
INFILTRATOR DOX

  As you started into the third movement of your piano Concerto No.2 in 
E, you heard a whisper in your ear: "We need you Jimbo baby! The whole 
world is in danger and only a super-soldier, ace helicopter pilot, 
ballistics expert, engineer, neurosurgeon, politician, movie actor, rock 
star, world-class motorcyclist, explorer, karate expert, and devil-may-
care all around nice guy like you can save the day!)
        "Not again!" you thought to yourself as you finished up the 
concerto, christened the library, and leapt onto your Super Gizmo 8 
motorcycle with cruise control, AM/FM, auto seat warmer, and heat-
seeking missiles) all in one fluid move.  "Its; getting so I barely have 
any time to myself what with that Mad Leader running around!"
        Back at your modest country estate/training grounds/experimental 
aircraft test facility, you quickly solve the prime-key encrypted note 
the agent left with you(lucky thing one of your doctorates is in 
combinatorial mathematics and cryptography!)
   


"TOP SECRET"

Message to:  Captain Johnny "Jimbo-Baby" McGibbits/AKA Infiltrator

    Captain,

        We need you! The world is on the brink of destruction only you 
save us.  The Whizbang Enterprises Gizmo DHX-1 Attack Helicopter is on 
the pad.  The mad leader must be stopped only you can stop him.  Stop 
him at all costs.  Enclosed is a Gizmo Flight Manual, secret 
communication code names, and other mission info, weapons, film(with 
pre-paid processing mailer), and the McGibbits Guide to Ground 
Installation Infiltration(Pocket Edition).
        
Good luck Jimbo-Baby!- The fate of the world is in your hands!

                           Brigidier General Bunson "Old Blood -n- Guts"
                           O'Shaughnessy"

        "So what else is new?" you say as you gather your gear and head 
out to the waiting Gizmo.  "I guess this afternoon's open-heart surgery 
will have to wait.  I hope the patient can."  And whistling the theme 
from your new TV series, you head out to save the world....

        You will begin all of your missions from you Home Base, just 
beyond the border of the country.  At the base, you will be briefed 
about your mission goal just before takeoff.  You must successfully 
pilot your chopper from Home Base through enemy airspace and reach one 
of the Mad Leader's installations to complete the ground mission 
assigned during the briefing.  There are a total of 3 missions, each 
progressively more difficult, in keeping with your growing skill, 
stature, and worldwide acclaim.  Good Luck!


   
"OWNER'S FLIGHT MANUAL"

Welcome to the Whizbang Family

you should be feeling pretty good right now.  You've just purchased a 
Whizbang Enterprises

Gizmo  DHX-1 Attack chopper

Which is known affectionately around here at Whizbang as "The 
Snuffmaster"
Welcome once again to our family.


"WE THINK YOU'LL LIKE IT"

Your new Whizbang Gizmo DXH-1 Attack Chopper is loaded with the 
following Whizbang goodies:

* Turbine-Thrust Dual Propulsion Whizbang Whirler engine, capable of a 
top   speed in excess of 450 knots
* Four Whizbang Waster air-to-air heat seeking missiles
* Two rapid-fire Whizbang Whizzer 20 mm cannons
* Anti-heat seeking missile magnesium flares
* Anti-radar guided missile chaff disperser
* Whizang Whomper turbo booster
* Ultra-sophisticated communications systems
* State-of-the-art computer guidance, control, and surveillance systems
* Whizbang Whisper silent travel capabilities


   
"TAKEOFF PROCEDURES"

Upon entering the cockpit of your Gizmo, you will find yourself facing 
an ultra sophisticated array of controls.  Through the windshield you 
can see the Home Base.  At the bottom of the screen, note your hands 
holding the control sticks which control the movement of the chopper.  
You might wish to take off after you finish admiring your manicure, so 
here are the instructions.

1.  Turn the battery on by pressing the "B" key.
2.  Initialize the computer and communication systems by pressing the 
"S" key.      The computer screens will light up and the warning lights 
will initialize       at the top of the display.
3.  Turn on the engine ignition by pressing the "I" key.  The engine 
will not       provide enough power for movement until it exceeds 2300 
rpm's. 
4.  Pull back on the joystick until you have cleared your base and are 
looking      at a green landscape with mountains in the distance.
5.  Press the FIRE BUTTON (note that your right and on the display 
registers        this) and push forward to accelerate.
 

   
"THE CONTROLS"

(joystick)  The joystick controls all of the movement of the helicopter.
   
