SPY VS SPY
FILE INFORMATION
FILENAME(S): SPY VS SPY
FILE TYPE(S): SEQ
FILE SIZE: 14.5K
FIRST SEEN: 2025-11-30 18:12:26
APPEARS ON: 1 disk(s)
FILE HASH
ad92a1d0517373241dbd37312f3a200c97c470fe0514be0bc8140749c918f8c1
FOUND ON DISKS (1 DISKS)
| DISK TITLE | FILENAME | FILE TYPE | COLLECTION | TRACK | SECTOR | ACTIONS |
|---|---|---|---|---|---|---|
| DOCS | SPY VS SPY | SEQ | Sailor, Ganheden | 7 | 0 | DOWNLOAD FILE |
FILE CONTENT & ANALYSIS
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'.' .| 00000080: D3 0D 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |.. | 00000090: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 000000A0: 20 20 20 20 39 31 34 20 36 36 38 2D 33 36 36 34 | 914 668-3664| 000000B0: 0D 20 20 20 20 20 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A |. **********| 000000C0: 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A |****************| 000000D0: 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A |****************| 000000E0: 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A |****************| 000000F0: 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 2A 0D 0D |**************..| 00000100: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000110: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000120: 20 20 20 D3 D0 D9 20 56 53 20 D3 D0 D9 0D 20 20 | ... VS .... | 00000130: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000140: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000150: 20 CF C2 CA C5 C3 D4 C9 D6 C5 0D 0D 20 20 20 20 | ........... | 00000160: 20 2A D9 4F 55 52 20 4D 49 53 53 49 4F 4E 20 49 | *.OUR MISSION I| 00000170: 53 20 54 4F 20 45 53 43 41 50 45 20 54 48 45 20 |S TO ESCAPE THE | 00000180: 45 4D 42 41 53 53 59 20 2E 20 D4 4F 50 20 53 45 |EMBASSY . .OP SE| 00000190: 43 52 45 54 20 42 52 49 45 46 43 41 53 45 20 49 |CRET BRIEFCASE I| 000001A0: 4E 20 48 41 4E 44 2E 20 C9 54 0D 20 20 20 20 20 |N HAND. .T. | 000001B0: 49 53 20 49 4D 50 4F 52 54 41 4E 54 20 54 4F 20 |IS IMPORTANT TO | 000001C0: 52 45 4D 45 4D 42 45 52 20 54 48 41 54 20 41 4C |REMEMBER THAT AL| 000001D0: 4C 20 45 4C 53 45 20 49 53 20 42 55 54 20 41 41 |L ELSE IS BUT AA| 000001E0: 20 4D 45 52 45 20 44 49 53 54 52 41 43 54 49 4F | MERE DISTRACTIO| 000001F0: 4E 2E 20 C2 45 46 4F 52 45 0D 20 20 20 20 20 54 |N. .EFORE. T| 00000200: 49 4D 45 20 52 55 4E 53 20 4F 55 54 2C 20 59 4F |IME RUNS OUT, YO| 00000210: 55 20 4D 55 53 54 20 4D 41 4E 41 47 20 45 20 54 |U MUST MANAG E T| 00000220: 4F 20 46 49 4E 44 2C 20 46 49 4C 4C 20 41 4E 44 |O FIND, FILL AND| 00000230: 20 4B 45 45 50 20 54 48 45 20 42 52 49 45 46 43 | KEEP THE BRIEFC| 00000240: 41 53 20 45 2C 0D 20 20 20 20 20 4C 4F 43 41 54 |AS E,. LOCAT| 00000250: 45 20 54 48 45 20 4F 4E 4C 59 20 45 58 49 54 20 |E THE ONLY EXIT | 00000260: 41 4E 44 20 42 4F 41 52 44 20 59 4F 55 52 20 50 |AND BOARD YOUR P| 00000270: 4C 41 43 45 20 57 49 54 48 20 41 4C 4C 20 4F 46 |LACE WITH ALL OF| 00000280: 20 54 48 45 20 46 4F 4C 4C 4F 57 49 4E 47 20 3A | THE FOLLOWING :| 00000290: 0D 20 20 20 20 20 D0 41 53 53 50 4F 52 54 2C 20 |. .ASSPORT, | 000002A0: 54 52 41 56 45 4C 4C 49 4E 47 20 CD 4F 4E 45 59 |TRAVELLING .ONEY| 000002B0: 2C 20 54 48 45 20 CB 45 59 20 41 4E 44 20 54 48 |, THE .EY AND TH| 000002C0: 45 20 53 45 43 52 45 54 20 D0 4C 41 4E 53 2E 0D |E SECRET .LANS..| 000002D0: 0D 20 20 20 20 20 20 C2 4F 54 48 20 50 4C 41 59 |. .OTH PLAY| 000002E0: 45 52 53 20 53 54 41 52 54 20 57 49 54 48 20 45 |ERS START WITH E| 000002F0: 50 55 41 4C 20 54 49 4D 45 20 54 4F 20 54 52 41 |PUAL TIME TO TRA| 00000300: 56 45 4C 20 54 48 45 20 4D 41 5A 45 2C 20 43 4F |VEL THE MAZE, CO| 00000310: 4C 4C 45 43 54 20 52 45 51 55 49 52 45 44 0D 20 |LLECT REQUIRED. | 00000320: 20 20 20 20 4F 42 4A 45 43 54 53 2C 20 53 45 41 | OBJECTS, SEA| 00000330: 52 43 48 20 46 4F 52 20 54 48 45 20 42 52 49 45 |RCH FOR THE BRIE| 00000340: 46 43 41 53 45 20 41 41 4E 44 20 45 58 49 54 20 |FCASE AAND EXIT | 00000350: 54 48 45 20 45 4D 42 41 53 53 59 20 42 45 46 4F |THE EMBASSY BEFO| 00000360: 52 45 20 54 48 45 49 52 0D 20 20 20 20 20 50 4C |RE THEIR. PL| 00000370: 41 4E 45 20 54 41 4B 45 53 20 4F 46 46 2E 0D 0D |ANE TAKES OFF...