COMMODORE
LOADING

Position the cassette in your Commodore recorder with the printed side upwards and make sure that it is rewound to the beginning. Ensure that all the leads are connected. Press the SH IFT key and the RUN/STOP key simultaneously. Follow the screen instruction - PRESS PLAY ON TAPE. This program will then load automatically.
For C128 loading type GO 64 (RETURN), then follow C64 instruction.
DISK
select 64 mode. Turn on the disk drive insert the program into the drive with the label facing upwards type LOAD"*",8,1 (RETURN) the introductory screen will appear and the program will then load automatically.
CONTROLS
The game is controlled by joystick in Port 1.

JOYSTICK

Quick press on fire button shoots laser.
By holding the fire button down then releasing it you will fire a grenade or other weapon.
SHIFT LOCK - PAUSES THE GAME
The main character (ARKOS) can move to the right and left, bend down, climb up and down stairs and jump. in the middle of a jump he can turn around, although the direction of the jump remains unaltered.


Your control of ARKOS is the same in both parts but the action is different!

SPECTRUM
LOADING
This program loads separately in two parts. You will be unable to play part 2 if you have not previously gained the code number from part 1.
1. Place the cassette in your recorder ensuring that it is fully rewound.
2. Ensure that the MIC socket is disconnected and that the volume and tone controls are set to the appropriate levels.
3. If the computer is a Spectrum 48K or Spectrum+ then load as follows. Type LOAD"" (ENTER). (Note there is no space between the two quotes). The " is obtained by pressing the SYMBOL SHIFT and P keys simultaneously.
4. Press PLAY on your recorder and the game will load automatically. if you have any problems try adjusting the volume and tone controls and consulting Chapter 6 of the Spectrum manual.
5. If the computer is a spectrum 128K then follow the loading instructions on-screen or in the accompanying manual.
CONTROLS
The game is controlled by joystick, Kempston Sinclair or Cursor and keyboard which is fully redefinable.

JOYSTICK

KEYBOARD
P - RIGHT
O - LEFT
Q - GO UP/JUMP/CLIMB STAIR
A - GO DOWN/CROUCH
Z - THROW BOMBS
SYMBOL SHIFT - SHOOT
The main character (ARKOS) can move to the right and left, bend down, climb up and down stairs and jump. In the middle of a jump he can turn around, although the direction of the jump remains unaltered.

Your control of ARKOS is the same in both parts but the action is different!

AMSTRAD
LOADING
This program loads separately in two parts. You will be unable to play part 2 if you have not previously gained the code number from part 1.
CPC464
Place the rewound cassette in the cassette deck type RUN- and then press ENTER key. Follow the instructions as they appear on screen. If there is a disk drive attached then type TAPE then press ENTER key. Then type RUN" and press ENTER Key.
(The | symbol is obtained by holding shift and pressing the @ key).
CPC 664 and 6128
Connect a suitable tape recorder ensuring that the correct leads are attached as defined in the User instruction Booklet. Place the rewound tape in the cassette recorder and type | TAPE then press ENTER key. Then type RUN" and press ENTER key follow the instructions as they appear on screen.
DISK
Insert the program disk into the drive with the A side facing upwards. Type 1 DISC and press ENTER to make sure the machine can access the disk drive. Now type RUN" DISC and press ENTER the game will now load automatically.
CONTROLS
The game is controlled by joystick or keyboard which is fully redefinable.

JOYSTICK

KEYBOARD
P - RIGHT
O - LEFT
Q - GO UP/JUMP/CLIMB STAIR
A - GO DOWN/CROUCH
SPACE - SHOOT
COPY - THROW BOMBS
The main character (ARKOS) can move to the right and left, bend down, climb up and down stairs and jump. In the middle of a jump he can turn around, although the direction of the jump remains unaltered.


Your control of ARKOS is the same in both parts but the action is different!

GAME OVER
PLOT
Far away in a different Galaxy, at a different time, control was exercised by an all-powerful woman - the Ruler, GREMLA. Her dictatorship was due in part to the devoted loyalty of her faithful lieutenant ARKOS - together they proved invinsible.
But Gremla was flawed - as her power grew, so did her greed and cruelty - at last ARKOS turned - resolved to stop this meglomaniac, to use all his skill and cunning to destroy her empire, subdue her dinasty ... GAME OVER.

FIRST WORLD - THE PLANET HYPSIS
This is a linear world of 20 screens, the aim is to battle your way to the end where a ship will transport you to the next planet.
In this world ARKOS is armed with grenades (his shots are unlimited) and during his journey will discover red and white barrels - by shooting them three times, special powers can be obtained.

GRENADES: Increases by three the number of grenades.

