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INSTRUCTIONS FOR

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Index
1
YOUR MISSION
2
THE ISLAND
3
SHUTTLES
4
BUILDINGS
5
MILITARY ACTIVITY
    a. Armoured Vehicle Patrols
b. Foot Patrols
6
MINEFIELDS
7
SIGHTLESS IMAGE ENHANCER (SIE)
    a. Zone
b. Time Elapsed
c. Patrol Warning
d. Vision
e. Bombs
f. Spare Gun Clips g. Mine Detector
h. Compass Direction Indicators
i. Message Panel
8
DANGEROMETER
9
THE RESISTANCE MOVEMENT
10
CONTROLS
11
GAMEPLAY
    a. Movement
b. Gun Mode
c. To Board a Shuttle
d. To enter or leave a building
e. To identify anything else
f. To pick up Spare Ammunition, Explosives or Batteries
g. To leave a time delay bomb
h. To mine a tank
i. Computer Terminal-Transmitters
j. Save Game
12
MAP
13
THE SCIENTISTS

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1
YOUR MISSION
  Intelligence reports and satellite pictures have confirmed the worst - the
enemy's CK 23 orbital interceptor is operational. Able to take off and land like
any conventional aircraft, the revolutionary CK 23 is also able to escape the
earth's gravitational pull and then achieve geo-stationary orbit in any specific
location. There it can lie in wait, for weeks at a time, ready to blast back into the
atmosphere at frightening speed to intercept and destroy enemy missiles or
aircraft with its sophisticated missile and laser weaponry.
  The CK 23 test development site is the most secret military complex on
earth. Hidden somewhere on a mountainous and now deserted island, it is
surrounded by deadly minefields, high voltage electric fences and surveillance
cameras. The island itself is bristling with military activity, from armed foot patrols
to roaming lethal armoured vehicles.
  It is your mission to explore the island and find the heart of the
development complex. Once there you must steal the design of the CK 23 and
then set a time delay bomb in the nuclear reactor. The explosion which follows
will devastate the entire island.
  At the start of the game, you have just been dropped by parachute.
Where you actually land will depend on the prevailing wind. The time is 2200
hours. Sunrise is at 0600 hours. This gives you just eight hours to complete your
mission.
2
THE ISLAND
  The Island is a small island some 400 miles from the nearest mainland.
Despite this, it once supported a thriving community who made their living by
fishing the well stocked local waters. This community however, has now been
evacuated and the several scattered villages are virtually ghost towns. The island
is mostly flat windswept heathland, but there is the occasional forest and
marsh. There are also mysterious mountains.
3
SHUTTLES
  Whilst the enemy were building the military complex, the villages were
occupied by the civilian workforce. To assist in rapid transport, a shuttle
network was built which still criss-crosses the island. The shuttles run
automatically from one location to another. By switching shuttles, it is possible
to cover large distances quickly, but unfortunately your map shows only a few
of the principal shuttle routes. It is not possible to leave a shuttle in transit.
4
BUILDINGS
  The island contains a large variety of building types. Most of the buildings
have been sealed by the military, but not all. It is still possible to enter and
explore those which have been overlooked. Buildings which you can enter will
have clearly visible doors.
  Once inside a building it will be possible for you to identify its contents.
You may also find batteries for the mine detector, explosives for making bombs
and spare ammunition clips. It is worth making a record of buildings which can
be visited to obtain fresh supplies of these vital items. There are other things for
you to discover about some of these buildings.

