System Requirements: Required: 486-DX2 CD-Rom drive MS-Dos 6.0 or Windows 95 8 MB Ram Recommended: 16 MB Ram (for the Windows 95 version) Windows 95 Soundcard Pentium 100Mhz or better 2x CD-Rom drive or better Installing under Win95 Amok doesn't install any files(except for a temporary file which is removed again when the game quits), but requires DirectX to be installed for the Windows 95 native version. To run the Windows 95 native version, insert the CD, and click on the Amok icon. Installing under MS-DOS Change the current directory to your CD-Rom drive (e.g. CD E: ) Run AMOK.BAT which is located in the root directory (type 'Amok.bat ') To configure sound for Dos start SETUP.BAT in the root directory (type 'Amok.bat ') Notes: Both versions of Amok requires the CD in the drive all the time during play. If you are experiencing problems with the keyboard handler "forgetting" keys when pressing many keys at the same time, we recommend trying different keyboard-definitions, as this happens because of bad keyboard designs. Some cd-drives cause serious slow downs when playing cd-audio under Windows 95. This is a general Windows 95 problem, and we can not do anything about it. Sorry. If you are running the game under windows 95 in 256 color mode, remove any wallpapers and backdrops (this will corrupt the game colors). So if the game runs slow, try switching off the CD-Rom drive (F9), try selecting a lower screen resolution, or simply buy a faster computer. Have Fun! The great war lasted for nearly 47 years, but now the two largest corporations have finally seized fire and the planet Amok is peaceful again. The N.O.N.L.U.N. corporation was unwillingly forced into the negotiations of a peace-contract. they had suffered a series of serious defeats on the battlefield, and their only choices were large scale nuclear war or a peace treaty. People celebrated the peace, but beneath the surface the suspiciousness and anger still lurked. Just like a fire put out by a blanket, balancing between total extinction and that little bit of air that will make it burst out again. The Bureau is desperate to provide just that bit of air to make the flames go up between the corporations once again. The Bureau, one of the many small outfits that profited heavily during the war recruiting mercenaries and bounty hunters for special assignments ranging from simple bombings to complex assasinations. Their plan is to make the two corporations equal opponents again. To do such the Bureau have hired just the right man, Gert Staun, who has made a living as a mercenary from the beginning of the war. Staun pilots a highly modified battle walker named the Slambird. It is equipped with a range of missiles, bombs, mini guns many other types of military devices which must be used efficiently to successfully accomplish the complex missions that lie ahead. Selection Screens When the game starts, a few presentation screens are shown (these can be skipped by pressing Esc). Next the game will begin to run the demo mode. Press space, anytime during the demo run, to enter the main screen. Use arrow keys + return to make choises. Main Screen Start: Starts the game using the settings made in the Options menu. Options: Brings up the Option menu. Exit: Return to Dos or Win95. Option Menu PassWord: Press return, then a password, then return to enter a different level than the initial. Sound: Brings up the sound menu. Keys: Use arrow left/right to toggle default/user defined movement & attack keys. If user defined has been chosen, press enter to define your own keys. You will be prompted with every key, one at a time. Hard: Playing in easy mode, only the first 5 levels are available. Screen: Brings up the screen menu. Back To Main: Returns to the main menu. Sound Menu Music Test: Selects CD-music tracks and plays them when you hit return. Music Volume: Sets CD-music volume. Sfx Volume: Sets sound effects volume. Music On/Off: Turns the CD music on or off. (read installation notes) Back: Returns to Option Menu. Screen Menu Screen: Select fullscreen or Window(only under win95) 320x240x256: Cycles between the available screen resolutions. (Width x Height x #colors). TV is a special screen mode where the screen is actually 480 pixels high but only every second line drawn, which makes a nice smooth TV feel opposed to the sometimes very blocky 'PC-monitor' look. Gamma Cor.: Gamma correction is a method to adjust the light intensity of the screen. On some monitors the game will appear very dark. To correct this choose medium or high, to brigthen up the colors. Back: Returns to