| 00000380: 20 20 20 20 20 20 D7 49 54 48 20 59 4F 55 52 20 | .ITH YOUR | 00000390: CA 4F 59 53 54 49 43 4B 20 4F 52 20 41 50 50 52 |.OYSTICK OR APPR| 000003A0: 4F 50 52 49 41 54 45 20 4B 45 59 53 2C 20 4D 4F |OPRIATE KEYS, MO| 000003B0: 56 45 20 59 4F 55 52 20 43 55 52 53 4F 52 2C 20 |VE YOUR CURSOR, | 000003C0: 55 50 20 4F 52 20 44 4F 57 4E 2C 20 54 4F 0D 20 |UP OR DOWN, TO. | 000003D0: 20 20 20 20 41 4E 59 20 4F 46 20 54 48 45 20 4F | ANY OF THE O| 000003E0: 50 54 49 4F 4E 53 3B 0D 20 20 20 20 20 20 20 20 |PTIONS;. | 000003F0: 20 20 31 2E 20 CE 55 4D 42 45 52 20 4F 46 20 50 | 1. .UMBER OF P| 00000400: 4C 41 59 45 52 53 2E 0D 20 20 20 20 20 20 20 20 |LAYERS.. | 00000410: 20 20 32 2E 20 C4 49 46 46 49 43 55 4C 54 59 20 | 2. .IFFICULTY | 00000420: 4C 45 56 45 4C 2E 0D 20 20 20 20 20 20 20 20 20 |LEVEL.. | 00000430: 20 33 2E 20 C9 4E 54 45 4C 4C 49 47 45 4E 43 45 | 3. .NTELLIGENCE| 00000440: 20 D1 55 4F 54 49 45 4E 54 20 4F 46 20 54 48 45 | .UOTIENT OF THE| 00000450: 20 43 4F 4D 50 55 54 45 52 20 28 4F 4E 45 20 50 | COMPUTER (ONE P| 00000460: 4C 41 59 45 52 20 56 45 52 53 49 4F 4E 20 4F 4E |LAYER VERSION ON| 00000470: 4C 59 29 2E 0D 20 20 20 20 20 20 20 20 20 20 34 |LY).. 4| 00000480: 2E 20 C1 49 52 50 4F 52 54 20 45 58 49 54 20 52 |. .IRPORT EXIT R| 00000490: 45 56 45 41 4C 45 44 20 4F 52 20 48 49 44 44 45 |EVEALED OR HIDDE| 000004A0: 4E 20 55 4E 54 49 4C 20 54 48 45 20 45 4E 44 2E |N UNTIL THE END.| 000004B0: 0D 20 20 20 20 20 20 20 20 20 20 28 C9 2E D1 2E |. (....| 000004C0: 20 4F 46 20 54 48 45 20 43 4F 4D 50 55 54 45 52 | OF THE COMPUTER| 000004D0: 20 49 53 20 4F 4E 4C 59 20 41 56 41 49 4C 41 42 | IS ONLY AVAILAB| 000004E0: 4C 45 20 49 4E 20 4F 4E 45 20 50 4C 41 59 45 52 |LE IN ONE PLAYER| 000004F0: 20 4D 4F 44 45 2E 29 0D 0D 20 20 20 20 20 20 CF | MODE.).. .| 00000500: 4E 43 45 20 59 4F 55 52 20 53 45 4C 45 43 54 49 |NCE YOUR SELECTI| 00000510: 4F 4E 53 20 48 41 56 45 20 42 45 45 4E 20 4D 41 |ONS HAVE BEEN MA| 00000520: 44 45 2C 20 54 48 45 20 D3 50 41 43 45 42 41 52 |DE, THE .PACEBAR| 00000530: 20 4F 52 20 CA 4F 59 53 54 49 43 4B 20 42 55 54 | OR .OYSTICK BUT| 00000540: 54 4F 4E 20 57 49 4C 4C 0D 20 20 20 20 20 42 45 |TON WILL. BE| 00000550: 47 49 4E 20 54 48 45 20 47 41 4D 45 2E 0D 0D 20 |GIN THE GAME... | 00000560: 20 20 20 20 2A CD 4F 56 45 4D 45 4E 54 20 2D 20 | *.OVEMENT - | 00000570: D0 55 53 48 49 4E 47 20 54 48 45 20 CA 4F 59 53 |.USHING THE .OYS| 00000580: 54 49 43 4B 20 46 4F 52 57 41 52 44 20 57 49 4C |TICK FORWARD WIL| 00000590: 4C 20 4D 4F 56 45 20 59 4F 55 20 54 4F 57 41 52 |L MOVE YOU TOWAR| 000005A0: 44 53 20 54 48 45 20 52 45 41 52 0D 20 20 20 20 |DS THE REAR. | 000005B0: 20 4F 46 20 54 48 45 20 52 4F 4F 4D 2E 20 D0 55 | OF THE ROOM. .U| 000005C0: 4C 4C 49 4E 47 20 54 48 45 20 CA 4F 59 53 54 49 |LLING THE .OYSTI| 000005D0: 43 4B 20 42 41 43 4B 20 57 49 4C 4C 20 42 52 49 |CK BACK WILL BRI| 000005E0: 4E 47 20 59 4F 55 20 54 4F 57 41 52 44 53 20 54 |NG YOU TOWARDS T| 000005F0: 48 45 20 46 52 4F 4E 54 2E 0D 20 20 20 20 20 CD |HE FRONT.. .| 00000600: 4F 56 49 4E 47 20 54 48 45 20 4A 4F 59 53 54 49 |OVING THE JOYSTI| 00000610: 43 4B 20 52 49 47 48 54 20 4F 52 20 4C 45 46 54 |CK RIGHT OR LEFT| 00000620: 20 57 49 4C 4C 20 4D 4F 56 45 20 59 4F 55 20 52 | WILL MOVE YOU R| 00000630: 49 47 48 54 20 4F 52 20 4C 45 46 54 2E 20 C9 46 |IGHT OR LEFT. .F| 00000640: 20 59 4F 55 0D 20 20 20 20 20 4D 4F 56 45 20 46 | YOU. MOVE F| 00000650: 52 4F 4D 20 52 4F 4F 4D 20 54 4F 20 52 4F 4F 4D |ROM ROOM TO ROOM| 00000660: 2C 20 59 4F 55 20 57 49 4C 4C 20 4E 4F 54 49 43 |, YOU WILL NOTIC| 00000670: 45 20 54 48 41 54 20 41 20 CD 4F 56 45 4D 45 4E |E THAT A .OVEMEN| 00000680: 54 20 D3 54 41 54 55 53 20 C9 4E 44 49 43 41 54 |T .TATUS .NDICAT| 00000690: 4F 52 0D 20 20 20 20 20 42 41 52 20 28 4C 4F 43 |OR. BAR (LOC| 000006A0: 41 54 45 44 20 42 45 4C 4F 57 20 59 4F 55 52 20 |ATED BELOW YOUR | 000006B0: 52 4F 4F 4D 29 20 49 53 20 53 43 52 4F 4C 4C 49 |ROOM) IS SCROLLI| 000006C0: 4E 47 20 46 52 4F 4D 20 52 49 47 48 54 20 54 4F |NG FROM RIGHT TO| 000006D0: 20 4C 45 46 54 20 41 4E 44 20 42 45 49 4E 47 0D | LEFT AND BEING.| 000006E0: 20 20 20 20 20 55 50 44 41 54 45 44 20 57 49 54 | UPDATED WIT| 000006F0: 48 20 45 41 43 48 20 4E 45 57 20 52 4F 4F 4D 20 |H EACH NEW ROOM | 00000700: 54 48 41 54 20 59 4F 55 20 48 41 56 45 20 45 4E |THAT YOU HAVE EN| 00000710: 54 45 52 45 44 2E 20 D4 48 45 53 45 20 53 59 4D |TERED. .HESE SYM| 00000720: 42 4F 4C 53 20 43 41 4E 20 53 48 4F 57 0D 20 20 |BOLS CAN SHOW. | 00000730: 20 20 20 59 4F 55 20 48 4F 57 20 54 4F 20 47 4F | YOU HOW TO GO| 00000740: 20 42 41 43 4B 20 54 4F 20 57 48 45 52 45 20 59 | BACK TO WHERE Y| 00000750: 4F 55 27 56 45 20 43 4F 4D 45 20 46 52 4F 4D 2E |OU'VE COME FROM.