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Spy vs Spy Vol.II
The Island Caper
User's Guide
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Spy vs Spy :
The Island Caper, is the sequel to First Star's best selling Mad Magazine's
Official Spy vs. Spy. This action strategy game features both spies
parachuting onto a tropical island with an active volcano in a desperate race
to find the buried parts of a missile. In this game, players construct their
own booby raps in an attempt to eliminate the other spy from the search.

MISSION OBJECTIVE:
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Your mission, should you choose to accept it, is to find and recover all three
parts of the top secret XJ4 1/2 missile. Of course, the missile parts are
located on Spy Island, a deserted (except for your opponent and the sharks)
tropical island in the middle of nowhere. Not only must you locate all three
parts of the missile, but you must full assemble it before being able to
transport it off the island via your submarine. By the way, there is also an
active volcano on the island so you wont have too much time.

As you attempt to recover the parts and assemble the missile, your opponent
wont be taking a siesta. After all, your opponent is there for the same reason
you are , and there are only three parts for the one missile.

To aid you in your mission, your country, at great expense has provided you
with the ultimate tool in spy technology, the all-in-one, multi-purpose,
super-duper Island Trapulator. This nifty little gadget comes complete with a
computer generated mapping system and a few devious items for building nasty
little traps that can surprise your opponent (or yourself if you're not
careful). Of course, your opponent is equally well equipped with the same state
of the art technology.


GAME OPTIONS:
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When Spy vs Spy: The Island Caper has finished loading into your computer and
the spies have landed on the island, you will be presented with an OPTION
screen.
Using the controls located to the right of the two center screens, you will be
able to select and modify the following options:
   1) Number of players
   2) Difficulty level
   3) 'Intelligence Quotient' of the computer (one player mode only)
   4) Escape sub revealed or hidden until the end

With your JOYSTICK or appropriate keys, move your cursor, up or down, to any
of the options. By moving your joystick right or left you can select one or
two player mode, difficulty level, and I.Q. of the computer (only available in
one player). Once your selections have been made, the SPACEBAR or JOYSTICK
button will begin the game.


OBJECT MANIPULATION:
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First, move within range of any object o mound of sand (represented by three
small, white triangles). Then press the JOYSTICK button. Any object found can
be lifted. The small mounds of sand may reveal one of the hidden items you are
looking for. If you're not so lucky, it will activate a BOOBY TRAP, blowing
you to smithereens....

KEYS AND THEIR FUNCTIONS:
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Key        Use
---        -------------------->
 K         Move left
 L         Move right
 A         Move back or up
 Z         Move forward or down
 Q         Access Trapulator
 S         Press once to stop the music, again to turn it on.
 SPACE BAR Press to pick up or drop an item. Select or activate a
           booby trap. Start game.
 ESCAPE    To pause game play
 CONTROL
ARROW KEY  To fire gun, bury missile, or set trap.

OPTION     Return to Option Screen
RESET      Re-boot the program


TRAPULATOR:
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The trapulator (state of the art in Spy technology) allows you to store and
use various items and tools necessary for completing your mission objectives.
Looking at your Trapulator will infor you as to the status of your inventory.
A lit L.E.D. next to an indicator button means you have in your inventory at
least one of those items. If you find an item on the island that is
represented by an indicator button you may pick that item up by standing over
it and pressing the JOYSTICK button once briefly. Then by pressing the
JOYSTICK button briefly again it will be stored in your trapulator for future
use.

If you find the gun you can shoot your opponent, causing him to lose some
strength and momentarily spinning him out of control.  While you are in the
same screen he is in, point the gun in the direction of your opponent and line
your Spy up with him, then shoot. This is done by first depressing the
JOYSTICK button and then (while holding down the button) pulling the JOYSTICK
forward.  Some bullets are duds and the gun is not always fully loaded!


GAME ELEMENTS:
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VOLCANO: The digital clock located in the control panel on the right of the
trapulator, indicates the amount of time remaining before the volcano erupts
both Spies lose the game and the island will be covered with lava.
QUICKSAND: When exploring the island you will see dark patches of sand which
are quicksand. If your Spy gets trapped in the quicksand, use the techniques
recommended by most survivors, which is moving your JOYSTICK up and down or
twirling it in a circular motion rapidly while trying to move your Spy to the
edge of the quicksand.  Falling into the quicksand will cost you precious
strength, lots of time trying to get out and also make you a 'sitting duck' if
your opponent is in the neighborhood.
DROWNING: The high seas have taken their toll on unwary Spies who have
wandered off the island jetties. Spies just aren't good swimmers.  Staying in
deep water will drain your strength very quickly.
SHARK ATTACK: If you don't drown while you are in the ocean, the sharks will
probably get you.  The green guild mud sharks (native to these waters) usually
like a few appetizers before chowing down to their main course. As the sharks
begin to nibble on your Spy, your Spy will be briefly tugged under water.
This may happen two or three times (you may also see a fin).  If you have
enough energy remaining it is suggested that you move with great speed to the
nearest shore, otherwise your Spy may not come back after the next tug.

