Home » Attack of the Saucerman » Attack of the Saucerman – Windows Manual – English

Attack of the Saucerman – Windows Manual – English

Details
Type
Manual
Platform
Windows
Language
English
Size
1.54 MB
Filename
attack-of-the-saucerman_win_manual_en_c8m.pdf
View manual text
CONTENTS
WARNING: READ BEFORE USING YOUR PERSONAL COMPUTER.
A very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing
lights. Exposure to certain patterns or backgrounds on video monitors while playing video games, including games played on
the personal computer, may induce an epileptic seizure in these individuals. Certain conditions may induce previously
undetected epileptic symptoms even in persons who have no history of prior seizures or epilepsy. If you, or anyone in your
family, has an epileptic condition, consult your physician prior to playing. If you experience any of the following symptoms
while playing a video game – dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any
involuntary movement, or convulsions – IMMEDIATELY discontinue use and consult your physician before resuming play.

Installation

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~2

Normal Controls

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~2

Using Menu Screens

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~3

Welcome To The Spaceship
T E C H N I C A L S U P P O RT

PSYGNOSIS ONLINE

Phone: (310) 399-7022
Fax: (310) 399-1166

http://www.psygnosis.com
Our news is always hot! Visit our web site and
find out what’s happening at Psygnosis - demos,
tips and info about the games you like to play!
Also, previews of new products.

Technical support representatives are available at the

numbers listed above M-F, 9am-5pm, PST.
You may also send your questions or technical
problems via e-mail to: [email protected]
or by writing:
Psygnosis Technical Support
2000 Alameda de las Pulgas, Suite #126
San Mateo, CA 94403

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~3

The GameScreen ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~6
Meet Earth’s Saviors ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~7
Neds ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~9
Power-ups ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~14

I N S TA L L A T I O N

USING MENU SCREENS

Insert the ATTACK OF THE SAUCERMAN disc into your CD drive and wait a few seconds.
The game should then install automatically.

Use the cursor keys to highlight an option, then press RETURN to confirm. To return to the previous
menu screen, press ESCAPE.

Should ATTACK OF THE SAUCERMAN fail to install automatically, open "My Computer" on the desktop.
Now open the CD drive and double-click "setup" or "setup.exe" (depending if file extensions are enabled).
The installation setup should then begin.

After a short introductory sequence, the LANGUAGE SELECT SCREEN will be displayed. Choose from
English, French, Spanish, Italian and German.

N O R M A L CO N T R O L S
Move Ed

CURSOR KEYS

Run
Jump
Fire blaster
Fire POD weapon
Strafe (side step) left
Strafe (side step) right
Duck
U-turn
Change blaster weapon
Change POD weapon
Pause
Change screen resolution
Skip Cut-Scene
Change Camera mode

UP CURSOR KEY (hold down)
LEFT SHIFT
CTRL
SPACE (hold and release)
ALT and LEFT CURSOR KEY
ALT and RIGHT CURSOR KEY
Z
RIGHT SHIFT
,
.
P
F1
TAB
(far) NUMPAD 8
(medium) NUMPAD 5
(near) NUMPAD 2

2

W E LC O M E TO T H E S PA C E S H I P
While orbiting the Earth in their fully equipped GPL DSEV-700 mothership, Ed and Zunk usually hang out
in the groovy Control Room. While Ed studies the planet’s television broadcasts, Zunk does the dishes,
the hovering and he operates the menu controls.

NAVIGAT ING THE MENU CONTROLS
Use the left and right cursor keys to direct Zunk towards each control console. When Zunk stops
walking, press RETURN. Zunk will then operate the appropriate menu.

3

MAIN MENU
Start Game:
Press RETURN to launch Ed and Zunk into action. Your mission
brief will be explained via interstellar link by Egg Head, the noble
leader of the Grimloid Protection League. Listen to the
conversations between Ed, Zunk and Egg Head. Alternatively,
press ESCAPE to bypass the mission brief and launch directly
into a new game.

