PAXMAN PROMOTIONS
SPECTRUM

THE THRILLER PACK
PAX S11
INSTRUCTIONS


================
A View To A Kill
================

To load type LOAD "" ENTER


Introduction

Your name is Bond - James Bond.
Your objective is to discover what dastardly plot is being hatched by
Max Zorin and prevent him from carrying it out. The information you
need is in three main locations. Paris, where you must make contact
with May Day to get a vital clue. The City Hall in San Francisco,
where various secrets are hidden , and finally a Silver Mine under
Silicon Valley where you piece together your information and finally
foil Max Zorin.


The Codes

At the end of the first two games you'll be given a code which you
must type in at the start of each new game. This simply tells the
program how well you've done in the last game.


Game 1: Paris Chase

Bond follows May Days movements with the aid of a radio tracker, 
which indicates her proximity and her altitude and her shadow will
pass over your aerial view. You can see the building in front of you
through the windscreen, and your speed, the time and damage is
indicated on the dash-board. Your objective is to reach the correct
drop exactly at the same time as she does, but be careful. The
winds constantly change, and her direction may alter at any time, 
landing on any one of a number of possible drop points.

The One Way system is indicated by little yellow arrows, and going
against the system may cause the police cars to chase you. The 
drivers around Paris are fairly reckless, there are barriers to avoid,
and brushing into buildings will definitely take it out on your blue
Renault. Bond never travels without a pistol, you can use one here 
to knock out unwelcome vehicles which may get into your path.
Handbrake turns are easy for you, and may get you out of tricky
situations!


Game 2: City Hall

Zorin sets fire to the top floor of the City Hall, and leaves. Bond
pulls himself out of the lift, and must now get Stacey and himself out
of the burning building. Using the 'duck shoot' menu system, you
can either move Bond from room to room, or take action, such as 
searching, dropping or issuing commands to Stacey. You can also
select the top menu, to collect objects which will be useful later on.
There is however a limit to what you can carry, so be selective.
Your objective is to find some way of getting Stacey out of the lift, 
and fight your way to safety.

If you get too close to the fire, you become hot and find it difficult
to breathe. This has the effect of slowing your actions. If the fire
catches up to you or you get into burning room, you will be totally
overcome and have to start again.

A light will shine on the plan view of the City Hall to indicate your
position. Once a room has been visited, it will be marked in colour.
Use the door passes correctly and consider what items might be
helpful in getting Stacey out of the lift shaft.

Important: To escape, you're going to need a set of numbers, which
fit into the code holder you start off with. When filled, this holder
must be set to break the security-locked door of the City Hall.


How the 'Duck-Shoot' Works

When you press the fire button, control will be passed from Bond to
the upper part of the duck-shoot menu. When you have selected the
object, press the fire button and control will be passed to the lower
menu. If you want to go straight to the lower menu, select the
downward arrow.


Controls:

RETURN - Returns control to Bond.
SEARCH - Searches the room you are in.
DROP - Drops the object selected in the upper menu.
USE - Uses the object selected in the upper menu.
GIVE - Enables you to give an object to Stacey.
STAY - Tells Stacey to follow you.
PAUSE - Allows you to Pause the game.
ABORT - If you select this, the lower menu will flash. If you really
want to abort then press the fire button again.


Useful Objects

GUNS and BULLETS: Using the gun you can shoot open the 
interconnecting doors. Select the gun and then select the USE
option.
DOOR KEYS: These keys are colour coded for specific doors.
SECURITY CARDS: These are colour coded for the doors for which
they are intended.
CUPBOARD KEYS: Can be used to open locked cupboards.
MINEPASS AND GEIGER COUNTER: Get these and they will aid you in 
the mine.


Game 3: The Mine - Silicon Valley

Bond enters the old mine to discover the nuclear detonator has been
set and time is ticking away. The bomb is in an underground
cavern, and the only way to get to it is to be winched down, he
must find May Day and persuade her to aid him in his effort to save
the world! You're in the mine, and must use the objects you find
and the help you need to defuse the bomb before it is too late!

Important: When you've found May Day, she will set off another
route; meet her at the winching position later on, but make sure you've
freed her before you leave.


