amiga - corporation manual

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Corporation © 1990 Core Design Manual Right aim of the game... nasty UCC have created a humanoid monster that`s eating people around an old abandoned factory... and the goverment ain't happy, so they hire an agent of (Zodiac) to get evidence to prove it and charge `UCC` with being bad boys... you are the agent, any one of 6... 2 girls, 2 boys, 2 androids choice by their abilities and away you go... good luck... right here's the main details coming up.... At the beginning of the game you choose which agent you wish to commission from a selection of 6... your computer displays info about each character to aid your choice. Point at the `Pass` or `Accept` button to reject or select your character... The screen at the top left of your display shows a photo of the agents face. Next to this is a retina scan (for security reasons) the top right of the display shows the agents rating at a selection of skills (detailed below) the bottom left of the screen shows a phot of the agent and a physical description. The image at the bottom right of the screen is a full figure picture of the agent... to allow you to compare relative heights and weights by sight as well as by the specified numbers. ABILITIES Strength This measures the individuals physical strenght. It is used to determine how much equip the agent can carry before becoming encumbered. Dexterity This describes the inmdividuals hand-eye co-ordination. In the game it affects the damage done to an enemy in missile combat, and it affects the chance of effecting a succesful repair on damaged equip. Endurance Endurance is used with strength to calculate how much equip the agent can carry... before being encumbered. Intelligence The intelligence rating is used as a guide to the player as to how the role should be played. It is only used to determine how succesful the character has been in pre-mission training to improve a selected skill. Movement Each agent moves at a slightly different rate. This value does not relate to any distance or time. The greater the number, the greater the running speed. If any agent becomes encumbered through carrying to much equipment, this value is temporyarily reduced. SKILLS Combat The combat ability is used in both hand-to-hand and missile combat to determine how hard a successful hit was. Weapons This skill relates to missile combat and the agents ability to repair a gun. Computers Repairing the backpack computer requires this skill, it also determines how succesful the android agents are when attepting to heal themselves. Electronic Used in the repair of electronic equipment. Mechanical Used in the repair of mechanical equipment. Medical This determines how succesful a human agent is when attepting to heal him/herself. Psionics The number under this heading datails the individuals psychic energy level. The maximum number is 33 although this can be boosted artifically...

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Page 1: AMIGA - Corporation Manual

Corporation© 1990 Core Design

ManualRight aim of the game... nasty UCC have created a humanoid monster that`s eatingpeople around an old abandoned factory... and the goverment ain't happy, sothey hire an agent of (Zodiac) to get evidence to prove it and charge `UCC`with being bad boys... you are the agent, any one of 6...2 girls, 2 boys, 2 androids choice by their abilities and away you go... goodluck... right here's the main details coming up....

At the beginning of the game you choose which agent you wish to commissionfrom a selection of 6... your computer displays info about each character toaid your choice. Point at the `Pass` or `Accept` button to reject or selectyour character... The screen at the top left of your display shows a photo ofthe agents face. Next to this is a retina scan (for security reasons) the topright of the display shows the agents rating at a selection of skills(detailed below) the bottom left of the screen shows a phot of the agent anda physical description. The image at the bottom right of the screen is a fullfigure picture of the agent... to allow you to compare relative heights andweights by sight as well as by the specified numbers.

ABILITIES

StrengthThis measures the individuals physical strenght. It is used to determine howmuch equip the agent can carry before becoming encumbered.

DexterityThis describes the inmdividuals hand-eye co-ordination. In the game itaffects the damage done to an enemy in missile combat, and it affects thechance of effecting a succesful repair on damaged equip.

EnduranceEndurance is used with strength to calculate how much equip the agent cancarry... before being encumbered.

IntelligenceThe intelligence rating is used as a guide to the player as to how the roleshould be played. It is only used to determine how succesful the characterhas been in pre-mission training to improve a selected skill.

MovementEach agent moves at a slightly different rate. This value does not relate toany distance or time. The greater the number, the greater the running speed.If any agent becomes encumbered through carrying to much equipment, this valueis temporyarily reduced.

SKILLS

CombatThe combat ability is used in both hand-to-hand and missile combat todetermine how hard a successful hit was.