Load Game:

Audio Visual Menu:
Music Volume -

Use the left and right cursor keys to toggle between OFF and 100%

Sound Volume -

Use the left and right cursor keys to toggle between OFF and 100%

Screen Resolution - Use the left and right cursor keys to alter the resolution of the screen

Continue:

Use the up and down cursor keys to highlight a previously saved Attack of the Saucerman game. Press
RETURN to confirm. The previously saved game will then be restored, ready for you to continue.

Press RETURN to go back to the Control Room

Save Game:

MUSIC MENU

Use the up and down cursor keys to highlight one of the fifteen save slots. Press RETURN to confirm.
Your progress will then be archived to that save slot.

Continue:
Press RETURN to go back to the Control Room.

Zunk’s jukebox is the place to stack up your favorite alien tunes. Use the left and right cursor keys to
toggle the Music volume between 0% and 100%. Use the up and down cursor keys to select an out-ofthis-world track, then press RETURN to confirm. Press ESCAPE to return to the Control Room.

IN-G AME OPTIONS
Press the ‘P’ key to pause the action and display the following options:

GAME OPTIONS MENU
Language Select Menu (see Using Menu Screens).

CAMERA DISTANCE

Set Controls Menu:

Use the left and right cursor keys to change the distance of the camera from the action.
Choose between NEAR for close-up, or FAR, for panoramic view.

A list of in-game controls and their current keyboard settings will
be displayed. If you want to change your controls, select the game
control you want to change, press RETURN and then press the key
you want to use. Or you can highlight CANCEL and press RETURN
to scrap your changes and return to the Game Options Menu.
NOTE: see Normal Controls Menu for default in-game controls.

Press the ‘P’ key to return to the current game.
Press the ‘Q’ key to quit the current game. The following on-screen message will be displayed:
"Quit this game
Are you sure?"
At this prompt, press the ‘Y’ key to return to the Control Room, or press the ‘N’ key to return to the game.

4

5

THE GAMESCREEN
1. Lives – the number of chances Ed gets to save the world.
2. Health – as Ed suffers injuries, the health bar will diminish and
change color from green to red.

M E E T E A R T H ’S S AV I O R S
6

5. Radar – Neds show up on the radar as yellow dots. Easy to
hunt, not so easy to capture!

He’s the savior of Earth, but he doesn’t know it – yet!
In fact, he may also be the savior of the Grimloid Homeworld, provided he
can defeat NEDCO’s plans in time.

3. POD weapon range – the sliding bar indicates how much you
have charged up POD’s weapon. The higher the sliding bar
goes, the further the projectile will fly.
4. POD ammo counter – the amount of POD ammunition remaining.

ED

5

7

13

9
12

8
10

3
1

2

4
11

6. Number of Neds left to collect.
7. Ned counter – the amount of Neds you have caught so far.
8. Ammo counter – keeps track of how much ammunition you have left for each weapon.
9. Restart point – Guide Ed through the red, revolving vertical beams to activate the restart feature. Once
activated, the red beam will turn green and a UFO will appear above the beam. If Ed loses a life, he
will begin his next life at the last activated restart point. If Ed has not activated a restart point, he will
return to the start of the current level.
10. Current weapon.

Raised in Breen-Bedda, a rural backwater three miles from Capitol Citadel, Ed was
always overlooked for promotion as he worked his way up the corporate
ladder at the Grimloid Protection League (GPL). His funny accent
was never accepted within the hallowed halls of the GPL
Headquarters and Ed suspects that this was the reason he was
originally assigned Caretaker status to Earth – an equally
undesirable position in the far reaches of the Grimloid Empire. This
has always irritated Ed, and as if that wasn’t bad enough, Earth is
considered far too underdeveloped to contact openly (apart from the
occasional slip-up). All landings on Earth and interaction with the dominant
race, the Humans, is strictly forbidden by the GPL, with one exception:

GRIMLOID PROTECTION LEAGUE DIRECTIONS FOR INTERGALACTIC PLANETARY CARETAKERS

Rule 84a: Third Parties.

12. Ed – that’s you, that is!

Intergalactic Planetary Caretakers must take all necessary steps to carefully and subtly readdress
violations in intergalactic protocol caused by third parties. Take care to cover your tracks by
fabricating stories about corn circles, government cover-ups and conspiracy theories.