| 00000760: 20 C6 4F 52 20 45 58 41 4D 50 4C 45 2C 20 49 46 | .OR EXAMPLE, IF| 00000770: 20 59 4F 55 20 4D 4F 56 45 0D 20 20 20 20 20 4F | YOU MOVE. O| 00000780: 4E 45 20 52 4F 4F 4D 20 54 4F 20 54 48 45 20 52 |NE ROOM TO THE R| 00000790: 49 47 48 54 20 41 41 4E 44 20 54 57 4F 20 52 4F |IGHT AAND TWO RO| 000007A0: 4F 4D 53 20 42 41 43 4B 2C 20 59 4F 55 20 57 49 |OMS BACK, YOU WI| 000007B0: 4C 4C 20 53 45 45 2C 20 52 45 41 44 49 4E 47 20 |LL SEE, READING | 000007C0: 46 52 4F 4D 0D 20 20 20 20 20 52 49 47 48 54 20 |FROM. RIGHT | 000007D0: 54 4F 20 4C 45 46 54 2C 20 C1 53 20 59 4F 55 20 |TO LEFT, .S YOU | 000007E0: 4D 4F 56 45 2C 20 59 4F 55 20 CD 4F 56 45 4D 45 |MOVE, YOU .OVEME| 000007F0: 4E 54 20 C9 4E 44 49 43 41 54 4F 52 20 57 49 4C |NT .NDICATOR WIL| 00000800: 4C 20 53 43 52 4F 4C 4C 20 46 52 4F 4D 20 4C 45 |L SCROLL FROM LE| 00000810: 46 54 0D 20 20 20 20 20 54 4F 20 52 49 47 48 54 |FT. TO RIGHT| 00000820: 2C 20 44 45 4C 45 54 49 4E 47 20 45 41 43 48 20 |, DELETING EACH | 00000830: 41 52 52 4F 57 20 55 4E 54 49 4C 20 59 4F 55 20 |ARROW UNTIL YOU | 00000840: 52 45 54 55 52 4E 20 54 4F 20 54 48 45 20 52 4F |RETURN TO THE RO| 00000850: 4F 4D 20 49 4E 20 57 48 49 43 48 20 59 4F 55 0D |OM IN WHICH YOU.| 00000860: 20 20 20 20 20 53 54 41 52 54 45 44 2E 0D 0D 20 | STARTED... | 00000870: 20 20 20 20 20 CF C2 CA C5 C3 D4 A0 CD C1 CE C9 | ...........| 00000880: D0 D5 CC C1 D4 C9 CF CE 20 2D 20 C6 49 52 53 54 |........ - .IRST| 00000890: 2C 20 4D 4F 56 45 20 57 49 54 48 49 4E 20 52 41 |, MOVE WITHIN RA| 000008A0: 4E 47 45 20 4F 46 20 41 4E 59 20 4F 42 4A 45 43 |NGE OF ANY OBJEC| 000008B0: 54 20 28 59 4F 55 20 57 49 4C 4C 0D 20 20 20 20 |T (YOU WILL. | 000008C0: 20 48 45 41 52 20 41 20 53 48 4F 52 54 20 54 4F | HEAR A SHORT TO| 000008D0: 4E 45 20 41 4E 44 20 53 45 45 20 41 20 46 4C 41 |NE AND SEE A FLA| 000008E0: 53 48 29 2E 20 D4 48 45 4E 20 50 52 45 53 53 20 |SH). .HEN PRESS | 000008F0: 54 48 45 20 CA 4F 59 53 54 49 43 4B 20 42 55 54 |THE .OYSTICK BUT| 00000900: 54 4F 4E 2E 20 C1 4E 59 0D 20 20 20 20 20 4F 42 |TON. .NY. OB| 00000910: 4A 45 43 54 20 46 4F 55 4E 44 20 57 49 54 48 49 |JECT FOUND WITHI| 00000920: 4E 20 41 20 52 4F 4F 4D 20 43 41 4E 20 42 45 20 |N A ROOM CAN BE | 00000930: 4F 50 45 4E 45 44 20 4F 52 20 4C 49 46 54 45 44 |OPENED OR LIFTED| 00000940: 20 41 4E 44 20 4D 41 59 20 52 45 56 45 41 4C 20 | AND MAY REVEAL | 00000950: 4F 4E 45 20 4F 46 0D 20 20 20 20 20 54 48 45 20 |ONE OF. THE | 00000960: 48 49 44 44 45 4E 20 49 54 45 4D 53 20 59 4F 55 |HIDDEN ITEMS YOU| 00000970: 20 41 52 45 20 4C 4F 4F 4B 49 4E 47 20 46 4F 52 | ARE LOOKING FOR| 00000980: 2E 20 C9 46 20 59 4F 55 27 52 45 20 4E 4F 54 20 |. .F YOU'RE NOT | 00000990: 53 4F 20 4C 55 43 4B 59 2C 20 49 54 20 57 49 4C |SO LUCKY, IT WIL| 000009A0: 4C 0D 20 20 20 20 20 41 43 54 49 56 41 54 45 20 |L. ACTIVATE | 000009B0: 41 20 C2 4F 4F 42 59 20 D4 52 41 50 2C 20 42 4C |A .OOBY .RAP, BL| 000009C0: 4F 57 49 4E 47 20 59 4F 55 20 54 4F 20 53 4D 49 |OWING YOU TO SMI| 000009D0: 54 48 45 52 45 45 4E 53 2E 2E 2E 0D 0D 20 20 20 |THEREENS..... | 000009E0: 20 20 20 CF D0 C5 CE C9 CE C7 A0 C4 CF CF D2 D3 | .............| 000009F0: A0 2D 20 C1 47 41 49 4E 2C 20 4D 4F 56 45 20 57 |.- .GAIN, MOVE W| 00000A00: 49 54 48 49 4E 20 41 20 52 41 4E 47 45 20 4F 46 |ITHIN A RANGE OF| 00000A10: 20 41 4E 59 20 43 4C 4F 53 45 44 20 44 4F 4F 52 | ANY CLOSED DOOR| 00000A20: 2E 20 D0 52 45 53 53 20 54 48 45 0D 20 20 20 20 |. .RESS THE. | 00000A30: 20 CA 4F 59 53 54 49 43 4B 20 42 55 54 54 4F 4E | .OYSTICK BUTTON| 00000A40: 20 41 4E 44 20 54 48 45 20 44 4F 4F 52 20 57 49 | AND THE DOOR WI| 00000A50: 4C 4C 20 4F 50 45 4E 2E 0D 0D 20 20 20 20 20 20 |LL OPEN... | 00000A60: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000A70: 20 20 20 20 20 20 20 20 20 20 CB 45 59 42 4F 41 | .EYBOA| 00000A80: 52 44 20 C3 4F 4D 4D 41 4E 44 53 0D 0D 20 20 20 |RD .OMMANDS.. | 00000A90: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000AA0: 46 35 20 2D 20 D2 45 54 55 52 4E 20 54 4F 20 CF |F5 - .ETURN TO .