OPERATION BERLIN



LOADING INSTRUCTIONS

The program is a two part adventure game.

Both parts are loaded by the Load "" Enter

Format, the program will then load and auto-

run.



   HOW TO USE THE ADVENTURE

PART ONE

When loaded you will be required to enter the

security code from off the cassette label,

(failure to enter the correct code will result in

a program crash after 3 attempts), before

the adventure will run properly. On comp-

letion of part one you will have selected

several items of equipment, which will be

necessary to carry out your assigment. This

equipment data has to be saved; (Full

instructions given on screen). Depending

on what equipment you choose, you will

be given a code, make a careful note of this.



PART TWO

You must have completed part one before

you can access part two. Once part two

has loaded the program will go into 'LOAD

MODE' and request that you load in your

saved game equipment data. On completion

the program will request the security code

you were given at the end of part one. (Fail-

ure to enter the correct code will cause a

program crash after 3 attempts).



WORD ENTRY

Input of commands (in the majority of cases)

is achieved with a verb/noun format.



SPECIAL COMMANDS

Movement: All movement can be abbrevia-

ted to a single letter, (N,S,E,W,U,D) and the

more complicated directions must be abbre-

viated, (NE. SE.,SW.,NW.). NB. The majority

of the locations list the visible exits where

it's possible to move in the listed directions

at all times. However some locations have

conditional movement, ie. you may have to

perform a certain action or be carrying a

particular object before movement in a

particular direction is allowed. These con-

ditional movements are not listed in the

visible exits, but some reference will be made

to them in the text.

Inventory or I will clear the screen and list

all the objects y ou have in your possession.

Pressing any key will return you to the

game by redescribing your present

location.

Pictures: will turn the graphics on.

Words: will turn the graphics off.

Quit: ends the game and offers you the

option of starting again.

Save: you will need a blank cassette for this

instruction. Type 'Save' and enter, follow

the instructions on screen. This will save

your present game position to tape.

Load: When you have saved a game pos-

ition to tape typing 'Load' and enter will

allow you to load back your saved position

Store: This command is a ram save facility,

and allows you to store your present game

position in Ram. Use it before you attempt

anything dangerous, then should you be

killed, lose a valuable object or game position

you can use.......

Restore: This command recalls a previously

stored position and allows you to continue

from it. (NB. you must have previously

stored a position for it to work). Special

Note: In part two ONLY if you have stored

a position and you then later meet your

demise the program will return you to the

stored position. If you have not stored a

position and you get killed a jump will be

made to initialise ie.you will have to reload

your saved game position and enter the code

etc.

Redescribe or R: will attempt to redescribe

your current location. (If it's dark and you

haven't a source of light then it will not be

possible).



VOCABULARY

The game has an extensive vocabulary, and

incorporates two very useful commands.

VERBS AND NOUNS

By typing verbs or nouns will clear the

screen and over 50 of the appropriate verbs

or nouns will be displayed, which the adven-

ture understands. Many of the words listed

also have synonyms. Note though these lists

of verbs and nouns are NOT complete and

it will be necessary for you to discover some

of the other words the adventure understands

for you to complete it.



Special Verb: USE; (in part 2) has been

reserved for manipulating your equipment.

So for example if you had the revolver

and you wished to fire it 'Use revolver' would

be the correct command instead of Shoot

man, Fire revolver, Shoot revolver etc.



OPERATION BERLIN

The Prize

Operation Berlin is the second adventure

in the Operation Series Trilogy. For the first

adventurer to successfully complete all 3

adventures, Wrightchoice are offering a prize

of 500 cash. The winner will be required to

submit a map and solution for all the adven-

tures.



BACKGROUND STORY

The report that sat on the Prime Minister's

desk did not make for good reading. She

began to read it yet again......It was from

Commander Stark M.I.5.

Recently one of our leading Nuclear Scien-

tists, a Professor Wolff, made the breakthr-

ough N.A.T.O. had been looking for in terms

of developing a new and more efficient

nuclear powered engine. For the past two

years Wolff had been working on the Isotope

XIV project. He has discovered that this

particular Isotope of uranium, under certain

conditions can provide as much as 10% more

motive power when used in the standard

nuclear drive units as fitted to N.A.T.O.'s

present K9 class submarines. He has also

designed a new prototype engine which can

provide an increase of over 30% in motive

power, if it were to be fitted to our present

submarines. Two days ago Wolff flew to

West Berlin for some top level talks - to

discuss his findings with his American

counterpart and other members of N.A.T.O.

Wolff was due to leave Berlin today, how-

evere we have just received a double agents

report from East Berlin informing us that

Wolff has been kidnapped by KGB agents

at Tegal airport, and has been smuggled into

East Berlin - exact means unknown. He is

being held in the KGB top security head-

quarters. The agent has also informed us that

the snatch did not go quite according to

plan and the vehicle used was involved in an

accident which left Wolff critically injured.

Fortunately the accident occured fairly

close to the KGB headquarters, which is

fully equipped with hospital facilities. Natu-

rally Wolff was carrying the plans for the

prototype but they are in a Cipher format

for which only Wolff knows the key.

The implications of this are that if Wolff

were to recover from his injuries he will

be 'persuaded' to decode the plans. If the

Soviets were able to install the prototype

in their own submarines coupled with their

superior strenght of numbers, it would be

a crushing blow for the West. On the other

hand if Wolff were to die, it will only be

a matter of time before the Soviet intell-

igence forces were able to crack the cipher.

It is of the upmost importance then, that

these plans be recovered.

I am therefore submitting this report, Prime

Minister, to notify you of our intended

actions. I will be sending one of our top

agents, Bill Travis, to Berlin tonight to meet

with the double agent and discuss the situ-

ation and possible rescue attempt.

The remainder of the report outlined the

rendevous and probable actions, together

with a dossier on Wolff's background history.

This time, when the P.M. finished reading

the document she had made her decision.

Rising from her chair she passed through

a door into her private quarters. Once there,

she pressed a well concealed button to reveal

a secret compartment. From the compart-

ment she extracted a strange looking red

telephone. It was strange in the fact that

it did not have a dial or other buttons. She

lifted the receiver and waited, after a short

delay of perhaps 30 seconds a connection

was made. The P.M. spoke briefly in the

mouthpiece before replacing the strange

device back from where it came. She went

back into the office to wait.

Twenty minutes later, there was a knock

on the door and a man entered the room,

he spoke with a gruff sounding voice. The

two fell into a deep conversation lasting

for some fifteen minutes.......

When Charles Jenson left the door of number

10 he knew exactly what had to be done......





[Retyped in February 2011 by Alessandro Grussu

from a scan of the original inlay card. Any

typographical errors and/or inconsistencies have

been left as they were in the source.]