THE DOX TO CORPORATION; TYPED BY SCOOTER-SCOOPEX ------------------------------------------------ SCOOPEX FIRST AGAIN!!!!!!!!!!!!!!!!!!!... RIGHT AIM OF THE GAME..NASTY UCC HAVE CREATED A HUMANOID MONSTER THATS EATING PEOPLE!! AROUND AN OLD ABANDONED FACTORY..AND THE GOVERMENT AINT HAPPY, SO THEY HIRE AN AGENT OF (ZODIAC)TO GET EVIDENCE TO PROVE IT AND CHARGE `UCC` WITH BEING BAD BOYS..YOU ARE THE AGENT(ANY ONE OF 6..2 GIRLS/2 BOYS/2 ANDROIDS)CHOICE BY THEIR ABILITIES AND AWAY YOU GO...GOOD LUCK..RIGHT HERES THE MAIN DETAILS COMING UP.... AT THE BEGINNING OF THE GAME YOU CHOOSE WHICH AGENT YOU WISH TO COMMISSION FROM A SELECTION OF 6..YOUR COMPUTER DISPLAYS INFO ABOUT EACH CHARACTER TO AID YOUR CHOICE.POINT AT THE `PASS` OR `ACCEPT` BUTTON TO REJECT OR SELECT YOUR CHARACTER..THE SCREEN AT THE TOP LEFT OF YOUR DISPLAY SHOWS A PHOTO OF THE AGENTS FACE. NEXT TO THIS IS A RETINA SCAN(FOR SECURITY REASONS) THE TOP RIGHT OF THE DISPLAY SHOWS THE AGENTS RATING AT A SELECTION OF SKILLS(DETAILED BELOW) THE BOTTOM LEFT OF THE SCREEN SHOWS A PHOT OF THE AGENT AND A PHYSICAL DESCRIPTION. THE IMAGE AT THE BOTTOM RIGHT OF THE SCREEN IS A FULL FIGURE PICTURE OF THE AGENT..TO ALLOW YOU TO COMPARE RELATIVE HEIGHTS AND WEIGHTS BY SIGHT AS WELL AS BY THE SPECIFIED NUMBERS. ABILITIES; STRENGTH;--THIS MEASURES THE INDIVIDUALS PHYSICAL STRENGHT. IT IS USED TO DETERMINE HOW MUCH EQUIP THE AGENT CAN CARRY BEFORE BECOMING ENCUMBERED. DEXTERITY THIS DESCRIBES THE INMDIVIDUALS HAND-EYE CO-ORDINATION. IN THE GAME IT AFFECTS THE DAMAGE DONE TO AN ENEMY IN MISSILE COMBAT, AND IT AFFECTS THE CHANCE OF EFFECTING A SUCCESFUL REPAIR ON DAMAGED EQUIP. ENDURANE ENDURANCE IS USED WITH STRENGTH TO CALCULATE HOW MUCH EQUIP THE AGENT CAN CARRY..BEFORE BEING ENCUMBERED. INTELLIGENCE THE INTELLIGENCE RATING IS USED AS A GUIDE TO THE PLAYER AS TO HOW THE ROLE SHOULD BE PLAYED. IT IS ONLY USED TO DETERMINE HOW SUCCESFUL THE CHARACTER HAS BEEN IN PRE-MISSION TRAINING TO IMPROVE A SELECTED SKILL. MOVEMENT EACH AGENT MOVES AT A SLIGHTLY DIFFERENT RATE. THIS VALUE DOES NOT RELATE TO ANY DISTANCE OR TIME. THE GREATER THE NUMBER, THE GREATER THE RUNNING SPEED. IF ANY AGENT BECOMES ENCUMBERED THROUGH CARRYING TO MUCH EQUIPMENT, THIS VALUE IS TEMPORYARILY REDUCED. SKILLS COMBAT;--THE COMBAT ABILITY IS USED IN BOTH HAND-TO-HAND AND MISSILE COMBAT TO DETERMINE HOW HARD A SUCCESSFUL HIT WAS. WEAPONS THIS SKILL RELATES TO MISSILE COMBAT AND THE AGENTS ABILITY TO REPAIR A GUN COMPUTERS; REPAIRING THE BACKPACK COMPUTER REQUIRES THIS SKILL, IT ALSO DETERMINES HOW SUCCESFUL THE ANDROID AGENTS ARE WHEN ATTEPTING TO HEAL THEMSELVES. ELECTRONIC; USED IN THE REPAIR OF ELECTRONIC EQUIP MECHANICAL; USED IN THE REPAIR OF MECHANICAL EQUIP MEDICAL; THIS DETERMINES HOW SUCCESFUL A HUMAN AGENT IS WHEN ATTEPTING TO HEAL HIM/HERSELF PSIONICS; THE NUMBER UNDER THIS HEADING DATAILS THE INDIVIDUALS PSYCHIC ENERGY LEVEL. THE MAXIMUM NUMBER IS 33 ALTHOUGH THIS CAN BE BOOSTED ARTIFICALLY..ANDROIDS DO NOT POSSESS THIS ABILITY. EQUIPMENT PURCHASE; WHEN AN AGENT HAS BEEN SELECTED. THE DISPLAY CLEARS AND IS REPLACED BY DETAILS OF THE EQUIP AVAILABLE FOR PURCHASE. THE LARGE SCREEN NOW SHOWS A PICTURE OF AN ITEM..POINT AND CLICK ON `PASS` OR `BUY` TO REJECT OR ACCEPT..WHEN YOU HAVE BOUGFHT ALL YOU WANT OR CAN AFFORD..CLICK ON THE RIGHT MOUSE BUTTON..THE TEXT AT THE BOTTOM LEEFT OF THE SCREEN DETAILS THE WEIGHT AND BULK AND COST OF EACH ITEM..YOUR AVAILABLE FUNDS ARE DISPLAYED AT THE TOP OF THE SCREEN. THE SCREEN LAYOUT; DAMAGE;- THE FIGURE DISPALYED TO THE LEFT OF THE PLAYING AREA IS USED TO INDICATE THE DAMAGE YOU HAVE SUSTAINED DURING THE GAME. IF THE BOX OVER YOUR HEAD IS FILLED OR THE BOX OVER YOUR CHEST IS FILLED THEN THE GAME IS OVER YOUR DEAD!!!!..IF A BOX BECOMES MORE THAN HALF FILLED THEN YOU USE OF THAt AREA BECOMES RESTRICTED, FOR EXAMPLEIF YOUR LEG IS INJURED BY MORE THAN HALF OF ITS CAPICITY YOUR MOVEMENT IS REDUCED..IF YOUR HEAD IS MORE THAN HALF INJURED YOUR SIGHT IS AFFECTED. THE HORIZNTAL BAR BENEATH THIS FIGURE REPRESENTS YOUR ENERGY LEVEL..THIS STARTS OFF AS FULL AND GRADUALLY DEPLETS. EQUIPMENT; THE FIGURE DISPLAYED TO THE RIGHT OF THE PLAYING AREA IS USED TO INDICATE WHAT EQUIP IS CARRIED WHERE. EACH