In the role of our hero, Eric (or any other name you decide to call him and the rest of the cast)
you know that inside the staffroom safe are kept the school reports. And, being Eric, you realise
that you must at all costs remove your report before it comes to the attention of the Headmaster.

The combination to the safe consists of four letters, each master knowing one letter and the 
Headmaster's letter always coming first. To get hold of the combination, you first have to hit 
all the shields hanging on the school walls. Trouble is, this isnt as easy as it looks. Some of
them can be hit by jumping up. Others are more difficult. You could try and hit a shield by 
bouncing a pellet off a masters head whilst he is sitting on the ground. Or, being Eric, you 
may decide to knock over one of the boys and, whilst hes flattened, clamber up on him so that 
you can jump higher.

0.K. so all the shields are flashing wildly, disorientating the poor masters. Knock them over 
now and, before they can stop themselves, theyll reveal their letter of the code. All except 
for the history master, of course, who because of his great age and poor eyesight can't be 
trusted to remember. His letter has been implanted into his mind hypnotically. To make him 
reveal it, you must first find out the year he was born (which, in case you are wondering, 
changes each game). Then, creep into a room before he gets there and, if the board is clean, 
write it on the blackboard. When he goes into that room and sees his birthdate he will, as if by 
post-hypnotic suggestion, give away his letter.
Now that you know all the letters of the combination, all you have to do is work out which order 
they go in. You know that the Headmasters letter is always first, but as for the other three....
youll just have to try the various possibilities. Find a clean blackboard and write out a 
combination.

Rush back to the staffroom and jump up to reach the safe with your hand. If nothing happens, 
then the combination must be wrong, so youd better find another clean blackboard and try a 
different one.

With the safe open, your troubles still arent over, as the flashing shields are rather a 
giveaway. To stop them flashing, you now have to hit all of them again.

Done it? Congratulations! You are now allowed, along with all your friends, to move on to the 
next class at school. But remember, there will be reports at the end of this term.....

School Rules
Boys shall attend lessons as shown in the time-table at the bottom of the screen. (Remember that
because you cheated in the exams last year, you always go to the same lessons as the swot.)

Boys do not score points by attending lessons, but may be given lines if caught in the wrong 
place.
Boys who acquire over 10,000 lines shall be expelled immediately from the school.
Boys are not allowed to enter the staffroom or the Headmasters study. Take care.
At playtime, boys are supposed to be playing and not in any of the classrooms.
Boys shall not hit their schoolmates.
Boys shall not fire catapults.
Boys are expected to walk quietly in the corridors - they are not for running or sitting in.
School dinners are compulsory.
Boys will be neat and polite at all times.

Microsphere Computer Services Ltd. 72, Rosebery Road, London N10 2LA.

Tbe Keys
O - left
P - right
Q - upstairs in the direction you are moving.
A - downstairs in the direction you are moving.

(IF CAPS SHIFT is pressed at the same time as O, P, Q or A this will result in fast movement in 
that direction.)

Other keys to perform specific actions are:
S - sit/stand
H - hit
W - write (to end, press RETURN)
F - fire
J or L - jump or leap

Joysticks

Joysticks can also be used. A joystick connected to control port 2 can be used for directions and
to fire the catapult. The keyboard must still be used for the other actions.

Scoring
Hitting the shields - score depends on difficulty Hitting all 15 shields - scores a bonus
Opening the safe after getting the combination - scores a bonus
Hitting the shields after opening the safe - score depends on difficulty
Lines given to the swot or bully - their lines add to your score
Hitting the bully by punching him or with a catapult - if you dare!

Loading The Program
To load "Skooldaze 64":-
Press SHIFT and RUN/STOP. The program will then load and run automatically.
Please ensure that the CBM cassette recorder is some distance away from the TV set as this can
often cause interference and this is one of the most common causes of supposed failure to load.
If both sides of the tape fail to load, return it to the shop it was bought from in the first 
instance. If this is not possible, send it back to MICROSPHERE at the above address, with proof 
of purchase and stating when and where it was bought, for a replacement. Replacements will only 
be given to original purchaser upon satisfactory proof of purchase.
This program and documentation, its content, game principles and graphical presentation are
copyright Microsphere Computer Services Ltd.
They may not be reproduced, in part or in whole by any means or in any form without the express
permission of the copyright holder. Penalties for infringement of copyright are high. This 
program is sold subject to the condition that it will not be lent or hired out.