HAND TO HAND COMBAT:
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The combat mode exists only when the following two situations occur: (1)both
Spies enter the same part of the island and simulvision ends. The Spy that
entered the common area appears on the same screen as the Spy that was already
there. (2)Both Spies are within combat range of each other. The distance is
equal to two times the width of your average Spy. When you are within combat
range, holding your JOYSTICK button will produce a sword in your Spy's hand.
Continue to hold the JOYSTICK button down and move the JOYSTICK, your Spy will
now swing the sword around, jabbing your opponent if he is within striking
distance.  To smash your opponent on the head, the button is held down while
the JOYSTICK is moved from the up position (swing the sword downward).  To
stab, move the JOYSTICK from left to right (or right to left, depending on
which way the Spy is facing). When the JOYSTICK BUTTON is first pushed down,
the Spy will automatically face his opponent, regardless of which way he was
facing or moving. To move your Spy during combat, release the button and move
as normal. Hitting the other Spy weakens him, and about 33 solid blows
delivered in rapid succession, are needed to kill him if he started combat
with 100% of his strength.

NOTE: When you are in combat range of your opponent, you will not be able to
      access your trapulator, or set any traps until combat mode ends. Combat 
      mode ends when one of the following occurs:
 1. A Spy is temporarily disabled getting caught by a trap.
 2. A Spy moves out of range of combat (runs away).
 3. A Spy dies (see death).

MAN MADE BOOBY-TRAPS:
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As you move through the island(s), you may select any of the booby-traps. The
booby-trap arsenal contains: coconut bombs, napalm, rope snares, and a shovel
for digging punji pits.  Spies can carry traps, placing them where they wish
when they are ready.

TO PLACE AND SET A TRAP:
1. Press the JOYSTICK BUTTON...TWICE! You have just accessed the TRAPULATOR.
Observe the indicator lights on the right of the icons.
2. Move about the TRAPULATOR using the JOYSTICK CONTROLS (up or down). Listen
for the bell.
3. Indicate the booby-trap of your choice then press the JOYSTICK BUTTON to
select it. The booby-trap is now held by your Spy.
4. Position the Spy at the hiding place you have selected.
5. First, the JOYSTICK BUTTON. Next, (keeping the BUTTON depressed) pull the
JOYSTICK forward. The booby-trap will disappear and you will hear the "woosh"
as it is buried in the sand.

Once a trap has been set, EITHER Spy can set it off!

To add insult to the injury, when a player sets off a trap, he gets zapped
while the other Spy laughs hysterically.
SNARES: Set this trap by selecting the rope from your trapulator. While it is
in your Spy's hand, climb a foreground tree. Climb a tree by pushing your Spy
by pushing yor Spy against a the side of a foreground tree, and holding him
there momentarily. Your Spy will then automatically tie one end of the rope
to the top of the tree's and stretch the other end to the ground. You can now
move your Spy in a small radius around the tree. When you reach the location
where you wish to drop the snare's noose, hold the JOYSZTICK BUTTON down and
pull back on the JOYSTICK. Any player walking over the snare's noose will be
snagged and lifted into the tree, being temporarily disabled, losing strength,
and dropping any missile sections being carried.
NOTE: The noose is invisible once buried. This trap can not be set when both
Spy's are in the same screen/section of the island.
OPEN PITS: Set this trap by picking up te shovel where ever you can find it -
either on your trapulator or on the ground. Walk to an uncluttered area where
you wish to dig your pit. With the shovel in your Spy's hand hold the JOYSTICK
BUTTON down and pull back on th JOYSTICK. Your Spy will now dig a pit. What
finally remains is a large gaping hole. Although easy to avoid, falling into
this hole will cost you time and strength.
PUNJI PITS: Placing a sharpened stake at the bottom of the pit will make an eve
more deadly trap. Find a wooden stake and pick it up. With a wooden stake in
your hand walk over to the pit, as you begin to go over the pit, your Spy will
automatically place the stake at the bottom of the pit and then cover it with
dirt, hiding it completely from sight. Any unwary Spy who walks over this area
is sure to fall in.
NOTE: They don't make shovels like they used to. Each shovel is only capable
of digging 8 pits before breaking.
NAPALM: This is the single most deadly trap. Go to the area where you wish to
place the trap. Select the faucet from your trapulator. next hold the JOYSTICK
BUTTON down and pull back the joystick. Your Spy will now bury a Napalm
canister that will torch any unwary Spy who happens to walk over it or tries
to dig it up. The unwary Spy will be temporarily reduced to ashes and drop any
missile part he was carrying.
COCONUT GASOLINE BOMB: You will find an abundance of coconuts on these
islands. Combine these with gasoline and you make a bomb. You start each level
equipped with a few coconuts in your trapulator; you can get more by finding
them on the island. By burying these coconuts in the ground, they become a very
effective land mine. The unwary spy that steps on the coconut bomb will be
temporarily reduced to ashes and drop any missile parts he was carrying. To set
the trap, select a coconut from your Trapulator. Hold down the JOYSTICK BUTTON
and pull back the JOYSTICK. Your Spy will then automatically fill the coconut
with gasoline and buy the bomb in the ground. After selecting a coconut bomb
from your Trapulator you can abort setting it as a trap. By putting the coconut
back in the Trapulator, you can save it for later; do this by pressing the
JOYSTICK BUTTON once briefly (WITHOUT pulling back on the JOYSTICK).
NOTE: If you run out of gasoline your spy will still bury the coconuts but
they will be duds. You can safely dig up buried empty coconuts and store them
back in your trapulator. Keep an eye on the gasoline gauge in the lower left
hand corner of your Trapulator. When your gauge goes down you can refill your
trapulator with gas by finding the plane wreck on the island. Push your Spy
against the plane for a few seconds and push the JOYSTICK BUTTON your Spy will
then fill the Trapulator gauge with gas.
HINT: Coconut bombs, snares, and Napalm can be placed on top of buried missile
parts.