Mine Duck Shoot	

Commands are as follows:

GET LIFT: The lift moves to your level.
WINCH DOWN: Causes May Day to winch you down to the detonator.
WINCH DOWN: This will cause May Day to winch you up.


Useful objects

GRAPNEL GUN: Using the gun will allow you to shoot a rope up from
your position to whatever is above. You will then be able to jump
onto the rope and climb it as normal. When you jump off, the rope
will rewind.
DYNAMITE AND LIGHTER: Both of these objects can be used to blow
up certain rocks.
GEIGER COUNTER: Will show how close to the bomb you are.
CODE NUMBERS: You will find numbers throughout the mine, five of
these numbers, used in the correct order, will defuse the detonator.


Symbols [ see ThrillerPack.png ]

CITY HALL				MINE
Fire bucket				Dynamite
Fire hose				Grapnel gun
Typewriter				Helmet
Geiger counter				Plank
Security pass				Lighter
Bullets					Winch drum
Dynamite				Winch handle
Torch					Winch hook
Tape					Winch rope
Code holder				Conveyor Handle
Crowbar					Detonator
Safe comb 1				Dynamite on duck shoot
Safe comb 2
Drink
Coin
Misc security pass
Filing cabinet




===============
Friday the 13th
===============

To load type LOAD "" ENTER

The Game

Jason is wreaking havoc throughout Crystal Lake when you arrive
for a holiday. Your task is to find a safe sanctuary where Jason
cannot go and then persuade your friends to gather there.


The Problem

You have to identify Jason! He is a normal player moving around the
game until he attacks or is attacked. You are warned about each 
attack and have a chance to find him.


Getting Started

Once the game is loaded, the computer will display your identity, say
Daryl Peters and you play Daryl for the first level. Each character
will have pre-set levels of strength, panic and sanity which are
shown on the bottom left hand corner of the screen. The stronger 
Daryl becomes the higher the weight bar rises, the more he panics 
the more his hair stands on end, and as he cracks up completely
Jason's mask begins to fill in.


Jason

Jason always attacks the person with the highest panic rating and so
he will chase after you sooner or later!
The first level ends when you kill Jason and the computer will then
select a different character for you to play on level two.


Combat

There are 10 weapons, any of which you can pick to defend yourself
against attack. Your chosen weapon is shown in the bottom right
hand corner of the screen.


Sanctuary Cross

You should first find the room with the Sanctuary Cross. The cross
can be picked up by pressing the fire button or dropped anywhere 
in the church, house or barn and this then becomes the Sanctuary
location. Jason cannot harm anybody in this location. Gather your 
friends by walking over them, they then immediately head for the 
Sanctuary location. They do get bored and adventurous, and wander
outside for more sunbathing.


Scoring

There are five levels and you are awarded points for killing Jason
and for directing friends to the Sanctuary location. You lose points
for failing to tell your friends the whereabouts of the Sanctuary
location.



================
Code Name Mat II
================

To load type LOAD "" ENTER


Your Task

You are Matt, holding out against the Myon onslaught to defend the 
Energy Grid.

Energy is transferred through rows of satellites and the amount 
transferred is determined by the most damaged satellite in the row.
The longer you hold out the more energy will be transferred. When
all four satellite rows are broken, energy transfer will be zero and
the game will end.

At the end of each attack wave you will have the chance to repair
damaged satellites and move others to complete broken rows. Make
your moves wisely!


Getting Started

Select Defensive Shields (press D), Safety Mech. (press F), and 
Target Computer (set to auto, press T) and turn your screen to the
Quadrant Grid Chart (press Q). You will see a grid of 24 satellites.
Centurion II is the flashing cross, the Myon ships are the dots which
in the first waves are grouped in fleets of three. If you are within
a quadrant which has a Myon fleet in it, Status will become red
(showing that you are in danger of an attack). You must counter-
attack. If you are not within a Myon occupied quadrant you may 
either wait (and familiarise yourself with the controls) whilst the
Myons 'home in' on you, or Warp towards them.


Combat

If status is red, prepare for combat.

Turn on the Battle Computer (press B), this will show you the 
locations of the Myon ships. On the left of the screen is the Range
Meter, the red section indicates when the Myon ship is within your
main vision, as it approaches the needle will fall. By pressing A, the
Battle Computer will switch to each attacking Myon ship, showing you
which is the nearest. Having selected the nearest one, you must
manoeuvre until it is in front of you, rotate the Centurion until the
Myon ship is yellow and in the centre of the Battle Computer screen.
You have two weapon types, plasma and laser, lasers use more
energy, but you may find them easier at first (Press E to swap).

