_  __   _  _         _ _     _      _           _           
  __| |/ /_ | || |     __| (_)___| | __ (_)_ __   __| | _____  __
 / _` | '_ \| || |_   / _` | / __| |/ / | | '_ \ / _` |/ _ \ \/ /
| (_| | (_) |__   _| | (_| | \__ \   <  | | | | | (_| |  __/>  < 
 \__,_|\___/   |_|    \__,_|_|___/_|\_\ |_|_| |_|\__,_|\___/_/\_\
                                                                 
            

SPY VS. SPY DOCS

FILE INFORMATION

FILENAME(S): SPY VS. SPY DOCS

FILE TYPE(S): SEQ

FILE SIZE: 12.6K

FIRST SEEN: 2025-11-30 21:12:23

APPEARS ON: 1 disk(s)

FILE HASH

338dea406c28bf3855bf9f1833553458f7ec9ffa7ba99ec123682cabe2685d33

FOUND ON DISKS (1 DISKS)

DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
TIL SVERIGE SPY VS. SPY DOCS SEQ DuncanTwain 9 12 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00002970: 45 46 43 41 53 45 20 41  54 20 41 4C 4C 20 43 4F  |EFCASE AT ALL CO|
00002980: 53 54 2E 20 20 C9 46 20  41 4E 20 49 54 45 4D 20  |ST.  .F AN ITEM |
00002990: 49 53 20 46 4F 55 4E 44  20 41 4E 44 20 59 4F 55  |IS FOUND AND YOU|
000029A0: 20 44 4F 20 4E 4F 54 20  50 4F 53 45 53 53 20 54  | DO NOT POSESS T|
000029B0: 48 45 20 42 52 49 45 46  43 41 53 45 20 59 4F 55  |HE BRIEFCASE YOU|
000029C0: 52 20 53 50 59 20 57 49  4C 4C 20 42 45 20 43 41  |R SPY WILL BE CA|
000029D0: 52 52 59 49 4E 47 20 41  20 57 48 49 54 45 20 53  |RRYING A WHITE S|
000029E0: 41 54 43 48 45 4C 20 41  4E 44 20 54 48 45 20 49  |ATCHEL AND THE I|
000029F0: 54 45 4D 20 43 4F 4E 54  41 49 4E 45 44 20 57 49  |TEM CONTAINED WI|
00002A00: 4C 4C 20 42 45 20 46 4C  41 53 48 49 4E 47 20 4F  |LL BE FLASHING O|
00002A10: 4E 20 54 48 45 20 D4 52  41 50 55 4C 41 54 4F 52  |N THE .RAPULATOR|
00002A20: 2E 0D 0D C5 D8 C9 D4 3A  0D D4 48 45 52 45 20 49  |.......:..HERE I|
00002A30: 53 20 4F 4E 4C 59 20 4F  4E 45 20 57 41 59 20 4F  |S ONLY ONE WAY O|
00002A40: 55 54 20 4F 46 20 45 41  43 48 20 45 4D 42 41 53  |UT OF EACH EMBAS|
00002A50: 53 59 20 42 55 49 4C 44  49 4E 47 2E 20 20 D4 48  |SY BUILDING.  .H|
00002A60: 45 20 45 58 49 54 20 44  4F 4F 52 20 49 53 20 4D  |E EXIT DOOR IS M|
00002A70: 41 52 4B 45 44 2E 20 20  D9 4F 55 20 43 41 4E 20  |ARKED.  .OU CAN |
00002A80: CE CF D4 20 4C 45 41 56  45 20 57 49 54 48 4F 55  |... LEAVE WITHOU|
00002A90: 54 20 41 4C 4C 20 4F 46  20 54 48 45 20 52 45 51  |T ALL OF THE REQ|
00002AA0: 55 49 52 45 44 20 49 4E  56 45 4E 54 4F 52 59 2E  |UIRED INVENTORY.|
00002AB0: 20 20 D4 48 45 20 41 49  52 50 4F 52 54 20 53 45  |  .HE AIRPORT SE|
00002AC0: 43 55 52 49 54 59 20 47  55 41 52 44 20 57 49 4C  |CURITY GUARD WIL|
00002AD0: 4C 20 53 45 45 20 54 4F  20 54 48 41 54 2E 0D 0D  |L SEE TO THAT...|
00002AE0: D3 D0 CC C9 D4 20 CC C5  D6 C5 CC 20 C5 CD C2 C1  |..... ..... ....|
00002AF0: D3 D3 C9 C5 D3 3A 0D 0D  D3 4F 4D 45 20 4F 46 20  |.....:...OME OF |
00002B00: 54 48 45 20 45 4D 42 41  53 53 59 20 42 55 49 4C  |THE EMBASSY BUIL|
00002B10: 44 49 4E 47 53 20 41 52  45 20 54 57 4F 20 53 54  |DINGS ARE TWO ST|
00002B20: 4F 52 49 45 53 20 48 49  47 48 2E 20 20 D9 4F 55  |ORIES HIGH.  .OU|
