boot your system with DOS 2.11 or greater. +2. If you have 5.25 inch disks, insert disk # 2 into any 5.25 inch +drive. +3. Type the letter of the drive you put the disk in followed by a +colon, then press ENTER. +4. At the prompt, type INSTALL and press ENTER. +5. Once the install program loads, press ENTER to begin installation, +or press the down arrow and ENTER to return to DOS. +6. Type the letter of the floppy drive you will be copying from and +press ENTER. Insert disk #1 into that drive. + + PAGE 1 + +7. Type the letter of the hard disk you will be copying to and press +ENTER. +8. Type the name of the subdirectory you want the program installed to +and press ENTER. If you type nothing and press ENTER, the game files +will be written to a directory named \CAVEMAN. +9. Swap disks as prompted until the program is installed. + +To load the game, first boot your system with DOS 2.11 or greater. +Then type the name of your hard disk and press ENTER. Type CD and the +name of the subdirectory you specified during installation and press +ENTER. Now follow the steps below for floppy disk users starting with +Step 4. + +FLOPPY DISK USERS: Before you do anything else, you should make a copy +of your disk #1 with the DOS DISKCOPY command. First boot your system +with DOS 2.11 or greater. + +1. Boot your machine with DOS. +2. Insert your copy of the disk labeled DISK #1 into drive A or B. + This disk must not be write protected. +3. Type A: or B:, whichever drive you put the disk in and press ENTER. + + PAGE 2 + +4. Type CAVEMAN and press ENTER. +5. Once the game loads, you'll see the opening ceremonies. If you + want to bypass this, press SPACEBAR. +6. When you see a cave painting of an Ugh-lympian, look for that + painting in this manual to find his or her name. Type the name and + press ENTER. +7. Another cave painting of an UGH-lympian will appear. Again, find + that painting in this manual. This time, type his or her best + event and press ENTER. +8. Enable or disable Joystick 1. Press 8 on the keypad to highlight + ENABLE; press 2 to highlight DISABLE. Press ENTER to make your + selection. Do the same for Joystick 2. NOTE: Do not enable + joysticks that aren't connected to your computer. If you enable a + joystick that isn't connected, you'll have to reboot your computer. + + + + + + +9. Highlight your computer type (graphics detail) by pressing either 8 + or 2 on the keypad and then press ENTER. The default selection is + the one the program believes you have. + + +To change any of your choices, press one of the function keys below. A +message will appear to confirm you selection. The commands are: + + F1 Detail 1 (PS/2-70, Tandy TL, 80386) + F2 Detail 2 (PS/2-30/50, AT, Tandy TX) + F3 Detail 3 (PS/2-20, XT) + F4 Detail 4 (PC, TANDY SX) + +OOPS! When mistakes are chiseled in stone, they can't be erased. IF +your detail is (PS/2-25,XT), then press F3. + +If you're using you keyboard instead of joysticks, the following +diagrams show the eight keys that correspond to the eight joystick +directions for each joystick: + + PAGE 3 + + +UP/LEFT UP UP/RIGHT UP/LEFT UP UP/RIGHT + \ | / \ | / + 7 8 9 Q W E + +LEFT - 4 5 6 - RIGHT LEFT - A S D - RIGHT + + 1 2 3 Z X C + / | \ / | \ +DOWN/LEFT DOWN DOWN/RIGHT DOWN/LEFT DOWN DOWN/RIGHT + + Keyboard Joystick #1 Keyboard Joystick #2 + + +For joystick 1, ENTER corresponds to the joystick button. For joystick +2, SPACEBAR corresponds to the joystick button. + +If only one joystick is enabled, and another player is playing using +the keyboard, the the above diagrams are reversed (e.g. Keyboard +joystick #1 is the right diagram, and keyboard joystick #2 is the left +diagram). + +When you're told to move the joystick in a certain direction, press the +key that corresponds to that direction. When you're told to press the +joystick button, press the key that corresponds to that joystick's +button. + + + CHOOSING ATHLETES + +After you load the game, you'll see NUMBER OF PLAYERS and the value 1. +Push the joystick button up to increase the number of players, pull +it back to decrease the number. You can have up to six players. Press +the joystick button to move on. + + + + + + + +NOTE: You'll make most of your selections in the game using joystick +1. + +To choose your athlete, odd numbered players- 1,3,5 - will use joystick +1 and even numbered players - 2,4,6 - use joystick 2. To pick an +athlete, click the button to get the club, move the club over the +athlete's picture, and click the button to smash his or her head. +You'll see the Neanderthal's biography and his or her strengths in +various events. + + PAGE 4 + +UGH-lympian ADVANTAGES + +Except for Gronk and Vincent, each athlete has two events that he or +she is strong in. Gronk is good at all events and Vincent isn't good +at any. (If you're hotter than the average ape-man, try being the +talentless Vincent for a challenge. On the other hand, if your skills +haven't evolved yet, give yourself a break and be Gronk.) + +The list below show's each athlete's talents. On the lower left corner +of the screen are your options to choose this athlete or to see +another. Highlight the option you want and press the joystick button. +In any event, an asterisk appears next to the athlete's name if he or +she is outstanding in that event. + + VINCENT Wimp; no advantage in anything. + GRONK Stud; advantage in everything. + CRUDLA Saber race, Dino Vault. + GLUNK Saber race, Clubbing. + THAG Mate Toss, Fire Making. + UGHA Dino Race, Fire Making. + +CHOOSING A SPONSOR NAME + +After you choose an athlete, you need to type in a sponsor name that'll +be used to record high scores. Some of the Ugh-lympics' bigger +corporate sponsors include: Bashwell Clubs, Nicestink Perfumes, +Bzunk's Mammoth Meat, Derk's Stone Jewelry, Smashflat Clubs, and Gerg's +Fine Rocks. Press RETURN or ENTER after you type in a name. + + PAGE 5 + +PLAYING AGAINST THE COMPUTER + +If you don't have a friend to compete against, you get a computer- +controlled oponent. This oponent is for pacing only; your score will +always be considered the winning score, even if the computer athlete +wins. This lets you compete for a spot on Caves of Fame. When you +beat the computer in any event, the event ends; you don't have to wait +for the computer to finish. + + CHOOSING THE GAME OPTIONS + +After you select the contestants, you'll see your game options. +Highlight the option you want and press the joystick button. + + + + + +PRACTICE - Any Ugh-lympian with a gold medal around his or her hairy +neck knows that "practice makes perfect" (this, by the way, may have +been the first recorded sports quote in history). You can practice any +of the six events; just highlight the one you want and click the +joystick button. You can practice the event as many times as you want. +When you see the prompt RESTART EVENT? move the joystick up or down to +select YES or NO, and then press the joystick button. + +START THE CAVEMAN UGH-LYMPICS - It's the moment your Ugh-lympian has +trained for all his or her prehistoric life. The athletes will enter +the games and compete in all six events. Press the joystick button if +you want to bypass the opening ceremonies. + +CAVES OF FAME - Take a torch-lit stroll through these caves and you'll +see the record holders in all of the events except Clubbing. With +diligence and training, your Ugh-lympian's mug can grace these walls +some day. Press the joystick button to move from cave wall to cave +wall. + +RESTART - Takes you back to the NUMBER OF PLAYERS screen. + + PAGE 6 + + KEY COMMANDS + +ESC - Quits the event you're playing. You can choose to restart or +quit the event for all players. During the Ugh-lympics, all the +athletes will go on to the next event. In practice mode, you'll return +to the Game Options menu. + +F9 - Pauses the game anywhere. Hit again to resume the game. + +Ctrl-ESC - When you're at the Game Options screen, you can press this +to return to DOS. + +Ctrl-S - Toggle the sound on or off. + + THE EVENTS + +Blorg "Midas Touch" Blorg, trainer to gold medal winners the world +over, offers this pre-game inspiration to all you Ugh-lympians: "You +not win, you not evolve." + +Let the games begin. + +MATE TOSS + +Many a Neanderthal has gotten misty-eyed recalling the first time he +grabbed his "one and only" by the hair and tossed her against the wall. +Women have no problems excelling in this sport; said one enthusiastic +lady proponent, "Me like him go splat!" + +After your athlete reaches the circle, press and hold the joystick +button and then move the joystick in a circular, counterclockwise +direction. + + PAGE 7 + + + + + +When you're at top swiveling speed (shortly after the "speed lines" +appear), release the joystick button to toss your mate. During +practice, you can abort a toss after you've thrown your mate by +pressing the button once the throwee is in the air. Once your mate has +landed, you'll get the distance of your toss. + + +Blorg: "Start slow then faster faster. If speed up too fast, stumble +back and forth. Spin too long make tired and turn many colors. Not +good for throw. Throw up, too." + +SABER RACE + +The old saying "The race goes not always to the swiftest, but to those +who can avoid being eaten" was probably coined by a participant in this +event. Your Neanderthal had better be quick on his feet, since losing +the Saber Race can bring new meaning to the phrase "agony of defeat." +Nice Kitty. + +To make your athlete run, move joystick rapidly from left to right. +Click the joystick button to make your athlete leap cactus and puddles. +The top and bottom screens are connected together. + +Blorg: "Run too slow not good idea. And not let opponent catch up. +He grab you by loincloth, toss you to kitty. Kitty eat you, you out of +race. Simple." + + PAGE 8 + +FIRE MAKING + +The first and most important step in man's evolution towards a +civilized existence was marked by his mastery of the techniques for +building fire. The second was when he burned himself. Come relive +this evolutionary milestone, and see how it was in "the good ol' days," +before cooked meat and forest fires. + +Blorg: "I tell all Ugh-lympian, fastest fire maker not just get medal. +Get more barbecue invitation. They work more hard to win." + +As any caveman worth the hair on his feet knows, the way to get a fire +started is to rub two sticks together. To accomplish this feat, +rapidly move the joystick right and left. As soon as you get the hang +of this, the green bar below your athlete will start to increase. + + PAGE 9 + +Eventually, the color of the bar will turn red and sparks will start to +form. When a few sparks land on your pile of tinder, puff on your +pile by quickly and repeatedly pulling your joystick back. When you +see smoke, blow on the tinder by pushing the joystick up (to take a +deep breath), and then pulling the joystick back (to blow). If your +timing is right, and your smoldering sparks will burst into flames. + + + + + + + + + + Fire Making + + Inhale + | + | + Rub Stick---+---Rub Stick + | + | + Exhale + + Press button to bop opponent. + + +Blorg: "Important to breathe. Cannot blow if not breathe. And not +blow too fast or make stars over head and hear funny tweeting. Three +stars over head mean trouble near. One dizzy caveman. Blow, breathe, +blow, breathe. Simple unless you Neanderthal." + +If your opponent is getting too far ahead, you can impair his progress +by whacking his skull with your stick. To do this, press and hold the +joystick button. If your opponent is clever enough to do this to you, +you can duck his swing by pulling the joystick back when he's about to +hit you. + +CLUBBING + +The goal of this event is to either force the other player off the +clubbing platform or beat him senseless: There are two parts to this +event: the Intimidation Phase and the Clubbing Phase. + +During the Intimidation Phase, move the joystick as fast as you can in +random directions. + + PAGE 10 + +This makes your caveman flail around wildly. If you can intimidate +your opponent, you'll have and edge when the clubbing starts. + +Blorg: "Yell. Jump. Look mean. Scare opponent. Make BASH BASH BASH +better for you." + +In the Clubbing Phase, bash your opponent until you drain him of all +his strength or knock him off the platform. Strength is displayed on +the bar graphs above each athlete. To walk towards your opponent, push +your joystick towards him. To retreat, push your joystick away from +him. To duck, pull the joystick back. + +Blorg's personal clubbing techniques: + +KNEE BASH - To do a knee bash, pull and hold the joystick back and +click the joystick button. Quickly bash your opponent three times in a +row to make him hop backwards in pain - and hopefully off the clubbing +platform. + +Blorg say edge of cliff bad place. Not go near. You not light as +feather. You fall to dark place, not blame me. + + + + + + +OVERHEAD SMASH - Push and hold the joystick up, then click the joystick +button. Good when other guy try to knee bash you. Knock him silly. + +THE FACE BOP - Blorg's favorite, click the button while you're standing +right next to your opponent. Blorg say do lots and do fast fast fast. +Flat face, good face! + +Since your Ugh-lympian barely has the intelligence of the average +rodent, it's easy to fake him out. By pressing the joystick button and +holding it, you'll point. This causes your adversary to look in that +direction, giving you a chance to wallop him. + + PAGE 11 + +Blorg: "You get bash hard, stars dance on head. You not can bash +back. Me suggest you not get hit." + +DINO RACE + +Long considered one of the most gruelling and difficult of all the Ugh- +lympian events, the Dino Race is sure to separate the men from the +chimps. Will your heroic cave-dweller make it to prehistoric fame and +glory by successfully navigating the treacherous course and crossing +the finish line first? Or will he simply eat dirt and suffer a +lifetime of humilation and disgrace? You decide. + +"Ready...Set...UGH!" And you're off to the races on your trusty +reptilian stead. Move the joystick to the right to give him the spurs, +and keep spurring or your dino will stop. To kick your dino into +"turbo" speed, push the joystick up to give your dino a little tap on +the head (your dino must be moving for this to work). If the turbo tap +works, your dino will take off like a race horse and clear obstacles +without your guidance. Once he slows down, you'll have to resume the +spurring. + +Blorg: "Dino have brain of dried pea. Not club too many time or dino +get confused. Up to five hit okay. Chance of dino get confused each +time hit: hit 1 -0%, hit 2 - 20%, hit 3 - 40%; hit 4 - 60%; hit 5 - +80%; hit 6 - dino fall down. Dino not get too fast on belly." + + PAGE 12 + +Next comes the tricky part: jumping. This requires a good deal of +coordination, something which neither dinosaur nor caveman possess +in any great abundance. Press the joystick button to send your mount +leaping over obstacles in its path. + +Blorg: "Must have running start to jump. Dino not want to jump - back +up, try again. Do right or eat rocks." + +You can find out who's in the lead by looking under the athlete's name; +you'll see the last flag he or she has passed. A skull marks the +finish line. + + + + + + + + + +DINO VAULT + +Perhaps one of the most expensive events when it comes to paying the +price for failure, dino vaulters have proven themselves either as +athletes of steel nerves or zero brains. Dino vaulters don't care if +they're sailing over a dinosaur named "Bilious Breath," "Incisor Face" +or "Bottomless Pit" - just as long as they sail. + +Before you vault, you need to set the height of your dinosaur. To make +dino taller, push the joystick up. To make it shorter, pull the +joystick back. You can set anywhere between twenty and thirty. Once +that's done, click the button and you'll move to the starting position. + + PAGE 13 + +To successfully leap over the dinosaur, you must time your cave +dweller's approach precisely. First you have to make a good approach +by running in time to the sound of footsteps. To begin running, push +the joystick button. Then move the joystick slowly from left to right +and gradually increase speed as the tempo of the footsteps quicken. +When you near the edge of the ravine, press and hold the button to +plant the pole. Just before the pole is fully extended, release the +button and your athlete will - with a little luck and skill - sail over +the gaping maw of the dinosaur. + +Blorg: "Run fast. Plant pole right place. Let go right time. Not +all right, you dino delight." + + PAGE 14 + +Neanderthal vault judges were the original rappers. Aside from always +banging their heads on the rocks behind the dinos, they tend to speak +their own languange. Occasionally a vault judge might say, "Bad Vault" +after seeing a particularly nice performance. Don't be alarmed; to +them "bad" means good, as in "That was a baaad vault, man." Your vault +scores will still be recorded. + + EVENT SCORING + +Before the days of calculators, cavemen kept score by stacking dinosaur +chips for each victory. The athlete with the highest stack and worst +smell won. With the new Neanderthal numbering system, the Ugh-lympic +committee could at last abandon the dung method. The number of points +an Ugh-lympian receives depends on what place he or she finishes. The +athlete with the most points at the end of all six events is the jock +supreme. + + Place Finished Points + 1st 40 + 2nd 20 + 3rd 10 + 4th 5 + 5th 2 + 6th 1 + +NOTE: If your player fails to complete the event, he or she won't get +any points. + + PAGE 15 + + + +Well, those are the docs, every word. Enjoy the game. If your version +is not cracked be sure to get the copy protect file describing the +pictures of the cavemen. + +------------------------------------------------------------------------------ +THIS WILL GET YOU IN IF YOU STILL HAVE A PROTECTED COPY +These are descriptions of the people and events that they are good +at. You will need to enter these for the copy protection. + +LOOKING LEFT +man with small hairdo with finger in mouth Glork-Dino Race +man with prominent forehead and finger on forhead Sarth-Fire Making +man with club and round head Poog-Clubbing +LOOKING RIGHT +man with one eyebrow and big nose Brock-Saber Race +man with bell shaped head Zug-Dino Vault +LOOKING STRAIGHT AHEAD +man with mohawk and one eyebrow Borg-Mate Toss +man with small face and big head Shlep-Clubbing +GIRLS +decent looking face and sexy pose looking right Tunga-Fire Making +straight frizzy hair looking straight ahead Bartha-Fire Making + + AZREAL & FRODO THE BOLD + +P.S. Long Live the FiRM! + + diff --git a/textfiles.com/piracy/SOFTDOCS/centudox.txt b/textfiles.com/piracy/SOFTDOCS/centudox.txt new file mode 100644 index 00000000..63072b3d --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/centudox.txt @@ -0,0 +1,584 @@ + Centurion "Defender of Rome" by Electronic Arts 1990 + +Your goal in Centurion is to rule the world and keep the people happy. While +there's no single way to conquer the world, you may want to start by occupying +Alpes. + +Special Loading Features +E EGA mode +V VGA mode +M MCGA mode +TANDY Tandy graphics mode +NOSND Disconnect sound driver +PC Play music using the PC speaker +TN Play music using the Tandy speaker +ROLAND Play music using the Roland sound driver +LAPC Play music using the internal Roland sound driver +MT Play music using the Roland MT32 sound driver +AD Play music using the Adlib or SoundBlaster sound driver +ADLIB Play music using the Adlib or SoundBlaster sound driver +K Ignore mouse and use the keyboard only + +Example: typing "centurion e mt" would run the game using EGA graphics and + Roland sound. + + +Selecting Items: +Mouse Users - Use the mouse to move the arrow cursor to an item. + Press a mouse button to select the item. Note: On the Map screen, + the right mouse button is used to move legions. +Keyboard Users - Use the numeric keypad or the cursor keys to move + the arrow cursor to an item. Press ENTER or the SPACEBAR to select + the item. Note: On the Map screen, ENTER is used to move legions. + + +Special Key Commands on the MAP +While viewing a map: +E End Turn +F Complete fleet list +L Complete legion list +P Complete province list +Q Quit + + +Music On/Off toggle = Ctrl-S + +Enter a Roman Province by moving the cursor to a Roman province and +press the left mouse button or the SPACEBAR. + +Moving Legions From the Map +Mouse Users - Move the cursor to a legion and press the right mouse + button. The "ghost" legion icons indicate the provinces you can move + into and the fleets you can board. Point to the province you want + to move into or the fleet you want to board and press a mouse button. +Keyboard Users - Move the cursor to a legion and press ENTER. The "ghost" + legion icons indicate the provinces you can move + into and the fleets you can board. Point to the province you want + to move into or the fleet you want to board and press ENTER + +Moving Fleets +Mouse Users - Move the cursor to a fleet and press the left mouse + button. The "ghost" fleet icons indicate the bodies of water you + can move into. Point to the body of water you want to move into and + press a mouse button. +Keyboard Users - Move the cursor to a fleet and press the SPACEBAR . + The "ghost" fleet icons indicate the bodies of water you + can move into. Point to the body of water you want to move into and + press ENTER. + +Land Battle +Once you've selected a formation and a tactic, the battle begins. + +Directing Individual Units +To give orders to individual units on the battlefield, pause the game by +clicking a mouse button or pressing ENTER or the SPACEBAR. Now you can direct +any troops within your general's sphere of influence. To select a unit, place +the cursor on the unit and click a mouse button or press ENTER. A small dot +appears on the lower corner of the unit icon and the Unit Status Box appears. + +Mouse users - Move the cursor to the small dot, hold down a mouse button, and + drag the movement line in the direction you want the unit to travel. + Once you've determined the direction and distance you want the unit to + travel, release the mouse button. +Keyboard users - Use the numeric keypad to direct the movement line in the + direction you want the unit to move. Once you've determined the + distance you want the unit to travel, press ENTER. + +Naval Battle +Once you've slected a flagship, the splash screen appears. Click a mouse button +or press ENTER or the SPACEBAR to begin the battle between your flagships. You +can only fight naval battles using the keyboard. To control your flagship, use +the following keys: + Speed Up + + 8 + + Turn left 4 6 Turn right + + 2 + Slow Down + +ENTER = Board enemy ship +SPACEBAR or INSERT = Fire catapult + +Retreating +To flee a naval battle, move your flagship toward any edge of the screen, or +simply press R. A message will appear asking you if you want to reengage the +battle. Select Yes to continue the battle or No to retreat. If you escape the +enemy, a message will appear telling you which sea you retreated to. Your fleet +automatically retreats with your flagship. + +Racing Chariots +Once you've selected Race Now, the charioteers line up at the starting line. +Click a mouse button or press ENTER or the SPACEBAR to begin the race. + +Controlling Your Chariot with the Mouse. +Move the mose to the right to steer your chariot toward the outside of teh +track; move the mouse to the left to steer your chariot toward the inside of the +track. Pull back on the mouse to slow donw. To whip your horses, press a mouse +button. If an opponent is off to your left, press the left mouse button to whip +your oppeonent. if he's to your right, press the right mouse button to whip him. + + +Controlling Your Chariot with the Keyboard +Use the numeric keypad to control your chariot: + + Whip Horses + Whip opponent on left 7 8 9 Whip opponent on right + + Move left 4 6 Move right + + 2 + Slow Down + +PS/2 model 25 and 30 users - Press the up cursor key to whip your horses and the + down cursor key to slow down. Press the left cursor key to move toward + the inside of the track; press the right cursor key to move toward the + outside of the track. + +Gladiator Show +Once you've chosen your gladiator and his oppoent, you see the Colosseum. Click +a mouse button or press ENTER or the SPACEBAR to begin combat. You can only +control your gladiator using the keyboard. To control your gladiator, use the +following keys: + + + High Bock + High Strike 7 8 + + Move Forward 4 6 Move Back + + Low Strike 3 2 + Low Block + + +PS/2 model 25 and 30 users - Use the cursor keys to control your gladiator. To +strike your opponent, you'll have to press two keys at the same time +Right = Move back +Left = Move forward +Up = High block +Down = Low Block +Up + Left = High strike +Down+Left = Low strike + +---------------------------------------------------------------------- + Italia - The Beginning of an Empire +When the game begins you only control the province of Italia. The +legionnaire standing in Italia marks the single legion you command. +To go to Rome, you must enter the province of Italia. + +You start at the rank of Officer. At this rank, you can't raise +more legions or build fleets. And there's little you can do with +the twenty talents in the tresury. The good news is that you can +raise your rank and increase your wealth by adding - and holding +onto - provinces. + +FORM ALLIANCES +Winning allies with your tongue is less costly than subduing them +with the sword. When you first move your legion into a province, +you can try to negotiate alliances with your neighbors. + +CIVILIZE THROUGH CONQUEST +If the barbarians ignore your diplomats, they may listen to the +legion you brought w/ya. When you go to war, you choose a formation +and a tactic, and then start the fight. During the battle, you can +stop the action and direct individual units or cohorts (groups of +legionnares or cavalry). + +FIGHT MARAUDING SCUM +Rome has no lack of enemies. Barbarian tribes from the north invade +Italia looking for easy plunder. from the south, cities like +Carthago send out organized armies in hope of stemming Rome's rise +to power. As a soldier, you're obligated to protect Rome and her +allies from foreign attack. + +SMASH ENEMY FLEETS +Once you're high enough rank and you have enough money, you can +build fleets to move legions overseas and fight foreign navies. + +RACE THE FAMOUS CIRCUS MAXIMUS +With enought talents you can participate in chariot races in Rome. +Winning can earn you more talents and improve your reputation. + +SPILL BLOOD IN THE COLOSSEUM +W/O a doubt, the masses are happier when they're entertained, and +the blood that flows during gladiatorial events is guaranteed to +increase your popularity. + +The Game Turn +The game progresses in single year increments or turns. The turn +limits the actions you can take in a year. For example, you can +move or strengthen an individual legion only once per turn. Fleets +can be moved only once per turn, too. To go to the next turn, +select End Turn from the Map. + +RANK +You begin at the rank of officer. As you climb in rank, you can +command more legions and the senate grants you new powers. + +RANK LEGIONS FLEETS NEW POWERS +---- ------- ------ ---------- +Officer 1 0 -- +Centurion 2 0 -- +Tribune 3 1 Command cavalry legions, fleets +Legatus 4 1 -- +General 6 2 -- +Praetor 8 2 -- +Consul 10 3 Command consular armies +Proconsul 12 3 -- +Caesar 12 3 -- + +INCREASING RANK +In Rome, your reputation determines your success. Your rank in the +military depends on deeds and acts that distinguish you from the +rest of the Roman nobility. As your social status increases, you'll +receive promotions. Doing any of the following increases your +social status: + +Adding Provinces - Adding provinces (through conquest or + negotiations) increases your status. Adding provinces that are rich + in resources - Aegyptus, Carthago, Macedonia, Parthia, or Gaul - + brings more honors than adding poorer provinces. +Strengthening Treaties - Your reputation as a trustworthy + administrator also affects your status. Every time an alliance is + strengthened, your reputation improves. +Winning Chariot Races - Backing the right horse makes you look + good. When your team wins a race, you win the people's admiration. +Building an Amphitheater - All levels of Roman society benefit from + an amphitheater. This is a good way to win popular support. +Holding Gladiator Events - Lavish spectacles can increase your + popularity, but only when you fairly judge who should live and who + should die. +Maintaining Rome's Honor - It's your duty to uphold Rome's reputation as a + strong power, reliable ally, and fair administrator. Rome's honor is + tarnished whenever the people in a province become so dissatisfied with + Roman rule that they revolt. Plundering a province also tarnishes the + honor of the empire. You can only plunder a province one. Note: You + can not plunder Italia. While plundering is a quick way to fill up your + coffers, the people you just robbed don't appreciate it. And once other + countries witness Roman exploitation, they may be less willing to roll + out the welcome mat when your diplomats come knocking. + +Losing Social Status +Your reputation suffers whenever you lose a battle, fail at a game, +weaken an alliance, or fail to protect an ally from foreign attack. +But though your social status can weaken, you can never be demoted +to a lower rank. + +Becoming Caesar +Conquering all the provinces in the world is not enough to achieve +the ultimate rank of Caesar - after all, Roman emperors were +worshipped as gods. To become Caesar, you must also win the respect +and love of the people by sponsoring games and races, strengthening +alliances, and maintaining Rome's honor. + +Strengthen Legion - Recruiting soldiers to strengthen a legion requires talents. +The cost is proportionate to raising a legion. For example, let's say 20% of +your infantry legion (840 solidiers) was lost in battle. To strengthen the +legion back to its max, you'd pay 20% of the cost of raising an entirely new +legion (.2x20 talents = 4 talents). However, the no. of soldiers you actually +recruit may be limited by the man power in the province. + +LEGION SPECIFICATIONS +You can command 3 types of armies depending upon your rank: infantry legions, +cavalry legions, and consular armies. + +TYPE MAX Infantry MAX Cavalry +---- ------------ ----------- +Infantry 4200 --- +Cavalry 4200 300 +Consular 6000 600 + +Difficulty Levels +The difficutly level set under the Game Options menu affects how the soldiers +are divided into cohorts. At the lowest difficulty level, there are more +soldiers per cohort. While this gives you fewer cohorts on the field, it +actually works to your advantage - the more soldiers you have per unit, the less +likely they are to panic under attack. Higher difficulty levels give you cohorts +that are less resistant to direct assaults, which places a greater emphasis on +wise tactical use of our units. The following table shows you the max no. of +soldiers per unit at each difficulty level: + +Diffuculty Level Infantry Cohorts Cavalry Cohorts +---------------- ---------------- --------------- +Galley Slave 500/cohort 150/cohort +Legionnaire 400/cohort* 150/cohort +Senator 350/cohort* 150/cohort +Emperor 350/cohort* 150/cohort + +* At all difficulty levels, consular armies at full strength have + 500 soldiers/infantry cohort. + +The difficulty level also affects your enemies' courage - the harder the level, +the more courageous your enemies will be. + +Cohorts +Infantry Cohorts Elephant Cohorts Cavalry Cohorts +---------------- ---------------- --------------- +Speed: slow Speed: Good Speed: Fast +Size: 1-500 soldiers Size: 20 elephants Size: 1-150 equestrians + +GENERALS +The general directs and motivates his army. Each general has leadership +qualities that effect his ability to command: voice, charisma, and sphere +of influence. To see a general's leadership qualities, select his unit. + +Voice - The range of the general's control over his cohorts. Voice is the + numeric equivalent of teh general's sphere of influence. A + general's voice can range from 8 (small range) to 18 (great range). + +Charisma - As a leader, the general inspires his troops and increases their + courage. Units w/in the general's sphere of influence won't panic + as easily as units outside of his direct control. If a general + falls in battle, many troops may panic and leave the field - a + disaster for any army. + +Sphere of Influence - The general can only direct units w/in his sphere of + influence. Troops outside his sphere of influence act only on the + Tactic orders chosen before the battle, or on any Melee or Retreat + command you've given them since the battle started (however, they + will attack enemy units in their path and defend themselves when + necessary.) + +LAND BATTLE +When you fight the soldiers of a province, you're actually reducing the +available manpower of the province. You may want to kill as few enemy +soldiers as possible so that, once you add the province to your empire, +there will be more soldiers to recruit. On the other hand, if you're +worried about a rebellion in the province, you may wnat to kill as many +soldiers as possible to decrease the number of soldiers the rebels can +field. + +Choose a Formation and Tactic +Once you've chosen to go to war, you must meet the enemy on the field. At +the prompts, select a formation and tactic for your legion. These are the +preliminary orders for your cohorts. Once you've chosen a tactic, the +battle begins. + +Pausing the Battle +You can pause the battle in order to direct individual units or review the +courage status of any unit on the field. + +Checking Unit Status +Once the battle is paused you can check the status of each unit on the +field. To check a unit's status, select the unit. The unit status box +appears, giving you critical info about the unit's current strength and +courage. + +You can check the status of an enemy unit (or a friendly unit outside your +general's sphere of influence) by moving the cursor to the unit and holding +down the action button. + +Reviewing Orders +If you want to review the current orders for the whole army, pause the +battle and select 'Select Roman Unit'. + +Melee +To order a unit to move and attack the nearest enemy, select a unit, and +then select Melee. If you want all units to eelee (even those outside your +general's sphere of influence), select Melee w/o specifying any particular +unit. This "releases the Roman legion" - every unit in your will move to +the nearest enemy unit and attack. + +Note: When you release the legion, the army will proceed to slaughter with +reckless abandon. Melee doesn't produce a very systematic defeat of the +enemy and can very well lead to your defeat if initiated too early. On the +other hand, melee is a handy way to get units outside of your general's +sphere of influence to move and attack. Note: You can give new orders to +a unit in melee; but once you give it new orders, the unit is no longer in +melee mode. + +Retreat +To order a unit to retreat, select the unit, and then select Retreat. A unit +will continue retreating until it's off the field or until you give it new +orders. If you want all units to retreat (even those outside your general's +sphere of influence), select Retreat w/o specifying any particular unit. Note: +If you're protecting a Roman province from a marauding army and you order your +entire army off the field, the people of the region will rise up and annihilate +your army. + +SCIPIO'S BATTLE NOTES +Flanking +A cohort marches w/shields and weapons forward, making its flanks (sides) +and rear vulnerable to attack. Flanking is attacking a unit at one of +these vulnerable points. Whenever possible, you want to move your units +into positions to flank enemy units. + +Doubling Up +When two cohorts are attacking, their combined strength is thrown at the +enemy. "Double Up" on enemy units wherever you can. + +Routing +From a purely tactical standpoint, routing an enemy unit( making it flee +the battle field) is just as good as destroying it; after all, a panicked +enemy unit poses no threat to you. Once you rout an enemy unit, you may +turn your attacking cohort(s) on another enemy unit. + +Defense vs. Offense +Defense is easier than offense. Units that are set ( that is, not moving) +having an advantage over units that are moving - the defending unit can +inflict damage just before an approaching enemy unit closes in. If there +isn't a tactical advantage to moving a unit forward to meet the enemy, let +it stand where it is. + + +Calalry +Because of their speed and power, cavalry cohorts are the most effective +units on the field. A flank attack from a calalry unit is deadly. + +Elephants +The Romans discovered that the sheer size and strangeness of elephants were +enough to set ranks of men and horses in disorder. Troops are more likely +to panic the 1st time they face elephants. Once a legion has soldiers who +are veterans of battles w/elephants, their courage when facing these beasts +goes up. Elephants are well-armored toward the fromt but can be +effectively attacked from the flanks and rear. A panicked elephant unit +will behave erratically, often turning on its own troops in its attempt to +flee the field. + +Generals +A cohort's courage may drop when its general falls in battle. If the +cohort's courage drops to Panicked, the cohort will flee the field. To +keep your army's courage up, don't let your general move into a position +where the enemy can attack him. At the same time, take advantage of any +opportunity to destroy the enemy's general. + +SHIPS +The Romans armed their warships with catapults and ballistae or large arrow +launchers. In addition, each ship had a large ram fixed to the prow of the +ship which could be used to punch a hole in the enemy's hull just below the +surface of the water. In Centurion, there are three types of warships that +vary in speed, size, and durability: + +Triremes Quinquereme Galleon +Speed: Fast Speed: Good Speed: Slow +Durability: Weak Durability: Good Durability: Strong +Size: Holds 50 Size: Holds 100 Size: Holds 200 +foot soldiers foot soldiers foot soldiers + +You need to place soldiers on your ships in order to make your +fleet an effective weapon. To man your ships with legionnaires, +move a legion or army onto the fleet. Your ships can carry cavalry +units, too (although cavalry units don't give you any advantages +when fighting naval battles). Cavalry units take up more room +onboard - one equestrain requires the room of four foot soldiers. +Though the size of your fleet is important, the kinds of ships you +have is critical. + +The Flagship +If you have more than one type of ship in your fleet, you must select a +flagship before the battle begins. Each type of ship has it's advantages +and disadvantages when acting as your flagship. + +If no legion is aboard your fleet, your flagship will be manned by a +skeleton crew of one-half the maximum ship capacity; with a legion, your +flagship will have the maximum number of soldiers it can carry. + +SEA BATTLE +When you fight a sea battle, you actually controll only your flagship. As +you fight the enemy's flagship, your fleet's morale rises or falls w/your +progress. There are two things to watch during a sea battle - your +progress against the enemy flagship, and how well your fleet is fighting. + +Here's the scoop on the Sea Battle status line: + + /-> 7 ships 9 <- \ + / 100 men 100 \ +Strength of / / \ \ Strength of +enemy flagship / / \ \ your flagship + / / \ \ + / / | \ + # of enemy # of men aboard | # of your + ships left enemy ships left | ships left + not counting | not counting + the flagship | the flagship + | + # of men aboard + your ships left +Catapults and Arrows +The catapult only fires in a straight line from the bow of the ship. The +soldiers on board your ship automatically launch arrow whenever your ship +comes in range of the enemy. If all the men on your ship die, arrows will +no longer be launced - the catapult crew, however, will continue to fire +when ordered to. + +Ramming +To ram, simply steer the ram on the prow of the ship into the enemy's ship. +The heavier your ship and the faster you're going, the more damage you'll +do. + +Boarding +You can lower the boarding ramp anytime during combat. If the ramp makes +contact w/the enemy flagship, your legions automatically board and hand-to +hand combat ensues. If the ramp doesn't make contact, it will automatically +be raised. + +Chariot Races +Skulduggery +Select an option to bribe an opponent, hire a physician, or invoke +the help of the gods (to cheat). + +Bet +Select an option to increase or decrease the amount of your bet. +The max bet is 100 talents. The betting odds are always a min. of +1-1. Medium and heavy chariots are more difficult to master, so the +odds are increased to 2-1 for medium and 3-1 for heavy chariots. + +Note: Every time you win, the odds go down, and every time you lose +badly (3rd or 4th), the odds go up - max. odds are 5-1. + +You must circle the track 3 times to complete the race. Whenever +you finish a lap, one of the fish on the lap counter flips up. The +finish line appears when one chariot completes two circles around +the track. + +Watch out for the turns. The red speed limit line marks the max +speed you can be going when you enter the turn. If you're going too +fast, your chariot will break apart. The closer you are to the +outside track, the higher your speed limit and the faster you can +take the turn. Note, however, that the inside of the turn is +shorter - even though you can't go fast on the inside of the turn, +you may get around the bend quicker. + +H = Horse's energy +C = Chariot durability + + +GLADIATOR SHOWS +Select Gladiators +Select the gladiator you want to control, and then select how much +you want to pay for training. Now select the gladiator you want to +compete against and his level of training. once you've chosen your +combatants, the fight begins. + +In the Arena +As you fight, the crowd's pleasure will rise and fall with the +blood, gore, and action in the arena. The more wild swinging and +good blocks, the more the crowd likes it. The spectators don't like +to feel cheated, so drag out the carnage as long as you can but +avoid moments where there's no action. When a gladiator falls, you +get to judge whether he live or dies. Select "thumbs up" if the +gladiator gave the people a decent fight; select "thumbs down" if +the worthless dog dropped too quickly. + +If the crowd agreed with your ruling, the pleasure bar will rise. +If they thought you judged poorly, the pleasure bar will fall. + + + Painstakedly typed in by + Scorpion + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/centurio.txt b/textfiles.com/piracy/SOFTDOCS/centurio.txt new file mode 100644 index 00000000..f7388293 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/centurio.txt @@ -0,0 +1,331 @@ + + + + + + + + + Game : Centurion + Good stuff : Mouse/KeyBoard VGA compatibility + Documentation by : Gironimo (("Something Different BBS" (301) 753-9528)) + + + In this game you are trying to be "Ceasar of Rome", by trying to Conquer + the Provinces of Europe. It is a Difficult Game to Win (I have won 4 + times, but played for about 2 days straight through). + + The Object of the Game + + Move your Legions to the Different Provincesand either try to Negotiate + with them, or Defeat them In battle. + + + + + |===========| + | GAME PLAY | + |-----------| + + + A few things you Must know before you play. + + Talents are Like Money. You must pay out Talents for things such as + Strengthening, Forming, and Upgrading your Legions. It costs Talents to + Hold Games, Build Fleets, etc.... It does not cost Talents to Move a + Legion, or have a battle though. + + If you do not have a Legion on a province that you have overtaken, and + enemy can take it from you by merely going to it. So if you see an Enemy + near a province of yours you better get a Legion there. + + You have to run a Course of One year in this game. You can Move a Legion, + Strengthen a legion, Build a Legion, ewtc. in One years time... When you + can make no more moves, you go to the Icon in the top right corner, next + to the Year. This will revolve in a one year increment, then allow you to + make more moves. + + MOUSE BUTTONS: The left button clicks to the province/legion where the + arrow is sitting. (In the case of moving a legion off of a ship you use + the RIGHT button when the pointer is on the fleet holding your legion) + + Keyboard buttons: The Space bar is what you use to "CLICK" on a province. + In the Case of Moving a Legion OFF of a Fleet of ships you use your + RETURN/ENTER key, then it will show you your allowable moves) + + + + + + + + + + 1 LEGIONS + a) Raise Legion -->To Form A legion + 20 Talents for small Army: + 40 Talents for a Calvery: + 60 For a Full Army + (You can only Handle So many Legions at each level of Authority, and + certain Types of Legions at each level.) + + b) Strengthen Legion --> To Bring your Legion to Full force. + After you have fought a battle, and lost some men, you might want to + 'Strengthen" you Legion. But you must look at the Province "Man + Power" in order to get an idea of How much you are going to + Strengthen it. (If a Province only has 400 in man power and you need + 700 men to give you a full 4200 men, then you will only Strengthen + your Army to 3900 men) + + c) Move Legion --> Moves Legions from one Province to another. + When you choose this option, it will go back to the Map, and show + you Gray Markers to where you can move to. You can only move to a + Province connected directly to the Province you are already in. + + d) Upgrade Legion --> Upgrades your Legion (only the one you are + working with) to a Higher Ranking Army. + + e) Legion List --> Shows your List of Legions that you command. + + 2 TRIBUTE --> The Amount your Conquered/Allied Provinces will give you in + Talents. + a) Exempt this Province --> The province you Own give Nothing + b) Tolerable Tribute --> A Tribute that will have your people in a + content mood. (The ideal Tribute) + c) Irritating Tribute --> Just like it says. Irritating! + d) Oppressive Tribute --> This really pisses the People off. + e) Bleed them Dry --> This Tribute takes everything they have. + + 3 TRIBUTE POLICY --> You only get this selection in the Menus for Italy. + This sets a Tribute for all Provinces that you run, are allied with, and + that you Conquer. + + 4 HOLD GAMES --> You hold games when the Provinces are in a Bad mood, and + want entertainment. + a) In Rome (Italy) you Hold either a Gladiator Show, or a Chariot Race. + They Both cost you Talents, but Racing you can Bet talent that you + will win. + i) Skulldugery --> When you are about to race you can have a Physician + come out and give your Horse medicine, Have the Gods help you, or + Bribe the other racers to let you win. + ii) Bet --> to bet however many Talents that you will win the race. + b) In any other of the Provinces you just select a type of Game set up, + and it just costs you Talents. + When Holding games in Rome you have two choices, Chariot racing, and + Gladiator fights. Use your Cursor Controls when you are in the GAME MODE. + To make the Horses go faster hit the UP arrow key to Whip the Horses. If + the Chariot starts going to the Sides, Slow down a little by hitting the + Down arrow key. To move the Chariot from side to side use the LEFT/RIGHT + arrow keys. In Gladiator fighting the LEFT/RIGHT arrow keys move the + Gladiator back and fourth. the Up arrow give the Gladiator High Gaurd, the + Down arrow gives him Low Gaurd. The HOME/7 key hits the other gladiator + HIGH, and the END/1 Key hits him Low. If you happen to win the Fight, you + will get the Choice to KILL or SPARE the other Gladiator. In some cases + the crowd likes it if you kill him, in other cases they get Upset. + + 5 BUILD FLEET --> To build a fleet of Ships. You can only do this if Water + is directly connected to the province you are working with. + a) Triremes : 5 Talents each -> These are the smallest ships, but yet the + fastest. They are not very powerful, but if you master the art of sea + battle, you can easily win battles with these. + b) Quinqueremes : 10 Talents each -> These are the next step up, but + a little more powerful. + c) Galleons : 20 Talents each -> These are the most powerful of Ships, + and in a large fleet, winning sea battle is almost inevitable. + *** When in Sea Battle, Use your Cursor Controls to do battle. *** + + + 6 PLUNDER --> This is like going through the Province, and Taking all of + what the people have (Money, jewels, etc...) I do not recomend doing + this to just any Province. I would only do it to Provinces that are very + rebellious. + + 7 PROVINCE LIST --> This will give you a list of all of YOUR provinces and + the mood they are in, etc... + + + + MOVING LEGIONS TO A UNOCCUPIED PROVINCE + + When you MOVE your Legions to an Unoccupied province you will have a few + choices in front of you after reading about the Province, their wealth, + and disposition. These are the Choices. + + A) Friendly --> They usually do not go for this one. Rome is known for + it's over bearing armys, so this is not a good one to use RIGHT OFF THE + BAT. + + B) Diplomatic --> This is one to use on Provinces that seem to be + co-operative. It usually flatters the Leader, and making Allies usually + prevails, but the right combination of being Diplomatic, and friendly + must be used. + + C) Aggresive --> This is if you want to scare some wimpy Army. + + D) Utimatum --> Telling the other army to "Lay down your arms or Die" + + E) WithDraw --> Retreat, and leave the enemy in peace before a war starts. + + F) Go to War --> Just what it says. + + If you happen to make friends with a Province, they will ask you what type + of tribute you expect from them + A) LOW B) MEDIUM C)HIGH + Of course you would pick LOW, you can always change it later. + + + + + + + + + + + + + + GOING TO WAR + + When you pick the Choice of Going to war you will have quite a few + formations to Choose from. + + A) Balanced Army + + X X X X X X X X X X X X X X + X X X X X X + + O + B) Wedge + X X + X X X X + X X X X + X X X X + C C O C C + + C) Strong Right + + X X X X X X X X X X X X X X + X X X X X + X X X C C + O + + D) Strong Left + + X X X X X X X X X X X X X X + X X X X X + C C X X X + O + + X= Regular INFANTRY Men + C= CALVERY + O= COMMANDER of Legion + + + + AFTER SELECTING A FORMATION + YOU NEED TO SELECT A TACTIC + + 1...FRONTAL ASSAULT -> Attack Head on + 2...FORM A LINE -> Move troops to form a perfect assult line + 3...STAND FAST -> to stand in place and wait for the enemy. + 4...DRIVE A WEDGE -> to drive in a wedge formation. + 5...SWEEP RIGHT -> To move your legion to the right + 6...SWEEP LEFT -> To move your legion to the left. + 7...MASS TROOPS -> to move your legion in a tight formation and await + attack + 8...OUT FLANK -> to move your legions in a scattered formation. + 9..SCIPIO'S DEFENCE -> The front of the legion stands still while the rear + of the legion moves to the right. + 10..CANNAE TACTIC -> this draws the enemy into a pocket so you can attack + them in full force. Best used with the Wedge + formation + + + + + + + + + A LIST OF THE FORMATIONS AND TACTICS THAT GO WITH THEM + + The Formations are by their Letters, and the Tactic are by their number + + A) Balanced Army ******* Tactics -> 1,3,4,8,9 + B) Wedge *************** Tactics -> 1,2,3,4,10 + C) Strong Right ******** Tactics -> 1,3,5,6,7 + D) Strong Left ******** Tactics -> 1,3,5,6,7 + + During Comabat you may move a portion of your legion to a specific point + by pressing your right button on the mouse when the arrow is over the + portion of your choice. It will show you the current direction, then press + the button once more and hold it, then move the arrow in the directin you + want that portion to goto. ** IN some cases, and tactics you can not move + portions around in this manner ** If you get a responce that shows that + you can not move that portion of the Legion, you need to move your + commanding Officer closer to that portion (The Commander is the Single + calvery man) You may also Realease your Legion or a portion of your + legion. To release your entire legion you click the right mouse button + once, the battle scene will freeze, select the 'MELEE' Icon. to Release a + portion of your legion click your arrow on the portion you want to + release, it will show you the current path of movement, then go to + 'MELEE', it will then say "Releasing XXXXXXX," where XXXXXX is the + Portion's Legion number. + + + You can retreat, then release your troops as many times as you want, but + be carreful, if a portion of your legion moves off of the screen, they + will not come back. To release your legion (let them fight as they will) + click your mouse/keyboard on the MELEE icon. + + + + MOVING LEGIONS TO A FLEET OF SHIPS + + You can move a legion to a Fleet if that fleet is in the Boundaries of the + province your legion is in. You must have around 40-50 ships in the Fleet + to hold all of your legion, otherwise you will have to leave some of them + behind. After you have moved you legion to the fleet, and you reached the + destiny of your choice, you can move your legion OFF of the ship by + pressing you RIGHT button on your Mouse (on the Keyboard you press your + RETURN/ENTER key) + + + + + + + + + + + + + + + + + + + + TIPS AND SUGGESTIONS + + While in battle, it is smart to get your troops in a straight line and + WAIT for your enemy troops to come to you. This way you are prepared and + start swinging your weapons before they can get into position. + + It is not a good idea to Make a fleet of ships until you get somewhere + around 500-1000 Talents. This way you can form somewhere around 40-50 + ships. Most of the Enemy Fleets consist of about 100 ships. If you master + the art of Sea Battle, you can easily defeat a Fleet twice as big as + yours. + + In the begining stick to just a few Legions (Around Two), until you get up + to the Ranking of Legatus. this way you can Form Calverys instead of just + a small infantry. If you can make it, stick with just a few legions until + you reach the Ranking of General. This way you can skip Upgrading and go + straight to a Consular Army (The Best army to have).... + + + diff --git a/textfiles.com/piracy/SOFTDOCS/champion.txt b/textfiles.com/piracy/SOFTDOCS/champion.txt new file mode 100644 index 00000000..1401127c --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/champion.txt @@ -0,0 +1,933 @@ + The Champions of Krynn Adventurer's Journal + + By + Archon + +The Champions of Krynn is protected by manual the manual which consists +of the Journal Entries and Taern Tales from the Adventurer's Journal. +Since the journal is needed for game play (it gives hints nd +conversations as the game goes on), I did not remove the protection +and just typed the whole damn thing in. + +So, here it is! .... + +JOURNAL ENTRIES + +Journal Entry 1 + "Sir Era! Sir Era! We are ultimately responsible for these people! +I don't think that we have te space to accommodate all of these +refugees, considering that Vertrothe will soon be back from his uest. +May I suggest that we send them on their way? Th e simplest solution +would be to shut the caste against them and just pretend they don't +exist..." + + The odious minister to the Knight continues to fawn in the most +obsequious manner. His charm an personality have convinced you that +ridding the world of this... 'person'... would be beneficial toKrynn. +Fortunately, cooler heads prevail and the minis ter is quickly taken +from the room. + +Journal Entry 2 + "Listen, I know that you think that Sir Karl is a most honorable +Knight; however, I have found ut that he is under the influence of an +evil Dragon named Maya. Maya is able to transform herself ino the shape +of a beautiful woman. We must forget about finding Caramon at this +time. If we can get t the outpost in time we may be able to save it." + +Journal Entry 3 + We were captured by draconians disguised as the merchant band that +come through here every mont. When we were sleeping, they killed the +guards at the gate and captured us before we had a chance t even fight. + + "They took our leaders into the barracks and interrogated them. +They've all got to be dead now. + "Be careful! I saw one of the Draconians kill the commandant. As +the Commandant died the draconan's shape changed and then he looked and +sounded exactly like the Commandant. + + The 'Commandant' and the other leaders spend a lot of time in the +Commandant's Office." + +Journal Entry 4 + The townspeople come out and thank you after the last of the +Dragon Armies are driven from the outpost. They have a large +celebration with you as the guest of hoor. The new Commandant speaks, + + "Thank you for saving us. Your heroic actions will live forever." + + The people cheer you as you accept the key to the outpost. + +Journal Entry 5 + The gully dwarves scatter at your approach. Disgusting traces of +their recent meal permeate eveything in sight. Your camp equipment has +been opened and all foodstuffs eaten. You quickly look to he place +where you had left the piece of the dragon orb . It is gone! + +Journal Entry 6 + As you walk up to the dying body of the commandant, Grilliard +says, "Why did you do this to us?We are now too weak to hold the +outpost against Takhisis' forces.: + + You see a flight of Red Dragons closing in on the town ... + +Journal Entry 7 + "Listen, Sir Karl is the most honorable of men. I would follow him +anywhere. But there is someting very dark and strange going on around +him. He seems obsessed with a young girl named Maya. The fct that he's +about 40 years older than she is isn't rea lly the problem; if they'd +just settle down ad declare themselves! All that would happen is that a +few gossips will snicker and that'll be the en of it. But they won't do +that. Maya is extremely valuable to us. She has sources of information +tha are astou nding, especially for one so young. But whenever the two +of them are in the same room the ension is so obvious that... + + "Ah, never mind. You say that he seems to be all right. I will go +on that hope, and let trouble find me in their own good time. Let's +go." + +Journal Entry 8 + As you work to free the slaves, their shackles seem to come off +too easily. Before you can reac, they whip out weapons and prepare to +attack. One laughs, "The one you saw die before you was not Sr Karl, it +was a Sivak. There are no slaves here, it wa s only a story to lure you +to your doom." The begin to close in. + +Journal Entry 9 + She explains to Caramon, "I've been sent by Sir Karl to get you +back to the Outpost. There are umors that large forces of draconians, +hobgoblins, minotaurs, and others are gathering. We need you o direct +scouting and raiding operations. I see now tha t things are worse than +we thought. Throtl wa supposed to have been abandoned." + + Caramon says, "It's even worse than that. I have seen Brass Dragon +Eggs!" + + She gasps, "No! They must not do this again!" Then she pauses, +"Wait, how can they do it? I thoght the process was lost during the War +of the Lance. Did you see any evidence that they were succesful?" + + "No," says Caramon, "I was knocked unconscious before I had a +chance to look further." He turnsto you. "I need you to investigate +this matter. Find they key, and go to the old temple in the Northast +part of the city. Find out what you can." + +Journal Entry 10 + "...attempt a conversation without the intervention of Tak... + + ...book of spells that contains the necessary incantations and +rituals for the conversation. Itis said that this book will allow even +relatively weak ma... + + ...nze, silver, and gold were considered the most difficult +trans..." + +Journal Entry 11 + You follow Angar into one of the buildings. He yells, "I have a +gift for you!" and you are greeed by a Dragon Highlord and a group of +his minions. As you start to draw your weapons, you realize tat you +have lost a great deal of strength. He must have + drugged the food as well. + + You should never have trusted him... + +Journal Entry 12 + "Welcome to the southern outpost. I am Grilliard, the commandant +here. I hear you have importan news for me." + + You tell him about all of the adventures that you have been on and +all of the information that ou have gathered. After you finish you ask +him about the missing messenger. + + He looks a little nervous for a moment and the says, "He has been +ill. I am afraid no one can se him right now. Thank you for delivering +the information and good luck on your journey back. I'm afaid I have to +get back to work." + + With that, he waves you out of his office. + +Journal Entry 13 + SEE MAP FOR ENTRY 13 + +Journal Entry 14 + "Okey, dokey. Listen up people. Here's how you play. Now I've got +three cards here. Two of themare Gargoyles and the third is the +Princess. I'm gonna place the cards face down on the table, withthe +Princess in the middle. Now, aaall you have to do i s guess where the +Princess is after I move th cards around. Easiest thing in the world, +right? Its only three cards and I'm sure you won't have ay problem +keeping track of the Princess. Simplest thing in the world. Now, who'll +place a small wage of saaay, + 3 steel pieces?" + +Journal Entry 15 + "Listen," the woman says, "we ... that is, Sir Karl and I ...have +determined that it is imperaive that the entire area be evacuated. The +number of sightings has increased to an alarming degree. e want you to +head into Gargath and force the populatio n to evacuate immediately. +Thank goodness thre are no more Draconians. I don't know how we would +be able to get out if we had them to contend wih as well." + +Journal Entry 16 + The plan has to be carried out in stages. Stage One, which is +already complete, was to threatenvarious small areas to the north and +get the good armies to begin a consolidation of their forces. W were +fortunate to find a rather hapless party that we were able to use to +pass the false informatio to their leaders. It was pure chance that +they were sent after Caramon when he was captured in Thrtl. We couldn't +have planned better for our purposes. We left clues behind to lead the +group to Gargth, Jelek and Neraka. This gave us time to complete our +plans for the ambush at Sanction. + +Journal Entry 17 + ...the book of conversion that I found is useless. It doesn't +give us the actual ceremony to prform. It is merely a description of +the ceremony. I will have to come... + +Journal Entry 18 Tale of Sir Dargaard: + + In the past, a faithful Knight of the Rose named Sir Dargaard +gained an item which gave him gret fighting prowess. He was a scourge +of the evil armies until his entire company was poisoned at a east. +The company was buried along with Sir Dargaard's + great device in lands later overrun by evil. The evil ones sought +to wrest the artifact from the tomb, but were slain by the spirits of +SirDargaard and his company. Our scouts now say that draconians have +attempted to penetrate the tomb aain, perha ps with sufficient strength +to succeed. It is time for a truly noble knight to go and askthat the +artifact be passed on to guard the forces of good today. + + On a side note, you will be happy to know that Caramon has +contacted our elite units in Solamni. The Council of Knights +themselves will lead them into the coming battles. I will be certain +to mntion your impressive record to them when they arrive. + +Journal Entry 19 + The Dragonlance was a stroke of genius. With one small theft we +distracted them from the main hreat and forced their attention on the +recovery of the weapon. This became Stage Two, since it fitso neatly +with our plans. It allowed us to delay the o riginal kidnapping of Sir +Karl just long enouh to gather many more bodies for Sir Lebaum to work +with. + +SEE MAP FOR ENTRY 18! + +Journal Entry 20 + The 'Plan' is to be carried out in three stages. Stage one is +nearly done. We have managed tokill Caramon and Tanis and have +captured or put to flight most of the other 'Heroes' from the +Dragonance Wars. The good armies are reduced to sending out + hapless adventurers who have little or noexperience. We have +managed to feed information to one of those bands with notable success. +The inormation is true, but it always comes too late to be of any +interest. + +Journal Entry 21 + "Hey, come here. Look at this. This is a piece of the dragon orb +that Tasselhoff broke! Just his little piece of the orb will allow you +to control the largest dragon! I'll sell it to you for oly 2,000 steel +pieces... and it's a bargain at twice th e price! NO, don't touch it +with your bare fngers. THe last person who did that woke up with a +withered hand! Gruesome. So, what offer have I" + +Journal Entry 22 + "Welcome, I am Jadefang. I have been assigned to capture thisss +hole and convinssse you 'Humanss' that you ssstill own it . We did +this ssso we could gather information and keep the sssouthern oad open. +Sssince you have given usss a lot of usssefu l information, I thank +you." + + He bows gracefully and continues to speak. + + "However, you also have dissscovered our sssecert and therefore +you mussst die." + + YOu now notice that he is not alone in the barracks. He rises +into the air... + +Journal Entry 23 + SEE MAP FOR ENTRY 23! + +Journal Entry 24 Old ogre's story: + "I was once the councillor to the ogre princes, but I have become +too weak and crippled to keepmy place. Now I hear of plots against our +lord Gravnak, by one of his lieutenants. Draconians hav slipped into +the manor house and will strike when the current meeting ends. I +watched them enter ad saw the secret sign they gave the guards. + + I have no love of these assassins or their traitorous ally. Use +the sign to enter the manor, sek out the assassins and find evidence +implication Morog. He is the traitor. His rooms lie in the outheast +of the manor." + +Journal Entry 25 + "When you get to Gargath, beware of anyone who appears to be +bending over backward to help you. be especially aware of anyone who +mentions Sir Karl. We don't think that they know that we are no ware +of their deception. + + "Be especially careful about any clothing they may want you to +wear. There is an evil mage in he town who delights in putting curses +on harmless-looking objects. Good luck." + +Journal Entry 26 + "Gargath was overrun about a week ago. There were only a few of +us here at that time trying reuild after the War of the Lance. +Draconians and evil forces snuck in at night and captured the Keep +Since then they have been bringing in prisoners and p utting them to +work. They make us wear these ood to keep track of us." + +Journal Entry 27 + "We have had to exhume all of the bodies in the graveyard and burn +them. We found out that somone was entering the burial glen, digging +up the bodies, and then re-animating them into zombies andghouls. It's +been hard, especially for those that rece ntly buried their loved ones, +but it was necesary." + +Journal Entry 28 + "I've been kept out of the burial grounds now for a week, I can't +even get in there to get my tols. There are strange things going on in +there...open graves, broken tombstones, strange noises...ven the +animals are gone! That Sir Lebaum is ruining t he town. He even made +his office in the buril glen! It's in the building just to the south +and west of here but the door is through the graveyad. + + "That's another strange thing...nobody's ever seen our new leader, +at least, nobody that I knowof. He gives his orders and the 'guards' +carry them out. + + "Things just ain't right." + +Journal Entry 29 + Stage Four runs almost instep with Stage Three. As soon as Sir +Lebaum has launched his attack,the mass conversion of dragon eggs into +draconians will be performed. The good armies will be caugh in our +mailed fist! They have no idea that they are a bout to be attacked by +two huge armies! The irst of the good armies will be filled with their +leaders and the elite of those accursed Knights. hen our armies rise +so quickly, we shall cut the very heart of their ability to resist us. +With theleaders de ad the rest of the rabble will wander like sheep. + +Journal Entry 30 + Stage two is currently coming to fruition. Sir Lebaum, our Sivak +who has taken over the leaderhip of the Knights of the Rose, has sown +enough discord in the ranks of the knights to render them ieffective +against us. In a few days he will issue the order that will send most +of the knights overthe mountains and out of this area altogether. + +Journal Entry 31 + "Watch out for the minister. They say that he has taken over the +castle of Sir Era and now run the old knight, as well as the kingdom. +The people are being...hush! He's here." + + +Journal Entry 32 + Gravnak's alliance plans: + "We are both hunting for Myrtani while he seeks our deaths. I +have no love for sanctimonious kights and their ilk, but I do love my +life. To keep that, I would suggest a temporary alliance. Mytani has +a base in Kernen which he visits quite often. + If you can slip into town, I have allies whowill help you penetrate +the base and kill Myrtani." + + He then shows you the secret sign to give his allies. + +Journal Entry 33 + "The Dragonlance has been moved to Jelek. After the Keep was +overrun I managed to smuggle it ot of town and hide it in the burial +glen. It is hidden in an unused tomb in the north-west corner o the +grave yard. You will recognize the entrance becau se there is a silver +rose bush growing just bfore it." + +Journal Entry 34 + Gravnak and the draconians turn on you. "Fools!" he hisses, "Did +you really think a member of y proud race would every ally with the +likes of you?" + + You are attacked from all sides. + +Journal Entry 35 + "I was with a party of knights and others under Caramon that came +in here to explore. We havent really found anything. Caramon's +already left to report. I guess you must have missed him. + + "Oh, one thing we did find out was that there is a treasure left +over from the previous occupans of Throtl. We got word of it from a +hobgoblin who was sneaking in to claim it. Before he died, h told us +that it was located in the south-central area of the city. Tell you +what, if you help me fnd this treasure, I'll split it with you. All +right?" + +Journal Entry 36 + "Thank Paladine you're here. They've taken everything! My poor +family, my friends and retainer. Gone." He breads down. After a +while he looks up in anguish and says, + + "There's an Aurak who seems to be in charge. He's had his minions +scouring the Keep. He's looing for my dragonlance! He'll never find +it. It's hidden. Hidden very well. Nobody can find it. But I'll tell +you. Yes. Yes, I'll tell you. You're f rom Caramon? Of course, of +course. Look on he sixth story. As you come up the stairs you will +see a door directly ahead of you. The wall to te left of that door has +a secret door in it. The Dragonlance is in there." + + He looks around in fear. "Where are they? Where? They were here. +I saw them. My little ones Where are they? I must go, I must. I +will slip out down the stairs. Goodbye, goodbye. Get the ance!" + +Journal Entry 37 + Stage Three is about to begin. The good armies are marching on +sanction, and our friendly 'advnturers' are still trying to figure out +how to get the Dragonlance. Sir Lebaum has been working in he arena of +Duerghast. He will begin to raise his army + of undead as soon as the good armies are in osition. We anticipate +that this will take another day or two. I have Blue Dragons stationed +at Durghast to guard the eggs and Red Dragons are waiting to give me +word when he has finished his prepartions. Wh en I hear from him the +final stage will begin. + +Journal Entry 38 + "They're back...back there...who, look out! No, no, no. I +stabbed one but it took my sword. couldn't get it out of its body! +Caramon!" + + His eyes clear for a moment and he becomes more lucid. "Listen to +me," he says, "they've captued Caramon. Most of our party has been +wiped out." + + He suddenly jerks about. "What's that! Get them! They've got +Caramon. Find him. I'll findhim. North, north and west and south. +Traps! Back up...go back now. Quiet, quiet, quiet...look ot! Above +you! oh no, oh no, oh no..." + + He gets a sly, slightly mad conspiratorial look on his face. "I +saw a money chest in a room tothe east. I'm gonna get it and I'm set." +He looks around and leans towards you, "You wanna help? uh, what d'ya +say?" + + The terrorized look comes back. He screams and gasps in terror. + +Journal Entry 39 + The great ship lists to port and seems to pause in silent +anticipation. The sailors jump off lke rats. In the distance, a hump +of moving water marks the place where the gigantic whale swims awy. +Your boat starts rocking as the waves from his blow + to the ship finally reach you. + + The ship finally slips quietly under the waves. The orb +fragment--and the Vampire--slide downto their final resting place. + +Journal Entry 40 + The road back to Solace is filled with the refugees of Krynn. +Wretched individuals and familie carry what possessions they can +on their backs or on small pushcarts and wheelbarrows. They al scan +the sky with fear; waiting for the horrific sigh t of dragons flying +out of the sun to breath eath onto the miserable line of humanity. + + The Second Flight of the Dragons has devastated Krynn. Sanction +is a smoldering lake of lava. Gargath a pile of melted stone, and +Neraka has been blasted into oblivion. Only JElek and Kernan suvive in +this part of the continent; and they have becom e enclaves of evil. +Jelek has become Sir Lebum's base of operations, where he continues his +experiments with the undead. Kernan has been taken ver by Myrtani and +his horde of newly created draconians. + +Journal Entry 41 + The prisoner looks at you with agony as another shudder wracks his +body. Suddenly, his flesh sems to split and a foul odor permeates the +room! You start to gag and cough in the middle of the stnking cloud. +The door behind you closes and you hear t he bolt being driven home. +You are trapped! + +Journal Entry 42 + The prisoner is extremely weak. He barely croaks out some broken +phrases: + + "...the Castellan is alive. He's being held here on this +floor..." "...an Aurak...silver eggs..black dragons...book.." + + He grabs your arms and dies. + +Journal Entry 43 + "They have built up a large, wooden structure in front of the main +gates of the Keep. I don't now what it looks like inside. I can tell +you that the main gates are in the upper-northwest cornerof the city. +In the middle of the city you will find a + secret door into the wooden structure. It i currently being guarded +by draconians because it's location has been discovered recently." He +lick his lips in consternation and suddenly speaks in hushed intensity, +"Listen, there's a dragonlance i the Keep. + I know, all of them were supposed to be sent South but the Castellan +was injured during he War and his lance was brought with him when he +returned. You must find it!" + +Journal Entry 44 + "Ah, come on Grag! You know that we're supposed to guard the +grave of this guy. The captain'sgonna be mad if he sees us in here. +Uh, by the way, can you buy me a drink? I'm a bit short this wek." + +Journal Entry 45 + SEE MAP FOR ENTRY 45! + +Journal Entry 46 + The tree suddenly explodes! The locket is thrown away from the +enchanted circle. From the swiling ashes of the explosion an ominous +shape slowly rises. Vaguely manlike, it's features are +indisinguishable in the thick smoke. Giant Rats and Mobats charge out +of the impenetrable dust!" + +Journal Entry 47 + "We've had a lot of unsavory characters passing through town +lately. The good armies have leftus in the lurch and we are forced to +take the law into our own hands in order to protect the citizens of +this town. Here's the official proclamation." + + "All persons entering Jelek that are unknown to the guards shall +be assigned an escort for the uration of their stay in the city. They +will be restricted to the public parts of the town. The buial grounds +are strictly forbidden to all strangers.' + + "It's signed by our leader, Sir Lebaum. + + "So, here's a nice young man who'll show you around the town. + + "Skyla! Come over here!" + + He introduces you to a man who looks you over and breaks into a +goofy grin. His entire aspectseems dignified enough, until he smiles +or begins to talk, then his ancestry is extremely questionabe and you +wonder if maybe he hadn't suffered a fall on his head as a child. + +Journal Entry 48 + "Finally, you're here. I got work that Sir Karl was going to send +someone to check this place ut. I've been waiting for you for days. +Come with me." + +Journal Entry 49 + Sir Karl's dying monologue: + + "They tortured me to get information, but I gave them nothing. +Killed my guards when they camefor em again. Afraid I didn't quite +make it all the way out. Things getting dark...Hard to concentrate. +There are slaves own there. They must be freed from this evil place... +Remember me to Maya..." His breathing stops. Journal Entry 50 + Draconians! + + I have good news. I have managed to attain the volume that we +have been searching for all of tese years. The power to create more of +our kind is now in my hands. Send me all of your eggs alongwith any +mages and clerics that you may have with you. + I'll be at the Citadel of Gargath very soon. Have the eggs packed and +taken to me within the week. + + By order of Myrtani. + +Journal Entry 51 + "The worst monsters our scouts have reported anywhere in the area +are hobgoblins. Draconians an evil dragons have long since abandoned +this area to our forces. Still, be a little wary on your wayto Throtl. + + Also, be sure to report back here immediately, if anything unusual +or dangerous occurs. This oupost depends on information brought back by +patrols such as yours. Good luck and may Paladine watch ver you." + +Journal Entry 52 + The weapons and armor of Solamnic Knights and their allies are +strewn about the corridor. All o them are bent or broken and quite +useless. There is a hole in the ceiling above. It is evident thatthe +party was ambushed. There are no bodies. + +Journal Entry 53 + Men discussing a rebellion: + + "I can't believe that we are letting an Aurak dictate what we have +to do. Its not right. We creted them to serve us, not the other way +around. At the meeting I'm going to speak in favor of restruturing this +alliance. Only their slimy blood will flow. " + +Journal Entry 54 + A large number of human warriors are gathered here. One leaps upon +a table and calls out, "Who mong you wishes to overthrow Myrtani?" As +hands raise throughout the room, archers slip out from behnd curtains +and fire. The man on the table laughs, "Myr tani will be grateful for +your identifying yorselves." + +Journal Entry 55 + "They say that there is a Vampire that has been enchanted in that +old tree. A very powerful mag trapped him there before the world was +changed. The only thing that will release him is a piece of he soul of +the mage who trapped him. The mage is long d ead, however. The only +know artifact that hadany relationship with him is the Locket of Light. +But that disappeared into the west long ago. + +Journal Entry 56 + Sir Karl's last message to Maya: + + "I realize now that I shouldn't allow our differences to interfere +with our feelings. I suppose t my age it takes a while to adjust to new +things. Remembering your beauty and bravery has helped mewithstand the +tortures they have subjected me to. I now + go out to gain my freedom. If I fail, then kow I held you in my +thoughts to the end." + +Journal Entry 57 + Red Dragon's Story: + + "Once when I was young and my scales were sleek and smooth, I was +appointed protector of the Crwn Jewels. Beautiful they were, glistening +in the torchlight. Many a tasty thief came by to admire tem, but I +always kept them safe. Then the city fell an d the jewels were lost. +Since then I have soght them everywhere. I am sure they will turn up, +so that I can watch their glittering beauty again The crown was the +prettiest piece, golden and encrusted with gems. Ah, such a wondrous +time." + +Journal Entry 58 + "Hello, and welcome to Jelek! We have recovered so well from the +recent war that we are able t provide you with a guide that will bow +to your every need. He will direct you to our Inn, where yu can rest +in luxurious peace, and point out the exciti ng new businesses that +have helped to make Jeek the most dynamic town in all of Krynn." + + He waves over a tall, handsome young man. "This is Skyla." he +says, "He will be your escort fo the duration of your stay in Jelek." + +Journal Entry 59 + "Listen, I've been following you for some time now. That Skyla +character is the leader of a fation of guards that has taken over the +city. He looks stupid, but don't let that fool you. He know exactly +what he looks like, and he knows how to use it + to his advantage. + + "He takes his orders from Sir Lebaum. Lebaum took over about a +week ago. It was slow and insiious how he did it. No word got out at +all and, initially, there was lots of business for our hops. +Everyone was happy. Except that now he's cut of f all contact with the +outside. Anyone that omes in here either joins the guards or is +killed, as you almost were. + + "There's another disturbing thing. I've done some digging around +and nobody has even seen thisSir Lebaum character. Most people have +never even heard of him. There was a Knight of Solamnia of hat name +that was corrupted by Takhisis many, many year s ago but legend has it +that he died--horribl, they say. + + "I'd like to get into the graveyard and examine his office. Are +you willing to go with me?" + +Journal Entry 60 + Message on body of Prison Lord: + + It has come to my attention that the bodies we receive here in +Sanction from your prisons are i highly deteriorated condition. We +realize that information must be gained by torture and that it i a +useful way to relax, but I would prefer it if a majo rity of the bones +remained uncrushed. I willnot repeat this request. + + Sir Lebaum + +Journal Entry 61 + I want you to find the adventurers and put them out of our misery. +They have served their purpse, now I'm afraid they may find some way to +get word to the good armies. Eliminate that threat. + +Journal Entry 62 + Message from assassins. The paper reads: + + We have contacted a traitor at the renegade ogres' base. We can +slip in unobserved and slay therenegade leaders. If we are not +successful, beware. Our spy tells us that the renegadesmight try to lly +with forces of good. Their knowledge of Kernen make s them dangerous. + + A rough map is drawn on the back. + + Sir Karl then speaks, "The Solamnic Cavalry is already on the +march. It will not be too long unil these first units have arrived in +the area. We must have information on the enemy strengths and waknesses +soon. The Solamnic force will be small and an ambush could cause them +problems." + +SEE MAP FOR ENTRY 62! + +Journal Entry 63 + See map + +Journal Entry 64 + WANTED: Soldiers to wage the battle against the Solamnic usurpers +of KRYNN. 5 steel pieces whn you sign up and a guaranteed 2 steel +pieces a week until the end of the engagement. See the recruting +officer at the Southern Sanction Inn for details. + +Journal Entry 65 + Draconians! + + I'm afraid that the book that we spent so much effort in obtaining +has turned out to be even moe important than we thought! Not only are +we going to be able to create more Draconians without usig eggs, but it +has taught us how to use the dragon orb to make our existiong +Draconians even more poerful! The Plan proceeds! + + Death to Solamnia! + +Journal Entry 66 + The ogres lead you along a twisting corridor. They assure you +that the passage is completely uknown. Gravnak whispers for you to be +ready. He puplls a lever, but instead of the wall opening, te floor +drops out from beneath you. Myrtani appears ne xt to Gravnak and both +begin to laugh. JOURNAL ENTRIES 67- + +Journal Entry 67 + "I was with the patrol that followed Caramon in here. We ran into +trouble almost immediately. We were not really expecting much +opposition but...We were ambushed by a large force of hobgoblins and +draconians. I was knocked out by a blow to the head early in the +battle. I awokein a dark corner, alone. It took me a while to get my +bearings but I finally went out in search of y companions. I overheard +from passing patrols that ev erybody except Caramon was killed. + + You must help me find Caramon. He must not be allowed to fall +into the hands of the leaders ofthis band. + +Journal Entry 68 + As the Vampire grasps the piece of orb a deep trembling shakes his +being! Blood begins to run rom his eyes and ears as a high keening +sound forces your party to hold their heads in anguish. TheVampire is +desperately trying to rid himself of the gla ss object. It will not +leave his hand! Old imsanks' spell of permanent binding is working! + +Journal Entry 69 + WEARY TRAVELERS! Come to the best accommodations on KRYNN! The +SOUTHERN SANCTION INN is open or your business. We are located in the +southeast corner of the city. + + THE DRAGONS CURSE is open for business in the middle of Sanction. +We have the best selection o drinks since Istar sank beneath the sea. +Non-humans welcome! + + IF YOU GOT THE MONEY. WE'VE GOT WHAT YOU WANT! While our +inventory had been decimated by the ecent war, we are again open and +offering the finest in magical items available. As always, if we dn't +have it, we will find it, or make it. All we need is time and money. +GUSMARKEN'S MAGIC SHOP. ocated in the eastern-central area of the +city. We are the first door to the right, heading north fom the inn. + + THE SHARPEST, MOST DURABLE WEAPONS MONEY CAN BUY! Come to our +smithy, located just north of th Southern Sanction Inn, and peruse our +fine selection of blades, armor, arrows, darts and anything ese you +could possibly need to equip your party. REASONA BLE RATES! + + SO, YOU THINK YOU'VE EARNED THE RIGHT TO ADVANCE TO THE NEXT +LEVEL! Horgathindorn's Training Hll has worked with the best! Come +see us in the Northeast Corner and see if you've got what it take! + +Journal Entry 70 + "Listen, I've been following you for some time. You need to get +to Jelek as quickly as possibl. There are rumors that Sir Karl is +about to attack the town in order to get at the last Dragonlanc that +remains in our hands. Once you arrive, a resista nce worker will join +your group as an escort. Jelek has become prosperous lately and they +are requiring all visitors to be escorted through the twn. The stated +reason is to show new visitors around the town, the real reason is to +keep an eye onall newcom ers and prevent anyone from getting into the +graveyard. Our man's name is Skyla, as soon s you arrive he will be +able to join your group and help you find the Dragonlance that the +castellanhid." + +Journal Entry 71 + Myrtani is gathering his forces in secret areas around Sanction. +We won't be ready for a few weks yet. My minions have started +gathering materials for my use. Several graveyards have been lootd +already. Many of them have left the open grave sites + unfilled. I suppose it can't be helped. Stpidity has always been our +most dangerous enemy. + + Myrtani has found a Dragonlance! I urged him to give it to his +strongest warrior but i'm afrad that the draconian doesn't trust anyone +who could hold that much power. Foolish. He's going to hde it away +somewhere in Sanction. + +Journal Entry 72 + See map! + +Journal Entry 73 + "After the battle I was taken to see a powerful cleric. He +laughed at my defeat. They led me o some doors that glowed in the +darkness, opened them with a key that he pulled from his robes, and ook +me to a dark temple. I saw a bronze dragon egg on the altar! He told +em that they were going t start the corruptions again! Then he had his +minions beat me. + + "I woke up here. If it hadn't of been for the treachery of a dark +elf, and a sneak attack frombehind, they never would have captured me." +He pauses. "I'm sorry for my men." he says, "They had o idea what we +were getting into. Krynn's blood, I did n't know either. We were +unprepared for the xtent of the evil forces. + + "The ambush was a complete surprise." + +Journal Entry 74 + Tanis's tale: + + "I had heard of slaves being taken in the area, so I disguised my +self and arranged to be captued. I have just managed to free the +slaves here, but more are held to the south. I will organize the +slaves here while you free the others. Then we will arrange a +diversion to allo the slaves a chance to escape." + +Journal Entry 75 + "I am the only one left from the ambush. I was knocked out early +in the combat. By the time Icame to, the enemy was gone. Caramon is +dead. I figure that they must have ganged up on him first. His was the +only body left behind. You don't want to know what condition they +left him in. Evidenly they wanted to leave a warning to anyone who +comes after him. It was awful. I laid him out as bst I could and have +been working my way out of Throtl. We must get back and warn the +Outpost! + + "I don't understand how they could have known that we were coming. +The ambush was obviously wel planned. They knew exactly who was with +us and exactly how to counter any attack we could muster. + +Journal Entry 76 + ...friend has many objects of value for sale... + + ...great frog collection!!!... + + ...sword that seems to be magical, at least undead creatures are +afraid of it... + + ...many potions for sale... + + ...information about the incidents of undead and draconian +incursions in the area... + + ...a beautiful daughter... + +Journal Entry 77 + Base Commander's papers. You find: + + A list of orders authorizing an attack on the knight's outpost. + + A supply list, consisting mostly of implements of torture signed +by someone known as the PrisonLord. + + The final page is an order to turn all slain prisoners over to a +Sir Lebaum. + +Journal Entry 78 + "Now, what do you know about that! They say that a real +dragonlance has been found in the hill to the east. It also carries an +enchantment that will force any dragon to your will if you but woud the +beast." + +Journal Entry 79 + Gravnak's story about the Guardian: + + "The oldest rulers of Kernen ordered the city's mages to create a +deadly guardian for their casle. How they did it no one knows, but the +magicians gave this thing to the king. Over the years itbecame unruly +and was locked in the vaults below this b uilding. We know of no way +to harm it or chae it back to the vaults where it was kept. All we +know is that an ancient tome in the library contans a recipe for a +salve that will protect the wearer from the guardian's deadly bolts. +You must contruct this + salve in the alchemist's study before you can succeed in passing the +guardian." + +Journal Entry 80 + A few days after that, Stage three will begin. We have taken +the pieces of the dragon orb tht the kender shattered and have placed +them in strategic spots all around sanction. Raistlin's reseaches has +determined that, under the right conditions, e ven a piece of the +dragon orb can act as a poerful lure for dragons. Furthermore, each +piece can be tuned to a particular type of dragon. He has een lost to +us since the War, but his dark elf assistant has managed to create a +spell out of Raistln's notes. + With our captured Dragonlances. We will destroy all the good dragons +that remain in Krynn and our final victory will then be assured. + +Journal Entry 81 + SEE MAP FOR ENTRY 81 + +Journal Entry 82 + "So! At last, you've come to rescue me. You know these things are +quite clever. Not clever enouh for me of course I've just been +improving them somewhat. Oh dear. I do hope you didn't come throug from +the North...oh, sorry. + + "I suppose you'll be wanting to get me out of here now. Oh, there +are more people back there. Srangbourn is around here somewhere. He's +looking for Caramon. Oh, you want to find him, well that's an +interesting story, you see when we first got together two weks ago... + + Uh, I can help, you know. Caramon was taken somewhere south of +here. I've been trying to reset raps in case more draconians and +hobgoblins get here. + + "Why don't we team up, Ok?" + +Journal Entry 83 + "... the minotaurs have refused to come to our aid. They are +touchy beasts and I'm afraid that ur emissary was less than diplomatic. +We will attempt to contact them again but don't count on havin +their..." + + The fragment ends. + +Journal Entry 84 + "... we have contacted the minotaurs. They will help us. I must go +to Gargath. It is rumored tht there is a dragonlance stored there. We +must secure the keep and find the treasure room that is hiden there. +The map of the keep shows the places where w e believe the secret door +may be located. Giv the maps to your officers and ..." + + The fragment ends. + +Journal Entry 85 + "The cavernous maw of the great beast is used as an entrance to +the temple. The dragon's head i being artificially preserved through +magic. We need the dragon's fangs in order to complete our spel. If +they can be brought to us we can prevent draconia ns from ever ..." + +Journal Entry 86 + SEE MAP ENTRY 86 + +Journal Entry 87 + "I am Angar, one of the real guards of the outpost. We were +overrun about a week ago by draconan army. I was coming in from a +patrol when I saw them taking over. They were everywhere ..." + + He slumps down on the bed. You notice that he desperately needs +food and rest, but he waves offyour help and continues his story, + + "I hid and they missed me, but they captured most of the other +guards. They are being held in te outpost jail. Also, they're guarding +the north side of town heavily. I think they might might havehostages +there too." + +Journal Entry 88 + "Just before the Temple of Duerghast was closed, dead bodies +were seen being carried into he arena in the Temple's northwest corner. +There were hundreds of them. It has been discovered that he Death +Knight, Sir Lebaum, has taken over the Temple and has gathered +together the exhumed dead fo miles around. + + "There is no way that you can get into the temple through the +front gates. You must get the Shaowpeople's support. They have tunnels +that cross from the Temple of Hueryzd to the Temple of Duerghat." She +pulls out an amulet. "This amulet will let you through a secret door. +The Shadowpeople will find you once you + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/chessii.txt b/textfiles.com/piracy/SOFTDOCS/chessii.txt new file mode 100644 index 00000000..05cd43b9 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/chessii.txt @@ -0,0 +1,95 @@ + +Battle Chess II Game Codes. + + +4) Timur (RED) +vs. Yung Le Ti (BLUE), +1395 AD + + RED --------- BLUE + +01. C2H3 C2H3 +02. R1F2 C8H5 +03. N8F7 C3F4 +04. C3F4 P3F1 +05. C5H3 M3F5 +06. C3F4 P3F1 +07. P3F1 N3F2 +08. P7F1 P5F1 +09. P9F1 P5F1 +10. P9F1 P1F1 +11. P3F1 M5F3 +12. N5F7 M7F5 +13. N7F5 M7F5 +14. N5F6 K5F1 +15. C3H6 N7F6 +16. C6H5 K5H6 +17. C2H4 C8H4 +18. P3F1 N6F4 +19. C5B1 R1F3 +20. C5H4 K6H5 +21. R1H2 R1H6 +22. R2F8 K5B1 +23. C6H5 R6H5 +24. C5H8 N4B2 +25. R9F4 M5F7 +26. R2H6 C4H7 +27. R9F5 C7F7 +28. K5F1 P5H6 +29. K5H6 C7H4 +30. R9H6 mate + + +5) Morphy (RED) +vs. Ching Ti (BLUE), +1860 AD + + RED --------- BLUE + +01. C8H5 N8F7 +02. P5F1 C2H5 +03. C2F4 K5F1 +04. M2F3 C5F3 +05. C5F4 N7F5 +06. C2H5 C7H6 +07. R1H2 C6F4 +08. K5F1 C6H5 +09. K5H4 C5B3 +10. N3F4 C5H6 +11. N4F3 C5H6 mate +12. P4F1 R7H6 +13. K5H4 P5F1 +14. P4F1 C5H3 +15. C3H5 P3F1 +16. P4H5 G4H5 +17. P5F1 K5F1 +18. R1H6 C3F5 +19. R4F6 K5F1 +20. R4F1 N2F3 +21. R4H5 K5H4 +22. C5H7 C3B4 +23. R7F3 C3F1 +24. R7F2 R1F2 +25. R7F1 M3F5 +26. R7H6 mate + +This Is Particial Of The Game Codes Two Other Of Them Are Lost. I Hope This +Will Help You Enjoy Battle Chess II. + + Belch. + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/civi.txt b/textfiles.com/piracy/SOFTDOCS/civi.txt new file mode 100644 index 00000000..bc4e61d7 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/civi.txt @@ -0,0 +1,2952 @@ + + CIVILIZATIONS FULL DOCS! + ~~~~~~~~~~~~~~~~~~~~~~~~ + Civilizations appeared as agriculture and technology developed + to the point where humankind could gather and live in cities. With only + part of the population needed to provide food for all, the rest could + afford to specialize in the tool making, trading, engineering, and + managing that urbanization made possible. Specialization improved + efficiency and production. Cities also encouraged a rapid exchange of + ideas. A teacher could reach many students at once, not just a few. + + City residents cultivated the nearby fields, logged the forests, + and gathered fish from the rivers, returning each night with the result + of their labors. This produce and raw material was bartered in the city + markets for the goods and services of others. Charcoal from one area and + iron ore from another might be taken to the town smelter who made the + iron that the blacksmith turned into tools. + + But cities developed unique problems. As they grew in size it + became more difficult to provide sufficient food from nearby farmland. + Overcrowding, menial jobs, and living conditions often led to unrest + among the poorer citizens. Prosperous cities became tempting targets for + rival civilization and barbarians invaders. Cities and civilizations + that developed better management and new solutions to these problems + grew and prospered. Those that failed have left their ruins around the + world as warnings. + + In CIVILIZATION, as in history, a key step and a fundamental + concept is the founding and management of cities. The civilization that + you are about to rule begins as a prehistoric wandering tribe that has + just reached the critical point where it is capable of building cities. + The first step is to build one city and from there expand. As your + civilization grows, cities will spread over an entire continent, or + part of a continent, or over several islands and continents. + + Each city acts as a giant processing plant for the food, + resources, and trade of the adjacent lands. The people of a city go out + and work the nearby farmland, mines, and forests, and the city converts + the result of their labor into more people, armies, cash, luxury goods, + temples, universities, etc. Raw materials are transformed by cities into + the power and the ideas your civilization needs to prosper. + + FOOD that is collected feeds the local population. When there is + a food surplus the population grows. Your first city has a small + population that can only work part of the lands the city controls. As + the city population grows, more lands can be worked, increasing + production. Before long you can afford to send off settlers from the + first city to build another nearby, and then another. + + RESOURCES are the lumber, metals, energy sources, and other raw + materials that are used in industry. Through the craftsmen and shops of + the city these resources are made into items useful at home or elsewhere + in your civilization. Larger cities normally generate more resources and + thus build things faster. Each city can build only one item at a time. + This could be a military unit such as a Phalanx or Battleship, a city + improvement such as a Temple or University, or perhaps a Wonder of the + World. + + TRADE is generated by the highways of commerce: roads, rivers, + oceans. All nearby trade passes through the city bringing in luxury + goods, cash, and new ideas. Your policies can adjust how trade is + divided among luxury goods, cash, or research. There may be times when a + city requires more luxury goods to make more people happy, or times when + more tax revenues are needed in the treasury. Higher taxes mean more + revenue but may result in more people becoming unhappy. + + As your cities grow they may require more care in keeping them + productive. Large cities are desirable for production, but have inherent + problems. A critical one you must deal with is the happiness of the + population. The people can range from happy, to content, to unhappy. + Having too many unhappy people may lead to revolt. + + Luxury goods make people happy but mean fewer tax revenues or a + reduced flow of technology. By adjusting the flow of luxuries, changing + types of government, building city improvements, instituting martial + law, and other means, it is possible to keep even the largest city + content and productive. + + TECHNOLOGY is a second concept fundamental to CIVILIZATION. To + make the transition from wandering hunter-gatherers to city dwellers, + humankind had to possess some essential knowledge and skills. To advance + beyond the first stages of city dwelling requires a corresponding + advance in knowledge. + + At the start of CIVILIZATION, with your tribe poised on the + threshold of history, they already possess some basic knowledge. The + people understand agriculture, irrigation, construction of roads, and + the construction of homes and other buildings. But this isn't enough + knowledge to survive through the coming ages. Learning new technologies + opens the door to new abilities. A small island-bound civilization that + learns Map Making can now build ships and expand overseas. + + The time it takes to acquire new technology depends on how much + your trade is allotted to new ideas. You must choose between luxuries + that make the people happy, cash for the treasury, and technology + research. The more trade allocated to this research, the faster the next + step is acquired. When enough research has been done, your civilization + acquires the new technology and can begin working on something new. + + The world where your civilization exists is mostly unknown to + you, a mystery except in the immediate vicinity. To find out more about + it you must explore. Not only is the world hidden, but also unknown are + the locations of other civilizations. + + Other civilizations, especially those nearby, complicate your + task as ruler. Each is ruled by one of your peers, and they are + competing for the same resources and opportunities as you. They also are + looking to expand and grow; at your expense if given the chance. Once + contact is made, you can no longer concentrate solely on the growth and + expansion of your civilization. Now you must assess the strength of + rivals, adequately provide for the defense of your cities in case of + war, or consider making war yourself. + + Successful wars can be very useful. Capturing cities is much + easier than building them up from nothing, and may provide loot in + stolen technology and cash. Weakening rivals reduces the threat they + pose. However, long, costly wars may allow unengaged rivals to expand + and grow in strength while you spend resources on arms. + + To explore the unknown and contend with your rivals for the + world, you can build armies, navies, and other special units in your + cities. Once an army or naval unit has been built, it is available for + movement and combat. These units extend the power of your civilization + around the world. When they enter hidden areas of the world, the shroud + of mystery is removed and that area becomes known. In this way you + uncover the world, finding suitable areas for new cities and eventually + making contact with other civilizations. + + Three special units are available that can be useful to you as a + ruler. SETTLERS are groups of your citizens that are your pioneers. They + may found new cities and also build terrain improvements such as roads, + irrigation, and mines that increase the productivity of your cities. + DIPLOMATS are your emissaries and spies. They can establish embassies + with rivals and also perform a number of cloak and dagger tasks. + CARAVANS are bands of merchants that transport the produce of you cities + around the world to other cities, bringing in cash and establishing + trade routes. Trade routes increase the trade of the home city, + resulting in more cash, luxuries, and technology. + + Wonders of the World are unique city improvements, usually + structures, that can only be built once in the entire world. Once a + particular Wonder is built by a city, no other city can build one. Each + Wonder brings glory to the civilization owning it, and some unique + tangible benefit as well. For example, if one of your cities builds the + Oracle, then all of the Temples throughout your civilization become + twice as effective in making the people content. + + The fundamental concepts for a successful civilization are the + expansion and growth of your cities, and acquiring new technology. In a + word, you must grow. In this dynamic world environment, surrounded by + rivals in unknown corners, there is no future in complacency and + stagnation. You must press forward on all three fronts: spread your + cities out to claim a significant share of the world, increase the size + and production of each city, and strive to acquire the latest + technology. + + Your civilization cannot afford to lag too far behind your + rivals in any one of these three spheres. A sufficient number if + powerful cities can maintain the quantity of your military in any arms + race. Keeping abreast of technology assures the quality. + + Do what you can to keep your civilization growing in every area. + More and larger cities, better technology, and better armies mean + survival. Each city must be planned, managed, and protected so that is + contributes to the power and glory of your civilization. + + + DIFFICULTY LEVELS + ~~~~~~~~~~~~~~~~~ + CHIEFTAIN: This is the easiest level and is recommended for first + time players. The program provides advice when the player must make + decisions. + + WARLORD: Your rivals are somewhat tougher and technology takes + longer to acquire. This is for the occasional player who doesn't want + too difficult a test. + + PRINCE: Your rivals are substantially tougher and technology + comes much slower. You will need some experience and skill to win at + this level. + + KING: Your rivals are most evenly matched with you in + capability. Experienced and skilled players will play most of their + games at this level as it is a strong challenge with victory far from + foregone. + + EMPEROR: This is the most difficult level and only for those who + feel the need to be humbled. This level can be won, but not + consistently. + + + LEVEL OF COMPETITION + ~~~~~~~~~~~~~~~~~~~~ + Choose between 3 and 7 civilizations in the world. More + opponents is not necessarily more dangerous. The fewer your opponents, + the more time you have to peaceably expand and develop before + encountering rivals. More opponents means earlier contact and the risk + of war. But contact with other civilizations offers the opportunities of + trade, alliances, and the spoils of war. + + + THE GAME TURN + ~~~~~~~~~~~~~ + CIVILIZATION is played in a series of turns, each following a + sequence of play options. As each turn proceeds through the sequence, + you direct the activities of your civilization, including the management + of your cities, the production of new units, the building of city + improvements, the movements and battles of your armies, and negotiations + with other civilizations. + + Each turn proceeds through the following sequence of play. + + DATE A new turn begins with the advancing of the date. + ~~~~ Depending on the current year, the date advances from + twenty years to one year. The current date is found in the + date window of the map display. + + DISASTERS At the beginning of a new turn there is a possibility + ~~~~~~~~~ of a natural disaster striking a city in the world. Any + disaster that occurs is reported and take effect + immediately. Disasters can result in a loss of population + or the destruction of a city improvement. Most disasters + can be prevented by a specific city improvement or + technology. If the target city is prepared for the + disaster, then the disaster does not occur. + + CITY CHECK Each city in your civilization is check individually + ~~~~~~~~~~ for production, growth, unrest, maintenance, and scientific + research. All steps are carried out for one city before + the next is checked. + + PRODUCTION: If the city produces sufficient surplus + resources to complete the item the city is producing, that + item is added to the city. If your city does not produce + sufficient resources to support all of the existing units + for which it is the home city, units are destroyed until + enough support is available. Units farthest away from the + city are destroyed first. + + GROWTH: If the city produces sufficient surplus food, it + grows buy one population point. This added population is + put to work on the city map. + + DISORDER: If the number of unhappy citizens exceeds the + number of happy citizens due to population growth or the + destruction of a city improvement by disaster, your city + goes into civil disorder. You receive a message reporting + this condition. If this is the first turn of disorder, you + jump to the affected city's display so that adjustments + can be made to return the city to order. If the situation + is not corrected, in following turns you are notified that + disorder continues. + + MAINTENANCE: Taxes collected from the city are added to + your treasury and then the maintenance costs for + improvements in this city are deducted. If you don't have + sufficient funds in your treasury to pay the maintenance + costs, one improvement in this city, chosen by local + leaders, is sold. Note that while your civilization as a + whole may have a revenue surplus for the turn, you can + still lose and improvement when your treasury is low. High + maintenance costs for the first cities checked may + deplete the treasury and force a sale before later cities + contribute their cash surpluses. + + SCIENTIFIC RESEARCH: The research contributed by this + city, measured by the number of light bulbs it produces, + is added to the total so far accumulated by your + civilization. If this total is sufficient to acquire the + technology that you have instructed your scientists to + study, then you receive a message informing you that you + have obtained this new technology. + + MOVEMENT & After each city has been checked, you have the + COMBAT opportunity to move your active units. While a unit is + moving in may engage in combat. + + Each active unit is designated for movement, one + after another. Each unit has the option of moving, not + moving, or delaying its move until later in the turn. + + Combat occurs when a unit attempts to enter a map + square occupied by a unit or city of another civilization. + Normally, either the attacking unit or all defending units + are destroyed when the combat is resolved. A victorious + unit with movement points remaining may continue moving + and even attack again. + + During this movement phase you may pause to perform + all other management tasks for your civilization. You may + wish to consult with your advisors concerning the state of + your civilization's trade, or science, to check the + attitude of your population. You can examine any or all of + your cities to adjust their work force placements or + production. This is the time to change tax rates, + governments, or examine the state of international + affairs. + + When all active units have been moved, your game turn + is over and the next civilization moves. + + END OF TURN Once all active units have been moved, your game turn + ~~~~~~~~~~~ may end. At this point a blinking "End of Turn" message + appears in the unit identification window. So long as this + message remains visible you may still examine cities, + consult advisors, etc. To end your turn, follow the prompt + to continue the game. Once you choose to continue, you + cannot examine cities, etc., until the next turn. + + The End of Turn message may be toggled on or off from + the Game menu. Open this menu and choose "Options." One of + the options on this menu is "End of Turn." There is a check + mark next to the option indicating that it is on and is to + appear at the end of each turn. To turn off the message, + choose the "End of Turn" option and the check mark + disappears. + + Even when the End of Turn message is turned off, it + still appears during any turn in which you have no active + units. + + When the End of Turn message is off, you receive no + warning that the turn is about to end. At the moment you + move your last unit, your turn is over and the next + civilization begins to move. + + ADULATION After all of the civilizations have taken their + ~~~~~~~~~ turns, there is a brief pause while the record keepers and + historians examine your accomplishments to date. The people + of your civilization may reward the outstanding success of + your policies by expanding and improving your palace. In + addition, independent historians and chroniclers may report + on where you or your civilization stands compared to your + rivals. + + PALACE: As your population grows, the people spontaneously + expand and improve your palace to reflect the glory that + your rulership has achieved. When the total population of + your civilization reaches certain milestones, you may + increase the size or improve the quality of your palace. + Clear the screen after the people offer to improve your + palace. When a picture of the current palace appears, + select whether you want an existing part improved or a new + part added. Click on a button below a part of the palace to + improve it, or click on a button just off the edge of the + palace to add on it. From the available parts then + displayed, select the one you wish to have built. Palaces + can be built in three styles: classical, medieval, or + Middle Eastern. A miniature rendition of your palace is + shown in the palace window of the map display. + + HISTORIANS: There are four historians who occasionally + report on the progress of the civilizations in your world. + These reports are an opportunity for you to judge how you + are doing. The historians are Herodotus, Pliny, Gibbon, and + Toynbee. Civilizations may be judged in any one of five + categories, listed below. The published list includes only + the known civilizations, those with whom you have + established an embassy. However, all civilizations, known + and unknown, are considered in rankings. For example, if + your civilization has the third highest population but the + larger civilizations are not known, you would appear at the + top of the list, but shown as number three in the world. + The five categories and how they are ranked follow. + + ADVANCEMENT: The # of technology advancements each + civilization has acquired. + + HAPPINESS: The # of happy people in each civilization's + cities. + + POWER: The total of the attack and defense factors of + each civilization's military units. + + SIZE: The population of each civilization. + + WEALTH: The size of each civilization's treasury. + + + ENDING THE GAME AND WINNING + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + CIVILIZATION may be ended in five ways. You may quit at any + time, retire at any time, be destroyed by a rival, continue on until the + game and the history of your civilization both automatically end, or + conquer the world by eliminating all other civilizations. If you retire + or let the game run its course the performance of your civilization is + judged and compared against your peers. If you have been a good manager + and leader, your name may be added to the CIVILIZATION Hall of Fame. + + Although the game ends for scoring purposes after you win, you + may continue playing if you choose. After winning, you are offered the + opportunity to keep playing if you wish to see what more you can + accomplish. No additional score is kept for this extra play. + + + ENDING PLAY + ~~~~~~~~~~~ + QUITTING: You may quit during your civilization's turn by + pressing the Quit key. You must be at the map display and one of + your units must be waiting for orders. You may not quit when + another civilization is taking its turn or from any other + display. When you quit, you are given the one chance to change + your mind before the decision is irrevocable. You are not shown + your civilization score or entered into the Hall of Fame. + + RETIRING: To retire, open the Game menu and choose the option + "Retire." You are given once change to change your mind. If you + proceed to retire, you are shown your civilization score and + entered into the Hall of Fame if you qualify. + + DESTRUCTION: If your civilization is destroyed by one of your + rivals, then the game automatically ends. You are not given a + chance to start over in this world. Since you can have no score, + you can not qualify for the Hall of Fame. You may review a + replay of the world's history. If you want to play again, you + must start over with a new world. + + AUTOMATIC ENDING: A game of CIVILIZATION ends when a spaceship + containing colonists from any civilization reaches the nearby + Alpha Centauri star system. All play temporarily ceases. Your + final civilization score is reported and you are entered into + the Hall of Fame if you qualify. However, you do not necessarily + have to quit playing. Although your score is not recorded + hereafter, if you wish, you may continue playing to see what the + future holds. From this point on you must quit to stop playing. + + CONQUER THE WORLD: If you succeed in eliminating all other + civilizations in the world, the game automatically ends. This is + the ultimate achievement possible by a civilization. You are + shown your civilization score and may be entered into the Hall + of Fame. You may review a replay of the world's history. + + + WINNING + ~~~~~~~ + You win a game of CIVILIZATION in either of two ways: by + eliminating all rival civilizations or by surviving until the + colonization of space begins. + + The elimination of all other civilizations in the world is very + hard to accomplish. You are much more likely to win by being in + existence when colonists reach Alpha Centauri. Even if the colonists are + not yours, the successful direction of your civilization through the + centuries is an achievement. You have survived countless wars, the + pollution of the industrial age, and the risks of nuclear weapons. + + When the game is won by either method, your skill as ruler is + measured by a final civilization score. + + CIVILIZATION SCORE: This is the sum of the following factors, + plus any bonus for space colonists or conquering the world. + + 2 points: each happy citizen + 1 point: each content citizen + 20 points: each Wonder of the World + 3 points: each turn of peace (no war anywhere) + 10 points: each futuristic advance you civilization acquires + -10 points: each map square currently polluted + + SPACE COLONISTS BONUS: In addition to the above points, if your + spaceship is the first to reach Alpha Centauri you can receive a + bonus score. This is 50 points per 10,000 colonists sent, + multiplied by the success percentage of your mission. + + CONQUERING THE WORLD BONUS: If you succeed in conquering the + world, you receive up to 1000 civilization points, plus a bonus + for the date. The faster you conquer the world, the higher that + bonus. + + + THE HALL OF FAME + ~~~~~~~~~~~~~~~~ + The Hall of Fame records the best five civilizations that you + have built, listed in order of their civilization ranking. This ranking + is determined from the basic civilization score multiplied by a + difficulty factor and a competition factor. The higher the civilization + ranking, the higher the position in the Hall of Fame. + + You can examine the Hall of Fame when starting a new game from + the pre-game options menu. When you retire or reach the automatic end of + a game, you go to the Hall of Fame, even if you don't qualify to enter. + + While at the Hall of Fame you may clear all of the current + entries if you wish. + + + WORLD GEOGRAPHY + ~~~~~~~~~~~~~~~ + The world is divided into small independent parts known as + squares. Each square consists of a unique type of terrain. Each type of + terrain has its own economic usefulness, effect on movement, and + effect on combat. Download the CIVQKREF.ZIP to gain more information on + terrain types. + + The economic USEFULNESS of the various terrains is important + selecting city sites. The terrain that is close to a city the food, + resources, and trade the city needs to grow and be productive. Some + terrain types are more valuable than others. Some may be irrigated or + mined for increased economic value, and others may be converted into + another type of terrain. + + When selecting sites for new cities, consider the terrain + types that are within the radius of the prospective city. The best city + sites offer immediate food, resource, and trade production, plus the + potential for long term development. + + A brief description of the terrain types follows. + + ARCTIC: Frozen glaciers of ice and snow found near the north and + south poles. No food, resources, or trade can be obtained here. + + DESERT: Very dry region that can be developed to be marginally + productive. There are some resources present that can be mined, + food can be produced if the desert is irrigated, and roads + generate some trade. + + GRASSLAND: These open lands have especially thick topsoils + making them excellent food producing areas. Food production can + be increased by irrigation. Roughly half of the Grasslands also + have some resources, making them excellent city sites. + Grasslands may be converted into Forests for increased resource + production. + + HILLS: An area of rolling hills that offers very easy access to + minerals, sources of water, pastures, and some possibility for + agriculture. When mined, Hills produce excellent resources. They + also produce some food and can be irrigated if necessary. + Irrigating Hills allows the irrigation to pass on to further + squares that may be otherwise cut off from water. + + JUNGLE: These areas of rain forest and dense jungle produce + relatively poor amounts of food and no resources. However, they + can be made much more valuable by conversion into either + Grasslands or Forest. For this reason, the long-term potential + of a city site containing several Jungles is good. + + MOUNTAINS: This very rugged terrain can only produce a small + amount of resources but this can be increased by mining. + Mountains make the best defense terrain, but the production is + so low that they make a poor economic choice for the site of a + city. + + OCEAN: Oceans produce small amounts of food, but a substantial + trade. Only ships or aircraft can enter Oceans. Landlocked + Oceans are really lakes but are treated like other Oceans in all + respects. + + PLAINS: These open areas differ from Grasslands in having poorer + soil but better resources of timber and minerals. They are poor + food producers unless irrigated. Due to the presence of + resources, they make good choices for city sites. Plains may be + converted into Forests. + + RIVERS: Rivers are great sites for starting cities and + civilizations due to the richness of riverbank soils and natural + trade routes for boats. Rivers are as good as Grasslands for + producing food and always generate trade. River terrain may be + irrigated to increase food production. It was no accident that + the first civilizations sprang up along rivers. + + SWAMP: The coastal wetlands and flooded interior lands produce + only a small quantity of food. Like Jungles, however, they can + be converted into Grasslands and Forest. + + TUNDRA: These sparse lands of permafrost produce only a small + amount of food from grazing animals. There is no agriculture or + use for irrigation. These areas cannot be converted to other + terrain and make very poor city sites. + + FOREST: These woodlands produce a modest mixture of food and + resources. If more food production is needed in the area, they + can be converted into Plains. + + + SPECIAL RESOURCES + ~~~~~~~~~~~~~~~~~ + Special resources can occur in many terrains and add + significantly to their economic value. The location of these resources + is marked by distinct symbols that are uncovered as the map is explored. + More info can be found in the CIVQKREF.ZIP file which can be found on + most quality BBSs. A brief description of the special resources follows. + + COAL(HILLS): Coal deposits represent rich locations of coal or + metal ores. These areas produce greatly increased resources, + especially when mined. + + FISH(OCEAN): Fish represent the location of underwater banks and + reefs where currents and nutrients create excellent fishing + grounds. Fishing banks produce increased amounts of food. + + GAME(FOREST & TUNDRA): The presence of game indicates excellent + food sources available or the potential for good grazing. Game + areas produce additional food, but cannot be improved. + + GEMS(JUNGLE): Gems indicate the presence of precious stones, + ivory, spices, salt, or other valuable commodities. These are + good trade items and therefore generate substantial trade from + the area. + + GOLD(MOUNTAIN): Gold represents a bonanza of gold or silver. The + value of these deposits produces tremendous trade. + + HORSES(PLAINS): Horses represent an increase in resources from + this area due to the benefits of using domesticated animals such + as the horse or oxen to do work. For all but the most recent + periods of history, animals were an important source of lifting + and pulling power. + + OASIS(DESERT): The oasis is a very fertile island in the desert + that takes advantage of the presence of some water and rich + local nutrients. The result is an area that produces substantial + quantities of food. + + OIL(SWAMP): Oil represents the presence of mineral wealth, + especially petroleum. The result is a substantial quantity of + resources. Oil resources cannot be improved by mining. + + NOTE: If you convert terrain containing a special resource into + another terrain type, the original special resource is + lost. In some cases a special resource that can be found + in the new terrain may appear. + + + MINOR TRIBES + ~~~~~~~~~~~~ + During exploration, minor tribes may also be discovered in the + world. These are small tribes that have not yet advanced to be + civilizations. If you enter a minor tribe's village by moving onto it, a + number of things may happen. You may discover valuable metals, the tribe + may become a mercenary unit in your army, you may discover a scroll of + ancient wisdom that advances your civilization, your magnificence may + inspire them to become civilized and found a new city in your empire, or + they may prove to be extremely violent barbarians. + + + MAP DISPLAY + ~~~~~~~~~~~ + The options available from the Game menu are the following. + + REVOLUTION!: In order to change your civilization's type of + government, you must have a revolution. The government goes into + Anarchy for a period or turns and a new type of government may + be chosen. You must have acquired specific technologies to + choose a new type of government other than Despotism. + + TAX RATE: The trade that cities generate arrives as luxury + goods, tax revenue, and new ideas (technology research). Here + you can change the percentage that becomes tax revenue. + + LUXURY RATE: Change the percentage of trade brought in as luxury + goods. + + FIND CITY: Choose this option to locate a city in the world. + Type in the name of the city you wish to find. The map window + centers on the city. + + OPTIONS: Choose this menu option to turn on or off some game + features. Features available are instant advice, Autosave, End + of Turn, and Animations. A check mark next to the feature + indicate that it is on. Choosing an option that is on turns it + off and vice versa. INSTANT ADVICE provides some helpful hints + for new players. The AUTOSAVE feature automatically saves your + game every 50 turns. When END OF TURN is on, a message reports + the end of each turn and must be cleared for the game to + continue. If you have no active units, this message appears + whether toggled on or off. ANIMATIONS may be on or off. + + SAVE GAME: Um.....gee whiz. + + RETIRE: Ends the history of the civilization you now rule, + calculating your score. If the score is high enough, you may + enter the Hall of Fame. Note that your civilization is lost if + not saved first. + + QUIT: Ends the history of the civilization you rule. No score is + calculated and your civilization is lost if not saved first. + + + PALACE WINDOW + ~~~~~~~~~~~~~ + This window represents a miniature rendition of your palace. Its + breadth and grandeur is a depiction of how well your civilization is + progressing. If your civilization prospers and grows, the people + recognize the glory of your rulership by periodically improving and + expanding your palace. The relative magnificence or shoddiness of your + palace is displayed for you, your advisors, and international emissaries + to see. + + + THE STATUS REPORT + ~~~~~~~~~~~~~~~~~ + The entries and symbols here report the current date and several + facts concerning the status of your civilization. + + DATE: The date is reported in years plus the notation BC or AD. + The normal game begins in 4000 BC. Each turn represents the passing of + so many years, depending on the current date. + + TREASURY: The amount of cash in your treasury. + + POPULATION: The size of your civilization's population. + + TRADE RATES: The three numbers separated by periods are your + trade rates. The first number is the percentage of your trade + that provides luxuries. The second rate is the percentage that + becomes tax revenue added to the treasury. The third rate is the + percentage put towards new ideas to help learn technology. + Luxury goods are the cultural pleasures like music, art, sports, + and the theater that people come to enjoy when they have leisure + time. The more luxuries that can be provided, the more happy + citizens in your cities. Tax revenue goes into the treasury and + is needed to maintain existing city improvements. Excess taxes + over maintenance needs accumulate in the treasury and can be + spent later. Taxes, especially high ones, tend to make the + people unhappy. The more new ideas and scientific research + accomplished, the faster the new technology is acquired. Each of + the three by-products of trade has its benefits. As time passes + and cities grow, you may have to adjust the rates often to + provide a minimum amount of taxes and science research while + keeping the population content as a whole. To adjust rates, pull + down the game menu and choose either Tax Rate or Luxury Rate + option. By setting these two rates, the science rate is set by + default. + + NEW IDEAS: The scientific research indicator, shaped like a light + bulb, shows how near you are to making a civilization advance. + The nearer you get, the more the light bulb fills in (yellow). + When the bulb is full (bright yellow), it is on, indicating that + you have acquired a new technology. Once the new idea is + reported and your scientists progress, it gradually turns on + again. + + ENVIRONMENT: The environment indicator is the sun, and its color + shows how great is the risk of global warming. When there is no + risk of global warming, the sun indicator is not present. With + the first case of pollution, the sun indicator appears dark red. + If pollution continues, the color gradually changes to light + red, yellow and then white. If pollution is not brought under + control when the indicator is brightest, the planet suffers a + bout of global warming and then the indicator reverts to a + cooler color reflecting the new equilibrium. Pollution and + environmental problems can also be caused by nuclear reactor + meltdowns and fallout from nuclear weapons. + + + MOVEMENT + ~~~~~~~~ + Each turn you may give order to your units, one at a time. The + unit waiting for orders blinks on the map. There are several order + options available: move the unit across the map up to the limit of its + movement factor, skip the unit if you prefer to move it later in the + turn, or have it do nothing this turn. + + In addition you may order most units to fortify or go on sentry + duty. Fortified or sentry units no longer require orders. In future + turns they carry on and do not blink, waiting for orders. If you wish to + move these units later, they must be activated individually. + + MOVING UNITS: Units may be moved up to the limit of their + movement factor. The cost to enter a map square depends on the + terrain. Roads and Railroads speed the movement of ground units. + When an unit is unable to complete a movement order because it + doesn't have enough movement points to proceed, its movement is + finished for the turn. The map then centers on the next unit + waiting for orders. + + SKIPPING UNITS: To skip a unit temporarily, press the Wait key. + (W key). This passes you on to the other units waiting for orders + and returns you to the skipped unit after all others have had a + chance to move. + + NO MOVEMENT: To order a unit not to move, press the No Movement + key (the space bar). + + ACTIVATING UNITS: Fortified units and those on sentry duty must + be activated to receive movement orders. Place the mouse pointer + on the square and click the left mouse button. This opens a menu + displaying all units in the square. Click again on the icon of + any unit you wish to activate. Fortified or sentry units within + a city must be activated from the city display. Sentry units are + also activated when enemy units move adjacent to them. + + MOVEMENT RESTRICTIONS: Ground units normally move only on land. + They may move over sea squares, but only by naval transport. + Ships may not enter squares entirely made up of land except + cities that are on the coast. Air units may move over land and + sea squares, but must land on a friendly city square or Aircraft + Carrier unit to refuel. Ground units may not move from one + square adjacent to an enemy army or city directly to another + such square. The prohibited square may be adjacent to the first + enemy army, another army, or any enemy city. Ground units may + move into such a controlled square if a friendly unit is already + there. Air units, ship units, Diplomats and Caravans ignore + these restrictions. + + NAVAL TRANSPORT: Ground units may be carried over sea squares + only by Triremes, Sails, Frigates, or Transports. Units may + load onto a ship by moving onto it from an adjacent land square. + Also, units on sentry duty in a city with a ship automatically + load when the ship leaves. Units aboard ships are on sentry + duty. Units may unload when activated from sentry duty and + adjacent to land. They can be activated by the normal method of + activation or by pressing the Unload key when the transporting + ship is blinking. (U Key) + + + COMBAT + ~~~~~~ + Combat occurs when a unit from one civilization attempts to + a square occupied by a unit of another civilization. When this happens + a battle is immediately resolved, resulting in the destruction of one + army or the other. When more than one unit is in the defender's square, + the unit with the highest defensive strength defends. If it loses, then + all other armies stacked with it are destroyed as well. Successful + attackers that have a full movement point remaining after combat advance + into the defender's square. + + The important factors in combat are the attack and defense + strengths of the combatants, the presence of veterans, the terrain + occupied by the defender, and any defensive improvements in the square. + After all of these factors are considered, the combat is resolved as a + simple calculation. + + Shore bombardments, city attacks, nuclear attacks, and bribing + enemy armies are special types of combat. + + ATTACK STRENGTH: The basic attack strength of all armies. This + full strength is brought to bear so long as the army has at + least one movement factor remaining from movement. Armies with + less movement available may still attack but are penalized. + Armies with high movement rates may makes several attacks each + turn at full strength. + + DEFENSE STRENGTH: The basic defense strength of all armies. + + VETERAN STATUS: Veteran armies have their attack and defense + strengths increased by 50% before any other modification. Armies + become veterans when built at cities containing the Barracks + improvement, or they may become veterans after winning a battle. + + TERRAIN: Many of the world terrain types increase the strength + of defenders. See the Terrain entries in the Civilopedia or the + Terrain chart in the file CIVQKREF.ZIP. + + FORTIFIED ARMIES: Ground armies may fortify themselves, + increasing their defense strength 50%. An army that has any + movement points remaining may be ordered to fortify on any land + square by pressing the Fortify key (F Key). + + IMPROVEMENTS: Armies within a Fortress have their strength + doubled after all other modifications. Armies inside a city + containing City Walls are tripled in strength. Cities protected + by City Walls do not suffer population losses. + + ATTACKING CITIES: When a defender in a city is destroyed by + ground attack, other defending units present are not destroyed. + However, the population of the city is reduced by one point + unless the city is protected by City Walls. Population loss does + not occur due to naval or air attack, but is affected by nuclear + attack. + + SHORE BOMBARDMENTS: Naval units with attack factors, other than + Submarines, may attack enemy armies on adjacent land squares, + including cities. Naval units in cities may defend against + attack. + + NUCLEAR ATTACKS: Nuclear attacks occur when a Nuclear unit + attempts to enter a square occupied by enemy units or an enemy + city. In either case, all units, regardless of civilization, in + the target square and adjacent squares are destroyed. In + addition, a city loses half of its population. Nuclear attack + can only be stopped by the presence of an SDI Defense + improvement in a city. + + + ADDITIONAL ORDERS + ~~~~~~~~~~~~~~~~~ + Units may be given a number of other orders besides movement + (and combat caused by movement). Settlers and Diplomats may be given + unique orders explained later. + + GO TO: Orders an army to proceed to a destination SQUARE as fast + as it can. The army continues moving turn after turn until it + arrives. Press the Go To key (G key), and then designate the + destination square. + + HOME CITY: Orders a unit to change its home city. Move the unit + to the desired new home and press the Home key (H Key). Air + units in flight may use this key to move to the nearest friendly + city. Press the H key while the air unit is in flight and it + immediately moves to the nearest friendly city or Aircraft + Carrier. If the air unit does not have enough movement remaining + to reach the nearest base, it crashes instead. + + SENTRY DUTY: A unit on sentry duty is marked by a faded icon on + the map. It no longer blinks each turn waiting for new orders. + Sentry units are activated as explained above. Sentry units + automatically board any transporting ship that leaves a city + they occupy. To put an army on sentry duty, press the S Key. + + DISBAND: This order disbands the unit receiving it, removing the + unit from the map and city records. To disband a unit, press the + Disband key. + + PILLAGE: This order destroys any terrain improvements + (irrigation or mines) present in the square the army occupies. + Roads and railroad are unaffected. To pillage, press the Pillage + key (Shift and P keys). + + + SETTLERS + ~~~~~~~~ + Settlers are groups of your most resourceful and adventurous + citizens. As independent pioneers they perform two critical functions + for your civilization: they found new cities and serve as engineers. + + NEW CITIES: To found a new city, move a Settler to the desired + location and press the Build key (B key). The Settler + disappears, because the people it represents have become the + population of the new city. However, in the future the new city + can be ordered to produce more Settlers that can be used to + found additional cities. The Build order can also be used to + grow an existing city. Move a Settler into an existing city and + press the Build key. The Settler is absorbed into the city, + adding one point to its population. This may be useful when one + city is limited in its ability to expand. This city can be used + to produce Settlers who migrate to a larger more useful city + where the Settlers can be put to work. However, Settlers may not + be added to cities that already contain ten population points or + more. + + SETTLER ENGINEERS: Settlers can make a number of agricultural + and industrial improvements for your civilization, acting as + engineers. Place the Settler in the square where the work is to + be done and press the correct key. Note that your civilization + must posses certain technologies before some improvements can be + built. + + + DIPLOMATS + ~~~~~~~~~ + Diplomats are unique units that can be very useful to your + civilization. They may act as trade missions, ambassadors, envoys, + secret agents, and saboteurs. They can open contacts with other + civilizations and establish embassies to gather info or otherwise + disrupting your rivals. They can bribe enemy armies. When your + civilization obtains the technology of Writing you can build Diplomats. + Be aware that enemy Diplomats can be used against your civilization. + + DIPLOMAT MOVEMENT: Diplomats may move past enemy armies without + stopping. However, if an enemy military army enters the square + occupied by the Diplomat, the Diplomat is almost always + destroyed. Diplomats may travel overseas in ships as other other + armies do. Diplomats (and Caravans) are the only units that can + enter defended enemy cities. When a Diplomat enters and enemy + city a menu appears listing tasks that can be performed: + + Spy on City + Establish Embassy + Steal Technology + Industrial Sabotage + Incite A Revolt + Meet With King + + SPY ON CITY: This opens the enemy's city display. You can + examine what armies are defending it and what improvements have + been made. When you clear the city screen, you return to the map + display but your diplomat has been eliminated. + + ESTABLISH EMBASSY: The Diplomat establishes official contact + with the other civilization and continually reports thereafter + its type of government, treasury, the name of its capital city, + treaties with other civilizations, states of war, and technology + advances the Diplomat uncovers. Lists by historians of + outstanding civilizations only include those with whom you have + established embassies. It is only necessary to establish an + embassy once with any civilization. + + STEAL TECHNOLOGY: Your Diplomat steals one technology advance + from the other civilization. This can only be done once per city + and your Diplomat disappears is the process (his cover is + blown). If you have already stolen from this city, the Diplomat + loses its turn. If the enemy civilization has nothing new then + the Diplomat loses its turn.. + + INDUSTRIAL SABOTAGE: Your Diplomat destroys either the item + currently under production by the city or one of the city's + improvements. You cannot control what is destroyed. The + Diplomat is lost in the effort. Destroying a critical + improvement may throw the city into unrest (Temple, Cathedral), + weaken its defenses (City Walls), or cut its production + (Factory). Diplomats never destroy Wonders of the World. + + INCITE A REVOLT: Your Diplomat contacts dissidents within a city + and for a suitable payment the city revolts and joins your + civilization. The payment to revolt depends on the size of the + city and its proximity to the civilization's capital. Also, a + city in civil disorder revolts for less. Your Diplomat is lost + is a successful revolt but escapes outside the city if you + refuse to pay the cost. The revolt also fails and your Diplomat + survives if you don't have enough cash. Enemy capitals do not + revolt. + + MEET WITH KING: Your Diplomat opens negotiations with the enemy + ruler. This may lead to offers for trading technologies or for + making treaties. Your Diplomat is not lost. + + BRIBING ENEMY UNITS: You may convince an enemy to defect and + join your civilization by moving a Diplomat into its SQUARE. A + menu appears showing how much the army demands to defect. If you + accept, the cash is deducted from your treasury, the army + switches over, and the Diplomat survives. If you fail to make + the payment, the Diplomat left on deposit is lost. When more + than one enemy unit is in a square, bribery is not possible. The + nearest friendly city becomes the home city for a newly bribed + unit. + + + CARAVANS + ~~~~~~~~ + Caravans are shipments of trade goods and materials. Over time + they represent camel caravans, wagon trains, truck convoys, and cargo + containers. They may be used to establish trade routes between cities or + to transfer resources for the construction of Wonders Of The World. They + become available once you have achieved the technology of Trade. + + TRADE ROUTES: A Caravan that enters any city of another + civilization or a friendly city ten or more squares away from + its home city may establish a trade route. This results in an + immediate cash payment for delivery plus an increase in the + trade generated each turn. This increased trade means more + luxuries, taxes, and science for the home city. Each city may + have up to three functioning trade routes. If more than three + are established only the best three function. The amount of + trade generated depends on the size of the two cities. Bigger + cities generate more trade. Trade is best with a city in another + civilization. Next best are friendly cities. The farther apart + the two cities are, the greater the value of the trade. The + value is also increased when the cities are on different + continents. Caravans can move into any city they can reach. When + at war it may be difficult to smuggle goods into an enemy city + without being destroyed. Caravans may be transported overseas + in ships as other units are, but cannot be landed into a city + directly from a ship. + + BUILDING WONDERS: A Caravan may contribute its construction cost + in resources to the cost of building any Wonder of the World by + moving the Caravan into the city where the Wonder is being + built. When the Caravan enters, a menu offers the choice of + contributing to the construction or not. If you decide to help + build the Wonder, the Caravan disappears and the resources used + to build the Caravan are added to the production of the Wonder, + speeding its completion. + + + MILITARY UNITS + ~~~~~~~~~~~~~~ + The following are the military units that can be built by your + civilization. There is a brief description of each unit, including any + special abilities. The three numbers shown after the unit's name are its + attack, defense, and movement factors. In parentheses after the name is + shown the advance required before each unit can be built. In brackets is + shown the number of resources it takes to build each unit. + + ARMOR 10-5-3 (the Automobile) [80]: a group of tanks, or other + armored fighting vehicles. Due to its high attack factor and + speed, Armor is one of the best units for conducting ground + campaigns. + + ARTILLERY 12-2-2 (Robotics) [60]: a group of self-propelled, + heavy caliber artillery pieces. Defenders are not tripled behind + City Walls when attacked by Artillery because the guns fire over + the walls. + + BATTLESHIP 18-12-4 (Steel) [160]: a heavily armored and gunned + warship. Battleships have a visibility range of two sea squares + and may conduct shore bombardments. They may not carry ground + units. + + BOMBER 12-1-8 (Advanced Flight) [120]: a group of long-range + aircraft designed to carry and drop bombs. Bombers may stay + airborne for one turn but must return to a base (a friendly city + or Carrier) by the end of the second turn. They have a + visibility of two squares over any terrain. Bombers ignore City + Walls in the same manner as Artillery. They may only be attacked + by Fighters. Other units may not enter a square occupied by a + Bomber, so they are useful for interdicting enemy movement. + + CANNON 8-1-1 (Metallurgy) [40]: a group of carriage-mounted, + smoothbore cannons. Cannons are excellent units on the attack + and their arrival often opens a new round of offensive wars, + especially when accompanied by Rifleman who can stack with them + for defense. + + CARRIER 1-12-5 (Advanced Flight) [160]: an aircraft carrier is + capable of acting as a base for Bombers, Fighters, and Nuclear + units. Carriers may carry up to eight air units and have a + visibility of two sea squares. + + CATAPULT 6-1-1 (Mathematics) [40]: a group of siege weapons + designed to throw rocks and other materials with great force. + Catapults are useful in the defense and attack of cities, but + are weak when left alone on defense. + + CAVALRY 2-1-2 (Horseback Riding) [20]: a unit of mounted + soldiers. Cavalry are useful as scouts and raiders because of + their speed. + + CHARIOT 4-1-2 (the Wheel) [40]: a group of light carriages, + normally mounted on two wheels and each carrying a driver and a + warrior. Chariots are a powerful weapon on the attack but very + weak on defense. They are also useful as scouts because of their + speed. + + CRUISER 6-6-6 (Combustion) [80]: a very fast and moderately + powerful warship. Cruisers have a visibility of two seas squares + and may conduct shore bombardment. They may not carry ground + units. + + FIGHTER 3-3-10 (Flight) [60]: a squadron of fighter aircraft. + Fighters are useful as scouts and for attacking enemy Bombers. + Fighters must return to a friendly base by the end of each turn. + + FRIGATE 2-2-3 (Magnetism) [40]: a fast sailing warship armed + with a substantial number of guns. Frigates may carry up to four + ground units. + + IRONCLAD 4-4-4 (Steam Engine) [60]: a fast, steam-powered ship + armored with iron plating. Ironclads may not carry other units. + Ironclads are most useful for attacking enemy ships and less so + for conducting shore bombardments. + + KNIGHTS 4-2-2 (Chivalry) [40]: a group of armored warriors + mounted on large powerful horses. Knights are often a useful + combination of speed, defensive strength, and offensive + strength. + + LEGION 3-1-1 (Iron Working) [20]: a well-trained force of + infantry armed with shields, short swords, and throwing spears. + Legions are good offensive units that are relatively + inexpensive. + + MECHANIZED INFANTRY 6-6-3 (Labor Union) [50]: a group of modern + infantry mounted on armored vehicles like the Bradley. + Mechanized infantry is the best defensive ground unit in the + game, useful for defending cities or other important points. It + also has a good attack factor and excellent speed. + + MILITIA 1-1-1 (-) [10]: a band of citizens armed with crude + weapons, mostly tools and farm implements. Militia are normally + the only military unit that you can build when starting a new + civilization and are only a stopgap until better units become + available. + + MUSKETEERS 2-3-1 (Gunpowder) [30]: a company of infantry armed + with muskets. Due to their higher defense factor, Musketeers are + useful for replacing Phalanxes in positions that need to be + defended. + + NUCLEAR 99-0-16 (Rocketry & Nuclear Fission) [160]: a missile + weapon armed with a nuclear warhead. A Nuclear unit can only be + built after the Manhattan Project Wonder has been built + somewhere in the world. A Nuclear unit may move between cities + and Carriers. It is lost if it does not end its turn in a city + or on a Carrier, and does not attack. It explodes when it + attacks an enemy unit or city. A Nuclear attack destroys all + military units in the target square and adjacent squares, + regardless of who they belong to. Nuclear attacks may also + destroy city populations and cause pollution. + + PHALANX 1-2-1 (Bronze Working) [20]: a company of infantry armed + with long pikes and very strong on the defensive. Phalanxes are + very good for defending cities and other important points early + on. No other type of unit is as cost effective for defense until + Musketeers become available. + + RIFLEMAN 3-5-1 (Conscription) [30]: a company of infantry armed + with rifles. Riflemen are excellent defenders or cities and + other points, and useful for replacing PHALANXES and Musketeers. + + SAIL 1-1-3 (Navigation) [40]: a small ship powered by sails and + lightly armed. Sailing Ships may carry up to three other units + by naval transport. They are very useful for exploring the + oceans because they are not restricted to staying near the + coasts. + + SUBMARINE 8-2-3 (Mass Production) [50]: a warship designed to + attack from underwater by firing torpedoes at enemy ships on the + surface. Submarines have a visibility of two sea squares and can + only be spotted by enemy ships when adjacent. They may not carry + ground units or conduct shore bombardment. + + TRANSPORT 0-3-4 (Industrialization) [50]: a large, modern + transport ship. Transports may carry up to eight other units and + are very useful when carrying a large force to conduct an + invasion. + + TRIREME 1-0-3 (Map Making) [40]: a small ocean-going ship + powered by oars. Triremes are lost at sea approximately half of + the time they are not adjacent to land at the end of a turn. + They are normally the first ship that becomes available, and are + thus very useful for exploring the sea and transporting + Diplomats, Caravans, and other units to nearby continents. + + + BARBARIANS + ~~~~~~~~~~ + Barbarians are small tribes of raiders that are not part of any + opposing civilization. You may encounter them periodically as your + civilization begins to expand and grow. They may invade from the sea or + arise suddenly in unsettled parts of any continent. Barbarians may + attempt to capture or destroy your cities, and pillage your fields and + mines. Because barbarians may appear along any coast or in any unsettled + area, it is important to defend cities. It may also be useful to screen + your cities from unsettled areas so that any barbarians that appear may + be intercepted before they reach your cities. Most barbarian tribes are + accompanied by a leader who may be ransomed if captured. Barbarian + leaders look like Diplomats. + + SEA RAIDERS: Barbarians that invade from the sea are looking for + a place to settle. They search for cities and attempt to capture + them. They do not pillage mines and irrigation because or their + interest in making a permanent settlement. If they capture a + city, they take is over and begin producing more units to make + new assaults. Sea raiders can be fought on land or engaged at + sea in their ships. + + LAND BARBARIANS: These raiders are interested only in loot, not + permanent settlements. This makes them very harmful as they + pillage any mines or irrigation they encounter. If they capture + one of your cities, they utterly destroy it. For these reasons, + land barbarians are best engaged as far from your cities as + possible. Land barbarians arise in areas that are not within the + radius of a city. As time passes they appear at even farther + distances from civilization. Thus, expanding your cities over a + continent eventually removes the threat of barbarians appearing + because the entire area has become more or less civilized by the + presence of your cities. + + RANSOMING THE BARBARIANS LEADERS: If a barbarian leader is alone + in a square and you attack him and win, he is captured and + immediately ransomed for 100 coins. The money is added to your + treasury. When barbarians units are attacked and destroyed, + leader units stacked with them are destroyed also. Barbarian + leaders who have lost their armies attempt to escape and + disappear if not captured in a few turns. + + + GOVERNMENTS + ~~~~~~~~~~~ + To assist in the management of your civilization there is a + system of government. There are six types of government possible but the + ones available to you at any moment depends on the technology that your + civilization has ACHIEVED. One type of government, Anarchy, only occurs + under a special circumstance. + + When beginning a new game your civilization is automatically + governed by Despotism. The additional types become available when the + specific civilization advance bearing their name is made. + + The different types of government each have their own unique + effects. Some allow greater personal and economic freedom resulting in + fast growing trade, science, and economies, while others are better + suited to building and employing large armies. + + Governments are changed by REVOLUTIONS. + + + TYPES + ~~~~~ + The 6 governments available for a civilization are: + + Despotism + Anarchy + Monarchy + Communism + The Republic + Democracy + + DESPOTISM: You rule by absolute power. The people just have to + live with it because your will is enforced by the army. Due to + the minimal amount of economic and personal freedom, production + is at a minimum. But your total control makes conducting war + relatively easy. Military units do not require resource support + until the number of units making this their home city exceeds + the number of people in the city. Each home military unit in + excess of the number of people in the city requires one unit of + resources for industrial support. Diplomats and Caravans do not + require support. In addition, any map square that produces three + or more food, resources, or trade has this production reduced + by one. Settlers require one food for support. + + ANARCHY: You have temporarily lost control of government. Cities + continue to operate on their own but some important operations + of you civilizations come to a halt until control is restored. + You are able to continue controlling the movements of your + units. Anarchy has the same effect as Despotism with several + exceptions- no tax revenue is collected, no maintenance is + charged for city improvements, and no scientific research is + done while Anarchy continues. Anarchy only occurs during + revolutions. + + MONARCHY: Your rule is less absolute, and more with the + acceptance of the people, especially an aristocracy of upper + class citizens. The aristocratic classes at least have a certain + amount of economic freedom and this results in the potential for + greater production of resources, food, and trade. However, the + upper classes deduct a share of your civilization's production + as maintenance for military units and luxuries in the larger + cities. Under a Monarchy, there is no reduction of production in + squares that produce three or more units or food, resources, or + trade. Irrigation of Grasslands and Rivers, plus mining of Hills + can now pay off with increased production. All military units + must be supported by one unit of resources. Settlers require two + food for support. + + COMMUNISM: You are the head of a communistic government, and + rule with the support of the controlling party. Although this + form of government allows more production than despotism, the + orthodoxy of the party restricts personal and economic freedom, + limiting trade. On the plus side, corruption is kept to a + minimum by the action of the local party apparatus. Communism has + the same effect as Monarchy except the corruption is flat. + Instead of increasing the farther a city is located from the + Palace, all of your cities suffer the same rate of corruption. + + THE REPUBLIC: You rule over the assembly of city-states formed + from the cities that your civilization has established. Each + city is an autonomous state, yet also is part of the republic + that you rule. The people feel that you rule at their request. + They have a great deal of personal and economic freedom, and + this results is greatly increase trade. Your diplomacy is + reviewed by the Senate and they can override you decisions. + Grasslands, Rivers, and Hills are as productive as they are + under Monarchy. Also, an additional trade unit is generated + wherever at least one trade unit already exists. Military units + each require one resource for industrial support. Settlers + require two food. Each military unit not in its home city makes + one citizen unhappy. In addition, the Senate of your government + accepts any peace offer made by another civilization, overriding + even a desire for war by you. + + DEMOCRACY: You rule as the elected executive of a democracy. The + people feel that you rule because they want you to. The degree + of freedom allowed under this government results in maximum + opportunity for economic production and trade. However, the + people also have a very strong voice in determining how much + economic production is devoted to improving the standard of + living. As in a republic, some diplomatic decisions are subject + to review by your Senate. Democracy is very similar to The + Republic. One difference is that under Democracy there is no + corruption. Also, if one or more of your cities are in civil + disorder for two turns, there is a chance each turn thereafter + that a revolution may occur. Each military unit not in its home + city makes two citizens unhappy. + + + REVOLUTION + ~~~~~~~~~~ + Governments are changed through a process of revolution. This + normally occurs at your command because you wish to change to a type of + government more suitable to your plans. You may change your + civilization's government type to any for which you have made the + correct advance. + + To cause a revolution, pull down the Game menu and choose the + option "REVOLUTION." After a few turns of Anarchy, a menu appears that + lists the government options available to your civilization. The new + government goes into effect immediately after you make your choice. + + If your civilization possesses the Pyramids, a Wonder of the + World, you may change governments without passing through Anarchy. This + ability is lost after the Pyramids become obsolete. + + + ADVISORS AND WORLD REPORTS + ~~~~~~~~~~~~~~~~~~~~~~~~~~ + You always have a staff of advisors available who can provide + detailed information concerning the affairs of you civilization. By + consulting with these advisors you can make informed decisions about the + management of your cities and relations with other civilizations. The + reports of these advisors can be obtained from the Advisors menu found + on the menu bar at the map display. + + In addition, there are a number of other reports that can be + consulted. These are available from the World menu on the menu bar. + + The following advisors and world reports can be consulted: + + ADVISORS: + City Status + Military Advisor + Intelligence Advisor + Attitude Advisor + Trade Advisor + Science Advisor + + WORLD REPORTS: + Wonders of the World + Top 5 Cities + Civilization Score + World Map + Spaceships + Demographics + + CITY STATUS: This report lists the cities in your civilization + and shows what they are producing. For each city you can read + the population size, the amount of food, resources, and trade + generated, what item is currently being produced, and how near + it is to being completed. It is useful to consult this advisor + at the beginning of your turn to refresh your memory about what + your are producing and how close it is to completion. You can + see at a glance whether some critical military unit or Wonder of + the World is nearly completed. + + MILITARY ADVISOR: The first military report shows how many units + of each type your civilization currently has in existence and is + producing. Clear the screen to see the second part of the + report. This part of the report shows the casualties that you + have taken and inflicted in combat with other civilizations. The + casualties are shown by type and civilization. Civilizations are + differentiated by their color. + + INTELLIGENCE ADVISOR: This report is a summary of information + gathered by your embassies. For each civilization with whom you + have established diplomatic relations, this report presents + accurate data on the name of their capital, their type of + government, the size of their treasury, and their diplomatic + status with other civilizations. No information appears for + civilizations with whom you have not established an embassy. You + can learn here which civilizations are at war and which are at + peace, and with whom. You may find it useful to consult this + report before attacking another civilization. A second page of + info may be called up by pressing the Info button. This page + reports some additional information regarding the apparent goals + of the civilization's leader and the technological advances they + have made most recently. + + ATTITUDE ADVISOR: The advisor reports the relative happiness of + your citizens. From his survey you can see at a glance the + number or happy, content, and unhappy citizens in each of your + cities. This information can be useful after changing your + luxury rate or type of government because those changes can have + a significant effect on the happiness of your citizens. By + reviewing this survey you can quickly see where you may have to + make adjustments in city management to avoid disorder. For each + of your cities, you see the current population and icons of any + city improvements that help increase the happiness of the + people. At the bottom of the page are totals for the size of the + population of your entire civilization and percentages of the + total that are happy, content, and unhappy. By examining the + roster of improvements for each city, you may see where a city + is missing a helpful improvement. + + TRADE ADVISOR: Your trade advisor reports for each of your + cities how much of its trade is directed toward bringing in + luxuries, tax revenue, and new ideas. The amount of luxuries, + taxes, and science a city is producing is shown to the right of + its name. Below the list of cities is a total for tax + collections per turn. On the right side of the report is a list + of city improvements that exist throughout your civilization. + Only those improvements that cost money for maintenance are + listed. The report shows how many of each improvement exist and + the cost of maintaining them. At the bottom of this list is the + total of your improvement maintenance costs for this turn. By + comparing the tax revenue number with the maintenance cost + number, you can see whether the treasury of your civilization is + increasing each turn, shrinking, or remaining the same. If your + treasury is shrinking, this may be a good time to increase taxes + or adjust individual cities to produce higher revenue. In an + emergency, you may wish to sell an improvement to raise cash. + The final item is the report is labelled "Discoveries" and shows + the number of turns needed for your scientists to acquire the + technology advance that you have directed them to seek. The more + scientific research done by your cities, the fewer turns + required. Note that as technology increases, it takes more and + more research to make the next breakthrough. + + SCIENCE ADVISOR: Your science advisor keeps track of the + technologies that your civilization has already achieved and the + progress of you scientists toward their next advance. A chart + shows progress toward the next advance. The light bulbs indicate + how much research has been done. When the box is full of light + bulbs, the advance being researched is achieved. It is possible + to continue making advances beyond the basic list that defines + civilization up to the end of the 20th century. These continuing + advances are called FUTURISTIC ADVANCES and each one your + acquire adds ten points to your civilization score. + + WONDERS OF THE WORLD: Your geographers maintain a listing of the + location of the Wonders of the World. When they hear of the + construction of a new one they add it to the list. By the end of + your civilization's history there may be as many as 21 Wonders: + 7 ancient, 7 medieval, and 7 modern. Knowing where they are may + be useful because capturing the city where a Wonder is located + adds to the glory of your civilization. The geographer's list + shows the Wonder's icon, its name, the city in which it is + located, and the civilization that built it. Clear the page of + ancient Wonders to see the medieval Wonders, and clear again to + see the modern Wonders. Note that only existing Wonders appear + on the list. + + TOP FIVE CITIES: This report graphically shows the five highest + rated cities in the world. The five cities are named and their + parent civilizations are also listed. Below the names are the + population rosters of the cities and the icons of any Wonders + that have been built there. All cities in the world are rated + and the five with the highest scores are put on the list. Cities + score points as follows: + + 2 points: For each happy citizen. + 1 point: For each content citizen. + 10 points: For each Wonder of the World built there. + + Note that cities that you have never discovered can be revealed + to you in this list. The magnificence of these cities has passed + by word of mouth to the corners of the world. Your geographers + and other advisors constantly sift the rumors of travelers and + traders for info regarding other civilizations. Even though some + civilizations are not known to you, the splendor of their cities + has reached the ears of your advisors. + + CIVILIZATION SCORE: This is a relative measure of how your + civilization is doing. It is also totalled one last time when + the game ends to give you a final score for your civilization. + You can check with your advisor throughout the game to see how + you stand. Your ultimate but difficult goal is to score over + 1,000. Points are scored for the following conditions. + + 2 points: For each happy citizen + 1 point: For each content citizen + 20 points: For each Wonder of the World that you possess + 3 points: For each turn of world peace (no wars) + 10 points: For each Futuristic Advance. + -10 points: For each map square currently polluted. + + At the bottom of the report is a bar graph indicating how far + you have advanced towards a civilization score of 1000. + + WORLD MAP: Also the work of your geography department, this is + the map of the entire known world. Parts of the world that you + have not discovered cannot be seen. In addition, this map is + centered horizontally on your capital. Thus you cannot tell + exactly where you are located relative to the north or south + polar boundaries until you discover them. + + SPACESHIPS: When you contact your space advisor, they can report + the progress of any spaceship under construction. Select from + the menu the civilization whose spaceship you wish to examine. + Your advisors present a picture of the construction accomplished + to date and their assessment of what it can carry, its estimated + flight time, and its success probability. The space race begins + once the Apollo Program Wonder of the World has been + constructed. Thereafter any civilization that has the required + technologies may begin building parts of a spaceship. Once the + space race begins, it is important to maintain a watch on the + spaceships of your rivals. You need to assess when they are + likely to launch so that so can plan the size of your own ship + and its launch date. If you conclude that your ship construction + is too far behind to catch up, it may be necessary to mount a + military campaign to capture the enemy capital. Capturing the + enemy capital cancels the enemy spaceship under construction. + + DEMOGRAPHICS: Your advisors keep track of demographic info + regarding civilization in comparison to the others in the + world. This information is available in the report. It details + your civilization's status in a number of areas and where it + ranks in the world. Examining this report may offer clues about + which civilizations are your biggest threats. + + The following statistics are shown in the report. + + APPROVAL RATING: The % of the people who think you are + doing a good job as a ruler. + + POPULATION: The # of people within your civilization. + + GNP: The total of luxuries and taxes generated by your + cities. + + MANUFACTURED GOODS: The total of resources generated by + your cities. + + LAND AREA: The land squares that your units were last to + pass through, representing the part of the world that is + under your influence and control. + + LITERACY: The % of your population that can read. This + depends on acquiring the advances of the Alphabet, + Writing, and Literacy, plus the number of Libraries and + Universities that your civilization possesses. + + DISEASE: A relative standing based on whether your + civilization has acquired the advance of Medicine, and + the number of Granaries and Aqueducts in your cities. + + POLLUTION: A comparison of the amount of pollution you + are creating versus your rivals, measured buy the number + of smokestacks generated by your city. + + LIFE EXPECTANCY: A relative standing determined by the + extent of disease and pollution in your civilization. + + FAMILY SIZE: A number determined from the amount of + excess food generated by your cities. Large family + size means rapid population growth. + + MILITARY SERVICE: A relative standing determined from + the # of military units you possess versus the size of + your population, indicating the length of time of + military service. + + ANNUAL INCOME: The amount of luxuries and tax revenues + your cities generate, divided by your population. + + PRODUCTIVITY: The total is resources, food, and trade + generated by your cities, divided by your population. + + + PLANETARY CARETAKING + ~~~~~~~~~~~~~~~~~~~~ + One cost of heedless industrial growth is a gradual polluting + and poisoning of the environment. Of the many dangers posed by + pollution, the greatest may be global warming. An unchecked rise in the + planet's atmospheric temperature threatens catastrophic geographic + changes including melting polar ice caps, rising sea levels, are parched + farmlands. As you steer your civilization in the industrial age, you + must manage your cities to minimize pollution and prevent global + warming. + + Different kinds of poisoning may occur when nuclear weapons are + used or a nuclear reactor melts down. + + + INDUSTRIAL POLLUTION + ~~~~~~~~~~~~~~~~~~~~ + Every game turn there is a probability of pollution occurring + within the economic radius of each of your cities. The probability of + pollution OCCURRING depends on two factors: resources and population. The + most important factor is the number of resources the city generates. The + more that are generated, the higher the probability. Below a certain + level, there is no chance of pollution. + + The city's population has no effect on pollution until you + acquire the advance of the Automobile. Thereafter, the population may + become a significant factor in the probability of pollution OCCURRING. + + When there is a probability of pollution OCCURRING at a city, + smokestacks begin appearing on the city display. The number of stacks + indicates the probability. + + + CLEANUP + ~~~~~~~ + Pollution can be cleaned up by Settler units. Move the Settler + onto the polluted square and press the P key. The settler is marked with + a "P" to note that it has been ordered to clean up pollution. + + After four turns of work, the pollution disappears. Adding more + settlers to a polluted square does not speed up the cleanup. + + + EFFECTS + ~~~~~~~ + Pollution reduces the production of food, industry, and trade in + any map square where it appears. Production is halved and then rounded + up. When cleaned up, the map square returns to pre-pollution levels of + production. + + + MONITORING POLLUTION + ~~~~~~~~~~~~~~~~~~~~ + Your environmental advisors immediately inform you when any map + area becomes polluted. The area on the map is marked with smudges to + indicate pollution. + + The extent of pollution throughout you civilization can be + monitored by watching the pollution indicator, a small sun in the date + window of the display. The color of the sun indicates the extent of the + risk of global warming. The colors in the IBM version range from dark + red, to light red, to yellow, to white. Dark red indicates a low risk + and white indicates a very high risk. + + The colors of the sun depend on the number of squares currently + polluted and a lag of time. The more squares polluted, the higher the + risk. The lag reflects the time required for the pollution to take + effect. + + + GLOBAL WARMING + ~~~~~~~~~~~~~~ + EFFECTS: Global warming causes geographic changes throughout the + world. Deserts, Plains, and Grasslands on coasts may become + Swamps, and coastal Forests may become Jungles. Plains, + Grasslands, and Forests in the interior may become Deserts. The + result is much lower food, industry, and trade for your + civilization. Your environment advisors report immediately if + global warming has occurred. The effect is always bad, but in + the case of flooded coastal areas you may improve Jungles and + Swamps over time. + + CAUSES: Global warming may occur if at least nine map squares, + anywhere is the world, are currently polluted. If they are left + unattended for too long, environmental damage occurs. Once an + environmental disaster has OCCURRED, the cycle starts over again. + The planet has achieved equilibrium at the new higher + temperatures. If pollution continues or increases once more to + high levels, another bout of environmental problems may occur. + This cycle may repeat endlessly if pollution is not controlled. + + + NUCLEAR POLLUTION + ~~~~~~~~~~~~~~~~~ + Pollution may also be caused by nuclear weapons or the meltdown + of a nuclear power plant. Pollution caused by either of these events has + the same effect as industrial pollution. + + NUCLEAR WEAPONS: When a nuclear unit is used in an attack, an + additional effect of the attack is the pollution of a number of + map squares around the impact square. Remember this when you are + tempted to use nuclear weapons. You may create pollution you + cannot readily reach with Settlers to clean up, significantly + raising the risk of global warming. + + NUCLEAR MELTDOWN: If a Nuclear Power Plant melts down, half of + the city's population is destroyed and a random number of + squares near the city becomes polluted. There is risk of + meltdown when a city that has a Nuclear Power Plant goes into + civil disorder. The civilian unrest may result in safety + procedures becoming so lax that a catastrophic accident occurs. + If you build Nuclear Power Plants in any of your cities, take + special care not to allow those cities to go into disorder. When + your civilization achieves the technology of Fusion Power, the + risk of meltdown disappears. Your Nuclear Plants automatically + convert to the technology of fusion power which is free of the + risk of meltdown. + + + DIPLOMACY + ~~~~~~~~~ + Diplomacy is conducted by negotiations between yourself and a + ruler of a rival civilization. Negotiations may occur when a rival sends + and envoy to talk or may result from overtures of your own. Diplomacy is + conducted face-to-face with one rival ruler at a time and can lead to + exchanges of technology, offers of peace, international extortion, or + declarations of war. + + A rival may contact you when units from each of your + civilizations are adjacent to each other. A rival envoy may also arrive + at any time. You may start negotiations by sending a Diplomat into a + rival city and selecting the option "Meet With the King." + + The tone and result of any negotiations are greatly influenced + by the mood or your rival. The opposing leader may be antagonistic, + supplicating, or somewhere in between. This mood depends on the leader's + personality and how your two civilizations compare to each other and the + rest of the world. You may be able to pick up cues on a rival's mood + from facial expressions or background music. + + A rival leader's personality may be aggressive, friendly, or + neutral. Aggressive leaders are more likely to lean toward war or demand + high payments for peace. Friendly leaders are more likely to offer peace + and may only be bluffing when asking for payment. If you have broken + previous peace agreements with this civilization, that is remembered and + also influences the degree of antagonism. + + If you are the largest, most powerful, and richest civilization + in the world, all rivals are likely to be very jealous or antagonistic. + However, if the opponent is puny in comparison, the natural tendency + toward being belligerent may be overridden. A civilization threatened + with extinction is more interested in survival. + + All negotiations end with either and agreement of peace between + your two civilizations or a declaration of war. Even the most + antagonistic rival may concede peace for a suitable payment of cash or + technology. This may purchase peace only temporarily, however. + + Establishing embassies with other civilizations can be very + useful in preparation for negotiations. You Intelligence Advisor + collects information from all of your embassies and from him you can + learn important facts about your opponents, including their size and the + personality of their leader. This information is not available for + civilizations with which you have not established an embassy. + + TRADING TECHNOLOGY: Civilizations that are not extremely + antagonistic may offer to trade technology. They begin by + offering one that you don't possess. They may actually gave + several you lack. If you agree, a menu of technologies they can + trade appears. Select the one that you want and then they take + one from you. You have no choice regarding what they take and + cannot veto the trade. If after trading another exchange is + possible, more trading may take place. + + BUYING PEACE: A rival may demand a cash payment or a + civilization advance during negotiation. If you meet this + demand, the rival almost certainly agrees to peace. If you + reject the demand, an antagonistic rival generally declares war. + The demand or a more peaceful threatened rival may only be a + bluff, and peace may be offered anyway after demands are + rejected. In some cases, a rival offers a reward for your making + peace or declaring war on another civilization. + + POST-TREATY NEGOTIATIONS: Once you agree to a peace treaty you + have an opportunity for further negotiations. A menu opens + offering three choices: a declaration of harmony, a military + proposal, or a demand for tribute. The declaration of harmony + has no real effect. A military proposal is a suggestion by you + for your new friends to attack a third party. This generally + generally costs you a cash payment which you can pay or turn + down. The third option is a demand for tribute to cement the new + treaty you have signed. If your opponent is weak or in awe of + your power, he may pay. Alternatively, he may refuse to pay, or + go as far as to declare war on you. + + + PEACE + ~~~~~ + Peace between your civilization and another can only result from + diplomacy. If you and your rival agree, then a state of peace can occur. + Choosing peace is voluntary unless your government is a Republic or + Democracy. In those cases the Senate of the government overrules any + decision for war and accepts peace. + + Peace agreements can normally be broken at any time by either + party, but so long as it holds, both parties must adhere to the + following rules: units of the other civilization, even Diplomats, may + not be attacked; no units except Diplomats and Caravans may enter + squares that have been improved by the other party within the radius of + a city (irrigated, mined, or penetrated by roads); squares that other + party has under development may not be pillaged; and technology may not + be stolen from the other party. Any of these events ends the peace and + triggers war. You are warned that you are about to break a peace and have + a change to check your action. + + If your government is a Republic or Democracy, you may not + voluntarily violate a peace agreement. The Senate forbids any action + that starts war. If you consider war necessary, you must have a + Revolution to overthrow the government and put in one more receptive to + your wishes. Alternatively, you may wait for your opponent to break the + peace himself or declare war on you. + + When you are at peace it is much easier for trade Caravans to + reach the cities or the other party and establish trade routes. If the + entire world is at peace, your civilization score is increased. The + major benefit or peace is that you are not at war. During war, all of + the proscribed activities are possible, and can cause great damage and + waste of resources. + + + THE SPACE RACE + ~~~~~~~~~~~~~~ + The environmental pressures of growing populations in the modern + world are forcing humans to look in to space for resourceful and living + room. The question is not whether humans are to travel to the stars, but + when. The final act of stewardship you can perform for your civilization + is to insure that they lead this exodus. + + As noted earlier, the history of your civilization ends when + either you or one of your rivals reaches a nearby star system with + colonists. If your spaceship is the first to arrive, you receive a bonus + to your civilization score in recognition of this final accomplishment. + Regardless of how many colonists your spaceship is carrying, or how + fast it is, if a rival makes planetfall first, you receive no bonus. + + The construction of spaceships may not begin until one + civilization has built the Apollo Program Wonder. Thereafter, the race + is one and any civilization that has acquired the necessary advances may + begin building the parts of a spaceship. + + Each civilization, including yours, may build only one spaceship + at a time. Once it is launched, another one cannot be built and sent off. + Ships that have been launched may not be recalled or turned around. + Spaceships are destroyed if the owning civilization's capital is + captured. In this case, a new ship may be constructed. + + + SPACESHIPS + ~~~~~~~~~~ + The purpose of your spaceship is to carry as many colonists as + possible to another star system. To have any chance of success it must + provide at least a minimum of the following: living space for colonists, + food sources, energy sources, propulsion power, and fuel for the + engines. The better prepared the spaceship, the higher the number of + colonists that arrive safely and the faster the voyage + + Your goal is to build a spaceship that can hold as many + colonists as possible, yet travel at a reasonable speed and with + reasonable probability of success. As construction of your ship + proceeds, keep an eye on its characteristics, displayed to the right of + the spaceship window. All spaceships have the same characteristics: + population, food, energy, mass, fuel, flight time, and probability of + success. + + Once you have built a spaceship that meets the minimum + requirements for carrying colonists, you may launch or proceed with + further construction to increase the capacity of the ship. + + POPULATION: The number of people the spaceship is outfitted to + carry. The more people it carries to the new planet, the higher + your bonus. + + SUPPORT: The percentage of the people that the ship is prepared + to carry that can currently be supported. People that are not + provided with life support cannot be expected to survive the + voyage. + + ENERGY: The % of the energy required by the habitation and life + support modules that is currently being provided. If sufficient + energy is not provided for life support and habitation, the + probability of success will be very low. + + MASS: All of the components, modules, and structures add to the + mass of your spaceship. The greater the mass, the more power + required from propulsion parts to move it. + + FUEL: The % of the fuel your propulsion units require that is + currently aboard. If insufficient fuel is provided, the + propulsion components aboard cannot work to their maximum power + and the best possible speed cannot be attained. + + FLIGHT TIME: A calculation of the number of years required for + your spaceship to reach the nearest star based on the ship's + mass and engine power. Adding more engines and fuel reduces + flight time. + + PROBABILITY OF SUCCESS: The approximate % of the people that can + be carried that are expected to survive the voyage based on the + amount of food and energy provided, plus the flight time. The + faster the flight, the higher the expected survival rate. + + SPACE SHIP LAUNCHING: To send your spaceship on its voyage, + press the Launch key (L Key) or the launch button, found at the + bottom right of the spaceship display. + + + CONSTRUCTION + ~~~~~~~~~~~~ + Your spaceship is constructed of parts. Each part is built like + any other improvement, except that when a part is completed, it is + automatically added to your ship. The parts of the spaceship come in + three types: components, modules, and structures. Each type is available + for construction when you have achieved a specific technology advance. + + All modules and components must be connected to a sufficient + structure. If a module or component is not connected, it is marked to + signal the part is not working. Once sufficient structural parts have + been added, the outline disappears. + + To build spaceship components you must have achieved the + technology advance of Plastics. You can then build components at a cost + of 160 resources. There are two kinds of components, propulsion and + fuel. When a component has been completed, you choose which type has + been built. + + PROPULSION COMPONENTS: These are the engines that provide the + power for space flight. The more engines you add, the faster the + ship travels, the sooner it reaches its destination, and the + higher the probability of success of the mission. + + FUEL COMPONENTS: These provide fuel for the propulsion units. In + order for the propulsion units to perform to their maximum, one + fuel component must be provided for each propulsion component. + + + MODULES + ~~~~~~~ + Spaceship modules require the technology of Robotics and cost + resources each to build. They exist in three types: habitation, life + support, and solar panels. When a module is completed, you choose which + type to add to your ship. + + HABITATION MODULE: Each habitation module provides living space, + community services, the recreational facilities for ten thousand + colonists. + + LIFE SUPPORT MODULE: Each life support module provides the food + and other requirements for the ten thousands colonists carried + in one habitation module. People carried in a habitation module + that doesn't receive life support have a very low probability of + surviving. + + SOLAR PANEL MODULE: Each solar panel module provides enough + energy to power two of the other types of modules. Modules that + don't receive power cannot function properly. + + + STRUCTURES + ~~~~~~~~~~ + Spaceship structure require the technology of Space Flight and + cost 80 resources each to build. You must build sufficient structure + parts to connect the components and modules together. Parts that are not + connected do not work and provide no benefit to the ship. + + + CITIES + ~~~~~~ + The economic and industrial centers of your civilizations are it + cities. They are the residence of the population, the source of tax + dollars, the home of your scientists, and the sites of your industrial + production. Each city organizes the development of the area surrounding + it, converting the nearby agricultural land, natural resources, and + potential trade into food, industrial production, technology, and cash. + + One measure of the success of you civilization is the number of + cities it encompasses and the size of each. Larger cities collect more + taxes, conduct more technology research, and risk being overrun by + larger and more powerful neighbors. Falling too far behind in the arms + race, both in quality and quantity, may result in an early exit from + history. + + The management of your civilization involves the founding of + cities, their management, and their protection. New cities can be built + from scratch or captured from rivals. Managing a city requires + maintaining a balance of food, industry, taxes, luxuries, and + improvements that keeps the citizens content and productive. + + Rival civilizations are a constant threat to the security of + your cities. After taking steps to protect them, consider conquering + cities of your rivals. This reduces the threat they pose and is often an + inexpensive way to expand. + + + NEW CITIES + ~~~~~~~~~~ + New cities can be acquired in three ways. They can be started + from scratch, a minor tribe discovered by your armies may elect to join + you as a new city, or your armies can conquer the cities of your + neighbors. + + FOUNDING NEW CITIES: When a Settler unit is on a map square + where you wish to build a new city press B. After establishing + the city name your Settler unit will now become a member of + cities population. + + MINOR TRIBES: Occasionally a minor tribe may be awed by your + emissaries to immediately become part of your civilization. In + this case the minor tribe forms a new city. + + CAPTURING CITIES: Cities of other civilizations are normally + defended. If the defenders can be defeated you will earn the + city. Capturing a city may result in the discovery of a new + technology advance and plundered cash. Occupying an enemy city + may destroy some improvements the city has built, and it + eliminates one point of population. Therefore, a city that has + only one point of population remaining is destroyed instead of + captured. + + + PLACING NEW CITIES + ~~~~~~~~~~~~~~~~~~ + When building a new city, plan carefully where it is placed. The + map square in which it is built and the squares surrounding it determine + how valuable the city can become. Factors to be considered include the + economic value of the square the city is placed in, the economic + potential with the city's radius, the proximity of other cities, and the + strategic value of the location. Ideally, locate cities it areas offer a + combination of food for population growth, resources for production, and + trade. Where possible, take advantage of the presence of special + resource squares. + + THE CITY SQUARE: The terrain the city occupies is especially + important because it is always under development. You cannot + take workers off this square when adjusting development on the + city map. If this area is not useful, especially for producing + food, then population growth is a new city is handicapped. For + this reason, new cities are generally best built in Plains, + Grasslands, or Rivers. These provide the best food production + and, this, faster population growth. + + THE CITY RADIUS: The potential area of development extends out + two city squares on the map in every direction except + diagonally. If the new city grows large enough, its population + can bring all of this area into development. When planning a new + city, consider this radius and the long-term benefits of any + potential site. To grow, the city must encompass sufficient + food-growing areas. Any city that can grow has value, but your + most important cities are those that also have resources + available. These cities can quickly build and support military + units and Wonders. Hills and Forests are important sources of + resources, as are squares containing special resources symbols + for game, horses, coal, and oil. The importance of trade in + generating taxes and technology makes River squares especially + goof sites for cities when just beginning. Without Rivers, you + must quickly build roads in Plains or Grasslands to generate + trade. + + LANDSCAPING: When surveying sites for a new city, keep in mind + the potential for some squares to be improved. Hills and + Mountains can be mined and then produce increased resources. + Plains, Rivers, and Grasslands can be irrigated and then produce + more food. Swamps and Jungles can be cleared into Grasslands or + converted to Forests. Forests may be cleared into Plains. Plains + and Grasslands may be turned into Forests if you need resources. + An area of Jungles and Swamps looks barren at first, but has the + potential to be a very rich city site. Plains, Grasslands, and + Deserts produce trade once penetrated by Roads, and all land + squares improve in production when Railroads come through. + + PROXIMITY OF CITIES: Another consideration when planning new + cities is the current or potential location of other cities. + Minimize the economic radius overlap restricts the potential + growth of one or both cities. When just beginning, explore + nearby lands as soon as possible to begin planning the placement + of future cities to best take advantage of the terrain. A few + large and powerful cities are more useful than several smaller, + weaker ones. + + STRATEGIC VALUE: The strategic value of a city's site is a + final consideration. Because the underlying terrain can increase + the defender's strength when under attack, in some circumstances + the defensive value of the terrain may be more important than + economic value. But good defensive terrain is generally poor for + production and inhibits the early growth of a city. + However, defending a city is generally is easier than defending + normal terrain. In a city you can build the City Walls + improvement which triples the strength of defenders. Also, in + cities only one army at a time is destroyed in combat. Outside + of cities, all armies stacked together are destroyed when any + army in the stack is defeated. So, in certain cases where a + continent bottlenecks and a rival is on the other side, the + defensive value of a city site may be more critical than + economic value. Placing at least a few cities on the seacoast + gives you access to the ocean. This allows the launching of ship + units to explore the world and transport your units overseas. + With few coastal cities, your sea power is constrained. + + + CITY MANAGEMENT + ~~~~~~~~~~~~~~~ + STABILITY: Cities that don't maintain a favorable balance of + happy people over unhappy people people go into civil disorder. + Cities in civil disorder produce no tax revenue, no technology + research, and no food surpluses, and suspend production. A + nuclear reactor in a city suffering civil disorder may + experience a meltdown due to lax safety controls. Keeping a city + stable is a very high priority! + + POPULATION GROWTH: Keeping the population growing is important + because each additional person contributes something to your + civilization. Each new worker brings a new map square under + production. Population growth increases economic power, and + thus, the strength of your civilization. The size of your + population is a major factor in determining your civilization + score, a measure of how well you have ruled. + + RESOURCE DEVELOPMENT: The people of your city that work in the + surrounding countryside harness the economic resources of the + area. Those resources are converted by the city into more + people, industrial production, money, and technology research. + When managing a city, you must allocate the people so as to + maximize this development, or match it up to your needs. There + may be times when increased industrial output is preferred over + population growth. There may be times when increased trade is + needed. You can give orders to your advisors to shift a city's + work force around to change the mix of economic development as + desired. + + TAX REVENUE: Most of the improvements that can be built within + cities require money for maintenance. Money is also useful for + speeding industrial production, bribing enemy armies, inciting + revolts in enemy cites, and for negotiating peace with your + neighbors. The combined tax revenues of your cities must exceed + their maintenance requirements before cash can accumulate for + other uses. Although it is not necessary for each city to + produce surplus revenue, enough cities must do so to cover + expenses. Some cities may not be especially suited for industrial + production, but some may still be good trading centers. Manage + these cities to produce extra revenue. + + TECHNOLOGY RESEARCH: The greater the contribution of research + each city makes toward new technology, the faster the new + civilization advance is reached. The amount of research is + devoted to bringing in new ideas and otherwise discovering + technology advances. A city's research contribution can also be + influenced by adjusting trade, creating Scientists, and certain + improvements. Improvements that can help are the Library and + University, which improve research, and several Wonders. + + INDUSTRIAL PRODUCTION: Each city has more or less capacity to + produce new units and improvements. The most valuable cities + have the greatest industrial capacity. They can quickly produce + expensive military units that extend power of you civilization. + They are also best at producing the Wonders of the World. You + must regularly monitor the production of you cities to insure + that the most needed items are being built. There are four main + tools available to reach and maintain these goals of city + management: shifting workers around, converting some workers to + SPECIALISTS, building improvements, and building Wonders of the + World. Workers can be shifted around the city map display to + adjust economic developments. Specialists can be created to + increase production of luxuries, taxes, or technology. Within + each city you can order the construction of improvements such as + a Temple to make some unhappy people content, a Granary to speed + population growth, or a Library to increase research. The most + costly tools available are the Wonders of the World. These are + magnificent improvements that bring lasting glory to your + civilization in addition to some special effect. Although + Wonders are built in a city like an improvement, their special + effect often extends through all or part of your civilization. + However, only one of each Wonder may be built in the entire + world and your rivals may construct them first. + + + CITY PROTECTION + ~~~~~~~~~~~~~~~ + Great economic management of a city is worthless if the city is + captured by rivals or barbarians. Part of the management plan must + concern the defense of the city. A large part of the defense is not + handled locally, but on your borders and coasts. A defensive line of + units, both at sea and on land, that can intercept enemies before + they close with your cities can be helpful. Even the best defensive + lines can be penetrated, so the defense of the city itself cannot be + neglected. The minimum city defense is one army, preferably one with a + good defense factor. Fortify any armies that you expect to defend a city + because Fortified units increase their defense strength. A second + defender is often a good idea. Adding an army with a strong attack + factor is also useful. This army can attack enemies that move adjacent + to the city, perhaps destroying them before they test the defenders. The + defense of the city can be substantially improved by building City + Walls, an improvement that triples the defender's strength versus most + attackers, but not Bombers or Artillery. This tripling takes effect + after the effects of veteran status is considered. Being fortified + behind City Walls has no effect unless the attacking unit is a Bomber or + Artillery unit. City Walls also prevent population loss when defending + units are destroyed. When civilization advances make available new army + types with better defense factors, take the first opportunity to replace + old defenders with better units. Since the offensive capability of your + enemies improves as they acquire new technology, your defenses must + improve to keep up. Linking cities with Roads and Railroads can be very + helpful in speeding the movement of units from one end of your empire to + trouble spots elsewhere. This puts your defensive armies on "interior + lines," allowing them to rapidly move to where they are needed. + + + CITY DISORDER + ~~~~~~~~~~~~~ + A city suffers civil disorder when unhappy people outnumber + happy people, content people being ignored in the calculation. Cities in + disorder provide no tax revenue, contribute no technology research, and + suspend production of new units or improvements. When order is restored, + the city returns to normal operation next turn. You can restore order in + several ways. To restore order you may pay to complete an improvement, + such as a Temple, that can covert sufficient unhappy people to + contentment to restore balance. You may also change the luxury and tax + rates of you civilization to attempt to restore order. Increasing luxury + convert some content people to happy. You may take one or more people + out of the work force, making them Specialists. This increases the + number if happy people. When creating Specialists, be careful not to + also cause shortages of food or resources that cause starvation of + population or scrapping of armies. Under the government types Despotism, + Monarchy, or Communism, it is possible to restore order to a city using + martial law. Each military unit in a city makes one unhappy citizen + content. Only those units possessing an attack factor of one or more can + impose martial law. By moving enough units into a city suffering + disorder, order may be restored. Under Republican or Democratic + government, each military unit not in its home city creates one or more + unhappy citizen. When a city is in disorder, destroying distant military + units, returning them to the home city, or changing their home city, + makes some unhappy people content and may restore the city to order. All + of these methods are useful in restoring the balance of your cities or + enemy cities that you have just captured. + + + WE LOVE THE (KING) DAY + ~~~~~~~~~~~~~~~~~~~~~~ + When a city becomes sufficiently happy, it may hold a + celebration in honor of your rule. The people declare a "We Love the + King Day" in thanks for the prosperity you have made possible. While the + circumstances that trigger this celebratory mood continue, the city + enjoys certain benefits, depending on your civilization's type of + government. In order for the "We Love the King Day" celebration to + occur, there must be no unhappy people in the city, at least as many + happy people as content people, and the city must have population of at + least three. Specialists are considered content citizens for this + calculation. + + ANARCHY: The celebration has no effect when the government is in + anarchy. + + DESPOTISM: The celebrating city is operated as if the government + is a Monarchy. This can increase the amount of food and + resources generated when some terrains are irrigated and mined. + + MONARCHY/COMMUNISM: A celebrating city currently ruled by either + of these governments is operated as if the government is a + Democracy instead. This increases the amount of trade generated. + + REPUBLIC/DEMOCRACY: A celebrating city currently ruled by either + of these governments increases in population by one point each + turn so long as sufficient food is available. This can result in + dramatic growth of the city. + + + CITY RESOURCES WINDOW + ~~~~~~~~~~~~~~~~~~~~~ + FOOD: A population unit in your city requires two units of food + each turn. If you city is currently producing more food than + that, the surplus is shown after a break in the food line. The + excess goes into the food storage box shown elsewhere on the + city display. + + RESOURCES: The shield symbol indicates the resources of raw + materials and industrial capacity of the city. Surplus capacity + is shown to the right of a break in the industry line and is + available to be used to build new units or city improvements. + Diplomats and Caravans don't require maintenance. + + TRADE: Trade is produced by Roads through Plains and Grasslands, + by Rivers, by Oceans/Lakes, by squares containing Gold Mines or + Gems, and by Caravans trade routes. + + LUXURIES: These are shown as diamonds. For every two diamonds of + luxuries produced, one content citizen becomes happy. The amount + of luxuries may be increased quickly by creating Entertainers. + + TAX REVENUES: These are shown as gold coins and are used to pay + maintenance costs for city improvements. + + SCIENCE: The knowledge that results from science research is + shown as light bulbs. + + CORRUPTION: Depending on your type of government and the city's + distance from your palace, some trade may be lost as corruption. + + + SPECIALISTS + ~~~~~~~~~~~ + ENTERTAINERS: People removed from the work force immediately + become Entertainers. Each Entertainer is the equivalent of two + additional trade symbols added to that part of the city's trade + brought in as luxuries. Creating Entertainers has the result of + creating more luxuries and making more people happy. + + TAXMEN: You can change an Entertainer to a Taxman. Click on the + Entertainer to convert him. Taxmen increase tax revenue. + + SCIENTISTS: You can change a Taxman into a Scientist. Click on + the Taxman to convert him. The Scientist is a researcher who + increases the amount of knowledge your city is producing. + + + PRODUCTION BOX + ~~~~~~~~~~~~~~ + CHANGE PRODUCTION: Use the change button to open the menu of + items that you can produce. (All of you have probably figured + this out!) + + RUSH JOBS: If you have the cash buy the item instead of waiting + for it! The cost is $2 per missing resource shield. You may want + to consult your City Status advisor for remaining resource cost + on big purchases. + + SABOTAGE: Enemy diplomats may slip into your cities and destroy + items partially completed. All resources currently invested in + an item are destroyed and production starts over. Your only + protection from this is to destroy enemy diplomats before they + can enter. + + DISASTER: Pirate raids also destroy the partially completed + item in the production box. The only defense against them is + building the Barracks improvement. + + + IMPROVEMENTS ROSTER + ~~~~~~~~~~~~~~~~~~~ + This part of the city display is in the upper right hand corner. + The only thing you need to know here is that the buttons to the right of + the improvements are their sell buttons. If you want to sell an + improvement click on the corresponding button. + + + INFORMATION WINDOW + ~~~~~~~~~~~~~~~~~~ + Within this window various types of information can be reviewed + or accessed. Here you can quickly see what military units are defending + the city, what trade routes the city has established, whether the city + is causing pollution, a small version of the world map, or a bird's-eye + view of the city. + + Across the top of the window are several buttons: Info, Happy, + View, Map. Using these buttons you can call up the information you wish + to see. + + MAP: Pressing this button calls up a small version of the world + map. The city you are in is marked for reference. Also marked on + the map are the location of any cities which you have + established trade routes and the location of units that make + this their home city. The map may be useful for planning + additional trade routes, assessing the danger of enemies, + locating units you wish to disband, or deciding a sailing + direction for newly launched ships. + + VIEW: This button opens the bird's-eye view of the city that is + seen when a new improvement or Wonder is built. As time passes, + note that the architecture of the various dwellings improves. + + INFO: This button calls up the most useful info. When you first + open any city display, this button is automatically on. Just + below the row of buttons are shown the icons for all units + currently in the city. Fortified units have a border around them + and units on sentry duty are shown as faded icons. Fortified + units or those on sentry duty may only be activated from this + window. When you return to the map display, these units can now + be given orders. At the bottom of the window is a list of any + trade routes the city has established. Each trade route is noted + by the name of the city with which you are trading and the + amount of trade generated. This trade is automatically included + in the trade your city is generating, shown in the city + resources window of the display. As your civilization moves into + the Industrial Age, pollution may become a problem. In the + middle of this window, pollution indicators appear when the + city's industry get sufficiently large. The indicators are + smokestack icons. The presence of several smokestacks is a cue + that you need to reduce pollution or be prepared to clean it up. + The alternative is eventual environmental disaster. There can be + up to one hundred smokestacks present indicating a 100% + probability of pollution each turn. + + HAPPY: This button opens the Population Happiness Chart, which + shows what factors are affecting the happiness of the city's + population. All people in a city beyond a certain number are + unhappy before any modifying influences are taken into account. + At the Emperor level of difficulty, only the first two PEOPLE + are content; at King level, the first three; and so on down to + Chieftain level, where the first six people are content. When + the city's population increases beyond these minimums, the new + people are unhappy unless their condition is improved by a + culture and a standard of living that provides luxuries, + religion, and entertainment; they are coerced into contentment + by martial law; or the presence of Wonders of the World lifts + their pride and spirits. The top row of the chart shows the + happiness of the population before taking into account any of + the factors that improve happiness. The second row shows the + effects of the luxuries that are provided to the city, if any. + Two units of luxuries make on content person happy or one + unhappy person content. A contented person is made happy before + another unhappy person is made content. The third row shows the + effects of Temples, Cathedrals, and Colosseums. These + improvements have the effect of making unhappy people content. + The fourth row shows the effects or martial law and military + service. Under all governments except the Republic and + Democracy, each military unit in a city coerces one unhappy + person into contentment. Any units imposing martial law are + shown is this row. Under the Republic or Democracy, martial law + does not work. Instead, each military not in its home city make + one person unhappy. This is shown by "SAD FACE" symbols in this + row and under the units in the home city roster. The fifth row + shows the effects of any Wonders of the World, either in this + city or elsewhere, that are influencing the population's + happiness. Specialists are content people, and are taken from + the ranks of the content or happy population when created. The + effect of the increased luxuries created by Entertainers is + shown in row two. The bottom row of the chart shows the + cumulative effect of all factors on the happiness of the + population roster at the top of the display. Examining this + chart is useful for understanding what is affecting the + happiness of the city and perhaps indicating what else could be + done if the city is out of balance. You may see where creating + Entertainers, disbanding out of town units, bringing in more + units, or building a new improvement can bring the city back + into order. + + + CITY IMPROVEMENTS + ~~~~~~~~~~~~~~~~~ + When beginning a new civilization, you normally may only build + one type of improvement, the Barracks. As your civilization acquires new + technologies, more improvements become possible. Each city may only + build one of each improvement. The improvements that your city possesses + are listed in the improvements roster on the city display. Once built, + improvements may be destroyed by sabotage, disaster, and capture, and may + even be sold for cash. + + SABOTAGE: Diplomats may enter a city and attempt industrial + sabotage. This may result in the destruction of an existing + improvement. The only defense against this type of attack is + destroying the Diplomat before it can enter a city. + + DISASTER: Volcanos, Pirate Raids, Floods, Fires, and Earthquakes + may destroy improvements in a city. There is no defense against + Earthquakes, but Aqueducts prevent Fires, Temples prevent + Volcanos, City Walls prevent Floods, and Barracks prevent Pirate + Raids. + + CAPTURE: Some, all, or none of a city's improvements may be + destroyed when it is captured by another civilization. + + SELLING IMPROVEMENTS: You may sell an existing improvement to + raise cash by pressing the sell button next to its name in the + improvements roster of the city display. + + AQUEDUCT: Cities without an Aqueduct may not grow beyond a size + of 10 population points. In addition, Aqueducts prevent the + disasters of Fire and Plague. Aqueducts require the advance of + Construction, cost 120 resources to build, and cost $2 per turn + to maintain. + + BANK: Banks increase the luxuries and taxes generated by a city + by 50%. Banks cost 120 resources to build and $3 per turn to + maintain. + + BARRACKS: New units built in this city are already veterans, + increasing their attack and defense factors by 50%. Barracks + prevent the disaster of pirates. They disappear when you acquire + the advances of Gunpowder and Combustion. SECOND generation + Barracks cost $1 per turn and third generation Barracks cost $2 + to maintain per turn. + + CATHEDRAL: A Cathedral makes four unhappy people content and is + very useful for keeping a large city out of civil disorder. It + costs 160 resources to build, and takes $3 to maintain per turn. + + CITY WALLS: City walls triple the strength of a defending unit, + except when attacked by a Bomber or Artillery unit. This + tripling occurs after considering the effect of terrain and + veteran status. Cities defended by City Walls do not suffer + population losses when a defending unit it destroyed. Walls also + prevent the disaster of Flood. They cost 120 resources and + requires $2 per turn to maintain. + + COLOSSEUM: Its presence makes 3 unhappy people content. It costs + 100 resources to build, and requires $4 per turn to maintain. + + COURTHOUSE: This improvement reduces corruption in a city by + 50%. It costs 80 resources and needs $1 per turn to maintain. + + FACTORY: A Factory increases the amount of resources generated + by a city by 50%. They become obsolete and stop working if a + Manufacturing Plant is built in the same city. It costs 200 + resources to build and requires $4 per turn to maintain. The + effect of a Factory may be increased by the presence of a Hydro + Plant, a Nuclear Plant, or a Power Plant. It may also be + increased by the Hoover Dam, a modern Wonder of the World. + + GRANARY: Cities possessing a Granary use up only 50% of their + stored food to create new population. The storage box only half + empties. In addition, the Granary prevents a Famine disaster + from destroying population. The Granary requires 60 resources to + build and $1 per turn to maintain. + + HYDRO PLANT: The production bonus for a Factory or Manufacturing + Plant is doubled of the city has a Hydro Plant. In addition, a + Hydro Plant reduces the probability of pollution. A Hydro Plant + may only be built by a city on or near a River, Hills, or + Mountains. It costs 240 resources and requires $4 per turn to + maintain. + + LIBRARY: A Library increases the knowledge production of a city + by 50%. It costs 80 resources to build, and costs $1 per turn to + maintain. The effect of all Libraries in your cities is + increased if you possess Isaac Newton's College, a medieval + Wonder of the World. + + MANUFACTURING PLANT: This improvement increases the resources + generated by a city by 100%. It costs 320 resources to build, + and costs $6 per turn to maintain. Its presence makes and + already existing Factory obsolete and the Factory ceases to + work. The effect of a Manufacturing Plant may be increased by + the presence of the Hydro Plant, the Nuclear Plant, the Power + Plant, or the Hoover Dam. + + MARKETPLACE: A marketplace increases tax revenue and luxuries by + 50%. The Marketplace costs 80 resources to build, and costs $1 + per turn to maintain. + + MASS TRANSIT: In cities with Mass Transit, the population has no + effect on pollution. It costs 160 resources to build, and costs + $2 per turn to maintain. + + NUCLEAR PLANT: Like other types of power plants, the Nuclear + Plant increases the production of a Factory or Manufacturing + Plant by another %50. A Nuclear Plant also reduces the + day-to-day probability of pollution. However, a Nuclear Plant in + a city suffering civil disorder risks a nuclear meltdown. The + Nuclear Plant costs 160 resources to build, and costs $2 per + turn to maintain. + + PALACE: This is the administrative and governmental center of + your civilization. The farther any city is from the city + containing the Palace, the more corruption is likely. You may + build a new Palace in another city, but this causes the + retirement of the first Palace and relocation of the government. + If your Palace is destroyed, a new one may be built in any + existing city. The Palace requires 200 resources to build and + costs nothing to maintain. + + POWER PLANT: The source of industrial power increases the + resources generated by Factories and Manufacturing Plants by an + additional 50%. However, it increases the probability of + pollution significantly. The Power Plant costs 160 resources, + and needs $4 per turn to maintain. + + RECYCLING CENTER: The recycling center reduces the probability + of pollution by 2/3. It costs 200 resources to build and costs + $2 to maintain. + + SDI DEFENSE: The SDI (Strategic Defense Initiative) Defense + protects the city from Nuclear units. Attacks by these weapons + have no effect. This improvement costs 200 resources and needs + $4 to maintain per turn. + + TEMPLE: The Temple's presence makes one unhappy citizens + content. With the additional advance of Mysticism, another + person is made content by a Temple, for a total of two. A Temple + presents the Volcano disaster. Temples cost 40 resources to + build and need $1 to maintain per turn. The effect of a Temple + may be doubled if your civilization possesses the Oracle, an + ancient Wonder of the World. + + UNIVERSITY: The presence of a University increases the knowledge + generated by a city by 50%. A University bonus is added to the + bonus from an existing Library. Together they double the + knowledge generated. Universities cost 160 resources to build + and $3 to maintain. The effect of all Universities in your + cities is increased if you possess Isaac Newton's College, a + medieval Wonder of the World. + + + WONDERS OF THE WORLD + ~~~~~~~~~~~~~~~~~~~~ + As your civilization progresses through the years, certain + advances make possible the building of Wonders of the World. There are + 21 Wonders, 7 each for the three great epochs of civilization. + Antiquity, the Middle Ages, and the Industrial Age. These Wonders are + the extraordinary monuments of a civilization, bringing everlasting + glory and other benefits to their owners. + + A Wonder is a dramatic, awe-inspiring accomplishment. It is + typically a great achievement of engineering, science, or the arts, + representing a milepost in the history of humankind. Each Wonder is + unique, existing only in the city where it is constructed. + + In addition to the glory attached to owning a Wonder, each one + has a specific, unique benefit. The people of your civilization are able + to perform amazing feats, inspired by their pride in the possession of + Wonders. + + The benefits of some Wonders apply only to the civilization that + possesses them. If a Wonder you build is lost when one of your cities is + captured, the powers of the Wonder then apply to the conquering + civilization. The same holds true if you capture a Wonder. + + However, the benefits of the ancient Wonders and most of the + Wonders of the Middle Ages may not stand for all time. Objects and + accomplishments that awed the ancients may not similarly inspire the + people of the Industrial Age. The achievement of later advances may end + the benefits of older Wonders, regardless of whether your civilization + or another makes the cancelling advance. + + + CONSTRUCTION + ~~~~~~~~~~~~ + Each Wonder may be built once your civilization achieves a + specific technology. For example, when your civilization acquires Map + Making, you may begin construction of the Lighthouse. + + You may only build a Wonder is it does not already exist + somewhere else in the world. If it exists in another city, it does not + appear as an option in your production menus. If you are building a + Wonder in one of your cities and the same Wonder is completed elsewhere + before you finish, you cannot complete your construction. You must + convert your construction to something else. + + Wonders are not destroyed when an enemy occupies their city. + However, if a city possessing a Wonder is destroyed, than that Wonder is + lost forever and cannot be rebuilt. + + Wonders are built in the same manner as any other city + improvement with one exception. You may move a Caravan into the city of + construction and accept the option "help build Wonder." All of the + resources that went into the Caravan are added to the construction of + the Wonder. + + Wonders may be built in any city and more than one may be built + in the same city. + + + EFFECTS + ~~~~~~~ + Each Wonder has a specific and general benefits. General + benefits are the glory that accrues to your civilization for possessing + the Wonder, even after new technology makes it obsolete. Each Wonder + that your civilization possesses adds to your civilization score. The + presence of Wonders are significant when the top 5 cities in the world + are measured. The presence of Wonders also influences the historians, + such as Gibbon, who periodically rate the world's civilizations. + Finally, Wonders also influence the decision of the people to improve + your palace. + + + ANTIQUITY + ~~~~~~~~~ + COLOSSUS: The Colossus is a great bronze statue bestriding the + gates or harbor mouth of the city. This amazing statue draws + tourists from around the world, greatly increasing the trade of + the area. Trade is +1 in every city map square that is already + generating some trade. The effect on tourism stops working after + development of Electricity and the trade benefit is thereafter + lost. The Colossus requires the advance of Bronze Working and + takes 200 resources to build. + + GREAT LIBRARY: Begun as a hobby by a local ruler, the Great + Library is an obsession for the city. Its agents scour the world + for books and manuscripts, making the Great Library the largest + known repository in existence. The Great Library gives you any + technology that two other civilizations have acquired. However, + it stops working after development of the University. It + requires the advance of Literacy and takes 300 resources to + build. + + GREAT WALL: The Great Wall was built not so much to keep + invaders out, but to retard their escape with any loot. The + effect is to deter the aggressiveness of neighbors. When you + possess the Great Wall, other civilizations always offer peace + during negotiations. However, the effect of the Great Wall + ceases after development of Gunpowder. It requires the Masonry + advance and takes 300 resources to build. + + HANGING GARDENS: The magnificent Hanging Gardens are a great + marriage of engineering and beauty. Architecturally brilliant + layered tiers of gardens and ingeniously supplied with water. + Any visitor is overwhelmed by the grace of this man-made garden + of paradise. Possessing this beautiful monument brings great + pleasure to the people of your civilization and results in a +1 + happy citizen in each of your cities. This magical effect of the + Hanging Gardens expires with the development of Invention + because, thereafter, the gadgetry of the garden design becomes + cheaply available to everyone. Knowledge of the Hanging Gardens + is acquired with the advance of Pottery, and the Wonder takes + 300 resources to build. + + LIGHTHOUSE: The construction of this immense Lighthouse not only + creates the greatest navigational aid of antiquity, but triggers + a birth of seafaring skills and traditions. The result is great + achievements by your ships and captains. Possession of the + Lighthouse increases sea movement rates by 1 SQUARE for all of + your ships. However, the effect of the Lighthouse ceases working + after development of Magnetism, a new navigational aid that puts + competent sailing within the grasp of anyone. The Lighthouse + requires the advance of Map Making and it takes 200 resources to + build. + + ORACLE: Building the Oracle gives the beliefs of your + civilization a unifying central dogma that increases the effect + on its people. The auguries of the Oracle are transmitted + through the local Temples, exerting significant control over + their lives. The Oracle becomes available with the advance of + Mysticism and doubles the effect of your Temples in making + unhappy people content. It stops working after the development + of Religion, which appeals to more widely to the growing + literate, intelligent citizenry. The Oracle takes 300 resources + to build. + + PYRAMIDS: The Pyramids are the greatest and oldest of the + ancient Wonders. Their construction requires great government + control of the entire nation to make possible the effort of + their construction. A civilization that possesses the Pyramids + may change government type without going through a period of + Anarchy. In addition, that civilization may select any type of + new government, not just those for which it has made the correct + advance. The Pyramids require the advancement of Masonry and + take 300 resources to build. However, the effects of the + Pyramids expire after the advance of Communism is achieved. + + + THE MIDDLE AGES + ~~~~~~~~~~~~~~~ + COPERNICUS'S OBSERVATORY: Working alone on cold nights in the + tower of his cathedral, this Polish priest re-established that + the Sun was the center of the Solar System, not the Earth. This + fact had been recognized by ancient astronomers but lost is the + Dark Ages, buried under superstition and religious dogma. + Copernicus's findings were controversial but proven true, and + were an important step in the rebirth of Western science. + Building Copernicus's Observatory doubles knowledge of + production in the city, after all adjustments for Libraries, + Universities, and Scientists. However, this benefit stops + working after the development of the Automobile. The advance of + Astronomy makes the Observatory possible. It costs 300 resources + to build. + + DARWIN'S VOYAGE: Partially from the research accomplished on his + scientific voyage aboard the Beagle to the Galapagos Islands, + Charles Darwin developed the theory of evolution that was + published in his masterwork, The Origin of Species. Darwin's + arguments, and those of his contemporary, Alfred Russell + Wallace, were so convincing that they were only disputed on + philosophical grounds, mainly by religious fundamentalists. The + theory of organic evolution was the foundation of all following + research in biology. The civilization that builds Darwin's Voyage + immediately acquires two civilization advances. The advance of + Railroads makes Darwin's Voyage possible. The Voyage costs 300 + resources. + + ISAAC NEWTON'S COLLEGE: Considered by many to be the greatest + scientist of all time, Newton developed theories of universal + gravitation that explained both the motion of heavenly bodies + and the falling of bodies to Earth. He also wrote important + works on calculus, optics, the spectrum of light, fluid + mechanics, the motion of comets, and the motion tides, and built + the first reflecting telescope. For 32 years he was a professor + of mathematics at Cambridge University. Possessing Newton's + College increases the knowledge benefit of all your Libraries and + Universities. It may be built once you have acquired the Theory + of Gravity, but stops working after development of Nuclear + Fission. The College requires 400 resources to build. + + J.S. BACH'S CATHEDRAL: Johann Sebastian Bach was one of the + great composers of the Western world. Born into a family of + distinguished musicians, he was noted as a virtuoso performer + during his life, but has become much more reversed since his + passing for the genius of his music. The majority of his + compositions were written while serving the church, and most + pieces were written for the organ and dedicated to the glory of + his God. Possessing Bach's Cathedral decreases unhappy citizens + on the same continent by 2 per city. The Cathedral may be built + following the advance of Religion and costs 400 resources. The + power of Bach's music does not expire. + + MAGELLAN'S EXPEDITION: Ferdinand Magellan, a Portuguese + navigator, led the first expedition that circumnavigated the + globe. Sponsored by Charles I of Spain, he was searching for a + westward route to the spice islands of the Moluccas. Along the + way he discovered the straits at Cape Horn that bear his name. + Unfortunately, he died in the Philippines fighting natives. Only + one of his five original ships and few of his men reached home, + but the expedition proved that the Earth was round. Possessing + Magellan's Expedition increases sea movement rates by 1 square + for all of your ships. The expedition becomes possible after the + advance of Navigation and never expires. It costs 400 resources + to build. + + MICHELANGELO'S CHAPEL: You may build the Chapel after achieving + the advance of Religion. Possessing it increases the benefits of + Cathedrals throughout your civilization until the advance of + Communism diminishes the strength of Religion. The Chapel takes + 300 resources to build. + + SHAKESPEARE'S THEATRE: The Theatre may be built after achieving + the advance of Medicine. Thereafter, all unhappy people in the + city are content, until the advance of Electronics makes the + Theatre obsolete. It costs 400 resources to build. + + + INDUSTRIAL AGE + ~~~~~~~~~~~~~~ + APOLLO PROGRAM: The Apollo Program may be built after achieving + the advance of Space Flight. It allows construction of space + ships by any civilization having the technology to build parts. + The Apollo Program costs 600 resources to build. + + CURE FOR CANCER: After the development of the advance of Genetic + Engineering, you may work on the Cure for Cancer. Possessing the + Cure creates a +1 happy citizen in all cities of your + civilization. The Cure for Cancer costs 600 resources to build. + + HOOVER DAM: The Hoover Dam may be built after the advance of + Electronics is acquired. The Dam provides electric power to all + cities in the same continent, increasing the resources generated + by the city by 50%. In addition, the Dam reduces the probability + of pollution from these cities. The Hoover Dam costs 600 + resources to build. + + MANHATTAN PROJECT: Once any civilization completes the Manhattan + Project, all civilizations in the world may begin building + nuclear weapons, if they have the proper technology. The + Manhattan Project itself may be built once the advance if + Nuclear Fission has been achieved. The Project costs 600 + resources to build. + + SETI PROGRAM: The SETI Program may be built when your + civilization acquires the advance of Computers. Thereafter, the + knowledge generated by your cities increased by 50%, unless the + Program is destroyed or captured by a rival. The SETI Program + costs 600 resources to complete. + + WOMEN'S SUFFRAGE: Women's Suffrage becomes available after the + advance of Mass Production. Under a Republic or Democracy, units + away from their home city create one less unhappy citizen than + normal for a civilization that possesses Women's Suffrage. It + costs 600 resources to achieve. + + UNITED NATIONS: Building the United Nations is a great + achievement by a civilization. It is only available after the + advance of Communism. During negotiations with other + civilizations, they always offer to make peace with you. This + allows at least a temporary resolution to all wars you engaged + in. The United Nations costs 600 resources to build. + + + DISASTERS + ~~~~~~~~~ + Each game turn there is a chance that a disaster of some sort + may strike one of your cities. A disaster may result in loss of + pop ulation, destruction of a city improvement, or disruption of + production. Some disasters may be prevented if your civilization has + acquired certain advances of if the city has built a certain improvement. + In these cases, the disaster does not occur or has no effect. + + The possible disaster are described below. For each there is an + explanation of why it occurs, the effect on your city when it strikes, + and what measures can prevent it, if any. + + EARTHQUAKE: Earthquakes may strike any city that is built + adjacent to Hills terrain. There is nothing that you can build + or learn to prevent this disaster. An earthquake destroys one + city improvement. + + FAMINE: Famine strikes randomly. It can be prevented by building + a Granary improvement. If it strikes a city with no Granary, all + food in the food storage box is lost and the city's population + is reduced. + + FIRE: Fire can hit any city at any time. It can be prevented by + building an Aqueduct improvement. Fire destroys one city + improvement. + + FLOOD: Flood can strike any city built adjacent to an River + square. It can be prevented by building a City Wall. Flood + reduces city population. + + PIRACY (Yeah, our favorite topic): Pirate raids may strike any + city built adjacent to an Ocean square. Pirates can be prevented + by building a Barrack. Pirates remove all food from the food + storage box and destroy whatever is being built in the + production box. All resources spent so far in production are + lost. + + PLAGUE: Plague may strike any city at any time. It can be + prevented by acquiring the advance of Medicine or by building + and Aqueduct improvement. Plague reduces the city's population. + + VOLCANO: A volcano may erupt and damage any city built adjacent + to or on Mountain terrain. The effect is a volcano may be + negated by building a Temple improvement in the city. Volcanic + eruptions reduce the city's population unless negated. + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/civiguid.txt b/textfiles.com/piracy/SOFTDOCS/civiguid.txt new file mode 100644 index 00000000..11627225 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/civiguid.txt @@ -0,0 +1,7103 @@ +______________________________________________________________________________ + /\ |\ |\ /\ /\ /\ / +________/ \__| \_____| \_______ _____/ \/ \____/ \ ______________/ + / \ | \ | \ | | / \ \ / / / / / + / \| \___| \___ | | / \ \/ / / / ____/ + / /\ \ / \ / \ | | / /\ \ / / / / \ +____/ /__\ \ \ \| __|_/ /__\ \ / /___/ / \ +\ / / \ / / \ / / / / \ / + \/ /__________\____/_______/____\/ /_______/ /_________\ _____/ + \ / \ /\ / \ / \ / + \/ \/ \/ \/ \/ + + ALLIANCE PRESENTS + + The Official Guide to + Sid Meier's + + C I V I L I Z A T I O N + + Keith Ferrell + + The Authoritative Guide + + Amiga Adaption by Baser Evil/Alliance + + + Greetings to Rygar - Scooter - 2-Tuff - Munchie - Loons - Flex + H.I.M, Skid Row, LSD, and the rest + + + + CONTENTS + +Acknowledgements......................................................VIII +A Game as Big as History................................................XI + + 1. Caveat...............................................................1 + 2. A Civilizied Frame of Mind...........................................5 + 3. A Walk Through Sid Meier's Civilization.............................13 + 4. Crude Huts and Rough Implements.....................................41 + 5. The Best Defense....................................................67 + 6. Taking Offense......................................................95 + 7. Cultural Considerations............................................119 + 8. Questions of Balance: Commerce and Government......................137 + 9. A World at War.....................................................155 +10. A World at Peace...................................................175 + +Appendix A. 175 Tips, Hints, and Tools for Ruling Your Civilization....189 +Appendix B. A Conversation with the Creators...........................217 + +Index..................................................................227 + +About the Author.......................................................235 + +====================================================================== vii + + +ACKNOWLDEGMENTS + +There's no way to cover all of the options and opportunities offered by a +game such as Sid Meier's Civilization in even a sizable book. What I've +tried to do here is to give you the benefit of my own experiences with the +game, bearing in mind that your experiences will be different, and that, +indeed, everyone will approach the game with his or her own set of biases +and preferences, which will, in turn, shape the game at hand. + This flexibility is, above all, a tribute to Sid Meier, Bruce +Shelley, and the entire design and production team at MicroProse. I know +of no othr game so open-ended yet so filled with ideas and exitements as +this one. That's a neat accmplishment, and one worthy of much commercial +success and critical acclaim. + Sid and Bruce both made generous helpings of their time available to +me at a very early stage in the development of the game and of this book. +Their hospitality and insights helped shape the book's direction, and +helped me as well as get a handle on hw to write about a game that's +different evry time you play it. My goal, more than anything else, was +to write a book that would open the player's eyes to the many different +opportunities this fine game offers. + Kathy Gilmore at MicroProse proved over and over again why she is so +often mentioned as the best in the press relations business. Her concerns +that I have all the resources needed to do + +===================================================================== viii + + +the book, her constant accessibility, her own generosity of time and +involvement all helped make this a better book. + Stephen Levy demonstrated daily - sometimes hourly - why patience is a +key among a publisher's virtues, especially during a diffiult and more +often than not hectic period of composition. Pam Plaut, the book's editor, +is a writer's dream and may be even more patient than Stephen. + All of the fine staff at OMNI helped with insights and advice, +particularly Sandy Fritz, who provided some excellent research materials +at just the right moment, and Murray Cox, who may have heard more about +this book than he cared to. + At home, Martha and Alec Ferrel were as always terrific to be around +during the writing of a book. They're pretty nice to be around at other +times, too. + And above all, the two to whom the book is dedicated. My brother Ed +Ferrel, and our spiritual brother Gregg Keizer, both contributed +mightily to my understanding of game design, civilzation dynamics, and +the intellctual bases this game rests upon. Thanks guys, let's do it +again sometime (without the book.) + +======================================================================= ix + + +INTRODUCTION +------------ +A GAME AS BIG AS HISTORY + +The impulse to cultivate the land, domesticate wildlife, settle in one +location and frm that location send out explorers, envoys, warriors, +traders, and colonists - the urge, in other words, to civilize - is an +impulse less than 10,000 years old. + That's not much time. Our earliest primate ancestors appeared on the +scene about 18 million years ago, with the first members of the genus +Homo arriving 16 million years or so later. Homo sapiens spaiens, our +species, is barely 100,000 years old. Civilized humanity is, so to +speak, a most invention. + Yet that handful of civilized millenia encompasses a climb from +cowering in darkness to reaching for the stars. While civilizations have +risen and fallen over the past 8,000 years, the impulse to civilize - +to develop natural and human resources for the betterment of the +population - has remained, for the most part, constant. + Sid Meier's Civilization gives you the opportunity to create, rule, +and manage a ivilization. (Ruling and managing are, players quickly +discover, quite different things.) As the game begins, you control a +single band of settlers with little or no technology; to win the game, +yours must be the first civilization to colonize a planet in another +stellar system. This game has range. + +===================================================================== xiii + + +Civilization may, in fact, be the most open-ended and flexible computer +game ever developed. Each step along the pathway to a fully functioning, +happy and healthy, well-managed civilization can lead in several +directions. Deisions made early in the game can generate consequences +that stretch across centuries. There is n right or wrong way to play the +game. + Paradoxially, the degree of freedom allowed by the game imposes a +greater responsibiliy on the player than is true of most games. There's +more at stake here, or at least there seems to be. Sid Meier has done a +wonderful job of creating the illusion of genuine consequence withing what +is, after all, an interactive elctronic entertainment. + Don't get me wrong: You can have quite a good time playing +Civilization quickly, taking a "smash-and-grab" approach. Devote your +entire attention and productive ability to cranking out military units, +seeking enemies, making war. Such an approach, though, may be foredoomed. +Your opponents are likely to be craftier, more intelligent (in the context +of the game, at least), and more organized than you. Their own attention +to economic and cultural development may ultimately provide them with more +effective weapons of war than your own approach. (Bear in mind, too, that +even a "quick" game can take several hours to complete ... unless your +civilization is rapidly overrun by other, more vibrant cultures.) + Conquest and warfare certainly play a major part in Sid Meier's +Civilization: This is a terrific wargame. Yet it is more than that, just +as even the most warlike of real civilizations are always more than just +military machines. Culture and government, religion and commerce demand +the same degree of attention as production of weapons and military units; +they may well prove more valuable to the ultimate destiny of your +civilization. + Meier's acomplishment here is, ultimately, the development of a game +whose peacful development aspects can be as or even more fullfilling than +its warlike aspects. How many wargames can + +====================================================================== xiV + + +you think of in which you have the choice between producing either weapons +of mass destruction or Shakspeare's Theater? That the option is present is +an indication of Meier's growth as a designer; that plowshares can in some +ways be as fundamental to success as swords is an indication of the +sophistication of the game. + There is a science fictional aspect to Sid Meier's civilization - or +perhaps a more appropriate comparison would be to a fantasy scenario. The +game does not promise to duplicate civilization as our species' history +knows it. Rather, players are provided with the tools of civilization and +given the chance to make of those tools what they will. While all playrs - +one human (you) and up to six omputer opponents - start at the same level, +the evolution and development of individual civilizations does not follow +paralel tracks any more than it did in our own history. Forms of +government, ideologies, and technologies can collide. I have played games +wherein I constructed lovely civilizations at a roughly medieval leveel +of technology, only to be invaded and conquered by opponents in tanks and +aircraft. + Likewise, I have found myself in control of modern technologies that +provided the means for laying siege to the entire world. The clash of +cultures that dramtizes so much of human history is made vivid in the +confines of Sid Meier's game. That the clash can produce tragic results is +inherent in some of the game's messages: EEgyptian civilization destroyed, +for example, carries a measure of poignance, even if it fell at your +hands. + +======================================================================= xV + + + As destroyer or destroyed, you will find yourself facing incongruous +but convincing confrontations. Placing chariots and catapults in the path +of armored personnel carriers without the confrontation seeming forced or +false, in the manner of a wargame construction kit, is a tribute to the +game's persuasive abilities. You will find yourself not only suspending +your disbelief, but also caring for the societies you create. + Through it all, the player is reminded of the management aspects a +civilization demands. Infrastructure is crucial. Your people must be +housed, fed, and cared for, or they will let you know their displeasure. +The infrastructure must be maintained and upgraded. Simple roads can +become highways or rail lines. Primitive sailing craft able only to hug +the shore give way to huge oceangoing transports, battleships, carriers, +and subs. Theer are libraries and universities here, as well as +barracks and depots. Ideas are as crucial as ordnance to the growth and +expansion of your civilization. + Best of all, there's a sense throughout of the interrelationship +among ideas, of the continuity of cultural evolution. Decisions made +early in the game echo throughout its progress, both to your + +====================================================================== xVi + + +advantage and aginst it. Each path you choose both opens and closes other +opportunities. You learn quickly to choose carefully. + There is also a sense in which this game can be viewed as a sort of +living, interactive history book, with the understanding that the history +is being made up as you go. You will quickly discern the relationships +the relationships among ideas: which discoveries lay the foundations +for subsequent leaps, and which can lead you into fascinating but not +necessarily profitable directions. The intellectual underpinings of +Sid Meier's Civilization are compulsively interesting. + Meier is aware as well that civilizations play out their lives on +planetary surfaces, often despoiling them in the process. You are charged +in this game not only with exploiting the world's natural resources, but +also with renewing and restoring them. Fail to do so - or permit your +adverseries to go too far in despoiling the natural world - and you face +global disaster. Again, you are provided with both the information and the +tools necessary to accomplish the task of fending off cataclysm. + Extending the thought experiment another step, Meier provides an +option that lets you alter the climate of your world before you begin. If +you've wondered how civilization might differ on a wetter or dryer world +than our own, here's your chance to find out. + Our own world is here as well. While most of the games you play will +take place on randomly generated worldmaps, Meier has included a map of +earth and given you the chance to launch your civilization from its +actual, historical starting place. Do you have what it takes to lead the +Egyptians to teh stars? + There's even an interactive encyclopedia of sorts, with entries +specific to the game. Design and aesthetic decisions are well supported by +information resources, both within the game and in Bruce Shelly's +elegantly written documentation. You have at hand the materials you need +to make informed decisions. + Will they be the right decisions? There's no clear answer to that +question. Sid Meier is as aware of the dilemma of design bias as any +designer I know. It's not by accident - nor solely by marketing intent, I +think - the game is called Sid Meier's Civilization. + +===================================================================== xVii + + +Insofar as is possible, Meier has minimized his overt presence in the +game: You don't have to "think like Sid" in order to prosper. What he has +done is to create a sort of electronic pocket universe with clearly +defined rules and proscriptions. Within those limits, you are on your own, +able to find your way according to your own inclinations and abilities. + Those inclinations and abilities may evolve as your relationship with +the game grows deeper. While the game is primarily intended as an +entertainment, it has an educational aspect that cannot be overlooked. +Meier is not teaching here, nor - except in a couple of enviornmental +areas - is he preaching. Rather, he is providing players with a +self-contained continuum to explore, and letting the reasonable and +realistic rules of that do the teaching. You learn by experience what +works and what doesn't. If the lessons learned are not directly applicable +to the real history of our planet, it's not going too far to say that they +may deepen your appreciation of the intracacies of history, and the odds +against which civilizations have always struggled. + Sid Meier's Civilization s a bold stroke from one of the boldest of +our interactive game designers. This is one game that challenges your +worthiness, your intellect as well as your instincts, that provides +interplay of ideas as well as fun. In short, a most civilized +entertainment. + +==================================================================== xViii + + +CHAPTER 1 +--------- + +CAVEAT ... + +Sid Meier's Civilization is the end result of thousands of hours of +thought, creativity, and plain hard work on the part of designers Sid +Meier and Bruce Shelley, as well as the rest of the team at MicroProse. +They have put their best efforts into this game, producing a genuinely +original product, one that should provide literally hundreads of hours of +entertainment and edification. + Their creativity is also part of a business - quite a successful one, +in fact. Sid and Bruce, and the rest of the MicroProse team depend on +revenues from their games in order to pay their salaries. There's a +bargain inherent here, a two-way street. You pay before you play. + You owe it to them, in other words, to use only legitimate copies of +the game, and to acquire those copies the old-fashioned way: by purchasing +them. (Or by being given the game by someone who purchased it.) + That's not a lot to ask when you consider the vast riches and +challenges embedded in Civilization. You're a rare player if you can +master the game in a single sitting; and even quick games can take ten or +more hours to play. In other words, this game rapidly amortizes its cost +out to a few thousand dollars a session. And, if you're like most +Civilization fans, that few dollars will evolve into a few cents per +session simply because you're playing the game so often. + +======================================================================== 3 + + + To that end, be aware that this book is no substitute for the game +manual. While I think there's a lot in my book that's not in the manual, +there's also a lot in the manual that's not here. Specifically, I have not +included keyboard instructions or other specific details of game operation +that properly belong in the game's documentation. My aim here is to help +you get more out of the game, not to help you get around purchasing it. + Software piracy is a serious issue that grows more serious every day. +The interactivity that enteratinment software invites if also an +invitation to participate in repaying the creators of your favorite +programs. That participation - in the form of payment for products - is +crucial if the entertainment software industry is to continue to grow and +evolve, producing ever more challenging and delightful games and programs. + So play it straight. Pay befroe you play. + If you are playing a legitamet edition of Si Meier's Civilization, I +hope you find my book helpful, even rewarding. May your civilizations +flower and spread out among the stars. + Ad if you're playing a pirate copy, I hope your civilizations all +collapse in ruins and your citizens flay you in the electronic streets. + +======================================================================== 4 + + +CHAPTER 2 +--------- +A CIVILIZED FRAME OF MIND + +This is a thinking person's game. Better than any piece of interactive +electronic entertainment I know, Civilization draws upon a variety of your +internal resources. While the game is fun, it can also be educational. +Understanding always that Civilization is a game and not an +event-for-event simulation of human history, you can nonetheless derive +from playing it a sense of the sweep and accomplishment of human +civilizations over the millennia. That perspective can also help you excel +at the game. + It will help to develop the long view. Think in terms of consequences +over decades, if not centuries, and you'll stand a better chance of +mastering the intricacies of Sid Meier's Civilization. + Certain skills will serve you better than others. A constantly +aggressive and expansionist playing style may work against you over the +long run. Likewise, too relaxed an approach, too great a willingness to +strike every treaty that comes along, may hamper your ability to grow. As +the ruler of your electronic civilization, you must seek equilibrium among +a variety of related but in some ways disparate playing skills. + +======================================================================== 7 + + +A SENSE OF PERSPECTIVE + +Key among these skills is the balanced sense of perspective possessed by +good managers. Very quickly in Civilization, you'll find yourself juggling +a large number of conflicting if not contradictory demands, challenges, +and opportunities. There is no one correct way to organize your response +to these aspects of the game. But there are tools - thought tools, ways of +thinking - that can help ensure that your decisions serve your ultimate +goals. + Information is the foremost resource of the successful civilization. +Information in teh game takes two forms: that which you generate from teh +skills, civilization advances, institutions, and investments of your own +society, and that information you obtain from other civilizations. The +infrastructure of your civilization is important, but can be argued that +in this game, it's info-structure that marks the difference between +success and failure. Manage your information wisely and you will have +taken a large step twoard making the right decisions when crunches come. + The long time-frame perspecive and its relationship to information +come together in one of Civilization's most intersting aspects: +negotiation with other civilizations. You can strike treaties, exchange +knowledge, form alliances. There is a temptation, bred perhaps from an +entire generation of wargames pure and simple, or perhaps from our own +human nature, to build and aggressive, militaristic civilization, letting +little or nothing stand in the way of your expansion. This ruthless +approach can work, and work spectacularly well. Indeed, this is the +approach to take if you're looking for a quick, total victory. + But the odds are strong that Civilization won'y yield a quick conquest +of the world. You're going to have to share your planet with other groups, +some belligerent, some peaceful. Knowing which is which and striking the +best possible balance of aggression and concilliation will help you keep +your civilization strong. + +======================================================================== 8 + + +A LITTLE KNOWLEDGE + +Civilization is also unusual in its approach to the relationships among +bodies of knowledge. Ideas build upon each other. Your scientists and wise +people can see further because they stand upon the shoulders of those who +came befor ethem. As you are prompted from time to time to designate a +particular course of academic research, put yourself in that long-view +mode. + The knowledge that seems best to serve your immediate temporal needs +may not help you so much a generation or two down the line. + You must feed, house, and care for those generations as they multiply. +Here, the skills of the city planner and resource manager come into play. +You may find yourself torn between expanding your empire and solidifying +your control at home. Opt for home: Over the long run you will be +rewarded. + Your citizens do have it in their power to reward you, but they also +have it in their power to slap your wrists - or worse! - for bad +management. The rewards take several forms, including noticeable increases +in productivity. + Citizen dissatisfaction assums several guises as well. You will find +yoruself losing productive capacity, even population, if you don't see +taht the basic needs of your citizens are met. Nor will harsh despotic +rule always serve you well, although it is an option. There are ideas at +work in this game, among them a fairly sophisticated notion of governement +and the adavtanges and disadvantages of its various historical and +contemporary forms. If you can possibly manage to do so, give your +citizens every freedom available. Your task will not necessarily be made +easier by the democratic approach, but the core of your society may be +healthier. + +======================================================================== 9 + + +DOMESTIC TRANQUILITY + +That internal health needs to be stressed. This is another way of advising +you not to keep your eyes too constantly on the frontier, tempting though +that frontier might be. You cannot successfully wage worldwide war - or +even global commerce - if there's rot and decay at home. Upgrade your +citizens' cities at every affordable opportunity. + Bear in mind as well that your people do not live by food and toil +alone. Even the citizenry of a despot requires some luxuries: These are +the leavening that can help hold your depotism together. + As you progress through the game you'll find that your decisions grow +more complex and challenging. Here, you'll need something of the talent of +a seer, albeit a well-informed seer. As your world approaches the modern +age - as measured by technological ability, not just the calendar date - +you must shift your eyes from the planet at hand to worlds beyond your +own. Because the ultimate goal of civilization is to expand beyond your +own planet and onto others, there is a point in the game where rapid +scientific progress - the marvels of the Information Age - becomes vital +to victory. Prepare your society for the Space Age by laying a solid +groundwork of scientific accomplishment. + Prepare as well for laying siege and living under besiegement. The end +game in Civilization can be won - or lost - in a number of ways. You will +reach a point at which either the world lies at your feet, or you find +yoruself striking alliances and fending off invasions in order to hold +onto your empire. Time sof expansion end; times of consolidation and +control can win teh game for you. This is especially true in the end game, +the final 200 years or so, during which someone will first recah the +stars. + +======================================================================= 10 + + +A GAME THAT HOLDS WONDERS + + That's the end game. The journey there can be as rewarding as the +resolution. This brief introduction - an entire book, for that matter - +can barely do justice to teh richness of detail and decision that lie in +teh game, and which you will encounter on your way to the creation of a +fnctioning civilization. + Along the way, for example, you will have the chance to create +wonders, different ones for different ages. The creation of a Wonder of +the World is an undertaking that virtually defines the long view. Think of +the Wonders as investments in the future of your civilization. Dedicating +a single city to single creation for dozens of turns, perhaps more than a +hundred turns, is a step not easily taken; yet build the right Wonder of +the Worlds, and you can reap the benefits for millennia. + Millennial reach, the huge sweep of history, is probably the great +accomplishment of this game, and teh aspect which will linger in your +memory. By applying that memory to the game - by taking lessons learned +from the real past of our species' history, and the electronic past +acquired through playing Sid Meier's Civilization - you will discover the +benefits of approaching your computer in the right, long-range frame of +mind. + +======================================================================= 11 + + +CHAPTER 3 +--------- +A WALK THROUGH SID MEIER'S CIVILIZATION + + It's you against the world. + That world consists of the natural world itself, its lands and oceans, +your computer oppinents, and, in a sense, your own people. These are the +operative elements of Sid Meier's Civilization, the elements with which +you will interact. It's up to you to manage, lead, negotiate, direct, +inspire, and coordinate your particular civilization's responses to these +elements. As the central character in Sid Meier's Civilization, you assume +the roles of ruler, general, industrial leader, political strategist, +cultural arbiter, and more. Because of the game's all-but-uniqe +flexibility - it's a rare situation where you don't have several choices +to make, some of them of great and long-lasting consequence - no two games +will be alike. + For that reason, the more familiar you become with the game, its +resources and manual, as well as this book, the better prepared you will +be to make the righ decisions as the arise. + In this chapetr, we'll walk through the main features and resources of +this exceptionally rich game, as well as look at its interface and command +structure. + +======================================================================= 15 + + +THE WORLDS THEMSELVES + +The worlds in Sid Meier's Civilization are generated randomly, ensuring +that each world differes from teh others. The worlds have in common north +and south polar caps that extend around the globe and which cannot be +penetrated. Otherwsie, the worlds have oceans, islands, and continents in +varying degrees of concentartion. + You can vary some of the world conditions by taking advantage of the +options offered during the world-building phase of game setup. Raise the +temperature, increase or decrease the amount of water on the world, change +the game's time scale - make the game your own, in other words. + The one non-random, predetermined world available from the setup menu +is our own. You owe it to yourself at least once to play the game of +Civilization on familiar territory, testing yourself against the geography +of our home planet. + +LEVELS OF PLAY + +Sid Meier's Civilization offers five levels of play, ranging from beginner +to advanced. Naturally, the lower levels offer simpler challenges - +technological advances are more easily achieved, apponents more easily +defeated. Progress and production take more time at the upper levels, and +opponents are substantially tougher. + +NUMBER OF CIVILIZATIONS + +As teh game begins, you are prompted to select the number of civilizations +that will be involved, ranging from three to seven. If you're playing for +the quick, world-dominating win, your best bet is to select a smaller +number of civilizations. More nations, on the ther hand, makes for a more +sophisticated game, with larger opportunities for economic intercourse +between civilizations, + +======================================================================= 16 + + +alliances, and so on. A larger number of nations, incidentally, all but +ensures that you will encounter other civilizations very early in the +game, perhaps in the first few turns. If you want a better chance of being +left alone for awhile, your best bet is to play against a smaller number +of opponents. + +THE GAME TURN + +Civilization progresses through a series of turns, each representing the +passage of a set period of time. This time period ranges from 20 years per +turn in the early stages of the game to a single year per turn as the game +moves toward the modern world. + Turns are divided into segments, during which you make decisions +regarding the production of new units in cities which have completed a +unit or improvement under construction, move active units, and engage in +combat or negotition with other civilizations. Once all of your active +units have moved, your turn ends. The turn sequence also applies to all +other civilizations in the game. + At the beginning of a turn there may or may not be a natural disaster +randomly generated by the computer and trageted at a single city. +Disasters - fire, flood, and so on - can be avoided if you possess +appropriate technology. + City growth, essential to a thriving and expanding civilization, also +occurs, if possible, each turn. City growth is made possible by a number +of factors that you will become familiar with as you play the game. Key +among the factors are: + + > surplus food - enables your population to expand. + > an orderly society - represented by a greater number of happy or + content citizens than discontent ones. + > capacity for city maintenance - which means that your tax revenues - + or treasury reserves - are large enough to support the various + facilities, institutions, and remote units each city is + responsible for. + +======================================================================= 17 + + + Other factors figure in as well, but those are the most essential +items for sustained city growth. As we'll see later in this chapter, the +city management screen provides you with the information you'll need to +know when a city is doing well, and when it's headed for the dogs. + +GOALS OF THE GAME + +The goal of Sid Meier's Civilization is to win the game by having the +world's most advanced or dominant civilization. There are a couple of ways +to win. + First is by completely eliminating all other civilizations. This +strategy, as we'll see in later chapters, all but requires an early and +ruthless commitment to combat as you devote yourself and your resources to +smiting other civilizations every time you encounter them. This is a risky +approach: Other civilizations may leapfrog your technology, giving them a +decided edge in battle. The largest army of musketeers you can assemble +won't last long against an array of tanks, mechanized infantry units, and +bombers. + Nor does the destruction of an opposing civilization necessarily mean +its ultimate elimination. Civilizations have a way of reappearing in other +parts of the map after you've crushed them. (Unfortunately, if you are +crushed, it's final: The game ends.) + An additional argument against pursuing complete elimination of your +enemies has an economic foundation. As your civilization grows, it costs +more and more to support. Other civilizations offer you opportunities for +income from trade and commerce - opportunities that are denied you if you +eliminate the civilization. Indeed, it's tough to navigate caravans +through battle zones, so just making war on a neighboring civilization can +result in economic challenges. + There is another way to win the game, and that's by surviving long +enough for colonists from your world to reach the world of another star. + +======================================================================= 18 + + +Ideally, these colonists will be yours. As you - and your opponents - +reach the later stages of the game and advanced technologies are acquired, +spaceflight becomes a main focus of development activity. Those +civilizations that can will begin constructing starships, assembling +modules and components in orbit above the planet. When a starship is fully +equipped and loaded with colonists, food, and life-support technology, it +can be launched toward Alpha Centauri. The voyage, even for the most +advanced starship, will take years. When a starship reaches the Alpha +Centauri system the game ends and final scores are calculated. + Score is kept in Sid Meier's Civilization by a formula based on the +number of happy citizens in each population (2 points apiece), the number +of content citizens (1 point each), the number of Wonders of the World (20 +points for each Wonder), and teh number of polluted squares (you lose 10 +points for each square that's polluted as the game ends.) + Bonus points are awarded for being the civilization whose starship +reaches Alpha Centauri first, on a formula of 50 points for each 10,000 +colonists to reach the star system. You can also earn a bonus of 1,000 +points for completely conquering the world. + Getting to the end of the game, whether or not you win, is quite an +accomplishment, especially at the higher levels. To win a game at the +higher levels means that you are truly a master of civilization, an +achievement you should be proud of. As we shall see in the next section, +this game is not only complex, it is laden with decisions and information, +all of which must be coordinated and managed by the duccessful ruler. +Fortunately, Sid Meier has designed an interface and game-management +system that makes the information you need accessible to you in a variety +of forms. + +MAIN MAP SCREEN + +Most of your time will be spent here, guiding your forces around the +world. + +======================================================================= 19 + + + The map screen and layout are simple. Most of the screen is occupied +by a map of teh local terrain surronding your active unit. The active unit +occupies the central spot in this portion of the screen. If the area +around that unit has not yet been explored, you'll see only blackness. +Otherwise, you'll see the terrain and ocean squares, your own and enemy +units, your own and enemy cities. City squares carry numbes representing +the relative strengths of the city. Pay attention to those numbers, +especially when looking at enemy territory. The higher the number, the +stronger the city. An awareness of city values can help you decide which +cities to attack when mounting a military campaign, or which to establish +trade routes with first in order to improve your economy. + Getting around the map window is simple. Civilization plays itself out +on a flat map of the world, which you see from an overhead perspective. +Impenetrable icecaps seal off the top and bottom of the map. +Circumnavigation, then, takes place only in easterly or westerly +directions. + Scrolling around the map is just a matter of pointing and clicking +with yoru mouse. You can view teh entire world in this manner, one screen +at a time. + Getting back to where you started is equally simple. A single +keystroke centers your active unit. + Another way to get around teh map is by using the "Find City" menu +option, described later in this chapter. + As the game progresses and civilizations grow, you'll find yourself +with more and more of the worldmap revealed; if the game lasts long +enough, all of the squares will be uncovered. This is when your +familiarity with the map will serve you best. Scroll around before making +important decisions. Look at your enemies' civilizations as tehy appear on +the map (bearing in mind that the information displayed is only as recent +as the last time one of your units passed through an enemy-controlled +square). Examine the layout of your own civilization, looking for areas of +vulnerability or overcrowding. + +======================================================================= 20 + + +MENU BAR + +Extending along the top of teh map display is a menu bar from which drop +down the menus you use to issue orders and derive information, as well as +manage file saves and other computer overhead operations. + The menu bar has several main categories: + Game: Here you have several activities. + Revolution: As your civilization reaches certain levels, you can +change the nature of your government. Activatinf this item throws your +civilization into temporary disarray, from which emerges a new form of +government, with the possibilities ranging from depotism to republic. + Tax Rate: Determines what percentage of your civilization's income is +devoted to taxes for maintenance of your infrastructure. + Luxury Rate: Increases the percentage of income devoted to luxuries +for your population. The greater the luxury rate, teh happier your people +are. + Find City: Accesses a database of all the world's known cities, +especially helpful as teh number of cities grows into the dozens. Just +type the name - of the first few letters - of a particular city, and the +screen centers on the city. (This and other game menu operations can be +accessed via the keyboard as well as the menu bar.) + Orders: Here you issue orders to your various units in sequence. The +nature of the orders available for issue depends upon the particular +active unit. + Advisors: No effective leader operates in a vacum. Civilization +provides you with a variety of wise advisors whose counsel you will come +to count on as you guide your civilization through the centuries. The +advisors are: + + > City Status: Shows you at a glance the cities that comprise your +civilization. An important screen, especially as + +======================================================================= 21 + + +you move into larger numbers of cities. Here's where you get reminders of +what you're producing and where, how much trade each city generates, its +food and resources, and so on. A good place as well to keep an eye out for +problems as they develop in cities. + + > Military Advisor: Even if you're not running a warlike civilization, +you'll come to rely on the reports this menu offers. First, you are shows +the nature of your military resources, how many of each type of military +unit you currently have in existence, as well as how many of each unit you +currently have in production. The second report comes from the +battlefields, filling you in on the number of enemy units you've +destroyed. This can be especially helpful if you wage war against more +than one civilization, or if wars seem to be stretching over too long a +period of time. Check this csreen periodically to see if you're making +progress in destroying enemy armies of if you're expending valuable +resources on military campaigns that only seem to be whittling away at an +opponent, never eliminating it. + + > Intelligence Advisor: The wise player builds and dispatches diplomat +units as early in the game as possible. These units serve several +purposes, but key among them is the establishment of embassies in other +civilizations. + + Once an embassy is established, you become privy to information about +taht civilization. You may find that it is the most frequently visited of +all your advisor screens, as it offers a rich bounty of data about your +computer opponents. + Among the information your embassies can provide is teh type of +government the other civilization enjoys, with whom it is at war, the +amount of money in its treasury, the number of military it has currently +under commission (this is one well worth watching closely as you mount a +campaign), and its relations with other nations. + +======================================================================= 22 + + + A second intelligence-report screen provides further insights into the +civilization's goals and technological capabilities. + + > Attitude Advisor: In order to have a civilization, you must have + citizens. And if you have citizens, you have to feed them, see to + their domestic needs, provide them with resources and luxuries, and + generally take care of their every need. It's not easy! And your + citizens are all too ready to let you know when you've let them down. + + Your attitude advisor keeps you posted on the well-being of your +population, filling you in on the number of happy, content, and discontent +citizens in the cities that make up your civlization. As we've seen, the +attitude of of your population can directly and dramatically affect your +overall civilization score, so it's wise to check with this advisor on a +regular basis. The advisor's report includes a glimpse of each of your +cities, its population, and any city improvements that have a direct +bearing on the population's attitude. An overall snapshot of your +civilization's attitude is also provided. This report offers quick insight +into those cities where a change in production of city improvements may be +needed to return a portion of the population to tranquility. + But don't worry - if you don't check with your attitude advisor, your +population will let you know, in no uncertain terms, when it's growing +discontent. Remember, a happy population is a successful population, able +to produce more, able to grow, eager to expand. + + > Trade Advisor: The economic nature of Civilization cannot be + overstressed. Wars may be won on the battlefield, but they're + paid for by the treasury, marketplaces, and banks of your cities. + + The Trade Advisor's report is straightforward, broken out by cities. +You are shown the percentage of each city's revenues + +======================================================================= 23 + + +devoted to taxes, scientific research, and luxuries, as well as specific +amounts for these percentages. + + Additional information provided by this advisor includes the city +improvements you possess and their cost for maintenance each turn. You +also get a picture of the next technological leap being pursued by your +scientists and the number of turns waiting until it is achieved. + + > Science Advisor: Here you will see which scientific advances your + civilization has achieved, and how you are progessing toward the + next great leap forward. + + WORLD REPORTS: These reports are your best guides to what's going on +in the rest of the world, even those parts you have not yet explored, and +those civilizations you have not yet contacted. + There are several world reports: + Wonders of the World: Civilization contains 21 Wonders that can be +built by individual civilizations, although only 7 Wonders are available +in each of the game's three historical epochs: Ancients, +Medieval/Renaissance, Modern. The Wonders report in- + +======================================================================= 24 + + +forms you of which Wonders have been built, by which civilization, and in +which city. This can be helpful in obtaining information about +civilizations as yet unkown to you. + Remember that if you capture a city containing a Wonder, you take +possession of that Wonder and reap its benefits. Target cities holding +Wonders for conquest. + Top Five Cities: Just what it says it is. You see a list of the +world's leading cities, with rankings based on the number of happy and +content citizens as well as the presence of Wonders. Here's an opportunity +to get a real edge on the game by discovering the existence of great +cities and civilizations of which you may as yet have absoltely no +knowledge. This information can help you target your exploration by +remaining on the laert for evidence of civilizations you've learned about +from the Top Cities report. When you find those civilizations, seek out +the cities that place in the Top 5 and, if you can, capture them. + Civilization Score: An overview of your current score based on +measurements similar to those used to determine your final score. +Additional factors taken into account here include points awarded for each +turn of world peace. + World Map: The entire known world, available to you at a glance. + Space Ships: Visual reports on the construction of interstellar craft +by the various civilizations engaged in the game. You get a picture of the +craft under construction, which will, in turn, give you a sense of how +close your opponents are to launching their starship on its voyage of +colonization. If they're a lot closer than you, you might have to use +military force to try to slow their progress. + You can, be they way, bring enemy starship production to a complete +halt by capturing the capital city of the civilization building teh +starship. + +======================================================================= 25 + + + As you move deeper into the Civilization end game, you may find +yourself referring to the Space Ship Report with increasing frequency. +(It's also one of the game's most attractive screens.) + Demographics: Ranks your civilization's population in relation to the +populations of the other civilizations in the game. A detailed report, it +includes information on more than a dozen areas: + + Approval Rating Population + Size Gross National Product + Manufactured Goods Land Area + Literacy Disease + Pollution Life Expectancy + Family Size Military Service + Annual Income Productivity + + As you can see, this list encompasses many of the most important +aspects of real civilization, as well as Sid Meier's Civilization. It's a +good source of information about your opponents and yourself. + Civilopedia: One of the true Wonders of the Ineteractive Entertainment +World, Civilization's Civilopedia is nothing less than an on-line +encyclopedia containing information about virtually every aspect of the +game, its features and units. + The Civiliopedia shoudl become almost as familiar to you as the main +map display itself. The wise player will take the time to investigate the +information held in The Civilopedia, discovering the background and +context of the elements of the game. From The Civilopedia, for example, +you can derive in just a few keystroked or mouse-clicks the defensive +values of different types of terrain, the attack values of military units, +the benefits that accrue upon completion of a Wonder of the World, and so +on. There are many dozens of entries in The Civilopedia, and many +thousands of words. + You will be hard-pressed to exhaust its wealth. Even experienced +master players will find themselves referring to The Civilopedia with some +frequency. + +======================================================================= 26 + + + (Another element of The Civilopedia worth noting is the insight it +offers into designers Sid Meier and Bruce Shelley's notions of +civilization evolution. In addition to information specific to the game +itself, some of The Civilopedia entries contain historical asides placing +Civilization elements into the context of real human history. Reading +these entries with care can give you a glimpse into the game designer's +minds, which could, in turn, help you decide how to resolve difficult +situations.) + As we've seen, the items, options, and operations hidden behind +Civilization's menu bar are as rich and varied as the game itself. You +will come to count on the information they can provide to help you make +decisions affecting the course of your civilization. But you will also +learn to trust your own instincts, guided and informed by the resources +available to you but not enslaved to them. + +WORLD WINDOW + +In the upper left corner of the main screen, immediately below the menu +bar, is a miniature map of the known world. Here you can see at a glance +how much of the great dark unknown you have revealed. This window is +helpful in a number of ways. + First, the world window gives you a constant referment for your +voyages of discovery and exploration. You can see the trails blazed and +ocean routes opened by your explorers, get a sense of the boundries of +continents and the size of islands. Additionally, the window shows the +location of cities around the world, helping you plan trade and military +routes. + The active area on the main map screen is outlined on the worldmap. +Using your mouse and pointer, you can zoom around the small worldmap, +bringing distant areas into view quickly; when you click on an area in the +worldmap, that becomes the area displayed on the main map screen. To +return to yoru active unit on the main map screen, simply press the +"center active unit" hot key. + +======================================================================= 27 + + +Finally, the worldmap window serves as a spur. It reminds you constantly +of the great unexplored areas of the globe. Just as constantly, it shows +you how far you've come, how much of the world you've already uncovered. + +PALACE WINDOW + +Because you're a fine and noble leader, your people feel you should live +in a fine and noble palace.From time to time in the game, they will reward +your majesty with an addition to your palace. You have a choice of several +styles of architecture, and as the game progresses the architectural +flourishes available to you become more grandiose. A miniature version of +your palace - whose construction takes place full screen, during cutaways +from gameplay - is located just below the worldmap window. Again, we have +a feature that reminds you, at a glance, of the progress you're making - +or are failing to make. If your palace hasn't been improved in a century +or more, you might want to look closely at what sort of leadership you're +providing your people. + +STATUS WINDOW + +Below the palace window you'll find several information resources that +pertain directly yo the progress of the game. Attend these sources with +care: Careful monitoring of them can make you alert to impending danger or +looming doom. + The first bit of information found here is the population of your +civilization. Watch this figure over several turns. Is your population +increasing at a steady and manageable rate? Are you stagnating, achieving +little growth? Or are you experiencing a population explosion that will +soon cause your resources to be strained to the breaking point? + Next comes the date at the time of this particular turn. Games begin +in 4000 BC, unless you've changed the date during setup. Develop the habit +of glancing at the date and measuring your + +======================================================================= 28 + + +progress against the passage of time. If you've reached the modern age +without moving far beyond primitive technology, you may be doing +something - or a lot of things! - wrong. + Finally you will find in this wimdow the size of your treasury, as +well as the percentages of revenue you've assigned to luxuries, taxes, and +scientific inquiry. Each of these is vital to the vibrancy of your +civilization, but each consumes resources you might need elsewhere. + Watch your treasury figure. As your civilization grows, so do its +needs and the cost of maintaining its infrastructure and citizenry. If you +detect a precipitous drop in the size of your revenue, or even a slight +but steady decline over several turns, it's time for you to put in some +hard work on your civilization's economic resources. + One item is not in this window at the beginning of the game. And if +you and your opponents play a completely enviornmentally benign game, it +may never appear. (That's unlikely: Advancing civilizations naturally +despoil the natural world. It may not be inevitable, but it's certainly +been unavoidable in human history. Perhaps our generation will be the one +to change this. If not, ours may be the last generation.) + The item is a Sun symbol, and its color informs you of the degree of +global warming your world is experiencing as a result of industrial and +other pollution. The first appearance of a Sun symbol is an immediate +warning that your world is in danger of a rapid warmup whose results could +be catastrophic. Icecaps will melt, oceans rise, coastal terrain squares +may flood. Upon its first appearance the Sun is red, but unless steps are +taken to reduce pollution, the Sun will gradually grow brighter, moving +through shades of yellow until it becomes pure white. When the Sun reaches +the purest level of white, the catastrophic affects of warming are +unleashed. + Should the Sun come out in the course of the game you should immediately +seek to clean up any pollution for which your + +======================================================================= 29 + + +civilization is responsible. Give thought to dismantling some of your +industrial output and reducing pollution that way. If you are close to +other civilizations whose cities are pumping pollutants into the air, you +might consider a quick military campaign in hopes of destroying the worst +of the polluting cities. But be quick: Once your world is launched on a +route toward global warming, it's very hard to change course. + +UNIT REPORT + +Below the status report on the right of the main map screen, you'll find +information about the currently active unit. Reading down the list you +will discover its nationality (which you should already know: The active +unit belongs to your civilization) the particular type of unit, whether or +not it was produced in a barracks (veteran units are produced by cities +possessing barracks improvements), the number of squares of movement +remaining to the unit this turn, its home city, and the type of terrain +beneath the unit. + If the unit is carrying other units (a ship, most typically, carries +other units) or is stacked above other units, those units are displayed as +icons in the bottom portion of this report. + +======================================================================= 30 + + +CITY SCREEN + +Second only to the main map screen is the closeup city screen that +provides you with information about and management control of the +functions of each city. This screen is made available to you each time a +city completes production of a unit, city improvement, or Wonder. You can +also open the screen for each city simply by clicking on that city's +square on the main map. + Information and control functions within the city screen take several +forms: + + +CITY MAP + +Central to the city screen is a map of the city and the squares surronding +it. Symbolic representations tell you the purpose to which each developed +map square is assigned, whether agriculture, mining, or other purposes. +You can use this screen to reassign population units to different types of +work in order to improve the mix of resources and labor your city enjoys. + +======================================================================= 31 + + +POPULATION + +In the upper left corner of the city screen you will find a symbolic +representation of the city's population. Each of the individuals depicted +here represents a single population point. The nature of the individual +figures tells you much about the nature of the city in question. + Sid Meier's Civilization divides city population into two main +categories: workers and elite citizens. Workers are the backbone of your +population, the salt, as it were, of your earth. Their mood - the +confidence your population has in your leadership - is reflected in their +demeanor. Citizens can be happy, merely content, or discontent, and their +attitude is reflected in their appearance in the city's population +display. If the number of discontent citizens grow larger than the number +of happy citizens, the city enters a state of disorder during which +production comes to a halt. + Elite citizens are the best and the brightest, able to bring to your +city certain advantages, but at a cost. You create elite citizens, but in +doing so you must srrender a portion of the city's production. + There are three types of elite citizens, cleverly represented with +symbolic icons. Elvis represents the luxurious side of life; creating an +elite Elvis increases the amount of trade income and luxury goods +available to your citizens, thus raising their level of contentment. The +Taxman is the most ubiquitous of civilization managers, the bureaucrat. +Creating a taxman raises your city's level of efficency and improves the +accural of tax revenues. The final elite citizen is represented by an +Einstein icon. Creating an Einstein increases the city's level of +research, aiding in speedig the development of civilization advances. +Remember that the creation of an elite citizen removes production +resources from the city. You are most well off if you can wait to create +elite citizens until the city has a solid surplus of food. + +======================================================================= 32 + + + It's tempting to rely on the Elvis elite to lift your city of disorder +if the number of discontents exceeds the number of happy citizens. Be wary +of overdependence on Elvis! (Just as Elvis himself should have been wary +of overdependence on cheeseburgers and other addictive substances.) +Seriously, a city that has fallen into disorder is a city that has one or +more serious deficencies at its heart. Look to solve those deficiencies +rather than simply "Elvising" your way around them. Buying your citizens +bread and circuses in the form of an Elvis is a temporary solution to +discontent, but no more than that. + + +CITY IMPROVEMENTS WINDOW + +In the upper right corner of the main city screen, you will find a list of +the improvements you've added to that city. At first there will ve very +few improvements. (The first city you create will be the capitol of your +civilization, so it will possess from the beggining a palace. You can move +the capitol by commissioning the construction of a new palace in another +city. This can be helpful if your starting city seems likely to fall to +the forces of an enemy civilization.) + As the game progresses, your list of city improvements will naturally +grow. The list will also include any Wonders of the World that you have +built in the city in question. This is a good spot to check at a glance +and see if you are successfully balancing the infrastructure needs of your +city. Do you have an effective mix of different types of city +improvements? Are you leaning too heavily on the mercantile side of +advances? Have you attended well enough to your population's spiritual +needs by building temples? What about the intellectual side of society? +Does your window show city improvements such as libraries? Keep an eye on +your roster of city improvements. + Should you find yourself in serious economic difficulty, you may want +to consider selling some of your city improvements for + +======================================================================= 33 + +cash. You can sell Wonders of the World as well, provided the benefits +they provide have not been superseded by technological advances +achieved by your own or other civilizations. Give careful +consideration to selling your city improvements. They were constructed +at great cost in turns of effort and can be replaced only by repeating +that effort. (Or by purchasing them anew, as we shall see below; but +if you can afford to buy an improvment, you probably don't need to +sell one.) Selling improvements that your population depends upon is a +good way to mortgage your own future and limit growth not only for +your city but also of your civilization. + + +PRODUCTION WINDOW + +Immediately below the improvements list on the right side of the city +screen is that city's production box. Here you see what unit, +improvement, or Wonder is currently under constrcution, as well as the +production progress you're making toward completeing the item. +Progress is measured in surplus resource units, which are stored in +the production box until the price of the desired unit is achieved. + This is perhaps the key section of the city screen. Here you make +the decisions that determine the makeup of the city, and the forces it +can dispatch to other locations. Clicking on the "change button" at +the top of the production window takes you to a menu of available +units, improvements, and Wonders. This list will evolve as the game +progresses and civilization advances are achieved. Some items will +disappear as they are superseded by more advanced technologies, while +others will be added to the list. Select from the list the item you +wish to produce, and its icon appears above the production box. + You can change the city's production at any time before an item's +completion with no loss of accured resources. This can be a very +effective advantage if you find yourself in quick need of a military +unit from a city that has stacked up a fair amount of + +======================================================================= 34 + +resources toward an improvement, for example. If, however, you have a +greater number of resources than the desired unit requires, the +surplus is eliminated and the production box emptied. + If you are creating a Wonder of the World and another civilization +completes that Wonder first, you are taken to the appropriate city's +production screen and prompted to reassign production to another unit, +improvement, or Wonder. Only one of each type of Wonder is available; +that's why they're called Wonders. + + +INFORMATION WINDOW + +This portion of the city screen provides you with valuable information +and insights into teh nature of the city. At a glance, and via a +series of mouse clicks you can see the defensive advantages or +vulnerabilities the city possesses, the trade routes it enjoys and teh +amount of revenue they generate, the location of the city - and its +tradinf partners - on a worldmap, and even a fairly idyllic artistic +portrait of the city which will show you the evolution of its +architecture over the passing centuries. + As your civilization grows beyond primitive technology and into +the gaes of industry and widespread exploitation of resources and the +enviornment, your city's information window will show the city's +potential for polluting the landscape aound it; this potential is +displayed in the form of industrial smokestacks, each of which +increases the chances for pollution by one percentage point. + The status of defensive military units is indicated by their +representation: Shaded units are on sentry duty, while those encased +in a dark border are fortified. By clicking on the defensive units you +can relieve them from sentry or fortification duty and return them to +active status; further orders can be issued to those units upon your +return to the main map screen. + Use the information in this window to keep tabs on a city's +defensive posture. You would be wise to check the defenses of cities +close to battlefronts frequently. Coordianting defensive + +======================================================================= 35 + +forces and production or dispatch of military units from other cities +can spell the difference between a city's ability to withstand siege +and dooming it to fall under enemy domination. + + +FOOD STORAGE WINDOW + +Populations must be fed. A wise ruler is one who produces more food +than his city's citizens can consume in a single turn. Only by storing +food above and beyond your immediate needs will a city truly be able +to grow beyond its early stages. When your stored food completely +fills the food storage window, your population grows, emptying the +storage area to begin the process of storage and growth anew. + The food storage window, in the lower left corner of the city +screen, gives you a picture of your city's food resources and tells +you whether they exceed the population's appetite. Surplus food is +indicated by icons placed below a dividing line in the window itself. +The nature of the food storage window changes as your civilization +achieves pottery, which makes possible the construction of granaries +for the stotage of surplus food. Once you've built a granary, you lose +only half your stored food when your population grows. + + +REMOTE UNITS WINDOW + +Immediately above the food storage window, on the right side of the +city screen, you'll find a picture of the remote units the city is +supporting, as well as a representation of the costs of supporting +those units. These units may be those actually produced by the city at +hand, or those which have been reassigned to this city for support. It +costs resources to maintain units away from home, and that cost is +directly deducted from yoru resources. Should you lack the rsources +needed to support remote units, those units disappear from the world. +Likewise, if a city if supporting remote units is captured or +destroyed, those units are taken out of play. Bear in + +======================================================================= 36 + +mind that should you change your type of government to either +democracy or republic, maintaining remote units results in an increase +in domestic discontent. + + +CITY RESOURCES WINDOW + +How is your city doing in regards to food, resources, trade, and +luxuries? It is contributing to the development of new technologies +and civilization advances? How much corruption is present in the city? +What are its tax revenues? This window serves to answer your +questions. + The first line of information is comprised of grain symbols, +representing the city's food production. Each population point needs +two food units per turn. A break in the line of grain symbols +indicates that the city is producing surplus food, with the excess +symbols placed to thr right of the break. Should you see blackened +grain symbols, be aware that they indicate agricultural shortfalls: +You're not producing sufficent food to feed the city's population. +Next comes the city's resources, represented by small shields. Again, +a break in the line inducates the presence of surplus; blackened +shields indicate that you're consuming more rsources than you produce. +Let the shortage or resources grow too large and you will start losing +units of city improvements as a result of being unable to support +them. + The third line of symbols represents your city's trade revenues, +which are generated by dispatching caravans to distant cities or by +developing special resources such as gold or gems that lie within your +city's sphere of influence. As with the other representations in this +section of the city screen, surplus trade revenue is placed to the +right of a break. Farther to the right will appear blackened symbols, +indiacting the amount of trade you lose to corruption. The farther +your city is loactecd from teh capitol, the greater a problem of +corruption becomes. Building a courthouse improvement can help reduce +corruption. + +======================================================================= 37 + + Your city's trade and revenues flow in three directions, which are +represented on the next line of information. Luzuries, taxes, and +scientific research are the three categories, depicted here as +diamonds, coins, and light bulbs. You can vary the percentage of +revenues assigned to each category and, as a result, the symbolic +representation will change. Creating elite citizens also affects these +categories. Create an Einstein, for example, and the number of light +bulbs displayed will increase. + Between the main map screen and the individual city screens, you +have the tools needed to enter the world of Sid Meier's Civilization. +A word should be said here about the care and thought that have gone +into the design and execution of these screens. + You should be hard-pressed to find a deeper and more resource and +information-filled game than Sid Meier's Civilization. Yet at every +step of the game, Meier has endeavored - and generally succdeded to +simplify the manipulation of units, make easily accessible vast +amounts of crucial information (usually in clear symbolic formats), +and ensure that your time is spent playing the game, not trying to +remember arcane and arbitrary command structures. The design of this +game is absoluetly masterful. + Play around with teh various elements during your first few turns +at begginer level. Relax and let the game itself guide you. (But don't +feel too bound to follow the advice screens that are available to new +players: This advice is general and not necessarily the best approach +to each situation; certainly the advice screens don't represent the +only approach to solving a particular problem.) + Those first few turns - indeed, the first couple of games you play +- should be underatken for gaining familiaity with the game, rather +than the immediate thrill of winning. This is a game that grows with +you as well as on you, and you are unlikely to win your first time +out. You will, however, be gaining skills taht will make you a better +player the next time around. + +======================================================================= 38 + +AND IF YOU LOSE... + +You can learn a lot from losing the game, although there's no question +that it won't be as much fun as winning. + Aftr ethe destruction of your civilization, there are several +information screens that will repay study. First is a graph showing +the rise and decline of all teh civilizations in the game. Here you +can see, depicted over the span of time the game encompassed, the rise +and ultimate demise of your own civilzation in relation to those of +your opponents. Take a few moments with the graph. Focus your +attention on the point in history at which other civilizations burst +ahead of you in development, laying the groundwork for your eventual +downfall. From teh graph, you can get a good pcture of the point at +which the tides of Civilization turned against you. Hindsight may make +you a btter player next time. + Next is a horizontal graph showing the wars in which you've been +involved. This gives a sense of the length of time those wars spanned, +as well as the number of different adversaries you engaged or were +engaged by. Considering the fact that you lost the game, you might +examine this graph with an eye toward whether or not your civilization +was too militaristic. Perhaps you should have done more negotiating, +less warmaking. + Finally comes the most instructive of all the post-game +information resources. This is the replay, in symbolic form, of the +entire course of the game. Here you can see cities created, empires +spread and recede, and get a real sense of what you were up aainst, and +what finally defeated you. + The object of the game, though, is not to lose, and in the next +few chapters we'll look closely at some strategies that can increase +your chances of emerging victorious. + +======================================================================= 39 + +Chapter 4 +--------- +CRUDE HUTS AND ROUGH IMPLEMETS + + +Critical mass has been achieved. Whether through inspiration, +circumstance, or sheer accident, hunter/gatherers have reached the +point where they're ready to put down roots, build cities, develop +agriculture. Pre-history is on the brink of becoming a thing of the +past. It's time to start building your civilization. + You don't start with much. As noted, Civilization takes as its +premise the creation of a world-striding culture from teh ground up. +And ground is pretty much what the game gives you in the beggining. + Starting with a single band of settlers, your challenge is to +establish a city, ensure its security, feed its inhabitants, and lay a +foundation for growth and exploration. You are ignorant of the nature +of the world: You can see but a single square of land. All else is +hidden by darkness, unknown territory. Where, then, should you locate +your civilization? + Site selection is crucial: A successful city must have natural +resources to draw upong for agricultural and industrial growth. At the +same time, especially at the upper levels of the game , you can't +afford to spend too many turns looking for just the right spot. Your +initial band of settlers is vulnerable to attack from other civiliza- + +======================================================================= 43 + +tions and from barbarians. At lower levels of the game you should +establish your first city within half a dozen turns, more quickly if +possible. + If playing at Warlord level or above, it's advisable to establish +your first city on your first turn, no matter what the nature of your +location. At higher levels, your opponents develop more rapidly than +you, and you cannot afford to lose time to them. + + +DECISIONS, DECISIONS + +The thing about civilizations is that they demand decisions. When you +create your first city, you alos face your first choices: What areas +of knowledge will your wise men pursue, and what pieces will your city +produce? + From the very first turn, your civilization is climbing a tree of +knowledge. Each branch makes other, higher branches available, but +each also cuts you off, at least temporarily, from other branches. + +======================================================================= 44 + + Because Civilization is a game of conflict, it's vital that your +citizens be able to defend themselves against attack, and, if you +choose, be able to mount offensives of their own. To that end, a good +first pursuit for your wise ones is knowledge aimed at military ends. +A successful foundation can be built by pursuing bronze-working first: +This gives you the ability to create phalanx, a better armed defensive +force to protect your cities, followed by iron-working, which gives +your legions a strong offensive unit. + Mobility is equally important, and among your early advances, you +should pursue horseback riding and the wheel. These make possible +cavalry units (horseback riding) and chariots (the wheel) which move +farther - two squares of even terrain per turn - than units on foot. + Don't neglect the abstract side of knowledge: It yields practical +results. Civilization's world is vast and must be explored. A case can +be made for first pursuing the alphabet, which lays the groundwork for +mapmaking which, in turn, lets you create triermes, eary ships for +exploring the boundries of your world. An alphabetical foundation +lends othe benefits as well: The basis is laid for literacy, from +which your civilization can derive a host of other advantages. + Experiment. Civilizations are supple: There is no one infallible +pathway to success. + + --------------------------------- + CIVILIZATION KEY + The earliest units you acquire + should be selected for defensive, + offensive, and mobility factors. + Defend your home city first, but + use your more mobile units to + open up the frontier. + --------------------------------- + +======================================================================= 45 + +LOCAL QUESTIONS + +To some extent, terrain and location can help you decide which +pathways to pursue. All that darkness surronding your initial band of +settlers must be penetrated. The more quickly you get your bearings +and explore the world your world, the more likely you are to know +where the challenges will come from and what form they are liable to +take. + For that reason, it's wise to make yourself as mobile as possible +as early is the game as possible. The extra square of mobility offered +by cavalry and chariots is vital for rapid exploration of the plot of +land on which your civilization is planted. Civilization deposits you +on an island or a continent, and either location can affect your game. +If you're on an island, you need to pursue a shipbuilding course, +enabling you to dispatch ships in search of other islands or +continents you can settle. + If you're located on a continent, shipbuilding can probably wait a +while. You'll likely find yourself sharing continental space with at +least one other civilization, possibly with several. Ship- + +======================================================================= 46 + +building in such a situation can wait until you've better secured your +position on your homeland. + Either way, cavalry or chariots will help you explore your native +turf more efficiently than footsoldiers. + Even as you ponder these and other decisions, the other +civilizations of the world are making progress, building cities, +gathering armies, acquiring technologies. Sooner or later, you will +encounter them. The decisions you make at the start of the game will +help determine the nature of the game's conclusion. + Once established, the city must be secured. The first piece to +create is a militia. Taking just a handful of turns, that militia +force will help defend your city against attack. + The dark screen surronding your city beckons: This is a world to +be explored and conquered! Don't yield too quickly or too completely +to that temptation, however. The world is filled with adversaries and +barbarians, and your city, in its early stages, is woefully +susceptible to their force. Keep your first militia safely within your +city, fortifying the unit to withstand enemy attack. + A good general rule is to follow the production of that first +militia unit with the production of a couple more in quick succession. +With these, you can begin to explore your island, further fortify your +city, or establish pickets to alert you to approaching enemies. + With at least one militia unit fortified within your city, and +another one or two on missions of exploration, it's time to vary the +city's production. + + --------------------------------- + CIVILIZATION KEY + Your first two militia - or other + military - units should be used + to defend your city. Fortify the + units. Don't forget to replace + them with more capable defenders + as new technologies and units + become available. + --------------------------------- + +======================================================================= 47 + + By this point, you have likely achieved one or two civilization +advances. It's time to begin taking advantage of them. If your wise +people have delivered bronze-working, shift your production to +phalanxes for a few turns. A phalanx offers a better defensive factor +within your city, so leave at least one there, fortified. With a +phalanx in place, you can free your militia to move outward, extending +the periphery of your pickets and further exploring your island or +continent. + Perhaps you have pursued the alphabet and mapmaking rather than +metals. In that case, you can produce your first trireme and send it +forth on a voyage of exploration in search of other islands and +continents. The world is beggining to yield its secrets to your +civilization. + + +LAY OF THE LAND + +As you fare forth from your starting point, revealing terrain squares +as you go, keep an eye peeled for easily exploited resources. Some of +these squares will be available for immediate exploitation by your +home city. Others must await the creation of new cities closer to +their location. As you place your cities, bear in mind that some +squares will never, because of their location, be available for +production, although they may be developed for other purposes, such as +brining water to available squares. + Certain types of terrain are more beneficial to your cities than +others. Look to locate your cities in spots that offer easy and +worthwhile exploitation of resources. The easiest squares to exploit +are those whose resources are immediately apparent: + +======================================================================= 48 + + > Rivers were where the first real civilizations sprang up. As in + earth's history, the rivers in Civilization offer plentiful + water for irrigation, and productive soil for agriculture. + > Grassland squares are agriculturally bountiful; irrigate these + squares and your breadbox will overflow. + > Hills can be mined for minerals. + > Mountains can also be mined but are more effective as a + defensive resource behind which you can build a city. Remember + the Swiss! + > Plains squares have good - but not great - resources of timber + and other materials and can be irrigated to increase their + agricultural potential. + > Terrain squares can be modified to increase their productivity. + Some squares you may wish to alter include: + > Forest squares are good sources of wood and other resources, + but can be converted into plains. + > Jungle and Swap squares can be made into grasslands or + forest squares. + > Grassland can be converted into forest. + +======================================================================= 49 + + Some squares possess increased yields of valuable resources, +indicated by a special symbol in the square: + If you see fish, for example, in an ocean square, you know that +square will yield increased food production. The same is true for +forest and even tundra squares that hold a wildlife symbol. The +presence of horses on a plains square indicates that the square will +generate higher resource levels than one lacking horses. + Extra mineral resources are indiacted by symbols for oil, gems, +coal, and gold. Coal resources are best exploited by mining, while +the other mineral resources are best exploited simply by falling under +the control of a city. Their trade potential is tapped by building a +road through the square in question. + Keep tabs on teh location of resources and use that information to +plan the location of your cities. If you can see the resource squares +as economic in nature - which they are, of course - and bear in mind +the vital importance of a strong economy to your success in +Civilization, you'll have taken a large step toward their careful and +profitable exploitation. + + +SERENDIPITY - OR BARBARIAN ENCOUNTER + +As you wander around the map during the early stages of the game, you +will, from time to time, uncover a symbol representing the leavings of +an ancient civilizatation, the presence of valuable materials, the +presence of a minor tribe, or the location of bands of barbarians of +varying population and level of technology. Think of these as +serendipity squares. The serendipity symbl is the same for each: You +don't know what's there until you move onto that square. + Often, what you find will be delightful: An ancient scroll that +immediately grants you a particular civilization advance, a storehouse +of money, a minor tribe that becomes a part of your civilization. + +======================================================================= 50 + + --------------------------------- + CIVILIZATION KEY + Serendipity squares are scattered + at random across the world as it + is constructed. Moving onto them + can uncover wealth, wisdom, + friendly tribes, or angry + barbarians. Because of the + barbarians, you should move onto + serendipity squares only with + military units, preferably a + unit with a high defensive + factor. + --------------------------------- + + Other times, you will encounter barbarians. Then you have no +choice but to fight; barbarians are short on talk, long on plunder. +It's best, then, to uncover a serendipity sqaure with a unit that +possesses at least some defensive capability, enabling it a chance of +withstanding barbarian assault, and a further chance of striking back +against the barbarians. + Occassionally you'll defeat a group of barbarians only to see +their leader escape. Barbarian leaders resemble diplomat units. If you +can spare the resources, you should pursue the barbarian leader, +tracking him down and attacking him. rather than simply destroying +these units, you capture them and reap a bounty that is paid into yoru +treasury. As teh barbarian leaders have no defensive capacity on their +own, this is essentially found money, and well worth your time to +pursue. + + +MORE SETTLERS + +While exploration is vital in the early stages of the game, you must +be careful not to neglect expansion on your civilization itself. The +temptation, particularly if you find yourself located in proximity to +other civilizations, may