| 00000AB0: 50 54 49 4F 4E 20 D3 43 52 45 45 4E 0D 20 20 20 |PTION .CREEN. | 00000AC0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000AD0: D2 55 4E 2F D3 54 4F 50 20 2D 20 D4 4F 20 50 41 |.UN/.TOP - .O PA| 00000AE0: 55 53 45 20 47 41 4D 45 20 50 4C 41 59 0D 20 20 |USE GAME PLAY. | 00000AF0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000B00: 20 D3 20 2D 20 D0 52 45 53 53 20 4F 4E 43 45 20 | . - .RESS ONCE | 00000B10: 4D 55 53 49 43 20 4F 46 46 2C 20 41 47 41 49 4E |MUSIC OFF, AGAIN| 00000B20: 20 54 4F 20 54 55 52 4E 20 49 54 20 4F 4E 0D 20 | TO TURN IT ON. | 00000B30: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000B40: 20 20 D3 50 41 43 45 20 C2 41 52 2D 20 D0 52 45 | .PACE .AR- .RE| 00000B50: 53 53 20 54 4F 20 53 54 41 52 54 20 47 41 4D 45 |SS TO START GAME| 00000B60: 2E 0D 0D 20 20 20 20 20 20 D3 49 4D 55 4C 50 4C |... .IMULPL| 00000B70: 41 59 20 2D 20 D7 49 54 48 20 54 48 45 20 43 4C |AY - .ITH THE CL| 00000B80: 4F 43 4B 20 52 55 4E 4E 49 4E 47 20 41 54 20 41 |OCK RUNNING AT A| 00000B90: 4C 4C 20 54 49 4D 45 53 2C 20 57 45 20 44 49 44 |LL TIMES, WE DID| 00000BA0: 4E 27 54 20 54 48 49 4E 4B 20 49 54 20 57 41 53 |N'T THINK IT WAS| 00000BB0: 0D 20 20 20 20 20 46 41 49 52 20 54 4F 20 4D 41 |. FAIR TO MA| 00000BC0: 4B 45 20 50 4C 41 59 45 52 53 20 57 41 49 54 20 |KE PLAYERS WAIT | 00000BD0: 54 4F 20 54 41 4B 45 20 54 55 52 4E 53 2E 20 D3 |TO TAKE TURNS. .| 00000BE0: 4F 2C 20 56 4F 49 4C 41 21 20 D3 49 4D 55 4C 50 |O, VOILA! .IMULP| 00000BF0: 4C 41 59 2E 20 D3 49 4E 43 45 20 42 4F 54 48 0D |LAY. .INCE BOTH.| 00000C00: 20 20 20 20 20 D3 50 49 45 53 27 20 41 43 54 49 | .PIES' ACTI| 00000C10: 56 49 54 49 45 53 20 54 41 4B 45 20 50 4C 41 43 |VITIES TAKE PLAC| 00000C20: 45 20 4F 55 54 20 49 4E 20 54 48 45 20 4F 50 45 |E OUT IN THE OPE| 00000C30: 4E 2C 20 54 48 45 20 43 48 41 4C 4C 45 4E 47 45 |N, THE CHALLENGE| 00000C40: 20 42 45 43 4F 4D 45 53 0D 20 20 20 20 20 57 41 | BECOMES. WA| 00000C50: 54 43 48 49 4E 47 20 41 41 4E 44 20 52 45 4D 45 |TCHING AAND REME| 00000C60: 4D 42 45 52 49 4E 47 20 57 48 41 54 20 54 48 45 |MBERING WHAT THE| 00000C70: 20 4F 54 48 45 52 20 D3 50 59 20 44 4F 45 53 20 | OTHER .PY DOES | 00000C80: 57 48 49 4C 45 20 59 4F 55 20 47 4F 20 41 42 4F |WHILE YOU GO ABO| 00000C90: 55 54 20 59 4F 55 52 0D 20 20 20 20 20 42 55 53 |UT YOUR. BUS| 00000CA0: 49 4E 45 53 53 2E 20 D3 49 4D 55 4C 50 4C 41 59 |INESS. .IMULPLAY| 00000CB0: 20 41 4C 4C 4F 57 53 20 50 4C 41 59 45 52 53 20 | ALLOWS PLAYERS | 00000CC0: 54 4F 20 45 4E 47 41 47 45 20 49 4E 20 43 4C 55 |TO ENGAGE IN CLU| 00000CD0: 42 20 54 4F 20 43 4C 55 42 20 43 4F 4D 42 41 54 |B TO CLUB COMBAT| 00000CE0: 2C 20 50 4C 41 43 45 0D 20 20 20 20 20 42 4F 4F |, PLACE. BOO| 00000CF0: 42 59 20 54 52 41 50 53 2C 20 43 48 41 53 45 20 |BY TRAPS, CHASE | 00000D00: 45 41 43 48 20 4F 54 48 45 52 20 41 4E 44 20 47 |EACH OTHER AND G| 00000D10: 45 4E 45 52 41 4C 4C 59 20 47 45 54 20 49 4E 20 |ENERALLY GET IN | 00000D20: 54 48 45 20 57 41 59 2E 0D 0D 20 20 20 20 20 20 |THE WAY... | 00000D30: C8 41 4E 44 20 54 4F 20 C8 41 4E 44 20 C3 4F 4D |.AND TO .AND .OM| 00000D40: 42 41 54 20 2D 20 D4 48 45 20 43 4F 4D 42 41 54 |BAT - .HE COMBAT| 00000D50: 20 4D 4F 44 45 20 45 58 49 53 54 53 20 4F 4E 4C | MODE EXISTS ONL| 00000D60: 59 20 57 48 45 4E 20 42 4F 54 48 20 D3 50 49 45 |Y WHEN BOTH .PIE| 00000D70: 53 20 41 52 45 20 49 4E 0D 20 20 20 20 20 54 48 |S ARE IN. TH| 00000D80: 45 20 53 41 4D 45 20 52 4F 4F 4D 2E 20 D3 49 4D |E SAME ROOM. .IM| 00000D90: 55 4C 56 49 53 49 4F 4E 20 45 4E 44 53 2C 20 41 |ULVISION ENDS, A| 00000DA0: 4E 44 20 54 48 45 20 D3 50 59 20 54 48 41 54 20 |ND THE .PY THAT | 00000DB0: 45 4E 54 45 52 45 44 20 54 48 45 20 43 4F 4D 4D |ENTERED THE COMM| 00000DC0: 4F 4E 20 52 4F 4F 4D 0D 20 20 20 20 20 41 50 50 |ON ROOM. APP| 00000DD0: 45 41 52 53 20 4F 4E 20 54 48 45 20 53 41 4D 45 |EARS ON THE SAME| 00000DE0: 20 53 43 52 45 45 4E 20 41 53 20 54 48 45 20 D3 | SCREEN AS THE .| 00000DF0: 50 59 20 54 48 41 54 20 57 41 53 20 41 4C 52 45 |PY THAT WAS ALRE| 00000E00: 41 44 59 20 54 48 45 52 45 2E 20 C2 4F 54 48 20 |ADY THERE. .OTH | 00000E10: D3 50 49 45 53 0D 20 20 20 20 20 48 41 56 45 20 |.PIES. HAVE | 00000E20: 54 48 45 20 4F 50 54 49 4F 4E 53 20 4F 46 20 41 |THE OPTIONS OF A| 00000E30: 54 54 41 43 4B 49 4E 47 2C 20 4C 45 41 56 49 4E |TTACKING, LEAVIN| 00000E40: 47 2C 20 4F 52 20 41 56 4F 49 44 49 4E 47 20 54 |G, OR AVOIDING T| 00000E50: 48 45 20 4F 54 48 45 52 20 D3 50 59 2E 0D 0D 20 |HE OTHER .PY... | 00000E60: 20 20 20 20 20 C9 4E 20 54 48 45 20 43 4F 4D 42 | .N THE COMB| 00000E70: 41 54 20 4D 4F 44 45 2C 20 D3 4F 54 20 53 45 41 |AT MODE, .OT SEA| 00000E80: 52 43 48 20 4F 42 4A 45 43 54 20 53 2C 20 4F 52 |RCH OBJECT S, OR| 00000E90: 20 55 53 45 20 54 48 45 20 D4 D2 C1 D0 D5 CC C1 | USE THE .......