 To CLIMB, pull back on the joystick
 To DIVE, push forward on the joystick
 To ACCELERATE, hold the button down and push forward
 To DECELERATE, hold the button and pull back
 To BANK LEFT, push to the left
 To BANK RIGHT, push to the right
 To SPIN CLOCKWISE, hold the button and push to the right
 To SPIN COUNTER CLOCKWISE, hold the button and push to the left

(keyboard)  The keyboard is used to control all other functions in the 
helicopter.

   B  turns on the battery
   S  initializes the computer and communication systems
   I  turns on the ignition
   G  arms the cannon  (guns)
   R  arms the heat seeking missiles (rockets)
   F  sets the flares for use
   C  sets the chaff for use
   H  toggles the Heads Up Display (hud)
   W  toggles whisper mode
   *  changes the view to the communications system
   T  switches the view to the computer terminal
   +  turns the turbo booster ON
   -  turns the turbo booster OFF
   The SPACE BAR has the following functions:

* Deselects weapons on the cockpit screen
* Returns to cockpit view from communications screen
* Returns to computer terminal from status display or tactical map 
screens


   
"COCKPIT DISPLAY"

ARTIFICIAL HORIZON  (lower-middle gauge on main panel)
The artificial horizon indicates your present altitude (degree of tilt 
or bank) and indicates whether you are climbing or diving by the 
location of the horizon is level and centered in the gauge, you are 
flying straight and level.

DIRECTIONAL COMPASS  (lower-right gauge on main panel)
The compass displays the directional heading of the Gizmo in degrees, 
shown in both analog and digital format.  The dial is accurate within 23 
degree increments;  the digital readout is accurate to smaller values.

FUEL GAUGE (far right of side panel)
This horizontal bar displays remaining fuel.  The tank is empty when the 
red bar disappears.

OIL AND BATTERY TEMP (on vary top of chopper)
These two bar graphs at the top of the screen display the temperatures 
of your battery and oil.  When the bar reaches the red zone, heat is 
critical and the the temperature warning lights will flash and beep 
until you reduce the heat (by slowing your speed to reduced strain on 
the battery or by turning off the turbo to conserve oil).

WARNING LIGHTS (on vary top of middle of chopper)
The six warning lights at the top of the cockpit, when flashing red 
while a buzzer sounds, indicate:

 E ngine damaged
 B attery overheated 
 O il overheated
 F uel low
 A ltitude level below 200 ft.
 R pm deficiency in engine or rotors

The warning lights will alert you to any noteworthy status conditions 
that require immediate attention.  You have some direct control over the 
B, O, and A warning lights.  The E, F, and R lights refer to problems 
that cannot be corrected mid-flight.  In these cases, you might want to 
reach your destination as quickly as possible and avoid an further 
damage from air combat.
   
AIRSPEED INDICATOR (top-left on main panel)
This dial shows the Gizmo's present airspeed, in knots.  The digital 
readout under the dial displays the same information.  Maximum speed is 
450 knots (without the turbo engaged)

ADF(top-middle of main panel)
The Automatic Direction Finder (ADF) will aid you in arriving at the 
proper destination.  Therefore, you may want to program it immediately 
after takeoff. Once programmed, the ADF always points towards your 
destination.  If you are moving forward and the ADF points straight up, 
you will eventually reach your target, regardless of the compass 
heading.  Moving off course will cause the ADF to spin, adjusting itself 
to the Gizmo's orientation.  The ADF will move only when you spin the 
helicopter or when you bank.  To correct the orientation of your 
helicopter so it is heading toward the destination, you can either spin 
the chopper (for minor heading changes) or bank (for more drastic 
changes in direction).

Note that if the adf is blinking on and off, it has not been properly 
programmed at the communications terminal.  (see communications.)
If the ADF is flashing black and white and moving around radically!!! 
then your directly over your destination.  You should slow down and 
proceed to land immediately.  (see Landing Procedures.)

ALTIMETER (top-right of main panel)
The altimeter displays your present altitude in feet.  The hand on the 
dial is accurate only within jumps of 60 feet or more, so use the 
digital reading for greater accuracy.  Each time the dial sweeps past 
12:00, it registers 1000 ft. Maximum altitude is limited to 8000 ft.  If 
your altitude is below 200 ft., the low altitude warning light and 
buzzer will sound.

