DARKMAN ======= Peyton Westlake was left for dead ... DARKMAN now lives. Now you take on the role of Darkman - master the technology of his disguising system - enter the gang of mobster Robert G. Durant and conquer them from within. Live through all the high spots of the movie - the breathtaking helicopter fight sequence - the skyscraper shoot-out - dice with death as you are plunged, swinging into the heaving freway traffic. DARKMAN lives ... but nof for long?! SCENARIO REVENGE A once proud man now lives a nightmare. REVENGE The explosion. They may have removed his face, but they couldn't remove his anger. REVENGE Durant. Strack. These are the men of greed. They have taken his manhood, they have even taken his beloved Julie. Now it is Darkman who will take - the lives of Durant, Strack and all who follow them! The time for mercy has past. Now is the time for Darkman. The time for REVENGE!! LOADING SPECTRUM CASSETTE 128K ONLY Place the cassette in the recorder ensuring that it is fully rewound. Select LOADER option and press RETURN key. Press PLAY on your recorder - the game will now load automatically. AMSTRAD CASSETTE CPC 464 Place the rewound cassette in the deck, type RUN" and then press the ENTER/RETURN key. Follow the instructions as they appear on-screen. If there is a disk drive attached then type | TAPE then press ENTER/RETURN key. Then type RUN" and press ENTER/RETURN key (The symbol is obtained by holding shift and pressing the @ key). CPC 664 and 6128 Connect a suitable cassette tape recorder ensuring that the correct leads are attached as defined in the User Instruction Booklet. Place the rewound tape in the cassette recorder and type | TAPE then press the ENTER/RETURN key. Then type RUN" and press the ENTER/RETURN key. Follow the on-screen instructions. DISK Insert the program disk into the drive with the A side facing upwards. Type | DISC and press the ENTER/RETURN key to make sure that the machine can access the drive. Now type RUN"DISC and press ENTER/RETURN, the game will load automatically. COMMODORE Position the cassette in your Commodore recorder with the printed side upwards and make sure that it is rewound to the beginning. Ensure that all the leads are connected. Press the SHIFT key and the RUN/STOP key simultaneously. Follow the on-screen instructions - PRESS PLAY ON TAPE. This program will then load automatically. For C128 loading type GO 64 (RETURN), then follow C64 instruction. PLEASE NOTE: This game loads in a number of parts - follow on-screen instructions. DISK Select 64 mode (if using Commodore 128). Turn on the disk drive, insert the program into the drive with the label facing upwards. Type LOAD "*",8,1 (RETURN) the introductory screen will appear and the program will then load automatically. CONTROLS This is a one player game controlled by joystick on C64 and Joystick or keyboard on Spectrum and Amstrad. SPECTRUM/AMSTRAD PRESET KEYS Q UP A DOWN 0 LEFT P RIGHT SPACE FIRE 1 PAUSE GAME Whilst in pause press 2 to quit. Press FIRE to unpause. C64 - Press RESTORE to abort game and P to pause. PHOTO SESSIONS Use Joystick to move cursor and press FIRE to take a picture. COMBAT SECTIONS - Levels 1,2,4 & 6 WITHOUT FIRE WITH FIRE UP/JUMP | | | MOVE ---*--- MOVE PUNCH ---*--- PUNCH LEFT | RIGHT LEFT | RIGHT | | | | DOWN/ KICK CROUCH ROOFTOP SECTIONS - Level 3 JUMP | | | MOVE ---*--- MOVE LEFT RIGHT HELICOPTER SECTION - Level 5 SWING ---*--- SWING LEFT RIGHT GAMEPLAY PHOTO SESSIONS Darkman has designed the advanced technology required to disguise himself as anyone he chooses. All he needs is a collection of photographs to feed into his computer. As Darkman you must distinguish your target and then take a picture of his front and side views to enable the computer to generate a mask. A large bonus is awarded for both side views. Be selective - you only have twelve exposures in your camera. LEVEL 1 - CHINATOWN You are Darkman, hideously disfigured in an explosion manufactured by the notorious mobster - Robert G. Durant. You seek revenge but you will need money to finance this. Whilst spying on Durant you hear of an impending pickup of illicit drug money in Chinatown. LEVEL 2 - THE FACTORY Trapped! You are trapped within the factory by Durant and his henchmen. Escape is paramount but the only way out is up to the roof. However, Durant has supplied power to the ageing factory equipment making every move hazardous. You must fight your way up to the roof collecting your revitalising energy pack on the way. LEVEL 3 - THE ROOFTOPS Finally, you escape onto the rooftops but Durant is waiting for you - and he is packing a helicopter armed with a grenade launcher. You must leap across the rooftops to your lab and destroy it. LEVEL 4 - THE WAREHOUSE LABORATORY Descending to your lab you prime a set of gas cylinders with a nodding bird- timer - a potentially devastating bomb. However, your exit is surrounded so you must fight your way back up to the roof battling the increasingly ferocious gangsters. LEVEL 5 - THE FREEWAY Just as the warehouse explodes, you manage to leap up and grab a rope hanging from Durant's helicopter. Swooping down to the busy freeway below Durant lowers you into the line of traffic. You must swing out of the way of trucks and avoid grenades. Stay alive long enough and you will enter an automatic sequence where you scramble aboard an oil tanker. Here, you will tie the rope, connected to the helicopter, onto the tanker. LEVEL 6 - THE SKYSCRAPER Durant has been terminated. Now turn your attention to the mastermind - the evil Strack. He is the man responsible for your disfigurement and the kidnapper of your true love Julie. Strack has retreated into a skyscraper, still under construction, which holds Julie hostage. You have no choice but to go after him. The skyscraper is teeming with Strack's henchmen and riddled with traps. Fight and climb your way to the top for a final confrontation with Strack. If you defeat and throw him from the skyscraper - you will be free at last. STATUS AND SCORING The status panel displays from left to right: Score, Energy, Mask Timer, Picture of Mask in use. Points are awarded as follows: Hitting gangsters 50 points Collecting stolen money 500 points Killing gangsters 250 points Collecting Energy 1000 points On Level 5 points are awarded for distance travelled. HINTS AND TIPS 1. On the Photo sessions try to take two or three shots each time the subject appears. 2. On level 3 take your time, wait until the moment is right before you jump. 3. On level 4 try to kill as many enemies as possible on the way down before setting the bomb. 4. On Level 5 try to learn the positions of cars and lorries and how to avoid them. 5. A well timed kick inflicts more damage. Its program code, and graphic representation 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 are reserved. THIS SOFTWARE PRODUCT HAS BEEN CAREFULLY DEVELOPED AND MANUFACTURED TO THE HIGHEST QUALITY STANDARDS. PLEASE READ THE INSTRUCTIONS FOR LOADING, CAREFULLY. If for any reason you have difficulty in running the program you may contact our Ocean Helpline direct by telephoning 0626 332533. However if you 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 a replacement if we find a fault. If we cannot find a fault the product will be returned to you at no extra charge. Please note that this does not affect your statutory rights. CREDITS DARKMAN ™ & © 1990 Universal Pictures. All rights reserved. Written by Twilight Graphics by Noel Hines Programming by: 6502 - Finlay Munro Music by Jonathan Dunn Z80 - Dave Box & Jason McGann Produced by D.C. Ward © 1991 Ocean Software Limited.