00002B30: 52 20 D3 50 59 20 43 41  4E 20 43 4C 49 4D 42 20  |R .PY CAN CLIMB |
00002B40: 46 52 4F 4D 20 46 4C 4F  4F 52 20 54 4F 20 46 4C  |FROM FLOOR TO FL|
00002B50: 4F 4F 52 20 42 59 20 55  53 49 4E 47 20 54 48 45  |OOR BY USING THE|
00002B60: 20 4C 41 44 44 45 52 53  2E 20 20 C8 4F 4C 45 53  | LADDERS.  .OLES|
00002B70: 20 49 4E 20 54 48 45 20  46 4C 4F 4F 52 53 20 41  | IN THE FLOORS A|
00002B80: 52 45 20 4F 46 54 45 4E  20 48 49 44 44 45 4E 20  |RE OFTEN HIDDEN |
00002B90: 42 59 20 43 41 52 50 45  54 53 2E 20 20 D5 53 45  |BY CARPETS.  .SE|
00002BA0: 20 54 48 45 20 CA CF D9  D3 D4 C9 C3 CB 20 54 4F  | THE ........ TO|
00002BB0: 20 55 4E 43 4F 56 45 52  20 53 55 43 48 20 41 20  | UNCOVER SUCH A |
00002BC0: 4F 50 45 4E 49 4E 47 2C  20 41 4C 53 4F 2C 20 55  |OPENING, ALSO, U|
00002BD0: 53 45 20 54 48 45 20 CA  CF D9 D3 D4 C9 C3 CB 20  |SE THE ........ |
00002BE0: 54 4F 20 4D 4F 56 45 20  55 50 20 41 4E 44 20 44  |TO MOVE UP AND D|
00002BF0: 4F 57 4E 20 54 48 45 20  4C 41 44 44 45 52 2E 0D  |OWN THE LADDER..|
00002C00: 0D CC C1 C4 C4 C5 D2 D3  20 C1 CE C4 20 D2 D5 C7  |........ ... ...|
00002C10: D3 0D 0D C9 46 20 59 4F  55 20 45 4E 54 45 52 20  |....F YOU ENTER |
00002C20: 41 20 52 4F 4F 4D 20 57  49 54 48 20 41 20 4C 41  |A ROOM WITH A LA|
00002C30: 44 44 45 52 2C 20 59 4F  55 20 43 41 4E 20 41 43  |DDER, YOU CAN AC|
00002C40: 54 49 56 41 54 45 20 49  54 20 42 59 20 4D 4F 56  |TIVATE IT BY MOV|
00002C50: 49 4E 47 20 57 49 54 48  49 4E 20 52 41 4E 47 45  |ING WITHIN RANGE|
00002C60: 20 41 4E 44 20 50 52 45  53 53 49 4E 47 20 54 48  | AND PRESSING TH|
00002C70: 45 20 CA CF D9 D3 D4 C9  C3 CB 20 42 55 54 54 4F  |E ........ BUTTO|
00002C80: 4E 2E 20 20 D0 52 45 53  53 49 4E 47 20 54 48 45  |N.  .RESSING THE|
00002C90: 20 CA CF D9 D3 D4 C9 C3  CB 20 42 55 54 54 4F 4E  | ........ BUTTON|
00002CA0: 20 4F 4E 43 45 20 57 49  4C 4C 20 4C 4F 57 45 52  | ONCE WILL LOWER|
00002CB0: 20 54 48 45 20 4C 41 44  44 45 52 20 54 4F 20 47  | THE LADDER TO G|
00002CC0: 52 4F 55 4E 44 20 4C 45  56 45 4C 2C 20 45 4E 41  |ROUND LEVEL, ENA|
00002CD0: 42 4C 49 4E 47 20 59 4F  55 20 54 4F 20 4D 4F 56  |BLING YOU TO MOV|
00002CE0: 45 20 59 4F 55 52 20 53  50 59 20 55 50 20 54 48  |E YOUR SPY UP TH|
00002CF0: 45 20 4C 41 44 44 45 52  20 54 4F 20 54 48 45 20  |E LADDER TO THE |
00002D00: 55 50 50 45 52 20 46 4C  4F 4F 52 2E 20 20 C9 46  |UPPER FLOOR.  .F|
00002D10: 20 59 4F 55 20 44 4F 20  4E 4F 54 20 50 55 53 48  | YOU DO NOT PUSH|
00002D20: 20 59 4F 55 52 20 53 50  59 20 55 50 20 54 48 45  | YOUR SPY UP THE|
00002D30: 20 4C 41 44 44 45 52 20  42 55 54 20 50 55 53 48  | LADDER BUT PUSH|
00002D40: 20 54 48 45 20 CA CF D9  D3 D4 C9 C3 CB 20 42 55  | THE ........ BU|
00002D50: 54 54 4F 4E 20 41 20 53  45 43 4F 4E 44 20 54 49  |TTON A SECOND TI|
00002D60: 4D 45 2C 20 54 48 45 20  4C 41 44 44 45 52 20 57  |ME, THE LADDER W|
00002D70: 49 4C 4C 20 52 41 49 53  45 20 42 41 43 4B 20 55  |ILL RAISE BACK U|
00002D80: 50 2E 20 20 D4 4F 20 43  4C 49 4D 42 20 55 50 20  |P.  .O CLIMB UP |
00002D90: 4F 52 20 44 4F 57 4E 2C  20 54 41 50 20 59 4F 55  |OR DOWN, TAP YOU|
