RAMBO III ========= He's back and this time he's taking no prisoners. Colonel Trautman has been captured by the Russians in Afghanistan and there is only one person capable of freeing him. Negotiate the minefields, explore the Russian camp, lay boobytraps, avoid detection, free the Colonel and then ... move on to the explosive climax! RAMBO IS BACK! You are JOHN RAMBO, a veteran with a mission in Afghanistan, your colleague Colonel Trautman has been captured by the Russians and is being tortured and held captive somewhere in the fort. Rambo's first job will be to locate and rescue him. Along the way you'll have the chance to rescue other Afghan prisoners and confront hoardes of enemy soldiers. Various objects can be found which will either help or hinder your progress. LOADING 1. Place the cassette in your recorder ensuring that it is fully rewound. 2. Ensure that the MIC socket is disconnected and that the volume and tone controls are set to the appropriate levels. 3. If the computer is a Spectrum 48K or Spectrum+ then load as follows. Type LOAD"" (ENTER). (Note there is no space between the two quotes). The "is obtained by pressing the SYMBOL SHIFT and P keys simultaneously. 4. Press PLAY on your recorder and the game will load automatically. If you have any problems try adjusting the volume and tone controls and consulting Chapter 6 of the Spectrum manual. 5. If the computer is a Spectrum 128K then follow the loading instructions on-screen or in the accompanying manual. NOTE - SPECTRUM 128K The complete game loads in one load. Follow on screen instructions. SECTION 1 CONTROLS One player game. The game is controlled by either Sinclair Joystick, Kempston Joystick, Cursor keys or keyboard. KEYS K Pick up object/swap object with inventory ENTER Inventory screen H Change weapon J Scroll Inventory L Use object The following keys are redefinable Q Up A Down O Left P Right Space Fire 0 Pause - any key to restart STATUS AND SCORING The panel at the bottom of the screen contains, from left to right: Weapon and Ammunition status Inventory Score Energy (face) The weapon shown is the weapon Rambo is currently using. There are five weapons he can find: 1. Knife (Rambo starts off using this) 2. Arrows 3. Explosive Arrows 4. Pistol and Silencer 5. Machine Gun Rambo may carry all these weapons at once in the WEAPON INVENTORY. Use the H Key to change weapon, and the corresponding weapon will be displayed. The KNIFE, ARROWS and the PISTOL (if used with the Silencer) are all silent weapons and will not cause the alarm to sound. The EXPLOSIVE ARROWS, MACHINE GUN and the PISTOL on its own, will. Should the alarm sound, then guards will be alerted to Rambo's whereabouts and will rush to attack him, making his job much harder. The alarm will die down a while after he swaps to a silent weapon. Rambo has a limited supply of ammunition for any weapon that he finds, except for the knife, which is only used for close combat. Ammunition left for the current weapon is displayed underneath the weapon box. Ammunition can be replenished by finding and using an AMMO BOX. INVENTORY The objects under the current score on the status panel show three of the objects Rambo is carrying. He may carry a maximum of ten at any one time. You may look at what else he is carrying by scrolling the Inventory left and right or by accessing the Inventory Screen. The Inventory Screen shows everything that Rambo is carrying along with its name. An object may be picked up by scrolling the Inventory until the left box is empty, placing Rambo next to the object and pressing the K key. The object will now appear in the Inventory in the panel. If there is an object in the box when you pick up another one, the objects will be swapped. SCORE Your score is increased by shooting enemy soliders. Big bonuses can be obtained by finding and releasing Afghan prisoners and rescuing Colonel Trautman. ENERGY The face/skull on the right hand side of the panel depicts Rambo's ENERGY status. The greater the skull, the weaker he is. When the face has changed into a skull completely, Rambo will die. OBJECTS Objects will be scattered around the fort and in the compound. These include: AMMO BOX, MEDICAL KIT, GLOW TUBE, UNIFORM, KEYS, SILENCER, RUBBER GLOVES, MINE DETECTOR AND BATTERY (FOUND SEPARATELY), INFRA-RED GOGGLES AND BATTERY (FOUND SEPARATELY) AND ANTIPERSONNEL MINE. These objects when picked up, will be displayed in the INVENTORY. To use an object, scroll it into the middle box in the panel and press the USE key. If it is expendable e.g. an AMMO BOX, then it will disappear from the inventory. Keys and other non-expendable items can be used over and over again. HINTS AND TIPS 1. The guards will not take any notice of you provided you: a. Use a silent weapon b. Don't walk directly into their line of sight. c. Don't walk into the Infra Red intruder detector beams. d. Don't set off any alarms. 