WeaponsThis skill relates to missile combat and the agents ability to repair a gun.

ComputersRepairing the backpack computer requires this skill, it also determines howsuccesful the android agents are when attepting to heal themselves.

ElectronicUsed in the repair of electronic equipment.

MechanicalUsed in the repair of mechanical equipment.

MedicalThis determines how succesful a human agent is when attepting to healhim/herself.

PsionicsThe number under this heading datails the individuals psychic energy level.The maximum number is 33 although this can be boosted artifically...

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androidsdo not possess this ability.

Equipment PurchaseWhen an agent has been selected. The display clears and is replaced bydetails of the equip available for purchase. The large screen now shows apicture of an item... point and click on `Pass` or `Buy` to reject or accept..When you have bought all you want or can afford... click on the right mousebutton... the text at the bottom leeft of the screen details the weight andbulk and cost of each item... your available funds are displayed at the top ofthe screen.

THE SCREEN LAYOUT

DamageThe figure dispalyed to the left of the playing area is used to indicate thedamage you have sustained during the game. If the box over your head isfilled or the box over your chest is filled then the game is over yourdead!!!!.. If a box becomes more than half filled then you use of that areabecomes restricted, for example if your leg is injured by more than half ofits capicity your movement is reduced... if your head is more than half injuredyour sight is affected.

The horizontal bar beneath this figure represents your energy level... thisstarts off as full and gradually deplets.

EquipmentThe figure displayed to the right of the playing area is used to indicatewhat equiptment is carried where. Each box on the figure represents a pocket.Use this figure to examine your equip, to move it from pocket to pocket andto drop or pick up objects, the small boxes on either wrist are always full.These contain your compass and wrist watch, the small box on your beltcontains the power lead from your suit used to recharge enery weapons andequipment.

The horizontal bar beneath this figure represents your suits power level.This starts off full and depletes as you use it.

Smart cardThe card shown at the bottom left of the screen is your security pass. Itcontains a photo of your character... their name and ability scores (0-9)these are shown in the following;

Order; strength; dexterity; endurance; intelligence; and movement..These values are normally static throughout the game although the use ofsome objects may affect one or more of your attributes!

Look WindowsLhe bottom right corner of of the display represents what you are looking at.This is normally the contents of a pocket or anything in the room which is inreach. The small button marked with an arrow cycles through all of the itemsin the pocket or within reach. If you can drop an item, a down arrow isdisplayed over the cycle button. Click here to drop an item. If it is damageda red cross is shown at the left of the cycle button. The vertical column ofthis area is used to show how much of the repair process has Ben completed.

ControllerThe bottom centre of the display holds everything necessary to control yourcharacter. It has been designed with ease of use and maximum flexibility inmind, the button marked with an arrow pointing down allows you to crouch orduck. Click here quickly to duck or hold the button a little longer to crouchdown. Use this button to land if you are flying. The arrow marked with anarrow pointing up allows you to stand up from a crouched position. Click herequickly to peep over an object or hold the button a little longer to standup, click here while standing or running to jump on the spot or jump oversomething. Use this button to fly if you have a jetpack, or if you are goingto levitate.

The button marked with an eye allows you to look around. Click here and youwill see a light comes on in the corner of the button. From now on anythingthat comes within reach re-appears in the `look` window.

The button marked with a hand allows you to manipulate or use an item.

The button marked with the sleping figure sends you to sleep... use this torestore lost energy. Androids use this mode to conserve energy.

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The button marked with a spanner is used to repair an item.

The shaded square determines your movement. Click anywhere in the white crossto stand still, the corners of the square occupied by the cross allow you toturn on the spot. Everywhere outside the box starts you moving. The furtheryou are from the centre the faster you move. Leave the red marker in positionto keep moving. This allows you you to run down a corridor and aim into thescreen or to rotate on the spot with your gun ready. If you bump along into awall you will slide along it.