| 00000EA0: D4 CF D2 20 28 53 49 58 20 49 43 4F 4E 53 0D 20 |... 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NG THE .OY| 00003760: 53 54 49 43 4B 20 42 55 54 54 4F 4E 2E 0D 0D 20 |STICK BUTTON... | 00003770: 20 20 20 20 20 C2 D2 C5 C1 C4 A0 C3 D2 D5 CD C2 | ...........| 00003780: D3 20 2D 20 D9 4F 55 20 43 41 4E 20 52 45 2D 54 |. - .OU CAN RE-T| 00003790: 52 41 43 45 20 59 4F 55 52 20 53 54 45 50 53 20 |RACE YOUR STEPS | 000037A0: 42 59 20 55 53 49 4E 47 20 54 48 45 20 53 4D 41 |BY USING THE SMA| 000037B0: 4C 4C 20 43 48 41 52 41 43 54 45 52 0D 20 20 20 |LL CHARACTER. | 000037C0: 20 20 49 4E 44 49 43 41 54 4F 52 53 20 4A 55 53 | INDICATORS JUS| 000037D0: 54 20 42 45 4C 4F 57 20 54 48 45 20 46 52 4F 4E |T BELOW THE FRON| 000037E0: 54 20 45 44 47 45 20 4F 46 20 59 4F 55 52 20 52 |T EDGE OF YOUR R| 000037F0: 4F 4F 4D 2E 20 D4 48 45 53 45 20 47 55 49 44 45 |OOM. .HESE GUIDE| 00003800: 53 20 28 4E 4F 54 0D 20 20 20 20 20 41 56 41 49 |S (NOT. 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HAVE J| 00003860: 55 53 54 20 43 4F 4D 45 20 46 52 4F 4D 21 20 D4 |UST COME FROM! .| 00003870: 48 45 20 49 4E 44 49 43 41 54 4F 52 53 20 41 4E |HE INDICATORS AN| 00003880: 44 20 54 48 45 49 52 20 4D 45 41 4E 49 4E 47 53 |D THEIR MEANINGS| 00003890: 20 41 52 45 20 41 53 20 46 4F 4C 4C 4F 57 53 3A | ARE AS FOLLOWS:| 000038A0: 0D 20 20 20 20 20 20 3E 20 54 41 4B 45 20 54 48 |. > TAKE TH| 000038B0: 45 20 44 4F 4F 52 20 4F 4E 20 54 48 45 20 D2 49 |E DOOR ON THE .I| 000038C0: 47 48 54 20 54 4F 20 47 4F 20 42 41 43 4B 20 4F |GHT TO GO BACK O| 000038D0: 4E 45 20 52 4F 4F 4D 0D 0D 20 20 20 20 20 20 3C |NE ROOM.. <| 000038E0: 20 54 41 4B 45 20 54 48 45 20 44 4F 4F 52 20 4F | TAKE THE DOOR O| 000038F0: 4E 20 54 48 45 20 CC 45 46 54 20 54 4F 20 47 4F |N THE .EFT TO GO| 00003900: 20 42 41 43 4B 20 4F 4E 45 20 52 4F 4F 4D 0D 0D | BACK ONE ROOM..| 00003910: 20 20 20 20 20 20 41 52 52 4F 57 20 44 4F 57 4E | ARROW DOWN| 00003920: 20 2D 20 54 41 4B 45 20 54 48 45 20 44 4F 4F 52 | - TAKE THE DOOR| 00003930: 20 49 4E 20 54 48 45 20 C6 52 4F 4E 54 20 4F 46 | IN THE .RONT OF| 00003940: 20 54 48 45 20 52 4F 4F 4D 20 54 4F 20 47 4F 20 | THE ROOM TO GO | 00003950: 42 41 43 4B 20 4F 4E 45 20 52 4F 4F 4D 0D 0D 20 |BACK ONE ROOM.. | 00003960: 20 20 20 20 20 5E 20 2D 20 54 41 4B 45 20 54 48 | ^ - TAKE TH| 00003970: 45 20 44 4F 4F 52 20 49 4E 20 54 48 45 20 C2 41 |E DOOR IN THE .A| 00003980: 43 4B 20 4F 46 20 54 48 45 20 52 4F 4F 4D 20 54 |CK OF THE ROOM T| 00003990: 4F 20 47 4F 20 42 41 43 4B 20 4F 4E 45 20 52 4F |O GO BACK ONE RO| 000039A0: 4F 4D 2E 0D 0D 20 20 20 20 20 20 28 43 49 52 43 |OM... (CIRC| 000039B0: 4C 45 29 20 2D 20 47 4F 20 C4 4F 57 4E 20 54 48 |LE) - GO .OWN TH| 000039C0: 45 20 48 4F 4C 45 20 49 4E 20 54 48 45 20 46 4C |E HOLE IN THE FL| 000039D0: 4F 4F 52 20 54 4F 20 47 4F 20 42 41 43 4B 20 4F |OOR TO GO BACK O| 000039E0: 4E 45 20 52 4F 4F 4D 2E 0D 0D 20 20 20 20 20 20 |NE ROOM... | 000039F0: 28 4C 41 44 44 45 52 29 20 47 4F 20 D5 D0 20 54 |(LADDER) GO .. T| 00003A00: 48 45 20 4C 41 44 44 45 52 20 54 4F 20 47 4F 20 |HE LADDER TO GO | 00003A10: 42 41 43 4B 20 4F 4E 45 20 52 4F 4F 4D 2E 0D |BACK ONE ROOM.. |
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DOCS BY : DOC
'S 'R' US.
914 668-3664. ******************
****************************************
**************..
SPY VS SPY.
OBJECTIVE.. *YOUR M
ISSION IS TO ESCAPE THE EMBASSY . TOP SE
CRET BRIEFCASE IN HAND. IT. IS IMPOR
TANT TO REMEMBER THAT ALL ELSE IS BUT AA
MERE DISTRACTION. BEFORE. TIME RUNS
OUT, YOU MUST MANAG E TO FIND, FILL AND
KEEP THE BRIEFCAS E,. LOCATE THE ON
LY EXIT AND BOARD YOUR PLACE WITH ALL OF
THE FOLLOWING :. PASSPORT, TRAVELLI
NG MONEY, THE KEY AND THE SECRET PLANS..
. BOTH PLAYERS START WITH EPUAL TIM
E TO TRAVEL THE MAZE, COLLECT REQUIRED.
OBJECTS, SEARCH FOR THE BRIEFCASE AA
ND EXIT THE EMBASSY BEFORE THEIR. PL
ANE TAKES OFF... WITH YOUR JOYSTICK
OR APPROPRIATE KEYS, MOVE YOUR CURSOR,
UP OR DOWN, TO. ANY OF THE OPTIONS;.
1. NUMBER OF PLAYERS..
2. DIFFICULTY LEVEL.. 3. INTE
LLIGENCE QUOTIENT OF THE COMPUTER (ONE P
LAYER VERSION ONLY).. 4. AIRPOR
T EXIT REVEALED OR HIDDEN UNTIL THE END.