BOX ON THE FIGURE REPRESENTS A POCKET. USE THIS FIGURE TO EXAMINE YOUR EQUIP, TO MOVE IT FROM POCKET TO POCKET AND TO DROP OR PICK UP OBJECTS, THE SMALL BOXES ON EITHER WRIST ARE ALWAYS FULL, THESE CONTAIN YOUR COMPASS AND WRIST WATCH, THE SMALL BOX ON YOUR BELT CONTAINS THE POWER LEAD FROM YOUR SUIT USED TO RECHARGE ENERY WEAPONS AND EQUIPMENT. THE HORIZONTAL BAR BENEATH THIS FIGURE REPRESENTS YOUR SUITS POWER LEVEL, THIS STARTS OFF FULL AND DEPLETES AS YOU USE IT. SMART CARD; THE CARD SHOWN AT THE BOTTOM LEFT OF THE SCREEN IS YOUR SECURITY PASS. IT CONTAINS A PHOTO OF YOUR CHARACTER..THEIR NAME AND ABILITY SCORES(0-9) THESE ARE SHOWN IN THE FOLLOWING ORDER;STRENGTH;DEXTERITY;ENDURANCE;INTELLIGENCE;AND MOVEMENT..THESE VALUES ARE NORMALLY STATIC THROUGHOUT THE GAME ALTHOUGH THE USE OF SOME OBJECTS MAY AFFECT ONE OR MORE OF YOUR ATTRIBUTES.!. LOOK WINDOWS; THE BOTTOM RIGHT CORNER OF OF THE DISPLAY REPRESENTS WHAT YOU ARE LOOKING AT, THIS IS NORMALLY THE CONTENTS OF A POCKET OR ANYTHING IN THE ROOM WHICH IS IN REACH. THE SMALL BUTTON MARKED WITH AN ARROW CYCLES THROUGH ALL OF THE ITEMS IN THE POCKET OR WITHIN REACH. IF YOU CAN DROP AN ITEM, A DOWN ARRIW IS DISPLAYED OVER THE CYCLE BUTTON. CLICK HERE TO DROP AN ITEM. IF IT IS DAMAGED A RED CROSS IS SHOWN AT THE LEFT OF THE CYCLE BUTTON. THE VERTICAL COLUMN OF THIS AREA IS USED TO SHOW HOW MUCH OF THE REPAIR PROCESS HAS BEN COMPLETED. CONTROLLER: THE BOTTOM CENTRE OF THE DISPLAY HOLDS EVERYTHING NECESSARY TO CONTROL YOUR CHARACTER. IT HAS BEEN DESIGNED WITH EASE OF USE AND MAXIMUM FLEXIBILITY IN MIND, THE BUTTON MARKED WITH AN ARROW POINTING DOWN ALLOWS YOU TO CROUCH OR DUCK. CLICK HERE QUICKLY TO DUCK OR HOLD THE BUTTON A LITTLE LONGER TO CROUCH DOWN. USE THIS BUTTON TO LAND IF YOU ARE FLYING. THE ARROW MARKED WITH AN ARROW POINTING UP ALLOWS YOU TO STAND UP FROM A CROUCHED POSITION. CLICK HERE QUICKLY TO PEEP OVER AN OBJECT OR HOLD THE BUTTON A LITTLE LONGER TO STAND UP, CLICK HERE WHILE STANDING OR RUNNING TO JUMP ON THE SPOT OR JUMP OVER SOMETHING. USE THIS BUTTON TO FLY IF YOU HAVE A JETPACK, OR IF YOU ARE GOING TO LEVITATE. THE BUTTON MARKED WITH AN EYE ALLOWS YOU TO LOOK AROUND. CLICK HERE AND YOU WILL SEE A LIGHT COMES ON IN THE CORNER OF THE BUTTON. FROM NOW ON ANYTHING THAT COMES WITHIN REACH RE-APPEARS IN THE `LOOK` WINDOW. THE BUTTON MARKED WITH A HAND ALLOWS YOU TO MANIPULATE OR USE AN ITEM. THE BUTTON MARKED WITH THE SLEPING FIGURE SENDS YOU TO SLEEP..USE THIS TO RESTORE LOST ENERGY. ANDROIDS USE THIS MODE TO CONSERVE ENERGY. THE BUTTON MARKED WITH A SPANNER IS USED TO REPAIR AN ITEM. THE SHADED SQUARE DETERMINES YOUR MOVEMENT. CLICK ANYWHERE IN THE WHITE CROSS TO STAND STILL, THE CORNERS OF THE SQUARE OCCUPIED BY THE CROSS ALLOW YOU TO TURN ON THE SPOT. EVERYWHERE OUTSIDE THE BOX STARTS YOU MOVING. THE FURTHER YOU ARE FROM THE CENTRE THE FASTER YOU MOVE. LEAVE THE RED MARKER IN POSITION TO KEEP MOVING. THIS ALLOWS YOU YOU TO RUN DOWN A CORRIDOR AND AIMINTO THE SCREEN OR TO ROTATE ON THE SPOT WITH YOUR GUN READY. IF YOU BUMP ALONG INTO A WALL YOU WILL SLIDE ALONG IT. PRESS P TO PAUSE THE GAME. THIS FEATURE IS NOT AVAILABLE WHILST AN ITEM OF EQUIPMENT IS BEING MANIPULATED DAMAGE; BOTH YOU AND YOUR EQUIPMENT ARE SUSCEPTIBLE TO DAMAGE, DAMAGE TO YOUR BODY IS DISPLAYED IN TH BOXES SHOWN ON THE FIGURE LEFT OF THE SCREEN. DAMAGE TO AN OBJECT IS SHOWN ONLY WHEN YOU LOOK AT THE OBJECT(IE CLICK ON ITS POCKET). THE RED CROSS SIGNIFIES THAT THE ITEM IS FAULTY. ALL DAMAGE CAN BE REPAIRED WITH THE RIGHT EQUIPMENT,SKILLS AND TIME.PHYSICAL DAMAGE TO FLESH IS REPAIRED BY USING THE FIRST-AID KIT. ROBOTS AND BIONIC LIMBS REQUIRE THE ELECTRONICS KIT TO REPAIR DAMAGE, SIMPLY FIND THE NECESSARY EQUIPMENT AND PRESS THE MANIPULATE BUTTON (THE ONE WITH THE HAND) THESE KITS CAN BE USED ONCE ONLY AND ARE THEN USED UP. YOU CAN,HOWEVER,FIND ANOTHER ONE AND USE THAT. THE AMOUNT OF DAMAGE REPAIRED DEPENDS ON YOUR SKILL IN THAT FEILD, USING A FIRST AID KIT IN CONJUNCTION WITH A HIGH MEDICAL SKILL AND A HIGH DEXTERITY,FOR EXAMPLE WILL RESULT IN A GOOD REPAIR. DAMAGED EQUIPMENT CAN MALFUNCTION WHEN USED, WITH A DAMAGED HOLOGRAM THIS IS NOT A PROBLEM BUT A DAMAGED GRENADE MAY JUST BLOW OFF YER HAND!!..TO