13. POD – POD floats around Ed’s head, looking out for Neds. Stand real close to a bubbled Ned so that
POD can collect and store them safely. POD is really handy to have around, so take care of the little
golden orb.

To occupy his time, Ed has discovered the marvels of Earth television. It’s the next best thing to
actually meeting the humans in the flesh. With the faithful POD at his side and his trusty blaster,
Ed feels ready for anything – and anything that brings a bit of action into his life would be welcome.

11. POD weapon.

6

7

POD
Zunk
Zunk is a follower, not a leader – he leaves that up to Ed. Zunk is humble and
kind-natured, as well as being unusually burly for a Grimloid. While the last ten
years haven’t left much for him to do, he has used the time wisely to get to
know his comrade Ed. Unlike Ed, however, he doesn’t engage in any sarcasm
or sharp-witted comments – they are quite definitely beyond his capacity.
As the ship’s engineer Zunk is happy to play second fiddle to Ed and
consequently never makes any plans himself. Keeping their mothership
maintained is a pretty easy task, unless in a combat situation, but
the chances of that happening in their current corner of the galaxy
seem pretty slim to Zunk.
Zunk can be persuaded to do almost anything if it is explained to
him quickly enough that he doesn’t have time to digest what is
being asked of him! However, despite this immediate failing and the
fact he can barely spell his own name, Zunk can handle Grimloid technology
(Grimtech) and intricate feats of engineering with ease. And he enjoys it.
Without thinking about it, he is able to speak on technical matters in complex
electronic jargon – an ability which sometimes makes Ed look stupid and
frequently makes him jealous.

The POD is standard GPL issue for all Intergalactic Planetary Caretakers, combining
powerful offensive capabilities with communications collection-retrieval facilities. The
latter of these is an ability which comes in handy for collecting Neds.
Constructed from a flowing liquid metal, each POD is programmed with special abilities. Using these, the
PODs are able to adjust to the moods of their respective owners and adapt to their personalities.
Additionally, their shape-morphing ability allows them to change into a hoverboard,
controllable via two handle grips. Piloting the hoverboard not only allows the rider to
cover large distances relatively quickly, but also gives them access to the on-board BubO-Lux gun. The Bub-O-Lux projects plasma bubbles from the hoverboard which capture
small entities – a resource which is invaluable to Ed in collecting vast numbers of Neds.
Furthermore, PODs have a built-in fire extinguishing system that proves helpful should Ed find himself
ablaze! However, PODs are vulnerable to some extremes, especially temperature. They will burn or freeze
as easily as any Grimloid skin.

NEDS
WHAT IS A NED?
∑ A Ned is a small yellow being with a high-pitched voice.
∑ Neds are inherently stupid with a complete ignorance of their surroundings.
∑ Their low fear threshold knows no bounds and the slightest mishap can cause them to run not for cover, as that would be far too intelligent, but just to run… anywhere!
∑ Neds tend to follow each other in herds.
∑ Neds like to burrow in soft ground, usually as a means of escape, emerging cautiously after
a few seconds.
∑ Neds can travel short distances underground.
∑ Curiosity will always get the better of a Ned.

8

9

WHAT IS THE PURPOSE OF A NED?

Exploding Neds

On Homeworld, Neds exist for one reason - food.

In a huddle of natural Neds, it is easy to identify a potential explodee. He will be
the one who is huffing and puffing and hyper-ventilating like a great barrage
balloon. And his mates will be the ones scampering off in the opposite direction.

Neds are the essential main ingredient in Scunge – the Grimloids’ favorite food. Without Scunge, the
Grimloid Empire would wither and vanish. But then you never see a thin Grimloid and there’s no such thing
as an old Ned.
Bred in high-security food-farms, Neds are never allowed beyond their electro-fence. They breed at an
astronomical rate and, should they escape, would rapidly multiply in numbers. On Homeworld they are
classed as vermin. On other worlds, their presence could become catastrophic. That is where Ed comes in.
Ed’s secondary mission is to capture as many Neds as possible. For the sake of Earth’s fragile ecosystem,
he’d better hurry.

