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

Multiple names: S VS S II, SPY VS. SPY II D

FILE INFORMATION

FILENAME(S):
• S&nbspVS&nbspS&nbspII<br>• SPY&nbspVS.&nbspSPY&nbspII&nbspD

FILE TYPE(S): SEQ

FILE SIZE: 19.9K

FIRST SEEN: 2025-11-30 18:12:26

APPEARS ON: 2 disk(s)

FILE HASH

a19c2ad49f2e741e33c18df2ada7479a01b6aaf9dd89f97d0c602e591a23a225

FOUND ON DISKS (2 DISKS)

DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
DOX 02B S VS S II SEQ Sailor, Ganheden 24 0 DOWNLOAD FILE
WAREZ DOCS 1 5 SPY VS. SPY II D SEQ Sailor, Ganheden 33 0 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00004830: 57 20 43 4F 4E 4E 45 43  54 45 44 20 4D 41 59 20  |W CONNECTED MAY |
00004840: 42 45 0D 50 49 43 4B 45  44 20 55 50 20 28 41 53  |BE.PICKED UP (AS|
00004850: 20 49 46 20 54 48 45 59  20 57 45 52 45 20 4F 4E  | IF THEY WERE ON|
00004860: 45 20 53 45 43 54 49 4F  4E 29 20 41 4E 44 20 43  |E SECTION) AND C|
00004870: 41 52 52 49 45 44 20 4F  46 46 2C 20 54 4F 20 42  |ARRIED OFF, TO B|
00004880: 45 20 43 4F 4E 2D 0D 4E  45 43 54 45 44 20 54 4F  |E CON-.NECTED TO|
00004890: 20 54 48 45 20 54 48 49  52 44 20 53 45 43 54 49  | THE THIRD SECTI|
000048A0: 4F 4E 20 57 48 45 4E 20  49 54 20 49 53 20 4C 4F  |ON WHEN IT IS LO|
000048B0: 43 41 54 45 44 2E 0D 0D  20 20 20 20 20 20 20 20  |CATED...        |
000048C0: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
000048D0: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
000048E0: C2 45 4C 4F 57 20 45 41  43 48 20 D3 50 59 27 53  |.ELOW EACH .PY'S|
000048F0: 20 4D 4F 4E 49 54 4F 52  20 49 53 20 41 20 44 49  | MONITOR IS A DI|
00004900: 41 47 52 41 4D 20 4F 46  20 54 48 45 20 4D 49 53  |AGRAM OF THE MIS|
00004910: 53 4C 45 20 50 41 52 54  53 2E 20 C1 53 0D 59 4F  |SLE PARTS. .S.YO|
00004920: 55 20 50 49 43 4B 20 55  50 20 41 20 53 45 43 54  |U PICK UP A SECT|
00004930: 49 4F 4E 28 53 29 2C 20  49 54 20 57 49 4C 4C 20  |ION(S), IT WILL |
00004940: 46 4C 41 53 48 20 4F 4E  20 41 4E 44 20 4F 46 46  |FLASH ON AND OFF|
00004950: 20 49 4E 20 54 48 45 20  44 49 41 47 52 41 4D 2E  | IN THE DIAGRAM.|
00004960: 0D 0D 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |..              |
00004970: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00004980: 20 20 20 20 20 20 20 20  20 20 0D 20 20 20 20 20  |          .     |
00004990: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
000049A0: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
000049B0: 20 20 20 CC CF D3 C9 CE  C7 20 D4 C8 C5 20 C7 C1  |   ...... ... ..|
000049C0: CD C5 0D 20 20 20 20 20  20 20 20 20 20 20 20 20  |...             |
000049D0: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
000049E0: 20 20 20 20 20 20 20 20  20 20 20 0D 20 20 20 20  |           .    |
000049F0: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00004A00: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00004A10: 20 20 20 20 C4 45 41 54  48 20 41 4E 44 20 D3 54  |    .EATH AND .T|
00004A20: 52 45 4E 47 54 48 3A 0D  20 20 20 20 20 20 20 20  |RENGTH:.        |
00004A30: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00004A40: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00004A50: C1 53 20 4D 45 4E 54 49  4F 4E 45 44 20 50 52 45  |.S MENTIONED PRE|
00004A60: 56 49 4F 55 53 4C 59 2C  20 4D 41 4E 59 20 41 43  |VIOUSLY, MANY AC|
00004A70: 54 49 4F 4E 53 20 43 41  4E 20 4C 4F 57 45 52 20  |TIONS CAN LOWER |
00004A80: 4F 4E 45 27 53 20 53 54  52 45 4E 47 54 48 2C 0D  |ONE'S STRENGTH,.|
00004A90: 53 55 43 48 20 41 53 3A  20 53 57 49 4D 4D 49 4E  |SUCH AS: SWIMMIN|
