********************************* * The Punisher * * * * typed by Trump Jr * ********************************* Objectives of the Game The Punisher Explains his objective in his war journal: War Journal-Number 667 They call me the Punisher, because I dispense the dark side of justice - on my own terms. To hell with Miranda rights, search warrants, and the supposed uncertanties of circumstantial evidence. A clandestine group known as The Trust finances my war on crime because i accomplish what the justice system cant. I eliminate drug dealers, expose city corruption - I even terrorize terrorists. I'm a hero to many, a villian to some. Crime grows like a cancer, eating away at what little morality remains. I will eradicate this cancer, cell by cell. No one will stop me. I must stamp out the very core of the crime wave that threatens this city... the Kingpin, the undisputed leader of organized crime. A reliable informant will reveal the location of the Kingpin's base of operations if i can give him enough cash to set up a new identity and to make a fresh start on life. He says he needs $500,000. The problem is that the Kingpin moves his headquarters often. The informant said that the Kingpin will be in his present location for another 14 days. After that, he could be anywhere. I've been after the fat man for years, but he has always eluded me. This is a once in a time chance to cut out the heart of crime itself. I'll pay the informant, track down the Kingpin and make an example of him that the underworld will never forget. A half a million bucks in less than two weeks is a tall order. I'll get Microchip to uncover some crimebusting missions with serious reward money attached. Also, I can wipe-out criminals and take their illegal money and apply it to my informant payoff. It looks like I'm in for a lot of over-time. Fortunately, I love my job. End War Journal - Number 667 SUMMARY OF OBJECTIVE: Within 14 days, obtain $500,000 in rewards and criminals' cash; pay an informant to reveal the location of the Kingpin of crime; eliminate the Kingpin. Tips & Hints Raising Money for the To raise the half million dollar purse, The Informant Punisher must complete perilous crime fighting missions, dispose of criminals, and confiscate ill-gotten wealth. Sometimes The Trust, a secret group of civic leaders, will offer cash rewards for the successful completeion of a mission. Also, the police department or other law enforcement agencies may offer rewards for the capture or killing of specific dangerous criminals. Be Alert for Most of the time, Microchip will present missions Unexpected to the Punisher in the warehouse. However, while Opportunity the Punisher is travelling through Manhatten in his battle van, he may hear about criminal activity over his high-tech police scanner. By being aware of police activity, the Punisher may be able to uncover a mission where large sums of cash can be acquired. Enemies The Punisher has many enemies, including some of the most heinous criminals in New York. Although the Punisher is heavily armed, some criminals are equally armed, if not more heavily. Enemies use a variety of weapons against the Punisher, ranging from simple handguns to anti-tank weapons. Police Though the Punisher is considered a hero by many, the New York police officially regard him as a dangerous and reckless vigilante who must be stopped. There are several warrants outstanding for the arrest of the Punisher. Lately, though, as crime has gotten more and more out of hand, the police have grown lenient towards the Punisher's anti-crime efforts. After all, he has been ending the careers of some of the most dangerous criminals in the city. However, the police are on alert,and will act quickly against the Punisher if any member of the police force or any civilian is threatened by his actions. Also the police will not tolerate excessive damage to public property. Finding The Kingpin The Punisher must collect enough money over the course of the next 13 days to pay his informant $500,000. When the sum is transferred, the informant will give the Punisher the location of the Kingpin's secret hideout. Then the Punisher can embark on his most important mission... to dispose of the Kingpin. Since the Kingpin moves his operations regularly, the address the informant can give is only good until the 14th day. After that, the Kingpin will move to a new location, and the Punisher will be back to square one. MANHATTAN Though the Punisher's base of operations is a warehouse in Patterson, New Jersey, the center of the game is Manhattan, in the heart of New York City. Manhattan is in the throes of an unprecedented orgy of crime. The Street Numbering In Manhattan, roads are named Avenues or Streets. & Address System Avenues 1. All Avenues run North/South 2. Second Avenue is one block west of First Avenue, and so on. 3. Address numbers on Avenues increase as you travel north. 