N E D ST R A I N S
Natural Neds
Gentle and abundant in numbers, natural Neds jump around and yelp to their heart’s
content. They will gaze at the sky and follow their feet. They will hum tunes and take
sweets from strangers. They are easy to capture.

Snapper Neds
Snapper Neds have large mouths full of large teeth. They will gnash at thin air,
gnaw on fellow Neds and given the chance, nibble on you. And they seldom use
tooth-picks.

Frog Neds
With extended tongues and salivating gums, Frog Neds can easily catch their prey
and gum them at will. Imagine, if you will, a lengthy period inside the moistened,
pungent mouth of a Frog Ned. Cumbersome and slow-moving, Frog Neds are
unable to run away. Just don’t get too close!

Conga Neds
Chameleon Neds
With advanced photo-reactive skin, Chameleon Neds can only be detected by their
shadow. Their ability to change color is rapidly deteriorated through constant gunfire.
Once they have lost their invisibility, they will become solid and can then be captured.
As this is a temporary state, they must be captured quickly before they recover.

10

Neds form complex herding patterns during adolescence. To the untrained eye,
the behavior of teenage Neds resembles nothing more than an energetic line
dancing the conga. However, their conga dance is actually a ritual of the passing
into adulthood. Because Neds are part of the Grimloids’ favorite food, very few
Neds get this far.

11

Dead Neds
This type of Ned is, as the heading suggests, dead! Since the Neds are not
particularly well-equipped for a hostile predatory environment, you may find bits
of half-eaten Neds lying around.

Three types of Robo Neds have been developed by evil Grimloids:
∑ Blaster Ned - a walking Robo Ned with shoulder-mounted, projectile
weapon capability.

Hover-Neds
Patrolling the skies on a powerful hover-disk and circling above the normal line
of fire, these Neds are hard to catch. However, they are susceptible to Ned
traps. Place a Ned trap on the floor to snare Hover-Neds as they fly overhead.
∑ Tracked Electro Ned - a fast and maneuverable armored Robo Ned with a
head-mounted short-range electrostatic shock attack.

Wheelie-Neds
Ned wheels give the Neds a much-needed increase in speed. As ground-based
critters, their acceleration makes them hard to catch. Wheelie-Neds are
vulnerable to side-on attacks.

Robo Neds
With mechanical parts developed to enhance their abilities, Robo Neds are used
by villainous Grimloids as guard dogs. Immune to being "bubbled", Robo Neds
are telepathically controlled by their evil scientist masters.

12

∑ Nitro-Glycerine Nightmare Ned - an enhanced version of the Exploding Ned.
These Neds are made out of a nitro-glycerine-based compound. With a variety
of small detonator devices implanted all around their body, they are programmed
to jump on their target and explode. Never give one of these guys a piggy-back!

13

P OW E R - U P S
Spread Shot

HE ALTH
The larger the icon, the more health Ed will receive.

EXTRA LIF E
Collect these icons to gain more lives.

AMMO
The larger the icon, the more ammunition will be received. Blue ammo power-ups signify
plasma charges for Ed’s blaster. Red ammo power-ups signify explosives used by POD

Ammo Cost:
Description:
Damage Ratio:

Triple Shot
Ammo Cost:
Description:
Damage Ratio:

NOTE: Ed’s blaster power-up icons have a blue surround.

Single Shot
Ammo Cost:
Description:
Damage Ratio:

Ammo Cost:

Damage Ratio:

Description:
Damage Ratio:

Bouncing Shot
Ammo Cost:
Description:
Damage Ratio:

2 plasma charges per shot
projectile can be bounced
off of most surfaces
2 per shot

2 to 10 plasma charges
per shot
the longer you press the
‘Fire’ button, the
stronger the shot
1 to 10 per shot

Hoop Laser
Ammo Cost:
Description:
Damage Ratio:

14

30 plasma charges
per second
a powerful beam
of plasma energy
30 per second

Energy Laser
Ammo Cost:

1 plasma charge per shot
front-firing basic weapon
1 per shot

2 plasma charges per shot
three homing shots
1 per shot

Beam Laser
Description:

ED’S BL ASTER WE APONS

3 plasma charges per shot
front-firing hi-energy weapon
5 per shot

5 plasma charges
per shot
the shots increase in
size over distance
5 per shot

15

POD’S EX PLOSIVE WE APONS
NOTE: POD’s power-up icons have a gold surround.