. (I.Q. OF THE COMPUTER IS ONLY
AVAILABLE IN ONE PLAYER MODE.).. O
NCE YOUR SELECTIONS HAVE BEEN MADE, THE
SPACEBAR OR JOYSTICK BUTTON WILL. BE
GIN THE GAME... *MOVEMENT - PUSHING
THE JOYSTICK FORWARD WILL MOVE YOU TOWAR
DS THE REAR. OF THE ROOM. PULLING TH
E JOYSTICK BACK WILL BRING YOU TOWARDS T
HE FRONT.. MOVING THE JOYSTICK RIGHT
OR LEFT WILL MOVE YOU RIGHT OR LEFT. IF
YOU. MOVE FROM ROOM TO ROOM, YOU WI
LL NOTICE THAT A MOVEMENT STATUS INDICAT
OR. BAR (LOCATED BELOW YOUR ROOM) IS
SCROLLING FROM RIGHT TO LEFT AND BEING.
UPDATED WITH EACH NEW ROOM THAT YOU
HAVE ENTERED. THESE SYMBOLS CAN SHOW.
YOU HOW TO GO BACK TO WHERE YOU'VE CO
ME FROM. FOR EXAMPLE, IF YOU MOVE. O
NE ROOM TO THE RIGHT AAND TWO ROOMS BACK
, YOU WILL SEE, READING FROM. RIGHT
TO LEFT, AS YOU MOVE, YOU MOVEMENT INDIC
ATOR WILL SCROLL FROM LEFT. TO RIGHT
, DELETING EACH ARROW UNTIL YOU RETURN T
O THE ROOM IN WHICH YOU. STARTED...
OBJECT MANIPULATION - FIRST, MOVE W
ITHIN RANGE OF ANY OBJECT (YOU WILL.
HEAR A SHORT TONE AND SEE A FLASH). THE
N PRESS THE JOYSTICK BUTTON. ANY. OB
JECT FOUND WITHIN A ROOM CAN BE OPENED O
R LIFTED AND MAY REVEAL 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 - AGAIN, MOVE W
ITHIN A RANGE OF ANY CLOSED DOOR. PRESS
THE. JOYSTICK BUTTON AND THE DOOR WI
LL OPEN...
KEYBOARD COMMANDS..
F5 - RETURN TO OPTION SCREEN.
RUN/STOP - TO PAUSE GAME PLAY.
S - PRESS ONCE MUSIC OF
F, AGAIN TO TURN IT ON.
SPACE BAR- PRESS TO START GAME...
SIMULPLAY - WITH THE CLOCK RUNNING AT A
LL TIMES, WE DIDN'T THINK IT WAS. FA
IR TO MAKE PLAYERS WAIT TO TAKE TURNS. S
O, VOILA! SIMULPLAY. SINCE BOTH. SPI
ES' ACTIVITIES TAKE PLACE OUT IN THE OPE
N, THE CHALLENGE BECOMES. WATCHING A
AND REMEMBERING WHAT THE OTHER SPY DOES
WHILE YOU GO ABOUT YOUR. BUSINESS. S
IMULPLAY ALLOWS PLAYERS TO ENGAGE IN CLU
B TO CLUB COMBAT, PLACE. BOOBY TRAPS
, CHASE EACH OTHER AND GENERALLY GET IN
THE WAY... HAND TO HAND COMBAT - TH
E COMBAT MODE EXISTS ONLY WHEN BOTH SPIE
S ARE IN. THE SAME ROOM. SIMULVISION
ENDS, AND THE SPY THAT ENTERED THE COMM
ON ROOM. APPEARS ON THE SAME SCREEN
AS THE SPY THAT WAS ALREADY THERE. BOTH
SPIES. HAVE THE OPTIONS OF ATTACKING
, LEAVING, OR AVOIDING THE OTHER SPY...
IN THE COMBAT MODE, SOT SEARCH OBJE
CT S, OR USE THE TRAPULATOR (SIX ICONS.
ON THE RIGHT HAND SIDE OF THE SCREEN
) DOORS, HOWEVER, STILL WORK, AAND SO.
DO ANY TRAPS THAT MIGHT BE CONNEC TE
D TO THEM. IF SPIES ARE NOT WITHIN.
RANGE OF ANY OBJECT WHEN PUSHING THE JOY
STICK BUTTON, THEY WILL WIELD. CLUBS
WITH WHICH THEY CAN HIT THE OTHER SPY O
N THE HEAD OR JAB HIM IN THE. STOMAC
H. TO SMASH HIM ON THE HEAD, THE BUTTON
IS HELD DOWN WHILE THE. JOYSTICK IS
MOVED FROM THE UP POSITION TO THE DOWN P
OSITION (SWING THE. CLUB DOWNWARD).
TO JAB, MOVE THE JOYSTICK FROM LEFT TO R
IGHT (OR RIGHT TO. LEFT, DEPENDING O
N WHICH WAY THE SPY ISS FACING). WHEN TH
E JOYSTICK BUTTON. IS FIRST PUSHED D
OWN, THE SPY WILL AUTOMATICALLY FACE HIS
OPPONENT,. REGARDLESS OF WHICH WAY
HE WAS FACING OR MOVING. TO MOVE YOUR SP
Y DURING. COMBAT, RELEASE THE BUTTON
AND MOVE AS NORMA. L.. HITTING THE
OTHER SPY WEAKENS HIM, AND ABOUT 7 SOLI
D BLOWS ARE NEEDED TO. 'KILL' HIM. H
OWEVER, SPIES WILL RECOVER STRENGTH OVER
A PERIOD OF TIME... *IF A SPY IS CA
RRYING ANYTHING WHEN HE ENTERS A COMMON
ROOM, THE OBJECT. IS LOST OR HIDDEN
IN THE COMMON ROOM, DEPENDING ON THE TYP
E OF OBJECT.. TRAPS AND REMEDIES ARE
LOST, WHILE INVENTORY ITEMS AND THE BRI
EFCASE ARE. HIDDEN SOMEWHERE IN THE
ROOM. THE WINNER OF THE COMBAT SEQUENCE
CAN SEARCH. THE OBJECT OOOOOUUUT, AN
D EITHER REGAIN OR GAIN POSSESSION. ..
NOTE; AT THE BEGINNING OF EACH NEW G
AME, BOTH SPIES WILL START OUT IN THE.
SAME ROOM ONLY A FEW STEPS FROM EACH
OTHER. SO, DON'T BECOME THE VICTIM OF.
SAP-OTAGE...KEEP YOUR GUARD UP...
TIME - BOTH PLAYERS START WITH EQUAL T
IME TO TRAVEL THE MAZE, COLLECT. REQ
UIRED OBJECTS, SEARCH FOR THE BRIEFCASE
AND EXIT THE EMBASSY BEFORE. THEIR P
LANE TAKES OFF. HOWEVER, THERE ARE SEVER
AL TIME PENALTIES. YOU LOSE. TIME WH
EN YOU SET A BOOBY-TRAP. WHEN SETTING A
TRAP, YOU WILL HEAR. SEVERAL BEEPS.