00002DA0: 52 20 4A 4F 59 53 54 49  43 4B 20 49 4E 20 54 48  |R JOYSTICK IN TH|
00002DB0: 45 20 41 50 50 52 4F 50  52 49 41 54 45 20 44 49  |E APPROPRIATE DI|
00002DC0: 52 45 43 54 49 4F 4E 2E  20 20 D4 48 45 20 D3 50  |RECTION.  .HE .P|
00002DD0: 59 20 57 49 4C 4C 20 4D  4F 56 45 20 42 59 20 48  |Y WILL MOVE BY H|
00002DE0: 49 4D 53 45 4C 46 2E 20  20 C4 4F 20 CE CF D4 20  |IMSELF.  .O ... |
00002DF0: 4B 45 45 50 20 54 48 45  20 CA CF D9 D3 D4 C9 C3  |KEEP THE .......|
00002E00: CB 20 46 4F 52 57 41 52  44 20 4F 52 20 42 41 43  |. FORWARD OR BAC|
00002E10: 4B 2E 20 20 C9 46 20 59  4F 55 20 45 4E 54 45 52  |K.  .F YOU ENTER|
00002E20: 20 41 20 52 4F 4F 4D 20  57 49 54 48 20 41 20 52  | A ROOM WITH A R|
00002E30: 55 47 2C 20 53 54 41 4E  44 49 4E 47 20 57 49 54  |UG, STANDING WIT|
00002E40: 48 49 4E 20 52 41 4E 47  45 20 4F 46 20 54 48 45  |HIN RANGE OF THE|
00002E50: 20 52 55 47 2C 20 50 52  45 53 53 49 4E 47 20 54  | RUG, PRESSING T|
00002E60: 48 45 20 CA CF D9 D3 D4  C9 C3 CB 20 42 55 54 54  |HE ........ BUTT|
00002E70: 4F 4E 20 57 49 4C 4C 20  4C 49 46 54 20 54 48 45  |ON WILL LIFT THE|
00002E80: 20 52 55 47 20 41 4E 44  20 52 45 56 45 41 4C 20  | RUG AND REVEAL |
00002E90: 41 20 48 4F 4C 45 2E 20  20 CD 4F 56 45 20 59 4F  |A HOLE.  .OVE YO|
00002EA0: 55 52 20 50 4C 41 59 45  52 20 4F 56 45 52 20 54  |UR PLAYER OVER T|
00002EB0: 48 45 20 48 4F 4C 45 20  41 4E 44 20 48 45 20 57  |HE HOLE AND HE W|
00002EC0: 49 4C 4C 20 43 4C 49 4D  42 20 44 4F 57 4E 20 54  |ILL CLIMB DOWN T|
00002ED0: 48 45 20 4C 41 44 44 45  52 20 54 4F 20 41 20 4C  |HE LADDER TO A L|
00002EE0: 4F 57 45 52 20 46 4C 4F  4F 52 2E 20 20 D9 4F 55  |OWER FLOOR.  .OU|
00002EF0: 20 43 41 4E 20 43 4F 56  45 52 20 41 20 48 4F 4C  | CAN COVER A HOL|
00002F00: 45 20 42 59 20 53 54 41  4E 44 49 4E 47 20 4E 45  |E BY STANDING NE|
00002F10: 41 52 20 49 54 20 41 4E  44 20 50 52 45 53 53 49  |AR IT AND PRESSI|
00002F20: 4E 47 20 54 48 45 20 42  55 54 54 4F 4E 2E 0D 0D  |NG THE BUTTON...|
00002F30: C2 D2 C5 C1 C4 20 C3 D2  D5 CD C2 D3 3A 0D 0D D9  |..... ......:...|
00002F40: 4F 55 20 43 41 4E 20 52  45 2D 54 52 41 43 45 20  |OU CAN RE-TRACE |
00002F50: 59 4F 55 52 20 53 54 45  50 53 20 42 59 20 55 53  |YOUR STEPS BY US|
00002F60: 49 4E 47 20 54 48 45 20  53 4D 41 4C 4C 20 43 48  |ING THE SMALL CH|
00002F70: 41 52 41 43 54 45 52 20  49 4E 44 49 43 41 54 4F  |ARACTER INDICATO|
00002F80: 52 53 20 4A 55 53 54 20  42 45 4C 4F 57 20 54 48  |RS JUST BELOW TH|
00002F90: 45 20 46 52 4F 4E 54 20  45 44 47 45 20 4F 46 20  |E FRONT EDGE OF |
00002FA0: 59 4F 55 52 20 52 4F 4F  4D 2E 20 20 D4 48 45 53  |YOUR ROOM.  .HES|
00002FB0: 45 20 47 55 49 44 45 53  20 28 4E 4F 54 20 41 56  |E GUIDES (NOT AV|
00002FC0: 41 49 4C 41 42 4C 45 20  49 4E 20 54 48 45 20 48  |AILABLE IN THE H|
00002FD0: 49 47 48 45 52 20 4C 45  56 45 4C 53 29 20 41 43  |IGHER LEVELS) AC|
00002FE0: 54 55 41 4C 4C 59 20 50  4F 49 4E 54 20 54 48 45  |TUALLY POINT THE|
00002FF0: 20 57 41 59 20 42 41 43  4B 20 54 4F 20 57 48 45  | WAY BACK TO WHE|