be to focus the productive output of your +first city solely on defensive or offensive military units. Be wary of +this approach. Although military units are crucial, so is the +establishment of other cities and, before that, increasing the +pro- + +======================================================================= 51 + +ductive capacity of your initial city. To do this, you must build +additional settlers. + When your city produces its first band of settlers, check the main +management screen to get an idea of the purposes to which the settlers +must immediately be used. Of particular importance is your food +supply. If your city is located in a fertile area near a river, you +may find that you're producing a small food surplus already. Should +that be the case, you can send your settlers forth to establish +another community right away. + Think carefully about this strategy. Your city, with its limited +resources, must support the settlers until they reach the location for +the next community, a location that will lie at least three turns away +from your original site. If you dispatch your settlers too quickly, +without first increasing the production of their hometown, you run the +risk of being unable to support them on tehir journey. There are few +things in the early stages of the game that are more frustrating - and +unavoidable - than having units removed from play because of your +inability to feed them. Wated effort can be fatal in Civilization. + If, then, you feel your food supply is marginal, barely sufficent +to support your city and the units you've placed in other locations, +your first duty is to increase your agricultural productivity. Put +your settlers to work irrigating and cultivating the arable land +available to you. This is land with water flowing through it, or with +water resources located contiguous to the square you wish to +cultivate. Remember that yoru city can draw resources only from those +squares extending north, east, west, and south of the city itself; you +will derive no direct benefits from squares lying in diagonal +directions form the city. Also, your city's productive capacity is +limited to two squares's distance along any of the available axes: +Beyond that, the city won't benefit from your development labors. + You might, however, find yourself with untillable flatland located +along one of those axes. This can be desert or even grass- + +======================================================================= 52 + +land with no readily available water supply. If there's water a square +or two away in a location that cannot directly benefit your community, +you might still consider sending settlers out to cultivate those +sqaures. The settlers can be used to build irrigation works through +which water will flow to land that will be agriculturally worthwhile +for youtr city. You will work your way back to your city's zone of +control, in otherw ords, creating the infrastructure that will support +agriculture in previously worthles sland. That's how civilizations +grow. + Not all of the land your city controls will be used for +agriculture. Hills contain minerals that can be mined; forests are +source sof timber for industry; some jungles and swamps contain other +resources. Exploiting these resources takes different forms. Building +mines, like constructing irrigation systems, commits your settlers to +several turns of labor. The resources of a forest or jungle, on the +other hand, can be tapped by simply building a road through the +squares in question. + + +ALL ROADS LEAD TO... + +Raods are themselves valuable resources for your growing civilization +and are a worthwhile, if somewhat time-consuming activity for even +your first band of settlers. Roads increase your mobility, making it +possible for your units to travel an additional numbe of sqaures each +turn. This has obvious defensive and offensive benefits, and will +also, as your civiliztaion grows, serve mercantile sends by making it +easier for your caravns filled with goods to travel from city to city. +As your civilization progresses and acquire snew technologies, roads +can be converted into railroads, further increasing your mobility. A +good system of roads in the circulatory system of your civilization, +vital to its health, growth, and longevity. + At the same time, roads are not built overnight. Committing your +first band of settlers to building roads in generally unwise. + +======================================================================= 53 + +They are luxuries in the very earliest stages of the game, and you may +not be able to afford them. It's more important to develop +agricultural, mining, and industrial resources, and then get on with +building your second city. + Once that second city is established, you can return to your +initial site and commission another band of settlers. By now your city +should be producing sufficent food to support more elaborate +construction plans, and roads may well be in order. + Where to build your first roads? That depends on the nature of the +game. If you've encountered another civilization nearby, you should +give some thought to your relationship with it. If you've struck a +treaty, you can perhaps wait to build a road in its direction. If +you're at war with the other culture, though, a road leading to the +battlefront or disputed territory may give you a military advantage. +Your units can be moved into place far more quickly, especially +cavalry and wheeled units such as chariots or catapults. + + (Remember, though, that what's and advantage to you can also be an +advantage to your opponent should the tide of war turn against you. If +you're in retreat from the front, the enemy can pursue you quickly +along those very roads you worked so hard to build. As far as +infrastructure goes in Civilization, sauce for the goose can certainly +become sauce for the gander over the course of a very few turns.) + + --------------------------------- + CIVILIZATION KEY + Roads not only increase trade, + they serve defensive and + offensive purposes. Build roads + to the frontlines - but don't + hesitate to destroy them if + you're forced into desperate + retreat. + -------------------------------- + + If you're not at war, there are a couple of approaches to +roadbuilding that will serve you well. Your first efforts should be +devoted to building roads through the land you are exploiting. + +======================================================================= 54 + +Your roads will make it easier for agricultural and other resources to +be brought to your city, increasing your income and the wealth and +happiness of the city's residents. + Once the agricultural and mineral production sqaures have roads +running through them, you should build a road to the nearest city. +That done, you cities linked, use your settlers to help develop +resources that the second city has not yet brought under deveopment. +Then press on toward the froniter, where you will establish another +city. At this point in the game, you have sufficent units and +productive capacity to commit the settlers to building roads as they +go, opening the frontier and establishing an infrastructure as the do +so. That way, when the next site is located and the new city comes to +life, it will already be linked to thriving metropolitan areas. + Another approach that will come in handy, if you can afford to +commit settlers' labors, is to construct roads around the largest +possible periphery of your civilization. If you're located on an +island, you might want to establish a roadway that completely + +======================================================================= 55 + +encircles it. If you're on a large continet, your roads could lead in +several directions, to borders with other civilizations, or distant +areas that will serve as sites for new cities as your own civilization +expands. Assuming you can afford the time and labor that road building +requires, you'll rarely regret building them. + + +BUILDING PROGRAMS + +You've built a city, perhaps two. You have military units in place to +defend the city, other units exploring unknown territory, maybe even a +band of settlers building mines and irrigation systems. Now is the +time to undertake the construction of items that will help your city +and your civilization grow physically, financially, and militarily. +These units and structures are called city improvements, and range +from barracks and granaries to libraries and temples. Each offers +advantages to your city, but each will require a committment of time +and resources. + As with military units, the nature of the city improvements you +can build is determined by the civilization advances your wise people +have achieved. Here, too, you must make careful decisions to ensure +that you achieve the adavances necessary to permit the expansion of +your civilization. + Pottery, for example, seems a simple enough advance, yet it makes +possible the construction of granaries for the storage of surplus +food. Only with surplus food in storage will your city really begin to +take off, its people well fed and content or happy. The development of +pottery must be among the first of your priorities. + The first military structure available to you will be a barracks, +and it's one that should be built as early in each city as possible. +In the next two chapters, we'll see the specific benefits of a +barracks for the production of veteran military units. + With a barracks and granary in place, and a few civilization +advances acquired, you can begin building those facilities that really +provide some depth of resources to your population. + +======================================================================= 56 + +Temples increase your population's spiritual happiness. If you've +achieved writing, you can create libraries, which raise the level of +intellectual activity within the city. A marketplace is essential for +both the attitude of your citizens and the economic production of the +city. + A complete listing of all city improvements, their cost and +benefits, is available in The Civilopedia, as well as the game's +manual. Here, we'll be concerned with putting those improvements to +use in the game itself. + You'll want to vary your production during the early phases of the +game, as city improvements tie up your city's productive capacity for +quite a few turns. You might, in fact, want to postpone any city +improvement constrcution until you have an effective defensive force +fortified in the city, and a solid periphery of sentries posted around +it. Even then, proceed with some caution. + Once your civilization has expanded in a couple of direction, +though, you should apply yourself and your energies to adding city +improvements to your first city. Surronded by other cities, and your +wave of ouyward expansion, it should be safe from all but overwhelming +or unexpected attack. + The particular city improvements you build will be determined by +a) your immediate needs, b) the improvements your technology permits, +and c) your long-range goals. + Immediate needs, as we've seen, include a granary for storing +food, a barracks for producing veteran units, city walls for increased +defense (assuming you've acquired masonry,) and a marketplace for +increasing the city's revenues. Longer-range planning may call for +improvements that directly address the city's spiritual or +intellectual needs. + And some improvements are not improvements at all, but Wonders of +the World, edifices and institutions that can stand for centuries. + +======================================================================= 57 + +WONDERS OF THE WORLD + +Few aspects of the game do as much for your civilization as building a +Wonder of the World. Few aspects require as great a committment of +time and resources. A Wonder can take dozens of turns to construct, +and cost hundreds of resource units. but the payoff your civilization +derives from the Wonder may well be worth the allocation of time and +money. + Only 21 Wonders of the World are available throughout the entire +millenia-long timespan of the game. And those 21 are parceled out 7 at +a time, 7 for each of the three technological epochs: ancient, +medieval/Renaissance, modern. In other words, a Wonder helps you make +progress, but you must make progress in order to earn the ability to +build a Wonder. + The committment that building a Wonder requires may make you +cautious. After all, the city in which the Wonder is to be constructed +will not be able to undertake any other construction until the Wonder +is completed or until you change that city's production to something +else. + +======================================================================= 58 + + Nevertheless, you must give serious consideration to building at +least one Wonder. The benefits it offers may take the difference +between your civilization's continued rise toward the stars or its +collapse into darkness. + Another reason to build a Wonder is that your opponents probably +are. Keep an eye out, especially when playing against several +civilizations at the upper skill levels, for notification of a +Wonder's completion while you are still struggling to crawl out of the +dirt. They aren't waiting - and neither should you! + Which Wonder to build? That question is best answered by the +particular game at hand, although certain general rules apply to +making the decision. + First, be sure you can afford to make the committment a Wonder +requires. It's foolish to apply yourself to building a Wonder when you +only have one city, even if that city is located on an island. In +fact, you should wait to undertake your first Wonder until you have +three cities, with the one where the Wonder will be located possessing +enhanced defensive capabilities, a granary, and a marketplace. + Second, build the Wonder that will benefit you the most. If your +population is generally content or happy, there's no immediate need +for a Hanging Gardens Wonder or Oracle Wonder, these being the Wonders +that exert positive impact on your population's attitude. Likewise, if +you're on the fast track for developing advanced navigational skills, +there may be no need for you to invest the time and effort required to +build a Lighthouse Wonder. + No matter what the nature of a particular game or strategy, you +should consider building the Great Library Wonder. This is a +storehouse for all the knowledge of the world, and provides you with +unparalleled access to the technology of other civilizations. With the +Great Library you come into immediate possession of any technology +that is possessed by at least two other civilizations. The benefits +are obvious. Your civilization will progress. + +======================================================================= 59 + + Wonders don't last forever. Their benefits can be superseded by +advanced technology, rendering them useless and unable to be sold. If +you find yourself planning to sell a Wonder as an epoch appears to be +drawing to a close, you might not want to wait. Let another +civilization progress beyond the capabilities of your own Wonder, and +the Wonder becomes worthless, a reminder of a great past but nothing +more than that. + + +SETTING SAIL + +Sooner or later, you're going to wonder what lies beyond your +homeland's shores. You may already know of a nearby landmass, +discovered as you prowled along your own coastline. Or you may have +revealed a coastline that shows you only ocean and more blackness. +Either way, you'll have to build ships in order to learn more. + Ships can only be built in coastal cities. You will want, then, to +create at least one seaport early in the game. Don't limit yourself +too much, though. Whether on a large continent or all but the +smallest of islands, you should place seaport cities in strategic +areas around the coast, giving you access to the oceans from more than +one spot. A well-placed seaport can help you get naval or transport +vessels to the scene of the action faster than those setting sail from +more remote locales. + The first ships you can build will be simple triremes (although +they were doubtless not so simple an accomplishment when the first +known sailing vessels were built more than 5,000 years ago). In order +to build triremes, your civilization must possess mapmaking among its +advances. + In civilization, the trireme's primitive nature is revealed in +restrictions placed upon its movement and its cargo capacity. A +trireme can carry only two other units. Laden or not, its movement is +restricted to three squares unless you've built a Lighthouse Wonder, +which gives you an additional square of trireme movement per turn. + +======================================================================= 60 + + More seriously, the trireme and the sailors who crew it are as yet +inexpirenced in deep ocean voyages, and are without sophisticated +navigational aids such as the compass or knowledge of astronomy. The +seas are vast and your first craft are smll: If a trireme ends a turn +at sea, away from shore, it will be lost! + Because of this, you must plot your sailing routes carefully. Hug +the shore at first, venturing out no more than a single square at a +time, ensuring that sufficent movement squares are retained to permit +return to the safey of the shoreline. Out of such tentative, +frightening voyages was oceangoing navigation developed. Remember +Homer, and you'll feel a poetic shiver of sympathy for those early +mariners. + Once the outline of your own coast is revealed, you're going to +have to fare farther. If you're lucky, either your initial landbased +exploration or that first circumnavigation of your starting landmass +has revealed another landmass no more than a square away. Should that +be the case, you've got your first destination close at hand. Sail to +the nearby land and resume your coastline exploration. + It's a good idea to carry a couple of mobile units with you to +explore the interior of neighboring islands and continents. An +effective practice is to board two of your most mobile unit types - +chariots, cavalry, and so on - before setting sail. Then, upon making +your first landfall, debark one of the units. While you navigate +around the landmass, your mobile unit can reveal the nature of its +interior. The second unit should be held in reserve should your first +unit be lost to enemies or barbarians. + Another good reason to hold the second unit in reserve is to take +advantage of serendipity squares that might be revealed as your +trireme makes its way along the coast. If you have a unit onboard, it +can be debarked; reap the benefits of the serendipity square - or face +the barbarians who may dwell there! - and then reload onto the +trireme. + If you've achieved the civilization advances necessary for the +production of diplomat units, you should carry at least one on + +======================================================================= 61 + +every exploration ship you send forth. The diplomat enables you to +establish with other nations, giving you vital insights into their +nature, resources, and size. At the same time, be wary of sending your +diplomats too quickly into unexplored territory or using them to +reveal the contnets of serendipity squares: They have a very low +defensive factor and are likely to be lost even to primative attack. + As you circumnavigate the new landmass, you'll want to remain +alert for other, farther island and continents that might be revealed. +Look sharp as well when you move into the far northern or southern +latitudes for the presence of the icecaps. These long, straight +stretches of tundra are worthless for colonization and exploitation, +but are exceptionally valuable as shoreline you can hug to further +explore the world. + + +SAILING FARTHER + +Suppose, though, your exploration of your starting coastline has +revealed no nearby landmasses. To find other islands and continents, +you're going to have to sail into the vast darkness. While you will +doubtless lose some triremes to the dangers of the deep-ocean +voyaging, you can at least take some steps to minimize the risk, if +not eliminate it. + +======================================================================= 62 + + Situating cities on rivers, with other easily exploited resources +nearby, is a large step toward ensuring constant growth. Resume your +circumnavigation along the already-explored coast. Look for peninsulas +that jut out far into the ocean. Position your ship at the very tip of +the peninsula, placing its edge as far out to sea as possible while +still maintaining contact with the shore. When it's in position, move +on to the next active unit, even if you haven't used up all of the +trireme's movement squares yet. Setting forth into the unexplored +ocean, you'll want all three of the movements available to your +trireme. + Next turn, set forth. You have only three movement squares, so +make them count. Don't move too hastily. Sail out a single square and +catch your breath. Has anything been revealed? If not, take your next +move. Nothing? You can't get back to shore and hime, so use your last +movement in hopes of landfall. You'll either find land or be lost at +sea. + +======================================================================= 63 + + --------------------------------- + CIVILIZATION KEY + Explore the oceans carefully; + Your triremes are fragile. If + forced to set sail into deep + ocean, place your trireme at the + farthest point of land possible, + then wait until the next turn to + cast off. + --------------------------------- + + There is undoubtedly an aspect of hunch or intuition to this +approach, but there was undoubtedly the same sort of gut reliance on +instincts among the early mariners who first opened the oceans to our +race. And there are a couple of things you can do to reduce even +further the cost of ships lost at sea, if not their actual loss. + First, always have another ship in production or in motion. +Relying upon a single, fragile trireme is the equivalent of placing +all of your exploration eggs in a single basket. (Early ships were, in +fact, made of reeds, so the basket metaphor is especially apt.) Having +a second or third trireme under production or actually in existance +can make the loss of a vessel less costly. Your exploration program +stands less of a chance of lengthy interruption. + Second, don't send laden ships into the great unknown. While you +will undoubtedly want to carry emissaries and mobile units to the +lands you discover, you don't have to carry them immediately. A good +practice is to offload your passengers upon moving your trireme into +position at the tip of the peninsula. If the ship is lost on the next +turn, your units are preserved. If, though, the trireme discovers +another landmass three or fewer squares distant, it's a simple matter +for the ship to return home, reload its passengers and return to the +new territory, this time along with a familiar route. + Don't concentrate all of your sea voyages in a single area. Land +is scattered at random during the building of Civilization's worlds, +but it's not all scattered in a single part of the map. If you fail in +voyaging outward from one peninsula, look for another to serve as the +springboard for your next voyage. + +======================================================================= 64 + + --------------------------------- + CIVILIZATION KEY + Put some passengers on your + exploration ships! Passengers can + be debarked on new landmasses, + and can explore the interior, + make contact with other + civilizations, and reap the + benefits of serendipity squares. + --------------------------------- + + This is an area where the world map on the left of the main map +screen comes in handy. Here you can see the paths your ships have +followed, where they've been lost, where they've made landfalls. As +the game progresses, more and more routes among the landmasses will be +discovered. You will also develop increasingly sophisticated marine +technology, letting you voyage farther and liberating you from the +necessity of making a landfall every turn. As these developments +occur, you'll want to send ships in wide search patterns, probing +through the dark regions to find previously undiscovered territory. + + +FINDING OTHERS + +Our purpose in this chapter is to look at the basic tools for +explorating in your immediate vicinity and perhaps a bit beyond. +Encounters with other civilizations will be dealt with in greater +detail in the chapters that follow, yet there are a few points that +must be made now. + It is likely that the first "others" you encounter will be those +troublesome barbarians, located at first beneath serendipity squares. +(Later, barbarians will appear out of nowhere, literally: Whether they +arrive by sea, or spring up on your own island or continent, +barbarians dwell in and approach from uncivilized areas, map squares +far removed from cities and other civilizing influences.) + Try to keep the barbarians away from land you've already tamed. +Barbarians are rapacious: They love nothing better than + +======================================================================= 65 + +reducing fields to stubble, destroying mines, eliminating any traces +of civilization they encounter. Don't lose time and effort rebuilding +properties that could have been protected. + If you're located on a continent rather than an island, you may +well encounter representatives of another civilization. In that case, +you're ready to give thought to whether you'll be mounting a defensive +and isolationist strategy or taking offense and launching campaigns of +warfare and conquest. These matters will be examined in detail in the +chapters that follow. + +======================================================================= 66 + +CHAPTER 5 +--------- +THE BEST DEFENSE + + +Security at home has lain close to the heart of every emerging +civilization, no matter ho wlarge that civilization's ambitions beyond +its initial boundries. In Sid Meier's Civilization, domestic secuity +is equally important. + History books and epics resound with stories of brave defenders +withstanding onslaught after onslaught of better-armed, better-trained +enemy forces. Marathon, Masada, the Alamo - the defenders might +ultimately perish, but by their defense they slow the progress of the +enemy, buying valuable time for their civilization to prepare a +response. + Not that security is easily achieved. Civilizations are fragile +things, hard to defend, easy to destroy. Managing your domestic +defense will loom large among the challenges you face during the game, +and it will be one of the challenges requiring the most constant, +careful attention during the course of the game. + Yet without such careful defensive management even your offensive +campaigns may suffer from an Achilles' heel that cripples you - or +even dooms your efforts to failure. + What, then, are the most effective strategies to pursue for both +short- and long-term defense of your civilization? + +======================================================================= 69 + + +IN THE BEGINNING + +At first, you can simply do what you can. You have a few tools, fewer +weapons. And the world in which you find yourself is filled with +hostile forces determined to bring you down. + Exploration of your borders and the interior of your home land +mass has a defensive as well as colonial purpose. Thorough exploration +will reveal to you the location of other civilizations, the +availability of agricultural, industrial, and defensive resources, and +the initial gathering places of barbarians. + Your defenses ultimately will take into account all of those +factors, but your immediate need is to secure your first crude +community, ensuring it the time needed to grow. As we saw in the +previous chapter, your initial city's first production shoudl be of +units that can be fortified for the city's defense: militia or +phalanxes. depending upon the capabilities of your city. But simply +fortifying a couple of units, while sufficent for the first few +centuries of your civilization's existance, is hardly sufficent for +the city's long-term security. + +======================================================================= 70 + + Establishing the sfaety of your cities requires coordianted effort +on unit production and placement, defensive construction, startegic +use of terrain as a defensive factor, and the erection of "early +warning systems" to sound the alert when the enemies are approaching. +As we'll see, the infrastructure of your civilization, it's economy, +and its intellectual makeup also play major parts in a sound defensive +posture. + In short, your defense call supon all your skills as a leader of a +civilization. Those skills will grow as your experience as aleader +grows, but for now we'll look at some sound fundamentals that can help +ensure you get the experience you need. + + +GUARDING THE FRONTIER + +You've buit your first city and fortified it with a militia and a +phalanx. Two militia units are currently exploring the continent on +which you live, pushing back the borders of darkness. While you are +currently concentrating production on infrastructure - a barracks, a +granary - and plan to build an additional band of settlers to begin +exploiting and colonizing the continent, you should also begin +thinking about establishing defensive borders. + There will come a point at which you will disband your more +primitive units rather than continue to feed and support them, but for +at least the first few centuries you'll want to keep all your units +active. As you develop more advanced military technologies, replace +your city-bound fortified militia with phalanxes, say, and either +place them on picket duty or use them further to explore unfamiliar +territory. + Once enough unknown territory in teh vicinity of the heart of your +civilization has been explored, giving you a sense of the location of +exploitable resources as well as neighboring tribes, begin using your +outmoded or more primitive units as sentries or pickets rather than as +explorers. Keeping them on exploration duty + +======================================================================= 71 + +places your civilization at risk from barbarians or invaders closer to +your cities. They may be able to strike with little warning, whereas +pickets on the frontier would have alerted you earlier to their +approach. + Remember, barbarians are likeliest to emerge from wild and +unsettled territory. Placing a defensive unit or two on guard against +their approach can protect your developed lands from pillage and +destruction. + Situate your pickets strategically, locating the units in spots +where they will be likeliest to detect the approach of forces from +other civilizations, or barbarian raiding parties. Your units will +serve as a sort of primitive early warning system. They may not be +able to withstand the onslaught of a strong enemy force, but by +sacrificing themselves they will provide you with a bit of time to +prepare a stronger defense closer to home, or to mount an +expeditionary force in response to the invaders. + When placing a unit with low offensive capability - militia, +phalanxes - on picket duty, you may wish to fortify the unit rather +than make it a sentry. There are a couple of advantages to this: +First, if the unit is a veteran unit - if it was commisioned from a +city containing a barracks - the unit stands a fair chance of +defeating an enemy attack; second, should you strike a treaty with the +invaders, a fortified unit remains inactive unless directly attacked, +even if an enemy unit occupies a square immediately adjacent to it. A +unit on sentry duty will become active every turn, requiring you to +return it to sentry, and slowing down the progress of the game. + If you do take this approach, using weaker units on sentry or +picket duty, you should keep some stronger offensive units in +proximity to the frontier. These units can wait on sentry, ready to be +brought to life and moved into position should your militia- or +phalanx-based defense fail. + When defending your frontier with less-capable units, it's a good +idea to have a road in place leading to their position. That way if +you need to move reinforcements into position quickly you + +======================================================================= 72 + +can. Your infrastructure is as essential to your defense as your +military forces. + As you can afford it, deactivate the militia and replace them with +defensive pickets capable of attack at higher values. These units can +be placed on sentry duty rather than fortified. With these units +you'll not only be alerted to approaching adversaries, but you'll also +stand better chance of smiting them down as soon as they're detected. + + --------------------------------- + CIVILIZATION KEY + Don't stack units on picket or + sentry duty outside city walls. + Under attack, an entire stack can + be wiped out by a snigle enemy + unit. Inside a city, your units + fall one at a time, giving you a + chance to strike back. + Rather than stacking units on + the frontier, stagger them, + fortifying those closer to the + border wjile backing them up with + more powerful offensive units on + sentry duty. That way, if your + fortified unit falls, you can + respond immediately with a + counterattack. + --------------------------------- + +======================================================================= 73 + +LAY OF THE LAND + +Terrain can play an important part in creating an effective defense. +Use the land to increase your defenses whenever possible. + As you become familiar with the game, check the Civilopedia for +the landscape/defense factors offered by different types of terrain. +Especially effective are mountains, whose terrain serves to slow down +the invaders. Cities placed behind mountains benefit from the fact +that, unles a road is built over the mountain, an approaching +attacker comes to a halt on the mountain itself. Assuming you have in +place a strong offensive unit ready to spring into action, the +slowdown a mountain imposes can leave your enemies at your mercy. Try +plaing strong offensive units on sentry duty atop mountains. That way +you control the high ground and can strike at them from above when the +mountain halts their progress. + Look for natural borders to place your pickets and sentries. If +you're alone on an island, its borders with the sea are your weak +points. Your enemies - other than barbarian bands located beneath + +======================================================================= 74 + +serendipity squares on teh island at the beggining - will arrive in +oceangoing armadas. Suppose you haven't yet acquired seafaring +capability. You can still erect defenses aimed at detecting and +repulsing naval approaches from other civilizations. + During your initial exploration of your coastline, be on watch for +signs of a nearby landmass. No more than one square away, these +contingous islands and continents represent the likeliest source of +invasions early in teh game. Your opponents may possess only primitive +triremes and will thus be restricted to hugging shorelines as they +seek navigable routes around the world. If there's a one-square gap +between your land and another, you can almost bet on an enemy's use of +the neighboring coastline for safe harbor at the end of each turn. +(The neighboring lands also represent your own likeliest, quickest, +and most easily accessible sites for expansion.) + Put units on picket duty at spots along the narrow channel +seperating your landmass from the neighboring one. Should an enemy +vessel seek to make an approach along this coastline, your sentry will +discover it. In the earlier stages of the game this approach will also +serve as an effective means of locating other nations before your own +civilization has acquired the ability to go to sea. + + +USE THE RIGHT UNITS + +Generally speaking, the stronger the unit on picket or fortification +duty the better the defense it establishes. This generality, however, +must be tempered by a couple of important points. + First, you must bear in mind that the unit will remain immobilized +while it serves as a picket or sentry. Be wary of over-committing +defensive forces to stationary positions too early in the game. You +must continue to explore, to push the boundries of your territory +outward, chasing back the darkness. So search out locations that offer +efective defense against enemy approach, yet + +======================================================================= 75 + +at the same time allow you to hold to a minimum the number of units +tied up on defense. + Second, don't forget that remote units must be supported by their +home city. This can become costly to your treasury and, once you've +achieved advanced forms of government, to your peoples' well-being. +Some citizens do not appreciate and will not support far-flung +military forces. + Third, tailor teh duty to the type of unit available. Phalanxes, +militia, and muskateers make excellent fortified pickets, their +defense factors being stronger than their offensive power. Chariots, +catapults, and knights make excellnt sentries, springing into +wakefulness when contacted by an enemy unit. + Fourth, keep in mind the looming obsolescence of your units. +Especially in the early stages of the game, and at lower skill levels, +advances come quickly, rendering your earliest units obsolete. You +want to be sure that defending units are the most advanced, strongest +units you can afford. + Finally, know the difference between a sensible defensive policy +and caution carried to ridiculous extremes. If you find yourself +constantly using armored divisions to repel horse-borne invaders, +maybe you should be on a posture of offense. + + +DEFENDING LARGE AREAS + +The enemy is smart and - prolific. Use a single unit to defend a large +area of approach against invaders and, if geographically possible, the +enemy will eventually outflank you. Enemy units will move into +position on more than one of your flanks, yet that unit of yours can +respond only to one angle of attack. (This assumes a sentry, rather +than a picket; if you have a fortified unit on picket, you may wish +simply to take your chances withstanding the enemy attack rather than +counterattacking.) Naturally, if you do counterattack, your response +should be directed against the strongest opossing unit, or against the +largest concentration of enemies, improving + +======================================================================= 76 + +your chances of surviving the subsequent attack. This is where it +helps to have backed up vulnerable pickets with units able to move +immediately into position should your pickets fall. + Another approach to defending large areas involves mobile units +kept constantly on the go, patrolling areas vulnerable to enemy +invasion or barbarian appearances. I would have liked, in fact, to +have seen a patrol function in this game, by which the player could +set ground units or ships on constant back-and-forth courses over +particular areas of land or sea. Failing that, you can use the "go-to" +function to guide your patrolling units. It's more time-consuming than +a specific patrol command would have been, but ultimately just as +effective. + Look at the area to be patrolled. Press the go-to key and select a +destination for the unit in question. The unit will proceed to that +destination, using its maximum available moves per turn, unless it +first encounters an enemy unit. At that point, your unit returns to +your control and you are free to attempt to deal with the enemy. + Another effective tool for guarding large areas of land is a good +system of roads. Suppose you are located on an immense continent and +have built half a dozen or so cities, yet still have great areas of +land uncolonized. Those areas represent not only your easiest sites +for expansion, but also your Achilles' Heel. Because the land is as +yet untamed, it represents excellent breeding territory for barbarian +raiders. Equally dangerous, your enemies can land expeditionary forces +there without your knowledge, moving down through the wilderness to +strike at the very heart of your civilization. + Even worse, by leaving large areas unattended, you run the risk of +allowing the enemy to establish a city in your back yard, as it were, +from which diplomats on missions of espionage and sabotage, or +military units out for conquest, can be created and dispatched. + As you can afford the committment of settler units, set them on +projects of roadbuilding, driving thoroughfares into the wild. + +======================================================================= 77 + +The roadbuilders should be accompanied or preceded by military units +for protection. Try to choose routes for your roads that accomplish a +couple of purposes: a) you want to create a system of roads that gives +you and your military quick access to vulnerable areas; b) roads built +for defensive purposes also serve the cause of expansion. With a +roadway in place, leading to the best potential city sites in the +wilderness, you've taken a large step toward completing the settlement +of your continent. Indeed, once your defensive roadworks are +completed, you can shift the settler units from roadbuilding to city +construction. (Don't forget to reassign the accompanying military +units to the new cities, lest they continue to be a drag on the +economy of their hometowns.) + + +HARBOR AND COASTAL DEFENSES + +Fortify at least two defensive units in all of your cities, but +concentarte on your harbors if facing stronger seapower. The enemy +will attempt to weaken harbor defenses and population through +bombardment. Above all, build city walls in your harbors. Not only do +these protective fortifications help ensure the safety of the city's +inhabitants, they can also give you an edge against naval bombardment. +This is one point at which a weaker-but-fortified civilization stands +a good chance of wreaking some havoc upon a superior enemy. You may +find yourself delighted to see a harbor fortified with little stronger +than city walls and a cadre or musketeers brings down a far superior +battleship or cruiser. + Another approach to harbor defenses calls for a committment of +your own naval forces, with ships on sentry duty a square or two to +either side of the harbor entrance. This is an expensive strategy - +only the wealthiest of civilizations can well afford to tie up naval +forces that could otherwise be used for exploartion or transport. But +it is a strategy that will help reveal the approach of enemy craft +before they affect a landing or bombardment. + +======================================================================= 78 + + As your naval technology progresses and your ships are no longer +shorebound, you might try placing a sentry ship offshore a square or +two in hopes of detecting enemy vessels sailing in from the open sea. +Again, this strategy is only worthwhile if your civilization can truly +afford to commit the ships to sentry duty. + Later in the game, when your opponents have developed effective +bombardment techniques, you may wish to draw some of your coastal +pickets inland one square. By moving them inland they become safe from +naval bombardment, but remain ready to respond to amphibious invasion. +On the other hand, moving them inland frees up territory on which your +opponents can land troops. + At some point you may find your harbors facing a blockade, sealed +off from the sea by enemy naval units. Here is where a strong treasury +can be helpful. If you have the funds - and naval technology at least +equal to that of your enemy - you can purchase naval units with which +to sink the blockading ships. This strategy is risky: There's the +chance that you will make the investment only to have your newly +purchased ship destroyed by the next round of bombardment. + Technological advances offer additional harbor protection. Don't +underestimate the effectiveness of aerial defenses against sea-borne +adversaries. Bombers (and occasionally, but only occasionally, +fighters) can eliminate enemy vessels. An advantage of aerial +responses to naval threats is that the planes can be based in cities +other than the harbor itself. They can fly out to sea from the +coastline. Aircraft can also serve important patrol functions, +although these should not be automated. Watch the aircraft's movement +allowance, and make sure you don't use it up before the plane has a +chance to land - it's costly to run out of fuel in midair. + While fighters are only occasionally effective against enemy +ships, they can protect your harbors from enemy bombers. If you have +the technology, build a couple of fighters and base them near + +======================================================================= 79 + +the coastline where they'll be ready to respond to the approach of +enemy warplanes. + The other airborn tool at your disposal, once you reach the +appropriate level of technology, is the nuclear missle. Nuclear +warheads, needless to say, are devastatingly effective against enemy +seacraft, but they bear dreadful enviornmental consequences that we'll +examine in a subsequent chapter. + + +NAVAL DEFENSES + +The best way to defend your shores is by preventing enemy craft from +reaching them. And you can best do that with your own naval vessels. +Your initial seafaring units will be used for exploration; later ones +for colonial expansion and wars of conquest. But as you can afford to, +or if you find yourself facing seaborne threats, you will want to put +some of your naval production to defensive purposes. + Harbors and areas of naval opportunity will be your first choices +for naval defenses. Indeed, those channels you once defended with +ground-based pickets can now be sealed with ships on sentry. + As your picket ships become more capable, use them in different +ways. Cruisers, battleships, and submarines, for example, being +equipped with radar that reveals the occupants of squares beyond their +own, can serve patrol duties as well as picket posts. + Use your picket ships wisely, determining their response to other +vessels by the nature of those other ships. If a trireme encounters a +battleship, for example, there's not much you can do but retreat. On +the other hand, you may encounter unarmed craft laden with colonists +or tropps. Try to sink these cargo vessels: You can severly crimp an +enemy's plans by sinking a frigate or transport bearing an invasive, +diplomatic, or colonial force. + +======================================================================= 80 + + Once you've encountered another seafaring power, do your best to +follow its course back to its home landmass. Those earliest vessels +you encounter will probably be triremes, hugging the shore as closely +as your own ships. Not only will you get a better sense of what sort +of force you're up against, you'll also open up new areas of the world +for your own expansion. + When attempting to trace a route to another civilization's home, +consider loading your vessles with diplomats and caravans, if you're +able to produce those units. By doing so you increase the chances of +getting a picture of your opponents via the diplomats and earning +income from trade by way of your caravans. + Either way, once you've made contact with another seafaring +civilization, do everything you can to place units on picket along the +routes likeliest to be taken by your opponent. Do what you can to +decrease the possibility of surprise invasions or amphibious landings. + Obviously, naval forces can be placed on patrol just as ground +forces can. Use the go-to key, plot your ship's course, sit back and +let the computer navigator do the work. You'll be notified when your +ship has completed its voyage - or when it encounters enemy vessels. + + +KNOW YOUR ENEMIES + +So far we've looked at defenses that take advantage of your +intelligence as a general, your ability to marshal and maneuver your +militray resources. Now we'll look at the intelligence resources +within the game itself. The diplomat unit, in articular, can be +employed to great defensive benefit. + In the beggining, diplomats serve to provide information about +your closest neighbors. This takes the form of establishing embassies +which let you "see" into the heart of neighboring empires. The +information you derive from your embassies will help + +======================================================================= 81 + +you decide whether an international relationship will be defensive, +offensive, or based on commerce and treaty. + At first, as you encounter other tribes during your explorations, +you should probably accept any offers of treaty that are proffered. +There are a couple of advantages to this. First, you buy some time +before having to put yourself on a war footing. Especially in the +early stages of the game this time can be vital to your success. + Second, by striking a treaty, you have the opportunity to seal off +your neighbors from your territory. Under treaties, tribes are +prevented from intruding upon their neighbor's territory. By careful +placement of fortified units, you can contain the other tribe within a +proscribed area. Those fortified units, by the way, need not be your +most advanced or expensive: Militia units under fortification serves +just as well as legions or chariots in holding treaty-bound neighbors +in check. A wise ruler, though, will back up her or his fortified +units with stronger militray units on sentry + +======================================================================= 82 + +duty, just in case your neighbor decides to violate the treaty with a +sneak attack. + Be alert as well for "holes" in your defensive line. If +neighboring tribes manage to "sneak" through and establish a presence +on your turf, you'll be faced with the same treaty-imposed movement +restrictions that should have held them in check. Then it's up to you +to decide whether to violate the treaty with a sneak attack of your +own. Be on guard as well for sea-borne attempts to subvert your +territory. + If your treaty holds, and you manage to contain your neighbors, a +good move is to create a diplomat unit, should you have the necessary +civilization advances required to do so. This unit can then be sent +through the treaty lines to establish an embassy and get a clear +picture of your neighbors. Embassy information varies with the +different difficulty levels of the game, but an embassy always gives +you a sense of who and what you're up against, information that can +prove crucial to your long-term strategy. + Even if you discover that you possess overwhelming superiority in +relation to your neighbors, you may not wish to crush them. For one +thing, a military campaign requires a commitment of resources that +might best be put to other purposes. Perhaps more important, that +neighboring city can serve as a cource of income for your +civilization. So long as you are under treaty, your caravans can cross +the border and establish trade routes with your neighbor's cities. + + +SIEGE-PROOFING + +In 73 A.D., in a fortress perched 1,300 feet above the floor of the +Judean desert, a garrison consisting of fewer than 1,000 Zealots - +men, women, and children - withstood two years' siege mounted by the +Tenth Roman Legion, 15,000 strong. The fortress was called Masada, and +the epic story of its besiegement (the surviving + +======================================================================= 83 + +members of the garrison finally committed mass suicide rather than +fall to the Romans) remains legendary to this day. + In Civilization, you can't really make yourself siege-proof, but +there are a number of steps you can take to make successful siege of +your cities more dificult. The lesson of Masada can serve you well. +The Zealot garrison was fortified, commanded the high ground, and +benefited from the fact the Roman supply lines were long and ran +through arduous territory. The more difficulty you impose upon your +enemies, the more time you buy to respond forcefully to the attempted +siege and, with luck and skill, repel it. + The first step, naturally, consists of shoring up the defenses of +each city you establish, and shoring them up as quickly as you can. As +we've seen, the initial phase of this rests upon building a garrison +of at least two fortified militia units. + + This is an initial step only! Two - or even four - primitive units +fo not possess the strength to withstand a concerted assault by an +enemy possessing legions, chariots, or more advanced military units. + + Augument or replace your fortified militia with additional units +of superior defensive value as soon as these units can be produced. + (Look sharp: Sometimes you'll find that you develop a technology +such as bronze- or iron-working while your cities are in the midst of +producing units based on more primitive technologies. Remember that +resources accruing toward the purchase of one type of unit can be +shifted toward the production of another type. Upgrade units in +production as soon as the upgrade becomes available to you. Do so +every chance you get, and you won't waste time and turns generating +units that are less helpful to you than they could be.) + If you can build city walls, do so. These triple the defnsive +factors of units within the city. Another advantage of defending +cities is that your military garrison is reduced by only a single unit +at a time when the city is under assault, no matter how many units + +======================================================================= 84 + +are stacked in the city. Units stacked outside of cities can all be +destroyed by a single enemy unit on the attack. + + +THE INVADERS APPROACH + +Despite your best efforts, the enemy has made a landing on your +territory, or breached your borders if you're already sharing the same +landmass. They are moving in strength toward your cities, and they +possess military technology superior to your own. What can you do? + One thing you might do is consider the example of Roman General +Quintus Fabius Maximus. + Fabius, as he was known, harried Hannibal, whose Carthaginian +armies had wreaked havoc throughout Italy a bit more than 200 years +B.C. A brilliant battlefield startegist, Hannibal's domination of +combat encounters led Fabius to develop a strategy of his own, one +based on avoiding direct confrontation with the Carthaginians. +Instead, Fabius struck quick blows at Hannibal's flanks, inflicting +what damage he could before darting away. + The same approach can work for you if you're careful. Use the most +mobile of your units, and watch their movement points closely. Try to +position your forces in such a way as to let you strike and retreat. +If that's not possible, use your less capable units as distractions, +drawing the brunt of the enemy assault. Then strike with your stronger +units. + Above all, always strike stacked units first. A single attack can +thus take out two or more of the enemy assault. Then strike with your +stronger units. + Above all, always strike stacked units first. A single attack can +thus take out two or more of the enemy at a time! + Fabian tactics ultimately are diversionary. Sooner or later you +may have to face the enemy on open field of battle - or from behind +city walls. The benefit of a Fabian approach, though, is that very +diversion. It buys you time to shore up your city defenses, create new +military units, and generally prepare for the larger confrontation to +come. + +======================================================================= 85 + + (You might bear in mind as well the thought that it was another +Roman general - Publius Cornelius Scipio - who finally drew the +Carthaginians out of Italy. Scipio did so by the boldest of maneuvers: +He led an invading army of his own into Africa and laid siege to +Carthage itself. Study your information about your enemy, and if you +have the opportunity and resources, think about invading their +territory and tying them up at home. Sometimes offense is the best +defense. + + +ECONOMIC DEFENSES + +Money may not buy happiness, but it can help purchase security. +Financial defenses can protect against both internal and external +threats. + Against external threats, your economy serves several purposes. A +healthy treasury enables you to purchase military units in a pinch, +creating reinforcements almost instantly rather than waiting for them +to be created by accrual of resources. + On the home front, a strong economy helps ensure productive +workers, eager to do their best for the war effort. (This, of course, +assumes that your people are suppportive of your military plans, and +of your government itself.) A productive populace can change on a dim, +as it were, pumping out military units or city improvements as +circumstance permits. + On the other hand, a dwindling treasury, an economy that spends +more than it takes in (sound familiar?) may force you to sell off city +improvements or disband military units at crucial points in the game. +Selling thise city improvements offers only temporary relief from your +crisis: You get an immediate infusion of cash, but your citizenry must +endure the loss of improvements that contribute to the quality of +their lives, increasing the likelihood of growing unrest among your +citizens. + There are several solid approaches to building a successful +economy. Most of these will be examined in greater detail in a + +======================================================================= 86 + +subsequent chapter; for now, we'll focus on economics as an aspect of +civilization defense. + The first step you can take is to exploit fully the productive +capacity of each of your cities. Examine the terrain around the cities +and underatke the appropriate technology, whether mining, irrigation, +or simply building a road. + Even more effective is the caravan unit, made possible by the +currency and trade advances. Your caravans serve as a good source of +information. You can deposit a caravan or two on the shores of an +island or continent controlled by another civilization, and use your +caravans to explore the interior of that landmass, revealing the +location of cities, placement of troops, and so on. While your +caravans won't give you the detailed portrait of other civilizations' +cities that a diplomat unit can generate, they will reveal the size +and wealth - as represented by the numeral emblazoned on each city +square - of your opponents' cities. + (You should strike trade routes, by the way, with the largest and +most powerful cities in other civilizations. These are the routes that +will generate the largest income for your own economy.) + Finally, you can use diplomatic units to bribe enemy units to join +your civilization. This is costly, but can help avert a rout if you +can afford it. Especially effective is bribing enemy units of greater +technology than your own. This gives you the opportunity to turn, as +it were, the enemy's own guns against them. + +======================================================================= 87 + + --------------------------------- + CIVILIZATION KEY + Monitor your treasury when under + assault from outside. A good + working knowledge of your + economy's strengths and weakness- + es can guide you in your response + to enemy pressure. Hard though it + may be to swallow, there are + times when it can pay you to pay + off the enemy in the form of a + tribute, strike a treaty, and + devote yourself to rebuilding + your resources. The alternative + may be annhilation. + --------------------------------- + + +TECHNOLOGICAL DEFENSES + +Among many other things, Sid Meier's Civilization is about technology +and the impact of technology on civilization. Naturally, then, +technology plays a large part in the defenses you erect. Selecting the +right technological paths to pursuse as you climb civilization's +ladder can make or break your defensive capabilities. + Obviously, at the outset of the game you should focus your +attention on fundamentals: Metalworking, masonry, and the creation of +barracks units all are essential to the erection of effective defenses +against attack. + The decisions become more difficult as your civilization grows. +Military technology cannot always take precedence over social and +cultural civilization advances. + That in mind, there are a few general principles that can help you +ensure that your defensive technology is adequete to the tasks it will +face. + + 1. Always buy the best. It doesn't do you any good to possess + muskateers if your cities are still defended by phalanxes. + Upgrade often and thoroughly, starting with your barracks + installations. These will require replacement upon the + achievement of certain civilization adavnces at certain levels + +======================================================================= 88 + + of the game. In hot an dheavy combat, units not produced by + barracks facilities stand little chance of survival. + + 2. Push the technology to its defensive limits. If your + civilization is capable of producing frigates or ironclads, you + have the freedom to move offshore. Don't trap these powerful + units in your harbors or at the shore where they stand a + chance of sinking the enemy on approach. The same holds + true for aircraft and other highly mobile pieces. Stationary + positioning is not always the optimum defensive startegy: + Remember the Maginot Line. + + 3. Use your intelligence-gathering capabilities. Your diplomats + can keep you informed of other civilizations' technological + capabilities, giving you at least the possibility of adjusting + your own pursuits in hopes of achieving parity or maintaining + superiority. Don't let other civilizations guide the devlopment + of your own; but do put your understanding of your adversaries + to work for your own advantage. + All's fair, as they say: You can also use your diplomats to + steal technology from your more advanced enemies. To do this, + you must, of course, smuggle a diplomat unit through enemy + lines and into an enemy city. Nor do you get to choose the + the technology you steal. It's tough and risky, but technology + transfer - from them to you, at any rate - can make a + difference in the course of a war. + (If you're not at war with the civilization you wish to + steal from, you soon will be: The act of stealing constitutes + an act of war, as well as breaching any treaty that may exist + between your civilizations.) + + 4. Acquire technology through offense, if possible. Even though an + enemy civilization may outnumber you and possess superior + technology, you may have a chance to acquire some of their + technology through conquest. Send expeditionary forces + +======================================================================= 89 + + to the peripheries of the other civilization, looking for newly + established cities whose defenses are weak. If you can capture + an enemy city, you'll have a chance to capture one of their + technological advances as well. + (You can accomplish the same goalds closer to home, if the + enemy has captured one of your cities. Take it back - and with + it get some of their knowledge.) + + 5. Pursue civilization advances and Wonders of the World than can + help give you a defensive advantage. In the ancient portion of + the game, such an advantage is lent by the Great Library + Wonder, which makes available to you any advance possessed by + at least two other civilizations. This is a good hedge against + being too quickly outsripped by oppossing nations. + In the nuclear age, you'll want to place an SDI defensive + unit in your capital city at least, and should consider + locating one in each of your leading cities. This is the only + effective defense against the devastations of a nuclear attack. + Ownership of the United Nations is the best defense of all. + If your civilization possesses the United Nations, all other + nations must make peace with you, no matter how superior or + powerful they might be. + + 6. Invest in a solid educational infrastructure, enhancing it at + every available opportunity. A sizable investment in and + commitment to education - in the form of universal literacy, a + good university system, and knowledge-oriented civilization + advances and Wonders - increases the rapidity with which your + wise people can achieve breakthroughs and advances. These, in + turn, increase the likelihood of your being able to mount a + technologically sound defense. + +======================================================================= 90 + +FAR FLUNG DEFENSES + +As your civilization spreads across its home landmass and onto others, +the majority of your attention may be focused upon the vicissitudes of +conquest and colonization. Don't neglect the defensive side of the +game. Don't make the mistake of concentrating the majority of your +forces on the leading adge of your empire to the detriment of your +civilization's core. More than one civilization has fallen from +weakness at home despite great strength on its outer edges. Upgrade +your city fortifications at every reasonable opportunity. Disband +outmoded units, freeing resources for the creation and support of +units, freeing resources for the creation and support of units more +suited to contemporary needs. + At the same time, it's foolish to continue devoting time, +resources, and money to over-fortifying cities located far from the +front. As in so many aspects of this game, you must strike a +reasonable balance. + First let's focus on the outer limits of your civilization. On +those edges, place garrisons ready to protect your interests. Even a +strong, world-girdling empire will have points of vulnerability at + +======================================================================= 91 + +which ambitious enemies can strike. Your garrisons should consist of +at least two strong defensive units, just as your cities at home. In +addition, new cities on distant shores can benefit from the presence +of a couple of strong offensive units, able to deal with approaching +attackers or barbarians. Remember that as you settle new and untamed +lands barbarians will continue to be a problem. + As quickly as possible you should erect a barracks facility in +order to reinforce further your settlement with veteran units. + You will need to establish and defend effective lines of supply, +carrying reinforcements from your productive homeland to the more +tenuous locations you're establishing around the world. Guard these +resupply routes as well as you can, preferably escorting cargo vessels +with military craft able to scout out and deal with the ships of your +adversaries. Set yourself a regular schedule of resupply and +reinforcement, building your garrison until it is well fortified and +defended. + Second, bear in mind the lessons you learned when building your +first cities. As you produce more military units - or as additional +reinforcements arrive from home - you'll want to put into place a +strong line of pickets and sentries, establishing a protective zone +around your new city. As the city develops, producing settlers who +will develop and exploit the local resources, continue moving the +picket lines outward, adding to them to eliminate any holes through +which the enemy might slip. + Third, use your new city to produce a diplomat or two, especially +if the newly created community lies on a landmass containing other +civilizations. The diplomats can give you a picture of the size and +nature of enemy cities and defenses, information that will asist you +in defending your own new community. + +======================================================================= 92 + + --------------------------------- + CIVILIZATION KEY + The cities on the periphery of + your civilization should be well + protected, as they are the cities + most typically exposed to + extrenal threats. As the + boundries of your civilization + expand, focus your defensive + efforts on the outer edges, + shifting the cities of your + heartland - which should be + farthest from the enemy's + reach - to producing civilization + advances and Wonders of the + World. + Bear in mind, though, that + it's unwise to let your guard + down too far, no matter how + distant a city lies from the + lines of conflict. This is + especially true of your capital + city, although other cities as + well can be left vulnerable to + sabotage and espionage on the + part of enemy diplomats. + --------------------------------- + + Finally, bear in mind that your purpose is expansion, yet, since +you're in a defensive mode, you want to be careful that your +expansionist movements are not interpreted as threats by other +civilizations. If you establish a treaty, try sticking to it for +awhile as you build your military and economic resources in the new +location. Far-Flung colonies are vulnerable to assault and takeover. +Your job is to protect them until they're strong enough to withstand +enemy threats. + For all the vital importance of a good defense, at home and +abroad, it's tough to win at Sid Meier's Civilization by staying home, +tending your walls and fortifications, and minding your own business. +Isolationism will, ultimately, cost your society more than it gains. +You must at some point take a more aggressive approach, at least +against some of the other civilizations on your world. Conflict can be +delayed, but not avoided: Other civilizations will ultimately move +against you. + +======================================================================= 93 + + In the next chapter we'll see exactly how you can prepare yourself +and your civilization to go to war, and look at ways to increase your +chances of victory. + +======================================================================= 94 + +CHAPTER 6 +--------- +TAKING OFFENSE + + +Civilization provides you with more than enough tools to take a grand +offensive approach, mounting, in effect, a plan of global conflict and +- with luck - conquest. + Here your decisions should be shaped by your goals. Decide whether +you want to conquer the entire world, eliminating all opposition, or +whether you wish simply (not that it will necessarily be simple!) to +drive other civilizations from your homeland and prevent them from +returning to conquer you. + Whichever approach you take, you must at every step maximize your +offensive production and strategic planning, building armies, lifting +your level of military technology, structuring your government to +increase the willingness of your people to fight. + Your decision will affect as well the paths you follow toward +adavnced technologies, city improvements, and Wonders of the World. + +======================================================================= 97 + +OFFENSIVE EXPLORATION + +Again, exploration plays a large part in your pkans and the +accomplishment of your goals. Early on - during the first turn, if +possible - you should establish a city on a seacoast. (If you haven't +found the sea within three turns, go ahead and put down your roots. +Time is precious, and those first three turns represent sixe decades +of building for your opponents. You can always go to sea from a city +built subsequnetly; but make sure your second city lies on the edge of +the ocean.) + At the early stages of your civilization's growth, offense should +come second. Secure your home before setting out to conquer. As noted +in the previosu chapter, a strong defense is the best possible +preparation for an effective offensive startegy. + But be prepared to take advantage of offensive opportunity when it +knocks. As you explore your home territory, you may encounter a tribe +less advanced than your own. If possible, isolate or eliminate them. +Although few civilizations ever disappear completely from Civilization +after being destroyed, the interruption of growth that destruction +causes can be of great benefit to your own development. You have one +less opponent to worry about - at leats for awhile. + A persuasive case can be made, however, for isoloating the other +tribe rather than completely eliminating it. As yoru civilization +progresss, its maintenance and expansion become progressively more +expensive. Funding your civilization requires income, not all of which +can be generated within your own borders. You need trading partners, +and the most effective - and lucratove! - partners are cities in other +civilizations. By eliminating too completely those other cultures, you +may ultimately be cutting your own throat economically. + How, then, to encapsulate other civilizations in oredr to trade +with them but alos to minimize the possibility of their aggression +aimed at you? There are several ways. + +======================================================================= 98 + + Easiest, perhaps, is to establish a treaty with the other nation. +You should be guided in this by the other civilization's proximity to +your own. + Which brings us back to the careful exploration of your starting +landmass. As quickly as possible after establishing your first city, +send units out to explore the land on which you've been placed. As you +explore, keep an eye out for several things: + + 1. Look for areas where the land narrows, such as an isthmus, and + which can easily be sealed off should there be other + civilizations beyond the narrows. + 2. As your units travel around the coastline, look for the + northernmost and southernmost points of land. These are also likely + spots to detect the arrival of ships from other civilizations, + making their own way around the world by following the polar + coastlines. (It is from these spots as well that you might try + dispatching triremes in hopes of making a landfall before + becoming lost at sea.) + 3. Be alert for different types of terrain, especially as you push + farther from your home city. Terrain can impede the progress of + your more mobile units; you'll want to map out the most easily + traversed routes to areas where you encounter other + civilizations. + 4. Try to dispatch explorers in sufficent force as to allow the + posting of sentries and pickets around the perimeter of your + expanding civilization. These will help keep to a minimum the + appearances of barbarian raiders, who arise in wilderness + areas. Your job is to seek out and conquer other civilizations, + not waste time and resources doing combat with barbarians. + + In some ways, your job as the leader of civilization is made +easier if your initial location is a huge continent. You have at hand +room for expansion, opportunities for trade and exchanges of +information with other civilizations located there, and you are + +======================================================================= 99 + +freed, at least for awhile, from the necessity of developing segoing +capabilities. + + +ISLAND HOMES + +Suppose you're on an island, rather than a continent. Your first +actiosn should be to complete the exploration of your landmass, with +an eye toward appropriate locations for your cities. You'll need +several cities from which to launch your campaign of conquest, and at +least two of those cities must be seaports, from which ships can be +sent forth. Position yoru cities carefully, ensuring that each is as +productive as possible. Begin producing triremes as early as you can, +dispatching them to the far corners of the globe in search of other +civilizations. + Don't send out empty ships. Even though an unloaded vessel can +explore the world, and locate other islands and continents, all you'll +be able to find are the coasts of these neighboring lands. Their +interiors will be denied to you unless your ships are carrying units +which can be debarked for exploration. + Agains, speed is of the essence. If you are able to produce +cavalry or chariot units, those are what should be loaded onto your +ships. The extra mobility of these units will enable you more quickly +to travel the interiors. This gives you the opportunity to locate +other civilizations, scout out the lay of their land, and also to +liberate any serendipity squares - scrolls of wisdom, mineral +deposits, and so on - as yet uncaptured by others. + Another good approach at this stage of the game is to include a +band of settlers on your exploration vessels. If your initial location +is an island, you will quickly need additional lands to colonize and +develop. Settlers can do this. Don't forget, as you establish your new +cities, to reassign any traveling units - and your trireme, if you +locate the new city on a secoast - to the new cities. This will +relieve some of the pressure on the communities on your initial +island. + +====================================================================== 100 + + --------------------------------- + CIVILIZATION KEY + Don't neglect the interiors of + continents and islands your + exploration craft discover. To + explore those interiors you'll + need to carry land units which + will be debarked on foreign + shores. + The choice of which land + units to send on exploration + journeys will vary depending upon + your overall strategy, but + diplomats and settlers can both + be efefctive explorers. + Because wild and unexplored + lands are fertile breeding + grounds for barbarians, you + should also include a military + unit among your explorers. + Be careful on your first + voyages out from your homeland. + Triremes can eaisly be loast at + sea, so it's a wise idea to find + a navigable path between + landmasses before sending out + ships laden with expensive units. + --------------------------------- + + If your civilization has developed writing, it's a good idea to +build some diplomat units and send them into the greater world as +well. Using diplomats to establish embassies will give you a leg up on +your plan of conquest. At certain levels of the game, embassy +intelligence reports let you know the size of your adversaries' +treasury and military, as well as keep you posted on who's at war with +whom. This information can prove crucial as you decide which opponent +you'll make war against, and with which you will negotiate treaties. + +====================================================================== 101 + +CHECKPOINTS AND BLOCKADES + +Another advatange of seafaring ability is the capacity it provides for +establishing and enforcing blockades. As you sail around the world, +you'll discover various checkpoints, through which other sailors must +come to find your own civilization. Position a trireme at each +checkpoint possible, sealing the straits against enemy vessels. Put +yoru ship on sentry duty; this way it will come to "life" when another +ship contacts it. + When your sentry ship wakes up, attack the other ship. There's a +good chance you will sink it, and send to the bottom of the sea any +units it is carrying. Not always - there will be times when it's your +own vessel that goes down! For that reason, it's not a bad idea to +keep at sea as many ships as you cna reasonably support, giving you +the ability to back up your forward pickets, and replace vessels that +have been sunk. + Sealing off checkpoints is only a first step in establishing naval +superiority. As you sail around the coastlines of distant landmasses, +you'll encounter enemy ports. The advantages you can + +====================================================================== 102 + +derive from these harbors are both startegic and information-oriented. +Your contact with an enemy port provides you with a sense of the +strength of that city, letting you know at a glance whether or not +enemy ports are stronger than your own. + + ------------------------------------------------------------- + THE LESSONS OF HISTORY + Blockades and checkpoints have proved crucial throughout + history. Consider one of the most dramatic examples of modern + naval warfare: Trafalgar. + Outnumbered and outgunned, Lord Nelson's British fleet + kept careful watch over Napoleon's marshalling of French and + Spanish vessels. Nelson understoof the value of biding his + time, and did so for months, until, on the 21st of October + 1805, he engaged the enemy in waters near Gibraltar, offshore + from Cape Trafalgar. In little more than four hours, + two-thirds of Napoleon's fleet was destroyed or captured, + while Nelson, although fatally wounded during the battle, did + not lose a single ship. The course of history was from that + moment changed: Napoleon ceased to be able to threaten an + invasion of England, and his ambitions were confined to the + European continent. + What makes Nelson's accomplishment all the more remarkable + is that Nelson spent a full two years setting up his naval + trap. During that time, squadrons composed of ships from the + British fleet hugged the enemy coastline, alert for any enemy + movement into or out of harbors. The startegy effectively + prevented Napoleon from assembling a large invasion fleet. + The wise leader of a civilization understands the value of + catching the enemy at sea - and destroying him there. Be + patient, and let the enemy make the first move. + ------------------------------------------------------------- + +====================================================================== 103 + + Strategically, of course, the advantages are obvious. You know +where at least part of the other civilization's seafaring capacity +lies. That knowledge can prove crucial to your plan of conquest. + If you can support sufficent ships, it's worth trying to blockade +the enemy ports. Keep your adversary's vessels pinned at home and +you'll win an important advatage when the time comes to mount an +amphibious assault and lay siege to their lands. You can also +interdict their own shipping before it has a chance to get too far +from home. + Position a ship a square or two back from the port. Place the ship +on sentry duty and wait for ships emerging from port. + Bear in mind, if your sentry ship lies "at anchor" touching the +shoreline, that enemy land units passing by your position will also +wake up your ships, letting the enemy know you're there. There's +little to be done about this; it comes with the territory. + A succesful blockade generally requires two ships per enemy port - +this is expensive, and will put pressure on your own home bases. The +expense is worth it if you can halt the enemy's own plans for offshore +expansion. The advantage of having two ships bracketing the enemy port +is the backup it offers. Not every ship-to-ship battle will go well +for you. Should you lose your initial vessel, your backup ship can +endeavor to track down the enemy craft and sink it. (You'll have to +wake up the other ship manually, unless the enemy comes in contact +with it. Don't put this off, lest you forget and your movement turn +comes to close while your sentry ship remains somnolent.) + When you make that initial contact and your primary vessel returns +to duty, the best approach is to go ahead and "awaken" your backup +craft. That way, should you lose the first ship, your next unit will +be awake and ready for action. You won't have to cycle back through +the map to awaken the other ship. + +====================================================================== 104 + +DIPLOMATIC CARGO + +As you locate other civilizations, think about how you will approach +making war on them. Effective thinking requires accurate information, +and the unit best equipped to give you information is the diplomat. +But there is more to using your diplomat units than just establishing +embassies. Indeed, the diplomat can be the most effective of all your +units for laying the groundwork for a successful invasion or siege. + For that reason, it's wise to include a couple of diplomat units +on each vessel you send out. (If dispatching triremes, two units will +be all each ship can carry.) Debark the diplomats before putting the +ship in position to establish blockade: There's no point in risking +your diplomats to the dangers of sea battle or having them lie idle +during the turns when the ship is simply on sentry duty. + When a diplomat units comes into contact with an enemy city, your +first move should be to establish and embassy. Your embassy will +generate information about the enemy for as long as the embassy +exists. After that, each subsequent diplomatic contact offers you +several choices. + As we've seen, any unit touching an enemy city gives you a picture +of that city's numerical strength. But only a diplomat can breach the +city's barriers and deliver a picture of the city's particulars - +defense, inhabitants, structures. This sort of information is beyond +price whne planning a campaign or laying siege. Choose Investigate +City from your diplomat's menu to take advantage of this capability. + +====================================================================== 105 + + Sometimes your opponents will be more technoligically advanced +than you. You'll know this from your initial embassy reports and from +subsequent missives sent back from your embassies. Again, your +diplomats can prove invaluable. By learning which technologies and +advances your enemy possesses, you can, if need be, reshape your own +intellectual pursuits in hopes of catching up or exceeding their +abilities. + You can also seek to exchange technology with other tribes, +although you'll be surrendering some of your own hard-won knowledge in +exchange for theirs. + But there's another option. Your diplomats can steal technology +from your opponents. This is a risky maneuver, involving the gaining +of clandestine passage through enemy lines and penetrating an enemy +city. The risks may be worth it if you gather the knowledge you need, +and can put it to work at the construction of units that will be a +battlefield match for the enemy. + You can steal technology from allies as well, although you should +be aware that this constitues an act of war, cancelling your treaties. + +====================================================================== 106 + + ------------------------------------------- + CIVILIZATION KEY + Get an idea of the enemy's technology level + before making war. To do this, you'll need + to establish an embassy in an enemy city. + If the enemy is more technologically + advanced that you, you might consider + postponing your aggression until you are + more evenly matched. + Catch up with the enemy in the + technology race through one of four ways: + 1. Underatke concentrated research + efforts, building libraries and + universities in your cities if you + are able, and devoting a larger + portion of your revenues to + scientific research. + 2. Exchange technologies with friendly + civilizations. + 3. Build the Great Library Wonder; any + time two other civilizations obtain + the same advance, it becomes yours + as well. + 4. Steal the technology by way of + diplomat units. + ------------------------------------------- + + In addition to stealing information, diplomats can assume the role +of saboteur, aiming their efforts at units. + Finally, your diplomats can sow dissent among the enemy +population, causing productivity to decline and unhappiness to +increase. This "psychological" warfare can be an effective tool when +used against a government whose hold over its people is already shaky. + Use yoru diplomats wisely, but don't be overcautious. You are +amking war, and there will come - all too quickly! - a time when +cloak-and-dagger missions are not enough. There will come + +====================================================================== 107 + +a time when you must commit your military forces to assault and siege. + + +THE WAR BEGINS + +You know ehere the enemy is. His front line sare half a dozen sqaures +removed from yours; you share a continent. You have established an +embassy which gives you the big picture. Advance spies - diplomat +units visiting each of the enemy's major cities - have let you know +which cities are best and least defended. It's time to launch your +campiagn... + There's little to compare with the anticipation that preceeds the +laucnh of an invasion. Don't let your excitement get the better of +you: Successful invasions are most easily accomplished when they rest +upon a foundation of thorough preparation and planning. + It may be that the early stages of your invasion go smoothly. This +is likeliest to happen when you strike quickly, on more than one +front, with units that are stronger than the enemy and which are +gathered in greater numbers. + Even if you possess overwhelming superiority, there are some +general principles to bear in mind. + Try not to stack attacking units. Doing so simply gives the enemy +the opportunity to dispose of two or more of your pieces at a single +blow. Even the largest of armies cannor long afford to support this +sort of profligate waste of manpower and material. Be on guard for +terrain that forces you to stack units. The natural "funnels" serve to +create "killing field" in which your troops can easily be mowed down. + Bear in mind that you don't have to attack every enemy unit on the +continent. Especially if you have struck a treat with another +civilization, there is the possibility that your adversary will have +erected picket and sentry lines to mark the border between your +territory and his. If you can go around these pickets, you stand a +chance to delivering a larger force to the enemy city intact; + +====================================================================== 108 + +when you capture the pickets' home city, those units will be dibanded +for lack of support and will disappear from teh screen. + Use all the reosurces you have at hand. Even though you have a +direct land route into enemy territory, it may be advisable to send +some of your invading force by sea. That way you can circumvent enemy +lines, perhaps capturing a powerful city deep in enemy country. From +that position, you might well be able to split the enemy, producing +new units with which to solidify your holdings and expand them + You can also acquire advances by way of conquering enemy cities. +Consider as well, if geography cooperates, the possibility of striking +an early blow at the enemy capitol. By taking the capitol, you have +the possibility of creating a civil war amongst the enemy population. +You can then strike an alliance with one group while keeping military +pressure on the other. + + +LAYING SIEGE + +Whichever approach you undertake - direct asault through the perimeter +of enemy territory, or deep penetartion into his heartland - you will +eventually face the need to lay siege to an enemy city. Recall that +one truism of militray history is that sieges are often as harsh an +experience for the attacker as for the besieged. + Study the city you wish to assault. What are its fortifications? +Does it boast city walls? How substantial is the garrison inside the +city? What are your best approaches to its attack? + Look as well at how the enemy has exploited the land and resources +surronding the city. You might wish to consider a "scorched-earth" +policy aimed at depriving the city's citizenry of food and income. You +can do this by destroying any terrain improvements on which your +military units are located. The downside of this approach is obvious: +Once the city becomes yours, you'll have to assign a settler unit to +rebuild the farms and mines you obliterated. + +====================================================================== 109 + + (Settler units should be part of the assault force anyway. They +serve the purpose of engineers during your campaign, building roads, +field fortifications where necessary, and, of course, increasing the +productivity of captured metropolises. Be sure that you keep the +settlers to the rear of your adavncing columns, away from lines of +battle. Move them up only as you secure the territory they will +occupy.) + The natures of teh city defenses will affcet units you use in your +assault. If the city has walls, you are safest making an asault with +units of at least catapult level. Legions, chariots, and cavalry units +are less likely to breach the walls with their assault, more likely to +be destroyed in the attempt. + The dilemma with catapults is that, over open terrain, they are +capable of only a single sqiare's movement per turn. This means it +takes longer for the unit to arrive at the front, and that it can only +strike once per turn when in position. (Naturally, catapults - and +their descendants, cannons - can move farther over roadways. You won't +always, in early wars, have roadways at your disposal.) + +====================================================================== 110 + + For these reasons, move your artillery in clusters, being careful +not to stack them if you can avoid it. With more than one catapult at +your disposal you'll be able to position your assault artillery on +more than one side of the besieged city, hammering the target at least +twice (unless your unit is unsucceddful) a turn. The more often you +can strike, the more quickly the siege is likely to be resolved in +your favor. + Keeping reinforcements moving toward the front. No matter how +carefully a campaign is planned, there will come a time whne you need +fresh units. A constant stream of new troops and equipment helps +ensure that your campaign achieves its goal. + When the city falls, don't be too quick to press your advantage +and push on into enemy territory. The captured city must be held, its +infrastructure repaired, its garrison replenished with your own +forces. Reassign any occupying troops to the new city, and give some +thought to building a temple or other civic improvement for the city's +inhabitants. After all, they've just come through a long siege, and +are not predisposed toward showing you a lot of support. You can win +their favor, and turn their productivity to your own ends, gving you a +source for new units that's located close to the front. Only when the +city is wholly secured - at least two fortified units in place - +should you move on. + +====================================================================== 111 + + ------------------------------------------------------------ + THE LESSONS OF HISTORY + Technology shaped the nature and evolution of siege + warfare, just as it shaped all other aspects of war. + The development of fortifications - represented in + the game by masonry and city walls - had to be countered + technologically. Walls called for artillery. + The earliest forms of artillery were catapults, a + technology which evolved over centuries, until gunpowder + displaced tension and gravity as the best means for + dispatching projectiles. + Descendants of the catapult include the Roman + mangonel, which could hurl stones weighing hundreds of + pounds. (The Romans, by the way, used woven human hair + as the cord which ws drawn tight by a winch, creating + the tension which, when released, hurled the stone.) + The balista was a sort of giant crossbow, and could + fire either stones or pointed projectiles, such as + javelins. + The trebuchet was capable of lobbing large projectiles + over tall walls. + Catapults and their kin were used to hurl more than + projectiles. Chemical weapons including "Greek fire" - + a combination of sulfur, pitch, and petroleum - served + as early precursors of napalm, and could be + discharged by some artillery. There are even instances + of catapults being used to heave dead - and, sometimes, + plauge-infested - bodies over enemy walls. + Although you don't have chemical weapons at your + disposal in the game, you should use artillery of + whatever level you can produce, when laying siege to + enemy cities and fortifications. + ------------------------------------------------------------ + +====================================================================== 112 + + In Sid Meier's Civilization, logistics are almost everything. +Lines of supply and reinforcement can in Civilization become as vital +as in the real world. It's a good idea to use a band of settlers to +build roadways from yoru cities to the front. This will greatly +increase your ability to move up fresh troops rapidly. Railroads, if +you possess the technology, are even better. + At some point, as your supply lines stretch out, order your +settlers to construct a new city. There are several advatanges to +this - you can generate new units much closer to the lines of combat; +you can fortify the city, giving you a solid base close to enemy +territory; and you can reassign forward troops to the new community, +easing the productive pressure on your central cities. + As you move across the continent, continue to extend defensive, as +well as offensive lines, placing more primitive units on picket or +sentry duty. Your enemies are crafty and may well try to sneak +diplomats of their own into yoru cities where they will wreak the same +type of mischief and intellectual theievry you committed against them. + +====================================================================== 113 + + ------------------------------------------------------------- + CIVILIZATION KEY + Don't be afraid to take a breather during a long campaign or + war. You can go too far - exhausting your resources and your + people's willingness to fight, falling short of your goal of + absolute victory. + From time to time your enemies will offer to make peace + with you. If need be, accept the treaty and use the time + you're buying to rebuild your combat forces, replenish your + treasury, increase the public's morale and support for your + undertaking. You can always break the treaty later...if + you're that kind of leader. + Seriously, if you do take a respite from combat, be sure + to extend your information-gathering resources to their + fullest capabilities. Place ships on sentry outside enemy + harbors. Post pickets and sentries along land borders. have + diplomats ready to undertake spy and sabotage missions as + soon as hostilities are resumed. + ------------------------------------------------------------- + + Gradually, as you consolidate your hold on the island or +continent, you can decide whether to fully obliterate the enemy or +allow him to keep a couple of cities alive for your use as trading +partners. + Suppose, though, the enemy is not on the same landmass as you. +Your job becomes much more complicated. You have to move your forces +across water and land on enemy shores. + +====================================================================== 114 + +AMPHIBIOUS INVASIONS + +The first step in a successful campaign of amphibious invasion and +conquest lies in logistics. Know where you're going, the shortest and +safest route to get there, and how many units you'll need to wage a +winning war, and how many ships you'll need to carry them. It doesn't +sound easy, and it's not as easy as it sounds. + + -------------------------------------------------------------- + THE LESSONS OF HISTORY + The largest amphibious assault in history took place on June + 6, 1944 when Allied forces invaded continental Europe in order + to to disloadge the Nazi conqueres. To do so, the Allies + amassed an armada consisting of more than 4,000 transport + vessels, more than 6,000 warcraft, a landing force in excess + of 175,000, as well as thousands ofaircraft flying support + missions. + Despite the huge number, the invasion force was for a + time held essentially stationary on its beachhead, pinned + down by well-entrenched Axis forces. Strength of numbers, + aided by constantly arriving reinforcements and material, + enabled the Allies to accomplish what neither Napoleon + nor Hitler were able to: mount a successful invasion across + the English Channel. + When planning an invasion, make sure, at all costs, that + you can seize - and hold - a beachhead. And be just as sure + that you'll be able to deliver additional forces to the + beachhead as soon as possible. + -------------------------------------------------------------- + + Having located an enemy island or continent, your first step is to +examine its location relative to your home. Scroll around the screen, +following the route your ship took on its voyage of exploration. Learn +how many turns the voyage will take. Look to see if there are areas on +your home island or continent which lie closer to the enemy than to +your starting point. If so, put units in motion to + +====================================================================== 115 + +establish cities and production in those areas. You'll appreaciate the +proximity once warfare has begun. Look for islands close to the enemy +homeland and establish cities there. Anything you can do to cut the +amount of time required to move additional forces to the front will +serve the cause of your campaign. + Do what you can as well to keep the enemy from discovering the +location of your forward bases. Here's another opportunity for +blockades and the sealing of chokepoints: Keep the other guy pinned +down while you establish your line of supply and mass your forces for +the invasion. + You might find it advantageous to strike at least a temporary +treaty with the civilization you plan to invade. A treaty will give +you the chance to land diplomats or caravans who can prowl around the +interior of the enemy landmass, scoping out defenses and attractive +cities while you prepare the main invasion force. + You'll also want to be on the lookout for landing sites. These are +not necessarily next to enemy cities, although those sites let you +launch immediate attacks on enemy strongholds. Sites next to cities +alos give the enemy the chance to strike a first retaliatory blow +against your landing force: Units which have debarked from ships have +no movement points left, and are vulnerable. + Your best site for an amphibious landing, then, lies a square or +two removed from areas of enemy activity. + Move your landing craft into position carefully. Marshall your +ships' movement points so that they can debark a unit or two, then +move to another location fo further offloading. This helps avoid the +risk of stacking units. Long, deep, natural harbors and fjords are +especially effective landing sites, as you can offload troops in a +variety of spots, even allowing for the limited movement capabilities +possessed by your ships. + (Limited cargo capacity will also hamper your invasion palns. +Triremes, able to carry only two units, make lousy invasion craft. +Sailing ships are only slightly better. The best craft for mounting + +====================================================================== 116 + +large invasions are frigates and transports, both of which require +advanced technologies to produce. If triremes are all you've got, +though, they're all you've got: You'll learn, as you play +Civilization, to make do with the equipment you have at hand.) + Remember, too, that your amphibious forces will dwindle during the +invasion. You're going to take casualties, and you're going to have to +replace them. + + +BEACHHEAD + +For that reason, among the first wave of invaders you should include a +band of settlers. With these you can establish a city of your own, on +enemy territory, and use it to produce fresh troops who don't have to +be trasnported. If you locate a city right at the front, you'll need +plenty of troops to defend it from what might be a pretty vigorous +enemy response. + better still, for this reason, is the "stealth" approach. As you +discover the enemy civilization's location, seek as well to discover +unexplored territory beyond their immediate frontiers. The presence of +serendipity squares is a pretty good indication that the enemy has not +yet explored the territory in question. Get a city established on that +territory as quickly as you can! That city will then serve as your +forward outpost, and can be especially effective as both a breeding +spot for diplomats and a staging area for a large-scale campaign. + The most effective - or at least most efficient - way to establish +such a forward base is to launch your campaign with sufficent funds in +the treasury to enable you to buy those infrastructure items you'll +need most quickly: a barracks for production of veteran units, a +granary for food storage, and another band of settlers to make the +city more efficient and productive. that's a fair piece of change, but +if you can't afford to make war, maybe you shouldn't. + +====================================================================== 117 + + Don't neglect to build additional cities in enemy territory as +soon as you are able. They further increase your productivity - and +the odds in your favor - as well as giving you the tools to create +infrastructure to support movement of your military units. + Neither should you overlook the fact that, with a lone outpost on +an enemy continent or island, you are, for several turns at least, +returned to defsnive mode. Your priority should be fortification and +protection of your outpost. To that end, post pickets as close to the +enemy lines as you can without too quickly incurring an attack from +them. + If there is an isthmus between your outpost and the enemy's lines, +you might consider placing a ship at sentry there. The ship will +afford you the same knowledge of approaching enemy units without +placing any of your ground-based invasion units at immediate risk. + Should you have the time and resources, place a city on the +isthmus at its narrowest point. Garrisoned with defensive and +offensive troops, equipped with a barracks and city walls, the +fortified city should stop all but the most determined or overwhelming +enemy asaults. (It will also serve as a canal zone through which your +seafaring craft can travel from one side of the isthmus to the other, +cutting long distances from their journeys.) + As your bases become well-established, and you capture enemy +cities and make their resources your own, your amphibious asault will +eveolve into a ground-based campaign. Your ships will be free to +search for other landmasses and other civilizations to attack. + But there's more to civilizations - not to mention the game of +Civilization - than making war. As we'll see in the next chapter, even +a successful warlike civilization must attend to its domestic +devlopment - and that means establishing and nurturing its cities, +striking a balance between military and civilian needs. + +====================================================================== 118 + +CHAPTER 7 +--------- +CULTURAL CONSIDERATIONS + +What distinguishes Sid Meier's Civilization from all the other +interactive entertainments I've seen is the unrelenting emphasis the +game places on culture and cultural questions. Culture is the sum of a +civilization's parts. More tahn that, a culture consists of and is +defined by the ways in which those parts combine to create something +that is truly more than just a simple sum. The great cultural critic +Jacques Barzun has pointed out that the essence of culture is +interpenetration, that process of societal osmosis whereby art feeds +science, technology serves politics, and so on. + In Meier and Shelley's game, interpenetration also plays a role. +Each cultural advance or achievement introduced into the game lays the +foundation for another, but alos increases your abilities and +capacities in existsing areas. Coordinating the intersection of ideas +and goals is your job, and it should be taken seriously/ Get to know +the Civilization Advances chart in the game's manual, learning the +relationships Meier and Shelley establish among ideas and groups of +ideas. these do not necessarily coincide with true + +====================================================================== 121 + +historical relationships, but do make sense within the context of the +game itself. More important, the relationship of ideas and advances +within the game is crucial to winning the game. You have to shed some +preconceptions in order to follow the game's flow. + As we'll see during the course of this cahpter, the nature of your +culture plays a large part in determining the nature of the game you +find yourself playing. There are steps you can take which help control +and direct your culture's evolution, but there are also limitations of +time and resources placed on you as a civilization leader. + Massaging those limitations to your best advantage - managing, in +other words, the nature of your cultural interpenetrations - is among +the largest and most engaging challenges contained in Sid Meier's +Civilization. + + +PRIMITIVE CULTURE + +The words primitive culture, in fact, reflect our own biases: Many +early cultures displayed quite impressive levels of sophistication. So +it is in Civilization, as well. + During your first millennia or so of play, depending upon the +level at which you're playing, your cultural opportunities are +relatively limited. We've seen in previous chapters the necessity of +investing a major portion of your early cultural devlopment energies +in advances that offer immediate benefits to your cities' security and +productivity. At higher levels of challenges, your options will be +further limited by the increased amount of time it takes to chaieve an +advance, as well as by the more limited number of opening choices for +advancement. + Accepting, then, that you must possess metalworking skills in +order to build a strong defensive or offensive force, as well as +pottery in order to be able to gain and encourage city growth, is +there a single cultural advance whose value outweighs all others + +====================================================================== 122 + +and whose devlopment is fundamental to all aspects of your +civilization? In fact, there is. + The answer, in the game as in human history, is the same: writing. + It was writing, devloped by the Sumerians about 3000 B.C., that +enabled the true long-term growth of society. Only by freeing memory +from the limitations of oral culture and its reliance upon the passing +down of information from one individual to another could large-scale +undertakings be pursued. + There is a ckicken-and-egg aspect to the debate over the +devlopment of writing. As agricultural endeavors became more and more +elaborate, with irrigation works constrcuted over years and decades, +the keeping of records became more complex. + Irrigation itself first came into use about 7000 B.C. in the +valley of the Tigris-Euphrates rivers. So about four milenia of +agricultural progress, however fitful, throughout the near- and +middle-Eastern regions, had elapsed before writing came into use. +Those 4000 years had resulted in a mass of information and records far +too large to be stored in an individual's memory. Necessity, some +istorians say, gave birth to writing. (Conversely, there are scholars +who argue that the devlopment of writing enabled the creation of more +complex irrigation systems.) Either way, some mechanism was required +for preserving the information obtained each season. That mechanism +was writing, the transformation of oral information into symbols. +Writing is memory made tangible. More than that, writing made possible +the easy transport of large amounts of information over long distance, +as well as the concentration of large amounts of disparate information +in centralized locations. + These accomplishments are reflected in Sid Meier's Civilization, +to your great benefit as the leader of a growing empire. The symbolic +nature of writing is represented in the game by the devlopment of the +alphabet, which must precede the development of writing itself. (The +alphabet also underlies mapmaking and the + +====================================================================== 123 + +development of a code of laws, two other historical accomplishments +impossible to conceive without some symbolic and compact means of +recording, preserving, and distributing information.) + On the international front, writing makes possible the immediate +production of diplomat units whose special capacities we've already +explored. In your cities, writing enables the construction of library +improvements, which increases the city's production of knowledge by 50 +percent - hastening your civilization's development of new ideas and +advances. Build libraries in every city that can support them, bearing +in mind that each library costs one monetary unit per turn for +maintenance, a small price in light of the intellectual capital the +library generates. + Writing is one of those gifts that keeps on giving, and the best +way for you to take full advantage of writing's potential is to pass +the gift on to all of your citizens. Literacy, which in Sid Meier's +Civilization is a direct lineal descendant of the development of +writing, lifts your civilization's intellectual potential a further +notch, making possible the greatest of all the ancient Wonders of the +World: The Great Library. + +====================================================================== 124 + + ---------------------------------------------------------- + THE LESSONS OF HISTORY + The portability and durability of writing as a means of + storing and transmitting information resulted in the first + vast strorehouse of human knowledge: The Great Library + of Alexandria, one of the crowning cultural + achievements of Ptolemaic Egypt. + Built around 250 B.C., the Library's collection + eventually numbered hundreds of thousands of scrolls, with + some estimates placing the collection as high as three + quarters of a million "volumes." Nor were these + exclusively Egyptian: The Library housed papyrus from + throughout the known world, a true example of cultural + interpenetration in action. (For that matter, the + Ptolemies were not Egyptian either, but Macedonian. Such + is the nature of cultural interpenetration.) Alexandria, + not least because of the Library, was for centuries the + greatest of all cities, and the true capitol of the + world's intellectual and artistic activities. + The Ptolemies were devoted to learning, and their + devlotion - along with resources such as the Library - + attracted and nurtured the world's finest scholars. + Euclid formalized many of the principles of geometry + during his time in Alexandria. The astronomer + Aristarchus studied there, daring to suggest that + perhaps our world revolved around the Sun. Erasistratus + made early attempts at systematizing anatomical + knowledge. Eratosthenes, one of the librarians in charge + of the Great Library, ca. 225 B.C., not only assembled a + world map based on knowledge but also derived the globe's + circumference, placing it at 25,000 miles: right on the + money. + Such Wonders cannot last forever. The Library was + destroyed by fire early in the Christian era. Some + attribute its destruction to Julius Caesar's siege of + Alexandria. Whatever the cause, the loss of the Library + was a blow to our understanding of the ancient world that + will never quite be overcome. + ---------------------------------------------------------- + +====================================================================== 125 + + Beyond that, writing offers a couple of other direct descendants, +including philosophy, and the greatest - if most difficult to manage - +of all government forms, democracy. + Develop writing at all costs as early in the game as possible. You +will be tempted, especially if you're located on an island, to pursue +advances with more immediate benefits, such as mapmaking. Don't be too +hasty: Writing is the basis of all modern culture, the foundation from +which all civilization advances flow. + + +RELIGION REARS ITS HEAD + +Consider the brilliant central metaphor established with Sid Meier's +Civilization's very first screen: a world of darkness with only the +immediate local neighborhood known to you. Everything else is hidden, +mysterious, even forbidding. Press beyond your local enviornment and +you might discover wealth and opportunity - or enemies more powerful +than yourself. Dispatch sailing vessels into the unknown seas, and +they might never return. Gaze + +====================================================================== 126 + +up at the sky and wonder what powers dwell there among the myriad tiny +points of light. + The metaphor of the darkened screen is an excellent one, +duplicating for the player some of the mystery of the world and the +cosmos that must have been felt by our own early ancestors. As the +leader of your civilization, you have some options for allaying your +population's fear of the unknown. As in true history, among the most +powerful tools at your disposal is the invention and devlopment of +religion and religion's appurtenances. + While the initial - and, in some ways, primary - benefit of +religion to your civilization is the effect it exerts on your +population, raising the citizens' level of satisfaction, do not +underestimate its pragmatic benefits. After the first two purely +spiritual advances - ceremonial burial and mysticism - direct progress +leads to astronomy, after which navigation, physics, steam engines, +electricity, and even computers flow. + Just as pragmatic but not as blatant are the effects of religion +on yoru government. Build temples and, later, cathedrals for your +people, and the task of managing them becomes simpler. You are +attending to their spiritual needs, which makes them more docile; if +yu look at it cynically, they become more energetic and at ease if you +take a more benign view of religion. The opiate of the people, +religion has been called, and its effects are certainly +well-represented in Sid Meier's Civilization. + (Ironically enough, in the context of the game, religion itself as +a discrete advance descends from the alphabet and writing rather than +mysticism and ceremonial burial. This may have as much to do with +constraints imposed by designing a playable game as with history +itself, although a case can be made for organized religion resting on +the development of written symbols. Certainly large-scale religious +organizations understood the power of writing - and thus endeavored to +keep that power for themselves.) + Religion's power within your cities is greatly extended by the +construction of religious institutions. Ceremonial burial, the first + +====================================================================== 127 + +spiritual advance to your ancient civilization, gives you the ability +to build a temple in every city. Do so. Temples offer a solid +foundation for a happy populace at a relatively low price. + Additionally, the presence of a temple can stave off natural +disaster in the form of volcanoes that threaten your cities on a +random basis. While historically this makes little sense - ask the +temple-goers of Pompeii or Thera - it's a nice touch in the game. + Study the Civilization Advances chart in the game manual of you +want further evidence of the impact of early and subsequent spiritual +advances on your electronic civilization. + Once you've established a religious presence in your cities by +building a temple or cathedral, you have to maintain them. This can be +fairly expensive over the breadth of a large civilization, nor are +these easily sold items should your financial straits grow dire. While +you can generate some quick cash by selling your religious buildings, +your people will very quickly let you know what they think of this +strategy. + Finally, bear in mind that religion is best served by huge central +structures and institutions that give far-flung followers a focus for +their beliefs. Build religious Wonders of the World if you are able +to. Their benefits spread across whole continents and, although +intangible, are hardly insubstantial. + + +ARTS AND SCIENCES + +The relationship between art and science has been the focus of much +thought during our century. C.P. Snow, perhaps most dramatically, +illuminated the dilemma in a short book whose title alone speaks +volumes: The Two Cultures. + In Sid Meier's Civilization, the two cultures are directly +related, although here, too, especially at the later stages of the +game, pure art and aesthetics tend to take second place to the +acceleration of advances in science and technology. This can be +problematic, to say the least. Purely aesthetic and spiritual ad- + +====================================================================== 128 + +vances, improvements, and Wonders of the World keep your people +content and boost their loyalty and productivity, but may do little to +protect you from voracious enemies. Scientific and technological +advances, improvements, and Wonders of the World are vital to military +success and security, but may ultimately cause large-scale +enviornmental devastation that exerts a serious negative effect on +your overall score. + The trick, once again, is to strike a balance between the two. +Doing so places upon you the dual burdens of long-term thinking and +short-term economics. Cultural advances and improvements cost money, +both to create or construct, and also to maintain. You must be guided +in yoru decisions by what you can afford, as well as by what you want +to achieve. + There's also the pressure of time. As you pass the midpoint of the +game - ca. 1000 A.D. - the effects of your culture on the world begin +to be felt more dramatically. You are approaching the rewards and +dilemmas of industrial life, and that approach is further complicated +by increasing population pressures. Your enemies have grown stronger +and their numbers have likely increased along with your own. The +temptation, faced with the threats from outside, may be to focus your +energies and resources on purely scientific and technological +advances, deferring until better times the devlopment of artistic +wonders and technologies that exert a more benign impact on the world. + Making this decision leave you more vulnerable to social unrest +and enviornmental collapse. Your civilization becomes one-sided, +out-of-balance. Think of your civilization as a living thing, standing +astride the world. It's hard to stand for long on a single leg. +Eventually you topple. No matter how difficult it may seem, from turn +to turn, you must attend to both sides of yoru culture, both aspects +of your civilization if you have hopes of it standing tall, and +standing for long periods of time. + +====================================================================== 129 + +CULTURAL IMPROVEMENTS AND WONDERS + +Keep an eye on your cities. Each will, at times, require the +construction of a cultural improvement or Wonder of the World, but +each will also at times offer better conditions for undertaking that +construction. + Pay close attention to the cost of improvements. Costs go up and +down with the city's fortunes, or, rather, the time required to +complete the construction of an improvement may rise or fall with the +city's economic fortunes. As your treasury grows, there may be times +at which it makes both practical and economic sense to purchase a city +improvement rather than waiting for its turn-by-turn construction. + Monitor the "happy" window in your city's screen to get a good +index of your citizens' mood. This information can guide you in your +selection of which improvements to purchase. There will be times +during the game when you have little choice but to invest, perhaps +heavily, in "bread and circuses": improvements such as coliseums that +serve to allay public dissatisfaction. + Choose a good mix of cultural improvements for each city, bearing +in mind that these structures and institutions carry a maintenance +charge each turn. Pick those improvements that will lend the greaest +benefit to the city in question. + While temples, coliseums, and cathedrals lend immediate benefit to +your population, attending as they do to spiritual and leisyre needs, +don't neglect the more purely intellectual side of your culture. +Libraries and universities do little to enhance the public mood, but +they do exert a great and long-term effect on your civilization's +ability to produce new ideas and achieve Civlization Advances. Pick at +least a few cities and make them seats of great learning, perhaps even +shifting a citizen or two to intellectual work as an "Einstein." + You should also weigh the advantages of building cultural as well +as political and technological Wonders of the World. In fact, + +====================================================================== 130 + +of the 21 Wonders of the World in the game, fully a third are purely +cultural in that their nature relates to ideas, art, or religion +rather than industry, economics, or warfare. These Wonders not only +boost your overall civilization score, but also lend strength and +suppleness to the cultural backbone of your civilization. + + +BUYING AND TRADING CULTURE + +Interpenetration, as Barzun pointed out, is not simply the essence of +one culture; it's also the long-term consequence of contact with other +civilizations. In the game of Civilization, those consequences are +made available more quickly. When you acquire a piece of culture from +another civilization, its benefits spread immediately throughout your +own. + Cultural exchange in its most common form in the game occurs when +you make contact with representatives of other civilizations. You may +be offered the opportunity to exchange knowledge. The other +civilization will inform you of the advance in your possession that +they want, and you will be able to accept or decline the offer. If you +accept, you may choose from their roster of advances. (If you refuse, +you may find yourself at war.) + Here again, information is paramount. If you have established an +embassy inside the other civilization, you will already have a working +knowledge of which advances that civilization possesses. Stufy their +current request carefully. If they are seeking to obtain one of your +key technologies, one of the advances that has given you the upper +hand in yoru relationship with them, think twice about agreeing to the +exchange. + On the other hand, it may be that they seek an advance which has +only limited immediate use as a tool of aggression against you, in +which case it may be worthwhile for you to proceed with the exchange. +You may come out with the best end of the deal. + Perhaps the best situation occurs when a weaker state whose +borders you have carefully proscribed achieves advances that you don't +yet possess. Because the other civilization is substantially and + +====================================================================== 131 + +probably permanently smaller than yours, you can feel freer about +giving them advanced technologies in exchange for knowledge you do not +yet possess. The advantage here is virtually all yours. + (This, by the way, is another good argument completely +overwhelming other cultures unless you're going for a quick total +victory. Keep an especially close eye out for enemy cities possessing +lareg intellectual resources such as universities. Their geenration of +knowledge may be faster than yours. If you're stronger, simply +encircle the other city and either exchange knowledge with its leader +if offered or use diplomats to steal the advances as they become +available. Manage this aspect of yoru world right and you can leap up +the cultural scale far more quickly than with your civilization's wise +people serving as your only source of ideas.) + Some enemies make cultural contact a one-way street, always asking +for advances, never offering any in return. In fact, what's generally +being offered in return is your life, or at least a delay in the +bully-state's warmaking efforts against you, so you may have no choice +but to give away your hard-won advances. (Remember, though, that some +of these recidivist states will seek only war no matter how hopeless +their cause. Make sure the enemy really is overwhelmingly stronger +than you before you accede to their wishes.) + Finally, you can acquire culture from other civilizations by +capturing their cities. This fact reinforces the need for solid, +constant information-gathering throughout the world. Especially as the +game moves into its final centuries and the race into space is +undertaken, you need to know who else knows what. that way you can +target specific civilizations for attack and the capture or theft of +idead and advances crucial to your victory. + +====================================================================== 132 + +DOING WITHOUT + +Don't. + It is certainly possible to pursue noncultural (in the higher +sense of the word culture) advances during a session of playing Sid +Meier's Civilization. You could, for example, follow a course leading +from an ancient foundation of metalworking and use of construction +materials through pure building and manufacturing technologies to high +science. You can do without ever building a cathedral or university. + You cannot, I think, do so as a highly advanced level of +government or with large-scale popular support. Only a despot can +effectively deny his people their religious and aesthetic due, and +despotism is the least efficent means of government in the game. + Besides, Sid Meier's Civilization is a game with more than a few +messages at its heart. Among them is the important and obvious lesson +that history rests on more than the drama of military conquest and +brute industrial force. these may be the items that make the most +commanding entertainments and diversions, but the history of ideas is +even more vital, even more entertaining if you take the trouble to +look, even more rewarding if you're playing the game in pursuit of a +high score rather than a high kill ration. + Invest in your culture, nurture your citizens' souls. You'll be +glad you did. + +====================================================================== 133 + +CHAPTER 8 +--------- +QUESTIONS OF BALANCE: COMMERCE AND GOVERNMENT + +In a sense, every aspect of the games rests upon economic and +governmental principles. Your productivity, whether for overtly +militaristic or altruistically domestic ends, is determined by the +economic structure and capacity of your civilization. The amount of +income you devote to scientific research, governmental revenue in the +form of taxation, and luxury income distributed to your people affects +the speed with which your civilization develops or declines. + The nature of your government plays a huge part in determining the +level of popular support you enjoy, the degree to which your people +support your policies and are willing to produce the goods and +institutions necessary to see your policies through. + The two go hand in hand, although economic decisions must be made +virtually every turn, whereas alterations in your form of government +occur much more rarely. Governmental decisions, if + +====================================================================== 137 + +you will, are macro-decisions, large moves affecting the big picture. +Your economic decisions and manipulations represent the +"micro-management" aspects of the game, lots of small questions that +must be answered, closeup details to which you must attend, careful +adjustments that must be made with some constancy and consistency. + + +TO MARKET, TO MARKET + +At the heart of each of the economic operations contained within Sid +Meier's Civilization is the idea of currency and the locales in which +it is used: the marketplace and, later, the bank. + The marketplace is among the earliest of the city improvements +directly related to your economy, and should be introduced into each +of your cities as early as possible. Doing so boosts both tax and +luxury revenue by half, and can go a long way toward putting a city on +sound economic footing. + The introduction of a marketplace may also introduce you to the +challenges of maintaining a strong city economy. If, as is sound +strategic policy, you build a marketplace only after your granary and +barracks improvements, you will begin to encounter the speed with +which the cost of maintaining city structures accrues. The barracks +and granary cost one monetary unit per turn to maintain, as does the +marketplace. (Subsequent barracks improvements, required as military +technology climbs the civilization advance ladder, cost two units per +turn for maintenance.) + While the marketplace increases your income levels, it also +increases your levels of expenditures. Add a temple to increase the +domestic tranquility, and you've added another unit per turn in cost. +Dispatch certain units to remote locations and, again, you incur costs +that must be paid each turn. Your overhead can quickly reach five or +six units per turn, or higher. + This may not seem like a lot of money, yet. Because you are +introducing the marketplace early in the game, you'll want to be + +====================================================================== 138 + +certain that the city can afford its maintenance. It may be wiser, +upon consideration of the city's productive capacity, to invest first +in an additional settler unit to further increase the exploitation and +productive capacity of local resources, only then adding the +marketplace and other improvements. Careful examination of each city's +surronding terrain, as well as its income levels and resources, will +help you make the right decisions, and time those decisions properly, +ona city-by-city basis. + + +MANAGING THE LABOR FORCE + +Sid Meier's Civilization automatically assigns your citizens to tasks +in the countryside surronding each city. Some are farmers, others work +at mines, some tend to industrial production. The default assignments +are generally sufficent to see to teh city's needs, but may not be the +most productive arrangement of your labor force. Additionally, there +may be times when you need to boost productivity and income for a turn +or two, and are willing to do so as the expense of, for example, food +production. + +====================================================================== 139 + + At such times you can take a direct hand in the job assignments of +your laborers, choosing exactly which terrain squares are under +development and production, and which are not. As you move your force +around, keep a close eye on income levels as well as food production. + Food production is especially important, and especially +vulnerable. The presence of a granary makes it possible for you to +build up a surplus of foodstores with which to feed your population. +The surplus in turn enables you to feed your citizens from the granary +rather than the fields, should you wish to shift the balance of +production to your mines, say, for a turn or two, in oredr to increase +cash revenues needed to complete construction of an improvement, +Wonder of the World, or military unit. + This is a very risky approach! Your granary's resources can be +depleted more quickly than you might expect, particularly by the +population of a vibrant and growing city. For all that the increase in +revenue from mineral resources may help you temporarily, that help may +be more than mitigated, though, if you deplete your granary reserves +and subject your population to the devastation of a famine. Not only +do you lose population, which must be slowly rebuilt, you also risk +losing the confidence of your people (rightly so!) and throwing the +city into disorder. Drain your food reserves at your own peril. + + +TAXMAN + +In addition to shifting workers among the city's customary productive +tasks, you can also remove workers from traditional productive +pursuits altogether, creating specialist citizens who apply their +energies to specific and, at times, vital tasks within the city's +economy. + Natable among these is the tax collector. This bureaucrat sees to +it that a higher percentage of your trade income is collected in the +form of taxation revenues. These monies are required to pay + +====================================================================== 124 + +the maintenance costs of your improvements, as well as accruing toward +the purchase of new improvements, Wonders of the World, and additional +units. + You can adjust the balance of revenues for your entire +civilization, increasing or decreasing the amount of revenue applied +to taxes and scientific research. Experimentation with these +adjustments, tempered by careful monitoring of your population's +attitudes toward the tax rates, will help you find those rates most +effective for your goals. + But you can also boost the tax revenues from particular cities by +taking a square out of production and assigning its citizens to tax +collection. Doing so has the benefit of boosting the amount of money +at your disposal for construction projects, but carries the drawback +of loss of production from the terrain square in question. As we saw +above, that loss of production, if the sqaure was a food-producing +one, can result in dire consequences for your citues. + In Civilization, as in the real world, nobody really likes the +taxman - but you may find that he is just as necessary. + +====================================================================== 141 + +LET ME ENTERTAIN YOU + +Luxuries leaven the world's weight for your citizens, making them more +willing to put up with the travails of life in your civilization. +Luxury income is created by trade or by creating specialist citizens +whose job it is to entertain your people. The symbol for these +entertainment specialists bears a certain resembalance to a famous +entertainer, believed to have died years ago, but actually living in +secret in a variety of places throughout our world or on other +planets. + Seriously, entertainment specialists can provide a quick fix for +certain domestic problems. Luxury income and entertainers offset the +presence of unhappy and discontent citizens in your cities. the most +effective way to overcome the malcontents is by maintaining a solid +level of luxury income, by building and maintaining temples, +cathedrals, and structures such as the coliseum. and by establishing a +benevolent representative government. + You may not, however, have the time or resources to attend to all +of those undertakings. You can remove, in such cases, squares from +devlopment, converting its workers into entertainment specialists +whose presence decreases the amount of discontent in the city. + This should be done only when a city is in disarray, its citizens +unhappy. At such times the city ceases to be a productive institution, +and a quick fix is called for. Entertainment specialists serve the +function of "bread and circuses," distracting the citizens from the +city's more deeply rooted problems. + You must attend to those problems immediately and lay a long-term +foundation for that city's domestic tranquility. Elvis, as it were, +can only do so much - better to move military units, if your +government is of the totalitarian flavor, into the city and impose +"contentment" though martial law, than to lose for too many turns the +productive capacity of the city in order to sustain artificial levels +of luxury through entertainment. + +====================================================================== 142 + +BRAIN POWER + +The thirs - and, in some ways, most effective - specialist citizen at +your disposal is the scientist. Creating a scientist is accomplished +by removing a square from production, but in this case you may want to +consider the specialist a permanent citizen of some cities, rather +than a quick or remporary fix for short-term problems. + The reason for this is the special contribution the scientist +makes o your civilization. His presence boosts the level of scientific +research produced by his city, making a direct contribution to yoru +civilization's pursuit of advances and the rapidity with which those +advances are achieved. + Scientists are most effective when introduced into cities already +possessing large intellectual resources such as libraries and +universities. Because Sid Meier's Civilization is a race for advances, +the contributions of scientific specialists can play a large part in +whether you win the race or fall behind. + As with any specialist citizen, though, you must be certain that +the city in which the specialist lives can endure the loss of +production from the square converted to special purposes. + +====================================================================== 143 + +TRADE! + +The caravan is among my favorite units in Civilization. Its symbol, +the trader mounted on camelback, is inescapably romantic, implying +difficult journeys to distant cities in hopes of delivering valuable - +and profitable - cargo. + There's a pragmatic aspect to the romance. It is through trade +with foreign powers that you achieve greatest income. Properly +established and managed trade routes can become virtual rivers of +currency flowing to your cities, providing the financial basis for +great programs of expansion and devlopment. + There's a dangerous side to trade as well. Your caravans are all +but unprotected, easily destroyed by enemy military units or +barbarians. During times of war, caravans are easy targets for even +the weakest enemy units, yet during wartime your caravans are even +more vital to your civilization. You need the initial cash hit the +establishment of a new trade route supplies, and you will also +appreciate the revenue that route generates each turn. + Because each city can support only three trade routes, it's wise +to spend some time gathering information about those cities which will +make the most profitable trading partners. It's a given that your +trade routes will be more successful if they lead to foreign cities, +and even more successful if those cities are located on other +continents or islands. + Even then, there are further steps you can take to enhance the +value of your trading routes. Send explorers into the dark hearts of +other continents, in search of the largest cities you can find. the +larger the city - the higher the number displayed on its square - the +higher your initial burst of income and the revenues earned during +subsequent turns. + The exploration process and the challenge of getting your caravans +to less accessible but larger cities takes time, but it's worth it. +Sid Meier's Civilization automatically selects the three highest +valued of your trade routes, so there's no chance of your + +====================================================================== 144 + +supplanting a higher-valued one with a lower. But there is a question +of time involved in establishing more than three routes in order to +get those three worthwhile ones. Again, information is everything. +Take the trouble to do your homework, then try to build no more routes +than are absoltely necessary in order to get three of high value. + You will be tempted as well to use caravans to help build Wonders +of the World. This is worthwhile, as a rule, only if you can build the +caravans quickly in cities that are well furnished with improvements, +which already enjoy successful trading relationships with three +foreign cities, and whose citizens are productive and happy. +Otherwise, the effort invested in producing a caravan unit and moving +it to the city building the Wonder might best be applied to seeking +out more profitable trade destinations overseas. The cash bonus earned +for establishing such a route immediately adds to your treasury, +making it easier for you to hasten completion of the Wonder by buying +it. Caravan contributions to Wonder of the World construction tend to +be minor, although if you can produce a large volume of caravans and +move them constantly to the Wonder site, the situation is improved +somewhat. + + +TRADERS FROM BEYOND + +This is one of the trickiest aspects of Sid Meier's Civilization, and +one aspect over which you have little or no control. Traders from +other civilizations, you see, are invisible within the context of the +game. You don't see them, cannot interdict their progress, nor control +their access to yoru cities. + Yet they are there. You must live with their presence, and do what +you can to mitigate their effect. + How do you combat and unseen army? + One thing you can do is use diplomats to investigate enemy citie +sin search of those that are producing caravan units. When you find +them, use additional diplomats to sabotage production or + +====================================================================== 145 + +dispatch a military force to conquer the city. This is +time-consuming - it may take far longer to produce and move into place +a diplomat that for the enemy to produce and dispatch its caravans - +but it's about the only way to interdict enemy caravans on land. + Naturally you should seek to sink any enemy ships you encounter: +It might be carrying caravans to your shores. Waging war against enemy +shipping has a direct economic, as well as military, effect on the +enemy civilization. + (Enemy caravans are, by the way, another good argument for +establishing a city on enemy territory as quickly as you can. By +shoring up the city with military units brought from your homeland, +you can apply the city's production to diplomat units almost from the +start, using those units to target and interrupt the production of +enemy caravans.) + + +INDUSTRIAL POLICIES + +====================================================================== 146 + +The suesrt - although not necessarily the easiest - way to increase +your cities' production of income is by building a vast industrial +infrastructure. Mines, transportation systems, factories, and +manufacturing plants all contribute to economic growth, giving you the +resources you need to pay for your civilization's goals and ambitions. + There are tradeoffs, to be sure, and as your civilization grows +more advanced, the tradeoffs grow larger, with consequences that can +be devastating. + The largest of these tradeoffs is the impact of your civilization +on the enviornment. As your civilization reaches the stage of +large-scale industry, pollution becomes a factor with which you must +contend. Not only does pollution increase levels of discontent with +your cities, it also lessens your overall civilization score. Worse, +if pollution gets too far out of control, you can place your entire +infrastructure at risk. Global warming exerts a dramatic and +devastating effect on the planet in this game - as it seems to be on +our own real world - and its effects are not easily undone. + There are several steps you can take to minimize the impact of +your industries on your planet. + First, seek to invest in and construct enviornmentally benign +technologies. Hydroelectric power if key among these. Power your +civilization with water, rather than burn fossil fuels or split atoms, +and you run less risk of polluting the world. + Try to develop and institute other benign technologies such as +mass transit and recycling. These reduce the chances of pollution, but +can be quite expensive to maintain. + Finally, keep plenty of settler units on hand to clean up +pollution squares as they appear. It's easier - and far better for +your civilization's health - to pursue industrial policies that avoid +pollution in the first place, but if you can't do that, you should be +prepared to deal with the consequences of your industrial profligacy +as quickly as possible. + +====================================================================== 147 + +THE ECONOMICS OF WAR + +One fights when one has to in this game, or one fights because one +seeks global domination. Either way, the wise leader leaunches a war +only when she or he possesses a treasury well-prepared to bear the +costs of waging it. + Everything in Sid Meier's Civilization has a price, and the price +of war is among the steepest. Few other situations in the game offer +you the opportunity to lose so many costlt units so quickly. (The +explosive decompression of your economy, as we'll see below, is about +the only similar opportunity to lose a lot of units quickly - and even +then, the situation tends to stabilize, giving you a chance to get +your income back on track. Economic crises are at least potentially +under your control. In a war, the other guy can come after you and +keep on destroying your units.) + Because of this, you should never initiate a war unless you're +prepared to see it through, and a good part of that preparation must +of necessity be economic. Make sure your trade routes are in good +oredr, and don't be too quick to undretake campaigns against cities +with which you enjoy a healthy commercial relationship. + Watch your treasury especially closely, indexing it to the cost of +military units in the cities you'll be depending on for the production +of reinforcements. If your treasury declines too far, you might +consider seeking to make peace, at least temporarily, giving you time +to shore up the economic foundations of your civilization. + Above all, be certain that the cost of war does not affect the +cost of maintaining your cities' improvements. Pay as you go is the +rule for city maintainances, and no military campaign is worth the +collapse of slowly and carefully built cities. Be sure you can cover +your costs at home before undertaking adventures elsewhere. + +====================================================================== 148 + +ECONOMIC WARFARE + +You can wage economic warfare on your opponents as well as overt +military campaigns. There are several ways to do this. + As we've seen above, your diplomat units can be especially +effective economic tools, sabotaging production inside enemy cities. +Gather information on those cities first and use the diplomats to +sabotage targets such as caravans, marketplace construction, and so +on, as well as to interrupt the production of military units. + Effective blockades also serve military ends, both by interrupting +the movement of enemy caravans, as well as by sinking costly ships and +their cargoes. + Still another form of economic warfare occurs on enemy territory. +You can use units to pillage the enemy landscape, destroying terrain +improvements. Pillaging can be especially effective during sieges. +Destroy a city's ability to feed its people and that city will soon +fall to your forces. + There is an important economic consequence to consider here, +however. Because you are seeking to capture enemy cities ad put the +productive capacity of those cities to work for your own ends, you +should not be too quick to wipe out all of the terrain improvements. +You will only have to rebuild them once you take possession of the +city in question. Give careful thought to pillaging before you lay too +much waste to lands that are going to fall under your dominion. + Finally, there is a hidden economic strategy that, while you can't +plan it, can nonetheless be quite effective. That's the acquisition of +an enemy city by siege, rather than conquest. Encircle an enemy city +and cut it off from its civilization. Then wait. Occasionally the +city's residents will express admiration for you and your +civilization, defecting to your cause, to your benefit and the enemy's +economic loss. + +====================================================================== 149 + +RECESSION ... OR WORSE + +Everything ssem to be running smoothly. Your civilization is +prosperous and expansive. Your military campaigns are going well. +Global conquest is, if not within your grasp, at least within sight. + Suddenly, though, you begin to have economic problems. The +production of military units slows down. Citie sbegin to fall into +disorder. Your treasury, rather than growing, begins to shrink. + There's a recession on. + What's causing it? It could be several things. The wars you're +waging require that you send a lot of units to remote locations. This +costs money each turn. Check to see if any of those units can be +reassigned to newly captured cities, relieving some of the maintenance +burden on cities in your homeland. Disband any remote units no longer +necessary to your campaign. + Additionally, some of your larger cities may by now have quite a +maintenance tab each turn. Examine the city map to see if income +production can be boosted through rearrangement of the labor force. + Recession is one of those times when you should consider +introducing a taxman into critical cities, but only after ensuring +that his creation waon't result in loss of foodstores necessary for +your population. + If enough cities fall into diarray, you could be risking your +far-flung forces: If the cities can't support them, they'll be +disbanded. Introduce entertainer specialists into cities experiencing +civil disorder. + If necessary, consider selling off some city improvements in order +to boost your treasury. Try to restrict those sales to items whose +usefulness will soon be superseded: Sell factories, for example, if +your civilization is about to develop the capability of building +manufacturing plants. + All of your temporary fixes - specialists, sell-offs of +improvements - must be supported by longer-range economic planning. + +====================================================================== 150 + +Perhaps you should consider reverting to a more primitive form of +government, one whose authoritarianism imposes more rigor and less freedom +on the citizens, making them less vocal in their discontent. +(Less-advanced governments, though, also result in less-productive +cities.) + You might wish to adjust the overall balance of your tax structure, +perhaps decreasing the amount devoted to scientific research and boosting +the amount flowing into the general revenue. This approach will slow down +the pace of civilization advances, and may cripple your progress in +relation to that of other civilizations. + One of the best approaches is to review all of your trade routes. Have +new, larger foreign cities been discovered since the routes were +established? Are all of your routes generating as much income as possible? +It might be that you should shift production to caravans for a time, +seeking through trade to heal your ailing economy. + Finally, review the locations of your strongest military forces. If +they are in position, you can mount full-scale rapid campaigns of conquest +against the largest enemy cities, hoping to gut their treasuries through +takeovers, boosting your own with the booty you seize. + Remember, though, each city you capture adds its own demands to your +economy, as well as makes its own contributions. + + +LEADERSHIP: QUESTIONS OF GOVERNMENT + +Which brings us to the central question in Sid Meier's Civilization: +government itself. + The nature of your government is one of the larger questions in Sid +Meier's Civilization, yet will be treated only briefly here. Government, +like riding a bicycle, can be learned only by experience, not example. You +will derive that experience only by plaing the game. + +====================================================================== 151 + + At first you'll stick to the simplest type of government to run: +despotism. As a despot you impose your wishes on your population, and they +follow your lead - not blindly, and not without some resistance, but they +do follow. + Despots, however, rarely rack up large scores. Additionally, +production under despots is limited; cities don't grow as fast or as large +as they can under more advanced forms of government. Despotism is the +default form of government, but one you must outgrow if your civilization +is to thrive. + Monarchies and communist dictatorships offer certain advantages while +maintaining certain kinships to despotism. Your people are a mite freer, +although you can still impose your will on them. Production is boosted +slightly and, under communism, corruption is reduced. + The most free of all the forms of government also impose the greatest +disciplines upon you as the leader of civilization: These are the republic +and the Democracy. + Representative government offers you the best chance of earning a high +civilization score for quality of life among your citizens, but also give +you the least chance of achieving victory + +====================================================================== 152 + +through conquest of the world. Under a Republic, for example, your +citizens accept foreign peace treaties no matter how militaristic you +might feel. Under Democracy, your people get very unhappy very quickly +when military units leave their home cities. + You should, them, have your domestic houses in order before +undertaking to rule a republic or a democracy. Bring home your +military units. Give up your dreams of world conquest. Satisfy +yourself with ruling for your people's needs rather than your own +desires. + Or go back to being a tyrant. It's simpler, but ultimately less +rewarding. + + +THE NUCLEAR DILEMMA + +Finally we come to the largest of questions faced by our modern +governments, and one of the largest you'll face while playing Sid +Meier's Civilization: the challenge of managing nuclear weapons. + Few moments during the playing of the game can be quite as +startling as your first encounter with a nuclear power. "Our words are +backed by Nuclear Weapons!" is a message that must be carefully and +warily heeded. Nuclear powers can unleash weapons of horrifying +destructive capacity, wiping out cities and distributing the vilest of +pollutants across the landscape. + You should be aware that it's fairly rare for an enemy to launch a +nuclear attack against you. It does happen, atomic fire raining down +with terrifying effects, but it does not happen often. + The temptation may be different for you, especially if the tide of +war is not going well. Nuclear weapons can shift that tide, and shift +it over long distances: Their range is the longest of any military +unit in the game. Their effects are likewise unequalled. + Those effects transcend the strategic and tactical. Use of nuclear +weapons hastens the world toward global warming and polar melting, +cauding the spread of pollution at a rate far beyond that of +industrial effluent. If you use nuclear weapons you should have plenty +of settler units in readiness to clean up the mess. + +====================================================================== 153 + + You may not be able to clean up the mess their use causes your +score. Nuclear weapons use, and the pollution it spreads, exerts only +a negative influence on yoru score, subtracting points from those +you've achieved. + When you think about it, that's hardly enough punishment for what +nuclear weapons use represents. In the game, as in our world, nuclear +warheads are best employed as deterrents, never as tools. + +====================================================================== 154 + +CHAPTER NINE +------------ +A WORLD AT WAR + + +Earlier we looked at the fundamentals of warmaking in Sid Meier's +Civilization. We focused on ancient wars, those early conflgrations of +expansion and consolidation. Here, we look at larger wars, global +conflicts in which you will be fighting on several fronts across the +entire surface of the planet. + You will want, at least once in awhile, to take a global-conquest +approach to the game. One way, although not necessarily the best or +most efficent way, to win Sid Meier's Civilization is by conquering +the entire planet. While the game's manual implies that world conquest +is the ultimate goal of Civilization, and the scorekeeping process +reflects this, I think that the game's dynamics really imply other +goals - world peace, care of the enviornment, economic growth, civil +liberties - as more desirable. World conquest, though, does provide a +large scoring bonus when it's accomplished, so it is, indeed, an +approach you'll want to try. + And that, like so much else in this rich and complex game, is +easier said than done. + +====================================================================== 157 + +MAKE YOUR DECISION + +It's one thing to decide to play Sid Meier's Civilization as a game of +global conquest. It's quite another to conquer the entire world. To do +so, you need to decide early on that world conquest is your single +goal. That decided, every turn must include decisions and actions +aimed at making your plan a reality. + You'll need a continental base from the very beginning. While you +can win the game if you start on an island, it's very difficult to +conquer the world from an island home. As a rule, when your initial +position is an island, you have that island to yourself, and must +develop seafaring capability before encountering other civilizations. +That takes time, during which other civilizations based on continents +can more rapidly and thoroughly expand their own holdings to the point +at which, when you finally make contact with them, they may be a good +bit larger than you. If you find yourself on an island during the +first turn, you should consider either altering your world-conquering +dreams, or starting the game again in hopes of getting a better +opening position. + If you are on a continent, world conquest is a likelier option. +Even so, it will take a steady hand and a good bit of nerve, and you +must exercise those qualities from your very first turn. + The steady hand applies to managing your cities and your initial +expansion. That expansion must come rapidly. You will need plenty of +resources and reinforcements in order to achieve global domination. +That means violating some of the principles established earlier in the +book. + You probably should not wait, for example, until you have a couple +of defensive units in your first city before beginning serious +exploration of your world. Build and fortify a single militia, +following it with two more militia units