REPAIR AN ITEM OF EQUIPMENT, LOOK AT IT AND (CLICK ON ITS POCKETS) AND THEN HOLD DOWN THE REPAIR BUTTON(THE ONE WITH THE SPANNER) WHILE THE BUTTTON IS DOWN, THE MERCURY IN THE INDICATOR IS RISING. HOLD THE BUTTON UNTIL THE MERCURY REACHES THE TOP AND AT THAT POINT YOUR CHARACTER THINKS THE REPAIR IS COMPLETE. IF YOU ARE INTERRUPTED DURING A REPAIR, YOU WILL HAVE TO START THE WHOLE REPAIR AGAIN NEXT TIME. WHEN THE REPAIR IS THOUGHT TO BE COMPLETE, THE COMPUTER HAS USED YOUR CHARACTERS SKILLS TO DETERMINE SUCCESS. IF THE REPAIR WAS A FAILURE IT COULD BE OBVIOUS AND THE DAMAGE CROSS COULD STILL BE VISIBLE OR IT MAY ONLY BE OBVIUS WHEN THE OBJECT IS NEXT USED!!. GUNS ARE COMPLEXED OBJECTS AND CAN MALFUNCTION IN A VARIETY OF WAYS. THESE INCLUDE LOSING ALL OF THEIR CHARGE, EXPLODING WHEN DAMAGED, EXPLODING WHEN NEXT USED AND FIRING REDUCED POWER MISSILES. REPAIRING A GUN IS A COMPLICATED A PROCEDURE AND SUCCESS IS DETERMINED BY YOUR WEAPONS,ELCTRONIC AND MECHANICAL SKILLS AND DEXTERITY RATING. ARMOUR; ONE ITEM OF EQUIPMENT YOU CAN PURCHASE IS A SUIT OF ARMOUR. THERE ARE FOUR TYPES OF ARMOUR AND ALL OFFER DIFFERENT DEGREES OF PROTECTION AGAINST DAMAGE,ANDROIDS BEING HUMANOID CAN TAKE ADVANTAGE OF ARMOUR TOO. ABLATIVE; THIS FORM OF ARMOUR IS RELATIVELY INEXPENSIVE, IT IS MADE OF COMPRESSED CARBON COMPOUND AND PROTECTS AGAINST ALL DAMAGE WHILST IT LASTS. THE PROBLEM WITH THIS ARMOUR IS THAT EVERY HIT DESTROYS PART OF IT. REFLECTIVE; THIS ARMOUR IS EXCELLENT AGAINST ATTACKS FROM ENERGY WEAPONS. IT IS FORMED FROM A HIGHLY REFLECTIVE PLASTIC MATERIAL WHICH SIMPLY DEFLECTS THE MISSILE. THE PLASTIC IS SOFT,HOWEVER,AND OFFERS NO PROTECTION AGAINST HAND -TO-HAND COMBAT. STANDARD; THIS IS THE STANDARD ISSUE ARMOUR WORN BY MOST MILITARY PERSONNAL. IT OFFERS A GENERAL PROTECTION WHICH IS NOT AS GOOD AGAINST ENERY ATTACK AS REFLECTIVE ARMOUR DOES, BUT DOES ABSORB SOME HAND-TO-HAND DAMAGE. SUPREME; THIS ARMOUR IS THE ULTIMATE PROTECTION.IT OFFERS ALMOST COMPLETE PROTECTION FROM ENERY ATTACKS AND IS SO TOUGH ONLY A LARGE EXPLOSIVE IS LIKELY TO INJURE THE OCCUPANT. THE SUIT DOES NOT HAVE DISADVANTAGES IN THAT IT CONTINUALLY USES POWER, ITS BULK SLOWS THE WEARER DOWN AND IT REDUCES THE WEARERS ENDURANCE. AS A CONSEQUENCE THE WEARER CAN CARRY LESS EQUIPMENT BEFORE BEING ENCUMBERED. IF THE SUIT RUNS OUT OF POWER THE OCCUPANT IS TRAPPED AND WILL BE CAPTURED. COMBAT; THE CHARACTER CAN INDULGE IN TWO FORMS OF COMBAT;LONG AND SHORT RANGE. WHEN YOU POINT INTO THE GAME WINDOW YOU WILL SEE THAT THE SMALL ARROW BECOMES A CROSS HAIR, USE THIS TO AIM AND PRESS THE LEFT BUTTON TO ATTACK. MISSILE; MISSILE COMBAT COVERS THE USE OF GUNS AND GRENADES. TO USE A GUN SIMPLY HOLD IT IN YOUR HAND(EITHER HAND) AND WHEN YOU ATTACK YOU WILL FIRE A MISILE. IF THE GUN RUNS OUT OF CHARGE, INSTEAD OF SHOOTING YOU WILL PUNCH(SEE POWER FOR DETAILS ON RE-CHARGING EQUIPMENT) TO THROW A GRENADE LOOK AT IT MANIPULATE IT. THE GRENADE WILL BE THROWN STRAIGHT AHEAD AND WILL EXPLODE ON IMPACT. REMEMBER NOT TO STAND TO CLOSE!!!. HAND-TO-HAND; IF YOU ATTACK WITHOUT HOLDING A GUN, YOU WILL `PUNCH`. YOU WILL ALSO PUNCH IF YOUR GUN HAS RUN OUT OF CHARGE. PUNCHING DOES VERY LITTLE DAMAGE. REMEMBER THAT YOU ONLY PUNCH AT ARMS LENGTH!..COMBAT CAN BE DANGEROUS. IT IS WORTH REMEMBERING THAT EVERYONE IN THE GAME IS WEARING ARMOUR. OBJECTS; MANIPULATION;- THIS IS AN IMPORTANT ABILITY AND IS REALLY QUITE SIMPLE ALTHOUGH IT MAY AT FIRST SEEM COMPLICATED...EVERY OBJECT IN THE GAME HAS A FUNCTION AND THIS NORMALL ACTIVATED BY CLICKING ON THE MANIPULATE BUTTON, IF THE ITEM CANNOT PERFORM ITS USUAL FUNCTION. YOU ARE PRESENTED WITH THE OPPORTUNITY TO RE-CHARGE IT. FOR THE BUTTON TO WORK, YOU MUST BE LOOKING AT THE ITEM YOU WISH TO MANIPULATE. IE.. TO USE THE MEDI-KIT YOU SHOULD CLICK ON THE POCKET IT IS IN AND THEN CLICK ON THE MANIPULATE BUTTON. THE MACHINE WILL ADMINISTER EITHER A STIMULANT OR AN ANTIDOTE OR BOTH, IF THE MEDI-KIT HAS NO CHEMICALS, CLICKING ON MANIPULATE WILL INSTEAD PRODUCE A FULL SCREEN IMAGE OF IT. YOU ARE NOW IN POSITION TO REFILL IT. SEARCH YOUR POCKETS TO SEE IF YOU HAVE THE AMPULE OF CHEMICALS NECESSARY TO REFILL THE MEDI-KIT. IF YOU FIND THEM LLOK AT THEM AND MANIPULATE THEM. THE CHEMICALS WILL