READING THE MAP:
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Anytime you wish (except when both Spy's are in the same screen) you can read
your map. To read your map, first access your Trapulator by pressing your
JOYSTICK BUTTON twice quickly, next by moving your JOYSTICK up and down, light
up the L.E.D. alongside the map button, then press the joystick button once
again. Your map will now unfold within your monitor. On your map you will see
the following:
1. A flashing quadrant where you are currently located
2. A dotted line showing the last several quadrants that you walked through.
3. A few quadrants containing small white squares representing the locations
of the missile sections.

ISLAND(S): Depending on the particular level selected, the size (how many
different sectors) and layout (objects found on the island) of the island
change.

Also in levels 5 and 6 there are two Islands! Travel between the two islands
may be necessary to win the game, but be careful - the waters may be shark
infested (see Shark Attacks) and there is only one way to cross over.

MISSILE CONSTRUCTION: Your mission being to escape the island, fully assembled
missile in hand, it is important to remember that all else is but a mere
distraction. Before time runs out you must manage to find and assemble the
missile components in sequence, locate the only exit and board the sub.

The missile is in 3 pieces but you can only carry one section of it at a time,
unless 2 or more sections have been connected in sequence. To assemble to
missile sections together, do the following: Find any one of the 3 missile
sections. While you are carrying this section, find the next adjoining missile
section. If for instance you have first found the tail section, connect this
to te center section next. Do this by first standing over the second section
(as long as it is not buried). Next holding the JOYSTICK BUTTON down and
pulling back on the JOYSTICK the section in your Spy's hand will drop to the
ground and automatically connect itself to the second section. The 2 sections
that are now connected may be picked up (as if they were one section) and
carried off, to be connected to the 3rd section when it is located.

Below each Spy's monitor is a diagram of the missile in parts. As you pick up a
section(s), it will flash on and off in the diagram.

LOSING THE GAME:
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DEATH AND STRENGTH: As mentioned previously, many actions can lower one's
strength, such as: swimming in the ocean, combat, and being caught in a trap.
Each Spy starts with 100 units of strength as indicated by the "Strength
Meter". If you lose the full 100 units of strength, you will die and the game
is over for you. This is represented by a tombstone appearing where you have
died, or if at sea, air bubbles briefly appear over the water. When your
strength get's dangerously low you can slowly build it back up by avoiding
combat and traps. If a Spy dies at sea carrying one or more of the missile
parts, those parts will be randomly washed up onto one of the beaches.

WINNING THE GAME:
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EXIT: There is only one way off the island to the sub and you can NOT leave
without the correctly assembled missile.

BOARDING YOUR SUBMARINE: After you have completely assembled the missile, you
must next find your submarine, somewhere off the coast of the main island.
Your submarine will surface when you approach with the missile. Look for your
sub at both the Northwest and Northeast beaches, and when you see it, wade out
to it. Your Spy will now automatically climb aboard and sail off into the
sunset.
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