00003000: 52 45 20 59 4F 55 20 48  41 56 45 20 4A 55 53 54  |RE YOU HAVE JUST|
00003010: 20 43 4F 4D 45 20 46 52  4F 4D 21 20 20 D4 48 45  | COME FROM!  .HE|
00003020: 20 49 4E 44 49 43 41 54  4F 52 53 20 41 4E 44 20  | INDICATORS AND |
00003030: 54 48 45 49 52 20 4D 45  41 4E 49 4E 47 53 20 41  |THEIR MEANINGS A|
00003040: 52 45 20 41 53 20 46 4F  4C 4C 4F 57 53 3A 0D 0D  |RE AS FOLLOWS:..|
00003050: 3E 20 20 D4 41 4B 45 20  54 48 45 20 44 4F 4F 52  |>  .AKE THE DOOR|
00003060: 20 4F 4E 20 54 48 45 20  D2 C9 C7 C8 D4 20 54 4F  | ON THE ..... TO|
00003070: 20 47 4F 20 42 41 43 4B  20 4F 4E 45 20 52 4F 4F  | GO BACK ONE ROO|
00003080: 4D 2E 0D 3C 20 D4 41 4B  45 20 54 48 45 20 44 4F  |M..< .AKE THE DO|
00003090: 4F 52 20 4F 4E 20 54 48  45 20 CC C5 C6 D4 20 54  |OR ON THE .... T|
000030A0: 4F 20 47 4F 20 42 41 43  4B 20 4F 4E 45 20 D2 4F  |O GO BACK ONE .O|
000030B0: 4F 4D 2E 0D 3C 44 4F 57  4E 3E 20 D4 41 4B 45 20  |OM..<DOWN> .AKE |
000030C0: 54 48 45 20 44 4F 4F 52  20 49 4E 20 54 48 45 20  |THE DOOR IN THE |
000030D0: 46 52 4F 4E 54 20 52 4F  4F 4D 20 54 4F 20 47 4F  |FRONT ROOM TO GO|
000030E0: 20 42 41 43 4B 20 4F 4E  45 20 52 4F 4F 4D 2E 0D  | BACK ONE ROOM..|
000030F0: 3C 55 50 3E 20 20 D4 41  4B 45 20 54 48 45 20 44  |<UP>  .AKE THE D|
00003100: 4F 4F 52 20 49 4E 20 54  48 45 20 42 41 43 4B 20  |OOR IN THE BACK |
00003110: 4F 46 20 54 48 45 20 52  4F 4F 4D 20 54 4F 20 47  |OF THE ROOM TO G|
00003120: 4F 20 42 41 43 4B 20 4F  4E 45 20 52 4F 4F 4D 2E  |O BACK ONE ROOM.|
00003130: 0D 3C 43 49 52 43 4C 45  3E 20 47 4F 20 44 4F 57  |.<CIRCLE> GO DOW|
00003140: 4E 20 54 48 45 20 48 4F  4C 45 20 49 4E 20 54 48  |N THE HOLE IN TH|
00003150: 45 20 46 4C 4F 4F 52 20  54 4F 20 47 4F 20 42 41  |E FLOOR TO GO BA|
00003160: 43 4B 20 4F 4E 20 52 4F  4F 4D 2E 0D 3C 4C 41 44  |CK ON ROOM..<LAD|
00003170: 44 45 52 3E 20 47 4F 20  55 50 20 4C 41 44 44 45  |DER> GO UP LADDE|
00003180: 52 20 54 4F 20 47 4F 20  42 41 43 4B 20 4F 4E 45  |R TO GO BACK ONE|
00003190: 20 52 4F 4F 4D 2E 0D 20  20 D4 48 45 53 45 20 44  | ROOM..  .HESE D|
000031A0: 4F 43 27 53 20 41 52 45  20 43 4F 55 52 54 45 53  |OC'S ARE COURTES|
000031B0: 59 20 4F 46 20 C5 C1 C7  CC C5 20 D3 CF C6 D4 2C  |Y OF ..... ....,|
000031C0: 20 23 31 20 49 4E 20 43  52 41 43 4B 49 4E 47 20  | #1 IN CRACKING |
000031D0: C7 C1 CD C5 D3 21 21 21  21 21 0D 20 20 D4 48 45  |.....!!!!!.  .HE|
000031E0: 53 45 20 44 4F 43 27 53  20 57 45 52 45 20 45 58  |SE DOC'S WERE EX|
000031F0: 41 4D 49 4E 45 44 20 26  20 52 45 56 49 53 45 44  |AMINED & REVISED|
00003200: 20 42 59 20 D4 C8 C5 20  C4 C9 D3 D3 C9 C4 C5 CE  | BY ... ........|
00003210: D4 2C 20 23 31 20 49 4E  20 45 58 41 4D 49 4E 49  |., #1 IN EXAMINI|
00003220: 4E 47 20 26 20 52 45 56  49 53 49 4E 47 20 44 4F  |NG & REVISING DO|
00003230: 43 27 53 21 21 21 21 21  0D                       |C'S!!!!!.       |
.LM15..RM130..PP66:PG60:VP3:PT15:JU1..FT
3:,PAGE <>,,..                       DOC
UMENTATION FOR SPY VS SPY....GAME OPTION
S:..LOCATED INSIDE THE TOP ROOM YOU WILL
 BE ABLE TO SELECT AND MODIFY THE FOLLOW
ING OPTIONS:..1.  NUMBERS OF PLAYERS..2.
