1
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YOUR MISSION | |
2
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THE ISLAND | |
3
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SHUTTLES | |
4
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BUILDINGS | |
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MILITARY ACTIVITY | |
a. Armoured Vehicle Patrols b. Foot Patrols |
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MINEFIELDS | |
7
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SIGHTLESS IMAGE ENHANCER (SIE) | |
a. Zone b. Time Elapsed c. Patrol Warning d. Vision e. Bombs f. Spare Gun Clips g. Mine Detector h. Compass Direction Indicators i. Message Panel |
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8
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DANGEROMETER | |
9
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THE RESISTANCE MOVEMENT | |
10
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CONTROLS | |
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GAMEPLAY | |
a. Movement b. Gun Mode c. To Board a Shuttle d. To enter or leave a building e. To identify anything else f. To pick up Spare Ammunition, Explosives or Batteries g. To leave a time delay bomb h. To mine a tank i. Computer Terminal-Transmitters j. Save Game |
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12
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MAP | |
13
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THE SCIENTISTS |
1
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YOUR MISSION |
Intelligence reports and satellite pictures have confirmed the worst - the | |
enemy's CK 23 orbital interceptor is operational. Able to
take off and land like any conventional aircraft, the revolutionary CK 23 is also able to escape the earth's gravitational pull and then achieve geo-stationary orbit in any specific location. There it can lie in wait, for weeks at a time, ready to blast back into the atmosphere at frightening speed to intercept and destroy enemy missiles or aircraft with its sophisticated missile and laser weaponry. |
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The CK 23 test development site is the most secret military complex on | |
earth. Hidden somewhere on a mountainous and now deserted
island, it is surrounded by deadly minefields, high voltage electric fences and surveillance cameras. The island itself is bristling with military activity, from armed foot patrols to roaming lethal armoured vehicles. |
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It is your mission to explore the island and find the heart of the | |
development complex. Once there you must steal the design
of the CK 23 and then set a time delay bomb in the nuclear reactor. The explosion which follows will devastate the entire island. |
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At the start of the game, you have just been dropped by parachute. | |
Where you actually land will depend on the prevailing wind.
The time is 2200 hours. Sunrise is at 0600 hours. This gives you just eight hours to complete your mission. |
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2
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THE ISLAND |
The Island is a small island some 400 miles from the nearest mainland. | |
Despite this, it once supported a thriving community who
made their living by
fishing the well stocked local waters. This community however, has now been evacuated and the several scattered villages are virtually ghost towns. The island is mostly flat windswept heathland, but there is the occasional forest and marsh. There are also mysterious mountains. |
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3
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SHUTTLES |
Whilst the enemy were building the military complex, the villages were | |
occupied by the civilian workforce. To assist in rapid transport,
a shuttle network was built which still criss-crosses the island. The shuttles run automatically from one location to another. By switching shuttles, it is possible to cover large distances quickly, but unfortunately your map shows only a few of the principal shuttle routes. It is not possible to leave a shuttle in transit. |
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4
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BUILDINGS |
The island contains a large variety of building types. Most of the buildings | |
have been sealed by the military, but not all. It is still
possible to enter and explore those which have been overlooked. Buildings which you can enter will have clearly visible doors. |
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Once inside a building it will be possible for you to identify its contents. | |
You may also find batteries for the mine detector, explosives
for making bombs and spare ammunition clips. It is worth making a record of buildings which can be visited to obtain fresh supplies of these vital items. There are other things for you to discover about some of these buildings. |
5
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MILITARY ACTIVITY | ||||||||||||||||||||||||||||||||
The island is subjected to an unusually high level of military activity, a | |||||||||||||||||||||||||||||||||
further indication of the military complex sensitivity. | |||||||||||||||||||||||||||||||||
(a) Armoured Vehicle Patrol (AV) These AV have set patrol routes. They will not deviate from these routes |
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unless they spot an intruder. Your image enhancer allows you
to see armoured vehicles from a distance from which they are unable to see you. However, they move more quickly than you, and a close encounter is usually fatal. |
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(b) Foot Patrol These are heavily armed and, like you they have been equipped with |
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capable image enhancers. If you run into a foot patrol and
they see you it is too late to think of running away. Being accurate and quick on the trigger is the only way you will survive the inevitable shoot out. |
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6
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MINEFIELDS | ||||||||||||||||||||||||||||||||
The island has a number of areas which have been mined. You have been | |||||||||||||||||||||||||||||||||
equipped with a mine detector which, if the batteries are