RPM INDICATOR (bottom-left of main panel)
The RPM indicator displays the rate at which the blades are spinning.  
Helicopter blades do not speed up or slow down to maintain a constant 
rate since it is the angle tilt of the blades that causes the movement.  
The onboard computer systems monitor and maintain steady rpm's. Optimum 
RPM's is 2300. No flying can take place until RPM's are at or above 
optimum. At this time the takeoff alert will sound until the Gizmo is 
airborne

MISSILE WARNING LIGHTS (far-left of main panel)
The missile warning lights, to the left of your instrument panel, flash 
to indicate that a missile is heading toward your chopper.  A warning 
siren will sound as well.  If the R light is on, then a Radar guided 
missile is heading towards the chopper, and chaff must then be used to 
decoy it.  If then H light is on , then a Heat seeking missile is headed 
towards the Gizmo, and flares must be used to decoy it.


   
"ARMAMENTS"

        The next four items are represented by buttons that flash when 
set to active and are found on the lower left and lower right bottom of 
the cockpit.  Once armed, they can be activated by pressing and 
releasing the FIRE BUTTON on the joystick.  Any or all of these may be 
damaged or rendered inoperable by enemy fire.

CANNONS-The Whizbang Whizzer 20mm cannons are armed by pressing C(gun) 
key.  An enemy in the HUD(heads up display) cross hairs may be damaged 
or destroyed if you fire upon it.  You have unlimited ammunition.

MISSILES-Pressing the R(rocket) key arms the Whizbang Waster air-to-air 
heat seeking missiles.  An enemy must be visible to be hit, but it 
doesn't have to be in the cross hairs.  You are limited to four(4) 
missiles per mission.

FLARES-Pressing the F key sets the flares.  These are used to decoy 
enemy heat seeking missiles.  The flares, made of Magnesium, will fool 
the missile into thinking that the flare is actually your exhaust.

CHAFF-Unlike heat-seeking missiles, radar guided enemy missiles must be 
deceived by dropping strips of metal into the sky, creating a fake radar 
image of Gizmo.  Pressing the C key sets chaff for dropping.


   
"OTHER FEATURES"

HEADS UP DISPLAY-Pressing H displays the Head-Up Display(HUD).  Using 
the latest technology available, a computer image of your cannons' 
aiming cross hairs is superimposed on your windshield.  Use the to aim 
at a target for firing.  With your cannon armed, any object that passes 
through the crosshairs should be hit.  Missiles do not use visible 
tracking methods, so you may turn off the HUD if you wish by pressing H 
again.

TURBO BOOSTER-Press the + key to turn on the Whizbang Whomper turbo 
booster.  Press the - key to turn it off.  The turbo booster will double 
your present speed (to a maximum of 900 knots).  It also causes the oil 
to heat up at a very fast rate, so it must be used sparingly.  When the 
turbo booster is on, the turbo indicator to the right of the instrument 
display will light up.  The turbo can be made inoperable if hit by enemy 
fire.

WHISPER MODE-Pressing the W key engages the Whisbang Whisper.  This 
effectively silences the Gizmo.  Whisper mode must be activated whenever 
attempting to make a secret landing, or else the noise from the 
helicopter may alert enemy ground personnel.  When the whisper mode is 
on, the Whisper Indicator to the right of the instrument display will 
light up.

PAUSE-Suppose you want to suspend the game and take a break from all 
this excitement.  Switch to either the computer terminal(press the T 
key) or the communications screen(press the * key).  Press any 
unassigned key to get back into the thick of it.


   
THE COMPUTER TERMINAL

        The computer terminal, the small screen located on the right of 
the cockpit, is activated by pressing the T key.  You will then be 
presented with a weapons inventory and two optional categories for 
status update.  Pressing any unassigned key returns you to the cockpit 
view.  If your computer system has been destroyed by enemy fire, the 
cockpit terminal will be blackened and you will not be able to access 
it.
        The Weapons store is displayed in LED bar graphs indicating 
remaining Missiles, Flares, and Chaff.  Press the 1 or 2 keys to review 
chopper status information or your tactical map, respectively.

1. Status Display- This represents your Gizmo's present status.  If any 
damage has been sustained, the picture of your Gizmo at the top of the 
screen will be highlighted by visual damage circle indicators where the 
damage has occurred, accompanied by flashing text descriptors.  Below 
this are displays for remaining missiles, flares, and chaff.  Cannon 
rounds are unlimited.  Pressing the SPACE BAR returns you to the main 
terminal screen.