00004AA0: 47 20 49 4E 20 54 48 45  20 4F 43 45 41 4E 2C 20  |G IN THE OCEAN, |
00004AB0: 43 4F 4D 42 41 54 2C 20  41 4E 44 20 42 45 49 4E  |COMBAT, AND BEIN|
00004AC0: 47 20 43 41 55 47 48 54  20 49 4E 20 41 0D 54 52  |G CAUGHT IN A.TR|
00004AD0: 41 50 2E 20 C5 41 43 48  20 D3 50 59 20 53 54 41  |AP. .ACH .PY STA|
00004AE0: 52 54 53 20 57 49 54 48  20 4F 4E 45 20 48 55 4E  |RTS WITH ONE HUN|
00004AF0: 44 52 45 44 20 55 4E 49  54 53 20 4F 46 20 53 54  |DRED UNITS OF ST|
00004B00: 52 45 4E 47 54 48 20 41  53 20 49 4E 44 49 2D 0D  |RENGTH AS INDI-.|
00004B10: 43 41 54 45 44 20 42 59  20 54 48 45 20 22 D3 54  |CATED BY THE ".T|
00004B20: 52 45 4E 47 54 48 20 CD  45 54 45 52 22 2E 20 C9  |RENGTH .ETER". .|
00004B30: 46 20 59 4F 55 20 4C 4F  53 45 20 54 48 45 20 46  |F YOU LOSE THE F|
00004B40: 55 4C 4C 20 4F 4E 45 20  48 55 4E 44 52 45 44 0D  |ULL ONE HUNDRED.|
00004B50: 55 4E 49 54 53 20 4F 46  20 53 54 52 45 4E 47 54  |UNITS OF STRENGT|
00004B60: 48 2C 20 59 4F 55 20 57  49 4C 4C 20 44 49 45 20  |H, YOU WILL DIE |
00004B70: 41 4E 44 20 54 48 45 20  47 41 4D 45 20 49 53 20  |AND THE GAME IS |
00004B80: 4F 56 45 52 20 46 4F 52  20 59 4F 55 2E 20 54 48  |OVER FOR YOU. TH|
00004B90: 49 53 20 49 53 0D 52 45  50 52 45 53 45 4E 54 45  |IS IS.REPRESENTE|
00004BA0: 44 20 42 59 20 41 20 54  4F 4D 42 53 54 4F 4E 45  |D BY A TOMBSTONE|
00004BB0: 20 41 50 50 45 41 52 49  4E 47 20 57 48 45 52 45  | APPEARING WHERE|
00004BC0: 20 59 4F 55 20 44 49 45  44 2C 20 4F 52 20 49 46  | YOU DIED, OR IF|
00004BD0: 20 41 54 20 53 45 41 2C  0D 41 49 52 20 42 55 42  | AT SEA,.AIR BUB|
00004BE0: 42 4C 45 53 20 42 52 49  45 46 4C 59 20 41 50 50  |BLES BRIEFLY APP|
00004BF0: 45 41 52 20 4F 56 45 52  20 54 48 45 20 57 41 54  |EAR OVER THE WAT|
00004C00: 45 52 2E 20 D7 48 45 4E  20 59 4F 55 52 20 53 54  |ER. .HEN YOUR ST|
00004C10: 52 45 4E 47 54 48 20 47  45 54 53 0D 44 41 4E 47  |RENGTH GETS.DANG|
00004C20: 45 52 4F 55 53 4C 59 20  4C 4F 57 20 59 4F 55 20  |EROUSLY LOW YOU |
00004C30: 43 41 4E 20 53 4C 4F 57  4C 59 20 42 55 49 4C 44  |CAN SLOWLY BUILD|
00004C40: 20 49 54 20 42 41 43 4B  20 55 50 20 42 59 20 41  | IT BACK UP BY A|
00004C50: 56 4F 49 44 49 4E 47 0D  43 4F 4D 42 41 54 20 54  |VOIDING.COMBAT T|
00004C60: 41 4E 44 20 54 52 41 50  53 2E 20 C9 46 20 41 20  |AND TRAPS. .F A |
00004C70: 53 50 59 20 44 49 45 53  20 41 54 20 53 45 41 20  |SPY DIES AT SEA |
00004C80: 43 41 52 52 59 49 4E 47  20 4F 4E 45 20 4F 52 20  |CARRYING ONE OR |
00004C90: 4D 4F 52 45 20 4F 46 20  54 48 45 0D 4D 49 53 53  |MORE OF THE.MISS|
00004CA0: 49 4C 45 20 50 41 52 54  53 2C 20 54 48 4F 53 45  |ILE PARTS, THOSE|
00004CB0: 20 50 41 52 54 53 20 57  49 4C 4C 20 20 42 45 20  | PARTS WILL  BE |
00004CC0: 52 41 4E 44 4F 4D 4C 59  20 57 41 53 48 45 44 20  |RANDOMLY WASHED |
00004CD0: 55 50 20 4F 4E 54 4F 20  4F 4E 45 20 4F 46 20 54  |UP ONTO ONE OF T|
00004CE0: 48 45 20 20 20 20 20 20  20 20 20 20 42 45 41 43  |HE          BEAC|
00004CF0: 48 45 53 0D 0D 0D D7 C9  CE CE C9 CE C7 20 D4 C8  |HES.......... ..|
00004D00: C5 20 C7 C1 CD C5 0D D4  48 45 52 45 20 49 53 20  |. ......HERE IS |
00004D10: 4F 4E 4C 59 20 4F 4E 45  20 57 41 59 20 4F 46 46  |ONLY ONE WAY OFF|
00004D20: 20 54 48 45 20 49 53 4C  41 4E 44 20 54 4F 20 54  | THE ISLAND TO T|
00004D30: 48 45 20 53 55 42 20 41  4E 44 20 59 4F 55 43 41  |HE SUB AND YOUCA|
00004D40: 4E 20 CE CF D4 0D 4C 45  41 56 45 20 57 49 54 48  |N ....LEAVE WITH|
00004D50: 4F 55 54 20 54 48 45 20  43 4F 52 52 45 43 54 4C  |OUT THE CORRECTL|