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5
MILITARY ACTIVITY
  The island is subjected to an unusually high level of military activity, a
further indication of the military complex sensitivity.
  (a) Armoured Vehicle Patrol (AV)
These AV have set patrol routes. They will not deviate from these routes
unless they spot an intruder. Your image enhancer allows you to see armoured
vehicles from a distance from which they are unable to see you. However, they
move more quickly than you, and a close encounter is usually fatal.
  (b) Foot Patrol
These are heavily armed and, like you they have been equipped with
capable image enhancers. If you run into a foot patrol and they see you it is too
late to think of running away. Being accurate and quick on the trigger is the only
way you will survive the inevitable shoot out.
6
MINEFIELDS
  The island has a number of areas which have been mined. You have been
equipped with a mine detector which, if the batteries are not flat, will relay a
signal to your head-up display. Any mines in your field of vision will be clearly
visible to you. The enemy have used proximity mines. If you get too close to
one, its effect will be swift and lethal.
7
SIGHTLESS IMAGE ENHANCER (SIE)
  The parachute drop has been scheduled to coincide with a moonless
night. You have been equipped with an advanced image enhancer which shows
an accurate 3-D representation of your 'world' as you move within it. The SIE
also has a sophisticated head-up display which provides you with a constant
update on your status and situation.
   
ZONE
TIME
PATROL

 

 

 

 
VISION
 

 

 

 

BULLETS
SCORE AND MESSAGE PANEL
 
C
O
M
P
A
S
S
BOMB
TIMERS
BOMBS
CARRIED
SPARE
AMMUNITION
BATTERY
STATUS
DANGEROMETER

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  (a) Zone
The island has been divided into fourteen zones by the occupying military
forces. (See Map)
  (b) Time
Your parachute drop is timed for 2200 hours.
(c) Patrol Warning
If an armoured vehicle is nearby a condition GREEN warning sign will
appear in this space. If the enemy spots you, this warning will become condition
RED.
  As soon as the AV can get you in its sights, you will be destroyed. Your
only hope is to try and run away.
  (d) Vision
Displays a 3-D image of your field of vision. The range of the SIE is
approximately 100 metres. You will not be able to see anything beyond that
distance. There are a large number of things you may see but some objects you need
to be able to recognise straight away are:-
  (i) Enemy mines
Only detectable if your batteries are not flat.
 
  (ii) Shuttle stops  
  (iii) Your own bombs  
  (iv) Computer terminal/transmitter  
  (v) Any object in a room  

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  (e) Bombs
You can carry a maximum of three bombs. Each bomb is made from
explosives, a detonator and a timing device. You have an unlimited supply of
detonators and timers, but to make replacement bombs you must find buildings
which contain explosives used by the civilian workforce to quarry for building
materials.
  You can use a bomb for a variety of purposes.
i. To destroy buildings
ii. As a mine to destroy armoured vehicles
iii. To create a diversion
  (f) Spare Gun Clips
You can carry a maximum of three. With the one fitted to your rifle, this
only gives you twenty available shots. Try to avoid being trigger happy,
therefore. Spare Gun Clips can be found inside most buildings.
  (g) Mine Detector Battery Status
If flat, your head-up display will not detect enemy mines. Spare batteries
can be found in some buildings.
  (h) Compass Direction Indicators
Displays the direction you are facing. Can also be used to lock onto the
location from which radio transmissions are being made. The direction to the
transmitter you have detected will be displayed in red.
  (i) Message Panel
This displays text information. Your current score will also be displayed
every time you add to it.
8
DANGEROMETER
  This important panel displays a measure of the danger associated with
your current location.
  If it is high, the likelihood of your encountering a foot patrol is also high.
For example, if you set off a bomb in a particular area, soldiers are likely to rush
to investigate what happened. Hence your Dangerometer will be high.
However, if you are elusive, and keep a low profile, soldiers are less likely
to patrol your immediate area.
  By strategic planning it is possible to reduce the danger in an area you
need to go to, by leaving a time delay mine in an adjoining area. When this goes
off, soldiers rushing to investigate this diversion will leave your area at a lower
danger level.
  Keeping a close eye on your Dangerometer and trying to discover what
affects it, is of immense importance.
9
THE RESISTANCE MOVEMENT
  As well as the civilian workforce, the enemy recruited a large number of
technicians and scientists to help with the development of the CK 23. Very few
of these people were recruited willingly, most having been blackmailed,
threatened or even kidnapped whilst attending a bogus conference.
  Unknown to the enemy, seventeen of these scientists organised
themselves into a highly effective resistance movement, determined to
sabotage the enemy's plans. Unfortunately they were discovered and were all
evacuated. Their whereabouts are not known.