Press P to pause the game. This feature is not available whilst an item ofequipment is being manipulated

DamageBoth you and your equipment are susceptible to damage, damage to your body isdisplayed in th boxes shown on the figure left of the screen. Damage to anobject is shown only when you look at the object (ie click on its pocket). Thered cross signifies that the item is faulty. All damage can be repaired withthe right equipment, skills and time. Physical damage to flesh is repaired byusing the first-aid kit. Robots and bionic limbs require the electronics kitto repair damage, simply find the necessary equipment and press themanipulate button (the one with the hand) these kits can be used once onlyand are then used up. You can, however, find another one and use that. Theamount of damage repaired depends on your skill in that feild, using a firstaid kit in conjunction with a high medical skill and a high dexterity, forexample will result in a good repair.Damaged equipment can malfunction when used, with a damaged hologram this isnot a problem but a damaged grenade may just blow off yer hand!! To repairan item of equipment, look at it and (click on its pockets) and then holddown the repair button (the one with the spanner) while the buttton is down,the mercury in the indicator is rising. Hold the button until the mercuryreaches the top and at that point your character thinks the repair iscomplete. If you are interrupted during a repair, you will have to start thewhole repair again next time. When the repair is thought to be complete, thecomputer has used your characters skills to determine success. If the repairwas a failure it could be obvious and the damage cross could still be visibleor it may only be obvius when the object is next used!!

Guns are complexed objects and can malfunction in a variety of ways. Theseinclude losing all of their charge, exploding when damaged, exploding whennext used and firing reduced power missiles. Repairing a gun is a complicateda procedure and success is determined by your weapons, elctronic andmechanical skills and dexterity rating.

ArmourOne item of equipment you can purchase is a suit of armour. There are fourtypes of armour and all offer different degrees of protection againstdamage, androids being humanoid can take advantage of armour too.

AblativeThis form of armour is relatively inexpensive, it is made of compressedcarbon compound and protects against all damage whilst it lasts. The problemwith this armour is that every hit destroys part of it.

ReflectiveThis armour is excellent against attacks from energy weapons. It is formedfrom a highly reflective plastic material which simply deflects the missile.The plastic is soft, however, and offers no protection against hand-to-handcombat.

StandardThis is the standard issue armour worn by most military personnal. It offersa general protection which is not as good against enery attack as reflectivearmour does, but does absorb some hand-to-hand damage.

SupremeThis armour is the ultimate protection. It offers almost complete protectionfrom enery attacks and is so tough only a large explosive is likely to injurethe occupant. The suit does not have disadvantages in that it continuallyuses power, its bulk slows the wearer down and it reduces the wearersendurance. As a consequence the wearer can carry less equipment before beingencumbered. If the suit runs out of power the occupant is trapped and will becaptured.

CombatThe character can indulge in two forms of combat; long and short range. Whenyou point into the game window you will see that the small arrow becomes a

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cross hair, use this to aim and press the left button to attack.

MissileMissile combat covers the use of guns and grenades. To use a gun simply holdit in your hand (either hand) and when you attack you will fire a missile. Ifthe gun runs out of charge, instead of shooting you will punch (see power fordetails on re-charging equipment) to throw a grenade look at it manipulateit. The grenade will be thrown straight ahead and will explode on impact.Remember not to stand to close!!!

Hand-to-handIf you attack without holding a gun, you will `punch`. You will also punch ifyour gun has run out of charge. Punching does very little damage. Rememberthat you only punch at arms length!... combat can be dangerous. It is worthremembering that everyone in the game is wearing armour.

OBJECTS

Manipulation;- this is an important ability and is really quite simplealthough it may at first seem complicated... every object in the game has afunction and this normally activated by clicking on the manipulate button, ifthe item cannot perform its usual function. You are presented with theopportunity to re-charge it. For the button to work, you must be looking atthe item you wish to manipulate.

Ie..To use the medi-kit you should click on the pocket it is in and then clickon the manipulate button. The machine will administer either a stimulant oran antidote or both, if the medi-kit has no chemicals, clicking on manipulatewill instead produce a full screen image of it. You are now in position torefill it. Search your pockets to see if you have the ampule of chemicalsnecessary to refill the medi-kit. If you find them look at them andmanipulate them. The chemicals will then be used and the medi-kit re-Supplied.

The same procedure is used with the gun, if you look at the gun andmanipulate it, you will see the full screen image of it. Now look at thepower lead which comes from the belt of your suit and manipulate that. Thegun will be `burst charged`.

