﻿LOADING THE GAMES



Place a cassette in the tape recorder and rewind.  Make sure the recorder is properly adjusted

(max treble, medium volume) and connected to the computer (EAR sockets connected).  Type

LOAD "" and press the ENTER key, then PLAY the tape.



SPECTRUM PLUS 2 JOYSTICKS

If you have a SPECTRUM PLUS 2 and wish to use a joystick, first select the option to ADJUST

PLAYING KEYS before playing, and press keys 6,7,8,9 and 0 in response to the prompts for

LEFT, RIGHT, DOWN, UP and FIRE (in that order).  These number keys control your FIRST

joystick.  If you wish to use the SECOND joystick use keys 1 to 5.



Works with Kempston, Protek, Interface 2 and Spectrum +2 joysticks



				THANATOS by Mike Richardson



STANDARD CONTROLS

A	Joystick UP	HIGHER (or aim up when breathing flame)

Z	Joystick DOWN	LOWER (or aim down when breathing flame)

M	Joystick RIGHT	FASTER going right (or slower going left)

N	Joystick LEFT	SLOWER going right (or faster going left)

SPACE	Joystick FIRE	FIRE flame (or DROP when carrying object)

P			Pauses game



NB:	SLOWER + SPACE turns dragon around

	SKILL LEVEL 1 is easiest

	Dragon must be moving before it can take-off



QUICK START INSTRUCTIONS

Fly to the right till you get to a castle, then land and walk up to castle gate.  Use flame from close range to burn down gate.  If

you run out of flame go back and find a witch tied between two stakes and eat her (just walk up to her slowly).  This will refill

your energy shown by the glass (on the bottom right of the screen).  In the first castle land near the girl (wo will be waving with

both arms - don't mistake her for a soldier!), and allow her to climb onto your neck (ie: just land nearby and wait).  Fly onto the

next castle.  When you find the book of spells, land and let the girl collect them.  Fly to the last castle where you will find the

cauldron in which the girl can cast her spell.  Land nearby.



GENERAL PLAYING TIPS

You can pick up foreground objects (eg: knights, horses, rocks and soldiers) by flying over them and touching them with your

open claw.  You can then take them up high and drop them (on ohter objects, if you wish!).  You can also burn foreground objects

with your breath.  If you get attacked by the knights, dragons, rockfalls, etc. your heart (shown on the bottom left of the screen)

will beat faster, eventually flickering blue just before you die.  To slow down your heart rate you must land and stand still (or walk

slowly - especially when in the cave!) without being attacked.  To win the game you must carry the girl all the way to the cauldron.

If you turn around quickly she may fall off, and you will have to pick her up again.



SCORE

Select the VIEW SCORES option to check your position on the high score table.  You score bonus points for wiping-out entire

attack waves in a single pass, and you get double points for killing the enemy by dropping objects on their heads.



					SIGMA SEVEN by Mike Richardson



SIGMA SEVEN has seven stages which progressively increase in difficulty from very easy to almost impossible.  Hence there is no

need to fix a "skill level" before play.



Each of the seven stages is divided into three separate "sub-games" or phases: the first flying through space fighting against

space-mine defences, the second travelling along the internal pathways of a space station fighting against robo-mines, and the third

solving a futuristic puzzle.



CONTROLS

A	Joystick UP	Forward

Z	Joystick DOWN	Backward

N	Joystick LEFT	Left

M	Joystick RIGHT	Right

SPACE	Joystick FIRE	Fire



PHASE 1

Take-off from your base and fly to the next factory fighting your way through the space-mine defences as you go.  The distance

between the space stations and the number of space-mines increases with each new stage.  Bonus points are awarded for destroying

complete waves of mines.



PHASE 2

Once into the factory area, the player must move around clearing the pathways.  Defence robo-mines rapidly home-in to kill simply

by making contact, though they may be shot first.  Each stage has a different path layout, which is more difficult than the last.  As

the paths are cleared a pattern of fixed markers is revealed.  This pattern MUST BE MEMORISED and subsequently entered on

the control unit in phase 3.  The player may leave phase two (at the opposite end) when the counter in the top left hand corner,

starts to flash, which happens after clearing a certain area of the pathways (proportional to the stage's skill level); or he may choose

to wipe out all the robo-mines and clear all the paths to maximise his score before making his exit.  Score is awarded for destroying

robo-mines and the points are shown over the explosions.  Bonus points are awarded in proportion to the area of pathway cleared.

If the time limit is exceeded (ie: the counter at the top left of the screen reaches zero) then all remaining "lives" are lost and the

game ends.