  DIFFICULTY LEVEL...3.  'INTELLIGENCE Q
UOTIENT' OF THE COMPUTER (ONE PLAYER VER
SION ONLY)...4.  AIRPORT EXIT REVEALED O
R HIDDEN UNTIL THE END......CONTROLS:..M
OVEMENT:..THE ROOMS THAT YOU ARE IN ARE 
3 DIMENSIONAL.  PUSHING THE JOYSTICK FOR
WARD WILL MOVE YOU TOWARDS THE REAR OF T
HE ROOM.  PULLING THE JOYSTICK BACK WILL
 BRING YOU TOWARDS THE FRONT.  MOVING TH
E JOYSTICK RIGHT OR LEFT WILL MOVE YOU R
IGHT OR LEFT.  IF YOU MOVE FROM ROOM TO 
ROOM, YOU WILL NOTICE THAT A MOVEMENT ST
ATUS INDICATOR BAR (LOCATED BELOW YOUR R
OOM) IS SCROLLING FROM RIGHT TO LEFT AND
 BEING UPDATED WITH EACH NEW ROOM THAT Y
OU HAVE ENTERED.  THESE SYMBOLS CAN SHOW
 YOU HOW TO GO BACK TO WHERE YOU'VE COME
 FROM.  FOR EXAMPLE, IF YOU MOVE ONE ROO
M TO THE RIGHT AND TWO ROOMS BACK, YOU W
ILL SEE, READING FROM RIGHT TO LEFT, TWO
 "DOWN" ARROWS AND ONE "LEFT" ARROW.  TO
 FIND YOUR WAY BACK, FOLLOW THE ARROWS R
EADING FROM RIGHT TO LEFT.  AS YOU MOVE,
 YOUR MOVEMENT INDICATOR WILL SCROLL FRO
M LEFT TO RIGHT, DELETEING EACH ARROW UN
TIL YOU RETURN TO THE ROOM IN WHICH YOU 
STARTED.  SEE "BREAD CRUMBS"....OBJECT M
ANIPULATION:...FIRST, MOVE WITHIN RANGE 
OF ANY OBJECT (YOU WILL HEAR A SHORT TON
E AND SEE A FLASH).  THEN PRESS THE JOYS
TICK BUTTON.  ANY OBJECT FOUND WITHIN A 
ROOM CAN BE OPENED OR LIFTED AND MAY REV
EAL ONE ONE OF THE HIDDEN ITEMS YOU ARE 
LOOKING FOR.  IF YOU'RE NOT SO LUCKY, IT
 WILL ACTIVATE A BOOBY TRAP, BLOWING YOU
 TO SMITHEREENS......OPENING DOORS:..AGA
IN, MOVE WITHIN A RANGE OF ANY CLOSED DO
OR.  PRESS THE JOYSTICK BUTTON AND THE D
OOR WILL OPEN...GAME ELEMENTS:..SIMULVIS
ION:..THE TOP HALF MONITORS THE ACTIONS 
OF THE WHITE SPY, THE BOTTOM HALF DEPICT
S THE BLACK SPY (EITHER PLAYER 2 OR THE 
COMPUTER).  THE ACTIVITIES OF BOTH SPIES
 ARE REVEALED TO BOTH PLAYERS IN THE ROO
MS SHOWN ON THE LEFT SIDE OF THE SCREEN.
  THE RIGHT SIDE IS RESERVED FOR THE TRA
PULATOR AND ITS SIX ICONS...SIMULPLAY:..
WITH THE CLOCK RUNNING AT ALL TIMES, WE 
DIDN'T THINK IT WAS FAIR TO MAKE PLAYERS
 WAIT TO MAKE TURNS.  SO, VOILA!  SIMULP
LAY.  SINCE BOTH SPIES' ACTIVITIES TAKE 
PLACE OUT IN THE OPEN, THE CHALLENGE BEC
OMES WATCHING AND REMEMBERING WHAT THE O
THER SPY DOES WHILE YOU GO ABOUT YOUR BU
SINESS.  SIMULPLAY ALLOWS PLAYERS TO ENG
AGE IN CLUB TO CLUB COMBAT, PLACE BOOBY-
TRAPS, CHASE EACH OTHER, AND GENERALLY G
ET IN THE WAY...HAND TO HAND COMBAT:..TH
E COMBAT MODE ENTERS ONLY WHEN BOTH SPIE
S ARE IN THE SAME ROOM.  SIMULVISION END
S, AND THE SPY THAT ENTERED THE COMMON R
OOM APPEARS ON THE SAME SCREEN AS THE SP
Y THAT WAS ALREADY THERE.  BOTH SPIES HA
VE THE OPTIONS OF ATTACKING, LEAVING, OR
 AVOIDING THE OTHER SPY...IN COMBAT MODE
, SPIES CANNOT SEARCH OBJECTS, OR USE TH
E TRAPULATOR (NO MAP OR TRAPS).  DOORS, 
HOWEVER, STILL WORK, AND SO DO ANY TRAPS
 THAT MIGHT BE CONNECTED TO THEM.  IF SP
IES ARE NOT WITHIN RANGE OF ANY OBJECT W
HEN PUSHING THE JOYSTICK BUTTON, THEY WI
LL WIELD CLUBS WITH THEY CAN HIT THE OTH
ER SPY ON THE HEAD OR JAB HIM IN THE STO
MACH.  TO SMASH HIM ON THE HEAD, THE BUT
TON IS HELD DOWN WHILE THE JOYSTICK IS M
OVED FROM THE UP POSITION TO THE DOWN PO
SITION (SWING THE CLUB DOWNWARD).  TO JA
B, MOVE THE JOYSTICK FROM LEFT TO RIGHT 
(OR RIGHT TO LEFT, DEPENDING ON WHICH WA
Y THE SPY IS FACING).  WHEN THE JOYSTICK
 BUTTON IS FIRST PUSHED DOWN, THE SPY WI
LL AUTOMATICALLY FACE HIS OPPONENT, REGA
RDLESS OF WHICH WAY HE WAS FACING OR MOV
ING.  TO MOVE YOUR YOUR SPY DURING COMBA
T, RELEASE THE BUTTON AND MOVE AS NORMAL
..HITTING THE OTHER SPY WEAKENS HIM, AND
 ABOUT 7 SOLID BLOWS ARE NEEDED TO 'KILL
' HIM.  HOWEVER, SPIES WILL RECOVER STRE
NGTH OVER A PERIOD OF TIME...IF A SPY IS
 CARRYING ANYTHING WHEN HE ENTERS A COMM
ON ROOM, DEPENDING ON THE TYPE OF OBJECT
.  TRAPS AND REMEDIES ARE LOST, WHILE IN
VENTORY ITEMS AND THE BRIEFCASE ARE HIDD
EN SOMEWHERE IN THE ROOM.  THE WINNER OF
 THE COMBAT SEQUENCE CAN SEARCH THE OBJE
CT OUT, AND EITHER REGAIN OR GAIN POSSES
SION...NOTE: AT THE BEGINNING OF EACH GA
ME, BOTH SPIES WILL START OUT IN THE SAM
E ROOM ONLY A FEW STEPS AWAY FROM EACH O
THER.  SOOOO, DON'T BECOME THE VICTIM OF
 SAP-OTAGE...KEEP YOUR GUARD UP...TIME:.