00004D60: 59 20 41 53 53 45 4D 42  4C 45 44 20 4D 49 53 53  |Y ASSEMBLED MISS|
00004D70: 49 4C 45 2E 0D 0D C2 CF  C1 D2 C4 C9 CE C7 20 D9  |ILE........... .|
00004D80: CF D5 D2 20 D3 D5 C2 CD  C1 D2 C9 CE C5 3A 0D C1  |... .........:..|
00004D90: 46 54 45 52 20 59 4F 55  20 48 41 56 45 20 43 4F  |FTER YOU HAVE CO|
00004DA0: 4D 50 4C 45 54 45 4C 59  20 41 53 53 45 4D 42 4C  |MPLETELY ASSEMBL|
00004DB0: 45 44 20 54 48 45 20 4D  49 53 53 49 4C 45 2C 20  |ED THE MISSILE, |
00004DC0: 59 4F 55 20 4D 55 53 54  20 4E 45 58 54 0D 46 49  |YOU MUST NEXT.FI|
00004DD0: 4E 44 20 59 4F 55 52 20  53 55 42 4D 41 52 49 4E  |ND YOUR SUBMARIN|
00004DE0: 45 2C 20 53 4F 4D 45 57  48 45 52 45 20 4F 46 46  |E, SOMEWHERE OFF|
00004DF0: 20 54 48 45 20 43 4F 41  53 54 20 4F 46 20 54 48  | THE COAST OF TH|
00004E00: 45 20 4D 41 49 4E 20 49  53 4C 41 4E 44 2E 0D D9  |E MAIN ISLAND...|
00004E10: 4F 55 52 20 53 55 42 4D  41 52 49 4E 45 20 57 49  |OUR SUBMARINE WI|
00004E20: 4C 4C 20 53 55 52 46 41  43 45 20 57 48 45 4E 20  |LL SURFACE WHEN |
00004E30: 59 4F 55 20 41 50 50 52  4F 41 43 48 20 57 49 54  |YOU APPROACH WIT|
00004E40: 48 20 54 48 45 20 4D 49  53 53 49 4C 45 2E 0D CC  |H THE MISSILE...|
00004E50: 4F 4F 4B 20 46 4F 52 20  59 4F 55 20 53 55 42 20  |OOK FOR YOU SUB |
00004E60: 20 41 54 20 42 4F 54 48  20 54 48 45 20 4E 4F 52  | AT BOTH THE NOR|
00004E70: 54 48 57 45 53 54 20 42  45 41 43 48 45 53 2C 0D  |THWEST BEACHES,.|
00004E80: 41 4E 44 20 57 48 45 4E  20 59 4F 55 20 53 45 45  |AND WHEN YOU SEE|
00004E90: 20 49 54 2C 20 57 41 44  45 20 4F 55 54 20 54 4F  | IT, WADE OUT TO|
00004EA0: 20 49 54 2E 20 D9 4F 55  52 20 D3 50 59 20 57 49  | IT. .OUR .PY WI|
00004EB0: 4C 4C 20 4E 4F 57 20 41  55 54 4F 4D 41 54 49 43  |LL NOW AUTOMATIC|
00004EC0: 41 4C 4C 59 20 43 4C 49  4D 42 20 41 42 4F 41 52  |ALLY CLIMB ABOAR|
00004ED0: 44 20 41 4E 44 20 53 41  49 4C 20 4F 46 46 20 49  |D AND SAIL OFF I|
00004EE0: 4E 54 4F 20 54 48 45 20  53 55 4E 53 45 54 2E 0D  |NTO THE SUNSET..|
00004EF0: 0D 0D 3D 2D 3D 3D 2D 3D  2D 3D 2D 3D 2D 3D 2D 3D  |..=-==-=-=-=-=-=|
00004F00: 2D 3D 2D 3D 2D 3D 2D 3D  3D 3D 2D 3D 2D 3D 2D 3D  |-=-=-=-===-=-=-=|
00004F10: 2D 3D 2D 3D 2D 3D 2D 3D  2D 3D 2D 3D 2D 3D 2D 3D  |-=-=-=-=-=-=-=-=|
00004F20: 2D 3D 2D 3D 2D 3D 2D 3D  2D 3D 2D 3D 2D 3D 2D 3D  |-=-=-=-=-=-=-=-=|
00004F30: 2D 3D 2D 3D 2D 3D 2D 0D  D3 50 59 20 56 53 20 D3  |-=-=-=-..PY VS .|
00004F40: 50 59 20 D4 48 45 20 C9  53 4C 41 4E 44 20 C3 41  |PY .HE .SLAND .A|
00004F50: 50 45 52 20 44 4F 43 55  4D 45 4E 54 41 54 49 4F  |PER DOCUMENTATIO|
00004F60: 4E 20 50 52 4F 56 49 44  45 44 20 42 59 20 D2 C1  |N PROVIDED BY ..|
00004F70: C3 C5 D2 20 D8 21 21 21  21 0D C3 CF D0 C9 C5 C4  |... .!!!!.......|
00004F80: 20 D2 C9 C7 C8 D4 20 31  39 38 35 0D              | ..... 1985.    |
.1.65.1.80.1SPY VS. SPY: THE ISLAND CAPE
R IS THE SEQUEL TO FIRST STAR'S.BEST SEL
LING MAD MAGAZINE'S OFFICIAL SPY VS. SPY
. THIS ACTION STRATEGY GAME FEATURES BOT
H SPIES PARACHUTING ONTO A TROPICAL.ISLA
ND WITH AN ACTIVE VOLCANO IN A DESPERATE
 RACE TO FIND THE BURIED.PARTS OF A MISS
ILE.  IN THIS GAME, PLAYERS CONSTRUCT TH
EIR OWN BOOBY TRAPS IN AN ATTEMPT TO ELI
MINATE THE OTHER SPY FROM THE SEARCH... 
                                       C
REATED BY ANTONIO PROPHIAS, THE AGENTS I
N BLACK & WHITE FIRST APPEARED IN MAD MA
GAZINE IN 1960.  THE ANTICS OF THESE AGE
NTS OF ABSURDITY HAVE BEEN ENJOYED BY MI
LLIONS IN PAPERBACK AS WELL SINCE 1972..
.                                       
 MISSION OBJECTIVE:.                    