Option Menu. Game environment The game is divided into a chronological series of 9 missions (4 missions consisting of 2 phases each), set in 4 different environments; Wastelands, Ocean, City & Tunnels. Each mission has several tasks that has to be executed correctly in order to successfully complete the mission and go on to the next. Some tasks might not be as vital to the completion of a mission as others. Each mission will be played in a separate game world. Passwords Passwords are available for the last four levels, and the second level. To enter a password, go to the options menu (from the main menu) and choose password. Type the password and you will start on that level next game. Mission Decription Before each mission you are presented to a mission description. Be careful to read this, because it is important for the completion of the level. Each mission has different objectives. Most objectives are nessecary to complete in order to get through the level, but some (if failed) just makes the game harder further on. Walker Types There is two types of walkers in the game, the normal 'Walker'-type walker, and a modified sub-walker for underwater action. The controls of the two are similar, but the handling are different. The sub-walker does not come to a full stop when you do not press any control keys, it just stops the engines. This results in the sub-walker gliding through the water for a small time after the engines has stopped. Exit Sign When ever you see one of these, walk over it and you have completed a level. Secret Areas & Missions Each world contains a great number of secret areas that can be accessed by blowing up walls, mountain sides, cave walls ect. Even a whole secret mission is to be found somewhere in the game. Teleporters To get quickly from one part of the map (some are LARGE) special teleporters are present all over the map. White teleporters transport the player one-way (no return) Colored teleporters transport the player to a similar colored teleporter (and back) In-Game Keys: The Game can only be controlled by keyboard. The Movement and Attack keys can be defined by the user in the option menu. Game Commands: Exit Current Game Shift + ESC Exit Amok Alt + F4 (Exits Amok and returns to Win95 or DOS) Skip Cutscene ESC Game View F1 (toggles near/far/normal) Mission Map Tab or P (pauses the game) Screen Resolution F3/F4 Music Vol. +/- F5/F6 Sfx Vol. +/- F7/F8 Music On/Off F9 Movement: Walk Forward Arrow Up Walk Backwards Arrow Down Turn Left Arrow Left Turn Right Arrow Right Toggle sidesteps Alt + Turn Key Toggle run Shift + Walk/Turn Keys Attack: Fire Miniguns Ctrl Fire Normal Missile Space Fire Heavy Missile BackSpace Throw Bomb Enter Windows 95 Specific Functions: Theese keys will only function if you are running Amok from Windows 95. F2: Toggle Fullscreen/Window mode. FullScreen Mode: Right Mousebutton: Change to window mode. Window Mode: F12: Make Screenshot (in-game and replays only) Right Mousebutton: Resolution menu. In window mode it is possible to resize the window, but you might experience severe slowdowns if the window is too big. After the mission description is finished, the game begins. The view is just behind the walker, and you are thrown into action at once. On the game screen there is several items that is designed to help you guide the walker around, keep track of ammunition and damage. In-Game Display Weapons Counter: The miniguns have unlimited ammo. The weapons display tells you how much ammunition there is left. There is three numbers of notice. On top the missiles, small and heavy, and below the bombs. From the beginning the walker is designed to carry: 40 Small Missiles 20 Bombs 10 Heavy Missiles At later missions your walker will be upgraded to carry more weapons. The Radar: The radar is a pretty important tool, to help you get to the right place at the right time. The view-triangle is your visible area. Red dots are enemy units and white dots are friendly units. If you are close to a mission target, the yellow target circle is visible. The target circle is otherwise visible on the map screen (tab or p). Energy Bar: The Energy Bar tells you how much more damage your walker can take before being destroyed. There is no 'lives', when Gert Staun is dead, he is DEAD! The red bar is the actual energy left. If this starts to flash, you're going to die soon. The max-indicator shows the maximum energy. If you pick up hull pickups this indicator will move to the right increasing your walkers hull strength. The yellow bar indicates that you have picked up a pickup that increases