THEN BE USED AND THE MEDI-KIT RE-SUPPLIED. THE SAME PROCEDURE IS USED WITH THE GUN, IF YOU LOOK AT THE GUN AND MANIPULATE IT, YOU WILL SEE THE FULL SCREEN IMAGE OF IT. NOW LOOK AT THE POWER LEAD WHICH COMES FROM THE BELT OF YOUR SUIT AND MANIPULATE THAT. THE GUN WILL BE `BURST CHARGED`. TO PICK UP AN OBJECT UP. CLICK ON THE LOOK BUTTON (HAS AN EYE ON IT) SO THAT THE SMALL LIGHT IS ON. AS YOU MOVE AROUND ANYTHING WHICH COMES WITHIN REACH APPEARS IN THE LOOK WINDOW. TO PICK AN OBJECT UP, SIMPLY CLICK ON IT AND HOLD THE LEFT MOUSE BUTTON DOWN. YOUR POINTER WILL CHANGE INTO A HAND. MOVE THE HAND OVER THE POCKET IN WHICH YOU WISH TO PUT THE OBJECT AND RELEASE THE BUTTON. IF THERE IS ROOM IN THE POCKET THE OBJECT WILL BE MOVED THERE. DOORS; LOCK DOORS ARE MANIPULATED IN A SIMILAR MANNER TO GUNS, THERE ARE TWO TYPES OF DOORS; ONE THAT CAN BE OPENED BY WALKING ON PRESSURE PADS AND THE SECOND THAT IS LOCKED BY AN ELECTRONIC SYSTEM, THE LOCKED DOOR IS DEPICTED BY A GREY SQUARE ON ITS SURFACE, TO OPEN IT CLICK .ON THE LOOK BUTTON AND APPROACH THE DOOR, WHEN THE CONTROL PANEL IS WITHIN ITS REACH, IT APPEARS AS A SMALL IMAGE IN THE LOOK WINDOW(BOTTOM RIGHT OF YOUR SCREEN) NEXT CLICK ON THE MANIPULATE BUTTON AND THE CONTROL PANEL WILL BE SHOWN AS A FULL SCREEN IMAGE. IN ORDER TO ENETR THE FOUR FIGURE CODE POINT AT ANDCLICK ON THE BUTTONS ON THE PANEL. AS YOU LOCATE A CORRECT NUMBER, THE GREEN LIGHT ON THE PANEL FLASHES. NOTE THE NUMBERS AND THEN TRY TO ESTABLISH THE THREE OTHER FIGURES NEEDED TO COMPLETE THE CODE. ONCE YOU HAVE ALL FOUR FIGURES PRESS THE ENTER KEY ON THE CONTROL PANEL. IF YOU HAVE ENTERED THE NUMBERS IN THE CORRECT SEQUENCE, THE DOOR WILL OPEN, IF NOT YOU WILL HAVE TO TRY ENTERING THE NUMBERS IN DIFFERENT COMBINATIONS UNTIL THEY ARE CORRECT. THE ALTERNATIVE TO OPENING DOORS `MANUALLY` IS TO USE AN ELECTRONIC LOCK PICK. THESE CAN BE EITHER PURCHASED AT THE START OR COLLECTED AS YOU PROGRESS THROUGH THE GAME. TO USE IT CLICK ON THE POCKET IT IS STORED IN. IT WILL NOW APPEAR IN THE VIEW SCREEN. CLICK ON MANIPULATE AND THE LOCK PICK WILL START TO DECODE THE COMBINATION. IT WILL ELIMINATE WRONG NUMBERS BY LEARNING FROM ITS MISTAKES. ONCE IT HAS COMPLETED ITS DECODING. YOU WILL HAVE APPROX 5 SECONDS TO NOTE THE NUMBER FOR FUTURE REFERENCE. YOU WILL NOW BE TO ADVANCE THROUGH THE DOOR. YOU CAN ONLY USE THE ELECTRONIC LOCK PICK WHEN YOU HAVE A FULL SCREEN IMAGE OF THE CONTROL PANEL. ELEVATORS: ELEVATORS ARE THE ONLY WAY TO MOVE BETWEEN LEVELS.THERE ARE TWO CONTROL PANELS WHICH RELATE TO ELEVATORS.THE SMALL PANEL OUTSIDE AN ELEVATOR SHOWS THE FLOOR IT IS ON.PRESS THE ARROW SHAPED BUTTON AND THE ELEVATOR WILL BE CALLED. WHEN IT ARRIVES YOU HAVE 5 SECONDS TO ENTER THE OPEN DOOR.INSIDE IS A CONTROL COLUMN.WALK UP TO IT AND CLICK THE LOOK BUTTON.MANIPULATE THE RESULTING KEYPAD TO SEE A FULL SCREEN PICTURE OF THE CONTROL PAD.KEY PRESSES WILL NOT BE ACCEPTED UNTIL YOU HAVE INSERTED YOUR SMART CARD.TO DO THIS FIND WHICH POCKET IT IS IN,LOOK AT IT AND CLICK THE MANIPULATE BUTTON.THE CARD WILL NOW APPEAR IN THE SLOT.THE ARRANGEMENT OF BUTTONS ON THE CONTROL PANEL ALLOWS YOU TO GO TO ANY FLOOR IN THE BUILDING.TO SELECT A FLOOR JUST PPIONT TO ITS NUMBER AND CLICK.IF YOU HAVE SECURITY CLEARENCE FOTR THAT LEVEL A GREEN LIGHT WILL COME ON AND THE LIFT WILL START TO MOVE.IF YOU DONT HAVE CLEARANCE NOTHING WILL HAPPEN AND YOU WILL HAVE TO PRESS ANOTHER NUMBER.THE PANEL DISPLAYS THE LEVEL YOU ARE ON IN THE TOP RIGHT AND THE LEVEL YOU ARE GOING TO IN THE TOP LEFT. WHEN THE ELEVATOR HAS REACHED ITS DESTINATION THE CONTROL PAD WILL DISAPPEAR AND YOUR SMART CARD WILL AUTOMATICALLY BE RETURNED TO YOU. AIRLOCKS: THE WAREHOUSE, CAR PARK, AND GROUND FLOOR ARE SEPARATED BY SECURITY LOCKS NICKNAMED 'AIRLOCKS'.THE CONTROL PADS FOR THESE ARE SIMILAR TO THE LOCKED DOOR CONTROL PAD.FIRST INSERT YOUR SMART CARD AND THEN ENTER THE FOUR FIGURE CODE IN THE SAME WAYAS YOU WOULD WITH A NORMAL DOOR.WHEN THE CODE HAS BEEN CORRECTLY ENTERED THE SMALL LIGHT WILL COME ON.NOW PRESS THE YELLOW BUTTON TO OPEN THE DOOR.YOUR SMART CARD WILL AUTOMATICALLY BE RETURNED TO YOU. TERMINALS: COMPUTER TERMINALS ARE A RARE FIND.THEY ARE SIMILAR TO THE ELEVATOR CONTROL COLUMN.WALK UP TO THE COLUMN