                    YOUR MISION, SHOULD 
YOU CHOOSE TO ACCEPT IT, IS TO FIND AND 
RECOVER.ALL THREE PARTS OF THE TOP SECRE
T XJ4 1/2 MISSILE.  OF COURSE, THE.MISSI
LE PARTS ARE LOCATED ON SPY ISLAND, A DE
SERTED (EXCEPT FOR YOUR.OPPONENT AND THE
 SHARDS) TROPICAL ISLAND IN THE MIDDLE O
F NOWHERE..NOT ONLY MUST YOU LOCATE ALL 
THREE PARTS OF THE MISSILE, BUT YOU.MUST
 FULLY ASSEMBLE IT BEFORE BEING ABLE TO 
TRANSPORT IT OFF THE ISLAND.VIA YOUR SUB
MARINE. BY THE WAY, THERE IS ALSO AN ACT
IVE VOLCANO ON THE ISLAND SO YOU WON'T H
AVE TOO MUCH TIME..                     
                   .                    
                    AS YOU ATTEMPT TO RE
COVER THE PARTS AND ASSEMBLE THE MISSILE
, YOUR.OPPONENT WON'T BE TAKING A SIESTA
. AFTER ALL, YOUR OPPONENT IS THERE.FOR 
THE SAME REASON YOU ARE, AND THERE ARE O
NLY THREE PARTS FOR THE.ONE MISSILE..   
                                     .  
                                      TO
 AID YOU IN YOUR MISSION, YOUR COUNTRY, 
AT GREAT EXPENSE HAS PRO-.VIDED YOU WITH
 THE ULTIMATE TOOL IN SPY TECHNOLOGY, TH
E ALL-ON-ONE,.MULTI-PURPOSE, SUPER-DUPER
 ISLAND TRAPULATOR.  THIS NIFTY LITTLE.G
ADGET COMES COMPLETE WITH A COMPUTER-GEN
ERATED MAPPING.SYSTEM AND A FEW DEVIOUS 
ITEMS FOR BUILDING NAST LITTLE TRAPS THA
T.CAN SURPRISE YOUR OPPONENT (OR YOURSEL
F IF YOU'RE NOT CAREFUL). OF.COURSE, YOU
R OPPONENT IS EQUALLY WELL EQ UIPPED WIT
H THE SAME STATE.OF THE ART TECHNNOLOGY.
.                                       
 .                                      
  .                                     
   CONTROLS:.                           
             .                          
              MOVEMENT.                 
                       IMAGINE THE LANDS
CAPE OR AREAS WITHIN THE MONITORS TO  BE
 A.3 DIMENSIONAL PERSPECTIVE. MOVING THE
 JOYSTIC UP (AWAY FROM.YOU) OR DOWN (TOW
ARDS YOU) WILL SEND YOUR PLAYER TO THE.B
ACKGROUND OR FOREGROUND OF THE PARTICULA
R AREA THAT YOU ARE CUR-.RENTLY VIEWING.
  MOVEING THE JOYSTICK TO THE RIGHT OR L
EFT WILL SEND.THE PLAYER TO THE RIGHT OF
 LEFT OF THE AREA RESPECTIVELY.  IF YOU 
SHOULD.MOVE YOUR PLAYER TO THE EXTREME R
IGHT OR LEFT OF THE AREA IN VIEW,.THIS A
REA WILL SCROLL TO REVEAL THE NEXT SECTI
ON OF THE LANDSCAPE..ALSO, NOTE THAT ALO
NG THE BACK 'WALL' OF THE AREA IN VIEW T
HERE MAY.BE GAPS IN THE BACKGROUND GRAPH
ICS THAT YOUR SPY CAN FIT THROUGH..ALSO 
ALONG THE FOREGROUND EDGE YOU MAY SEE GA
PS IN THE BLACK.FOREGROUND BORDER THAT T
HE SPY CAN ALSO FIT THROUGH.  THINK OF T
HESE.GAPS AS PASSAGEWAYS THAT WILL ALLOW
 YOU TO MOVE NORTH AND SOUTH.ON THE ISLA
ND SUCH AS SCROLLING RIGHT AND LEFT ALLO
WS YOU TO MOVE EAST AND WEST..          
                              .         
                               OBJECT MA
NIPULATION:.                            
            FIRST, MOVE WITHIN RANGE OF 
ANY OBJECT OR MOUND OF SAND (REPRE-.SENT
ED BY THREE SMALL, WHITE TRIANGLES). THE
N PRESS THE JOYSTICK.BUTTON. ANY OBJECT 
FOUND CAN BE LIFTED. THE SMALL MOUNDS OF
 SAND.MAY REVEAL ONE OF THE HIDDEN ITEMS
 YOU ARE LOOKING FOR. IF YOU'RE.NOT SO L
UCKY, IT WILL ACTIVATE A BOOBY TRAP, BLO
WING YOU TO.SMITHEREENS.................
.................................       
                                 .      
                                  KEYS A
ND THEIR FUNCTIONS:.                    
                    .                   
                     F5              RET
URN TO OPTION SCREEN.                   
                     RUN/STOP        TO 
PAUSE GAME PLAY.                        
                SPACE BAR       PRESS TO
 START GAME..                           
             .                          
              .                         
               TRAPULATOR:.             
                           THE TRAPULATO
R (STATE OF THE ART IN SPY TECHNOLOGY) A
LLOWS YOU TO.STORE AND USE VARIOUS TITEM
S AND TOOLS NECESSARY FOR COMPLETING YOU
R.MISSION OBJECTIVES..                  
                      .                 
                       INVENTORY:.      
                                  LOOKIN
G AT YOUR TRAPULATOR WILL INFORM YOU AS 
TO THE STATUS OF YOUR.INVENTORY. A LIT L
.E.D. NEXT TO AN INDICATOR BUTTON MEANS 
YOU HAVE.IN YOUR INVENTORY AT LEAST ONE 
OF THOSE ITEMS. IF YOU FIND AN ITEM ON.T
HE ISLAND THAT IS REPRESENTED BY AND IND
ECATOR BUTTON YOU MAY PICK.THAT ITEM UP 
BY STANDING OVER IT AND PRESSING THE JOY
STICK BUTTON.ONCE BRIEFLY.  THEN BY PRES
SING THE JOYSTICK BUTTON BRIEFLY AGAIN I
T.WILL  BE STORED IN YOUR TRAPULATOR FOR
 FUTURE USE...                          