your energy beyond the max. Pretty cool. When you pick up a shield, the bar turns blue. When the shield is nearly used up it will begin to flash. The Compass: The compass functions as a normal compass, indication which way your pointing. The little red arrow is the target pointer, follow this and it will lead you to the mission target location. Weapon Aim: The weapon aim is divided into 2 units. Gun aim and missile aim. The gun aim is fixed to the middle of the screen, which means you have to move the walker to aim. The missile aim is a free floating aim, that tracks the closest enemy. When an enemy is in sight it turns red, you may shoot, and the missile is fired in that direction. Many of the faster enemies are very hard to hit using missiles, so examine the enemy before you waste ammo on it. If the Missile Aim is not tracked on an enemy, the missile is using the gun aim, if fired. Mission Map While In-Game you can press tab (or p) to get to the mission map. The mission map shows you where you are and where the next mission target is. Your position is shown as a green flashing diamond, and the mission target is located at the center of the yellow circle. While you are at the map the game is paused, so don't worry about enemies sneaking up on you. Spread throughout the levels are different objects that can be picked up. These will improve the walkers offensive and defensive abilities. Offensive PowerUps Missiles The missiles are small non-guided missiles. The Slambird's aiming system secures a high hit rate for the missiles. Missiles are found single or in packs of 10. Heavy Missiles The heavy missiles have a much more powerful impact than the normal missiles. They fly slower, which makes them easier for the enemies to avoid. Heavy missiles are found single or in packs of 5. Bombs Bombs is thrown at the enemy. They can be thrown over walls to kill enemies on the other side or into a mine field to clear it. The bomb does not explode on impact but after a few seconds. It is very heavy and can knock over smaller enemies killing them. The blast is quite large, and a single bomb can kill multiple enemies. The bombs is found single or in packs of 5. Rapid Fire This special device enables the walkers miniguns to fire at twice the speed. The rapidfire device will last for approx. 400 rounds, before it is worn out. Multiple rapid fire packs can be picked up. Armor piercing bullets Hard hitting ammunition for the walker's miniguns. Armor piercing bullets are found in packs of 400 rounds. Multiple packs can be picked up, and they work together with the rapid fire device. Power Gun The Power Gun is found on the last mission. It is a special, and very powerful weapon developed by the A.Z.T.K. corp., as a counterpart for their latest battle robot. The Power Gun can easily be mounted on the walker giving it, unrivaled firepower. The Power Gun is compatible with Rapid Fire module and the armor piercing bullets. Defensive PowerUps Extra Hull Increases the max. amount of protective energy available to the walker. Extra Energy Restores a small portion of the walkers protective energy. Restore Energy Restores all of the walkers protective energy. Full Energy Increases the walkers protective energy to the absolute maximum, beyond maximum hull. Normal Shield Renders the walker invulnerable for a short period of time. The shield is accumulative. Full Shield Renders the walker invulnerable for a long period of time. The shield is accumulative. During the missions Gert Staun will come to face a lot of different enemies. Most are hostile and only wants to get rid of you, but some are just neutral creatures which is better off left alone. A.Z.T.K. Troops Grunt The grunt is the basic soldier. He is using small machine guns. He can either be guarding or patrolling the area. He is not too smart and too many grunts in one place can easily cause confusion when an enemy attacks, often resulting in grunts shooting grunts. Bazooka Grunts These grunts carries a medium sized missile launcher. He is not moving too much around. Desert Bikers These are crazy three wheeled desert bikes, very robust and fast, which makes them hard to kill. Once they have you in their sight, they will go straight for the kill, shooting the front mounted mini cannon, or trying to run you over. The riders of these machines are the most insane of the grunts. It is quite common that they run over friendly grunts if they get in the way, and they even look like they enjoy it. Scuba Grunts Diving grunts are just as dangerous, as if not more, than the land based grunts. They always