AND LOOK AT IT.WHEN THE PICTURE OF A MONITOR SCREEN APPEARS IN THE LOOK WINDOW,CLICK ON THE MANIPULATE BUTTON.COMPUTER TERMINALS OFFER A WIDE VARIETY OF FACILITIES INCLUDING INCREASING YOUR SECURITY CLEARENCE TO ALLOW YOU ACCES TO MORE LEVELS OF THE BUILDING. NOTE:IF YOU DECIDE NOT TO USE ANY OF THE ABOVE ITEMS WHILE THEY ARE DISPLAYED FULL SCREEN,JUST CLICK ON THE RIGHT MOUSE BUTTON TO GO BACK TO THE ORIGINAL SCREEN. POWER:YOUR PERSONAL ENERGY IS DISPLAYED AS A HORIZONTAL BAR BENEATH THE DAMAGE FIGURE.THIS ENERGY IS BEING CONSTANTLY DEPLETED.IF YOU BECOME ENCUMBERED BY CARRYING TOO MUCH EQUIPMENT YOU WILL USE POWER TWICE AS FAST AS YOU NORMALLY DO.ENERGY IS REWPLENISHED BY DRINKING GLUCOSE COMPOUND FROM THE DRINKING BOTTLE AND BY SLEEPING.IN AN EMERGENCY MANIPULATING THE MEDI-KIT WILL ADMINISTER A STIMULANT WHICH WILL RAISE YOUR ENERGY TO HALF ITS NORMAL LEVEL.TOO FREQUENT USE OF THIS STIMULANT COULD PERMANENTLY REDUCE YOUR ENDURANCE RATING AND THIS IN TURN WILL REDUCE YOUR ENCUMBRANCE RATING. MANY ITEMS OF EQUIMENT REQUIRE POWER TO FUNCTION.YOUR SUIT CAN CARRY A CHARGE FOR THIS JUST PURPOSE.THE LEVEL OF CHARGE REMAINING IN YOUR SUIT IS DISPLAYED AS A HORIZONTAL BAR BENEATH THE EQUIPMENT FIGURE.TO RECHARGE YOUR SUIT FIND A TERMINAL(A MONITOR SCREEN-EACH LEVEL CONTAINS AT LEAST ONE!). WHEN YOU FIND ONE MANIPULATE IT AND IT WILL BECOME A FULL SCREEN IMAGE.POINT AND CLICK ON THE POWER BUTTON ON THE TEMINAL TO ACTIVATE IT.FIND YOUR SMART CARD AND MANIPULATE IT TO PUT IT IN THE SLOT.NOW FIND YOUR POWER LEAD AND MANIPULATE THAT.THIS PLUGS IT INTO THE POWER SOCKET ON THE TERMINAL.THE SUIT IS THEN 'BURST CHARGED'IN A FRACTION OF A SECOND. TO CHARGE AN OBJECT,LOOK AT IT AND THEN MANIPULATE IT AND IT WILL BECOME A FULL SCREEN IMAGE.NOW LOOK AT AND MANIPULATE YOUR POWER LEAD. THIS PLUGS INTO THE POWER SOCKET ON THE OBJECT WHICH IS THEN 'BURST CHARGED'.IF YOU CHARGE UP A DAMAGED GUN,IT MAY EXPLODE. SOME EQUIPMENT WILL CONSTANTLY DRAIN YOUR SUITS POWRE. THIS INCLUDES THE MOST POWERFUL ARMOUR, THE JETPACK (WHEN IN USE) AND THE VISION ENHANCING VISOR(WHEN IN USE) THE BUILDINGS POWER CAN BE INTERRUPTED AT THE FUSE BOX, EACH FUSE RELATES TO A LEVEL OF THE BUILDING INCLUDING THE WAREHOUSE. THERE IS NO FUSE FOR THE CAR PARK. BY LOOKING AT THE FUSE BOX AND MANIPULATING IT, IT BECOMES A FULL SCREEN IMAGE. POINT AND CLICK ON THE BUTTON UNDER A USE TO CUT THE POWER TO THAT LEVEL. THE FUSES ARE NOT MARKED BUT THEY LAID OUT IN A LOGICAL MANNER AND A LITTLE EXPERIMENATION SHOULD REVEAL WHICH IS WHICH. A FUSE WHICH HAS BEEN REMOVED IN THIS WAY CAN BE REPLACED LATER ON BY THE GUARD OR PLAYER. USE THE BOMB OR GRENADE TO PERMANTLY CUT THE POWER TO THE WHOLE BUILDING. WHEN THE POWER IS CUT TO A LEVEL, ALL LIGHTS GO OUT, ROBOT GUARDS CAN STILL SEE BECAUSE OF THEIR VISION ENHANCED SYSTEMS. THE OTHER CREATURES ARE EFFECTIVELY BLINDED UNTIL THE POWER IS RESTORED. THE PLAYER CAN USE ENHANCED VISION IF THE VISOR IS WORN(ANDROIDS ARE FITTED WITH THIS AS STANDARD) CUTTING THE POWER ALSO DISABLES DOORS AND TERMINALS. SECURITY; CAMERAS;--SECURITY CAMERAS ARE MOUNTED ON THE CEILING AND ROTATE AT REGULAR INTERVALS. IF THE PLAYER IS DETECTED BY ONE, THE ALARMS ARE TRIGGERED. THE CAMERAS HAVE A LIMITED RANGE THOUGH, DESTRUCTION OF AN ALARM TRIGGER DOES NOT SET OFF THE ALARMS. INFRA RED BEAMS; BEAM PROJECTORS ARE SMALL METAL OBJECTS STANDING ON THE FLOOR. THEY ARE EASILY RECONGNISED BY NTHEIR SINGLE LARGE LENS, WALKING IN FRONT OF THIS LENS WILL BREAK THE BEAM AND TRIGGER THE ALARM. LIKE THE CAMERA, THESE CAN BE SHOT FROM A DISTANCE. THE PROJECTORS ARE NORMALLY DIFFICULT TO SEE BECAUSE THEY ARE HIDDEN IN ALCOVES. BUT THE INFRA RED MODE ON THE VISOR WILL ALLOW YOU TO DETECT THE BEAM ITSELF. IT IS POSSIBLE, ALTHOUGH BY NO MEANS EASY, TO JUMP OVER THE INFRA-RED BEAM AND AVOID TRIGGERING THE ALARM. TO DO THIS, BACK AS FAR AWAY FROM THE PROJECTOR AS POSSIBLE, RUN TOWARDS IT AT TOP SPEED AND CLICK ON THE UP/JUMP BUTTON. THIS TAKES PRACTISE!!. PRESSURE PADS; PRESSURE PADS APPEAR AS SLIGHTLY DISCOLOURED TILES ON THE FLOOR, THEY CANNOT BE SHOT. ONCE SPOTTED THEY SHOULD BE AVOIDED, BECAUSE STEPPING ON ONE ACTIVATES THE ALARM. ALARMS; WHEN THE ALARM IS SET OFF, THE ORANGE LIGHTS ON THE