POW UP: Increases shooting power ot the character and enlarges radius of action of the grenades.

FIELD OF FORCE: It creates a field of force around the character, making him immune to shooting or collision.

MINE: Kills character if he touches it.

ENERGY HEART: If the character manages to grasp it before it disappears off the top of the screen, it will recharge his energy to the maximum potential.

ENEMIES
The following enemies will be encountered - study their weaknesses and strengths well!

GUARDIAN ROBOT. Only found within the prison. Once near him, it shoots and turns around, going back to where it came from. It is destroyed with one shot but subtracts three units of energy when in collision. If Arkos is shot, one unit of energy is lost.

GREEN MONSTER: Can be found in the metal platform stage and in the stone bridge too. If you collide with one of them you lose three units of energy.

LASER SHOOTERS: They shoot at you with a very small margin of error. They are destroyed when shot 4 or 5 times in the head.

SHIPS: They appear at any height of the screen. When colliding with them you lose three units of energy.

GIANT ORKO: When reaching screen number 11 you will be trapped and unable to leave on the right or on the left, the giant Orko appears: every time it touches you one unit of energy is lost. To destroy it 40
shots are needed: grenades are also helpful (each grenade equals 4 shots). Once the Orko is destroyed you can proceed. From then on, every time a life is lost, you start again on screen 11 instead of on screen number 1.

GIANT ROBOT. On reaching screen number 19 all exits are closed to the right and left. After a while three giant robots appear, they advance walking toward you shooting. You must eliminate them to continue. Each robot requires 20 shots to be destroyed or its equivalent in grenades.

SECOND WORLD - THE PLANET SCKUNN
A more difficult task, this world is differently arrayed both vertically and horizontally.
GAMEPLAY
In this world, instead of grenades you have a giant laser which destroys all that crosses its path. You can use this laser 25 times only.
In order to obtain energy in this world, you must reach the screen where you find the Pow icon. When touching it the power of ARKOS will be at a maximum.
When grasping the SHOOT icon, the SHOOT potential of giant laser is increased by 5 shots.
THIS WORLD HAS 2 STAGES:
FOREST: There are lakes in which you will drown if you fall in.
PALACE: Elevators are used to go up and down between the different floors. Once you are on the elevator and it is moving, you must refrain from walking or jumping until you reach another floor. Scattered about on the palace floor there are mines which explode when touched.

ENEMIES

KAIKAS: Found in the forest stage, it is destroyed with one shot, but subtracts 2 units of energy if collided with.

ROBOT: Found in certain areas of the palace, to destroy it must be shot three times.

LEISERS-FREISERS: Found in certain areas of the palace. It shoots balls of fire and must be shot twice in order to kill.

LASER SHOOTER: 4 or 5 impacts are enough to destroy it.

GIANT GUARDIAN: Appears at the end of the game. After shooting it 30 times its wings disappear. 15 shots more make the body disappear. 30 shots are necessary to make the head disappear.

STATUS AND SCORING
The screen display indicates the number of lives, points scored, weapon currently carried and power level. Each time you sustain a hit your power level decreases and when it reaches zero a life is lost. Points are awarded for eliminating the alien forms on the different planets (the score varies depending on their strength) HINTS AND TIPS
-Look out for the moving platforms to get over the cliffs - a fall will mean a life.
-The barrels contain objects that may aid or harm you - shoot several times to reveal contents, it just might save your neck.
-On the Planet Prison, shoot the statue on the upper floor repeatedly to gain a force field.
-Ensure you gain the blue force to enable you to jump into the lake!
-The Guardian in the final phase must be destroyed piece by piece - constant fire is necessary but be careful to avoid any contact with it.
GAME OVER
Its program code, graphic representation and artwork are the copyright of Imagine Software and may not be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Imagine Software. All rights reserved worldwide. This software product has been carefully developed and manufactured to the highest quality standards. Please read carefully the instructions forloading. IF FOR ANY REASON YOU HAVE DIFFICULTY IN RUNNING THE PROGRAM, AND BELIEVE THAT THE PRODUCT IS DEFECTIVE, PLEASE RETURN IT DIRECT TO: MR. YATES, IMAGINE SOFTWARE, 6 CENTRAL STREET, MANCHESTER, M2 5NS. Our quality control department will test the product and supply an immediate replacement if we find a fault. if we cannot find a fault the product will be returned to you, at no charge. Please note that this does not affect your statutory rights.
CREDITS
(C) Game Design Dinamic. (C) 1987 Imagine Software. Produced by D.C. Ward. Spectrum and Amstrad coding and graphics by Dinamic Software. Commodore coding by Paul Clansey, graphics by Jane Lowe.