-6-

  However, intellisence sources have discovered that each of the
seventeen found a deserted building and turned it into their base. To enable
them to communicate with each other in secret they installed a computer
terminal and transmitter in each location. It is very unlikely they all met together,
but nevertheless your sources indicate that they had devised a way to wreck
the enemy's plans and that they were on the point of carrying this out when
they were discovered.
  You have been provided with a brief description of sixteen of the
seventeen scientists and this is attached. The identity of the seventeenth
scientist remains a mystery. This information will help you recognise which hide-
out you have located should you come across a computer terminal/transmitter.
Being able to correctly identify whose hide-out you have discovered may be a
matter of life and death.
10
CONTROLS
ACTION JOYSTICK KEYBOARD
FIRE
Left or turn left
Right or turn right
Up or move forward
Down or move backwards
Turn left quickly
Turn right quickly
Bomb Mode
Investigate Mode
Gun Mode
Move mode (Default)

FIRE
<-
->
^
V
<- with FIRE
-> with FIRE

ENTER
Z
X
P
L
Z with ENTER
X with ENTER
B
I
 
 
(Automatic if soldiers appear)
SPACE
11
GAMEPLAY
  (a) Movement
Although the island on which this game takes place is small, the distances
involved for someone trying to investigate it on foot are very large. Every time
you see the picture move towards or away from you represents one step. By
using and mapping out shuttle routes it will be possible for you to cover larger
distances more quickly. However, using a shuttle can be a
hazardous undertaking.
  You cannot leave a shuttle until it reaches its destination, but it is a good
idea to keep a watchful eye on the passing scenery.
  (b) Gun Mode
If you can see an enemy soldier, he can see you. You will jump
automatically into gun mode and it is up to you to be quicker and more
accurate than the enemy.
  You can only kill an enemy soldier by hitting him in the chest. If you hit him
anywhere else, he will be wounded but will still have time to shoot at you.

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  (c) To board a shuttle:-
Enter investigate mode. Move the cursor over the shuttle stop and press
FIRE.
  (d) To enter or leave a buildins:-
Enter investigate mode. Move the cursor over the door and press FIRE.
(e) To identify anything else.-
Enter investigate mode. Move the cursor over whatever you wish to
identify and press FIRE.
  (f) To pick up Spare Ammunition, Explosives or Batteries:-
This will happen automatically if you manage to find them.
(g) To leave a time delay bomb:-
Press B to enter bomb mode. The timer of the bomb you are setting will
flash. Set the timer using the keyboard numbers.
  Example: To set a bomb to go off in 2 minutes and 12 seconds type 0212.
The bomb is dropped automatically when set and cannot be defused. Press
space to quit option.
  (h) To mine a tank
Stand in a position which you think is on a tank patrol route. (This can be
dangerous.) Proceed as above, but set the timer for a fair length of time. The
bomb will explode if a tank goes over it.
  (i) Computer Terminal-Transmitters
These will be found in the hide-outs of each of the scientists. To LOGON
to the system network you must enter the correct password. Identifying whose
hide-out you are in will help you do this. If you LOGON correctly to exit systems
type BYE.
  Once you are into the system, there are useful clues to be discovered, if
you can crack them. Also, if you can communicate with any of the other
transmitters your direction indicator will get a fix on that transmitter's location
and continue to display it in red.
  Being able to understand and work with these terminals is vital to success.
You are alone in the midst of a hostile enemy. If you can find the nerve centre of
the scientists' computer network, you may be able to finish their mission.
  (j) Save Game
You can save the game to tape or disc, but only from a SAFE House.
If you find the word SAFE written on a wall, enter investigate mode and
identify the lettering. Press S or L to Save game or Load saved game.
12
MAP
  The Map enclosed with these instructions is intended as a guide only.
Serious game players may wish to make their own larger map onto which they
can plot shuttle routes, enemy patrol routes, minefields, buildings, marshes,
forests, mountains, safe houses, etc.