THIS WILL TELL YOU THAT THE TRAP WAS PRO
PERLY SET AND IT. REMINDS YOU TO WAT
CH YOUR TRAPULATOR, WHICH WILL BE DEDUCT
ION THE. APPROPRIATE TIME... HO
WEVER, IF YOU ARE THE VICTIM OF A BOOBY-
TRAP OR THE LOSER IN HAND-TO. -HAND
COMBAT THE CLOCK WILL CONTINUE TO COUNT
DOWN EVEN THOUGH YOU ARE. 'UNCONSCIO
US'. THESE LOSSES OF TIME CAN NEVER BE R
EGAINED. WHEN TIME IS. ABOUT TO RUN
OUT THE RED BUTTON ON TOP OF THE TRAPULA
TOR WILL FLASH AND. SOUND IT'S WARNI
NG... BOTH PLAYERS CAN NEVER RUN OU
T OF TIME AT THE SAME TIME. THEREFORE, O
NE. PLAYER WILL OUTLIVE THE OTHER. T
HE SURVIVING PLAYER WILL CONTINUE HIS.
SEARCH FOR THE BRIEFCASE, REQUIRED OB
JECTS AND THE EXIT. IF YOU ARE. PLAY
ING AGAINST THE COMPUTER AND THE COMPUTE
R HASS TIME REMAINING, YOU CAN. ABOR
T THE MISSION BY PRESSING (F5) KEY. EVEN
AFTER YOUR SPY'S DEMISE, THE. TRAPS
HE HAS SET REMAIN. THE GAME IS BY NO ME
ANS OVER JUST BECAUSE ONE. PLAYER'S
TIME HAS RUN OUT... TO STOP THE GAM
E OR PAUSE, PRESS THE RUN/STOP KEY...
BOOBY-TRAPS - AS PLAYERS MOVE THROUGH
THE MAZE OF ROOMS, THEY MAY SELECT.
ANY OF THE FIVE BOOBY-TRAPS. THE BOOBY-
TRAP ARSENAL CONTAINS: BOMBS,. SPRIN
GS, BUCKETS OF WATER, GUNS WITH STRINGS
TIED TO THE TRIGGERS AND TIME. BOMBS
. THE TIME BOMB NEEDN'T BE HIDDEN. IN FA
CT, IT IS ACTIVATED. IMMEDIATELY AND
IS THE ONLY BOBBY-TRAP THAT CANNOT BE C
ARRIED OR NEUTRAL-. IZED! THE GUN WI
TH A STRING AAND THE BUCKET OF WATER CAN
ONLY BE ATTACHED. TO A CLOSED DOOR.
ALL OTHER TRAPS MAY BE PLACED BEHIND OO
R IN ANYTHING. FOUND IN ANY ROOM. SP
IES CAN CARRY TRAPS IN AND OUT OF ROOMS,
PLACING. THEM WHERE THEY WISH WHEN
THEY ARE READY. BOOBY-TRAP S ARE DEPICTE
D IN. BLACK, WHILE THE REMEDIES ARE
SHOWN IN COLOR...
TO PLACE AND SET A TRAP.. 1. P
RESS THE JOYSTICK BUTTON...T WICE! YOU H
AVE JUST ACCESSED THE. TRAPULATOR. O
BSERVE THE LARGE ARROW.. 2. MOVE THE
LARGE ARROW ABOUT THE TRAPULATOR USING
THE JOYSTICK OR. KEYBOARD ARROWS..
3. POSITION THE ARROW OVER THE BOOBY-
TRAP OF YOUR CHOICE.. 4. PRESS THE J
OYSTICK OR IF YOU ARE USING THE KEYBOARD
; THE SPACEBAR. THE. BOOBY-TRAP IS N
OW HELD BY YOUR SPY.. 5. POSITION TH
E SPY IN FRONT OF THE HIDING PLACE YOU H
AVE SELECTED.. 6. WATCH FOR A BRIEF
FLASH IN YOUR SPY'S ROOM. THIS FLASH IND
ICATES THE. SPY IS PROPERLY POSITION
ED.. 7. PRESS THE JOYSTICK SPACEBAR.
THE BOOBY-TRAP WILL DISAPEAR AND YOU WI
LL. HEAR THE SHORT BEEPS. THESE INDI
CATE THAT THE TRAP HAS BEEN SET AND THAT
. TIME IS BEING DEDUCTED FROM THE TI
ME REMAINING BEFORE YOUR FLIGHT LEAVES..
. *NOTE: IN THE CASE OF THE GUN WITH
A STRING TRAP, ONLY THE GUN WILL NO.
LONGER BE VISIBLE. AS YOU MOVE YOUR SP
Y ABOUT THE ROOM THE WILL STRETCH. A
ND FOLLOW THE SPY. POSITTIO N HIM IN FRO
NT OF A CLOSED DOOR WATCH FOR THE. F
LASH, PRESS THE JOYSTICK/SPACEBAR AND TH
E TRAP IS SET... ONCE A TRAP HASS B
EEN SET, EITHER SPY CAN SET IT OFF! A TI
ME BOMB WILL GO. OFF IN 15 SECONDS O
NCE SELECTED. ANY SPY(S) IN THE ROOM AT
THE TIME OF. DETONATION WILL BE ZAPP
ED. UNLIKE OTHER TRAPS, THE TIME BOMB IS
NOT SET. OFF BY THE SEARCHING OF TH
E SPIES. LISTEN CAREFULLY FOR THEM. THEY
COME IN. HANDY IF YOU ARE BEING CHA
SED. THE UNFORTUNATE SPY WILL LOSE 7 SEC
ONDS. OF ACTUAL TIME. ALSO, 20 SECON
DS WILL BE DEDUCTED FROM HIS GAME TIME,.
FOR A TOTAL PENALTY OF 27 GAMING SE
CONDS . THE OTHER PLAYER WILL BE. AW
ARDED POINTS FOR EACH TRAP SET OFF BY TH
E OPPOSITION. IF THE BOOBYTRAP. HAD
BEEN IN POSSESION OF THE BRIEFCASE, THE
OTHER SPY CAN USE THIS TIME. TO ATTE
MPT TO LOCATE THE VICTIM AND GRAB THE BR
IEFCASE.K TO ADD INSULT TO. INJURY,
WHEN A PLAYER SETS OFF A TRAP, HE GETS Z
APPED WHILE THE OTHER SPY. LAUGHS HY
STERICALLY!!!. LLY.. REMEDIES - EXC
EPT FOR THE TIME BOMB, EACH OF THE TRAPS
HAS A DISARMING. REMEDY HIDDEN THRO
UGHOUT THE MAZE. EACH TYPE OF REMEDY IS
ALWAYS HIDDEN IN. THE SAME TYPE OF L
OCATION. FOR EXAMPLE, THE SCISSORS ARE U
SED TO DISARM. THE GUN WITH A STRING
. SCISSORS ARE ONLY FOUND IN THE FIRST A
ID KITS. HANGING ON THE BACK WALLS.
AS WITH TRAPS, REMEDIES CAN BE PICKED UP
AND. CARRIED FROM ROOM TO ROOM. SPI
ES CAN NOT CARRY MORE THAN ONE THING AT
A. TIME EXCEPT INSIDE THE BRIEFCASE.
.. TRAPS AN
D REMEDIES.. TRAP SYMBOL REME
DY LOCA
TION. BOMB - EVERYWHERE -WATER - RED
FIRE. EXCEPT WITH BUCKET BOX O
N. DOOR LEFT.
WALL. SPRIN
G -EVERYWHERE -WIRE - WHITE. EXCEPT
WITH CUTTERS TOOL.
BOX. WATER - DOOR ONLY -UMBRE
LLA- COAT. BUCKET
RACK.. GUN - DOOR ONLY -SCISORS-
FIRST. WITH AID KIT. STRING ON W
ALL.. TIME - ANYWHERE - NONE! - N/A.