who will be immediately +dispatched to map the world. These units will reveal whether or not +your location is an island or a continent. + +====================================================================== 158 + + As soon as your second explorer is dispatched, begin building your +next band of settlers. If you can hasten their construction with +money, do so. You have to quickly get another band of settlers into +the game in order to devlop a couple of resource squares proximate to +your capitol so as to boost its production. Don't spend your time +developing every square; That can wait. As soon as two resource +squares are developed, move the settler unit to the site you've +already selected for your second city. Create that city and repeat the +process, building another group of settlers as rapidly as you are +able. You should have three functioning cities by the end of the first +millennium or so of game time. + Once your capitol has created its first band of settlers, spend a +few turns or security. Now's the time to build additional defensive +units, as well as the all-important barracks improvement. Because your +first city can produce units faster, use it and its barracks to +generate the defensive units for your second and subsequent cities, +moving them to their new homes and reassigning them there immediately +upon arrival. This approach frees the productive time and energies of +new cities for the generation of settlers, barracks, and other +improvements that will serve your goals of conquest. + Get some cities built as close to the potential battlefronts as +possible. You'll appreciate the increased access to the war that these +cities offer. Because they are close to the front, you should invest a +bit more heavily in their security during the first few turns after +their creation. After all, the enemy may launch a surprise attack, +violating the treaty before you have a chance to. Should that happen, +you want to be able to stave off his conquest of your civilization. + (Cities close to the front can also serve important functions at +later stages of the game. These are the cities where you can base +aircraft and other units that have to be returned to a friendly city +as the end of their turns. As you develop airborn warfare +capabilities, be sure you have in position sufficent cities at +appropriate + +====================================================================== 159 + +loactions and distances to allow your safe landing when bombing and +strafing missions are ended.) + Use cities close to the front for production of units with more +limited movement capacity. Diplomats, for example, can move quite a +few units each turn depending upon terrain and other conditions, and +so can be produced fartger behind the lines. Catapults and legions, on +the other hand, are quite limited in their ability to move. By +producing them at the front of near it, you can shear off several +turns' time in getting them into battle. Those turns may prove +decisive. + Finally, well-protected cities near the front can serve as staging +areas where your forces can be concentrated as they mass for outright +assault against enemy lines. Since you've made the decision to conquer +the world, you must supprt that decision with forward bases from which +your troops will attack. + Be careful, though, about reassigning too many units to new +cities. The troops must be supported each turn, and it may be that +their city of creation - or another, better-established city farther +behind the lines - can better support them long-distance than can a +new city nearby. + + +SECURITY BEGINS AT... + +You have established three or four cities and made contact with the +two civilization that share your continental landmass. Treaties are +in force with both civilizations, and embassies have been established. +Now is the time to begin your buildup for wars of conquest. + The first step toward global conquest is to ensure your security +at home. You will not be investing as much time or money in the +process as in a game where you are playing for the highest score, or +to be the first to reach the stars, but there are nonetheless some +defensive matters to which you simply must attend. If nothing else, +bear in mind that the tide of war can flow both ways: Your grand +campaign may turn into a rout. + +====================================================================== 160 + + Upgrade the defensive units in each of your cities, using the new +production as an opportunity to move more primitive units to the +front. Place those units on fortification duty along your borders with +other civilizations, sealing off any holes through which enemy forces, +diplomats, or settlers might slip. + You should consider investing in defensive improvements in your +home cities, building city walls if possible. Because of the time +involved in building these, though, your best bet is to buy them - if +you can afford the price. + Just as important - and perhaps more important over the long +run - are domestic and economic improvements aimed at boosting your +people's productivity and, not incidentally, their levels of +contentment and satisfaction. War is expensive, and your people have +to pay its price - give them the tools to do so. + That means, at the very least, building a granary and a +marketplace in every city you control. If you have the time and can +afford it, a temple will further enhance your control over your +population. + Above all, build more settlers. Develop the resources surronding +each of your cities, boosting income and building the financial +warchest you'll need once the campaign begins in earnest. Now, too, is +the time to apply the energies of a band of settlers or two to +building roads between your cities, and, even more importantly, +building roads to the fronts where your campaigns will be wages. When +the war does begin, the presence of roads over which you can quickly +move fresh troops may prove to be the deciding factor in your victory. + The existance of additional settler units will also allow you +quickly to create additional cities as prime locations become +available or as settlers complete the development of terrain around +existing cities. Be bold when expanding your civilization's number of +cities. As you can see by reviewing games that you have lost, those +civilization that most quickly conquer the world are those that most +quickly establish and grow the largest number of cities a continent or +island can support. + +====================================================================== 161 + + When thinking of the security of your home as you embark on your +campaign of continental and then global conquest, don't neglect +offshore questions. Because you are going to concentrate first on your +home landmass, you may defer for a time the development of seafaring +capability. You won't need ships right away. + Except: Civilizations located elsewhere are probably not deferring +their own development of triremes and more advanced shipping +capability. This could come back to haunt you, should they achieve +dramatic or overwhelming control of the seas. + To avoid this development, there are a few steps you should +consider. During your initial exploration of your coastline you may +have discovered nearby landmasses seperated from you by a single +square. As we discussed ealier, post a primitive unit - militia will +do just fine - on sentry of fortification duty at these spots. +Guarding the narrows between landmasses serves to give warning of +adversaries who approach by sea along these routes. + Should these offshore civilizations land troops on your continent, +your picket may be able to establish a treaty with their +representatives. Your task then becomes freeing up sufficent units to +contain the newly landed units and keeping the enemy from establishing +too strong a presence on your continent. + The northernmost and southernmost points under control should also +be garrisoned with a picket, as should any peninsulas jutting far out +into the sea. Protect yourself against unexpected enemy landfalls. + As you develop seafaring capabilities of your own, use them to +post sentry ships at strategic points. As discussed in an earlier +chapter, this approach can help ensure the security of your homeland, +leaving you free to concentrate on its conquest before you begin an +amphibious expansion. + When you're going for world domination, your sentry ships serve an +even greater strategic purposes. You are out to contain the enemy, +cripple her or his shipping, preventing any expansion of other +civilization. If you have the money and resources, move your +checkpoint closer and closer to enemy territory. + +====================================================================== 162 + + Ultimately, if you manage your resources wisely ans enjoy a little +luck, you'll be able to contain the enemy at his homeland, blockading +his ports and keeping him sealed up until you can land forces of your +own on his territory. + + +KEEP YOUR OPTIONS OPEN + +An important key to the conquest of your home continent, from which +will flow your forces for conquering the world, is your initial +exploration of the landmass. Explorers are more important than ever +when you take a conquer's approach to the game. You must use them +wisely, risking them only if you can't avoid it. + Serendipity squares, for example, should be approached more +cautiously, especially at the game's higher-difficulty levels. While +their ebenfits can be great - particularly if you uncover scrolls of +wisdom that provide a civilization advance, or advanced tribes who +give the immediate possession of a new city - so can the risks. +Barbarians lurking beneath srendipity squares can easily eliminate one +of your precious explorers. You can't afford to lose a unit to +"serendipity." + +====================================================================== 163 + + Worse than that, you may be risking a city: Remember that in oredr +to explore your continent and quickly establish new cities, you are +running with lower-than-usual defensive levels during the first few +centuries of game time. Barbarians from beneath a serendipity square +may make their way to your vulnerable capitol. Locate the serendipity +squares on your landmass, but consider leaving them undisturbed until +you can approach them with the luxury of more powerful, veteran units +better able to deal with barbarians should they appear. + The same sort of caution should apply when you first make contact +with another civilization. Your goal during your first millennium is +to locate other civilizations, contain them if possible but also to +avoid conflict until you unquestionably have the upper hand. (Or at +least a solidly justifiable "fighting chance" of total victory.) The +militia units you dispatch on exploration missions during your first +few turns are hardly well-equipped to fight a war. They can, however, +strike treaties and contain enemy forces. + When your militia first encounters another civilization, take +advantage of the opportunity to talk to that civiliztion's leader. If +a treaty is offered, accept it. Study the terrain to see if you can +position your militia in such a way as to contain the other +civilization's expansion, preserving as much of your own territory as +you can. + Treaties work both ways, and can be violated by either side. This +is an important point, bearing directly on the options as your +disposal. It is not unusual to find youself the target of a sneak +attack by a civilization with which you have enjoyed a longstanding +treaty. When this happens you have a couple of options. + You can respond with overwhelming force, letting the enemey in +effect choose the point at which your war of conquest begins. If you +possess the force necessary to achieve conquest, this is not a bad +response. Remember that they key to worl conquest is speed - + +====================================================================== 164 + +the earlier you eliminate all other civilizations, the higher your +score. + If you're weaker than the enemy, though, you have some things to +consider. Suppose, completely out of the blue, your picket is +destroyed by a military unit of an order far in advance of your own +technology. Its unlikely that you'll be able to defeat such forces. +You may choose, the, to seek another treaty during whose tenure you +can endeavor to catch up with the enemy's technology. + You may also decide that world conquest is not a likely +opportunity during this particular game. While that's a painful +decision, it's also a pragmatic one, and is a decision you should keep +available at all times. Knowing when to back off is an important key to +winning the game. As the leader of your civilization, your job is to +be wise as well as aggressive. + + +CHOOSE YOUR ENEMIES + +During the game's first few millennia you may not wish to fight on +more than one front at once. Deal with one of the civilizations +sharing your landmass before launching a war against the other. + How do you know which one to attack first? Your diplomats can be +of great help in answering that question. + Study the nature of the civilizations bordering yours. Some may be +quite small: easy targets, as it were. Others may be far more +powerful, potential world conquerors themselves, with cities protected +by strong walls and large numbers of pickets posted along the same +borders you're guarding. + The temptation is to go for the easy target, putting off the +larger enemy until later. This is, more often than not, a mistake. The +weaker nation, particularly if it's well contained and has few +opportunities for expansion, is unlikely ever to pose a large threat +to your civilization and may, indeed, become a valuable source of + +====================================================================== 165 + +technology you can steal. Its cities may also serve as trading-route +destinations for your caravans. + The stronger neighbor, though, is already a de facto threat to +your civilization, and each turn you allow it to grow places you at +greater and greater risk. Deal with strong neighbors as quickly as you +can, and your plans for ruling the world will be that much closer to +realization. + + +YOUR FIRST CAMPAIGN + +You feel confident that your heartland is well guarded, with pickets +posted at outlying areas. You've built roads to the two fronts where +other civilizations share your continents. One of those civilizations +has only two cities, with limited and primitive military resources. +the other civilization has five cities and a large army roughly equal +to your own; your technology levels are likewise similar. That +civilization is your target. It's time to begin your first campaign. + + ------------------------------------------------------------ + THE LESSONS OF HISTORY + Many have tried, none has succeeded. The siren song of world + conquest has called to Alexander, Caesar, Napoleon, and + Hitler, yet each was stopped short of his goal. + A few centuries into your plan of conquest you will + probably understand, more clearly then ever, why: World + conquest is a logistical nightmare, an economic morass, and + a cause best supported - if that's the word - by citizens + under the thumb of a despot. If you can manage to wage a + strong, democratic government, you might consider making a + stab at the project in the real world. + ------------------------------------------------------------ + +====================================================================== 166 + + The first step is building your army of conquest. Naturally this +should consist of your strongest offensive units, but should not be +composed solely of those units, at least during the early millennia of +game time. The strongest units available to you may have limitations +on their movement capacity, a vulnerability that can come back to +haunt you in the most painful of ways. + Consider the catapult, for example. Undoubtedly it possesses great +offensive power, and will be indispensable when attacking fortified +units behind city walls. But its movement across undeveloped territory +is limited to one square per turn, which can leave the unit at great +risk should its single move bring it into contact with a strong +offensive enemy unit. + Build a group of mobile units and send them into enemy territory +in advance of your big guns. Chariots and cavalry are good units for +this purpose in the early stages of the game, knights during the +midgame, armor and mechanized infantry during the endgame. (Aircraft +are even better during the final stages; with their long range and +mobility they can locate several enemy units per turn, and possibly +destroy large concentrations of units stacked in wait for you. The +devastating startegic and tactical effects aircraft have exerted on +modern warfare are well represented in Sid Meier's Civilization.) + Your mobile units can clear safe paths for you to move your assault +units into position to lay siege to enemy cities. This type of +"blitzkrieg" attack can prove terrifically effective, especially if +the enemy has made the mistake of stacking units outside the +protection of city walls. + +====================================================================== 167 + + Another valuable option is the use of diplomats as your advance +force. They not only enjoy the greater freedom of movement and can +deliver vital information, they can also be used to bribe enemy units +to join your side, assuming your treasury can support this expensive +proposition. Additionally, larger cities in your homeland may be able +to pump out diplomats in quantity over a very few turns, letting you +flood the continent with these flexible units. Don't forget their +ability to sabotage enemy production, softeninf up opposing cities for +the arrival of your assault troops. + Your diplomats can also help you target the cities you will attack +first. There are a couple of effective approaches to this decision. +Use your diplomats to determine the nature of each city's production. +Your first tragets should be those most capable of producing veteran +military units: cities with barracks improvements in place. Next +should come cities containing Wonders of the World, if any, although, +like seats of learning, you may wish to let these cities stand, +encircled, as sources of information and trade. + Because you are planning to leave a couple of enemy cities +standing until the very last phase of the game, you should pick those +cities early. Under no circumstances should one of those + +====================================================================== 168 + +cities be a harbor! Don't leave the enemy a back door through which he +can escape to expand once more. Contain the enemy civilization, use +its remaining cities for your own ends, and destroy or conquer them in +the final stages of the game. + + +SABOTAGE, ESPIONAGE, AND OTHER DIRTY TRICKS + +Even as you strive to secure control of your hom continent, other +civilizations are seeking dominance over their own islands and +continents. You will be approaching these civilizations from sea, +making amphibious assaults against islands and continents that have +had millennia to entrench themselves and prepare their defenses +against your arrival. Your best strategy is to put off total assault +until after you've done as much softening up of their defenses as you +can. + In fact, even the softening-up activities might be best postponed +for awhile. Your first duty, as a responsible leader of a civilization +in pursuit of world conquest, is to build resources for the assault, +and to gather information about what your forces will face. The +information can be gathered not only by your diplomats, but also by +your caravans. + The advantage of using caravans to obtain portraits of the +interiors of other civilizations is that they do so while helping to +build your war chest. Seek first to establish treaties with the other +civilization, even though you plan ultimately to obliterate them. + The treaty serves to guarantee your caravans and diplomats free +passage through enemy territory. You can prowl around all of the other +civilization's cities, in search not only of larger cities which will +deliver higher trade revenues, but also for indications of more +heavily defended cities, concentrations of military units, and so on. +This sort of information will evolve from turn to turn, with mobile +units shifting position, but can nonethelesss give you a more + +====================================================================== 169 + +through understanding of the degree of opposition your own military +units will face when your invasion gets under way. + You should also keep an eye out for landing sites and staging +areas for the actual invasion. Try to locate those areas closest to +your immediate military targets, the cities and facilities you will be +going after first. Look for infrastructure items such as roads that +you can use to military advantage. + An especially effective tactic is to locate and occupy islands off +the coast of the enemy mainland. Cities on these islands can be used +to produce diplomats who can reach the enemy more quickly than those +fom your homeland. The island cities can also serve as safe landing +areas for bombers, fighters, and missles during later stages of the +game. + Island-hopping, in fact, can be as important to your victory in +Civilization as it was during World War II. Map your world carefully +and puck those targets that best serve your long-term strategic goals. + Your main focus, obviously, will be enemy-led continents. Once +you've succeeded in mapping the interior of the enemy civilization, +establish trade routes using your caravans, striking the most +lucrative routes with the largest cities first. + During this phase of the game you'll want to use your diplomats to +gather information about the enemy's cities, their defensive +capabilities and the resources they possess. Investiagt every city you +can, starting with those you'll be attacking first. (These are +probably the ones lacking city walls, and thus more easily captured.) + Your diplomats should also make an extra effort to obtain a +picture of the enemy's capitol. As you pursue conquest of the world, +ther are special advantages to be obtained by capturing the enemy's +seat of government. + +====================================================================== 170 + +GO FOR THE CAPITOL + +You're making your big move, landing large numbers of military units +and diplomats on foreign shores. The enemy has conquered a continent +of his own, possessing close to a dozen cities. On the other hand, +you've established and maintained a successful blockade of all the +enemy's ports, effectively containing the enemy's expansion plans. +Naval bombardment has weakened coastal cities. Your invasion fleet has +moved safely into position. You land your forces with only minimal +casualties. + While you feel confident of your military technology and the size +of your forces, you'd feel even better if you had an edge. Capturing +the enemy capitol can give you that edge. + A couple of things happen when you take an enemy capitol. First, +and perhaps most important, you throw the enemy government into +disarray and civil war, splitting the enemy civilization into two +seperate nations. As a result, you may be able to strike a truly +seperate peace with one of the nations, increasing your ability to +achieve a swift and total victory over the other civilization. + Capitols can tend to be quite valuable cities, with plenty of +resources and improvements in place, making them valuable additions to +your own civilization's economy. + A further advatage to the capitol-capture approach comes if the +enemy has developed spaceflight capacity and is building or has +launched a starship. Should that starship reach Alpha Centauri saefly, +the game ends, no matter how close you are to total conquest or how +many civilization points you've added to your score. Capturing the +enemy's capitol forces an immediate recall of the starship. + You will also have to garrison the newly captured capitol - or any +newly captured city - with sufficent forces to hold it against +recapture attempts that will undoubtedly be mounted. The best approach +here is to move in troops from outside the capitol, reassigning them +to the newly acquired city. Because its capture has + +====================================================================== 171 + +thrown the capitol and its population into disorder, your first +construction projects should be those aimed at quieting the populace: +Temples, cathedrals, and coliseums are good choices here. Don't forget +to buil barracks and granary facilities if the city lacks these +basics. + The capitol under control, you can proceed with your plan of +continetal conquest and consolidation, bearing in mind that you don't +have to kill everyone, nor detroy every city - at least not until +you're ready. + Some enemies are simply intractable. No matter how thoroughly they +are beaten on field of battle, they keep coming back for more, often +making ludicrous demands for tribute when they do. Unless there is an +overwhelming reason not to eliminate these annoyances from the world +completely - a valuable trading city, for example - you should proceed +posthaste with their destruction rather than waste too much time with +them. + + +MOPPING UP + +Having broken the backs of all the other civiliations, and completely +elimnated those that are inarguably warlike, you will approach your +goal of a world completely under your control. It's time to undertake +the final eradication of your enemies. + Again, you'll want to deal with them in sequence, saving for last +those who serve as your most valued trading partners. Because of the +huge investment in military units sent to remote locations, the +economic demands on your civilization each turn are large, and you +will need to preserve until the very end all the income you can. +Surrond those cities from which you derive trade funds, but have in +position the forces you need to obliterate them when the time comes. + Otherwise, any enemy city on the planet is fair game. Keep an eye +on your information sources as well as the world map. Be alert for any +unexplored areas of the globe. While you have probably + +====================================================================== 172 + +explored most of the world, even a small, hidden island can serve as +home to an enemy city or two. Locating that island, after everything +else on the screen has been defeated, can take valuable turns, +lessening your achievement - and your score. + And when the enemy is completely eliminated and yours is the only +civilization in existance, take time to examine that final score. What +is the percentage of happy or content citizens in your civilization? +How many Wonders did you manage to create? Could your score have been +even higher had you taken a different approach? + These and other questions are best answered the next time you take +on the challenge of conquering the world. Put your lessons to work and +add new challenges. Try to achieve the goal under more liberal forms +of government. Seek to raise your people's standard of living to the +highest possible level, even as you keep your cities on military +footings. Attempt to boost the aesthetic and spiritual sides of your +civilization without lessoning your warmaking ability. + It won't be easy - but, then, conquering the world never is. + +====================================================================== 173 + +CHAPTER 10 +---------- +A WORLD AT PEACE + +It can be argued that the heart of Sid Meier's Civilization lies a +frustrated - and frustrating! - utopia generator. Certainly the best, +or at least the most challenging, way to run up a high score would +seem to be through the creation and maintenance of a high level of +peaceful, wonder-filled, happy, spiritual, wealthy, enviornmentally +benign, spacefaring caiviliation. Is that all? + The deck, you must understand, is stacked against you, as in any +worthwhile game. One of the arts of strategy game design is, in fact, +precisely that stacking of the deck. You must make a lot of effort on +a lot of levels in oredr to weave your way around the built-in +pitfalls and booby traps designed to challenge you. + Civlization contains more than its share of pitfalls, but so does +civilized life on this earth. The concept of the tradeoff can be found +close to the center of every advance our species has made, and it's +there in the game as well. What you gain must be weighed against what +you lose as you make progress. In some cases you must be ready to +compromise your most highly held principles, at least for a time, in +order simply to stay in the game. + But those principles - peace, education, a light hand on the +planet - can be used to achieve great success and even ultimate +victory. Just remember taht it won't be easy. + +====================================================================== 177 + +THE GENTLE WAY + +As when playing a game of conquest, you should make your decision +early, building all subsequent decisions around your choosen goal of +winning the game along peaceful routes. And, also as in +conquest-oriented games, keep your options wide open: Peace may not be +an effective path, as revealed by circumstances that evolve along with +the game. Besides, you may find that you develop a taste for +aggression, however benign your original intent. + + Nor will you be able to avoid war altogether. May of the units in +this game are military in nature for a reason. Aggression is built +into many of your opponents, and is the absolute essence of some of +the civilizations you will encounter. There are leaders in this game +who live to fight, and nothing more. You must be prepared to deal with +them on their terms for, with a very few special excpetions, there's +little way to persuade them to deal on yours. + + That understoof, there are three fundamentals to winning a +"gentle" game of Civlization: + 1. You must be militarily strong, able to wipe out the intransigent, + and build seperate peaces with the other civilizations on your + world. + 2. Concentrate on financial institutions. Utopias can't be built, + but some of their aspects can be bought in this game. You must + build several financial power-house cities. This lets you build + the Wonders of the World that are required for you to satisfy + your people, earn bonus points, and reach the stars before anyone + else. + 3. Choose freedom. The more democratic your government, the + harder it is to manage, but the better your final score will be. + + Everything flows from these decisions. The first one, with its +militaristic advice, will lead to a game which, over its first few + +====================================================================== 178 + +millennia, may play like a world conquest game. You have to seek out +the unbendable aggressors and remove them from the world - or persuade +other civilizations to help you do so. + Beyond that, you'll be making decisions a little differently than +if you were playing for conquest, and that begins with the choice of +units for exploration. + + +THE ART OF DIPLOMACY + +If pursuing a peaceful world, you might consider using diplomats as +your prime exploration units. There are several advantages to this. + First, diplomats possess higher levels of mobility than most +units, letting you cover a lot of ground quickly. + Second, and more important, diplomats give you the flexibility you +need in establishing relations with other civilizations in the game. +Their ability to negotiate, establish embassies, look behind other +cities walls offers you a full palette of possibilities during the +vital early stages of civilization growth. + Finally, and perhaps most important of all, your diplomats can +wander through enemy civilizations at will, so long as there is a +treaty in force. If you're going to win the world without totally +destroying it, you'd better have a pretty good picture of the forces +you're up against. The diplomats can give you this. + (Caravans also make good explorers in this sort of game, thanks to +their ability to penetrate enemy boredrs. But caravans movement +allotments are limited, no do they offer the special talents of the +diplomat.) + +====================================================================== 179 + +SPEAK SOFTLY, BUT CARRY... + +Just because you're committed to peaceful expansion and growth does +not mean you can neglect your military development. In fact, those +civilizations best able to grow with a minimum of armed conflict are +alos those best equipped to win battls should they occur. + To that end, build your barracks as quickly as you would in a game +of military expansion. Create a substantial military force, +concentrating on the strongest offensive units you can produce. +Focusing upon units of great offensive power will in turn greatly +enhance your defensive strength. As you expand the defensive +perimeters of your civilization, your border forces will need teeth to +enforce their will. And their will, quite simply, must be that all +other civilizations shall leave you alone. + You must look more closely than ever at the impact of terrain on +your boredrs. Perhaps the most effective location for a civilization +seeking to win the game through world peace and intersetllar +colonization is a large island, capable of supporting seven or eight +successful cities. Islands define their own borders quite nicely, +forcing would-be conquerors to approach you from the sea, making the +advantage yours. + If you are located on a continent, you have a couple of choices. +You can carve out a civilization alongside others sharing the same +landmass. You can wage a temporary, and with luck, brief war of +extermination, conquering the entire landmass for your own. Or you can +emigrate to another, more hospitable location which you can claim for +your civilization alone. Each approach has its advantages; each +carries risks. + Should you seek to strike treaties with neighboring civilizations, +you must bear in mind that they can turn on you at any time. There is +also the chance that they will leapfrog your own civilization, +advancing beyond you in technology and wealth, either + +====================================================================== 180 + +conquering you altogether or turning you into a subservient, client +state. + The path to continental conquest is equally risky. If you can +achieve domination of the continent in a few centuries, you should do +so, but watch the calendar as well. You may find yourself bogged down +in an endless, expensive war that devours time you should be using to +strengthen the foundations of your civilization. + Emigration carries perhaps the largest or risks, and is likely to +be the most time-consuming of your undertakings. You have not only to +find another landmass, but also to settler and exploit it, all while +other civilizations are growing and expanding on their original turf. +Your best bet, if taking this approach, is to solidify your base on +your homeland, however unpromising it looks over the long term. Then, +dispatch sailing vessels in groups of at least two, carrying at least +two bands of settlers. Settle everything you come to, hoping that one +of your new homes will turn out to be suited to your ambitions. The +important thing is to establish a large number of cities, enabling you +to expand until you find a location that can be more permanenly and +easily protected. + + +FORTRESS! + +The ideal situation, of course, is to be located on a large island +from the beginning of the game. That way you have natural borders, +room to expand, and are better able to pursue an effective +isolationist approach. + Colonize your island rapidly. Try to have four cities in thriving +existance before the close of the game's second millennium. Ultimately +you should have seven or eight functioning cities on the island, each +reinforcing and supporting the others. Put two of your cities to +producing Wonders of the World, the others to develping a trong +defensive force to be positioned around the island's coastline. + +====================================================================== 181 + + You'll need a strong navy as well. Your goal must be to sink as +many enemy craft as possible, eliminating invasion forces before they +can secure a toehold on your land. As you are able to upgrade and +expand your navy, you should do so, broadening the expanse of sea that +is covered, keeping enemy vessels as far away as possible. Aircraft, +especially carrier-based aircraft, are another effective deterrent as +they become available to you. + You must do everything possible to make your island home an +all-but-invincible fortress. Position defensive forces in such a way +as to make it impossible for an enemy to slip ashore unnoticed. +Upgrade your defenses on a regular basis. Build strong rail lines to +ensure ease of defenses on a regular basis. Build strong rail lines to +ensure ease of movement around your homeland, letting you get troops +to danger spots should they occur. Build city walls for all of your +cities, coastal communities first. + You must erect economic defenses as well. That means maintaining a +vital and sizable merchant marine to carry your caravans to distant +ports. Because of the ultimate size of your civilization is a bit +limited - you will probably not expand over much beyond the borders of +your island - it's up to your commercial fleet and the caravans it +carries to generate those large sums of money that are essential to +your growth. + As we'll see in the next section, you may be able to use your +economic success to great benefit in overcoming external threats to +your civilization. + + +THE PEACEFUL ART OF CONQUEST + +Whether you are located on an island or a continent, you must make +provision for dealing with other civilizations and their military +forces. Because you are pursuing a peaceful route to the future, you +need a strategy that minimizes your military risk, while also defusing +some of the military threat you face. + If you can afford it, the best approach to this question is +bribery, accomplished by your diplomatic corps. use your diplo- + +====================================================================== 182 + +mats to buy the loyalty of possing forces who pose a threat to you, +especially those units who have moved onto your territory. the +approach is costly, but carries the added benefit of offering you +subversion of the enemy without violating any treaties youmay have in +place. + On a larger scale - and even more expensive - scale, you can use +your diplomats to incite riots or subvert enemy cities, bringing those +cities and their improvements into your own civilization. Again, while +playing a "peaceful" game, this startegy is most effective whne used +against enemy cities on your own territory, or when looking for a +quick way of acquiring cities that already possess Wonders of the +World, a good way to boost your score during the final few turns of +the game. + Alliances can also generate paths to "peaceful" conquest, +especially if you strike the right ones. Use your diplomatic corps to +derive pictures of the various civiliations on your world; then target +those who pose the largest threat to your own civilization. Find +another civilization also threatened by your target, and approach its +leader with an offer of join military action. Your own participation +can be cautious: The trick is to get the other guy to do the work. + + +TO THE STAS! + +because you've set yourself the goal of winning the game through +peaceful means, your actual goal is to deliver a cargo of colonists to +Alpha Centauri before the time limit of the game expires. To that end, +your progress and technologies must be guided toward achieveing +spaceflight early, exploiting your production to build and equip a +starship, and launching the starship on a course that lets you reach +the stars ahead of anyone else. + As usual, information is crucial. You must monitor the progress of +other civilizations, trade or steal advances when neces- + +====================================================================== 183 + +sary, and be prepared to commit every resource of your civilization to +starship construction when the time comes. + When is that time? As early as possible. Indeed, the moment you or +another civilization begin building the Apollo Program Wonder, you +should start boosting your treasury so you can build or buy the +various pieces required to create a viable interstellar craft. Chack +the productive capacities of your cities. Some elements of the +starship take far longer to build than others; you may, in fact, want +tobegin building habitation and other modules a few turns before your +Apollo Wonder is completed. This gives you a head start on putting the +elements in orbit once you've achieved spaceflight capability. + You may find yourself in a true space race. As we'll see below, +there is a military approach to solving this competition, but there's +an economic approach you can take as well. If your civilization is +strong and its boredrs are secure, consider selling off improvements +such as city walls, and using the funds to underwrite a "crash" +program of starship building. By purchasing key elements, you can +complete your starship in record time and launch it before anyone +else. + If another civilization acquires spaceflight far in advance of +you, you may have to abandon your peaceful principles for a time. If +that other civilization reaches the brink of launching a starship that +will reach Alpha Centauri before you, you might want to make a +military raid on the enemy capitol. Only by capturing the capitol can +you disrupt enemy starship production - or force a recall of the +starship if it has already been launched. be sure you have sufficent +military force to capture the capitol, and be sure you're ready to +defend your own capitol should the situation be reversed. + + You may find yourself in an opposite situation. If your +spaceflight capability is far in advance of any other civilization on +your world, take the time to build a large starship with lots of +colonists. As long as you launch and reach Alpha Centauri before the +time + +====================================================================== 184 + +limit runs out, anything you can do to increase the number of +colonists you deliver will help you earn a higher score. + + +CARING FOR YOUR OWN WORLD + +For all that your goal is to colonize another world, your score will +be affected by how well you care for your own world. A civilization +with plenty of wonders, happy citizens, a succeddful staship, can +still be undone by pollution, whose presence subtracts from your final +score. + You will not be able to avoid industrializing your society, nor +should you necessarily try. The presence of factories and +manufacturing plants greatly enhances your economy and also makes +possible the very rapid production of crucial units. Unfortunately, +these improvements also create pollution. + There are a couple of things you can do. First, as you move more +deeply into the indusrial world, build plenty of settler units to +clean up pollution squares as they occur. Two settler units per +industrialized city is a fairly good ratio, although you may find + +====================================================================== 185 + +yourself needing more settlers around particularly large cities, or in +the even of nuclear accident or war. + Invest as well in benign technologies - hydroelectric power, +recyclying centers, and mass transit all repay their investment by +lessening the possibility of pollution. + Finally, as the game counts down to its conclusion, consider +selling off the most offensive of your pollution agents - again, +factories and manufacturing plants. use the cash you earn to purchase +more benign items aimed at increasing your population's happiness. Aim +for having zero polluted squares by game's end. + + +RULING + +The most important of the aspects of building a peaceful, victorious +civilization, this is also the most subjective, and will be dealt with +most briefly. You'll learn quickly what givernmental organizations and +institutions work best in the context of the game, and also work best +for you. + +====================================================================== 186 + + Generally speaking, though, the more free your form of government, +assuming you can keep your citizens happy, the better your +civilization will perform and the higher your final score will be. + To that end - which is, after all, the real end of the game - invest +your time and energy in providing not only a free system of government +and a strong economy, but also those "extras" that make civilized life +worth living. These include plenty of leisure improvements such as +temples, cathedrals, and coliseums. Invest as well in Wonders such as +Women's Suffrage, the Cure For Cancer, Shakspeare's Theater, and +Bach's Cathedral. Build universities and scatter libraries throughout +your civilization. Make sure your people have plenty to think about as +well as to eat and to spend. + Healthy, wealthy, and wise - come to think about it, that's not +bad advice for our own, all too real civilization. Maybe our leaders +could benefit from playing a few games of Sid Meier's Civilization. + +====================================================================== 187 + +175 Tips, Hints, and Tools for Ruling Your Civilization + +Sid Meier's Civilization is an electronic treasure chest whose contents +are all but infinitely renewable: Within broad parameters, the game is a +little different every time you play it. As a result, as noted in more +than one place elsewhere in this book, there is no one right way to play +Civilization. Decisions and goals are more contextual here than in most +interactive entertainments. What works during one game may fail abysmally +during another, and vice versa. + The tips and tricks offered in this appendix are based on hundreds of +hours of playing the game, but also reflect my own prejuidices, +strategies, and interests. These may not correspond with yours, so be +wary. You may find that, in some circumstances, your own goals are best +served by doing the opposite of what I recommend here. More power to you! + You may also find that some of these nuggets of advice - or some of +your own hard-learned lessons - contradict others. To + +====================================================================== 191 + + +paraphrase Walt Whitman: There's room for contradictions. Civilization +contains multitudes. + On, then, to a catalog of tools for winning Sid Meier's Civilization. + + +YOUR FIRST MILLENNIUM + + 1. Put down roots quickly. Your first city doesn't have to have the + world's greatest location: Better to get it up and running, pumping + out new units and improvements, than to lose valuable time. + 2. Pursue writing before other cultural advances. No matter where you + start - island or continent - the development of writing lays the + groundwork for enhancing and expanding an exuberant intellectual + culture composed of libraries, universities, and intellectual Wonders + of the World which will serve your long-term goals on more levels than + any other development in the game. + 3. Decide as quikly as you can what type of game you are going to play. + If you are going to pursue world conquest, for example, you should + begin building your armies and assembling your resources before the + first millennium ends. If you're going to play a game of peaceful + expansion and consolidation, you should shore up your homeland's + defenses against those enemies less benevolent than yourself. + 4. Multiply, multiply, multiply! The race in Civilization often goes to + the most fecund. By the end of your first millennia you should have at + least three cities functioning and growing, with more on the way. + 5. Because reproduction and creation of new cities is so important, don't + spend valuable settler time developing every square around a city. You + can create additional settlers to do + +====================================================================== 192 + + + that later. Do enough development to get the city on sound economic + footing, then move on to start another community. + 6. Place defensive perimeters around your emerging civilization. Expand + those perimeters as your civilization grows. + 7. Build roads as you can afford the commitment of settlers. Not only + do the roads increase your productivity, they also lay the groundwork + - roadwork, as it were - for the rapid movement of forces should you + be invaded. + 8. Put one city to work building a Wonder of the World as early as + possible. The addition of wonders does much to boost your score, yet + if you wait too long to create them, they may be acquired by other + civilizations. + 9. Develop pottery by all means. You must have granaries if you are to + hold any hope at all of increasing your population and growing your + cities. +10. Be prepared to shift strategies: The road to failure is paved, + sometimes, with peaceful intentions, and not every would-be conquerer + can actually manage to conquer. Play with the flow of the game, not + against it. +11. Alternate your cities' labor force between agriculture and resource + development until the population is large enough to attend to both. + Agriculture results in increased population; resource production + boosts your treasury. + + +YOUR FIRST CITY + + 1. Generally speaking, you should build two militia units and fortify + them immediately, then two more for exploration, before building + additional settlers, military units, or city imporvements. (If it + quickly becomes clear that your civilization is located on an + island, perhaps a single explorer is sufficent.) + +====================================================================== 193 + + + 2. Do not put off the construction of your barracks improvement. Only + with the establishment of a barracks can you produce veteran military + units that are strong enough to face the test of combat. + 3. Don't forget to upgrade your defensive units once the barracks is + completed. Units such as militia that were created before the barracks + can then be moved to outlying areas or disbanded. + 4. Should the spiritual side of civilization become available to you, put + a temple in your first city. Establish the people's happiness early + on, and it's easier to maintain it as the game grows more complex. + 5. If your civilization is surrounded by other, stronger ones, build city + walls. Although expensive in construction and maintenance, the walls + amplify your defense force's ability to withstand attack, perhaps + buying you enough time to prepare a militray response or seek a + treaty. + 6. Develop at least two agricultural and one resource square before + moving too far from your first city. These squares will give the + city time to feed itself and generate enough income to grow during the + early phases of the game. + 7. Study the loal terrain. If you've put down roots too quickly, and find + yourself in a less-than-ideal spot for long-term growth, don't be + afraid to move your capitol to a more fertile site once one becomes + available. (Don't move too quickly, though: Make sure the new city is + well established, defended, and growing before relocating your + government there.) + 8. As your first city grows - or fails to - adjust the worker allocation. + If the city is wellfed and prosperous from the beggining, you might + want to create a scientist to boost the city's intellectual + production, hastening your advances. + +====================================================================== 194 + + + 9. Concentrate on population at least two turns out of three: Your goal + is to have a civilization-wide population of more than a million by + the year 1 A.D. +10. Build a marketplace as soon as that improvement becomes available. + Better yet, buy the improvement. The increase in revenue will repay + the expenditure very quickly. + + +YOUR FIRST ENCOUNTER WITH OTHERS + + 1. Always accept the first treaty offer upon initial contact with another + civilization: It costs you nothing, and gives you time to gather your + resources, marshal your forces, and prepare a more considered, and + perhaps antagonistic, relationship with the other civilization. + 2. The treaty established, use your militia to hold enemy expansion + in check, positioning your units carefully, and fortifying them + against enemy sneak attack. Use militia because they are easily and + quickly produced, freeing your cities to concentrate the bulk of their + productive time on more important units, city improvements, Wonders of + the World, or civilization advances. + 3. Have some backup for your border guards, especially if your guards are + militia or diplomats, whose defensive factors are low. Stronger + offensive units in reserve close to the border, or able to reach the + border quickly, can make the difference between a successful enemy + invasion and one that's turned back. + 4. Once you've established a treaty with a neighboring tribe, get some + diplomats into enemy territory as quickly as you can. During the + treaty's tenure, your diplomats - and caravans, if you can produce + them - enjoy essentially unlimited freedom of movement through + enemy territory. This gives you the + +====================================================================== 195 + + + chance to obtain a good portrait of the interior of your neighbor, + learning whether he is strongr or weaker than you. + 5. If you encounter an enemy at sea, try to follow his vessels back to + their homeland, particularly if both of you are in triremes. The enemy + may already have mapped the shortest paths between landmasses, saving + you valuable exploration time. + 6. Send caravans into enemy territory even if you plan ultimately to + wipe the enemy from the face of the planet. Earn income while you + can! + 7. Use your ships to blockade - or observe - enemy ports. If you're + playing for world domination, you'll want to contain the enemy to a + single landmass. If taking a more peaceful approach, the presence of + your ships will allow you to "shadow" the other civilization's + vessels, giving you a good and useful picture of their expansions. + 8. Look for natural barriers to enemy expansion - an isthmus, a large + lake - and place defensive units in the only available paths. + 9. Use your settlers to build forts at strategic points along the border + with the enemy, then garrison the fort with defensive units. +10. If you can afford the allocation of units, place diplomats on + fortification or sentry duty at various spots within the enemy + civilization. They'll keep you posted of enemy troop and settler + movement. + + +SECOND CITY + + 1. Build your second city in the most ideal location you can find, making + up for the haste with which your first city was created. + +====================================================================== 196 + + + 2. Put your second city's citizens to work immediately on the constuction + of a barracks and a granary. Defensive forces should accompany the + settler unit from the first city. Move them inside the new city, + reassign them to it, and fortify them. Your new city is instantly + defended. + 3. Send settlers from your first city to develop the land around the + second while it is busy producing the imporvements it needs. + 4. If you have the funds, buy the second city's initial improvements. + 5. At least one of your first two cities should be a port. + 6. Build a road between your first two cities as quickly as possible. + 7. If the enemy lies to the west, consider locating your second city to + the east, minimizing the chance it will be attacked. + 8. Just as with your first city, establish a defensive perimeter around + your second to stave off barbarians and unwanted neighbors. + 9. With your first city concentrating its production on units, you might + want to use the second for Wonders of the World, for educational + institutions. Or vice versa. +10. use the unit production of your second city to generate defensive + forces for your third, and so on. + + +TREATIES AND TRIBUTES + + 1. Don't be afraid to reject entreaties from other civilizations. They + may take your "insolence" as an insult and embark on a war, but they + may also respect your independence and offer a treaty. + 2. Get to know your neighbors: Some of them can be trusted to honor their + treaties, while others may stay friendly for no + +====================================================================== 197 + + + more than a turn or two. The computer leaders built into the game have + distinctive personalities; it will behoove you to be observant as your + civilization and theirs become acquainted. + 3. Generally speaking: Don't trust Mao, Stalin, Hammurabi, or Genghis + Khan. And be wary of everyone else! + 4. Occasionally you'll be asked to join another civilization in an + alliance aimed at yet another civilization. Weigh your response + carefully. It may be that you can strike a more advantageous alliance + elsewhere. + 5. Think twice beefore paying tribute. Civilizations that demand payment + for peace are unlikely to leave you alone for long. Pay only when you + have no other choice. + 6. Technology exchanges can be tricky. Your best bet is to exchange + technology only with civilizations more advanced yet weaker than + yours. Giving advances to strong, warmongering neighbors is foolish. + 7. Meet with other civilization leaders at least every third time they + request a conference. It's time-consuming, but otherwise your + avoidance is interpreted as a rebuff, and will lead to war. + 8. Even possession of the United Nations Wonder of the World can't + completely protect you from treaty violations, especially late in the + game. If playing peacefully, initiate negotiations immediately after + the sneak attack; the enemy will offer a treaty. (This, too, will + likely be broken again before the war ends.) If playing a warlike + game, use the time bought by the United Nations to build and + position overwhelming military force of your own; then use it to + crush the enemy. + 9. Pay attention when an enemy's words are backed by nuclear weapons. + Some of your enemies aren't afraid to use the Bomb, use it without + warning, and use it more than once. Even if your able to eventually + make peace with them, the pollution unleashed may ruin your score. + Your best bet is to wipe out nuclear-powered enemies - if you can. + +====================================================================== 198 + + +10. Weave together networks of alliances against strong enemies, + especially early in a game of conquest. By building a league of + weaker nations against stronger ones, you may be able to cut down on + the time required for world conquest, boosting your score. + + +FINANCIAL TOOLS + + 1. A city without a marketplace is financially and socially crippled. At + higher levels, the same is true of a city without a bank. + 2. Visit each of your city screens every few turns - or more often, if + you're really serious about winning the economic side of the game - + and experiment with your population's labor allocations. Some + exploitable squares are more productive and valuable than others, yet + may not be producing for your city. Move your people around and boost + your income. + +====================================================================== 199 + + + 3. If you're planning to sell a city improvement - a step that should be + taken in only the most dire of economic cicrcumstances - do so + quickly, before the improvement is rendered obsolete by technological + or social advance. Obsolete improvements can't be sold. + 4. Produce plenty of caravans, bearing in mind that each city can support + only three trade routes. Send out caravans from every city. + 5. The game defaults to the three most valuable trade routes, but you + can waste a lot of time and energy on routes of lesser value that + will later be superseded. Send your caravans to the most distant and + largest foreign cities you can find: These generate the largest + amounts of income. + 6. The one time you should consider selling city improvements is just + before they become obsolete. The develop of gunpowder, for example, + renders barracks improvements obsolete. Since you'll have to replace + your barracks anyway, why not earn some money from the old ones? + 7. Another good opportunity to sell off improvements occurs when you + hold an absolute upper hand. Possession of the United Nations Wonder + of the World is a good example. Since your enemies must offer to make + peace with you, you may not need items such as city walls, + particularly those located far away from enemy borders. Sell off the + city walls, earn a fair piece of change, and relieve your cities of + the burden of supporting those walls each turn. + 8. As you locate new civilizations with new, large cities, dispatch + caravans to establish trading routes. These may be more valuable than + routes already in existence. + 9. Give your citizens plenty of luxuries. This helps them appreciate + your wisdom, often resulting in "We Love The King" days, which earn + you generous bonuses. + +====================================================================== 200 + + +10. In the latter days of the game, when some of your cities may be + capable of producing vast engineering works in just a few turns, try + building these works, then selling them as soon as they're completed. + It's impractical advice for the real world, but can generate lots of + cash in the game. +11. Monitor the amount your civilization costs in maintenance each turn, + indexing that amount to your cash flow. If your treasury has grown + fat, don't be afraid to spend, spend, spend for improvements or + Wonders. Just keep enough cash in your treasury reserves to cover + half a dozen lean turns or so. +12. If you really have a healthy treasury that can cover a few turns' + loss of income, try this: Convert everything to luxury income + for your citizens. They'll reward you with points beyond your wildest + dreams. +13. Use caravans to help build Wonders. When a caravan arrives in a city + building a Wonder, you have the option of assigning it's value to the + completion of the Wonder. If you can build enough caravans quickly, + this can hasten completion of the Wonder. +14. As your income rises, adjust your taxation level. Boost your + science allocations, leaving enough in tax revenue to cover the cost + of maintenance with minimal growth each turn. +15. For cities with more than enough food, turn some of those farmers + into taxmen. Your treasury will appreciate it. +16. Build rail lines through all developable areas available to a city. + Productivity will be increased by half. +17. Trade routes among the cities of your own civilizationm, no matter + how far apart they're located, are raely worthwhile. +18. Invest in factories and manufacturing plants as you are able to build + them, but create pollution-control corps of engineers (settler units) + to deal with their effluent. You'll need two + +====================================================================== 201 + + + settler units per highly industrialized city to keep pollution under + control. +19. Approaching the space race? Build the largest cash reserves you can - + only global warfare is more expensive than getting into space. + + +MILITARY UNITS + + 1. Don't produce too many military units without a barracks. Veteran + units are, essentially, the only ones really worth producing. + 2. Develop mathematics as early as you can. This permits the creeation + of catapults, the first real "artillery." Only by amplifying your + abilities through the use of technology - catapults, gunpowdr, + flight - can you enjoy an offensive edge. + 3. Early in the game, use cavalry and chariots to "blitzkrieg" your way + through enemy homelands. Slower-moving units such as catapults can + be brought up later. + 4. Upgrade your barracks the moment they become obslete, especially if + you are at war. Use your treasury to purchase new barracks in those + cities closest to the front or at the greatest risk of being overrun. + 5. Consider fortifying strong defensive units around enemy cities rather + than laying direct assault to those cities, especially if the city + possessed defensive walls or a large number of fortified units. Seal + off the city and starve it slowly with phalanx-level units if + possible. + 6. Build plenty of seagoing units. Naval power cannot be under-estimated + in the world of Civilization. + 7. Consider keeping a strong naval unit on sentry duty inside your own + harbors, especially if the war is going poorly. These units can spring + to life from withing the city, attacking enemy vessels which mightt + bombard your port. + +====================================================================== 202 + + + 8. Use the "go-to" function to place units n patrol, covering large + amounts of territory or sea with minimum input from you. + 9. Disband military units no longer needed or of unlikely value to your + civilization. Don't forget to disband older defensive units in cities + being garrisoned by more advanced units. +10. Keep a strong offensive unit on sentry duty - not fortified - along + with your fortified defensive units in each city. The offensive unit + will "awaken" at the approach of the enemy, and can attack in some + cases before the enemy assault begins. +11. Cities susceptible to frequent attack by barbarians might need more + than one offensive sentry either inside or close to the city. You + need to kill the barbarians before they can pillage your developed + countryside. +12. Never stack military units in an open terrain. They are far too + vulnerable to being destroyed at a single blow, sometimes by a + less-powerful enemy. +13. Blockade harbors with city walls; bombard thcse without them. +14. Especially in the age of transports, when a single vessel can carry + eight units, escort your shipping with cruisers or battleships. Your + advanced military vessels "see" farther than other units, and can + alert you to the presence of enemy warcraft lying in wait for your + convoy. +15. An aircraft carrier bearing bombers and fighters makes another good + screening device for convoys. +16. Because of their extremely long range, nuclear missles are among the + best advance observers. Launch them from strategically located cities, + or from aircraft carriers, and use them to explore and observe. Just + be sure you leave sufficent moves for the missle to return to a + friendly city or carrier. + +====================================================================== 203 + + +17. And be careful if you use nuclear missles in the manner described + immediately above. One slip of your typing finger, and instead of + surveillance your missle could unleash holocaust. +18. If your information reveals that an intransigently warlike enemy has + developed nuclear weapons, launch a crash SDI building program. Only + SDI can save your cities from nuclear attack. + + +YOU CAN'T RUN A CIVILIZATION ON AN EMPTY STOMACH + + 1. A city without a granary grows slowly at best. + 2. Your granary holds several turns' worth of food. If your granary is + filled to bursting, shift your citizens to mineral resource work + or convert them to specialists for a few turns, living off your + surplus agriculture products. Just don't forget to return them to + the fields before famine strikes. + 3. If you're having trouble getting a city's population to grow, shift + all of the citizens to the fields. You may lose a little economic + revenue, but before long your granary should begin to fill, and you + can readjust the assignments of a larger, better-fed labor force. + 4. Look for the most efficent routes to follow if bringing irrigation to + your city's enviorns. Don't build more elaborate irrigation channels + than necessary. + 5. Clear pollution from agricultural squares before otther squares. + 6. Replace granaries immediately should they be destroyed. Granaries + should be replaced before any other structure. + 7. When creating specialists, look at your granary supply. If it's + full, take an agricultural square out of production. If you're + +====================================================================== 204 + + + short on food, remove a mineral or other resource square from the + work force. + 8. When laying extended siege, pillage or occupy enemy agricultural + squares, cutting off the city's food supply. + 9. Take advantage of seafood: Those fish symbols in oceans and lakes + contribute mightily to cities located near them. +10. Irrigate oases when you have the chance. +11. If your granary is well stocked with foood, onsider onvrting one or + more agriultural squares into forests. Just keep an eye on food + levels after you do so. + + +WONDERS OF THE WORLD + + 1. The most valuable Wonder of the World of the ancient world is the + Great Library, especially if playing against a large number of enemy + civilizations. You can't beat the boost in knowledge you get when + two of those other civilizations make the same advance. + 2. The most valuable Wonder of the World of the Middle Ages is Johann + Sebastian Bah's Cathedral, especially if you're ruling a republic. + You can't beat it for generating quite a few "We Love The King" + days, with their concomitant increase in population. + 3. The most valuable Wonder of the World of the modern world is the + Apollo Program, if you're playing a space race game: Only with + Apollo can you begin building your starship. + 4. If playing a game of world conquest, the most valuable latter-day + Wonder may well be, ironically enough, the United Nations. Because + this Wonder forces enemy civilizations to capitulate to you, you + can marshal your fores almost at + +====================================================================== 205 + + + leisure, gatthering them at critical spots before launching all-out + attacks. + 5. Be warned: Violating one treaty when you possess the United Nations + Wonder seems to violate all of them. When you're ready to make war, + make war on all fronts at once. + 6. As soon as you have three cities, put one of them - probably your + capitol - to work building a Wonder. The other cities can produce + military and settler units, if need be, that can be transfered to the + capitol to shore up its defenses or further develop the terrain around + the city. + 7. Use diplomats to seek out Wonder production in the cities of other + civilizations. Then either sabotage that production or target those + cities for capture, and the addition of their Wonders to your empire. + 8. If pursuing a peaceful strategy - trying to win through diplomacy, + financial strength, and expansion to the stars, focus your attention + on those Wonders of the World that force your enemies to sue for + peace: The Great Wall and the United Nations. + 9. If playing a "peacful" game, build as many Wonders of the World as + possible, concentrating on those that boost your citizens' happiness. + Your score will benefit greatly. +10. When playing a peaceful game and concentrating on building Wonders, + don't forget that they must be defended. Put plenty of strong units + in and around cities holding Wonders of the World. +11. Some Wonders of the Wrold serve all the world: The Apollo Program is + a good example. Use your diplomats to discover whether other + civilizations are further along toward completing global Wonders of + the World than you. If so, devote your resources to creating something + exclusive to your civilization. + +====================================================================== 206 + + +HAIL, CONQUEROR + + 1. He who conquers the world fastest conquers the world best: If playing + for global domination, every turn is vital. You can't stop to smell + the roses if you want the world at your feet. + 2. Strike the strongest civilizations first, with as much military might + as you an muster. Use your diplomat skills to keep weaker nations + weak, for easy destruction after the "big guys" are gone. + 3. Coordinate, coordinate, coordinate! Establish a treaty with a + civilization you plan to destroy. Flood the civilization with + diplomats even as you mass your assault forces along its borders. + When you hit, hit all at once, using diplomats for subversion and + sabotage before invading with ground forces. Break the enemy's back + during the first twrn of the war. + 4. If necessary, sell off improvements in your heartland to finance the + final stages of a war on the frontier. Use the funds to subvert enemy + cities first, to bribe enemy units second. + + +THE UNFRIENDLY SKIES + + 1. As soon as you develop aircraft capabilities, begin cranking out + fighters and, later, bombers. Don't wait a single turn: You can't have + too large an air force, particularly in heated games of global combat. + 2. Try to garrison a couple of fighters in every city - not just those + near the front. Fighters can respond quickly to enemy threats, saving + you from the dangers of surprise attack, or invasion from an + unexpected direction. + 3. Your fighters can attack - and keep on attacking. This makes them + especially valuable when you're facing waves of enemy units. Go for + stacked units first, of for transport raft that might be carrying + several units. + +====================================================================== 207 + + + 4. If your resources are running low, don't station your fighters or + bombers too close to the front - in harbors, for example. They are too + vulnerable there to enemy bombardment. Base them a few squares back + in a city or on board a carrier. Then, when enemy ships or bombers + appear, you can fly out to engage them. + 5. Bombers have as much strategic value in Civilization as they do in + the real world. A squadron of bombers can turn the tide of war, even + against overwhelming odds. + 6. If you're planning to make war on a civilization with whom you enjoy + treaty status, take advantage of the peace and get your air force + in position to attack. Try to target three bombers for each city + you're planning to hit, more if you can afford it. Attack stacked + units in the open first. + 7. Don't overlook the surveillance capabilities of your aircraft, + particularly the bombers. Their long range makes them perfect for + exploring the interior of enemy continents and islands. + 8. Carrier power is ideal for isolating and containing an enemy island. + Position a couple of carriers at either end of the island, support + them with cruisers to guard against enemy ships, and use their + to patrol the enemy coastline. + 9. Remember the lessons of Desert Storm: Once you've launched an air + war, don't let up. +10. Desert Storm Lesson Two: Once the air war has taken its toll, be sure + you have plenty of fast, mobile ground forces in position to mop up. +11. Desert Storm Lesson Three: In this Civilization, you don't have to + stop. If your air power has made it possible for you to roll all the + way over the enemy, do so, assuming that suits your overall + strategic plan. + +====================================================================== 208 + + +AND ALL THE SHIPS AT SEA ... + + 1. Never send a loaded tireme out into uncharted waters. It's one thing + to risk a ship to loss at sea, quite another to risk valuable units. + Chart your course before moving cargo. + 2. Early on, designate one or two coastal towns as major shipyards. + Manipulate their population and resources so as to be able to + produce ships at a rapid rate. (You should have another seaport within + easy sailing distance, to which newly constructed ships can be + reassigned in order relieve the shipyard of the burden of support.) + 3. Build fleets in the major oceans and gulfs, along with seaports to + support and load them. Cut down on the necessity for moving ships + all over the globe. + 4. As soon as you can build cruisers, battleships, and submarines, do + so - their extended range of view is invaluable for spoting enemy + craft, and equally invaluable for opening up any remaining hidden + areas of the sea. + 5. Use your advanced naval craft to patrol the coastlines of unexplored + enemy islands and continents. Advanced ships "see" an adjacent two + squares, which can give you a good picture of another civilization's + coastal defenses. + 6. Don't forget naval power during ground assaults. Look for isthmuses + and narrows through which enemy ground transport must move. Position + a battleship or cruiser on either side of the landmass and open fire + on enemy units stranded in your sights between turns. + 7. If bombarding a fortified harbor with a value of nine or higher, + bring at least two warships. You'll likely lose one. + 8. Transports are worth their weight in gold, not just for mounting + amphibious invasions. Fill your ships with caravans and send them to + all the corners of your world. A successful + +====================================================================== 209 + + + leader is one whose merchant fleet is as large as his navy. And your + merchant fleet may be even busier. + 9. Plot your invasion routes so the transport vessels reach landfall on + the first move of their turn. That lets you move the ships after + debarking some of their forces, spreading your troops across the + broadest possible front. +10. Submarines make terrific blockade vessels, but their limited movement + capability all but requires that you kepp some fast, long-ranged + cruisers nearby to take their place shoul they be sunk. +11. Be careful, early in the game, about building ships before the + immediate area around the harbor is fully explored. You might wind + up with a landlocked tireme stuck in a lake with nowhere to go! + + +GETTING AROUND + + 1. Use the Go-to key only occasionally. While it takes some of the burden + of issuing orders from you, it rarely moves your units along the most + effecient routes, nor does it take full advantage of the movement + benefits offered by rail transportation. + 2. Pressing H will return your bombers and fighters to the nearest + friendly city or carrier, if the aircraft possess sifficent movement + points. + 3. Moving through a city costs movement points. Build railways around + cities as well as up to them, letting you conserve movement points + for your units. + 4. When engaged in a continental war, continue driving rail lines to the + front. It's worth commiting extra settler units to this task, + especially if you're conquering enemy territory at a good clip. + +====================================================================== 210 + + + 5. Study the world map as it's revealed. Its layout can give you good + guidance in the placement of cities proximate to advantageous sea + routes. + 6. Look fro rail lines along the coasts on newly discovered continents + or islands, or enemy continents or islands you're revisting. Debark + your diplomats and caravans on squares with railroad track and they'll + be able to move farther when the next turn arrives. + 7. Centralize your embarkation points for units bound overseas. The + central locations need not be a city. Run a rail line to a remote area + near an advantageous shipping lane. Send the units you wish to move + overseas to that point first, picking them up with your cargo vessel. + Of course, you'll eventually want to put a city there, and probably + should do so sooner than later. It's also smart to protect such remote + loading zones with a ship or two, to prevent enemy craft from sneaking + in and opening fire on your sentried units. + 8. Build cities on remote islands to serve as island-hopping airbases. + These need to be the most viable islands for long-term development, + but should be well fortified against enemy assault. Islands lying + just off enemy coastlines make the most valuable airbases of all. + 9. Pillage enemy inter-city roads and rail lines if possible during + wartime. Cutting their lines of transport gives you the chance to + catch enemy units in the open, unable to move. +10. If forced into a long retreat, pick a spot at which to cut your own + transportation lines. Doing so in the right place can help you + establish a "killing field" where the enemy units will be halted and + vulnerable to your fire. + +====================================================================== 211 + + +DIPLOMACY + + 1. The diplomat is arguably the most valuable unit in the game; certainly + it's the most flexible. Produce plebty of diplomats and send them + throughout teh world. + 2. Don't overlook the value of the diplomat as a "place-holder." On + sentry or fortification duty, your diplomat will alert you to the + presence of enemy forces. The advantage is that the diplomat can + attempt to bribe teh forces over to your side, if you have the money. + 3. Stealing technology is an and violates any treaties in existence + between you and your target. If you have several diplomats traveling + inside enemy territory, make sure all are in a position to make their + move during the same turn. Otherwise you run the risk of losing them + to enemy retaliation. + 4. If a city looks vulnerable to subversion, try it. Weaker cities can + generally be subverted for less money than wealthier ones. + 5. Try to get two or three diplomats in position around each of the + enemy's major cities just before you invade. Use the diplomats one + after another to sabotage enemy production and destroy enemy + improvements. + 6. Don't use diplomats to uncover serendipity squares. They are too + easily wiped out by barbarians. + + +ENERGY + + 1. In terms of long-term scoring, the best energy sources are those that + pollute the least. + 2. The game, or its designers, has a built-in bias against nuclear + fission: Be wary of building nuclear plants until you'vre developed + fusion. At the very least, build nuclear plants only in the most + socially stable of cities. + +====================================================================== 212 + + + 3. Build Hoover Dam. This Wonder of the World provides clean power to + your whole continent - and the game defines continent liberally. + + +RULING + + 1. Better to rule in Hell than serve in Heaven: You may not be able to be + as nice as you want while you play the game. + 2. If you're going to war, do so as a despot of a monarch. Otherwise, the + war carries too high a social cost. + 3. Alternate your form of government often, depending on your short-term + goals. + 4. Go for "We Love The King" days, earned by giving your people the + "good life" of luxuries. You'll end up with more people. + 5. Try a strategy that focuses your attention and production on cures for + cancer, women's sufferage, and other social benefits. You might be + surprised at the effect this has on your people's willingness to + support your choices. + + +SPACE TRAVEL + + 1. If playing to win by reaching Alpha Centauri first, commit everything + you have to the space race once it begins. Spend the time waiting for + that beginning by building up your perimeter defenses against + attack. Once you've undertaken to build a starship, you'll need the + productive output of every city you can spare, and you can allow + nothing to interefer with that production. + 2. Since starship modules take longer to build, start them first. Have + at least three cities of roughly equivalent size working on module + production. + +====================================================================== 213 + + + 3. Starship structural pieces are the easiest to build, yet are the + pieces you'll need in largest quantity. Find a couple of cities that + can crank these pieces out and get them going. + 4. The more propulsion units your starship has, the faster it reaches + Alpha Centauri. The more colonists you attempt to deliver to Alpha + Centauri, the more your starships' weight. Try to install two + propulsion units for every complete colonist package - habitation, + life support, and solar power modules - you intend to launch. + 5. Guard your capitol! Losing it brings your interstellar program to a + crashing close. + 6. Watch the clock. You must reach the Alpha Centauri system before your + reign expires, or all your work is for naught. + 7. Watch the other civilizations' starship development. If they launch + before you do, you may want to make a mad dash for their capitol in + hopes of capturing it before their starship reaches its destination. + 8. Consider selling off some improvements in order to buy more colonists + and life-support modules. The more colonists you deliver to Alpha + Centauri, the higher your score. + 9. Once your starship is launched, convert all starship-related + production to other ends. After launch, no further starship production + can take place unless your craft is lost or recalled by the loss of + your capitol. Shift your resources and production to items likely to + boost your overall score. Remember, after launch, the game is counting + its way down to the finish line. +10. Don't launch unless your arrival time is less than 20 years. If it's + more than that, add more fuel and propulsion units. +11. Not tired yet? Take a deep breath, reboot and restart Sid Meier's + Civilization, and begin again, pretending that now + +====================================================================== 214 + + + your settlers are taming an unknown world, in orbit around Alpha + Centauri. + + +TWO GREAT UNDOCUMENTED FEATURES + + 1. Tired of facing the same old enemies? Press Alt-R to randomize the + personalities of the leaders of other civilizations. + 2. In the earliest copies of teh game, pressing Shift-1234567890t lets + you get a complete world map, see into enemy cities, and generally + peek behind the scenes. This "feature" was discontinued after the + first release, but it's worth a try just in case. + +====================================================================== 215 + + + APPENDIX B + ---------- + A CONVERSATION WITH THE CREATORS + ================================ + +THE IMPORTANCE OF BEING SID + +There is about Sid Meier an air of quiet thoughtfulness. Not just in a +courteous sense, although he is a considerate and generous host. + But also thoughtful in the larger sense - Meier is filled with +thought. To our benefit, he devotes much of that thought to the creation +and design of interactive entertainments. Even more to our benefit, Meier +increasingly thinks about ways in which to make enteratinment that is +about something. And, still better, his games remain imminently playable, +no matter what their subject matter. + "There are games that ask you more to admire the design of the game +than to play the game," Meier says, although - always the nice guy - he +declines to name names. "Too many games are designed first, and played +later." In his own work, Meier always puts the player first. + That priority, in fact, is what he's proudest of in Civilization. "In +our games we try to make the player the star," he says. Every + +====================================================================== 219 + + +step of the design process is aimed at giving the player the tools needed +to have an entertaining time playing the game, no matter how complex the +game appears. + On the surface, Sid meier's Civilization appears ferociously complex, +yet even first-time players find it easy to take charge of a new society, +building cities, encountering other nations, manipulating some large +variables as their own nation grows. That was a deliberate goal on Meier's +part. The material of the game conspired along with Meier's desires: +Everyone begins at the same primitive level. + Interactivity can be a burden, Meier points out. "I'm most comfortable +with games that relate to the real world," he says. That comfort level +imposes on him a dilemma: How do you design a "real-world" game that's +still manageable for new or first-time players, those who do not +necessarily have hundreds of hours of experience with computer games. It's +a dilemma Meier first solved with PIRATES!, which he sees as a sort of an +"adventure game for people who don't play adventure games." + In Civilization, Meier solves the problem by providing a graduated +scale of tools for the player. You don' start with everything at your +disposal; you have to grow and learn along with your civilization, adding +tools to your own arsenal of experience wven as your own electronic +citizens are adding advances of their own. + "Most games have a learning curve," Meier says, "a barrier to entry +that almost requires you to be dedicated to reading the manual, playing +again and again. You can probably find ways of starting people off with +only having to know a small number of concepts, layering them and +introducing them as they become important. It's a style we probably ought +to do more of. If games are ever going to break out into the mass market, +I think they have to have a much more friendly quality in terms of the +barrier to entry. They have to be intimidating. There's a large +intimidation factor that most people have as far as computers are +concerned, and that's what we have to overcome." + +====================================================================== 220 + + + The anture of those layered concepts in Civilization - economics, +philosophies, technologies, and so on - help Civilization stand both above +and apart from its predecessors. Those predecessors include a board game +that was also called CIVILIZATION and a board game called EMPIRE. + The board game focused almost exclusively on the earliest days of +civilization, specifically in the regions surronding the Mediterranean. +Allowing for the limitations imposed by the medium - board, pieces, +cards - the game nonetheless managed to communicate many of the +complexities and consequences of intellectual ferment and progress as +exemplified by Romans, Greeks, Egyptians, and so on. Its specific +infulence on Meier was the game's use of big concepts - law, religion, and +so on - rather than more narrow representations or examples of ideas. "I +think that if I hadn't seen that game," he says, "I might have been a +little more specific. But even before we played it, we had decided that +ours would be a broader, more hands-on game." Meier had decided as well +that his game would have a much longer time frame. + EMPIRE was - and is - a game of planetary conquest and industrial +production that has come close to being a full-time occupation for many +players. Starting with a single visible map square, EMPIRE challenges +players not only to conquer the world, but also to explore it, to regulate +and manage the production of various military elements at cities across +the surface of the planet. + The two games may well be predecessors, but they are also +springboards. Meier's game contains its homages to the two earlier games, +but quickly moves beyond them on every level, most notably in the sheer +number of aspects of civilization that are included for the player to +manipulate. + How did Meier research a project so vast? "I'm kind of anti-research," +Meier says. "It's my philosophy that you don't want to be too much smarter +than your player... you don't want to impose superior knowledge on the +player. Research is done to get the facts + +====================================================================== 221 + + +right, but no to overwhelm the player with obscure knowledge that only the +designer knows." + Nevertheless, the game shows the deep reading and thinking that Meier +and Shelley have done in history, which shows particularly well, I think, +in the game's portrayal of the history of ideas and interrelationships. +Certainly the fact that the concept of literacy underlies so many of teh +game's branches implies a deep respect for the place of learning, of the +idea in human history. + "There's a high moral tone to the game," Meier says with a laugh, then +turns more serious. "Frankly, every now and then we have guilt pangs about +doing games where things blow up. But there's also this idea that during +the playing of the game, the palyer feels good about introducing concepts +such as literacy, or religion. If you're going to give the player a crumb, +why not give him a big crumb? There's no reason not to make the game about +as many interesting, and large, and important topics as possible. Again, +as long as the game remains playable." + Meier was joking, but there is a moral quality to teh game that's not +only refreshing, but that also directly addressed his commitment to +relating his games to the real world. There are consequences at work here, +and Meier is very much aware of them. Players come to care about their +civilizations, thinking of them almost as living things. + That "living" aspect of the game raises it, I think, to the level of +art, one of the few computer games to achieve such levels. There are +parallels here to artificial life, cellular automata, even traditional +history books. + The game breaks much ground. If nothing else, the idea of the +Civiliopedia, a hige on-line help system, should be adopted by more +designers and publishers. The more assistance that can be offered a player +via the computer itself, the more the game helps the player overcome that +intimidation too many people still feel + +====================================================================== 222 + + + Approaching the end of nearly a year's work on this game, Meier is +tired, but generally pleased. Not self-satisfied: He is a truly modest +man, but one who truly brings every energy he has to bear upon rendering +invisible the complexities of game design, putting the player truly in +charge of the electronic destinies of their creations. + For all of his modesty, Meier seems aware of just how much he has +accomplished. + "This game contains all of my best ideas right now," Meier says. Those +ideas are very good indeed, and they show in every frame and at every +level of the game. + + +BRUCE SHELLEY: A WRITER'S TURN OF MIND + +Bruce Shelley seems like a writer. He has all the attributes: a certain +distant gaze in his eyes, the care he takes in choosing his words, the +willingness to explore the consequences of ideas that come up in even +casual conversation. + Of course, it helps that he is in actuallity a fine writer. Compare +the prose in one of Shelley's manuals with that in most software +documentation and you'll see what I mean. + Shelley has worked with Meier on several producst, bringing his own +imagination and wide reading to bear on many of the ideas that Meier +raises with his designs. There is an easy give-and-take between the two, +with Meier always quick to acknowledge Shelley's contribution to finsihed +game designs. + Shelley's participation extends beyond design and manual +responsibilities. He has the pleaure of being the prime playtester for new +projects, working through them again and again, and offering Meier +insights and suggestions as he does. + Shelley's office is filled with history books, but he echoes Meier's +comments on specific research and its place - or lack of it - in the game. +"We based a lot of the game on our own under- + +====================================================================== 223 + + +standing," he says, "but we did consult some historical atlases and time +lines." + Along thos elines, as it were, there are moments in the game's +"histry" where the drama heightens. "There are a couple of points in the +game where technology changes and teh pace of teh game accelerates," +Shelley says. "You worry more. The lurking danger is there. They might +have something that can really hurt you. Nuclear weapons can devastate +your whole economy. The stakes are higher." As, with the introduction of +nuclear weapons in our century, the gloabl drama grew more tense. + To that end, how much does the game rest upon the actual history of +the world, out world? + "We're building a civilization," Shelley points out, "not specifically +our civilization. Temples, cathedrals, and so on are specific to each +civilization in the game, not Jeudo-Christian in nature." + That flexibility, the freedom from specific historical sequence or +reference serves not only game design, but also, more importantly, the +player. "The player decides how economies are run, when to go to war, +science, technology, etc. You're the guiding spirit of your civilization." + Shelley is proudest of the richness of the game experience. "The game +transports you, makes you really get attached to what you're doing, even +as you're making great plans for the future. It's an absorbing exercise. +We've taken the technology to a new level." + Shelley appreciates, perhaps above all, the gameplay benefits that +derive from this flexibility. "You can decide whether to pursue a +technology path that leads to a certain type of military unit, or one that +leads to a certain type of overnment," he says. "It's all up to you." + +====================================================================== 224 + + +====================================================================== 225 + + +====================================================================== 226 + + + INDEX + + +act of war 89, 106 +active unit 20 + report on 30 +advisors 21-24 +agricultural production + increasing 52-53 + versus resource development 193, 194 +air force 167, 182 + building 207-208 + used for surveillance 208 +airbases + building on remore islands 211 +Alexander the Great 166 +alliances 183, 198, 199 +Alpha Centauri 19, 183, 213-215 +alphabet 45, 48, 123, 127 +Aristarchus 125 +art 128-129 +attitude advisor 23 +balista 112 +bank 199 +barbarian leaders 51 + capturing 51 +barbarians 51, 65, 203 +barracks 56, 57, 88, 92, 194, 197, 200, 202 + cost of maintaining 138 + replacement of 88 + upgrading 202 +Barzun, Jacques 121 +battleships 209 +blockades 116, 149, 196, 203 + establishing and enforcing 102-104 + handing 79 +bombers 79, 207-208 + returning to nearest city 210 +Bonaparte, Napoleon 103, 115, 166 +border guards + backing up 195 +bribery 182 +bronze-working 45, 48 +Caesar, Julius 125, 166 +cannon 110 +capitol + captruing 171-172 + effect of loss on space program 214 + moving 33, 194 +captured cities + securing 111 +caravans 81, 87, 144-145, 179, 195, 196, 200 + as intelligence gatherers 169-170 + as sources of information 87 + enemy 145-146 + using to build Wonders of the World 145 + versus diplomat units 87 +cargo vessels 80, 209 +carriers 208 +catapults 76, 110-111, 112, 167, 202 +cathedrals 187 +cavalry 100, 110, 167, 202 +ceremonial burial 127 +chariots 76, 100, 110, 167, 202 +chemical weapons 112 +chokepoints 102, 103 +cities + building in enemy territory 118 + defense of 93 + establishing in global conquest strategy 159-160 + establishing on seacoast 98 + first 192 +city + determining status of 21 + finding 21 + securing 47-48 +city defense + versus city improvements 57 +city growth + factors of 17-18 +city improvements 33-34, 56-57 + +====================================================================== 227 + + + effects of war on 148 + selling 33, 86, 150, 200, 214 +city map 31 +city resources 37-38 +city screen + opening 31 +city squares + numbering in 20 +city status 21 +city walls 84, 112, 161, 182, 194 + building 78 + launching assault on 110 + selling 200 +civilization + rise and decline graph 39 +Civilization Advances 130 +civilization score 25 +civilization site + selection of 43-44, 48 +civilizations + elimination versus isolation 98 + selecting number of 16 +Civilopedia 26-27 +coliseums 130, 187 +colonization + winning through 18-19 +communist dictatorship 152 +cruisers 209 +cultural exchange 131-132 + through conquest 132 + when to render advances to the enemy 132 +cultural improvements 130-131 + cost of 130 +culture 121-133 +date 28 +defense 45, 193 + aerial 79-80 + in peaceful expansion strategy 181-182 + naval 80-81, 202-203 + nuclear 80 + of coastline 162-163 + of harbors and coasts 78-81 + of large areas 76-78 + of second city 197 + of settlements 91-94 + technological 88-91 + upgrading 91 + versus offense 76 +Democracy 126, 152-153, 178 +demographics 26 +Desert Storm 208 +depotism 152 +diplomat units 51, 81, 83, 92, 101, 105-108, 168, 179, 212 + and intelligence gathering 170 + and sea exploration 61 + use at fortification or sentries 196, 212 + use during treaty tenure 195 + versus caravans 87 +economy + maintaining strong 138-139 + recessive 150-151 + successful 86-88 +education + as a defensive weapon 90 +Einstein 32, 130 +elite citizens 32-33 + creation of 32 + types of 32 +Elvis 32-33, 142, 150 + overdependence on 33 +embarkation points 211 +embassy 107 + establishing 22, 83, 105 + information provided by 22 +emigration 181 +Empire 221 +enemy capitol + capturing 109 +enemy cities + exchanging culture with 132 +enemy leaders + changing personalities of 215 + meeting with 198 + trusting 198 +enemy ports 102 + blockading 196 +enemy units + +====================================================================== 228 + + + bribing 87 +enemy vessels + following 196 +energy sources 212-213 + hydroelectric power 147, 186 +engineering works + developing and selling 201 +enviornment 129 + cleaning up 147 + devastation of 129 +Erasistratus 125 +Eratosthenes 125 +Euclid 125 +expansion + in defensive mode 93 + strategies for first millennium 192-193 +exploration 98-100 + as defense 70 + in global conquest strategy 163-165 + of starting landmass 99-100 + using diplomat units 179 +exploring the high seas 62-65 +fighters 79-80, 207-208 + returning to nearest city 210 +Find City 21 +food 204-205 + cutting off enemy's 205 + production of 140 + storage 36, 56 +forest 49 +fortified unit + backing up with military unit 82 +forward outpost + establishing 117 + fortifying 118 +frigates 117 +garrison 84 + building 84 +global conquest 157-173 + building army for 167-169 + determining target cities in 168-169 + from an island base 158 + history of 166-167 + military buildup for 160-161 + playing for 207 +global warming 29-30, 147, 153 +Go-to-key 210 +goals of teh game 18 +government 152-153, 187 +granaries 56, 57, 161, 193, 197, 204 + vost of maintaining 138 + depleting 140 + replacement of 204 +grassland 49 +Great Library of Alexandria 125-126 +gunpowder 202 + development of 200 +Hammurabi 198 +Hannibal 85 +hills 49 +Hitler, Adolf 115, 166 +horseback riding 45 +information + acquiring 35-36 + and requests for advances 131 + embassy 83 + forms of 8 + gathered by caravans 87 + post-game 39 +intelligence advisor 22 +intelligence gathering 89, 101, 105, 132, 169 +interpenetration 121, 131 +invasion 108-109 + amphibious 115-117 + as a defense 86 +iron-working 45 +irrigation 204 + of oases 205 + within city limits 205 +islands 100-101 + and peaceful expansion 180 + building airbases on 211 + defending 74-75 + occupying 170 +isolationism 93 +jungle 49 +Khan, Genghis 198 +killing field 211 +knights 76 +land units + choosing 101-102 + +====================================================================== 229 + + +landing sites + choosing 116 +legions 110 +levels of play 16 +libraries 57, 130 + building 124 +literacy 124 +logging 53 +Lord Nelson 103 +losing 39 +luxuries 38, 142, 201, 213 +luxury rate 21 +mangonel 112 +Mao 198 +map screen 20 + navigating 20 +mapmaking 45, 48, 60, 126 +marketplace 57, 138-139, 161, 199 + buying 195 +Masada 83 +masonry 88, 112 +mass transit 147, 186 +mathematics + development of 202 +Maximus, Quintus Fabius 85 +Meier, Sid 3, 19, 27, 219-223 +menu bar 21 +metalworking 88, 122 +military advisor 22 +military units 193, 202-204 + active status of 35 + assignment in democracy 153 + backing up fortified units 82 + defensive status of 35 + disbanding 203 + offensive 203 + remote 76 + stacking 108, 203 + use in settlements 78 +militia + strategy for 47 +militia units 71, 76, 193-194, 195 + fortifying 72 + in global conquest strategy 158 + replacing with pickets 73 +mining 53 +mobile units 167 + patrolling 77 +mobility 45, 46, 53 +monarchy 152 +mountains 49, 74 +movement + shortcuts and tips for 210-211 +musketeers 76 +mysticism 127 +napalm 112 +natural borders 74 +natural disaster + and religion 128 + avoiding 17 +navy 182 + building 209-210 +nuclear attack + defending against 90 +nuclear fission 212 +nuclear plants + building 212 +nuclear threat 153-154, 198 +nuclear weapon 80 +nuclear weapons 203-204 + use of 153-154 +oases + irrigation of 205 +offense + using defensive units 202 +oredrs 21 +palace 28 +peace offerings 114 +peaceful expansion + and military strength 178, 180 + winning through 177-187 +peaceful relations + advantages of 83 +phalanx 48, 71, 76 +philosophy 126 +pickets 71-72, 77, 81, 99 + choosing units for 75-76 + circumventing to capture cities 109 + placement of 72, 73, 74 +pillage command 204 +pillaging 149 +Pirates! 220 + +====================================================================== 230 + + +plains 49 +pollution 35, 185-186, 202, 212 + and nuclear weapons 153-154 + cleaning up 185 + clearing from agricultural squares 204 + minimizing 146-147 +population 32-33, 194-195 + and job assignments 139 + contented vs. discontented 9, 32, 200 + experimenting with labor allocations 199 + maintaining happiness of 130 + turning farmers into taxmen 201 +pottery 56, 122, 193 +production 34-35 + changing 34-35 + early strategy for 48 +production units + upgrading 84 +psychological warfare 107 +railroads 113, 182, 201 + building 210-211 +recycling 147, 186 +reinforcements 111, 113 +religion 127-128 + as a tool to prevent natural disaster 128 + effects on government 127 +remote unit 36 +Republic 152-153 +resources + development of 194 + natural 50 +revolution 21 +rivers 49 +roads 53-56 + and military operations 54 + building 53-56, 193 + building for defense 77-78 + for defense 72 + peripheral 55 +sabotage 107, 149, 212 +science 128-129 +science advisor 24 +scientific progress 10 +scientific research 38, 107, 143, 151 +scientists + creating 143 +Scipio, Publius Cornelius 86 +"scorched-earth" policy 109 +scoring 19 + bonus points 19 + civilization 25 +SDI defensive unit 90 +sea navigation 61 + use of diplomat units in 61 + use of mobile units in 61 +seafood 205 +seaports 100 + creating 60, 209 +second city + defense of 197 + establishing 54, 196-197 + placement of 197 +security 69-94 + establishing defensive borders 71-74 +serendipity squares 50-51, 100, 117, 163 + and diplomat units 212 + and military backup 51 +settlements 196 + defending 91-94 + development of 92 + in gloabl conquest strategy 159, 161 + use as offensive weapons 113 +settlers 52-53, 100 + accompanying military units 110 + role in amphibious invasions 117-118 + supporting 52 +Shelley, Bruce 3, 27, 223-224 +ship passengers 65 + offloading 64 +ships + as invasion crafts 116 + building 60-62 + building extra 64 + empty 100 + military escort of 203 + patrolling 80, 81, 209 + sentry 78-79, 80, 102 + tracing enemy 81 +Sid Meier's Civilization + +====================================================================== 231 + + + design of 38 + desiging 220-223 +siege + withstanding 83-85 +siege warfare 149 + history of 112 + lasying 109-114 +Snow, C.P. 128 +space exploration 202 +space travel 213-215 + and peaceful expansion 183-185 +Stalin, Josef 198 +starships 25-26 + building 213-214 + halting enemy production of 25, 214 + installing propulsion units on 214 + launching 214 +status window 28-30 +strike and retreat approach 85 +submarines 209 +subversion 183 +sun symbol 29-30 +supply lines 113 + guarding 92 +surplus resource unit 34 +swamp 49 +tax rates 21 + adjusting 201 + setting 141 +taxes 38, 140-141 + restructuring 151 +Taxman 32, 140-141, 150 +technology + acquiring through conquest 89-90 + catching up with enemy's 107 + exchanging 106, 107, 198 + impact on civilization 88-91 + maximizing use of 89 + stealing 89, 106, 107, 212 +temple 57, 130, 161, 187, 194 + selling 128 +temples + building 128 +terrain 48-50, 99, 108, 194 + use in defense 74-75, 196 +terrain squares + modifying 49-50 +The Two Cultures. 128 +top five cities 25 +tarde 83, 87, 98, 144-145 +trade advisor 23-24 +trade revenues 37-38 + changing 37-38 +trade routes 151, 170, 200 + among own cities 201 + enhancing value of 144-145 +Trafalgar 103 +transportation lines + cutting 211 +transports 117, 209 +treasury 29, 86, 88 + depleting to buy ships 79 + increasing through bounties 51 + monitoring during war 148 +spending reserves in 201 +treaty 82, 93, 99, 114, 164, 169, 197-199 + accepting 195 + temporary 116 + violating when possess United Nations 206 +trebuchet 112 +tribute + paying 198 +trireme 45, 48, 60-64, 100, 100-101, 196 + and amphibious invasions 116 + versus battleship 80 +turns 17 +United Nations 205-206, 206 + ownership of 90, 198, 200 +universities 130 + in enemy cities 132 +war + and fighting multiple enemies 165-166 + economic impact of 148 + post-game graph of 39 +wheel 45 +winning + by colonization 18 + by eliminating all other civilizations 18 +Wonders of the World 11, 24- + +====================================================================== 232 + + + 25, 33, 35, 90, 128, 129, 130, 178, 193, 197, 205-206 + and advanced technology 60 + Apollo program 184, 205, 206 + building 58-60, 206 + building cities near 201 + building with caravans 145 + capturing 206 + Cure for Cancer 187 + deciding which to build 59 + defending 206 + Great Library 59, 90, 107, 124-125, 205 + Great Wall 206 + Hanging Gardens 59 + Hoover Dam 213 + Johann Sebastian Bach's Cathedral 187, 205 + Lighthouse 59, 60 + Oracle 59 + selling 34, 60 + Shakspeare's Theater 187 + Woman's Suffrage 187 +workers 32 +world map 25 + accessing 215 +world reports 24-27 +world window 27-28 +writing 123-126, 192 + and religion 127 + development of 123 + +====================================================================== 233 + + +====================================================================== 234 + + +ABOUT THE AUTHOR + +Keith Ferrell is the editor of OMNI magazine, the world's leading consumer +science lifestyle magazine, and Editorial Director for COMPUTE magazine, +the leading magazine for home computer enthuiasts. + Ferrell attended the Residential College of the University of North +Carolina in Greensboro and has taught and lectured there. He is the author +of seven books, including biographies for young adults on such historical +figures as Ernest Hemmingway, George Orwell, John Steinbeck, and H.G. +Wells. He has written a successful series of thrillers under a pen name. +Forthcoming are biographies of Jack London and Robert Oppenheimer, another +novel, and arumination on the impact of video on world culture. + Ferrell has for several years written the computer hardware and +computer software articles for World Book Encyclopedia and World Book +Science Year. + As a public speaker, Ferrell has addressed public schools, +universities, and business people and has spoken in front of audiences of +over 2,000. Topics addressed include the future of business, the +importance of competitive research, the dangers of censorship, and the +future of libraries and information technologies. He has done conutless +radio interviews and made several television appearances. + Ferrell was honored in 1990 and 1991 with the Software Publishers' +Association Award for "Outstanding Journalistic Contributions of the +Microcomputer Software Industry." Since 1990 he has been the spokesperson +for the Consumer Software Publishers of America. + +====================================================================== 235 + + + + +Call these fine Alliance Systems.... + +The Courts of Chaos 501-470-3751 & Unknown Pleasures +44-0-204-299-17 + (Baser Evil) (Razor Blade) + +Next Up: Official Guide to Sim Earth & Sim Ant full docs (at last) + + +that's it! + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/civildox.nfo b/textfiles.com/piracy/SOFTDOCS/civildox.nfo new file mode 100644 index 00000000..98ae359c --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/civildox.nfo @@ -0,0 +1,152 @@ + Ŀ + USA/FLT United Software Association USA/FLT + Fairlight PC Division + USA-DoX Department + + Proudly Presents + + Complete Civilization Dox + + From + + USA/FLT Microprose USA/FLT + +Ŀ + + Supplied: Mokedage + Compiled: Organism + + Doc Notes: You're gonna love this... 160k of complete original game + documentation for Civilization! 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Tell + us what you have to offer to USA/FLT and you will be considered. All + of our members and dist sites are completely functional. This means + they all help the group in some way. If you can't or don't want to do + anything to help out, and just want to sit there and run a dist site, + then forget it. But if think you have something to offer and you want + to help the newest up and coming group reach the top, give us a call. + USA/FLT Support Nodes are also available, inquire any Senior Staff + Member for details, or call the VMB and leave your info. + + + So you wanna be a USA Courier huh? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Fill out a USA/FLT courier application and send it up to + BBS-A-Holic, private for Genesis. + +Ŀ + + You may contact us by mail at: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + USA/Fairlight + 35526 Grand River, Suite 121 + Farmington Hills, MI 48335 + + OR + + Fairlight + P.O. 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JTR and CENOBYTES +++ + + GERMAN BIGGEST PORN CONFERENCE! - ONLY !0! DAY WAREZ + ALL CRACK INC. REALEASE'S ARE FREEDOWNLOAD! - KWEL RATIO'S + B.U.T O.N.L.Y. E.L.I.T.E G.E.T A.C.C.E.S.S + +================================================================================ +:::::::::::::::::::::::: + 49-(0)231-670240 DiAl iT NoW ::::::::::::::::::::::: +================================================================================ + + +----------------------------------------------------------------------------- + This File Was Downloaded From + + D . A . N . S . E M . A . C . A . B . R . E + + Node 1 Node 2 Node 3 Node 4 + + 713-324-2139 713-324-2826 713-324-3088 713-PRI-VATE + + 4 Nodes Running AmiExpress -- GVP 68030 At 50 MHZ + Amiga And Console Wares -- Phantasm Distribution Site + + ---> Date And Time Uploaded -- Wed 01-Jul-92 12:16:40 PM <--- +----------------------------------------------------------------------------- + + CIVILIZATIONS FULL DOCS! + ~~~~~~~~~~~~~~~~~~~~~~~~ + Civilizations appeared as agriculture and technology developed + to the point where humankind could gather and live in cities. With only + part of the population needed to provide food for all, the rest could + afford to specialize in the tool making, trading, engineering, and + managing that urbanization made possible. Specialization improved + efficiency and production. Cities also encouraged a rapid exchange of + ideas. A teacher could reach many students at once, not just a few. + + City residents cultivated the nearby fields, logged the forests, + and gathered fish from the rivers, returning each night with the result + of their labors. This produce and raw material was bartered in the city + markets for the goods and services of others. Charcoal from one area and + iron ore from another might be taken to the town smelter who made the + iron that the blacksmith turned into tools. + + But cities developed unique problems. As they grew in size it + became more difficult to provide sufficient food from nearby farmland. + Overcrowding, menial jobs, and living conditions often led to unrest + among the poorer citizens. Prosperous cities became tempting targets for + rival civilization and barbarians invaders. Cities and civilizations + that developed better management and new solutions to these problems + grew and prospered. Those that failed have left their ruins around the + world as warnings. + + In CIVILIZATION, as in history, a key step and a fundamental + concept is the founding and management of cities. The civilization that + you are about to rule begins as a prehistoric wandering tribe that has + just reached the critical point where it is capable of building cities. + The first step is to build one city and from there expand. As your + civilization grows, cities will spread over an entire continent, or + part of a continent, or over several islands and continents. + + Each city acts as a giant processing plant for the food, + resources, and trade of the adjacent lands. The people of a city go out + and work the nearby farmland, mines, and forests, and the city converts + the result of their labor into more people, armies, cash, luxury goods, + temples, universities, etc. Raw materials are transformed by cities into + the power and the ideas your civilization needs to prosper. + + FOOD that is collected feeds the local population. When there is + a food surplus the population grows. Your first city has a small + population that can only work part of the lands the city controls. As + the city population grows, more lands can be worked, increasing + production. Before long you can afford to send off settlers from the + first city to build another nearby, and then another. + + RESOURCES are the lumber, metals, energy sources, and other raw + materials that are used in industry. Through the craftsmen and shops of + the city these resources are made into items useful at home or elsewhere + in your civilization. Larger cities normally generate more resources and + thus build things faster. Each city can build only one item at a time. + This could be a military unit such as a Phalanx or Battleship, a city + improvement such as a Temple or University, or perhaps a Wonder of the + World. + + TRADE is generated by the highways of commerce: roads, rivers, + oceans. All nearby trade passes through the city bringing in luxury + goods, cash, and new ideas. Your policies can adjust how trade is + divided among luxury goods, cash, or research. There may be times when a + city requires more luxury goods to make more people happy, or times when + more tax revenues are needed in the treasury. Higher taxes mean more + revenue but may result in more people becoming unhappy. + + As your cities grow they may require more care in keeping them + productive. Large cities are desirable for production, but have inherent + problems. A critical one you must deal with is the happiness of the + population. The people can range from happy, to content, to unhappy. + Having too many unhappy people may lead to revolt. + + Luxury goods make people happy but mean fewer tax revenues or a + reduced flow of technology. By adjusting the flow of luxuries, changing + types of government, building city improvements, instituting martial + law, and other means, it is possible to keep even the largest city + content and productive. + + TECHNOLOGY is a second concept fundamental to CIVILIZATION. To + make the transition from wandering hunter-gatherers to city dwellers, + humankind had to possess some essential knowledge and skills. To advance + beyond the first stages of city dwelling requires a corresponding + advance in knowledge. + + At the start of CIVILIZATION, with your tribe poised on the + threshold of history, they already possess some basic knowledge. The + people understand agriculture, irrigation, construction of roads, and + the construction of homes and other buildings. But this isn't enough + knowledge to survive through the coming ages. Learning new technologies + opens the door to new abilities. A small island-bound civilization that + learns Map Making can now build ships and expand overseas. + + The time it takes to acquire new technology depends on how much + your trade is allotted to new ideas. You must choose between luxuries + that make the people happy, cash for the treasury, and technology + research. The more trade allocated to this research, the faster the next + step is acquired. When enough research has been done, your civilization + acquires the new technology and can begin working on something new. + + The world where your civilization exists is mostly unknown to + you, a mystery except in the immediate vicinity. To find out more about + it you must explore. Not only is the world hidden, but also unknown are + the locations of other civilizations. + + Other civilizations, especially those nearby, complicate your + task as ruler. Each is ruled by one of your peers, and they are + competing for the same resources and opportunities as you. They also are + looking to expand and grow; at your expense if given the chance. Once + contact is made, you can no longer concentrate solely on the growth and + expansion of your civilization. Now you must assess the strength of + rivals, adequately provide for the defense of your cities in case of + war, or consider making war yourself. + + Successful wars can be very useful. Capturing cities is much + easier than building them up from nothing, and may provide loot in + stolen technology and cash. Weakening rivals reduces the threat they + pose. However, long, costly wars may allow unengaged rivals to expand + and grow in strength while you spend resources on arms. + + To explore the unknown and contend with your rivals for the + world, you can build armies, navies, and other special units in your + cities. Once an army or naval unit has been built, it is available for + movement and combat. These units extend the power of your civilization + around the world. When they enter hidden areas of the world, the shroud + of mystery is removed and that area becomes known. In this way you + uncover the world, finding suitable areas for new cities and eventually + making contact with other civilizations. + + Three special units are available that can be useful to you as a + ruler. SETTLERS are groups of your citizens that are your pioneers. They + may found new cities and also build terrain improvements such as roads, + irrigation, and mines that increase the productivity of your cities. + DIPLOMATS are your emissaries and spies. They can establish embassies + with rivals and also perform a number of cloak and dagger tasks. + CARAVANS are bands of merchants that transport the produce of you cities + around the world to other cities, bringing in cash and establishing + trade routes. Trade routes increase the trade of the home city, + resulting in more cash, luxuries, and technology. + + Wonders of the World are unique city improvements, usually + structures, that can only be built once in the entire world. Once a + particular Wonder is built by a city, no other city can build one. Each + Wonder brings glory to the civilization owning it, and some unique + tangible benefit as well. For example, if one of your cities builds the + Oracle, then all of the Temples throughout your civilization become + twice as effective in making the people content. + + The fundamental concepts for a successful civilization are the + expansion and growth of your cities, and acquiring new technology. In a + word, you must grow. In this dynamic world environment, surrounded by + rivals in unknown corners, there is no future in complacency and + stagnation. You must press forward on all three fronts: spread your + cities out to claim a significant share of the world, increase the size + and production of each city, and strive to acquire the latest + technology. + + Your civilization cannot afford to lag too far behind your + rivals in any one of these three spheres. A sufficient number if + powerful cities can maintain the quantity of your military in any arms + race. Keeping abreast of technology assures the quality. + + Do what you can to keep your civilization growing in every area. + More and larger cities, better technology, and better armies mean + survival. Each city must be planned, managed, and protected so that is + contributes to the power and glory of your civilization. + + + DIFFICULTY LEVELS + ~~~~~~~~~~~~~~~~~ + CHIEFTAIN: This is the easiest level and is recommended for first + time players. The program provides advice when the player must make + decisions. + + WARLORD: Your rivals are somewhat tougher and technology takes + longer to acquire. This is for the occasional player who doesn't want + too difficult a test. + + PRINCE: Your rivals are substantially tougher and technology + comes much slower. You will need some experience and skill to win at + this level. + + KING: Your rivals are most evenly matched with you in + capability. Experienced and skilled players will play most of their + games at this level as it is a strong challenge with victory far from + foregone. + + EMPEROR: This is the most difficult level and only for those who + feel the need to be humbled. This level can be won, but not + consistently. + + + LEVEL OF COMPETITION + ~~~~~~~~~~~~~~~~~~~~ + Choose between 3 and 7 civilizations in the world. More + opponents is not necessarily more dangerous. The fewer your opponents, + the more time you have to peaceably expand and develop before + encountering rivals. More opponents means earlier contact and the risk + of war. But contact with other civilizations offers the opportunities of + trade, alliances, and the spoils of war. + + + THE GAME TURN + ~~~~~~~~~~~~~ + CIVILIZATION is played in a series of turns, each following a + sequence of play options. As each turn proceeds through the sequence, + you direct the activities of your civilization, including the management + of your cities, the production of new units, the building of city + improvements, the movements and battles of your armies, and negotiations + with other civilizations. + + Each turn proceeds through the following sequence of play. + + DATE A new turn begins with the advancing of the date. + ~~~~ Depending on the current year, the date advances from + twenty years to one year. The current date is found in the + date window of the map display. + + DISASTERS At the beginning of a new turn there is a possibility + ~~~~~~~~~ of a natural disaster striking a city in the world. Any + disaster that occurs is reported and take effect + immediately. Disasters can result in a loss of population + or the destruction of a city improvement. Most disasters + can be prevented by a specific city improvement or + technology. If the target city is prepared for the + disaster, then the disaster does not occur. + + CITY CHECK Each city in your civilization is check individually + ~~~~~~~~~~ for production, growth, unrest, maintenance, and scientific + research. All steps are carried out for one city before + the next is checked. + + PRODUCTION: If the city produces sufficient surplus + resources to complete the item the city is producing, that + item is added to the city. If your city does not produce + sufficient resources to support all of the existing units + for which it is the home city, units are destroyed until + enough support is available. Units farthest away from the + city are destroyed first. + + GROWTH: If the city produces sufficient surplus food, it + grows buy one population point. This added population is + put to work on the city map. + + DISORDER: If the number of unhappy citizens exceeds the + number of happy citizens due to population growth or the + destruction of a city improvement by disaster, your city + goes into civil disorder. You receive a message reporting + this condition. If this is the first turn of disorder, you + jump to the affected city's display so that adjustments + can be made to return the city to order. If the situation + is not corrected, in following turns you are notified that + disorder continues. + + MAINTENANCE: Taxes collected from the city are added to + your treasury and then the maintenance costs for + improvements in this city are deducted. If you don't have + sufficient funds in your treasury to pay the maintenance + costs, one improvement in this city, chosen by local + leaders, is sold. Note that while your civilization as a + whole may have a revenue surplus for the turn, you can + still lose and improvement when your treasury is low. High + maintenance costs for the first cities checked may + deplete the treasury and force a sale before later cities + contribute their cash surpluses. + + SCIENTIFIC RESEARCH: The research contributed by this + city, measured by the number of light bulbs it produces, + is added to the total so far accumulated by your + civilization. If this total is sufficient to acquire the + technology that you have instructed your scientists to + study, then you receive a message informing you that you + have obtained this new technology. + + MOVEMENT & After each city has been checked, you have the + COMBAT opportunity to move your active units. While a unit is + moving in may engage in combat. + + Each active unit is designated for movement, one + after another. Each unit has the option of moving, not + moving, or delaying its move until later in the turn. + + Combat occurs when a unit attempts to enter a map + square occupied by a unit or city of another civilization. + Normally, either the attacking unit or all defending units + are destroyed when the combat is resolved. A victorious + unit with movement points remaining may continue moving + and even attack again. + + During this movement phase you may pause to perform + all other management tasks for your civilization. You may + wish to consult with your advisors concerning the state of + your civilization's trade, or science, to check the + attitude of your population. You can examine any or all of + your cities to adjust their work force placements or + production. This is the time to change tax rates, + governments, or examine the state of international + affairs. + + When all active units have been moved, your game turn + is over and the next civilization moves. + + END OF TURN Once all active units have been moved, your game turn + ~~~~~~~~~~~ may end. At this point a blinking "End of Turn" message + appears in the unit identification window. So long as this + message remains visible you may still examine cities, + consult advisors, etc. To end your turn, follow the prompt + to continue the game. Once you choose to continue, you + cannot examine cities, etc., until the next turn. + + The End of Turn message may be toggled on or off from + the Game menu. Open this menu and choose "Options." One of + the options on this menu is "End of Turn." There is a check + mark next to the option indicating that it is on and is to + appear at the end of each turn. To turn off the message, + choose the "End of Turn" option and the check mark + disappears. + + Even when the End of Turn message is turned off, it + still appears during any turn in which you have no active + units. + + When the End of Turn message is off, you receive no + warning that the turn is about to end. At the moment you + move your last unit, your turn is over and the next + civilization begins to move. + + ADULATION After all of the civilizations have taken their + ~~~~~~~~~ turns, there is a brief pause while the record keepers and + historians examine your accomplishments to date. The people + of your civilization may reward the outstanding success of + your policies by expanding and improving your palace. In + addition, independent historians and chroniclers may report + on where you or your civilization stands compared to your + rivals. + + PALACE: As your population grows, the people spontaneously + expand and improve your palace to reflect the glory that + your rulership has achieved. When the total population of + your civilization reaches certain milestones, you may + increase the size or improve the quality of your palace. + Clear the screen after the people offer to improve your + palace. When a picture of the current palace appears, + select whether you want an existing part improved or a new + part added. Click on a button below a part of the palace to + improve it, or click on a button just off the edge of the + palace to add on it. From the available parts then + displayed, select the one you wish to have built. Palaces + can be built in three styles: classical, medieval, or + Middle Eastern. A miniature rendition of your palace is + shown in the palace window of the map display. + + HISTORIANS: There are four historians who occasionally + report on the progress of the civilizations in your world. + These reports are an opportunity for you to judge how you + are doing. The historians are Herodotus, Pliny, Gibbon, and + Toynbee. Civilizations may be judged in any one of five + categories, listed below. The published list includes only + the known civilizations, those with whom you have + established an embassy. However, all civilizations, known + and unknown, are considered in rankings. For example, if + your civilization has the third highest population but the + larger civilizations are not known, you would appear at the + top of the list, but shown as number three in the world. + The five categories and how they are ranked follow. + + ADVANCEMENT: The # of technology advancements each + civilization has acquired. + + HAPPINESS: The # of happy people in each civilization's + cities. + + POWER: The total of the attack and defense factors of + each civilization's military units. + + SIZE: The population of each civilization. + + WEALTH: The size of each civilization's treasury. + + + ENDING THE GAME AND WINNING + ~~~~~~~~~~~~~~~~~~~~~~~~~~~ + CIVILIZATION may be ended in five ways. You may quit at any + time, retire at any time, be destroyed by a rival, continue on until the + game and the history of your civilization both automatically end, or + conquer the world by eliminating all other civilizations. If you retire + or let the game run its course the performance of your civilization is + judged and compared against your peers. If you have been a good manager + and leader, your name may be added to the CIVILIZATION Hall of Fame. + + Although the game ends for scoring purposes after you win, you + may continue playing if you choose. After winning, you are offered the + opportunity to keep playing if you wish to see what more you can + accomplish. No additional score is kept for this extra play. + + + ENDING PLAY + ~~~~~~~~~~~ + QUITTING: You may quit during your civilization's turn by + pressing the Quit key. You must be at the map display and one of + your units must be waiting for orders. You may not quit when + another civilization is taking its turn or from any other + display. When you quit, you are given the one chance to change + your mind before the decision is irrevocable. You are not shown + your civilization score or entered into the Hall of Fame. + + RETIRING: To retire, open the Game menu and choose the option + "Retire." You are given once change to change your mind. If you + proceed to retire, you are shown your civilization score and + entered into the Hall of Fame if you qualify. + + DESTRUCTION: If your civilization is destroyed by one of your + rivals, then the game automatically ends. You are not given a + chance to start over in this world. Since you can have no score, + you can not qualify for the Hall of Fame. You may review a + replay of the world's history. If you want to play again, you + must start over with a new world. + + AUTOMATIC ENDING: A game of CIVILIZATION ends when a spaceship + containing colonists from any civilization reaches the nearby + Alpha Centauri star system. All play temporarily ceases. Your + final civilization score is reported and you are entered into + the Hall of Fame if you qualify. However, you do not necessarily + have to quit playing. Although your score is not recorded + hereafter, if you wish, you may continue playing to see what the + future holds. From this point on you must quit to stop playing. + + CONQUER THE WORLD: If you succeed in eliminating all other + civilizations in the world, the game automatically ends. This is + the ultimate achievement possible by a civilization. You are + shown your civilization score and may be entered into the Hall + of Fame. You may review a replay of the world's history. + + + WINNING + ~~~~~~~ + You win a game of CIVILIZATION in either of two ways: by + eliminating all rival civilizations or by surviving until the + colonization of space begins. + + The elimination of all other civilizations in the world is very + hard to accomplish. You are much more likely to win by being in + existence when colonists reach Alpha Centauri. Even if the colonists are + not yours, the successful direction of your civilization through the + centuries is an achievement. You have survived countless wars, the + pollution of the industrial age, and the risks of nuclear weapons. + + When the game is won by either method, your skill as ruler is + measured by a final civilization score. + + CIVILIZATION SCORE: This is the sum of the following factors, + plus any bonus for space colonists or conquering the world. + + 2 points: each happy citizen + 1 point: each content citizen + 20 points: each Wonder of the World + 3 points: each turn of peace (no war anywhere) + 10 points: each futuristic advance you civilization acquires + -10 points: each map square currently polluted + + SPACE COLONISTS BONUS: In addition to the above points, if your + spaceship is the first to reach Alpha Centauri you can receive a + bonus score. This is 50 points per 10,000 colonists sent, + multiplied by the success percentage of your mission. + + CONQUERING THE WORLD BONUS: If you succeed in conquering the + world, you receive up to 1000 civilization points, plus a bonus + for the date. The faster you conquer the world, the higher that + bonus. + + + THE HALL OF FAME + ~~~~~~~~~~~~~~~~ + The Hall of Fame records the best five civilizations that you + have built, listed in order of their civilization ranking. This ranking + is determined from the basic civilization score multiplied by a + difficulty factor and a competition factor. The higher the civilization + ranking, the higher the position in the Hall of Fame. + + You can examine the Hall of Fame when starting a new game from + the pre-game options menu. When you retire or reach the automatic end of + a game, you go to the Hall of Fame, even if you don't qualify to enter. + + While at the Hall of Fame you may clear all of the current + entries if you wish. + + + WORLD GEOGRAPHY + ~~~~~~~~~~~~~~~ + The world is divided into small independent parts known as + squares. Each square consists of a unique type of terrain. Each type of + terrain has its own economic usefulness, effect on movement, and + effect on combat. Download the CIVQKREF.ZIP to gain more information on + terrain types. + + The economic USEFULNESS of the various terrains is important + selecting city sites. The terrain that is close to a city the food, + resources, and trade the city needs to grow and be productive. Some + terrain types are more valuable than others. Some may be irrigated or + mined for increased economic value, and others may be converted into + another type of terrain. + + When selecting sites for new cities, consider the terrain + types that are within the radius of the prospective city. The best city + sites offer immediate food, resource, and trade production, plus the + potential for long term development. + + A brief description of the terrain types follows. + + ARCTIC: Frozen glaciers of ice and snow found near the north and + south poles. No food, resources, or trade can be obtained here. + + DESERT: Very dry region that can be developed to be marginally + productive. There are some resources present that can be mined, + food can be produced if the desert is irrigated, and roads + generate some trade. + + GRASSLAND: These open lands have especially thick topsoils + making them excellent food producing areas. Food production can + be increased by irrigation. Roughly half of the Grasslands also + have some resources, making them excellent city sites. + Grasslands may be converted into Forests for increased resource + production. + + HILLS: An area of rolling hills that offers very easy access to + minerals, sources of water, pastures, and some possibility for + agriculture. When mined, Hills produce excellent resources. They + also produce some food and can be irrigated if necessary. + Irrigating Hills allows the irrigation to pass on to further + squares that may be otherwise cut off from water. + + JUNGLE: These areas of rain forest and dense jungle produce + relatively poor amounts of food and no resources. However, they + can be made much more valuable by conversion into either + Grasslands or Forest. For this reason, the long-term potential + of a city site containing several Jungles is good. + + MOUNTAINS: This very rugged terrain can only produce a small + amount of resources but this can be increased by mining. + Mountains make the best defense terrain, but the production is + so low that they make a poor economic choice for the site of a + city. + + OCEAN: Oceans produce small amounts of food, but a substantial + trade. Only ships or aircraft can enter Oceans. Landlocked + Oceans are really lakes but are treated like other Oceans in all + respects. + + PLAINS: These open areas differ from Grasslands in having poorer + soil but better resources of timber and minerals. They are poor + food producers unless irrigated. Due to the presence of + resources, they make good choices for city sites. Plains may be + converted into Forests. + + RIVERS: Rivers are great sites for starting cities and + civilizations due to the richness of riverbank soils and natural + trade routes for boats. Rivers are as good as Grasslands for + producing food and always generate trade. River terrain may be + irrigated to increase food production. It was no accident that + the first civilizations sprang up along rivers. + + SWAMP: The coastal wetlands and flooded interior lands produce + only a small quantity of food. Like Jungles, however, they can + be converted into Grasslands and Forest. + + TUNDRA: These sparse lands of permafrost produce only a small + amount of food from grazing animals. There is no agriculture or + use for irrigation. These areas cannot be converted to other + terrain and make very poor city sites. + + FOREST: These woodlands produce a modest mixture of food and + resources. If more food production is needed in the area, they + can be converted into Plains. + + + SPECIAL RESOURCES + ~~~~~~~~~~~~~~~~~ + Special resources can occur in many terrains and add + significantly to their economic value. The location of these resources + is marked by distinct symbols that are uncovered as the map is explored. + More info can be found in the CIVQKREF.ZIP file which can be found on + most quality BBSs. A brief description of the special resources follows. + + COAL(HILLS): Coal deposits represent rich locations of coal or + metal ores. These areas produce greatly increased resources, + especially when mined. + + FISH(OCEAN): Fish represent the location of underwater banks and + reefs where currents and nutrients create excellent fishing + grounds. Fishing banks produce increased amounts of food. + + GAME(FOREST & TUNDRA): The presence of game indicates excellent + food sources available or the potential for good grazing. Game + areas produce additional food, but cannot be improved. + + GEMS(JUNGLE): Gems indicate the presence of precious stones, + ivory, spices, salt, or other valuable commodities. These are + good trade items and therefore generate substantial trade from + the area. + + GOLD(MOUNTAIN): Gold represents a bonanza of gold or silver. The + value of these deposits produces tremendous trade. + + HORSES(PLAINS): Horses represent an increase in resources from + this area due to the benefits of using domesticated animals such + as the horse or oxen to do work. For all but the most recent + periods of history, animals were an important source of lifting + and pulling power. + + OASIS(DESERT): The oasis is a very fertile island in the desert + that takes advantage of the presence of some water and rich + local nutrients. The result is an area that produces substantial + quantities of food. + + OIL(SWAMP): Oil represents the presence of mineral wealth, + especially petroleum. The result is a substantial quantity of + resources. Oil resources cannot be improved by mining. + + NOTE: If you convert terrain containing a special resource into + another terrain type, the original special resource is + lost. In some cases a special resource that can be found + in the new terrain may appear. + + + MINOR TRIBES + ~~~~~~~~~~~~ + During exploration, minor tribes may also be discovered in the + world. These are small tribes that have not yet advanced to be + civilizations. If you enter a minor tribe's village by moving onto it, a + number of things may happen. You may discover valuable metals, the tribe + may become a mercenary unit in your army, you may discover a scroll of + ancient wisdom that advances your civilization, your magnificence may + inspire them to become civilized and found a new city in your empire, or + they may prove to be extremely violent barbarians. + + + MAP DISPLAY + ~~~~~~~~~~~ + The options available from the Game menu are the following. + + REVOLUTION!: In order to change your civilization's type of + government, you must have a revolution. The government goes into + Anarchy for a period or turns and a new type of government may + be chosen. You must have acquired specific technologies to + choose a new type of government other than Despotism. + + TAX RATE: The trade that cities generate arrives as luxury + goods, tax revenue, and new ideas (technology research). Here + you can change the percentage that becomes tax revenue. + + LUXURY RATE: Change the percentage of trade brought in as luxury + goods. + + FIND CITY: Choose this option to locate a city in the world. + Type in the name of the city you wish to find. The map window + centers on the city. + + OPTIONS: Choose this menu option to turn on or off some game + features. Features available are instant advice, Autosave, End + of Turn, and Animations. A check mark next to the feature + indicate that it is on. Choosing an option that is on turns it + off and vice versa. INSTANT ADVICE provides some helpful hints + for new players. The AUTOSAVE feature automatically saves your + game every 50 turns. When END OF TURN is on, a message reports + the end of each turn and must be cleared for the game to + continue. If you have no active units, this message appears + whether toggled on or off. ANIMATIONS may be on or off. + + SAVE GAME: Um.....gee whiz. + + RETIRE: Ends the history of the civilization you now rule, + calculating your score. If the score is high enough, you may + enter the Hall of Fame. Note that your civilization is lost if + not saved first. + + QUIT: Ends the history of the civilization you rule. No score is + calculated and your civilization is lost if not saved first. + + + PALACE WINDOW + ~~~~~~~~~~~~~ + This window represents a miniature rendition of your palace. Its + breadth and grandeur is a depiction of how well your civilization is + progressing. If your civilization prospers and grows, the people + recognize the glory of your rulership by periodically improving and + expanding your palace. The relative magnificence or shoddiness of your + palace is displayed for you, your advisors, and international emissaries + to see. + + + THE STATUS REPORT + ~~~~~~~~~~~~~~~~~ + The entries and symbols here report the current date and several + facts concerning the status of your civilization. + + DATE: The date is reported in years plus the notation BC or AD. + The normal game begins in 4000 BC. Each turn represents the passing of + so many years, depending on the current date. + + TREASURY: The amount of cash in your treasury. + + POPULATION: The size of your civilization's population. + + TRADE RATES: The three numbers separated by periods are your + trade rates. The first number is the percentage of your trade + that provides luxuries. The second rate is the percentage that + becomes tax revenue added to the treasury. The third rate is the + percentage put towards new ideas to help learn technology. + Luxury goods are the cultural pleasures like music, art, sports, + and the theater that people come to enjoy when they have leisure + time. The more luxuries that can be provided, the more happy + citizens in your cities. Tax revenue goes into the treasury and + is needed to maintain existing city improvements. Excess taxes + over maintenance needs accumulate in the treasury and can be + spent later. Taxes, especially high ones, tend to make the + people unhappy. The more new ideas and scientific research + accomplished, the faster the new technology is acquired. Each of + the three by-products of trade has its benefits. As time passes + and cities grow, you may have to adjust the rates often to + provide a minimum amount of taxes and science research while + keeping the population content as a whole. To adjust rates, pull + down the game menu and choose either Tax Rate or Luxury Rate + option. By setting these two rates, the science rate is set by + default. + + NEW IDEAS: The scientific research indicator, shaped like a light + bulb, shows how near you are to making a civilization advance. + The nearer you get, the more the light bulb fills in (yellow). + When the bulb is full (bright yellow), it is on, indicating that + you have acquired a new technology. Once the new idea is + reported and your scientists progress, it gradually turns on + again. + + ENVIRONMENT: The environment indicator is the sun, and its color + shows how great is the risk of global warming. When there is no + risk of global warming, the sun indicator is not present. With + the first case of pollution, the sun indicator appears dark red. + If pollution continues, the color gradually changes to light + red, yellow and then white. If pollution is not brought under + control when the indicator is brightest, the planet suffers a + bout of global warming and then the indicator reverts to a + cooler color reflecting the new equilibrium. Pollution and + environmental problems can also be caused by nuclear reactor + meltdowns and fallout from nuclear weapons. + + + MOVEMENT + ~~~~~~~~ + Each turn you may give order to your units, one at a time. The + unit waiting for orders blinks on the map. There are several order + options available: move the unit across the map up to the limit of its + movement factor, skip the unit if you prefer to move it later in the + turn, or have it do nothing this turn. + + In addition you may order most units to fortify or go on sentry + duty. Fortified or sentry units no longer require orders. In future + turns they carry on and do not blink, waiting for orders. If you wish to + move these units later, they must be activated individually. + + MOVING UNITS: Units may be moved up to the limit of their + movement factor. The cost to enter a map square depends on the + terrain. Roads and Railroads speed the movement of ground units. + When an unit is unable to complete a movement order because it + doesn't have enough movement points to proceed, its movement is + finished for the turn. The map then centers on the next unit + waiting for orders. + + SKIPPING UNITS: To skip a unit temporarily, press the Wait key. + (W key). This passes you on to the other units waiting for orders + and returns you to the skipped unit after all others have had a + chance to move. + + NO MOVEMENT: To order a unit not to move, press the No Movement + key (the space bar). + + ACTIVATING UNITS: Fortified units and those on sentry duty must + be activated to receive movement orders. Place the mouse pointer + on the square and click the left mouse button. This opens a menu + displaying all units in the square. Click again on the icon of + any unit you wish to activate. Fortified or sentry units within + a city must be activated from the city display. Sentry units are + also activated when enemy units move adjacent to them. + + MOVEMENT RESTRICTIONS: Ground units normally move only on land. + They may move over sea squares, but only by naval transport. + Ships may not enter squares entirely made up of land except + cities that are on the coast. Air units may move over land and + sea squares, but must land on a friendly city square or Aircraft + Carrier unit to refuel. Ground units may not move from one + square adjacent to an enemy army or city directly to another + such square. The prohibited square may be adjacent to the first + enemy army, another army, or any enemy city. Ground units may + move into such a controlled square if a friendly unit is already + there. Air units, ship units, Diplomats and Caravans ignore + these restrictions. + + NAVAL TRANSPORT: Ground units may be carried over sea squares + only by Triremes, Sails, Frigates, or Transports. Units may + load onto a ship by moving onto it from an adjacent land square. + Also, units on sentry duty in a city with a ship automatically + load when the ship leaves. Units aboard ships are on sentry + duty. Units may unload when activated from sentry duty and + adjacent to land. They can be activated by the normal method of + activation or by pressing the Unload key when the transporting + ship is blinking. (U Key) + + + COMBAT + ~~~~~~ + Combat occurs when a unit from one civilization attempts to + a square occupied by a unit of another civilization. When this happens + a battle is immediately resolved, resulting in the destruction of one + army or the other. When more than one unit is in the defender's square, + the unit with the highest defensive strength defends. If it loses, then + all other armies stacked with it are destroyed as well. Successful + attackers that have a full movement point remaining after combat advance + into the defender's square. + + The important factors in combat are the attack and defense + strengths of the combatants, the presence of veterans, the terrain + occupied by the defender, and any defensive improvements in the square. + After all of these factors are considered, the combat is resolved as a + simple calculation. + + Shore bombardments, city attacks, nuclear attacks, and bribing + enemy armies are special types of combat. + + ATTACK STRENGTH: The basic attack strength of all armies. This + full strength is brought to bear so long as the army has at + least one movement factor remaining from movement. Armies with + less movement available may still attack but are penalized. + Armies with high movement rates may makes several attacks each + turn at full strength. + + DEFENSE STRENGTH: The basic defense strength of all armies. + + VETERAN STATUS: Veteran armies have their attack and defense + strengths increased by 50% before any other modification. Armies + become veterans when built at cities containing the Barracks + improvement, or they may become veterans after winning a battle. + + TERRAIN: Many of the world terrain types increase the strength + of defenders. See the Terrain entries in the Civilopedia or the + Terrain chart in the file CIVQKREF.ZIP. + + FORTIFIED ARMIES: Ground armies may fortify themselves, + increasing their defense strength 50%. An army that has any + movement points remaining may be ordered to fortify on any land + square by pressing the Fortify key (F Key). + + IMPROVEMENTS: Armies within a Fortress have their strength + doubled after all other modifications. Armies inside a city + containing City Walls are tripled in strength. Cities protected + by City Walls do not suffer population losses. + + ATTACKING CITIES: When a defender in a city is destroyed by + ground attack, other defending units present are not destroyed. + However, the population of the city is reduced by one point + unless the city is protected by City Walls. Population loss does + not occur due to naval or air attack, but is affected by nuclear + attack. + + SHORE BOMBARDMENTS: Naval units with attack factors, other than + Submarines, may attack enemy armies on adjacent land squares, + including cities. Naval units in cities may defend against + attack. + + NUCLEAR ATTACKS: Nuclear attacks occur when a Nuclear unit + attempts to enter a square occupied by enemy units or an enemy + city. In either case, all units, regardless of civilization, in + the target square and adjacent squares are destroyed. In + addition, a city loses half of its population. Nuclear attack + can only be stopped by the presence of an SDI Defense + improvement in a city. + + + ADDITIONAL ORDERS + ~~~~~~~~~~~~~~~~~ + Units may be given a number of other orders besides movement + (and combat caused by movement). Settlers and Diplomats may be given + unique orders explained later. + + GO TO: Orders an army to proceed to a destination SQUARE as fast + as it can. The army continues moving turn after turn until it + arrives. Press the Go To key (G key), and then designate the + destination square. + + HOME CITY: Orders a unit to change its home city. Move the unit + to the desired new home and press the Home key (H Key). Air + units in flight may use this key to move to the nearest friendly + city. Press the H key while the air unit is in flight and it + immediately moves to the nearest friendly city or Aircraft + Carrier. If the air unit does not have enough movement remaining + to reach the nearest base, it crashes instead. + + SENTRY DUTY: A unit on sentry duty is marked by a faded icon on + the map. It no longer blinks each turn waiting for new orders. + Sentry units are activated as explained above. Sentry units + automatically board any transporting ship that leaves a city + they occupy. To put an army on sentry duty, press the S Key. + + DISBAND: This order disbands the unit receiving it, removing the + unit from the map and city records. To disband a unit, press the + Disband key. + + PILLAGE: This order destroys any terrain improvements + (irrigation or mines) present in the square the army occupies. + Roads and railroad are unaffected. To pillage, press the Pillage + key (Shift and P keys). + + + SETTLERS + ~~~~~~~~ + Settlers are groups of your most resourceful and adventurous + citizens. As independent pioneers they perform two critical functions + for your civilization: they found new cities and serve as engineers. + + NEW CITIES: To found a new city, move a Settler to the desired + location and press the Build key (B key). The Settler + disappears, because the people it represents have become the + population of the new city. However, in the future the new city + can be ordered to produce more Settlers that can be used to + found additional cities. The Build order can also be used to + grow an existing city. Move a Settler into an existing city and + press the Build key. The Settler is absorbed into the city, + adding one point to its population. This may be useful when one + city is limited in its ability to expand. This city can be used + to produce Settlers who migrate to a larger more useful city + where the Settlers can be put to work. However, Settlers may not + be added to cities that already contain ten population points or + more. + + SETTLER ENGINEERS: Settlers can make a number of agricultural + and industrial improvements for your civilization, acting as + engineers. Place the Settler in the square where the work is to + be done and press the correct key. Note that your civilization + must posses certain technologies before some improvements can be + built. + + + DIPLOMATS + ~~~~~~~~~ + Diplomats are unique units that can be very useful to your + civilization. They may act as trade missions, ambassadors, envoys, + secret agents, and saboteurs. They can open contacts with other + civilizations and establish embassies to gather info or otherwise + disrupting your rivals. They can bribe enemy armies. When your + civilization obtains the technology of Writing you can build Diplomats. + Be aware that enemy Diplomats can be used against your civilization. + + DIPLOMAT MOVEMENT: Diplomats may move past enemy armies without + stopping. However, if an enemy military army enters the square + occupied by the Diplomat, the Diplomat is almost always + destroyed. Diplomats may travel overseas in ships as other other + armies do. Diplomats (and Caravans) are the only units that can + enter defended enemy cities. When a Diplomat enters and enemy + city a menu appears listing tasks that can be performed: + + Spy on City + Establish Embassy + Steal Technology + Industrial Sabotage + Incite A Revolt + Meet With King + + SPY ON CITY: This opens the enemy's city display. You can + examine what armies are defending it and what improvements have + been made. When you clear the city screen, you return to the map + display but your diplomat has been eliminated. + + ESTABLISH EMBASSY: The Diplomat establishes official contact + with the other civilization and continually reports thereafter + its type of government, treasury, the name of its capital city, + treaties with other civilizations, states of war, and technology + advances the Diplomat uncovers. Lists by historians of + outstanding civilizations only include those with whom you have + established embassies. It is only necessary to establish an + embassy once with any civilization. + + STEAL TECHNOLOGY: Your Diplomat steals one technology advance + from the other civilization. This can only be done once per city + and your Diplomat disappears is the process (his cover is + blown). If you have already stolen from this city, the Diplomat + loses its turn. If the enemy civilization has nothing new then + the Diplomat loses its turn.. + + INDUSTRIAL SABOTAGE: Your Diplomat destroys either the item + currently under production by the city or one of the city's + improvements. You cannot control what is destroyed. The + Diplomat is lost in the effort. Destroying a critical + improvement may throw the city into unrest (Temple, Cathedral), + weaken its defenses (City Walls), or cut its production + (Factory). Diplomats never destroy Wonders of the World. + + INCITE A REVOLT: Your Diplomat contacts dissidents within a city + and for a suitable payment the city