              .                         
               GUN:.                    
                    IF YOU FIND THE GUN 
YOUCAN SHHOT YOUR OPPONENT, CAUSING HIM 
TO.LOSE SOME STRENGTH AND MOMENTARILY SP
INNING HIM OUT OF CONTROL..WHILE YOU ARE
 IN THE SAME SCREEN HE IS IN, POINT THE 
GUN IN THE DIREC-.TON OF YOUR OPPONENT A
ND LINE YOUR SPY UP WITH HIMNM, THEN SHO
OT..THIS IS DONE BY FIRST DEPRESSING THE
 JOYSTICK BUTTON AND THEN (WHILE.HOLDIN 
DOWN THE BUTTON) PULLING THE JOYSTICK FO
RWARD. SOME BULLETS.ARE DUDS AND THE GUN
 IS NOT ALWAYS FULLY LOADED!..          
                              GAME ELEME
NTS:.                                   
     .                                  
      .                                 
       NATURAL HAZARDS.                 
                       .                
                        VOLCANO:.       
                                 THE DIG
ITAL CLOCK LOCATED IN THE CONTROL PANEL 
ON THE RIGHT OF THE.TRAPULATOR, INDICATE
S THE AMOUNT OF TIME REMAINING BEFORE TH
E.VOLCANO ERUPTS. IF THE VOLCANO ERUPTS 
BOTH SPIES LOSE THE GAME.AND THE ISLAND 
WILL BE COVERED WITH LAVA..QUICKSAND .  
                                      . 
                                       W
HEN EXPLORING THE ISLAND YOU WILL SEE DA
RK PATCHES OF SAND WHICH.ARE Q UICKSAND.
 IF YOUR SPY GETS TRAPPED IN THE QUICKSA
ND, USE THE.TECHNIQUES RECOMMENDED BY MO
ST SURVIVORS, WHICH IS MOVING YOUR.JOYST
ICK UP AND DOWN OR TWIRLING IT IN TA CIR
CULAR MOTION RAPIDLY WHILE.TRYING TO MOV
E YOUR SPY TO THE EDGE OF THE QUICKSAND.
 FALLING INTO.THE QUICKSAND WILL COST YO
U PRECIOUS STRENGTH, LOTS OF TIME TRYING
 TO.GET OUT AND ALSO MAKE YOU A 'SITTING
 DUCK' IF YOUR OPPONENT IS IN THE NEIGHB
ORHOOD..                                
        .                               
         DROWNNING:.                    
                    THE HIGH SEAS HAVE T
AKEN THEIR TOOL OF UNWARY SPIES WHO HAVE
.WANDERED OFF THE ISLAND JETTIES. SPIES 
JUST AREN'T GOOD SWIMMERS..STAYING IN DE
EP WATER WILL DRAIN YOUR STRENGTH VERY Q
UICKLY...                               
         SHARK ATTACK:.                 
                       .                
                        IF YOU DON'T DRO
WN WHILE YOU'RE IN THE OCEAN, THE SHARKS
 WILL PROB-.ABLY GET YOU. THE GREEN GILL
ED MUD SHARKS (NATIVE TO THEESE WATERS).
USUALLY LIKE A FEW APPETIZERS BEFORE CHO
WING DOWN TO THEIR MAIN.COURSE. AS THE S
HARKS BEGIN TO NIBBLE ON YOUR SPY, YOUR 
S@PY WILL BE.BRIEFLY TUGGED UNDER WATER.
 THIS MAY HAPPEN TWO OR THREE TIMES.(YOU
 MAY ALSO SEE A FIN). IF YOU HAVE ENOUGH
 ENERGY RENMAINING IT IS.SUGGESTED THAT 
YOU MOVE WITH GREAT SPEED TO THE NEAREST
 SHORE,.OTHERWISE YOUR SPY MAY NOT COME 
BACK UP AFTER THE NEXT TUG...           
                             .          
                              HAND-TO-HA
ND-COMBAT (SWORD FIGHT).                
                        .               
                         THECOMBAT MODE 
EXISTS ONLY WHEN THE FOLLOWING TWO SITUA
TIONS.OCCUR: (1) BOTH SPIES ENTER THE SA
ME PART OF THE ISLAND AND.SIMULVISION EN
DS. THE SPY THAT ENTERED THE COMMON AREA
 AP-.PEARS ON THE SAME SCREEN AS THE SPY
 THAT WAS ALREADY THERE. (2).BOTH SPIES 
ARE WITHIN COMBAT RANGE OF EACH OTHER. T
HIS DISTANCE IS.EQUAL TO TWO TIMES THE W
IDTH OF YOUR AVERAGE.SPY. WHEN YOU ARE.W
ITHIN COMBAT RANGE, HOLDING YOUR JOYSTIC
K BUTTON WILL PRODUCE.A SWORD IN YOUR SP
Y'S HAND. CONTINUE TO HOLD THE JOYSTICK 
BUTTON.DOWN AND MOVE THE JOYSTIVCK. YOUR
 SPY WILL NOW SWING THE SWORD.AROUND, JA
BBING YOUR OPPONENT IF HE IS WITHIN STRI
KING DISTANCE....TO SMASH YOUR OPPONENT 
ON THE HEAD, THE BUTTON IS HELD DOWN.WHI
LE THE JOYSTICK IS MOVED FROM THE UP POS
ITION TO THE DOWN.POSITION (SWING THE SW
ORD DOWNWARD). TO SSTAB, MOVE THE.JOYSTI
CK FROM LEFT TO RIGHT (OR RIGHT TO LEFT,
 DEPENDING ON WHICH.WAY THE SPY IS FACIN
G). WHEN THE JOYSTICK BUTTON IS FIRST.PU
SHED DOWN, THE SPY WILL AUTOMATICALLY FA
CE HIS OPPONENT,.REGARDLESS OF WHICH WAY
 HE WAS FACING OR MOVING. TO MOVE YOUR.S
PY DURING COMBAT, RELEASE THE BUTTON AND
 MOVE AS NORMAL.  HITTING.THE OTHER SPY 
WEAKENS HIM, AND ABOUT 33 SOLID BLOWS DE
LIVERED IN.RAPPID SUCCESSION, ARE NEEDED
 TO KILL HIM IF HE STARTED COMBAT WITH.1
00% OF HIS STRENGTH..                   