2. In some rooms you may not need to shoot the guards if they do not notice you. 3. If in using a non-silent weapon, you have set off the alarm, then swap back to a silent one and the alarm will die down after a short period of time. 4. Rubber gloves make you immune to electric shocks. 5. Batteries are needed in order for some pieces of equipment to work. 6. If you are stuck, then trying using one of the objects you are carrying. 7. Ammo boxes and medical kits do not have to be used at once, but can be saved for later, when needed. 8. Look out for switches on the walls. 9. To deactivate control boxes on walls they must be destroyed with explosive arrows. 10. Make a list of the rooms with objects in, so that you will know where to find them next time. SECTION 2 Having rescued the Colonel, Rambo must make his escape from the fort leaving the Colonel to rejoin the Afghan horsemen. He must make his way North, through enemy territory to where the final part of his mission awaits. CONTROLS Same as for Section 1. STATUS AND SCORING Same as for Section 1. HINTS AND TIPS 1. You will get a bigger bonus score for completing this section the quicker you are. 2. All the guards are out to get you, so shoot first, ask their names afterwards. SECTION 3 Rambo has taken control of a Russian tank and only has a short distance to reach the Afghanistan border. where he will be safe from the Russian onslaught. Unfortunately, the area has been alerted to his whereabouts and will be out in full force to give him a leaving reception he will not forget in a hurry. Rambo's mission is nearly over - the area must be cleared of the invaders. Can one man defeat the might of a whole army? It's up to you! CONTROLS Same as for Section 1. STATUS AND SCORING Same as for Section 1. PANEL DESCRIPTION At the top of the screen is your score (on the left) and the time (on the right). The panel contains among other things: 1. A Damage Counter 2. A Distance Counter - how far left to get to the border, (the numerical display on the top right of screen) 3. A Gun Heat Indicator - when indicator is full it will flash and gun will not fire. HINTS AND TIPS 1. Fire in short bursts so that the gun will not overheat. 2. Destroy the tanks before they destroy you. 3. Shoot the land mines before you run into them. 4. Shooting at a bunker as you approach it may kill anybody inside it, which will stop them from throwing grenades at you. RAMBO III Its program code, graphic representation and artwork are the copyright of Ocean Software Limited and may not be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Ocean Software Limited. All rights reserved worldwide. THIS SOFTWARE PRODUCT HAS BEEN CAREFULLY DEVELOPED AND MANUFACTURED TO THE HIGHEST QUALITY STANDARDS. PLEASE READ CAREFULLY THE INSTRUCTIONS FOR LOADING. If for any reason you have difficulty in running the program and believe that the product is defective, please return it direct to: Mr Yates, Ocean Software Limited, 6 Central Street, Manchester M2 5NS. Our quality control department will test the product and supply an immediate replacement if we find a fault. If we cannot find a fault the product will be returned to you at no charge. Please note that this does not affect your statutory rights. CREDITS Programmed by Andrew Deakin Graphics by Ivan Horn Music and FX by Jonathan Dunn Produced by D C Ward © 1988 Ocean Software Limited ATTENTION Important Note regarding Section 2 Priming bombs that have been placed in critical locations in the forts compound (the number which remain to be primed being displayed next to the current weapon icon). Once all bombs are primed Rambo must find the helicopter prepared for flight in which to make his escape.