2. Tactical Map- The Top of this screen houses a small computer screen 
with a digital readout.  The numerical value is you calculated ADF 
frequency.  See COMMUNICATIONS for more details.  The large gridded map 
below is a tactical map of the country.  Your position within the 
country is displayed by a flashing sphere with a shadow underneath.  The 
distance between the sphere and the shadow represents your altitude.  If 
you have programmed the ADF, a small flag will appear on the map as 
well.  This is your destination.  This display can be used to determine 
your relative position to your destination at any time during your 
mission.  Press SPACE BAR to return to the main terminal.

   
COMMUNICATIONS

        The Whizbang Gizmo DHX-1 is equipped with the kind of highly 
sophisticated communications equipment that is often necessary for the 
successful completion of missions for which this machine has been 
expressly designed. Pressing the * key on the keyboard takes you from 
the cockpit display to the communications terminal (which is located on 
the left of the cockpit screen).  Be careful, this system can be 
destroyed by enemy fire.  The system is used as follows:

*Press "A" to program the Automatic Direction Finder (ADF).  Type in the 
three numbers from the tactical display, ignoring the decimal point. 
Your ADF is now programmed.  You do not have to program it again unless 
the numbers were entered incorrectly.  Your ADF will not function 
properly if the values are incorrect.

*Press "S" to go into send mode.  Send mode allows you to send messages 
to other aircraft or to ground controllers.  Once you are in send mode, 
you may type messages at the top of the screen on the Comm-bar.  No 
punctuation is allowed.  Use the DEL(ete) key to backspace.  Pressing 
RETURN sends the message to either another aircraft or to a ground 
controller (as appropriate). The flashing S or R represents the current 
Send or Receive status.  Press the space bar to return to   


OTHER AIRCRAFT

As you begin a mission by flying the chopper to your destination, you 
will encounter other aircraft along the way.  Some may be other 
infiltrators also trying to upset the Mad Leader's plans, while others 
may be staunchly loyal to the Mad Leader and his evil goals.  There are 
three types of other aircraft: the friend, the enemy, and the maniac.
Upon encountering another aircraft, you must determine whether it is a 
friend or an enemy.  Since there are no distinguishing markings on your 
ship, and because helicopters are not an unusual sight over the Country, 
other pilots will also try to determine your loyalties and intentions by 
talking to you via the communications system (sending and receiving 
messages).  You should always try to communicate with an unidentified 
aircraft first.  As soon as you see an aircraft for the first time, 
press the * key.  Once on the communications screen, press the S key to 
send a message.  The only phrases the comm systems of other aircraft 
will understand are:

REQUEST ID
INFILTRATOR      (TYPE THAT TO A FRIEND)
OVERLORD         (TYPE THAT TO A ENEMY)

After requesting the identification of another aircraft, examine the 
response for a code name.  With experience, you should be able to 
distinguish friendly code names from those of enemies.  This will 
provide you with the information necessary to respond properly to their 
request for identification.  Giving the correct ID to an aircraft will 
allow you to continue on your mission unhindered.  Giving the wrong ID 
to an aircraft will result in a battle that will last until one of you 
is destroyed!

Oh, by the way, we weren't kidding about the maniacs out there.  A few 
of the other infiltrator pilots have snapped from the strain, and it 
really doesn't matter what code name you use in a response.  They will 
always attack, and you're going to have to fight against a former 
friend, turned deadly foe!

SAMPLE FRIENDLY NAMES:
           WHIPPLE AND HAYMISH
SAMPLE ENEMY NAMES 
           BOOMER AND SCUM

(The rest your on your own!)


   
LANDING PROCEDURES

Once you have arrived at your assigned destination, you will have to 
land to continue your mission.  To land safely you must make sure of the 
following:

1.  your speed is between 20 knots and 0 knots
2.  the artificial horizon is level and you are not banking
3.  your rate of descent is at minimum

Once you have descended below 200 feet, you will hear the low altitude 
warning buzzer sound.  Set your rate of descent to a minimum.  Wait 
until your altitude is reduced to 0 and the Gizmo shakes and thumps 
loudly as it hits the ground.  If you have landed at the proper 
destination, as programmed into the ADF, the ADF gauge pointer will be 
flashing black and white and spinning madly.  Remember, you must have 
the Whizbang Whisper silent travel mode engaged to land without warning 
an enemy.
To take off once again, simply increase your altitude by pulling back on 
the joystick and increase your airspeed.
While on the ground, do not back, accelerate, or spin, or you may 
crash!!


   
UPON LANDING

Once you have landed, your view will change.  You will now be looking 
down at yourself standing next to your trusty chopper.  You must pretend 
that you are an enemy guard, much as you may have had to pretend to be 
an enemy in the sky. Avoiding the enemy is the key to ground missions.