PHASE 3

The control unit must be reset by pressing a group of its buttons in a pattern similar to that revealed on the pathway in phase

two.  The usable buttons of each stage are surrounded by inactive ones coloured blue which should be ignored (there are fewer

inactive buttons as the stages get harder).  During play the usable active buttons repeatedly change colour from green to red then

to yellow.  An active button may be reset by positioning the player's KEY SPHERE above it and pressing "fire"; though this must

be done while it is yellow (after which it stays white).  Hitting a button already on will turn it off again.  Timing is critical, as a 

pyramid-shaped defence shield lags just behind the KEY SPHERE, and will cost one "life" is touched by mistake.  Lights on the side

panels indicate time taken, and the bonus available for quick completion.  If the time limit is exceeded all remaining "lives" are

forfeit and the game ends.



LIVES & SCORE

The player starts phase one with three "lives".  At the start of each following phase, three more "lives" are added to however

many are still left.  If a player gets through phase one with two lives left, then he would have 2+3=5 lives for phase two, and so

on.  If the player looses all his lives during any phase, or exceeds the time limit in phases two or three, then the game is ended.



				DEEP STRIKE by Nick Wilson



STANDARD CONTROLS



KEY		RECOMMENDED JOYSTICK	ACTION

Q		Up			Fly higher

A		Down			Fly lower

O		Left			Bank left

P		Right			Bank right

ENTER		Fire			Fire machine guns



SPACE		-			Drop bombs(from bomber)

M		-			Flight map(also acts as PAUSE PLAY)



QUICK START INSTRUCTIONS

You are in control of a World War I fighter.  Your job is to protect and guide a flight of four bombers to take out an enemy fuel

dump.  You may then land and refuel before heading out once again.



Keep your compass pointer vertical or you will run into heavy flak and also run out of fuel.  Shoot down all planes EXCEPT for

your own bomber which will fly dead ahead of you.  Fly around hills - don't hit them - or you will damage your propellers.  Avoid

barrage balloons.  If one of your bombers gets hit a replacement will fly in after a few seconds. Bomb anything you like.  If you can

stay on course and survive long enough you should eventually pass over the enemy fuel dumps which you must wipe out.  Watch

out for suicidal Black Barons, and crack-shot Blue Maxes.  If you need a break, press the MAP key to inspect your progress - this

also acts as a PAUSE GAME control.



THE SCREEN

Your controls at the bottom of the screen include the following:-



COMPASS POINTER Keep this vertical!  It indicates the direction to fly in.  If it moves to either side, then FLY IN THAT DIRECTION

or you will encounter intense anti-aircraft fire.  At the end of the game you must be on the correct flight path or you will not

find the enemy fuel dump.



TWO PROPELLER BLADES The blue one is yours, the green one belongs to the bomber currently infront of your plane.  The

propellers get worn away if the planes are damaged by either GUNFIRE or HITTING HILLS.  When either propeller disappears

that plane is destroyed.



FUEL GAUGE Shows your fuel supply.  Stay on course and you will be fine.  Fly off-course for long and you will be an ex pilot.



BOMBERS GAUGE Shows number of bombers still flying.  Once they have all been shot down the enemy will concentrate on

your fighter.



AMMUNITION BELT & BOMBS These will slowly disappear as they get used up.  After long bursts of gunfire the gun at the end

of the ammo belt will glow red and your firing will become irregular.



				SABOTEUR II by Clive Townsend



You take the role of the Ninja's beautiful sister, who must avenge her fatally wounded brother.  In "SABOTEUR I" he broke into

the central security building and stole a computer disk that contained names of the rebel leaders.  This disk also held information

about the dictator's huge missile silo.  Your night-time mission is to hang-glide into this high security complex of buildings and

underground passages (over 700 screens), search for the pieces of punched computer tape that control the missile's flight path,

redirect it before blast-off, then escape by motorbike down the one and only exit tunnel.  The site is guarded at night by massive

android guards with flame-throwers, vampire bats, and deadly black pumas.



STANDARD CONTROLS

A		Joystick UP	CLIMB UP, or KICK if still

Z		Joystick DOWN	CLIMBDOWN or DUCK if still

M		Joystick RIGHT	MOVE RIGHT

N		Joystick LEFT	MOVE LEFT

SPACE		Joystikck FIRE	THROW/USE/TAKE object, or PUNCH if none.



If you press MOVE + UP you will perform a RUNNING JUMP.



If you press MOVE + PUNCH you will perform a FLYING KICK



THROW + UP or THROW + DOWN will AIM your throw.



Press TAKE when there is an object in your NEAR DISPLAY, and the NEAR object will become HELD.



FIRE drops you from the HANG-GLIDER.



UP allows you to climb onto and start the MOTORBIKE, providing you are standing next to the seat and facing the same direction

as the bike.



UP or DOWN when you are standing in the centre of a LIFT platform starts it moving.



USE operates the control TERMINALS.



THE COMMAND CENTRE

The dictator's new command centre and office complex is being built on top of a mountain filled with underground tunnels and

caverns.  An armoury building is on the top left of the mountain, and a missile silo is on the top right.  The central top area is still

being developed.  There is only one way out of the mountain, which is the long entrance tunnel on the bottom left, sometimes

protected by an electrified perimeter fence.  This site covers over 700 computer screens.  On the stolen disk, the rebels have found

a small outline map...