revolts and joins your + civilization. The payment to revolt depends on the size of the + city and its proximity to the civilization's capital. Also, a + city in civil disorder revolts for less. Your Diplomat is lost + is a successful revolt but escapes outside the city if you + refuse to pay the cost. The revolt also fails and your Diplomat + survives if you don't have enough cash. Enemy capitals do not + revolt. + + MEET WITH KING: Your Diplomat opens negotiations with the enemy + ruler. This may lead to offers for trading technologies or for + making treaties. Your Diplomat is not lost. + + BRIBING ENEMY UNITS: You may convince an enemy to defect and + join your civilization by moving a Diplomat into its SQUARE. A + menu appears showing how much the army demands to defect. If you + accept, the cash is deducted from your treasury, the army + switches over, and the Diplomat survives. If you fail to make + the payment, the Diplomat left on deposit is lost. When more + than one enemy unit is in a square, bribery is not possible. The + nearest friendly city becomes the home city for a newly bribed + unit. + + + CARAVANS + ~~~~~~~~ + Caravans are shipments of trade goods and materials. Over time + they represent camel caravans, wagon trains, truck convoys, and cargo + containers. They may be used to establish trade routes between cities or + to transfer resources for the construction of Wonders Of The World. They + become available once you have achieved the technology of Trade. + + TRADE ROUTES: A Caravan that enters any city of another + civilization or a friendly city ten or more squares away from + its home city may establish a trade route. This results in an + immediate cash payment for delivery plus an increase in the + trade generated each turn. This increased trade means more + luxuries, taxes, and science for the home city. Each city may + have up to three functioning trade routes. If more than three + are established only the best three function. The amount of + trade generated depends on the size of the two cities. Bigger + cities generate more trade. Trade is best with a city in another + civilization. Next best are friendly cities. The farther apart + the two cities are, the greater the value of the trade. The + value is also increased when the cities are on different + continents. Caravans can move into any city they can reach. When + at war it may be difficult to smuggle goods into an enemy city + without being destroyed. Caravans may be transported overseas + in ships as other units are, but cannot be landed into a city + directly from a ship. + + BUILDING WONDERS: A Caravan may contribute its construction cost + in resources to the cost of building any Wonder of the World by + moving the Caravan into the city where the Wonder is being + built. When the Caravan enters, a menu offers the choice of + contributing to the construction or not. If you decide to help + build the Wonder, the Caravan disappears and the resources used + to build the Caravan are added to the production of the Wonder, + speeding its completion. + + + MILITARY UNITS + ~~~~~~~~~~~~~~ + The following are the military units that can be built by your + civilization. There is a brief description of each unit, including any + special abilities. The three numbers shown after the unit's name are its + attack, defense, and movement factors. In parentheses after the name is + shown the advance required before each unit can be built. In brackets is + shown the number of resources it takes to build each unit. + + ARMOR 10-5-3 (the Automobile) [80]: a group of tanks, or other + armored fighting vehicles. Due to its high attack factor and + speed, Armor is one of the best units for conducting ground + campaigns. + + ARTILLERY 12-2-2 (Robotics) [60]: a group of self-propelled, + heavy caliber artillery pieces. Defenders are not tripled behind + City Walls when attacked by Artillery because the guns fire over + the walls. + + BATTLESHIP 18-12-4 (Steel) [160]: a heavily armored and gunned + warship. Battleships have a visibility range of two sea squares + and may conduct shore bombardments. They may not carry ground + units. + + BOMBER 12-1-8 (Advanced Flight) [120]: a group of long-range + aircraft designed to carry and drop bombs. Bombers may stay + airborne for one turn but must return to a base (a friendly city + or Carrier) by the end of the second turn. They have a + visibility of two squares over any terrain. Bombers ignore City + Walls in the same manner as Artillery. They may only be attacked + by Fighters. Other units may not enter a square occupied by a + Bomber, so they are useful for interdicting enemy movement. + + CANNON 8-1-1 (Metallurgy) [40]: a group of carriage-mounted, + smoothbore cannons. Cannons are excellent units on the attack + and their arrival often opens a new round of offensive wars, + especially when accompanied by Rifleman who can stack with them + for defense. + + CARRIER 1-12-5 (Advanced Flight) [160]: an aircraft carrier is + capable of acting as a base for Bombers, Fighters, and Nuclear + units. Carriers may carry up to eight air units and have a + visibility of two sea squares. + + CATAPULT 6-1-1 (Mathematics) [40]: a group of siege weapons + designed to throw rocks and other materials with great force. + Catapults are useful in the defense and attack of cities, but + are weak when left alone on defense. + + CAVALRY 2-1-2 (Horseback Riding) [20]: a unit of mounted + soldiers. Cavalry are useful as scouts and raiders because of + their speed. + + CHARIOT 4-1-2 (the Wheel) [40]: a group of light carriages, + normally mounted on two wheels and each carrying a driver and a + warrior. Chariots are a powerful weapon on the attack but very + weak on defense. They are also useful as scouts because of their + speed. + + CRUISER 6-6-6 (Combustion) [80]: a very fast and moderately + powerful warship. Cruisers have a visibility of two seas squares + and may conduct shore bombardment. They may not carry ground + units. + + FIGHTER 3-3-10 (Flight) [60]: a squadron of fighter aircraft. + Fighters are useful as scouts and for attacking enemy Bombers. + Fighters must return to a friendly base by the end of each turn. + + FRIGATE 2-2-3 (Magnetism) [40]: a fast sailing warship armed + with a substantial number of guns. Frigates may carry up to four + ground units. + + IRONCLAD 4-4-4 (Steam Engine) [60]: a fast, steam-powered ship + armored with iron plating. Ironclads may not carry other units. + Ironclads are most useful for attacking enemy ships and less so + for conducting shore bombardments. + + KNIGHTS 4-2-2 (Chivalry) [40]: a group of armored warriors + mounted on large powerful horses. Knights are often a useful + combination of speed, defensive strength, and offensive + strength. + + LEGION 3-1-1 (Iron Working) [20]: a well-trained force of + infantry armed with shields, short swords, and throwing spears. + Legions are good offensive units that are relatively + inexpensive. + + MECHANIZED INFANTRY 6-6-3 (Labor Union) [50]: a group of modern + infantry mounted on armored vehicles like the Bradley. + Mechanized infantry is the best defensive ground unit in the + game, useful for defending cities or other important points. It + also has a good attack factor and excellent speed. + + MILITIA 1-1-1 (-) [10]: a band of citizens armed with crude + weapons, mostly tools and farm implements. Militia are normally + the only military unit that you can build when starting a new + civilization and are only a stopgap until better units become + available. + + MUSKETEERS 2-3-1 (Gunpowder) [30]: a company of infantry armed + with muskets. Due to their higher defense factor, Musketeers are + useful for replacing Phalanxes in positions that need to be + defended. + + NUCLEAR 99-0-16 (Rocketry & Nuclear Fission) [160]: a missile + weapon armed with a nuclear warhead. A Nuclear unit can only be + built after the Manhattan Project Wonder has been built + somewhere in the world. A Nuclear unit may move between cities + and Carriers. It is lost if it does not end its turn in a city + or on a Carrier, and does not attack. It explodes when it + attacks an enemy unit or city. A Nuclear attack destroys all + military units in the target square and adjacent squares, + regardless of who they belong to. Nuclear attacks may also + destroy city populations and cause pollution. + + PHALANX 1-2-1 (Bronze Working) [20]: a company of infantry armed + with long pikes and very strong on the defensive. Phalanxes are + very good for defending cities and other important points early + on. No other type of unit is as cost effective for defense until + Musketeers become available. + + RIFLEMAN 3-5-1 (Conscription) [30]: a company of infantry armed + with rifles. Riflemen are excellent defenders or cities and + other points, and useful for replacing PHALANXES and Musketeers. + + SAIL 1-1-3 (Navigation) [40]: a small ship powered by sails and + lightly armed. Sailing Ships may carry up to three other units + by naval transport. They are very useful for exploring the + oceans because they are not restricted to staying near the + coasts. + + SUBMARINE 8-2-3 (Mass Production) [50]: a warship designed to + attack from underwater by firing torpedoes at enemy ships on the + surface. Submarines have a visibility of two sea squares and can + only be spotted by enemy ships when adjacent. They may not carry + ground units or conduct shore bombardment. + + TRANSPORT 0-3-4 (Industrialization) [50]: a large, modern + transport ship. Transports may carry up to eight other units and + are very useful when carrying a large force to conduct an + invasion. + + TRIREME 1-0-3 (Map Making) [40]: a small ocean-going ship + powered by oars. Triremes are lost at sea approximately half of + the time they are not adjacent to land at the end of a turn. + They are normally the first ship that becomes available, and are + thus very useful for exploring the sea and transporting + Diplomats, Caravans, and other units to nearby continents. + + + BARBARIANS + ~~~~~~~~~~ + Barbarians are small tribes of raiders that are not part of any + opposing civilization. You may encounter them periodically as your + civilization begins to expand and grow. They may invade from the sea or + arise suddenly in unsettled parts of any continent. Barbarians may + attempt to capture or destroy your cities, and pillage your fields and + mines. Because barbarians may appear along any coast or in any unsettled + area, it is important to defend cities. It may also be useful to screen + your cities from unsettled areas so that any barbarians that appear may + be intercepted before they reach your cities. Most barbarian tribes are + accompanied by a leader who may be ransomed if captured. Barbarian + leaders look like Diplomats. + + SEA RAIDERS: Barbarians that invade from the sea are looking for + a place to settle. They search for cities and attempt to capture + them. They do not pillage mines and irrigation because or their + interest in making a permanent settlement. If they capture a + city, they take is over and begin producing more units to make + new assaults. Sea raiders can be fought on land or engaged at + sea in their ships. + + LAND BARBARIANS: These raiders are interested only in loot, not + permanent settlements. This makes them very harmful as they + pillage any mines or irrigation they encounter. If they capture + one of your cities, they utterly destroy it. For these reasons, + land barbarians are best engaged as far from your cities as + possible. Land barbarians arise in areas that are not within the + radius of a city. As time passes they appear at even farther + distances from civilization. Thus, expanding your cities over a + continent eventually removes the threat of barbarians appearing + because the entire area has become more or less civilized by the + presence of your cities. + + RANSOMING THE BARBARIANS LEADERS: If a barbarian leader is alone + in a square and you attack him and win, he is captured and + immediately ransomed for 100 coins. The money is added to your + treasury. When barbarians units are attacked and destroyed, + leader units stacked with them are destroyed also. Barbarian + leaders who have lost their armies attempt to escape and + disappear if not captured in a few turns. + + + GOVERNMENTS + ~~~~~~~~~~~ + To assist in the management of your civilization there is a + system of government. There are six types of government possible but the + ones available to you at any moment depends on the technology that your + civilization has ACHIEVED. One type of government, Anarchy, only occurs + under a special circumstance. + + When beginning a new game your civilization is automatically + governed by Despotism. The additional types become available when the + specific civilization advance bearing their name is made. + + The different types of government each have their own unique + effects. Some allow greater personal and economic freedom resulting in + fast growing trade, science, and economies, while others are better + suited to building and employing large armies. + + Governments are changed by REVOLUTIONS. + + + TYPES + ~~~~~ + The 6 governments available for a civilization are: + + Despotism + Anarchy + Monarchy + Communism + The Republic + Democracy + + DESPOTISM: You rule by absolute power. The people just have to + live with it because your will is enforced by the army. Due to + the minimal amount of economic and personal freedom, production + is at a minimum. But your total control makes conducting war + relatively easy. Military units do not require resource support + until the number of units making this their home city exceeds + the number of people in the city. Each home military unit in + excess of the number of people in the city requires one unit of + resources for industrial support. Diplomats and Caravans do not + require support. In addition, any map square that produces three + or more food, resources, or trade has this production reduced + by one. Settlers require one food for support. + + ANARCHY: You have temporarily lost control of government. Cities + continue to operate on their own but some important operations + of you civilizations come to a halt until control is restored. + You are able to continue controlling the movements of your + units. Anarchy has the same effect as Despotism with several + exceptions- no tax revenue is collected, no maintenance is + charged for city improvements, and no scientific research is + done while Anarchy continues. Anarchy only occurs during + revolutions. + + MONARCHY: Your rule is less absolute, and more with the + acceptance of the people, especially an aristocracy of upper + class citizens. The aristocratic classes at least have a certain + amount of economic freedom and this results in the potential for + greater production of resources, food, and trade. However, the + upper classes deduct a share of your civilization's production + as maintenance for military units and luxuries in the larger + cities. Under a Monarchy, there is no reduction of production in + squares that produce three or more units or food, resources, or + trade. Irrigation of Grasslands and Rivers, plus mining of Hills + can now pay off with increased production. All military units + must be supported by one unit of resources. Settlers require two + food for support. + + COMMUNISM: You are the head of a communistic government, and + rule with the support of the controlling party. Although this + form of government allows more production than despotism, the + orthodoxy of the party restricts personal and economic freedom, + limiting trade. On the plus side, corruption is kept to a + minimum by the action of the local party apparatus. Communism has + the same effect as Monarchy except the corruption is flat. + Instead of increasing the farther a city is located from the + Palace, all of your cities suffer the same rate of corruption. + + THE REPUBLIC: You rule over the assembly of city-states formed + from the cities that your civilization has established. Each + city is an autonomous state, yet also is part of the republic + that you rule. The people feel that you rule at their request. + They have a great deal of personal and economic freedom, and + this results is greatly increase trade. Your diplomacy is + reviewed by the Senate and they can override you decisions. + Grasslands, Rivers, and Hills are as productive as they are + under Monarchy. Also, an additional trade unit is generated + wherever at least one trade unit already exists. Military units + each require one resource for industrial support. Settlers + require two food. Each military unit not in its home city makes + one citizen unhappy. In addition, the Senate of your government + accepts any peace offer made by another civilization, overriding + even a desire for war by you. + + DEMOCRACY: You rule as the elected executive of a democracy. The + people feel that you rule because they want you to. The degree + of freedom allowed under this government results in maximum + opportunity for economic production and trade. However, the + people also have a very strong voice in determining how much + economic production is devoted to improving the standard of + living. As in a republic, some diplomatic decisions are subject + to review by your Senate. Democracy is very similar to The + Republic. One difference is that under Democracy there is no + corruption. Also, if one or more of your cities are in civil + disorder for two turns, there is a chance each turn thereafter + that a revolution may occur. Each military unit not in its home + city makes two citizens unhappy. + + + REVOLUTION + ~~~~~~~~~~ + Governments are changed through a process of revolution. This + normally occurs at your command because you wish to change to a type of + government more suitable to your plans. You may change your + civilization's government type to any for which you have made the + correct advance. + + To cause a revolution, pull down the Game menu and choose the + option "REVOLUTION." After a few turns of Anarchy, a menu appears that + lists the government options available to your civilization. The new + government goes into effect immediately after you make your choice. + + If your civilization possesses the Pyramids, a Wonder of the + World, you may change governments without passing through Anarchy. This + ability is lost after the Pyramids become obsolete. + + + ADVISORS AND WORLD REPORTS + ~~~~~~~~~~~~~~~~~~~~~~~~~~ + You always have a staff of advisors available who can provide + detailed information concerning the affairs of you civilization. By + consulting with these advisors you can make informed decisions about the + management of your cities and relations with other civilizations. The + reports of these advisors can be obtained from the Advisors menu found + on the menu bar at the map display. + + In addition, there are a number of other reports that can be + consulted. These are available from the World menu on the menu bar. + + The following advisors and world reports can be consulted: + + ADVISORS: + City Status + Military Advisor + Intelligence Advisor + Attitude Advisor + Trade Advisor + Science Advisor + + WORLD REPORTS: + Wonders of the World + Top 5 Cities + Civilization Score + World Map + Spaceships + Demographics + + CITY STATUS: This report lists the cities in your civilization + and shows what they are producing. For each city you can read + the population size, the amount of food, resources, and trade + generated, what item is currently being produced, and how near + it is to being completed. It is useful to consult this advisor + at the beginning of your turn to refresh your memory about what + your are producing and how close it is to completion. You can + see at a glance whether some critical military unit or Wonder of + the World is nearly completed. + + MILITARY ADVISOR: The first military report shows how many units + of each type your civilization currently has in existence and is + producing. Clear the screen to see the second part of the + report. This part of the report shows the casualties that you + have taken and inflicted in combat with other civilizations. The + casualties are shown by type and civilization. Civilizations are + differentiated by their color. + + INTELLIGENCE ADVISOR: This report is a summary of information + gathered by your embassies. For each civilization with whom you + have established diplomatic relations, this report presents + accurate data on the name of their capital, their type of + government, the size of their treasury, and their diplomatic + status with other civilizations. No information appears for + civilizations with whom you have not established an embassy. You + can learn here which civilizations are at war and which are at + peace, and with whom. You may find it useful to consult this + report before attacking another civilization. A second page of + info may be called up by pressing the Info button. This page + reports some additional information regarding the apparent goals + of the civilization's leader and the technological advances they + have made most recently. + + ATTITUDE ADVISOR: The advisor reports the relative happiness of + your citizens. From his survey you can see at a glance the + number or happy, content, and unhappy citizens in each of your + cities. This information can be useful after changing your + luxury rate or type of government because those changes can have + a significant effect on the happiness of your citizens. By + reviewing this survey you can quickly see where you may have to + make adjustments in city management to avoid disorder. For each + of your cities, you see the current population and icons of any + city improvements that help increase the happiness of the + people. At the bottom of the page are totals for the size of the + population of your entire civilization and percentages of the + total that are happy, content, and unhappy. By examining the + roster of improvements for each city, you may see where a city + is missing a helpful improvement. + + TRADE ADVISOR: Your trade advisor reports for each of your + cities how much of its trade is directed toward bringing in + luxuries, tax revenue, and new ideas. The amount of luxuries, + taxes, and science a city is producing is shown to the right of + its name. Below the list of cities is a total for tax + collections per turn. On the right side of the report is a list + of city improvements that exist throughout your civilization. + Only those improvements that cost money for maintenance are + listed. The report shows how many of each improvement exist and + the cost of maintaining them. At the bottom of this list is the + total of your improvement maintenance costs for this turn. By + comparing the tax revenue number with the maintenance cost + number, you can see whether the treasury of your civilization is + increasing each turn, shrinking, or remaining the same. If your + treasury is shrinking, this may be a good time to increase taxes + or adjust individual cities to produce higher revenue. In an + emergency, you may wish to sell an improvement to raise cash. + The final item is the report is labelled "Discoveries" and shows + the number of turns needed for your scientists to acquire the + technology advance that you have directed them to seek. The more + scientific research done by your cities, the fewer turns + required. Note that as technology increases, it takes more and + more research to make the next breakthrough. + + SCIENCE ADVISOR: Your science advisor keeps track of the + technologies that your civilization has already achieved and the + progress of you scientists toward their next advance. A chart + shows progress toward the next advance. The light bulbs indicate + how much research has been done. When the box is full of light + bulbs, the advance being researched is achieved. It is possible + to continue making advances beyond the basic list that defines + civilization up to the end of the 20th century. These continuing + advances are called FUTURISTIC ADVANCES and each one your + acquire adds ten points to your civilization score. + + WONDERS OF THE WORLD: Your geographers maintain a listing of the + location of the Wonders of the World. When they hear of the + construction of a new one they add it to the list. By the end of + your civilization's history there may be as many as 21 Wonders: + 7 ancient, 7 medieval, and 7 modern. Knowing where they are may + be useful because capturing the city where a Wonder is located + adds to the glory of your civilization. The geographer's list + shows the Wonder's icon, its name, the city in which it is + located, and the civilization that built it. Clear the page of + ancient Wonders to see the medieval Wonders, and clear again to + see the modern Wonders. Note that only existing Wonders appear + on the list. + + TOP FIVE CITIES: This report graphically shows the five highest + rated cities in the world. The five cities are named and their + parent civilizations are also listed. Below the names are the + population rosters of the cities and the icons of any Wonders + that have been built there. All cities in the world are rated + and the five with the highest scores are put on the list. Cities + score points as follows: + + 2 points: For each happy citizen. + 1 point: For each content citizen. + 10 points: For each Wonder of the World built there. + + Note that cities that you have never discovered can be revealed + to you in this list. The magnificence of these cities has passed + by word of mouth to the corners of the world. Your geographers + and other advisors constantly sift the rumors of travelers and + traders for info regarding other civilizations. Even though some + civilizations are not known to you, the splendor of their cities + has reached the ears of your advisors. + + CIVILIZATION SCORE: This is a relative measure of how your + civilization is doing. It is also totalled one last time when + the game ends to give you a final score for your civilization. + You can check with your advisor throughout the game to see how + you stand. Your ultimate but difficult goal is to score over + 1,000. Points are scored for the following conditions. + + 2 points: For each happy citizen + 1 point: For each content citizen + 20 points: For each Wonder of the World that you possess + 3 points: For each turn of world peace (no wars) + 10 points: For each Futuristic Advance. + -10 points: For each map square currently polluted. + + At the bottom of the report is a bar graph indicating how far + you have advanced towards a civilization score of 1000. + + WORLD MAP: Also the work of your geography department, this is + the map of the entire known world. Parts of the world that you + have not discovered cannot be seen. In addition, this map is + centered horizontally on your capital. Thus you cannot tell + exactly where you are located relative to the north or south + polar boundaries until you discover them. + + SPACESHIPS: When you contact your space advisor, they can report + the progress of any spaceship under construction. Select from + the menu the civilization whose spaceship you wish to examine. + Your advisors present a picture of the construction accomplished + to date and their assessment of what it can carry, its estimated + flight time, and its success probability. The space race begins + once the Apollo Program Wonder of the World has been + constructed. Thereafter any civilization that has the required + technologies may begin building parts of a spaceship. Once the + space race begins, it is important to maintain a watch on the + spaceships of your rivals. You need to assess when they are + likely to launch so that so can plan the size of your own ship + and its launch date. If you conclude that your ship construction + is too far behind to catch up, it may be necessary to mount a + military campaign to capture the enemy capital. Capturing the + enemy capital cancels the enemy spaceship under construction. + + DEMOGRAPHICS: Your advisors keep track of demographic info + regarding civilization in comparison to the others in the + world. This information is available in the report. It details + your civilization's status in a number of areas and where it + ranks in the world. Examining this report may offer clues about + which civilizations are your biggest threats. + + The following statistics are shown in the report. + + APPROVAL RATING: The % of the people who think you are + doing a good job as a ruler. + + POPULATION: The # of people within your civilization. + + GNP: The total of luxuries and taxes generated by your + cities. + + MANUFACTURED GOODS: The total of resources generated by + your cities. + + LAND AREA: The land squares that your units were last to + pass through, representing the part of the world that is + under your influence and control. + + LITERACY: The % of your population that can read. This + depends on acquiring the advances of the Alphabet, + Writing, and Literacy, plus the number of Libraries and + Universities that your civilization possesses. + + DISEASE: A relative standing based on whether your + civilization has acquired the advance of Medicine, and + the number of Granaries and Aqueducts in your cities. + + POLLUTION: A comparison of the amount of pollution you + are creating versus your rivals, measured buy the number + of smokestacks generated by your city. + + LIFE EXPECTANCY: A relative standing determined by the + extent of disease and pollution in your civilization. + + FAMILY SIZE: A number determined from the amount of + excess food generated by your cities. Large family + size means rapid population growth. + + MILITARY SERVICE: A relative standing determined from + the # of military units you possess versus the size of + your population, indicating the length of time of + military service. + + ANNUAL INCOME: The amount of luxuries and tax revenues + your cities generate, divided by your population. + + PRODUCTIVITY: The total is resources, food, and trade + generated by your cities, divided by your population. + + + PLANETARY CARETAKING + ~~~~~~~~~~~~~~~~~~~~ + One cost of heedless industrial growth is a gradual polluting + and poisoning of the environment. Of the many dangers posed by + pollution, the greatest may be global warming. An unchecked rise in the + planet's atmospheric temperature threatens catastrophic geographic + changes including melting polar ice caps, rising sea levels, are parched + farmlands. As you steer your civilization in the industrial age, you + must manage your cities to minimize pollution and prevent global + warming. + + Different kinds of poisoning may occur when nuclear weapons are + used or a nuclear reactor melts down. + + + INDUSTRIAL POLLUTION + ~~~~~~~~~~~~~~~~~~~~ + Every game turn there is a probability of pollution occurring + within the economic radius of each of your cities. The probability of + pollution OCCURRING depends on two factors: resources and population. The + most important factor is the number of resources the city generates. The + more that are generated, the higher the probability. Below a certain + level, there is no chance of pollution. + + The city's population has no effect on pollution until you + acquire the advance of the Automobile. Thereafter, the population may + become a significant factor in the probability of pollution OCCURRING. + + When there is a probability of pollution OCCURRING at a city, + smokestacks begin appearing on the city display. The number of stacks + indicates the probability. + + + CLEANUP + ~~~~~~~ + Pollution can be cleaned up by Settler units. Move the Settler + onto the polluted square and press the P key. The settler is marked with + a "P" to note that it has been ordered to clean up pollution. + + After four turns of work, the pollution disappears. Adding more + settlers to a polluted square does not speed up the cleanup. + + + EFFECTS + ~~~~~~~ + Pollution reduces the production of food, industry, and trade in + any map square where it appears. Production is halved and then rounded + up. When cleaned up, the map square returns to pre-pollution levels of + production. + + + MONITORING POLLUTION + ~~~~~~~~~~~~~~~~~~~~ + Your environmental advisors immediately inform you when any map + area becomes polluted. The area on the map is marked with smudges to + indicate pollution. + + The extent of pollution throughout you civilization can be + monitored by watching the pollution indicator, a small sun in the date + window of the display. The color of the sun indicates the extent of the + risk of global warming. The colors in the IBM version range from dark + red, to light red, to yellow, to white. Dark red indicates a low risk + and white indicates a very high risk. + + The colors of the sun depend on the number of squares currently + polluted and a lag of time. The more squares polluted, the higher the + risk. The lag reflects the time required for the pollution to take + effect. + + + GLOBAL WARMING + ~~~~~~~~~~~~~~ + EFFECTS: Global warming causes geographic changes throughout the + world. Deserts, Plains, and Grasslands on coasts may become + Swamps, and coastal Forests may become Jungles. Plains, + Grasslands, and Forests in the interior may become Deserts. The + result is much lower food, industry, and trade for your + civilization. Your environment advisors report immediately if + global warming has occurred. The effect is always bad, but in + the case of flooded coastal areas you may improve Jungles and + Swamps over time. + + CAUSES: Global warming may occur if at least nine map squares, + anywhere is the world, are currently polluted. If they are left + unattended for too long, environmental damage occurs. Once an + environmental disaster has OCCURRED, the cycle starts over again. + The planet has achieved equilibrium at the new higher + temperatures. If pollution continues or increases once more to + high levels, another bout of environmental problems may occur. + This cycle may repeat endlessly if pollution is not controlled. + + + NUCLEAR POLLUTION + ~~~~~~~~~~~~~~~~~ + Pollution may also be caused by nuclear weapons or the meltdown + of a nuclear power plant. Pollution caused by either of these events has + the same effect as industrial pollution. + + NUCLEAR WEAPONS: When a nuclear unit is used in an attack, an + additional effect of the attack is the pollution of a number of + map squares around the impact square. Remember this when you are + tempted to use nuclear weapons. You may create pollution you + cannot readily reach with Settlers to clean up, significantly + raising the risk of global warming. + + NUCLEAR MELTDOWN: If a Nuclear Power Plant melts down, half of + the city's population is destroyed and a random number of + squares near the city becomes polluted. There is risk of + meltdown when a city that has a Nuclear Power Plant goes into + civil disorder. The civilian unrest may result in safety + procedures becoming so lax that a catastrophic accident occurs. + If you build Nuclear Power Plants in any of your cities, take + special care not to allow those cities to go into disorder. When + your civilization achieves the technology of Fusion Power, the + risk of meltdown disappears. Your Nuclear Plants automatically + convert to the technology of fusion power which is free of the + risk of meltdown. + + + DIPLOMACY + ~~~~~~~~~ + Diplomacy is conducted by negotiations between yourself and a + ruler of a rival civilization. Negotiations may occur when a rival sends + and envoy to talk or may result from overtures of your own. Diplomacy is + conducted face-to-face with one rival ruler at a time and can lead to + exchanges of technology, offers of peace, international extortion, or + declarations of war. + + A rival may contact you when units from each of your + civilizations are adjacent to each other. A rival envoy may also arrive + at any time. You may start negotiations by sending a Diplomat into a + rival city and selecting the option "Meet With the King." + + The tone and result of any negotiations are greatly influenced + by the mood or your rival. The opposing leader may be antagonistic, + supplicating, or somewhere in between. This mood depends on the leader's + personality and how your two civilizations compare to each other and the + rest of the world. You may be able to pick up cues on a rival's mood + from facial expressions or background music. + + A rival leader's personality may be aggressive, friendly, or + neutral. Aggressive leaders are more likely to lean toward war or demand + high payments for peace. Friendly leaders are more likely to offer peace + and may only be bluffing when asking for payment. If you have broken + previous peace agreements with this civilization, that is remembered and + also influences the degree of antagonism. + + If you are the largest, most powerful, and richest civilization + in the world, all rivals are likely to be very jealous or antagonistic. + However, if the opponent is puny in comparison, the natural tendency + toward being belligerent may be overridden. A civilization threatened + with extinction is more interested in survival. + + All negotiations end with either and agreement of peace between + your two civilizations or a declaration of war. Even the most + antagonistic rival may concede peace for a suitable payment of cash or + technology. This may purchase peace only temporarily, however. + + Establishing embassies with other civilizations can be very + useful in preparation for negotiations. You Intelligence Advisor + collects information from all of your embassies and from him you can + learn important facts about your opponents, including their size and the + personality of their leader. This information is not available for + civilizations with which you have not established an embassy. + + TRADING TECHNOLOGY: Civilizations that are not extremely + antagonistic may offer to trade technology. They begin by + offering one that you don't possess. They may actually gave + several you lack. If you agree, a menu of technologies they can + trade appears. Select the one that you want and then they take + one from you. You have no choice regarding what they take and + cannot veto the trade. If after trading another exchange is + possible, more trading may take place. + + BUYING PEACE: A rival may demand a cash payment or a + civilization advance during negotiation. If you meet this + demand, the rival almost certainly agrees to peace. If you + reject the demand, an antagonistic rival generally declares war. + The demand or a more peaceful threatened rival may only be a + bluff, and peace may be offered anyway after demands are + rejected. In some cases, a rival offers a reward for your making + peace or declaring war on another civilization. + + POST-TREATY NEGOTIATIONS: Once you agree to a peace treaty you + have an opportunity for further negotiations. A menu opens + offering three choices: a declaration of harmony, a military + proposal, or a demand for tribute. The declaration of harmony + has no real effect. A military proposal is a suggestion by you + for your new friends to attack a third party. This generally + generally costs you a cash payment which you can pay or turn + down. The third option is a demand for tribute to cement the new + treaty you have signed. If your opponent is weak or in awe of + your power, he may pay. Alternatively, he may refuse to pay, or + go as far as to declare war on you. + + + PEACE + ~~~~~ + Peace between your civilization and another can only result from + diplomacy. If you and your rival agree, then a state of peace can occur. + Choosing peace is voluntary unless your government is a Republic or + Democracy. In those cases the Senate of the government overrules any + decision for war and accepts peace. + + Peace agreements can normally be broken at any time by either + party, but so long as it holds, both parties must adhere to the + following rules: units of the other civilization, even Diplomats, may + not be attacked; no units except Diplomats and Caravans may enter + squares that have been improved by the other party within the radius of + a city (irrigated, mined, or penetrated by roads); squares that other + party has under development may not be pillaged; and technology may not + be stolen from the other party. Any of these events ends the peace and + triggers war. You are warned that you are about to break a peace and have + a change to check your action. + + If your government is a Republic or Democracy, you may not + voluntarily violate a peace agreement. The Senate forbids any action + that starts war. If you consider war necessary, you must have a + Revolution to overthrow the government and put in one more receptive to + your wishes. Alternatively, you may wait for your opponent to break the + peace himself or declare war on you. + + When you are at peace it is much easier for trade Caravans to + reach the cities or the other party and establish trade routes. If the + entire world is at peace, your civilization score is increased. The + major benefit or peace is that you are not at war. During war, all of + the proscribed activities are possible, and can cause great damage and + waste of resources. + + + THE SPACE RACE + ~~~~~~~~~~~~~~ + The environmental pressures of growing populations in the modern + world are forcing humans to look in to space for resourceful and living + room. The question is not whether humans are to travel to the stars, but + when. The final act of stewardship you can perform for your civilization + is to insure that they lead this exodus. + + As noted earlier, the history of your civilization ends when + either you or one of your rivals reaches a nearby star system with + colonists. If your spaceship is the first to arrive, you receive a bonus + to your civilization score in recognition of this final accomplishment. + Regardless of how many colonists your spaceship is carrying, or how + fast it is, if a rival makes planetfall first, you receive no bonus. + + The construction of spaceships may not begin until one + civilization has built the Apollo Program Wonder. Thereafter, the race + is one and any civilization that has acquired the necessary advances may + begin building the parts of a spaceship. + + Each civilization, including yours, may build only one spaceship + at a time. Once it is launched, another one cannot be built and sent off. + Ships that have been launched may not be recalled or turned around. + Spaceships are destroyed if the owning civilization's capital is + captured. In this case, a new ship may be constructed. + + + SPACESHIPS + ~~~~~~~~~~ + The purpose of your spaceship is to carry as many colonists as + possible to another star system. To have any chance of success it must + provide at least a minimum of the following: living space for colonists, + food sources, energy sources, propulsion power, and fuel for the + engines. The better prepared the spaceship, the higher the number of + colonists that arrive safely and the faster the voyage + + Your goal is to build a spaceship that can hold as many + colonists as possible, yet travel at a reasonable speed and with + reasonable probability of success. As construction of your ship + proceeds, keep an eye on its characteristics, displayed to the right of + the spaceship window. All spaceships have the same characteristics: + population, food, energy, mass, fuel, flight time, and probability of + success. + + Once you have built a spaceship that meets the minimum + requirements for carrying colonists, you may launch or proceed with + further construction to increase the capacity of the ship. + + POPULATION: The number of people the spaceship is outfitted to + carry. The more people it carries to the new planet, the higher + your bonus. + + SUPPORT: The percentage of the people that the ship is prepared + to carry that can currently be supported. People that are not + provided with life support cannot be expected to survive the + voyage. + + ENERGY: The % of the energy required by the habitation and life + support modules that is currently being provided. If sufficient + energy is not provided for life support and habitation, the + probability of success will be very low. + + MASS: All of the components, modules, and structures add to the + mass of your spaceship. The greater the mass, the more power + required from propulsion parts to move it. + + FUEL: The % of the fuel your propulsion units require that is + currently aboard. If insufficient fuel is provided, the + propulsion components aboard cannot work to their maximum power + and the best possible speed cannot be attained. + + FLIGHT TIME: A calculation of the number of years required for + your spaceship to reach the nearest star based on the ship's + mass and engine power. Adding more engines and fuel reduces + flight time. + + PROBABILITY OF SUCCESS: The approximate % of the people that can + be carried that are expected to survive the voyage based on the + amount of food and energy provided, plus the flight time. The + faster the flight, the higher the expected survival rate. + + SPACE SHIP LAUNCHING: To send your spaceship on its voyage, + press the Launch key (L Key) or the launch button, found at the + bottom right of the spaceship display. + + + CONSTRUCTION + ~~~~~~~~~~~~ + Your spaceship is constructed of parts. Each part is built like + any other improvement, except that when a part is completed, it is + automatically added to your ship. The parts of the spaceship come in + three types: components, modules, and structures. Each type is available + for construction when you have achieved a specific technology advance. + + All modules and components must be connected to a sufficient + structure. If a module or component is not connected, it is marked to + signal the part is not working. Once sufficient structural parts have + been added, the outline disappears. + + To build spaceship components you must have achieved the + technology advance of Plastics. You can then build components at a cost + of 160 resources. There are two kinds of components, propulsion and + fuel. When a component has been completed, you choose which type has + been built. + + PROPULSION COMPONENTS: These are the engines that provide the + power for space flight. The more engines you add, the faster the + ship travels, the sooner it reaches its destination, and the + higher the probability of success of the mission. + + FUEL COMPONENTS: These provide fuel for the propulsion units. In + order for the propulsion units to perform to their maximum, one + fuel component must be provided for each propulsion component. + + + MODULES + ~~~~~~~ + Spaceship modules require the technology of Robotics and cost + resources each to build. They exist in three types: habitation, life + support, and solar panels. When a module is completed, you choose which + type to add to your ship. + + HABITATION MODULE: Each habitation module provides living space, + community services, the recreational facilities for ten thousand + colonists. + + LIFE SUPPORT MODULE: Each life support module provides the food + and other requirements for the ten thousands colonists carried + in one habitation module. People carried in a habitation module + that doesn't receive life support have a very low probability of + surviving. + + SOLAR PANEL MODULE: Each solar panel module provides enough + energy to power two of the other types of modules. Modules that + don't receive power cannot function properly. + + + STRUCTURES + ~~~~~~~~~~ + Spaceship structure require the technology of Space Flight and + cost 80 resources each to build. You must build sufficient structure + parts to connect the components and modules together. Parts that are not + connected do not work and provide no benefit to the ship. + + + CITIES + ~~~~~~ + The economic and industrial centers of your civilizations are it + cities. They are the residence of the population, the source of tax + dollars, the home of your scientists, and the sites of your industrial + production. Each city organizes the development of the area surrounding + it, converting the nearby agricultural land, natural resources, and + potential trade into food, industrial production, technology, and cash. + + One measure of the success of you civilization is the number of + cities it encompasses and the size of each. Larger cities collect more + taxes, conduct more technology research, and risk being overrun by + larger and more powerful neighbors. Falling too far behind in the arms + race, both in quality and quantity, may result in an early exit from + history. + + The management of your civilization involves the founding of + cities, their management, and their protection. New cities can be built + from scratch or captured from rivals. Managing a city requires + maintaining a balance of food, industry, taxes, luxuries, and + improvements that keeps the citizens content and productive. + + Rival civilizations are a constant threat to the security of + your cities. After taking steps to protect them, consider conquering + cities of your rivals. This reduces the threat they pose and is often an + inexpensive way to expand. + + + NEW CITIES + ~~~~~~~~~~ + New cities can be acquired in three ways. They can be started + from scratch, a minor tribe discovered by your armies may elect to join + you as a new city, or your armies can conquer the cities of your + neighbors. + + FOUNDING NEW CITIES: When a Settler unit is on a map square + where you wish to build a new city press B. After establishing + the city name your Settler unit will now become a member of + cities population. + + MINOR TRIBES: Occasionally a minor tribe may be awed by your + emissaries to immediately become part of your civilization. In + this case the minor tribe forms a new city. + + CAPTURING CITIES: Cities of other civilizations are normally + defended. If the defenders can be defeated you will earn the + city. Capturing a city may result in the discovery of a new + technology advance and plundered cash. Occupying an enemy city + may destroy some improvements the city has built, and it + eliminates one point of population. Therefore, a city that has + only one point of population remaining is destroyed instead of + captured. + + + PLACING NEW CITIES + ~~~~~~~~~~~~~~~~~~ + When building a new city, plan carefully where it is placed. The + map square in which it is built and the squares surrounding it determine + how valuable the city can become. Factors to be considered include the + economic value of the square the city is placed in, the economic + potential with the city's radius, the proximity of other cities, and the + strategic value of the location. Ideally, locate cities it areas offer a + combination of food for population growth, resources for production, and + trade. Where possible, take advantage of the presence of special + resource squares. + + THE CITY SQUARE: The terrain the city occupies is especially + important because it is always under development. You cannot + take workers off this square when adjusting development on the + city map. If this area is not useful, especially for producing + food, then population growth is a new city is handicapped. For + this reason, new cities are generally best built in Plains, + Grasslands, or Rivers. These provide the best food production + and, this, faster population growth. + + THE CITY RADIUS: The potential area of development extends out + two city squares on the map in every direction except + diagonally. If the new city grows large enough, its population + can bring all of this area into development. When planning a new + city, consider this radius and the long-term benefits of any + potential site. To grow, the city must encompass sufficient + food-growing areas. Any city that can grow has value, but your + most important cities are those that also have resources + available. These cities can quickly build and support military + units and Wonders. Hills and Forests are important sources of + resources, as are squares containing special resources symbols + for game, horses, coal, and oil. The importance of trade in + generating taxes and technology makes River squares especially + goof sites for cities when just beginning. Without Rivers, you + must quickly build roads in Plains or Grasslands to generate + trade. + + LANDSCAPING: When surveying sites for a new city, keep in mind + the potential for some squares to be improved. Hills and + Mountains can be mined and then produce increased resources. + Plains, Rivers, and Grasslands can be irrigated and then produce + more food. Swamps and Jungles can be cleared into Grasslands or + converted to Forests. Forests may be cleared into Plains. Plains + and Grasslands may be turned into Forests if you need resources. + An area of Jungles and Swamps looks barren at first, but has the + potential to be a very rich city site. Plains, Grasslands, and + Deserts produce trade once penetrated by Roads, and all land + squares improve in production when Railroads come through. + + PROXIMITY OF CITIES: Another consideration when planning new + cities is the current or potential location of other cities. + Minimize the economic radius overlap restricts the potential + growth of one or both cities. When just beginning, explore + nearby lands as soon as possible to begin planning the placement + of future cities to best take advantage of the terrain. A few + large and powerful cities are more useful than several smaller, + weaker ones. + + STRATEGIC VALUE: The strategic value of a city's site is a + final consideration. Because the underlying terrain can increase + the defender's strength when under attack, in some circumstances + the defensive value of the terrain may be more important than + economic value. But good defensive terrain is generally poor for + production and inhibits the early growth of a city. + However, defending a city is generally is easier than defending + normal terrain. In a city you can build the City Walls + improvement which triples the strength of defenders. Also, in + cities only one army at a time is destroyed in combat. Outside + of cities, all armies stacked together are destroyed when any + army in the stack is defeated. So, in certain cases where a + continent bottlenecks and a rival is on the other side, the + defensive value of a city site may be more critical than + economic value. Placing at least a few cities on the seacoast + gives you access to the ocean. This allows the launching of ship + units to explore the world and transport your units overseas. + With few coastal cities, your sea power is constrained. + + + CITY MANAGEMENT + ~~~~~~~~~~~~~~~ + STABILITY: Cities that don't maintain a favorable balance of + happy people over unhappy people people go into civil disorder. + Cities in civil disorder produce no tax revenue, no technology + research, and no food surpluses, and suspend production. A + nuclear reactor in a city suffering civil disorder may + experience a meltdown due to lax safety controls. Keeping a city + stable is a very high priority! + + POPULATION GROWTH: Keeping the population growing is important + because each additional person contributes something to your + civilization. Each new worker brings a new map square under + production. Population growth increases economic power, and + thus, the strength of your civilization. The size of your + population is a major factor in determining your civilization + score, a measure of how well you have ruled. + + RESOURCE DEVELOPMENT: The people of your city that work in the + surrounding countryside harness the economic resources of the + area. Those resources are converted by the city into more + people, industrial production, money, and technology research. + When managing a city, you must allocate the people so as to + maximize this development, or match it up to your needs. There + may be times when increased industrial output is preferred over + population growth. There may be times when increased trade is + needed. You can give orders to your advisors to shift a city's + work force around to change the mix of economic development as + desired. + + TAX REVENUE: Most of the improvements that can be built within + cities require money for maintenance. Money is also useful for + speeding industrial production, bribing enemy armies, inciting + revolts in enemy cites, and for negotiating peace with your + neighbors. The combined tax revenues of your cities must exceed + their maintenance requirements before cash can accumulate for + other uses. Although it is not necessary for each city to + produce surplus revenue, enough cities must do so to cover + expenses. Some cities may not be especially suited for industrial + production, but some may still be good trading centers. Manage + these cities to produce extra revenue. + + TECHNOLOGY RESEARCH: The greater the contribution of research + each city makes toward new technology, the faster the new + civilization advance is reached. The amount of research is + devoted to bringing in new ideas and otherwise discovering + technology advances. A city's research contribution can also be + influenced by adjusting trade, creating Scientists, and certain + improvements. Improvements that can help are the Library and + University, which improve research, and several Wonders. + + INDUSTRIAL PRODUCTION: Each city has more or less capacity to + produce new units and improvements. The most valuable cities + have the greatest industrial capacity. They can quickly produce + expensive military units that extend power of you civilization. + They are also best at producing the Wonders of the World. You + must regularly monitor the production of you cities to insure + that the most needed items are being built. There are four main + tools available to reach and maintain these goals of city + management: shifting workers around, converting some workers to + SPECIALISTS, building improvements, and building Wonders of the + World. Workers can be shifted around the city map display to + adjust economic developments. Specialists can be created to + increase production of luxuries, taxes, or technology. Within + each city you can order the construction of improvements such as + a Temple to make some unhappy people content, a Granary to speed + population growth, or a Library to increase research. The most + costly tools available are the Wonders of the World. These are + magnificent improvements that bring lasting glory to your + civilization in addition to some special effect. Although + Wonders are built in a city like an improvement, their special + effect often extends through all or part of your civilization. + However, only one of each Wonder may be built in the entire + world and your rivals may construct them first. + + + CITY PROTECTION + ~~~~~~~~~~~~~~~ + Great economic management of a city is worthless if the city is + captured by rivals or barbarians. Part of the management plan must + concern the defense of the city. A large part of the defense is not + handled locally, but on your borders and coasts. A defensive line of + units, both at sea and on land, that can intercept enemies before + they close with your cities can be helpful. Even the best defensive + lines can be penetrated, so the defense of the city itself cannot be + neglected. The minimum city defense is one army, preferably one with a + good defense factor. Fortify any armies that you expect to defend a city + because Fortified units increase their defense strength. A second + defender is often a good idea. Adding an army with a strong attack + factor is also useful. This army can attack enemies that move adjacent + to the city, perhaps destroying them before they test the defenders. The + defense of the city can be substantially improved by building City + Walls, an improvement that triples the defender's strength versus most + attackers, but not Bombers or Artillery. This tripling takes effect + after the effects of veteran status is considered. Being fortified + behind City Walls has no effect unless the attacking unit is a Bomber or + Artillery unit. City Walls also prevent population loss when defending + units are destroyed. When civilization advances make available new army + types with better defense factors, take the first opportunity to replace + old defenders with better units. Since the offensive capability of your + enemies improves as they acquire new technology, your defenses must + improve to keep up. Linking cities with Roads and Railroads can be very + helpful in speeding the movement of units from one end of your empire to + trouble spots elsewhere. This puts your defensive armies on "interior + lines," allowing them to rapidly move to where they are needed. + + + CITY DISORDER + ~~~~~~~~~~~~~ + A city suffers civil disorder when unhappy people outnumber + happy people, content people being ignored in the calculation. Cities in + disorder provide no tax revenue, contribute no technology research, and + suspend production of new units or improvements. When order is restored, + the city returns to normal operation next turn. You can restore order in + several ways. To restore order you may pay to complete an improvement, + such as a Temple, that can covert sufficient unhappy people to + contentment to restore balance. You may also change the luxury and tax + rates of you civilization to attempt to restore order. Increasing luxury + convert some content people to happy. You may take one or more people + out of the work force, making them Specialists. This increases the + number if happy people. When creating Specialists, be careful not to + also cause shortages of food or resources that cause starvation of + population or scrapping of armies. Under the government types Despotism, + Monarchy, or Communism, it is possible to restore order to a city using + martial law. Each military unit in a city makes one unhappy citizen + content. Only those units possessing an attack factor of one or more can + impose martial law. By moving enough units into a city suffering + disorder, order may be restored. Under Republican or Democratic + government, each military unit not in its home city creates one or more + unhappy citizen. When a city is in disorder, destroying distant military + units, returning them to the home city, or changing their home city, + makes some unhappy people content and may restore the city to order. All + of these methods are useful in restoring the balance of your cities or + enemy cities that you have just captured. + + + WE LOVE THE (KING) DAY + ~~~~~~~~~~~~~~~~~~~~~~ + When a city becomes sufficiently happy, it may hold a + celebration in honor of your rule. The people declare a "We Love the + King Day" in thanks for the prosperity you have made possible. While the + circumstances that trigger this celebratory mood continue, the city + enjoys certain benefits, depending on your civilization's type of + government. In order for the "We Love the King Day" celebration to + occur, there must be no unhappy people in the city, at least as many + happy people as content people, and the city must have population of at + least three. Specialists are considered content citizens for this + calculation. + + ANARCHY: The celebration has no effect when the government is in + anarchy. + + DESPOTISM: The celebrating city is operated as if the government + is a Monarchy. This can increase the amount of food and + resources generated when some terrains are irrigated and mined. + + MONARCHY/COMMUNISM: A celebrating city currently ruled by either + of these governments is operated as if the government is a + Democracy instead. This increases the amount of trade generated. + + REPUBLIC/DEMOCRACY: A celebrating city currently ruled by either + of these governments increases in population by one point each + turn so long as sufficient food is available. This can result in + dramatic growth of the city. + + + CITY RESOURCES WINDOW + ~~~~~~~~~~~~~~~~~~~~~ + FOOD: A population unit in your city requires two units of food + each turn. If you city is currently producing more food than + that, the surplus is shown after a break in the food line. The + excess goes into the food storage box shown elsewhere on the + city display. + + RESOURCES: The shield symbol indicates the resources of raw + materials and industrial capacity of the city. Surplus capacity + is shown to the right of a break in the industry line and is + available to be used to build new units or city improvements. + Diplomats and Caravans don't require maintenance. + + TRADE: Trade is produced by Roads through Plains and Grasslands, + by Rivers, by Oceans/Lakes, by squares containing Gold Mines or + Gems, and by Caravans trade routes. + + LUXURIES: These are shown as diamonds. For every two diamonds of + luxuries produced, one content citizen becomes happy. The amount + of luxuries may be increased quickly by creating Entertainers. + + TAX REVENUES: These are shown as gold coins and are used to pay + maintenance costs for city improvements. + + SCIENCE: The knowledge that results from science research is + shown as light bulbs. + + CORRUPTION: Depending on your type of government and the city's + distance from your palace, some trade may be lost as corruption. + + + SPECIALISTS + ~~~~~~~~~~~ + ENTERTAINERS: People removed from the work force immediately + become Entertainers. Each Entertainer is the equivalent of two + additional trade symbols added to that part of the city's trade + brought in as luxuries. Creating Entertainers has the result of + creating more luxuries and making more people happy. + + TAXMEN: You can change an Entertainer to a Taxman. Click on the + Entertainer to convert him. Taxmen increase tax revenue. + + SCIENTISTS: You can change a Taxman into a Scientist. Click on + the Taxman to convert him. The Scientist is a researcher who + increases the amount of knowledge your city is producing. + + + PRODUCTION BOX + ~~~~~~~~~~~~~~ + CHANGE PRODUCTION: Use the change button to open the menu of + items that you can produce. (All of you have probably figured + this out!) + + RUSH JOBS: If you have the cash buy the item instead of waiting + for it! The cost is $2 per missing resource shield. You may want + to consult your City Status advisor for remaining resource cost + on big purchases. + + SABOTAGE: Enemy diplomats may slip into your cities and destroy + items partially completed. All resources currently invested in + an item are destroyed and production starts over. Your only + protection from this is to destroy enemy diplomats before they + can enter. + + DISASTER: Pirate raids also destroy the partially completed + item in the production box. The only defense against them is + building the Barracks improvement. + + + IMPROVEMENTS ROSTER + ~~~~~~~~~~~~~~~~~~~ + This part of the city display is in the upper right hand corner. + The only thing you need to know here is that the buttons to the right of + the improvements are their sell buttons. If you want to sell an + improvement click on the corresponding button. + + + INFORMATION WINDOW + ~~~~~~~~~~~~~~~~~~ + Within this window various types of information can be reviewed + or accessed. Here you can quickly see what military units are defending + the city, what trade routes the city has established, whether the city + is causing pollution, a small version of the world map, or a bird's-eye + view of the city. + + Across the top of the window are several buttons: Info, Happy, + View, Map. Using these buttons you can call up the information you wish + to see. + + MAP: Pressing this button calls up a small version of the world + map. The city you are in is marked for reference. Also marked on + the map are the location of any cities which you have + established trade routes and the location of units that make + this their home city. The map may be useful for planning + additional trade routes, assessing the danger of enemies, + locating units you wish to disband, or deciding a sailing + direction for newly launched ships. + + VIEW: This button opens the bird's-eye view of the city that is + seen when a new improvement or Wonder is built. As time passes, + note that the architecture of the various dwellings improves. + + INFO: This button calls up the most useful info. When you first + open any city display, this button is automatically on. Just + below the row of buttons are shown the icons for all units + currently in the city. Fortified units have a border around them + and units on sentry duty are shown as faded icons. Fortified + units or those on sentry duty may only be activated from this + window. When you return to the map display, these units can now + be given orders. At the bottom of the window is a list of any + trade routes the city has established. Each trade route is noted + by the name of the city with which you are trading and the + amount of trade generated. This trade is automatically included + in the trade your city is generating, shown in the city + resources window of the display. As your civilization moves into + the Industrial Age, pollution may become a problem. In the + middle of this window, pollution indicators appear when the + city's industry get sufficiently large. The indicators are + smokestack icons. The presence of several smokestacks is a cue + that you need to reduce pollution or be prepared to clean it up. + The alternative is eventual environmental disaster. There can be + up to one hundred smokestacks present indicating a 100% + probability of pollution each turn. + + HAPPY: This button opens the Population Happiness Chart, which + shows what factors are affecting the happiness of the city's + population. All people in a city beyond a certain number are + unhappy before any modifying influences are taken into account. + At the Emperor level of difficulty, only the first two PEOPLE + are content; at King level, the first three; and so on down to + Chieftain level, where the first six people are content. When + the city's population increases beyond these minimums, the new + people are unhappy unless their condition is improved by a + culture and a standard of living that provides luxuries, + religion, and entertainment; they are coerced into contentment + by martial law; or the presence of Wonders of the World lifts + their pride and spirits. The top row of the chart shows the + happiness of the population before taking into account any of + the factors that improve happiness. The second row shows the + effects of the luxuries that are provided to the city, if any. + Two units of luxuries make on content person happy or one + unhappy person content. A contented person is made happy before + another unhappy person is made content. The third row shows the + effects of Temples, Cathedrals, and Colosseums. These + improvements have the effect of making unhappy people content. + The fourth row shows the effects or martial law and military + service. Under all governments except the Republic and + Democracy, each military unit in a city coerces one unhappy + person into contentment. Any units imposing martial law are + shown is this row. Under the Republic or Democracy, martial law + does not work. Instead, each military not in its home city make + one person unhappy. This is shown by "SAD FACE" symbols in this + row and under the units in the home city roster. The fifth row + shows the effects of any Wonders of the World, either in this + city or elsewhere, that are influencing the population's + happiness. Specialists are content people, and are taken from + the ranks of the content or happy population when created. The + effect of the increased luxuries created by Entertainers is + shown in row two. The bottom row of the chart shows the + cumulative effect of all factors on the happiness of the + population roster at the top of the display. Examining this + chart is useful for understanding what is affecting the + happiness of the city and perhaps indicating what else could be + done if the city is out of balance. You may see where creating + Entertainers, disbanding out of town units, bringing in more + units, or building a new improvement can bring the city back + into order. + + + CITY IMPROVEMENTS + ~~~~~~~~~~~~~~~~~ + When beginning a new civilization, you normally may only build + one type of improvement, the Barracks. As your civilization acquires new + technologies, more improvements become possible. Each city may only + build one of each improvement. The improvements that your city possesses + are listed in the improvements roster on the city display. Once built, + improvements may be destroyed by sabotage, disaster, and capture, and may + even be sold for cash. + + SABOTAGE: Diplomats may enter a city and attempt industrial + sabotage. This may result in the destruction of an existing + improvement. The only defense against this type of attack is + destroying the Diplomat before it can enter a city. + + DISASTER: Volcanos, Pirate Raids, Floods, Fires, and Earthquakes + may destroy improvements in a city. There is no defense against + Earthquakes, but Aqueducts prevent Fires, Temples prevent + Volcanos, City Walls prevent Floods, and Barracks prevent Pirate + Raids. + + CAPTURE: Some, all, or none of a city's improvements may be + destroyed when it is captured by another civilization. + + SELLING IMPROVEMENTS: You may sell an existing improvement to + raise cash by pressing the sell button next to its name in the + improvements roster of the city display. + + AQUEDUCT: Cities without an Aqueduct may not grow beyond a size + of 10 population points. In addition, Aqueducts prevent the + disasters of Fire and Plague. Aqueducts require the advance of + Construction, cost 120 resources to build, and cost $2 per turn + to maintain. + + BANK: Banks increase the luxuries and taxes generated by a city + by 50%. Banks cost 120 resources to build and $3 per turn to + maintain. + + BARRACKS: New units built in this city are already veterans, + increasing their attack and defense factors by 50%. Barracks + prevent the disaster of pirates. They disappear when you acquire + the advances of Gunpowder and Combustion. SECOND generation + Barracks cost $1 per turn and third generation Barracks cost $2 + to maintain per turn. + + CATHEDRAL: A Cathedral makes four unhappy people content and is + very useful for keeping a large city out of civil disorder. It + costs 160 resources to build, and takes $3 to maintain per turn. + + CITY WALLS: City walls triple the strength of a defending unit, + except when attacked by a Bomber or Artillery unit. This + tripling occurs after considering the effect of terrain and + veteran status. Cities defended by City Walls do not suffer + population losses when a defending unit it destroyed. Walls also + prevent the disaster of Flood. They cost 120 resources and + requires $2 per turn to maintain. + + COLOSSEUM: Its presence makes 3 unhappy people content. It costs + 100 resources to build, and requires $4 per turn to maintain. + + COURTHOUSE: This improvement reduces corruption in a city by + 50%. It costs 80 resources and needs $1 per turn to maintain. + + FACTORY: A Factory increases the amount of resources generated + by a city by 50%. They become obsolete and stop working if a + Manufacturing Plant is built in the same city. It costs 200 + resources to build and requires $4 per turn to maintain. The + effect of a Factory may be increased by the presence of a Hydro + Plant, a Nuclear Plant, or a Power Plant. It may also be + increased by the Hoover Dam, a modern Wonder of the World. + + GRANARY: Cities possessing a Granary use up only 50% of their + stored food to create new population. The storage box only half + empties. In addition, the Granary prevents a Famine disaster + from destroying population. The Granary requires 60 resources to + build and $1 per turn to maintain. + + HYDRO PLANT: The production bonus for a Factory or Manufacturing + Plant is doubled of the city has a Hydro Plant. In addition, a + Hydro Plant reduces the probability of pollution. A Hydro Plant + may only be built by a city on or near a River, Hills, or + Mountains. It costs 240 resources and requires $4 per turn to + maintain. + + LIBRARY: A Library increases the knowledge production of a city + by 50%. It costs 80 resources to build, and costs $1 per turn to + maintain. The effect of all Libraries in your cities is + increased if you possess Isaac Newton's College, a medieval + Wonder of the World. + + MANUFACTURING PLANT: This improvement increases the resources + generated by a city by 100%. It costs 320 resources to build, + and costs $6 per turn to maintain. Its presence makes and + already existing Factory obsolete and the Factory ceases to + work. The effect of a Manufacturing Plant may be increased by + the presence of the Hydro Plant, the Nuclear Plant, the Power + Plant, or the Hoover Dam. + + MARKETPLACE: A marketplace increases tax revenue and luxuries by + 50%. The Marketplace costs 80 resources to build, and costs $1 + per turn to maintain. + + MASS TRANSIT: In cities with Mass Transit, the population has no + effect on pollution. It costs 160 resources to build, and costs + $2 per turn to maintain. + + NUCLEAR PLANT: Like other types of power plants, the Nuclear + Plant increases the production of a Factory or Manufacturing + Plant by another %50. A Nuclear Plant also reduces the + day-to-day probability of pollution. However, a Nuclear Plant in + a city suffering civil disorder risks a nuclear meltdown. The + Nuclear Plant costs 160 resources to build, and costs $2 per + turn to maintain. + + PALACE: This is the administrative and governmental center of + your civilization. The farther any city is from the city + containing the Palace, the more corruption is likely. You may + build a new Palace in another city, but this causes the + retirement of the first Palace and relocation of the government. + If your Palace is destroyed, a new one may be built in any + existing city. The Palace requires 200 resources to build and + costs nothing to maintain. + + POWER PLANT: The source of industrial power increases the + resources generated by Factories and Manufacturing Plants by an + additional 50%. However, it increases the probability of + pollution significantly. The Power Plant costs 160 resources, + and needs $4 per turn to maintain. + + RECYCLING CENTER: The recycling center reduces the probability + of pollution by 2/3. It costs 200 resources to build and costs + $2 to maintain. + + SDI DEFENSE: The SDI (Strategic Defense Initiative) Defense + protects the city from Nuclear units. Attacks by these weapons + have no effect. This improvement costs 200 resources and needs + $4 to maintain per turn. + + TEMPLE: The Temple's presence makes one unhappy citizens + content. With the additional advance of Mysticism, another + person is made content by a Temple, for a total of two. A Temple + presents the Volcano disaster. Temples cost 40 resources to + build and need $1 to maintain per turn. The effect of a Temple + may be doubled if your civilization possesses the Oracle, an + ancient Wonder of the World. + + UNIVERSITY: The presence of a University increases the knowledge + generated by a city by 50%. A University bonus is added to the + bonus from an existing Library. Together they double the + knowledge generated. Universities cost 160 resources to build + and $3 to maintain. The effect of all Universities in your + cities is increased if you possess Isaac Newton's College, a + medieval Wonder of the World. + + + WONDERS OF THE WORLD + ~~~~~~~~~~~~~~~~~~~~ + As your civilization progresses through the years, certain + advances make possible the building of Wonders of the World. There are + 21 Wonders, 7 each for the three great epochs of civilization. + Antiquity, the Middle Ages, and the Industrial Age. These Wonders are + the extraordinary monuments of a civilization, bringing everlasting + glory and other benefits to their owners. + + A Wonder is a dramatic, awe-inspiring accomplishment. It is + typically a great achievement of engineering, science, or the arts, + representing a milepost in the history of humankind. Each Wonder is + unique, existing only in the city where it is constructed. + + In addition to the glory attached to owning a Wonder, each one + has a specific, unique benefit. The people of your civilization are able + to perform amazing feats, inspired by their pride in the possession of + Wonders. + + The benefits of some Wonders apply only to the civilization that + possesses them. If a Wonder you build is lost when one of your cities is + captured, the powers of the Wonder then apply to the conquering + civilization. The same holds true if you capture a Wonder. + + However, the benefits of the ancient Wonders and most of the + Wonders of the Middle Ages may not stand for all time. Objects and + accomplishments that awed the ancients may not similarly inspire the + people of the Industrial Age. The achievement of later advances may end + the benefits of older Wonders, regardless of whether your civilization + or another makes the cancelling advance. + + + CONSTRUCTION + ~~~~~~~~~~~~ + Each Wonder may be built once your civilization achieves a + specific technology. For example, when your civilization acquires Map + Making, you may begin construction of the Lighthouse. + + You may only build a Wonder is it does not already exist + somewhere else in the world. If it exists in another city, it does not + appear as an option in your production menus. If you are building a + Wonder in one of your cities and the same Wonder is completed elsewhere + before you finish, you cannot complete your construction. You must + convert your construction to something else. + + Wonders are not destroyed when an enemy occupies their city. + However, if a city possessing a Wonder is destroyed, than that Wonder is + lost forever and cannot be rebuilt. + + Wonders are built in the same manner as any other city + improvement with one exception. You may move a Caravan into the city of + construction and accept the option "help build Wonder." All of the + resources that went into the Caravan are added to the construction of + the Wonder. + + Wonders may be built in any city and more than one may be built + in the same city. + + + EFFECTS + ~~~~~~~ + Each Wonder has a specific and general benefits. General + benefits are the glory that accrues to your civilization for possessing + the Wonder, even after new technology makes it obsolete. Each Wonder + that your civilization possesses adds to your civilization score. The + presence of Wonders are significant when the top 5 cities in the world + are measured. The presence of Wonders also influences the historians, + such as Gibbon, who periodically rate the world's civilizations. + Finally, Wonders also influence the decision of the people to improve + your palace. + + + ANTIQUITY + ~~~~~~~~~ + COLOSSUS: The Colossus is a great bronze statue bestriding the + gates or harbor mouth of the city. This amazing statue draws + tourists from around the world, greatly increasing the trade of + the area. Trade is +1 in every city map square that is already + generating some trade. The effect on tourism stops working after + development of Electricity and the trade benefit is thereafter + lost. The Colossus requires the advance of Bronze Working and + takes 200 resources to build. + + GREAT LIBRARY: Begun as a hobby by a local ruler, the Great + Library is an obsession for the city. Its agents scour the world + for books and manuscripts, making the Great Library the largest + known repository in existence. The Great Library gives you any + technology that two other civilizations have acquired. However, + it stops working after development of the University. It + requires the advance of Literacy and takes 300 resources to + build. + + GREAT WALL: The Great Wall was built not so much to keep + invaders out, but to retard their escape with any loot. The + effect is to deter the aggressiveness of neighbors. When you + possess the Great Wall, other civilizations always offer peace + during negotiations. However, the effect of the Great Wall + ceases after development of Gunpowder. It requires the Masonry + advance and takes 300 resources to build. + + HANGING GARDENS: The magnificent Hanging Gardens are a great + marriage of engineering and beauty. Architecturally brilliant + layered tiers of gardens and ingeniously supplied with water. + Any visitor is overwhelmed by the grace of this man-made garden + of paradise. Possessing this beautiful monument brings great + pleasure to the people of your civilization and results in a +1 + happy citizen in each of your cities. This magical effect of the + Hanging Gardens expires with the development of Invention + because, thereafter, the gadgetry of the garden design becomes + cheaply available to everyone. Knowledge of the Hanging Gardens + is acquired with the advance of Pottery, and the Wonder takes + 300 resources to build. + + LIGHTHOUSE: The construction of this immense Lighthouse not only + creates the greatest navigational aid of antiquity, but triggers + a birth of seafaring skills and traditions. The result is great + achievements by your ships and captains. Possession of the + Lighthouse increases sea movement rates by 1 SQUARE for all of + your ships. However, the effect of the Lighthouse ceases working + after development of Magnetism, a new navigational aid that puts + competent sailing within the grasp of anyone. The Lighthouse + requires the advance of Map Making and it takes 200 resources to + build. + + ORACLE: Building the Oracle gives the beliefs of your + civilization a unifying central dogma that increases the effect + on its people. The auguries of the Oracle are transmitted + through the local Temples, exerting significant control over + their lives. The Oracle becomes available with the advance of + Mysticism and doubles the effect of your Temples in making + unhappy people content. It stops working after the development + of Religion, which appeals to more widely to the growing + literate, intelligent citizenry. The Oracle takes 300 resources + to build. + + PYRAMIDS: The Pyramids are the greatest and oldest of the + ancient Wonders. Their construction requires great government + control of the entire nation to make possible the effort of + their construction. A civilization that possesses the Pyramids + may change government type without going through a period of + Anarchy. In addition, that civilization may select any type of + new government, not just those for which it has made the correct + advance. The Pyramids require the advancement of Masonry and + take 300 resources to build. However, the effects of the + Pyramids expire after the advance of Communism is achieved. + + + THE MIDDLE AGES + ~~~~~~~~~~~~~~~ + COPERNICUS'S OBSERVATORY: Working alone on cold nights in the + tower of his cathedral, this Polish priest re-established that + the Sun was the center of the Solar System, not the Earth. This + fact had been recognized by ancient astronomers but lost is the + Dark Ages, buried under superstition and religious dogma. + Copernicus's findings were controversial but proven true, and + were an important step in the rebirth of Western science. + Building Copernicus's Observatory doubles knowledge of + production in the city, after all adjustments for Libraries, + Universities, and Scientists. However, this benefit stops + working after the development of the Automobile. The advance of + Astronomy makes the Observatory possible. It costs 300 resources + to build. + + DARWIN'S VOYAGE: Partially from the research accomplished on his + scientific voyage aboard the Beagle to the Galapagos Islands, + Charles Darwin developed the theory of evolution that was + published in his masterwork, The Origin of Species. Darwin's + arguments, and those of his contemporary, Alfred Russell + Wallace, were so convincing that they were only disputed on + philosophical grounds, mainly by religious fundamentalists. The + theory of organic evolution was the foundation of all following + research in biology. The civilization that builds Darwin's Voyage + immediately acquires two civilization advances. The advance of + Railroads makes Darwin's Voyage possible. The Voyage costs 300 + resources. + + ISAAC NEWTON'S COLLEGE: Considered by many to be the greatest + scientist of all time, Newton developed theories of universal + gravitation that explained both the motion of heavenly bodies + and the falling of bodies to Earth. He also wrote important + works on calculus, optics, the spectrum of light, fluid + mechanics, the motion of comets, and the motion tides, and built + the first reflecting telescope. For 32 years he was a professor + of mathematics at Cambridge University. Possessing Newton's + College increases the knowledge benefit of all your Libraries and + Universities. It may be built once you have acquired the Theory + of Gravity, but stops working after development of Nuclear + Fission. The College requires 400 resources to build. + + J.S. BACH'S CATHEDRAL: Johann Sebastian Bach was one of the + great composers of the Western world. Born into a family of + distinguished musicians, he was noted as a virtuoso performer + during his life, but has become much more reversed since his + passing for the genius of his music. The majority of his + compositions were written while serving the church, and most + pieces were written for the organ and dedicated to the glory of + his God. Possessing Bach's Cathedral decreases unhappy citizens + on the same continent by 2 per city. The Cathedral may be built + following the advance of Religion and costs 400 resources. The + power of Bach's music does not expire. + + MAGELLAN'S EXPEDITION: Ferdinand Magellan, a Portuguese + navigator, led the first expedition that circumnavigated the + globe. Sponsored by Charles I of Spain, he was searching for a + westward route to the spice islands of the Moluccas. Along the + way he discovered the straits at Cape Horn that bear his name. + Unfortunately, he died in the Philippines fighting natives. Only + one of his five original ships and few of his men reached home, + but the expedition proved that the Earth was round. Possessing + Magellan's Expedition increases sea movement rates by 1 square + for all of your ships. The expedition becomes possible after the + advance of Navigation and never expires. It costs 400 resources + to build. + + MICHELANGELO'S CHAPEL: You may build the Chapel after achieving + the advance of Religion. Possessing it increases the benefits of + Cathedrals throughout your civilization until the advance of + Communism diminishes the strength of Religion. The Chapel takes + 300 resources to build. + + SHAKESPEARE'S THEATRE: The Theatre may be built after achieving + the advance of Medicine. Thereafter, all unhappy people in the + city are content, until the advance of Electronics makes the + Theatre obsolete. It costs 400 resources to build. + + + INDUSTRIAL AGE + ~~~~~~~~~~~~~~ + APOLLO PROGRAM: The Apollo Program may be built after achieving + the advance of Space Flight. It allows construction of space + ships by any civilization having the technology to build parts. + The Apollo Program costs 600 resources to build. + + CURE FOR CANCER: After the development of the advance of Genetic + Engineering, you may work on the Cure for Cancer. Possessing the + Cure creates a +1 happy citizen in all cities of your + civilization. The Cure for Cancer costs 600 resources to build. + + HOOVER DAM: The Hoover Dam may be built after the advance of + Electronics is acquired. The Dam provides electric power to all + cities in the same continent, increasing the resources generated + by the city by 50%. In addition, the Dam reduces the probability + of pollution from these cities. The Hoover Dam costs 600 + resources to build. + + MANHATTAN PROJECT: Once any civilization completes the Manhattan + Project, all civilizations in the world may begin building + nuclear weapons, if they have the proper technology. The + Manhattan Project itself may be built once the advance if + Nuclear Fission has been achieved. The Project costs 600 + resources to build. + + SETI PROGRAM: The SETI Program may be built when your + civilization acquires the advance of Computers. Thereafter, the + knowledge generated by your cities increased by 50%, unless the + Program is destroyed or captured by a rival. The SETI Program + costs 600 resources to complete. + + WOMEN'S SUFFRAGE: Women's Suffrage becomes available after the + advance of Mass Production. Under a Republic or Democracy, units + away from their home city create one less unhappy citizen than + normal for a civilization that possesses Women's Suffrage. It + costs 600 resources to achieve. + + UNITED NATIONS: Building the United Nations is a great + achievement by a civilization. It is only available after the + advance of Communism. During negotiations with other + civilizations, they always offer to make peace with you. This + allows at least a temporary resolution to all wars you engaged + in. The United Nations costs 600 resources to build. + + + DISASTERS + ~~~~~~~~~ + Each game turn there is a chance that a disaster of some sort + may strike one of your cities. A disaster may result in loss of + pop ulation, destruction of a city improvement, or disruption of + production. Some disasters may be prevented if your civilization has + acquired certain advances of if the city has built a certain improvement. + In these cases, the disaster does not occur or has no effect. + + The possible disaster are described below. For each there is an + explanation of why it occurs, the effect on your city when it strikes, + and what measures can prevent it, if any. + + EARTHQUAKE: Earthquakes may strike any city that is built + adjacent to Hills terrain. There is nothing that you can build + or learn to prevent this disaster. An earthquake destroys one + city improvement. + + FAMINE: Famine strikes randomly. It can be prevented by building + a Granary improvement. If it strikes a city with no Granary, all + food in the food storage box is lost and the city's population + is reduced. + + FIRE: Fire can hit any city at any time. It can be prevented by + building an Aqueduct improvement. Fire destroys one city + improvement. + + FLOOD: Flood can strike any city built adjacent to an River + square. It can be prevented by building a City Wall. Flood + reduces city population. + + PIRACY (Yeah, our favorite topic): Pirate raids may strike any + city built adjacent to an Ocean square. Pirates can be prevented + by building a Barrack. Pirates remove all food from the food + storage box and destroy whatever is being built in the + production box. All resources spent so far in production are + lost. + + PLAGUE: Plague may strike any city at any time. It can be + prevented by acquiring the advance of Medicine or by building + and Aqueduct improvement. Plague reduces the city's population. + + VOLCANO: A volcano may erupt and damage any city built adjacent + to or on Mountain terrain. The effect is a volcano may be + negated by building a Temple improvement in the city. Volcanic + eruptions reduce the city's population unless negated. + + + + ____________________________________________________________________ + / / + / T H I S F I L E W A S L E E C H E D F R O M : / + / / + / --*X* I C E S T A T I O N Z E B R A *X*-- / + / / + / 5 NODES, 16.8k bps, 2 GIGABYTES ON A 50MHZ AMIGA! (206)927-5211 / +/___________________________________________________________________/ + diff --git a/textfiles.com/piracy/SOFTDOCS/conr-dox.nfo b/textfiles.com/piracy/SOFTDOCS/conr-dox.nfo new file mode 100644 index 00000000..fc6962c7 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/conr-dox.nfo @@ -0,0 +1,166 @@ + Ŀ + USA/FLT United Software Association USA/FLT + Fairlight PC Division + USA-DoX Department + + Proudly Presents + + Jimmy Connor's Pro Tennis Tour Complete Dox + + From + + USA/FLT Blue Byte/UBISoft USA/FLT + +Ŀ + + Doc Notes: As some of you may have noticed, this game turned out to + be the same as Great Courts ][, but with a different title. + Please accept our apologies for this, it was an honest + mistake, and not at all intentional. In any case, here are + the complete dox. I guess these can be used for either + Great Courts ][ or Jimmy Connor's, so it's kind of a bonus. + + +Ŀ + + What's Up With USA/FLT? + ~~~~~~~~~~~~~~~~~~~~~~~ + There seems to be a trojan going around disguised as a fix for + Falcon 3.0 from THG. The filename is either FALCFIX.ZIP or + FALCFIX.ARJ. Beware this file, it is a trojan. Falcon 3.0 needs + no fix. + + If you have any information as to where this file originated, please + contact us on the VMB. We have heard some talk that USA may have + put this fix out and that is simply pure bullshit. We are not in + the trojan business, we're in the wares and dox business and if you + honestly think we'd taint our own release or anyone else's with a + trojan, you're highly mistaken. We'd like to track down the origin + of this file so if you have any information at all, please contact + us at 716/987.1151. + + +Ŀ + + Greets: INC, TDT/SR, TRSI + + + + - USA/FLT Senior Staff - + + Genesis, Silencer, The NotSoHumble Babe + + + - USA/FLT Members - + + Black Jack, Buckaroo Banzai, Fire, Harry Lime, Lord Blix, Lord Sterling, + Marko Ramius, Minor Threat, R. Bubba Magillicutty, Repo Man, Static, + The Guch and The Necromancer + + + - FairLight PC Members - + + Strider + + + - The USA-DoX Team - + + FAThead, Genesis, Kublai Khan, Repo Man + + + - USA/FLT Couriers - + + Alexis Machine, Dr. Crippen, Heavy Metal, Morpheus, Scorch, and Tomkat + +Ŀ + - USA/FLT Boards - +Ĵ + BOARD NAME POSITION NUMBER SYSOP +Ĵ + BBS-A-Holic Western Home 213/PRI.VATE Genesis + Enterprize Elite Eastern Home 313/PRI.VATE Static / The NSH Babe +Ĵ + The Mudd Club Member Board 713/347.1416 Lord Blix + The Inferno Member Board 416/493.9927 Harry Lime + The Rush Board Member Board 313/348.6057 The Necromancer + House Of Lords Member Board 714/681.9219 Lord Sterling + Radioactive Decay Member Board 213/923.4447 Repo Man + Infinity Member Board 914/229.8483 Fire + High Intensity Member Board 512/385.4912 Marko Ramius +Ĵ + World of Mirage Dist Site 718/898.8421 The Widowmaker + The Richter Scale Dist Site 516/754.6402 Earthquake + Elysium BBS Dist Site 508/468.7636 Squire + Khaotic Attractor Dist Site 508/970.5306 Mr Wyzard + The Powerdome Dist Site 901/872.3715 Electron + Arachnophobia Dist Site +31/40817579 GML/TU + Modular Madness Dist Site 512/219.8045 Fatal Error + The Paki's Smell Dist Site 604/261.8182 Skeleton Secretary + Cloak & Dagger Dist Site 516/791.2156 Surak + + +Ŀ + - USA/FLT Support Nodes - +Ĵ + + The World Of Krynn - Down River Elite - Amiga World + + + + So you wanna be a USA Dist Site or Member huh? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + If you are interested in becoming a USA/FLT Dist Site or Member, please + contact Genesis at BBS-A-Holic or TNSH Babe at Enterprise Elite. Tell + us what you have to offer to USA/FLT and you will be considered. All + of our members and dist sites are completely functional. This means + they all help the group in some way. If you can't or don't want to do + anything to help out, and just want to sit there and run a dist site, + then forget it. But if think you have something to offer and you want + to help the newest up and coming group reach the top, give us a call. + USA/FLT Support Nodes are also available, inquire any Senior Staff + Member for details, or call the VMB and leave your info. + + + So you wanna be a USA Courier huh? + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + Fill out a USA/FLT courier application and send it up to + BBS-A-Holic, private for Genesis. + +Ŀ + + You may contact us by mail at: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + USA/Fairlight + 35526 Grand River, Suite 121 + Farmington Hills, MI 48335 + + OR + + Fairlight + P.O. Box 6 + 23600 Hollviken + Sweden + +Ĵ + + You may contact us by phone at: + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + The USA/Fairlight VMB + + 716-987-1151 + +Ĵ + + *** S P E C I A L O F F E R *** + + VHS Movies Available - Write To Address Below For Info: + + Skid Row + Postrestante + 8450 Hammel + Denmark + + + diff --git a/textfiles.com/piracy/SOFTDOCS/control.txt b/textfiles.com/piracy/SOFTDOCS/control.txt new file mode 100644 index 00000000..d7fc885b --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/control.txt @@ -0,0 +1,56 @@ + Codename: ICEMAN + Control Panel + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + +By: Mephistopheles /2\ Code-name: ICEMAN + \/ Control Panel + A B C D + Ŀ Ŀ Ŀ Ŀ + Ĵ5 + 3 Ĵ6 + Ĵ7 + 1 Ŀ Ĵ8 + 31 Ĵ9 + 4 + + 30Ŀ + + + 2811 + \\ \/ // + Ŀ 29\\ 24 //10 + 27 \\ \/ // 14 + Ŀ 15 + ¿20 18 17  \ + 26 Ŵ23  \ \ \ 12 + 25 21  16 32 \ \ 13\ / \ 33 + 22 19 \ / \ \ \ + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% + + Part ][ + of + Code-name: ICEMAN + + 1. Map 18. Attitude Indicator + 2. Fire Control Panel 19. Wheel + 3. Vertical Sonar 20. Closed Circuit TV On/Off + 4. Ranging Sonar 21. Torpedo Tube Indicator On/Off + 5. Depth Gauge 22. Torpedo Tube Flood On/Off + 6. Water Temperature 23. Fire Control Panel Activate + 7. Time Clock 24. Rudder Indicator + 8. Speed (In Knots) 25. Emergency Ballast Control + 9. RPM Indicator 26. Hatch Indicator + 10. Stern Plane Indicator 27. Compass + 11. Longitude Indicator 28. Latitude Indicator + 12. Dive Lever 29. Bow Plane Indicator + 13. Engine Lever 30. Heading Indicator + 14. Ballast Indicator 31. Multipurpose View Screen + 15. Silent Run On/Off 32. Throttle Speed Indicator + 16. Silent Run Indicator 33. Dive Plane Indicators + 17. Sonar On/Off + + + +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/cruisdox.nfo b/textfiles.com/piracy/SOFTDOCS/cruisdox.nfo new file mode 100644 index 00000000..732ee931 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/cruisdox.nfo @@ -0,0 +1,65 @@ + + Cruise for a Corpse: Complete Documentation + by Delphine Software + +ͻ + Protection N/A + Graphics CGA/EGA + Controls Keyboard/Mouse + Sound Honker/Adlib/Soundblaster/Roland + Supplier Bryn Rogers +ͼ + +Quite small docs for a largish release.. Well at least they did'nt take as +long to scan heh.. have fun.. + + - Bryn + +Zodact and Darwin -RAZOR - Interesting conversion the other night.. but +you never know who's listening in on conferences heh.. shame the phones +dropped when you were getting to the interesting bit.. + + + [ Members ]Ŀ + Fabulous Furlough Thinks he's retired + The PieMaN Sysop of The P.I.T.S. + The Slavelord Sysop of The Slaveden + The Mad Scientist Protection Eradication Engineer + JROK THG Protection Eradication Engineer + Night Writer THG Member! + Eddie Haskel Sysop of SpamLand + BamBam Sysop of DownTown + Barimor Sysop of The Final Frontier + Predator Sysop of Iron Fortress + Mr. Plato Sysop of Plato's Place + The Toyman Sysop of Elusive Dream + The Iceman Sysop of The Ice Castle + Bryn Rogers Sysop of The Demon's Forge + Hi.T.Moonweed Sysop of The Flying Teapot + Sauron THG/fx crew + Lord Zombie THG/fx crew + + [ Member Boards ]Ŀ + The Slaveden (2 nodes) (904) 331-1038 The Slavelord + SpamLand (3 nodes) (508) 831-0131 Eddie Haskel + Plato's Place (6 Nodes) (618) 254-5263 Mr. Plato + The P.I.T.S. (5 Nodes) (718) THE-PITS The PieMaN + DownTown +31-5750-29313 BamBam + The Inferno (416) 841-1933 Black Plague + The Final Frontier (602) 730-5193 Barimor + Elusive Dream (4 Nodes) (317) 452-1257 The Toyman + The Ice Castle +47 - The Iceman + The Demon's Forge +44 282-22514 Bryn Rogers + The Flying Teapot +44 603-767543 Hi.T.Moonweed + + [ Distribution Sites ]Ŀ + Skull Isle (514) 647-3096 Skoal Bandit + Concrete Sea (901) 274-0019 Razor Face + Cloud Nine Elite () - Nimbus + The Real World (206) - Mack The Hack + The Eclipse BBS () - The Mustang + Big City Lights () - The Hook + Piper's Pit (203) - Rowdy Roddy Piper + Covert Society (206) 946-6666 The Lizard + + \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/cruisref.txt b/textfiles.com/piracy/SOFTDOCS/cruisref.txt new file mode 100644 index 00000000..afa62490 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/cruisref.txt @@ -0,0 +1,403 @@ + + + + + ///////////////// ///////////// + ///////////////// ///////////// + ///// ///// ///// + ///// ///////////// ///// + ///// ///////////// ///// + ///// ///// ///////////// + ///// ///// ///////////// + The Humble Guy's HumbleDox + + Presents + + Cruise for a Corpse : Reference Manual for the Cimematique System + + +CRUISE FOR A CORPSE REFERENCE MANUAL FOR THE CINEMATIQUE SYSTEM + +We recommend that you make safety copies of your original disks and +use these when you are + +NOTE Before you start playing, it is advisable to make sure that you +have a blank formatted disk at hand so that you can save games part +way through. + +CONTROLLING THE HERO + +A. MOVING + +To move Raoul within a room, point the mouse cursor at the required +destination and press the LEFT mouse button. Raoul will then move to +that location, avoiding any obstacle in his way. + +To go to a different room, place the cursor over the door or the +exit displayed on the screen and press the LEFT mouse button. + +MANIPULATING YOUR ENVIRONMENT + +Each room contains a large number of objects, any of which could be +clues, vital to the progress of your investigation, To find out +about the actions you can use on an object, place the mouse cursor +over it and press the LEFT mouse button. + +A list of verbs relating to the selected object will be displayed. +Place the mouse cursor over the relevant action verb (the +highlighted verb will then change colour) and press the LEFT button. +Raoul will then carry out the order you have given him. + +If you choose not to use any of the proposed actions, move the +cursor within the menu (all the verbs will then be the same colour +meaning that none has been selected), then press the LEFT button to +exit the list. + +It is important to know that only actions which can be executed on +the object immediately are displayed on the list. + +EXAMPLE: Raoul is in a room containing a chest of drawers. Let's +suppose you wish to examine the contents of one of the drawers and +that the drawer is closed. Move the mouse cursor over the drawer and +press the LEFT mouse button. A single verb will appear on the list: +OPEN ... Nothing yet will allow you to search the inside of the +drawer. + +Select the verb OPEN ordering Raoul to open the drawer. + +Then, press again on the drawer and the following verbs will be +displayed: + +CLOSE +Now, all you have to do Is select the verb SEARCH on the list and +reap the fruit of your efforts. + +C. USING FOUND OBJECTS + +Some actions are likely to be possible only when the object Is In +your possession ... For example, you will need to take a letter +before you can read It, a jacket before you can wear It etc... + +To display the Inventory of objects carried by Raoul, simply press +the RIGHT mouse button. + +If you want to affect one of the objects displayed In the inventory, +move the mouse cursor over the name of the object (it will then +change colour) and press the LEFT mouse button. + +The list of actions associated with that object will be displayed +Instead of the inventory. Point the mouse cursor to a verb (which +will then change colour) and press the LEFT mouse button. + +Remember, only actions possible Immediately will be displayed on the +list. + +EXAMPLE: Raoul has just picked up a small ball of paper and you want +to READ what it says... Press the RIGHT mouse button and display the +list of objects carried by Raoul Then point the mouse cursor to +"piece of paper" and press the LEFT button to call the following list +EXAMINE THROW SHOW SMOOTH OUT Select the verb SMOOTH OUT on the +list. Raoul will then smooth out the piece of paper. Now recall the +Inventory and select the "piece of paper" ... The list of verbs +associated with It Is now as follows: EXAMINE THROW SHOW READ All +you need to do Is move the mouse cursor over the verb READ and press +the LEFT mouse button. + +D. ESTABLISHING LINKS BETWEEN OBJECTS + +It Is very likely that the objects you will find at various +locations have not been placed there by chance and the odds are that +at some stage In your quest, you will have to make the most of your +opportunities. Use your powers of deduction, flair and Intuition to +try and guess the link between particular obiects. Although these +relationships are, on the whole, easy to establish (a key goes into +a lock to unlock a door, a pickaxe digs an opening Into a rock), +sometimes It will take more time. Don't lose heart Immediately +because there Is ALWAYS a solution. + +When you think you have guessed the link between two objects, try It +out to check your deduction. + +Here are some examples which illustrate the way to establish a +relationship between one object and another... + +A: You have a key ... In front of you, a locked door just asking to +be opened. + +- Press the RIGHT button to call the Inventory. + +- Choose the ~key" from the Inventory. + +- In the new list of verbs, select the verb "Put In" ... A control +phrase will be displayed "key: put In..." to remind you that you +must now select the object In which you wish to put the key... + +- Move the cursor over the lock and press the LEFT mouse button... +Raoul will execute the action. + +B: You still have the key and you have Just found a small box. The +key and the box are both In the Inventory and you will try to open +the box with the key + +- Press the RIGHT button to call the Inventory. + +- Select the '-key" from the Inventory. + +- Select ~Open..." on the list of verbs relating to the key + +- Press the RIGHT button again to recall the Inventory. + +- Now, move the mouse cursor over the word "box" and validate with +the LEFT button to execute the opening of the box with the key... + +C: A pile of records on a table and, nearby, a record player. You +want to listen to a record... + +- Move the cursor over the pile of records and press the LEFT mouse +button. + +- The list of verbs associated with the pile of records Is now +displayed. Choose "Put on ...". The following control phrase Is +displayed "record: put on..."reminding you that you need to decide +where Raoul must put the record. + +- Move the cursor over the record player and press the LEFT button +to validate the action of ~putting the record on the record player" +and listen away. + +E. DIALOGUE + +An Investigation conducted according to the rules must begin by a +close Interrogatlon of the suspects. + +When a character Is In the room, move the mouse cursor over him/her +and press the LEFT button to display the list of actions. Select the +verb "speak" to start the conversation... + +A list of topics of conversation classified by heading will be +displayed. Each heading includes all the topics of conversation +relating to a character (except the heading -objects found'~ which +allows you to question the suspects on the objects you discovered +during your investigation). EXAMPLE + +You want to question Father Fabiani about Julio's taste for computer +games... + +When you go into dialogue mode, the following menu will be displayed: + +FABIANI +SUZANNE +JULIO +HECTOR +OBJECTS FOUND +THANKS FOR YOUR HELP + +Place the mouse cursor on ~Julio" and press the LEFT button. A +sub-menu with all the topics of conversation having a link with +Julio will be displayed: + +HIS PASSION FOR GAMES +HIS LOVE OF PLANTS +HIS RELATIONSHIP WITH SUZANNE +OTHER TOPICS... + +Move the mouse cursor over "his passion for games" and press the +LEFT button to receive Father Fabiani's answer. + +According to the answer, one or more new topics will be added to the +list. Some minor topics will merely pad out the conversation and +allow you to obtain more detail on a particular theme. These +temporary topics are easily recognizable as they are displayed dark +In the menu. + +EXAMPLE + +Let's suppose that the priest's answer to the previous question Is: +"Julio has a passion for adventure games, especially DELPHlNE's..." +There would be two new temporary themes In the menu ~Adventure +Games" and ~Delphinen... These themes may bring up others. + +In some Instances, the new topic Is vital to the progress of your +investigation. It will then be displayed permanently on the list (In +white) and you will be able to question someone else on the same +topic. + +To exit the conversation, choose the heading "thank you for your +help" on the list. + +When you are In a heading sub-menu, select ~other topics" to go back +to the main headings menu. + +THE USER MENU + +This menu offers functions which are not part of the actual game but +which will allow you, for example, to save or reload a game... + +You access this menu by pressing both mouse buttons simultaneously. +RESTART: to restart a game from the beginning. + +SAVE DRIVE: to tell the program on which disk you wish to save. + +SAVE GAME: to save the current game onto a disk. At the prompt, +Insert the save disk. + +A directory of games already on the disk will be displayed. + +Choose a slot and validate. + +If there Is no slot available In the directory, use a new save disk +or save over an existing game. + +LOAD GAME: to continue a previously saved game. At the prompt, +Insert the save disk. + +The list of saved games on the save disk will be displayed. + +Move the mouse over the name of the game to be loaded and validate. + +NOTE: You can save a game as long as your hero Is alive. We +recommend that you use this option regularly and everytime the +situation Is dangerous. During some animation sequences, where you +do not have to guide your character, you will not be able to save +the game. Don't worry, nothing very dangerous can happen to you +during these sequences or It's too late to take actlon! + +HINTS AND TIPS FOR BEGINNERS + +If this Is the first time you have played an adventure game, here +are some tips: + +Examine all the objects In your location. + +Read carefully all the comments displayed as they may hold important +clues for the rest of your adventure. + +Pick up as many objects as possible. + +Consider the various possible uses of the objects you have. + +Activate everything you can. + +Talk to as many people as possible, they may put you onto a lead. + +Save as soon as you feel some danger. + +However, if you are stuck at some stage of the game, try and check +whether you have forgotten an object or whether you have failed to +do something earlier. + +Every problem has a solution - ALWAYS. + +LOADING INSTRUCTIONS + +ATARI 520, 1040 ST, MEGA ST, AND STE + +- Switch on computer. + +- Insert game disk No.l In drive A. + +- Double click on the Icon DELPHINE.PRG. + +- The game will load and run automatically. + +Hard Disk Installation + +- Check that the number of bytes available on the hard disk Is +larger than that used by the game. + +- Create a new directory and copy the contents of each disk Into it. + +Loading from the Hard Disk + +- Double click on the hard disk Icon. + +- Double click on the Icon of the directory that contains the game. + +- Double click on the Icon DELPHINE.PRG. + +- The game will load and run automatically. + +AMIGA 500, 1000 AND 2000 +(If you are using the AMIGA 5OO without extended memory you may have +to unplug the external + +- Switch off the computer for at least ten seconds + +- Switch on computer. + +- Insert the Kickstart disk In disk drive DF0. + +- When the computer prompts you for WorkBench, Insert game disk No. 1 in drive DF0. + +- The Game will load and run automatically. + +Hard Disk Installation + +- Check that the number of bytes available on the hard disk is +larger than that used by the game. + +- Create a new directory and copy the contents of each disk Into it. + +Loading from the Hard Disk + +- Double click on the hard disk Icon. + +- Double click on the Icon of the directory that contains the game + +- Double click on the Icon DELPHINE.PRG. + +- The game will load and run automatically. + +IBM PC AND COMPATIBLES +Hard Disk Installation + +- Switch on computer. + +- Insert the DOS disk In disk drive A: + +- Once the computer Is up and running, Insert game disk No. I In +disk drive A. + +- Type A: and press ENTER. + +- Type INSTALL and press ENTER. + +- Follow the Instructions displayed on the screen. + +Hard Disk Installation + +- Check that the number of bytes available on the hard disk Is +larger than that used by the game. + +- Create a new directory and copy the contents of each disk Into It. + +Loading from Floppy Disks + +- Switch off the computer for at least ten seconds. + +- Switch on computer + +- Insert the DOS disk In disk drive A: + +- Once the computer Is up and running, Insert game disk No. 1 In +disk drlve A + +- Type A: and press 13NTER. + +- Type DELPHINE and press ENTER. + +Loading from Hard Disk + +- Type C: and press ENTER. (If your hard disk is not called C:, type +the letter that corresponds to + +- Type CD/DELPHINE and press ENTER. + +1991 DELPHINE SOFTWARE. All rights reserved. Clnematlque is a +trademark of Delphlne Software. Manufactured and distributed under +license from Delphine Software by U. S. Gold Ltd + +Units 2/3 Holford Way, Holford, Birmingham B6 7AX. Tel: 021-625-3366. +Copyright subsists on this program. Unauthorized copying, lending or +resale by any means Strictly prohibited. + \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/cw.txt b/textfiles.com/piracy/SOFTDOCS/cw.txt new file mode 100644 index 00000000..396f8cf4 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/cw.txt @@ -0,0 +1,220 @@ + + +--------------------+ + | CRIME WAVE | + | by Access Software | + +--------------------+ + +Cracked By: FuckU Enterprises + + : The BeastMaster +Diligence by : The Arch-Devil + + +Supplied By: STRIKER Ace + + +The Crack is included in this zip should be called CWCRACK.EXE, replace +CW.EXE with this and you should have no problems with any silly doc checks. + + +************************ REAL DOX *********************** + +SYSTEM REQUIREMENTS +640K Ram, Hard Disk, VGA, MCGA, EGA or TANDY 16 color, Color Monitor + +PROGRAM DISKETTES + 5 1/4" version uses 8 disks (360K each) + 3 1/2" version uses 4 disks (720K each) + +GETTING STARTED + Crime Wave must be installed on a hard disk to operate. The full game will +require approximately 2.9 meg of disk space. A special installation option +is available which will exclude the graphic story segments of the game. +This "Short" version will require 1.4 meg of disk space. You must use +method 1 below to install the "Short" version of Crime Wave. Both methods 1 +and 2 will install the full version. + +INSTALLING CRIME WAVE ON YOUR HARD DISK +- METHOD 1 + STEP 1: Insert DISK 1 into drive A and B. + STEP 2: Type: A:HINSTALL or B:HINSTALL + STEP 3: Follow the instructions on screen +- METHOD 2 + STEP 1: Create a subdirectory on your hard disk and call it whatever + name you wish (e.g. CRIME) + STEP 2: Copy the contents of all disks into the subdirectory. + +PLAYING CRIME WAVE + STEP 1: Go to the drive where Crime Wave was installed. + STEP 2: Type: CD\CRIME + STEP 3: Type: CW + +VIDEO MODES + If you are starting Crime Wave for the first time, the program will ask +you to select a video mode. The following modes are supported: + + VGA/MCGA 320x200 256 Colors + EGA 640x200 16 Colors + EGA 320x200 16 Colors + TANDY 320x200 16 Color + + NOTE: To change video modes at any time, choose GAME OPTIONS from the + title screen, then select CHANGE VIDEO MODE from the menu. + +INFORMATION + + If you're running Crime Wave for the first time, be sure to select the +INFORMATION option from the Title Screen, this will aquaint you with the +features and changes that may not be contained in this manual. + +ACTION SCENE CONTROLS + During the action scenes, the following controls are active: + + FUNCTION KEY Re-ASSIGNABLE? +1 Fire Large Weapon SPACE YES +2 Fire Small Weapon "E"&"R" YES +3 Crouch TAB YES +4 Jump "+"& ENTER YES +5 Walk Right -> YES +6 Walk Left <- YES +7 Walk Up ^ YES +8 Walk Down \/ and "5" YES +9 PAUSE/UNPAUSE "P" NO +10 Quit Game ESC NO + + NOTE: Controls 1 through 8 can be reassigned to other keys (and to +multiple keys) if you wish. Simply select the GAME OPTIONS from the Title +Screen and the select CONFIGURE KEYBOARD. (Be sure not to use "P" or ESC +when re-assignning keys.) + +STORY SCENE CONTROLS + During the story segments, the following controls are active + +FUNCTION KEY +-Finish Text Bubble SPACE + (I'm done already, go on) +-Skip to next action scene "S" + (ByPass story from here to next action scene) +-Repeat Animation "R" +-PAUSE/UNPAUSE "P" +-QUIT GAME ESC + +GAME OPTIONS + The following options are available by selecting GAME OPTIONS from the Title Screen. + + ADJUST SOUND + Lets you turn the sound off during selected portions of the game. +RealSound uses a large amount of CPU time and can cause sluggish game play +on slower machines + + CHANGE VIDEO MODE + Sets the game's video mode to one of 4 possible modes + CONFIGURE KEYBOARD + Lets you re-assign the keyboard controls for the Action Scenes + +SCENERIO + A powerful crime syndicate has taken over large areas of our major cities, +turning them into vast criminal wastelands. Arson, extortion, drug +distribution, murder and now...terrorist abduction! You have just learned +that they have taken the president's daughter and are holding her and our +country hostage. + +YOUR PURPOSE : To wipe out this criminal organization and rescue the +president's daughter. Even with the most sophisticated assault technology +available, it won't be easy. You are the only one that can save the country +from this sinister infestation... + +GAMEPLAY + You start the game with five lives. The game is over once all of your +lives have been lost or you have rescued the president's daughter. Extra +lives are awarded on achieving a pre-defined number of points. Lives can +also be found throughout the playfields as you progress through the game. +With each life comes a shield. This shield is drained as you are hit by the +enemy. When the shield is depleted the life is lost. + + You are equipped with the most advanced assault technology. You weapon is +a combination machine gun and rocket launcher. You can also obtain other +weapons in certain playfields as you advance through the game. These +weapons can be used for a limited amount of time. You have a large variety +of movements that allow both offensive and defensive tactics. See the +section on ACTION SCENE CONTROLS for more details. + + +OBJECTS + You can pick up objects throughout the game. Objects are dropped by the +enemy and can be found under crates, barrels, etc. or can be activated by +shooting secret switches. + + Five-Shot Machine gun. This weapon discharges five shells at once. + Ball blaster gun. This weapon fires a single burst that explodes and + sends out small projectiles covering a 360 degree + radius. + Drugs and Money. You received points immediately for picking these up + and they will also be added to the totals on the + Command Center. At the end of play you receive an + additional bonus for confiscating these items. The + goal is to keep the M.O.B. from using these for + their Master Plan. + + Machine Gun Ammo. picking up Ammo increases your supply. The amount + you currently have is indicated on the Command + Center. + Rocket Launcher Ammo. Pick these up whenever possible. Entering the + higher levels with a low supply of rockets is + certain death + Energy. Picking up energy icons will restore your shield level back to + full power. These can be used strategically for + maximizing points. Be careful not to wait too long + as objects stay on the screen only a limited time. + Lives. Extra lives can found in various places throughout the + playfields. + +Memorize where these are as you will need many of them to complete the +game. + +BONUS ROOMS + Bonus rooms start appearing in the ghetto. they can be found in all +playfields between the Ghetto and the Drug Factory and are indicated by a +flashing green arrow above the door. Bonus Rooms were devised by a mentally +unstable scientist working for King Pin. They contain lethal laser beam +sequencers and kinetic death pads. They are essentially puzzles to solve. +Many needed supplies can be found here and you will be amply awarded with +points for the risk. Be cautious though, it will take some practice before +these rooms are mastered + + +SCORING +Eddie the Lump 500 +Crack the Mack 1000 +The Evil Ninja 2000 +Tiny 2000 +Mounted Wall Cannons 2000 +Money and Drugs 2000 +Crates,Barrels, Boxes 500-2000 +Bonus Rooms Sequences 3000 +K909 5000 +King Pin 25000 + +*Bonus points are awarded for each level completed +* Extra lives are awarded for accumulative points + +HINTS and TIPS + Crouching is the most effective way to maneuver and survive. + +If you are having trouble staying alive, shoot barrels, crates, etc. with +your rocket launcher or multiple times with your machine gun to uncover the +objects underneath. There are extra lives, energy, ammo, and more under +these item. + +The Evil Ninja's weapons have homing capabilities and are extremely deadly. +You can guide them into surrounding objects or avoid them until they go +away. + +Look for weapons with extended capabilities in the higher levels. These +will increase your offensive capabilities. + +Be cautious of enemies shooting from train windows and from the top of +subway cars. These can be destroyed by moving as close to the wall as +possible, then jumping and shooting. These same tactics can destroy Wall +Mounted Cannons found in the factories and Bonus Rooms + \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/cy3-dox.txt b/textfiles.com/piracy/SOFTDOCS/cy3-dox.txt new file mode 100644 index 00000000..08e421c5 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/cy3-dox.txt @@ -0,0 +1,83 @@ + Chuck Yeager's Air Combat + by Electronic Arts + Dox by Gopher + for PoWR + +Got this in and it's fantastic! Fly P-51's, F-86 Sabre jets, Phantoms +etc.. Since there are no doc's already out for it I made some up just to get +you started. + + +1-6 Throttle controls (6 toggles afterburner in the modern jets) +7-8 give 5% more/less throttle + + +W Waypoint select B Brake (Airbrakes) +R Radar Toggle F Flaps +ESC Menu's G Landing Gear + +- & + Zoom in and out in inside views and outside views + +Function keys show views from Cockpit + +Shift-Function keys show outside views of plane + +F-9 shows Map view F-10 is tracking view + +Shift-E Eject + +Arrow keys function as look-around views while your plane flys straight + +Weapon controls + +9 Chaff (evade Radar Guided Missles) +0 Flare (evade Heat Seeking Missles) +[ ] Weapon select +SPACE Fire selected Weapon + +P Pause and go to VCR replay + +CTRL-P Pause +CTRL-I Invincibility on/off +CTRL-U Unlimited Ammo on/off +CTRL-R HUD brighter/dimmer +CTRL-F HUD on/off +CTRL-B Blackouts on/off (during heavy dogfighting) +CTRL-L Easy landings on/off +CTRL-H Cockpit display on/off +CTRL-S Sound on/off +CTRL-Z Locate any enemy planes that are around +CTRL-C Exit to DOS + + + + + + + +Easy enuff, most of the controls are easy to remember, have fun! + + Gopher + +Greets to Byter, Doctor PJ, Michael Myers, Gnat and of course Capt. Hook + + + + + + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/d-lair.txt b/textfiles.com/piracy/SOFTDOCS/d-lair.txt new file mode 100644 index 00000000..0d4f0028 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/d-lair.txt @@ -0,0 +1,97 @@ +How to win at the NYCrack of Dragon's Lair + +This game is a lot of fun. I don't suggest you read this text file +straight through because you would lose most of the fun of this +game. Although you do get to watdch the great graphics. So this +text file explains how to get by each of the indavidual scenes. +Read each section only if you can't figure out hopw to get by. + +Under the Drawbridge: + +When you fall through the hole in the draw bridge, hit ENTER once +and then Up. That'll get you into the next board. + +Falling stone bridge: + +To get by here just jump in the approximate direction you are +moving (Left or Right) + +Room with Vines: + +Hit Enter to slash first vine. +Hit Up +Left or right (away from the closest wall) +Back +Wait until Dirk starts climbing stairs +Left or Right (opposite from the previous horizontal jump) +Up + +Room with kettle and slime monster +Hit Enter to jump initially +Hit enter just before he eats you. + +Whirlpools: + +Turn left or right (away from the whirl pool.) + +Rapids: + +Hit left or right (which ever seems appropriate) +Up +Wait untill the next screen. +Hit up + +Electric Shokds: +Right (or lrft) +Left (or right) +Right (or left) +Up +Right (or left) +Left (or right) +Right (or left) +Now quickly while in the air hit Left (or right) + +Balls: + +Wait for close up. Then hit down every time a ball in front of you +passes. + +Falling Junk: + +Right +Left +Down + +With Princess: + +Down + +Close up of Crystal Ball: + +Enter + +Final: + +Down +Left (or right) +down repeated until a change +enter + + +I hope you have enjoyed my crack of Dragon's Lair. + + JT, NYC '90 + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/darkleg.txt b/textfiles.com/piracy/SOFTDOCS/darkleg.txt new file mode 100644 index 00000000..1e2e6691 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/darkleg.txt @@ -0,0 +1,131 @@ + Dark Legions Quick Docs + ~~~~~~~~~~~~~~~~~~~~~~~ + by The Beholder + + + It doesn't take a genius to figure out the commands in this +game, never the less this should make it easier to get started. + +Background +~~~~~~~~~~ + This kick ass game is definately one of this years best games. +It is sort of like that game, back in the old C64 days, called Archon. +Two armies must battle it out over different types of terrain, with +the ultimate goal of killing the enemy orb holder, thus winning the +battle. However, to accomplish this goal you must master both the art +of fighting and strategy. You can include different creatures and +characters within your army, each having special powers. You also +have the option of seting traps for your opponents to fall into, of +course they can do the same to you, so beware!!! + +Game Overview +~~~~~~~~~~~~~ + After you have bypassed the dockcheck, you are given three options +Start New Game, Load Saved Game, and Play Via Modem (Pretty Cool). After +you choose Start, you are given two more options Play a Quick Start Game +and Configure your Battle. The Quick Start game will give you a list +of Pre-Configured games to play, you will not be able to choose your +army. The other will let you chose Computer Difficulty, Starting Money, +Battle Terrain, and the Creatures & Characters you want in your army. + + When choosing your army, the Eye button will let you examine the specs +of the creatures, how many you have, as well as a little background on +the creatures. The rings have special properties when given to your +creatures. The Strength, Speed, Defense, Restoration, Life, ect... all +raise your creature's apropriate stats (Usually by one). Your characters +can only each hold 5 of the rings, and your orb holder can can't have +any. (Of course the orb holder benefits from special bonuses from the +orb) In addition to the characters (creatures?) and rings, you can also +select traps. The traps are represented by different character types +being affected by the appropriate trap. (ex Stone trap, Fire trap, +teleport trap, insanity trap, poison trap, ect) I'm sure you're smart +enough to figure it on your own. + + Once you have finished purchasing your army, you must place your +characters and traps on the Battle Terrain. You may then select your +orb holder and start playing. + + This will take you to a close-up view of the playing field. You can +scroll about the playing field by letting your mouse go to the edge +of the screen. Pressing F1 will bring you to an overview and options +screen. Some commands of note are: + The Lightning bolt: Activates character's special powers. + (If any. To see your charcter perform it, it is better + to be in close-up view. Cannot use during a battle.) + The Sword: Moves your player to appropriate square and possibly + fight an oponent if on same square. + Magnifying Glass: Duhh... View your character's stats. + The Double Arrow: Order your character to move to selected + ally. + Single Arrow: Order your character to move to selected square. + Orb: Order character to move to orb holder. + Glowing Hand: Order character to move to selected templar for + healing. + The red no-smoking thing: Cancels any orders you have placed + on that character. + I'm sure you can figure the rest on your own. + +Characters +~~~~~~~~~~ + Here are some characters worth mentioning and their abilities. + + Demon- Probably the most powerful creature. + Special Power: Death Cry. Costs 20 hp, and causes damage + to all oppenents within range. + Combat: In battle, button A will make him breath fire, B makes + him take a terrible swipe. + Vampire- Fastest. Can fly over everything making him usefull. + Special Power: Can turn victims into zombies. + Combat: A - Paralyzing Gaze (long distance) + B - Drain Blood (You MUST hold button down for this + to be usefull) + Conjurer- Looks cool. Always a valuable asset. Keep her back. + Special Power: Guess??? She conjures other creatures. + Combat: A - Powerful lightning magic. + B - Sort of the same as above. + Wizard- Ice wizard. Good to have just behind your flanks. + Special Power: Freezes opponent. Cost 10hp. Range 3-6 squares. + Combat: A - Freeze Bolt (Long Distance) + B - Ice bolt (Long Distance) + Illusionist- Make her create lost of inexpensive illusions to throw + your opponents off your main attack. Usefull for diversions. + Special Power: Create Illusions. + Combat: A - Sorry, forgot... + B - Does it matter? She's not good in battles anyways. + Templar- Essential in all troops. Keep one back with Conjurer & + illusionist to regain hp's faster. One up front also helps + your troops especially your wizard. + Special Power: Heals. + Combat: A - Death Surge. + B - Staff swing. + Seer- A must for large battles. Keep her up front protected by your + flank. Works in colaberation with your thief. + Special Powers: Detects all traps and illusions within range. + Combat: A - Disorientates oponent (Not usefull vs CPU) + B - Pathetic Swing (Don't use her in battles) + Shape Shifter- Very useful. + Special Powers: Changes shape. Can not use sp of form. + Combat: A - That of Shape. + B - "". + Troll- Good defensive troop. Too slow for offense. + Special Powers: Turn into stones, undetectable to opponent. + Combat: Both - Swings + Thief- Use as scouts to disarm traps. No good without help of seer. + Special Powers: Disarms Traps. + Combat: A - Tumble rolls forward, Attacks, Tumble rolls back. + B - Throws Dagger (long distance) + (This is actually a usefull character to have in battles against + slow creatures who have no long range weapons. If you are good + enough, you can beat a demon 9 times out of 10.) + Wraith,Berserker,Orc,Phantom- The basic bulk of your army. Phantom + can turn invisible, & wraith can teleport long distances. + Fire & Water Elemental- Both are effective long distance attackers. + Fire Elementals can go nova, hurting everyone within range. Water + elementals gain powers when in water. Use for front attacks, or + backup support. + + Well that about raps it up. The rest is yours to figure out. Enjoy +one of SSI's best game yet. Later...! + + - The Beholder. + diff --git a/textfiles.com/piracy/SOFTDOCS/darkspyr.txt b/textfiles.com/piracy/SOFTDOCS/darkspyr.txt new file mode 100644 index 0000000000000000000000000000000000000000..32b47ac09c143ad29e9784fcc014d8b236a60c8c GIT binary patch literal 1024 zcmbtT!H%0S5X~8hAL!|6FAb{5COvJBky5oeba%BN?b$H~9KeojlZe0Xj7c|#Hm3rK z@c4P=&6@{s=h_L^p*T%WrO6#g4DYP;t2E&|uFFh0a zEzQwRK4{rdPCGVj_b$Mz1Aa%;QU4Gib9W6e4JA z^dN$&AZ<@A$X1v}`5X25eTmz}dG_&+&$qntNNK}77~sAS;i>l}R*Yz5B9!A;KN!d21Hi-wLk_><~;_Tuu( zW6pp=I@|ZR`tZ^bGe!vKXfheuiL4lnRqJLXafRdYGo+YH7q=0TTcmOmM4Sz`lP3FF z(+@$T<;n2m2|LgSPvAT0DR-hgJ<&0QtzOL5`JU?xo KKR(F+KKmPEgeV9A literal 0 HcmV?d00001 diff --git a/textfiles.com/piracy/SOFTDOCS/ddragon.txt b/textfiles.com/piracy/SOFTDOCS/ddragon.txt new file mode 100644 index 00000000..d7a55d6c --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/ddragon.txt @@ -0,0 +1,39 @@ + Double Dragon Docs + Written by + The Blue Adept + + +Q = up +A = down +P = right +O = left +SPACE BAR = punch +Q & P & SPACE = jump right +Q & O & SPACE = jump left + +Facing Right +P & SPACE = kick right +O & SPACE = elbow punch back +A & P & SPACE = jumping kick (right) +A & O & SPACE = jumping back kick + +Facing Left +O & SPACE = kick left +P & SPACE = elbow punch back +A & O & SPACE = jumping kick (left) +A & P & SPACE = jumping back kick + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/deltav.txt b/textfiles.com/piracy/SOFTDOCS/deltav.txt new file mode 100644 index 00000000..f9761ee7 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/deltav.txt @@ -0,0 +1,180 @@ + DELTA V from BETHESDA SOFTWORKS + +KEYS AND COMMMANDS: + +In Flight Controls: + +P = Pause Mission +ALT F = Setup +ESC = Abort Mission +V = ARTEMIS on/off +T = Target Another Enemy + +Trace Augmentation Controls: + +[ = Weapon Select - Weapon Bay A +] = Weapon Select - Weapon Bay B +A = ArmorGen Activate/Deactivate +E = EnerGen Activate/Deactivate +TAB = Afterbutners + +Pilot Enviorment Toggle Controls: + +F1 = Toggle View +F2 = Cockpit On/Off +F3 = Sky On/Off +F4 = Polygon Type + +Miscellaneous Controls: + +ALT X = Quit to DOS +J = Calibrate Joystick (Main Menu Only) + +============================================================================== + +SETUP: + +The screen will enable you to toggle "on" or "off" certain game settings so +that you may customize your playing enviorment. In addition, you may also +fine tune several settings from this menu. The following settings may +be changed: + + SETUP MENU + +CONFIGURE GRAPHICS: Opens the Configure Graphics menu. + +MUSIC ON/OFF: Turns game music on or off. + +SOUNDS ON/OFF: Turns game sounds and voices on or off. + +SOUND VOLUME: Increases or decreases the volume of the + sounds and voices. + +CALIBRATE JOYSTICK: If "Joystice" is selected, use this funtion + to set the movement ranges for the joystick. + +EXIT: Retun to the Main Menu. + + GRAPHICS DETAIL MENU + +SOUNDS AND CONTROLLER: Return to the Setup Menu. + +VIEW DEPTH L/M/H: Lengthens or shortens the distance that a runner + can see doun a lattice trench. + +LATTICE DETAIL L/M/H: Sets the amount of detail visble on the bottom + and walls of the lattice trench. + +SKY ON/OFF: Toggles plasma sky on or off. + +COCKPIT ON/OFF: Turns the cockpit graphic on or off. + +POLY SHADE: Increases or decreases the amount of shading detail + on the polygons in the lattice trench. + +ENEMY DETAIL L/M/H: Sets the amount of detail of the enemies. + +EXIT: Return to the Main Menu. + + BRIEFING ROOM MENU + +MAN BEHIND DESK: Click Daenar Quade for general mission briefing. + +LEFT MONITOR: Click this monitor to log in or to continue a + previously saved career. + +RIGHT MONITOR: Click this monitor for flight practice. + +DESK CONSOLE: Click console to terminate Game and return to + the Main Menu. + +OVERHEAD CONSOLE: Click console to save Game. + + TRACE CONFIGURATION MENU + + Displays the weapon, armor, and propulsion augmentation systems the +Black Sun Corp has available for authorized Netrunners to add to their +Trace. The Trace Augmentation Systems department constantly updates the +selection based on new technology and the Netrunners' individual needs, +merit, and performance. + + Click on the arrows at the top and bottom of the window to scroll the +icons up or down. + + To obtain a description of an item, position the cursor on the icon and +press the left mouse button or joystick button 1. + + To equip an item, position the cursor on the icon, press and hold the +right mouse button or joystick button 2 and then drag the item to the +spinning Trace in the upper left hand corner of the screen. + + NOTE: To place a weapon augment in the "Cannon A" slot, drag + the icon to the left side of the Trace. To place the augment + in the "Cannon B" slot, drag the icon to the right side of the + Trace. + +CANNON A: Primary weapon bay, fired by joystick trigger or + mouse button 1. + +CANNON B: Secondary weapon bay, fired by joystick or mouse + button 2. + +HULL: Current armor type protecting the Trace. + +ENGINE: Current propulsion system type to power the Trace. + +ARMOR: Number of Armor Units remaining. + +ENERGON: Number of Energon Units remaining in the fusion core. + +OTHER: Indicates additional augmentation systems added. + +OFFICE: Return to the Briefing Room. + +CONFIRM: Select to jack into the GlobalNet and run your mission. + + OPERATION ROOM + + Once a mission is finished, the Netrunner is debriefed in the Operations +Room. The screen at the center of the room provides the following +information: + +MISSION STATUS: Indicates whether the mission was a success or failure. + +SUCCESS: Mission completed with all objectives destroyed or + captured. + +ABORT: Netrunner voluntarily jacks himself out of the Net before + the mission is completed. Netrunner will be docked 10,000 + credits for aborting the mission. + +SYSCOM ABORT: Netrunner is jacked out of the Net by Black Sun Systems + Command for failing to capture or destroy all objectives. + Netrunner will be docked 10,000 credits for aborting the + mission. + +TERMINATED: Netrunner dies while attempting to complete the mission. + +MISSION SUMMARY: Provides information about credits earned as a result + of the mission, including payment for successful + completion of the mission, ERCC bonus, bonuses for + killing additional enemies, etc. Also states your + current credit balance. + +MISSION STATISTICS: Provides information about weapon system accuracy, + including number of times a weapon is fired, the + number of hits, and the percentage accuracy of each + weapon. + +CONTINUE: Click this to continue to next screen or to move to the + next mission. + + +This is not the whole book; as a matter of fact, there are 87 pages to the +book, but I am not the typing type. I could not scan it in because they used +blue letters on blue pages...go figure....but this should give you a pretty +good idea on what to do..... + +Later + +ZEUS/RAZOR 1911 \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/diehard.hnt b/textfiles.com/piracy/SOFTDOCS/diehard.hnt new file mode 100644 index 00000000..de86e16b --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/diehard.hnt @@ -0,0 +1,97 @@ + Die Hard, from Player's Guide + +You are McClane, and your mission is to eliminate terrorists leaded by +Hans, from the Nakatomi Corporation's new highrise headquarters +in downtown Los Angeles. + +Security codes: + +A 23 45 65 24 87 97 01 34 46 22 67 81 23 98 29 12 34 78 23 90 + 36 29 57 79 31 03 64 46 96 12 98 23 12 56 86 96 34 56 91 31 + +B 16 23 45 87 05 07 37 69 26 86 38 42 58 12 41 84 90 23 65 21 + 39 25 48 43 52 10 76 82 61 21 76 89 37 87 12 10 50 71 92 32 + +C 76 23 32 65 59 93 74 05 08 11 25 84 23 69 43 45 87 02 12 34 + 34 65 05 62 39 58 36 27 59 48 63 69 89 13 03 51 86 94 99 05 + +D 65 96 26 69 35 75 97 36 54 12 04 86 63 41 24 85 42 85 76 89 + 74 85 82 62 64 29 17 74 16 42 74 41 46 97 25 43 85 87 21 00 + +E 10 65 99 73 44 98 28 75 33 75 62 46 54 22 87 28 58 66 83 13 + 28 84 47 22 85 90 04 83 74 23 84 99 63 61 15 95 27 32 47 65 + +F 76 86 36 47 97 72 36 85 63 63 48 83 48 22 44 99 87 83 38 34 + 23 84 85 26 15 13 55 89 22 94 93 81 99 44 22 43 17 37 58 28 + +Invocation line options: + +DIEHARD -chooses right graphics mode automatically +DIEHARD EGA -forces EGA mode +DIEGARD CGA -forces CGA mode +DIEHARD JOYOFF -turn off joystick +DIEHARD NOMUSIC -turn off music +(note: the sound will stay on. Press T to turn off also sound.) +Multiple options may be used. + +Lower right corner: McClane's Health bar. + +Upper left corner: Status of the seven vaults. As each vault is broken, +a line is removed from each side of the red blinking bar. When all +the lines have gone, Hans will start the countdown to blow up the Roof. + +Die Hard must be played through in 20 minutes, +see the clock at top of the screen. + +At the bottom of the screen is the inventory panel. As McClane accumulates +items, they appear in the panel. Use the < and > keys to move the selection +box through the inventory, and press Enter to put that item in the active +box at the left end of the panel. + +Joystick controls: Left, Up left, Up, Up right, Right, Down right, Down, +Down left, (or if only four functions: Left, Up, Right, Down). +If you use keyboard, the numeric keypad keys are respectively: +4, 7, 8, 9, 6, 3, 2, 1 (or 4, 8, 6, 2). + +Normal: Move Left, Forward, Right and Backward. +With button #2 down: Turn Left, Walk Forward, Turn Right, Turn Around. + +Hand-to-Hand Combat +With Button #1 down: Block, Forward Roll, Jump, Forward Kick, +Punch, Roundhouse Kick, Duck, Duck. + +Armed Combat + +Button #1 when holding gun: Raise gun and activate Aiming mode. +To fire, press button #1 again. + +Aiming mode +Point gun left, Forward roll, Forward roll, Forward roll, +Point gun right, Duck, Duck, Duck. + +To deactivate Aiming mode: Press button #2. + +To switch from hand-to-hand combat to fighting with a gun (once the gun has +been chosen and is in the active window), press G (if you have a machine +gun and want to use it, press M). +To switch back to hand-to-hand combat, press H. + +Universal Keyboard commands: + +< and > Moves selection box in inventory panel left or right. +Enter or A Activates highlighted item from inventory panel. +G Selects handgun from active panel. +M Selects machine gun from active panel. +H Returns McClaine to hand-to-hand combat from weapons mode. +D Drops highlighted inventory item from panel. +F Finds object on floor adjacent to McClaine's location. +S Searches terrorist for items and weapons. +P Pauses play. Press again to resume. +T Turns sound on or off. +Alt-J Centers joystick. +Ctrl-Esc Exits Die Hard to DOS. +Alt-Esc Exits Die Hard to Restart screen. +1,2,3,...,0 Quickly highlights items in inventory panel from left to right. + +Good gaming, and remember: Hans has a hostage - your wife! + diff --git a/textfiles.com/piracy/SOFTDOCS/digger2.txt b/textfiles.com/piracy/SOFTDOCS/digger2.txt new file mode 100644 index 00000000..ee879a43 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/digger2.txt @@ -0,0 +1,60 @@ + Diggers PC V1.49 + ~~~~~~~~~~~~~~~~ + + (c) Millennium Interactive 1993-94 + +Disk Contents: +~~~~~~~~~~~~~~ + +Disk 1: + +readme.doc This file +install.exe Installation program +files.lst Install script +diggers.pif .PIF file for running from Windows +diggers.ico Icon for running from Windows +diggers.rnc Program archive + +Disk 2: + +gfx1.rnc Graphics archives ... +gfx2.rnc ... + +Additions to the Manual +~~~~~~~~~~~~~~~~~~~~~~~ + +The following keys have functions in-game: + +ESCAPE Quit back to main menu +P Toggle pause mode on/off +ALT-F1 Decrease game speed +ALT-F2 Increase game speed +ALT-F3 Toggle parallax backgounds on/off + +To display the parallax backgrounds you will need to have 64K of free +EMS. + +Sound Card Support +~~~~~~~~~~~~~~~~~~ + +Diggers PC V1.48 supports SoundBlaster and compatible cards only. +Gravis Ultrasound users may take advantage of this by using the SBOS +utility supplied with their card. If you have problems with the +Gravis SoundBlaster emulation try using the -o3 option when running +SBOS. + +In the event that full Ultrasound support becomes available, users +will be able to upgrade their copy of Diggers PC by returning the +original disk set to Millennium Interactive at the address in the +manual. + +Running Diggers from Windows +~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +A .PIF file is supplied for use with Windows; when adding Diggers +from within Program Manager you will need to set the working directory +to where you have installed Diggers. Diggers.ico may be used as the +icon for the program if required. + +Windows is a trademark of Microsoft Corporation +Ultrasound is a trademark of Advanced Gravis Computer Technology Ltd. +SoundBlaster is a trademark of Creative Labs diff --git a/textfiles.com/piracy/SOFTDOCS/diggers.txt b/textfiles.com/piracy/SOFTDOCS/diggers.txt new file mode 100644 index 00000000..6e5fc2a2 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/diggers.txt @@ -0,0 +1,222 @@ + + + + ۰ ۰ + ۰ ۰ + ޱ ޱ + ޱ ޱ + ۲ ۲ NS + + (----] Documentations [----) + + --- - -ͻ + | DiGGERS from MiLLENiUM | + : : + -- - - - + + iNTRODUCTiON... + + DiGGERS from Millenium will remind you of games like Lemmings or Humans when + you run it the first time. The gameplay also reminds of these games so what + else can you expect than yet another great addictive game ??? + + As there's no real way in explaining you the meaning of the icons you'll have + to use during the game we don't even bother. We recommend you to find this + out by try & seek. Nevertheless this documentation includes all necessary + information about the different clans, the enemies and all other things you + might meet on planet "ZARG"... + + + + PLAYiNG DiGGERS... + + Every time you start a new game, start a new level or end your game you'll + be brought to the administrators office. He will ask you for chosing a Level + you want to start digging or continue on digging. When you start a new game + you'll only be able to dig in "DHOBBS" or "AZERG". These are located on top + left of the map. When you start digging there you can enlarge the area you're + digging. In this way you can access all the zones on the map, too. After + successfully finishing a zone either financial or by killing all enemies a + flag will show your success... + + After chosing a zone to start you'll be brought back to the administrator who + will then let you chose the clan you want to invest your money into. Each of + these clans has it's own targets, abilities and disabilities. Make sure you + carefully choose your clan as you'll have to play the whole game with the + same clan... + + Between the levels you can load/save your game in the administrators office + aswell... + + + + THE DiFFERENT CLANS ON PLANET "ZARG"... + + The "HABBiSH" clan is a very weird one whose tribe is very intelligent. They + invented a special Teleport tranportation. Though they are weak they can dig + for a very long time. But they are impatient. They are getting bored from + digging pretty fast. So they prefer stealing items from other people. They + are a cult that believes truly in their god. This god advised them to build + a huge temple. They starting doing that but unfortunately they're running + out of money so they have to dig for treasures in order to complete the + temple. The "HABBiSH" live in a strange time structure. Suddenly they stop + doing whatever they were working on, stand in a circle and pray to their + god. They get angry when they won't find treasures and they pray again when + there search in unsuccessful... + + The "GRABLiNS" are mostly favoured for digging. They dig very fast and can + continue for hours without any break. As they're very small they're very + mobil in the mines. They can crawl into every hole and can work in small + passages. Although they're strong they're not successful in battles. The + "QUARRiORS" for example have no problem in defeating them. The weakness of + the "GRABLiNS" is a drink called "GROK". They simply cannot get enough of it. + Sadly they always need money in order to brew "GROK". The ingredients are + very expensive. Their main target is getting enough money to be able to build + an own brewery. But they have to buy a few planets first to locate this + brewery there... + + The "QUARRiORS" is a fighting clan. They're the most powerful clan and they're + also good in sabotage and explosives. They're not really used to dig so they + don't dig fast and they get tired. But they're very reliable. The "QUARRiORS" + are totally out of money as they got ripped over by a weapons saler recently. + They are dreaming of building there own fort were they can train using there + weapons without being disturbed by anyone... + + The "F'TARGS" are very curious and they like to collect scrap. Their aim is + building someting using collected scrap. As a result of this all their + equipment looks like it was built together of different things. They're the + second fastest diggers. They like to dig but the y get easily disturbed by + things they like. Collecting all these things leads them into trouble very + often but they are neither good warriors nor are they very strong. Though, + if the get wounded they heal twice as fast as all other clans. Their biggest + wish is getting enough money to build a museum were they can show all the + things they build of scrap... + + Supposedly there's a fifth clan. This peaceful tribe are the best diggers. + They got tired of digging and totally disappeared. Nobody knows where they + are nowadays. But still it is said that they live in some caves deep in the + planet... + + + + THE MiNiNG SHOP + + There are some items you might find useful for your task in this shop... + But don't trust the prices all the time. Suddenly they might just raise or + fall. You never as the company can do whatever it wants to... + + Flood Gate (cost: 80 / weight: 10) + + The flood gate can only be opened/closed by the one that installed it. But + they can also beopened using explosives... + + Telepol (cost: 260 / weight: 12) + + Possibly the most important item. Using the Telepol you can directly travel + to a Telepol installed somewhere else. Except of the "HABBiSH", Telepols can + only be used by the clan that installed it... + + Rail (cost: 10 / weight: 3) + + Buying Rail means you by five pieces at once. When they're used once they + cannot be moved nor drilled through anymore... + + Automatic Wagon (cost: 100 / weight: 9) + + This wagon is moving and steering on it's own. It can carry large amounts + of goods. It's made for a fast transportation of your tribe or goods... + + Small Drill (cost: 150 / weight: 8) + + This small drill is not too heavyand can be carried. It's drilling much + faster than your clan... + + Bridge (cost: 25 / weight: 3) + + You need bridges to get over lakes. It is extremely strong and you can carry + your goods over it. Bridges are easy targets so be careful when crossing + them. Before suing them they must be anchored in the ground... + + Boat (cost: 60 / weight: 5) + + It can only be used by one person at a time. It's not made for longer + journeys nor for bad weather travels... + + Vertical Dredge (cost: 170 / weight: 10) + + This dredge can only be used vertical into the ground. Once turned on it'll + work for a specific time or until it runs into some obstacle. In wet + sceneries it should be used carefully... + + Big Drill (cost: 230 / weight: 11) + + It can drill through rocks extremely fast. Be careful using this drill. It + can only drill in forward direction and you better don't get into it's way. + When you're done drilling you have to leave this drill behind... + + Explosives (cost: 20 / weight: 4) + + Be careful using explosives as it might be a deadly mistake. You need it + to blow rocks or if you want to enter some other clan's mine... + + Elevator (cost: 220 / weight: 12) + + Very important to transport goods, utilities or men. After installing the + elevator it cannot be moved away anymore. It has to be installed correctly + otherwise it won't work... + + TNT Card (cost: 300 / weight:3) + + Probably the most important item. This paper shows you the entire zone + including all details you need to know. It's being updated all the time you + move around... + + First Aid Kit (cost: 60 / weight: 5) + + After buying this kit it'll restore the health of the owner. It can also be + given away to another man in order to be used by him. + + + + WHAT ELSE iS THERE ON PLANET "ZARG" ??? + + The Bank of Zarg + + If you open an account at this bank you can sell what you found digging in + your area. Entering the bank it'll show you what is being bought and how + much you're getting. You can also sell items you bought in the shop. This + might give you up to 75% of the money back you invested in your mine after + you're done... + + The Purse of Zarg + + This is yet another plave where you can sell what you found. All prices + are raising and falling as it's usual for this place. There's only one + price that stays constant. It's for the "JENNiT" which is a crystal... + + + + HiNTS & TiPS FOR PLAYiNG DiGGERS + + If you are impatiently looking for treasures you shouldn't continuesly + drilling into the deep... + + Be careful using bridges. Next to crossing rivers you can also jump higher + using them... + + Don't waste your breath trying to drill through rocks. You better remove + them by using some heavy explosives. But be careful as water might get into + your passage... + + Killing your enemies might remove them but it won't help you getting far + as the bank calculates in money not in dead bodies. Therefore you should + prefer digging for treasures instead... + + Make sure you save the game every time after finishing a zone... + + Sell your treasures immediately to avoid it getting stolen... + + + + This was a RAZOR-DOX! service in 1994 !!! + \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/dinoterr.txt b/textfiles.com/piracy/SOFTDOCS/dinoterr.txt new file mode 100644 index 00000000..3b4b415f --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/dinoterr.txt @@ -0,0 +1,110 @@ + + The Documentation Group + + + + + + + + + DINO PARK TYCOON + REVIEW / QUICK DOX + + Docs By [ Hannibal Smith ] Packaged By [ Death Adder ] + Date [ 8/17/93 ] Game Type [ Simulator ] + Group [ The Dream Team ] Rel. Date [ 8/14/93 ] + Company [ MECC ] Rating ... [ Very Good ] + File Name [ DINO#TDT.ZIP ] Disks .... [ 2 * 1.44 ] + Zip Size . [ 1,857,112 ] Installed [ 5,199,430 ] + + Video .... [ VGA ] + Sound [ PC () AD () SB () GUS ( ) ] + [ Roland () GM ( ) SBP () PAS () ] + +Installation Note: Install from disks and run DINOPARK. + +Docs : Not yet but not really required. +Cheats : Trainer from The Dream Team available. + + +Well, this is my first review for TeRRaTRoN. Actually, it's my first review +ever. Hopefully, you'll enjoy this review as much as I enjoyed putting it +together. Enough with the formalities, on with the review... + +DinoPark Tycoon is a game based on a zoo which exhibits only dinosaurs +(surprise, surprise!) You are a zoo owner required to buy all the necessary +pieces to run your zoo. Naturally, the object of the game is to turn a +profit and not go bankrupt. + +The game starts with a bank loan of $5000 from which you need to buy land, +fencing, dinosaurs and food. Employees, concessions and advertisements are +optional, but eventually they will be needed. + +To start you need to buy land. The differnt types of land are desert, plains +or marsh. Each type of land supports only certain types of dinosaurs. + +Next, you'll need fencing to prevent the dinos from rampaging the city. +The options of fences are wood, chain link and cement. In addition, +electrical wiring can be added to any type of fence. I haven't determined +exactly what the difference is but as you can guess, the more expensive the +fence, the better it should be. + +Next you'll need some dinos to show the public. There are 20 different types +of dinosaurs to choose from. Each has it's own specifications for quantity +and type of food it consumes. To find out this information, just click on +the dinosaur and then on the "?". + +Somebody must run the zoo so you'll need some employees. Employees include +maintenance, veterinarian, security, tour guide, concession and manager. The +only required employee is a security guard. A tour guide will increase +revenues and a maintenance worker will ensure the fences don't have holes +in them. + +You'll also need something to feed the dinos so get some food. Food comes in +3 different flavours: Meats, plants and seeds. The choice of food depends +on your dinosaurs. There are 3 different levels of each type: small, medium +and large. + +Finally, you'll need to set the price of admission and then you'll be ready +to start. Thats all you need to begin playing the game, but here's some of +the other stuff you can get (if you have the money :) + +Concessions: There are food stands, restrooms (useful!), gift stores and +extra parking. + +Advertisements: Flyers, newspaper, radio, television. The bigger the ad, +the more people who'll show up. (obvious huh?) + +Make sure you check your profit-and-loss system often too see how you're +doing. There is also a small section about dinosaurs and their history. +This will give you a chance to get to know the different types of dinosaurs. + +After playing it for a short period, I would say it's a pretty good game. +It reminds me a lot of SimCity with it's time clock and point-and-click +interface. Sound support is excellent, still missing GUS support though ): +There are digital sounds throughout the game. For example, after you +choose a dinosaur, there's a neat hatching sound. I thoroughly enjoyed these +sounds, but I can see them getting annoying after playing for a long period +of time. + +The graphics are about average. There is animation throughout the game, +and makes it interesting whenever you pause to think. The speed is good, +even on my pathetic 386/20mhz. + +In conclusion, I would recommend this small download. If you enjoyed +SimCity and like dinosaurs, I'm sure you'll have hours of fun. Well, I'm +off to play some more. Maybe, the dinosaurs won't get out this time. + + +PLAYABILITY 8 ORIGINALITY 8 +GRAPHICS 8 SOUND 8 + +Review Time: 1.5 hours +Reviewed By: Hannibal Smith, TeRRaTRoN Reviewer +Edited By: Death Adder + + + Another Quality Relase By: + TeRRaTRoN + The Documentation Group diff --git a/textfiles.com/piracy/SOFTDOCS/dkok.txt b/textfiles.com/piracy/SOFTDOCS/dkok.txt new file mode 100644 index 00000000..fc25ecbc --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/dkok.txt @@ -0,0 +1,2000 @@ +RIPPED FROM THE IBM SCENE BY DR. WATSON! +EDITTED AND RELEASED TO THE AMIGA SCENE BY OLLIE NORTH / SKID ROW! + + + + + + Death Knights of Krynn + Adventurer's Journal Part I: + The Players Manual + + Dox By: Repo Man + + + + + + + + + + Doc Notes: + + Parts of the manual will refer to certain tables. + the tables are viewable and printable seperately + from the Tables & Scans SubMenu. + + Other parts of the manual will refer to GIF pics. + If you have the condensed version, you have no + GIFs to view. If you have the complete version, + and VPIC in your DOS PATH, you may view these + GIFs from the Tables & Scans SubMenu. + + The last time we released a doc with scans, like + a moron I included my own copy of VPIC which was + configured to my own machine. This was really + stupid of me, so I just want to apologize to whom + ever experienced a problem because of this. In + the future I will just rely on you having VPIC + in your path rather than including a copy in + the archive. + + -Genesis + + -=-=-=-=-=-=-=-=-=-=-=-=-=-WHAT HAS GONE BEFORE-=-=-=-=-=-=-=-=-=-=-=-=-=- + + + One year ago, the forces of evil were united under the powerful aurak + draconian, Myrtani. He had once again uncovered the method of corrupting + dragon eggs into draconians. Aided by his Death Knight ally, Sir Lebaum, he + was able to seize control of central Krynn and to field a dangerous army of + draconians and undead. + + As the Solamnic forces converged upon the region, a small band of stalwart + heroes uncovered Myrtani's secret plans: to suddenly generate a huge army, + and ambush the Solamnic forces. Myrtani hoped to slay key leaders in one + swift action, and then crush the remaining, disorganized resistance. Magic + rituals discovered in a stolen tome would allow him to turn stolen dragon + eggs into draconians en masse. The eggs were well hidden and Solamnic scouts + had missed them after the War of the Lance. + + A small band of heroes were able to slip into Myrtani's stronghold in Kernen + and slay this foul minion of the evil goddess, Takhisis, before the magic + could be used. Without the draconian force, the Knights of Solamnia we able + to rout the evil army and bring peace to the region again. + + + + ===================[IMPORTANT GEOGRAPHICAL FEATURES]========================= + + The major cities of the region are Kalaman and Vingaard Keep. They loosely + administer the large number of small villages in the region. These include + the dwarven village of Turef, the gnomish village of Quazle and the human + towns of Cerberus and Cekos. Many wars have been fought in this region, + leaving several ruined old castles and forts. Man have evil reputations and + should be avoided. Perhaps the most famous of them is Dargaard Keep. Once + the home of the famous Knight of the Rose, Lord Soth, it now lies abandoned + and decayed. + + + + ============================[CHARACTERS AND PARTIES]========================= + + Individual persons called characters make up your party of adventurers. They + can be any one of several races and have any number of different skills. + Some will be warriors, some priests, some mages and others may be thieves. + Each brings his own skills and talents. + + + -={The Player Races}=- + + There are seven races for player characters (PCs) in the world of Krynn. + Each offers unique strengths and weaknesses. For example, humans can + advance without limits in any class (profession), while only non-humans can + have more than one class at a time. Kender have limits to their maximum + strength, while elves receive bonuses to their dexterity. The following + sections describe the races and several charts outline specific bonuses and + limitations. + + HILL DWARVES are a stubborn and rough race of sturdy workers and craftsmen. + They are especially resistant to magic and poison. During combat, dwarves + receive bonuses when attacking goblins or hobgoblins and are adept at + dodging the attacks of ogres and giants. Dwarves can be fighters, thieves, + rangers, clerics of Reorx or mixed classes. + + MOUNTAIN DWARVES are somewhat clannish and more refined than their Hill + Dwarf cousins, otherwise they are nearly identical. Mountain dwarves may + be fighters, paladins, thieves, clerics of Reorx or mixed classes. + + SILVANESTI ELVES (HIGH ELVES) are a tall, arrogant and long-lived race. + They are nearly immune to Sleep and Charm spells and are adept at finding + hidden doors. During combat, elves receive bonuses when attacking with long + or short swords and bows. They cannot be raised from the dead. Silvanesti + elves can be fighters, paladins, mages, clerics, rangers and mixed classes. + + QUALINESTI ELVES are slightly smaller and friendlier than their Silvanesti + brethren, but they have identical abilities and bonuses. Qualinesti elves + can be fighters, rangers, mages, thieves, clerics and mixed classes. + + HALF-ELVES are hybrids, with many of the virtues of both humans and elves. + They are resistant to Sleep and Charm spells are adept at finding hidden + doors. Half-elves can be fighters, knights, paladins, mages, clerics, + thieves, rangers and mixed classes. + + KENDER are a small people characterized by an absolute lack of fear and an + insatiable curiosity. They are especially resistant to magic and poison + and have the special ability to taunt intelligent opponents. When kender + successfully taunt, an opponent will attack in a mindless rage, suffering a + loss of combat effectiveness. The preferred weapon of the kender is the + hoopak, part stall sling part metal shod staff, which only they can use. + Kender receive bonuses to hit with hoopaks and are deadly accurate shots. + They can be thieves, fighters, rangers, clerics or mixed classes. + + HUMANS are the most common player-race in the world of Krynn. They can be + fighters, mages, clerics, thieves, paladins, rangers and Knights but not + mixed classes. Only humans and half-elves can be Knights. + + + -={Ability Scores}=- + + Every character has six randomly generated ability scored as explained + below. These scores fall within a range determined by the race and class + of the character. The basic values range from 3 (low) to 18 (high) and + there are charts of limitations, modifiers and bonuses included in this + SCD-Dox presentation. + + Depending on the character class, one or more of these abilities will be a + prime requisite. A prime requisite is an ability especially valuable to a + given class. For example, strength is key for fighters wisdom for clerics. + Most characters receive bonus experience points when their prime requisite + scores are 16 or greater. + + Non-human characters may receive modifiers to the basic ability scores to + reflect differences between the races. Dwarves for instance, get a +1 + constitution bonus and may have a maximum constitution of 19 instead of 18. + When a character is generated with the CREATE NEW CHARACTER command, all + racial modifiers are calculated automatically. + + STRENGTH (STR) is the measure of a character's physical power, muscle mass + and stamina. Fighter-type characters may have exceptional strengths + greater than 18 which are indicated by a percent value + (01,02,03,...,98,99,00) following the base strength. High strength + increases a character's combat ability with melee weapons. Strength also + determines how much a character can carry without becoming encumbered and + slowed in combat. + + INTELLIGENCE (INT) is the measure of how well a character can learn. + Intelligence can limit how far mage characters can advance and what levels + of spells they can cast. + + WISDOM (WIS) is the measure of a character's ability to understand the ways + of the world and to interact with the world. Clerics receive bonus spells + for high wisdom and it may limit what level spells they can cast. + + DEXTERITY (DEX) is the measure of a character's manual dexterity and + agility. Thieves especially benefit from high dexterity. Dexterity + affects how well a character can use ranged weapons (bows, dart, etc.) when + he moves in a combat round and how difficult he is to hit combat. + + CONSTITUTION (CON) is the measure of a character's overall health. + Fighters receive one extra hit point per hit die for each point of + constitution above 14. Non-fighters receive similar benefits except they + receive a maximum of two extra hit points per level (no benefits for + constitutions above 15). These bonuses are only given until characters + reach about 10th-level (depending on class). A character's constitution + also determines the maximum number of times that character can be raised + from the dead and the chance of a resurrection attempt being successful. + Every time a character is successfully resurrected, he loses 1 point of + constitution. + + CHARISMA (CHA) is the measure of how others react to a character. Charisma + is sometimes a factor when encountering NPCS--the higher a character's + charisma, the more that character can persuade others to do what he wants. + The character with the highest charisma should be the active character when + dealing NPCs. + + + -={Character Classes}=- + + A character must belong to at least one character class. Non-human + characters can have more than one class at the same time. A non-human + character with multiple classes has more playing options, but he increases + in level more slowly because his experience points are divided evenly among + all his classes. + + Characters receive HP, spells and abilities based on their class, level and + (sometimes) ability scores. Refer to the tables to find the number and + size of hit dice a character receives and the number of spells the + character can memorize. + + Note: Dice is the term used to describe the range for randomly + generated number. A d6 die has a range from 1 through 6, + a d10 has a range from 1 through 10. + + CLERICS have spells bestowed on them by their deities and can fight wearing + armor and using crushing (not edged or pointed) weapons. After selecting a + deity, clerics may only choose alignments appropriate to their deity. Each + of the deities extends special abilities to his followers. For more + information, see the Deities section in this manual. Clerics have the + ability to sometimes turn away or even destroy undead creatures such as + skeletons or zombies. This power increases as the cleric increases in + level. The prime requisite for clerics is wisdom. + + FIGHTERS can fight with any armor or weapons but they cannot cast magic + spells. Fighters can have exceptional strength and gain additional HP + bonuses if they have a Constitution of 17+. The prime requisite for + fighters is strength. + + MAGES have powerful spells, but can use no armor and few weapons. They can + only memorize those spells available in their magical spell books or use + scrolls. In the world of Krynn, the power of mages is moderated by the + three moons and mages are divided into three orders based on alignment. A + mage's power fluctuates with the cycles of the moon that influences his + order. For more information on the orders and moons see the Magic section. + The prime requisite for mages is intelligence. + + PALADINS can fight with any armor or weapons, are totally immune to disease + and can cast a few clerical spells once they reach ninth-level. Paladins + can have exceptional strength and gain additional HP bonuses as fighters. + They are somewhat resistant to spells and poison. + + Because of their special nature, certain magical abilities are conferred on + them by deities. They can turn undead creatures as if they were a cleric + two levels below their current level and are always surrounded by the + equivalent of a Protection from Evil 10' Radius spell. Once a day paladins + may heal two HP of damage per their level. They can also Cure Disease once + a week at 1st-5th levels, twice a week a 6th to 10th and three times week + at 11th to 14th level. At ninth-level, paladins gain the ability to cast + clerical spells, but they cannot use clerical scrolls. + + Paladins must be of lawful good alignment and have ability scores of at + least 9 in intelligence and constitution, at least 12 in strength, at least + 13 in wisdom and at least 17 in charisma. The prime requisites for + paladins are strength and wisdom. + + RANGERS ca fight with any armor or weapons. Rangers can have exceptional + strength and gain additional HP bonuses as fighters. They do additions + damage in combat when fighting giant-class creatures. No more than three + rangers can join one party. + + Rangers are very in tune with nature and gain the ability to cast druidic + spells when they reach eighth-level. At night-level they gain the ability + to cast mage spells. Rangers can never use scrolls of any type. + + Rangers must be of good alignment and have ability scores of at least 13 in + strength and intelligence and at least 14 in wisdom and constitution. The + prime requisites for rangers are strength, intelligence and wisdom. + + SOLAMNIC KNIGHTS are the pride of the chivalric honor in the world of + Krynn. The knights are divided into three orders: the Knights of the + Crown, the Knights of the Sword and the prestigious Knights of the Rose. + All are renowned for their bravery and skill at arms. Knights begin the + game with the Solamnic Plate Mail, long sword +1 and a shield. + + Knights are valuable for their leadership ability in combat. Whenever a + party with a Knight enters combat, he makes a leadership check. If the + check is successful, all NPCs in the party come under your control like + regular PCs. Chances of success increase dramatically as a Knight rises + through the three orders. + + Knights must take a vow of poverty and so they tithe a large part of their + monies and treasures back to the orders. Knights of the Crown will tithe + 10% to their order whenever they enter an outpost. Knights of the Sword + and the Rose will give up everything except 20 steel pieces when they + tithe. When Knights of the Sword or the Rose become sixth-level, they gain + the ability to cast some clerical spells. + + If a Knight of either of the first two orders (Crown or Sword) is of + sufficient level and has high enough ability scores, he may petition the + next higher order for admission. + + Note: Knights receive experience bonuses for doing + knightly deeds and not for meeting prime + requisites minimums. + + To join the Knights of the Sword a knight must have the following minimum + ability scores: STR 12, INT 9, WIS 13, DEX 9, CON 15. + + To join the Knights of the Rose a knight must have the following minimum + ability scores: STR 15, INT 10, WIS 13, DEX 12, CON 15. + + THIEVES can fight with swords, short bows and slings and wear leather + armor. In combat they do additional damage 'back stabbing', which is + described in the Combat section. Thieves also have special skills for + opening locks and removing traps. The prime requisite for thieves is + dexterity. + + MULTI-CLASS are non-human characters who belong to two or more classes at + the same time. The character's experience points are divided among each of + the classes, even after the character can no longer advance in one or more + of those classes. The character's hit points per level are averaged among + the classes. The multi-class character gains all the benefits of all + classes with regard to weapons and equipment. + + + -={Alignment}=- + + Alignment is the philosophy a character lives by and can affect how NPCs + and some magic items in the game react to the character. The following + alignments are available to Player Characters. + + LAWFUL GOOD characters believe in the rule of law for the good of all. + + LAWFUL NEUTRAL characters believe the rule of law is more important than + any objective good or evil outcome. + + NEUTRAL GOOD characters believe that the triumph of good is more important + than the rule of either law or chaos. + + TRUE NEUTRAL characters believe that there must be a balance between good + and evil and law and chaos. + + CHAOTIC GOOD characters believe in creating good outcomes unfettered by the + rule of law. + + CHAOTIC NEUTRAL characters believe that the freedom to act is more + important than any objective good or evil outcome. + + Note: Due to the nature of this adventure, no evil Player + Characters are permitted. + + + -={Other Attributes}=- + + Each character also has three other important values that change as the + game goes on: Hit Points, Experience Points and Levels. + + HIT POINTS (HP) represent the amount of damage a character can take before + he goes unconscious. To calculate a character's maximum HP, the computer + rolls the character's hit dice and adds any adjustments for level or + constitution. A character gains a HP bonus to each hit die if his + constitution is over 14. When a character takes enough damage that his HP + reach 0, he is unconscious. If the character's HP drop to anything from -1 + to -9, he will lose 1 HP per turn from bleeding until he is bandaged or + dies. A character is dead if he has -10 HP or less. When you view a + character, his HP on the screen will never be displayed as less than 0. + + EXPERIENCE POINTS are a measure of what the character has learned on his + adventures. Characters receive experience points for action such as + fighting monsters, finding treasures and successfully completing quests. + The computer keeps tract of experience and when characters earn enough they + may advance in levels. See the Level Advancement Tables for each class's + experience requirements. + + LEVELS are a measure of how much a character has learned in his class. + Characters can go to a hall and receive the training required to increase + in level when they have enough experience. Characters may only advance one + level at a time. If a character has gained enough experience to go up two + or more levels since the last time he has trained, he will go up one level + and lose all experience in excess of one point below the next level. + + Example: + An 11th level thief enters a training hall with 667,543 + experience points (enough for 13th-level). He will leave + as a 12th-level thief with 660,000 experience points-- + one point below 13th level. Once characters have reached + their maximum levels for this game, they cannot train. + + New characters start with 210,003 experience points and they will already + have all levels and spells appropriate for that experience. Characters may + advance to a maximum of 14th-level, except thieves who may advance to 18th- + level. + + + -={Building a Successful Party}=- + + Forming a strong and adaptable party is a key to success in Champions of + Krynn. You may place up to six Player Characters on your party. It is + recommended that you use all six characters. A smaller party is less + powerful and more likely to be eliminated by your enemies. + + In choosing which characters to include in the party, it is wise to include + a variety of classes: clerics, mages, thieves and fighters. At least one + party member should be a kender, so you may taunt (yell) in combat. Some + adventurers may only be completed if the part includes a Knight. + + Sample party .... type later.... + + + -={Why These Guys?