OBJECTIVE
To complete the mission displayed in the briefing without being 
captured, blown up, or running out of time.  if you fail five times, 
your dead!  There are three missions that become increasingly more 
difficult.  Once you finish one mission you will be assigned your next 
task.

MISSION COMPLETED AND LEAVING
If you successfully complete your ground mission, make your way back to 
the helicopter. Moving into the cockpit section onscreen will take you 
inside so that you can return home.
If you haven't completed your mission, you won't be allowed to enter the 
helicopter.  You can check to verify that your mission has been 
completed by going to the inventory screen.  A message will be displayed 
when you have completed the assignment, just to let you know it is time 
to get the "HELL OUT OF THERE!"

RESUMING PLAY
If you stop playing once you have successfully completed a mission, you 
will be given the option to either start from scratch or to start at the 
beginning of a new uncompleted mission when you load the game again.  
You cannot, how ever, embark on a new mission before completing the 
previous one.


   
GROUND CONTROL AND INVENTORY ITEMS

When you see the screen with a grey figure standing next to a 
helicopter, move the joystick in any direction to start the next phase 
of the mission.

YOU are the small dark grey figure on the screen.  You have a limited 
amount of time and the use of several helpful devices (your inventory) 
to help you complete your mission. Pushing the joystick will cause you 
to move in that directions, unless you are busy with an item that is 
currently active.  An active item is an object from your inventory that 
has been selected to be used.  Note that at the beginning of the ground 
mission your papers are present as the active item.

FIRE BUTTON
Press the FIRE BUTTON to activate the active item.  The current active 
item is always indicated at the bottom of the main screen.  Depending on 
the item activated, you may not be able to move until you are finished.

PAUSE
To take a break, press the SPACE BAR to go to the inventory screen.  
Your game will pause until you are ready to continue.  Press any 
unassigned key to return to the main screen, and your mission.

The inventory screen allows you to change the active item and displays 
important inventory information.  You may select an item by moving the 
cursor with your joystick.  Press the SPACE BAR again (or any unassigned 
key), and you will return to the main screen.  The newly selected item 
will be active, and is so indicated at the bottom of the screen.  Once 
you have returned from the inventory screen, pressing the FIRE BUTTON on 
the joystick activates the item you have selected.

In addition, important items found during your search will appear in a 
text line at the bottom of the inventory screen.  Activation of these 
items will occur without having to select them as active when and where 
appropriate.
(more details see: mission interference and enemy installation 
structures)
 
SLEEPING GAS-You have a hidden canister strapped inside your jacket 
which contains a colorless, odorless sleeping gas.  Anyone sprayed will 
fall asleep for several seconds and forget what has happened.  Pressing 
the FIRE BUTTON on the joystick sprays the gas.  You have specially 
treated nose plugs which allows you to breathe the gas harmlessly.

PAPERS-These are your fake ID papers.  You should activate your papers 
when a guard asks to see them.  When that happens, move directly over 
and stand next to the guard.  If the papers are not already active, move 
quickly to the inventory screen and select them.  Return to the main 
screen, press the FIRE BUTTON on the joystick.  Upon showing them, the 
guard will decide whether or not they are "in order" and valid.  If they 
are in order, you can go about your business, undetected as an 
infiltrator.  If they are out of order, you have a short tie to gas the 
guard or run away before he tries to take you in for questioning.  But 
be forewarned, running away will cause the guard to sound an alert 
throughout the compound. (See Mission Interference)

GAS GRENADE-This grenade has the same effect as the sleeping gas 
canister, except that it has a greater range.  When used inside, all 
guards in the room in which it is dropped will fall asleep.

MINE DETECTOR-This is used to detect mines.  Selecting the mine detector 
on the inventory screen enables it to be used whenever you press and 
hold the FIRE BUTTON on the joystick as you move through enemy 
territory.  You will hear the detector working.  Stepping on a mine wit 
the detector activated is harmless and exposes that mine.  Stepping on a 
mine without the detector activated is fatal-and stupid.

EXPLOSIVES-Explosives are planted by selecting the explosives icon on 
the inventory screen as the active item, and then pushing the joystick 
up under the main control panel in the control room or under the desk in 
the lab.  Only one bomb per room is permitted.  Upon setting your last 
remaining bomb, an automatic countdown timer will go off.  You then have 
about 20 seconds to leave the building before all the bombs detonate.  
If you don't make it out of there in time, you will be trapped inside 
during the explosion, and it's bye! bye! (Jimbo-baby that is!)