If status is green, damage sustained will have been reported on the
information, put your Droids into use by using the Damage Report
(press M). Assess the worst damage or the most important item and
put the Droids to use. You have two Droids and may use both on
one item, or on two different items.


Warp

You must first select the compass bearing of your travel and your
warp factor. You then warp (press W) and off you go. You can
abort the warp by pressing Cap Shift W. Check the Quadrant Grid
Map (press Q) to ascertain your new position.


Detailed Operating Instructions:

Centurion Controls

Kempston joystick, Interface II or a cursor Joystick may be used.

Direction and Fire
6  Left
7  Right
8  Up
9  Down
0  Fire

(only when not using a Joystick)


Ion Engines

1  Decelerate
2  Accelerate
3  Decelerate to halt
4  Go to cruising combat speed (30%)
5  Go to full speed (Not available with CURSOR JOYSTICK)


Other Controls

W			Engage warp drive
CAPS SHIFT		Abort warp
D			Defensive shields (on/off)
F			Safety mechanism (on/off)
T			Target computer (Auto/Manual/off)
E			Change weapons (Plasma/Laser)
A			Change alien being tracked 
			(used for Battle Computer and Target 
			Computer)
H			Hold/Restart program
CAPS SHIFT P		Save game
CAPS SHIFT O 		Reload saved game


Small Screen Controls

L  Long range scan
S  Short range scan
Q  Quadrant chart
B  Battle computer
M  Damage reports


Saving Game

You may save your progress through the game at any point. Connect
your cassette recorder to the computer (as instructed in the Sinclair
Manual) with the leads correctly wired to record a program. Start
the cassette player recording on a blank cassette. The press CAP
SHIFT P and saving will start.

To load a saved program, you must first of all load the main program
then swap cassettes to the one with your saved game. Then with the
game playing press CAP SHIFT O and play on the recorder. Your
game will then load.




=======
Pyramid
=======

To load type LOAD "" ENTER

The Pyramid is an arcade style game which has a very adventurous
feel.

The Pyramid contains 120 chambers on 15 levels. In order to get 
from one chamber to another you must fight off aliens to collect an
energised crystal which will neutralise the force field guarding the
two exits. The Pyramid is defended by a total of 120 different aliens,
one for every chamber and each with a unique attack pattern.

You proceed to explore the Pyramid from top to bottom with the
difficulty increasing with the depth of level as the attack patterns
get more complex and the aliens become intelligent.

Apart from the challenge of trying to achieve the highest score
possible the pyramid contains a number puzzle to solve. The more
chambers you successfully visit the more information is gathered to
enable you to unravel the secret numbers of the pyramid.


The Game

To explore the pyramid you have an exploratory capsule with 
defensive shield power and a highly effective laser to atomize the
aliens.

Contact with these aliens is deadly but your shield power will protect
you. Your shield energy is used to atomise the unfortunate aliens on
contact but this repeated action will deplete your supply of energy.
When no power is left in your shield you become totally vulnerable to
attack. Shield power is fully replenished to 100 units every time you
enter a new chamber. Your current level of shield power is indicated
against 'P' on the scoreline.

There are two exits from each chamber guarded by a force field.
The force field has to be neutralised to leave the chamber. This is 
achieved by means of an energised crystal which will descend from
the top of the screen after a certain number of aliens have been
atomized. The number of aliens to be destroyed before the next
crystal is released is indicated on the scoreline against 'A'.

The crystal has three energy states. In its highest energy state
(white) the crystal will destroy any aliens that come into contact with
it and has too much energy to enable you to pick it up.

Any contact with the crystal in this state will result in loss of shield 
power. In its intermediate state (yellow) it is still not possible to 
pick the crystal up but it is now vulnerable to destruction by the
aliens. In its lowest energy state (cyan) the crystal can be picked 
up and this is achieved simply by moving into it with your capsule.
When you are carrying the crystal your capsule changes colour to 
cyan, however the crystal remains vulnerable to the aliens and is lost
if the capsule is hit. The force fields guarding the two exits have 
different energy states, four of them, indicated by yellow (highest),
cyan, green through magenta (lowest). Dropping a crystal through
a force field decreases the energy state by one level or if in its
lowest state will neutralise the field, allowing you to exit. Release of
the crystal takes place automatically as the capsule passes over
either of the exits although it can be picked up again in an 
emergency.