.. TRAPULATOR - LOCATED TO THE RIGH
T OF EACH OF THE ROOMS IS A CALCULATOR.
-LIKE, STATE OF THE ART, TRAPULATOR.
IT SERVES FOUR BASIC FUNCTIONS. YOU.
CAN USE IT TO SELECT BOOBY-TRAPS PINPO
INT YOUR LOCATION, GAUGE YOUR TIME.
REMAINING AND CHECK INVENTORY... AC
ROSS THE TOP OF THE TRAPULATOR IS A DIGI
TAL CLOCK WHICH INDICATES THE. TIME
LEFT UNTIL YOUR PLANE TAKES OFF (WITH OR
WITHOUT YOU)! BELOW THE. CLOCK ARE
6 BUTTONS. ON THE FIRST 5, SELECTABLE BO
OBY-TRAPS ARE INDICATED.. HOWEVER, T
HE SIXTH BUTTON IN THE LOWER RIGHT-HAND
CORNE R CALLS UP A MAP. OF THE EMBAS
SY YOU HAVE BROKEN INTO. THE MAP WILL AP
PEAR IN THE ROOM THAT. YOUR SPY IS O
CCUPYING. THE ROOM YOUR SPY IS IN WILL B
E THE ONE BLINKING ON. AND OFF. ROOM
S FILLED IN WITH A COLOR INDICATE THAT Y
OUR SPY HAS BEEN IN. THAT ROOM AT LE
AST ONCE... ANY REQUIRED INVENTORY
ITEM OR HOW MANY ARE IN A PARTICULAR ROO
M, JUST. THAT SOMETHING YOU ARE LOOK
ING FOR IS THERE. FINALLY, THE TRAPULATO
R. DISPLAYS ITEMS YOU HAVE SUCCESSFU
LLY COLLECTED AS YOU READY YOUR ESCAPE..
IT ALSO INDICATES IF AN ITEM HAS BE
EN TAKEN FROM YOU. THE ITEM WILL NOW.
APPEAR ON THE OPPOSITION'S TRAPU LATOR
. ACROSS THE BUTTOM, LEFT TO RIGHT,.
SHOULD BE YOUR PASSPORT, MONEY, KEY AND
THE SECRET PLANS. THE MAP DOES NOT.
SHOW THE LOCATION OF THE OTHER SPY, NOR
DOES IT REVEAL ANYTHING ABOUT THE.
OTHER FLOOR THE EMBASSY (IF THERE IS ONE
)... INVENTORY - YOUR MISSION BEING
TO ESCAPE THE EMBASSY, TOP SECRET BRIEF
. CASE IN HAND, IT IS IMPORTANT TO R
EMEMBER THAT ALL ELSE IS BUT A MERE.
DISTRACTION. BEFORE TIME RUNS OUT YOU M
UST MANAGE TO FIND, FILL AAND KEEP.
THE BRIEFCASE, LOCATE THE ONLY EXIT AND
BOARD YOUR PLANE WITH ALL OF THE. FO
LLOWING: PASSPORT, TRAVELING MONEY, THE
KEY AND THE SECRET PLANS... IT IS H
ELPFUL TO KNOW THAT THESE ITEMS ARE NEVE
R FOUND IN ANY OF THE. REMEDY LOCATI
NS. USE THE BRIEFCASE TO HOLD ALL THESE
ITEMS. CARRY THEM. WITH YOU OR HIDE
THEM. THERE IS ONLY ONE OF EACH IN ANY G
AME. PROTECT THE. BRIEFCASE AT ALL C
OSTS. IF AN ITEM IS FOUND AANND YOU DO N
OT POSSES THE. BRIEFCASE YOU SPY WIL
L BE CARRYING A WHITE SATCHEL AND THE IT
EM CONTAINED. WILL BE FLASH ING ON T
HE TRAPULATOR... EXIT - THERE IS ON
LY ONE WAY OUT OF EACH EMBASSY BUILDING.
THE EXIT DOOR. IS MARKED. YOU CAN N
OT LEAVE WITHOUT ALL OF THE REQUIRED INV
ENTOR Y. THE. AIRPORT SECURITY GUARD
WILL SEE TO THAT!.. SPLIT LEVEL EM
BASSIES - SOME OF THE EMBASSY BUIDINGS A
RE TWO STORIES. HIGH. YOUR SPY CAN C
LIMB FROM FLOOR TO FLOOR BY USING THE LA
DDERS. HOLES. IN THE FLOORS ARE OFTE
N HIDDEN BY CARPETS. USE THE JOYSTICK OR
SPACEBAR. TO COVER/UNCOVER SUCH AN
OPENING. USE THE JOYSTICK OR KEYBOARD TO
MOVE UP. OR DOWN... LADDERS AN
D RUGS - IF YOU ENTER A ROOM WITH A LADD
ER, YOU CAN ACTIVATE IT. BY MOVING W
ITHIN RANGE AND PRESSI NG THE JOYSTICK B
UTTON. PRESSING THE. JOYSTICK BUTTON
ONCE WILL LOWER THE LADDER TO GROUND LE
VEL, ENABLING YOU. TO MOVE YOUR SPY
UP THE LADDER TO THE UPPER FLOOR. IF YOU
DO NOT PUSH YOU. SPY UP THE LADDER
BUT PUSH THE JOYSTICK BUTTON A SECOND TI
ME, THE LADDER. WILL RAISE BACK UP.
TO CLIMB UP OR DOWN, TAP YOU JOYSTICK ON
CE IN THE. APPROPRIATE DIRECTION. TH
E SPY WILL MOVE BY HIMSELF. DO NOT KEEP
THE. JOYSTICK FORWARD OR BACK. IF YO
U ENTER A ROOM WITH A RUG, STANDING WITH
IN. RANGE OF THE RUG, PRESSING THE J
OYSTICK BUTTON WIL LIFT THE RUG AND REVE
AL. A HOLE. MOVE YOUR PLAYER OVE THE
HOLE AND HE WILL CLIMB DOWN THE LADDER
TO. A LOWER FLOOR. YOU CAN COVER A H
OLE BY STANDING NEAR IT AND AGAIN PRESSI
. NG THE JOYSTICK BUTTON... BRE
AD CRUMBS - YOU CAN RE-TRACE YOUR STEPS
BY USING THE SMALL CHARACTER. INDICA
TORS JUST BELOW THE FRONT EDGE OF YOUR R
OOM. THESE GUIDES (NOT. AVAILABEL IN
THE HIGHER LEVELS) ACTUALLY POINT THE W
AY BACK TO WHERE YOU. HAVE JUST COME
FROM! THE INDICATORS AND THEIR MEANINGS
ARE AS FOLLOWS:. > TAKE THE DOOR O
N THE RIGHT TO GO BACK ONE ROOM.. <
TAKE THE DOOR ON THE LEFT TO GO BACK ON
E ROOM.. ARROW DOWN - TAKE THE DOOR
IN THE FRONT OF THE ROOM TO GO BACK ONE
ROOM.. ^ - TAKE THE DOOR IN THE BA
CK OF THE ROOM TO GO BACK ONE ROOM...
(CIRCLE) - GO DOWN THE HOLE IN THE FL
OOR TO GO BACK ONE ROOM... (LADDER)
GO UP THE LADDER TO GO BACK ONE ROOM..
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