4. A building on an Avenue between 46th and 47th Streets would be numbered in the 4600s, and so on. 5. Even-numbered Avenue addresses are always on the east side; odd numbers are on the west side. Streets 1. All Streets run East/West. 2. 34th Street is one block north of 33rd Street, and so on. 3. Address numbers on Streets increase as you travel west. 4. A building on a Street betrween 7th and 8th Avenues would be numbered in the 700's and so on. 5. Even-numbered Street addresses are always on the north side; odd numbers are on the south side. Game Play Game Play is arranged in 4 major sections: Warehouse Mode, Van Mode, Foot Mode, and Scuba Mode. Warehouse Mode The Punisher is based in a warehouse in Paterson, New Jersey, directly across the Hudson River from Manhatten. The Warehouse is the center of the Punisher's operations. In Warehouse Mode, you have 4 main options. Select the option you want by moving the Death Skull cursor to one off four screen positions, each of which corresponds to one of the options. The name of the currently designated option and its sub-options appear in the lower right corner of the screen. Garage Option When you select the Garage Option, you can send the Punisher on a mission in his battle van. Also if the battle van has been damaged during a mission, the Garage option allows you to spend some of your money for repairs. However, you will be able to repair only a certain amount of damage each night. You may be forced, then, to use the van at less than optimal condition. Practice Option When you choose the Practice Option (near the Warehouse firing range), you can begin an easy, moderate, or difficult practice mission, or you can re-play a mission just finished. None of these practice missions will have any bearing on your overall effort to track down the Kingpin. Microchip Option When you choose this option (near the warehouse office), Microchip, the master computer hacker and the Punisher's most reliable ally, assigns a mission for the evening. He uses various computer networks, communications tie-ins, and sophisticated scanning devices to provide the Punisher with up-to-the-minute information on the situation in Manhattan. Game Options Game Options (near the warehouse freight elevator), allow you to save the current game, restore a saved game, quit the game and return to DOS, and restart the game from the very beginning. Paragon recommends that you save the game after each successful mission. Van Mode When the Punisher begins a mission, you will drive the battle van through the streets of Manhattan to the location where the mission will unfold. The van is equipped with a sophisticated police scanner that can intercept police reports and provide the Punisher with police reports and provide the Punisher with informative leads. There is also a tracking camera that allows you to view vehicles driving behind the van and to help in attacking them with grenades. Change Weapons Icon The Punisher's battle van is equipped with a 4-barrel mini-gun, grenade launcher and white smoke. Each of these weapons can be utilized while traveling in the van. Change Clothes Icon The Punisher keeps his underwater scuba gear in the battle van, along with disguises that permit him easier access into certain locations. The trade-off though, is that he cannot use his M-16 when disguised. The icon is only active when the van is stopped. Leave the Van Icon The Punisher can leave the van and proceed on foot to his mission. This icon is only active when the van is stopped. Audio Surveillance Icon The Punisher can eavesdrop on conversations and obtain important information through the van's audio surveillance equipment. This icon is active only when the van is stopped. Accelerate Time Icon Use this icon to accelerate time until action occurs. This icon is not active if someone is near or when the van is moving. (The icon is actually the rectangle adjacent to the digital clock.) Driving the Van Action occurs from 31st to 57th Streets. When you leave the warehouse in the battle van, you are automatically deposited on 12th Avenue, just north of 57th Street, heading south. From here you you must drive the van to the mission destination. When the Punisher completes a mission, you must guide him on foot to the battle van, and drive north of 57th Street, or south of 31st Street. You will automatically return to the warehouse for your de- briefing and next assignment. Lanes and Traffic All roads are four lanes wide, including