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<                A                  >
<     First Class Presentation      >
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<     "MISSION ON THUNDERHEAD"      >
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<  Docs by: The Hitman              >
<  Help by: The Iguana              >
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<  Typed On:  December 24, 1986     >
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.lj



Copyright 1986 The Avalon-Hill Game Company

.cj

"MISSION ON THUNDERHEAD RULEBOOK"
.LJ

Deep Background
---------------

he attempt by an agent to locate the power source of Thunderhead, and destroy it with the X-Tron device.
        "The Final Appeal" is not a mission, but an attempt by a convicted agent to escape from the complex before his sentence is carried out.

Instructions
------------

        Plug the joystick in before turning on the computer.  Insert the game diskette in the drive.  Turn on the computer, and the monitor.  After you see the title pages, press a key to begin loading, the game will load and the title screen will appear.

Game Options
------------

        "Mission on Thunderhead" consists of two scenarios.  Each game must be assigned a three digit option number consisting of specific game variations (the first two digits), and the skill level (the remaining digit).
        Variation numbers distribute the ikons and most of the tools Agent X needs.  The skill level ranges from zero (beginner) to nine (expert) and determines the speed at which te creatures move, and the difficulty in moving through the complexes.
        The two scenarios are "Operation Tempest" and "The Final Appeal".  Some scenarios can only be used with some variation numbers.
est appears with ODD numbers, Final Appeal appears with even.  Then back to change the two variation numbers at random.

The Main Display Screen
-----------------------

right side is the energy reserve (the E rating) and room's radiation effect (the D rating, see the energy section below for more information).
        In the center of the information area is the name of the room or-when you press the fire button you select an object-a list of your equipment.

Energy
------

pears on the right side of the information screen.
ore, when moving through an area with a D rating of 01.0, Agent X is losing one point per second.  If it is d: 00.5, about two seconds will pass before a point of energy is lost.
fore.  Placing Agent X in and out of Status costs him energy.
        Using certain tools (such as the pocket beamer) will also cost Agent X energy.

Tools and Treasures
-------------------

s by moving over them.
-There are 3 types of objects: ikons, energy tanks, and tools.

        Ikons: there are 14 of these that must be acquired in order to open the                Freedom Gate in the Final Appeal scenario.  They provide 50                     points of energy.

        Energy Tanks: these bottles replenish the agents' status suit.

        Tools: these objects left behind by previous unsuccessful Agents may be picked up and used.  They are:

                Raygun: Press and release the fire button to shoot.

                Ionic Shield: When used, will deflect most things.

                Pocket Beamer: This homing device will teleport the Agent to specific location.  When dropped in a room and then picked up, the Beamer is set to return here.

                Ioner: this is used to disrupt locally polarized Ion energy flows emitted from Ion-powered dangers.

                X-Tron: this anti-matter device must be used to destroy the complex in the Operation Tempest scenario.

                ??????: this device, of unknown origin, is known to affect certain parasitical creatures that feed on the energy contained in your status suit.


Mission Briefing: Thunderhead-Operation Tempest
-----------------------------------------------
        
        Thunderhead, originally called  Fell's Star, was constructed by terran work gangs under Eternal direction in 11,965 A.D.  Extensive terraforming was required to allow construction of the orbiting station that gives Fell's Star its new name.
e, into the tunnels and caves.  Agent X will be teleported from the scout ship onto the top of The Justice Tower.
t Thunderhead serves as a nexus point that must be continually operational to ensure their existence in this universe.  Therefore, the destruction of the planet is a top priority for the Agents of Light.


The Final Appeal
---------------- 

ning through the appeal process.  They are given a status suit and are immediately teleported to the Death Ray cell, where a laser awaits them and a chance of escaping their fate.
The Final Appeal in all cases.


Infiltration Report: Justice Tower
----------------------------------

        Efforts to infiltrate the Justice Tower have succeeded in discovering a complete layout of the complex.  The tower consists of the following rooms:
        
                Central Receiving: orbiting transports send supplies to this room, where they are routed to various points on the planet.

                Girder Drop: a trapped room providing access between Central Receiving and the Side Access.

                Side Access: the agent will enter the tower at this location.

                Ion Chamber: excess energy from the Small Ion Reactor below accumulate and are absorbed by the leadline shielding on the walls.

will encounter the Laser Fence leading to the planetary surface.  Passing around the fence is is up to the agent's skill matches with his experience.


Agent Movement
--------------

        Your agent moves in two different ways, depending upon whether the agent is shown in profile or ovewrhead view.  Areas shown in either profile or overhead views, never both.
        In the overhead view, the agent moves in all directions, and no jumping is allowed.  The first scene in the Final Appeal scenario (The Death Cell) is an example of an overhead view.
ft or upper right.  Experimenting with jumping to find the movement that is right for you.  The first scene in the Operation Tempest scenario (on top of the Justice Tower) is an example of the profile view.
 button is pressed, the joystick will execute equipment commands.  These commands are using the object in hand, exchanging the object in hand with another object, and dropping the object in hand.
cle through the objects he has on him.  If the joystick is down, the object in hand will fall to the ground (it is dropped).

Keyboard Control of Agent X
---------------------------

        Some commands can be entered using the keyboard.  Simply press the letter withing the parenthesis below.

        (P)ause stops the game until another key or joystick is used.

        (C)change exchanges the object in the Agent's hand with another from his inventory.

        (D)rop causes the object in the agent's hand to fall to the ground (useful really with one particular object).

 a different place.

 the game disk throughout play, it is important to put the game disk back in the drive as soon as possible.

Restarting The Mission
----------------------

        To restart the mission press CRTL-RESET at any time, and boot back up.

Call:

Red Sector A.....................................................313-591-1024
Spec-Elite.......................................................213-YOU-FOOL
Capital Connection...............................................916-448-3402

        Look for the 1st IIGS board soon from FIRST CLASS!

-The Hitman/FC