not flat, will relay a signal to your head-up display. Any mines in your field of vision will be clearly visible to you. The enemy have used proximity mines. If you get too close to one, its effect will be swift and lethal. |
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7
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SIGHTLESS IMAGE ENHANCER (SIE) | ||||||||||||||||||||||||||||||||
The parachute drop has been scheduled to coincide with a moonless | |||||||||||||||||||||||||||||||||
night. You have been equipped with an advanced image enhancer
which shows an accurate 3-D representation of your 'world' as you move within it. The SIE also has a sophisticated head-up display which provides you with a constant update on your status and situation. |
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(a) Zone The island has been divided into fourteen zones by the occupying military |
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forces. (See Map) | |||
(b) Time Your parachute drop is timed for 2200 hours. (c) Patrol Warning If an armoured vehicle is nearby a condition GREEN warning sign will |
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appear in this space. If the enemy spots you, this warning
will become condition RED. |
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As soon as the AV can get you in its sights, you will be destroyed. Your | |||
only hope is to try and run away. | |||
(d) Vision Displays a 3-D image of your field of vision. The range of the SIE is |
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approximately 100 metres. You will not be able to see anything
beyond that distance. There are a large number of things you may see but some objects you need to be able to recognise straight away are:- |
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(i) Enemy mines Only detectable if your batteries are not flat. |
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(ii) Shuttle stops | ![]() |
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(iii) Your own bombs | ![]() |
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(iv) Computer terminal/transmitter | ![]() |
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(v) Any object in a room | ![]() |
(e) Bombs You can carry a maximum of three bombs. Each bomb is made from |
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explosives, a detonator and a timing device. You have an
unlimited supply of detonators and timers, but to make replacement bombs you must find buildings which contain explosives used by the civilian workforce to quarry for building materials. |
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You can use a bomb for a variety of purposes. | |
i. To destroy buildings ii. As a mine to destroy armoured vehicles iii. To create a diversion |
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(f) Spare Gun Clips You can carry a maximum of three. With the one fitted to your rifle, this |
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only gives you twenty available shots. Try to avoid being
trigger happy, therefore. Spare Gun Clips can be found inside most buildings. |
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(g) Mine Detector Battery Status If flat, your head-up display will not detect enemy mines. Spare batteries |
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can be found in some buildings. | |
(h) Compass Direction Indicators Displays the direction you are facing. Can also be used to lock onto the |
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location from which radio transmissions are being made. The
direction to the transmitter you have detected will be displayed in red. |
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(i) Message Panel This displays text information. Your current score will also be displayed |
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every time you add to it. | |
8
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DANGEROMETER |
This important panel displays a measure of the danger associated with | |
your current location. | |
If it is high, the likelihood of your encountering a foot patrol is also high. | |
For example, if you set off a bomb in a particular area, soldiers
are likely to rush to investigate what happened. Hence your Dangerometer will be high. However, if you are elusive, and keep a low profile, soldiers are less likely to patrol your immediate area. |
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By strategic planning it is possible to reduce the danger in an area you | |
need to go to, by leaving a time delay mine in an adjoining
area. When this goes off, soldiers rushing to investigate this diversion will leave your area at a lower danger level. |
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Keeping a close eye on your Dangerometer and trying to discover what | |
affects it, is of immense importance. | |
9
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THE RESISTANCE MOVEMENT |
As well as the civilian workforce, the enemy recruited a large number of | |
technicians and scientists to help with the development of
the CK 23. Very few of these people were recruited willingly, most having been blackmailed, threatened or even kidnapped whilst attending a bogus conference. |
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Unknown to the enemy, seventeen of these scientists organised | |
themselves into a highly effective resistance movement, determined
to sabotage the enemy's plans. Unfortunately they were discovered and were all evacuated. Their whereabouts are not known. |
However, intellisence sources have discovered that each of the | |||||||||||||||||
seventeen found a deserted building and turned it into their
base. To enable them to communicate with each other in secret they installed a computer terminal and transmitter in each location. It is very unlikely they all met together, but nevertheless your sources indicate that they had devised a way to wreck the enemy's plans and that they were on the point of carrying this out when they were discovered. |
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You have been provided with a brief description of sixteen of the | |||||||||||||||||
seventeen scientists and this is attached. The identity of
the seventeenth scientist remains a mystery. This information will help you recognise which hide- out you have located should you come across a computer terminal/transmitter. Being able to correctly identify whose hide-out you have discovered may be a matter of life and death. |