.BOTH PLAYERS START WITH EQUAL TIME TO T
RAVEL THE MAZE, COLLECT REQUIRED OBJECTS
, SEARCH FOR THE BRIEFCASE AND EXIT THE 
EMBASSY BEFORE THEIR PLANE TAKES OFF.  H
OWEVER, THERE ARE SEVERAL TIME PENALTIES
.  YOU LOOSE TIME WHEN YOU SET A BOOBY-T
RAP.  WHEN SETTING A TRAP, YOU WILL HEAR
 SEVERAL BEEPS.  THIS WILL TELL YOU THAT
 THE TRAP WAS PROPERLY SET AND IT REMIND
S YOU TO WATCH YOUR TRAPULATOR, WHICH WI
LL BE DEDUCTING THE APPROPRIATE TIME...H
OWEVER, IF YOU ARE THE VICTIM OF A BOOBY
-TRAP OR THE LOOSER IN HAND TO HAND COMB
AT THE CLOCK WILL CONTINUE TO COUNT DOWN
 EVEN THOUGH YOU ARE 'UNCONSCIOUS'.  THE
SE LOSSES OF TIME CAN NEVER BE REGAINED.
  WHEN TIME IS ABOUT TO RUN OUT THE RED 
BUTTON ON TOP OF THE TRAPULATOR WILL FLA
SH AND SOUND IT'S WARNING...BOTH PLAYERS
 CAN NEVER RUN OUT OF TIME AT THE SAME T
IME.  THEREFORE, ONE PLAYER WILL OUTLIVE
 THE OTHER.  THE SURVIVING PLAYER WILL C
ONTINUE HIS SEARCH FOR THE BRIEFCASE, RE
QUIRED OBJECTS AND THE EXIT.  IF YOU ARE
 PLAYING AGAINST THE COMPUTER AND THE CO
MPUTER HAS TIME REMAINING, YOU CAN ABORT
 THE MISSION BY PRESSING (F5).  EVEN AFT
ER YOUR SPYS DEMISE, THE TRAPS HE HAS SE
T REMAIN.  THE GAME IS BY NO MEANS OVER 
JUST BECAUSE ONE PLAYER'S TIME HAS RUN O
UT...TO STOP THE GAME OR PAUSE, PRESS TH
E RUN/STOP KEY...BOOBY-TRAPS:..AS PLAYER
S MOVE THROUGH THE MAZE OF ROOMS, THEY M
AY SELECT ANY OF THE FIVE BOOBY-TRAPS.  
THE BOOBY-TRAP ARSENAL CONTAINS: BOMBS, 
SPRINGS, BUCKETS OF WATER, GUNS WITH STR
INGS TIED TO THE TRIGGER AND TIME BOMBS.
  THE TIME BOMB NEEDN'T BE HIDDEN.  IN F
ACT, IT IS ACTIVATED IMMEDIATELY AND IS 
THE ONLY BOOBY-TRAP THAT CANNOT BE CARRI
ED OR NEUTRALIZED!  THE GUN WITH A STRIN
G AND THE BUCKET OF WATER CAN ONLY BE AT
TACHED TO A CLOSED DOOR.  ALL OTHER TRAP
S MAY BE PLACED BEHIND OR IN ANYTHING FO
UND IN ANY ROOM...SPIES CAN CARRY TRAPS 
IN AND OUT OF ROOMS, PLACING THEM WHERE 
THEY WISH WHEN THEY ARE READY.  BOOBY-TR
APS ARE DEPICTED IN BLACK, WHILE THE REM
EDIES ARE SHOWN IN COLOR.  ..TO PLACE AN
D SET A TRAP:..1.  PRESS THE JOYSTICK BU
TTON...TWICE!!!  YOU HAVE JUST ACCESSED 
THE TRAPULATOR.  OBSERVE THE LARGE ARROW
..2.  MOVE THE LARGE ARROW ABOUT THE TRA
PULATOR USING THE JOYSTICK OR KEYBOARD A
RROWS..3.  POSITION THE ARROW OVER THE B
OOBY-TRAP OF YOUR CHOICE..4.  PRESS THE 
JOYSTICK.  THE BOOBY-TRAP IS NOW HELD BY
 YOUR SPY..5.  POSITION THE SPY IN FRONT
 OF THE HIDING PLACE YOU HAVE SELECTED..