CEILING START TO FLASH, A SIREN STARTS TO WAIL AND THE GUARDS ON YOUR LEVEL START TO HUNT YOU DOWN, SHOOTING THE ALARM LIGHTS IS A WASTE OF TIME AND ENERGY. GAS; THE BAD NEWS IS THAT TRANQUILLISER GAS GAS IS PUMPED INTO THE AIR, IF YOU HAVE A GAS MASK PUT IT ONTO YOUR HEAD BOX. A SMALL FACE MASK IS THE NEXT BEST PROTECTION. NOTE THAT THE GAS MASK CANNOT BE WORN WITH THE VISION ENHANCING VISOR..IF YOU HAVE NO GAS MASK, MOVE FAR AWAY FROM THE SOUND OF GAS AS POSSIBLE.THIS COULD MINIMISE THE EFFECT. IF THE GAS DOES AECT YOU, YOU WILL SLOW DOWN AND YOUR VISION WILL BECOME DARK. USING THE MEDI-KIT WILL INJECT A FAST ACTING ANTIDOTE. DOORS; WHEN THE ALARM GOES OFF,ALL DOORS WITH A KEYPAD ARE LOCKED AND CANNOT BE OPENED, AUTOMATIC DOORS STILL FUNCTION. CAPTURE; IF YOU FAINT FROM EXHAUSTION, RUN OUT OF POWER(ANDROID OR SUPREME ARMOUR) ARE OVERCOME BY GAS OR ARE DAMAGED TO SUCH AN EXTENT THAT YOU BLACK OUT, YOU WILL BE CAPTURED AND PLACED IN A SECURED CELL. ONCE YOU HAVE RECOVERED, SURVEY THE SURROUNDINGS AS THERE IS ALWAYS AN ESCAPE ROUTE. YOUR EQUIPMENT WILL BE INTACT ALTHOUGH YOUR GUN(S) WILL HAVE BEEN REMOVED. IF YOU DO NOT HAVE ENOUGH ENERGY OR EQUIPMENT TO ESCAPE, UCC WILL DISPOSE OF YOU IN SUCH A WAY AS TO LEAVE ANY EVIDENCE THAT YOU WERE EVER THERE!!! ESCAPE; WHEN YOU AWAKE IN THE CELL, THERE IS ALWAYS A WAY TO ESCAPE. CHECK ,WHAT EQUIPMENT YOU HAVE LEFT. WHEN YOU DO ESCAPE YOU WILL HAVE TO FIND OUT WERE YOU ARE, TRY TO FIND A WEAPON AS SOON AS POSSIBLE BECAUSE YOU COULD BECOME VULNERABLE TO ATTACK. LAODING AND SAVING GAMES; TO LOAD A SAVED GAME, LOOK AT THE CONTENTS OF THE BELT POCKET. ITEMS IN THIS POCKET CANNOT BE DROPPED OR REMOVED. YOU WILL SEE THE POWER LEAD. POINT AND CLICK ON THE CYCLE BUTTON(BUTTON MARKED WITH AN ARROW IN THE BOTTOM RIGHT CORNER OF THE LOOK WINDOW) YOU SHOULD NOW SEE A PICTURE OF A FLOPPY DISK. CLICK ON THE MANIPULATE BUTTON AND YOU WILL BE PRESENTED WITH A MENU OF OPTIONS. THESE INCLUDE LOADING A PREVIOUSLY SAVED GAME AND SAVING YOUR EXISTING GAME. USE THE MOUSE POINTER TO POINT AT THE OPTION YOU WISH TO CHOOSE AND CLICK THE LEFT MOUSE BUTTON. IF YOU DONOT WISH TO LOAD OR SAVE A GAME, CLICK THE RIGHT MOUSE BUTTON. WHEN YOU HAVE MADE YOUR SELECTION, YOU WILL BE ASKED TO INSERT YOUR SAVE-GAME DISK..REMEMBER NEVER SAVE A GAME ONTO YOUR GAME DISK!!. AT THE START OF THE GAME YOU WILL BE GIVEN THE OPTION OF LOADING A SAVED GAME. THIS ALLOWS YOU TO BYPASS THE CHARACTER SELECTION PART OF THE GAME AND RESUME PLAYING WERE YOU LEFT OFF. HINTS; A) DONT RUSH AROUND. IT IS BETTER NOT TO TRIGGER ALARMS. THIS IS ACHIEVED MORE EASILY IF YOU ARE CAREFUL. B) SHOOT CAMERAS AND PROJECTORS FROM A DISTANCE C) IF YOU ARE GETTING LOW ON ENERGY OR POWER. DONT WAIT UNTIL THE LAST MINUTE BEFORE RECHARGING, SOMETHING MIGHT ATTACK YOU AND YOU MAY NOT HAVE THE OPPORTUNITY TO RE-CHARGE. D) USE THE JETPACK, VISOR, AND BACKPACK COMPUTER SPARINGLY. THEY USE POWER ALL THE TIME THEY ARE IN USE. E) LEARN TO USE YOUR PSYCHIC POWERS. SOMETHING BRINGS UP THE SELECTION MENU, TRY TO FIND OUT WHAT IT IS F) USE EXPLOSEIVES SPARINGLY. G) EXAMINE HOLOGRAMS VERY CAREFULLY H) FIGHT WITH YOUR BACK TO A WALL I) TRY KEEP AN ESCAPE ROUTE CLEAR. YOU`LL NEVER KNOW WHEN YOU NEED TO RUN LIKE CRAZY!!! GLOSSARY; LOOK AT;--POINT AT THE POCKET THAT THE OBJECT IS IN AND CLICK ON THE LEFT MOUSE BUTTON. A PICTURE OF THE OBJECT WILL NOW APPEAR IN THE WINDOW. LOOK AROUND;--FOR OBJECTS NOT ON YOUR PERSON, CLICK ON THE BUTTON MARKED WITH AN EYE, AS YOU WALK WITHIN REACH OF SOMETHING YOU CAN MANIPULATE, A SMALL IMAGE OF IT WILL APPEAR IN THE LOOK WINDOW. MANIPULATE;--USE FOR THE INTERACTION WITH AN OBJECT, IN GENERAL, CLICKING ON THIS WILL CAUSE AN ITEM TO PERFORM ITS TASK..IE CLICK ON THE LOCK PICK AND IT UNLOCKS A DOOR..CLICK ON MEDI-KIT AND IT INJECTS AN ANTIDOTE. ATTACK;---MOVING THE POINTER INTO THE VIEW WINDOW CHANGES IT TO A CROSS HAIR, PRESSING THE MOUSE BUTTON NOW ATTACKS..IF YOU ARE HOLDING A WORKING GUN IT WILL FIRE..IF NOT YOU WILL PUNCH. EQUIPMENT LIST; BACKPACK COMPUTER;--THIS PORTABLE COMPUTER IS NOT AS PORTABLE AS THE NAME SUGGESTS..IT IS A HEAVY ITEM WHICH PROVIDES ONLY ONE SERVICE..IT CAN PRODUCE A HEAD UP DISPLAY MAP, LOOK AT THE COMPUTER AND MANIPULATE TO TURN