patrol in groups of four or more. SubScooter Riders Riding on a small twin engine driven sub-scooter, theese grunts are quick, precise and hard to kill. They usually attack in packs, like sharks. Gun Turrets Gun turrets are large, heavy armored stationary cannons. They are pretty slow, but they hit hard. They are usually mounted near or on enemy buildings. Single barrel and triple barrel guns exists. Missile Launchers Missile launchers are stationary like the gunturrets, they are just a bit more dangerous. They reload faster and their missiles are semi guided. Missiles will try to correct their course so that they get a greater chance of hitting you. Barrel5 Launcher The barrel launcher is the smallest of the missile launchers. It contains 5 small missiles, which it fires one at a time until it needs reload. The danger of the Barrel5 is the fact that each missile is corrected by the one fired before. Double Launcher The Double launcher is an underwater missile launcher, it shoots 2 heavy missiles simultaneously. Quad Launcher The quad launcher is similar to the double launcher, except for the fact that it shoots 4 heavy missiles and it has better armor. City Gun This type of gun is placed to protect the HQ in the city. It shoots 2 heavy missiles one at a time, and reloads fast. CC2-Minigun This is a computer controlled minigun. A heavy duty machine gun mounted on a rotating-pole. It's laser guiding system combined with high shooting cadence, makes it a fast and dangerous opponent. CC2-minigune are fairly rare because of slight unreliability (they'll shoot everything that moves, friend or foe). Missile Tank This tank shoots missiles at long range, and has the ability to move around. It runs on ordinary combustion fuel and is kind of outdated, but still kept in service because of the combination of heavy firepower and moveability. Guardian Droid This robot is the pride of A.Z.T.K. engineers. It has along range targeting system that makes it an excellent guard. Its triple barrel pulse lasers makes it a dangerous long range shooter. Up close, the Guardian Droid is danger too. It instantly tries to ram everything too close with the front mounted steel razor. The Droid has very heavy armor and moves very fast. This is indeed a very tough opponent. Submerged Torpedo Launcher This torpedo launcher launches very heavy torpedoes. The torpedoes have a sophisticated target system that enables them to turn around and come back if they miss the target. They are devastating if they hit. The launcher have slow reload, because there is only room for one torpedo at a time, and each new torpedo have to be loaded by a small transport droid, from the ocean surface. Landmine. Landmines are dangerous and easy triggered. They can only be blown away with bombs or heavy missiles (lighter ammunition does not trigger them). They do a lot of damage to the one unlucky enough to trigger one. The blast is so powerful that it often triggers nearby mines in a deadly chain reaction, that can ping-pong the unfortunate victim around until he is destroyed. A special sub-mine is found in the water. Mini Saucer This is one of the newest and technologically most advanced enemy vessels. Completely computer controlled, and with and unrivaled target system, that also functions as a defensive detection system, that helps the mini saucer avoid enemy fire. A CC2 minigun is mounted underneath the saucer for quick and hard hitting firepower. NCD 6 Mini Tank Small missile carrying tanks. Theese tanks are normally used to guard smaller rooms. They carry 2 small missiles armed and ready. They are fast and very maneuverable. CC3 'Dragonfly' A real strange creation. Originally designed to replace the Guardian Droid, but a lack of fire power, made it inferior to the brutal an fast Guardian Droid. It is still a dangerous enemy though, and quite a lot of them were produced and set free to roam the sewer system. Non-Corporation Enemies Zumzoum Warriors Warriors of the ancient desert tripe called Zumzoum. The non-warrior tribe members (workers) live in complex tunnel systems underneath the dirt of the wastelands. The warriors have wings (and no legs), and attack (and hunt) by throwing balls of a special chemical composition at their targets. After being exposed to air for a short while, the balls catches fire and soon explodes, killing everything near it. Sharks The sharks are normally quite peaceful animals, if they are disturbed they will attack immediately. Their bite is powerful enough to rip a small vessel apart, so watch out for these. Spiked Guhu Fish The Spiked Guhu is