Armoury		Office		Silo



		Lifts



Tunnels				Tunnels



QUICK START INSTRUCTIONS

Drop into building.  Watch out for pumas and android guards.  Search through the command centre for boxes of supplies (these

contain the objects that appear in your HELD display).  Check each box for pieces of PUNCHED TAPE (and remember its location

for later games).  You get paid for killing guards and pumas, collecting tape and escaping.  Get down towards the bottom centre

of the underground caves (use the lifts if time is short), where you will find a motorbike on which you can drive to safety.



SCREEN DISPLAYS

The HELD DISPLAY shows the object that you are carrying and ready to throw.



The NEAR DISPLAY shows nearby objects that you can pick-up or use.  If you press the TAKE control when an object is shown

in the NEAR DISPLAY it get swapped with your HELD DISPLAY.  The objects are mainly stored in boxes, some of which may

be filled with many items.  Each time you press the THROW/USE control you will swap the object at the top of the box with

your current object which goes to the bottom.  Some items cannot be seen distinguished in the dark and are shown as QUESTION

MARKS.  If you take one and it is punched tape it will automatically be added to your collection, otherwise it will be some kind

of throwable weapon (eg: a rock) and will go into your HELD DISPLAY.  Search through ALL THE OBJECTS in a box (when the

word "NEAR" will change colour) to check for punched tape.  Note that these boxes will be in the same place with the same

objects at the start of all missions, so use a low skill level to find their location in the building.  When a box is empty your NEAR

DISPLAY will show the top of the box with an arrow above it.



The TIMER ticks down the time till the missile fires.  On higher skill levels (or "selected missions") you will need to collect sufficient

punched tape to be able to operate the terminal next to the missile before blast-off, in order to redirect its flight path (and score

a large bonus).  If you care for your life (and extra pay) you should also try to escape before blast-off.



The PAY DISPLAY shows your earnings in US dollars.  You get paid for collecting punched tape, redirecting the missile (by using

the control terminal next to it), fighting with pumas and guards, and escaping.



The RED BAR below the PAY DISPLAY shows your energy level.  This will go down when you get burned, when you fight, fall,

drown or get bitten; but it will go up if you stand stil.  If you run out of energy you die.



Pieces of PUNCHED TAPE will appear one piece at a time between the pay display and your energy display.  When you have

enough pieces to redirect the missile the last one changes colour to GREEN.  On skill level 1 you are not asked to redirect the

missile, so all the tape you collect will be white.



CONTROL TERMINALS

In various parts of the complex you will find computer control terminals (waist high) which sometimes have a video display on

the wall behind them (not in the caves).  Move to the centre of a terminal and press the USE control to operate it.  Terminals

control the lifts, the missile, and the electrified perimeter fence.



FIGHTING

The PUMAS will snap at your heels and cause your energy to run down.  You may jump over them, or kill them either by throwing

objects at them (remember to press the DOWN control at the same time as the THROW control), or by crouching down and

punching them in the teeth.  It is rumoured that the dictator also uses vampire bats.



All the ANDROID GUARDS have throwing knives, a flame-thrower, and may resort to unarmed combat (punching and kicking).

They are inhuman, very strong, and unlikely to be killed by a single blow.  Try throwing a knife at them first, then give a hard

flying-kick, followed by a couple of low punches.  If a guard throws a knife at you or shoots at you, you can DUCK down out of

the way, or try to somersault out of trouble.  They can't follow you over a change in floor level.  It is rumoured that the dictator

has a source of infinite energy somewhere deep underground.



SKILL LEVELS

Unless a friend tells you the code words, you will only be able

to play at the lowest skill level until you have completed that mission successfully.  After each successful mission you are given the

code word for the next more difficult one.



The skill levels or "missions" require you to complete increasingly more hazardous tasks and collect extra pieces of tape (14

maximum)



SCORE

Puma hit				20

Puma killed	       		       100

Guard hit				20

Guard killed	     		       100

Redirect missile     		      5000

Escape		    		      5000

Bonus for completing mission	     10000



OTHER GAMES BY DURELL

SPITFIRE				£9.95

CHAIN REACTION				£9.95

BIG4					£9.95 (Sabateur, Turbo Esprit, Combat Lynx, Critical Mass)

SPECTRUM 4				£7.95 (Jungle Trouble, Scuba Dive, Harrier Attack, Fat Worm)



Send cheques or postal orders (FREE postage & packing) to Durell Software Ltd, Castle Lodge, Castle Green, Taunton, TA1 4AB



Or use our 24-hour any-day phone service and order by ACCESS or BARCLAYCARD.  Just phone 0823 - 252193.





		

		