                     NOTE:.             
                           WHEN YOU ARE 
WITHING COMBAT RANGE OF YOUR OPPONENT, Y
OU WILL.NOT BE ABLE TO ACCESS YOUR TRAPU
LATOR, OR SET ANY TRAPS UNTIL COMBAT.MOD
E ENDS. COMBAT MODE ENDS WHEN ONE OF THE
 FOLLOWING OCCURS:.1. A SPY IS TEMPORARI
LY DISABLED GETTING CAUGHT BY A TRAP..2.
 A SPY MOVES OUT OF RANGE OF COMBAT (RUN
S AWAY).3  A SPY DIES (SEE DEATH)...MAN-
MADE BOOBY-TRAPS...AS YOU MOVE THROUGHOU
T THE ISLANDS YOU MAY SELECT ANY OF THE.
BOOBY-TRAPS. THE BOOBY-TRAP ARSENAL CONT
AINS: COCONUT BOMBS,.NAPALM, ROPE SNARES
 AND A SHOVEL FOR DIGGING PUNJI PITS...S
PIES CAN CARRY TRAPS, PLACING THEM WHERE
 THEY WISH WHEN THEY ARE.READY...1. PRES
S THE JOYSTICK BUTTON...TWICE! YOU HAVE 
JUST.ACCESSED THE TRAPULATOR. OBSERVE TH
E INDICATOR LIGHTS ON.THE RIGHT OF THE I
CONS...2. MOVE ABOUT THE TRAPULATOR USIN
G THE JOYSTICK CONTROLS.LISTEN FOR THE B
ELL.3. INDICATE THE BOOBY-TRAP OF YOUR C
HOICE THEN PRESS THE.                   
                     JOYSTICK BUTTON TO 
SELECT IT. THE BOOBY-TRAP IS NOW HELD.4.
 POSITION THE SPY AT THE HIDING PLADE YO
U HAVE SELECTED..5. FIRST, PRESS THE JOY
STICK BUTTON. NEXT, (KEEPING THE.BUTTON 
DEPRESSED) PULL THE JOYSTICK FORWARD. TH
E BOOBY-.TRAP WILL DISAPPEAR AND YOU WIL
L HEAR THE "WHOOSH" AS IT IS BURIED.IN T
HE SAND...                              
          ONCE A TRAP HAS  BEEN SET, EIT
HER SPY CAN SET IT OFF!.TO ADD INSULT TO
 INJURY, WHEN A PLAYER SETS OFF A TRAP, 
HE GETS.ZAPPED WHILE THE OTHER SPY LAUGH
S HYSTERICALLY...                       
                 .                      
                  SNARES:.              
                          .             
                           SET THIS TRAP
 BY SELECTION THE ROPE FROM YOUR TRAPULA
TOR. WHILE IT IS.IN YOUR SPY'S HAND, CLI
MB A FOREGROUND TREE. CLIMB A TREE BY.PU
SHING YOUR SPY AGAINST THE SIDE OF A FOR
EGROUND TREE, AND HOLDING.HIM THERE MOME
NTARILY. YOUR SPY WILL THEN AUTOMATICALL
Y TIE ONE.END OF THE ROPE TO THE TOP OF 
THE TREES AND STRETCH THE OTHER END TO.T
HE GROUND. YOU CAN NOW MOVE YOUR SPY IN 
A SMALL RADIUS AROUND.THE TREE. WHEN YOU
 READCH THE LOCATION WHERE YOU WISH TO D
ROP THE.SNARE'S NOOOSE, HOLD THE JOYSTIC
K BUTTON DOWN AND PULL BACK.ON THE JOYST
ICK. ANY PLAYER WALKING OVER THE SNARE'S
 NOOSE WILL.BE SNAGGED AND LIFTED INTO T
HE TREE, BEING TEMPORARILY DISABLED, LOS
-.ING STRENGTH, AND DROPPING ANY MISSILE
 SECTIONS BEING CARRIED..THE NOOSE IS IN
VISIBLE ONCE BURIED. THIS TRAP CAN NOT B
E SET WHEN.BOTH SPIES ARE IN THE SAME SC
REEN/SECTION OF THE ISLAND...           
                             .          
                              OPEN PITS:
.                                       
 .                                      
  SRET THIS TRAP BY PICKING UP THE SHOVE
L WHEREVER YOCAN FIND IT-.EITHERE ON YOU
R TRAPULATOR OR ON THE GROUND. WALK TO A
N UNCLUTTERED.AREA WHERE YOU WISH TO DIG
 YOUR PIT. WITH THE SHOVEL IN YOUR SPY'S
.HAND HOLD THE JOYSTICK BUTTON DOWN AND 
PULL BACK ON THE.JOYSTICK..YOUR SPY WILL
 NOW DIG A PIT. WHAT FINALLY REMAINS IS 
A .LARGE GAPING HOLE. ALTHOUGH EASY TO A
VOID, FALLING INTO THIS HOLE WILL COST Y
OU TIME AND STRENGTH..                  
                      .                 
                       .                
                        PUNJI PITS:.    
