Ork - Manual
The Heyadahl were not a particularly warlike race, however their aggressive
appearance and arrogant ways often made them an unwilling target for other
races. This being the case, the Heyadahl had to learn to fight. And,
unfortunately for their opponents, as with everything they did, the Heyadahl
learned quickly and they learned well. They improved their hitherto un-
necessary technological skills, concentrating on creating a fleet of battle
space cruisers. To man these superior craft they formed and ran an acadamy
for their crews in which only the cream of the Heyadahl could possibly hope
to be successful.
Believing the way to win wars was by having superior leadership in the
field, the Heyadahl honed their cruiser captains to perfection.
Pushing them to their physical and mental limits, readying them for the
ultimate. Their fleets of starships became legendary throughout their system,
but there was always a constant threat of attack from unknown races, hence
the Heyadahl were always ready.
Their reputation for never starting aggression - but for always ending it -
was earned not only by their well-built and highly efficint star cruisers
but also by their seemingly unbeatable crews; The captains of which were
acclaimed as being devotedly loyal, brilliant stratagists, honorable, brave,
and willing to die for their race.
Training for the captaincy of a Heyadahl was the best. And, as captains
held a place of high esteem and were revered throughout the race, every young
Heyadahl aspired to command a star cruiser, it was the ultimate honour.
Aspiring Captain Ku-Kabal rested in his cabin. He knew that before him lay
the the final and most gruelling test of his abilities to command. He knew
also that those who failed this test were never seen, or heard of again.
Seven aurms had he been studying and training for the test ahead. He must not
'Ku-Kabal to the bridge!'
This was it! He breifly studied his reflection in the veiwscreen of his
cabin as he walked to the door - 'Looking good.' he thought.
He entered the corridor to be met by two security Bis who silently escorted
him on his all-too-brief walk to the bridge.
The Examiners sat along the rear wall, the veiwer by which they would all
watch Ku-Kabul's progress (or otherwise) filled the opposite wall.
'Ku-Kubal.' The Chief Examiner spoke in a quiet but commanding voice.
'You have spent many aurms to get where you are today. You have trained well
and are considered by your teachers to be ready for this, your final test.'
The word final didn't fill Ku-Kubal with confidence.
'You have no idea what awaits you in the arena, but if you rememer all that
has been taught you, you will succeed.'
Ku-Kubal wished he felt as confident.
'You will be armed only with basic Twin-cannons and equiped with an empty
Thanks a lot!
'Your regeneration abilities will be nullified: You will only have one life;
use it wisely! However, success during you quest will provide you with
energy, equipment and lives, sufficient to see you through to the end.'
Did he have to say end?
'Prepare to be transported to the arena on planet lxion.'
The Cheif Examiner nodded to the crewman standing at the ship's main
computer. The crewman passed a digit over the control panel and Ku-Kubal
experienced the all-too-familiar feeling of his molecules re-arranged. Just
before he dissapeared from the bridge he heard the Examiner:
'Success, my son....'
You play the part of Ku-Kubal as he faces his ultimate challenge. You
control him and make his decisions as he battles his way thriugh the taxing
tests placed before him.
Ku-Kubal has to deal with vicious creatures as well as solve perplexing
puzzles in order to escape... and face his next challenge.
The differing levels vary greatly in that some are infested with awsome
enemies while pthers require only your brain power to escape. However, most
Joystick (in walk mode):
Up: Jump up.
Up/right: Jump right.
Right: Walk right.
Down/fire: Enter computer.
Left: Walk left.
Left/up: Jump left.
Fire: Activate cannon/Laser switches.
Joystick (in jet mode):
Up: Fly up/Take off from Launch pad.
left: Fly left.
Right: Fly right.
Fire: Activate cannon/Laser switches
P: Pause Ork.
Esc/fire: Abort Ork.
At the top of the screen are three sets of icons:
The first set (top left) indicates the ammount of ammunition you have for
Ammunition clips - displayed as a clip inside a spinning circle - may be
The middle icon represents your Lifeforce level - displated as an
oscilloscope. Try to maintain a nice wave in the line: A flat line means you
are close to death. You only live once and therefore must collect Lifeforce
icons en-route - displayed as a heart inside a spinning circle. You may check
your lifeforce level by accessing a computer terminal (see below).
The last set of icons (top right) indicate the amount of jet fuel you have
for flying. You may increase your reserves by collecting fuel pods en-route.
Your score is displayed at the bottom of the screen -The bigger the better!
You will often find your way barred by laser gates. These are deactivated
by using the appropriate laser switch. These usually take the form of of a
receptacle, the key to which is to be found elsewhere on the level You may
need more than one laser key to access the whole level (Keys can be used more
than once). To use the keys, step behind the receptacle and press fire.
When in your inventory (press spacebar to access it), move your joystick
left and right to highlight an object and press fire to select it. To get
out of your inventory without selecting an item, either push up on your
joystick or select an empty slot. When an object has been selected, it will
either be dropped or used in the appropriate place. You may carry a maximum
of eight objects at one time. NB: Laser keys are not used with the inventory
selection system, although they can be dropped anwhere. To use the laser
keys see above.
If you have sufficient fuel you may utilise your jet-pack by standing on a
lauch pad and pushing up on your joystick. Try not to run out of fuel in
awkward places - such as over a laser gate or rough terain. To land in the
conventional way, find another - or indeed the same - launch pad and, er,
land on it.
To access a computer terminal, stand behind it and press fire. But be
carefull: Hostiles will still attack you even though your're busy accessing
Once accessed, you're presented with amenu of options: Use your joystick and
fire button to select the one you want.
Possibly the most useful option. If you don't know what an object does,
ask the computer! Symbols used in some of the clues the computer provides
may need clarification. The following will become clearer as you play the
1 < 2 means that 1 comes before 2.
1 > 2 means that 1 comes after 2.
1 = 2 means that 1 is next to 2.
1 <> 2 means that 1 is not next to 2.
To activate this option, you first need to find the scanner module. Once
activated, it will present you with a map of you immediate surroundings. The
letters URER (you are here!) indicate your current position on the map.
This option gives you your diagnostics and tells you how much of the game
This option enables you to save your position to disk or load in a
previously saved position from disk.
To save your game, select Save and when prompted, insert a blank disk into
DF0: This disk does not have to be formatted. Press fire and your game will
To load apreviously saved game, select Load and insert your disk when asked.
Press fire and your game will be loaded from disk.
Read the clues.
A key to the gold is what you need, To pay the toll and so be freed.
Here is my advice: Collect a key, thrice!
The third is well hidden, enclosed in a pocket.
A jar must be smitten, to reveal a rocket.
If your aim is straight and true, the key will be for you.
A bird in the hand is worth two Power Gems!
Typed by MUNCHIE 27-2-92.