OPERATION BERLIN LOADING INSTRUCTIONS The program is a two part adventure game. Both parts are loaded by the Load "" Enter Format, the program will then load and auto- run. HOW TO USE THE ADVENTURE PART ONE When loaded you will be required to enter the security code from off the cassette label, (failure to enter the correct code will result in a program crash after 3 attempts), before the adventure will run properly. On comp- letion of part one you will have selected several items of equipment, which will be necessary to carry out your assigment. This equipment data has to be saved; (Full instructions given on screen). Depending on what equipment you choose, you will be given a code, make a careful note of this. PART TWO You must have completed part one before you can access part two. Once part two has loaded the program will go into 'LOAD MODE' and request that you load in your saved game equipment data. On completion the program will request the security code you were given at the end of part one. (Fail- ure to enter the correct code will cause a program crash after 3 attempts). WORD ENTRY Input of commands (in the majority of cases) is achieved with a verb/noun format. SPECIAL COMMANDS Movement: All movement can be abbrevia- ted to a single letter, (N,S,E,W,U,D) and the more complicated directions must be abbre- viated, (NE. SE.,SW.,NW.). NB. The majority of the locations list the visible exits where it's possible to move in the listed directions at all times. However some locations have conditional movement, ie. you may have to perform a certain action or be carrying a particular object before movement in a particular direction is allowed. These con- ditional movements are not listed in the visible exits, but some reference will be made to them in the text. Inventory or I will clear the screen and list all the objects y ou have in your possession. Pressing any key will return you to the game by redescribing your present location. Pictures: will turn the graphics on. Words: will turn the graphics off. Quit: ends the game and offers you the option of starting again. Save: you will need a blank cassette for this instruction. Type 'Save' and enter, follow the instructions on screen. This will save your present game position to tape. Load: When you have saved a game pos- ition to tape typing 'Load' and enter will allow you to load back your saved position Store: This command is a ram save facility, and allows you to store your present game position in Ram. Use it before you attempt anything dangerous, then should you be killed, lose a valuable object or game position you can use....... Restore: This command recalls a previously stored position and allows you to continue from it. (NB. you must have previously stored a position for it to work). Special Note: In part two ONLY if you have stored a position and you then later meet your demise the program will return you to the stored position. If you have not stored a position and you get killed a jump will be made to initialise ie.you will have to reload your saved game position and enter the code etc. Redescribe or R: will attempt to redescribe your current location. (If it's dark and you haven't a source of light then it will not be possible). VOCABULARY The game has an extensive vocabulary, and incorporates two very useful commands. VERBS AND NOUNS By typing verbs or nouns will clear the screen and over 50 of the appropriate verbs or nouns will be displayed, which the adven- ture understands. Many of the words listed also have synonyms. Note though these lists of verbs and nouns are NOT complete and it will be necessary for you to discover some of the other words the adventure understands for you to complete it. Special Verb: USE; (in part 2) has been reserved for manipulating your equipment. So for example if you had the revolver and you wished to fire it 'Use revolver' would be the correct command instead of Shoot man, Fire revolver, Shoot revolver etc. OPERATION BERLIN The Prize Operation Berlin is the second adventure in the Operation Series Trilogy. For the first adventurer to successfully complete all 3 adventures, Wrightchoice are offering a prize of £500 cash. The winner will be required to submit a map and solution for all the adven- tures. BACKGROUND STORY The report that sat on the Prime Minister's desk did not make for good reading. She began to read it yet again......It was from Commander Stark M.I.5. Recently one of our leading Nuclear Scien- tists, a Professor Wolff, made the breakthr- ough N.A.T.O. had been looking for in terms of developing a new and more efficient nuclear powered engine. For the past two years Wolff had been working on the Isotope XIV project. He has discovered that this particular Isotope of uranium, under certain conditions can provide as much as 10% more motive power when used in the standard nuclear drive units as fitted to N.A.T.O.'s present K9 class submarines. He has also designed a new prototype engine which can provide an increase of over 30% in motive power, if it were to be fitted to our present submarines. Two days ago Wolff flew to West Berlin for some top level talks - to discuss his findings with his American counterpart and other members of N.A.T.O. Wolff was due to leave Berlin today, how- evere we have just received a double agents report from East Berlin informing us that Wolff has been kidnapped by KGB agents at Tegal airport, and has been smuggled into East Berlin - exact means unknown. He is being held in the KGB top security head- quarters. The agent has also informed us that the snatch did not go quite according to plan and the vehicle used was involved in an accident which left Wolff critically injured. Fortunately the accident occured fairly close to the KGB headquarters, which is fully equipped with hospital facilities. Natu- rally Wolff was carrying the plans for the prototype but they are in a Cipher format for which only Wolff knows the key. The implications of this are that if Wolff were to recover from his injuries he will be 'persuaded' to decode the plans. If the Soviets were able to install the prototype in their own submarines coupled with their superior strenght of numbers, it would be a crushing blow for the West. On the other hand if Wolff were to die, it will only be a matter of time before the Soviet intell- igence forces were able to crack the cipher. It is of the upmost importance then, that these plans be recovered. I am therefore submitting this report, Prime Minister, to notify you of our intended actions. I will be sending one of our top agents, Bill Travis, to Berlin tonight to meet with the double agent and discuss the situ- ation and possible rescue attempt. The remainder of the report outlined the rendevous and probable actions, together with a dossier on Wolff's background history. This time, when the P.M. finished reading the document she had made her decision. Rising from her chair she passed through a door into her private quarters. Once there, she pressed a well concealed button to reveal a secret compartment. From the compart- ment she extracted a strange looking red telephone. It was strange in the fact that it did not have a dial or other buttons. She lifted the receiver and waited, after a short delay of perhaps 30 seconds a connection was made. The P.M. spoke briefly in the mouthpiece before replacing the strange device back from where it came. She went back into the office to wait. Twenty minutes later, there was a knock on the door and a man entered the room, he spoke with a gruff sounding voice. The two fell into a deep conversation lasting for some fifteen minutes....... When Charles Jenson left the door of number 10 he knew exactly what had to be done...... [Retyped in February 2011 by Alessandro Grussu from a scan of the original inlay card. Any typographical errors and/or inconsistencies have been left as they were in the source.]