RAMBO III - (C)1988 OCEAN SOFTWARE LTD.


You are JOHN RAMBO, a veteran with a mission in Afghanistan. Your 
colleague Colonel Trautman has been captured by the enerny 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
hoards of enerny 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 relevant tape leads are connected
3. Type BLOAD"CAS",R 
The game will then load automatically 


SECTION 1 CONTROLS 
------------------
One player game 
The game is controlled by either joystick or keyboard 

KEYS 
K      Pick up object/swap object    H      Change weapon
       with inventory                J      Scroll inventory 
ENTER  Inventory screen              L      Use object 

The following keys are redefinable
Q      Up                            P      Right
A      Down                          SPACE  Fire 
O      Lelt                          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)  4. PISTOL AND SILENCER 
2. ARROWS                               5. MACHINE GUN 
3. EXPLOSIVE ARROWS 
Rambo may carry all these weapons at once in the WEAPON INVENTORY.
Use the H key to change the 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 shortly alter he swaps to a 
silent weapon.


AMMUNITION
----------
Rambo has a limiled supply of ammunilion 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 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 scroliing the INVENTORY untill 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 another object up, the
objects will be swapped.


SCORE
-----
Yours score is increased by shooting enemy soldiers 
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 more of it that is a skull, the
weaker he is. When the face has changed into a skull
completely, then 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 GOOGLES AND BATTERY (FOUND SEPARATELY), ANTI-PERSONNEL
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, eg an AMMO BOX, then
it will disappear from the inventory. KEYS and other 
non-expendable items can be used over and over again.


HELP 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 same 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 the 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 tor some pieces of equipment to
   work.
6  If you are stuck, then try 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 trom the 
fort leaving the Colonel to rejoin the Afghan horsemen. He must
make his way North, through enemy territory priming bombs that
have been placed in critical locatlons in the fort's 
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.


CONTROLS - 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 enemy tank and only has a short 
distance to reach the Afghanistan border, where he will be safe
from the enerny 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 
invaders. Can one man defeat the might of a whole army? It's
up to you! 


CONTROLS - 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 otherthings:
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 Ihe 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.


CREDITS 
Programmed by Andrew Deakin Graphics by Ivan Horn 
Music & FX by Jonathan Dunn
Produced by D. C Ward 
(C)1988 Ocean Soltware Limited 