the sidewalks on which you can drive. Since missions take place late at night in light traffic, you can use all four lanes in the same direction. Shifting Lanes Turning left and right will shift lanes left and right. A right turn in the right most lane at an intersection, however, will result in a 90 degree right turn. Likewise, a left turn in the most left- most lane at an intersection will result in a 90 degree left turn. Alleys You cannot drive in alleys. Attempting to drive in an alley will damage the van. Reverse The van will go a maximum of 10 mph in reverse. Arriving in the Van When the van stops, you will recieve general or specific information concerning your location. Awnings represent doorways to buildings. Buildings with awnings are often mission locations. If you stop the van in front of an awning that is on your side of the street, you will be given the address of that doorway. If you stop the van elsewhere, you will be told only the name of the street or avenue on which you have stopped. Van Combat 4-Barrel Mini-Gun A rapid-fire weapon that can blast any object in front of the battle van. Target the mini-gun by aiming the cross-hairs at an opponent. Grenade Launcher The grenade launcher can be fired only toward targets picked up by the tracking camera. The grenade launcher is computer controlled to hit the point where the on- board computer predicts the target will be when the grenade explodes. The grenade will strike the target unless the targeted vehicle has suddenly shifted lanes or changed speed. Vehicles appearing in the tracking camera always appear to be the same size because the computer-controlled camera maintains a constant image for targeting. Smoke Screen On command, the battle van can dispense a thick, white smoke to hide the movement of the van from persuing vehicles. The smoke screen is best used before accelerating or rounding street corners. Ammunition The Punisher has a virtually unlimited supply of ammunition in the battle van. Foot/Scuba Mode Icons Interact Icon Use this icon to communicate with other nearby characters you are facing. A message window will appear. Strike any key to continue play. Accelerate Time Icon Use this icon to acellerate time until action occurs. This icon is not active if someone is near. (The icon is actually adjacent to the digital clock.) Take Item Icon Use this item to pick up an object from the ground. You must be next to the object to pick it up. Drop Item Icon Choose this icon to drop an item you are carrying. Use Object Icon Choose this icon to use a weapon or other item in your inventory. The current item is marked with asterisks in the inventory list. Inventory Icon Select this icon to get more details aboput items the Punisher is carrying. For firearms, details will include the rounds remaining. You may want to jot down key data for quick access. Search/Examine Icon Use this icon to search defeated foes. Use it also to examine objects on the ground, or other items such as signposts and doorways. A description of the object will appear on the screen. Removing Icon Block You can remove the icon block if you prefer to play the game using keystrokes instead of icons or if you want to see a larger portion of the overhead view. The technical supplement will provide specific instructions for your machine. Foot Mode Controlling the Punisher on foot from an overhead perspective is the main part of the game. From this view you can lead the Punisher into buildings, control his actions in combat, find objects of value, communicate with bystanders who may have valuable information, and most importantly, obtain money from fallen criminals. Scrolling the Screen You can scroll the overhead map without actually moving the Punisher so you can see the surrounding locations. The Technical supplement will provide specific instructions for your machine. Changing Disguise The Punisher cannot use his M-16 when in disguise. For the keyboard command to change out of disguise, see the Technical Supplement. Combat Using Weapons Aiming Firearms When a firearm is selected, it will fire in the direction the Punisher is facing. Loading and Unloading To reload the current weapon, choose the proper clip. Unload a weapon by removing its clip. Grenades When you choose a grenade, you are asked where and how far to throw it. HIGH sends it farthest, MIDDLE is less far, and LOW practically drops the grenade at the Punisher's feet. Knife If the Punisher is very close to an opponent, he can use his knife in hand-to-hand combat. Hand-to-Hand Combat If you chose no weapon at close range, the Punisher can knock out an opponent with fists. To use no weapon at all, select the current weapon. Scuba Mode