User manual GAMES PC URBAN RUNNER

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Manual abstract: user guide GAMES PC URBAN RUNNER

Detailed instructions for use are in the User's Guide.

[. . . ] On the command line, type the letter corresponding to your CD drive, then SETUP. EXE. For example, if your CD drive is drive D, type D:\SETUP. EXE, click on OK or press Enter. Once the game is installed, you may be asked if you would like to scan the READ-ME file. This file contains the latest information from the most recent game tests. [. . . ] He's tailing you with only one thing in mind: get Max! 7 8 The city's ressources THE APARTMENT: Our reporter enjoyed a peaceful life here, up until the moment he gets mixed up in this diabolical case. . . His home sweet home becomes dangerous ground. THE SQUAT: half workshop, half-junk shop, piled high with bric-a-brac, home to Denis DEQUERRE, known as D. D. , one of Max's oldest friends. a refuge for Max who is running for his life. THE BUENA VISTA HOTEL: an oasis of relaxation, a haven of peace, unhoped-for respite from the noise and the fury. This is where Max's heart skips a beat on catching a first glimpse of the woman soon to become his devoted partner. THE ZANZIBAR CLUB: very private club where only top-level pool players gain access. Will Max get the opportunity to discover the secret passage leading to the alleyway?MARCOS' OFFICE: discrete hiding place for a safe containing all the proof of a bizarre plot. THE CEMETERY: where Max, taking advantage of a solemn occasion, gathers a little more information on a certain doctor. THE LAB: hidden in the heart of a bourgeois house, but accessible enough to allow Adda to conduct a fruitful search. THE INSTITUTE: the enemy's last entrenchment, containing a Secret Room housing the organisation's most sensitive data. THE SAUNA: A place where all the big shots come to relax and conduct business. For Max, it's the unexpected starting point of a desperate manhunt. Marcos' office The Buena Vista hotel The apartment The Squat The institute The Cemetery The Sauna The Lab The Zanzibar Club 9 10 Become the central character Your game screen comprises three sections: - the telephone which appears if the cursor is moved to the top of the screen - the central section where the adventure unfolds - the command line which appears under the image The telephone, a real control panel There are six functions accessible by using the left button on the mouse to click on the desired icon. MANAGEMENT : is used to "SAVE", "LOAD", "EXIT". SAVE: when you click on this, the game status save positions appear. You can choose a line by moving "the lifts"; the name of the screen appears automatically. LOAD: you can return to any saved position. You will find the game exactly as you saved it. EXIT: Click on this function if you wish to exit the game. JOKERS: you have three jokers (three clubs), which, can be called on to help you if you get stuck. If the icon displays "LISTEN TO THE JOKER AGAIN, " you can do just that. More help is available when "ANOTHER JOKER" is displayed. "NO JOKER" means no help at this point. When you have gone through all your jokers (no more clubs), the icon is deactivated. [. . . ] A left click is for action, a right click allows you to change your mind. Depending on the context, "USE" indicates: give, show or activate. The object must be placed in your inventory for subsequent use. To do this, click anywhere with the right button on the mouse, or click the object-cursor on the telephone's INVENTORY icon. A propos of the introduction sequence The story begins when Max, having arrived at the sauna for a clandestine meeting with Tony MARCOS, finds the gangster stone cold dead. [. . . ]

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