Grenade

Radial Blast
Ammo Cost:

1 explosive per shot

Ammo Cost:

10 explosives per shot

Description:

damages anything within its blast radius

Description:

a powerful 360° blast taking out targets on a horizontal plane

Damage Ratio:

maximum of 3 per shot

Damage Ratio:

maximum of 20 per shot

Impact Scatter Grenade
6 explosives per shot

Ammo Cost:

5 explosives per shot

Description:

fires one projectile which splits into eight upon impact

Description:

targets enemy but does not have homing capacity

Damage Ratio:

maximum of 24 per shot

Damage Ratio:

2.5 per shot

Ammo Cost:

15 explosives per shot

Description:

a powerful 360° blast

Description:

homes in on nearest target. Can be dodged by quicker enemies

Damage Ratio:

maximum of 20 per shot

Damage Ratio:

5 per shot

Ammo Cost:

12 explosives per shot

Ammo Cost:

10 explosives to launch an extra explosive for each target it hits

Description:

targets and electrocutes four enemies at a time

Description:

a special weapon that damages up to ten targets at once

Damage Ratio:

30 per second per target

Damage Ratio:

3 per target

Nuke

Homing Missile

Lightning

16

Skimmer Missile

Ammo Cost:

Ammo Cost:

8 explosives per shot

Minter Deluxe Missile

17

POD’S OTHER WE APONS
Love Bomb
Makes all Neds in the general area fall in love with POD.
The Neds will follow POD, which makes it easy to bubble
and collect them. Love Bombs last for a sweet sixteen seconds.

Bubble Bomb
Fires a projectile that spits hundreds of bubbles.
Very useful for capturing groups of Neds.

Shield
Protects Ed from enemy fire for 33 seconds.

Death From Above
When Ed is out of doors, Zunk (orbiting above the clouds)
can come to his compatriot’s rescue by dumping the mothership’s
cargo on the enemy. Use the POD weapon button to rein down
various biological samples from the skies, but beware – Zunk’s
targeting leaves a lot to be desired!