 

 

© Software Communications 1987

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CATCH 23 ISLAND MAP

MARSHES

WOODS

MOUNTAINS

MILITARY ZONE BOUNDARIES

BUILDINGS

MAIN SHUTTLE ROUTES
Ther are at least forty
others for you to discover.
 

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13
THE SCIENTISTS         TOP SECRET
TRACEY COURT   AMERICAN    AGE: 29    SINGLE
Specialist Area: Targetting Systems
Summary
Daughter of war hero General James Court, now tipped as a future
Governor of Texas. A keen interest in Ornithology. In 1997 invented the
world's first intelligent target system. Hates mice, rats, spiders etc.
SEAN CONNOLLY   IRISH    AGE: 54    MARRIED: 6 CHILDREN
Specialist Area: Super-Conductivity
Summary Gregarious extrovert. Keen golfer, enjoys reading and fishing and has
a fanatical interest in chess at which he is a Grandmaster. In 1995 he moved to
Switzerland. Hates fussy people, cats and most politicians.
CRISTOPHOLOUS STAVROS   GREEK    AGE: 44    MARRIED: 2 SONS
Specialist Area: Aerodynamics
Summary Interests range from showjumping, football and tennis to
gardening and keeping bees. In 1994 was severely injured in a car crash and still
suffers from severe back pain. Designed famous XT1000 body style with a drag
coefficient of 0.1. Hates heights.
HOMERO GUEVARA   SPANISH   AGE: 44   MARRIED: 2 CHILDREN
Specialist Area: Human Physiology
Summary Brother of the famous bullfighter El Guevara. Competent classical
guitarist. Loves music, good wine and good company. In 1995 discovered the
ideal diet for weightless conditions. Now working on a revolutionary 'self
exercising diet'. Hates crowded rooms and bad wine.
ANN ROBERTS    CANADIAN   AGE: 34    MARRIED
Specialist Area: Lasers
Summary Comes from a large family. Has six brothers. Organised the worlds first
Festival of Laser Art, held in Toronto. Keen on most outdoor pursuits, in
particular organised expeditions to explore wild and isolated parts of the
world. An excellent swimmer. Hates television and sitting around doing nothing.
OLAF STENMARK    NORWEIGAN   AGE: 37   MARRIED: 1 CHILD
Specialist Area: Optics
Summary Brother was assassinated in 1997. Since then has withdrawn from
public eye. Interested in astronomy. In 1998 he discovered a new star. Enjoys
travelling and has a passion for sculpture. Recently developed a light
intensification material suitable for contact lenses. Is short sighted. Hates poor
workmanship and mice.

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PROFESSOR WANG    JAPANESE   AGE: 32   MARRIED: 3 CHILDREN
Specialist Area: Instrumentation
Summary Son of the founder of KONY, the giant electrical company. Brilliant
physicist. Currently working on DSPI (Direct Sensory Perception
Instrumentation).
  A fanatical love of mountaineering. A member of the 1995 Japanese
expedition which recorded the fastest ever ascent of Mount Everest.
Appreciates all fine art, but hates cheap imitations of anything.