To pick up an object up. Click on the look button (has an eye on it) so thatthe small light is on. As you move around anything which comes within reachappears in the look window. To pick an object up, simply click on it and holdthe left mouse button down. Your pointer will change into a hand. Move thehand over the pocket in which you wish to put the object and release thebutton. If there is room in the pocket the object will be moved there.

DOORS

Lock doors are manipulated in a similar manner to guns, there are two typesof doors; one that can be opened by walking on pressure pads and the secondthat is locked by an electronic system, the locked door is depicted by a greysquare on its surface, to open it click. On the look button and approach thedoor, when the control panel is within its reach, it appears as a small imagein the look window (bottom right of your screen) next click on the manipulatebutton and the control panel will be shown as a full screen image. In orderto enter the four figure code point at and click on the buttons on the panel.As you locate a correct number, the green light on the panel flashes. Notethe numbers and then try to establish the three other figures needed tocomplete the code.Once you have all four figures press the Enter key on the control panel. Ifyou have entered the numbers in the correct sequence, the door will open, if not you will have to try entering the numbers in different combinations until they are correct.

The alternative to opening doors `manually` is to use an electronic lockpick. These can be either purchased at the start or collected as you progressthrough the game. To use it click on the pocket it is stored in. It will nowappear in the view screen. Click on manipulate and the lock pick will startto decode the combination. It will eliminate wrong numbers by learning fromits mistakes.Once it has completed its decoding. You will have approx 5 seconds to notethe number for future reference. You will now be to advance through the door.

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You can only use the electronic lock pick when you have a full screen imageof the control panel.

ELEVATORS

Elevators are the only way to move between levels. There are two controlpanels which relate to elevators. The small panel outside an elevator showsthe floor it is on. Press the arrow shaped button and the elevator will becalled. When it arrives you have 5 seconds to enter the open door. Inside is acontrol column, walk up to it and click the look button Manipulate theresulting keypad to see a full screen picture of the control pad. Key presseswill not be accepted until you have inserted your smart card. To do this findwhich pocket it is in, look at it and click the manipulate button. The cardwill now appear in the slot. The arrangement of buttons on the control panelallows you to go to any floor in the building. To select a floor just ppiontto its number and click. If you have security clearence for that level agreen light will come on and the lift will start to move. If you dont haveclearance nothing will happen and you will have to press another number. Thepanel displays the level you are on in the top right and the level you aregoing to in the top left. When the elevator has reached its destination thecontrol pad will disappear and your smart card will automatically be returnedto you.

AIRLOCKS

The warehouse, car Park, and ground floor are separated by security locksnicknamed 'airlocks'. The control pads for these are similar to the lockeddoor control pad. First insert your smart card and then enter the four figurecode in the same wayas you would with a normal door. When the code has beencorrectly entered the small light will come on. Now press the yellow button toopen the door. Your smart card will automatically be returned to you.

TERMINALS

Computer terminals are a rare find. They are similar to the elevator controlcolumn. Walk up to the column and look at it. When the picture of a monitorscreen appears in the look window, click on the manipulate button. Computerterminals offer a wide variety of facilities including increasing yoursecurity clearence to allow you acces to more levels of the building.Note: If you decide not to use any of the above items while they are displayedfull screen, just click on the right mouse button to go back to the originalscreen.

POWER

Your personal energy is displayed as a horizontal bar beneath thedamage figure. This energy is being constantly depleted. If you becomeencumbered by carrying too much equipment you will use power twice as fast asyou normally do. Energy is rewplenished by drinking glucose compound from thedrinking bottle and by sleeping. In an emergency manipulating the medi-kitwill administer a stimulant which will raise your energy to half its normallevel. Too frequent use of this stimulant could permanently reduce yourendurance rating and this in turn will reduce your encumbrance rating.

Many items of equiment require power to function. Your suit can carry a chargefor this just purpose. The level of charge remaining in your suit is displayedas a horizontal bar beneath the equipment figure. To recharge your suit find aterminal (a monitor screen-each level contains at least one!). When you findone manipulate it and it will become a full screen image. Point and click onthe power button on the teminal to activate it. Find your smart card andmanipulate it to put it in the slot. Now find your power lead and manipulatethat. This plugs it into the power socket on the terminal. The suit is then'burst charged' in a fraction of a second.