IT ON. THE MAP APPEARS IN THE BOOTOM LEFT OF YOUR VIEW WINDOW AND SCROLLS AS YOU MOVE. YOU ARE SHOWN ON THE MAP AS A WHITE DOT. WHEN THE MAP IS DISPLAYED YOU ARE DRAWING POWER FROM YOUR SUIT. USE THIS MAP IN CONJUNCTION WITH THE WRIST COMPASS TO PLAN YOUR MOVES. BOMBS; A BOMB IS SIMILAR EECT TO A GRENADE BUT IT WILL ALSO DESTROY WALLS. TO USE THIS ITEM LOOK AT IT AND MANIPULATE IT. YOU WILL SEE A FULL SCREEN IMAGE OF THE TIMER CONTROL, CLICK ON THE FUSE TIME AND THEN CLICK ON THE BUTTON MARKED ENTER THE MAXIMUM TIME YOU CAN PRPEARE IS 99 GAME MINUTES. WHEN THE TIME HAS BEEN ENTERED, THE LIGHT COMES ON. TO START THE COUNTDOWN CLICK ON THE RED BUTTON. THE FULL SCREEN IMAGE DISAPPEARS AND YOU SHOULD CLICK ON THE DROP ARROW BEFORE RUNNING AWAY. COMPASS; A SMALL COMPASS IS CARRIED ON YOUR WRIST THROUGHOUT THE GAME..SIMPLY LOOK AT YOUR WRIST POCKET AND IT WILL BE DISPALYED IN YOUR LOOK WINDOW. THE COMPASS USES NO ENERY USE IT IN CONJUNCTION WITH THE MAP(SE BACKPACK) TO PLAN YOUR MOVEMENTS. DISRUPTER; THIS IS FLEXIBLE NON CONDUCTIVE SHEET WOVEN FROM CERAMIC FIBRES, SEVERAL HUNDRED MICRO BATTERIES ARE BUILT IN AND CIRCUIT IS PRINTED ONTO THE MATERIAL WITH SEVERAL CONTACT POINTS AT THE SURACE..MANIPULATING THIS SHEET LAYS IT ON THE FLOOR AT YOUR EET. THIS MATERIAL IS INVISIBLE TO ROBOTS VISION SYSTEMS. IF A ROBOT IS LURED OVER THIS SHEET IT WILL COMPLETE THE CIRCUIT AND BURN OUT. ONLY THE LARGEST OF ROBOTS CAN SURVIVE THIS TREATMENT.THIS EQUIPMENT IS PERFECTLY HARMLESS TO ORCANIC CREATURES BUT CANNOT BE USED BY ANDROIDS. DRINK; USE OF THIS ITEM GIVES HUMAN CHARACTERS AN ENERGY BOOST. THIS IS NOT EFFECTIVE AS THE MEDI-KIT STIMULANT BUT HAS NO HARMFUL SIDE EFFECTS...THE DRINK DISPENSER REQUIRES SMALL REFILL PACKS OF GLUCOSE RICH FLUID. THESE ARE TO CONCENTRATED TO DRINK BUT COME WITH A SMALL MEASURED QUANTITY OF WATER WHICH IS MIXED CORRECTLY IN THE DISPENSER. ELECTRONICS KIT; THIS KIT REPAIRS PHYSICAL DAMAGE TO ANDROID CHARACTERS IT CAN ONLY BE USED ONCE. THE QUANTITY OF DAMAGE RESTORED DEPENDS ON THE CHARACTERS ELECTRONICS SKILL..HUMAN CHARACTERS WITH BIONIC LIMBS NEED THIS KIT TO REPAIR MECHANICAL LIMBS. FACE MASK; THIS IS A SMALL MASK WHICH OFFERS PARTIAL PROTECTION AGAINST GAS ATTACKS..INCLUDING TRANQUILISER GAS IN THE BUILDING..THIS MASK CAN BE USED INDEFINATELY BUT YOU CANNOT WEAR YOU VISOR AT THE SAME TIME. FIRST AID KIT; THIS KIT PHYSICAL DAMAGE TO HUMAN CHARACTERS..IT CAN ONLY BE USED ONCE..THE QUANTITY OF DAMAGED RESTORED DEPENDS ON THE CHARACTERS MEDICAL SKILL. GAS MASK; THIS IS A FULL FACE MASK WHICH OFFERS TOTAL PROTECTION AGAINST GAS ATTACKS INCLUDING THE TRANQUILLISER GAS IN THE BUILDING, SAME AS THE FACE MASK..ITS INDEFINATE BUT CAN`T BE WORN WITH THE VISOR. GRENADES; THERE ARE 2 TYPES OF GRENADES AVAILABLE; 1) THE STUN GRENADE;--THE EFFECT OF THIS IS NOT TO DAMAGE, BUT TO STUN..THIS IS A TEMPORARY EECT..IT PROJECTS BRIGHT LIGHT IN ALL DIRECTIONS ON IMPACT..ONLY ROBOTS ARE IMMUNE TO ITS EFECT. 2) THE EXPLOSIVE GRENADE;--GRENADE EXPLOSIONS WILL DESTROY LIGHTS, DOORS AND OBJECTS BUT NOT WALLS..IT WILL ALSO DAMAGE OR KILL BOTH CREATURES AND ROBOTS. GUNS; THERE ARE 5 DIFFERENT TYPE OF GUNS AVAILABLE, EACH IS A DIFFERENT WEIGHT, BULK AND PRICE. THE GREATER THE PRICE THE MORE POWERFUL THE GUN..THE GUARDS IN THE BUILDING USE THE CHEAPEST GUNS AVAIOLABLE, ALL OF THE GUNS ARE ENERGY WEAPONS AND NOT PROJECTUYLE WEAPONS. HOLOGRAMS: THESE ITEMS ARE OF NO USE INDIVIDUALLY.USED IN CONJUNCTION WITH THE SCANMAN THEY GIVE YOU A THREE DIMENSIONAL VIEW OF PART OF THE BUILDING.EXAMINE THESE PICTURES CAREFULLY AS THEY COULD HOLD USEFUL INFORMATION. JET PACK: THIS PIECE OF EQUIPMENT IS FAIRLY HEAVY AND USES A LOT OF POWER.LOOK AT IT AND MANIPULATE IT(WHILST WEARING IT) TO TURN IT ON.USE THE JUMP AND CROUCH BUTTONS TO FLY AND LAND.THIS ITEM ONLY CONSUMES POWER WHILST IN FLIGHT.REMEMBER THAT DOORS WHICH OPEN AUTOMATICALLY RELY ON A PRESSURE PAD WORK AND SHOULD BE APPROACHED ON FOOT OR THEY WILL STAY SHUT. LOCK PICK(ELECTRONIC): THIS ITEM IS TO BE USED ON ON THE CONTROL PAD OF A DOOR OR AIRLOCK.IT OVERRIDES THE KEYPAD AND WORKS OUT THE CODE BY TRIAL AND ERROR.WHEN IT HAS FOUND THE CODE IT WILL BE DISPLAYED FOR A SHORT TIME BEFORE THE DOOR IS OPENED.TAKE