}=- + + CLERIC/FIGHTER/MAGES are ultimate multi-purpose character. They can cast + both mage and cleric spells while wielding the armor and weapons of a + fighter. The main disadvantage of the cleric/fighter/mage is that, as a + triple-class character, he advances in levels quite slowly. + + FIGHTER/MAGES may cast spells while wearing armor. This split class can + fight as well as a fighter and receives more HP than a pure mage. + + CLERIC/THIEVES more HP and better armor class than pure thieves. As a + cleric, the cleric/thief can cast healing and support spells, allowing the + character to perform double duty as both the party thief and addition + healer. The thief status permits the powerful back stab attack. + + CLERICS are essential for healing the party after engagements. The most + efficient way to heal is the Encamp and select FIX (you can issue this + command several times while encamped). FIX works as follows: + + If a cleric is in the party, all available cure spells are cast and + automatically rememorized, until all characters are healed. If the party + has taken more damage than clerics have cure spells, the FIX option may be + used again. When FIX is used, characters at top of the list will be healed + before the characters below them. If a cleric is not in the party, HP may + be recovered through rest (1 HP per 24 hour period), potions or Temple + services. + + RANGERS normally start the game with more HP than other fighter types. + They do extra damage versus giant type monsters and receive mage and + druidic spells at high level. + + KNIGHTS are powerful fighters and there are some items that may only be + used by them. Knights have special leadership abilities and gain clerical + spells at high levels. + + PALADINS are great warriors. In addition to their martial prowess, they + have natural protection from evil, healing powers and they gain clerical + spells. + + + -={Preparation Tips}=- + + The makeup of your party affects your combat strategy throughout the game. + Loading your party with clerics and mages increases the importance of spell + casting both before and during a battle. AN emphasis on fighters, Knights, + paladins or rangers makes your hand-to-hand combat skills that much more + important. + + Ready the melee weapons (swords, maces, quarter staffs) at the start of the + game instead of the missile weapons (bows, slings, dart). Be sure to keep + arrows ready too. + + + + ================================[COMBAT]=================================== + + Adventurers must battle their way through many dangerous foes to complete + the mission. Tales of bravery and heroes right with the sounds of combat. + The following sections offer some more information and tips for combat. + + + -={Combat Map}=- + + Battle takes place on a tactical combat map that is more detailed view of + the map terrain (3D or overland) that the party was on when the combat + began. This map is set up with an invisible square grid and you will + notice that everything moves on the grid from square to square. Moving + diagonally often costs more movement points than moving horizontally or + vertically. + + -={Initiative}=- + + Each round of combat is divided into 10 segments. Every character and foe + acts on a specific segment based on a random number. The random segment + number is generated at the start of each combat round and is modified by + dexterity and random factors such as surprise. In most cases a character + will move and/or aim an attack during his segment. Casting spells may take + extra segments to perform, so often a spell-caster will begin his spell on + his segment and have it go off a few segments later. + + Sometimes a character will act in segment 10 of one round segment 1 in the + next, appearing to act twice in a row. This is especially common if you + use the DELAY command. When the DELAY command is giver, that character's + action is always delayed until segment 10. + + + -={Computer Control}=- + + In Combat, the players controls the actions of PCs. The computer controls + the actions of monsters, NPCs and PCs set to computer control with the + QUICK command. If you have a Knight in your party, he may take control of + NPCs at the start of combat by making a successful leadership check. A + successful leadership check puts NPCs under normal control for that combat. + + + -={Combat Ability}=- + + Each characters ability in combat is defined by his AC, THAC0 and damage. + + AC + == + A character or monster's difficulty to be hit is represented by his armor + class or AC. The lower the AC, the harder it is to hit the target. AC is + based on armor and a dexterity bonus. Some magic items also help a + character's AC. + + THAC0 + ===== + The character's THAC0 represents his ability to hit enemies in melee or + with missile fire. THAC0 stands for TO Hit Armor Class 0. This is the + number a character must 'roll' equal or greater than to do damage on a + target with an AC of 0. The lower the THAC0, the better the chance to hit + the target. + + Note: The generation of a random number is often referred + to as a 'roll'. In determining if an attack hit, the + number generated is from 1 through 20. + + + An attack is successful if the random number is greater than or equal to + the attacker's THAC0 minus the target's AC. THAC0 may be modified by + range, attacking from the rear, magic weapons and magic spells among other + things. + + DAMAGE + ====== + When a hit is scored, the attacker does damage. Damage is the range of HP + loss the attacker inflicts when he hits an opponent in combat and it + depends on the attacker's strength and weapon type. The damage each weapon + can do is summarized in the Weapon Table, refer to the tables. + + Some monsters take only partial or no damage from certain weapon types. + Skeletons, e.g., take only half damage from sharp or edged weapons, while + some other monsters only take damage from magical weapons. + + + -={Attacking}=- + + Characters generally engage in melee combat, which is face-to-face fighting + with weapons such as swords and maces. Characters also hove other options, + such as ranged combat, with bows and slings, and rear attack on engaged + foes. Different options and restrictions apply to each. + + Ranged Weapons + ============== + A character with a missile weapon (bow, sling, etc.) may not attack when + adjacent to na enemy. The exception to this is the kender hoopak. Kender + may attack adjacent targets with the metal shod end of their hoopaks or use + it as a ranged weapon. + + Bows can be used twice per turn. 3 darts can be thrown per turn. + + Multiple Attacks + ================ + After seventh level (eighth for rangers,) all fighter-type characters + increase the number of attacks they make with melee weapons. The first + increase is three attacks every two rounds, then two attacks every round. + See the Bonus Attacks for High Level Fighters (refer to the tables). All + of a character's attacks are taken against his first target. If the first + target goes down with the first attack, he can aim the remaining attack at + another target. Fighter-types may also sweep through several weak + opponents in one combat round. When a character sweeps, he automatically + attacks all of the weak opponents. + + Back Stabbing + ============= + A thief back stabs if he attacks a target from exactly opposite the first + character to attack the target. The thief may not back stab if he has + readied armor heavier than leather. A back stab has a better chance of + hitting the defender and does additional damage. + + + -={Combat Strategies}=- + + To succeed in combat, a skilled player deploys his party well, casts + effective spells before and during combat, maneuvers his characters into + advantageous positions and attacks using his most powerful characters and + weapons. + + Deploying the Party + =================== + When a battle begins, your party is automatically positioned based on the + order list of the characters. Characters near the top of the order will be + in front lines and vulnerable to attack. To change the starting + deployment, change the order from the Alter menu while encamped. Shift the + heavily-armored fighters up the list and the vulnerable mages and thieves + towards the bottom of the list. Party order cannot be changed while in + combat, although they are free to move. + + When battle begins, your party may be placed in a bad position. If you + wish to be defensive, move your characters to anchor your flanks on an + obstacle such as a wall or tree. Setting up behind a doorway that your + enemies have to move through makes for a very strong defensive position. + Also, keep mages safe behind the front line. + + -WOUNDED CHARACTERS- + Characters who are seriously injured should be moved out of the front lines + if possible. Remember: if you move away from an adjacent enemy, he gets a + free attack at your back. Back attacks have an improved chance to hit. + + -STOPPING RANGED ATTACKS- + Missile weapons cannot be fired if there is an adjacent opponent. If you + want to fire missiles, make sure you keep away from the enemy. Hoopaks are + the only exception, as they may be used either as a missile weapon or a + melee weapon. To stop enemy missile fire, move someone next to the + opponent. + + -EXPLOITING ENEMIES' WEAKNESSES- + Exploit your opponents' weaknesses by directing attacks against helpless, + wounded or isolated foes. Concentrate your attacks to eliminate one + opponent rather than injure many (Exception: enemy spell casters). A foe + with one hit point remaining attacks as powerful as an uninjured one. + + Spell casters cannot fire spells after they have taken damage in a round + and they will lose any spells they are in the process of casting when they + are hit. Try to keep enemy spell casters under attack every round while + protecting your own. + + + -={Combat Movement}=- + + The number of squares a character can move is affected by the weight he's + carrying, his strength and the kind of armor he has readied. A character's + movement range is displayed on the view screen and when moving during + combat. + + -RUNNING AWAY- + A character may flee from the battlefield if he can move faster than all + enemies, but not if he moves slower than any enemies. A character has a + 50% chance to move off the battlefield if he can move as fast as the + fastest monster. Exception: if a monster or character can reach the edge + of the combat map without any of his opponents being able to see him, he + may then flee successfully even though he is slower than his opponents. + + -RETURNING TO THE PARTY- + A character that moves off the battlefield returns to the party after the + fight is over. If all active characters flee combat, any dead or + unconscious characters are lost. If a whole party flees, it will not + receive any experience points for monsters killed before retreating. + + + -={After Combat}=- + + If one or more characters survive on the battlefield at the end of combat, + the bodies of unconscious or dead party members stay with the party. If + the entire party flees from combat, all unconscious and dead party members + are permanently lost. If ALL the party members are slain, go back to your + last Saved Game and try again from that point. + + + + =================================[MAGIC]=================================== + + Magic is integral to DEATH KNIGHTS OF KRYNN. Mages and clerics, as well as + high-level Knights, rangers and paladins can cast spells. A spell can + exist in one of four forms: in a character's memory, in a character's spell + book, in a scroll or in a wand. A spell-caster with a memorized spell can + cast it using the CAST command. Spells are memorized during rest while + encamped. + + Memorizing a spell takes 15 minutes of game time per spell level, plus a + minimum period of preparation of four hours, plus two hours every two spell + levels. For example, first and second level spells take a minimum + preparation of four hours, while third and fourth level spells take six + hours. + + Example: + To memorize (2) first-level spells, (1) second level + spell and (1) third-level spell would take: + (6 hours preparation) + (2*15min) + (1*30min) + + (1*45min) = 7 hours 45 min. + + Spells do not automatically have their full effect on their target. Each + target of a spell may get a saving throw to avoid some or all of the effect + of the spell. As a character gains levels, his saving throws improve. + + Note: Some monsters have magic resistance which decreases + the chance of them being affected by spells. + + + -={Mages}=- + + There are two orders of mages you can play--White Robes and Red Robes. All + good alignment mages are White Robes and all neutral alignment mages are + Red Robes. Evil mages are of the Black Robe order. The few mages in the + world who do not enter an order are called "Rogues," and are attacked on + sight by all of the other orders. Mages keep spell information in their + personal spell books and may only memorize spell that are recorded there. + + When a mage trains for a new level, he selects a new spell to scribe into + his spell book. A mage can also scribe spells from identified scrolls if + he is of high enough level to cast them and they are the correct type for + his order. Red Robe mages may only use or scribe Red Robe scrolls and + White Robe mages may only use or scribe White Robe scrolls. A mage must + cast the Read Magic spell in order to identify the spells on the scroll. A + spell disappears after it has been scribed or cast. + + THE MOONS OF KRYNN + ================== + Since the creation of the world, three moons have governed the powers of + magic in Krynn. As the moons wax and wane, so do the powers of magic + aligned to them. Each moon has a different cycle and affects a different + group of mages. Mages of the White Robes gain their power from Solinari + the white moon, Mages of the Red Robes are governed by Lunitari the red + moon. The evil Mages of the Black Robes are empowered by the dark moon + Nuitari. The current position of the moons is displayed at the top of your + computer screen and their effects are as follows: + + --------REFER TO MOON.GIF------- + + SPHERES OF MAGIC + ================ + The magic of Krynn operates in spheres, with the different schools of mages + only able to manipulate certain of them; spells castable by one order may + not necessarily be cast by another. The Spell Parameters Table and the Spell + Descriptions section detail which mage orders can cast each spell. + + + -={Clerics}=- + + Clerical magic requires no spell books. All clerical spells of the + appropriate level are always available to a cleric, the character need only + memorize them. Unlike mages, clerics can cast spells from scrolls without + any preparation. + + DEITIES + ======= + Since the earliest days of Krynn, the wisdom of the deities has been + brought to all the races through the efforts of the clerics, the mortal + messengers of the will of heavens. As a sign of favor, deities bestow upon + their clerics special bonuses or additional spells. The following is a + list of deities of Krynn that are available to characters, their alignment + and clerical bonuses: + + GOOD ALIGNED DEITIES: + + Paladine + Powers: None + Extra Spells: Protection from evil 10' radius + + Majere + Powers: Turn undead as if cleric is two levels higher + Extra Spells: Silence 15' radius + + Kiri-Jolith + Powers: +1 THAC0 + Extra Spells: Detect Magic + + Mishakal + Powers: +1 die on all healing spells + Extra Spells: Charm Person, Remove Curse, Bless + + NEUTRAL ALIGNED DEITIES + + Sirrion + Powers: None + Extra Spells: Burning Hands + + Reorx* + Powers: +1 THAC0 (dwarves only) + Extra Spells: None + + Shinare + Powers: None + Extra Spells: Charm Person + + * All dwarven clerics must select Reorx and therefore be neutral. + + + -={Knights and Paladins}=- + + Knights and paladins use their clerical spells identically to clerics, + except that they can never use clerical scrolls, even if they may cast the + spells. + + + -={Rangers}=- + + Rangers use mage and druidic spells. They use mage spells identically to + mages and the druidic spells as clerics use their magic. Rangers can never + cast spells from scrolls, even if they can memorize and cast the scroll + spell normally. + + + -={Tips on Magic Spells}=- + + Both clerics and mages may cast spells which assist the party in combat. + Preparatory spells cast just before a battle can protect and strengthen + characters. Spells can be cast to damage foes during combat or to protect + or heal comrades. + + Spells should be rememorized as soon as possible after they are used. This + is most likely to happen after combat. When in camp, have your spell- + casters memorize spells and select REST to allow them to imprint the spells + for later use. Selecting REST without choosing new spells has the spell- + casters rememorize the spells they have cast since last resting. + + Note: Before resting, it is a good idea to save your game. We + recommend that you save your game after every tough + combat and that you keep at least two separate saved + games at all times and alternate between them. This will + allow you to go back to a save before that fatal + battle. + + + + ===========================[MAGICAL TREASURES]============================= + + As you travel about and encounter the monsters and puzzles that stand + between you and finishing your various quests, you will also find magical + items to help you on your way. Here are some descriptions of items that + you may find. Not all of these items may be found in your adventure. You + can find out if there is a magic item in a treasure by doing a Detect Magic + spell using the DETECT command. To find out specifically what an item is, + you must take it to a shop and have it identified. + + Some Magic items are in reality cursed and can do great harm. When a + character readies a cursed item, a Remove Curse spell must be cast before + the item can be dropped. Some magic items may only be used by certain + classes. Others may not work at all if certain other magic items are also + in use. You must select the READY command from the Items Menu to prepare + items for use. Items such as armor, weapons or adornments are simply + readied and you gain their benefit automatically. Items like scrolls or + potions must be readied before they can be used. + + + -={Wands}=- + + Wands are the traditional objects of enchantment. Wands generally will + cast a set number of a given spell (Fireball or Ice Storm for instance). + Only experimentation or paying to have them identified will tell what a + wand does. Generally wands can only be used by mages, although a few can + be used by other classes. + + + -={Potions}=- + + Potions are the most common sort of magical treasure. Potions may head + wounded characters, cause them to become hastened or invisible or cause any + number of other effects. + + + -={Scrolls}=- + + Scrolls can be either for clerics or one of the mage orders. They offer + new spells for mages to scribe into their books, spells of a higher level + than the spell-casters can normally cast and extra spells for emergencies. + A mage may use SCRIBE to transfer a scroll into his spell book. Mages and + clerics can cast spells directly from scrolls with USE command. + + + -={Enchanted Armor and Shields}=- + + Sometimes you may run across armor or shields that have been created by + skilled craftsmen and then enchanted by mages to imbue them with protective + spells. The power of the magic on these items may vary a great deal. + Enchanted armor has the great advantage of offering improved protection + with less encumbrance than the same type of mundane armor. + + -={Solamnic Plate}=- + + These suits of plate mail were originally crafted for some of the Knights + of Solamnia. The armor is of exceptionally high quality and is very + ornate. Only Knights may use Solamnic Plate. + + + -={Enchanted Weapons}=- + + Enchanted weapons come in many sizes and shapes and potencies. Sometimes a + weapon will ad to you THAC0 and damage. Other weapons may have other + magical properties including extra bonuses against specific types of + creatures. Once a magic weapon has been readied from the Items Menu, the + character will have it for all combats. + + + -={Enchanted Adornments}=- + + Bracers, necklaces, periapts and especially rings are favorite objects for + magical enchantment. These items may have any number of magical properties. + Some items will help you AC, others may fire Magic Missiles or be cursed. + Once one of these items has been readied from the Items Menu, a character + will automatically gain all effects. The exception to this rule is that + certain magical necklaces require the USE command to work. + + + -={Dragonlances}=- + + These powerful enchanted weapons were created for the War of the Lance, to + combat the evil dragons. They have large bonuses against any foe, but are + deadly when attacking dragons, where they do the wielder's hit points in + damage to the beast. + + + -={Enchanted Clothing}=- + + Wizards will sometimes cast enchantments on commonplace items of clothing + such as gauntlets or cloaks. A wide variety of these items are know to + exist. + + + + ===========================[SPELL DESCRIPTIONS]=========================== + + -={First Level Clerical Spells}=- + + [Bless] improves the THAC0 of friendly characters by 1. The bless spell + does not affect characters who are adjacent to monsters when the spell is + cast. This is a good spell to cast before going into combat. + + [Cure Light Wounds] heaps 1-8 HP (up to the target's normal maximum HP). + + [Detect Magic] indicates which equipment or treasure is magical. View a + character's items or Take treasure items. Equipment or treasure preceded + by an '*' or a '+' is magical. + + [Protection from Evil] improves the AC and saving throws of the target by 2 + against evil attackers. + + [Resist] Cold halves the damage and improves saving throws vs. cold attacks + by 3. + + + + -={Second Level Clerical Spells}=- + + [Find Traps] indicates the presence of traps in the character's path. + + [Hold Person] may paralyze targets of character type (human, etc.), goblins + or hobgoblin. You may aim a hold person spell at up to 3 targets. + + [Resist Fire] halves the damage and improves saving throws vs. fire attacks + by 3. + + [Silence 15' Radius] must be cast on a character or a monster. That + character or monster and all adjacent to him, cannot cast spells for the + duration of the spell. + + [Slow Poison] revives a poisoned person for the duration of the spell. + + [Snake Charm] paralyzes as many HP of snakes as the cleric has HP. + + [Spiritual Hammer] creates a temporary magic hammer. It can strike at + range and does normal hammer damage plus one point for every three levels + the caster has attained. The hammer appears in the clerics equipment list + and must be readied as any other weapon. The hammer will reconjure itself + on the cleric's person if it is thrown. + + + + -={Third Level Clerical Spells}=- + + [Cure Blindness] removes the effect of the Cause Blindness or Power Word, + Blind spells. + + [Cure Disease] removes the effects of disease caused by some monsters or by + a Cause Disease spell. + + [Dispel Magic] removes the effects of spells that do not have specific + counter spells. This is a recuperation spell for nay of the party that has + been held, slowed or made nauseous. + + [Prayer] improves the THAC0 and saving throws of friendly characters by one + and reduces the THAC0 and saving throw of monsters by one. This is a good + spell to cast before going into combat. + + [Remove Curse] removes the effects of a Bestow Curse spell and allows the + target to unready cursed magic items. + + + -={Fourth Level Clerical Spells}=- + + [Cure Serious Wounds] heals 3-17 HP 9up to the target's normal maximum HP) + + [Neutralize Poison] counteracts all toxins and revives a poisoned person. + + [Protection from Evil 10' Radius] must be cast on a character or a monster. + It improves the AC and saving throws of the target and all adjacent + friendly characters by two against evil attackers. + + [Sticks to Snakes] causes snakes to harass the target. The target is + unable to attack or cast spells for the duration of the spell. Large + creatures may ignore the created snakes. + + + -={Fifth Level Clerical Spells}=- + + [Cure Critical Wounds] heals 6-27 HP 9up to the target's normal maximum + HP. + + [Dispel Evil] improves the target's AC by seven versus summoned evil + creatures for the duration of the spell or until the target hits a summoned + creature. The creature must make a saving throw when it is hit or be + dispelled. + + [Raise Dead] can bring back to life on non-elf character. The chances for + success are based on the target's constitution. The raised character + returns to life with one hit point. + + + -={Sixth Level Clerical Spells}=- + + [Heal] cures all diseases, blindness, feeblemindedness and restores all + except one to four of a character's full hit points. + + + -={Seventh Level Clerical Spells}=- + + [Restoration] returns experience levels to characters who have suffered the + draining attacks of undead monsters such as wights. + + [Resurrection] is similar to the Raise Dead spell, except that the + resurrected character has full hit points returned. + + + -={First Level Druid Spells}=- + + [Detect Magic] indicates which equipment or treasure is magical. View a + character's items or Take treasure items. Equipment or treasure preceded + by an '*' or a '+' is magical. + + [Entangle] will cause plants in the area of effect to grow and entwine + around the feet of any creature in the area. Be careful not to catch + allies in the spell area. Entangle only works outdoors. + + [Faerie Fire] will ring a targeted creature in magical light. This spell + will outline otherwise invisible creatures and give a +2 THAC0 bonus to + anyone attacking an affected creature. + + [Invisibility to Animals] will make the target invisible to non-magical, + low or no-intelligent animals. This spell does not offer protection against + intelligent opponents or magical creatures. + + + -={Second Level Druid Spells}=- + + [Barkskin] causes the target's skin to become tougher and harder to damage. + The effect of this spell is a -1 bonus to AC. This is a good spell to cast + before combat. + + [Charm Person or Mammal] changes the target's allegiance in a combat. It + affects character types (human, etc.) and other mammals. + + [Cure Light Wounds] heals 1-8 hitpoints 9up to the target's normal maximum + hitpoints). + + + -={First Level Mage Spells}=- + + [Burning Hands] causes one HP of fire damage per level of the caster. + There is no saving throw. Usable by both Red and White Robes. + + [Charm Person] changes the target's allegiance in a combat. It only + affects character types (human, etc.), goblins or hobgoblins. Usable by + both Red and White Robes. + + [Detect Magic] indicates which equipment or treasure is magical. View a + character's items or Take treasure items. Equipment or treasure preceded + by an '*' or a'+' are magical. Usable by both Red and White Robes. + + [Enlarge] makes the target larger and stronger. The higher the caster's + level, the larger and stronger the target gets. If the caster is sixth- + level or greater, the target becomes as strong as an Ogre. If the caster + is 10th-level or greater, the target becomes as strong as a Fire Giant. A + target can only be under the effect of one enlarge spell at a time. + Unwilling targets get a saving throw against this effect. The spell will + stay in effect for more than one combat and should be cast before combat. + Usable by both Red and White Robes. + + [Friends] raises the caster's charisma 2-8 points. It is often cast just + before an encounter. Usable by both Red and White Robes. + + [Magic Missile] does 2-5 HP per missile with no saving throw. A mage + throws one missile at first-second level, two missiles at third-fourth + level, three missiles at fifth-sixth level and four missiles at seventh- + eighth level. This spell will damage any target within its range unless + the target is magic resistant or has certain magical protection. Casts + instantaneously. Usable by both Red and White Robes. + + [Protection from Evil] improves the AC and saving throws of the target by + two against evil attackers. Usable by both Red and White Robes. + + [Read Magic] allows a mage to ready a scroll and read it. For scrolls, + this works as if they have been identified. A mage may scribe the spells + from the a scroll (if appropriate for his class and level) after it has + been read. Usable by both Red and White Robes. + + [Shield] negates the magic missile spell, improves the mage's saving throw + and may increase his AC. Usable by both Red and White Robes. + + [Shocking Grasp] does electrical damage of 1-8 HP, +1 HP per level of + caster. Usable by both Red and White Robes. + + [Sleep] puts 1-9 targets to sleep with no saving throw. Up to 9 one hit- + die targets are affected. One 4 hit-die target is affected. Targets of + five or more hit-dice are unaffected. Usable by both Red and White Robes. + + + -={Second Level mage Spells}=- + + [Detect Invisibility] allows the target to spot invisible targets. Usable + by both Red and White Robes. + + [Invisibility] makes the target invisible. The THAC0 of melee attacks + against invisible targets is reduced by four. It is impossible to aim + ranged attacks at invisible targets. Invisibility is dispelled when the + target attacks or casts a spell. Usable by both Red and White Robes. + + [Knock] is used to open locks. It can be cast from the door-opening menu + if the active character has a memorized knock spell. Usable by Red Robes + only. + + [Mirror Image] creates a 1-4 illusionary duplicates of the mage. A + duplicate disappears when it is attacked. Usable by Red Robes Only. + + [Ray of Enfeeblement] reduces the target's damage by 25% + 2% per level of + the caster. Usable by White Robes only. + + [Stinking Cloud] paralyzes those in its area for 2-5 rounds. If the target + saves, it is not paralyzed, but is nauseous and has its AC reduced for two + rounds. This spell has a very short range and care should be taken to + avoid including party members in the cloud. + + [Strength] raises the strength of the recipient one to eight points. The + effects of the spell are less if the target has 18 strength. Usable by Red + Robes Only. + + + -={Third Level Mage Spells}=- + + [Blink] protects the mage. The mage 'blinks out' after he acts each round. + The mage may be physically attacked before he acts each round, but he may + not be physically attacked after he acts. Usable by Red Robes only. + + [Dispel Magic] removes the effects of spells that do not have specific + counter spells. This is a recuperation spell for any of the party that has + been held, slowed or made nauseous. Usable by White Robes only. + + [Fireball] does 1 d6 HP per level of the caster to all targets within its + area. If the target makes its saving throw, the damage is halved. A + fireball has a five square diameter outdoors and a seven square diameter + indoors. Fireballs is a slow-casting spell and the spell's power demands + that you target carefully. Otherwise, you may inadvertently destroy party + characters. If you target a fireball in the center of the screen indoors, + the only safe ares are the three square in each corner. Be sure to center + to determine who will be in the area of effect. Usable by both Red and + White Robes. + + [Haste] double the target's movement and number of melee attacks per round. + Haste has a short duration and you should wait until a fight is imminent to + cast it. WARNING: each time a haste spell is cast on a character, that + character ages one year. Usable by Red Robes only. + + [Hold Person] may paralyze targets of character type (human, etc.), goblin + or hobgoblin. You may aim a hold person spell at up to four targets (Exit + to target less). Usable by White Robes only. + + [Invisibility, 10' Radius] makes all targets adjacent to the caster + invisible. The THAC0 of melee attacks against invisible targets is reduced + by four. It is impossible to aim ranged attacks at invisible targets. Use + this spell to set up a battle line while the bad guys seek you out. + Characters lose invisibility if they do anything but move. Some monsters + can see invisible creatures. Usable by Red Robes only. + + [Lightning Bolt] does 1d6 HP per level of the caster to targets along its + path. If the target makes its saving throw, the damage is halved. A + lightning bold is four or eight squares long in a line away from the + caster. For best results, move the spell caster to send the bold down a + row of opponents. It will attack all opponents along the line within its + range. Target the first creature in the row (closes to caster). Lightning + bolts will reflect off walls back toward the spell caster. This permits + target adjacent or close to a wall be hit twice by the same bolt. Be + careful the caster isn't hit by the reflected bolt. Usable by both Red and + White Robes. + + [Protection from Evil, 10' Radius] protects the target and all characters + adjacent to the target. The spell improves the AC and saving throws of + those it protects by two against evil attackers. Usable by White Robes + only. + + [Slow] affects one target per level of caster. The spell halves the + target's movement and number of melee attacks per round. Slow can be used + to negate a haste spell. This spell is useful against any high-damage + creature. Only affects the side opposing the spell caster. Usable by Red + Robes only. + + + -={Fourth Level Mage Spells}=- + + [Bestow Curse] reduces the targets THAC0 and saving throws by four. Usable + by White Robes only. + + [Charm Monster] changes the target's allegiance in combat. It will work on + any living creature. The spell affects 2-8 first level targets 1-4 second + level targets, 1-2 third level targets or one target of fourth-level or + above. Usable by White Robes only. + + [Confusion] affects 2-16 targets. Each target must make a saving throw + each round or stand confused, become enraged, flee in terror or go berserk. + Confusion is most effective when used against a large number of enemies. + Usable by White Robes only. + + [Dimension Door] allows the mage to teleport himself to another point on + the battlefield within his line of sight and the range of the spell. Mages + can use it for quick escapes. Fighter/mages use the "Door" to reach the + opposition's rear area. Usable by Red Robes only. + + [Fear] causes all within its area to flee. Usable by Red Robes only. + + [Fire Shield] protects the mage so that any creature who hits the mage in + melee does normal damage, but takes twice that damage in return. The + shield may be attuned to heat attacks or cold attacks. The mage takes half + damage (no damage if he makes his saving throw) and has his saving throw + against the opposite form of attack improved by two. He takes double + damage from the form of attack the shield is attuned to. Usable by both + Red and White Robes. + + [Fumble] causes the target to be unable to move or attack. IF the target + makes his saving throw, he is affected by a slow spell. Usable by White + Robes only. + + [Ice Storm] does 3-30 HP to all targets within its area. There is no + saving throw. This spell will inflict damage on opponents protected by + Minor Globes of Invulnerability. Usable by both Red and White Robes. + + [Minor Globe of Invulnerability] protects the caster from incoming first, + second or third-level spells. The Globe is very effective when used in + combination with Fire Shield. Usable by White Robes only. + + [Remove Curse] removes the effects of a Bestow Curse removes the effects of + a Bestow Curse spell and allows the target to unready cursed magic items. + Usable by White Robes only. + + + -={Fifth Level Mage Spells}=- + + [Cloudkill] is similar to the Stinking Cloud spell, except that its are of + effect is larger and it will kill weaker monsters. Stronger monsters may + be immune to the spell. Usable by both White and Red Robes. + + [Cone of Cold] fires a withering cone shaped blast of cold. The spell's + range and damage increases with the caster's level. Usable by both White + and Red Robes. + + [Feeblemind] causes targets who fail their saving throw to drop + dramatically in intelligence and wisdom and become unable to cast spells. + A Heal spell must be cast on the victim to recover from the effect. Usable + by White Robes only. + + [Fire Touch] creates a blazing aura around the recipient. This aura adds + 2-12 points of extra fire damage to all of the recipient's attacks. Usable + by Red Robes only. + + [Hold Monster] is similar to Hold Person, except it affects a wider variety + of creatures. Usable by White Robes only. + + [Iron Skin] causes the mage's skin to become extremely tough and damage + resistant. The mage's AC is reduced by four. Usable by Red Robes Only. + + + -={Sixth Level Mage Spells}=- + + [Death Spell] kills opponents instantly and irrevocably. The spell will + kill a greater number of weak opponents than strong. Powerful opponents + may be immune. Usable by both Red and White Robes. + + [Disintegrate] destroys one target. Some creatures with an innate magic + resistance may avoid the effects of the spell, while most must make a + saving throw to survive. Usable by Red Robes only. + + [Flesh to Stone] causes the target to make a saving throw or be turned into + stone. Usable by Red Robes only. + + [Globe of Invulnerability] protects against first to fourth level spells. + Usable by White Robes only. + + [Stone to Flesh] counters the effects of a Flesh to Stone spell. + Characters may not survive the shock of being restored to flesh. System + shock survival is based on a character's constitution. Usable by Red Robes + only. + + + -={Seventh Level Mage Spells}=- + + [Delayed Blast Fireball] is a more powerful version of the third level + spell and will penetrate a Minor Globe of Invulnerability. Usable by both + White and Red Robes. + + [Mass Invisibility] is identical to the Invisibility spell, except that it + affects several targets at once. This can be a valuable spell to cast + before a known encounter. Usable by Red Robes only. + + [Power Word, Stun] causes one creature to be stunned--reeling and unable to + think or act effectively. The weaker the target, the longer it will be + stunned. This is a very powerful spell and it automatically affects any + creatures who do not have magical immunities. Usable by both White and Red + Robes. + + -={Eighth Level Mage Spells}=- + + [Mass Charm] is similar to the fourth-level spell, except it affects a much + larger number of targets. Usable by White Robes only. + + [Mind Blank] is a powerful protective spell. The recipient of this spell + is totally protected from spells that attack a character's mind or will, + such as Charm or Feeblemind. Usable by White Robes only. + + [Power Word, Blind] will strike some targets instantly blind. Usable by + both White and Red Robes. + + + + =========================[CREATURES OF KRYNN]=========================== + + Refer to creature scans named creats*.gif '*' = 1 to 10 + + +-=-=-=-=-=-=-=-=-=-=-=-=-LEVEL ADVANCEMENT TABLES-=-=-=-=-=-=-=-=-=-=-=-=-=- + + The following charts show the number of experience points a + character must earn in order to gain a level in his character + class. The charts also list the number of spells that a + character can have memorized at one time. Fighters and Thieves + can never memorize spells. + + Remember: All experience earned by multiple-class characters is + divided evenly among all characters, even after character has + reached maximum level in a class. + + + + -={Cleric of Good}=- + +Hit Clerical Spells per Level +Level Experience Dice 1 2 3 4 5 6 +===== ========== ==== ========================== + 1 2,000-3,999 2d8 1 - - - - - + 2 4,000-7,499 3d8 2 - - - - - + 3 7,500-15,249 5d8 2 1 - - - - + 4 15,250-24,999 5d8 2 2 - - - - + 5 25,000-39,999 6d8 3 3 1 - - - + 6 40,000-89,999 7d8 3 3 2 - - - + 7 90,000-159,999 8d8 3 3 2 1 - - + 8 160,000-249,999 9d8 3 3 3 2 - + 9 250,000-499,999 9d8+1 4 4 3 2 1 - + 10 500,000-749,999 9d8+2 4 4 3 3 2 - + 11 750,000-999,999 9d8+3 5 4 4 3 2 1* + 12 1,000,000-1,249,999 9d8+4 6 5 5 3 2 2 + 13 1,250,000-1,499,999 9d8+5 6 6 6 4 2 2 + 14 1,500,000+ 9d8+6 6 6 6 5 3 2 + +*Usable only by clerics of 17 or greater wisdom + + + + -={Cleric Of Neutrality}=- + + Hit Clerical Spells Per Level +Level Experience Dice 1 2 3 4 5 6 7 +===== ========== ==== =============================== + 1 1,500-2,999 1d8 2 - - - - - - + 2 3,000-5,999 2d8 2 1 - - - - - + 3 6,000-12,999 3d8 3 2 1 - - - - + 4 13,000-27,499 4d8 4 2 2 - - - - + 5 27,500-54,999 5d8 4 3 2 - - - - + 6 55,000-109,999 6d8 4 3 2 1 - - - + 7 110,000-224,999 7d8 4 4 3 1 - - - + 8 225,000-449,999 8d8 4 4 3 2 - - - + 9 450,000-674,999 9d8 5 4 3 2 1 - - + 10 675,000-899,999 9d8+1 5 4 3 3 2 - - + 11 900,000-1,124,999 9d8+2 5 5 3 3 2 1* - + 12 1,125,000-1,349,999 9d8+3 5 5 4 4 3 2 1** + 13 1,350,000-1,574,999 9d8+4 6 5 5 4 3 2 1 + 14 1,575,000+ 9d8+5 6 6 6 6 4 2 1 + + + + -={Cleric Wisdom Bonus}=- + +Cleric's Bonus Spells +Wisdom 1 2 3 4 5 +======== ====================== +9-12 - - - - - +13 +1 - - - - +14 +2 - - - - +15 +2 +1 - - - +16 +2 +2 - - - +17 +2 +2 +1 - - +18 +2 +2 +1 +1 - + +Note that these bonus spells are only availabe when the cleric is entitled to +spells of the applicable level. For example, an 6th-level cleric of Good +with Wisdom of 18 can memorize the following spells: + + + Number of Spells Per Level + 1 2 3 4 5 + ====================== +6th-Level Cleric of Good +with 18 wisdom 5 5 3 - - + + + -={Fighter}=- + + Hit +Level Experience Dice +===== ========== ==== +1 0-2000 1d10 +2 2,001-4,000 2d10 +3 4,001-8,000 3d10 +4 8,001-18,000 4d10 +5 18,001-35,000 5d10 +6 35,001-70,000 6d10 +7 70,001-125,000 7d10 +8 125,001-250,000 8d10 +9 250,001-500,000 9d10 +10 500,001-750,000 9d10+3 +11 750,001-1,000,000 9d10+6 +12 1,000,001-1,250,000 9d10+9 +13 1,250,001-1,500,000 9d10+12 +14 1,500,001+ 9d10+15 + + + + -={Knight Of The Crown}=- + +Level Experience Hit Dice +===== ========== ======== +1 2,500-4,999 2d10 +2 5,000-9,999 3d10 +3 10,000-18,499 4d10 +4 18,500-36,999 5d10 +5 37,000-84,999 6d10 +6 85,000-139,999 7d10 +7 140,000-219,999 8d10 +8 220,000-299,999 9d10 +9 300,000-599,999 10d10 +10 600,000-899,999 10d10+2 +11 900,000-1,199,999 10d10+4 +12 1,200,000-1,499,999 10d10+6 +13 1,500,000-1,799,999 10d10+8 +14 1,800,000+ 10d10+10 + + + + + + + + -={Knight of The Sword}=- + + Hit Clerical Spells per Level +Level Experience Dice 1 2 3 4 5 6 +===== ========== ==== =========================== +3 12,000-23,999 4d10 - - - - - - +4 24,000-44,999 5d10 - - - - - - +5 45,000-94,999 6d10 - - - - - - +6 95,000-174,999 7d10 1 - - - - - +7 175,000-349,999 8d10 2 - - - - - +8 350,000-699,999 9d10 2 1 - - - - +9 700,000-1,049,000 10d10 3 2 - - - - +10 1,050,000-1,399,999 10d10+2 4 2 - - - - +11 1,400,000-1,749,999 10d10+4 4 2 1 - - - +12 1750,0000-2,099,999 10d10+6 5 3 1 1 - - +13 2,100,000-2,449,999 10d10+8 6 4 1 1 1 - +14 2,450,000+ 10d10+10 7 5 2 1 1 1 + + + + -={Knight of the Sword}=- + + Hit Clerical Spells per Level +Level Experience Dice 1 2 3 4 5 6 +===== ========== ==== =========================== +4 27,000-59,999 5d10 - - - - - - +5 60,000-124,999 6d10 - - - - - - +6 125,000-199,999 7d10 1 - - - - - +7 200,000-424,999 8d10 2 - - - - - +8 425,000-799,999 9d10 2 1 - - - - +9 800,000-1,499,999 10d10 3 2 - - - - +10 1,500,000-1,999,999 10d10+2 4 2 - - - - +11 2,000,000-2,499,999 10d10+4 4 2 1 - - - +12 2,500,000-2,999,999 10d10+6 5 3 1 1 - - +13 3,000,000-3,499,999 10d10+8 6 4 1 1 1 - +14 3,500,000+ 10d10+10 7 5 2 1 1 1 + + + + + -={White Robe Mage}=- + + Hit Clerical Spells per Level +Level Experience Dice 1 2 3 4 5 6 7 8 +===== ========== ==== ===================================== +1 2,500-4,999 1d4 1 - - - - - - - +2 5,000-9,999 2d4 2 - - - - - - - +3 10,000-19,999 3d4 2 1 - - - - - - +4 20,000-37,999 4d4 3 2 1 - - - - - +5 38,000-54,999 5d4 4 3 1 - - - - - +6 55,000-99,999 6d4 4 3 2 - - - - - +7 100,000-199,999 7d4 4 3 2 1 - - - - +8 200,000-399,999 8d4 4 3 3 2 - - - - +9 400,000-599,999 9d4 4 3 3 2 1 - - - +10 600,000-799,999 10d4 5 4 3 2 2 1 - - +11 800,000-999,999 10d4+1 5 4 4 3 3 2 - - +12 1,000,000-1,249,999 10d4+2 5 4 4 4 4 2 1 - +13 1,250,000-1,499,999 10d4+3 5 5 5 4 4 2 1 1 +14 1,500,000+ 10d4+4 5 5 5 4 4 2 2 1 + + + + + + -={Red Robe}=- + + Hit Clerical Spells per Level +Level Experience Dice 1 2 3 4 5 6 7 8 +===== ========== ==== ===================================== +1 2,500-4,999 1d4 1 - - - - - - - +2 5,000-9,999 2d4 2 - - - - - - - +3 10,000-17,999 3d4 2 1 - - - - - - +4 18,000-35,999 4d4 3 2 1 - - - - - +5 36,000-49,999 5d4 4 3 1 - - - - - +6 50,000-89,999 6d4 4 3 2 - - - - - +7 90,000-179,999 7d4 4 3 2 1 - - - - +8 180,000-349,999 8d4 4 3 3 2 - - - - +9 350,000-499,999 9d4 4 3 3 2 1 - - - +10 500,000-699,999 10d4 5 4 3 2 2 1 - - +11 700,000-899,999 10d4+1 5 4 4 3 3 2 - - +12 900,000-1,099,999 10d4+2 5 4 4 4 4 2 1 - +13 1,100,000-1,299,999 10d4+3 5 5 5 4 4 2 1 1 +14 1,300,000+ 10d4+4 5 5 5 4 4 2 2 1 + + + + + -={Paladin}=- + + Hit Clerical Spells per Level +Level Experience Dice 1 2 3 4 +===== ========== ==== ================= +1 0-2,750 1d10 - - - - +2 2,751-5,500 2d10 - - - - +3 5,501-12,000 3d10 - - - - +4 12,001-24,000 4d10 - - - - +5 24,001-45,000 5d10 - - - - +6 45,001-95,000 6d10 - - - - +7 95,001-175,000 7d10 - - - - +8 175,001-350,000 8d10 - - - - +9 350,001-700,000 9d10 1 - - - +10 700,001-1,050,001 9d10+3 2 - - - +11 1,050,000-1,400,000 9d10+6 2 1 - - +12 1,400,001-1,750,000 9d10+9 2 2 - - +13 1,750,001-2,100,000 9d10+12 2 2 1 - +14 2,100,001+ 9d10+15 3 2 1 - + + + + + -={Ranger}=- + Spells per Level + Hit Druidic Magic-User +Level Experience Dice 1 2 1 2 +===== ========== ==== =================== +1 0-2,250 2d8 - - - - +2 2,251-4,500 3d8 - - - - +3 4,501-10,000 4d8 - - - - +4 10,001-20,000 5d8 - - - - +5 20,001-40,000 6d8 - - - - +6 40,001-90,000 7d8 - - - - +7 90,001-150,000 8d8 - - - - +8 150,001-225,000 9d8 1 - - - +9 225,001-325,000 10d8 1 - 1 - +10 325,001-650,000 11d8 2 - 1 - +11 650,001-975,000 11d8+2 2 - 2 - +12 975,001-1,300,000 11d8+4 2 1 2 - +13 1,300,001-1,625,000 11d8+6 2 1 2 1 +14 1,625,001+ 11d8+8 2 2 2 1 + + + + + -={Thief}=- + + Hit +Level Experience Dice +===== ========== ===== +1 0-1,250 1d6 +2 1,251-2,500 2d6 +3 2,501-5,000 3d6 +4 5,001-10,000 4d6 +5 10,001-20,000 5d6 +6 20,001-42,500 6d6 +7 42,501-70,000 7d6 +8 70,001-110,000 8d6 +9 110,001-160,000 9d6 +10 160,001-220,000 10d6 +11 220,001-440,000 10d6+2 +12 440,001-660,000 10d6+4 +13 660,001-880,000 10d6+6 +14 880,001-1,100,000 10d6+8 +15 1,100,001-1,320,000 10d6+10 +16 1,320,001-1,540,000 10d6+12 +17 1,540,001-1,760,000 10d6+14 +18 1,760,001+ 10d6+16 + + Here is the key to the Map Pic + 1) High Clerish Tower + 2) Quazle + 3) Graveyard + 4) Dargaard + 5) Kalaman + 6) Cerberus + 7) Dulcimer + 8) Cekos + 9) Vingaard + 10) Throtl + 11) Turet + 12) Gargath Outpost + + + -=-=-=-=-=-=Spell Charts for The Death Knights of Krynn-=-=-=-=-=- + + + + + + -={Spell Parameters Table}=- + +When: Duration: +Cmbt=Combat only spell r=combat rounds +Camp=Camp only spell t=turns +Both=Camp or Combat spell /lvl=per level of caster +Rng: targets=aim at each target. +T=Touch Range Robe (Mages spell only) +dia=diameter White=Can only be cast by White Robes +rad=radius Red=Can only be cast by Red Robes +All=All characters in combat Both=Can be cast by both +#=Number of targets +#s=Number of squares + + + -={1st-level Clerical Spells}=- + +Spell Name When Rng Area Duration +========== ==== === ==== ======== +Bless Both 6 5 dia 6r +Cure Light Wounds Both T 1 - +Detect magc Both 3 1 1t +Protection from Evil Both T 1 3r/lvl +Resist Cold Both T 1 1t/lvl + + + -={2nd-Level Clerical Spells}=- + + +Find Traps Camp 3 1 3t +Hold Person Cmbt 6 1-3 4r+1/lvl +Resist Fire Both T 1 1t/lvl +Silence 15'Radius Cmbt 12 3 dia 2r/lvl +Slow Poison Camp T 1 1 hour/lvl +Snake Charm Cmbt 3 All 5-8r +Spiritual Hammer Cmbt 3 1 1r/lvl + + + -={3rd-Level Clerical Spells}=- + +Cure Blindness Both T 1 - +Cure Disease Camp T 1 - +Dispel Magic Both 6 3x3 s - +Prayer Both 0 All 1t/lvl +Remove Curse Both T 1 2r/lvl + + + -={4th Level Clerical Spells}=- + +Cure Serious Wounds Both T 1 - +Neutralize Poison Both T 1 - +Poison Cmbt T 1 - +Protect from Evil 15' Both T 2 dia 1t/lvl +Sticks to Snakes Cmbt 3 1 2r/lvl + + + + -={5th Level Clerical Spells}=- + +Cure Critical Wounds Both T 1 - +Dispel Evil Cmbt T 1 1r/lvl +Flame Strike Cmbt 6 1 - +Raise Dead Camp 3 1 - + + + + -={6th Level Clerical Spells}=- + +Heal Both T 1 Permanent + + + + -={7th-Level Clerical Spells}=- + +Restoration Camp T 1 Permanent +Resuraction Camp T 1 Permanent + + + + -={1st-Level Druidical Spells (For High-Level Rangers)}=- + +Cure Light Wounds Both T 1 - +Detect Magic Both 4 1 12r +Entangle Cmbt 8 4 dia 1t +Faerie Fire Cmbt 8 8 dia 4r/lvl +Invisibility to Animals Both T 1 1t+1r/lvl + + + + -={2nd-Level Druidical Spells (For High-Level Rangers)}=- + +Barkskin Both T 1 4r+1/lvl +Charm Person/Mammal Cmbt 12 1 - + + + +Spell Name When Rng Area Duration Robe +============================================================================ + + -={1st-Level Mage Spells}=- + +Burning Hands Cmbt T 3 s - Both +Charm Person Cmbt 12 1 - Both +Detect Magic Both 6 1 2r/lvl Both +Enlarge Both .5/lvl 1 1t/lvl Both +Friends Cmbt 0 All 1r/lvl Both +Magic Missile Cmbt 6+lvl 1 - Both +Protect from Evil Both T 1 2r/lvl Both +Read Magic Camp 0 1 2r/lvl Both +Shield Cmbt 0 1 5r/lvl Both +Shocking Grasp Cmbt T 1 - Both +Sleep Cmbt 3+lvl 1-16 5r/lvl Both + + + + -={2nd-Level Mage Spells}=- + +Detect Invisibility Both 1/lvl 1 5r/lvl Both +Invisibility Both T 1 - Red +Knock Camp 6 1 s/lvl - Red +Mirror Image Both 0 1 2r/lvl Red +Ray of Enfeeblement Cmbt T 1+.25s/lvl 1r/lvl White +Stinking Cloud Cmbt 3 2x2 s 1r/lvl Both +Strength Camp T 1 6t/lvl Red + + + + -={3rd-Level Mage Spells}=- + +Blink Both 0 1 1r/lvl Red +Dispel Magic Both 12 3x3 s - White +Fireball Cmbt 10+lvl 2/3 rad - Both +Haste Both 6 4x4 s 3r+1/lvl Red +Hold Person Cmbt 12 1-4 2r/lvl White +Invisibility 10'Radius Both T 2 dia - Red +Lightning Bold Cmbt 4+lvl 4,8 - Both +Protect from Evil 10'Rad Both T 2 dia 2r/lvl White +Protect from Nrml Misl. Both T 1 1t/lvl White +Slow Cmbt 9+lvl 4x4 s 3r+1/lvl Red + + + + -={4th-Level Mage Spells}=- + +Bestow Curse Cmbt T 1 1t/lvl White +Charm Monster Cmbt 6 1 - White +Confusion Cmbt 12 2-16 2r+1/lvl White +Dimension Door Cmbt 0 1 - Red +Fear Cmbt 0 6x3 cone 1r/lvl Red +Fire Shield (2 Types) Both 0 1 2r+1/lvl Both +Fumbe Cmbt 1/lvl 1 1r/lvl White +Ice Storm (Dmg only) Cmbt 1/lvl 4 dia - Both +Min Globe of Invlnrblty. Both 0 1 1r/lvl White +Remove Curse Both T 1 - White + + + -={5th-level mage spells}=- + +Cloudkill Cmbt 1 3x3 s 1r/lvl White +Cone of Cold Cmbt 0 .5 s/lvl cone - Both +Feeblemind Cmbt 1/lvl 1 - White +Fire Touch Both T Special 1r/lvl Red +Hold Monster Cmbt .5/lvl 1-4 1r/lvl White +Iron Skin Both 0 Special 1r/lvl Red + + + + -={6th-Level Mage Spells}=- + +Death Spell Cmbt 1 .5 s/lvl Instant Both +Disintegrate Cmbt .5/lvl Special Instant Red +Globe of Invlnrblty. Both 0 1 1r/lvl White +Stone to Flesh Both 1/lvl 1 Permanent Red +Flesh to Stone Cmbt 1/lvl 1 Permanent Red + + + + -={7th-Level Mage Spells}=- + +Delayed Blast Fire Ball Cmbt 10+1/lvl 2 rad Special White +Mass Invisibility Both 1/lvl Special Special Red +Power Word, Stun Cmbt .5/lvl 1 Special Both + + + + -={8th-Level Mage Spells}=- + +Mass charm Cmbt .5/lvl Special Special White +Mind Blank Both 3 1 1 day White +Otto's Irresistble Dance Cmbt 1t 1 2-5 r White +Power Word, Blind Cmbt .5/lvl 3 dia Special Both + + + **STRENGTH TABLE: ABILITY ADJUSTMENTS** + + + +Ability THAC0 Damage Weight Allowance +Score Bonus Adjustment (in steel pieces) +3 -3 -1 -350 +4-5 -2 -4 -250 +6-7 -1 none -150 +8-9 normal none normal +10-11 normal none normal +12-13 normal none +100 +14-15 normal none +200 +16 normal +1 +350 +17 +1 +1 +500 +18 +1 +2 +750 +*18/01-50 +1 +3 +1,000 +*18/51-75 +2 +3 +1,250 +*18/76-90 +2 +4 +1,500 +*18/91-99 +2 +5 +2,000 +*18/100 +3 +6 +3,000 + + *Bonuses available to figher classes only + (Fighter, Paladin, Knight, Ranger). + + +**DEXTERITY TABLE:** **CONSTITUTION TABLE: ABILITY** +ABILITY ADJUSTMENTS + Reaction/ +Ability Missile AC Ability Hit Point Resurrection +Score Bonus Bonus Score Adj. Survival(%) +------------------------- -------------------------------- +3 -3 +4 3 -2 40 +4 -2 +3 4 -1 45 +5 -1 +2 5 -1 50 +6 0 +1 6 -1 55 +7 0 0 7 0 60 +8 0 0 8 0 67 +9 0 0 9 0 70 +10 0 0 10 0 76 +12 0 0 11 0 80 +13 0 0 12 0 85 +14 0 0 13 0 90 +15 0 -1 14 0 92 +16 +1 -2 15 +1 94 +17 +2 -3 16 +2 96 +18 +3 -4 17 +2(+3)* 98 + 18 +2(+4)* 100 + + *Bonus applies only to fighters; all + other classes may be given a max HP + bonus adj. from constitution +2. + + + +**BONUS ATTACKS FOR HIGH LEVEL FIGHTERS** + +Class Level Attack/Round +------------------------------------- +Fighter 1-6 1/1 +Kinght 1-6 1/1 +Paladin 1-6 1/1 +Ranger 1-7 1/1 +Fighter 7-12 3/2 +Knight 7-12 3/2 +Paladin 7-12 3/2 +Ranger 8-14 3/2 +Fighter 13+ 2/1 +Knight 13+ 2/1 +Paladin 13+ 2/1 + + + +**RANGE OF ABILITY SCORES BY RACE TABLE** + +Ability Score STR* INT WIS DEX CON CHA +------------------------------------------------------------------------- +Humans 3-18(00) 3-18 3-18 3-18 3-18 3-18 + [females] 3-18(50) 3-18 3-18 3-18 3-18 3-18 +Silvanesti Elves 3-18(75) 10-18 6-18 7-19 6-18 12-18 + [females] 3-16 10-18 6-18 7-19 6-18 12-18 +Qualinesti Elves 7-18(75) 8-18 6-18 7-19 7-18 8-18 + [females] 3-16 8-18 6-18 7-19 7-18 8-18 +Hill Dwarves 9-18(99) 3-18 3-18 3-17 14-19 3-12 + [females] 3-17 3-18 3-18 3-17 14-19 3-12 +Mtn. Dwarves 8-18(99) 3-18 3-18 3-17 12-19 3-16 + [females] 3-17 3-18 3-18 3-17 12-19 3-16 +Half-Elves 3-18(90) 4-18 3-18 6-18 6-18 3-18 + [females] 3-17 4-18 3-18 6-18 6-18 3-18 +Kender [both] 6-16 6-18 3-16 8-19 10-18 6-18 + + +**MAXIMUM LEVEL LIMITS BY RACE, CLASS, & PRIME REQUISITE** + SILV. QUAL. HALF HILL MTN. +CLASS ABILITY HUMAN ELVES ELVES ELVES DWARVES DWARVES KENDER +----------------------------------------------------------------------- +Cleric Any 14 14 14 14 10 10 8 +Fighter str 16- 14 10 14 9 14 14 5 + str 17 14 10 14 9 14 14 - + str 18+ 14 10 14 9 14 14 - +Ranger str 16- 14 14 14 11 8 no 5 + str 17 14 14 14 11 8 no - + str 18+ 14 14 14 11 8 no - +Knight Any 14 No No 10 no no no +Paladin Any 14 12 No No no 8 no +Mage Int 16- 14 14 14 10 no no no + Int 17 14 14 14 10 no no no + Int 18+ 14 14 14 10 no no no +Thief Any 18 No 18 18 20 8 18 + + +********WEAPON TABLE******* +Name Damage vs. Damage vs. Larger Number Class + Man Sized Than Man Sized of Hands +Axe, Battle 1-8 1-8 1 f +Axe, Hand 1-6 1-4 1 f +Bow, Long* 1-6 1-6 2 f +Bow, Short* 1-6 1-6 2 f +Bow, Comp. Long 1-6 1-6 2 f +Bow, Comp. Short 1-6 1-6 2 f +Club 1-6 1-3 1 f,cl,th +Dagger 1-4 1-3 1 f,mu,th +Dart 1-3 1-2 1 f,mu,th +Flail 2-7 2-8 1 f,cl +Halberd 1-10 2-12 2 f +Hammer 2-5 1-4 1 f,cl +Hoopak (melee) 3-8 3-6 2 ** + special +Hoopak (missle) 2-5 2-7 2 ** + special +Javelin 1-6 1-6 1 f +Lght Crssbw 1-4 1-4 2 f +Mace 2-7 1-6 1 f,cl +Morning Star 2-8 2-7 1 f +Pick, Military 2-5 1-4 1 f +Pick, Awl 1-6 1-12 1 f +Quarterstaff 1-6 1-6 2 f,cl,mu +Scimitar 1-8 1-8 1 f,th +Sling 1-4 1-4 1 f,th +Sling, Staff 2-8 3-9 2 f,cl +Spear 1-6 1-8 1 f +Sword, bastard 2-8 2-16 2 f +Sword, broad 2-8 2-7 1 f,th +Sword, long 1-8 1-12 1 f,th +Sword, short 1-6 1-8 1 f,th +Sword, 2-handed 1-10 3-18 2 f +Trident 2-7 3-12 1 f + ++Polearm +*Must have rfeady arrows to fire. Two attacks per round +#Must have ready quarrels to fire. One attack per round +**Only Usable by kender characters. +f=fighter (inclueds knights, ranger, paladin) cl=cleric, th=thief, +mu=magic-user + + +*****************ARMOR TABLE************************* + +ARMOR TYPE WT in SP. AC MAXIMUM MOVEMENT +None 0 10 - +Shield 50 ** - +Leather 150 8 12 squares +Ring 250 7 9 squares +Scale 400 6 6 +Chain 300 5 9 +Banded 350 4 9 +Plate 450 3 6 + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/dmkeys.txt b/textfiles.com/piracy/SOFTDOCS/dmkeys.txt new file mode 100644 index 00000000..5101970c --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/dmkeys.txt @@ -0,0 +1,135 @@ + DOOM key commands 12/16/1993 + + These key commands work on v1.0 and v1.1 of the demo. At this + time, they haven't been checked on the registered version. + + +This list of key commands is more extensive than DOOMCH.ZIP or DOOMKY.TXT, +found elsewhere in LIBrary 7 of GAMERS here on Compuserve. I would be remiss +if I didn't mention that the info came from hamell@cs.pdx.edu and +ep104@cus.cam.ac.uk on the Internet. + + PLEASE, if you want to "do it on your own" through the game, do not read +this file - the commands here can ruin any challange to the game if you +don't have the willpower to not use them. You've been warned :) + + +The key commands fall into two parts: commands entered at the DOS prompt as +part of starting up DOOM, and keys that are typed once you are in the game. +First, the command line options: + + + + COMMAND LINE OPTIONS + +Command line options are typed at the DOS prompt, after the word DOOM is +entered. Each is seperated by a space, and starts with a hyphen. You should +always start with -devparm. + +-devparm developer's mode. Pressing F1 will do a PCX screen + dump. +-watch demo mode +-playdemo filename.lmp play a pre-recorded demo file (they end in .lmp) +-timedemo filename.lmp play a pre-recorded demo file, showing gametics + and playtics at end +-nodraw used with -playdemo or -timedemo, don't draw any- + thing. Demo goes fast +-noblt used with -playdemo or -timedemo, don't draw any- + thing. +-port X use alternate network port X +-net X play X node game +-drone ? +-left ? +-right ? +-deathmatch ? +-wart [1-3] [1-9] warp to Episode X level Y +-skill [1-4] skill level (1 = easy, 4 = ultra-violent) +-episode ? +-warp ? +-config filename.ext use alternate config from filename.ext +-record filename.lmp record to filename +-recordfrom filename.dsg load filename[.dsg], record to filename[.lmp] +-loadgame X load DOOMSAVx.DSG +-debugfile ? +-file ? +-nojoy no joystick +-nomouse no mouse +-nosound no sound +-nosfx no sound effects +-nomusic no music + + +So, for example, to start doom in episode 1 (the shareware one) at level +4, you would type + + DOOM -devparm -wart 1 4 + +But, you might want to get there (with only your pistol, mind you) at the +ultraviolent mode, so you'd type + + DOOM -devparm -wart 1 4 -skill 4 + +and if you wanted to record your exploits, starting at a saved game, to +upload and show to someone else (the recording files apparently record +movements, not any graphics, as they are real small), you'd type + + DOOM -devparm -wart -loadgame doomsav0 -record bubba + +Loadgame assumes an ending of .DSG on "doomsav0" and -record puts .lmp +on the end of the name you give it - "bubba" in this case. + + + RUNTIME KEY COMMANDS + + Now we come to the key commands that work from within DOOM, while it is +running. Note that your keystrokes will not be echoed to the screen, but +if done in the correct sequence will work. The end result tells you if +it worked. Note that each command starts with the letters 'i' and 'd'.... +hmmm, wonder why ;) Most of the reasons for the code letters have +to do with 'in' jokes - sorry, I don't recall them, except for the last +code listed. + +F1 Yes, I know this is documented, but it's amazing how many of + the players I've talked to don't even know about this ....or + that the game has automapping! + + +NOTE: in network play, these keys probably won't work, as pressing the +'i' key seems to be the trigger to send text to player #2. + +iddqd God mode. Can't be harmed. Check out his face +idkfa Full ammo of all types, all weapons (no, you can't use the + two highest ones even though they show as being in-stock), + 200% armor, no backpack +idspispopd No clipping. You can now walk through walls. Unfortunately, I + don't know how to turn this off +idbehold Followed by S, V, I, R, A, L (caps or not) for various things + S = screen turns red (?) + V = invincible + I = invisible + R = screen turns green (?) + A = reveal entire map, showing unseen areas in grey. + L = light amplification (1 to 5 minutes) +idclev Followed by episode number and level number (a warp within game!) +idmypos Prints your coordinates in hex. This probably relates to + the map grid that'll show up when you press 'G' in the + map page. Very handy for giving directions to other + people. +iddt Use this when in map mode. Press once to see the entire map + (unlike idbehold, this doesn't indicate what parts you haven't + seen yet). Press again to get an idea where everyone is. +idchoppers Prints "Doesn't suck - GM" An in-joke about a program that + one of the people had previously worked on. +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/dragonw b/textfiles.com/piracy/SOFTDOCS/dragonw new file mode 100644 index 00000000..8f9f7d1a --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/dragonw @@ -0,0 +1,1125 @@ +courtesy of diachun@autarch.acsu.buffalo.edu + +Article: 11968 of rec.games.misc +From: Wyvern@cup.portal.com (Jeanne Wyvern Harlan-Marriott) +-- + +DRAGON WARS by Interplay, IBM version 9/18/90 + + Dragon Wars from Interplay is a fun game! It is a large computer +fantasy game of similar scale as Magic Candle and the Ultima +series . Nice graphics, ease of play, good documentation all play +their parts in making this an enjoyable game. Of particular delight to me, +given the games I have been playing of late, was the fact that Dragon Wars +is bug free! Frankly I admire a game company that takes the time to give +their market a quality product and Interplay has certainly done so with +Dragon Wars! + Installing the game is a simple process. I played on a PC 386 clone +with VGA and harddisk. After making a directory for the game, I just copied +the files and ran a quick install to set the game for my graphic +capabilities. That done, you fire up the game. The game provides pre-built +characters but also supports characters from Bard's Tale I, II, and III. +Since I had saved characters from a Bard's Tale game, I decided to use them +to play Dragon Wars. Word of advise on using Bard's Tale characters: first +examine the pre-built characters that come with Dragon Wars and write down +their stats and skills, create characters from your Bard's Tale game and do +the same. Compare the two sets of characters closely paying particular +attention to Magic skill/knowledge. There are five types of magic in Dragon +Wars: Low, High, Sun, Druid and Misc. Ideally you will want your party to +have knowledge of low, high, sun and druid magic types or as many as +possible. Choose which ever character group has the best representation of +knowledge in magic. + +AUTOMAPPING: + Dragon Wars includes an automapping feature which can be viewed by +pressing "?". While this is intended to remove the need of the players to +map the game areas on graph paper and is wonderfully useful, I still mapped +the game out on paper. The deficiency of automaps is that you can take no +notes on them, nor mark spots that have a particular importance. While it +was time consuming for me to draw out the maps it was time well spent. I +advise you to do the same. If nothing else, the automap feature will ensure +that your drawn maps are accurate. + +NOTES ON THIS FILE: + Except for the beginning of the game, where you go and when is +completely up to you. My notes are arranged after discussion of PURGATORY + and the MAGAN UNDERWORLD in alphabetical +order and ending with SALVATION and DEPTHS OF NISIR which are the end game +areas. The notes listed in alphabetical order are by NO means a +recommendation of when you should do what. It is merely an effort on my +part to make this file easier for you to use. + +SAVING YOUR GAME: + Dragon Wars has a simple and fast save feature. To protect yourself, +though, you should exit the game from time to time and copy the file data1 +to another . These files are HUGE being close to 300K in size but potentially +worth their weight in gold! + +PURGATORY - start game + Upon starting the game, you find your characters in the city of +Purgatory with absolutely no +equipment, money or clothes. Fortunately this sad condition is easily +remedied. In the middle of the north end of Purgatory there is an arena +anxious for new victims for their gladiators. "Fight gladiators barefisted +and barebottomed" you think.... not to worry, the arena will offer to equip +your characters. They offer a range of low end equipment, leather armor, +maces, swords and all of it free for the fighting. You're going to lose the +fight, I might as well tell you that now, but in most cases you are not +going to die so while you'll get thrown out of the arena a little worse for +the wear, you will have equipment. + + Now that your characters have basic equipment, its time to explore +your new prison, I mean home. There are such lovely things to do in +Purgatory. You can sell yourself as a slave in the slave market, join the +thieves guild, listen for rumors in the tavern and even ask for a +volunteer! Seriously, do ask for a volunteer in the tavern which is in the +north-east portion of the city. You'll pick up a volunteer named Ulrik who +has skills in Cave Lore and Axes. He's not a great character, but he's nice +to have along. Don't join the thieves' guild which is located in the south- +west portion of the city. Here you should stoutly maintain your honor. +Doing so will give you a mini-quest to defeat the Humbaba monster in the +north-east corner of the city. When you do defeat the Humbaba, return to +the guild and you will be given 1000 gold pieces for your efforts! The +slave market is one way out of Purgatory but there are others and there is +nothing of great importance to find there. + There is a magic shop in the west side of Purgatory. For any +characters who have Low Magic, this is a great place to pick up the spells +for that magic and they are FREE. Along the north wall +is the Black Market, a good place to buy some better equipment with the +1000 gold you obtained from the thieves. Probably the best use of your +money at this stage is in better armor. +BLACK MARKET OF PURGATORY: + Hand Axe 60g Bow 60g + Small Pick 50g Long Bow 90g + Pick 60g Crossbow 60g + Battle Axe 70g Arrow <20> 50g + Flail 40g Bolt<20> 60g + Mace 40g Javelin 40g + Dagger 30g + Short Sword 50g Cloth 25g + Broadsword 60g Leather 50g + Greatsword 80g Brigadine 80g + Scale 250g + Dragon Stone 250g restores 20 magic + + There is a secret passage in the northwest corner of the city that +will gain you access to the outer wall. There are many encounters in this +wall area with guards which can generate additional cash slowly. In the +southeast corner of the outer wall there is a gap in the stones leading to +the waters below. Try using SWIM if you decide to use this exit from +Purgatory, but I recommend using the Magan Underworld instead. You can also +exit Purgatory in the the southwest corner of the outer wall. Again, I +suggest the Magan Underworld as the best choice. + +SKILLS, POWER REGENERATION and INVENTORY in DRAGON WARS: + Logic might dictate that this paragraph belongs before actually +getting into the game itself. I choose to include it after basic notes +about Purgatory because you need to have a rudimentary understanding of how +the game works to appreciate/understand the advise I will give here. Dragon +Wars is a skill based system which means that any time your characters +advance a level you have to decide from three menu pages where you're going +to put your "two cents worth". The documentation that comes with the game +advises that you spread the knowledge/skills around among your characters. +This is good advise. There are so many options, there is no way within this +game that you can make one character completely skilled so DON'T TRY. +Decide which character will specialize in what skills. You might want to +make one concentrate on Lore and another on +the thiefly skills . Get all the skills covered +one way or another, but spread the "workload" over all your characters. + Perhaps my only great complaint with Dragon Wars concerns the skill +based system. When a character advances a level you only get 2 points to +apply to the skills/attributes. It is very difficult to know how to spend +these 2 points wisely. Many skills and attributes cost 2 points to increase +1 point. Obtaining a new magic knowledge costs 10 points! To give you an +example of the significant cost that reflects, my characters at end game +were around 14th level and they did not begin the game at 1st level +. That represents a lot +of level advancements in which I could make no improvements on characters I +wished or needed to obtain a new magic knowledge. + To cast spells you have to have magic power. Every time you cast a +spell some magic power is drained. There are two ways to regenerate magic +power. One is the use of Dragon Stones or Eyes and the other is to find a +magic pool that restores energy. Dragon Stones restore 20 points of power +and Dragon Eyes restore 30 points. Magic pools restore all magic points and +have the added advantage of being free! Dragon Stones can be purchased in +many locations throughout Dragon Wars for 250 gold. Dragon Eyes can only be +found as treasure. Magic pools are far and few between, but fortunately +there are a few in some excellent locations that you can take full +advantage of during the game. There is a magic pool in PURGATORY in the +south-east corner . Make good use of this pool to restore your magician's power +and allow you to heal your characters as you explore this city. + Inventory is the other area where I experienced frustration with +Dragon Wars. Your characters can only carry so much which in and of itself +is acceptable. The problem arises when you run out of space. Dragon Wars +does not provide any means of storing items in a location for use later. To +further complicate matters some treasure chests that you find will +disappear after you have opened them so if you were unable to take all the +treasure, it will not be there when you return. This is not true of ALL +treasure chests, but being true at all can cause problems. Some treasures +are unique and needed to solve the game. It is not always clear which items +are important and which are not. Some locations have numerous treasures +available and your characters are soon out of space. I managed to avoid +problem related to inventory in my own game, but it is worth noting so that +you manage your own character's inventory with care. You will find lots of +weapons in this game. Examination of an item tells you what strength or +dexterity or skill is needed to use it. Examination does not tell you the +kind of damage the weapon is capable of inflicting. To get a rough idea of +the power of a weapon, look at its value on the SELL menu. The more +valuable an item is the better it is. Some weapons/items have spells on +them. Some of these are worth keeping in your inventory, but in general +don't carry around a lot of items for which you have no real use. Sell them +for the money. Now back to the game! + +STILL IN PURGATORY: + Paragraph notes to be found in Purgatory: 14, 5, 9, 10, 67, 3, 94, 77 + +MAGAN UNDERWORLD: + There is on the west side of the city an entrance to the Magan +Underworld. The Magan Underworld represents one of the largest single areas +in the game excluding the above ground world. Its a wonderful place and +accessable to many of the other locations in Dragon Wars. The Magan +Underworld is a very important place within the game. There is so much to +be found here that it is difficult to know where to begin telling you of +its wonders. Since this area "wraps" upon itself, it is almost impossible +to tell you where you will find what in this area. If we use your point of +entrance from Purgatory into the Magan Underworld for reference, we can get +a general sense of direction. + To the north of your point of entrance you will find two buildings. +The smaller of the two contains stairs that will lead you to the Lansk +Undercity . The larger building of +the two, while located here, is only accessable from Necropolis and +contains the only means of resurrecting your characters within the game. +Also to the north is a small river and lake. On the southern side of the +lake there is a magic pool that restores magic power. This particular pool +provided me with endless use so its handy to know exactly where it is +located. In the center of the lake there is a small island called the ISLE +OF WOE. You will not be able to reach this island until later in the game, +when you get the Golden Boots from Mud Toad's Priests, but it is a very +important location. + There is a doorway that leads by of the larger of +the two buildings to the area where you can see the location of the ISLE OF +WOE. This are is bounded by water and pits. IMPORTANT: The first pit area +to the west of the water in this area is safe to walk upon. Doing so will +result in 5 points that can be spent upon character skill/attribute +development. Don't miss this!! You cannot fall into the pits in THIS area + so check around until you locate this square. 5 +points is too much to pass by. + To the west of point of entry there are stairs leading up to the +MYSTIC WOODS. To avoid any confusion the means of returning to the Magan +Underworld from the Mystic Woods is to use the ability CLIMB. I didn't +realize this when I was first playing the game and it caused me to restore +the game to an earlier point. You can avoid my difficulty. 3 squares south +and 3 squares west of the entrance to the Mystic Woods is the first of two +treasures that can be found in the Magan Underworld. +TREASURE 1: Rusty Axe a great axe! + Speed Wand + Bomb <3 quantity> + Dragon Stones <10 quantity> + To the east of point of entry are stairs leading to Tar's Ruins +Underground. This is a relatively small area map that wraps upon itself. +There are secret passages that reveal treasures which I will detail later. +To re-enter the Magan Underworld, you must again use the ability CLIMB. + To the south our point of entry to the Magan Underworld is an area +with many fires. Each of these fires causes damage to your characters. +There is in the north area of the fires the 2nd treasure to be found in the +Magan Underworld. +TREASURE 2: Slicer a wonderful weapon! + Dragon Stones <10 quantity> + Also in the fire are is the entrance to the Dwarf Clan Hall. Early in +the game you do not need to access this area. + To the east of the fire area is a large pit and an path leading south. +This path forms a cross shaped area with an entrance to SALVATION. Along +the path you will encounter fairies that will ask if you are willing to +sacrifice a life to continue. Replying "yes" will reduce you party to +minimun life force. While there is reason to use this path near the end of +the game, you need not explore it before hand. + Paragraph notes to be found in Magan Underworld: , 137, 138, 127 + +OTHER AREAS LISTED ALPHABETICALLY: + +BRIDGE between Isle of the Sun and Forlorn: + You need Citizen papers to cross this bridge. + +BRIDGE between Lansk and Isle of the Sun: + Pikemen here will ask to search your packs and if allowed to do so +will ask a percentage in gold of what you are carrying to cross the bridge. +Refusal to pay results in an encounter with 3 pikemen. This is not a +difficult encounter and better than paying the fee. Of note on this bridge +is the building containing the Armory. Enter the building once and you just +get thrown out. Enter twice and you can fight it out with the guards. If +successful you can reach the armory and reap the following: +ARMORY: Axe of Kalah str 18 + Holy Mace Exorcism spell + Gem Helm + Gauntlets + Archers' Bow dex 18 + Boomerang + Dragon Stones<10> + +BRIDGE between Lansk and Quag: + See QUAG BRIDGE. + +BYZAN DUNGEON: + Accessable from Byzanople . This small area will be filled +with a number of encounters until you reach the northwest area of where you +will encounter the Princess. She will ask you to surrender, do so. You will +meet Prince Jordan and given freedom to roam the dungeon area until it is +time to defeat the forces in the Siege Camp. Do not take the stairs +leading up until you have explored the rest of this area. You will find in +a room on the northeast a treasure: +TREASURE 1: Magic Chain + Magic Shield + Big Chill + Dazzle + Long Bolt<20> + Dragon Stone<7> +On the west side there is a door leading into the ancient crypt. There are +many encounters here with zombies. in the furthest southwest corner is a +treasure: +TREASURE 2: Magic Axe +After exploring this area, take the stairs up. Jordan will tell you that it +is now time to attack the Siege Camp and you will be moved to an area +outside the Siege Camp walls. + Paragraph notes for Byzan Dungeon: 108, 110 + +BYZANOPLE: + Located on King's Island, Byzanople is only accessable from the Siege +Camp. As you enter this area for the first time, you will be on the outside +of the walls and if you get too close will be hit by a lot of arrow fire. +Directly north and 1 square to the east of where you enter are stairs +leading down. Alternately, there is also an entrance in the southeastern +area. Here you will need to move a rock to reveal an opening. +Both lead you to the Byzan Dungeon. You will not obtain access to Byzanople +proper until after you have completed Byzan Dungeon. In the city there is a +healer, an Armorer: +ARMORER: Scale 250g + Chain 310 + Plate 3100 + Lr. Shield 1000 + Dragon Stone 250 +and a Weaponsmith: +WEAPONS: War Flail 500g Bow 60g + Bladed Flail 1000 Long Bow 90 + Mace 50 Crossbow 60 + Dagger 30 Bolt<20> 60 + Short Sword 50 Arrow<20> 50 + Broad Sword 60 Javelin 40 + Polearm 90 Barbed Spear 4000 + Long Mace 2000 + Paragraph notes for Byzanople: 33, 34 + +DECAYING CITY: + See SNAKE PIT + +DILMUN: + Dilmun refers to all the islands above ground, King's Island, Rustic, +Isle of the Sun, Forlorn, and Quag, as well as some areas that are not +shown on the map in the documentation. See appropriate notes for more +information. + +DRAGON VALLEY: + Accessable only from Eastern Isles with the ship from +Smuggler's Cove. This is a dangerous place and you need to have the Dragon +Gem from the Lansk Dragon before you can complete this entire area. In the +south you will find a Dragons Tooth . On the southwest +you will find a Dragons Nest: +DRAGONS NEST: Dragon Tears + Holy Lance + Dragon Helm + Dragon Shield + Dragon Eye restores 30 points magic power +In the northeast corner you will find a treasure: +TREASURE 1: Sala's Swift + Vorn's Guard + Cowardice +In the northwest are of Dragon Valley there is an encounter with the Queen +Dragon. Use the DRAGON GEM to escape death. + Paragraph notes for Dragon Valley: 134, 120 + +DWARF CLAN HALL: + The western most part of this area can be reached from the Magan +Underworld. In the western portion if the dwarf forge which will be needed +to create the Sword of Freedom once you have found Roba's Skull in the +Sunken Ruins. After giving the skull to the master dwarf smith, you will +be told that the sword will appear on the Isle of Woe which is located in +the Magan Underworld. There is a crystal barrier blocking your path to the +east. You can by pass this barrier with the use of Soften Stone. The +eastern portion of this area is also accessable from King's Island if you +have the Jade Eyes . Exploring this area will reveal that +the dwarves have been turned to stone. Use of Soften Stone will restore +them to normal. There are 3 treasures to be found in the Dwarf Clan home. +The treasures are guarded by Automans which are fairly difficult to defeat. +TREASURE 1: Dragon Helm + Bomb <8> Zak's Speed + Spike Flail + Mystic Might +TREASURE 2: Crush Mace + Spell Staff + Healing Potion +TREASURE 3: Gold <1000> + Dragon Horn Rage of Mithras + Paragraphs notes for Dwarf Clan Hall: 118, 119, 38 + +DWARF RUINS: + Located in the central area of King's Island there is little here +except a statue and a small building. Use the JADE EYES on the statue to open the +small building. This will give you access to stairs leading down to the +eastern side of the Dwarf Clan Hall. + No paragraph notes for Dwarf Ruins. + +EASTERN ISLES: + This small area accessable with the ship from Smuggler's Cove contains +the entrances to the Sunken Ruins and Dragon Valley. + Paragraph note for Eastern Isle: 46 + +FORLORN: + This are of Dilmun contains Purgatory, Slave Estate, Tars Ruins, the +Slave Camp and a treasure. The treasure is located almost due south of the +Slave Estate. The southern most section of this land mass has a magical +pool which will restore heal and magic to maximum. +TREASURE 1: Chain Armor + Broad Sword<2> + Hand Axe + Brigadine<2> + Bow + Arrow<2 of 20quantity> + Mage Fire + Charm + Luck + Lesser Heal + Mage Lite + Dragon Stone<4> + +FREEPORT: + Accessable only with the pirates ship from Smuggler's Cove. This city +features numerous shops. +RYAN'S ARMOR: Scale 250g + Chain 310 + Heavy Plate 4000 + Lg. Shield 100 +MAGIC INC: Dazzle 1000 + Mystic Might 1000 + Rev. Glamour 1000 + Sala's Swift 1000 + Vorn's Guard 1000 + Cowardice 1000 + Soften Stone 1000 +FREEPORT ARMS: Bladed Flail 1000 + Hammer 40 + Long Mace 200 +BEWITCHING POTIONS & ELIXERS: Dragon Stones 250g +On the east side of the city you will find the Order of the Sword. An +encounter here will allow you access to the following treasure: +ORDER OF THE SWORD: Stone Hand Needed in Mud Toad + Soften Stone + Spell Staff + Charger +At the Brew Brother's you will find the volunteer Halifax who is a better +addition to your group than Louie . In the +southwest portion of the city is an island which you can reach using the +Golden Boots obtained in Mud Toad. Upon the island is the "freedom sword". +Don't you believe it. Cast REVEAL GLAMOUR to show that this is really a +trap set by Namtar. Not doing so will kill one of your characters. + Paragraph notes for Freeport: 51, 52, 56, 57, 27 + +GAME PRESERVE: + Accessable from Rustic, the Game Preserve is located on the northwest +section of Rustic. There are many snare traps set about here which are +easily removed with the use of any weapon. On the +southwest near the river is the home of the Game Keeper. Use the Signet +Ring and he will give you a MAGIC BOW. On the southeast is a treasure: +TREASURE 1: Magic Arrow<20> + Battle Power + Fire Column + Paragraph notes for the Games Preserve: 96, 91, 74 + +ISLE OF THE SUN: + This area of Dilmun includes the city of Phoebus and an entrance to +the Mystic Woods. Bridges connect this area with Forlorn and the portion of +Dilmun that holds the city of Lansk. + +KINGS ISLAND: + This portion of Dilmun contains Kingshome, +Byzanople, Siege Camp, Nexus to Mystic Forest, Old Dock, Old Bridge, Ruins +and a Decaying City . Encounters on this island are too +rough for beginning characters. There is also on this island an Ambush area +on the northeast coast which will result in you being thrown into the +dungeon under Kingshome . + +KINGSHOME CASTLE: + Accessable from the Kingshome Dungeon and from King's +Island . If you came up +from the dungeon you will have a peaceful encounter with Namtar in the +north central area of the castle. Exiting his room will cause the door to +disappear forever. Doors in the north will lead you into the wall area. On +the west side is a gallery and a closet full of Pilgrim's Garb . On the east side is a treasure and a +library of rare books. +TREASURE 1: Polearm + Royal Robe + Rare Books + Boomerang dex 12 + Lucky Boots + Magic Chain + Rusty Axe +This treasure chest will disappear when you leave whether you took +everything or not. The exit to King's Island is in the center of the south +wall. + Paragraph notes for Kingshome Castle: 131, 130 + +KINGSHOME DUNGEON: + Accessable by being ambushed in the northeast of King's Island. Not +for beginning characters, be prepared to do everything at one time. You +will not be able to return here once you leave. You will find your group in +a prison cell which is not locked. To the south are guards just waiting to +beat you up. If you survive that, to the east is a door that leads to +stairs going up. Don't take them until you have continued all the east and +north to the last door in the hallway. There are some big encounters here, +but this last room contains the King's armory: +KINGS ARMORY: Black Helm Zak's Speed + FireShield + Grey Arrow<20> + Gatlin Bow 10 dex + Throw Mace + Mage Ring low magic 3 needed to use + Magic Axe + Dragon Stones<20> +After collecting this treasure, return to the stairs which will take you up +to Kingshome Castle. + Paragraph notes for Kingshome Dungeon: 53, 65 + +LANAC'TOOR'S LABORATORY: + Accessable only after restoring Lanac's statue in Mud Toad. You will +need the spell SOFTEN STONE to successfully complete this area. The map +wraps upon itself both north to south and east to west. To the northeast of +your point of entry, through several walls is a large room in which three +treasures will be found: +TREASURE 1: Healing Potion + Battle Wand Battle Power spell + Dragon Shield +TREASURE 2: Fire Storm + Zak's Speed + Kill Ray + Mage Fire + Dazzle + Sun Stroke +TREASURE 3: Lanac's Spectacles +To the northwest of point of entry is an entrance to the Magan Underworld. +It is a one way trip. + Paragraph note for Lanac's Lab: 107 + +LANSK: + Accessable from Dilmun or the Lansk Undercity , this is a bureaucratic nightmare. The officials here +will have you running all over the city to get paper work done. This is +easily avoided by making use of EZ Paperwork in the Lansk Undercity. There +is one treasure to be found on the west side of the city. +TREASURE 1: + Druids Mace Cure All spell + In the northeast area of the city, you will learn in the Quarter +Masters Office the Mog the Slave Owner has left his estate, which is to be +found on Forlorn, to you. The Quarter Master doesn't know why Mog did this +and neither do I! ;) + Encounters in this city are nasty for beginning characters if not +impossible. They can and should be avoided until later in the game. + Paragraph notes for Lansk: 64, 35 + +LANSK UNDERCITY: + Accessable to the Magan Underworld, this place was very useful to me. +Encounters here are rough for new and middle characters, but you can do a +lot of exploring here if you are careful. + There are four shops and a healer in this area that are all useful. +The armorer, weapon and healer are all on the east side of this area. EZ +paperwork and the Magic shop are on the west. The magic shop is located +through a secret passage which is easily found. + +Exeter's Armor Dr. Death's Weapons +Cloth 25g Broadsword 60g +Leather 50g Greatsword 80g +Brigadine 80g Bow 60g +Scale 250g Longbow 90g +Chain 310g Crossbow 60g +Plate 3100g Arrow<20> 50g +Shield 1000g Bolt<20> 60g +Large Shield 1000g str 12 Javelin 40g + +EZ Paperwork Magic Shop +Governors Pass 200g Create Wall 100g +Kings Ticket 50g Wood Spirit 100g +Citizen Papers 100g Cure All 100g + Dragon Stones 250g + +Paperwork: The Governors Pass is needed to cross a bridge between Quag and +Lansk. The Kings Ticket is needed to take the ferry. The Citizen Papers are +needed to cross the bridge between the Isle of the Sun and Forlorn. + On the north of this area is a ferry to Kings Island. Use the Kings +Ticket for passage . In the center of +this area is a dragon . To access the dragon's area, you +must use a secret passage on the east side of the center building. Rumors +you will hear elsewhere will hint that the Lansk Dragon conceals a gem. To +get the gem you will need to use an anhk which can be purchase in Mud Toad. +On the west side of this center building are stairs leading up to the city +of Lansk. They go up, but they do NOT come back down. Go this way only if +you have saved your game and are certain that you wish to. + Paragraph notes for Lansk Undercity: 121, 122, 123, 124, 125, 126 + +MAGIC COLLEGE: + Located on the island of Rustic. You will need the Spectacles from +Lanc'toor's Laboratory located under Mud Toad before you will be able to +enter the college. The college consists of a number of tests. In the first +room, use any ICE spell. In the second room use REV GLAMOUR and then any +FIRE spell. In the third room use CLOKE ARCANE. In the fourth room use no +magic, just fight it out with the philistine. In the fifth room use DISARM +TRAP. In the sixth room, walk north ignoring the comments in the next room. Utnapishtim will reward you with the choice of the +Soul Bowl, the Laugh Staff or the Sing Ring, choose the SOUL BOWL which you +will need at Zaton's marker in the Mystic Woods. +UTNAPISHTIM: Soul Bowl use at Zaton's Marker in Mystic Woods + Poog's Vortex + Fire Summon + Fire Light + Elvars Fire + Ice Chill + Big Chill + Dazzle + Group Heal + Paragraph notes for Magic College: 141, 142, 143, 144, 145 + +MUD TOAD: + Located on Quag, this city is sinking into the swampy lands upon which +it was built. You will probably be making many visits to this city during +the course of your game. Almost in the center of the city is a broken +statue the parts of which you will find scattered through out other areas +in the game. You will need to bring each part back to this location and +"use item" to restore the statue. Doing so will reveal a latch that will +allow you access to Lanac'toor's Lab . Of other +interest in this city is the temple in the northwest corner of the city. +Talking to the priests there will indicate that you need to seal up the +source of the water ruining the city . After doing so, the priests will give you a pair of Golden Boots +which will allow you to access areas that you could not previously . Also of importance here is the +shop in the southeastern portion of town: + Lantern 10g + Ankh 50g Use on Dragon in Lansk + Dragon Stone 250 + Short Sword 70 + Broad Sword 80 + Great Sword 100 + Bow 60 + Arrow<20> 50 + Bolt<20> 60 +There is a tavern in the northeastern corner of town in which you will meet +Berengaria after you have had your confrontation with Mystalvision in +Phoebus and have been thrown into and escaped from the Phoeban Dungeon. +Berengaria will give you the following spells: + Rage of Mithras + Holy Aim + Armor of Lite + Major Heal + Summon Salamander +Within the city walls which you can access by using climb you will find a +treasure beyond an encounter with the city militia. +TREASURE 1: Water Summon + Reveal Glamour + Barbed Flail str 16 + Lucky Boots + Mountain Sword mountain lore 1 <2handed> + Paragraph notes for Mud Toad: 29, 20, 17, 113, 30, 32 + +MYSTIC FOREST: + Located on the west side of the Isle of the Sun near Phoebus. From the +Mystic Forest you can gain entry to the Magan Underworld, Kings Island, +Quag, as well as the Isle of the Sun. There are a number of interesting and +important things to find and do here. In the northwest corner there is a +statue of Enkidu at the foot of which you will find a Beast Horn which is +powered with a summoning spell. In the northeast side you will locate +Mushrooms that will be needed in the Necropolis later On the east side is a shrine on an +island. You can try to reach the shrine by swimming but that will result in +encounters with some very nasty water creatures. An easier way to access +this island is to use the Golden Boots which you can get in Mud Toad . On the island you can get the Totem of Enkidu +which you will need to cross Scorpion Bridge. To get the Totem, you must +use one of your weapons. I used a Ruby Dagger and cannot say if using any +weapon will work. In the southwest corner there is a treasure<1>. In the +south area of Mystic Forest there is a marker for Master Zaton. Use the +Soul Bowl that you can get after successfully doing the Magic College in +this location and you will get treasure 2. +TREASURE 1: Death Curse + Fire Blast + Insect Plague + Scare +TREASURE 2: Brambles + Greater Heal + Cure All + Invoke Spirit + Beast Call + Wood Spirit + Paragraph notes to be found in Mystic Woods: 70, 6, 72, 79 + +NECROPOLIS: + This island to the northeast of Quag is accessable from Smuggler's +Cove. The entrance into the large building that is this city is on the +northwest. You will experience many encounters with undead here so come +prepared. In the middle of the first room you will find a treasure: +TREASURE 1: Stone Trunk use on statue in Mud Toad + Black Helm Zak's Speed + Magic Chain + Dead Bolt<20> +On the west side of the city are stairs the lead down to the large building +in the Magan Underworld that you could not access from there. In this +building is the well that will allow you to resurrect dead characters. On +the east side of the city you will find a door leading to an area described +as being covered with webs. There is an encounter with a giant spider for +every square in this room but the reward at the end is a teleporter that +will get you off of the island. In the center of the city is a large +building. On the south side there is a secret passage leading inside. +Following this passage will lead you to an encounter with the god Nergal. +Defeat his undead minions and use MUSHROOMS that you obtained from the +Mystic Forest to get the following items: +FROM NERGAL: Silver Key used to free Irkalla on Isle of Woe + Holy Spear + Fire Lite + Insect Plague + Scare + Inferno + Big Chill + Paragraph notes for Necropolis: 114, 115, 93, 12 + +OLD BRIDGE: + Located on King's Island this bridge is a one way route to the +Decaying City also known as the Snake Pit. There is nothing of importance +on the bridge itself, only the note that the gate, once you pass through, +disappears forever. Don't worry about that, there is another exit within +the city. + Paragraph note for Old Bridge: 50 + +OLD DOCK: + Located on King's Island and accessable from the island and from the +ferry in the Lansk Undercity. Passage to Lansk +Undercity costs 500g. Wearing Pilgrim's garb will allow you passage to Nisir. In the southwest corner is a +statue that can be moved if you have a character strong enough <24>. +STATUE TREASURE: Earth Summon + Ice Wand + IBM PS/2 + Dragon Stones<7> +This treasure will disappear after you leave the dock. + No paragraph notes for Old Dock. + +PHOEBAN DUNGEON: + Accessable only by confronting and loosing to Mystalvision in the +north section of Phoebus. This is one of those areas where you need to be +prepared to do everything at one time or not at all. There is no way back +here once you exit. You will find yourself in a locked cell that your thief +character will not be able to unlock. Patience <10 days worth> will result +in Berengaria leaving the door unlocked so that you can begin your escape. +Exploration of the other prison cells will reveal that the "druid is being +tortured". At the location where you see message 102, use the abilility +Hiding to get past the guard. You may go either north or south once past +the guard. The southern route is through a secret door. Follow the passage +until you see the message that you hear voices to the north. Go north +through another secret passage. One square further to the west of where you +hear the voices is a cave in that you can pass with the climb ability and +will lead you to stairs back to Phoebus. Save these for last. Go north and +explore the rest of the Phoeban Dungeon. In the northeast section you will +find a hunchback trying to feed a prisoner to a dragon. West of that you +will find torture chambers and the druid. Use bandage on the druid and he +will tell you that the pass word is "HALIFAX". To the north of the druid is +another encounter with Mystalvision. Its a toughy and Mystal will slip +through your fingers but leave you the following treasure: +MYSTALVISION: Armor of Lite + Major Heal + Disarm Trap + Wood Spirit + Holy Aim +To the northwest of the area where you heard the voices you will find two +treasures, one of which requires knowing the password to reach. +TREASURE 1: Shovel + Mace + Dagger<3> + Battle Axe + Leather Armor + Scale Armor + Chain Armor +TREASURE 2: Blow Horn Whirl Wind spell + Magic Ring Whirl Wind spell + Magic Quiver* ENDLESS ARROWS & Mage Fire spell + Dragon Stones<5> +* combine this with the Gatlin Bow and you have a deadly combination! +Having searched the rest of this level, it is time to exit back to Phoebus. + Paragraph notes for Phoeban Dungeon: 101, 102, 104, 106 +PHOEBUS: + This city on the west side of the Isle of the Sun is not easy for +beginning characters. You may be able to get through some of the encounters +to access treasure but there is an big encounter in this city that should not be attempted until later in the +game. + There is a tavern in the northwest portion of the city where you can +find the volunteer Valar. Valar has knowledge of both Low and Sun magic. +He's a good addition to your party, but keep him at the back as he is +rather weak and vulnerable to attack. + On the southeast side of town there are parade grounds. Within the +parade grounds is a building. Entering here will get you drafted into the +army and removed to the siege camp south of the city of Byzanople. I +recommend avoiding this automatic draft until later in the game. + There are 3 treasures to be found in Phoebus, two on the west side and +one on the north. +TREASURE 1: Poog's Vortex + Sun Stroke + Death Curse + Create Wall + Mithra's Bless +TREASURE 2: Plate Mail + Tri-cross + Bolt <1 group of 30 bolts> + Magic Shield + Dragon Stones <7 quantity> +TREASURE 3: + Mage Cloth <= cloth armor, need low magic 1 to use, + has spell Mage Light. sell it> + Fire Spear + Magic Plate + Paragraph notes to be found in Phoebus: 26, 25, 28, 66 + +PILGRIM DOCK: + Located on Nisir, this dock is accessable from the Old Dock on King's +Island providing you are wearing Pilgrim's Garb . +Passing through the door in the south of this small area results in a nasty +encounter which is beyond the ability of beginning characters. Once +successfully defeating these monsters, you will find a prisoner and a +secret passage that leads you to the mountain Salvation. + Paragraph notes for Pilgrim Dock: 82, 84, 83, 98 + +QUAG: + This area of Dilmun includes a Nexus in the north to Mystic Woods, the +city of Yellow Mud Toad and Smuggler's Cove. Murk trees live on this area +and are dangerous monsters capable of killing party members without much +difficulty. Proceed with caution. Northest, but not connected to Quag is +Necropolis. A bridge also leads to the area of Dilmun that includes Lansk. + +QUAG BRIDGE: + You need the Governor's Pass to cross. The pass is obtainable in +either Lansk or Lansk Undercity . + Paragraph notes for Quag Bridge: 47 + +RUINS: + See TAR'S RUINS + +RUSTIC: + Accessable with the ship from Smuggler's Cove. This Island to the west +of King's Island contains the Game Preserve, Scorpion Bridge and a Strange +Building . + +SALT MINES: + If you sell yourself into slavery in Purgatory you end up here. There +is nothing of great importance to be found here. You can skip this area +entirely with no ill effect upon your game. What you can gain here is +experience and eventually freedom. I recommend using the Magan Underworld. +When you are brought here all your equipment is removed and you are in +chains. Wandering around this area you will find a cup, a pool , a handle, a treasure of rocks and Dragon Stones <9 quantity>. You +will find a man to which you give the water. He will give you his shoes. +Using the laces you manage to make a hammer with which you can +break the chains. Your gear can be found in a pile of rubbage. Thus re- +equipped you can challenge the guards and escape. + Paragraph notes for Salt Mines: 60, 61, 49 + +SCORPION BRIDGE: + Located on the island of Rustic. Scorpion men will bar your way until +you use the ENKIDU TOTEM . Within the bridge +building there are several nasty encounters. In the north of this building +is a treasure: +TREASURE 1: Bones + Barbed Flail + Magic Shield + Gold<1500> + Paragraph notes for Scorpion Bridge: 48 + +SIEGE CAMP: + Accessable from King's Island or by being drafted into the army in +Phoebus. Don't worry about joining the wrong side, your stay in the Seige +camp is temporary. Near the southern entrance to the Siege Camp is a +healer. In the north of this area is a Black Market. +BLACK MARKET: Bladed Flail 1000g + Mace 70 + Dagger 30 + Short Sword 50 + Broad Sword 60 + Polearm 90 + Bow 60 + Long Bow 90 + Crossbow 60 + Arrow<20> 50 + Bolt<20> 60 + Chain 310 + Shield 1000 + Large Shield 1000 +There are two treasures to be found in the siege camp, one in the northern +and one in the southern section of this area. +TREASURE 1: Lance Sword str 12 + Silver Gloves +TREASURE 2: Silver Arrow + Exiting the Siege Camp to the north will allow you to enter Byzanople. +After some encounters in Byzanople you will return +to the Siege Camp through a secret underground passage. There will be a +sizable battle which is definitely too difficult for beginning characters. + Paragraph notes for Siege Camp: 87, 59, 90 + +SLAVE CAMP: + Located southwest of Purgatory, use Bureaucracy to gain the escaped +slaves trust. There are six small buildings located in the Slave Camp and +three treasures, a campfire that will heal all wounds and the volunteer +Louie can be found here. Use one of your magic skills when you locate the +wizard watching you from his doorway otherwise he will not allow you into +his hut to gather one of the treasures. +TREASURE 1: Greater Heal + Sun Stroke +TREASURE 2: Healing + Cloak Arcane + Sense Traps + Scare + Leather Armor<2> + Brigadine<2> + Chain +TREASURE 3: Citizen Papers + Ruby Dagger str 3 + War Axe + War Flail + Hammer + Polearm + White Arrow + Spear + Chain + Fire Lite + Dragon Stone<5> + Paragraph notes for Slave Camp: 88, 63, 68, 19 + +SLAVE ESTATE: + Located on Forlorn. You can learn in Lansk that Mog left this estate +to you. There are two buildings on the estate, one large and one small. +Surrounding the estate are gardens with numerous statues. Enter the large +building through either of the entrances on the EAST side . There are four treasures to be +found in the large building: +TREASURE 1: Hammer + Ruby Dagger str 3 + Short sword + Dragon Stones<6 quantity> +TREASURE 2: Mirror +TREASURE 3: Gauntlets + Helm + Arrow + Magic Lamp <20 charges of light spell> + Shield + Gold <1500> +TREASURE 4: Hand axe + Gold <100> +In the southwest corner of the large building you will find the artisan of +the statues you have seen in the gardens. He is really a Gaze Monster. Use +the MIRROR to avoid being turned to stone. + Paragraph notes for Slave Estate: 1, 105, 99, 103, 117 + +SMUGGLER'S COVE: + Located north of Mud Toad on Quag, this is the pirate hang out of Long +John Ugly. On the northeast you wlil find a statue to Irkalla at which you +can pray. On the west you will find Long John's hang out. Use Bureaucracy +and pay at least 50g to enter. Inside you will find two doors, one to the +west and the other to the south. Taking the southern door, Long John will +ferry you over to Necropolis, but he will not bring you back . The west door reveals the +pirates most precious possession, a ship! The pirates will fight you to the +death for this ship and they are a nasty bunch! They can be defeated, but +it is not easy. Defeating them gets you not only unlimited use of the ship, +but also a treasure. This treasure chest will disappear even if you do not +remove all its contents. Take the gold and the Jade Eyes and the plate. +TREASURE 1: Gold<3000> + Pilgrim Garb + Old Peg Leg + Hook + Parrot + Heavy Plate + Jade Eyes + Paragraph notes for Smuggler's Cove: 39, 3, 41, 43, 24 + +SNAKE PIT: + This city is located on the southwest corner of King's Island and is +accessable from the Old Bridge. On the north you will find the King's +boathouse. Leave the lad who is guarding this building alone until you +locate the secret rooms in the center of the large cluster of buildings in +the center of the city. In the wooded area in the north you will find +Branches. Use the Branches at the old man in the tree on the south side of +this area will get you the BEAST CALL spell . The STONE HEAD +needed for the statue in Mud Toad is found on the west shore of this area. +There is a large cluster of buildings in the center of the Snake Pit. A +secret passage from the room with the jester leads north into the room +where you will find two treasures: +TREASURE 1: Signet Ring + Jewels +TREASURE 2: Luck Wand + Crush Mace + Mega Bolt + Grand Sword + Magic Bow dex 10 +Use the signet ring where the boy guards the boat house and you have access +through a secret door to a boat that will take you out of this area and +left near Kingshome. + Paragraph notes for Snake Pit: 75, 76, 80, 81 + +STRANGE BUILDING: + See MAGIC COLLEGE + +SUNKEN RUINS: + Accessable from the Eastern Isles , you need to have accomplished freeing Irkalla from the Isle of Woe +prior to fully exploring this area. Irkalla would have given you a breath +water potion that will be needed to enter the lower level of this area. The +upper level features a locked door that take a skill of lockpick 4 to open +and two secret passages. In the center area there is a treasure: +TREASURE 1: Driftwood + Flotsam + Spiked Flail + Driftwood +Using the breath water potion you can enter the lower area. The map wraps +upon itself here and is relatively small in size. In one large room you +will fing a clam containing the SKULL OF ROBA. Do not attempt to take the +skull from the clam, just take the clam . There is a locker +to be found in this area in which is the following: +LOCKER: Trident + Dragon Plate + Dragon Sword +The locker is guarded by some pretty nasty creatures, so throw everything +you've got at them or be prepared to take a trip through the Necropolis to +the well of resurrection. + No paragraph notes for the Sunken Ruins. + +TAR'S RUINS : + This area is accessable from Forlorn or from the Tar's Ruins +underground. To reveal the entrance to the underground use strength on a +rock on the northeast side. On the west side you will find the body of a +dead hero: +DEAD HERO: Firesword + Lg Shield + Dragon Stones <6> +On the southwest, you will find a cache of scrolls: +CACHE: Air Summon + Elvar's Fire + Exorcism + Guidance +In the center of the ruins is a 3X3 square building upon whose walls you +will see mural. These murals are an important hint on how to deal with the +Lansk Dragon. + Paragraph notes for Tar's Ruins: 23 + +TAR'S RUINS : + Accessable from the Magan Underworld and from the Ruins on Forlorn. +The entrance from the Magan Underworld leaves you in a small enclosed room. +To return to MUnderworld, use the ability climb, to explore this area exit +through the secret passage to the north. Immediately west of the square +just described is another secret room containing STONE ARMS which are +needed in Mud Toad. This area wraps north to south, east to west. It +doesn't take too much exploration to locate the other two secret passages +that contain treasures: +TREASURE 1: Healing Potion + Dragon Stone<5> +TREASURE 2: Gold <2500> + Fire Light + Death Curse + Sun Stroke + Gold <1000> + No paragraph notes for Tar's Ruins. + +YELLOW MUD TOAD: + See MUD TOAD. + +END GAME AREAS & STRATEGY: + Prior to visiting Salvation it is a good idea to spend some time in +the Magan Underworld near the energy pool that restores magic power +CHARGEing up magic items with spells upon them. Of particular use are +HEALING POTIONS, BATTLE WAND , DRAGON HORN , and the SPEED WAND . You may choose to carry +others at this point, but the above will make your life in this end game +period much easier. The maximum charges you can boost in any item is 49. It +will take some time to charge all the items, but setting up a macro will +make this easier and is certainly worth the time and effort. If you have +already visited Salvation and taken the treasure that is to be found there, +be certain to stock up on DRAGON STONES before entering into the end game +period. Clear out of your inventory anything that you do not need so that +you can carry more dragon stones. + +SALVATION: + Accessable from Nisir or Magan Underworld. The exit to Nisir is in the +north and the stairs to the Magan Underworld are in the southwestern +portion of this area. On the west side there is a treasure guarded by a +rather nasty group of monsters. +TREASURE 1: Mage Staff worth 10,000g + Dragon Helm + Dragon Plate + Spiked Mace + Heavy Sword + Dragon Eye<28> restores 30 points of magic power +On the east side of Salvation is a shrine to the universal god , +use the Freedom Sword at this area. Doing so will allow you to cast INFERNO +SPELLS using the Freedom Sword. Not far from the stairs to Magan Underworld +and treasure 1 is a door. Avoid it. Close to this door is an area where you +will get a message about an intelligent man could figure out a way through +this wall. Use intelligence then use the ability climb. You will now be in +an area where <3 squares south and 2 squares east> you over look a chasm. +Use the Golden Boots to jump the chasm. Entering through the doors here, +you will begin to explore a large room when you will suddenly find yourself +falling into the Depths of Nisir. + Paragraph notes for Salvation: 97, 100, 55 + +DEPTHS OF NISIR: + Accessable only from Salvation, this area represents the most complex +area to map. The map wraps east to west and north to south and include +teleportals and turning floors. Use GUIDANCE to maintain your sense of +direction and look at the automap often. Because the map wraps, it is +difficult to give precise directions on where you need to go. From your +beginning location you need to go 17 squares north and 14 squares east to +reach an area that will teleport you to an otherwise unaccessable area +where Namtar is hiding out with his army. Using SOFTEN STONE is your best +means of getting there. Exploration of the entire area results in lots of +encounters which can rapidly drain your supply of Dragon Eyes and Dragon +Stones. Use CLOAK ARCANE for added protection against those encounters you +cannot avoid. Once you have reached the teleportal that will take you to +Namtar, walk south. Before you enter the larger area use the DRAGON GEM. The Queen Dragon will answer and +rout Namtar's army and Namtar, well sort of. Namtar will +spring back to life and you will fight him over and over again before you +finally can pick up his ashes. Once you have you will be teleported to the +Magan Underworld near the energy restore pool the location of which you +should by now be most familiar. You will have time to restore your energy +before Namtar springs to life again. Kill him and head as fast as you can +to the cross shaped area surrounded by pits in the extreme south + of the Magan Underworld. Namtar will spring to +life yet again. Defeat him and use his ashes. THis will result in his +being thrown into the chasm that spawned him and his destruction! +YOU'VE WON THE GAME!!!!!!! + +-------------------------------------------------------------------------- + I may have missed a few things here and there, but the above should +prove accurate and useful. I am currently in the process of compiling a +list of the items in Dragon Wars with the "examination" information. This +will identify any special use of these items and restrictions . I may choose to add in the statistical information on +the characters that come with the game and the volunteers that are +available to join the group. While potentially useful information, the lack +of that information here does not diminish the usefulness of this file. +I hope that you do find it helpful! + +This walkthru copyrighted 1990 by Wyvern. All rights reserved. diff --git a/textfiles.com/piracy/SOFTDOCS/ds-colon.nfo b/textfiles.com/piracy/SOFTDOCS/ds-colon.nfo new file mode 100644 index 00000000..86b0dca1 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/ds-colon.nfo @@ -0,0 +1,78 @@ + + . + . . . + . + + . : + . . + + + + + + į 1 9 9 4 + Manuals Utils Trainers Demo/Intro`s Magazines + + + Ŀ + + + Ŀ + FULL DOX FOR COLONISATION + + Ŀ + Dox Typed By : SlackJaw Release Date : September 23th, 1994 + Supplier : Legend PC Control : Keys, Mouse + Company : Micropose Display : VGA + + Ŀ + SlackJaw Greets: + ALL DS Members, Especially : Soundwave, CRiSiS, Virago, Einstein + Il Padrino, Tze Houzkeeper, All GOLDEN TRIANGLE dudes. + + GROUP-GREETS: + PTG - TRSi - RAZOR - NEXUS - FiRM - MAFiA - LEGEND - KPN - SCUM + + COMMENTS: + Join the AVALANCHE Mailnet...The Net that covers The Elite, Ansi, + Demo and H/P/A/V-Scenes!...All 4 scenes in 1 Mailnet ! + + + + Ŀ + + + Ŀ + GODFATHER BBS Il Padrino 5 Nodes World HQ Legend/MAFIA + Ĵ + Phiber Dub Duelist 3 Nodes USA HQ OTL/RiOT/MAFiA + BreakDown Electron 4 Nodes OZZY HQ DiE/BdC + Both Worlds R2D2 3 Nodes UK HQ FLT + GML*STATE* Houzkeeper 2 Nodes Courier SPAZM + CORRUPTION Einstein 2 Nodes MBR MAFIA/MI + THE CATHEDRAL Soundwave 2 Nodes -APPLY- BARF/ACT + + + Ŀ + + + Ŀ + ELiTE DiViSiON: + Soundwave, Einstein, Crisis, Lemon, Regulator, Codex Warrior + Slackjaw, Virus, Villain, Andabata + + DEMO DiViSiON: + Tim, White Shader, Soundwave, Bvd, Imp, Virago, Probe + + Ŀ + We are accepting Sites/members, But we only want QUALITY! + + - Sites must be MULTI-NODE systems OUTSIDE the +31-Region! + - Members are only accepted when they are CODER, ARTIST or COURIER... + We don't need lazy people without talent! + + If someone thinks he is cewl enough to be in this group then you can + apply at the APPLY HQ : +31-76-207732 (nup=STONED) and leave mail to + the sysop. Naturally you can also contact one of our Quality boards + and ask the sysop there about how you can join. + diff --git a/textfiles.com/piracy/SOFTDOCS/dsd-canf.dox b/textfiles.com/piracy/SOFTDOCS/dsd-canf.dox new file mode 100644 index 00000000..46d255bd --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/dsd-canf.dox @@ -0,0 +1,256 @@ + + GFX + + + + + + + + Dream Syndicate DOX Division + + + + Cannon Fodder (beta) + A Virgin/Sensible software production + Supplyed by -?- + Full Manual Typed by : Acid Queen/DS + + + + + + 01...........Introduction + 02...........The Installation + 03...........General Impressions + 04...........Background Story + 05...........Object to the game + 06...........Ingame Keys/Movement + 07...........Items & Objects + 08...........Hints + + + +͸ + 01 Introduction +; + + + After a period of two months we recived lotsa games which were either + fake or were just foreign language games. Well, finally we got a real game. + Its in english, its playable and its big fun to play it. + + The game is called "cannon fodder". Its an arcade game with a overhead view. + The job is to shoot enemy soldiers and destroy buildings. All packed in a + funny package. + + + +͸ + 02 The Installation +; + + + Very nice install methode. You get the change to view the autoexec.bat, + the config.sys and the change to configure the game. You can select + almost any soundcard and the nice way is that you can test the card very + easily from this menu. + + The game supports 2 graphic modes : VGA normal and VGA Tseng, under normal + circumstances just use the VGA normal. + + The only problem with this game is the memory requirement. It uses 610 Kb + and that was just too much for me. Thats why you can display the config + files, so you can see what you have to remove. Its possible to start the + game, just experiment with several configuration. In my case i had to + remove the ansi.sys driver from the system and the game worked fine. + + So dont give up when you got a memory error. The game is worth the troubles. + + + +͸ + 03 General Impressions +; + + + The game is very nice, has funny melodies and looks great. It is a real + "must play this game" type. + + + The Sound : Not impressive when we talk about quality, but its the + funny little melodies which do the trick. Reminds to + circus-sounds or more like lemmings ][ sounds. + + Graphics : Great, well drawn graphics. I think they just used about + 20 to 30 colors (in 256-mode), but this game is not about + graphics, its about funplay. + + Speed : Super, very fast scrolling of the screen in several + directions. + + Playability : If you have a good mouse which is not too sensitive, + then it plays very well. The game aint too difficult, so + anyone can play it. + + + +͸ + 04 Background Story +; + + + THere was no background story supplyed. So lets make one up. + + Your country has been invaded by enemy troops. As you are mr. Patriot + number one, you want to save your country. To do so you call up on a + army of recruits. You train them to become soldiers so you can send + a squad to the country to wipe out the enemies. + + + +͸ + 05 Object of the game +; + + + In this game you can lead an armie of several soldiers. You can send a + few of them (mostly 4 of them) to a mission. In this mission you must + succeed in 2 tasks. These are "kill all enemies" and "kill all enemy + buildings". Not very original, but they cover what the game is all + about. With the mouse you can send your troops as a squad or as individual + soldiers to attack the enemy. After you kill all enemies then the mission + is over. Some missions are divided in several phases. Each of them is in + the same scene as eachother. After you ended all phases the mission is over. + + When the mission is over you get to see several screens, like : + + a. The heroes of victory. Here you see you squad where they get promotion. + b. Casualties of war. A list of the soldiers you lost in this mission. + c. The starting screen. Here some new recruits are added to your army. + The recruits are all fresh with 0 points. The more the recruits + kill the more points they get. This will result in promotion in the here- + screen. + + + +͸ + 06 Ingame Keys/Movement +; + + + The game is divided in 2 parts : + + a. The beginning screen, where you see a row of recruits which try to pass + through a door. Only a few of them can enter for a mission. Each mission + has its maxium of soldiers. + + Each soldier has a kill-score, this indicates there experience. The more + experience the higher their rank. + + A score is also displayed in the top-screen, with the HOME:AWAY option. + This is the total score. + + The Save and the Restore options are clear enough for you (i hope). + + The mountion is clean in the beginning of the game, but later on a few + gravestones will appear. Each of them is one of your lost soldiers. The + average soldiers are represented by a simple white cross and the officers + are displayed as a precious stone. The nicer the stone the higher the + rank of the soldier. + + In the hero-part you can see the lost soldiers with their rank and their + score. + + In the squad part you can see the soldiers who are currently a part of + your team. If one of them get killed the squad will be added with other + soldiers (with are moved trough the recruit-door). + + By clicking the mouse you can start the game with the squad. + + + b. In the game part you are on a certain area which is a part of a bigger + area. You can move on the land with the left mouse-button. Its also + possible to select the MAP to see the enemy buildings left and your + current position. + If you see an enemy you can kill him with the right mouse-button. To + activate a special power (grenade or rocket), you must press both + mouse-buttons at the same time. + + In the top left you see a list of you members. You can select several + of them so they will split up. This way you can select your own little + groups in stead of using the entire team at once. This way you can use + the low ranks as "cannon fodder", sure thats the name of the game. + You can also select items from the inventory by just clicking at them. + This way you can decide how much grenates the team gets. + + To activate the special power you must clock on the symbol (grenade + or rocket) and then you can use both mouse-buttons. + + + +͸ + 07 Items & Objects +; + + ITEMS: + + Crate of grenades : 4 grenades. + Crate of Rockets : 4 rockets. + Snow Mobile : You can drive in it. + House : Enemy building. + Fuel tank : You can destroy it and all enemies around will die. + If you stand near it you also die! + Aboriginels : Just men who live in huts. You can kill them, + has no effect on the game (i guess). + + + ENEMIES: + + Soldier : Just a rifle. + Grenade thrower : Throws grenades + Soldier 2 : Has a machine gun. + Machine site : Posted at vital parts. Shoot very fast. + Rocket Launcers : Right, they shoot rockets. + Little Tank : stands still but can shoot. + Land Mine : Just try to step on them :-) + + + +͸ + 08 Hints +; + + + Always split the team of in seperate soldiers. This way you can put your + team members at vital positions in the game. If you doesnt use a team, then + this team will go in automode and kills all enemies with try to get closer. + + Grenade throwers arent very dangerous, just use your machine gun. + + Rocket Launcers are dangerous, Just try to shoot them before they shoot + you, or move fast towards them and zigzag a lot. + + Watch out for land mines, they arent drwan very well, so hard to see where + they are. + + Dont be a fool and dont step into quick sand or swaps, They kill you. + + When you see a fuel barrel with troops aaround it, throw a grenade to the + barrel and admire the explosion. + + Snow can be very slippery. Plan ahead on this ground. + + Water comes in two kinds. You can shoot when you are in the water, but only + at the dark places. A nice trick is to get your enmies in the ligth water + so they cant shoot and you can! This works especially when theres a pier + close the the water. + + In the mountain scene, you musnt stand too close to the edges, you might + fall into them. + + + + Greets, Acid Queen/DS + + diff --git a/textfiles.com/piracy/SOFTDOCS/dsd-canf.nfo b/textfiles.com/piracy/SOFTDOCS/dsd-canf.nfo new file mode 100644 index 00000000..2406f44a --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/dsd-canf.nfo @@ -0,0 +1,82 @@ + __________________________________________ _______________ +_\______ _______ / ______ ____ \____ \/ _________ + / \__ _/ _/ ____>____ ___ \__ \ / \__ + / / \ \ \/ / \ / \/ / +___ / \ \_ / / || / + \______/|____\ /\______/\_______/____|| / + ___________ / \ /__________ ____ _____|____/________________________ +_/ ______/ |/ \/| \______ \/____\/ _______ ____ \ _ / ______ +\______ \__ / / \ \__ / \__ \__ | \__ ___ \__ \/ ____>____ + | / _/ _ \ / / / / | / \ / | \/ / +___ / | \ / / / / / |__ / + \_____/| |_____\ /\______/\___/\_______/\_______/| |AB\______/ + | | \/ | +----------| |------------------------------------------------------ + | | D R E A M S Y N D I C A T E 1 9 9 4 +----------| |---------------------------------------------------- + | | D O X D I V I S I O N + | | + | | The Full Dox for : Cannon Fodder + | | -+- Dox typed by Acid Queen -+- +-+-+---------- +--++----------------- + + | : GREETS: -+- RAZOR -+- TRSI -+- PTG -+- NX -+- MAFIA -+- CF + | : + | : + | : + | . +----+-+------------ DReaM SyNDiCaTe uTiLS ---------------------- + | | | Soundwave -+- Einstein -+- Andabata + | | | | +----+-+----------- DReaM SyNDiCaTe TRaiNeRS -------------------- + | | | Widget -+- Thunderchild -+- White line + | | | | +----+-+------------ DReaM SyNDiCaTe MaNuaLS -------------------- + | | | Acid Queen -+- Supershark -+- The Freak -+- Lame Brain + | | | | +----+-+------------ DReaM SyNDiCaTe aRTiSTS -------------------- + | | | Bvd -+- Fluor -+- The Duelist -+- Axeblade -+- Mindex + | | | | +----+-+------------ DReaM SyNDiCaTe DeMoS ---------------------- + | | | Scize -+- The Rooster -+- Tze Regulator + | | | | +----+-+------------ DReaM SyNDiCaTe SouND ---------------------- + | | | | Virus -+- Villian + | | | | + | | | | + | | | | + | | | | +----+-+--------- DReaM SyNDiCaTe MeMBeR BoaRDS ----------------- + | | | | + | | Planet Groove -+- Ashton -+- World HQ + | | | | The Godfather BBS -+- Il Padrino -+- Courier HQ + | | | | The Cathedral of House -+- Soundwave -+- Apply Here + | | | | +----+-+--------- DReaM SyNDiCaTe HeaDQuaRTeRS ------------------ + | | | | + | | | | Urban Jungle -+- Fluor -+- Norway + | | | | Fungus Island -+- Slim mcKenzie -+- Sweden + | | | | House Of Silence -+- Coroner -+- Finland + | : | | Utopia -+- Filou -+- Germany + | : | | Phiber Dub -+- The Duelist -+- USA (314) + : | | GML*State* -+- The Houskeeper -+- Netherlands + | | | | Vivid -+- Vivid -+- Canada + | | | | +----+-+--------- DReaM SyNDiCaTe SiTeS ------------------------- + | | | | + | | | | DreamLand Zone -+- TlT -+- Site (+31) + | | | | Night View -+- Lame Brain -+- Site (+31) + | | | | The Infinity -+- Ipstar -+- Site (214) + | | | | +-+-+---------- +--++----------------- + | | + | : + : . + . + +Wanna join this winning team ? Then Apply at +31-76-207732 and leave mail +to Soundwave. Especially ASM-coders and Couriers are welcome in this group! + + diff --git a/textfiles.com/piracy/SOFTDOCS/dsge.txt b/textfiles.com/piracy/SOFTDOCS/dsge.txt new file mode 100644 index 00000000..b6b4b905 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/dsge.txt @@ -0,0 +1,141 @@ + DSGE v1.00 Written by Andrew Pye + + Introduction + + Hi, there! First, I would like to thank you for taking the time to + download this and try it out. Second, I'd like to thank Brian C. McDonald + (author of "GODLIKE.PLR") for inspiring me to actually distribute this + (it's been hanging around, wasting HD space for months now...) and give + me Darren Lo's "*.PLR Offset Tables, version .1" (oh, BTW: I'd like to + thank him too :-), though, all I got from his list was the offsets of + where the horizontal and vertical screen sizes were. I found everything + else out on my own (come to think of it, I think I found those a near the + beginning of my hacking... Anyways, I only decided to add them after I + saw Darren's file)). Third, DSGE stands for "Descent Save Game Editor" + (yes, I know, you edit player files, not specifically save games, but DPE + (Descent Player Editor) didn't have the same ring to it :-) ). + + Disclamer + + I hate these, but they are necessary... I, myself, the author of the + program, nor the creators of Descent, or anybody else, for that matter, + will not be held responsible for any stupid descisions made on your + behalf. I have listed in this document all known bugs, inacuracies, etc. + in DSGE. If your hard disk gets trashed, all your player files screwed + up, get dumped by your girlfriend/boyfriend, get thrown into a Nazi prison + camp, I, myself, the author of the program, nor the creators of Descent, + or anybody else, for that matter, will NOT be held responsible. Now, + without further delays, here's the rest of the document. + + History + + DSGE was born about 2 or 3 weeks after Christmas. Since then, it's + been collecting dust on my HD until a few days ago (March 14, 1995), when + Brian told me to spread it around and "to not distribute this program + would be an injustice to all the Descent players out there." Thanks, + Brian! Why, exactly, I decided to write this, I don't know. Probably I + just got bored and decided that having like 65535 lazer energy would be + pretty cool. So, I fired up old Norton Utilities and spent a week or so + hacking the now "archaic" player file. I also decided to go all-out on + the interface, too. + + Operating Instructions + + Not too hard, really, since it's all menu driven and there's usually + a description of what the current menu does on the bottom of the screen. + A word of warning, though: I do not have the registered version of + Descent, and kind of cheated in places :-). For instance, giving yourself + x# of Mega Missiles will: 1) Still not allow you to use Mega Missiles + in the shareware version of the game, and 2) May not even work in the + registered version of the game, either (also note that making a weapon + that is only in the registered version of the game your current weapon in + the shareware version WILL (unless you're lucky) crash the game. You are + forewarned). I just put them in where I thought they might go. HOWEVER, + the different items in the "Lazer Type" menu WILL work in the shareware + version of the game. I've tested all of those. + For those of you who REALLY need to know, here's EXACTLY how to use + the program: + + C:\>DSGE + + Substitute what's within the <>'s with what is described in the <>'s. + See? Wasn't that simple? To move up and down through the different menu + items, press the up and down key, respectively (really! What a concept!) + To select the item, press the key (or its nearest equivilent). + To move between the different menus, press the left and right keys, or + the TAB key. For those boneheads who want to give themselves mega + armourments, like 9999 of something, though. Look at the bottom of the + screen for the minimum (usually 0 or 1) and maximum values. IF YOU GO + ABOVE THE MAX VALUES, the program will either compensate by reducing the + # by the maximum value, or the game will get royally screwed up. If you + yell at me for it, I'll point you to the following lines of this document. + Don't say I didn't warn you (see discaimer). + The rest of the program should be pretty easy to understand. If you + ever want to back out of an input field, leave it blank and press + or press . Also, will get out of the program (the equivilent + to the "Exit" item on the main menu, but will get out from either + menu). You will also not be told to save your game when you exit. If + you exited without saving, it won't complain (which isn't really that bad + since it's remarkably easy to edit the game. Only about 5 minutes lost). + + Bugs / Inacuracies + + Unfortunately, due to my conservatism (mostly affecting memory), this + has the following bugs / inacuracies: + + * If you enter the program from a video mode outside of 80x25 (such as + 80x43 or 80x50 or some other bizarre mode), the program will only save + (and therefore only redisplay on exit) the first 80x25 characters. I + decided that since most people are only using 80x25 (?), not to do + anything bigger. + + * Although I made this program work on both color and monochrome (I don't + know why; I just did) monitors, I have only used the standard video + segments for displaying stuff on the screen (for various reasons). + Therefore, I have used segment 0xB800 if it detects a color monitor, or + 0xB000 if it detects a monochrome monitor. If this is a program for + anyone, please tell me (via the addresses at the bottom of the screen) + and I'll either tell you how to fix it, or, if that doesn't work, I'll + recompile the source with the correct video segment for you. + + * Various inacuracies in numbers. This is a big topic due somewhat by + the people who wrote Descent. When (if) you give yourself like 65535 + lazer energy, it will be all messed up in the game. Don't worry. It's + because the creators of Descent didn't plan for you having >= 4 digit + numbers for some things. It may also reset in some cases (lives). + Don't worry. If anything, it'll just give you an infinite (!) ammount + of the current thing. + + * If you give yourself anything higher than Lazer Type 4 and get a Lazer + Bonus item, you'll go back to Lazer Type 4. This is not a bug in DSGE, + but rather a 'safety' feature (bug?) in Descent. There is no way around + it. Be careful! + + * Things pointed out above. Anything I missed here was probably because I + already mentioned it above. I just hope you read the whole document... + + + Other stuff + + Not much here. I just wanted to point out that, although this + program is free (only because I'm too lazy to make a shareware and + registered version :-) ), I would always accept donations. Thanks. + + How to reach me + + I can be reached on the internet at "zaphod@linux.cowland.com", and + via US mail at: + + Andrew Pye + 1211 Best Road + East Greenbush, New York 12061 + USA (if needed) + + I know I may have come off strong, and if I did, it's because I don't want + anybody to complain about something I pointed out in here. I am welcome + to any comments/suggestions/critisisms/threats/etc. I'm pretty flexible + and if I like your idea, I'll add it. I'm always willing ot expand. + + Thanks, + + Andrew Pye \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/dstrike.txt b/textfiles.com/piracy/SOFTDOCS/dstrike.txt new file mode 100644 index 00000000..7276de83 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/dstrike.txt @@ -0,0 +1,1154 @@ +-------------------------------------------------------------------------- + DOC'S TO DRAGONSTRIKE + THE DRAGON COMBAT SIMULATION + + BROUGHT TO YOU BY THE REDMAN +-------------------------------------------------------------------------- + It was dawn on the high cliffs of Sancrist Isle, but there +would be no sun today. On oily blanket of clouds covered the sky +as far as the eye could see. Storm winds blasted the three figures +with great gusts of cold and rain. + "Dragon weather," Gunthar Uth Wistan shouted over the roar of +the gale as he helped his young squire mount Sirdar, the bronze +dragon. + The weather chilled the new Knight through his armor and +underclothing. The tabard of the Solamnic Order of the Crown was +pinned to his body by the wet wind. It was a great honer to bear +the Knightly crest, but none of it helped against the bone chilling +cold. + The Knight checked the wargear carefully. He set the crystal +ball Fizban had given him into the place made for it on the saddle. +The Arrow of Enemy Detection and the Healing Ointment were stashed +in a bag for quick retrieval. As he finished his preparations he +looked up and watched his lord a moment. + Arnun could sense the great leader grew weary of sending young +Knights to their death in a hopeless cause. The campaigns went +poorly. The Knights fought a losing battle -- being pushed further +and further back by the deadly forces of the dragonarmies. +draconians and dragons invaded all the lands of man. + "Tonight we will toast victories," the youth was smiling as he +finally buckled the last strap of the dragonsaddle in place. Arnun +gripped the magical dragonlance tighter in his hand. "I will live +by the Oath and the Measure. You've taught me much these three +weeks, my Lord. I'll find the enemy dragon scouts that have been +directing the draconian armies." The young man added quietly, "Do +no fear for me, Lord Wistan". + "Three weeks," Gunthar muttered to himself as the great dragon +rose out of sight. "Three weeks. I trained as a Knight twenty +years before I saw my first battle. Paladine, what have you go us +into? Now, I'm sending children out to do men's work." + The sky lit up with sheets of lightning and a wall of rain +poured from the heavens. Gunthar wondered what this might portend +for the young man and dragon he had sent off. He ran towards the +tents and small buildings of the Solamnic outpost, wishing he could +take the place of the young man he had sent out to face probable +death that day. + + - - - + + The rain sliced into Arnun's face, but only for a few dragon +wing beats. Sirdar wasn't affected at all by the icy wall, but the +dragon knew his rider was. The dragon flew powerfully upward to +find the clear air above the clouds. In a moment Sirdar and Arnun +were greeted with the warm sun and the world took on a new look +with the light of day. + Arnun looked at the field of clouds below him and though back +to his father's fields, to the days before the big red came from +the sky and breathed death onto his village. Arnun though of the +dark days before meeting the old wizard, Fizban, and recalled, with +clarity, the day Fizban had volunteered to sponsor him as a squire +in the order of the Crown, before the council of Knights at +Whitestone. Now he was atop a dragon. The dragonarmies would +learn to fear this farmer's son. + Arnun put his revery aside and scanned the horizon. He went +over his orders once again: "The Dark Queen's dragon scouts are +doing us great harm. Our armies are met by large forces of +draconians at every turn. If we are to win this war we must be +able to move without being instantly seen." Gunthar had told him. +"You must find those scouts." + Arnun noticed a patch of too white clouds in the distance. It +looked odd to the squire. "Sirdar, fly past that white patch will +you?" + The dragon moved west towards the whiteness that stood out in +relief against the grey around it. Spiraling around in lazy +circles, Sirdar approached the target. Before the bronze could get +within a hundred yards, the clouds moved! + The dragon was first to spot the two white dragons. Their +whiteness gleamed in the morning sun. Arnun had never seen white +dragons before. These were bigger and obviously stronger than the +bronze. This was going to be a tough fight. + + - - - + + Each of the dragons was easily over 90 feet long, compared to +Sirdar's 72 feet length. But neither of the creatures had riders. +Hopefully that would be a plus in this battle. + Sirdar had the high ground. Dragon war training said they +should dive down on the enemy and use the power of the magical +dragonlance to attack. Like a dart, Sirdar plummeted out of the +sky. Arnun lined up the lance on the biggest of the whites. + Time seemed to stop as the dragons moved together. Arnun +watched for a heartbeat, as if he were a spectator rather than a +combatant. Looking down the line of the dragonlance, he could see +a long scar across the belly of the closer of the two dragons. The +smaller foe -- still larger than Sirdar -- had a hole in its right +wing. 50 yards and a lifetime away the two whites pulled up and +began beating their wings to hover in place. The young Knight +couldn't believe what he was seeing. Did they really mean to take +his lance in their chest? + They were going to let the bronze come to them. Arnun could +see their chests swell, and knew that the dragons were about to +breathe. He would die if the frigid blasts struck him. + "For the Oath and Measure!" Arnun screamed without pause. +Death would be worth slaying at least one of the dragons. Even if +Arnun died killing the larger beast there was still a good chance +Sirdar would survive to kill the lesser foe. + Before the lance could bite, the bronze pulled up, almost +ripping Arnun out of the saddle. The dragon hovered for a second +like a gargantuan hummingbird. This exposed the bronze's chest, +but protected his rider from the evil wyrms' frosty attacks. +Sirdar screamed in pain as he took the blasts to the body. But +Arnun lived and maybe they could still win this fight. + "Sirdar, attack the ripped wing!" Arnun shouted, directing +his mount towards the lesser white. It was against a dragon's +nature to attack a smaller foe over the larger, but this time it +was necessary if they were going to win. + Sirdar's breath attack was lightning. The bronze's attack +flashed, ripping through the wings of the hapless white foe. The +larger white might well survive a single attack. + Arnun watched the bolt sear the flesh of their enemy. The +wings became useless and the dragon fell like a stone. Sirdar dove +after the fallen dragon to escape his larger companion for a +moment, while the squire followed it down to the ground with his +eyes. When he looked up again the other white started to fly away. +It was running in fear! + "He runs! We have to stop the other dragon!" Sirdar's wings +beat to his rider's demands. But Arnun could hear the labored +strain of the dragon's beating. The bronze was sorely hurt, but if +they had to die to win against the forces of the dark dragon queen, +they would die gladly. + + - - - + + "To the depths of the abyss we will follow you!" shouted +Arnun. They had now pursued the lone white deep into enemy +territory. Enemy dragons could climb out from the field of clouds +below at any moment, but their white foe would not escape. + Sensing the lance near, the white spun around to fight. Arnun +was sure it hoped for aid, but none would come. Their was still +hope for victory. + The dragons hurtled together so fast that the young squire +couldn't bring his lance to bear. The old white was far too +crafty. + In a few wing beats the reptiles were breast to breast. The +white was stronger, and it wasn't wounded like the bronze. All +Arnun could see was the head of the fierce white as the bit and +clawed Sirdar. The lance was useless, the white was too close. +But something else could be done. + Arnun turned loose the lance, letting it swing in its +mountings, and drew his sword. As the white dragon's fangs bit +into the neck of his mount, the young squire launched an attack at +the head of the white. + Arnun's aim was true. His blade bit deeply into the eye of +the white and through to the brain. The giant beats shivered and +died. Sirdar ripped himself free from the death grip of his foe. +As he pulled free he felt the familiar tug of the saddle harness +shift. His Knight was falling! The saddle straps across Sirdar's +chest had been severed during the battle. Arnun looked into the +face of death a second time that day -- the shock numbed his mind. + Sirdar spun in the air, too far from his falling comrade to +help. The dragon uttered in an ancient tongue. + A glow that only the dragon could see enveloped Arnun's +unconscious form and caused it to float. The Knight was held aloft +just long enough for Sirdar to grab the boy and race back to the +army of Solamnia. + On a hillside several miles away an old wizard finished his +simple spell. Muttering to himself, he walked down the long road +to a certain inn. "Krynn can't afford to lose any more of its +heroes just now. I wonder if they'll serve spiced potatoes +tonight...what was the name of that inn again?" + + +INTRODUCTION +------------ + DragonStrike is a dragon combat simulator where you guide one +of the powerful good dragons of Krynn. + The evil dragonarmies have conquered nearly all of Ansalon. +Until now, no force could stand against the evil dragons -- that is +until the good dragons returned. The good dragons and their riders +are the only hope for the people of Ansalon. They alone can face +the power of the dragonarmies. + The strength of the good dragons is no guarantee of victory. +Cunning strategies and brilliant tactics are required. Whether you +make it to the final battle at Neraka, whether the forces of good +triumph, will depend of your skill. + + +CONTROLS +-------- + +MOUSE -- The mouse can be used to control your dragon's flight. +Moving the mouse forward will cause your dragon to dive; pulling +back will cause it to climb. Moving the mouse left or right will +bank your dragon. If you have a 2-button mouse, the left button +will fire the primary breath weapon, the right will fire the +secondary. All other functions are controlled with the keyboard. + +JOYSTICK -- The joystick can be used to control your dragon's +flight. Moving the joystick forward or back will cause your dragon +to dive or climb. Left and right movement will cause your dragon +to bank. The fire button will fire the primary breath weapon. If +your joystick has a second button, it will fire the secondary +breath weapon. + + +KEYBOARD COMMANDS +----------------- + 8 - Dive Y - Move Lance Up + 2 - Climb N - Move Lance Down +NUM 6 - Bank Right G - Move Lance Left +PAD 4 - Bank Left J - Move Lance Right + 5 - Level T - Move Lance Up and Left + 7 - Dive and Bank Left U - Move Lance Up and Right + 9 - Dive and Bank Right B - Move Lance Down and Left + 1 - Climb and Bank Left M - Move Lance Down and Right + 3 - Climb and Bank Right + F1 - Look Forward Insert - Breath Weapon 1 + F2 - Look Right Delete - Breath Weapon 2 + F3 - Look Behind A - Faster + F4 - Look Left S - Slower + 1/! - Use healing Ointment on Knight + 2/@ - Use healing Ointment on Dragon + ? - Check Ointment + ESC - Preferences Menu + + CTRL-J - Recalibrate Joystick + CTRL-S - Toggle Sound On/Off + CTRL-M - Toggle Music On/Off + + +PREFERENCES MENU +---------------- +This menu allows you to customize your keyboard layout, set display +detail levels and more. To make a selection, move the cursor to +the desired option and press RETURN/ENTER. + + Allows you to alter your keyboard layout. When you select his +option you will be prompted to select keys for each of the keyboard +functions. After you select which function to alter, you will be +asked to select the new key. + + Toggles between a graphic and numerical display of dragon and +Knight hitpoints. + + Will determine the detail of the world display. The higher +the detail level, the longer it will take the computer to redraw +the screen. The effect is that on slower machines the view may not +be smooth. Experiment with this option and find the optimum detail +level for your specific machine. + + This option toggles between "wireframe" polygons, shaded solid +polygons or shaded solid outlined polygons. The wireframe polygon +option will redraw faster than the other two. + + Determines whether other flying creatures (friend and foe) +will be displayed as bitmap 'drawings,' or polygon shapes. Except +for the dragons, most other objects in the game are polygon shapes. +Experiment to find what works best for you system. + + Allows you to retrieve saved games. To select a game, move +the cursor vertically with the cursor keys to the mission you want +to fly, and then position the cursor over the desired save and +press ENTER/RETURN. + + Toggles between a bitmap dragonlance image and a aiming target +sight. There is no difference in game play between the two +options. + + Allows you to select between keyboard, joystick, and mouse for +flying the dragon. As you select this icon, the image with change. + + +TO THE AIR +---------- + The good dragons are the most powerful allies in the war +against the evil dragonarmies. The men who guide them into battle +are renowned for their great bravery and skill, for even atop one +of these magnificent creatures -- a Knight is vulnerable. + At the start of each flight a rider must carefully strap +himself into the skillfully crafted dragon saddle. The saddle +allows the rider to move and shift for combat while still, almost +always, staying mounted. The saddle has built into it a mounting +for the aerial warrior's primary weapon, the dragonlance. The +dragonlance is fitted with a large shield to offer added protection +to the rider. + + +DRAGONLANCES +----------- + The dragonlances are, after the dragons themselves, one of the +most powerful weapons available to the forces of good. These +lances are forged according to a process that had been thought +forgotten in ages past, and are made from magical Dragon Metal. A +single stroke from the dragonlance will slay most enemies. Only a +few powerful opponents will require a second attack after being +struck once. + + +MAGIC ITEMS +----------- + You start your adventures with the three magical items given +to you by the wizard, Fizban: the Crystal Ball, the Arrow of Enemy +Detection, and Keoghtom's Healing Ointment. The first two items +are used automatically while they are in your possession. To use +the ointment press 1 (to heal yourself) or 2 (to heal your dragon). +These items (except the crystal ball) or indicated across the +bottom of the flight screen. As you find other magical treasures, +they will be added to the screen. Whenever you find a new magic +item, it will automatically be added to your belongings, and used +when needed. Armor, for instance, will always be worn in combat to +help protect you from enemy attacks. + + +BREATH ATTACKS +-------------- + All dragons can attack with their breath weapons. Each good +dragon has two different breath weapons, while evil dragons have +only one. The dragon's breath attacks are described in the +Bestiary section of the manual. After firing a breath weapon, the +Breath Bar will drop completely. Your dragon cannot fire again +until the bar is fully recharged. Breath attacks are the only +effective way for you to attack ships and ground troops. + + +CLOSE COMBAT +------------ + Hand-to-hand or teeth-to-claw combat occurs whenever your +dragon passes closely by an enemy. Combat is automatic and a +battle sound will signal the attack. The higher opponent will use +bite and claw attacks as he passes. You will attack with a sword +if an opponent attacks from above your mount. The sword attack is +automatic whenever an enemy is in range. + Damage from below may only have the dragon above it. Damage +from above may harm either the dragon or rider, or both. + + +FALLING +------- + Whenever your dragon engages in close combat, there is a +possibility that you will be dislodged and fall. You will also +fall if you dragon is killed. + Your dragon will attempt to catch you before you fall to the +ground, if it is able. If you are not caught you will be killed. + If you have a Featherfall Ring, you will descend in a slow +floating fall like a leaf. Enemies will still try to attack while +you fall. + + +HEALTH (HITPOINTS) +------------------ + The health of you and your dragon is displayed on the screen +in the Hitpoints Windows. Hitpoints may either be displayed as a +bar, like speed or power, or as a numerical value. + When either of these is empty, or reaches 0, the mission is +over. If your dragon is killed you will also die. The game ends +if you are slain, and the forces of evil revel in another victory +over good. + Keoghtom's Healing Ointment can be used to heal wounds. The +ointment will heal from 9-12 hitpoints. You start the game with 3 +doses of the ointment and it can be used on either you or your +dragon. More ointment can be found during the game. You can check +your supply with the ? key. + + +FLYING +------ + When flying a full speed, your dragon sweeps across the +landscape, but its ability to turn is impaired. By slowing to a +lower speed, your dragon becomes more maneuverable. Dragon prefer, +as a rule, not to fly a full speed during close combat. The +current speed of your dragon is displayed in the Speed Bar at all +times. + When your dragon dives it will gain speed rapidly. Your +dragon will slow dramatically and tire quickly as it climbs. Use +the A key to speed up, and the S key to slow down. + Your dragon's height above the ground and pitch are displayed +in the Height/Pitch Indicator on the right side of the screen. +Pitch is your dragon's angle of climb or descent. If your dragon +is diving or climbing the pitch image will point down or up +accordingly. When you pull into a sharp turn you may notice that +your dragon slips a little in altitude. + In some missions you may be required to fly near the ground to +avoid being detected by the enemy, or to be in range to strafe +enemy troops with your dragon's breath attack. In mountainous +regions it is wise to stay high enough to avoid collisions. You +can also fly to high altitude and then drift to rest your dragon, +while still pursuing enemy forces. + Banking, or turning, is indicated by the position of your +dragon's head on the screen. The horizon is also a good bank +indicator. The keypad (1-9) controls your dragon. The 5 key is +used to level your dragon. + The Power Bar is your dragon's current level of fatigue. When +the bar is full, as in the beginning of the flight, your dragon +will be able to climb, accelerate and maneuver normally. Any +action which exerts your dragon will cause the bar to shrink. When +the bar disappears your dragon will be forced to glide until it has +recovered. You should rest your mount by gliding occasionally to +insure that your dragon can accelerate if necessary. + The crystal ball Fizban game you will show all objects around +your dragon. This includes all airborne enemies, dragon breath- +weapon blasts, castles, and ships. The crystal ball image is +centered on you and the top portion is oriented to your point of +view. As you shift your point of view from forward to left, right, +or backward, the display in the ball will also shift. The color of +the dots will indicate whether things are above or below you. + The Arrow of Enemy Detection will allow you to guide your +dragon unerringly toward enemies. The arrow is especially helpful +for indicating the relative height of an enemy. The Arrow of Enemy +Detection appears on the playscreen just above the head of your +dragon. It will disappear from the screen when an enemy is visible +on the screen. + To take off from the ground increase your dragon's speed, and +then climb. Your dragon will automatically land if you reach the +ground and less than half of maximum airspeed. You may land any +time during a mission -- but remember that climbing back up to +combat altitudes quickly is very tiring for your dragon. Turn your +dragon on the ground with the normal banking controls + + +THE KNIGHTS OF SOLAMNIA +----------------------- + +The Knights of the Crown - The Order of the Crown exemplifies the +ideals of Loyalty and Obedience. All those who wish to become +Solamnic Knights must first enter into the Knighthood as squires of +the Knights of the Crown, regardless of which Order they will +eventually serve. All Knights begin here with training in the +virtue of loyalty. Candidates of the Solamnic Knighthood must be +presented to a Knightly Council and be sponsored by a respected +Knight. After the candidates are presented, and swear an oath to +the honor of the Knighthood, they begin their training + +The Knights of the Sword - The Order of the Sword combines the +purest ideals of heroism and courage. Upon completing his squire +duties in the Order of the Crown, each Knight candidate may either +advance in that Order, or enter the Order of the Sword. The +ambitious Knight who wishes some day to enter the Order of the Rose +must first rise through the Order of the Sword. Every candidate +who wishes to join the Order of the Sword must complete a quest. +According to the Measure, this test must be a witnessed deed of +heroism and valor that upholds the virtues of Knightly honor. At +the start of the Sword Quest, the applicant is asked to sacrifice +a magical item. When the quest is done, the Knight is presented +before a Knightly Council where the tale of his deeds is told. +After the tale is given, the candidate is welcomed as a Knight of +the Order. + +The Knights of the Rose - The Order of the Rose exemplifies honor +guided by wisdom and justice. The Knights of the Rose of the +epitome of all that is good and honorable in Knighthood. To join +their ranks is a rare privilege. Originally, the Knights of this +Order were taken only from the royal houses of the land. With the +Cataclysm obscuring the genealogical records of the past, most +acceptable candidates are not denied access to the Order without +extraordinary evidence. The Knight Applicant is brought before a +Knightly Council of the Rose. There he must relate the history of +his family and list the deeds that exemplify the ideals of +Knighthood and Honor. Once this tale to told, the Council holds a +closed session to discuss the Knight's application. When an +applicant is judged worth he must sacrifice 3 magical items to the +Order before being sent on a quest. Many aspiring Rose applicants +have lost their lives in attempting to finish these dangerous +missions. After the Knight returns from the quest and tells the +tale of his bravery, the Council welcomes the new Knight of the +Rose. + + +KNIGHTS OF KNIGHTS OF KNIGHTS OF +THE CROWN THE SWORD THE ROSE + +Squire of Crown +Defender of Crown ---> Novice of Swords ---> Novice of Roses +Knight of Crown Knight of Swords Knight of Tears +Scepter Knight Blade Knight Knight of Mind +Shield Knight Knight Clerist Knight of Heart +Lord of Shields Abbot of Swords Knight of Roses +Lord of the Crown Elder of Swords Keeper of Roses +Master Warrior Master of Swords Master of Roses +Lord Warrior Lord of Swords Archknight + Master Clerist Lord of Roses + Lord Clerist Master of Justice + Lord of Justice + High Justice + + +MISSIONS +-------- + At the start of each mission you will be told what is +happening in the War of the Lance, and then be given the +information you will need for your mission. After the briefing you +may view the strategic map to see the operation area. + After your briefing you will be given an opportunity to +preview the mission area. This option will allow you to fly the +mission region without having to face any enemies. In this mode +you will find that your dragon is able to fly faster than in a +combat mission. + To complete the mission you must following the instructions +given to you during the briefing. The mission will end +automatically when you have met the objectives. + After you have completed a mission any magical item you may +have found is added to your equipment. There is an award ceremony +if you have gained a rand or joined a new Order. + After you have received any awards of items from a mission, +you may save the game in progress. Simply answer "YES" to the save +prompt and follow the instructions. Select the save slot and press +ENTER/RETURN. There are 7 slots for each mission to be saved. + + You always start the game as a Squire in the Order of the +Crown. You may, however, complete the game three different ways: + +1. By staying in the Order of the Crown the entire game. +2. By choosing to advance to the Order of the Sword when given the +opportunity and completing the game in that Order. + +3. By choosing to advance to the Order of the Sword and then +advancing to the Order of the Rose when given the opportunity and +completing the game in that order. + + At the end of two of the missions you will be given an +opportunity to join the next Order. Changing Orders will give you +a more powerful mount and allow you to fly a greater number of +missions. Entering a more prestigious Order will make your path +more difficult. + If you elect to change Order you will be asked to give up +magic items to the Knighthood. After this you will be assigned a +quest to prove your worthiness. After you successfully complete +your quest there is an awards ceremony where you are invested into +the new Knight Order and given a new mount. + +NOTE: You may not be able to fly all missions every game. Which +missions are available is based on whether you decide to change +Orders. Quest missions replace mission you would have otherwise +flown had you stayed in an Order. + + +MISSION DESCRIPTIONS +-------------------- + +Snow Blind - Unbeknownst to the Dark Queen, Takhisis, the good +dragons have returned to Krynn from the Isle of Dragons. Gathering +the good forces of men and elves on Sancrist Isle, they now move +southeast to eradicate the evil which plagues the continent. While +the good army advances, you are among the scouts left behind to +hunt for evil dragon scouts. Should the good alliance be +discovered too early by Takhisis, the War would come to a quick +end; surprise is crucial to the good army's early victories. You +must eliminate the scouts before they report the alliance to the +Dark Queen. The early success of the good forces depends upon you! + +Occupational Hazard - Successfully dispatching the white dragon +scouts, you leave Sancrist to rejoin your army. As you approach +the Isle of Cristyne, your dragon spots some stragglers of the good +army's fleet. Beyond them, on the cliffs of Cristyne, roosts a +group of wyverns. Your mount cautions you, reminding you of the +wyvern's deadly stinger. But filled with confidence from your +previous victory, you urge the bronze to charge the cliffs. + +Black Plague - Grief and anger overwhelm you as you approach the +Knights' outpost on Southern Ergoth. Battered and broken, the +small human settlement in which you sought to take refuge has been +destroyed to the last man, woman, and child. Pools of acid and +melted remains mark the carnage as the wrathful destruction of a +black dragon. The good forces have pursued the beast to the swamp +in the north, but it refuses to show its visage to a clearly +overwhelming foe. You face a grim task of vengeance -- to find the +beast and challenge it to a duel. + +Sword Quest - Your deeds mark you among the Order of the Crown, and +you are enjoined to undertake a perilous quest. The ancient +writings of the first Knight, Vinas Solamnus, have been captured by +the Evil Dragon Highlord that holds Icewall Castle. Prove yourself +worthy by recovering the revered artifices and the Order of the +Sword will be proud to count you among their ranks. Upon +acceptance into the Order of the Sword you will be assigned to a +new mount, a noble silver dragon. The way to the Sword will +challenge a Knight with unforseen dangers, but a Knight will be +honored with this chance only once in his lifetime. Choose wisely. + +Sudden Death - Declining to enter the Order of the Sword was the +most difficult decision you have ever faced. But Knights have +little time for regret. Gunthar briefs the assembled Knights of +the situation. The enemy holds the forest tot he south and has +posted its red dragons on top of the mountains to the east. If the +good forces attempt to move south to free the elven home of +Qualinesti, the reds will dive from the mountains, gaining a +crucial tactical advantage. A plan has been devised to send a +small force to fly low through the mountains to the far side of +Qualinesti, and attack the enemy outpost. The enemy will think the +forces of good have circled the island and are attacking from the +south.. The good dragon army will then attack from the north and +gain the advantage. Confident of your skills, you proudly +volunteer for the mission. + +Red Sky at Morning - Red sky at morning, sailor take warning -- an +old adage, one especially true this morning as the forms of the +enemy fleet rise ominously from the horizon. Urging your mount +into a dive, you close on the enemy ships, their sails boasting the +black dragon crest. You notice small winged forms rising to meet +your charge. + +Rose Quest - Of those Knights skilled and valorous enough to +qualify for the Order of the Sword, few may enter the Order of the +Rose. The once proud coastal city of Tarsis, whose harbors were +drained during the Cataclysm, now burns in the glow of dragonfire. +Prove yourself worthy of entering the Order of the Rose by +retrieving the Standard of Huma, an ancient relic, from the +clutches of the Evil Dragon Highlord that occupies Tarsis. It is +a long, hard journey, fraught with peril, but the reward of +entering the Order of the Rose, along with the promise of a mighty +gold dragon for a mount, is an honor difficult to refuse. + +Pincushion - As the good dragon army travels north toward Caergoth, +you are sent on patrol over the magical forest of Wayreth. The +coastline below is dotted with enemy outpost, manned by archers. +Take care not to fly too close. You must rely upon your breath +weapons to destroy the outposts. + +The Fray - The skies over Caergoth rage in fierce combat as you +approach the besieged city. You charge into the fray, joining your +comrades in their efforts to destroy the blue invaders. Use the +breath weapons cautiously, young Knight, for friend and foe alike +fill the skies. + +Rout - Unprepared for the onslaught of the good dragons, the evil +blues decide to cut their losses and run for the north. Seeing +their hated foes retreat from the battle gives hope to the cheering +residents of Caergoth. You bring you mount about and pursue the +blues as they flee into the mountains. + +Blood of the Mountain - The blue dragons from Caergoth continue +their flight north to the city of Garnet. You close on your +ancient foe. Victory is surely at hand. + +Homecoming - Flying in the vanguard ahead of the good dragon army, +you hope to be the first to see the Knighthood's ancient homeland, +the Plains of Solamnia. Rising over the crest, you are overwhelmed +by the beauty of the rolling plains and winding rivers, and the +small shapes approaching from the easy scarcely catch your notice. + +Cavalry - You have again joined the good dragon army in the field. +With the element of surprise lost, the forces of good and evil meet +in their first head-to-head conflict. If all has gone according to +plan, the other wing of the good dragon army will arrive from +Palanthas to aid in the battle of Solanthus. You check your saddle +and prepare from a grueling battle. + +Maelstrom - Success! The tide of battle has turned and the forces +of good have routed the enemy dragons. You join in the celebration +of victory, but the festivities are short-lived as a cry is raised +by your lookout. On the horizon you see a massive chunk of rock +with a fortress atop, floating through the air toward your +position. The cheers of joy stick in your throat. Who can hope to +defeat evil magic strong enough to rip a fortress from the very +earth! + +Vingaard Run - The defeat of the flying citadel has given new hope +to the forces of good. While the bulk of the army is to press on +through Throtyl Gap, a smaller force, headed by you, is sent to the +north along the Vingaard River to free Dargaard Keep and Kalaman +from the clutches of the evil army. As your command separates from +the army, you see a flight of blues racing to the north. You spur +your mount on, hoping to prevent them from warning Dargaard Keep or +Kalaman of your approach. + +Dargaard Deception - Grim news comes from the good army's +intelligence: a collection of good dragon eggs has been kept by the +evil forces at Dargaard Keep. You struggle to keep your mount from +charging after the single small green dragon that seems to bait you +north. Stressing caution to your mount, you follow the lure +northward. + +The Siege of Kalaman - With Dargaard free, and the stolen dragon +eggs recovered, your heart is filled with conviction as you +approach Kalaman. You must lead your troops to storm the city and +free it from the clutches of the draconian forces. +Black Death - Upon the liberation of Kalaman, a Black Dragon +Highlord, Krogarg, has retreated to the swamps and fens many miles +northeast of Kalaman. There is a rumor that his mount, Hematite, +has in its possession a suit of original Plate of Solamnus. The +though that the suit may once have been worn by the great Huma, and +now lies in the slimy clutches of a black dragon, drives you to +action. Yet, you can't bring yourself to commit your forces to +hunt down and destroy the evil Highlord. Sending your forces south +to rejoin the rest of the good army, you decide to personally see +to this defiler. + +Sulfur Straights - It is a lonely accession into the rank of Lord +of Roses. Alone and far from the Knightly Council, you have +defeated the Black Highlord and his mount, only to discover that +the Plate of Solamnus you covet is held by another. Hematite would +not reveal the nature of the guardian, but seemed to derive +pleasure from the thought of you pursuing this course. Undaunted, +you head south to find the thing's lair and retrieve the Plate of +Solamnus. + +Wild Estwilde - Chaos returns! Having retrieved the legendary +Plate of Solamnus you catch up to your forces as the rejoin the +other good dragons in an assault against a second flying citadel. +Preparing for the most difficult battle ever, you rush into the +melee. + +The Battle of Godshome - During the raging battle the citadel +retreats south, to the Dark Queen's base in Neraka. A small detail +of gold dragons with their expert riders is send to the holy valley +of Godshome to rid it of evil red dragons. These monsters are the +largest and oldest of their type, the most dangerous evil dragons +that live. + +Neraka Falls - Even as events within the Temple determine the +outcome of the War of the Lance, a battle rages in the skies above. +Two flying citadels, with scores of red dragons, combat a force of +golds above the Temple. To survive this final battle will require +all the skill the best of riders possess; to win, all the courage +the braves of Knights aspire to. This victory signals the defeat +of the evil armies. The only hero of this battle will be rewarded +only with the highest honor the Knighthood can offer: the title of +High Justice. + + + +THE BESTIARY +------------ + +THE GOOD DRAGONS +---------------- + These are the dragons that you may have an opportunity to ride +into battle. The creatures' Turn, Climb, and Speed are rated in +relation to a Bronze Dragon + + BRONZE DRAGON (SIRDAR) +Armor Class: -6 +Hitpoints: 144 +Attacks: 2 claws, bite +Damage: 1-8, 4-24 +Size: 76 feet of body length and 64 feet of tail length +Turn: Good +Climb: Good +Speed: Good +Breath Weapons: Lightning, Repulsion Gas + + Sirdar is just over 300 years old, a mature adult, and a +prince among bronze dragons. Normally, he wouldn't have been +allowed to participate in the war, but every dragon is needed for +the struggle. His bronze scales are unusually shiny and the dragon +likes to have them oiled so that the sun creates a blinding glare +for the enemy dragons that would close for battle. This dragon is +a trifle vain and wears a special blue dragon skin saddle made from +his first foe in the war. Sirdar has personally brought down five +large blue dragons in the first months of the good dragon struggles +in the war. Generally, bronzes are ridden by Knights of the Crown. +They are fond of war and fighting, and are extremely interested in +the affairs of mankind. On occasion in the past they have taken +the form of domestic animals to observe men. Normally, bronze +dragons like to be near large bodies of water and eat large water +beasts. + + +BRONZE DRAGON (Adamant) +Armor Class: -10 +Hitpoints: 160 +Attacks: 2 claws, bite +Damage: 1-8, 4-24 +Size: 134 feet of body length and 110 feet of tail length +Turn: Good +Climb: Good +Speed: Good +Breath Weapons: Lightning, Repulsion Gas + + Adamant is 2,111 years old, a great wyrm of wondrous power and +the ruler of all the bronze dragons at every council. He doesn't +like to have a human rider, but can see the need and has watched +too many of his brother dragons fall because they didn't have a +Knight protecting their backs. He is different from other bronzes +in that his powers of breath and strength are unusually powerful, +even for a dragon of his great age. He can't turn as fast as +smaller bronzes, but his straight flying speed is amazing. + Adamant is usually only ridden by the highest members of the +Knightly order, but has wanted to take on a few dangerous combats +and suggested that he take some of the newer Knights whose bravery +was especially noteworthy. Adamant's bronze scales are almost +black with age and there is a hardness to his speech and movements +that speaks of power. This noble creature is starting to make a +reputation for death dealing among the enemy. Often, evil dragons +will not retreat rather than engage Adamant. + + +SILVER DRAGON (Argent) +Armor Class: -7 +Hitpoints: 152 +Attacks: 2 claws, bite +Damage: 1-8, 5-30 +Size: 87 feet of body length and 38 feet of tail length +Turn: Very Good +Climb: Very Good +Speed: Very Good +Breath Weapons: Cone of Cold, Paralyzation + + Argent is small for his 723 years of age. Many of his own +kind though that he shouldn't be part of this struggle, being seen +as frail, (if you can call a 87 foot long creature frail). Argent +proved everyone wrong, as battle after battle he launched himself +into the struggle and never received a single scratch or scorch. + Argent is out to prove himself among both dragons and Knights. +As a result, he will tend to fly towards the most dangerous parts +of battle. Several Knights have posthumously won great honors on +the back of Argent. In human form Argent will be found at all the +Knightly war planning Councils, providing good advice on how to +meet the threat of evil dragons. + Certainly the dragons most beloved by mankind are the silver. +These dragons mingle with the races of Krynn most often and are +mentioned in many tales and legends -- most notable the legend of +Huma. They enjoy being around humans and elves and giving them +aid. They will take any human or elf as rider buy are usually +ridden by Knights in the Order of the Sword. The Silver dragon is +an exquisitely graceful flyer. Second only to the gold in +maneuverability, it rates "Very Good" on both turning and climbing. + + +SILVER DRAGON (Ulaina) +Armor Class: -11 +Hitpoints: 184 +Attacks: 2 claws, bite +Damage: 1-8, 5-30 +Size: 1480 feet of body length and 67 feet of tail length +Turn: Very Good +Climb: Very Good +Speed: Very Good +Breath Weapons: Cone of Cold, Paralyzation + + If ever there was a creature made for war, it is Ulaina. She +has a commanding presence in human or dragon form. In human form +she stands seven foot tall, with rippling muscles and pale skin. +She has been known to begin battles in this human form in order to +fight draconian foes down on the ground. In one battle, when a +huge contingent of reinforcements came onto the battlefield, Ulaina +transformed herself into her true form and proceeded to route those +500 draconians all by herself. + Silver dragons are immune to cold, making them good fighters +against white dragons. + Ulaina has the ability to climb into the sky faster than any +known silver dragon. This ability has often caused her problems, +as she far outstrips her dragon wing in order to meet the enemy +sooner. While she is a powerful creature, large numbers of enemy +dragons have often caused her dangerous problems. + + +GOLD DRAGON (Dolce) +Armor Class: -9 +Hitpoints: 168 +Attacks: 2 claws, 1 bite +Damage: 1-10, 6-36 +Size: 108 feet of body length and 87 feet of tail length. +Turn: Excellent +Climb: Excellent +Speed: Excellent +Breath Weapons: Cone of fire, Chlorine Gas + + Dolce is a mature gold dragon who would like nothing better +than to sleep in his lair for centuries at a time. The war ended +his rest and now his is going to make everyone pay for ruining his +beauty sleep. Dolce is a strong fighter and fierce in talon-to- +talon struggle. + Dolce is a little slow to react in battle, which has +frustrated many of the Knights who ride him. On the other hand, +there a few gold dragons who have seen as much battle time. Dolce +seems to have a knack for finding the enemy dragons flying in the +area. + The most majestic of the good dragons, gold dragons are over +fifty feet long. They have the ability to polymorph into human or +animal form but rarely do so, believing it demeaning to take on +such inelegant forms. Gold dragons rarely take a Knight in the +Order of the Sword or Crown as the rider. They prefer the more +prestigious Kings of the Rose if they must be ridden. The gold +dragon is without peer in the skies. Due to their highly magical +nature, they are excellent in both turning and climbing ability. + + +GOLD DRAGON (Thew) +Armor Class: -12 +Hitpoints: 192 +Attacks: 2 claws, bite +Damage: 1-10, 6-36 +Size: 190 feet of body length and 159 feet of tail length +Turn: Excellent +Climb: Excellent +Speed: Excellent +Breath Weapons: Cone of Fire, Chlorine Gas + + Thew is the most powerful dragon among the forces of good. +There are reports of some slightly larger dragons in the forces of +chaos, but no one has seen one of them yet. Thew is a legend among +dragons for his strength and fighting ability. He has flown around +the world of Krynn without stopping. Several times he has take +large numbers of warriors on his back in night raids on enemy +strongpoints. + Thew doesn't like this war, hates the waste in lives and wants +nothing more than to bring to a conclusion this struggle. Towards +this end he requests, and gets, the toughest assignments. Thew +will only allow himself to be ridden by the best of the Knights of +the Order of the Rose. It is the greatest of honors to ride Thew +into battle. + + + +THE EVIL DRAGONS +---------------- + +WHITE DRAGON +Armor Class: 4 to -7 +Hitpoints: 5 to 154 +Attacks: 2 claws, bite +Damage: 1-6, 2-16 +Size: 5 to 104 feet body length +Turn: Below Average +Climb: Below Average +Speed: Below Average +Breath Weapon: Cone of Frost + +Unusual in dragonkind, these reptiles prefer cold regions. They +are used mainly as scouts by the evil dragon army, but have been +known to serve as guardians from time to time. Small in size, and +not as intelligent as their cousins, white dragons rarely use +subtle tactics in a fight and prefer charging ahead. + + +BLACK DRAGON +Armor Class: 4 to -7 +Hitpoints: 6 to 160 +Attacks: 2 Claws, bite +Damage: 1-6,3-18 +Size: 6 to 105 feet body length +Turn: Average +Climb: Below Average +Speed: Below Average +Breath Weapon: Acid + + Black dragons are extremely independent and will generally +only obey commands if it suits their purpose. While some have been +seen in combat, these dragons are highly valued by the Highlords +for guarding treasures and spying. The Black Dragon, Onyx, guarded +the great disk of Mishakal when they were found by the good +adventurers. Blacks are very seldom involved in direct combat. + When left to their own devices, black dragons prefer to live +in swamps or marshes. Some, however, have been found in +subterranean lairs. + + +GREEN DRAGON +Armor Class: 3 to -8 +Hitpoints: 7 to 168 +Attacks: 2 claws, bite +Damage: 1-8, 2-20 +Size: 7 to 116 feet body length +Turn: Good +Climb: Average +Speed: Average +Breath Weapon: Chlorine Gas + + Notorious even among evil dragons, the green dragons are cruel +beyond belief. Their cunning makes them as formidable an opponent +as blue or red dragons, if there opponent is careless. They are +fairly large and very sneaky. Expect the unexpected when dueling +with these sly reptiles. + Green dragons have been used many times by the Highlords for +their cruel cunning. The green, Cyan Bloodbane, was responsible +for breathing nightmares into the ear of the Silvanesti king, +Lorac. These evil dreams caused the perversion and fall of that +ancient elven nation. + + +BLUE DRAGON +Armor Class: 3 to -8 +Hitpoints: 8 to 176 +Attacks: 2 claws, bite +Damage: 1-8, 3-24 +Size: 9 to 142 feet body length +Turn: Good +Climb: Good +Speed: Good +Breath Weapon: Lightning Bolt + + Blue Dragons are as large as the good bronze dragons. They +are more gregarious than many of their cousins and can act and +fight well as a team. They are very intelligent and skilled +fighters. Blues have been used by the evil armies to batter +fortifications with their deadly lightning attacks. + The blue dragon, Skie, is renowned, and feared, for his +loyalty to the Highlord, Kitiara. + Although sometimes found in caves like others of their race, +blues prefer warm, arid lands. + + +RED DRAGON +Armor Class: 0 to -11 +Hitpoints: 7 to 168 +Attacks: 2 claws, bite +Damage: 1-10, 3-30 +Size: 12 to 183 feet body length +Turn: Very Good +Climb: Good +Speed: Good +Breath Weapon: Cone of Fire + + Red dragons are exceptionally intelligent and cunning foes. +These monstrous beats are the favored airborne assault force of the +Dragon Highlords. They are the most ferocious and deadly of all +evil dragonkind -- a match for even the gold dragons. They are +loyal to the Dark Queen herself first and the Dragon Highlords +second. They are skilled in both attack and defense. + Although the red dragons were never inclined to follow orders, +they somehow learned to work well together in combat. Red dragon +groups have spearheaded assaults on many cities. Oftentimes they +will destroy nearly an entire population before ground troops can +even arrive. These perverse beats take great pleasure in watching +the smoldering remains of their handiwork. + These powerful dragons can muscle their way into a turn and +therefore have a very good turning ability. Their sheer power +allows them to climb at a good rate, identical to their smaller +blue cousins. + + +DEATH DRAGON +Armor Class: -11 +Hitpoints: Unknown +Attacks: 2 claws, bite +Damage: 1-10, 3-30 +Size: 200 feet body length +Turn: Excellent +Climb: Excellent +Speed: Very Good +Breath Weapon: Death Gas + + When some highly magical and intelligent dragons die they +become death dragons. These creatures are so powerful that, +although their spirit rises to a greater plane of existence, their +dead and rotting bodies remain strong and powerful. The death +dragons search for treasure, which they feed on. When a death +dragon comes upon any sort of treasure it begins to absorb the +magic and valuables into its bone structure. Ancient death dragons +have been described as magnificent glistening creatures because of +the assimilated treasure. These creatures will attack any dragons +in proximity, with a blind and cunning rate. They seem to +instinctively sense the presence of members of the erstwhile kin. + When the death dragon has the choice of more than one target, +it will always attack the strongest opponent first. + Death dragons roam the earth for 14 days every century. +During this time they are searching for several large hordes of +treasure. They will often stop to talk to evil creatures to gain +information on where such treasures might be. When they are not +roaming, they can always be found resting on huge veins of silver +or gold. These veins will be slowly absorbed during the century +the dragon is resting. If the dragon is disturbed it will destroy +whomever awakened it and then go on a 30 day period of roaming. + Because of their magical nature, death dragons are excellent +in their turning and climbing prowess - comparable to the gold +dragon. They are also very fast, and can only be outrun by the +magnificent golds. + + + +OTHER EVIL CREATURES +-------------------- + +MANTICORE +Armor Class: 4 +Hitpoints: 9 to 51 +Attacks: claw, claw, bite +Damage: 1-3, 1-3, 1-8 +Special Attack: Tail Spikes +Turn: Average +Climb: Average +Speed: Good + + The manticore is a true monster, with a torso and legs like a +lion, batlike wings, a man's head, and tail tipped with iron spikes +and an appetite for human flesh. + Beside using claws and teeth in combat, the manticore also +fires volleys of tail spikes at an enemy. + Manticores are very territorial. An individual manticore's +territory may cover 20 or more square miles. Manticores have been +known to ally themselves with evil humans, provided such allies can +provide them with a steady, ample food supply. But, manticores are +basically wide-ranging carnivores who are nightmarish opponents in +combat. + + +SIVAK DRACONIAN +Armor Class: 1 +Hitpoints: 6-48 +Attacks: 2 claws, bite +Damage: 1-6, 2-12 +Climb: Below Average +Turn: Poor +Speed: Below Average + + The draconians are the backbone of the evil armies. These +creatures perform many functions in the dragonarmies. Draconians +are sent before main assaults to spy and subvert resistance. After +the evil dragons have battered down the defenses, the draconian +troops follow to occupy the newly won lands. Of the several known +species, only the Sivaks are able to truly fly. They are much less +powerful than dragons, but they have greater numbers. + The creation of the draconian race is the cause of the good +dragons entering the War of the Lance. The draconians are created +by the magical corruption of the good dragon eggs. They gain their +powers from this magical origin. + Before Takhisis began her bid to return to the lands of Krynn, +she guided to the evil dragons to the Dragon Isle where the good +dragons slept. From under the noses of the slumbering dragons, +Takhisis's forces took the good dragons' eggs. The good dragons +were told that their precious eggs would be held safe -- so long as +they did not contest the dragonarmies in the war. The good dragons +kept their promise until they learned the vile origins of the +draconian troops. + + +WYVERN +Armor Class: 3 +Hitpoints: 14 to 63 +Attacks: bite, stinger +Damage: 2-16, 1-6 and poison +Turn: Very Good +Climb: Average +Speed: Average + + The wyvern are a lesser wyrm -- distant relatives of the +greater dragons. They are not exceptionally intelligent, but are +infamous for their vicious combative nature. Wyverns will attack +anything, with no regard for size or strength. + When airborne, the wyvern will attack with a poison stinger +shipping around at the end of nearly 20 feet of tail. The 2-foot +long barb will pierce armor and dragon hide alike. Wyvern poison +can hurt even a dragon and often kill a human. + The Highlords have been able to use wyverns in their war +through the intervention of the evil dragons. While they are very +difficult for humans to train, they will follow the orders of their +larger kin. Something wyverns are set in lairs near known trading +routes, where they will swoop down and carry off unarmored members +of caravans. + These lesser wyrms are extremely agile flyers and boast a very +good turning ability. + + +FLYING CITADEL + Flying Citadels are fortresses that have been ripped from the +very ground and held aloft by tremendous magics. The secret of how +these gargantuan artifacts are created is known only by a few +powerful evil mages. + The dragonarmies have used the flying citadels with +devastating effect in their campaigns. These floating cities house +and protect hoards of troops, and transport them effortlessly to +battle. + +Downloaded From P-80 Systems 304-744-2253 * Since Halloween 1980 * + diff --git a/textfiles.com/piracy/SOFTDOCS/dtrack.hnt b/textfiles.com/piracy/SOFTDOCS/dtrack.hnt new file mode 100644 index 00000000..dca0decc --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/dtrack.hnt @@ -0,0 +1,194 @@ + ------------------------------ + DEATHTRACK by ACTIVISION + ------------------------------ + + + +The following instructions is for the identification questions in +Deathtrack by Activison. They also give information about keys +for controlling the game, and to set it up. + + +-------------------------------------------------- +This is for the character identification question: +-------------------------------------------------- + + +SLY = (Vampire looking guy, high collar, grey backdrop) +------------------------------------------------------- +Avg Elims/year : 5.29 +Favorite veapons: S&B Delta Max-1 +Home : Moon Base Alpha +Best Track : Chicago +Car : Night Stalker +Favorite Food : Smokey Links + + +MOTOR MANIAC = (Negro guy with brace over nose, blue backdrop) +-------------------------------------------------------------- +Avg Elims/year : 6.42 +Favorite veapons: RDI Metal Storm 50's +Home : Atlanta, GA +Best Track : Boston +Car : MondoBondo +Favorite Food : Corn on the cob + + +WRECKER = (Guy with rifle and gun, wild hair, grey backdrop) +------------------------------------------------------------ +Avg Elims/year : 14.3 +Favorite veapons: S&B Auto-Cannon +Home : Warsaw, Poland +Best Track : Phoenix +Car : Warhog +Favorite Food : Cottage cheese + + +MELISSA = (Sweet looking woman with white scarf around neck, band + tied around head, black backdrop) +----------------------------------------------------------------- +Avg Elims/year : 6.89 +Favorite veapons: TTI Dragon Terminators +Home : Eugene, OR +Best Track : Manhattan +Car : Vixen +Favorite Food : Oysters + + +MEGADEATH = (Guy with helmet and black glove holding gun, grey backrop) +----------------------------------------------------------------------- +Avg Elims/year : 2.54 +Favorite veapons: SDI PT Sunburst +Home : Unknown +Best Track : Los Angeles +Car : Hammerhead +Favorite Food : Vitamin E + + +KILLER ANGEL = (Negro (?) woman with scarf around head, raised arm, pink backdrop) +---------------------------------------------------------------------------------- +Avg Elims/year : 10.6 +Favorite veapons: DMS Steel Arrows +Home : Chicago, IL +Best Track : Seattle +Car : Devil's Revenge +Favorite Food : Tortellini + + +LURKER = (Weird looking guy with white band tied around head, black backdrop) +----------------------------------------------------------------------------- +Avg Elims/year : 3.61 +Favorite veapons: MX-35 Mines +Home : San Francisco, CA +Best Track : Orlando +Car : The Grunt +Favorite Food : Black-eyed peas + + +PREYING MENACE = (Wild looking woman, red hair and heavy make-up, brown backdrop) +--------------------------------------------------------------------------------- +Avg Elims/year : .59 +Favorite veapons: Scorpion Terminators +Home : Manhattan, NY +Best Track : St. Lois +Car : The Bandit +Favorite Food : Sardines + + +CRIMSON DEATH = (Chinese woman with funny looking hair pointing up, red backdrop) +---------------------------------------------------------------------------------- +Avg Elims/year : 10.8 +Favorite veapons: DWS Falcon missiles +Home : Tokyo, Japan +Best Track : Houston +Car : Samurai +Favorite Food : Hot Dogs + + + +----------------- +JOYSTICK CONTROLS +----------------- + +Low rt Corner Turn right and brake +Middle Lower Head straight and brake +Low lft Corner Turn Left and Brake +Middle Rt Side Turn right at current speed +Middle Head straight at current speed +Middle Lft Side Turn left at current speed +Upper Rt Side Turn right and accelerate +Upper Middle Head straight and accelerate +Upper Lft Side Turn left and accelerate +Button 1 Fire +Button 2 Toggle through weapons + + +----------------------------------------------- +Numeric Keypad Equivalents to Joystick Controls +----------------------------------------------- +1 Move left and brake 6 Move right at current speed +2 Head straight and brake 7 Move left and accelerate +3 Move right and brake 8 Head straight and accelerate +4 Move left at current current speed 9 Move right and accelerate +5 Head straight at current speed + +Up Arrow = Head straight and accelerate +Down Arrow = Brake +Right Arrow = Move right +Left Arrow = Move left + + +--------------------------------------------------------- +Keyboard Controls for Use with Joystick or Numeric Keypad +--------------------------------------------------------- +1 Machine gun 5 Missiles +2 Laser 6 Mines +3 Particle Beam 7 Caltrops +4 Terminators + +A Autopilot on/off +B Buy a weapon or auto part (in the shops only) +C Drop caltrop +D Read weapon or auto part description (shops) +H HUD on/off +M Drop Mine +P Pause +S Turn sound effects on/off +T Turn music on/off +W Toggle weapons ++ Increase screen detail (slower frame rate) +- Decrease screen detail (faster frame rate) + + +SPACEBAR Fire selected weapon +ENTER Cycles through targets on the Opponent Detection Display + (Change target on missiles only) +ESC Exit race +TAB Move between menu items +ALT C Recenter your joystick + + +------------------ +To start the GAME: +------------------ + +Type DTRACK at the DOS prompt. + +To run the Demonstration mode type DEMO. + +DTRACK GE (EGA Graphics) +DTRACK GC (CGA Graphics) +DTRACK GH (Hercules Graphics) +DTRACK GT (Tandy 1000 series, 16 color) + +DTRACK S0 (Turns sound effects OFF) +DTRACK T0 (Turns music OFF) + +This program supports the ROLAND MT-32 sound module and the AdLib +Music Card. The program is configuring this automatically at the +start of the GAME. Otherwise it will use the internal speaker of +the PC. +------------------------------------------------------------------ + + + \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/dtrack.txt b/textfiles.com/piracy/SOFTDOCS/dtrack.txt new file mode 100644 index 00000000..07098dd6 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/dtrack.txt @@ -0,0 +1,55 @@ + DEATH TRACK + + PROTECTION DOCUMENT + +KEY: +A - AUTO PILOT P - PAUSE +B - BUY WEAPON W - TOGGLE WEAPONS +C - DROP CALTROP ESC - QUIT +M - DROP MISSILE ALT C- CONTROLS + + +DRIVERS: +CRIMSON DEATH (JAPANESE FEMALE) SLY (DRACULA MALE) +FAV. WEAPON : FALCON MX FAV. WEAPON : DELTA MAX-1 +CAME FROM : JAPAN CAME FROM : MOON BASE ALPHA +BEST TRACK : HOUSTON BEST TRACK : CHICAGO +FAVORITE FOOD: HOT DOGS FAVORITE FOOD: SMOKEY LINKS + +MOTOR MANIAC (BLACK MALE) WRECKER (BLACK TWO-GUNS MALE) +FAV. WEAPON : METALSTORM FAV. WEAPON : AUTO-CANNON CX750 +CAME FROM : ATLANTA CAME FROM : WARSAW +BEST TRACK : BOSTON BEST TRACK : PHOENIX +FAVORITE FOOD: CORN ON THE COB FAVORITE FOOD: COTTAGE CHEESE + +MELISSA (BLONDE FEMALE) MEGADEATH (BLACK MASK MALE) +FAV. WEAPON : DRAGON FAV. WEAPON : POLY-TECH SUNBURST +CAME FROM : EUGENE CAME FROM : UNKNOWN +BEST TRACK : MANHATTAN BEST TRACK : LOS ANGELES +FAVORITE FOOD: OYSTER FAVORITE FOOD: VITAMIN E + +KILLER ANGEL (BLACK FEMALE) LURKER (WHITE BAN GREY HAIR) +FAV. WEAPON : STEEL ARROW FAV. WEAPON : PIRO MX-35 +CAME FROM : CHICAGO CAME FROM : SAN FRANCISCO +BEST TRACK : SEATTLE BEST TRACK : ORLANDO +FAVORITE FOOD: TORTELLINI FAVORITE FOOD: BLACK-EYED PEAS + +PREYING MENACE (BRUNETTE FEMALE) +FAV. WEAPON : SCORPION +CAME FROM : MANHATTAN +BEST TRACK : ST. LOUIS +FAVORITE FOOD: SARDINES X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-X + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/dtrack3.txt b/textfiles.com/piracy/SOFTDOCS/dtrack3.txt new file mode 100644 index 00000000..10ea8168 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/dtrack3.txt @@ -0,0 +1,124 @@ + Deathtrack Docs pt. 1 (the copy protection) +SLY( white male w/ leather jacket and slick-back hair) +avg elims/yr-5.29 +favorite weapon-s&b delta max-1 +home-moon base alpha +best track-chicago +car- nightstalker +favorite food-smokey links +MOTORMANIAC( black man w/no shirt) +avg elims/yr-6.42 +favorite weapon- rdi metalstorm 50's +home- atlanta, ga +best track-boston +car-mondobondo +favorite food-corn on the cob +WRECKER( man with sunglasses and 2 guns in hands) +avg elims/yr-14.3 +favorite weapon-s&b autocannon +home-warsaw, poland +best track-phoenix +ca4r-warhog +favorite food- cottage cheese +MELISSA( white girl with blond hair wearing white dress) +avg elims/yr- 6.89 +favorite weapon- tti dragon terminators +home- eugene, or +best track- manhatten +car name- vixen +favorite food- oysters +MEGADEATH( man with helmet holding gun) +avg elims/yr- 2.54 +favorite weapon- sdi pt sunburst +home- unknown +best track- los angeles +car- hammerhead +favorite food- vitamin e +KILLER ANGEL(black woman with rope on arms) +avg elims/yr- 10.6 +favorite weapons- dms steel arrows +home- chicago, il +best track- seattle +car- devil's revenge +favorite food- tortellini +LURKER( man [?] w/face paint and headband) +avg elims/yr- 3.61 +favorite weapon- mx-35 mines +home- san francisco, ca +best track- orlando +car- the grunt +favorite food- black eyed peas +PREYING MENACE( woman w/ face paint) +avg elims/yr- .59 +favorite weapon- scorpion terminators +home- manhatten, ny +best track- st. louis +car- the bandit +favorite food- sardines +CRIMSON DEATH(woman w/hair in loop and earrings) +avg elims/yr- 10.8 +favorite weapons- dws falcon missiles +home- tokyo, japan +best track- houston +car- samurai +favorite food- hot dogs + + DeathTrack docs pt.2 (the controls) +1-machine guns 2-laser 3-particle beam 4-terminators +5-missiles 6-mines 7-caltrops +a-autopilot on/off +b-buy a weapon or auto part (shops only) +c drop caltrop +d-read weapon description (shops only) (important info!!!) +h-HUD on/off +m-drop mine +p-pause +s-sound on/off +t-music on/off +w-toggle weapon( button 2/joystick) ++ increase screen detail( slow frame rate/ default is max) +- decrease screen detail( fast frame rate) +spacebar-fire selected weapon( button 1/joystick) +enter-toggle targets on HUD( for missile fire only) +ESC- exit race +TAB- move between menu items +ALT C-recenter joystick +1- move left and brake( rear left/joystick) +2- straight and brake( rear/joystick) +3- move right and brake( rear right/joystick) +4- move left same speed( left/joystick) +5- straight same speed( center/joystick) +6- move right same spd( right/joystick) +7- move left and accel( fwd left/joystick) +8- straight and accel( fwd/joystick) +9- move right and accel( fwd right/joystick) + + DeathTrack docs pt.3 (startegy) + Find the best combination of parts and weapons that you are most comfortable +with, my favorite is (after a few wins) the largest engine, best brakes and armor with the best beamlaser and cheapest caltrops. + When I start a race I spot any bounty target and ram that car until I can fire my weapons( there is second delay at the start of the race), other wise I wait until everyone is ahead of me and the a smany caltrops as possible( to slow down the competition) then pick off everyone ahead of me,mabeusnga missile or two to soften the targets up. + After a race I repair my damaged parts, upgrade if necissary, reload any weapons, upgrade if necissand save the current track and continue on. + In 37 races I have an avg elim rate of 6.5 kills/race and the best parts available. + When loading the game some options are available- + ge-EGA gc-CGA gh-Hercules gt-Tandy s0-sound off t0-music off +[ ex. DTRACK GE S0- EGA w/sound off) + + Have fun with this game and remember + Officer "bob" says - no slack to those that drive over 55 mph. + + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/dun2trns.nfo b/textfiles.com/piracy/SOFTDOCS/dun2trns.nfo new file mode 100644 index 00000000..e319ecac --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/dun2trns.nfo @@ -0,0 +1,180 @@ + + Dune II : MEGA-Trainer + Copywrite 1993 + by David Jury + "Network" + + + + Welcome to another Network Trainer.This Trainer is for DUNE 2 by Westwood +Studios.I personally think it's one the best and most well thought out +games I have ever played.For those of you enjoying it this Trainer will +make some things in the game alot EASIER. + + With this Trainer you will be able to build Anything INSTANTLY,have 10,000 +credits at your disposal,advance to the next mission with a single keystroke, +and with the Army Trainer you will be able to make ALL of your Ground Forces +for your particular House INVUNERABLE. + + To use the Trainer just UNZIP it into your Dune2 game directory.Type DUN2TRNS +in that directory and you will be presented with an opening screen reminding +you of the various Trainer functions.From there just press any key and the +Trainer will load Dune2 for you. + + Here's a more detailed description of the various Trainer Functions and how +to use them while playing the game: + + F4 - 10,000 Credits (ON/OFF).When you press the F4 key during the game the + number of credits will begin to scroll upwards at a dizzing speed + until it reaches 10,000.Once there it will remain at 10,000 no matter + how much you spend.Press F4 again and it will scroll back to the amount + of credits you are supposed to have and credits will be deducted normally + as you spend them. + + F5 - INSTANT Construction (ON/OFF).Press F5 and whenever you build something + will happen INSTANTLY.No more waiting for it by %'s.This will work for + anything in the game you must build or manufacture.Press F5 again and it + will go back to normal. + +GREY ASTERIK - + This Toggles ON/OFF the Army trainer.By pressing it once a monitor is + setup at the damage code for targeted units.Depending on what flags + you set by the other functions (F6,F7,F8) it will control which army + gets damage or not.Pressing it again and it will be turned OFF. + +GREY PLUS - + This is the GREY PLUS on the NUMBER PAD.Pressing this will automatically + complete your current mission as if you have done all that is needed + with great success.It advances you to the next mission as if you + met all your goals in other words.Note the Strategy Map will be updated + accordingly. + + F6 - When the Army Trainer is ON (GREY ASTERIK) this will make ALL the + Atreides Ground Troops INVUNERABLE.Press it again and they get normal + damage. + + F7 - When the Army Trainer is ON (GREY ASTERIK) this will make ALL the Ordos + Ground Troops INVUNERABLE.One more press and everything goes back to + Normal. + + F8 - When the Army Trainer is ON (GREY ASTERIK) pressing F8 will make ALL the + Harkonnen Ground Forces INVUNERABLE.Press F8 again and they are Normal. + + + + NOTES : + + The Army Trainer is a bit confusing so I'll explain it a little better.First +you have to Press the GREY * Key (Located by the Number Pad).This Turns ON the +Army Trainer itself.What this does is set up the routines to make changes to +how and WHO the game gives out Damage to. + + Then select F6,F7 or F8 depending on which House you are currently playing.In +other words if you are the Ordos select F7 to protect your Ordos Troops.If you +press F6 or F8 you will be protecting your Enemy and that wouldn't make much +sense now would it? + + Also you can select F6,F7 or F8 BEFORE you turn on the Army Trainer (GREY *). +All these keys really do is set flags that the Army Trainer checks and acts +upon depending on what is set or NOT set. + + For ALL Trainer functions in Dune 2 once you activate them they remain ON +for the WHOLE game until you turn them OFF again manually.So if you are playing +the Ordos and set the Army Trainer ON and Protect them but decide you want to +play a different House,MAKE SURE you remeber to toggle OFF that protect for +the Ordos and Toggle it back to the House you change to or your now Ordos +enemies will be Invunerable. + + For fun you can Protect ALL 3 houses and see who wins the race to destroy the +structures first!Please note that the Army Trainer does not affect the +Emperor's Troops (Sardukon) or the Fremen Units. + + The Trainer Engine has been modified so that the Beep from the PC Speaker +is barely auidble.It's just a high pitched tone now to let you know it +accepted the keypress.This is for all you late night and office gameplayer's +that were getting annoyed (and caught!) because of the beep before.And as +always all Trainers are written in 100% .ASM for fastest performance in the +smallest of space. + + Also the for the immediate future all of my Trainers will be archived with +the older version of PKZIP V1.1.Alot of people have not upgraded to 2.04 +yet (you should BTW.It's really GREAT!) and had trouble trying to uncompress +previous Trainers.Sorry for the trouble.V1.1 is compatible with 2.04 so it +should be easier for everyone to use. + + A note on the Engine these Trainers are written.Because the opeing and closing +screens are in ANSI format if you do not use ANSI.SYS or some other ANSI +driver the screens will come out as garbage on the screen and make alot of +mess/noise.To conserve space a detector for ANSI is left out as is an error +handler for that case.ANSI.SYS can be found with your DOS device drivers and +variations of it can be located almost anywhere in the PD world.I apologize to +anyone experiencing troubles due to this. + + There are no known problems so far with the above trainer(s)/editors so enjoy. +As always if anything does come up PLEASE send me feedback.Describe as thorough +as possible what EXACTLY happened,your system configuration and game congig. +That makes it easier to diagnose the trouble.Leave E-Mail,Feedback or comments +to me : + + Prodigy ID#BGRB28C + Compuserve ID#71052,1742 + (or leave message in GAMECON bases) + America Online Account is PENDING! + + As always this is new for me.This work is Copywrited for my protection but is +still Sharware.Don't be confused (I was).The CW just keeps nasty folk from +stealing my ideas and making a fortune of it (hopefully).These files may be +spread freely via elctronic data transfer to Public Domain,Private or any +other type of BBS system.You may pass it among your pals or spread it on any +of the various FREE or PAY online services.All this is ENCOURAGED. + + For ANY distribution of this work in MASS for on MEDIA or PRINT for profit +or other you MUST contact the Author (me) for permission.This includes being +copied and sold for profit or distribution fee via mail,person,book,magazine +,catalog,etc.This is also ENCOURAGED.I am looking for as many people as +possible to enjoy the things I do. + + In ANY distribution case none of the work may be altered in any way. + + If you enjoy what I do feel free to help out.Freely send $5-$10 donations +to : + + DAVID JURY + P.O. BOX 658 + DIGHTON,MA + 02764 + + Thank you for taking a look.Hope you enjoy the show.There is MUCH more on +the way! + + + + + + + + + + + 04/13/93 + NW + + + + + + + + + + + + + + + + + + + + diff --git a/textfiles.com/piracy/SOFTDOCS/earthsei.dox b/textfiles.com/piracy/SOFTDOCS/earthsei.dox new file mode 100644 index 00000000..ad869a98 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/earthsei.dox @@ -0,0 +1,85 @@ +QUIK DOX for MetalTech : Earth Siege [Oct. 31 / 94] + + + - fire selected weapon + + 7 8 9 - speed up and turns + 4 5 6 - turns while standing + 1 2 3 - reverse speed and opposite turns + + i - torso up + j k - torso left, right + m - torso down + +alt i +alt j k - faster torso movement +alt m + + - select targets on screen + +~ - change the weapon to I , II , or III +p - pause game +w - move weapon down 1 +alt w - move weapon up 1 +r - changes mode on radar +l - link weapons +- / = - modify weapon energy + +alt a - tell selected pilot to attack your target +alt g - tell selected pilot to ignore your target +alt h - tell selected pilot to help you out +alt j - tell selected pilot to join on you +alt e - tell selected pilot to emcon / shutdown +alt c - tell selected pilot to scan for target +alt f - tell selected pilot to hold their fire / fire at will +alt r - changes the range on radar +alt t - tracking on / off + +f1 - your stats +f2 - command the other pilots +f3 - top radar like map +f4 - radar +f5 - target's stats +f6 - missile view +f7 - screen down, detailed map, communications +f8 - screen down, detailed damage +f9 - screen left +f10 - screen right +f11 - objectives / goals +f12 - preferences / options +alt p - preferences / options + +1 - 9 - selects weapon + +v - camera view + - switchs to human control in camera view + 7 8 9 + 4 5 6 - move the camera angel + 1 2 3 + n - switch to view one of your friends + +ESC - screen moves down + w - weapon damage + i - internal damage + s - structural damage + a - pick pilot [1 to 3] + - / = - zoom in / out on map + 8 - cycles up through damages +4 6 - cycles through targets [you, friends, target] + 2 - cycle down through damges + +click both mouse buttons - returns the torso to original position + +Dox is writen by Zaknafein + +Greetz go out to - +---------------- + +SrFrog, Clusters, ^Catalina, tool, Samfortun, cleric, DeathJester, Zircon, +webby, lestat, TCB, asudem, _cypher_, ascleps, eagle_1 and the rest of +the people i know + +Also to Pentagram +without their release this would not be possible + + diff --git a/textfiles.com/piracy/SOFTDOCS/ecstatic.txt b/textfiles.com/piracy/SOFTDOCS/ecstatic.txt new file mode 100644 index 00000000..4d1d6626 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/ecstatic.txt @@ -0,0 +1,230 @@ + ECSTATICA + --------- + + For the love of one + shall briefly disclose the matters of mine + which the Ancients do Alcamye call + or others, Alchemy. + Wherefore, it is here, understand you shall, + this wonderful art and gift of the Almighty + which was never found by labour of man, + but it, by teaching or revelation began. + + He, and more surely she, so as I find, + of noble mind, who + searched nature will find this art, + in manner of physik + and magic natural. + But + all these writings are very dark + despise all books and them defy + wherein is nothing but recipe and accipe. + Few learned men within this realm + can tell thee aright what I do mean; + I could never find man but one, + which could teach me the secret of Alcamye + and that was the old man on the close of Tirich, + the guardian of our castle. + + This olde philosopher wise + by wey of kind in sundry wise + a deamon made prisoner + of the stone circle. + This devil, one of the worst, so as I finde, + through our craft only could be defeated + the nature of evil + both in substance and figure. + + But teacheth the great worke + a foule labour, + not fit for lesser men or women, + in which is found great travail + with many perils and many a faille. + + Whomsoever thou art that presumest to dive + into the fountain of work and hopes to obtain + by ambitious enterprise, + the reward of our arte, + I tell thee by the eternal creator + for a truth, for all truth + being small is going far. + + If thou keep thy secrets in store unto thy shelve + thou hast conquered the power + and all the devils thou holdyst at will, + maybe + for wise men done say store is no sore, + but women know more... + + + + + Ecstatica, 928 AD + + + + + + A prelude... + ------------ + + I started out on my journey in good spirits, riding through the + lowlands and enjoying the solitude, as my horses hooves beat out a + relaxing rhythm. Finding a waterfall above a deep pool I swam and + refreshed myself, stretching out in the afternoon sun to dry. + Perhaps we lingered too long though.... + Trying to make up time, I pushed my stallion hard....too hard, and the + rough country and burning heat took it's toll on horse and rider. + Travelling through this part of the country is a demanding experience, + treacherous mountain paths criss-cross endlessly, and more experienced + riders than me have become hopelessly lost. The sun was starting its + descent as we rode past a monastery, the twilight engulfing us in + disturbing shadows. In the deepeing gloom we found ourselves + at a cross-roads just outside a small village.... + It had seemed the right thing to do at the time. With darkness falling, + water and shelter were needed. + The village was on the far side of a small bridge. A short distance to + travel, for sure, but as I crossed that bridge, the atmosphere seemed + to change, as quickly as a thunderstorm can turn the weather on a + summer's day. On reaching the other side, I could feel that something + was amiss.... + Everything was still, and quiet as the grave. There were no children + playing, no women cooking an evening meal, no men joking and laughing + on the way home from the tavern.... what could be wrong? + A shop to my right looks harmless enough, but why is the door hanging + from its hinges and what are those foul scrawls daubed on the walls? + What the... Oh my god........ + + + An objective... + --------------- + + You have arrived in a village that seems to be deserted. However, + you'll soon discover that first appearences can be very deceptive. + The village of Tirich is under the influence of dark, supernatural + forces that have manifested themselves in a menagerie of ghouls and + demons. + Your survival depends upon your ability to discover why strange + creatures prowl otherwise peaceful streets. You must free Tirich from + this unholy spell, or perish trying. A diary may provide some clues as + to why these fearful events have come to pass, and that's as good a + place as any to begin your quest... + + + Installation: + ------------- + + Place disk 1 in your diskdrive. Type the letter of your diskdrive + followed by a colon and press Enter e.g. A: + Type INSTALL and press ENTER + Follow the on screen instructions. + Select a sound card from the list of supported cards. + Select the directory that you want the game to install to e.g. + default C:\ECSTATIC. + Once installed, the game will be immediately playable. + In order to play the game on future occasions, you must make the + installed directory the current directory e.g. cd C:\ECSTATIC. Then + type ECSTATIC and press ENTER. + + + + + + + + In game options: + ---------------- + + At any point in the game you can press escape to access the in game + options. A pop up menu with the following choices will appear on + the screen: + + [Start Game (male)] - restarts the game from the beginning + [Start Game (female)] - restarts the game from the beginning + [Save Game] - Gives you ten slots in which you can save a game + [Load Game] - Enables you to select any of the saved game + [Options] - Selecting this will let you access another on screen menu + with the following choices: + Turn [music] on and off + Turn [sound effects] on and off + Turn [subtitles] on and off + If you wish to alter the sound card settings then key in the following + commands: + Make the installed directory the current directory (e.g. cd + C:\ECSTATIC). Type SETUP and press ENTER. You can then choose from the + list of soundcards. The game will then play with the new settings. + + + Controls: + --------- + + Ecstatica's controls, via the numeric keypad on your keyboard, remain + consistent throughout the game. + You can move your character forwards in the direction that he/she is + facing, via the '8' key, regardless of which viewing perspective the + in-game editor editor offers you. (i.e., regardless of whether you are + moving into, or out of, the screen). + The keypad controls via the numeric keypad: + 1 - Pick up, or put down, an object with your left hand (note that + your character one object in either hand at any one time) + 2 - Walk backwards + 3 - Pick up, or put down an object with your right hand + 4 - Turn left + 5 - Dodge + 6 - Turn right + 7 - Hit with the left hand (or held object/weapon etc.) + 8 - Walk forwards + 9 - Hit with the right hand (object/weapon etc.) + Your character's movement modes are... + F1, F2, F3, F4 - Stealth (very useful for sneaking past enemies who + are best not disturbed...) + F5, F6, F7, F8 - Walk (quicker than stealth, but not too fast for + comfort) + F9, F10, F11, F12 - Run (might just get you out of trouble, but be + careful you don't simply run out of the frying pan and into the fire) + + + + + + + + + + + + + + + + + + Credits: + -------- + + Programming Andrew Spencer + Animation & Story Alain Maindron + Producer Greg Duddle + Music & Sound Effects PC Music + Sound Co-ordination Phil Morris + Voice Characterisation Sharon Ashton + Russ Lane + Kevin McMahon + Product Manager Pat Cain + Public Relations Mark Blewitt + Gleon O'Connel + Packaging & Manual Design Keith Hopwood + Mark Day + Packaging & Manial Words Mark Day + Huw Thomas + Playtesters Paul Charsley + Paul Holmes + Jenny Newby + Gary Nichols + System Designed By Andrew Spencer + Directed By Andrew Spencer + Alain Maindron + Illustration By Carl Critchlow + + + Typed in by PADISHAR CREEL diff --git a/textfiles.com/piracy/SOFTDOCS/elite2.txt b/textfiles.com/piracy/SOFTDOCS/elite2.txt new file mode 100644 index 00000000..d904ac5f --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/elite2.txt @@ -0,0 +1,78 @@ +This is a list of what keys do what. I have gathered this from playing the +game so some might do more then I know of. This game is AWSOME! Can't +wait till it comes out in english. + +The easiest way to get arround, I have found, is to use your autopilot. Some +scenarios don't give you an autopilot, so I sell my gun and get one, as it +really speeds things up. + +Also, if you hit escape twice, then in the first row of options, select the +second to last one instead of the last one, it will lower the display detail +and make the animations MUCH smoother. Also, clicking on the option +that has the word elite in it makes the flight more realistic. Give it a +try. + +If you find anything else I have missed, add it and rerelease these docs. +Use the filename format of EL2DOCR?.ZIP if you would. Replace the ? with +the release number. Just add one to the latest one you have seen. Enjoy! + +Originally done by KILDRED! + + +From Main Screen + +F1 - Toggle Ship's View + A. Rear View + B. Outside View + C. Front View +F2 - Toggle Map View + A. Galaxy Map - Brings up more controls + F6 - System Info - Brings up more controls + F7 - Imports / Exports + F8 - Government / Population + F9 - NOT USED + F10 - Solar System Display + F7 - Zoom In + F8 - Zoom Out + F9 - Display Toggles - Brings up more controls + F7 - Toggle Hight Lines + F8 - Toggle Grid + F9 - Toggle Map Routes + F10 - Toggle Display of Solar System Names + F10 - Display Universe + B. Current Solar System Map - Brings up more controls + F7 - Zoom In + F8 - Zoom Out + F9 - Display Toggles - Brings up more controls + F9 - Toggle Planet Orbit Lines + F10 - Toggle Planet Names Display + F10 - Set Autopilot - Click here then click on destination, + I.E. Planet, Space Station, or City and your autopiolot + destination will be set +F3 - Toggle Ship's Status + A. Ships Condition + B. Legal Status + C. Cargo Display +F4 - Communications (When Docked) + A. Permission to Launch (Option 1) + B. Ship Yard (Option 2) + 1. Buy / Sell Ship Upgrades + 2. Repair (I Think) + 3. Buy / Sell Ships + 4. Police + C. Contracts (I Think) (Option 3) + D. Buy / Sell Goods (Option 4) +F5 - Toggle Weapons / Scanner +F6 - Not Used +F7 - Launch / Autopilot +F8 - Not Used +F9 - Gear Up / Down +F10- Toggle Object ID + + +ENTER - Increase Speed +R SHIFT - Decrease Speed ++/- - Zoom in and out + + + diff --git a/textfiles.com/piracy/SOFTDOCS/enchant.txt b/textfiles.com/piracy/SOFTDOCS/enchant.txt new file mode 100644 index 00000000..e9ca3be0 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/enchant.txt @@ -0,0 +1,418 @@ + ____ _____ _____ ______ _____ _____ ______ + / __/\ / _ /\ / __/\ /_ __/\ / _ /\ / _ /\ / / /\ + / __/\/ / _ / / /__ /\/ \/ /\_\/ / _/ / / _ / / /~ _/ / + /_/\_\/ /_//_/ / /____/ / /_/ / /_/\_/\/ /_//_/ / /__/__/\/ + \_\/ \_\\_\/ \____\/ \_\/ \_\/\\/ \_\\_\/ \__\__\/ + _______________________________________________________________________ + / DUAL STANDARDS \ + / * * * * * * * * * * * * \ +/__ HS AA CD OH RD SD TR MR RS CS ARQ SYN 5 NODES 16.8k __\ + \---------------------------------------------------------------------/ + \ /\NTHROX USHQ / QUARTEX IBM USHQ / BSL 2091 CONSOLE USHQ / + \____ ___________________________________________________ ____/ + \_/ Operating At : 9600 / 57600 1.5 Gigz Online \_/ + + RuNNiNG oN : aMiGa 2ooo + GvP 68o3o/68882/50MHz + + Sysops : VOYAGER / SNOW QUEEN Cosys : SKOL / BEAST + + CALL.. NODE1 NODE2 NODE3 NODE4 NODE5 + + PRIVATE PRIVATE PRIVATE PRIVATE PRIVATE +----------------------------------------------------------------------------- + + ************************************************************************ + * THE DOX TO -= CURSE OF ENCHANTIA =- WAS TYPED IN FOR -= SKID ROW =- * + ************************************************************************ + * BY SCOOTER/SKID ROW/THE LEADING FORCE * + ***************************************** +------------------------------------------------------------------------- + THIS DOC WAS TYPED FOR ME BESTEST AMIGA BUDDY -= TROUT =- +------------------------------------------------------------------------- + +LONG AGO IN A LAND FAR FROM OUR OWN IN TIME,SPACE AND DIMENSION,THERE LIVED +OF THE MOST WICKED AND EVIL WITCHES THAT THE UNIVERSE HAD EVER KNOWN . THEY +RULED THE NOW FORGOTTEN LAND OF ENCHANTIA AND COMMITTED THE MOST TERRIBLE +DEEDS WITHOUT CAUSE OR REASON. THE INHABITANTS OF ENCHANTIA PRAYED FOR THE +DAY WHEN THE EVIL HOLD OVER THEM WOULD BE VANQUISHED AND THEY COULD FINALLY +LIVE IN PEACE. + +ONE OF WITCHES OUTSHONE THE OTHERS IN HER MALEVOLENCE AND DEPRAVITY;SHE HAD +FOUND A SPELL THAT WOULD ENSURE HER CONSTANT YOUTH.HOWEVER SHE WAS FINDING +IT DIFFICULT TO OBTAIN ALL THE INGREDIENTS SHE NEEDED. THE MAIN INGREDIENT +WAS A LIVE MALE CHILD AND ALTHOUGH SHE KNEW WHERE SHE COULD GET HER HANDS +ON ONE SHE DID NOT KNOW HOW.MALE CHILDREN LIVED IN ANOTHER DIMENSION, +ANOTHER TIME,ANOTHER WORLD.THE WITCH WOULD NEED A PORTAL AND MORE MAGIC +THAN SHE POSSESED. + +SHE WAS NOT TO BE DISCOURAGED AND SET ABOUT HER MASTER PLAN.BY PERSUADING +TWO OTHER WITCHES TO VISIT MEDIAEVAL EARTH ON THE PREMISE OF +DESTRUCTION,HOLOCAUST AND MAYHEM SHE COULD SOLVE THE PORTAL PROBLEM. THE +TWO WITCHES AGREED TO THIS DANGEROUS TASK AS THEY WERE LED TO BELIEVE THEY +WOULD HAVE THE POWER TO GET THERE AND BACK.HOWEVER WHEN THEY ARRIVED IN THE +NEW WORLD THE TASK OF OPENING THE PORTAL TOTALLY DRAINED THEIR POWER.THE +EVIL WITCH FROM ENCHANTIA SENT A "DISPERSE AND CLAIM" SPELL THROUGH THE +PORTAL AND HIT THE TWO WITCHES WHO HAD NO MORE POWER WITH WHICH TO PROTECT +THEMSELVES.THE SPELL CONSUMED THEM AND DISPERSED THEIR ESSENCE AND SOULS +OVER THE FIELDS IN WHICH THEY WERE STANDING.FROM ENCHANTIA THE EVIL WITCH +WAS HEARD TO SAY "FROM THIS DAY FORTH THERE WILL ALWAYS BE COMMUNICATION +BETWEEN THIS FIELD AND ENCHANTIA" + +WITH ONE TASK COMPLETE,THE EVIL WITCH NEEDED MORE POWER TO ENABLE HER TO +RECANT THE REJUVENATION SPELL ONCE SHE HAD OBTAINED THE INGREDIENTS.TO DO +THIS SHE NEEDED POWER FROM ALL THE OTHER WITCHES IN ENCHANTIA.SHE NEEDED TO +TRICK EACH OF THEM IN TURN INTO LENDING HER THEIR POWER SO SHE COULD MAKE +EACH ONE YOUNG AGAIN.OF COURSE EACH WITCH GAVE IN TO THEIR OWN VANITY AND +LENT HER THEIR POWER.SHE NOW HAD ENOUGH TO INVOKE THE REJUVENATION SPELL. + +IN THE FEW YEARS THAT PASSED IN ENCHANTIA MANY HUNDRED PASSED IN OUR +WORLD.DURING THIS TIME A GREAT CITY HAD BEEN BUILT IN THE POSSESED +FIELD.THE FIELD HAD NEVER BEEN BUILT UPON AS ALL THE LOCAL PEOPLE COULD +RELATE STRANGE HAPPENINGS AND EXPERIENCES THERE.HOWEVER LOCAL CHILDREN +OFTEN PLAYED BASEBALL ON THE FIELD. + +ON ONE PARTICULAR DAY OUR HERO ,BRAD WAS PLAYING BASEBALL WITH HIS SISTER +JENNY.BACK IN ENCHANTIA THE EVIL WITCH IS LOOKING AT THE FIELD THROUGH THE +PORTAL.HUNGRILY AND EXCITEDLY SHE INCANTS A SUMMONING SPELL .BACK IN THE +FIELD JENNY PITCHES A BALL TOWARDS BRAD, HE SWINGS THE BAT IN A WIDE ARC +AND....BANG!!! + +GAMEPLAY +-------- +WHEN BRAD AWAKES HE FINDS HIMSELF HUNG UP HIGH ABOVE THE FLOOR IN WHAT +LOOKS LIKE THE DUNGEON OF THE CASTLE WEARING SOME STRANGE MEDIEAVAL CLOTHING +.IT IS NOW UP TO YOU TO HELP BRAD ESCAPE FROM THIS MYSTERIOUS LAND AND +AND BACK TO HIS HOME . AS HIS JOURNEY TO ENCHANTIA WAS SOME WHAT UNEXPECTED +BRAD IS HARDLY PREPARED FOR HIS JOURNEY THROUGH THESE STRANGE AND UNKNOWN +LANDS .AT LEAST HE MANAGED TO GRAB HIS TRUSTY BACKPACK BEFOR LEAVING THE +FIELD. +BRADS QUEST IS MADE ALL THE MORE DIFFICULT WITH THE FACT THAT A MYRIAD OF +PUZZLES WILL HAVE TO BE SOLVED IF HE WANTS TO MAKE IT IN ONE PIECE TO THE +LAIR OF THE EVIL WITCH EQUIPPED TO DO BATTLE SOME OF THESE PUZZLES ARE +LOGICAL WHILST SOME ARE A LITTLE MORE OBSCURE + +OBVIOUSLY BRADS FIRST PRIORITY IS TO STOP HANGING AROUND AND GET OUT OF +THESE CHAINS AS QUICKLY AS POSSIBLE .WITH A LITTLE BIT OF HELP YOU SHOULD +FIND IT QUITE EASY TO OBTAIN A KEY BUT WILL THIS ENABLE YOU TO ESCAPE THIS +DAMP AND CRUMBLING DUNGEON. + +LOADING INSTRUCTIONS-PC VERSION [INCLUDED FOR THE DREAM TEAM] +------------------------------- +THIS VERSION REQUIRES AN IBM COMPATIBLE COMPUTER WITH AT LEAST 640K OF RAM +A 3.5" OR 5 1/4" DISK DRIVE AND A HARD DRIVE ,VGA GRAPHICS CARD CAPABLE OF +DISPLAYING 256 COLOURS AND WITH 256K RAM +WE ALSO RECOMMEND THE USE OF A COMPUTER WITH AT LEAST A 12 MHZ 286 +PROCESSOR A MICROSOFT COMPATIBLE MOUSE OR A JOYSTICK. CURSE OF ENCHANTIA +ALSO SUPPOURTS ROLAND ,ADLIB AND SOUNDBLASTER SOUNDBOARDS AS WELL AS PC +SPEAKER. + +NOTE THAT CURSE OF ENCHANTIA MUST BE INSTALLED ON A HARD DRIVE IT CANNOT BE +PLAYED FROM FLOPPY DISKS ON AN IBM PC. +TO INSTALL CURSE O.E ONTO HD FOLLOW THESE INSTRUCTIONS + +1 TURN ON YOUR COMPUTER AND MONITOR +2 INSERT DISK 1 OF C.O.E +3 TYPE A: OR THE LETTER OF WHICHEVER DRIVE YOU PUT THE DISK INTO, + FOLLOWED BY A COLON. AND PRESS ENTER. +4 TYPE `INSTALL` AND PRESS ENTER +5 FOLLOW THE ON SCREEN INSTRUCTIONS AND CHANGE DISKS ONLY WHEN + PROMPTED TO DO SO. THE SET-UP PROGRAMME IS RUN AUTOMATICALLY WHEN + INSTALLED. + ------------------------------------------------------------ +TO CHANGE THE SET-UP ONCE -C-O-E HAS BEEN INSTALLED ONTO YOUR HARD DRIVE +FOLLOW THESE INSTRUCTIONS. + +1 TYPE CD C:\CURSE (OR THE LETTER OF WHICHEVER DRIVE YOU INSTALLED + THE GAME ONTO,FOLLOWED BY A COLON. AND PRESS ENTER. +2 TYPE `SETUP` AND PRESS ENTER +3 USE THE UP AND DOWN CURSOR KEYS TO MOVE AND THE SPACE OR ENTER TO + SELECT THE REQUIRED OPTIONS. +4 ONCE YOU HAVE SET THE OPTIONS,MOVE THE CURSOR OVER `EXIT CONFIG` + AND PRESS SPACE BAR OR ENTER TO END THE SETUP PROGRAM +5 TYPE `CURSE` AND C-O-E WILL NOW LOAD AND RUN AUTOMATICALLY + ------------------------------------------------------------ + +COMMODORE AMIGA VERSION +----------------------- +C-O-E REQUIRES AN AMIGA WITH AT LEAST 1MB OF RAM. TO LOAD C-O-E INTO YOUR +AMIGA FOLLOW THESE INSTRUCTIONS.. + +1 TURN OFF YOUR COMPUTER +2 INSERT A MOUSE INTO PORT 1. OR JOYSTICK INTO PORT 2 +3 TURN ON YOUR COMPUTER +4 [AMIGA 1000 ONLY] INSERT AMIGA KICKSTART DISK INTO DISK DRIVE +5 WHEN THE WORKBENCH ICON APPEARS. INSERT DISK 1 OF C-O-E IN DRIVE +6 C-O-E WILL NOW LOAD AND RUN AUTOMATICALLY. EXCHANGE DISKS WHEN + PROMPTED TO DO SO. + ------------------------------------------------------------ +CONTROLS +-------- +YOU CAN PLAY COE USING EITHER MOUSE,JOYSTICK OR SELECTED KEYS ON THE BOARD. + +USING A MOUSE +------------- +PRESS `M` ON THE KEYBOARD TO CHANGE TO MOUSE CONTROL MODE. THIS WILL +OVERRIDE BOTH JOYSTICK AND KEYBOARD CONTROL METHODS. +MOVE THE POINTER TO THE PLACE WHERE YOU WANT BRAD TO MOVE TO AND PRESS THE +LHMB. BRAD WILL THEN WALK TO THE SPOT WHERE YOU POINTED. +TO BRING UP THE ICON CONTROL BAR WHEN USING A MOUSE,SIMPLY PRESS THE RHMB. +TO CANCEL THE ICON BAR PRESS THE RHMB AGAIN. + +USING A JOYSTICK +---------------- +PRESS `J` ON THE KEYBOARD TO CHANGE TO JOYSTICK CONTROL MODE. +THIS WILL OVERIDE BOTH MOUE AND KEYBOARD CONTROLS. +TO MOVE BRAD,SIMPLY PUSH THE JOYSTICK IN THE DIRECTION YOU WISH HIM TO MOVE +TO BRING UP THE ICON BAR WHEN USING JOYSTICK PRESS THE FIREBUTTON,OR +ALTERNATIVELY PRESS THE `ESC` KEY. TO CANCEL THE ICON BAR PRESS THE `ESC` +KEY AGAIN. + +USING THE KEYBOARD +------------------ +PRESS `K` ON THE KEYBOARD TO CHANGE TO KEYBOARD CONTROL MODE. +TO MOVE BARD IN THE DESIRED DIRECTION,USE THE CURSOR +KEYS(UP,DOWN,LEFT,RIGHT) IT IS POSSIBLE TO PRESS 2 KEYS SIMULATAENOUSLY TO +MOVE DIAGONALLY. +TO BRING UP THE ICON BAR WHEN USING KEYBOARD PRESS THE `ESC` KEY. TO CANCEL +AGAINS ITS PRESS THE `ESC` KEY. + +THE CURSOR +---------- +NORMALLY THE CURSOR IS DEPICTED AS A HAND WITH A POINTING FINGER.HOWEVER, +WHEN YOU CLICK ON THE ICON BAR THE DEFINITION OF THE CURSOR CHANGES. A +`THUMBS UP` MEANS THAT YOU WERE SUCCESSFUL OR HAVE DONE SOMETHING +CORRECTLY. A `THUMBS DOWN` MEANS YOU WERE NOT OR YOU HAVE DONE SOMETHING +WRONG. AN `OPEN HAND` INFORMS YOU THERE IS NOTHING MORE TO DO,OR SEE. + +THERE ARE 10 ICONS WHICH ARE.... + +1. INVENTORY [BAG ICON] +2. PICK UP/TAKE [HAND ICON] +3. MANIPULATE/USE [OPEN HAND ICON] +4. LOOK [EYE ICON] +5. TALK [BUBBLE ICON] +6. FIGHT [MAN SWORD ICON] +7. JUMP [MAN ARMS EXTENDED ICON] +8. DISK FUNCTIONS [DISK ICON] +9. SOUND [PIANO ICON] +10. INFO [SCROLL WITH AN `I` ICON] + +1. INVENTORY [BAG ICON] +----------------- +WHEN YOU CLICK ON THIS ICON A NEW ICON BAR WILL APPEAR. THIS WILL CONTAIN +PICTURES OF ALL ITEMS YOU ARE CURRENTLY CARRYING. + +2. PICK UP/TAKE [HAND ICON] +-------------------- +CLICK ON THIS ICON AND A NEW ICON WILL APPEAR. IF THERE IS ANYTHING WHICH +CAN BE PICKED UP AT YOUR PRESENT LOCATION,THIS WILL BE SHOWN AS A PICTURE +IN THE ICON BAR. TO PICK UP AN ITEM SIMPLY CLICK ON THE REQUIRED PICTURE +AND IT WILL BE ADDED TO YOUR INVENTORY. IT IS POSSIBLE TO CARRY A MAXIMUM +OF 10 ITEMS. WHEN AN ITEM IS USED CORRECTLY IT IS AUTOMATICALLY DISCARDED +FROM YOUR INVENTORY. SO THE SITUATION SHOULD RARELY ARISE WHERE AN ITEM +CANNOT BE PICKED UP. + +3. MANIPULATE/USE [OPEN HAND ICON] +---------------------- +WHEN YOU CLICK ON THIS ICON ANOTHER ICON BAR APPEARS CONTAINING 8 ICONS. +THESE 8 ICONS ARE AS FOLLOWS... + +A. UNLOCK [KEY/KEYHOLE ICON] +B. INSERT [CAN`T MAKE IT OUT] +C. PUSH/PULL [HAND PLUS <- -> ICON] +D. EAT/DRINK [OPEN MOTH ICON] +E. WEAR [CLOTHES ICON?] +F. THROW [BALL IN AIR ICON] +G. GIVE [HAND GESTURING ICON] +H. ATTACH/TIE [CAN`T MAKE IT OUT] + +[HAVE TO APOLIGISE FOR SOME OF THE ICONS I CAN`T MAKE EM OUT..YOU SHOULD BE +ABLE TO WORK THOSE I HAVE`NT BEEN ABLE TO SPOT FROM THOSE LEFT OVER] + +A. UNLOCK +-------------- +TO UNLOCK AN ITEM FOLLOW THESE STEPS... +CLICK ON THE MANIPULATE/USE ICON [OPEN HAND ICON] +CLICK ON THE UNLOCK ICON [KEY/KEYHOLE ICON] +CLICK ON THE INVENTORY ICON [BAG ICON] +CLICK ON THE ITEM TO UNLOCK WITH +CLICK ON THE ITEM TO BE UNLOCKED + +B. INSERT +-------------- +TO INSERT AN ITEM FOLLOW THESE STEPS... +CLICK ON THE MANIPULATE/USE ICON [OPEN HAND ICON] +CLICK ON THE INSERT ICON +CLICK ON THE INVENTORY ICON [BAG ICON] +CLICK ON THE ITEM TO BE INSERTED +CLICK ON THE TO INSERT INTO + +C. PUSH/PULL +----------------- +TO PUSH/PULL FOLLOW THESE STEPS... +CLICK ON THE MANIPULATE/USE ICON +CLICK ON THE PUSH/PULL ICON [HAND PLUS <- _> ICON] +CLICK ON THE ITEM TO PUSH OR PULL ICON + +D. EAT/DRINK +----------------- +TO EAT OR DRINK AN ITEM CLICK ON THIS ICON AND THEN ON THE ITEM YOU WISH +TO EAT/DRINK FROM THE ITEMS BEING CARRIED. IF AN ITEM IS INEDIBLE OR +UNDRINKABLE THEN YOU WILL BE TOLD SO,AND THE `THUMBS DOWN` ICON WILL APPEAR + +E. WEAR +------------ +TO WEAR AN ITEM CLICK ON THE MANIPULATE/USE ICON. CLICK ON THE WEAR ICON +AND CLICK ON THE ITEM YOU WISH TO WEAR FROM YOUR CURRENT INVENTORY. IF AN +ITEM CANNOT BE WORN YOU WILL BE TOLD SO, AND `THUMBS DOWN` ICON WILL APPEAR + +F. THROW +------------- +TO THROW AN ITEM CLICK ON THE MANIPULATE/USE ICON. CLICK ON THE THROW ICON +AND SELECT THE ITEM YOU WISH TO THROW. IF AN ITEM CANNOT BE THROWN .THE +USUAL WILL HAPPEN(THUMBS DOWN ICON.. GET THE PICTURE) + +G. GIVE +------------ +TO GIVE AN ITEM TO SOMEONE CLICK ON THE MANIPULATE/USE ICON. CLICK ON THE +GIVE ICON. SELECT THE ITEM YOU WISH TO GIVE AND CLICK ON WHO YOU WISH TO +GIVE IT TO. USUAL HAPPENS IF YOU CAN`T GIVE IT. + +H. ATTACH/TIE +------------- +TO ATTACH/TIE TWO ITEMS TOGETHER CLICK ON THE MANIPULATE/USE ICON.CLICK ON +ATTACH/TIE ICON AND THEN SELECT THE FIRST ITEM YOU WISH TO ATTCH.THEN +SELECT THE SECOND ITEM. +IT IS ONLY POSSIBLE TO JOIN TWO ITEMS TOGETHER AT ANY ONE TIME. YOU CAN +SUBSEQUENT ITEMS LATER BY THE SAME METHOD. +eg..JPOIN STRING TO STRING, THEN ATTACH A WEIGHT TO THE STICK/STRING +COMBINATION. + +4. LOOK [EYE ICON] +------------ +WHEN YOU CLICK ON THIS ICON A NEW ICON BAR WILL APPEAR. THIS WILL CONTAIN +PICTURES OF ANY ITEMS WHICH YOU CAN CURRENTLY SEE. SOMETIMES IT IS POSSIBLE +TO LOOK MORE CLOSELY AT AN ITEM BY CLICKING ON ITS PICTURE. + +5. TALK [BUBBLE ICON] +------------ +WHEN YOU CLICK ON THE TALK ICON. NEW BAR ICON APPEARS CONTAINING WORDS +CURRENTLY IN YOUR VOCABULARY. TO SAY ONE OF THESE WORDS CLICK ON THE +RELEVANT ICON. + +6. ATTACK [MAN WITH SWORD ICON] +-------------- +WHEN YOU CLICK ON THE ATTACK ICON ALL OF THE ITEMS IN YOUR CURRENT +INVENTORY WILL BE DISPLAYED. CLICK ON THE ITEM YOU WISH TO ATTACK WITH. IF +YOU HAVE SUITABLE WEAPON YOU WILL THEN ATTACK WHOEVER IS IN YOUR IMMEDIATE +VICINITY. + +7. JUMP [MAN ARMS EXTENDED ICON] +------------ +CLICK ON THE JUMP ICON,THEN AN INVENTORY OF ALL OBJECTS IN THE VICINITY +WILL BE DISPLAYED. CLICK ON THE ITEM YOU WISH TO JUMP OVER OR ONTO. + +8. DISK FUNCTIONS [DISK ICON] +---------------------- +WHEN YOU CLICK ON THE DISK ICON A NEW BAR ICON WILL APPEAR CONTAINING THE +FOLLOWING ICONS... + +A. LOAD +------------ +CLICK ON THIS ICON AND A LIST OF PREVIOUSLY SAVED GAMES WILL APPEAR. CLICK +ON THE NME OF THE GAME YOU WISH TO LOAD. ONCE THE SAVED GAME HAS LOADED YOU +WILL BE ABLE TO CARRY ON FROM THE POINT WHERE THE GAME WAS SAVED. + +B. SAVE +------------ +WHEN YOU CLICK ON THIS A GRID OF LETTERS AND NUMBERS APPEAR IN THE CENTRE +OF THE SCREEN. TYPE IN THE NAME YOU WISH TO CALL YOUR GAME BY CLICKING ON +INDIVDUAL LETTERS. WHEN YOU HAVE FINISHED THE NAME CLICK ON `END` AND THE +GAME WILL BE SAVED. + +C. DELETE +-------------- +CLICK ON THIS ICON AND A LIST OF SAVED GAMES WILL APPEAR. CLICK ON THE NAME +OF THE SAVED GAME YOU WISH TO DELETE AND IT WILL BE REMOVED FROM THE FILE +DIR. + +NOTE; WHEN SAVING A GAME IT IS A GOOD IDEA TO GIVE IT AN EASILY REGONISABLE +NAME,SO YOU CAN SEE AT A GLANCE WHEN THE GAME WAS SAVED. FOR EXAMPLE A GOOD +WAY TO SAVE THE GAME AS `JULY 4`. WHEN YOU SEE THE FILES DIR,SIMPLY DELETE +THE OLDEST FILES. + +D. DIRECTORY [AMIGA VERSION ONLY] +----------------- +CLICK ON THIS AND A DIRECTORY OF YOUR CURRENT SAVED GAME DISK WILL BE +SHOWN. + +E. FORMAT [AMIGA VERSION ONLY] +-------------- +WHEN YOU CLICK ON THIS ICON A MESSAGE APPEARS ASKING YOU TO INSERT A NEW +DISK INTO DF0: ONCE YOU HAVE INSERTED A NEW DISK. CLICK ON `FORMAT` AND THE +DISK WILL BE FORMATTED READY FOR YOU TO SAVE A GAME ON. + +9. SOUND [AMIGA VERSION ONLY][PIANO ICON] +------------- +CLICK ON THIS TO SELECT BETWEEN THE VARIOUS SOUND OPTIONS + +NOTE; ALTHOUGH THE SOUND ICON STILL APPEARS ON THE ICON BAR OF THE `PC` +VERSION OF C-O-E IT DOES NOT FUNCTION. THE VARIOUS SOUND AND MUSIC +FUNCTIONS IN THE PC VERSION CAN BE SELECTED THROUGH THE SETUP PROGRAM. + +10. INFO [SCROLL WITH `I` ICON] +------------ +WHEN YOU CLICK ON THE INFO ICON YOUR CURRENT SCORE WILL BE DISPLAYED IN THE +CENTRE OF THE SCREEN ALONG WITH THE CREDITS AND GENERAL INFO ABOUT C-O-E. + ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +THANX GOES TO ANON AND ANNIHILATOR FOR THE INSTRUCTIONS...MUCHO SCRATCH +YER ARSE...ERM MUCHO GRACIAS LADS.... +************************************************************************* + + +>- -- --- - --- ----/\--** L.S.DWORLDHEADQUARTERS **-- - -< +> /\ / \ < +> / \ _______/ \_ _______ ______ F 1.5 gigs! < +> _/ _\_/__ /_ /\__/__ \_/ \_ WhErE A3000/33mhz! < +> \ _ / _ ___/ \_ | / / i Tape B/u! < +> _\ \/ / \_ / | /__ /__ E 6000+ Progs! < +> / \_ \ / / / | _/ \_ _/ \_ n 3 Nodes! < +> / S \ \ K / _/ U | _ L / _ L / D /X 2.3x! < +>/______\_ /___|\ /__________|___\ /____\ / s R Consoles! < +> \___/ \/ \_/ \_/ H U 4/1 Ratios! < +> MeGa i L Free D/l's! < +> FucKinG NODE #1> 706-650-1417 Biker/Dr. Cli P Z!! M/Node Chat! < +> CooL! NODE #2> 706-868-9467 Skylark/D-Man USR 16.8Duals!< +> /\ NODE #3> 706-868-9783 < +> / \__ ____________________________________________ /\ < +> _/ \____/\___/_ _ \_ _ \_ _ \_ __ \_ \/_ \_ < +> \ / \_ |___/_ / ___/_ / /___ / _/___/ _ / < +> _\ /__ / |\ _\__/ \ _\__/ ____/\/ / \____/ / < +> / / _/ \_ / | \/ \_ \/ \_ _/ \_ / / _/ / < +> / _ B /_/ U | / G / _/ G / _ E / \ R / \ Y / < +>/______\_ /________|____ /________ /____\ /____|\ /-rS!\ / < +> \____/ \/ \/ \_/ \/ \_/ < +> < +>- -- --- - --- --- -- -** L.S.DWORLDHEADQUARTERS **-- - -< +--------------------------------------------------------------------- +YA LEECHED THIS FILE FROM.... ALL THE LATEST IN + _____ _____ __ ______ __ _____ -AMIGA + | __|| ___|| | |_ _|| || __| -PC + | |__ | _|_ | |_ | | | || |__ -CONSOLE + |_____||_____||____| |__| |__||_____| 330 MEGS ONLINE !!! + _____ _____ ______ __ __ + SYSOP:]DARKSTAR | _ \| _ ||_ _|| | | + | __/| | | | | | + COSYS:OLI,ICEMAN |__| |__|__| |__| |__|__| BBS + LUZIFER,KAI + IRAKIS-SLAYER + + D I A L +4 9 - ( 0 ) 2 0 1 / 5 5 7 6 8 8 HST 14.4 K + D I A L +4 9 - ( 0 ) 2 0 1 / 5 5 7 7 6 3 DUAL 14.4 K + D I A L +4 9 - ( 0 ) 2 0 1 / 5 5 0 3 0 5 HST 14.4 K + D I A L +4 9 - ( 0 ) 2 0 1 / 5 5 8 5 2 2 DUAL 16.8 K + + WAIT FOR AT LEAST 7 NODES IN THE NEXT MONTH !! + +--------------------------------------------------------------------- diff --git a/textfiles.com/piracy/SOFTDOCS/epic-thg.dox b/textfiles.com/piracy/SOFTDOCS/epic-thg.dox new file mode 100644 index 00000000..da28fcdd --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/epic-thg.dox @@ -0,0 +1,1646 @@ + + + + + ///////////////// ///////////// + ///////////////// ///////////// + ///// ///// ///// + ///// ///////////// ///// + ///// ///////////// ///// + ///// ///// ///////////// + ///// ///// ///////////// + The Humble Guy's HumbleDox + + Presents + + Epic: Complete Game Manual + + -=- EPIC -=- + ==== + +A legend is born, a supremely advanced one-man starfighter of +awesome power and destructive capabilities that, in the right +hands will wreak havoc amongst inter-galactic transgressors - +That legend is EPIC. A 3d 'epic' that reaches a milestone in +polygon technolgy in terms of speed, graphical detail and pure out +and out playability. A multitude of missions, ranging from devious to +manic, take you deep into the heart of this sci-fi conquest of +outer space. Epic - a masterpiece of software engineering. + + + +FEDERATION STARDATE 12-6-6014 +----------------------------- + +[All regular particle-video broadcasts are suddenly interrupted.... + +SUB-TROPIC NEWSFLASH - FARRAN DYSAL - FED-TEL Newspaper. + +"We have justr heard that the long awaited Maganellic report by the +emergency Maars-Neotek committee has finally been released. As well all +know, Maganellic, our orange sun, is a class 12 magnitude star. Rumours +have been spreading at an alarming rate that the lifespan of Maganellic +is rapidly coming to an end. The new report states that midtern built +probes have unconvered unusual layering within the suns core. A discovery +that, the experts say, may affect our very existance upon the planet. +According to .. ah, and I believe we can go live to Jarl Refneck who +is at the Midtern Science Laboratory ...." + +[The scene shifts to the laboratory which stands black, monolith like, in +the centre of 143 acres of glass smooth tecrete-paving. A crowd of +journalists, particle-video converters and voice-shift detectors are +positioned in front of the opening clamshell door area. A chaotic blend of +media collectors jostle for position as Dr. Yakam Zeng emerges from the +besieged building. Frequency station, Fed-Tel reporter, Jerl Refneck +elbows his way to the front of the group, particle-video operator in tow.] + +REFNECK: + +Thank you Farran. With me here, at the Midtern Science Laboratory, is +chief scientist Dr. Yakam Zeng. Doctor, can you explain the results of +your findings??? + +[Voice shift detector beams dance around the mouth of Zeng as he draws +himself to his full height in preparation.] + +ZENG: + +Yes, I would like to read a statement prepared by the Maas-Neotek +comittee. Following a series of exhaustive tests by 38 Midtern +Danbala AG probes over a 27 year period the collected data, according to +the Maas-Neotek committee, indicates that the division of elements within +the Maganellic sun has now reduced to dangerous levels. Specifically, +the suns elements have reduced to titanium, only, in the division of the +core. Only Vanadium, Chromium and Manganese remain within the core +itself before elemental deterioration results in a final and rapid +nuclear fusion of of iron. Immediately after that the star's mass +will become critical. [Raising his head from the draft, scanning the +raft of faces, Zeng continued.] The conclusion of the Midtern probe +mission is that, once nuclear fusion occurs, our sun will turn +SuperNova. + +[The resultant clamour of questions and exclamations is dimmed by a +half-shouted question by Refneck]. + +REFNECK: + +Are you saying that our planet is doomed Dr Zeng ?? + + +ZENG: + +Ultimately... yes. Once the sun reaches a state of supernova the +resultant explosions and shock-waves will rip apart the entire +fabric of our atmosphere and the planet itself. + +[Voices erupt as one. Firing questions to the doctor, reporting back +to central news areas, complaints from jostling bodies merging into +one audible cloud of noise. Eventually, Zeng speaks above the clamour +in response to a question nobody but the speaker managed to hear.] + +ZENG: + +We cant ... we.. gentlemen please! We can't be certain of the time +scale. Deterioriation of the essential core elements will vary in +their speed depending upon many factors, however, we think that +20-30 years is a realistic timeframe. + +[Refnec breaks away from the hotbed of noise and activity to face +the particle-video convertor]. + +REFNECK: + +Thank you Dr. Zeng. Fed-Tel will be staying close to Midtern +laboratories in case of any further developments. However, for now, +this is Jarl Refneck at the Midtern science laboratory handing +you back to Farrah in the studio. + + +FEDERATION STAR-DATE 19-7-6014 +------------------------------ + +[The Mass-Neotek comittee have recommended that plans be put into +motion to evacuate the surrounding systems to a place of safety +as soon as possible. To ensure safety any evacuation convoy must +reach a minimum distance of 260 light years away from the centre +of the eventual supernova.[ + +EVACUATION COMMENCES. + + +EXERT FROM THE INITIAL REPORT FROM THE CENTRAL PLANETARY EVACUATION +COMITTEE........ + +"..There a seven evacuation areas, but these are widely dispersed across +the galaxy. Analysis suggests that the ideal location is Ullyses VII in +the Tajbor system, approximately 560 light years away. At optimum speeds +it should take approximately 4.25 years to reach. The envoys of the +Human Federation have been dispatched to warn and brief the Galactic +worlds of the imminent danger. One noticeable factor following the report +and confirmation of the imminent Supernova is the ceasing of hostilities +between different races and planets. All ships capable of warp propulsion +have been requisitioned, and all space yards are working to full +production. Extra manpower and materials have already been provided. +Thousands of evacuation barges, Agriculture ships, Fuel and Ore +Carriers and recreational liners are being prepared.... + + +FEDERATION INTELLIGENCE BUREAU +------------------------------ + +SURVEILLANCE AND HISTORY SEC. +SUBJECT: THE REXXON EMPIRE. + +Isolated from the rest of space since the reign of Johannzar IX and +the great battle of Virekl, the largest and most powerful force known +in the universe, lies within the grasp of the Supernova shockwave. +This war-like race appears to hold life in disdain. Death holds no +fear for them. They have fought and conquered over a period of several +eons, vast areas of space. It is only the great gulf between the +Rexxon empire and the Federation that dissuaded the Rexxons from +attacking federation territory. The federation has had few diplomatic +meetings in the last 410 years [See Databank BATTLE OF VIREK]. The +incident involving the unfortunate federation diplomat whose head was +bitten off due to an accidental breach of protocol will be recalled as +a significant diplomatic incident. Since that time all transmissions and +broadcasts to Lizar have been blocked. + +The final attempt to communicate with the RExxon empire was launched with +the assistance of commander Turner Lite in starship heavy cruiser +"invincible". The invincible had transported the most senior Federation +diplomat under an official flag of peace to the Rexxon home planet Lizar. +Neither the diplomat, nor indeed the invincible ever returned. An +unmanned recue bouy was picked up. floating in space four months later. +Data recovered shows contact was made. The RExxon leaders were informed +of the Supernova situation. The official audio response to the warning +was almost unrecognisable. However, the gist of the message discounted +any federation warning as "a plot by the humans to launch an invasion +force". Federation officials later proclaimed that the entire +diplomatic mission was missing presumed destroyed. The federation +evacuation convoy must pass through the Raxxon neutral zone, there are +no other options due to time constraints with the unstable sun about to +turn supernova. Federation officials assumed that safe passage through +the neutral zone will be denied. So,Subsequently, Federation +violation of Rexxon territory will be AN ACT OF WAR AGAINST THE +REXXON EMPIRE. + +1. Many historians believe the humiliation of defeat in this battle + nearly 300 years ago, against human forces resulted in this + self-inflicted isolation and mass rearnament over the centuries, + so in a way the human race created the war-like Rexxon empire. + +2. Scientific and medical research evidence has concluded that the + Rexxon mind cannot conceive thoughts of "death" or an "afterlife" + Ancient Rexxon texts known as "Gjuun" [which fulfil both + religious, medical and rule-making knowledge] reveal that the + Rexxon warrior is a mere stage in a long, looping life-cycle + of development that begins with the "egg" that does not hatch but + rather, breaks down as sub-atomic particles do to reveal the next + stage. the "nymph" stage. This is where the Rexxon energy sack + develops all major bodily and mental functions, continues with + a brief immature period where the Rexxon is at its most + vulnerable, until the mature hardened "shell" is formed over + the soft, pliable sub-glutinous, immature interior. Once the + leathery shell has mated and soldified with the interiod body + the Rexxon, as we know it, is immediately trained as a warrior. + According to the Gjuun, the Rexxon will, upon voluntary or + involuntary re-saturation [ie - "death" in human terms], revert + to the "egg" stage, to as it where, recharge the body. However, + all conscious thoughts and knowledge are retained for future + development. The Gjuun states the only a limited amount of Rexxons + are produced during this time - to continually re-saturate. That is + until additional living space is found whereupon more Rexxon "eggs" + are saturated from a selection of Rexxon males who, temporarily, + convert to females, mate, and revert back to the male status. + +THE PANIC OF THE MASSES COMMENCES +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +LIGHT-VIEW BROADCAST: EXCERT FROM "THE GALAXY TODAY" - CYBERNETIC +PERSONALITY "RUDY BOGOTA" INTRODUCES THE PROGRAM. + +".... and so many civilians are already panicking at the news, complaining +that they are not prepared to wait the scheduled 14years necessary for the +convoy to be completed and ready to be escorted by the battle fleet to the +new colony. +As was reported on last week's broadcasts, fearing a premature explosion +by the sun, many citizens have boarded freight liners and private transports +and have already fled the solar system into deep space. Despite +dissuading advice and, ultimately, emergency laws prohibiting such actions, +many citizens have paid enormous sums of money to pirate traders to escort +them through the secret trade routes. Thus, by-passing federal troop space- +blocks. Analysts and eye-witnesses report that these ships were +ill-provisioned for such a journey. It is sure they lack protection, and +likely that they lack fuel and food. Due to their random and varied +destinations across the cosmos, it is feared that these ships will be easy +prey for pirates and Rexxons. It is because of such actions that the +federal council has taken desperate measures by decreeing that it is a +capital offence for any star pilot or ship owner to undertake +unauthorised evacuation via the solar system. Any unauthorised space +vehicle flying within the solar system will be liable to on-the-spot +inspection . Free-Rights for space flight and other pressure groups +however, have condemmed what they describe as opportunism by the +federation to restrict freedom and remove opposition groups under the +pretence of an evacuation emergency. Free-rights for Space Flight +section leader, Glenn Dore spoke to the galaxy today.. "This action +is plainly a conspiracy against our civil liberties...." + + +FEDERATION STARDATE 12-6-6014 +----------------------------- + +MEMO TO TEHE FEDERATION COUNCIL HEAD OF WAR. + +The legend of "Hederain" [see archive ref 120:756:1247/he]. + +Report from Ambassador: Derek Rayas. + +Apparently, the original concept of the legend of Hederain was +passed down by the monks of the solinar planes. The legend speaks of +a cataclysmic disaster and the day of judgement for the human race. +The monks say that, four thousand years ago, scripts were written by +an aged monk named Luther, a brilliant scholar who was later pronounced +a saint. Luther's scripts are reportedly emtombed deep within the +monastery. The legend tells of the young Luther succumbing to the +"fever", although I have not been able to discover what ailment his +this general term refers to. Luther drifted into a coma remaining in +this condition for over thirty years. The monks say that, while Luther +"slept", he was given a vision by god and was supposedly, transported +to another dimension. Again, details are blurred and non-distinct. +Enquiries are frustated by the lack of scientific evidence of the exact +location as it does not refer to any of the six dimensions theorised by +Dr. Hugo Demdon. + +The monks say that Luther's visions told of the creation of this world, +and the creation of life itself, generated from the young sun which cast +"beams of fire" across the newly formed oceans. We think this phrase +may refer to the normal chaotic planetary formation containing the usual +bout of meteor showers and so on. However, as the monks continue their +story they mention, the "beam of golden splendour". A confusing +description which we, initially, thought was the dawning of the sun upon +a newly formed world. However, the monks continue their description +by describing how the "beam of golden splendour penetrated the mother that +is our world impregnating her with powers of strength and wonder". This +section of the Hederain took a little thoughtbut we concluded that the +planetary crust had been breached by interstellar material. The +monks continue to describe how the "inner strength was revealed to aid +her children". Plate-Tectonics? Maybe the material floated up the +molten planetary core to the surface to be pushed up through the crust +again. Returning to the Hederain and to Luther who was supposedly +offered a prophecy from god. The prophecy stated that the "day of +reckoning" was near. This is the sort of thing we here every day on the +more extreme frequency broadcasts. However, the Hederain's exclamation +may bear examination regarding this point. The legend said that the +"divine metal" should be sought for it would guard us against evil, +although the definition of the word "evil" remains a mystery. The text +tends to waffle a bit becoming confusin. Then the prophecy hits an +interesting bit. It says that the "beam of golden splendour will take +flight once more" to "serve and protect". + +Eventually Luther came out of his coma. However, his body, not having +the benefit of our tropo-scan equipment, had aged. He was old and weak. +Yet, he reportedly, told his story to his friends and the high monks +who had cared for him over the years. Luther commenced recording his +visions and attempted to pin a precise location of this "beam of golden +splendour" or "divine metal". After several months he died in his +sleep, his work apparently embraced to his chest. + +The legend continues saying that the scrolls lay buried with Luther for +three hundred years, deep within the catacombs of the monastery. +We then see another significant figure appearing with the main text of the +legend. A monk named Icul was appointed as the guardian of the +sacred burial chambers. There, either by command from the high monks, by +chance or by guidance, we know not what, Ical found the scripts. It is said +that Ical took over the direct involvement within the legend itself from +Luther. It is written that Ical commenced an expedition to the massive +peaks of Solinar. Following the details provided on the scripts, as a +sort of textual map, the monks excavated a designaed piece of ground. It +was after three days that their cutting tools were said to have been +blunted by a resistant material forty metres below the surface. + +This is where the texts and interviews become vague again. From what we +can fathom, something was taken from this area. According to the +following clues we suspect that it was a metallic ore of some sort. +The only reference that has been discovered by my investigators was +the mention of the word Epical. Again, the text becomes confusing and +clouded. After this Epical material was excavated it must have been +transported to a monk-held enclosure. What action was taken after that +we cannot be sure. + +SUGGEST FEDERATION AGENTS ARE DISPATCHED TO SOLINAR, IN ORDER TO +ASCERTAIN IF THERE IS ANY TRUTH BEHIND THESE CLAIMS, MAYBE THE +EPICAL MATERIAL MAYBE OF SOME STRATEGIC USE. + + +FEDERATION STARDATE 20-13-6014 +------------------------------ + +MEMO TO THE HEAD OF THE FEDERATION COUNCIL. + +Re: The Legend of Hederain. + +From : Agent DRACEY. + +Agents report finding an extremely advanced religious society which +has shown a marked eagerness to assist the federation in the coming +exodus to Ulysses VII - the proposed future colony area. Intriguingly, +the incumbent monks wish to provide all plans and technical support +towards a new class of space vehicle they term as the "epical +spacefighter". The whole suggestion is probably another religious +attempt to take advantage of those poor innocent souls who find +themselves looking for guidance from any quarter in these troubled times. +Alongside the "coming of the dreaded Xathoth" from the Belith tribe +and the serial murder sequence from the Secret Orange Church. However, +the novelty of this report may be worth a brief investigation. + +SUGGEST TECHNICIANS COMMENCE FULL ANALYSIS OF DATA FOR POSSIBLE +FEDERATION USAGE. + +A SECRET VERBAL REPORT RECORDED WITHIN THE FEDERATION COUNCIL +FEDERAL INNOVATION LABS [FIL], RESTUS, ATLANTIS, ENGINEERING REPORT +FROM: Chief Engineer Montgomery Scott. + +re:THE EPICAL CRAFT. + +We are pleased that the construction of an Epic class prototype will +commence immediately. Unfortunately, with the short supply of epical +material available we can only produce 3 craft as we cannot duplicate +Epical at any atomic level, the first ship will be ready for completion +in nine years. + +However, one or two strange aspects about the design should be +reported. The Epic Class ship could not have been completed without the +aid of a type 5 Plus computer. The type 5 has only been in service for +8 months and is still under trial. However, even the FIL are finding that +this new 1024 giga terrabit machine is struggling with the complex +data that the Epical demands. The Epic craft appears to be far ahead +of anything the federation has ever developed. Yet carbon dating +analysis shows that the original plans have an age of over 1000 years. + +In addition, the plans comment on other, integrated systems that cam be +utilised by the Epic. One system-type utilises Photoplasms. However, +the federation has been experimenting on this process for some years now +without much success. The FIL have almost created a final molecular +pattern but it wont be available for another 18 months or so. + +There are only two problems with the federation version of the epic. +The fuel source suggested will not be ready on time, so we would have +to use conventional 'CY' crystals. This means that we have less fuel than +we bargained for, so we would have to eject auto fuel scoops on or near +waypoints of the craft's trajectory to guarantee a constant fuel source. +The other problem is far more serious. After the recent Lorien Spy-Ring +scandal I have reason to beleive that design copies have been duplicated +and may have found their way to the Rexxons. They have no ~epical~ metals +but if they could adapt and modify the flight avionics to their +present fighters then we may have a problem. + +NOTE: As chief engineer of the FIL, I have to express, on record, the +confusion and disbelief of the treatment, by federation authorities, +of myself and my fellow engineers. According to Federation overseas +services the plans and technical advice for the advanced epic fighter +originated from a colony of monks on the planet Solinar. We at the +FIL find this information degrading to out intellectual standing. +How can you expect us to believe that such advanced techniques and +procedures emerged from a backward, underdeveloped religious outfit +living on the edge of poverty, by all accounts, with apparently, just +enough technical expertise to put food in their mouths is beyond +myself and my colleagues. + + +Full Technical Report: SOLINAR EPIC CLASS +----------------------------------------- + +Name : Epic Solinar +Type : All Regime Multi-Role Battledeck. +Number : 3 +Dimensions : 24.5 * 6.8 * 19.5 +Displacement : 45 +Maximum : 185 +Critical Mass: 325 +Engines : TWO CY drivers producing 1500 trillotons. + +PERFORMANCE +----------- + +Max Velocity : 0.62 past tranewarp [warp 12] +Turn Rate : 42m curve factor +Acceleration : 4.97 Secs 0 to 1 Million KM +Ratings Scale: 0-10 +Firepower : 100 +Combat : 100 +Endurance : 100 [offscale] +Crew : 1 Star Pilot. + +1.) Cockpit Display systems +~~~~~~~~~~~~~~~~~~~~~~~~~~~ +The cockpit utilises the latest in bio-elctronic circuits, and +superconductive transfer systems to provide a mass of data to the +star pilot. Information is provided on a holographic display system +directly in front of the pilot's line of sight for target acquisition +and fire control systems [an HUD] and on three display units in the +front of the cockpit, with an auxilliary defence unit on the side view +of the cockpit. + +2.) The system display unit +~~~~~~~~~~~~~~~~~~~~~~~~~~~ +This console is situated on the left hand side of the front cockpit view. +This display provides vital system data for the pilot. The top display +bar shows the ship'sa forward velocity. The second display bar is a +fuel indicator and the final display bar shows the current score of the +operational starpilot. + +3.) X-Particle Wave Combat Scanner +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +This display is located on the right hand side of the front-facing cockpit +and provides the pilot with accurate scans of the vicinity around the +spaceship and will located and position on these scanners any enemy +targets. PRIMARY TARGETS would appear as a large white dot on this display, +all friendly forces would be identifiable as a small blue trace. Some +craft [usualy civilian] have an x-trace friend or foe device. + +4.) Shields and Deflector System +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +All round non-regenerative shield with a 5.16 second lead time. Has full +atomic generated shields fed by the epical metal bodyshell, with +nuclear fusion points aft, left and centre- line, which is able to +withstand direct hits of over 2 megatons on full strength shields. +The Epical is able to withstand 6,000,000 pounds per cm squared so +all current laser beams are deflected. +The epic class is a one man starfighter only 24 metres in length and +has transwarp capability, the smallest previous craft was 90 metres in +length. + +The epic class has the fastest acceleration of any starfighter with zero +to one million kilometres in 4.687 seconds from a static start. It has +a transwarp factor of 0.34 which is thirty four times the speed of light +during critical mass. The Epic class fighter has full atmospheric +capabilities, with its primary role a ground attack starfighter. + + +ARNAMENT SYSTEMS +================ + +The Epic clas has an awesome variety of weapons available. It is fitted +with auto-recharge laser rifles on both wing tips, provision also for ion +cannons, photon guns and cobalt weaponry. The craft has a tractor +beam system which allows collection of fuel scoops. + + +WEAK POINTS +=========== + +Due to the lack of some materials during the design stage the epic craft +has some minor disadvantages and faults: + +- The craft consumes a large amount of fuel and engines are very + noisy. + +- It requires a regular ion stream clean as the photonic cells on the + fuselage are damaged due to the massive electronic fluxes across + the fuselage. + +- The cabin is heat-shielded but the titanium engine sections cannot + stand the heat sheer passed through the Epical shell. So engine + failure is probable is force-field absorption disks fail. + + +FEDERATION STARDATE 12-6-6014 +----------------------------- + +FEDERATION ENGINEERING UNION LOG - ENTRY NO. 4685/FSDF/45 + +SECTION 1 + +THE BATTLESHIP DESTROYERS +~~~~~~~~~~~~~~~~~~~~~~~~~ +Construction commences: + +"The greatest feat of Human Engineering" +The construction of battleships YM1 and YM2 commenced, after advice +from the internal security services, under the tightest security, deep +within the Asteroid Ring of Payne. The construction took place in the +specially built docks covering a total area 140 squares kilometres of +free work space. The principle problem during construction was the +irregular, random movements of the surrounding asteroids [hence the +re-inforced dock walls]. Due to the constant threat of asteroid +collision a unique track-map was calculated to predict the movements +of each and every asteroid. This was how a pathway was devised through +the asteriod field. However, unfortunately, collisions still took +place although, admittedly, at much reduced frequency. Hundreds of +construction workers lost thier lives during the perilous journey to the +construction sites via the track-map when individual transporter craft +were hit by huge asteroids. What price secrecy ? + + +AGORA PUBLISHING HOUSE - THE EXODUS: BIRTH OF A COLONY. +AUTHOR: ANGIE GOTH DIARY ENTRY 565/A/5-A + +Hidden away from the enemy probes and spies, the gargantuan starships +took form. The battleship 'redstorm' took the lead and an incredible +sight it was. Its mass was over half the present star fleets mass combined, +its hulk faded into the darkness, the glare of arclamps danced through +the void. An awesome sight it looked, ready to lead an army. +Nine years later it was ready and two years after that the "Battle Axe" +joined it's comrades and blasted its way through the asteroid field +into secret test runs in deep space. + + +FEDERATION STARDATE 12-6-6014 +------------------------------ + +REPORT: "DESTINY" MARSHALL - HEAD OFFICE. + +No human has ever had to decide the fate of the entire human race. It +appears to be too rash and naive to rest our hopes on one gigantic +convoy. So, I can tell you with the strictest confidence that we have +guaranteed the survival of the human race. Four months ago, in utmost +secrecy. three starships set out in different directions to three +locations across the universe, the on-board databanks were enlarged and +most of the history of the human race and it's knowledge was stored there. +Approximately 600 females and 400 males consented, some of our finest +athletes, engineers, scientists and genetically perfect humans among +them. All to be stored in a cryogenetic state for several years while +their automated ships travel for millions of light years to their +pre-arranged destination. With enough stores for around 120 years +survival, tools, weapons and shelter. + +Starship DESTINY ONE to the galaxy ANDROMEDA 2,700,000 light years. + ETA - 132 years. + +Starship DESTINY TWO to the galaxt system ROLTAN which is 43,000 light + years. ETA - 13 years. + +Starship DESTINY THREE to the third arm of the milky way galaxy which is + 260,000 light years. ETA will be 29 years. + +We will be monitoring them until they move beyond the range of our +scanners, high range space frequency transmissions will ..... + + +THE UNITED FEDERATION BATTLE FLEET: RECORDS LAST UPDATED. +CLASSIFICATION LEVEL 27 AUTHORISED PERSONNEL ONLY. + +The federation battle fleet has grown 600% in the last 14 years since the +news of the imminent supernova. Research and development has learned more +towards technological advancement than numeric superiority. The +principle technological aim has been to perfect the medium class +starfighter and the heavy cruiser. The entire federation battle fleet now +consists of more than six million personnel and over nine thousand fully +armoured battle craft and support. Exact Details follow: + +FEDERATION BATTLSHIP DESTROYERS : 2 ships +FEDERATION HEAVY BATTLE CRUISERS:- + Admiral HenWright Class - 12 ships + Admiral Rigby Class - 8 ships + Admiral Allsop Class - 5 ships + Admiral Bracey Class - 3 ships (recommisioned) + +FEDERATION DESTROYERS AND FRIGATES: + SS Hollywood Class - 42 ships + SS Warrior Class - 8 ships + SS Ossical Class - 2 ships + SS Invincible Class - 4 ships + +FEDERATION ATTACK FIGHTERS (MKX CLASS) - 6000 + Attack Fighters Long Range Interceptors - 80 + Epic Class Combatant Star Fighters - 3 + Fleet Auxilliary Ships - 40 + + + +ATTACK AND DEFENCE SYSTEMS +FOR THE EPIC COMBATANT + +Section 1 Non-strike Systems +~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Tractor Beams +------------- +A superconducting NIOBIUM TITANIUM device. This has a strength of 2900 +kilogauss [290 Testas - magnetic field strength] and pick up any object +within 50km. The object can be 32 times the mass of epic and will need +a escape velocity of 300,000km per second. + + +'Atomics' Force Field Generator +------------------------------- +The epic class fighter is without doubt the smallest starfighter to +possess an atomics generator. Two source reactors forward and aft of +the ship produce a fleet of electromagnetic energy [which wraps around +the vessel] while an invisible nuclear shell is perfectly angled to +create energy deflection, as opposed to being impact retardent to +absorb the energy of attacking weapons. However, the force field will +weaken if constant bombardment occurs. In addition, the field +can only repel firepower upto a destruction threshold of seven +megatons per cubic metre. +! WARNING ! +Once activated the force field will take 4 to 6 seconds to achieve full +strength. + + +Weaponry Battery Override Unit +------------------------------ +This device, when activated, can override all fuel, energy and weapon +systems to divert all power towards the laser batteries. This, in turn, +will allow simultaneous firing of ALL lasers [Not torpedos as they +have an independant energy source]. Using the energy from this +nuclear battery can allow up to 10 seconds firing of all weapons in +several different directions without using the vessel's own +energy reserve. + + +SECTION 2 - Unguided Light Radiation Weapons +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Laser Rifle +----------- +Triple firing. This weapon (which is also known as the amber gun) uses +light amplification by stimulated emission of radiation (LASER). A +laser beam is focused into a liquid nitrogen cooled amber crystal. Its +chromium atoms are excited into a high energy state so that they produce +a yellow light which is only allowed to escape in the desired direction. +The flash, lasting one thousandth of a second, can bore a hole through +diamond by vaporisation at 20,000 degrees centigrade produced by 2 * 10 +power of 25 photons. +THe rifles can emit nearly 400 bursts of energy per second and each amber +crystal provides enough energy for over 60,000 bursts with a range of +over several kilometres. The beam would be almost useless against +larger craft with shields, but are deadly against fighters. + + +Proton Pulse Cannon +------------------- +Twin fire. This is a standard air-to-ground, air-to-air combat weapon +for larger frigate class starships and long-range fighters. It can fire +up to 80 rounds per minute but it has only enough power for 120 rounds +per cannon, with a range of over 20 kilometres. THe beam has a plasma +energy bank which feeds off to a main coil, attracting the positive +protons. In one square millimetre, 86,000,000,000,000,000,000 watts +of energy are concentrated. The cannon has around the same strength +as a low yield nuclear device of 0.7 kilotons and could ripple a medium +sized starship with several well placed slots. + + +Ion Beam +-------- +Twin fire beam system. This is a powerful energy beam which has been +specially modified to fit on small craft, as it is only normally found +on a cruiser. Direct visual contact will result in retina damage. +Only 12 rounds can be fired from the battery unit. The range is over +80 kilometres and has a punch of nearly one megaton per sound, enough +to bring down any small or medium size ship even with shields up. + + +The Neutron Epical Blaster +-------------------------- +This is the most powerful laser system to be fitted to a starship [with the +exception of mother ships and the new prototype Warbird II]. A massive +single emittance of energy with the power of nearly 100 megatons could +wipe out a city, mountain or Starship on a single blast. However, it +has only a short range of less than 60km. The weapon was constructed +along with the Epic class fighter. The laser beam passes through a +epical isotope producing an almost indestructible epical plasma +stripped of all neutrons, creating a five metre beam of controlled +anti-matter. + + +SECTION 3 - GUIDED WEAPON SYSTEMS AND SMART UNITS. +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Photon Torpedo +--------------- +Four only. An advanced guided missile with a photon nuclear detonator and +photon light stream drive which hurls device at high speed. This light +stream gives the torpedo a bright glow. This can give the enemy time to +raise shields and and brace for impact because it is easily visible +during combat. The torpedo device the epic craft is fitted with has +eight multiple warheads that can airburst and then select several closely +grouped targets. Each warhead carries 3 megatons. The torpedo will not +activate until it can seek and destroy its target. + + + +DEFENCE TORPEDO SYSTEM +----------------------- +This defence system is exclusive to the Epic fighter, the system +fires bright blue multiple homing torpedos simultaneously in four +different directions. + +COBALT SALTED ANTIMATTER DOOMSDAY DEVICE +----------------------------------------- +This weapon design was brought to the federation council only 15 years +ago and has only recently been constructed. Controlled experiments have +shown devastating results. Its firepower magnitude is tenth scale - a +nuclear explosion of 1,000,000 megatons. A blast range in excess of +200,000 kilometres is enough to wipe out an entire planet and its +surrounding moons. The device creates a nuclear reaction within a +nuclear reaction. Cobalt particles are obliterated in a hydrogen +explosion. The cobalt atom is split in one billionth of a second. The +energy level of the hydrogen detonation increases by a factor of one +million. The cobalt is then turned into anti-matter and everything +within 200,000 kilometres is destroyed. + + +MAXIMUM VERTICAL SECURITY DOCUMENT - RESTRICTED VIEWING +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +IMPERIAL REXXON COMMAND DATABANK RECOVERED FROM THE WRECKAGE OF A C +CRIPPLED WARBIRD FLOATING IN THE RETREN MINEFIELD BEFORE THE AUTO +SELF DESTRUCT SEQUENCE WAS ACTIVATED BY THE ON BOARD COMPUTER. ALL DATA +HAS SINCE BEEN CLASSIFIED TO LEVEL 7. + +BRIEF +----- +The data recovered suggests that the Rexxon fleet is technically less +advanced than our present generation of starfighters but the sheer number +of Rexxon crafts provides them with a far greater advantage in the +combat arena. Federation statistical analysis teams predict that the +federation pilots will need to destroy EIGHT starfighters for the loss +of ONE federation ship. + +A variety of combat simulations has resulted in positive kill ratio of +5-1 in favour of the federation. However, this figure is not good +enough to predict an overall victory. In addition, the combat +simulator results do not take into account the difficulty of fighter +protection of the fleet across several thousand kilometres of open +space. Let us not forget, this operation is not gladiatorial +fighter-v-fighter mission. Convoy ships will be easy prey for the enemy +fighters. + + + THE ENEMY FLEET + =============== + + +NAME : Mothership. +ORIGIN : Tarrun Space Docks, Tarrun. +TYPE : Imperial Rexxon Star Dreadnought. +NUMBER : Two Ships [plus another under construction] +DIMENSIONS : 26000 * 15000 * 10000 METRE UNITS. +DISPLACEMENT EMPTY : 47000 Trillo tons. +MAXIMUM : 52000 Trillo tons. +CRITICAL MASS : 686,000,000 tons per metre cubed. +ENGINES : Two Vulvan ion streams producing 7988828 Tallo tons + thrust. + +PERFORMANCE +----------- +MAX VELOCITY : 0.25 past transwarp. +TURN RATE : Curve Factor 29.436km +ACCELERATION : 0 to 1,000,000km 19.371 seconds. +RATINGS SCALE : 0-100 GROUP A +FIREPOWER : OFF SCALE at 100 +COMBAT : 100 +ENDURANCE : 100 +ARNAMENT : Classified but approximately 1,200 laser batteries. +Long range photon torpedo system. 12 Halinhar neutron blasters. Two +ion cannons. Possible anti-matter type weapon. Two terror legion +starfighter groups, comprising of 800 fighters, 16 frigates and +warbirds. Atominc shields forward,aft. + +CREW : 430,000 Rexxon command crew. 200,000 Terror troops. + +HISTORY: The enemy mother class starships "Henon" and "Martor" are the +names of two legendary Rexxon demigods from ancient Rexxonic history.The +two ships are now eighty years old and have enforced the rule of the +Rexxon empire across space with each ship on a 20 year tour of duty +across the Rexxon empire, as each ship is fully self supportive and have +star cities within them with nearly two thirds of a million Rexxons on +board. + + +NAME : Rexxon Warbird. +ORIGIN : Lizar Inductrial Centren. +TYPE : Imperial Cruiser. +NUMBER : Ninety Ships [plus ten under construction] +DIMENSIONS : 600 * 40 * 190 METRE UNITS. + +DISPLACEMENT - +EMPTY : 4.6 Trillo tons. +MAXIMUM : 5.3 Trillo tons. +CRITICAL MASS : 4095 trillo tons. +ENGINES : Twin drum single phase ionic beam drives producing + 10 million trillo tons thrust. + +PERFORMANCE +----------- +MAX VELOCITY : 0.45 past transwarp. +TURN RATE : 1.2 HM-MIN +ACCELERATION : 0 to 1,000,000km 9.28591 seconds. +RATINGS SCALE : 0-100 +FIREPOWER : 20 +COMBAT : 60 +ENDURANCE : 60 + +CREW : 850 Rexxons. + +HISTORY: First sighted over thirty years ago. They are now the main +workhorses of the Rexxon terror legions, enforcing the Rexxons rule +across their empire. The warbird is a fast and heavily armoured +battlestation easily outclassing similar sized federation cruisers in +term of firepower. + + +NAME : Krinder CLass. +ORIGIN : Taragan Industrial yards. +TYPE : Long range attack frigate. +NUMBER : 214 Ships +DIMENSIONS : 125 * 80 * 45 METRE UNITS. + +DISPLACEMENT - +EMPTY : 26,000 Trillo tons. +MAXIMUM : 28,000 Trillo tons. +CRITICAL MASS : 168 trillo tons. +ENGINES : Propulsion magneto driver producing 3000. + +PERFORMANCE +----------- +MAX VELOCITY : 0.35 past transwarp. +TURN RATE : 800M/MIN +ACCELERATION : 0 to 1,000,000km 16.7102 seconds. +RATINGS SCALE : 0-10 +FIREPOWER : 8 +COMBAT : 6 +ENDURANCE : 5 + +CREW : 165-190 Rexxons. + +HISTORY: The Krinder class is somewhat outgunned and out manouvred by the +Hollywood class attack frigate but numerically it outnumbers the similar +Federation vessel by a factor of three. It is derived from the old style +space destroyers from the last century but with enhanced weapons and +armour. + + +NAME : Crabblitic Assault Ship [Crab Fighter] +ORIGIN : Deggron Research Institute. +TYPE : Long range attack and stand off Interceptor. +NUMBER : 900 Ships +DIMENSIONS : 30 * 28 * 16 METRE UNITS + +DISPLACEMENT - +EMPTY : 110 Trillo tons. +MAXIMUM : 140 Trillo tons. +CRITICAL MASS : 12 trillo tons. +ENGINES : TRAGINOWA learn burn atomic combuster. + +PERFORMANCE +----------- +MAX VELOCITY : 0.38 transwarp. +TURN RATE : 100M/MIN +ACCELERATION : 0 to 1,000,000km 14.7 seconds. + +COMBAT : 2 +ENDURANCE : 2 +ARNAMENT : 2 +CREW : 3 Rexxons. + +HISTORY: Tactical lessons learned from the previous century showed the +Rexxon forces how valuable stand-off capability is. The result is this +effective long-range interceptor from Deggron R.I. Analysis suggests +that this craft may suffer from lack of amanoeuvrability due to its +engine configuration, so is easy prey to smaller predators in a close +range combat scenario. + + +NAME : XION Fighter +ORIGIN : Tragan Industrial yards. +TYPE : Short range attack/Intercept fighters. +NUMBER : 8000 Ships +DIMENSIONS : 18 * 8 * 7 METRE UNITS + +DISPLACEMENT - +EMPTY : 24 Trillo tons. +MAXIMUM : 31 Trillo tons. +CRITICAL MASS : 3 trillo tons. +ENGINES : TRAGINOWA triple photon jet Mk4. + +PERFORMANCE +----------- +MAX VELOCITY : 0.20 transwarp. +TURN RATE : 9M/MIN +ACCELERATION : 0 to 1,000,000km 9.34 seconds. + +COMBAT : 2 +ENDURANCE : 1 +ARNAMENT : 2 +CREW : 1 Rexxons. + +HISTORY: A formidable dog fighter. In large numbers they are effective as +the Rexxons can must wave after wave of attack formations into an +assault. This combined firepower can cripple larger starships due to +sheer numbers. + + +REXXON GROUND BASED DEFENCE SYSTEMS +=================================== + +The following data excludes all low level weapon systems as they pose +no threat whatsoever to the Epic combatant. + +NAME: T-99 BATTLE AMTRAX +TYPE: ARMOURED LAND SHIP +DESCRIPTION: Very large ground crawlers over 250 metres long and 150 +metres wide. Very heavily armoured with defensive cladding throughout. +Close range laser cannons forward and aft and multiple missile +launchers. Usually found in hostile environments. Some have been +modified as mining and construction labourers. + +NAME: MIUZ: - P65 GUIDED LASER SYSTEM. +TYPE: INFRARED GUIDED LASER BAT SYSTEM. +DESCRIPTION: Usual low energy laser, very capable of penetrating standard +armour. Easily repelled by Epical deflectors, however, several direct hits +could be dangerous if deflectors are non-operative. + +NAME: MIUZ - P1 GUIDED CANNON. +TYPE: HIGH ALTITUDE ANTISKY WEAPON. +DESCRIPTION: SINGLE SHOT PHOTONIC LAZER COMPUTER GUIDED. A direct hit +would destroy any ship without shields. The P1 is far more potent than the +P65 and should be treated with due care and respect. + + +FEDERATION RECORDS SECTION 45679214-4658-PLANETOIDS. +==================================================== + +NAME : Amragen Nine. +LOCATION : Local galaxy CELEST, quad12b, BOURDINAMIC system. +TYPE : Class M [Earth type life sustaining] +PARENT STAR : LEX MINOR +DISTANCE FROM SUN : 196.46 Million Km. +YEAR : 1.46 +ROTATION PERIOD : 28 hours +NUMBER OF MOONS : NONE +GRAVITATIONAL FORCE:0.91 +DIAMETER : 19,389km +ATMOSPHERIC GASES : Nitrogen 63%, Oxygen 29%, Others 8% +TEMPERATURE RANGE : -15 to 61 Centigrade. +PLANETOID ZONES : Dry Barren planet.Little precipitation. +PRIMARY LIFE FORM : Indiginous HRANIEN vertebrates. IQ - 50 +POPULATION : Negligible [below 1million]. +GENERAL TECH LEVEL: Grade 3. +POLITICAL CLIMATE : Ruled by the Rexxon Empire. + +DESCRIPTION : A primitive planet which is on the furthest point of the +Rexxon empire due to its location. Also of great strategic importance +and forms part of the Rexxon`s complex defence network. The Rexxons +took control over eighty years ago with no opposition. The local +inhabitants were forced into construction gangs. The Rexxons constructed +the massive tracking station which now forms part of a vital link of +the Deep Space Network, scanning across several light years of space. +In the likelihood of territory violation, a star destroyer squadron could +be launched instantaneouslt from local star bases. + + + +NAME : Tarrun. +LOCATION : Local galaxy CELEST, quad41c HIGHREC. +TYPE : Class MR [Semi life sustaining articifially supported] +PARENT STAR : UNA HYDRA +DISTANCE FROM SUN : 203.9 Million Km. +YEAR : 4.56 +ROTATION PERIOD : 74 hours +NUMBER OF MOONS : ONE [STATILLICA] +GRAVITATIONAL FORCE:1.47 +DIAMETER : 32,452km +ATMOSPHERIC GASES : Nitrogen 73%, Oxygen 9%, Sulphur Dioxide 3.1% + Carbon dioxide 5% +TEMPERATURE RANGE : -15 to 68 Centigrade. +PLANETOID ZONES : Mild polar regions, stormy temperature zones with high + pollution levels [major greenhouse effect problems]. +PRIMARY LIFE FORM : No indigenous life. +POPULATION : Migrant workers [approximately 175 million]. +GENERAL TECH LEVEL: Grade 3. +POLITICAL CLIMATE : None. Rexxon empire controlled. . + +DESCRIPTION: A major atmospheric pollution problem caused by the production +of fuel sources for the RExxons over the last 200 years. Tarrun was +uninhabited until the discovery of vast fuel resources. Large numbers of +Balkan slaves work in these very dreadful conditions with a high +mortality rate. + +RECORDS LAST UPDATED FOR THIS PLANETOID ON: 15th January 1992. + + + + +NAME : Statillica. +LOCATION : Local galaxy CELEST, quad41c HIGHREC. +TYPE : Class MR [Semi life sustaining articifially supported] + Only moon of planet Tarrun. +PARENT STAR : UNA HYDRA +DISTANCE FROM SUN : 205.9 Million Km. - 600,000km +YEAR : 86days +ROTATION PERIOD : 18.5 hours +NUMBER OF MOONS : N.A. +GRAVITATIONAL FORCE:0.71 +DIAMETER : 5756km +ATMOSPHERIC GASES : Nitrogen 82%, Sulphur 8%, Oxygen 6%, Carbon dioxide 4% + [frozen], Viredieln 1% +TEMPERATURE RANGE : -125 to -14 Centigrade. +PLANETOID ZONES : Carbon ice planet. No temperature zones. +PRIMARY LIFE FORM : No indigenous life. +POPULATION : Migrant labour force, 21 million. +GENERAL TECH LEVEL: Grade 8. +POLITICAL CLIMATE : Annex of Tarrun [Rexxon empire]. + +DESCRIPTION: A geologists utopia! This small planet contains an +abundance of precious minerals, ores and crystals and is exploited on a +grand scale by Rexxons, Orthbrals [arctic dwellers] and mass numbers of +press-ganged Balkans. The moon is bleak and barren with large tracts +of the planet excavated. + +RECORDS LAST UPDATED FOR THIS PLANET ON: NO INFORMATION AT THIS TIME. + + + +NAME : POTEAD (Poteadcaqaunous Vergume - Rexxon name). +LOCATION : Local galaxy CELEST, quad64g, Lizar system 7th planet. +TYPE : Class NN [ No life indigenous to planet] +PARENT STAR : RANDOM +DISTANCE FROM SUN : 3.5 Billion Km. +YEAR : 91.7 YEARS +ROTATION PERIOD : 4.3 hours +NUMBER OF MOONS : NONE +GRAVITATIONAL FORCE:5.6 -3.6 at polar regions +DIAMETER : 38,254 km +ATMOSPHERIC GASES : Hydrogen 98%, Metallic traces. +TEMPERATURE RANGE : -120 to -160 Centigrade. +PLANETOID ZONES : None. Planet is cloaked by dense turbulent storm clouds + of liquid hydrogen at high altitude. +PRIMARY LIFE FORM : None. +POPULATION : 1200 Rexxons stationed here. +TECHNOLOGICAL LEVEL:none. +POLITICAL CLIMATE : none. + +DESCRPIPTION: A hostile planet the Rexxons once called Verguma. +[A personal reference to the lack of energy of life-force and comparable +to the human reference of Hell]. It is the largest and the outmost planet +in the Lizar system. A massive red planet with a violent, deadly +atmosphere. Due to its rapid planetary rotation it's gravitational +pull is nearly ten times that of Earth. The powerful counter-currents of +gases in tghe upper atmosphere cause cyclones and liquid waveforms of +crystals. While beneath this is a relatively calm zone up to several +kilometres about the planet's solid surface. + +RECORDS LAST UPDATED FOR THIS PLANETOID ON: NO INFORMATION AT THIS TIME. + + + +NAME : GRAND LIZAR +LOCATION : Local galaxy CELEST, quad64g, Lizar system 4th planet. +TYPE : Class M [full life sustaining] +PARENT STAR : RANDOM +DISTANCE FROM SUN : 139.34 Million Km. +YEAR : 0.89 +ROTATION PERIOD : 29.5 hours +NUMBER OF MOONS : NONE +GRAVITATIONAL FORCE:1.25 +DIAMETER : 19,945 km +ATMOSPHERIC GASES : Oxygen 24%, Nitrogen 74% +TEMPERATURE RANGE : -15 to 55 Centigrade. +PLANETOID ZONES : Polar, tropical, desert and temperature zones, a warm + and humid planet. +PRIMARY LIFE FORM : Rexxon. +POPULATION : 3.9 Billion. +TECHNOLOGICAL LEVEL:10 +POLITICAL CLIMATE : Totalitarian. Ruler Emperor Vorgon + +DESCRIPTION: The third largest planet in the Lizar system. It lies between +the barren planets of Trigar and Omirex and is the home planet of the +Rexxon civilisation. It has been greatly transformed into a high level +of sophistication with enormous population centres. Yet still has regions +of dense vegetation landscape similar to Earth of Jurassic period of three +hundred million years ago. + + + + TOP SECRET MISSION BRIEFING + =========================== + +SECRET MEMO TO THE CHIEF OF WAR, ADMIRAL AJAX, STARSHIP REDSTORM. + +The following missions have been preplanned using the Rxt1000 computer +to assimilate each individual mission. The missions here are vital for +the safety of the federation fleet. Some missions may seem to have a +"no-win scenario" to the incredible demands exerted on the pilot, but +repeated simulation suggests a 2.7854 percent probability that all +missions will be successful.... Three Epic class starfighters are +available, and in the result of one being destroyed the other two will +be on standby. With the three craft available this gives us a one in ten +chance of success. + +- For commander of Epic fighters only. Classification level 24 - Exact +launch time and date to follow. Commence time zero hours from this point. + + +MISSION NUMBER 1 +~~~~~~~~~~~~~~~~ + +MISSION CODE NAME : BREAKTHROUGH +OBJECTIVES: + +1.) To clear a path through the ionic mine belt - the boundary of the +Rexxon empire. Engage and destroy any hostile fighters before your +prescence is detected. + +2.) Proceeed directly to Amragan nine and destroy the primary target of the +deep space tracking station within 122 seconds of entering the planets +atmosphere. + +LOCATION AND MAP: The tracking station is located in sector ynj-836????? +it is visible for nearly 400 kilometres. + +WEAPONS AND STORES: Only standard laser cannons can be fitted to reduce +fuel consumption and also to enhance performance in atmospheric +conditions. A tractor beam is also fitted for fuel pod collection +along your proposed trajectory. + +MISSION BACKGROUND: This mission is vital in the escape from the Supernova. +We are in one of the remotest parts of the galaxy, far away from the +massing Rexxon fleet waiting near anchor point, the closest point of the +Rexxon empire to the federation. The enemy has made a critical error in +believing that the area, along the trajectory the fleet will take, is +impassable due to the large mine belt in this vicinity and the automated +long range scanner located on Amragen Nine. They have left the scanner +relatively undefended. The Rexxons have also overlooked a blind spot in +their defence shield. Every 42 days, Amragan Nine moves behind Amragan +Eight and a solar eclipse of its sun occurs. So for 421 seconds the +tracking station is blinded and cannot make contact to the rest of the +Rexxon Empire. A small one man fighter can destroy the tracking station +before the eclipse ends and create a corridor for the fleet to safely +pass still undetected by the enemy. Failure to destroy the tracking station +in time will result in the Rexxons massing a force and easily finding the +civilian fleet before it can escape into deep space. + +REXXON DEFENCES / FORTIFICATIONS / SQUADRONS: + +Planet Assault data and probable Rexxon defences: Latest intelligence +at this stage suggests the 7th Strarous was fleet is on a tour of duty +in this system. The total firepower consisting of three fighter squadrons +and two command warbirds with a Frigate escort. Ground Ion cannons, ground +aerial burst defence systems, possible force field generator around the +tracking station and the primary force field generator. + +TIME: 34 hours 30 minutes. + + +MISSION NUMBER TWO +~~~~~~~~~~~~~~~~~~~ + +MISSION CODE NAME: WIPEOUT +OBJECTIVES: + +1.) To destroy the central processing Unit and [or] the four intergalactic +space ports in the industrial centre of planet Tarrun. + +2.) Obliterate the mining complexes on the Moon of Statillica concentrating +firepower on main mine shaft entrance points and the collection port and +space docks in the central planet zone. + +WEAPONS AND STORES: Two T40 laser cannons, tractor bean unit, a new weapon +fitted is a powerful twin photon gun. + +MISSION BACKGROUND: Tarrun is the most industrialised planet in the Rexxon +Empire, with large scale production of enemy fighter craft and defence +systems. However, the main use of Tarrun is in the production of +brinzerctronic crystals used by the Rexxon fleet for trans-warp +capability. Destruction of these production sites will remove the +Rexxons only source of this crystal, thus preventing them from +engaging the federation in a long term chase across the universe, +until their stocks are replenished. + +PROBABLY REXXON DEFENCES / FORTIFICATIONS / SQUADRONS: +Intense ground batteries around all key installations including multiple +laser turrets and guided missile installations. Warning! Several crack +sqaudrons of enemy fighters are based around the CPU on Tarrun and the +space ports, expect thrity plus bandits over Tarrun and Stallica. + +TIME: 37 hours 12 minutes. + + +MISSION NUMBER 3 +~~~~~~~~~~~~~~~~~ + +MISSION CODE NAME: GLORY + +OBJECTIVE: + +A Rexxon attack legion had massed around the massive outer planet Elan and +is now enroute to Tarrun. This force is perhaps not enough to destroy the +fleet alone, but tactics suggest that they will do their utmost to slow +the federation fleet down. Priority protection will be given to the +following starships: + +- Agriculture and food producing ships. +- Fuels tankers and Mineral Fuel Barges. +- Primary ordinance ship "mars" + +If the Rexxons have already received a transmission from Amragan nine then +this attack may consist of most of the Rexxon battlefleet. + +WEAPONS AND STORES: All weapons armed, available and ready at this time. + +MISSION BACKGROUND: After the assault on the industrial centre in the +Tarrun solar system the fleet will not be able to commence warp drive +until they are out of the system, leaving it vulnerable to attack for +three hours. Mission control on the Battleaxe has intercepted coded +transmission from the Rexxon Fleet. + +EMERGENCY COUNCIL MEETING, THE FEDERATION STARSHIP BATTLEAXE. +THIS ATTACK HAS SHOWN HOW VULNERABLE THE CIVILIAN FLEET IS. SEVERAL +THOUSAND PEOPLE HAVE LOST THEIR LIVES ALREADY AND THE ENEMY HAS YET +TO LAUNCH A FULL SCALE ATTACK ON US. + +COMMANDER AJAX HAS FORWARDED THIS PROPOSAL TO THE COUNCIL: +In view of the worsening situation with the Rexxon forces fully aware of +our position and perhaps our heading, the fleet is now facing its greatest +peril sine entering Rexxon territory. Our fighter squadrons have suffered +heavily in attempting to protect the civilian ships, which are open to +the threat of Rexxon interceptors. It is my belief that we cannot +guarantee the civilian fleet with the high quantities of enemy fighters +approaching us. Therefore, I propose a plan to the council. +I propose that the battle fleet draw the enemies attention away from the +convoy fleet. Many of our fighters and frigates have been lost attempting +to defend the fleet. They are not designed to defend but to attack, with +their inherent advantage of speed and surprise. It is my intention to +go on the offensive against the heart of the Rexxon empire using our +attack squadrons to launch a decisive blow to the Rexxon forces. +The intention is for the federation battle fleet and its support ships +to leave the civilian fleet with a skeleton defence, changing course +towards the Rexxon capital world of Lizar. With the reports of the +enemy fleet massing near Torky five they are within striking distance +of the civilian fleet. If we employ a bold manouvre heading towards the +Lizar system to launch an all-out assault on the Rexxon high command, the +Rexxon battle fleet, I beleive, will be compelled to come to the aid +of its mother planet. The Rexxon solar system has been left relatively +undefended as an attack has, more than likely, been considered an +improbability. This may be the Rexxon`s undoing. Consequently, the +civilian fleet can escape into deep space as the enemy launches all +of its forces against our battle fleet. Members of the council, the +plan that I put forward to you is, granted, a high risk venture. The +conclusion of any action may result in the total annihilation of the +federation battle fleet. However, it may also give sixty million people +the chance to escape from the wrath of the Supernova and the Rexxon +empire. + + + +MISSION NUMBER 4 +~~~~~~~~~~~~~~~~~ + +MISSION CODE NAME: BLAST OBJECTIVE. + +OBJECTIVE: +To neutralise the magma cannon on the planet of Potead, the seventh planet +of the Lizar system. + +LOCATION AND MAP: The cannon is situated on the volcanic ridge on the +edge of the Hydrogen sea 3.254 kilometres north east of your +planet loadiung point. + +WEAPONS AND STORES: You will be provided with a new weapon on this mission: +A neutron Epical blaster, to penetrate 200 metre thick titanium and +half a mountainside. + +MISSION BACKGROUND: The infamous magma cannon is perhaps one of the +greatest engineering feats of the Rexxon Construction Corp designed as +part of an inner defence ring for the capital planet of Lizar. A massive +dome over 14 kilometres in height towering way above an enormous +volcanic mountain range. Within it a giant electron gun protrudes +upwards into the atmosphere of the planet. The Magma Cannon feeds off +the energy deep within the planets core producing enough power from its +its natural power plant to generate a ninth scale powerbeam. Punching +a hole into the dense atmosphere, reaching out far into space across the +width of the Lizarian solar system, hitting its target with the power +of several thousand megatons which no starfighter could ever repel. The +monstrous weapon could rip apart the federation battle fleet before it +reaches the edge of the Lizar solar system unless an attack squadron +led by an Epic class fighter could disable the magma cannon before the +fleet is in range. + +PLANET ASSUALT DATA: Potead is impenetrable to all conventional craft. +The Epic fighter will be able to sustain flight in the lower atmosphere +with full use of flight modes. Its gravitational pull will drag the +craft through 8,000 kilometres of dense atmosphere reaching temperatures +of 100,000 degreesC. All landings by the Rexxons have been made by massive +heat shielded Rocket Pods on a calculated and precise trajectory to a +destination point. The Epic fighter's main computer will be assigned +a similar autoroute. + +PROBABLE REXXON DEFENCES / FORTIFICATIONS / SQUADRONS: Due to the heavy +atmospheric conditions no Rexxon fighter craft can operate in this hostile +environment, so the primary Rexxon defences are ground based with various +aerial defensive systems including multiple rocket and laser batteries. +The planet also has a terror legion of Amtrak fighters which will be +ever-present around the vicinity of the Magma Cannon. After this mission, +it is expected that the Rexxons will mount a major offensive towards the +battle fleet. At this point we will be only seven hundred millions +kilometres away from Lizar. All fighters are to be put on red alert as soon +as the Magma cannon is disabled. + + + +MISSION NUMBER FIVE +~~~~~~~~~~~~~~~~~~~~ + +MISSION CODE NAME: GALACTIC STORM + +OBJECTIVE: +To neutralise the remaning space forces of the regional Lizar battlefleet. + +LOCATION AND MAP: Local Galaxy Celest. Quad 64g. + +WEAPONS AND STORES: Dependant on stocks. + +MISSION BACKGROUND: It is anticipated that after the assault on the Planet +Potead all regional forces will be scrambled and will mass on our trajectory +towards Lizar. The battlefleet will encounter a considerable number of +Rexxon Warbirds, Frigates and very large numbers of one-man fighters +[exact numbers are unobtainable at this time]. It is also believed that +the imperial guards may also be used for the first time. These are the +elite starfighters that protect the Rexxon council and have maintained +the tradition of invincibilty over the last few hundred years. The +battlefleet will launch a direct assault upon the main enemy fleet with +the Epic class fighter and three squadrons ofstarfighters will launch +a three pronged attack on the enemies flank. The federation crusiers will +engage the Warbirds. All firepower will be concentrared on crippling the +enemy motherships. We will have to eliminate over 60% of the enemy +to ensure total and final success. + +PROBABLY REXXON DEFENCES / FORTIFICATIONS / SQUADRONS. +The enemy will scramble every available starfighter in the solar system. +Analysis suggests that the combined number of enemy fighters will exceed +100, interceptors 40, Rexxon Warbirds and frigates 10. + +WARNING - The enemy space fleet may catch us at any point. Time is +critical. To ensure success we must quickly eliminate the regional +enemy space fleet, before the arrival of the main Rexxon battleforce. + + +MISSION NUMBER 6 +~~~~~~~~~~~~~~~~~ + +MISSION CODE NAME: RETALIATOR. + +OBJECTIVE: To effect the final and total annihilation of the Grand Imperial +Rexxon command centre and the government complex of Grand Lizar. + +LOCATION AND MAP: The imperial Rexxon command centre is located in the +central metropolis of Lizarico City. The target is easily identifiable +as the city's communication links originate from this central location. + +WEAPONS AND STORES: Depandant on stores. + +MISSION BACKGROUND: To ensure a swift and total destruction of the enemy +command and all its governing body, preventing a long term Rexxon +vendetta and an extended conflict across the gulf of the universe. +When the human race settles on Ulysses VII, a new order will exist across +the galaxy as the human race rebuilds a more tranquil existance. + +PROBABLE REXXON DEFENCES/FORTIFICATIONS/SQUADRONS. +Not known at this time. + + +MISSION NUMBER 7 +~~~~~~~~~~~~~~~~ + +MISSION CODE NAME: MOTHER OF ALL BATTLES. + +OBJECTIVE: Save the human race from total destruction in the largest space +conflict in recorded history. + +LOCATION AND MAP: The grand Moons of Hydraden 12 billion Km cosmic East +of Lizar. + +WEAPONS AND STORES: Dependant on stores. + +MISSION BACKGROUND: The arrival of the enemy is imminent. The combined +battle strength of seven armies across the entire Rexxon empire have +joined forces to outgun federaiton forces to a factor of 3, spearheaded +by two gargantuan Rexxon dreadnoughts and their assault ships. We are not +expecting victory but perhaps this valiant battle may save the +remnants of the human fleet who have skipped to safety through this +torrid war zone. Maybe in the future of mankind this battle will never +be forgotten. + +PROBABLY REXXON DEFENCES / FORTIFICATIONS / SQUADRONS. +2 Imperial Dreadnoughts. +40 Rexxon Warbirds. +140 Battle Frigates. +200 Long range interceptors. +1000 Short range interceptors. + + + +PROVISIONAL MISSION- +ON THE SUCCESSFUL OUTCOME OF THE "MOTHER OF BATTLES" + +MISSION NUMBER 8 +~~~~~~~~~~~~~~~~~ + +MISSION CODE NAME: THE NEW ORDER. + +OBJECTIVE: To escort and protect the human fleet en-route to the far side of +the Rexxon empire. + + + + GLOSSARY OF TERMS + ================== + +MAGNITUDE - A measure of stellar brightness and the scale for weapon + destruction. + +TRILLO TON - This unit is used to describe the relative mass of an object + in space. One trillo ton is equal to 100,000 metric tonnes + [Earth scale]. + +TRANSWARP - This is the speed level attained at or beyond the speed of + light. The absolute velocity of anything can never exceed + .99 transwarp or the universe would then transform into + anti-matter and the universe would, at this point, cease + to exist. + +PHOTON - A unit of measurement for light intensity. + +PLASMA - The forth state of matter. This is the form of which the beam + of energy takes. + +ION - is a particle of *FILL IN LATER* + +PROTON - A unit of positive electricity found in the nuclei of all + atoms. + +COBALT SALTED DEVICE - Doomsday weapon. + +LIGHT SPEED- 299,734 (approx) km per second. + +ONE LIGHT YEAR - The distance it would take a beam of light to travel in + one solar year. + +AEON GIGA YEAR - Period of one million years. + + +THE CD DATABANK OF THE UNIVERSE: REF HISTORY 68732.1556 +-------------------------------------------------------- + +THE BATTLE OF VIREK: + +First human encounter with the Rexxons. An unfortunate occasion which +resulted in the most famous strategic engagement in the history of the +human race. It is now of great relevance due to the fact that Rexxonic +doctrine in war planning and battle factors have changed very little over +the last few centuries and therefore lessons learned from this may help +the fleet in guessing Rexxon tactics. + +Four hundred and ten years ago, before the emancipation of the united +federeration , the human space fleet has colonised many planets cosmic +east of Atlantis halfway toward the planet Lizar including ALTAIRA ONE - +a life sustaining, ore rich planet, of no strategic importance. At that +time nobody knew it was an ancient incubation planet, and therefore, +a sacred centre of worship to the little known race called the Rexxons. +It was unfortunate for the human race because unscrupulous human +profiteers found the incubation chambers, stealing artifacts stored from +the Rexxons past lives, in preparation for the next. All of these sites +were, eventually, destroyed by the profiteers. ALTAIRA ONE was +subsequently attacked with complete surprise by a Rexxon battleforce. +All colonists were captured or killed. The several thousand hostages were +to pay for the crime. + + + +THE CD DATABANK ENCYCLOPEDIA GALACTICA OF THE UNIVERSE: REF 24,47,24901 + +SUPERNOVA FACTS +~~~~~~~~~~~~~~~ +1.) A Supernova is a rare type of star which explodes with great violence + and then fades. + +2.) A Supernova is a result of nuclear sysnthesis. + +3.) A Supernova occurs on average every one second somewhere in the + universe in the universe. i.e - The Crab Nebula exploded in 1064AD. + It measured one hundred thousand billion KM across. The star has to + be a twelve megnitude star, usually a giant red or blue sun. + +The star expands, the surface becomes cooler. It then seperates into layers +within its core [which consists of an iron compound]. When it +explodes the shockwave energy is 10 to the power of 53. Imagine the +total energy burned in ten million years multiplied by 100 - dissipated +in one second. This is ten to the power of 20 megatons. The sun is now +a neutron star [12 million tons per cubic inch] at 19km across +weighing the same as the sun. + + + -=- END OF MANUAL -=- + + + +-------------------------------------------------------------------------- + + + + + =-= EPIC REFERENCE CARD -=- + + +Loading: +Amiga 500, 1500, 2000, 3000 + +Insert disk 1 into drive A and turn on the computer, the program will +then load automatically. Follow any on screen instructions for further +loading. If you have any other disk drives insertion of disk 2 into +any other drive will prevent disk swapping. + +Amiga 1000 + +Insert the kickstart disk. When the workbench hand illustration appears +insert the game disk 1. The program will then load automatically. +If you have any other disk drives, insertion of disk B into any drive +will prevent disk swapping. + +ATARI ST + +Switch on power to computer and disk drive, then insert disk one into +drive A. If you have two disk drives, insert disks one into drive A and +disk two into drive B. This program will then load automatically. Follow +on-screen instructions. For the arcade game insert the disk into the disk +drive and turn on the computer. The game will then load automatically. + +IBM PC + +Insert disk 1 into drive A or B +Type A: (If you are installing from B: drive replace A: with B:) +Type INSTALL +The game will then put up a requester on the screen. +Choose the drive you wish to install the game from on the screen . +(If a drive is displayed on the requester, there will be enough space +for EPIC). +Press return and follow the on-screen instructions. + +STARTING EPIC PC. + +Go to the drive the game was installed on. +Type CD Epic. +Type Epic. +The game will now run. +Epic requires roughly 570k free memory to run. + +SUMMARY OF KEY COMMANDS - NON 3D GAME SECTION AREAS +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +SPACE - TO SKIP TEXT AND GRAPHIC SCREENS. +ESC - TO SKIP TEXT AND GRAPHIC SECTIONS. + + +3D GAME SECTION AREAS VIEWS +~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +F1 - FRONT COCKPIT VIEW. +F2 - REAR COCKPIT VIEW. +F3 - LEFT COCKPIT VIEW. +F4 - RIGHT COCKPIT VIEW. +F5 - EXTERNAL INTELLIGENT CAMERA VIEW + (SET ANGLES TO YOU AND TARGET) +F6 - EXTERNAL REAR TRACKING VIEW. +F7 - FULL FRONT VIEW. +F10 - REMOTE TARGET VIEW. + +IN GAME FLIGHT CONTROLS +~~~~~~~~~~~~~~~~~~~~~~~ + +MOUSE +----- +LEFT BUTTON - INCREASE SPEED (RELEASE TO DECREASE SPEED) +RIGHT BUTTON - FIRE WEAPON +MOVE LEFT - BANK EPIC CRAFT LEFT +MOVE RIGHT - BANK RIGHT +MOVE FORWARD - PUSH NOSE DOWN +MOVE BACKWARD - PULL NOSE UP + +JOYSTICK +-------- +FIRE BUTTON - FIRE WEAPON +MOVE LEFT - BANK EPIC CRAFT LEFT +MOVE RIGHT - BANK RIGHT +MOVE FORWARD - PUSH NOSE DOWN +MOVE BACKWARD - PULL NOSE BACK + +KEYS +---- +RETURN - TOGGLE BETWEEN WEAPON SELECTION +SPACE - FIRE WEAPON +ALT - ACCELERATE (RELEASE TO DECELERATE) +P - PAUSE GAME AND PAUSE BRIEFING SCREEN +S - DEFLECTOR SHIELD UP OR DOWN +F - SELECT FUEL SCOOP (TO COLLECT FUEL PODS ONLY) +T - ACQUIRE TARGET (FOR USE WITH COBALT WEAPON ONLY) +HELP - (PC - HOME) - GIVES HEADING TO TARGET OR MOTHERSHIP +D - 3D DETAIL ADJUST +ESC - PRESS TWICE TO ABORT MISSION +ENTER - (ON KEYPAD) IS CHEATMODE FOR REFUEL AND WEAPONS +THE EPIC CRAFT MAY ALSO BE CONTROLLED BY USING CURSOR KEYS. + + + -=- END OF REFERENCE CARD -=- + + \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/epic.txt b/textfiles.com/piracy/SOFTDOCS/epic.txt new file mode 100644 index 00000000..2e4029b8 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/epic.txt @@ -0,0 +1,159 @@ + + ---> Martyrium BBS 713-460-8217-ANTHROX WHQ -3 NODES <--- +Time/Date Uploaded: ===> Thursday May 7th 1992 15:50:06 <=== + __ __ __ __ + /\ / / /\ / \rAt//\ /\ \//\ /\ + / \/ /\/\ \/ / \/\/ \/ \/\/ \/ \ + /\ \/ / /\ / / / / /\ \/\ \/ / / / / / + \__/\__/\__/\/\/\/\/\__/\__/\/\__/\/\/ + -*- THE SIGN OF STYLE PRESENTS -*- + -EPIC QUICK REFS GERMAN AND ENGLISCH- + +THIS NICE DOC WAS TYPED BY BLACK DEVIL OF SUBMISSION 92!!! +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ + +SUMMARY OF KEY COMMANDS NON 3D GAME SECTION AREAS: +-------------------------------------------------- +SPACE - TO SKIP TEXT AND GRAFIK SCREENS +ESC - TO SKIP TEXT AND GRAFIK SECTIONS + +3D GAME SECTIONS AREAS VIEWS: +----------------------------- +F1 - FRONT COCKPIT VIEW +F2 - REAR COCKPIT VIEW +F3 - LEFT COCKPIT VIEW +F4 - RIGHT COCKPIT,VIEW +F5 - EXTERNAL INTELLIGENT CAMERA VIEW + ( SET ANGLES TO YOU AND TARGET ) +F6 - EXTERNAL REAR TRACKING VIEW +F7 - FULL FRONT VIEW +F10 - REMOTE TARGET VIEW + +IN GAME FLIGHT CONTROLS MOUSE: +------------------------------ +LEFT BUTTON - INCREASE SPEED (RELEASE TO DESCREASE SPEED) +RIGHT BUTTON - FIRE WEAPON +MOVE LEFT - BANK EPIC CRAFT LEFT +MOVE RIGHT - BANK RIGHT +MOVE FORWARD - PUSH NOSE DOWN +MOVE BACKWARD - PULL NOSE UP + +JOSTICK: +-------- +FIRE BUTTION - FIRE WEAPON +MOVE LEFT - BANK EPIC CRAFT LEFT +MOVE RIGHT - BANK RIGHT +MOVE FORWARD - PUSH NOSE DOWN +MOVE BACKWARD - PULL NOSE UP + +KEYS: +----- +RETURN - TOGGLE BETWEEN WEAPON SELECTION +SPACE - FIRE WEAPON +ALT - ACCELERATE (RELEASE TO DECELERATE) +P - PAUSE GAME & PAUSE BRIEFING SCREEN +S - DEFLECTOR SHIELD UP OR DOWN +F - SELECT FUEL SCOOP (TO COLLECT FUEL PODS ONLY) +T - ACQUIRE TARGET (FOR USE WITH COBALT WEAPON ONLY) +HELP - (PC HOME) - GIVES HEADING TO TARGET OR MOTHERSHIP +D - 3D DETAIL ADJUST +ESC - PRESS TWICE TO ABORT MISSION +ENTER - (ONLY KEYPAD) IS CHEATMODE FOR REFUEL AND WEAPONS +THE EPIC CRAFT MAY ALSO BE CONTROLLED BY USING CURSOR KEYS. + + +AN NOW GERMAN !!!! +------------------ + +ZUSAMMENFASSUNG DER WICHTIGSTEM BEFEHLE NICHT -3D- SPIELBEREICHE: +----------------------------------------------------------------- +LEERTASTE - UEBERSPRINGEN VON TEXT UND GRAFIKSCHIRMEN +ESC - UEBERSPRINGEN VON TEXT UND GRAFIKABSCHNITTE + +3D SPIELBEREICHE ANSICHTEN: +--------------------------- +F1 - VORDERE COCKPIT ANSICHT +F2 - HINTERE COCKPIT ANSICHT +F3 - LINKE COCKPIT ANSICHT +F4 - RECHTE COCKPIT ANSICHT +F5 - INTELLIGENTE AUSSENKAMERA ANSICHT + (FESTGESELLTE WINKEL ZU IHNEN UND ZIEL) +F6 - AUSESEN HINTERE TRACKING ANSICHT +F10 - ANSICHT DES ENTFERNTEN ZIELS + +FLUGSTEUERUNG BEIM SPIEL MIT MAUS: +---------------------------------- +LINKE TASTE - GESCHWINDIGKEIT ERHOEHEN + (LOSLASSEN, UM GESCHWINDIGKEIT ZU SENKEN) +NACH LINKS - FEUERKNOPF +NACH RECHTS - NACH RECHTS STEUERN +NACH VORNE - NASE NACH UNTEN DRUECKEN +NACH HINTEN - NASE HOCHZIEHEN + +JOYSTICK: +--------- +FEUERKNOPF - WAFFE ABFEUERN +NACH LINKS - EPIC NACH LINKS STEUERN +NACH RECHTS - NACH RECHTS STEUERN +NACH VORNE - NASE NACH UNTEN DRUECKEN +NACH HINTEN - NASE HOCHZIEHEN + +TASTEN: +------- +EINGABETASTE - ZWISCHEN WAFFENAUSWAHL HIN UND HERSCHALTEN +LEERTASTE - WAFFE ABFEUERN +ALT - BESCHLEUNIGEN (LOSLASSEN, UM LANGSAMER ZU WERDEN) +P - SPIEL PAUSE +S - SCHUTZSCHILD NACH OBEN ODER UNTEN +F - WAHL DES TREIBSTOFFAUFNEHMERS + (NUR ZUR AUFNAHME DER TREIBSTOFFAGGREGATE) +T - ZIEL ERWERBEN (NUR FUER EINSATZ MIT KOBALTWAFFEN) +HILFE(HELP) - GIBT RICHTUNG VON ZIEL ODER MUTTERSCHIFF +D - ANPASSUNG 3D DETAIL +ESC - ZWEIMAL DRUECKEN, UM MISSION ABZUBRECHEN +ENTER - (AUF TASTATUR) ZUM "SCHUMMELN" FUER AUFTANKEN UND WAFFEN + +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- +-+- THATS ALL FOLKS I HOPE YOU ENJOY MY WORK HAVE PHUN BLACK DEVIL!!! -+- +-+- GREETS TO ALL SUBMISSION MEMBERS AND MY FRIENDS AROUND THE WORLD! -+- +-+- AND DONT FORGOT TO CALL THE SUBMISSION BOARDS ........ -+- +-+- AND THIS TO ->RAT<- FOR THE NICE ANSI LOGO, THX DUDE!! -+- +-+- -+- +-+- Speed Wheel : +49 4346-6265 SYSOP MC TUNE -+- +-+- Falcon Wood : +49 4321-45861 SYSOP BLACK DEVIL -+- +-+- -+- +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- + ____ __ ___ __ _____ ____ + / || | / /| || \ | \ + / || |/ / | || |\ \| \ + / /| || / / | || |/ /| |\ \ + / / | || \ \ | || / / | | \ \ + / / | || |\ \ | || \ \ | | \ \ + _____ /_____ || ____ \|__|| _____\| _____ \_____ + | \/| \|| / \ / /|| ___| / _ \ / / + | |\ \| |\ \ / /\ \\ \ | |__ | | \_// __/ + | |/ /| |/ // / / / \ \| __| | | __\ \ + | |\_/ | / // \/ /_ \ | |___ | |_/ \\ \ + | | | \ \\ // \_/ | || / \ \ + |__| |__|\_/ \____/ \_____/|______| \_____/ \_/ + + Line #1:(416)512-8566 * Line #2:(416)512-8567 * Line #3:(416)PRi-VaTe + + ** 500 MEGABYTES ONLINE... AMIGA & IBM 0 DAY FILES ** + + RECEIVED TORONTO CANADA: 09-May-92 01:46:05 + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/f-15docs.txt b/textfiles.com/piracy/SOFTDOCS/f-15docs.txt new file mode 100644 index 00000000..201a39d4 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/f-15docs.txt @@ -0,0 +1,50 @@ + + + F-15 STRIKE EAGLE + Written by THE BLUE ADEPT! + +AUTHENTICATION CODES + +0 - C 6 - M 12 - Y +1 - H 7 - R 13 - O +2 - I 8 - E 14 - T +3 - P 9 - D 15 - W +4 - L 10 - N +5 - A 11 - G + +KEYS AND DEFINITIONS + +1-0 = SPEED OF AIRCRAFT +A = AFTERBURNERS +D = DROP FUEL TANKS +R = RADAR (SHORT, MEDIUM, LONG) +S = ARM SIDEWINDER MISSLES (SHORT RANGE) +M = ARM SPARROW MISSLES (LONG RANGE) +G = ARM GUN +B = ARM BOMB +RETURN = FIRE BUTTON +F = FLARE +CTRL I = EJECT +E = ECM JAMMING +V = VOLUME ON/OFF +X = SPEED BRAKES +SPACE BAR = REAR VIEW +DIRECTION KEYS ON KEYPAD = CHANGES DIRECTION + + + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/f15ii.txt b/textfiles.com/piracy/SOFTDOCS/f15ii.txt new file mode 100644 index 00000000..ac08724c --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/f15ii.txt @@ -0,0 +1,76 @@ + + +F15 II by the Underground Council. + +Here is some docs to go with the game. We do believe that the FiRM +cracked it first but we have not seen a running copy. We cracked +it 8-15-89 at 4:30 PM. + + +I would like to thank the following people : + + Bad Sector + Pink Floyd + Ford Prefect + Maverick + and many others + +Since this is our first crack we will getting more done each day. +Our software suppliers are one of the best in the business. We +have had F15 II for the Last 3 days. Since we work during the day +we can not dedicate 12+ hours. + + +Also A SPECIAL thanxs to JENETIC BYTEMARE for the help with the +cracking help. + +Written By Mack Bolan President Of the Underground Council + + +Now for some docs: + + +Flight Controls + ++ -Increase Throttle - Decrease Throttle +shift + -Max Power shift - No Power +A - Afterburner ESC -Eject +L - Landing Gear B -Brakes +P _ Automatic Pilot ON/OFF + +Weapons and Defenses + +S -Short Range Missles M -Medium Range Missles +G -Ground Attack Missles F -Flare Release +C -Chaff Release T -Target Search +RET -Return Fires Missles BS -BackSpace Fire Cannon + +Avionics + +W -Waypoint Select R -Radar Range +Z -Zoom Map EX -Expand Map + +Views + +Space -Return to Cockpit F1 -Look Front + F2 -Look Left F3 -Look Right + F4 -Look Rear F5 -Slot View + F6 -Chase Plane F7 -Side View + F8 -Missle View F9 -Tactical View + F10 -reverse Tactical View D -Director Mode ON/OFF + +Simulation Controls + +ALT A -Accelerate Time ALT B -Boss, HIde Game +ALT D -Detail Adjust ALT K -Keyboard Sensitivity +ALT P -Pause ALT Q -Quit +ALT R -Re-Supple ALT J -Joystick Re Center +ALT T -Training ALT V - Volume Adjust + + +Call one of the nearest UGC boards. With the title screen is the +node list. If you are interested in becomming a UGC member or a +suppiler Call 716-434-8505 and leave mail to mack bolan or call one +of the UGC boards and leave Mail to the sysop + + \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/falcon2.txt b/textfiles.com/piracy/SOFTDOCS/falcon2.txt new file mode 100644 index 00000000..60a10215 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/falcon2.txt @@ -0,0 +1,311 @@ +=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= += = += RENEGADE <> = += = += I'M THE ONE YOUR MOTHER WARNED YOU ABOUT = += = +=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= + + FALCON MISSION DISK II + + OPERATION: FIREFIGHT + +This Mission disk has some extra features than the other Mission +disk and I will briefly list them and explain them. The docs +are layed out in a screwy way, so I will do my best to put +it in better terms. +-------------------------------------------------------------------- + +First: You are able to select 'Extra Aircraft' option (the blue +box above the 'Armament'). This brings up a screen with a line +of Migs appearing denoting the selection. This will prompt a +second set of Migs bound for either an offensive or defensive +duties. You are informed about the second set of enemies. This +just increases the difficulty of the missions and attempts to +make you change you original plan of attack. + +Second: I'm not sure if you were able to do this in the any of +the earlier missions, but you are able to rearm your plane in +the middle of a mission. Use the N-S runway, and as soon as you +land hit 'Cntr-X' this should activate the rearming screen. + +Third: This Mission Disk adds a new weapon, the AGM-88A +missile. This missle is an Air-to-Ground missile designed to +take out SAM sites. Its also known as the HARM missile, which +homes on SAM radar automaticly, so make sure you are shooting at +enemy SAM sites not friendly ones. + +Forth: Another item has been added, the ASPJ (Advanced Self +Protection Jammer). This is close to the ECM, but is internal. +Which means it doesn't take up a weapons pylon thus enabling you +to carry more weapons. +---------------------------------------------------------------- + +Battle Intelligence: + +You can get needed information from external view about the +overall campaign situation relating to ground forces. + + Title Number of Tanks and Supply Trucks + --------------------------------------------------------- + Approaching About to arrive at their drop off point + Reserve In reserve + Near HQ Over the pontoon bridges + In HQ Sector In the HQ sector (Duh!) + +---------------------------------------------------------------- + +Missions: + +Mission 1 -- Heavy Metal + + Waypoint: D1 - south of pontoon bridge + Objective: Knock out two enemy tanks + Effective Weapons: AGM-65B Maverick + Mk84 2000lb Bomb + Minimum Activity: A pair of Hinds + +A decisive strike early on in the battle would put a severe +damper on the enemy's morale and is sure to boost your +squadron's confidence. Make sure you're certain of the +approximate location of the two friendly tanks to the east of +the airfield and don't mistake them for the enemy. According to +intelligence, the tanks painted red are the bad guys. As you +head for the target, keep an eye on your radar and be prepared +to defend your tanks. It's just possible that the enemy may +have the same ideas as you... + +Mission 2 -- Five Carder + + Waypoint: D8 - the pontoon bridges + Objective: Destroy for pontoon bridges + Effective Weapons: AGM-65B Maverick + Mk84 2000lb Bomb + Minimum Activity: A pair of Hinds + +Your commander's had word that the enemy is expecting an +important truck convoy in the next few days. Blow up these four +bridges, and you'll engineer a major delay. There have been +reports of Hinds coming in to attack friendly tanks. Arm smart, +and be prepared to intercept. If you get the Hinds with a +couple of AIM-120A's before they reach you, you'll have that +much more time to score hits on the bridge. + +Mission 3 -- Hind Hit + + Waypoint: D9 - North of HQ sector + Objective: Intercept two Hind 24s + Effective Weapons: AIM-120A missle + AIM-9M Sidewinder + M61-A1 20mm cannon + Minimum Activity: Three Hind 24s + +You've had one too many successes lately, and the other side is +upset. They've picked three of there best chopper pilots to +take a couple of Hinds into your own territory and wreck havoc. +Their designated targets are a couple of friendly tanks. Keep +and eye on their locations and try to take out at least one of +those Hinds before they approach too close. + +Mission 4 -- Lone Ranger (and Tonto) + + Waypoint: D2 - Bridge + Objective: Destroy one Mig + Effective Weapons: AIM-120A missle + AIM-9M Sidewinder + M61-A1 20mm cannon + Minimum Activity: Two Mig-21s + +Two Migs have managed to slip through the radar net and are +heading straight for an unprotected train. Intercept and +destroy them before they make spaghetti with the tracks. +Prepare for a one-on-one battle against on of the tough guys on +the other side. Watch you instruments, and don't rush into +anything. These guys are not pushovers if they made it this far +into your territory. + +Mission 5 -- Truck Interdict + + Waypoint: D10 - bridge + Objective: Destroy at least three trucks + Effective Weapons: AGM-65B Maverick + Mk84 2000lb Bomb + M61-A1 20mm cannon + Minimum Activity: A pair of Mig-21s on CAP + +A large enemy convoy has been sighted somewhere to the north, +possibly near the bridge. Hit at least three trucks, and you'll +score big promotion points with your commander. But do not rush +blindly into the kill. At least two Migs are on CAP around +here. One of the most common mistakes rookies make is +concentrating on one target and forget erverything else. Make +sure this is one mistake you don't make and take enough +Sidwinders and AIM-120A's to take out any unexpected visitors. + +Mission 6 -- Aces High + + Waypoint: D3 - Bridge + Objective: Intercept and destroy one Mig + Effective Weapons: AIM-120A missle + AIM-9M Sidewinder + M61-A1 20mm cannon + Minimum Activity: A pair of Mig-21s + +A big convoy of supplies is heading for you pals on the ground. +Meanwhile a pair of Migs have been spooted approaching the +trucks. Here's your chance to show your appreciation of what +the tank platoons have been doing. Intercept and destroy at +least one Mig and make sure that your convoy gets through. +Remember that there are two Migs, and there's nobody to cover +your six. Approach with extreme caution; better still, knock +out one Mig at long range before they get close. + +Mission 7 -- Tank Park + + Waypoint: D11 - Northeast of friendly airstrip + Objective: Hit five tanks + Effective Weapons: AGM-65B Maverick + Mk84 2000lb Bomb + Minimum Activity: One Mig-21 on CAP + +Intelligence reports that a concentration of tanks has been +detected to the northeast of the forward airfield. Just when +you thought you were due for some rest, your commander decides +to pick you for the mission. Being tired is no excuse. Don't +let the thought of a big kill on the ground distract you from +watching the skies and listening for radio reports. Prepare or +a confrontation with one overly protective Mig. + +Mission 8 -- Triple Trouble + + Waypoint: D4 - Train yard + Objective: Destroy two Migs + Effective Weapons: AIM-120A missle + AIM-9M Sidewinder + M61-A1 20mm cannon + Minimum Activity: A pair of Mig-27s with one Mig-21 on escort duty + +You've been scoring some important points in the last few days, +but that's not enough to keep the enemy down. If the other side +can take out a couple of your key installations, you'll lose the +advantage and the enemy will have a chance to recover. With +this in mind, two Mig-27s are intending to work over your train +yard, POL depot and oil refinery. The enemy has even brought +along a Mig-21 on top cover. There's only on of you against +three of them, so try to pick one Mig off with and AIM-120A +before they get too close to you. Don't be afraid to use your +afterburner even though it uses a lot of gas quickly. Fuel may +be gold, but it's of no use to you if your dead. + +Mission 9 -- Cobra's Head + + Waypoint: D12 - bridge + Objective: Damage the enemy supply line + Effective Weapons: Mk84 2000lb bomb + Minimum Activity: A pair of Mig-21s on CAP + +Your squadron has been trying to make a dent in the enemy's +supply line for a couple of weeks, but unfortunately, your side +hasn't made much progress yet. If you can destroy the Cobra's +Head, you won't disrupt the enemy's plans that much. But if you +bring down the Cobra's Tail later, you will break the supply +line. This is one-half of an interdiction mission, and will +work only if you complete the other mission, "Cobra's Tail", as +well. Until now this bridge has been a rather formidable +target, but with any luck, and your skill, it won't be any more. +Don't become careless when you're on your mission, though. +There are two Mig around here, either of whom is only too happy +to take advantage of any inattentiveness. Make sure neither +plane gets that chance to close on you. + +Mission 10 -- Interceptor + + Waypoint: D5 - arsenal + Objective: Splash one Mig and protect the arsenal + Effective Weapons: AIM-120A missle + AIM-9M Sidwinder + M61-A1 20mm cannon + Minimum Activity: A pair of Mig-27s with one Mig-21 on escort duty + +Two Mig-27s and one Mig-21 on high cover are planning a strike +on a vital friendly arsenal. This is one fireworks display you +want to prevent. Splash at least one Mig-27 and make sure the +arsenal remains intact. Take plenty of Sidewinders and approach +with care. All enemy planes are valuable equipment; shoot a +couple of them down and you've made your own personal dent in +enemy supplies. + +Mission 11 -- Cobra's Tail + + Waypoint: D13 - bridge + Objective: Damage the bridge + Effective Weapons: AGM-65M Maverick + Mk84 2000lb bomb + Minimum Activity: A pair of Mig-21s on CAP + +In war situation, you have to keep your head. Sometimes it pays +to offroad all the bombs you have on every visible target..and +sometimes it pays to wait. A couple of missions ago, you +hopefully managed to hit the Cobra's Head. Now it's time to +take out the corresponding Tail. If you accomplish this +mission's objective, you will achieve more with one accurate hit +than boimbing five tanks. You should take Sidewinders and AIM +120A missles since a vital strategic target like this bridge is +bound ot be protected by at least a couple of Migs. If you +splash a Mig as well as successfully bombing the bridge, the +boys at HQ will definitely be grateful. + +Mission 12 -- Home Base + + Waypoint: D6 - train yard + Objective: Destroy one Mig-27 + Effective Weapons: AIM-120A missle + AIM-9M Sidewinder + M61-A1 20mm cannon + Minimum Activity: A pair of Mig-21s on CAP + +HQ is on red alert. The critical situation is one Mig-27 on +strike and two Mig-21s on escort approaching home base. You +need to muster all your skill, experience and resources to take +out the Mig-27. This is one situation where there is absolutely +no point in holding back. If he gets through, thats the end of +the operation as far as you're concerned. So let him have it, +but don't forget the Mig-2 escorts. + + +---------------------------------------------------------------- + +Mission Merits +Heavy Metal 1 +Five Carder 2 +Hind Hit 2 +Lone Ranger 3 +Truck Interdict 4 +Aces High 6 +Tank Park 10 +Triple Trouble 10 +Cobra's Head 12 +Interceptor 12 +Cobra's Tail 15 +Home Base 15 +---------------------------------------------------------------- + +Everything else is the same as the other Mission Disks, the doc +just display useless specifacations on the crafts in the game. + +---------------------------------------------------------------- + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/falfun.txt b/textfiles.com/piracy/SOFTDOCS/falfun.txt new file mode 100644 index 00000000..bc0ef95e --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/falfun.txt @@ -0,0 +1,96 @@ +Tired of playing Falcon 3? Well here are some strange and funny things to do +with it ( in less than 5 minutes!!! Well most of them! ) ... + +1. Choose Red Flag, load LESSON 1, before taking off select Mk84 bombs and + try to load a maximum of 24 bombs, this as you'll guess will make a hell + of a crater! Now, take off and as soon as you're airborne, let's say + 50 feet above ground, release all bombs and then eject, what will happen? + Try it! Sometimes you will be 'vaporized' and destroyed in the fireball + but the game will still continue and the only way to get back to the main + menu is by pressing ESC + +2. After shooting enemy MiGs, have you ever noticed white little points + in the sky, those are ejected pilots, switch to guns and point your + plane towards them, FIRE!!! and see how they demonstrate Newton's law + of gravity! + +3. Again, in LESSON 1 take off and then after 15 or 30 seconds been airborne + return and try to get some AGM65s and smash those hangars of yours, at a + low level (below 100 feet) and high speed. Even more difficult try to get + into a hangar (just before you'll crash)... + +4. Last time for LESSON 1, take off and climb to about 30,000 feet or even + higher. Try to be exactly on top of your airbase, ripple a maximum of 24 + bombs (that's if you have 3.0c) preferably Mk84s then dive straight towards + the ground, drop bombs, switch to outside view (9) and see the bombs fly + upwards. Enjoy all outside views, rotate, see your bombs behind you, switch + to ground and satellite views. At this point try to reach the ground before + the bombs do, without crashing preferably! If you succeed and are flying + nearby you might get caught also in the explosion... Instead of using Mk84s + it might be better using Mk82 high drag bombs that are supposed to take + longer to fall, try it! You can also try dropping only 2 at a time so you'll + cover a longer distance of "destruction"... + +5. Are you still alive? OK! You think you're hot, don't ya? Try loading up + LESSON 7A, fly due north beyond the tank park (let's leave 'em to rest just + for today OK?) a few miles ahead of them are 2 missile launchers, don't + underestimate them, they can kill you in less than a blink. Try and fly + around the area and see how much time you can survive. You should NOT use + the ECM pod, just shake 'em off by pulling high Gs! Do not cheat either by + flying low and stay above 8000 feet! If you survive this create a mission + with more missile launchers and see how many missiles you can 'dodge'. + Try using mostly the '9' outside view with a little zoom out and looking + inside your cockpit for any launched missiles as least as possible. + +6. Choose RED FLAG, then create a very simple mission: Just you and one F117. + Better if you can create another 'flight' for the Stealth Fighter in such + a way that both fly along the same path and you'll be right behind. Try to + see how 'invisible' it is to the radar, can you lock an AIM-120 missile + on it? Is it true that it is a 50 million dollar clay pigeon for a fighter? + +7. Choose RED FLAG, load any simple mission (preferably one without any enemies) + so you don't have to bother about air combat, for instance LESSON1. Also try + setting unlimited fuel and armament to ON. If you're lucky you might start at + night time, if not exit and try and choose same option again until you have + night time. Now fly over Las Vegas and try bombing all those buildings that + have the lights on, see how much time it takes you to make the city dark! + +8. Again with RED FLAG, look for Hoover Dam on your Nellis AFB map and see if you + can bomb it. + +9. In RED FLAG try flying all the way due east following the river and discover + many interesting things along the way (cowboys, bridge, water faucet?) Try + dropping some bombs over them. How easy is it to shoot the cowboys with your + M20 gun? + +10. Within the mission editor add 4 or more friendly aircrafts to fly along with + you. Choose a bombing mission or just fly any place where there's a target. + Approach the target and when you're close enough start dropping all your + bombs switch to wingmen's view (7) and have a better view of yourself bombing. + Be careful not to enjoy it for too long 'cuz you still might be in a dive so + remember to 'pull up'!!! + +These are only just few of the wacky things you can do with this excellent +simulator, remember your imagination makes the limit. If you do have any other +tips I would appreciate any e-mail from other wild Falconers, + +Thanks, + Mark 'Boxer' Aguilar + 100023,172 + + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/fatal.nfo b/textfiles.com/piracy/SOFTDOCS/fatal.nfo new file mode 100644 index 00000000..8273c12d --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/fatal.nfo @@ -0,0 +1,41 @@ + ͻ + NAME: Fatal Challenge + GRAPHX: VGA + SOUND: Sound Blaster, (Adlib?) + LEVEL: Easy but Phun + PROTECTION: PHONE.TXT FILE (*****DO NOT DELETE THIS FILE!!!*****) + SUPPLIER: FLea BAg + ͼ + + ͻ + + KEYS + + PLAYER #1 PLAYER #2 + + E R T ATTACK KEY #1 7 8 9 ATTACK KEY #1 + \ / Z \ / / + D - - G 4 - - 6 + / \ ATTACK KEY #2 / \ ATTACK KEY #2 + C V B Lft-Shft 1 2 3 Rght-Shft + + ͼ + + + ͻ +NOTE: This is an awesome game. It's a little on the easy side but hey it's + for $15 what do you expect? One hint though...when the computer jumpkick's + you, block it then throw the computer...and figure out how to do the flash- + kick's and sonic boom's for your self. + FLea BAg + ͼ + + Ŀ +Greets + + Anyone and everyone who's known in the pirate community... + + And special greet to Marshal Law...I only wish I could draw half as good as + you, but I'm working on it! + + \ No newline at end of file diff --git a/textfiles.com/piracy/SOFTDOCS/ffbtof.txt b/textfiles.com/piracy/SOFTDOCS/ffbtof.txt new file mode 100644 index 00000000..fda3b269 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/ffbtof.txt @@ -0,0 +1,705 @@ + + + Fiendish Freddy's Big Top O'Fun + by + Mindscape + + Docs typed by an Unnamed Entity + For : the heck of it + + These docs are being typed EXACTLY as they appeared in the manual + (except for margins, I hope this doesn't matter), including a reference + card of information they forgot to include when the manual was printed, + This should help those that have an uncracked copy of the game and + don't have the docs. + + TANTALIZING + Table of Contents + + What you need ....................................1 + Loading Instructions .............................2 + Key Commands .....................................4 + The Game .........................................5 + The Menu .........................................5 + Practice Mode ................................5 + Game Mode ....................................6 + The Events .......................................7 + High Diving ..................................7 + Juggling .....................................8 + Trapeze ......................................10 + Knife Throw ..................................11 + Tightrope ....................................12 + Cannonball ...................................12 + Winning or Losing the Game .......................14 +  + + - Page 1 - + + What You Need + + Atari ST + - Atari 520ST, 1040ST, or Mega Computer; 512K minimum + - Color Monitor or TV + - Disk Drive (two are recommended) + - Joystick + + Amiga + - Amiga 500, 1000, or 2000 computer; 512K minimum + - Color Monitor or TV + - Disk Drive (two are recommended) + - Joystick + + IBM/Tandy + - IBM, Tandy, of 100% compatible computer + - Color Monitor or TV + - Disk Drive (two are recommended) + - Joystick (optional) + - Color or Enhanced graphics adaptor (supports EGA, MCGA, VGA, and + Tandy 16 color modes) +  + + - Page 2 - + + LUMINOUS + Loading Instructions + + Atari ST + + 1. Make sure the joystick is plugged into Port 1 + 2. Insert Disk 1, label side up, into the disk drive. + 3. Turn on your monitor, disk drive, and computer. + 4. The game will load into your computer's memory and the opening + sequence will begin. + + Note: If you have two disk drives, place Disk 1 in Drive 1 and leave it + there. Use Drive 2 for Disks 2,3,4, and 5 as they are needed. + + Installing the Game on a Hard Drive: + Fiendish Freddy's Big Top O'Fun can be installed on a Hard Drive by + following the instructions found in your Atari Owner's Manual for + copying files to a hard drive. + + Amiga + + 1. Make sure the joystick is plugged into Port 2 + 2. Turn on your monitor and computer. If necessary, insert Kickstart + version 1.2 or higher into the disk drive. + 3. When asked for the Workbench disk, insert Disk 1, label side up, + into the disk drive. The game will load into your computer's memory + and the opening sequence will begin. + + Note: If you have two disk drives, place Disk 1 in Drive 1 and leave it + there. Use Drive 2 for Disk 2 and Disk 3 as they are needed. + + Installing the Game on a Hard Drive: + Fiendish Freddy's Big Top O'Fun can be installed on a Hard Drive by + following the instructions found in your Amiga Owner's Manual for + copying files to a hard drive. +  + + - Page 3 - + + IBM/Tandy + + Loading the game with DOS + 1. Insert a DOS disk (version 2.1 or higher) into Drive A. + 2. If you are using a joystick, make sure it is plugged into the game + port of your computer. + 3. Turn on your monitor or TV and computer. + 4. Respond to the date and time prompts. + 5. When the A> prompt appears on the screen, replace your DOS disk with + Disk 1. + 6. Type FREDDY and press Enter. Soon, the opening sequence will begin. + + Installing the Game on a Hard Drive: + After you complete the procedure outlined below, Fiendish Freddy's Big + Top O'Fun will run entirely from your hard disk; you will not need to + use the floppy disks. + 1. Boot the system, if necessary, and log on to your hard drive (for + example, C:). If you wish to install Fiendish Freddy's Big Top O'Fun + onto a subdirectory, access that directory. + 2. Insert Fiendish Freddy Disk 1 into Drive A. At the DOS prompt for + the directory on which you want to install Fiendish Freddy, type COPY + A:*.* and press ENTER. Repeat this procedure for Disks 2,3,4, and 5 of + the 5.25" version or Disks 2 and 3 for the 3.5" version. When you have + finished, all of the game files will be copied to your hard drive. + 3. To play Fiendish Freddy's Big Top O'Fun, log on to your hard drive + directory that contains the game's files. At the DOS prompt, type + FREDDY and press ENTER. + 4. To remove Fiendish Freddy's Big Top O'Fun from your hard drive, + simply delete all of the game files. +  + + - Page 4 - + + CUNNING + Key Commands + + Atari ST + + P Allows you to pause any event. + S Toggles the music on or off. The sound effects will always + remain. + Space Bar Allows you to bypass the opening credits and opening + sequence. + + Amiga + + P Allows you to pause any event. + S Toggles the music on or off. The sound effects will always + remain. + Space Bar Allows you to bypass the opening credits and opening + sequence. + + IBM/Tandy + + Pause Allows you to pause any event. + F1 Turns off all sound effects and music. + F2 Toggles the music on/off. + Space Bar Allows you to bypass the opening credits and opening + sequence. + Arrow Keys Moves the characters in the direction you want them to go. + Insert Acts as the fire button when using keyboard commands. +  + + - Page 5 - + + The + GLORIOUS + Game + + Blasted Big Bank! Your small, struggling circus is about to be seized + by a sinister scumbag, to whom you owe the sum of 10,000 smackeroos. + Your Big Top will be blacktop if you don't bag the bucks needed to + banish the barbarous banker from your beloved business. To make + matters more miserable, he's sent Fiendish Freddy to foil your fragile + finances and prevent your people from performing at their peak. Your + objective is to obliterate this financial obligation by perfectly + performing the precarious perils of the Big Top. Thus you will thrill + the throng of spectators while also earning the megabucks needed to + expand your arena. + + + The + MAGNIFICENT + Menu + + After the opening sequence, the carnival hawker and the Main Menu will + come on the screen. This menu allows you to choose Game or Practice + Mode. Practice Mode lets you practice any particular event as many + times as you like. Game Mode takes you through all six events (in + order) and will give a score to each player. + + Practice Mode + To select Practice Mode, use the joystick to move the pointer to the + bottom of the menu where it says PRACTICE and press the Fire button. + The menu changes to a list of the six events. Now move the pointer + until it is over the event you want to practice and press the fire + button. If necessary, you'll be instructed to insert a different disk. +  + + - Page 6 - + + Once the event has loaded, the following message appears on the screen: + + PRESS "Q" TO QUIT + OR, + PRESS FIRE TO CONTINUE + + Whenever the fire button is pressed you'll go to the beginning of the + event. Each event has either three or four levels. You'll begin your + practice at the first level and advance to the subsequent levels only + when you successfully complete each level. Whenever you "fail" at an + event, or make it through all of the event's levels, the "Quit or + Continue" message reappears. When you are finished practicing, press Q + and you will be returned to the hawker and the Main Menu. + + Game Mode + To select Game Mode, use the joystick to move the pointer to the number + of players that will be playing the game. There may be anywhere from + one to five players.. Keep in mind that the $10,000 must be earned by + a single player, not accumulated from what several players earn. Thus, + in a multi-player game, you're trying to raise money, but you're also + trying to earn more than the other players. Once the pointer is over + the desired number of players, press the fire button. + + Next, each player will select an animal character to represent the + player in the game. Each of the five characters is presented one at a + time. To scroll through the different characters, move the pointer to + the words "Next Beast" and press the fire button. When the beast that + you want appears, move the pointer to the words "Take this beast" and + press the fire button again. When each player has selected his/her + character, the ringmaster appears and the game begins. + + As each event begins, the character whose turn it is appears on the + screen along with the level he/she is performing and the message "Now + Appearing." The player then presses the fire button to begin the + event. + + After all the players have completed an event, the distinguished panel + of judges will come on the screen and "score" each player by awarding + him/her a certain amount of money. After the amount for each event has + been given, the player will see what his/her total is at that point. + Once each player has been scored, the Ticket Tally appears and shows + the totals for all the players. +  + + - Page 7 - + + The + EXPLOSIVE + Events + + + Phenomenal Feats of Diving Daring + + (High Diving) + To begin our Big Top O'Fun we bring you an act involving horrendous + heights and terrifying targets (especially Level 3). Only the + sturdiest of souls (and heads) will survive this stupendous spectacle. + + In this event you take on the persona of Horace the High Diver. First + Horace climbs up the ladder and moves out to the end of the diving + platform. On the right side of the screen is a scale model of the + diving platform. An arrow points to the level where Horace is + standing. In the upper left corner of the screen is the name of the + pose that Horace should perform first. In the lower left corner is a + picture of the diver's target. + + Press the fire button to begin Horace's dive. Once Horace is airborne, + begin to quickly move the joystick from side to side, but keep Horace + over the target. This gets Horace spinning around so he can gain + enough momentum to go into a pose. Once he is going fast enough, a + bell rings and the name of a pose flashes, indicating it's time to go + into a pose. + + To perform a pose, move the joystick to the appropriate position and + then press the fire button. The joystick positions for each diving + pose are as follows: + + Swan + Recline | Pike + \ | / + Yoga _______\|/_______ King Tut + /|\ + / | \ + Ballet | Nose Pinch + | + Dive Bomb +  + + - Page 8 - + + As each pose is done, another name of a pose appears in the upper left + corner. At this point you should again move your joystick from side to + side so that you prepare for the next pose. The more poses that are + correctly done, the more money you will make on your dive -- that is, + as long as you hit your target! As your man reaches the target area, + he will AUTOMATICALLY go into his entry pose. + + If you notice Horace veering from the center of the target, move the + joystick in the direction he needs to go to steer him back on course. + Once he is again on track, go back to moving your joystick from side to + side and prepare for another pose. + + With each new level, Horace starts from higher up on the platform and + has more time to perform the dives. However, it's also easier to go + off course when your man is that high in the air. + + FREDDY'S ROLE + Once the bell rings indicating it's time to go into a pose, you must + immediately perform it. Failure to do so brings out Freddy with his + portable, industrial-size fan to blow you off course. With each level + Freddy appears sooner if you don't perform your poses as soon as the + bell rings. + + + Genuine Juggling Genius + + (Juggling) + It's time to welcome Jeffy-Joe the Juggler to the center ring. As a boy + he was bemoaned as "Butterfingers," but now, he's well known the world + over as the "Wee Wizard of Wonderful Juggling" (and he's wealthy, too). + + The juggling event begins with Jeffy-Joe's obedient assistant catching + and then tossing up items into the air. Jeffy-Joe then moves his + unicycle to maneuver himself into a position to catch and then juggle + each of the items. Your objective is to keep Jeffy-Joe juggling as + many items as possible until the time limit runs out. Drop five items + and Jeffy-Joe's juggling career will be just a memory. +  + + - Page 9 - + + To maneuver Jeffy-Joe, push the joystick in the direction you want him + to move. When you want to catch an item, move Jeffy-Joe so that he is + positioned to catch the item in either his left or right hand. When + you press the fire button, he will toss whatever is in his left hand + and put whatever was in his right hand into his left hand. He will + always throw things from HIS left hand (that's your right side), so you + may want to get into the habit of catching with his right hand then + switching it to his left. Once you toss an item release the fire + button and prepare for the next one. + + If you pull back on the joystick, Jeffy-Joe brings both hands in to + catch something against his body. It doesn't matter how the item lands + in your hands; you can't get hurt or penalized as long as you catch it + (i.e. you can catch a knife by the blade or a flaming stick by the + fiery end). + + In Levels 3 and 4 a baby becomes one of the juggling objects. Your + objective is to safely return the little tot to its carriage. Doing so + removes one of the dropped items from your tally. The carriage will + roll by as you juggle the baby. To put the baby in the carriage, + position Jeffy-Joe so that after he tosses up the baby, the baby falls + not into his hands, but straight down into the carriage. Both Jeffy- + Joe and the carriage must be exactly positioned for this to happen. + Beware of the tantrum that occurs if your baby misses the carriage. + + WITHOUT THE FIRE BUTTON PRESSED + + Moves ------------------------------------------------------- Moves + Left | Right + Brings in Hands + + + WITH THE FIRE BUTTON PRESSED + + Tosses bombs + | + Right Hand | Left Hand + goes up ------------------------------------------------ goes up + (and objects switch from right hand to left) +  + + - Page 10 - + + FREDDY'S ROLE + Every now and then Freddy will distract your assistant and toss the + items out for him. Unfortunately, you could live without Freddy's help + -- REALLY. He's only tossing bombs and missiles. If one of these + items falls, it's "Kablooey" for you (and we're not kidding either)! + + To handle Freddy's bombs, catch the bomb in either hand and then press + the fire button while pushing up on the joystick. This maneuver will + toss the bomb back into Freddy's court. If he throws a missile into + your act, simply keep juggling it as you would any other item until + time runs out for that level. + + + Breathtaking Bravado from + Hazardous Heights + + (Trapeze) + May I direct your attention high above the center ring of our Big Top + O'Fun. It's time for yet another death-defying act of courage, + bravery, and scanty outfits that could come off at any time. It's our + own Finola of the Flying Fuller Family, and she's ready to swing her way + across our tent and into your lustful minds. + + As the event opens, Finola appears in the upper right corner of the + screen. In the lower right corner you'll notice a picture of Finola's + head. This represents the second chance that you'll have should + anything happen to Finola on your first attempt. In the upper left + corner you'll see the next bar swing in and out of view. + + Press the fire button to start Finola of the platform. Then move the + joystick in the direction that she should swing to get her momentum + going. As Finola swings forward you should push the joystick left. As + she swings backward, push the joystick right. To jump to the next bar, + wait until the bar is moving toward Finola as she swings forward. + Then, right when she is at the top of her swing, press the fire button. + She'll perform a beautiful flip and, if timed correctly, grasp the next + bar. The process then begins again. + + In addition to just swinging from bar to bar, Finola encounters + several obstacles like paper targets and flaming hoops. Some of these + are even bobbing up and down. Again, you must time your swing so that + the hoop or target is low enough for Finola to go through. +  + + - Page 11 - + + FREDDY'S ROLE + Where does he get those wonderful toys? In this event, Freddy is armed + with a large pair of scissors and a jet pack. He's able to fly freely + about the big top waiting for his opportunity. If you leave Finola on + one bar too long while she waits for the perfect time to jump, Freddy + comes along and "cuts" her act short. + + + Deadly and Dangerous Daggers + of Death + + (Knife Throw) + Ah, your lovely assistant, Knancy Knife, is in a precarious position + now! You'll notice she's been blindfolded and tied to a rotating + wheel, which also has balloons placed in strategic areas about her. + Your objective here is to break all the balloons on the wheel before + time runs out for that level. + + In addition to the beautiful and scantily clad Knancy, there is a row + of knifes that represents how many tries you have to break the balloons + in each level. A clock showing your time limit appears in the upper + right corner. At the center of the wheel is your aiming knife. + + Use your joystick to move this knife around the wheel until it is over + an area where the balloon will come by. Press the fire button when you + want to throw the knife and it will fly from you to the wheel. Timing + is everything in this game, so you'll need to get a feel for how long + it takes the knife to hit the wheel. + + Take care not to hit Knancy. She's a real whiner and will surely let + you know if your aim is off. In addition, you'll be penalized two + throws whenever your dagger dents her. + + FREDDY'S ROLE + Freddy still has a stash of bombs left over from the Juggling Event, so + he's decided to put them to good use here. Periodically, he will + appear from the side, throw a bomb and then scram before it explodes. + Unfortunately for you and Knancy, you have nowhere to run. The bomb + fills the screen with smoke and generally shakes things up a bit. It + will most likely throw off your timing and your aim, so try to regain + your senses as soon as you can. Besides, he's always got another one + where that came from. +  + + - Page 12 - + + + Tense Travel Techniques on Tightrope + + (Tightrope) + It's time to raise your gaze once again as our fearless tightrope + walker, Tony Tiptoe, demonstrates his amazing ability to span + spectacular distances while perched at perilous heights. In other + words, he's going to walk that really high wire! + + The event begins with Tony poised in the upper right corner of the + screen. The platform he must walk to is positioned in the lower left + corner. In the upper left corner is the "tilt-o-meter" view of your + man. This will clearly show which way Tony Tiptoe is leaning on the + rope. + + Begin the event by pushing your joystick straight ahead. As Tony goes + forward he will probably lose his balance and begin to lean right or + left. Depending on the direction he leans, move your joystick right or + left to balance him again and continue moving him forward on the rope, + (For instance, if he leans left, move the joystick to the right to + straighten him and then move him forward again.) If Mr. Tiptoe leans + too far and is in danger of falling off, he will yell "Whoa", and his + balancing pole will turn red. If he remains in this dangerous position + for more than a second, he will lose his balance altogether and Freddy + will be on the scene in no time. + + FREDDY'S ROLE + For this event Freddy has reached deep into his bag of tricks and + pulled out some of his best. To begin with, if your man takes too long + to cross the wire, Freddy wheels out his cannon and stops your man + "dead" in his tracks. In other levels he can be seen flying around + trying to push you off or hurling circular saw blades at poor Tony. + + When Freddy throws blades at Tony Tiptoe, you can deflect them with his + pole by hitting the fire button as the blade approaches him. Failing + to do so will leave Tony with a "splitting" pain. + + + Combustible Cannons of Colossal + Courage + + (Cannonball) + And now for our fantastic and fiery finale! It's the fearless (and + somewhat frenzied) Fernando, the Human Cannonball. I direct your + attention to the far end of our Big Top where Fernando is pausing prior + to his last-minute preparations (and possible making a pass at his pert + apprentice). +  + + - Page 13 - + + This event begins with your handsome human cannonball, Fernando, taking + his pre-flight bows. In the lower right corner are two additional + helmets, representing the two other chances you'll be given in this + event. (That's three chances in all.) In the lower left corner is a + small outline of the cannon. + + As his assistant, the lovely Lisa, loads the cannon with gunpowder, the + small outline fills with red to indicate how much gunpowder has been + placed in the cannon. Once she finishes putting in the gunpowder, our + hero dives in. Once he's in the cannon, a scale version of the tent + appears across the top of the screen. In the middle of this will be + the target that the little guy must hit. + + Depending on how much gunpowder the lustful Lisa has placed in the + cannon, you must decide how close or far the target should be in order + for Fernando to hit it. As soon as this screen appears, use your + joystick to move the target closer (left) or farther (right) from the + cannon. This must be done quickly before...well, read what it says + under "Freddy's Role". Once your target is where you want it to be, + press the fire button. + + At this point, your alluring assistant lights the fuse. Once she + finishes, the opening of the cannon begins to rotate to the right side. + You must now decide on the angle at which you want Fernando to be fired + out of the cannon in order to reach his target. When the cannon is at + the angle you want, press the fire button again. This will launch the + fearless Fernando. + + To see how Fernando progresses, follow his path along the scale drawing + that appears at the top of the screen. If your placement of the target + and angle at which he is shot are correct, he'll land on the target. + If your choices were off, Fernando's landing will be more than a bit + uncomfortable. + + FREDDY'S ROLE + Once again, Freddy makes use of his jetpack so that he can fly about + the tent. This time, however, he's armed with one big cork and just + guess where he wants to stick it? Yes, if you waste too much time in + this event trying to decide where to position your target, Freddy will + make sure that your act creates a big bang. +  + + - Page 14 - + + + A + WONDERFUL + Win Or A + LOATHESOME + Loss + + If any one player has accumulated $10,000 or more, then your big top is + saved from certain demise and it's curtains for Freddy. However, if no + one person raised the needed $10,000, Freddy will take up permanent + residence in the area and your circus will be nothing but a memory. +  + + CAPTIVATINGLY CREATED BY: + Chris Gray + + DEVIOUSLY DESIGNED BY: + Chris Gray + Rob Anderson + Dennis Turner + Ed Zolnieryk + Raymond Cheang + + PERILOUSLY PROGRAMMED BY: + Ed Zolnieryk + Raymond Cheang + + AWESOME ANIMATION AND ARTWORK BY: + Rob Anderson + + GORGEOUS GRAPHICS AND ADDITIONAL + ARTWORK BY: + Rob Anderson + + + page break for those curious souls. + + + SENSATIONAL SOUND EFFECTS BY: + Nick Gray + + AMAZING ATARI ST CONVERSION BY: + EZ Software + + INSPIRATIONAL IBM CONVERSION BY: + Eastridge Technologies + + MASTERFUL MUSIC BY: + Igor Shimsky + + MARVELOUS MANUAL BY: + Monica Graffeo + + TREMENDOUSLY TYPED BY: + an Unnamed Entity + +  + + Additional Note Card: + + + IBM/Tandy Users: + + Due to an offending oversight, some of the cunning key commands, as + well as other important information, were left out of the uproarious + User's Manual for Fiendish Freddy's Big Top O'Fun. + + If you are using a keyboard with a numeric keypad, the key commands for + the diving event are as follows: + + Recline Swan Dive Pike + 7 8 9 + + Yoga King Tut + 4 6 + + Ballet Dive Bomb Nose Pinch + 1 2 3 + + (back) + + If you are using a keyboard without a numeric keypad, the directional + key commands are as follows (except for PS/2 users -- please see note + below): + + Recline Swan Dive Pike + Up and Left Up Arrow Up and Right + + Yoga King Tut + Left Arrow Right Arrow + + Ballet Dive Bomb Nose Pinch + Down and Left Down Arrow Down and Right + + Keep in mind that the Fire Button (Insert Key) must also be pressed in + order to perform any of the dives. + + NOTE: PS/2 users who are using a keyboard must press the SHIFT and + NUMLOCK keys to activate the letter keys that serve as the numeric + keypad. Once this has been done, these keys will correspond to the + directions given above. + + Tandy 1000TL Users + On your model, there are 2 buttons marked "Insert". If for any reason, + you have trouble using the lower INSERT key during the High Diving + Event, use the INSERT key that is located at the top of your keyboard + instead. + + AdLib Sound Users + To utilize the AdLib sound capabilities on this disk, first run the + "sound" driver, following the instructions that came with your AdLib + Sound Board. At the A> prompt, type FREDDY -ADLIB and press ENTER. +  + + FINIS. + + Thank you very much for choosing to utilize "an Unnamed Entity's" docs. + Look for many more of these document files to appear in the future. + One more thing...this manual was written EXACTLY as they worded it, so + don't blame me for the style used in its writing, or inconsistencies in + the story line (such as in the Juggling Event they mention that Jeffy- + Joe is very wealthy. They why doesn't HE pay off the damn loan?!?). I + know most of you have a cracked version, and probably know how to + install the game to your hard drive (big challenge, eh?), but if I'm + going to break copyright laws, I might as well go all the way (and + still give credit to those who programmed the game). + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/fistfast.txt b/textfiles.com/piracy/SOFTDOCS/fistfast.txt new file mode 100644 index 00000000..be67eb04 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/fistfast.txt @@ -0,0 +1,51 @@ + Armored Fist - a nice game for only four disks + + Welp..this game is going to take some time but here are the basics. Add + what you can and pass it along. + +Note: When you toggle to another vehicle or map, system will ask if you want +to return control to auto. The map editor is powerful and you can add extra +anything (or delete enemy tanks), give your tanks their path and send them +on their way. Use the platoon data menu to give speed etc. + + -/\rs Nova + +F1 - Pause +F2 - Main view +F3 - Secondary view (main diff is that the window is larger) +F4 - Exterior view +F5 - Engage TTS (night vision) +F6 - Firing reticle on/off +F7 - Engine smoke on/off +F8 - ? +F9 - ? +F10 - Map +F11 - Platoon data +F12 - System configuration +--------------------------- +Alt-A -Auto control on/off +Alt-S -System config +Alt-Q -Map +Tab -switch to next vehicle +Capslock -Target lock +Space -Fire weapon +--------------------------- +1 - Heat \ +2 - Sabo \ +3 - Machine gun Weapons type +4 - Hep / +5 - +6 - +7 - Artillery +8 - Air support +0 - +I - Give ID of present vehicle +W - Weapon toggle +D - Drive +L - Low +N - Neutral +R - Reverse +/ - Returns turret to front position +- + Zoom in/out of main view +< > Zoom in/out of map +--------------------------- diff --git a/textfiles.com/piracy/SOFTDOCS/fl-aoe.dox b/textfiles.com/piracy/SOFTDOCS/fl-aoe.dox new file mode 100644 index 00000000..a3e27e7e --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/fl-aoe.dox @@ -0,0 +1,322 @@ + Aces of Europe + from Dynamix ( Sierra ) + *********************** + Quick Docs + By Fanfan LaTulipe + *********************** + +Introduction +^^^^^^^^^^^^ + This is yet another Warplane Dogfight game. Not being very keen on this +particular type of game, I would be tempted to bag this and wait for something +more to my liking. However, a single glance at this game made me +realize that this was quite an interesting piece of software. + A simple intro with the rythmic yet quiet rolling of martial drums, a +single melodious tune reminescent of a tale of guts and glory... And on a +pastel blue sky, rolling waves of milky white clouds... Fending the winds +with the ease of the great raptors, the colorful fuselage of those WWII Iron +Birds of Prey, taking the hideous conflict raging below to the heavenly +heights, and engaged in a deadly dance of daring moves and show of nerve... + The game possesses an impressive set of menus and options, providing +a greatly detailed realism scale to the action. The simple yet effective +graphics and the ease of the animation ( tested on a 386sx20!!! ) will have +to appeal to the most demanding player. And the controls are so basic that +it'll take no-time to anyone to fully familiarize themselves with them. + I now will provide a list of all those options and controls, hoping to +ease the play for some of you out there... + +The Cockpit +^^^^^^^^^^^ + Velocity in + Stall Warning Altitude Miles/Hour Flaps Position + Light Indicator + + Velocity in Velocity in +Rotation/Minutes Heading Angle vs Rotation/Minutes + Level to Ground + + Landing Gear Bank Dive Break + Switch Indicator Switch + +Those are the relative positions of the Switches and Gauges affecting the +game... I ommited couple lights ( including the low fuel light, because it +was my understanding that the realism panel forces unlimited fuel mode ). + +The Keys +^^^^^^^^ +Views: F1 : Front * + F2 : Back * + F3 : Right * + F4 : Left * + F5 : Above + F6 : Under + F7 : Trailing plane view ( Squadrons ) + * Enter : Toggle inside/ouside of cockpit view for all of the above + ] : Zoom in in outside views + [ : Zoom out on outside views + + A : Autopilot ( Use that to get to location after taking off from the base + the option isn't available if you start on location ) + B : Dive Break + F : Flaps 1/2 Extended, Extended, Retracted + G : Guns : Toggle number of guns to use ( varies between plane types ) + L : Landing Gear in/out + M : Map : A nice map of Europe indicating axis/allies airfields and your + current postion. Mouse controlled like menues. Clicking you + may set your destination or get info on various airfields such as: + -Name + -Distance from airfield + -Bearing + P : Pause + Q or ESC : Exit + R : Fire Rockets ( Only where available ) + S : Send Radio Message + U : Unjamm Gun ( only if Jammed, in the Gun Jamming reality mode only ) + W : Wheel Brakes ( after landing ) + + > : Right Rudder + < : Left Rudder + / : Center Rudder + +Alt D : Mouse on/off +Alt J : Joystick on/off +Alt M : Music on/off +Alt S : Sound on/off +Alt R : Reality Panel ( Described later on ) +Alt X : Exit to DOS + +Ctrl B : Bail Out + +Numbers 1-0 : Throttles + + : Increase Throttles + - : Decrease Throttles + +Space Bar : Fire Guns + +Arrows : Up : Dive + Down : Climb + Right : Roll to right + Left : Roll to left + +F10 : Preferences Menu: + Options: + - Flight ( Mouse/Keyboard/Joystick/etc... I recommand Joystick ) + - Rudder ( " " " " Keyboard ) + - Throttle( " " " " Keyboard ) + - Time Scale + - Aircraft Details + - World Details + - Ground Details + - Resolution + + I personnaly found it easier to use the joystick for the flight control +and keep all the other controls on keyboard. + +Taking off & Landing Instructions +^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ +->Take Off : Full throttles + Wait a little for speed to build up then pull down to take off + Watch pulling too much ( Stall light indicator ). If you stall + the give a little push back down to bring the nose down a little. + Raise the Landing Gear + +->Landing : Pull Landing Gear out + Keep the speed high + Navigate to line up with the runway at about 1 large unit of + altitude + Descend toward the runway + Reduce your rate of descent to almost nothing at an altitude of + less than one small unit + Extend your flaps + Thouch down with the minimal rate of descent + Use thw Wheel brakes and reduce throttles to zero + +Menus +^^^^^ +-> Main Menu + --------- + ---> Fly Single Mission: ++ Training : Select between the following: + - Areal Gunnery ( Dogfight ) + - Anti - Shipping ( Sink Ships ) + - Intercept + - Ground Attack ( Blow-up ground targets ) + - Landing ++ Dogfight an Ace : Choose the ace's nation and identity + Select your/his plane + Select confrontation altitude + Give (or not) an advantage to either side + Select weather conditions ++ Dogfight a Squadron : Select up to 4 planes for your squadron and the crew + Select planes for both sides + Select opponent's skill + Give advantage + Select Weather ++ Fighter Sweep : Select the composition of your Squadron + Choose both sides' planes + Select ennemy skill + Select Weather ++ Scramble : Like Fighter sweep, except you are starting on ground while your + airbase is under fighetr attack ++ Escort Bombers : Like Fighter Sweep except your duty is to protect relatively + helpless Bombers from ennemy fighters ( your strategy has + to be different as some planes will try to lure you away + from the bombers as others will take them down ) ++ Historic Mission : Select a nation and a mission from the areal campaigns + it was engaged in. This option contains a wealth of + historical missions including all types of targets/duties ++ Intercept Bombers : Like Fighter Sweep but you are to eliminate ennemy + bombers. ++ Anti-Shipping Strike : Like Fighter Sweep, but Strike a naval convoy + protected by Fighters. ++ Interdiction : Like Fighter Sweep except this is a Ground Strike on tanks + and the targets are protected by fighters. ++ Close Support : Like Fighter Sweep except it's a ground strike against + fortified Positions protected by fighters. ++ Crossbow : Similar to close support, and you're to destroy top secret + german V2 installations + ++ Best Mission : This is the "High Score hall of fame" You can select the + Debriefing Stats of the best missions + Debriefing Stats Include: + -Mission Score + -Aircrafts Lost + -Confirmed Kills in terms of: + Aircrafts + Ships each both personal and Squadron + Ground Targets + + ---> Career Menu : + This is an outline of the steps involved in this "campaign" mode: + - Choose your Nation + - Select your initial Rank + + 2nd Lieutenant + + 1st Lieutenant + + Captain + - Select amongst the possible missions the one you want to fly + - Select amongst the available squadrons the one you want to fly in + + Your rank affect your position in the squadron + + Pay attention to the Aces the Squadron might have. While this + will help you survive difficult missions, they'll tend to take the + glory away by scoring the most kills + + You're also given the Airfield you're based on and the overall pilots + quality + - Select from the Airbase Menu Options + + Fly the Next mission + + Squadron Info ( the one you just selected earlier ) + + View Map ( Cf key M ) + + View Pilot Reccords: + - your score + - number of mission flown and related info + - dates + - nation + - squadron + - Campaign & Mission + - Kill List + - Medals & Awards + + View Aircraft : Get a visual on the plane ( can zoom in/out on it + and change angles ) + View Info on the plane's statistics + + Backup Career ( Save game ) + - After you opted for flying the mission you are given a Briefing + + you can decline + + Define the reality options you want to experience + + View the flight maps again + - At the mission's conclusion you are Debriefed, and provided with the + data mentioned earlier in the Best Mission portion of the Fly Single + Mission + + ---> View Vehicles + - Select a nation ( US/UK/German ) + - Select Vehicle type + + Airplanes + + Ships + + Vehicles : This includes : Tanks + Jeeps + Trucks + Half-Track + Ducks ( Amphibious Trucks ) + This option enables you to get a visual on each vehicle type, +change the view angles and Zoom in/out. It alos gives you the name and +historical data on the unit, along with a statistics sheet. It is quite +entertaining and instructive to take a minute a browse... + + ---> Other Options + - Preferences + - Reality Panel : + + Set the Difficulty Level : Novice/Intermediate/Expert + + Reality Factors: ++ Sun Blind Spot : You get the Sun glare in your field of vision, depending + on the weather and your position relative to the Sun ++ Realistic Weather ++ Gun Jamm Allowed : Rats! Can't fire! Time to unjam and engage escape + procedures because you won't be keeping that bandit's + trail for much longer! ++ Engine Burnout : That would suck, wouldn't it! Bail out and hope for the + best ++ Blackouts allowed ++ Limited Ammo : Nice option to learn how to shoot and make the game realistic ++ Limited Fuel : NOT AVAILABLE, for some unknown reason ++ Damaged Aircraft : Well, Tear and Wear can do that and surprise you + at the most inconvenient time ++ Mid Air Collision : Excellent option to get a notion of distances while + tailing bandits or sweeping in the middle of Bomber + waves. ++ No In-flight info : Some accasional messages don't pop up... not a great + loss if you ask me. + + Set the difficulty for the + -Combat level + -Flight mode + + On the overall, the default is set around a 44% overall difficulty. +You should increase it a bit to make it more challenging... At most, you +can reach 94% and test your wing the hard way. + + - Watch Demo + - Read Credits + + ---> Mission Reccorder: + At the conclusion of a mission, you are always given to tape the +mission... This is where you will use the interactive VCR and replay it. +The controls ( use the mouse ) are the same as any VCR, and in addition to +watching the action, you can actually Bud In!!! + You can take over the control at any one point and "remake" history + +Conclusion +^^^^^^^^^^ + I hope you will enjoy this file. I made it out of concern of people +not using the full potential of this multi-option game. I realize that +New Order released The keys earlier Today ( I've been long to write this +due to a raging Hang-Over : MD 20/20, Tequilla & Guiness Stout don't Mix ) +but I believe you can still get something out of this file. + + I send the following personal Greets : ++ Bandieto : This one's for you + ++ Nexus : Thanks for another high quality release + ++ Trinity : A much Better Review, but I need to adress 2 points: + 1: I quote the writer of the file : + " I'm not sure what year this was in, but I assume it was WWII " + Dude! Out of respect for the memory of the Thounsands of GIs +that gave their lives on the shores of Normandie to help free my Gran-Pa +a french resistant in the jails of pro-germany Vichi, and in a hommage to +the Millions of soldiers and unspoken heros that selflessly gave their lives +to fight one of the worst evils of human history, I must URGE you to +maybe spend less time writing reviews and go get yourself a sound education. +Axis/Allies, Mono-planar planes! That shouldn't even have been thought +about!!! + 2 : I quote again : + " They ( Sierra ) couldn't have done a better job! " + While this is truely a great software, I see room for +considerable improvement such as in the career mode, the consideration +for fuel requirements on fighters when attacking incoming bombers : +The Fighters had to escort the bomber on small ranges only cause of the lack +of fuel and bombers would be sitting ducks the rest of the way... This is +just a detail, but I could go on forever. My point is that that sentence was +just a cute wording with nothing to back it up... + + Until Next time, + Fanfan la Tulipe + Sysop of the Kraal in AC 301 + diff --git a/textfiles.com/piracy/SOFTDOCS/formula1.txt b/textfiles.com/piracy/SOFTDOCS/formula1.txt new file mode 100644 index 00000000..fbf0826d --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/formula1.txt @@ -0,0 +1,1024 @@ + + INTRODUCTION + ------------ + +IMPORTANT --- READ THIS NOW !!!! :- + +THIS FILE IS *NOT* THE COMPLETE DOX. THE MANUAL GOES ON ABOUT A LOAD OF +CRAP CONCERNING THE HISTORY OF Grand Prix ETC... +THE DOX HERE ARE ENOUGH FOR ANYONE TO BE ABLE TO PLAY THE GAME AND TO +HAVE SOME IDEA WHAT ALL THE VARIOUS OPTIONS DO. IF YOU REALLY WANNA +KNOW THE HISTORY OF FORMULA ONE AND ALL THAT CRAP IM SURE YOUR LOCAL +LIBRARY WILL BE HAPPY TO OBLIGE..................................... + + +\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ + +You've watched the Formula One rand Prix season on television. You've +followed the championship battle and the duel between the worlds top two +dozen drivers. You've read the sports reports, the features in the glossies +and gaped at glamourous lifestyle pictures in gossip magazines. But you've +never known what it's like to strap yourself into that sleek cockpit, +don the brightly coloured helmet and wait on the starting grid for the +green light to propel you into a full sixteen race grand prix season. +Now you can take the wheel for the ultimate challenge to you driving skills. + + +MicroProse Formula One Grand Prix leaves nothing to the imagination. The +legendary Geoff Crammond, or "revs" and "Stunt Car Racer" fame, has +designed the simulation that puts you right in the driver's seat. +However, the simulation is not just about races, it's an attempt to +show the complex decisions that have to be made by teams when setting up +a car to race on a particular circuit. Can your car take more wing? Should +you re-adjust the gear ratios? + +What about the Rookie driver who has never actually driven a car? We have +included a Quickstart Learner's first lesson that guides the Rookie +through several laps of the famous Monza circuit. + +Unlike most racing games MicroProse Formula One Grand Prix is packed full +of detailed scenery from the original 16 circuits. If you have time you +can admire the yacht in the harbour at Monaco or the Dome at Mexico City. + +MicroProse Formula One Grand Prix gives you the complete racing driver +experience from stormy start to fiery finish. + + + OVERVIEW + -------- + +MicroProse Formula One Grand Prix us a complete simulation of the full +championship season. At the end of the 16 races there are two trophies +to be won: the Driver's and the Contructor's championship. + +It is always to tough to win even one Grand Prix race and, at the highest +level we think youll ind it very difficult. However, for the less +experienced drivers we have included 5 levels of difficulty with 6 +major driving aids that, when fully implemented, will leave you free to +race the car on a previously defined ideal line. You can even choose to +redistribute the driving performance of all other drivers. + +You can even win the Championship at the lowest level but it will only be +at the highest level of difficulty that you receive the ultimate accolade. + +THE MAJOR ELEMENTS OF THE SIMULATION ARE: + +QuickStart Driving Tutorial +---------- ------- -------- + +A drive through of the Monza circuit for Rookies. The best way to get to +grips with the F1 car and to get to know the circuit. + +Cockpit and Car Controls +------- --- --- -------- + +Understand and learn all cockpit controls unt8l everything becomes second +nature to you. Get used to looking in both mirrors and being aware of what +is going on behind you. + +Car Set-up +--- ------ + +You must find out how your car behaves on each circuit with various setups +for wings, tyres, brakes and gears. Don't be afraid to experiment! As you +improve and hone your driving skills, you will appreciate the value of +things such as the correct wing downforce. + +Driving into the Pits. +------- ---- --- ---- + +It's essential to know where your pits are on every circuit and be able to +get in and out safely and quickly. + +Practice any Circuit. +-------- --- -------- + +Use these sessions to practise setups, driving styles and get to know all +the circuits. You are alone on the circuit and there is no pressure to get +a fast time. Get an impression of what should be a good lap time on every +circuit. + +Free Practise. +---- -------- + +Acqaint yourself with the way the other cars are performing and what +tactics they use for overtaking. This practise is used for setting up +your car before qualifying practise, and you will get an idea of what a +circuit is like with other cars roaring around it. + +Problems with your Car. +-------- ---- ---- ---- + +A chance to review the way your car is handling around the circuit and be +directed towards possible solutions. + +Qualifying/Timed Practise. +-------------------------- + +Try to achieve a good grid placing. There will be more pressure on you at +this point. Understand the limited life of qualifying tyres. + +Pre-race Practise. +-------- --------- + +Your last chance to test and modify your chosen setup before the race. + +A non Championship Race. +- --- ------------ ----- + +Compete in a full Grand Prix race will all the drivers going flat out to +win. Learn how to make a good racing start when the green lights come on. +Keep an eye on the developing pattern of the race. Avoid shunts because +they will impair the car's handling and performance. + +Pit Stops During a Race. +--- ----- ------ - ---- + +Practise driving into the pits quickly and efficiently for a timed tyre +change and then straight out again on to the circuit. + +The Complete F1 Season. +--- -------- -- ------ + +If you are proficient at all of the above then you will be ready to +undertake a full racing season at the level of your choice. Can you +survive sixteen difficult races ? + +End of Season Championships. +--- -- ------ -------------- + +The final tables in the driver's and constructor's Championship. + +The Manual. +--- ------- + +For more background and information on the Grand Prix racing teams, +circuits, driving hints and general Grand Prix atmosphere. + + + QUICKSTART + ========== + +This manual will refer to the Accelarator, the Brake, Changing Gear and +Steering. You will be able to control these functions by keyboard and +joystick. Key 'K' toggles keyboard and joystick mode. The simulation is +initially in joystick mode; the recommended method. + +The joystick movements are : + + Joystick Up = Accelarate. + Joystick Down = Brake. + Joystick Left = Turn Left. + Joystick Right = Turn Right. + Fire Button = Select. + + Accelarate + Select = Change gear up. + Select while not accelarating = Change Gear Down. + +If you are using keyboard then the equivalent keys to the joystick +movements are :- + + A and Z = Accelarate / Brake. + < and > = Left and Right. + Space = Select. + +The simulation does not support mouse control except during menu selection. +The keyboard cursor keys can also be used to highlight menu options. + + +ONE LAP OF MONZA FOR ROOKIES. +============================= + +Loading - Install and/or load the simulation and follow any on screen + prompts until you see the MAIN MENU. + +Choose RACE SET-UP OPTIONS. Find RACE DISTANCE and reduce the figure to +10%. Find LEVEL OF DIFFICULTY and select ROOKIE. Return to MAIN MENU. + +Highlight the DRIVER SELECT menu. + +Select a driver and, if you wish, you may delete the name using the +backspace key and type in your own name. Then select 'Driver Selection +Complete'. + +Highlight 'Practise any Circuit' with you controller and press the +selector. + +Highlight the CIRCUIT SELECT MENU. + +Select MONZA. You will see a view of the circuit. Choose INFO. This gives +you the lap records and distance. Select OK. + +You will now find yourself in the pits an MONZA, Italy. + +Look at the cockpit controls. Accelarate with the controller and listen to +the engine noise. + +Press the function keys F1,F2,F3,F4,F5 and check that each function key +has illuminated 5 of the 6 symbols that appear on the dashboard panel. +Each key turns on a driving aid to help you control the car. Do not press +function key F6. + +You will not need to worry about changing gear or braking. You may crash +if you stray from the racing line but you will not be damaged by any +"shunt". If you spin off, the car will right itself, once it has come to +rest. It will face the correct direction to continue the race. + +MONZA is an excellent circuit to practise on. It's fast with some good +corners that let you get into a good driving rythm. It has also got lots +of open spaces where you can leave the track without crashing into concrete +walls. + +You are still in the pits, on the jack. Press the selector and when you +have been lowered accelerate using your controller. You will begin to +move forward. If not then check that you have pressed function function key +F2 and that the symbol is lit on the display. + +When you leave the pits you will join the circuit by driving to one side of +a yellow dotted line. Once you are on the circuit the yellow line will +dissappear and you will see a white long dotted line; like the line that +divides two way traffic in a normal road. Try to line up the middle of the +steering wheel with dotted line as you move around the circuit. +This is the best driving line; the ideal path to tak so that you can go +into bends at the fastest possible speed. + +The first bend at Monza turns to the left then quickly to the right +followed by another left and right. This is a double chicane called the +Varainte Goodyear. + +If a joystick is being used press SPACE to pause the simulation. +Otherwise press 'P'. + +You should now see a white sign with a black arrow bending to the left. Then +countdown markers signs; 200 and 100. + +These signs tell you hown many meters to go before the approaching left +hand bend. + +Steer carefully around the chicane. Try to follow the dotted line even +though it sometimes appears to be aiming away from the track. + +Continue along the short straight and steer around the long sweeping +right hand corner Curva Grande. You will find that you can drive through +this corner quite fast. + +Just after the blue bridge you will see another sign warning you of a +right turn. This is the Curva della roggia; another chicane. + +Sterr through the chicane then carefully along the two right hand curves. +You will then see a long downhill straight. + +Accelarate on the straight. + +Take time to glance at the red gear indicator on the side of the steering +wheel as the car changes gear automatically. Listen to the sound of the +engine and watch the red power band on the rev counter move up and down +the scale. + +At then end of the straight is an unusual chicane called the Variante +Ascari. + +Gradually, you will find that the more you know about the approaching +corners the easier they will be to drive through at the correct speed. + +Accelarate along the straight and see if the automatic gear change will +put you into 6th gear before the autobrakes slow you down for the Curva +Parabolica. Don't worry if it doesn't. Try to accelarate around this bend. + +As you come out of the corner you will see two grandstands, the pits and +a yellow dotted line that marks the pit lane entrance. Keep following the +white dotted line. + +You are now in the finishing straight. + +You will then see the starting grid, the 26 spaces where the cars are +placed to start the race and a thick solid white line across the track will +mark the end of one lap. + +Cross this line (the Start/Finish line). This is the end of the first lap +but you will not be given a lap time until you complete a lap started +from the Start/Finish line. + +Continue into another lap. Try to remember the corners and straights. When +you complete the lap you will be given a lap time. Try another lap. Try +to be faster! + + + CONTROLLING YOUR OWN BRAKES + ----------- ---- --- ------ + +When you feel confident of racing around the circuit. Press Function +key F1. Check that the first symbol light has gone out. Now, you will +have to control your own brakes. + +Remember how brakes are operated by your controller. Check the section +at the beginning of the manual. This time you will have to cope with +braking and steering around the same bends. + +Try another lap of Monza. It will feel different this time but try to +gauge the right moment to apply the brakes. + + + CONTROLLING YOUR OWN GEARS. + ----------- ---- --- ------ + +Stop on a straight part of the circuit. + +After coming to terms with using the brakes press function key F2 once, +and then press function key F6. This will cancel auto gear change and +switch on the suggested gear indicator. The 'gate' symbol should go out +and a blue indicator will appear just below the red gear indicator. Now +you will be in control of all gear changes but when you see a number in +the blue circle that will be the suggested gear to be in at the following +corner. + +Check the method of gear change for your controller. Practise changinh +gear and watch the red indicator. Try to get 'N' on the indicator. When +you are in neutral accelarate. The engine should ref and make a high pitch +noise. The red indicator should move across the curve r.p.m. scale. Don't +worry about damaging the engine. + +Push the accelarator until the red band is around the 11 mark then press the +selector to change gear but KEEP IT PRESSED IN. + +You should have changed into 1st gear; shown by the 1 on the gear change +indicator (if not then the controller was not press forward when you +pressed the selector, try again). You will not be moving forward because +you are holding the car on the clutch (the selector pressed and held). + +Now, with the controller pressed forward, let the selector go! + +You will be moving forward. Listen to the change of tone in the engine +noise. The mph indicator should show the speed you are travelling at. + +Accelarate again and watch the red power band get to about 12 on the dial, +then change up again in the same way as before. The indicator will now +show 2. + +Try to change up to at least 4th gear. + +Then try changing down to take a bend by taking note of the suggested gear +indicator (the number in the blue circle). Note that it is not necessary +to brake when changing down. + +Gear changing is difficult to master even if you are a seasoned driver but +try to experiment with the gear shift. You have 6 forward gears, neutral, +Power Turn (you can only change DOWN into this gear) and Reverse. + +When you are in reverse you will see 'R' on the gaer indicator. Accelarate +with the controller just like in a real car to move backwards. + + + DRIVING INTO THE PITS. + ------- ---- --- ----- + +When you think you are fanmiliar with the Monza circuit and the basic car +controls practise driving into the pits. The pits are where all repairs +are carried out and where you are fitted with new tyres. + +You will have noticed the YELLOW DOTTED LINE just before the main +grandstand straight. This is the line leading to the PitLane. + +Drive a complete circuit, during which at any time you may press 'return' +to inform your pit crew of your intention to stop. You will see the +pit signal on your instrument panel light up in yellow. This enables you +to enter the pit lane when you see the dotted line. Drive slowly into the +pit lane. You may see several pit crews waiting. As you continue forward +motion aim the car towards the pit bays. The programme will direct you +into the correct bay but you must brake just in front of the crewman +directly ahead of you. + +You will be jacked up and a sign placed in front of the car telling you to +keep your brakes on. A selection of tyre types appears on the digital +display but don't worry about this for now. Press the selector and you will +be jacked down. You can now drive away from the pits, weave through the +pit-lane, then carefully re-join the circuit. + + + A TIMED PRACTISE/QUALIFYING SESSION. + - ----- -------- ---------- ------- + +Press ESC to return to the MAIN MENU. Choose NON-CHAMPIONSHIP RACE and then +QUALIFYING/TIMED PRACTISE. You will be placed back in the pits, jacked up +but this time you will have a monitor appear in front of your car. It will +list drivers in the qualifying session includin yourself (highlighted). +You will also see the tyre choice display A B C D Q W. + +Q should be chosen but try to move the controller left/right to see the +effect. Then back to Q. You will be running on qualifying tyres. Good for +about 3 fast laps. You have four sets for this session but you can use +any other tyres if you so wish. + +You are still in ROOKIE level. If you want to drive with Auto Gears, +Auto Brakes or any other driving aids you can. + +Press the selector. The monitor will move out of the way and your car will +be jacked down. + +Drive away from the pits to the circuit and then complete one lap. You will +not be timed until you have passed the start/finish line. Then you will see +that the car timer has begun. Race around the circuit for 1 lap then, as +you cross the line your lap time will be displayed. You should return to +the pits now but if you were held up for some time there may be enough +life in your tyres for another fast lap. Don't push your luck too soon +unless you want to find out what it's like to drive on bad tyres! + +Drive to your bay, wait to be jacked up. The monitor should reappear in +front of you with various times from the other drivers in the timed +practise session. The session last up to 2 hours. To speed up the time +accelarate with the controller. The other driver's times will appear +very quickly. If you want to go out and beat a particular fast time +accelarate with the controller again to swtich off accelarated time, then +return to the circuit in the usual way. If you want to leave the session +press ESC, but all non-selected drivers will complete at least one lap in +accelarated time before this is implemented. + +When the qualifiying session is over, you will be shown the results. +Select 'continue' and you will be given the option of a pre-race practise +session. Do not choose this option but go straight into the race itself. + + + A NON-CHAMPIONSHIP RACE. + - --- ------------ ----- + + +You will find yourself on the starting grid at Monza with 25 other cars. If +you have achieved a reasonable lap time you will be placed relative to the +other driver's performance. If you failed to get a time, got a bad time, +or have just jumped in at this stage, then you will begin from the rear of +the grid. + +Wherever you are, you will see the starting gantry: a bank of 3 red lights +and a bank of 3 green lights. None should be illuminated. + +Wait for the red lights to come on. This is the warning that the start will +take place within 4-7 seconds. Hold the car on the clutch with 1st gear +engaged (see earlier). + +When the green lights come on, accelerate! + +Try to keep out of trouble for the first bend until the cars sort +themselves out. + +Race around the circuit for the number of laps shown on the display but +keep an eye on the pits indicator (bottom right in the cockpit). If it +turns yellow you are being called by the radio to go into the pits to +change tyres or repair damage. Drive into the pits as soon as possible, +you will lose performance if you dont change your tyres. The pit stop will +be timed! If you do not wish to pit inform the crew by pressing 'Return' +which cancels the pit signal. + +Complete the required number of laps. When the race is over you will lose +power and then you will be shown the results screen. If you wish to retire +early from the race then press ESC. The race will then be completed for the +other drivers in accelarated time. + + + +Quit Session (ESC) + +You can choose to end your current session by pressin ESC. + +SAVE SETUP + +You can save the setup you have chosen for your car when you are in the +pits, by pulling back on the controller to access the set-up options. + + + QUICKSTART GUIDE TO WINNING THE WORLD CHAMPIONSHIP + ---------- ----- -- ------- --- ----- ------------ + +The Other Circuits. +--- ----- --------- + +If you think you know Monza quite well, after following the Quickstart +tutorial, then you must study all the other 15 tracks with equal +intensity to win the World Championship at the lowest level with all +Driving aids F1 to F6 turned off and the opposition at their lowest +performance level but you must know the courses like the back of your hand. + + +Making use of the Driving Aids. +------ --- -- --- ------- ----- + +You may find that you start the season off with all driving aids on but as +you progress you may prefer to control your own brakes and gears. If you +win a World Championship, you will only win at the lowest level. You +cannot use any driving aids when competing at Ace Level. + +probably the most difficult part of the simulation to master is the +correct driving line. To win the championship at ace leve youll have to +get used to driving without it. Press F5 to turn off the ideal line and try +to drive around a circuit without it. + + + + END OF QUICKSTART GUIDE + ----------------------- + +============================================================================ + + +SOUND +===== + +The sound of the Formula One engine is very important in the simulation +for, as in real racing, it's a good indication of when to change gear. + + Sound (+/-) + +Turn the sound level up and down with the +/- keys. + + +BASIC DRIVING CONTROLS. +======================= + +Gear Change: UP + +The sequence is reverse-neutral-1st-2nd-3rd-4th-5th-6th + +Start in neutral. Accelarate with the controller and press the selector +once, the readgear indicator will show 1 and the car will begin to move. +Accelarate again until the red power band is between 11 and 12 then, while +still accelarating, press the selector. You will now have changed gear, +the indicator shows the number 2 and the tone of the engine changes. +Accelarate again and increase the power, then press the selector again. +You have now changed into third gear! + +Gear Change : Down + +The sequence is 6th-5th-4th-3rd-2nd-1st-Power Turn-Neutral-Reverse. + +With the controller not accelerating, press the selector. The number on the +gear indicator will change down. + +Power Turn : + +you can only change down into this gear. If you have not implemented +function key F3 or are racing at a level that does not allow you to use it, +you may recover from any spin by changing down into this gear. The red +indicator will show a curved arrow. + +To straighten out a spin, accelarate from rest, steering momentarily in +the opposite direction to where you wannt to turn, before steering in the +desired direction, keeping the accelerator depressed throughout, but +change up to first gear as soon as you are facing in the right direction. + +Reverse: + +You must change down into reverse. Once the R appears on the gear indicator +accelerate with the controller, as in a real car, to move backwards. + + +COCKPIT CONTROLS +================ + +Before you start any race, qualifying lap or practise session you must +familiarise yourself with the MicroProse Formula One Grand Prix cockpit. +You must be able to take in all the information presented to you at a +glance, because at the speeds you will be travelling on circuits such as +Monza, a lost second is all it takes to make the different between a +devastating shunt and a brilliant overtaking manoeuvre. At 200mph the car +will travel 90 meters in that second! + +It is very important to know who is behind you and who is trying to +overtake. Some cars may weave from side to side looking for an opening at +a crucial corner, be conscious of their prescence. They will try to pass, +if you show any weakness or lave a gap where they might dart past. Whilst +not advocating a breach of racing etiquette it is not unusual for drivers +to 'shut the door' on other cars behind them. + + +Five levels of difficulty (accessed from Main Menu) : + +The difficulty level you have chosen is shown by five lights in a row on +the left of the steering wheel. If the lowest green light is shining then +you are racing at Rookie level, if the highest light is on then you are +competing at ace level. The levels are related to and control the number +of driving aids you can access. The levels are: + + Ace + Pro + Semi-pro + Amateur + Rookie. + + +Distribution of Performance (Accessed from main menu) + +Just below the difficulty level indicators there is a panel that shows +your choice for the distribution of performance among the other drivers. + + / + / = 1991 performance for teams and drivers. + + -- = All teams and drivers at the same potential performance. + + /\./ = Random distribution of performance throughout the grid. + + +The Rev Counter : + +In the centre of the screen just below the top of the steering wheel you +will see the Rev counter, a long sweepin dial that shows your engine's +rmp in 1000's from 7 to 14. If you 'blip' the accelerator to rev the +engine in neutral you will notice that a red band moves across the dial. +This is the most important indicator of how fast your engine is runnung +when in a particular gear. + +You must be aware of being in the right gear at the right moment. The basic +guideline is to try and keep the revs up between 10,000 and 12,000 rpm. +Changing into the wrong gear will lose you power or you may overrev and +damage your engine. You should always know the optimum point on the rev +counter for gear changes in order to drop the engine back into the +meatiest part of it's powerband. + +Gear Indicator : + +To the right of the steering wheel is the gear indicator. This tells you +which gear you are in. There are 6 forward gears, neutral N, reverse R +and a 'spin recovery' gear. + + +Suggested Gear Indicator (Activated by F6) : + +If F6 driving aid is implemented you will see a blue indicator just below +the normal red gear indicator that tells you the suggested gear to be in +at the next corner. This is an 'intelligent' aid that will vary depending +on the car set-up, wings, brakes, gears and tyres. + + +Driver Status Indicator : + +On the right of the steering wheel there is another small LED. If it is +green then you are currently in your own car cockpit. If you choose to +see another driver's cockpit views by pressing the up/down arrow keys, +the light will go off. Unless you are in Replay mode use this facility +at your peril for the car will not be controlled by the computer. + + +Detail On/Off Indicator (Alt/d) : + +Just below the gear indicator is the detail on/off indicator. There are 3 +levels of detals in MicroProse Formula One Grand Prix and you may step +between them by pressing Alt/D. + +At the highest level 2 green triangles are illuminated, and you will see +all the scenery, stands and spectators. + +Press Alt/D once and you will remove all large buildings. + +Press Alt/D again; smaller buildings, trees and bushes will dissappear. + +A further press will return all original track and landscape details. + + +Damage Indicator : + +Below the dtail adjust indicator is the damage indicator operated by radio +telemetry from the pits. This shows damage to front and/or rear wings, +and if lit, extreme caution is advised in driving. Returning to the pits +will repair any damage. + + +Pits Indicator : + +Below the damage indicator is the Pits indicator operated by telemetry +from the pits. There are 3 modes: + +GREY : Pits are empty. Call in at any time. + +YELLOW : You have been called into the pits or have indicated an + intention to call in. + +RED CROSS: Pits are occupied by your other team car. The pit crew is not + available to you, so you may have to wait longer if you go in. + + + +Driving Aids: + +The driving aids panel is the bank of 6 boxes directly below the rev +counter. Driving aids correspond directly to the difficult level you have +chosen. + +F1 Auto Brakes : The computer applies braking functions for you to suit + the circuit, but will not brake to avoid other cars. + +F2 Auto Gears : The computer changes all gears for you when it thinks + it is the appropriate moment. + +F3 Self Correct: In the event of you spinning off the track, when you come + to rest, the computer will point you in the correct + direction to continue the race, assuming you are in a fit + state of repair. + +F4 indestructible: No damage will be sustained in this more, no matter how + serious the shunt. + +F5 Ideal Line : This lays down a white striped line to show you the best + line to drive on the circuit you have chosen. Ideally, + you must keep the line on the centre point of the + cockpit to get the benefit of the best driving line. + +F6 Suggested Gear: Indicates which gear to be in at the following corner. + +The driving aids F1 to F6 can be turned on at any time from the cockpit +if you are in rookie mode. However, if you race at higher levels you will +have less help available to you. + +Level of difficulty/Driving aids available summary: +--------------------------------------------------- + +Ace No driving aids. +Pro F5, F6 +Semi-pro F3,F4,F5,F6 +Amatuer F2,F3,F4,F5,F6 +Rookie F1,F2,F3,F4,F5,F6 + + +DIGITAL DISPLAYS +================ + +During Qualifying/Tinmed practise you will be placed in the pits and a +telemetric monitor is placed in front of your cockpit. The monitor lists +the other drivers in the race by: + + POS Current grid position. + N racing number. + DRIVER Driver name. + LAPTIME Current best laptime. + SET Sets of qualifying tyres used. + TIME Amount of time left for practise/qualifying. + CARS OUT Amount of cars already out on the track. + +If you watch the monitor you will see the other drivers best lap times +for the circuit. The fastest laptime is placed above all others. You will +be positioned in the middle of the monitor display with your nearest +rivals on either side of you, unless you are the fastest driver! + +You may speed up the time it takes for all drivers to finish qualifying +by Accelerating the controller. Or, you may quit timed practise/qualifying +by pressing ESC. All non-selected drivers will complete at least one lap in +accelerated time before this is implemented. + + + +TYRES +===== + +When you are jacked up in the pits the top row on the digital readout +will change to: + + TYRES: A B C D Q W + +Move the controller left/right to select your choice of tyres from wets, +compounds A (hard) to D (very soft) and Qaulifiers. + + +Qualifying/Practise Display: +--------------------------- + + KM/MPH : Your current speed around the circuit. + CAR : Your team car number. + POS : Your current position on the grid. + LAPTIME : Your current laptime. + BEST : Your previous laptime. + +Brake with the controller to access the car set-up menus. + + +Racing Display. +-------------- + + KM/MPH : Your speed. + LAP/OF : Your current lap out of total. + CAR : Your Car Number. + POS : Your position in the race. + +Key 'N' will display the name of the current car driver on the digital +display. + + + ------------------------------------------------------- + + + THE PITS + ======== + +You begin any practise or timed/qualfiying round session in the pit lane. +From here you can choose to drive staight away with the current settings +or change any of the car settings. You can also drive into the pits at +any time during practise to change your car set-up. + +For the Rookie driver the car setup will seem very complex at first. Do +not worry! Accept the current set-up, learn to drive fast around the +circuits then return to this section and adjust the settings. Do not +adjust more than one setting at a time before trying it out in a practise +session. That is when you will notice the difference in performance. + +Each of the 16 circuits is unique so it's necessary to set up your +Formula One car with the correct combination of Wing, Gear ratios, +Brake balance and Tyres. You are advised to study the track layouts and +take note of all the track notes and summaries; these will give you an +indication of the type of car set-up required but there is no substitute +for experience. Try a few laps with various settings, get an idea of how +the car is running through corners and along straights. compare your +performance with other cars in practise, go into the pits and adjust a +setting then try again. + +If you are having problems with your car set-up and are finding it +difficult, for example, to drive into corners please consult the setup +problem chart at the end of this section. + + +TYRE CHOICE +=========== + +You can choose from a variety of tyres when you are in racing trim and +you can choose qualifying tyres when you are participating in timed +practise/qualifying and when you are ready to do a 'hot' lap, otherwise +you can use any of the other compounds. Remember, you are limited to 4 +sets of Qualifiers. + +To change tyres, enter the pits during a race/practise when the pits +indicator signals that your tyres need changing, or press return to +indicate that you are coming in. Or, if in practise mode, press Q to +quit a timed lap immediately. + +When you are jaked up, move the controller left/right to make your tyre +selection. + +'D' COMPOUND/VERY SOFT. + +Spongy tyres that ive excellent dry condition grip but which wear out +quite rapidly and will not last the whole race. + +'C' COMPOUND/SOFT + +These provide slightly less grip than 'D's but are harder wearing. You will +probably need to change these at least once during a normal race. + +'B' COMPOUND/MEDIUM + +These provide less grip than Cs on the track but they are quite hard +wearing and will usually last for the whole race without needing to be +changed. + +'A' COMPOUND/HARD + +A hard tyre that will definitely last the whole race but with less grip in +the corners than Bs. + +QUALIFYING TYRES. + +Good for approximately 3 laps, including the startting and slowing down +laps. Ultra sticky therefore they lack durability. You are limited to +4 sets per qualifying period. Its sometimes possible to squeeze an extra +lap out of these tyres if you are careful. + +W - WETS + +These tryes have tread for wet weather driving. If the race is in wet +conditions, wets are always fitted. + +FRONT/REAR WING DOWNFORCE ADJUST. +================================= + +In general terms the wings on a formula one racer push the car down on the +track. This achieves more rip and less roll giving better control in corners +but less speed on the straights because of the drag. + +You can adjust the amount of front and rear wing used by the car. This is +on a scale from 0 to 64. The higher the number the more downforce. Adjust +the wing front and back by selecting +/- + + +FRONT/REAR BRAKE BALANCE. +========================= + +Grand Prix cars have a low centre of gravity, centered just behind the +driver. If you brake hard at speed the weight shifts onto the front of the +car. Therefore brakes must be balanced to cope with the transfer of weight +during deceleration (slowing down). + +You can alter the brake balance of your car by altering the way in which +the front and rear brakes are applied. It's always best to have more +brake bias at the front than at the rear. Ideally, as soon as the front +wheels begin to feel the effect of the brakes, the rear wheels should +just be beginning to slow down. + +The scale goes from 32 at the reat to zero in the middle to 32 at the +front. Move the slider to give you the correct degree of balance. + + +GEAR RATIOS +=========== + +You must set the gear ratios of your gearbox to suit each circuit. This +is usually done by setting the 6th geaar for the fastest possible speed +along the longest straight; then setting the lowest gear for the slowest +corner. The rest of the gears are ranged somewhere between the two. + +Gear ratio selection is very important. Different cogs can be fitted to +the gearbox which can have a major effect on the car's acceleration, +performance in bends and top speed. + +Twisty circuits with few long straights and plenty of chicanes demand +'short' gearing for quick acceleration. + +Other circuits with long straights require 'long' gearing to give the car +the top speed it will need to keep up with the opposition. + +The gearbox has a range from 1 to 64. Move the slider to set the ratio for +each gear. + +The nearer the cogs are to each other, the less work the lower gear has to +do to get to the higher gear (short gearing). + +The further away from each other the cogs are the more work it has to do +to get up to the higher gears but the faster the speed at the top gear +(long gearing). + + + +PROBLEM: CAR DOES NOT WANT TO STEER INTO CORNERS. +CAUSE : UNDERSTEER. +REMEDY : Increase front wing/Perhaps decrease rear wing. +Other : Move brake balance towards rear/install softer tyres. + +PROBLEM: CAR WANTS TO TURN INTO CORNERS TOO QUICKLY OR SPINS TO EASILY + WHEN CORNERING. +CAUSE : OVERSTEER +REMEDY : Decrease front wing/increase rear wing. +Other : Move brake balance to front. Fit harder tyres. + +PROBLEM: OTHER CARS ARE MUCH FASTER ON THE LONG STRAIGHTS. +CAUSE : TOO MUCH DOWNFORCE/GEAR RATIO TOO SHORT/NOT ENOUGH SPEED FROM + PREVIOUS CORNER. +REMEDY : Reduce wings front and back/Space out higher gear ratios/ use + more throttle. +OTHER : Fit softer compound tyres for faster cornering/Check driving + line. + +PROBLEM: CAR DOES NOT GRIP IN CORNERS/OTHER CARS FASTER IN CORNERS. +CAUSE : NOT ENOUGH DOWNFORCE/TOO HIGH A SPEED. +REMEDY : Increase wing front an back/use less throttle. +OTHER : Select softer compound tyres. + +PROBLEM: IN A WET RACE, CAR LOSES ALL CONTROL. +CAUSES : LACK OF GRIP FROM TYRES. +REMEDY : FIT WET TYRES. +OTHER : ADJUST DRIVING STYLE TO SUIT CONDITIONS. + +PROBLEM: CAR LACKS ACCELERATION OVER SHORT DISTANCES. +CAUSE : GEAR RATIOS TOO LONG +REMEDY : CLOSE DOWN GAPS BETWEEN GEARS. +OTHER : FIT SOFTER TYRES IF WHEELSPIN IS APPARENT. + +PROBLEM: CAR HAS A TENDENCY TO SPIN OFF WHEN BRAKING INTO CORNERS. +CAUSE : UNDERBRAKING/BRAKING TOO LATE. +REMEDY : MOVE BRAKE BALANCE TOWARDS THE FRONT/BRAKE EARLIER. +OTHER : SOFTER TYRES/INCREASE WINGS. + +PROBLEM: THE CAR IS SLOW IN CORNERS OR ON STRAIGHTS. +CAUSE : GEARING. +REMEDY : LENGTHEN THE GEARS. +OTHER : REDUCE WING. + +PROBLEM: GRADUAL LOSS OF PERFORMANCE +CAUSE : TYRES WEARING OUT +REMEDY : FIT NEW SET OF TYRES. +OTHER : NONE. + +PROBLEM: TYRES WEAR OUT TOO QUICKLY. +CAUSE : WRONG COMPOUND TYRES FITTED FOR CAR AS CURRENTLY SET-UP. +REMEDY : FIT HARDER COMPOUND/LESSEN WING DOWNFORCE +OTHER : NONE + + + + --- -- ---- + END OF FILE + --- -- ---- + +\/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ + THE INFORMATION ABOVE IS ALL YOU NEED TO PLAY THE GAME FULLY +/\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ + + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/gamtools.txt b/textfiles.com/piracy/SOFTDOCS/gamtools.txt new file mode 100644 index 00000000..a978ebd6 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/gamtools.txt @@ -0,0 +1,491 @@ + + + + + + + + + + GAMETOOLS V3.40 Copyright (c) 1991,1992,1993,1994 + by Wong Wing Kin + All rights reserved. + + + + + + + + + + + + +What is GAMETOOLS? + + This is a TSR utility for cracking software protection such as + disk protection, password protection and registration screens. + It can also be used to modify the games so that they can be much + easier finished. + It includes an colorful internal debugger and ram viewer for + program debugging. + This program requires users to have some knowledge of IBM + PC assembly language and interrupts handling. + + + + + + + + + + + + + +Some important histories of this GAMETOOLS: + + This program is originally released by Computing Age Publisher(HK). + In mid 1990, I sent this program and some other utilities with related + articles to Computer Age. At first, GAMETOOLS V1.0 could only run on + PC/XT but not AT. But after several months, Version 2.0 released, it + had less bugs and run on AT. In 12/90, this program and related articles + are published in CA#77. + In 12/91, a much improved version 2.7 is released. It can not only + run on AT or above, but deal with EGA, VGA, SVGA and use EMS memory. In + this version it use "DOS-STACK SWAPPING" technique to solve DOS re- + entrance problem so that GAMETOOLS can be popped up at anytime. + In 4/92, GAMETOOLS V2.72 is finished and released as a freeware for + all game crackers. It use XMS and EMS to save main memory. Moreover, it + provides function for other screen capture programs. EMS version uses + overlay technique to leave 16K resident portion in main memory. + In 7/92, GAMETOOLS V2.80 for 386 is released. It support 386 Debug + Registers debugging. It can set Hardware Break Point like TURBO DEBUGGER. + In 12/92, GAMETOOLS V2.9 is released and uploaded to Internet as + a freeware. This version is more user-friendly and with less bugs. + In 1/92, GAMETOOLS V3.0 is released and uploaded to Internet as a + shareware. This version includes a colorful internal debugger. + +Memory requirement: + + There are three version of 3.40 + Version Main memory need + ----------------------------------------------------------------------- + G3.EXE ( use conventional memory only ) : 77536 + G3X.EXE ( use extended memory only ) : 64112 + + The above figures may be slightly different from yours because of + different configurations of your computer. The above programs all need + a 386 CPU to run. + To run G3X.EXE, extended memory is required. XMS driver HIMEM.SYS + should be added to your config.sys. + + + + + + +Descriptions of all functions: + + After loaded GAMETOOLS, press [PtrScr*] to pop up GAMETOOLS. There + is a new hot key that is [Alt]+[PtrScr*] which will suspend the game + and restore all the interrupts so that older programs loaded before + GAMETOOLS can be popped up. You can use some screen capture programs + to saved the current screen. + + When you enter numbers in GAMETOOLS, you must add '$' in front of + the hex number. e.g. $1234. But GAMETOOLS has already pre-typed '$' + before you enter the numbers. + + You can also use short-hand to input. CS, DS, ES, SS, PS (PSP), + AX, BX, CX, DS, SI, DI, BP, SP can be recognized in the input. + + (New function in version 3.21) + Press [Tab] during inputting address will pop up a address-table + for choosing. Press [Tab] in Analysis Listing and Internal Debugger + will save the current address under the highlight bar to the + address-table. + + Entering GAMETOOLS, you can have the following options to choose. + Just press the key to choose the option. + + +1. [A] - Global Analysis - find the addresses such that their contents + are increased or decreased according to your specifications. It is used + to find the locations of memory storage of the life or power inhe + game. + + There are two kinds of analyse: + Sub-function [B] - Byte analysis + ^^^^the memory storage is 1 byte + + Sub-function [W] - Word analysis + ^^^^the memory storage is 2 bytes + + Analysis is not once only. You may need to do at least two times + to find out the addresses. e.g. The life & power of you in the game is + continuous decreasing. To find out the addresses containing the life, + choose the global analysis in the main menu and enter the DOS path for + GAMETOOLS to save temporary files. Exit GAMETOOLS and wait until the + life decrease again. Press [PtrScr*] to pop up GAMETOOLS and analyze + again. Repeat the procedure at least two times and then choose [L] + - List addresses in the menu to list out all the addresses found. + If the changes are not strictly decreasing, you can use the arrow + keys to select [increase] or [decrease] during each analysis. Then + press [Enter] to begin analysis. + + + Sub-function [L] - List addresses resulted from "Analysis". You + can have results only after two times analysis. You can use arrows + to scroll to and fro to view the addresses and press tab to save the + current address under the highlight bar to the address-table. + + Analysis results will be in the following format : + + the number of times of analysis; the first time is 0. + only the last 20 results will be kept. + v v v v + ANALYSIS 03 02 01 00 <- the first time + + 1234:0012 13 12 10 09 <- the contents in each analysis + 1234:0019 31 30 2F 20 + ^the address found + + After analysis, there may be many addresses found. Choose the one + that are most likely to be the desire address. That address may usually + have smaller value and small increment. Then change the content of that + address using the function [V] - RAM view to test if it is really the + one you want. + + Sub-function [K] - It will put the address in the current + scroll bar into KEEP list. Byte analysis will put 1 byte + while Word analysis will put 2 bytes. + + Sub-function [A] - It will set a hardware break point at + the current address. If the game modify the content of that + address, GAMETOOLS will pop up automatically and ask you + whether to modify the game to undead or not. (It will change + the code to NOPs.) + + + Sub-function [R] - initialize the analysis process and ignore the + pervious results. + + +2. [T] - Code tracing. Trace to find the address of the codes that + change the contents of the address you specified. You first enter an + address and then return to game. That address will be monitored by + GAMETOOLS. If the game try to change the contents of that address, + GAMETOOLS will pop up automatically and tell you the address of the + codes which have changed the contents. You can also choose to trace + the game till the content of that address changed to any value or + specified value. This function can be used to find the codes of the + game that change the life or power. + + For the four 386 debug registers debugging, there are following + sub-functions: + + Sub-function [0] - Memory Execution + When CPU execute at the Break Point address, + GAMETOOLS will break the game and pop up. + Sub-function [1] - Memory Write + When CPU write to the Break Point address, + GAMETOOLS will break the game and pop up. + Sub-function [2] - Memory Read/Write + When CPU read/write to the Break Point address, + GAMETOOLS will break the game and pop up. + Sub-function [3] - Memory Write and Decrease + When CPU change the Break Point address's content to a + smaller value, GAMETOOLS will break the game and + pop up. + Sub-function [4] - Memory Write and Change + When CPU change the Break Point address's content to a + different value, GAMETOOLS will break the game and + pop up. + Sub-function [5] - Memory Write and Increase + When CPU change the Break Point address's content to a + greater value, GAMETOOLS will break the game and + pop up. + Sub-function [6] - Memory Change to a specified value + When CPU change the Break Point address's content to a + specified value, GAMETOOLS will break the game and + pop up. + + For sub-function [0] to [2], you have to enter the Size of + the Break Point address. The Size can be 1, 2, 4. For example, if + size of the Break Point is 4, the less significant 2 bits will + be masked (ignored) during Program Counter and Break Point + address comparsion. + + Auto modify - It will set a hardware break point at the current + address. If the game modify the content of that address, GAMETOOLS + will pop up automatically and ask you whether to modify the game + to undead or not. It will change the code to NOPs. + + Break point 0 may be use by GAMETOOLS during tracing and stepping. + +3. [V] - Internal Debugger. This function is very handy to use. + You can use arrows, PageUp, PageDn, Home, End to scroll to and + fro to view the contents of memory locations. + The assembly codes are printed in differer colors. + + Press [U] to toggle the display of memory in HEX/ASCII codes and + assembly codes. + Press [F] to search input string. There are String/Hex searches, + both limit to 16 bytes length. + Press [N] to find next matched string. + Press [W] to change the content of the address that is show on the + top left corner. + Press [C] to change the current viewing address. + Press [T] to trace one step. + Press [P] to step over one instruction code. It will not trace + inside the following instructions 'CALL', 'INT', 'LOOP'. The debugger + will place a hardware break point on the next instruction. + Press [H] to go to the highlighted address. It just set a hardware + break point on the highlighted address. + Press [R] to change the contents of the registers. + Press [L] to load a program and debug. Please use this command + only in the command prompt, don't use it when it is running another + program. + Press [S] to save a portion of memory to a file. + Press [Tab] to save the current address under the highlight bar + to the address-table. + Press [E] to view the user screen. + + +4. [D] - External Debugger. GAMETOOLS will execute an INT 3 and go + to DEBUG or SYMDEB that is loaded before the game. + + Sub-function [3] - Shell to DEBUG. First, you should load DEBUG + form DOS and then load and execute GAMETOOLS from DEBUG. Then load + COMMAND.COM and execute it. Now you can enter your game. When you + choose sub-function [3] to shell to DEBUG, it actually generate an + INT 3 inside GAMETOOLS. At this moment, you can disassemble the code + found from tracing and change the codes to see immediate results. + Remember that you are still inside GAMETOOLS and do not change any + registers or enter Q to exit to DOS, or else you system may hang. + When you finish you job, enter G to return to GAMETOOLS. + If you want to trace the game at which you break it, choose the + sub-function [4] to debug the game which actually generate an INT 3 + at the point of exit so that when exiting GAMETOOLS you will return + to DEBUG and you can use Trace function of DEBUG to trace the game. + But sometimes when you press [PtrScr*] when DOS function is executing, + you can not generate an INT 3 at that point because DEBUG may call + DOS function again which will cause DOS re-entrance problem. + Sub-function [0] - to restore the address of INT 3 to the original + address that is the one when GAMETOOLS is first loading because the + game may change the address of INT 3 to avoid you send break point. + Sub-function [1] - to toggle between the last changed address of + INT 3 and the current address of INT 3. + + +5. [K] - Keep memory constant. You can enter an address and a value + so that GAMETOOLS will write that value to the address periodically + so as to keep it constant. The maximum number of addresses is 9 and + the address 0000:0000 means no address to be keep constant. + This function is useful when it is difficult to find all the codes + that change the life or power. You can first use [A] - Analyze to find + the address of the life and use [K] - to keep the address constant. + This procedure may not need any assembly language knowledge. + + +6. [I] - Interrupt monitor. GAMETOOLS will pop up automatically when + specified interrupt is called. The contents of AH, AL, BH, BL, CH, CL, + DH, DL, SI, DI, BP, SP, DS, ES, SS, CS, IP before and after the + execution of the interrupt will be displayed on pop up. + On choosing this option, user will be asked to enter the number of + the interrupt to be monitored. Then choose to trace or not trace if + that interrupt is called from DOS. This is useful when you are + monitoring INT 13H as it allows you to capture those interrupt called + directly from the game. + If you need conditional tracing, this means GAMETOOLS will pop up + automatically only when the contents of the registers match your + specifications, you can enter the contents of each register so that + GAMETOOLS will pop up when the registers match what you have entered. + Enter [*] for all matches. + e.g. If you enter AH=0, GAMETOOLS will pop up only when AH=0 + before executing the INT. + + +7. [E] - User screen. View the game screen. + + +8. [B] - Restore Keyboard and Video states + + Sub-function [0] - Restore INT 8, 9, 16 to the original address + that is the address when GAMETOOLS is first loaded and change video + mode to TEXT mode 3. + Sub-function [1] - Change INT 8, 9, 16 and video states to the + saved addresses and video states that are saved in the last operation + of the function [Debugging]-[Debug the game]. When you use the + [Debug the game] function, GAMETOOLS will change and save the keyboard + and video states so that you can use keyboard and screen to do + debugging. If then you want to continue to play the game, use this + function to restore the keyboard and video to the last saved states. + + +9. [S] - Shell to DOS. Please do not change the default directory + in any drives, otherwise the game can not find its files. + Sometimes, because of the conflicts between GAMETOOLS and the + game, the system may hang. + + +10. [Q] - Exit the game and back to DOS. Sometimes, because of the + conflicts between GAMETOOLS and the game, the system may hang. + + +11. [C] - Change the frequency of the clock. That is the frequency of + the occurrence of INT 8. The current frequency is showed on the top + of the screen. + + Sub-function [0] - Change the frequency to zero. + Sub-function [1] - Change the frequency to normal (18.2Hz). + Sub-function [2] - Change the frequency to your input value. + + This function can be used to increase or decrease the speed of + the game. Usually, increase the frequency will increase the speed + the game. + + +12. [U] - Uninstall GAMETOOLS. If you load other TSR after GAMETOOLS, + you may not uninstall it. Try to uninstall all the TSR load after + GAMETOOLS. + + +13 [P] - Change the Hot-key of GAMETOOLS. + + + + + + + + +How to modify the game to undead? + +Using Internal Debugger: + + 1. execute GAMETOOLS + 2. run the game + 3. use Global Analysis function to find the addresses containing + the life or power in the game. + 4. use Internal debugger's RAM view to modify the contents of + those addresses found to see which one is desired. + 5. use Hardware Break Point to trace where the game modify the + addresses found. + 6. use Internal debugger's debugging function to disassemble and + modify the code and see the immediate results. + 7. if can't find the codes or don't know how to modify them, + use Keep function to keep the life or power constant when + playing the game. + 8. if you can successfully modify the game to undead, record that + portion of codes and shell to DOS to use some HEX file editor + to search and modify the executable files after exiting the game. + 9. if cannot find them using HEX file editor, the executable files + may be packed by some executable file compressors. Use UP.EXE + to unpack the files and search again. + +Using External Debugger: + + 1. Load DEBUG or SYMDEB. + 2. Load GAMETOOLS inside the debugger + 3. execute it + 4. Load COMMAND.COM and run inside the debugger + 5. run the game + 6. use Global Analysis function to find the addresses containing + the life or power in the game. + 7. use RAM view to modify the contents of those addresses found + to see which one is desired. + 8. use Hardware Break Point to trace where the game modify the + addresses found. + 9. use [shell to debug] function to use debug to disassemble and + modify the code and see the immediate results. + 10. if can't find the codes or don't know how to modify them, + use Keep function to keep the life or power constant when + playing the game. + 11. if you can successfully modify the game to undead, record that + portion of codes and use some HEX file editor to search and + modify the executable files after exiting the game. + 12. if cannot find them using HEX file editor, the executable files + may be packed by some executable file compressors. Use UP.EXE + to unpack the files and search again. + + + + + + + + + + + + + + + + + + + + + +How to crack password protection? + +Using Internal Debugger: + + 1. execute GAMETOOLS + 2. run the game + 3. When the program ask you to enter password, pop up GAMETOOLS + and use Internal Debugger function to debug the game. + 4. Use function [H] to set break point at the codes RET, RETF. + 5. Trace the codes and return to the caller routines. + 6. See if there are comparsion codes below the caller routines + e.g. OR AX, AX ; CMP AX, 0 ; + 7. Modify comparsion codes and see what happen. + 8. Do the similar thing as modifying the game to undead. + +Using External Debugger: + + 1. Load DEBUG or SYMDEB. + 2. Load GAMETOOLS inside the debugger + 3. execute it + 4. Load COMMAND.COM and run inside the debugger + 5. run the game + 6. When the program ask you to enter password, pop up GAMETOOLS + and use [Debug the game] function to debug the game. + 7. try to understand what are the game doing. + 8. Modify the game + 9. Do the similar thing as modifying the game to undead. + + + + + + + + + + + + + + + + + + + +Use GAMETOOLS in QEMM, DV or WINDOWS 3.1: + + GAMETOOLS can not be runned under DV. If you load DV after GAMETOOLS, + GAMETOOLs will be disable when DV is running and will be reenable + after DV is finished. + + GAMETOOLS can be runned in WINDOWS 3.1 dosprompt provided that the + the EMS Memory locked option in advanced options of the DOSPRMPT.PIF + is setted. Under WINDOWS 3.1, the hardware breakpoint function can + not function properly. + diff --git a/textfiles.com/piracy/SOFTDOCS/gshipibm.txt b/textfiles.com/piracy/SOFTDOCS/gshipibm.txt new file mode 100644 index 00000000..f80482eb --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/gshipibm.txt @@ -0,0 +1,108 @@ + Gunship + A combat helicopter simulation game + By Microprose + (c)1987 + + + + This new Microprose game is a lot of fun. In it, you fly an AH-64A + Apache combat helicopter in battle conditions ranging from guerilla + warfare to US-USSR war in Europe. + + You can use either the keyboard or the joystick, but the joystick is + highly recommended. + + Game Commands and Controls: + --------------------------- + System Controls: Simulation Controls: + Hide game B (boss) Sound V (volume) + Exit program CNTL-break Accelerate time ALT = + Exit flight ESC Decelerate time ALT - + Calibrate Joystick CNTL J + Pause game CNTL NumLock + + Flight Controls: Combat Controls: + Increase Up thrust (fast) F1 Select Sidewinder 4 + Increase Up thrust (slow) F2 Select 2.75" FFAR 5 + Decrease Up thrust (fast) F3 Select HellFire 6 + Decrease Up thrust (slow) F4 Select 30mm Cannon 7 + Chaff decoy 8 + Rotate left F8 Radar jammer 9 + Stop rotation F9 IR jammer 0 + Rotate right F10 Flare decoy - + + Port engine on/off 1 Fire weapon ENTER or button + Starboard engine on/off 2 Jettison weapon ALT + weapon + Rotor on/off 3 View map M + View damage D + Pitch down up arrow \ View stores S + Pitch up down arrow \ or use Change CRT display space-bar + Roll left left arrow / joystick New TADS target backspace + Roll right right arrow / + + + Weapons data: + TADS - (Target Acquisition and Designation System). The TADS + gunsight is the small box that appears in the center + of the screen. Once TADS in locked onto a target, it + tracks while you manuever the helicopter. All weapons + are sighted and/or guided by TADS with the exception of + the FFAR's, which are unguided. + SIDEWINDER - A fire-and-forget missile used for air to air. Good + only against enemy aircraft. Range 18 kilometers. + 2.75" FFAR - Unguided rocket. Line up crosshairs in TADS box and + fire. Good against 'soft' targets like infantry, AA + gun sites, and installations, but not on tanks or + bunkers. Range 1.8 kilometers. + HellFire - An anti-tank missile. Works on bunkers too, but doesn't + work on 'soft' targets as described above. As long + as you keep TADS locked onto the target, HellFire will + fly toward it. Range 6 kilometers. + 30mm Cannon - Automatically aimed by TADS. Will destroy anything + except bunkers. Range 1.5 kilometers. + + + Radio messages: + Occasionally you will receive radio messages from your base. Press + change CRT (space-bar) to receive them. As you approach your home + base you will be asked to provide a countersign to a given password. + The passwords and countersigns are listed below: + + PASSWORD COUNTERSIGN + -------- ----------- + ACCENT TRAMPOLINE + BILLBOARD KICKBACK + CROMAGNON MELODRAMA + DAKOTA ONSTAGE + ELECTRA VERTICAL + FOOTHOLD INSOLENT + GRENADIER NOCTURNE + HEDGEHOG LOCKSMITH + IVORY WILLOW + KNOCKOUT PUREBRED + LOZENGE ROMANTIC + MAZURKA YELLOW + NEBULA QUAKER + OVATION UPSTAGE + PENTHOUSE SYMPHONY + QUARTZ ZEBRA + + + + There's lots more detail to the game, but that's for you to discover as + you play. Have fun! + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/gunbelt3.txt b/textfiles.com/piracy/SOFTDOCS/gunbelt3.txt new file mode 100644 index 00000000..00a64c64 --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/gunbelt3.txt @@ -0,0 +1,214 @@ +/-------------------------------------------------------------------\ +| | +| G U N B E L T ] I [ | +| by Lord Blix | +| | +| Documentation | +| Aug. 25, 1987 | +| | +\-------------------------------------------------------------------/ + + + Welcome to the exciting world of Gunbelt 3 (yawn). Gunbelt is an all- +encompassing tool for the exploration of all functions of your IBM or +compatible modem. It is intended to be used in a legal manner. Any other use +if hereby forbidden! (of course, who cares what I say). + + +FEATURES: + + * New windowing routines to make the whole thing seem much + more organized. + + * Complete Configuration menu which can be called from anywhere + within the program. + + * 100-Entry Extender Dialing Directory which stores all relevant + information about a number and also may be called from wherever + you are. + + INCLUDING: + Last Time Called + Number of Good Codes + Percentage of Good Codes + Output Filename + etc... + + + * The Modem Irritation Mode finally works! You can irritate up to + twenty of your closest enemies at the same time. + + * Wargames dialer capable of dialing through five different + exchanges (976 recommended) with different range sizes. Output + may go to screen, disk, printer or any combination. + + * Gunner 3.0 - Now supports four code algorythms while concurrently + dialing up to 12 of your favorite exchanges. Each code may use + a different technique. + + * Full editing supported on the destination numbers file. + + * Coming in Gunbelt 3.1 - An on-line Mini-term program to + check out Wardialed numbers. + + And Finally... + + * A nice credits page mentioning the names of all the people + who'd people really upset if I didn't. + + + Enough, already. On with the instructions.... + + + +Reconfigure Gunbelt [^T]: +------------------------- + Select this option the first time you run Gunbelt. You may either highlight +this from the main menu or merely hit [Ctrl]-[T] from wherever you are. All +options are pretty well self-explanatory. + Be sure to set Gunbelt to the proper COM port number with this feature. You +may find it necessary to exit the program and re-run it after doing this. + + +Edit Number Directory [^N]: +--------------------------- + Selecting this option will bring up your exchange list. The following +options will then work: + + [Enter] - This will TAG or UNTAG an exchange. Only + the tagged files will be used by the + code hacker. + [E] - Edit the highlighted entry. You will be + asked for all information about the + exchange at this file. + [X] - Return to previous operation. + + + +Wardialer 1.1 +------------- + Everyone knows what this is for. And if you don't then stop reading this +and go to sleep. +Commands are: + + [E] - Edit the Exchange List. + [X] - Return to main menu. + [S] - Begin the hacking. + [1] - Toggle OUTPUT TO SCREEN. + [2] - Toggle OUTPUT TO PRINTER. + [3] - Toggle OUTPUT TO DISK. + (filename: Gunbelt.War) + +Wardialer 1.1 - Exchange List +----------------------------- + This is where you enter the ranges you wish your computer to look over. +Commands are: + + [E] - Edit an exchange entry. + [D] - Delete and exchange from the list. + [X] - Return to Wardialer menu. + + +Gunner 3.0 +---------- + This is the latest version of Gunner, a very nice code hacker. +Commands are: + + [S] - Start hacking out codes. + [X] - Return to main menu. + [M] - Change Mode (see notes). + [D] - Access the destination numbers. + +Gunner 3.0 - Destination Numbers +-------------------------------- + Here is your list of reliable carrier tones that can is used to detected a +good code. A maximum of 21 can be saved and are accessed at random. +Commands are: + + [A] - Add number to list. + [D] - Delete last entry. + [S] - Save Destination Numbers to disk. + [L] - Load Destination Numbers. + (This is usually done automatically). + + +NOTES: Code Algorythm Modes +--------------------------- + Gunbelt ]I[ supports four methods of producing its codes. + + 1] SHORT SEQUENCE - A small number will be added to your starting + code. For instance, if you chose a starting code of 321230 and + a short increment of 3, the resulting codes would be: + 321230, 321233, 321236, 321239, etc.. + + 2] RANDOM SEQUENCE - A random number will be added to your starting + code. You choose the maximum possible jump between 5 and 2000. + Gunbelt will choose a random number between 1 and that number. + + 3] GUNBELT 2.0 - This was the only mode support in older versions of + this program. If you are very sure that there are some codes + hiding out in a certain area, use this. You choose a "block + size", for example, 25. Gunbelt then scrambles all codes in + a block of 25, starting from your base code. It then dials these + in a random order. No sequencial dialing and you get every code. + + 4] SHOT IN THE DARK - You are not asked for any information in this + mode. All codes are created using only the code length. This is + especially useful if you're looking for a cache of good codes. I've + had very good luck with this. + + When changing modes, hit [M]. You will be asked for the extender entry +number. This number is listed to the left of your tagged extender at the top +of the screen. + + + +Modem Irritation Mode +--------------------- + Tired of munchies who have a peaceful night's sleep? Unable to get out to +blow their house up? Well put in the phone numbers of up to 20 of your +favorite peons, turn off the speaker (hit [Ctrl]-[T]), and go to sleep. +Commands are: + + [A] - Add number to death list. + [D] - Delete last entry from list. + [S] - Start the fun! + [X] - Return to main menu. + + +View Credits +------------ + A list of really nice boards and sysops who wanted to be mentioned. + + +Terminal Mode +------------- + This isn't used quite yet. But it will be a term program linked to the +wardialer so you can check out all carriers. + + +Exit to DOS +----------- + We're not quite sure how this works yet, but we'll keep you posted. + + +NOTES OF INTEREST (maybe): + We will be sending out pre-made lists of destination + numbers for you to load and use. Or if you have some good + ones, send them to one of the boards listed on the credits + page. + There is NO picture of Andy Capp on here, Creeping. Quit + looking for it. Well, ok... + + /----\ + / x x x\ + / x /----\oo + |--/ oooo + \ \ \--/ + \ / + ---- + ---- + Yeah, it does look like a broken light bulb. + +-LB + diff --git a/textfiles.com/piracy/SOFTDOCS/heimdall.txt b/textfiles.com/piracy/SOFTDOCS/heimdall.txt new file mode 100644 index 00000000..c400f5db --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/heimdall.txt @@ -0,0 +1,520 @@ + +SKID ROW--SKID ROW--SKID ROW--SKID ROW--SKID ROW--SKID ROW--SKID ROW--SKID ROW +------------------------------------------------------------------------------ + + THE DOX TO --HEIMDALL-- WERE TYPED IN FOR SKID ROW BY SCOOTER + ------------------------------------------------------------- + +IN AGES PAST,ODIN THE GOD KING OF ALL VALHALLA AND ASGARD CREATED FROM NOTHING +THE VIKING PEOPLE SHAPED IN THE FORM OF THE GODS(A BIT SMALLER THOUGH) HE FOUND +PLEASURE IN THEIR APPEARANCE.BUT LOOKING AROUND HE SAW THAT THERE WAS`NT ENOUGH +ROOM FOR THEM IN VALHALLA,SO... + +HE CREATED THE EARTH. HE ALSO CREATED AN 8TH DAY, BUT HE FOUND THAT IT MADE +TUESDAYS TO FAR APART. + +THE GODS LOVED THEIR CHILDREN, AND AT THE FIRST CONTACT BETWEEN THE TWO WAS +FREQUENT. THE GODS WOULD COME AND TALK WITH MEN OF MATTERS THAT MADE NO SENSE +TO THEM,BUT THEY SMILED AND NODDED THEIR HEADS,MAINLY BECAUSE THE GODS WERE +SLIGHTLY BIGGER. + +HOWEVER, THE GODS EVENTUALLY TIRED OF THEIR CREATIONS AND VISITED THEM LESS AND +LESS FREQUENTLY. + +AS ACCORDING TO VIKING LEGEND,THE AGE OF RAGNAROK WAS COMING UPON THEM,AND ONE +NIGHT THE GODS WERE CAST ASLEEP BY...LOKI THE GOD OF EVIL DEEMED THAT THE +COMING BATTLE WAS TOO MUCH IN THE GOOD GODS FAVOUR. + +SO HE STOLE INTO VALHALLA TO STEAL THE GODS MAIN WEAPONS.`ODINS SWORD` `FREYS +SPEAR` AND THOR`S HAMMER. AND WHEN THEY AWOKE,GREAT WAS THE DISTRESS OF THE +GODS AT THE THEFT.THEY KNEW WHO HAD TAKEN THEM AND THAT THE WEAPONS WERE CAST +DOWN TO EARTH WHERE THEY CAN`T WALK,DURING THE AGE OF `RAGNOROK` LEST THEY +BECOME MORTAL. + +IT WAS`NT UNTIL FREY STOOD UP TO OFFER A PLAN THAT WOULD RETRIEVE THE WEAPONS +THAT THE GODS CALMED DOWN....ODIN WAS PLEASED...BUT WE WOULD NEED A +VOLUNTEER....THOR JUMPED UP TO ASSIGN HIMSELF THE TASK...HE TRAVELLED TO THE +EDGE OF VALHALLA AND RAISED A HUGE STORM ACROSS THE HEAVENS...AND DOWN BELOW IN +A NORTHERN VIKING VILLAGE A HUT IS SEEMINGLY PICKED OUT BY THE STORM. + +AND THE NEXT MORNING INGRID, A YOUNG GIRL FOUND HERSELF 9 MONTHS +PREGNANT!!!...HERE WE JOIN THE STORY. + +PLAYING HEIMDALL... +------------------ +WHEN HEIMDALL HAS LOADED YOU WILL BE PRESENTED WITH OPTIONS SCREEN,COMPRISING +OF 3 BOXES,WHICH WILL ASK YOU TO SELECT FROM ONE OF THE FOLLOWING... + +(1) LOAD A SAVED GAME +(2) PLAY HEIMDALL WITHOUT ATTRIBUTE SCORING SCTION +(3) PLAY HEIMDALL WITH ATTRIBUTE SCORING SECTION + +IF YOU SELECT (1) YOU WILL BE ASKED TO INSERT THE DISK CONTAINING YOUR SAVED +GAME INTO THE DISK DRIVE OF YOUR COMPUTER. + +IF YOU SELECT (2) YOU WILL GO DIRECTLY TO THE CHARACTER SELECTION SCREEN,AND +WILL BE GIVEN AN ATTRIBUTE SCORE OF 50%. THIS MEANS THAT YOU WILL ONLY BE ABLE +TO CHOOSE FROM THE 1ST HALF OF THE AVAILABLE CREW. THE SECOND HALF OF THE CREW +INCLUDES SOME POWERFUL CHARACTERS,THEREFORE WE RECOMMEND THAT YOU TRY TO OBTAIN +A HIGH ATRIBUTE SCORE. + +IF YOU SELECT (3) YOU WILL GO DIRECTLY TO THE FIRST OF THE ATTRIBUTE SCORING +SECTIONS,THE AXE THROWING. + +HEIMDALL; IS DIVIDED INTO 2 DISTINCT PARTS,THE FIRST PART CENTRES AROUND +HEIMDALL AS A YOUNG BOY AND THE TESTS HE MUST TAKE TO GAIN RESPECT AS A VIKING +WARRIOR FROM HIS FELLOW VILLAGES... + +PART 1... +--------- +THIS PART OF THE GAME IS USED TO DETERMINE YOUR ATTRIBUTE SCORE.THIS SCORE IS +NEEDED FOR 2 REASONS;FIRSTLY TO DETERMINE YOUR PERSONAL ATTRIBUTES,TO BE +DIVIDED INTO SEVERAL CATERGORIES INCLUDING-STRENGTH..AGILITY..HEALTH..ECT,ITS +SECOND USE IS TO ALLOW YOU TO SELECT YOUR TEAM OF FOLLOWERS. YOU MUST SELECT 5 +ADDITIONAL MEMBERS TO ACCOMPANY YOU ON YOUR QUEST,PICKED FROM A SELECTION OF UP +TO 30,DEPENDING ON YOUR SCORE IN THIS STAGE OF THE GAME,FOR EXAMPLE YOU MAY +ONLY HAVE A CHOICE OF 21 BECAUSE YOUR SCORE IS TO LOW TO SEE ALL 30. THE MEANS +OF SCORING YOUR ATTRIBUTES IS SET IN A 3 STAGE TEST AS FOLLOWS; + +A) THE AXE THROWING CONTEST. +--------------------------- +HEIMDALL FINDS HIMSELF CAUGHT UP IN SOMETHING HE DOESNT UNDERSTAND,UNTIL THE +VILLAGE ELDERS TAKE HIM TO ONE SIDE AND EXPLAIN THAT THE BOY WHICH LEGENDS +SPEAK OF IS ACTUALLY HIM. +YOU HAVE BEEN GIVEN 10 AXES WITH WHICH TO CUT OFF THE EIGHT PIG TAILS OF HELGA +THE BARMAID.UNFORTUNATELY AS THIS IS YOUR FIRST VENTURE INO THE VILLAGE INN,THE +STRONG ALE HAS AFFECTED YOUR AIM AND THE STEADINESS OF YOUR HAND.THIS SECTION +FINISHES WHEN YOU HAVE USED UP ALL OF YOUR 10 AXES OR HAVE SUCESSFULLY CUT OFF +ALL EIGHT PIG TAILS.YOUR RATING WILL DEPEND ON THE ACCURACY OF YOUR THROWING. + +B) PIG CHASING +-------------- +AFTER LEAVING THE VILLAGE INN STILL UNDER THE INFLUENCE OF THE STRONG ALE-YOU +ARE TAKEN TO THE LOCAL PIG FARM WHERE YOU HAVE HAVE BEEN TOLD TO GO AND CATCH +ONE OF THE PIGS.TO MAKE YOUR TASK HARDER THE PIG HAS BEEN GREASED,SO IT CAN +ESCAPE FROM YOUR GRIP.THE TIME IS INDICATED BY THE SPINNING AXE AT THE BOTTOM +OF THE SCREEN.WHEN THE AXE REACHES THE RIGHT HAND SIDE OF THE SCREEN THE GAME +WILL END.BEWARE,IF YOU CORNER THE PIG,IT WILL WAIT AND THEN SUDDENLY CHARGE AND +KNOCK YOU OVER,WASTING VALUABLE TIME.YOUR SCORE IN THIS SECTION IS DETERMINED +BY YOUR SPEED IN CATCHING THE PIG. + +C) BOAT FIGHTING TEST. +---------------------- +YOU HAVE NOW BEEN TAKEN DOWN TO THE HARBOUR WHERE ALL THE VIKING LONGBOATS ARE +MOORED.ON ONE OF THE BOATS IS A SACK CONTAINING A HOARD OF GOLD COINS.YOU ARE +EAGER TO RECOVER THESE COINS SO YOU HAVE JUMPED ONTO THE LONGBOAT CONTAING THE +COINS.TO COLLECT THEM YOU MUST RUN FROM THE STARTING POINT TO THE LEFT WHERE +THE SACK IS TIED TO THE BOW OF THE BOAT.HOWEVER,TO REACH THE SACK YOU MUST +FIGHT YOUR WAY PAST SEVERAL ARMED GUARDS,AND THEN RETURN WITH THE SACK TO YOUR +STARTING POINT.THIS SECTION IS PLAYED AGAINST THE CLOCK,THE TIMER REPRESENTED +BY THE SPINNING AXE AT THE BOTTOM OF THE SCREEN MOVING FROM LEFT TO RIGHT.YOUR +SCORE IN THIS SECTION DEPENDS ON HOW QUICKLY YOU CAN RECOVER THE SACK OF +COINS.IT WILL END WHEN YOU ARE KNOCKED OVERBOARD,HIT BY ONE OF THE GUARDS,WHEN +THE TIMER RUNS OUT,OR WHEN YOU SUCCESSFULLY RECOVER THE SACK. + +PART 2 (THE MAIN GAME) +---------------------- +AFTER GAINING YOUR ATTRIBUTE SCORES IN PART 1 YOU WILL NOW BEGIN PART 2,THE +MAIN GAME WHERE YOU CONTROL HEIMDALL IN HIS QUEST.THE AGE OF RAGNAROKIS ALMOST +HERE,AS THE CHOSEN ONE IT IS UP TO YOU TO EXPLORE THE WORLD OF THE VIKINGS +LOOKING,EXPLORING,FIGHTING AND SOLVING PUZZLES IN SEARCH FOR THE GODS WEAPONS. + +1) THORS HAMMER + +2) FREYS SPEAR + +3) ODINS SWORD + +THESE FORM THE MAJOR QUESTS OF THE GAME.HOWEVER,SEVERAL SUB-QUESTS ALONG THE +WAY WILL NEED TO BE SOLVED BEFORE YOU REACH EACH END OF LEVEL. + +SELECTING YOUR CREW. +-------------------- +BEFORE THE QUESTS BEGINS,YOU BE ASKED TO SELECT YOUR CREW FROM A NUMBER OF +CHARACTERS DETERMINED BY YOUR SUCCESS IN STAGE 1. AMONG THESE PEOPLE WILL BE +MEMBERS OF VARIOUS +PROFESSIONS-WARRIORS,WIZARDS,THIEVES,SHIPRIGHTS,RANGERS..ECT.HOWEVER,ON SCREEN +ALL CHARACTERS WHO HAVE THE ABILITY TO FIGHT WILL BE REPRESENTED BY THE WARRIOR +GRAPHIC..IE WARRIOR,THIEVE,RANGER WILL BE REPRESENTED BY THE WIZARDS +GRAPHIC..IE WIZARD,SHIPRIGHT,NAVIGATOR. + +THERE ARE 3 WORLDS TO EXPLORE...THESE ARE + +1) MIDGUARD - THE WORLD OF MEN +2) UTGARD - THE WORLD OF GIANTS +3) ASGARD - THE HOME OF THE GODS + +CHOOSING PARTY TO TAKE TO AN ISLAND +----------------------------------- +WHEN YOU TRAVEL TO AN ISLAND ONLY 3 PEOPLE CAN GO,WHILST THE REMAINING 3(OR +DEAD CHARACTERS) STAY ON THE BOAT.TO SELECT THE 3 CHARACTERS THAT YOU WISH TO +TAKE SIMPLY CLICK ON THE CHARACTERS PICTURE WITH THE LEFT MOUSE BUTTON.THIS +WILL HIGHLIGHT HIS `ITEMS BOX` INDICATING THAT HE HAS BEEN CHOSEN. IF YOU +SELECT MORE THAN 3 CHARACTERS,ONE OF THE SELECTED ONES WILL BE CLEARED,LEAVING +ONLY 3 HIGHLIGHTED.IF LESS THAN 3 ARE HIGHLIGHTED THE COMPUTER WILL +AUTOMATICALLY PICK THE 1ST AVAILABLE CHARACTER/S TO MAKE YOUR FULL +COMPLEMENT.TO UN-SELECT A CHARACTER CLICK ON HIS PORTRAIT WITH THE RIGHT MOUSE +BUTTON. + +THE ITEMS SCREEN. +----------------- +THE ITEMS SCREEN IS ACCESSED BY CLICKING ON THE HELMET ICON FROM THE MAP SCREEN +OR BY PRESSING `I` AT ANY TIME DURING THE GAME. THE SCREEN SHOWS THE CHARACTERS +THAT YOU HAVE PICKED TO GO WITH YOU ON YOUR QUEST. +UNDERNEATH THE PICTRS ARE THE ITEMS THAT THEY ARE CARRYING.THE ARROWS NEXT TO +THE ITEMS ARE USED TO VIEW ITEMS THAT ARE NOT SHOWN IN THE BOX. + +IF YOU ACCESS THE ITEMS SCREEN FROM YOUR BOAT(I.E FROM THE MAP WORLD) ANY DEAD +CHARACTERS WILL HAVE THEIR PICTURES AND NAMES SHADED OUT.YOU WILL STILL BE ABLE +TO TAKE AND GIVE ITEMS TO THEM BUT YOU WILL NOT BE ABLE TO TAKE THEM TO AN +ISLAND WITH YOU UNTIL THEY HAVE BEEN RESURRECTED. + +IF YOU ACCESS THE ITEMS SCREEN FROM AN ISLAND,ANY CHARACTERS THAT HAVE BEEN +LEFT ON THE BOAT WILL BE TOTALLY SHADED OUT,PREVENTING YOU FROM GIVING/TAKING +OBJECTS FROM THEM.IF A CHARACTER THAT IS WITH THE PARTY HAS BEEN KILLED DURING +YOUR TRIP TO THE ISLAND HE WILL BE SHOWN AS HALF SHADED,AS ABOVE,AND YOU WILL +STILL BE ABLE TO GIVE/TAKE OBJECTS FROM HIM. + +HERE IS A SUMMARY OF THE COMMANDS AVAILABLE FROM THE SCREEN. +------------------------------------------------------------ +USE; +TO USE AN ITEM SIMPLY SELECT IT BY CLICKING ON IT AND THEN CLICK ON THE `USE +IT` ICON. YOU WILL THEN BE TOLD WETHER OR NOT THE ITEM IS USEABLE. IF IT IS A +USEABLE ITEM BUT YOU ARE IN THE IN-CORRECT LOCATION FOR ITS USE THEN YOU WILL +BE INFORMED AS SUCH. IF YOU ARE AT THE CORRECT LOCATION THEN YOU WILL RETURN TO +THE GAME AND SEE THE EFFECTS OF YOUR COMMAND. AN EXAMPLE OF THE USE COMMAND IS +UNLOCKING DOORS,GO INTO THE ITEMS SCREEN,SELECT `USE` IT WILL THEN RETURN TO +THE GAME AND IF IT IS THE CORRECT KEY IT WILL UNLOCK THE DOOR OR ALTERNATIVELY +IT WILL INFORM YOU THAT THE KEY IS IN-CORRECT. + +EXAMINE. +-------- +TO EXAMINE AN ITEM,SIMPLY SELECT IT THEN CLICK ON `EXAMINE` YOU WILL THEN BE +GIVEN A BRIEF DESCRIPTION OF THE ITEM.IF THE ITEM IS A `SPELL SCROLL` AND THE +CHARACTER WHO EXAMINES IT HAS INSUFFICIENT RUNELORE TO DECIPHER THE SPELL(SEE +THE SECTION ON USING SPELLS)IT WILL DISPLAY THE SCROLL AS A SET OF RUNES.IF YOU +DECIPHER THE SCROLL THEN IT WILL BE TRANSLATED. + +DISTRIBUTE. +----------- +TO MOVE AN ITEM FROM ONE CHARACTER TO ANOTHER,YOU MUST SELECT THE ITEM TO +MOVE,CLICK ON `DISTRIBUTE`,THEN CLICK ON THE CHARACTER YOU WISH TO GIVE IT +TO,IF THE CHARACTER RECEIVING THE ITEM HAS ENOUGH SPARE SLOTS HE WILL BE GOIVEN +THE ITEM,ALTERNATIVELY YOU WILL BE INFOREMED THAT HE CANNOT CARY ANYMORE. + +DISCARD +------- +TO REMOVE AN ITEM,SELECT IT AND CLICK ON `DISCARD`YOU WILL THEN BE ASKED IF YOU +ARE SURE AND IF YOU SAY `YES` THE ITEM WILL BE REMOVED.IF YOU DISCARD AN ITEM +IT WILL BE LOST FOREVER SO BE CAREFUL NOT TO DISCARD IMPORTANT ITEMS NEEDED FOR +YOUR TASKS. + +EAT. +---- +TO EAT OR DRINK AN ITEM REPEAT THE PROCEDURE AS ABOVE.IF THE ITEM IS +INEDIBLE(IE AN AXE) YOU WILL BE TOLD THAT THE ITEM CANNOT BE EATEN.IF IT IS +EDIBLE THE BONUSES WILL BE ADDE TO YOUR STATS AND THE ITEM WILL BE REMOVED FROM +THE LIST. + +GIVE. +----- +THE PROCESS FOR GIVING AN ITEM IS EXACTLY THE SAME AS `USING` AN ITEM. + +USE SPELL. +---------- +IF YOU TRY TO USE A COMBAT ONLY SPELL FROM THE ITEMS SCREEN YOU WILL BE +INFORMED THAT YOU CANNOT DO SO.IF THE SPELL THAT YOU CAST IS ONE THAT NEEDS TO +BE CAST ON A CHARACTER SIMPLY SELECT THE SPELL,CLICK ON `USE SPELL` AND THEN +CLICK ON THE CHARACTER THAT YOU WISH TO CAST IT UPON.IF THE SPELL IS ONE USED +FOR GETTING PAST OBSTACLES AND SOLVING PUZZLES,YOU WILL RETURN TO THE GAME AND +THE EFFECTS OF THE SPELL WILL BE EXECUTED. + +SAVE/LOAD GAME. +--------------- +TO SAVE THE GAME YOU WILL FIRST NEED A BLANK FORMATTED DISK.PUT THIS DISK INTO +DRIVE AS PROMPTED AND THEN CLICK ON OK.YOU WILL NOT BE ASKED FOR A FILENAME AND +IF THE DISK IS ONE THAT HAS ALREADY BEEN USED BEFORE FOR SAVING A GAME THEN THE +PREVIOUSLY SAVED GAME WILL BE DESTROYED.IF YOU WISH TO HAVE MORE THAN ONE SAVED +GAME,YOU MUST HAVE A SEPERATE DISK FOR EACH ONE.TO LOAD THE GAME CLICK ON THE +ICON AND THEN FOLLOW THE PROMPTS.THE GAME WILL THEN BE RESTORED TO THE SAVE +POINT. + +NB...SAVE/LOAD GAME CAN ONLY BE DONE FROM YOUR BOAT(IE MAP WORLD) + +TEXT STATS. +----------- +THIS WILL DISPLAY THE CHARACTERS ATTRIBUTES IN TEXT FORM.THE ATTRIBUTES +DISPLAYED ARE: + +1) LEVEL.....THE CHARACTERS CURRENT LEVEL (MAX 8) +2) HILT......CURRENT STRENGTH/MAXIMUM HEALTH +3) STR.......STRENGTH (MAX 99) +4) DEX.......DEXTERITY (MAX 99) +5) LK........LUCK (MAX 99) +6) RI........RUNELORE (MAX 99) +7) XP........CHARACTER CURRENT EXPERIENCE POINTS + +PRESS LEFT MOUSE BUTTON TO RETURN TO ITEM DISPLAY. + +BAR STATS. +---------- +THIS WILL DISPLAY THE CHARACTER STATS(EXCEPT EXPERIENCE AND LEVEL) IN BAR CHART +FORM. + +THE DESCRIPTIONS ARE AS ABOVE.FOR HEALTH,IF THE BAR IS AT THE TOP IT MEANS THAT +THE CHARACTER IS AT HIS CURRENT MAXIMUM NOT AT 99. + +PRESS LEFT MOUSE BUTTON TO RETURN TO ITEM DISPLAY. + +EXIT. +----- +THIS WILL RETURN YOU TO THE WORLD MAP OR GAME DEPENDING ON WHERE YOU CALLED THE +ITEMS SCREEN FROM. + +THE COMBAT SCREEN. +------------------ +WHEN COMBAT IS INITIATED,IE..WHEN YOU WALK INTO THE VICINITY OF ONE OF THE MANY +GUARDS,A SCREEN WILL COME UP SHOWING YOUR OPPONENT..IE HIS STRENGTH..HIS +HEALTH..ECT,THE CHARACTERS IN YOUR PARTY,THEIR STRENGTH..HEALTH AND THE WEAPONS +THEY ARE CARRYING. + +HEALTH. +------- +THE HEALTH OF YOUR OPPONENT IS SHOWN AS A BAR OF BLOOD ON THE LEFT HAND SIDE +NEXT TO HIS PICTURE.THE HEALTH OF THE CHARACTERS IN YOUR PARTY IS SHOWN ABOVE +THEIR THEIR NAME PANEL.WHEN THE BAR REACHES THE BOTTOM,THE PERSON IS DEAD,IF IT +IS YOUR OPPONENT WHO DIES THEN COMBAT IS OVER AND YOU CAN SEARCH FOR +TREASURE.IF IT IS ONE OF YOUR PARTY WHO DIES HIS PANEL WILL BE SHADED OVER AND +HE CAN NO LONGER TAKE PART IN THE GAME UNTIL HE IS RESURRECTED.COMBAT CONTINUES +UNTIL EITHER YOUR OPPONENT IS DEAD,ALL YOUR PARTY IS DEAD OR YOU HAVE RUN AWAY. + +ITEMS/WEAPONS. +-------------- +THE CENTRE PANEL SHOWS THE WEAPONS AND SPELLS THAT THE CURRENTLY SELECTED +PLAYER CAN USE.THE MAIN NAME PANEL ABOVE THE ITEMS SHOWS THE NAME OF THE +CURRENTLY SELECTED CHARACTER.EACH CHARACTER CAN USE HIS FISTS,AND THEN ANY +SWORDS,AXES OR DAGGERS ARE SHOWN WITH THE APPROPRIATE ICON. ANY SPELLS THAT THE +CHARACTER IS CARRYING THAT CANNOT BE CAST BY HIM OR HAVE NOT BEEN DECIPHERED +WILL NOT BE DISPLAYED AS THEY ARE OF NO USE. TO SEE IF THE CHARACETR IS +CARRYING ANY MORE ITEMS THAN THOSE DISPLAYED CLICK ON THE ARROW NEXT TO THE +MAIN NAME PANEL. TO SELECT A DIFFERENT CHARACTER YOU MUST CLICK ON HIS +NAME/HEALTH PANEL. THE CENTRE PANEL WILL DISPLAY HIS ITEMS ABOVE. + +FIGHTING. +--------- +YOUR OPPONENT WILL ATTACK YOU AT HIS OWN PACE,SO ONCE COMBAT HAS BEGUN YOU HAVE +4 POSSIBLE OPTIONS; + +1) RUN....... CLICK ON THIS ICON TO ATTEMPT TO RUN AWAY. YOU WILL NOT BE ABLE + TO RUN AWAY FROM ALL YOUR OPPONENTS.THIS WILL DEPEND ON YOUR + RATINGS COMPARED TO THEIRS. + +2) DEFEND.... IF YOUR OPPONENT HAS BEGUN HOIS ATTACK YOU WILL HAVE A CERTAIN + AMOUNT OF TIME TO BLOCK IT(THE TIME WILL DEPEND ON THE STRENGTH + OF YOUR OPPONENT). IF YOU CLICK ON THE DEFEND ICON QUICKLY ENOUGH + YOU WILL BE SUCCESSFUL IN BLOCKING YOUR OPPONENTS STRIKE. AS YOUR + OPPONENTS BECOME MORE POWERFUL YOU WILL NEED TO BE MORE QUICKER + IN PRESSING THE DEFEND ICON SUCCESSFULLY. + +3) ATTACK.... TO ATTACK THE OPPONENT WITH YOUR FISTS OR A WEAPON YOU MUST + SELECT THE WEAPON TO USE AND THEN CLICK ON THE ATTACK + ICON.HOWEVER IF YOU TIME YOUR ATTACK MORE CAREFULLY YOU WILL HAVE + CHANCE OF STRIKING. THIS IS DONE BY CLICKING ON THE ATTACK ICON + WHILST YOUR OPPONENT IS STARTING HIS ATTACK AGAINST YOU. HE WILL + BE OPEN TO ATTACK FOR THE FIRST FEW MOMENTS OF HIS STRIKE SO IF + YOU ATTACK DURING THIS TIME YOU WILL CERTAINLY HIT HIM. + +4) SPELL..... TO CAST A SPELL,CLICK ON THE SPELL YOU WISH TO CAST AND THEN + CLICK ON THE SPELL ICON,IF THE SPELL IS AN ATTACK SPELL THE SPELL + WILL BE CAST AGAINST YOUR OPPONENT IN THE SAME FASHION AS A + WEAPON ATTACK. IF THE SPELL IS A DEFENSIVE SPELL, SUCH AS A `WALL + OF ENERGY` WHICH MAKES YOU INVULNERABLE FOR A WHILE,AN ICON WILL + APPEAR IN THE BOX ABOVE YOUR ENERGY BAR SHOWING THAT THE SPELL + IS ACTIVE. ONCE THE SPELL HAS RUN OUT COMBAT WILL CONTINUE AS + NORMAL. IF THE SPELL IS ONE THAT IS CAST ON A PARTY MEMBER YOU + MUST FIRST ON THE SPELL ICON AND THEN CLICK ON THE PANEL OF THE + CHARACTER YOU WISH TO CAST THE SPELL ON. AN EXAMPLE OF THIS TYPE + OF SPELL IS `ENERGY REPLENISH(1)`. + +DEATH; +------ +IF ALL YOUR PARTY IS WIPED OUT,THEN THE GAME IS OVER. IF YOU ARE SUCCESSFUL +IN DEFEATING YOUR OPPONENT YOU WILL BE ABLE TO SEARCH HIS REMAINS FOR +TREASURE,AND BE NOTIFIED OF EACH ITEM THAT IS FOUND AND GIVEN AN OPTION TO +TAKE OR LEAVE IT. YOU MAY THEN RETURN TO THE MAIN GAME. + +USING SPELLS. +------------- +A CHARACTERS MAGICAL ABILITY IS DETERMINED BY HIS RUNELOR RATING.THIS IS A +VALUE FROM 0-99(0 BEING NO MAGIC ABILITY, 99 BEING MAXIMUM) AND EACH CHARACTER + +CAN INCREASE THIS SCORE BY SPECIAL POTIONS,LEVEL ADVANCEMENT ECT..EACH SPELL +HAS ITS OWN `RUNELORE` RATING WHICH DETERMINES THE RUNELORE A CHARACTER NEEDS +TO CAST IT, FOR EXAMPLE THE SPELL `DETECT TRAPS` REQUIRES A RUNELORE LESS THAN +10 TRIES TO DECIPHER THE SCROLL CONTANING THE SPELL HE WILL ONLY BE SHOWN THE +RUNES.IF HIS RUNELORE IS SUFFIECIENT THE SCROLL WILL BE TRANSLATED AND YOU WILL +BE ABLE TO CAST IT.ONCE A SCROLL HAS BEEN TRANSLATED IT STILL MAY ONLY BE CAST +BY SOMEBODY WITH SUFFICIENT RUNELORE ABILITY. + +SPELLS COME IN 3 CATEGORIES. +---------------------------- + +1) COMBAT ONLY- CAN ONLY BE USED IN COMBAT + +2) ROOMS ONLY - (VIA THE ITEMS SCREEN) - CAN ONLY BE USED IN 1 OF THE ROOMS. IE + DISARM TRAPS ECT... + +3) USEABLE IN BOTH THE ABOVE- FOR EXAMPLE `ENERGY REPLENISH (1) WHICH RESTORES + THE ENERGY OF ONE CHARACTER + +CHEST TRAPS. +------------ +DURING THE GAME YOU WILL ENCOUNTER A NUMBER OF CHESTS.THESE CHESTS SOMETIMES +CONTAIN USEFUL ITEMS..IE GOLD OR SCROLLS.HOWEVER,IT MAY BE A TRAP. + +WHEN YOU APPROACH A CHEST YOU WILL BE ASKED IF YOU WISH TO OPEN IT,IF YOU +SELECT `YES` YOU WILL THEN BE ASKED IF YOU WISH TO CAST A `DISARM TRAP` SPELL +ON IT. IF YOU HAVE SUFFICIENT RUNELORE AND A `DISARM TRAP`SPELL YOU WILL BE +ABLE TO CAST THE SPELL TO DISARM ANY TRAPS RELATED TO THE CHEST.IF YOU DO NOT +HAVE SUFFICIENT RUNELORE OR ARE NOT IN POSSESSION OF A `DISARM TRAP` SPELL THEN +YOU ILL BE TOLD SO. + +IF THERE IS NO TRAP RELATED TO THE CHEST THEN THE `DISARM TRAP` SPELL WILL HAVE +BEEN WASTED. + +IF THE CHEST DOES CONTAIN A TRAP AND IS OPENED WITHOUT BEING DISARMED,THE TRAP +WILL BE ACTIVATED AND THE CHEST WILL THEN BE OPENED. + +CONTROLS. +--------- +YOU WILLNEED BOTH A JOYSTICK AND A MOUSE CONNECTED TO YOUR COMPUTER.(WITH THE +EXCEPTION OF THE PC VERSION). + +WE RECOMMEND THAT THE MOUSE IS USED FOR ALL THE CONTROLS IN THE MAIN GAME WITH +THE EXCEPTION OF CONTROLLING HEIMDALL. + +AXE THROWING SECTION. +--------------------- +USE THE JOYSTICK TO MOVE THE CURSOR AROUND THE SCREEN.PRESS FIRE BUTTON TO +RELEASE THE AXE. + +PIG CHASING CONTROLS. +--------------------- +ALL YOUR MOVEMENT IS CONTROLLED BY THE JOYSTICK. WHEN YOU THINK THAT YOU ARE IN +A POSITION TO BE ABLE TO GRAB A PIG. PRESS FIRE ON THE JOYSTICK AND YOU WILL +DIVE TOWARDS IT. + +BOAT FIGHTING CONTROLS. +----------------------- +USE THE JOYSTICK TO POINT THE HEIMDALL IN THE DIRECTION YOU ISH TO MOVE OR HIT. +IF THERE IS A GUARD IN FRONT OF YOU IN THE DIRECTION YOU ARE FACING YOU WILL +HIT HIM WITH YOUR SWORD WHEN YOU PRESS THE FIRE BUTTON. IF THERE IS NOT A GUARD +IN FRONT OF YOU THEN YOU WILL JUMP IN THE DIRECTION YOU ARE FACING WHEN YOU +PRESS THE FIRE BUTTON. + +CHARACTER SELECTION SCREEN CONTROLS. +------------------------------------ +TO SELECT BETWEEN THE AVAILABLE CHARACTERS,USING THE MOUSE MOVE THE POINTER +OVER THE GREY ARROW ICONS AND PRESS THE LEFT MOUSE BUTTON. THE AVAILABLE +CHARACTERS WILL BE SHOWN IN THE BOX TO THE RIGHT OF THE ARROWS,ALONG WITH THEIR +NAME. IN THE BOX BELOW YOU ARE SHOWN HOW MANY MORE CREW YOU NEED TO CHOOSE TO +MAKE UP THE FULL COMPLEMENT OF 6. THE BOXES AT THE BOTTOM OF THE SCREEN SHOW +THE CURRENT CHARACTERS STATISTICS. WHEN YOU HAVE CHSOEN THE 6TH CREW MEMBER THE +NEXT PART OF THE GAME WILL LOAD AUTOMATICALLY. + +MAP SCREEN CONTROLS. +-------------------- +ALL MOVEMENT ON THE MAP IS CONTROLLED BY THE MOUSE. TO MOVE FROM ISLAND TO +ISLAND, MOVE THE POINTER OVER THE BOAT ICON AT THE RIGHT HAND SIDE OF THE +SCREEN,AND PRESS THE LEFT MOUSE BUTTON. ONCE YOU HAVE CLICKED ON THE BOAT ICON +YOU WLL BE ASKED TO CHOOSE THE ISLAND YOU WISH TO SAIL TO. MOVE THE POINTER +OVER THE ISLAND YOU WISH TO SAIL TO AND PRESS THE LEFT MOUSE BUTTON. IF YOU +TRAVEL TO AN ISLAND WHICH IS FURTHER AWAY THAN THE NUMBER OF DAYS FOOD YOU ARE +CARRYING, YOU WILL LOSE ENERGY DURING THE JOURNEY. YOU WILL NOT KNOW HOW MUCH +ENERGY YOU HAVE LOST UNTIL YOU HAVE ARRIVED AT YOUR DESTINATION. IF YOU HAVE A +NAVIGATOR AMONGST YOUR CREW THEN HE WILL WARN YOU IF YOU ARE LIKELY TO LOSE +ENERGY DURING THE TRIP. SOME ISLANDS ARE SIMPLY TO FAR AWAY AND IF YOU CLICK ON +ONE OF THESE YOU WILL BE TOLD IT IS IMPOSSIBLE TO TRAVEL THERE. WHEN YOU LEAVE +AN ISLAND AN ICON THE SHAPE OF A VIKING HELMET WILL BE PLACED ON THE ISLAND TO +INDICATE THAT YOU HAVE BEEN THERE. + +ITEMS SCREEN CONTROLS. +---------------------- +ALL MOVEMENTS AROUND THE ITEMS SCREEN ARE CONTROLLED BY THE MOUSE. TO SELECT AN +OPTION MOVE THE POINTER OVER THE REQUIRED ICON AND PRESS THE LEFT MOUSE BUTTON. +SEE THE SECTION HEADED `THE ITEMS SCREEN` FOR FURTHER DETAILS OF THE OPTIONS ON +THIS SCREEN. + +THE MAIN GAME CONTROLS. +----------------------- +IN ADDITION TO CONTROLLING HEIMDALL,YOU CAN ALSO SELECT ONE OF THE OTHER 5 +CHARACTERS IN YOUR CREW TO CONTROL AT ANY TIME. + +ONCE YOU ARE IN THE MAIN GAME, ALL MOVEMENT CONTROLS OF THE CHARACTER ARE MADE +WITH THE JOYSTICK. THERE ARE A FEW CONTROLS ON THE KEYBOARD WHICH ARE USED. + +F1) +F2) SELECT CHARACTER TO CONTROL +F3) + +M SOUND EFFECTS ON/OFF + +Q QUIT + +I GOTO ITEMS SCREEN + +P PAUSE ON/OFF + +F TURN FOOTSTEPS ON/OFF + +COMBAT SCREEN CONTROLS. +----------------------- +WHEN COMBAT IS INITIATED, YOU WILL GO ONTO THE COMBAT SCREEN,WHERE THE MOVEMENT +OF THE SWORD ICON IS CONTROLLED BY THE MOUSE, FOR FURTHER INFO ON THIS SECTION +GOTO `THE COMBAT SCREEN` INFO + +SHOP SCREENS CONTROLS. +---------------------- +ON EACH LEVEL ONE OF THE ISLANDS CONTAINS A SHOP, THE SHOP IS FOUND BY ENTERING +A CERTAIN HUT IN ONE OF THE VILLAGES. ONCE IN THE SHOP YOU WILL BE SHOWN A +SCREEN WITH YOUR CURRENTLY SELECTED CHARACTER DISPLAYED IN THE TOP LEFT CORNER. + +YOU CAN CHANGE THE CHARCTER BY CLICKING ON THE LEFT AND RIGHT ARROWS BELOW THE +CHARACTERS NAME. IN THE BOX BELOW THIS IS A LIST OF THE ITEMS CARRIED BY THE +SELECTED CHARACTER. BELOW THAT IS A BOX SHOWING HOW MUCH GOLD THE CHARACTER IS +CARRYING. BELOW THAT IS A LIST OF OPTIONS AVAILABLE, THESE ARE; + +BUY.......... TO BUY AN ITEM FROM THE SHOP, CLICK ON THE CHOSEN ITEM FROM THE + LIST IN THE CENTRE OF THE MAIN SCREEN. THEN CLICK ON THE BUY + ICON. + +SELL......... EXACTLY AS THAT OF BUYING..EXCEPT THE ITEM WILL BE REMOVED FROM + YOUR LIST. + +EXAMINE...... IF YOU CLICK ON AN ITEM IN THE LIST IN THE CENTRE OF THE SCREEN + THEN CLICK ON THE EXAMINE ICON YOU WILL BE GIVEN A BRIEF + DESCRIPTION OF THAT ITEM. + +POOL GOLD.... HE GOLD BEING CARRIED BY THE PARTY ON THE ISLAND CAN BE POOLED + TOGETHER AND WILL BE GIVEMN TO THE CURRENTLY SELECTED CHARACTER + IF YOU CLICK ON THE `POOL GOLD` ICON + +EXIT......... TO LEAVE THE SHOP..CLICK ON THE `EXIT` ICON. + +AND THATS THE END.......ANOTHER DOC TYPED IN BY SCOOOOOOOOOOOOOOTER!! SKID ROW + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X diff --git a/textfiles.com/piracy/SOFTDOCS/idd.nfo b/textfiles.com/piracy/SOFTDOCS/idd.nfo new file mode 100644 index 00000000..dd00ce5f --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/idd.nfo @@ -0,0 +1,77 @@ + + + ܱ + Ŀ + INTERNATIONAL NETWORK OF CRACKERS DOCUMENTATION DIVISION Presents: + + Ŀ Ŀ + Game Civilization Hintbook Supplier Night Ranger + Company Microprose Typist Night Ranger + Date 07/23/92 Packager Night Ranger + + Ŀ + Docmentation Information / General Notes + + Ok this is the Hint book that should have been included in Fairlights + release of Civilization Master Edition to make it any different from the + very first release of Civilisation all that time ago. Anyway these are + useful no matter if your playing the new version I released today or + Fairlight's version thats six months old. + + + Greets to :- Levee (Here's another one dude!), Lestat, Chevy, Charlie, + Chainsaw (Maniac) Massacre. + + + Ŀ + Write To: -=I.N.C. U.S.=- -=INC Europe=- + P.O. Box 170933 or Postlagernd + Arlington, Texas 8858 Neuburg/Donau + 76003 West Germany + + Ŀ + INC Senior Staff. + Ĵ + Cool Hand, The Cracksmith, Night Ranger, Ford Perfect, Lestat. + + Ŀ + Courier Team. + Ĵ + Alderon, Bad Boot Block, BudMan, CYaNiDE, Calibur, ChainSaw MasSacre, + Charlie, Cold Fusion, Cool J, Cyder, Dorian Hawkmoon, Eliott Ness, + No Carrier, PiroManiac, Prince Of Sin, RipWave, Sarah Conner, Sharp, + SoulTaker, Star, Tennis Half-Eleven, The Beast, The Grey Mouser, + The Grey Ranger, WarLock, + + Ŀ + Final Note: Support Software Companies! If you enjoy playing a game, and + think it's worth the money (few are these days), then by all + means- BUY IT! Someone's got to make it worth a programmer's + effort to keep up the high standards! They DESERVE it! + + + -=INC '92: Alone at the Top!=- + + + Ŀ + World HQ - Heart Of Gold + European HQ - Nuclear Wastelandz + Courier HQ - The Colisevm + Ŀ + INC Distribution Sites / Member Boards / Support Boards + + 10 Downing Street Inn Of The Last Home Phyisical Damage + After Midnight McClusky's Bar & Grill Psychiatric Ward + Animal House Midnight Oil The Colisevm + Boner's Domain Midnight Oil III The Crusades + Castle Perilous Monkey Island The Exorcist + Critical Mass MotherBoard VII The Generic Access + Dark Well Nevada Testing Grounds The Gallifrey + Digital Underground O.K. Corrale The Gallows + Dumper's Den Nuclear Wastelandz The Krack House + Ghost Land Orgasm The Last Dimension + EpiCenter Parallel Reality The Manhattan Project + Eternal Plague People's Front of Judea Wizard's Palace + Eldars Crackworld Phase Shift Wizard's Tower + Heart Of Gold + diff --git a/textfiles.com/piracy/SOFTDOCS/indymodm.txt b/textfiles.com/piracy/SOFTDOCS/indymodm.txt new file mode 100644 index 00000000..ae4fd92c --- /dev/null +++ b/textfiles.com/piracy/SOFTDOCS/indymodm.txt @@ -0,0 +1,144 @@ + Addendums + + MODEM PLAY(Please, No Wagering!) + + IndyCar Racing's modem play feature lets you go head-to-head against + a friend, or fierce rival. In order to play IndyCar Racing in this + fashion, you'll need either two Hayes-compatible modems operating + at a minimum of 9600 baud each, or a null modem serial cable connected + between the serial ports on the two computers. In addition, a registered + copy of IndyCar Racing must be installed on each computer. + + + Each player will begin by choosing 2-PLAYER RACE from the MAIN menu. + You can select SETUP if you need to change your modem's configuration + . You can specify which COMMUNICATIONS PORT your modem is installed + on(Com 1 through Com 4). You may then enter the INTERRUPT (IRQ 7, for + example) if you are not using default values. You may also wish to + input an INITIALIZATION STRING, which is sent to the modem to specify + its internal parameters. The DIAL PREFIX and DIAL SUFFIX are inserted + before and after each number that is dialed. You need only to input + this information once, unless you change your hardware. Choose DIRECT + CONNECT instead of MODEM only if you are using a serial cable with + a null modem attachment. + + + To play by modem, decide ahead of time which player will be the dialer + , and which player will be the answerer. The answerer's computer will + actually run the simulation, therefore it is advisable that the player + who owns the faster machine be the answerer. Follow the onscreen + prompts according to your responsibilities as either the dialer or + answerer. The answerer does not have to input a phone number, only + the dialer does. Be sure that your modem is set to disable compression + and error detection or correction, and to force 9600 baud transmission. + Consult your modem manual or manufacturer for the necessary setup + codes, and type them into the initialization string option on the SETUP + menu. Failure to do so may result in erratic car movements. + + + Upon establishing a connection between the two computers, the answerer + will have the responsibility of choosing a track. Both computers + must contain a copy of the track you intend to race on, and only, + and only the tracks common to each system will be shown. If the dialer + does not have Nazareth installed on the hard drive, for instance, that + track will not be available for selection, even though this track may + be installed on the answerer's computer. + + Modem play involves the SINGLE RACE format only. After the answerer + selects a session (practice, qualify or race), the dialer must choose + the same session for play to begin. For example, both players are + driving in the PRACTICE session when the answerer suddenly decides + to move onward to the QUALIFYING session. The dialer must also choose + the QUALIFYING session in order for both players to advance to + qualifying. The answerers REALISM option settings will apply for both + players, including race length, number and strength of opponents, + weather, yellow flags and pace lap. If you wish to race against + each other without the computer opponents present, the answerer must + set the max. number of opponents to "0" in the realism menu. + + The dialer will drive number99, a white IndyCar with red sidepods and + blue trim, while the answerer's car will bear the traditional blue + sidepods will red trim, and carry number 0. Remember, you can check + the currect race standings from inside the cockpit by pressing the + "F1" key. + + Following each session, players may retreat to their respective garages + for car setup adjustments. Once the actual race begins, the program + will play much like the standard one-player version, with few exceptions + . If either player presses "escape" then both will exit the session + immediately and return to the 2-PLAYER RACE menu. If either player + exits the track, he will be given the opportunity to hang up or + continue. The answerer will also have the option of selecting + another track. While you are connected, a telephone icon will begin + to flash if bad data is received, and will disappear entirely if the + connection is lost. Players may then continue the session against + the computerized opponents, or exit to the main menu and select + 2-PLAYER RACE to try again. +------------------------------------------------------------------------------ + The above text was copied verbatim from the Addendums included in + IndyCar Racing. + + P.S. Ways of reaching the manufacturer. + + Papyrus Tech Support: (617)-868-3103 + Papyrus BBS: (617)-576-7472 + (swap car setups, download add-ons, etc) + Papyrus Fax: (617)-868-5110 + Compuserve Forum: GO PAPYRUS + Compuserve Address: 71024,2030 + Internet: papyrus@world.std.com + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X + Another file downloaded from: The NIRVANAnet(tm) Seven + + & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 + Burn This Flag Zardoz 408/363-9766 + realitycheck Poindexter Fortran 510/527-1662 + Lies Unlimited Mick Freen 801/278-2699 + The New Dork Sublime Biffnix 415/864-DORK + The Shrine Rif Raf 206/794-6674 + Planet Mirth Simon Jester 510/786-6560 + + "Raw Data for Raw Nerves" +X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X