To charge an object, look at it and then manipulate it and it will become afull screen image. Now look at and manipulate your power lead. This plugs intothe power socket on the object which is then 'burst charged'. If you charge upa damaged gun, it may explode.

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Some equipment will constantly drain your suits power. This includes the mostpowerful armour, the jetpack (when in use) and the vision enhancing visor(when in use) the buildings power can be interrupted at the fuse box, eachfuse relates to a level of the building including the warehouse. There is nofuse for the car Park. By looking at the fuse box and manipulating it, itbecomes a full screen image. Point and click on the button under a use to cutthe power to that level. The fuses are not marked but they laid out in alogical manner and a little experimenation should reveal which is which. Afuse which has been removed in this way can be replaced later on by the guardor player. Use the bomb or grenade to permantly cut the power to the wholebuilding. When the power is cut to a level, all lights go out, robot guardscan still see because of their vision enhanced systems. The other creaturesare effectively blinded until the power is restored. The player can useenhanced vision if the visor is worn (androids are fitted with this asstandard) cutting the power also disables doors and terminals.

SECURITY

CamerasSecurity cameras are mounted on the ceiling and rotate at regularintervals. If the player is detected by one, the alarms are triggered. Thecameras have a limited range though, destruction of an alarm trigger does notset off the alarms.

Infra Red BeamsBeam projectors are small metal objects standing on the floor. They areeasily recognised by their single large lens, walking in front of this lenswill break the beam and trigger the alarm. Like the camera, these can be shotfrom a distance. The projectors are normally difficult to see because theyare hidden in alcoves. But the infra red mode on the visor will allow you todetect the beam itself. It is possible, although by no means easy, to jumpover the infra-red beam and avoid triggering the alarm. To do this, back asfar away from the projector as possible, run towards it at top speed andclick on the up/jump button. This takes practise!!

Pressure PadsPressure pads appear as slightly discoloured tiles on the floor, they cannotbe shot. Once spotted they should be avoided, because stepping on oneactivates the alarm.

AlarmsWhen the alarm is set off, the orange lights on the ceiling start to flash, asiren starts to wail and the guards on your level start to hunt you down.Shooting the alarm lights is a waste of time and energy.

GasThe bad news is that tranquilliser gas is pumped into the air, if youhave a gas mask put it onto your head box. A small face mask is the next bestprotection. Note that the gas mask cannot be worn with the vision enhancingvisor... if you have no gas mask, move far away from the sound of gas aspossible. This could minimise the effect. If the gas does aect you, you willslow down and your vision will become dark. Using the medi-kit will inject afast acting antidote.

DoorsWhen the alarm goes off, all doors with a keypad are locked and cannot beopened, automatic doors still function.

CaptureIf you faint from exhaustion, run out of power (android or supreme armour) areovercome by gas or are damaged to such an extent that you black out, you willbe captured and placed in a secured cell. Once you have recovered, survey thesurroundings as there is always an escape route. Your equipment will beintact although your gun(s) will have been removed. If you do not have enoughenergy or equipment to escape, UCC will dispose of you in such a way as toleave any evidence that you were ever there!!!

EscapeWhen you awake in the cell, there is always a way to escape. Check whatequipment you have left. When you do escape you will have to find out wereyou are, try to find a weapon as soon as possible because you could becomevulnerable to attack.

Loading and Saving gamesTo load a saved game, look at the contents of the belt pocket. Items in this

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pocket cannot be dropped or removed. You will see the power lead. Point andclick on the cycle button (button marked with an arrow in the bottom rightcorner of the look window) you should now see a picture of a floppy disk.Click on the manipulate button and you will be presented with a menu ofoptions. These include loading a previously saved game and saving yourexisting game. Use the mouse pointer to point at the option you wish tochoose and click the left mouse button. If you don´t wish to load or save agame, click the right mouse button. When you have made your selection, youwill be asked to insert your save-game disk... remember never save a game ontoyour game disk!!

At the start of the game you will be given the option of loading a savedgame. This allows you to bypass the character selection part of the game andresume playing were you left off.