6.  WATCH FOR A BRIEF FLASH IN YOUR SPY'
S ROOM.  THIS FLASH INDICATES THE SPY IS
 PROPERLY POSITIONED..7.  PRESS THE JOYS
TICK/SPACEBAR.  THE BOOBY-TRAP WILL DISA
PPEAR AND YOU WILL HEAR THE SHORT 'BEEPS
'.  THESE INDICATE THAT THE TRAP HAS BEE
N SET AND THAT TIME IS BEING DEDUCTED FR
OM THE TIME REMAINING BEFORE YOUR FLIGHT
 LEAVES..ONCE A TRAP HAS BEEN SET, EITHE
R SPY CAN SET IF OFF!  A TIME BOMB WILL 
GO OFF IN 15 SECONDS ONCE SELECTED.  ANY
 SPY(S) IN THE ROOM AT THE TIME OF DETON
ATION WILL BE ZAPPED.  UNLIKE OTHER TRAP
S, THE TIME BOMB IS NOT SET OFF BY THE S
EARCHING OF THE SPIES.  LISTEN CAREFULLY
 FOR THEM.  THEY COME IN HANDY IF YOU AR
E BEING CHASED.  THE UNFORTUNATE SPY WIL
L LOSE 7 SECONDS OF ACTUAL TIME.  ALSO, 
20 SECONDS WILL BE DEDUCTED FROM HIS GAM
E TIME, FOR A TOTAL PENALTY OF 27 GAME S
ECONDS.  THE OTHER PLAYER WILL BE AWARDE
D POINTS FOR EACH TRAP SET OFF BY THE OP
POSITION.  IF THE BOOBYTRAPPEE HAD BEEN 
IN POSSESION OF THE BRIEFCASE, THE OTHER
 SPY CAN USE THIS TIME TO ATTEMPT TO LOC
ATE THE VICTIM AND GRAB THE BRIEFCASE...
TO ADD INSULT TO INJURY, WHEN A PLAYER S
ETS OFF A TRAP, HE GETS "KILLED" WHILE T
HE OTHER SPY LAUGHS HYSTERICALLY...REMED
IES:..EXCEPT FOR THE TIME BOMB, EACH OF 
THE TRAPS HAS A DISARMING REMEDY HIDDEN 
TROUGHOUT THE MAZE.  EACH TYPE OF REMEDY
 IS ALWAYS HIDDEN IN THE SAME TYPE OF LO
CATION.  FOR EXAMPLE, THE SCISSORS ARE U
SED TO DISARM THE GUN WITH A STRING.  SC
ISSORS ARE ONLY FOUND IN THE FIRST AID K
ITS HANGING ON THE BACK WALLS.  AS WITH 
THE TRAPS, REMEDIES CAN BE PICKED UP AND
 CARRIED FROM ROOM TO ROOM.  SPIES CAN N
OT CARRY MORE THAN ONE THING AT A TIME E
XCEPT INSIDE THE BRIEFCASE...BOOBY-TRAPS
 & REMEDIES..BOMB---EVERYWHERE EXCEPT WI
TH DOOR---WATER BUCKET---RED FIRE BOX ON
 LEFT WALL.SPRING---EVERYWHERE EXCEPT WI
TH DOOR---WIRE CUTTERS---WHITE TOOL BOX 
ON RIGHT WALL.WATER BUCKET---DOOR ONLY--
-UMBRELLA---COAT RACK.GUN WITH STRING---
DOOR ONLY---SCISSORS---FIRST AID KIT ON 
BACK WALL.TIME BOMB---ANYWHERE---NONE---
N/A..  FORMAT FOR ABOVE!!!!!!..TRAP, THE
N WHERE USEABLE, THEN REMEDY, THEN LOCAT
ION....TRAPULATOR:..LOCATED TO THE RIGHT
 OF EACH OF THE ROOMS IS A CALCULATOR-LI
KE, STATE OF THE ART, TRAPULATOR.  IT SE
RVES FOUR BASIC FUNCTIONS.  YOU USE IT T
O SELECT BOOBY-TRAPS; PINPOINT YOUR LOCA
TION, GAUGE YOUR TIME REMAINING, AND CHE
CK INVENTORY...ACROSS THE TOP OF THE TRA
PULATOR IS A DIGITAL CLOCK WITH INDICATE
S THE TIME LEFT UNTIL YOUR PLANE TAKES O
FF (WITH OR WITHOUT YOU!) BELOW THE CLOC
K ARE 6 BUTTONS.  ON THE THE FIRST FIVE,
 SELECTABLE BOOBY-TRAPS ARE INDICATED.  
HOWEVER THE SIXTH BUTTON IN THE LOWER RI
GHTHAND CORNERS CALLS UP A MAP OF THE EM
BASSY YOU HAVE BROKEN INTO...THE MAP WIL
L APPEAR IN THE ROOM THAT YOUR SPY IS OC
CUPYING.  THE ROOM YOUR SPY IS IN WILL B
E THE ONE BLINKING ON AND OFF.  ROOMS FI
LLED WITH A COLOR INDICATE THAT YOUR SPY
 HAS BEEN IN THAT ROOM AT LEAST ONCE.  A
NY REQUIRED INVENTORY ITEMS ARE REPRESEN
TED BY A DOT.  THE MAP DOES NOT TELL YOU
 WHAT ITEM OR HOW MANY ARE IN A PARTICUL
AR ROOM, JUST THAT SOMETHING YOU ARE LOO
KING FOR IS THERE.  FINALLY, THE TRAPULA
TOR DISPLAYS ITEMS YOU HAVE SUCCESSFULLY
 COLLECTED AS YOU READY YOUR ESCAPE.  IT
 ALSO INDICATES IF AN ITEM HAS BEEN TAKE
N FROM YOU.  THE ITEM WIL NOW APPEAR ON 
THE OPPOSITION'S MONEY, KEY AND THE SECR
ET PLANS.  THE MAP DOES NOT SHOW THE LOC
ATION OF THE OTHER SPY, NOR DOES IT REVE
AL ANYTHING ABOUT THE OTHER FLOOR OF THE
 EMBASSY (IF THERE IS ONE)...INVENTORY:.