                                    .   
                                     PLA
CING A SHARPENED STAKE AT THE BOTTON OF 
THE PIT WILL MAKE AN.EVEN MORE DEADLY TR
AP. FIND A WOODEN STAKE AND PICK IT UP. 
WITH A.WOODEN STAKE IN YOUR HAND WALK OV
ER TO THE PIT, AS YOU BEGIN TO GO.OVER T
HE PIT, YOUR SPY WILL AUTOMATICALLY PLAC
E THE STAKE AT THE BOT-.TOM OF THE PIT A
ND THEN COVER IT WITH DIRT, HIDING IT CO
MPLETELY FROM.SIGHT. ANY UNWARY SPY WHO 
WALKS OVER THIS AREA IS SURE TO FALL IN.
.NOTE THEY DON'T MAKE SHOVELS LIKE THEY 
USED TO. EACH SHOVEL IS ONLY.CAPABLE OF 
DIGGING 8 PITS BEFORE BREAKING...       
                                 .      
                                  NAPALM
:.                                      
  .                                     
   THIS IS THE SINGLE MOST DEADLY TRAP. 
GO TO THE AREA IN WHICH YOU.WISH TO PLAC
E THE TRAP. SELECT THE FAUCET FROM YOUR 
TRAPULATOR. NEXT.HOLD THE JOYSTICK BUTTO
N DOWN AND PULL BACK THE JOYSTICK..YOUR 
SPY WILL NOW BURY A NAPALM CANNISTER THA
T WILL TORCH ANY UN-.WARY SPY WHO HAPPEN
S TO WALK OVER IT OR TRIES TO DIG IT UP.
 THE UN-.WARY SPY WILL BE TEMPORARILY RE
DUCED TO ASHES AND DROP ANY MISSILE.PART
 HE WAS CARRYING..                      
                  .                     
                   .                    
                    COCONUT GASOLINE BOM
B.                                      
  .                                     
   YOU WILL FIND AN ABUNDANCE OF COCONUT
S ON THESE ISLANDS. COMBINE.THESE WITH G
ASOLINE AND YOU MAKE A BOMB. YOU START E
ACH LEVEL.EQUIPPED WITH A  FEW COCONUTS 
IN YOUR TRAPULATOR; YOU CAN GET MORE.BY 
FINDING THEM ON THE ISLAND. BY BURYING T
HESE COCONUTS IN THE.GROUND, THEY BECOME
 A VERY EFFECTIVE LAND MINE. THE UNWARY 
SPY.THAT STEPS ON THE COCONUT BOMB WILL 
BE TEMPORARILY REDUCED TO.ASHES AND DROP
 ANY MISSLE PARTS HE WAS CARRYING. TO SE
T THE TRAP,.SELECT A COCONUT FROM YOUR T
RAPULATOR. HOLD DOWN THE JOYSTICK.BUTTON
 AND PULL BACK THE JOYSTICK. YOUR SPY WI
LL THEN AUTO-.MATICALLY FILL THE COCONUT
 WITH GASOLINE AND BURY THE BOMB IN THE.
GROUND. AFTER SELECTION A COCONUT BOMB F
ROM YOUR TRAPULATOR YOU.CAN ABORT SETTIN
G IT AS A TRAP. BY PUTTING THE COCONUT B
ACK IN YOUR.TRAPULAOTR YOU CAN SAVE IT F
OR FOR LATER: DO THIS BY PRESSING THE.JO
YSTICK BUTTON ONCE BRIEFLY (WITHOUT PULI
NG BACK ON THE JOYSTICK)..              
                          NOTE:.        
                                IF YOU R
UN OUT OF GASOLINE YOUR SPY WILL STILL  
BURY THE COCONUTS BUT.THEY WILL  BE DUDS
. YOU CAN SAFELY DIG UP BURIED EMPTY COC
ONUTS.AND STORE THEM BACK IN YOUR TRAPUL
ATOR. KEEP AN EYE ON THE.GASOLINE GAUGE 
IN THE LOWER LEFT HAND CORNER OF YOUR TR
APULATOR..WHEN YOUR GAUGE GOES DOWN YOU 
CAN REFILL YOUR TRAPULATOR.WITH GAS BY F
INDING THE PLANE WRECK ON THE ISLAND. PU
SH YOUR SPY.AGAINST HE PLANE FOR A FEW S
ECONDS AND PUSH THE JOYSTICK.BUTTON YOUR
 SPY WILL THEN GILL THE TRAPULATOR GAUGE
 WITH GAS...                            
            HINT:.                      
                  COCONUT BOMBDS, SNAMRE
S AND NAPALM CAN BE PLACED ON TOP OF BUR
IED.MISSILE PARTS..                     
                   .                    
                    .                   
                     READING THE MAP:.  
                                      . 
                                       A
NYTIME YOU WISH (EXCEPT WHEN BOTH SPIES 
ARE IN THE SAME SCREEN).YOU CAN READ YOU
R MAP. TO READ YOUR MAP, FIRST ACCESS YO
UR.TRAPULATOR BY PRESSING YOUR JOYSTICK 
BUTTON TWICE Q UICKLY,.NEXT BY MOVING YO
UR JOYSTICK UP AND DOWN, LIGHT UP THE L.
E.D..ALONGSIDE THE MAP BUTTON, THEN PRES
S THE JOYSTICK BUTTON ONCE AGAIN..YOUR M
AP WILL NOW UNFOLD WITHIN YOUR MONITOR. 
ON YOUR MAP YOU.WILL SEE THE FILLOWING:.
                                        
.                                       
 1. A FLASHING QUADRANT WHERE YOU ARE CU
RRENTLY LOCATED.2. A DOTTED LINE SHOWING
 THE LAST SEVERAL QUADRANTS THAT YOU WAL
KED.   THROUGH..                        