18

L I M I T E D WA R R A N T Y
PSYGNOSIS WARRANTS THIS DISKETTE AND/OR COMPACT DISC TO BE FREE FROM DEFECTS IN MATERIALS AND WORKMANSHIP
UNDER NORMAL USE FOR A PERIOD OF NINETY (90) DAYS FROM THE DATE OF PURCHASE TO YOU AS EVIDENCED BY A COPY OF
YOUR RECEIPT. PSYGNOSIS’ SOLE LIABILITY IN EVENT OF A DEFECTIVE DISKETTE AND/OR COMPACT DISC, WHICH HAS NOT BEEN
SUBJECTED TO MISUSE, EXCESSIVE WEAR OR DAMAGE DUE TO CARELESSNESS, SHALL BE TO GIVE YOU A REPLACEMENT DISC OR
TO REFUND ANY MONEY PAID DIRECTLY TO PSYGNOSIS DIRECT SALES IN WHICH A 20% RE-STOCKING FEE MAY BE APPLIED TO THE
REFUND AMOUNT AND DEDUCTED AUTOMATICALLY. SHIPPING CHARGES ARE NOT REFUNDABLE. TO OBTAIN WARRANTY
REPLACEMENT, YOU MUST TAKE THE DISKETTE AND/OR COMPACT DISC, OR DELIVER IT PREPAID, TOGETHER WITH A COPY OF
YOUR RECEIPT TO: PSYGNOSIS, ATTN: CONSUMER SERVICES DEPARTMENT, 2000 Alameda de las Pulgas, Suite #126
San Mateo, CA 94403 TO REPLACE DEFECTIVE MEDIA AFTER THE 90-DAY WARRANTY PERIOD HAS EXPIRED, SEND THE
ORIGINAL DISC(S) TO THE ADDRESS ABOVE. ENCLOSE A STATEMENT OF THE DEFECT, YOUR NAME, ADDRESS AND PAYMENT BY
CREDIT CARD NUMBER WITH EXPIRATION DATE, CHECK OR MONEY ORDER, PAYABLE TO PSYGNOSIS, IN THE AMOUNT OF $10 FOR
EACH REPLACEMENT DISC, PLUS $5.00 SHIPPING AND HANDLING. FOR MORE INFORMATION, SEE THE “TECHNICAL SUPPORT”
SECTION OF THE GAME MANUAL. EXCEPT TO THE EXTENT PROHIBITED BY APPLICABLE LAW, ANY IMPLIED WARRANTY OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE ON THE DISC IS LIMITED IN DURATION TO THE DURATION OF THIS
LIMITED WARRANTY. ANY WARRANTIES AND REMEDIES ARE FOR YOUR EXCLUSIVE BENEFIT AND ARE NON-TRANSFERABLE. THIS
WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS AND YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY BY JURISDICTION.
THE LICENSED SOFTWARE AND RELATED DOCUMENTATION ARE PROVIDED “AS IS” AND WITHOUT WARRANTY OF ANY KIND, AND
PSYGNOSIS, LTD. AND PSYGNOSIS, LTD.’S LICENSORS(PSYGNOSIS, LTD. AND PSYGNOSIS, LTD.’S LICENSORS SHALL BE COLLECTIVELY
REFERRED TO AS “PSYGNOSIS, LTD.”) EXPRESSLY DISCLAIM ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OR MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. PSYGNOSIS, LTD. DOES NOT WARRANT
THAT THE FUNCTIONS CONTAINED IN THE LICENSED SOFTWARE WILL BE UNINTERRUPTED OR ERROR-FREE, OR THAT DEFECTS IN THE
LICENSED SOFTWARE AND RELATED DOCUMENTATION WILL BE CORRECTED. FURTHERMORE, PSYGNOSIS, LTD. DOES NOT WARRANT OR
MAKE ANY REPRESENTATIONS REGARDING THE USE, OR THE RESULT OF THE USE, OF THE LICENSED SOFTWARE OR RELATED
DOCUMENTATION IN TERMS OF THEIR CORRECTNESS, ACCURACY, RELIABILITY, OR OTHERWISE. NO ORAL OR WRITTEN INFORMATION OR
ADVICE GIVEN BY PSYGNOSIS, LTD. OR A PSYGNOSIS, LTD. AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY OR IN ANY WAY
INCREASE THE SCOPE OF THIS WARRANTY. SHOULD THE LICENSED SOFTWARE PROVE DEFECTIVE, YOU (AND NOT PSYGNOSIS, LTD. OR
AN PSYGNOSIS, LTD. AUTHORIZED REPRESENTATIVE) ASSUME THE ENTIRE COST OF ALL NECESSARY SERVICING, REPAIR OR
CORRECTION.
UNDER NO CIRCUMSTANCES INCLUDING NEGLIGENCE, SHALL PSYGNOSIS, LTD. BE LIABLE FOR ANY INCIDENTAL, SPECIAL OR
CONSEQUENTIAL DAMAGES THAT RESULT FROM THE USE OR INABILITY TO USE THE LICENSED SOFTWARE OR RELATED
DOCUMENTATION, EVEN IF PSYGNOSIS, LTD. OR A PSYGNOSIS, LTD. AUTHORIZED REPRESENTATIVE HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
IN NO EVENT SHALL PSYGNOSIS, LTD.’S TOTAL LIABILITY TO YOU FOR ALL DAMAGES, LOSSES, AND CAUSES OF ACTION (WHETHER IN
CONTRACT, TORT (INCLUDING NEGLIGENCE) OR OTHERWISE) EXCEED THE AMOUNT PAID BY YOU FOR THE LICENSED SOFTWARE. SOME
JURISDICTIONS MAY NOT ALLOW THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, OR ALLOW
LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, SO THE ABOVE LIMITATIONS OR EXCLUSIONS MAY NOT APPLY TO YOU.

Download PDF