Points are awarded for the speed with which you negotiate each
chamber. You can enter the next chamber even if the points are
dropped to zero, your score will simply stay as it is. The points can
be seen ticking away against 'S' on the scoreline.

After successfully negotiating a chamber the entire pyramid will be
displayed showing your route so far and the next chamber to be
entered (flashing). The key number for the previous chamber will
also be displayed and this should be noted. If a line of question 
marks is displayed then the key number for this chamber is missing
and will have to be puzzled out.

The following four joystick options are available:

1. Fuller   2. Kempston   3. AGF/Protek   4. Mikrogen

There are three keyboard options available (and additionally the
cursor keys can be used by selecting the AGF (Protek option).
These are detailed on the opening page when the game starts.

One last point, the game can be paused at any time by pressing
"ENTER" on the keyboard. It can be restarted in the same way.



==================
Test Match Cricket
==================

See Loading Instructions below

Cricket is a full Test Match and Limited Over simulation, which will
enable you to make those important Captain's decisions that can turn
you overnight into either a hero or villain.

You have the facility to choose which players to have in both
England or West Indian teams, of play with a friend and make it 
really interesting, in which order they will bat and bowl and where
the fielders will be placed around the playing area.

Fielders can be moved to new positions at the end of each over, to 
suit the playing conditions.

Once play commences, caution is the watchword. You have to play
very wisely to ensure that your top batsmen are not sacrificed
foolishly (this will precede an almost inevitable collapse), and that
your weaker batsmen are brought along slowly to guarantee that they
play to their best form, also when bowling make sure that you don't
exhaust your top bowlers.

Although the play is randomly generated, your actions will influence
decisions at crucial times.

Instructions of what to do are contained within the game and are self
explanatory.

Beware the Run Out!


Instructions

There are two games.

1)  Test Match

Two innings are allowed for each side and the maximum duration of
the game is 450 overs, a batting side may declare its innings closed
at any time. The game also allows the follow-on to be enforced.
Each player can select any one of the international teams contained
in the program or devise a personalised team of their own. Once 
play commences, caution is the watchword. You have to play very
wisely to ensure that your top batsmen are not sacrificed foolishly
(this will lead to an almost inevitable collapse) and that your weaker
batsmen are brought along slowly to guarantee that they play to
their best form. Also when bowling
make sure that you don't exhaust your top bowlers.

To load type LOAD "Test" ENTER


2)  One Day Cricket

This game is played with each team only allowed one innings. No
declaration can be made during the game. The number of overs can
be decided at the beginning of the game. As with Test Match the
sides can be composed by the two team captain - although the play
is randomly generated your actions will influence decisions at crucial
times.

To load type LOAD "League" ENTER


Loading details

Each game requires two programs.

1)  Instructions and graphic data.
2)  The Cricket Match

The second program loads after the first, which must always be
loaded due to important data. All moves during the game are 
prompted by the computer. If you break into any of the programs
RUN will restart them.




===========================
Beaky and the Egg Snatchers
===========================

To load type LOAD"" ENTER

Beaky belongs to the family of Andromedan Armed Condors, the rare
goggled variety.

The number of his species are dwindling fast because of their 
rather foolish choice of breeding ground, on the planet of Crackit.

This unfortunately happens to be the home of a particularly evil 
band of creatures known collectively as the Eggsnatchers.

The sole malicious intent in life is to wipe out Beaky's species by
stealing or destroying the eggs by any foul means available.

Your objective is to try and brood, hatch out and rear as many little
Beaky's as possible through 12 different screens of formidable but
delightful arcade action.

Andromedan Condors possess great magical power but care must be 
taken for Beaky has only limited reserves of magic and these must be
strategically conserved to protect you through the game's three main
phases.

Beaky is armed with potent magic seeds which he is able to spit out
in short rapid bursts. This is his only means of attack against the
evil Eggsnatchers and their many adversaries in this epic battle for 
survival.