THIS OPPORTUNITY TO WRITE THE NUMBER DOWN.THE LOCK PICK IS SLOW BUT QUICKER THAN YOU COULD DO YOURSELF.TYPING IN A KNOWN CODE IS THE EASIEST WAY. MEDI KIT: THIS IS A SMALL ITEM WHICH WILL AUTOMATICALLY ADMINISTER THE ANTIDOTE TO MOST POISONS OR DRUGS.IT WILL ALSO ADMINISTER A STIMUALANT IF EXHAUSTION IS SENSED.USING THIS ITEM SEVERAL TIMES IN A ROW CAN PERMANENTLY REDUCE YOUR ENDURANCE RATING BY ONE POINT.REMEMBER THAT YOUR ENDURANCE RATING CAN AFFECT YOUR ENCUMBANCE LEVEL.REPLACEMENT CHEMICALS FOR THE KIT CAN BE FOUND ABOUT THE BUILDING. PSI ENHANCING DRUGS: THESE TABLETS FOUND IN THE BUILDING ARE AN OLD UCC PRODUCT WHICH HAS NOW BEEN WITHDRAWN FROM SALE.THE DRUGS ENHANCE LATENT PSYCHIC POWER IN THE USER FOR A SHORT PERIOD.TTHEY HAVE THE SIDE EFECT OF REDUCING THE USERS DEXTERITY OR ENDURANCE. PSI EYE: THIS IS A HEADBAND WHICH IS DECORATED WITH A PAINTED EYE.THE ELECTRONIC COMPONENTS ARE A NEW UCC INVENTION WHICH AMPLIY LATENT PSYCHIC POWER.SIMPLY WEAR THIS ITEM AND ALL PSYCHIC ACTIONS WILL BE MORE POWERFUL. SCANMAN: THIS ITEM IS USED TO VIEW AND EXAMINE HOLOGRAMS.IT MAY NEED TO BE RECHARGED BEORE USE.TO USE THIS ITEM LOOK AT IT AND MANIPULATE IT TO GET A FULL SCREEN IMAGE.NOW LOOK AT THE HOLOGRAM AND MANIPULATE THAT.IF THE SCANMAN IS POWERED UP THE HOLOGRAM WILL BE DISPLAYED IN THE LARGE CENTRAL WINDOW. POINT AND CLICK ON THE TWO BUTTONS BELOW THE VIEWING WINDOW TO TILT YOUR VIEW LET OR RIGHT.THE GREEN BUTTON RECENTRES YOUR VIEWPOINT. THE ROCKER SWITCH AT THE RIGHT OF THE WINDOW CONTROLS THE IMAGE BRIGHTNESS. SOME HOLOGRAMS MAY BE OVER OR UNDER EXPOSED AND ADJUSTING THIS CONTROL COULD REVEAL SOMETHING WHICH WAS PREVIUOSLY HIDDEN. SMART CARD; EVERYONE CARRIES AN I.D SMART CARD..YOUR CARD CARRIES INFO ABIOUT YOU SUCH AS YOUR NAME,APPEARNCE,AND SECURITY CLEARENCE. USE THE COMPUTER TERMINALS TO INCREASE YOUR SECURITY CLEARENCE LEVEL. THE CHARACTERS SMART CARD IS DISPLAYED AT THE BOTTOM LEFT OF THE DISPLAY. THE NUMBERS REPRESENT STRENGHT..DEXTERITY..ENDURANCE..INTELLIGENCE..AND MOVEMENT IN THAT ORDER VISION ENHANCING VISOR; THIS EQUIPMENT ALLOWS SEVERAL ENHANCEMENTS TO NORMAL VISION..USE THE MANIPULATE KEYS WHILST WEARING THE GOGGLES TO SELECT YOUR CHOSEN VISION SYSTEM. INFRA RED VISION---LETS YOU DETECT THE INFRA RED ALARM BEAMS..WHICH ARE SPREAD THROUGH OUT THE BUILDING. REMEMBER HOWEVER THAT WHILST USING THIS FACILITY IT WILL CONSTANTLY USE MORE POWER THAN NORMAL VISION. IMAGE INTENSIFIED VISION---WILL ENHANCE YOUR ABILITY TO PICK OUT FEATURES NOT NORMALLY VISIBLE WITH THE NAKED EYE. THERMAL VISION;---FOR USE WHEN YOU HAVE CUT OF THE POWER SUPPLY TO AN ENTIRE FLOOR OR THE WHOLE BUILDING, IT AFFORDS YOU THE ABILITY TO LOCATE EXACT WHERE ABOUTS OF DROIDS/ROBOTS/AND OTHER FEATURES INDISTINGUISHABLE IN THE DARK. WRIST WATCH; A DIGITAL WATCH IS CARRIED THROUGHOUT THE GAME..SIMPLY LOOK AT IT AND IT WILL BE DISPLAYED IN YOUR LOOK WINDOW. THE WATCH USES NO ENERGY, NOTE THAT TIME WITHIN THE GAME RUNS FASTER THAN REAL TIME. PSIONICS; PHYSIC POWERS ARE ONLY AVAILABLE TO HUMAN CHARACTERS..THE PSIONICS RATINGS ON THE CHARACTER SELECTION SCREEN SHOWS HOW POWERFUL EACH AGENT IS IN THIS AREA. IE..... PSI EYE..AND PSI ENHANCING DRUGS ARE USED TO AID PSIONICS... LEVITATION; THIS IS SIMILAR TO THE USE OF THE JET PACK, AND IS CONTROLLED IN THE SAME WAY..IT TOO AFFORDS YOU THE ABILITY TO MOVE `OFF` THE GROUND. CLAIRVOYANCE; THIS ABILITY ALLOWS THE CASTER TO SEE WHATS HAPPENING AT A DISTANCE..WHAT HAPPENS IS THE SPIRIT LEAVES THE BODY AND CAN WANDER AT WILL THROUGH DOORS AND WALLS..THE SPIRIT CAN ONLY WATCH..IT CANNOT MANIPULATE ITEMS OR BE `DETECTED`. HEAL; THIS EFECT REPAIRS THE CELLS IN THE BODY AND ALSO REPAIRS DAMAGE TO EQUIPMENT AND ARMOUR WHICH IS WORN. DENSITY; THE ABILITY TO INCREASE ONE`S MOLECULAR DENSITY WILL, FOR THE DURATION OF THE `SPELL` IMPROVE THE CHARACTERS ARMOUR. MIND BLAST; CREATING THIS EFFECT CAUSES A MASSIVE POWER SURGE TO AFFECT CREATURES NEARBY. ORGANIC CREATURES ARE KILLED INSTANTLY ..THE MECHANICAL OBJECTS CAN SUSTAIN A LARGE AMOUNT OF DAMAGE WHICH MAY OR MAY NOT DESTROY THEM. PSIONIC EFFECTS USE ALL OF THE AVAILABLE PSYCHIC POWER EXCEPT FOR LEVITATION WHICH, LIKE THE JETPACK BURNS POWER ONLY WHILE THE CHARACTER IS OFF THE GROUND.