                3. A FEW QUADRANTS CONTA
INING SMALL WHITE SQUARES REPRESENTING T
HE.   LOCATIONS OF THE MISSILE SECTIONS.
                                        
   .                                    
    .                                   
     ISLAND(S):.                        
                DEPENDING ON THE PARTICU
LAR LEVEL SELECTED, THE SIZE (HOW MANY.D
IFFERENT SECTORS) AND LAYOUT (OBJECTS FO
UND ON THE ISLAND) OF THE.ISLAND CHANGE.
.                                       
 .                                      
  ALSO IN LEVELS 5 AND 6 THERE ARE TWO I
SLANDS! TRAVEL BETWEEN THE TWO..        
                                ISLANDS 
MAY BE NECESSARY TO WIN THE GAME, BUT BE
 CAREFUL-THE.WATERS MAY BE SHARK INFESTE
D (SEE SHARK ATTACKS) AND THERE IS ONLY.
ONE WYA TOCROSS OVER..                  
                      .                 
                       MISSILE CONSTRUCT
ION:.                                   
     YOUR MISSION BEING TO ESCAPR THE IS
LAND, FULY ASSEMBLED MISSLE IN.HAND, IT 
IS IMPORTANT TO REMEMBER THAT ALL ELSE I
S BUT A MERE DISTRAC-.TION. BEFORE TIME 
RUNS OUT YOU MUST MANAGE TO FIND AND ASS
EMBLE.THE MISSILE COMPONENTS IN SEQUENCE
, LOCATE THE ONLY EXIT AND BOARD.YOUR SU
B..                                     
   .                                    
    THE MISSILE IS IN 3 PIECES BUT YOU C
AN ONLY CARRY ONE SECTION OF IT AT A.TIM
E, UNLESS TWO OR MORE SECTIONS HAVE BEEN
 CONNECTED IN S SE-.QUENCE. TO ASSEMBLE 
TWO MISSILE SECTIONS TOGETHER DO THE FOL
LOWING:.FIND ANY ONE OF THE THREE MISSIL
E SECTIONS. WHILE YOU ARE CARRYING.THIS 
SECTION, FIND THE NEXT ADJOINING MISSILE
 SECTION. IF FOR INSTANCE.YOU HAVE FIRST
 FOUND THE TAIL SECTION CONNECT THIS TO 
THE CENTER SEC-.TION NEXT. DO THIS BY FI
RST STANDING OVER THE SECOND SECTION (AS
 LONG.AS IT IS NOT BURIED). NEXT HOLDING
 THE JOYSTICK BUTTON DOWN.AND PULLING BA
CK ON THE JOYSTICK THE SECTION IN YOUR S
PY'S HAND.WILL DROP TO THE GROUND AND AU
TOMATICALLY CONNECT ITSELF TO THE SE-.CO
ND SECTION. THE TWO SECTIONS THAT ARE NO
W CONNECTED MAY BE.PICKED UP (AS IF THEY
 WERE ONE SECTION) AND CARRIED OFF, TO B
E CON-.NECTED TO THE THIRD SECTION WHEN 
IT IS LOCATED...                        
                BELOW EACH SPY'S MONITOR
 IS A DIAGRAM OF THE MISSLE PARTS. AS.YO
U PICK UP A SECTION(S), IT WILL FLASH ON
 AND OFF IN THE DIAGRAM...              
                          .             
                           LOSING THE GA
ME.                                     
   .                                    
    DEATH AND STRENGTH:.                
                        AS MENTIONED PRE
VIOUSLY, MANY ACTIONS CAN LOWER ONE'S ST
RENGTH,.SUCH AS: SWIMMING IN THE OCEAN, 
COMBAT, AND BEING CAUGHT IN A.TRAP. EACH
 SPY STARTS WITH ONE HUNDRED UNITS OF ST
RENGTH AS INDI-.CATED BY THE "STRENGTH M
ETER". IF YOU LOSE THE FULL ONE HUNDRED.
UNITS OF STRENGTH, YOU WILL DIE AND THE 
GAME IS OVER FOR YOU. THIS IS.REPRESENTE
D BY A TOMBSTONE APPEARING WHERE YOU DIE
D, OR IF AT SEA,.AIR BUBBLES BRIEFLY APP
EAR OVER THE WATER. WHEN YOUR STRENGTH G
ETS.DANGEROUSLY LOW YOU CAN SLOWLY BUILD
 IT BACK UP BY AVOIDING.COMBAT TAND TRAP
S. IF A SPY DIES AT SEA CARRYING ONE OR 
MORE OF THE.MISSILE PARTS, THOSE PARTS W
ILL  BE RANDOMLY WASHED UP ONTO ONE OF T
HE          BEACHES...WINNING THE GAME.T
HERE IS ONLY ONE WAY OFF THE ISLAND TO T
HE SUB AND YOUCAN NOT.LEAVE WITHOUT THE 
CORRECTLY ASSEMBLED MISSILE...BOARDING Y
OUR SUBMARINE:.AFTER YOU HAVE COMPLETELY
 ASSEMBLED THE MISSILE, YOU MUST NEXT.FI
ND YOUR SUBMARINE, SOMEWHERE OFF THE COA
ST OF THE MAIN ISLAND..YOUR SUBMARINE WI
LL SURFACE WHEN YOU APPROACH WITH THE MI
SSILE..LOOK FOR YOU SUB  AT BOTH THE NOR
THWEST BEACHES,.AND WHEN YOU SEE IT, WAD
E OUT TO IT. YOUR SPY WILL NOW AUTOMATIC
ALLY CLIMB ABOARD AND SAIL OFF INTO THE 
SUNSET....=-==-=-=-=-=-=-=-=-=-===-=-=-=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-.
SPY VS SPY THE ISLAND CAPER DOCUMENTATIO
N PROVIDED BY RACER X!!!!.COPIED RIGHT 1
985.
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