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.