.YOUR MISSION BEING TO ESCAPE TO THE EMB
ASSY, TOP SECRET BRIEFCASE IN HAND, IT I
S IMPORTANT TO REMEMBER THAT ALL ELSE IS
 BUT A MERE DISTRACTION.  BEFORE TIME RU
NS OUT YOU MUST MANAGE TO FIND, FILL, AN
D KEEP THE BRIEFCASE, LOCATE THE ONLY EX
IT, AND BOARD YOUR PLANE WITH ALL THE FO
LLOWING: PASSPORT, TRAVELING MONEY, THE 
KEY AND THE SECRET PLANS...IT IS HELPFUL
 TO KNOW THAT THESE ITEMS ARE NEVER FOUN
D IN ANY OF THE REMEDY LOCATIONS.  USE T
HE BRIEFCASE TO HOLD ALL THESE ITEMS.  C
ARRY THEM WITH YOU OR HIDE THEM.  THERE 
IS ONLY ONE OF EACH IN ANY GAME, PROTECT
 THE BRIEFCASE AT ALL COST.  IF AN ITEM 
IS FOUND AND YOU DO NOT POSESS THE BRIEF
CASE YOUR SPY WILL BE CARRYING A WHITE S
ATCHEL AND THE ITEM CONTAINED WILL BE FL
ASHING ON THE TRAPULATOR...EXIT:.THERE I
S ONLY ONE WAY OUT OF EACH EMBASSY BUILD
ING.  THE EXIT DOOR IS MARKED.  YOU CAN 
NOT LEAVE WITHOUT ALL OF THE REQUIRED IN
VENTORY.  THE AIRPORT SECURITY GUARD WIL
L SEE TO THAT...SPLIT LEVEL EMBASSIES:..
SOME OF THE EMBASSY BUILDINGS ARE TWO ST
ORIES HIGH.  YOUR SPY CAN CLIMB FROM FLO
OR TO FLOOR BY USING THE LADDERS.  HOLES
 IN THE FLOORS ARE OFTEN HIDDEN BY CARPE
TS.  USE THE JOYSTICK TO UNCOVER SUCH A 
OPENING, ALSO, USE THE JOYSTICK TO MOVE 
UP AND DOWN THE LADDER...LADDERS AND RUG
S..IF YOU ENTER A ROOM WITH A LADDER, YO
U CAN ACTIVATE IT BY MOVING WITHIN RANGE
 AND PRESSING THE JOYSTICK BUTTON.  PRES
SING THE JOYSTICK BUTTON ONCE WILL LOWER
 THE LADDER TO GROUND LEVEL, ENABLING YO
U TO MOVE YOUR SPY UP THE LADDER TO THE 
UPPER FLOOR.  IF YOU DO NOT PUSH YOUR SP
Y UP THE LADDER BUT PUSH THE JOYSTICK BU
TTON A SECOND TIME, THE LADDER WILL RAIS
E BACK UP.  TO CLIMB UP OR DOWN, TAP YOU
R JOYSTICK IN THE APPROPRIATE DIRECTION.
  THE SPY WILL MOVE BY HIMSELF.  DO NOT 
KEEP THE JOYSTICK FORWARD OR BACK.  IF Y
OU ENTER A ROOM WITH A RUG, STANDING WIT
HIN RANGE OF THE RUG, PRESSING THE JOYST
ICK BUTTON WILL LIFT THE RUG AND REVEAL 
A HOLE.  MOVE YOUR PLAYER OVER THE HOLE 
AND HE WILL CLIMB DOWN THE LADDER TO A L
OWER FLOOR.  YOU CAN COVER A HOLE BY STA
NDING NEAR IT AND PRESSING THE BUTTON...
BREAD CRUMBS:..YOU CAN RE-TRACE YOUR STE
PS BY USING THE SMALL CHARACTER INDICATO
RS JUST BELOW THE FRONT EDGE OF YOUR ROO
M.  THESE GUIDES (NOT AVAILABLE IN THE H
IGHER LEVELS) ACTUALLY POINT THE WAY BAC
K TO WHERE YOU HAVE JUST COME FROM!  THE
 INDICATORS AND THEIR MEANINGS ARE AS FO
LLOWS:..>  TAKE THE DOOR ON THE RIGHT TO
 GO BACK ONE ROOM..< TAKE THE DOOR ON TH
E LEFT TO GO BACK ONE ROOM..<DOWN> TAKE 
THE DOOR IN THE FRONT ROOM TO GO BACK ON
E ROOM..<UP>  TAKE THE DOOR IN THE BACK 
OF THE ROOM TO GO BACK ONE ROOM..<CIRCLE
> GO DOWN THE HOLE IN THE FLOOR TO GO BA
CK ON ROOM..<LADDER> GO UP LADDER TO GO 
BACK ONE ROOM..  THESE DOC'S ARE COURTES
Y OF EAGLE SOFT, #1 IN CRACKING GAMES!!!
!!.  THESE DOC'S WERE EXAMINED & REVISED
 BY THE DISSIDENT, #1 IN EXAMINING & REV
ISING DOC'S!!!!!.
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