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10
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CONTROLS | ||||||||||||||||
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11
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GAMEPLAY | ||||||||||||||||
(a) Movement Although the island on which this game takes place is small, the distances |
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involved for someone trying to investigate it on foot are
very large. Every time you see the picture move towards or away from you represents one step. By using and mapping out shuttle routes it will be possible for you to cover larger distances more quickly. However, using a shuttle can be a hazardous undertaking. |
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You cannot leave a shuttle until it reaches its destination, but it is a good | |||||||||||||||||
idea to keep a watchful eye on the passing scenery. | |||||||||||||||||
(b) Gun Mode If you can see an enemy soldier, he can see you. You will jump |
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automatically into gun mode and it is up to you to be quicker
and more accurate than the enemy. |
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You can only kill an enemy soldier by hitting him in the chest. If you hit him | |||||||||||||||||
anywhere else, he will be wounded but will still have time to shoot at you. |
(c) To board a shuttle:- Enter investigate mode. Move the cursor over the shuttle stop and press |
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FIRE. | |
(d) To enter or leave a buildins:- Enter investigate mode. Move the cursor over the door and press FIRE. (e) To identify anything else.- Enter investigate mode. Move the cursor over whatever you wish to |
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identify and press FIRE. | |
(f) To pick up Spare Ammunition, Explosives or Batteries:- This will happen automatically if you manage to find them. (g) To leave a time delay bomb:- Press B to enter bomb mode. The timer of the bomb you are setting will |
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flash. Set the timer using the keyboard numbers. | |
Example: To set a bomb to go off in 2 minutes and 12 seconds type 0212. | |
The bomb is dropped automatically when set and cannot be defused.
Press space to quit option. |
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(h) To mine a tank Stand in a position which you think is on a tank patrol route. (This can be |
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dangerous.) Proceed as above, but set the timer for a fair
length of time. The bomb will explode if a tank goes over it. |
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(i) Computer Terminal-Transmitters These will be found in the hide-outs of each of the scientists. To LOGON |
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to the system network you must enter the correct password.
Identifying whose hide-out you are in will help you do this. If you LOGON correctly to exit systems type BYE. |
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Once you are into the system, there are useful clues to be discovered, if | |
you can crack them. Also, if you can communicate with any
of the other transmitters your direction indicator will get a fix on that transmitter's location and continue to display it in red. |
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Being able to understand and work with these terminals is vital to success. | |
You are alone in the midst of a hostile enemy. If you can
find the nerve centre of the scientists' computer network, you may be able to finish their mission. |
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(j) Save Game You can save the game to tape or disc, but only from a SAFE House. If you find the word SAFE written on a wall, enter investigate mode and |
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identify the lettering. Press S or L to Save game or Load saved game. | |
12
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MAP |
The Map enclosed with these instructions is intended as a guide only. | |
Serious game players may wish to make their own larger map
onto which they can plot shuttle routes, enemy patrol routes, minefields, buildings, marshes, forests, mountains, safe houses, etc. |
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© Software Communications 1987 |
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CATCH
23 ISLAND MAP
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13
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THE SCIENTISTS TOP SECRET |
A fanatical love of mountaineering. A member of the 1995 Japanese | |
expedition which recorded the fastest ever ascent of Mount
Everest. Appreciates all fine art, but hates cheap imitations of anything. |
CREDITS
Game Concept © Martech Games Ltd 1987
Program by Ian McArdle
Graphics by MalcolmSmith
Music by Millers
The year is 2032 AD and the world is balanced on a knife edge between | |
survival and destruction. The last thirty years have seen
an enormous expansion of the world's nuclear arsenal. There are now 16 nuclear superpower nations, each with the capacity to trigger the final destruction of mankind - Armageddon! |
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In a world where trust is crippled by 'Uncertainty of Response' the 16 | |
superpowers form a desperate alliance - the UNN (United Nuclear Nations). | |
Together they finance and build an enormous network of spy and laser | |
defence satellites capable of monitoring, influencing and
even directly controlling the political, economic and military events of the world. |
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Control of the network itself resides in an enormous and sophisticated | |
satellite, codenamed Olympus - and control of Olympus resides
in its Supreme Commander often called 'The Armageddon Man' who literally holds the fate of the world in his hands |
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In this incredible new game scenario YOU have just been chosen to become | |
the next 'Armageddon Man'. Whether you have the necessary
diplomatic, military and tactical skills to avoid global devastation is something you, and the World, are just about to find out. |
(Licensed from 2000 AD) |
© Software Communications 1987