ZACHARIAS NEUMANN    GERMAN   AGE: 28   WIDOWER
Specialist Area: Fuels
Summary
A gifted concert pianist who tragically lost his entire family in a forest
fire. If it were not for the fact that he is also a brilliant chemist he would
undoubtedly have made this his chosen career. Currently working on low
temperature fuels. Hates fire and heights.
PETER THOMAS    BRITISH   AGE: 43   SINGLE
Specialist Area: Propulsion Systems
Summary
Keen interest in fast cars, windsurfing, real ale, cricket and reading
science fiction. In 1994 won the Nobel Prize for Chemistry. In 1996 finished his
first novel 'Calm Star' - a success. Hates spiders and seaside towns.
COLIN LASSITER    AUSTRALIAN   AGE: 47   3 TIMES MARRIED: 3 CHILDREN
Specialist Area: Communications
Summary
A friendly extrovert with a passion for virtually all sports. A black belt
in Karate. An accomplished mountaineer and rally driver. Has recently been
working on 'invisible' communication systems. Hates people who bore him and
snakes.
ANATOLI ROMANOV    RUSSIAN   AGE: 39   SINGLE
Specialist Area: Computer Systems
Summary
Quiet, almost recluse like. Keen interest in flowers, astronomy,
astrology and hang gliding. In 1991 developed the amazing new tulip 'Interface
Zebra'. In 1996 developed the organic interface for computers. Hates noise,
smoke and most people too.
RUDI APPEL    DUTCH   AGE: 22   SINGLE
Specialist Area: Radar Systems
Summary
A brilliant mind capable of amazing imaginative leaps. Is working on
'Laser Detection' and 'Gravity Warp Detection' device. Son of a famous
politican. Passionate interest in ecology and an active supporter of the Anti
Whaling Lobby. An accomplished ski-ier. He hates waste and greed.

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MARIO NOTRIANNI    ITALIAN   AGE: 42   MARRIED: 3 CHILDREN
Specialist Area: Missile Systems
Summary
A famous footballer. Played for AC Milan. Was being tipped to play for
his country when he broke his leg in 1990. Since then he has developed a keen
interest in the history of art. He is writing a book on the subject. His wife is a
famous TV personality. Hates very little.
OSWALD OSVALDO    ARGENTINIAN   AGE: 38   SINGLE
Specialist Area: Test Pilot
Summary
Brother of first Argentinian astronaut. A keen explorer. In 1992
discovered a new passage through the Bandees Mountains. Passion for Polo. A
brilliant pilot with a cool calculating mind. Hates city life.
MARCEL GUERRE    FRENCH   AGE: 36   MARRIED: 2 CHILDREN
Specialist Area: Metallurgy
Summary
Ski-ing, cooking, wine tasting. In 1990 he represented his country in
the Winter Olympics in the downhill, and came 12th. In 1994 developed the
worlds first metallic polymers. Hates bad food, cheap wine and dogs.
PROFESSOR NING    CHINESE   AGE: 52   SINGLE
Specialist Area: Explosives
Summary
A cultured and highly sensitive person with two great passions,
wildlife and archaeology. In 1992 discovered the 'Red Webbed Warbler' a bird
previously thought extinct. A regular visitor to most exciting archaeological digs.
Currently working on programmable explosives. Hates processed food.

-12-

CREDITS
Game Concept © Martech Games Ltd 1987
Program by Ian McArdle
Graphics by MalcolmSmith
Music by Millers


ALSO NEW FROM MARTECH
THE ARMAGEDDON MAN
  The year is 2032 AD and the world is balanced on a knife edge between
survival and destruction. The last thirty years have seen an enormous expansion
of the world's nuclear arsenal. There are now 16 nuclear superpower nations,
each with the capacity to trigger the final destruction of mankind -
Armageddon!
  In a world where trust is crippled by 'Uncertainty of Response' the 16
superpowers form a desperate alliance - the UNN (United Nuclear Nations).
  Together they finance and build an enormous network of spy and laser
defence satellites capable of monitoring, influencing and even directly
controlling the political, economic and military events of the world.
  Control of the network itself resides in an enormous and sophisticated
satellite, codenamed Olympus - and control of Olympus resides in its Supreme
Commander often called 'The Armageddon Man' who literally holds the fate of
the world in his hands
  In this incredible new game scenario YOU have just been chosen to become
the next 'Armageddon Man'. Whether you have the necessary diplomatic,
military and tactical skills to avoid global devastation is something you, and the
World, are just about to find out.

COMING SOON
SLAINE - THE CELTIC BARBARIAN
  (Licensed from 2000 AD)

 

 

 

 

 

© Software Communications 1987