a strange animal. It lives in large numbers in volcanic cracks in the ocean floor. It feeds mainly on small fish, but can eat plants from time to time. The Guhu Fish is a very caring parent, it protects its breed aggressively. If a great danger approaches the Guhu attack it and sacrifices itself by inflating its body until it explodes. Stomach acids and other chemicals in its body is released and a powerful reaction with the seawater causes a deadly explosion. It is recommended to leave the fish alone and go directly for their cave. Kamikaz Beetle The Kamikaz Beetle is a mindless carnivore. It lives in great numbers in large caves under the earth. When a Kamikaz reaches a certain age it automatically becomes a 'front liner'. Frontliners are the oldest and most useless beetles sacrificing themselves for the existence of the specie. When the beetles goes hunting for food, it is the frontliners that makes the kill, by exploding themselves close to the victim. The younger beetles then carries the dead victim home and eats it. Steeljaw Rat This rat specie has mutated for many generations, into a vary dangerous creature. It eats everything, even steel walkers. Cave Bat A normally peaceful creature, the only harm it will do to you is fly by and disturb you. Giant Ram Ant (jumping) A large and rare predator that lurks in the corners of the sewer systems. It attacks by jumping at its prey hitting it with its giant forward pointing jawbones. The jawbones are hard enough to seriously damage your walker. Sewer Claw The chemical waste in the sewers has bred many new mutations, but this must be the largest and most aggressive of them all. It reaches out of the water to grab unlucky bypassers. Its poison claws at the end of its tentacle arm instantly kills normal creatures, and after the kill it uses the tentacle to pull the dead body into the water to devour it. Credits Code Soren Hannibal Martin Pollas Gfx Jacob Andersen Music+Sfx Jesper Kyd Testing Michael Persson, Jesper Kyd, Morten Thuesen, Darran Hurlbut & Mikko Tahtinen Technical Support If you experience any problems running or playing this product, you can use any of the following avenues to obtain assistance: Assistance Via World Wide Web Get up-to-the-minute technical information at the GT Interactive Software web-site, at http://www.gtinteractive.com, 24 hours a day, seven days a week. In the Support section you'll have access to our FAQ documents (Frequently Asked Questions) which contains our latest troubleshooting information. You can also visit our Forums area, where you can swap email with other gamers, our FTP (File Transfer Protocol) area where you can download patches and new enhancements as soon as they become available, our Hints/Cheat Codes area, and other areas where you can get valuable information on GT Interactive Software products. Help Via Telephone For phone assistance, call GT Interactive Software's Tech Support at 716-871-6646. We have an Interactive Voice Responce and Faxback system that is available 24 hours a day, seven days a week. If you should need live support, we are available Monday through Friday,8 AM until Midnight (EST). Please note that live Tech Support may be closed on major holidays. We ask that you do the following when calling: be at your computer; have your system information ready for our technicians including system make and model; RAM; video and sound card data and drivers; and any screen or error messages you've encountered and where (if not currently displayed on your screen). It will expedite your handling significantly. Help Via Mail In the event our technicians determine that you will need to forward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure you include your telephone number in case we need to call you. Your mail should be sent to the following address: GT Interactive Software Attn: TS/QA 1 Nixon Lane Edison, NJ 08817 Please do not make copies. The program you've purchased was produced through the efforts of many people. Don't make copies for others who have not paid for the right to use it. To report copyright violations to the Software Publishers Association, call 1-800-BLO-WMEE or write: Software Publishers Association 1101 Connecticut Ave., Suite 901 NW Washington, DC 20036 This program is protected by federal and International copyright Amok tm, copyright 1996 Scavenger, Inc. All rights reserved. Created and published by Scavenger, Inc. Distributed by GT Interactive Software Corp. Windows is a registered trademark of Microsoft Corporation. All other trademarks are the property of their respective companies.