CAMERA-Use the camera to photograph any vital documents.  To use it 
properly, face the papers you want to photograph and press the FIRE 
BUTTON on the joystick.  Only one picture per room is permitted.

INFORMATION UPDATES-At the bottom of the inventory screen are four 
graphs which update the following:

Spray-How much sleeping gas you have left.
Grenades-The number of sleeping-gas grenades you have.
Explosives-How many charges you have left.
Film-How many more pictures you can take with the camera.

KEYBOARD-Pressing the following keys while on the main screen is the 
same as using the cursor on the inventory screen to select an item:

S-Sleeping gas        M-Mine Detector
P=Papers              E-Explosive charge
G-Gas Grenade         C-Camera


   
"MISSION INTERFERENCE"

GUARDS
Enemy guards within the compound are fanatically loyal to the Mad 
Leader.  They are assigned to patrol certain areas of the compound, and 
they will carry out their orders unfailingly.  If one of the guards 
spots you, he may ask to see your papers.  If you do not comply, an 
alert will be set off and guards throughout the compound will chase 
after you.  Within the compound buildings, an electronic key will turn 
off the alarms temporarily, but it will only work once during a mission.  
Find the electronic key, and a line of text on the bottom of the 
inventory screen will note that you have it.  Make your way to the alarm 
control center.  Stand directly in front of the card slot in the wall 
and press up on the joystick.  This will cause the electronic card in 
your possession to be inserted into the slot, without having to select 
it. (you cannot select this particular item to be active.  If you have 
it, activation will occur automatically when you push up on the 
joystick.) The alarms will be silenced.
Outside the compound buildings, a talking guard will turn red (from dark 
grey).  You must follow the guard's directions or risk being discovered.  
Running away from a guard who is talking to you will prompt him to sound 
the alarm.  If you gas a guard while he is talking to you, he will fall 
asleep and forget ever having seen you.  (but you had best get out of 
the area before he comes around.)  The guard's speech appears at the 
bottom of the screen.

MINES
Mines are usually scattered in the forest and in restricted areas to 
prevent exactly what you doing-infiltrating.  Mines can be exposed with 
the mine detector.  Stepping on a mine (without the mine detector 
activated) is a dumb thing to do; besides, it will kill you!

TIMER 
A mission timer is visible on the screen at all times during the ground 
phases of a mission.  If time runs out, you've blown it; your mission 
will end, and you will have to start over again.  Tough luck dude! (you 
have about 20 minutes of real time for each mission once you have landed 
within the confines of the compound.) Time is of the essence when saving 
the world, you know what i mean!


   
ENEMY INSTALLATION STRUCTURES

Inside a building you can search through chests and cabinets for gas 
grenades, security cards, and other useful and not so useful items.  
Travel to different levels within the same building is accomplished 
through elevators.  Clothing disguises may be of some help.  If you want 
to swap clothing, stand directly in front of a until you have finished 
changing.  An audible tone and accompanying text will indicate when you 
have finished.

MAPPING UNIT
While inside any of the compound's buildings, your mini-mapping unit 
will appear at the bottom of the screen.  The room you are in is 
represented by a flashing box within the mapper screen.  All rooms are 
shown as boxes with highlighted doors.  Moving into a new room maps it 
into the unit's screen.

ROOMS ARE COLOR CODED AS FOLLOWS:

RED:     designates a room of great importance (prison, control room, 
etc.)
GREEN:   designates the building entrance or an elevator
BLUE:    represents a room of no special importance

SEARCHING CHESTS

You may search any of the chests (on the top far wall only-chests on the 
side walls seem to be empty...) in any room by moving in front of it and 
pushing up with the joystick until you find whatever it contains.

DOORS AND THE SECURITY ROOM

Locked doors must be de-activated before you can enter these rooms.  To 
unlock all the doors in the enemy compound, you must first find the 
security card (search for it!).  With it in your possession, you can 
unlock the doors.  Once you have found it, a line of text will appear on 
the bottom of the inventory screen to indicate that it is in your 
possession.  Now, find the security room.  It is the room with the lock 
status indicator light on the wall and a passcard slot directly below 
it.  To unlock the doors, stand directly in front of the security card 
slot and press the joystick up.  This will cause the security card in 
your possession to be inserted into the slot, without having to select 
it. (You cannot select this particular item to be active.  If you have 
it, activation will occur automatically when you push up on the 
joystick.)  The lock status indicator light is red when the doors are 
open.

   
THE END