None of the actual missions take place underwater, but for some of the missions the Punisher must use his underwater scuba equipment and brave the waters of New York's rivers and harbors to arrive at a mission location. There are villians and thugs beneathe the surface who will try to thwart the Punisher's plans. You must control the Punisher in underwater combat. To enter Scuba Mode, direct the Punisher to change into his scuba equipment in the battle van. Exit the van and guide the Punisher to the water on foot. Moving Toward Target When the Punisher enters the water, you will be asked to position a cursor where you want the Punisher to swim. The computer will control the Punisher's general direction underwater and guide him toward his destination. You control how far the Punisher swims and his depth underwater. Moving Towards Shore Directing the Punisher to the right side of the screen will guide him back to shore. Returning to Foot Mode When the Punisher successfully completes a mission, he must swim back to his point of origin, near where his battle van is parked. When the Punisher swims the appropriate distance, he will automatically be back on land and in foot mode once again. Underwater Combat Some of the Punisher's foes will be waiting underwater with knives and spear guns. If and when you approach an enemy underwater you will automatically be equipped with your knife for combat. Technical Supplement Note: These are probably ST but most should work for the Amiga. Special Keys A: Accelerate time P: Pause Game Q: Sound off S: Toggle Sound on/off F-1: Toggle interface icon block on/off F-10: Quit the Game Selecting Icons Keyboard: Press the space bar. The first icon is high-lighted. Use the arrow keys to highlight an icon and press to select it. Press the space bar to return the game play without making a selection. Joystick: Press the Space Bar. The first icon is highlighted. Use the joystick to highlight an icon and press the Fire Button to select it. Press the space bar to return to game play without making a selection. Updates Turns may be made from any lane in eaither direction. Reverse has been replaced by a U-turn. Disregard section on arriving in a van Aiming the grenade launcher is in your control. It can be targeted toward the front of the van in the same manner as the mini-gun. Warehouse Mode Moving among the four main options joystick Keyboard Keypad left & right <- & -> 4 & 6 Moving among the sub-options up up arrow 8 down down arrow 2 Selecting a sub-option button #1 Enter Enter Van Mode Special Keys (only I, T, U, & W are active when the van is moving) C: Don Disguise or Scuba Gear I: Toggles Engine Sound On/Off L: Leave Van T: Toggles between driving the Van and using a Weapon U: U-Turn W: Change Weapon F-2: Audio Surveillance Driving Keys Action Joystick Keyboard Keypad Shift Lanes -> right -- 6 Shift Lanes <- left -- 4 Turn Right right + button #1 > 7 Turn Left left + button #1 < 9 Speed Up up -- 8 Slow Down down -- 2 Aiming and Firing Mini-Gun and Grenade Launcher Action Joystick Keyboard Keypad Aim Right right -- 6 Aim Left left -- 4 Aim Up up -- 8 Aim Down down -- 2 Fire button #1 F or Enter 5 Launching Smoke Screen button #1 F or Enter 5 Foot Mode Special Keys A: Accelerate Time C: Remove Disguise D: Drop Item E: Examine or Search I: Inventory Information T: Take Item U: Use Item F-2: Interact SCRLCK + Arrows or Joystick: Scroll screen without moving the Punisher Moving Direction Joystick Keyboard Keypad North up -- 8 Northeast upper left -- 9 East right -- 6 Southeast lower right -- 3 South down -- 2 Southwest lower left -- 1 West left -- 4 Northwest upper left -- 7 Weapons Action Joystick Keyboard Keypad Fire Gun button #1 Enter Enter or 5 Throw Grenade -- G -- Throwing Grenades Direction Joystick Keyboard Keypad North up -- 8 Northeast upper right -- 9 East right -- 6 Southeast lower right -- 3 South down -- 2 Southwest lower left -- 1 West left -- 4 Northwest upper left -- 7 Distance Joystick Keyboard Keypad high up H 7, 8, or 9 medium left or right M 4, 5, or 6 low down L 1, 2, or 3 Scuba Mode Swimming Action Joystick Keyboard Keypad up up -- 8 up/right upper right -- 9 right right -- 6 down/right lower right -- 3 down down -- 2 down/left lower left -- 1 left left -- 4 up/left upper left -- 7 Knife Combat Action Joystick Keyboard Keypad attack up fire + up -- 5 + 8 attack down fire + down -- 5 + 2 Facing Left Action Joystick Keyboard Keypad attack high fire + up/left -- 5 + 7 attack middle fire + left -- 5 + 4 attack low fire + down/left -- 5 + 1 Facing Right Action Joystick Keyboard Keypad attack high fire + up/right -- 5 + 9 attack middle fire + right -- 5 + 6 attack low fire + down/right -- 5 + 3