HINTS

a) Dont rush around. It is better not to trigger alarms. This is achievedMore easily if you are careful.

B) Shoot cameras and projectors from a distance.

C) If you are getting low on energy or power. Don´t wait until the last minutebefore recharging, something might attack you and you may not have theopportunity to re-charge.

D) Use the jetpack, visor, and backpack computer sparingly. They use powerall the time they are in use.

E) Learn to use your psychic powers. Something brings up the selection menu,try to find out what it is

F) Use exploseives sparingly.

G) Examine holograms very carefully.

H) Fight with your back to a wall.

I) Try keep an escape route clear. You`ll never know when you need to runlike crazy!!!

GLOSSARY

Look AtPoint at the pocket that the object is in and click on the left mousebutton. A picture of the object will now appear in the window.

Look AroundFor objects not on your person, click on the button marked withan eye, as you walk within reach of something you can manipulate, a smallimage of it will appear in the look window.

ManipulateUse for the interaction with an object, in general, clicking onthis will cause an item to perform its task... ie click on the lock pick and itunlocks a door... click on medi-kit and it injects an antidote.

AttackMoving the pointer into the view window changes it to a cross hair.Pressing the mouse button now attacks... if you are holding a working gun itwill fire... if not you will Punch.

EQUIPMENT LIST

Backpack ComputerThis portable computer is not as portable as the name suggests... it is a heavyitem which provides only one service... it can produce a head up display map.Look at the computer and manipulate to turn it on. The map appears in thebootom left of your view window and scrolls as you move. You areshown on the map as a white dot. When the map is displayed you are drawingpower from your suit. Use this map in conjunction with the wrist compass toplan your moves.

BombsA bomb is similar effect to a grenade but it will also destroy walls. To usethis item look at it and manipulate it. You will see a full screen image ofthe timer control, click on the fuse time and then click on the button marked

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enter the maximum time you can prpeare is 99 game minutes. When the time hasbeen entered, the light comes on. To start the countdown click on the redbutton. The full screen image disappears and you should click on the droparrow before running away.

CompassA small compass is carried on your wrist throughout the game... simply look atyour wrist pocket and it will be dispalyed in your look window. The compassuses no enery use it in conjunction with the map (se backpack) to plan yourmovements.

DisrupterThis is flexible non conductive sheet woven from ceramic fibres, severalhundred micro batteries are built in and circuit is printed onto the materialwith several contact points at the surace... manipulating this sheet lays it onthe floor at your eet. This material is invisible to robots vision systems.If a robot is lured over this sheet it will complete the circuit and burnout. Only the largest of robots can survive this treatment. This equipment isperfectly harmless to orcanic creatures but cannot be used by androids.

DrinkUse of this item gives human characters an energy boost. This is noteffective as the medi-kit stimulant but has no harmful side effects... thedrink dispenser requires small refill packs of glucose rich fluid. These areto concentrated to drink but come with a small measured quantity of waterwhich is mixed correctly in the dispenser.

Electronics KitThis kit repairs physical damage to android characters it can only be usedonce. The quantity of damage restored depends on the characters electronicsskill... human characters with bionic limbs need this kit to repair mechanicallimbs.

Face MaskThis is a small mask which offers partial protection against gasattacks... including tranquiliser gas in the building... this mask can be usedindefinately but you cannot wear you visor at the same time.

First Aid KitThis kit physical damage to human characters... it can only be used once... thequantity of damaged restored depends on the characters medical skill.

Gas maskThis is a full face mask which offers total protection against gas attacksincluding the tranquilliser gas in the building, same as the face mask... it`sindefinate but can`t be worn with the visor.

GrenadesThere are 2 types of grenades available

1) The stun grenade;-- the effect of this is not to damage, but to stun... thisis a temporary effect... it projects bright light in all directions onimpact... only robots are immune to its efect.

2) The explosive grenade;-- grenade explosions will destroy lights, doors andobjects but not walls... it will also damage or kill both creatures and robots.

GunsThere are 5 different type of guns available, each is a different weight,bulk and price. The greater the price the more powerful the gun... the guardsin the building use the cheapest guns avaiolable, all of the guns are energyweapons and not projectuyle weapons.

HologramsThese items are of no use individually. Used in conjunction with the scanmanthey give you a three dimensional view of part of the building. Examine thesepictures carefully as they could hold useful information.

Jet PackThis piece of equipment is fairly heavy and uses a lot of power. Look at itand manipulate it (whilst wearing it) to turn it on.use the jump and crouchbuttons to fly and land. This item only consumes power whilst inflight. Remember that doors which open automatically rely on a pressure padwork and should be approached on foot or they will stay shut.

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Lock Pick (Electronic)This item is to be used on on the control pad of a door or airlock. Itoverrides the keypad and works out the code by trial and error. When it hasfound the code it will be displayed for a short time before the door isopened. Take this opportunity to write the number down. The lock pick is slowbut quicker than you could do yourself. Typing in a known code is the easiestway.

Medi KitThis is a small item which will automatically administer the antidote to mostpoisons or drugs. It will also administer a stimualant if exhaustion issensed. Using this item several times in a row can permanently reduce yourendurance rating by one point. Remember that your endurance rating can affectyour encumbance level. Replacement chemicals for the kit can be found aboutthe building.

PSI Enhancing DrugsThese tablets found in the building are an old UCC product which has now beenwithdrawn from sale. The drugs enhance latent psychic power in the user for ashort period. They have the side efect of reducing the users dexterity orendurance.

PSI RyeThis is a headband which is decorated with a painted eye. The electroniccomponents are a new UCC invention which ampliy latent psychic power. Simplywear this item and all psychic actions will be more powerful.

ScanmanThis item is used to view and examine holograms. It may need to be rechargedbefore use. To use this item look at it and manipulate it to get a full screenimage. Now look at the hologram and manipulate that. If the scanman is poweredup the hologram will be displayed in the large central window.Point and click on the two buttons below the viewing window to tilt your viewlet or right. The green button recentres your viewpoint. The rocker switch atthe right of the window controls the image brightness. Some holograms may beover or under exposed and adjusting this control could reveal something whichwas previuosly hidden.

Smart CardEveryone carries an I.D smart card... your card carries info abiout you such asyour name, appearnce and security clearence. Use the computer terminals toincrease your security clearence level. The characters smart card isdisplayed at the bottom left of the display. The Numbers representstrenght... dexterity... endurance... intelligence... and movement in that order.

Vision Enhancing VisorThis equipment allows several enhancements to normal vision... use themanipulate keys whilst wearing the goggles to select your chosen visionsystem.

Infra Red Vision -- Lets you detect the infra red alarm beams... which arespread through out the building. Remember however that whilst using thisfacility it will constantly use more power than normal vision.

Image Intensified Vision -- Will enhance your ability to pick out features notnormally visible with the naked eye.

Thermal Vision -- For use when you have cut of the power supply to an entirefloor or the whole building, it affords you the ability to locate exact whereabouts of droids/robots/and other features indistinguishable in the dark.

Wrist WatchA digital watch is carried throughout the game... simply look at it and it willbe displayed in your look window. The watch uses no energy, note that timewithin the game runs faster than real time.

PsionicsPhysic powers are only available to human characters... the psionics ratings onthe character selection screen shows how powerful each agent is in this

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area.

Ie..... PSI eye... and PSI enhancing drugs are used to aid psionics...

LevitationThis is similar to the use of the jet pack, and is controlled in the sameway... it too affords you the ability to move `off` the ground.

ClairvoyanceThis ability allows the caster to see whats happening at a distance... whathappens is the spirit leaves the body and can wander at will through doorsand walls... the spirit can only watch... it cannot manipulate items or be`detected`.

HealThis effect repairs the cells in the body and also repairs damage to equipmentand armour which is worn.

DensityThe ability to increase one`s molecular density will, for the duration of the`spell` improve the characters armour.

Mind blastCreating this effect causes a massive power surge to affect creatures nearby.Organic creatures are killed instantly... the mechanical objects can sustain alarge amount of damage which may or may not destroy them.

Psionic effects use all of the available psychic power except for levitationwhich, like the jetpack burns power only while the character is off theground.

---Typed by Scooter of Scoopex. Edited by Parasite.

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