
MARS SAGA
THE MANUAL

STRANDED ON MARS

The doors opened with a hiss and I approached the towering desk. The
obese figure of Cornellius Wrak, Controller of Primus, didn't
acknowledge my pressence - instead, he tapped a few words on the
keyboard to his side and gazed at the monitor.  Checking my records,
obviously. I was glad I'd paid that hacker to clear my police file, or
they would've made me a permanent resident of Mars on the spot.

"What can I do for you, Mr. Jetland?" asked Wrak.

"My ship broke down," I said, "And I had to scrap her. Until I come up
with some money, I'm stuck in this pit you call a city. I heard you
Controllers are offering a shipload of credits to anyone who finds out
why we've lost contact with Proscenium.  As I see it, I need the money
- you need a favor."

Wrak nodded slowly, eyeing me. "We do need a few skilled agents," he
said, "but we're opening the investigation to all interested parties."

"too bad," I said, "I hate sharing a reward."

Wraks lips curled back into something like a smile. "Whether you share
a reward or not depends upon how fast you can muster a few warm bodies
and get to Proscenium. But let me warn you, Mr. Jetland, not to take
this assignment too lightly.  We don't know what dark fate has
befallen Proscenium. You should worry more about coming back alive..."


TABLE OF CONTENTS

About the Mars Saga .......... [1.0]
How to Use This Manual ....... [2.0]
An Overview of the Game ...... [3.0]
Character Attributes ......... [4.0]
Character Skills ............. [5.0]
Items ........................ [6.0]
General Options .............. [7.0]
Combat ....................... [8.0]
Weapons ...................... [9.0]
Martian History ............. [10.0]
Martian Environment ......... [11.0]
[ Notice .................... [12.0]
Screen Layout ........Back Cover [ omitted ]


[1.0] ABOUT THE MARS SAGA

The Mars Saga is a fantasy role-playing (FRP) game set in the future
on the planet Mars. Humans have colonized Mars with convicts in order
to mine the planet for its valuable menerals. Like other FRPs, you
create and control characters the explore the computer's fictional
world. The object is to try to develop your characters in various ways
-- increase their abilities and wealth, for instance. You also try to
complete a task. Your task in The Mars Saga is to find out why all
comtact has been lost with Proscenium, the farthest outpost on Mars.
Your success depends upon good logic in combat, using your character's
skills to your best advantage and a touch of the sleuth in unravelling
mysteries.


[2.0] HOW TO USE THIS MANUAL

On the next two pages you will find an overview of The Mars Saga. The
overview can be a quick start for players familiar with fantasy
role-playing games who want to skip the formalities and get on with
making Mars safe for humanity. It can also be a good introduction to
the game for the novice. The rest of the manual consists of more
specific information on how to play the game along with helpful hints.
At the very end you will find some useful facts about Mars, its
life-forms and history.


[3.0] AN OVERVIEW OF THE GAME FOR VETERANS AND RAW RECRUITS

The Command Summary Card

Included in the game box is a Command Summary Card, which gives you
instructions for booting up along with keystroke and joystick
commands. The card also contains a legend for the symbols used on the
auto-map screen.

Where To Meet People

In your first incarnation you are Tom Jetland, a roguish individual
who's a little shy on credits. You find yourself in a bar in Primus,
the first city built on Mars. Here you can recruit people to help you
get to Prscenium. If not very many people want to join your party in
the beginning, it's ok. As you gain in experience, you reputation
grows and more characters will want to join up with your group. If
creatures get the best of you (literally) and you need more recruits,
head to the nearest bar, restaurant, lounge or barracks.

What To Look For In A Person

When you're in the bar, you will want to:

* Look for recruits.
* Choose the background of the recruit you seek (police, marine, etc.).
* Interview a recruit to find out his or her previous experience.
* Inspect a recruit to see his or her attributes and skills. The right
combination of different attributes and skills makes for a successful
party. Take a close look at a character's agility, since this
attribute determines the distance a character can move and the number
of things he or she can do in a turn.  See Character Attributes and
Character Skills for more details.

Auto-Map And Legend

Once you step out into the big city of Primus, the auto-map will map
the areas you visit. The auto-map is Window 2 on your screen (see
Screen Layout). Use the auto-map legend on the Command Summary Card as
a guide to the icons on your screen.  When first beginning the game,
don't be in too much of a hurry to rush out to the planet's surface or
another city. Stay in Primus and map it out. The first city contains a
lot of valuable clues.

Some Useful Items

You're going to need bigger weapons than the little pop-gun Tom
Jetland starts with.  If you need to explore the surface of Mars, your
charactes will also need 'vac-suits' that convert the planet's
atmosphere into breathable air. To buy these things, you'll need
experience and credits.

Experience is gained through combat and by successfully completing
assignments.

Credits are the medium of exchange on Mars and are acquired by:

* Successfully completing assignments or by bounty-hunting.
* Gambling. If you develop a good gambler, you won't have to worry
about where the next assignment is going to come from.
* Selling items you find on dead foes: weapons, armor, etc.

Weapons can be bought and sold at a munitions store, vac-suits and
armor at an armory. You can gamble in the casinos or check for
bounties being offered at police stations (unless there's a warrant
out on you, in which case you want to stay clear of police stations).
Repair shops will pawn any items you have found. Repair shops are also
good sources of information and gossip - you probably won't want to
miss a single repair shop on your journey. See Weapons for more
details.

Combat On Mars

The combat system in Mars Saga can be as complex or as simple as you
like. You can control every character's every move (a tactical
combat), or you can let the computer run the whole show (a
non-tactical combat). It's a good idea to let the computer run your
first several battles. Even players adept at strategy can gain
information watching the computer. However, don't entrust your
characters to the computer all the time. Although the computer plays
out battles to the best of its ability, the tactics it uses may be
quite different than the tactics you would use in a given situation.
See Combat for more details.

Now you know enough to get started. It's a good idea to build up your
character's attributes and skills, not to mention their firepower,
before heading off to the surface or another city. Primus represents
an excellent place to develop characters.


[4.0] CHARACTER ATTRIBUTES

Games that simulate people must find ways of representing qualities
that humans have. Character attributes are just mathematical
representations for qualities that real people possess - intelligence,
strength, agility, etc. The levels of these qualities vary among real
people, and fantasy characters are no different. As depicted on your
monitor, attributes range from low to high on a horizontal bar scale.
In the Mars Saga, attributes are not fixed numbers. Attributes can be
raised in personal development centers and in universities if a
character has enough experience and credits. There's no way of knowing
if you gave enough experience to increase an attribute, but you'll be
told if you can't advance any further for the time being. Attributes
are as follows:

MIGHT: A measure of strength, might determines what weapons you can
use. Strong characters can wield heavier weapons than weak characters.

AGILITY: Your accuracy and speed. Agility is a critical attribute in
that it determines the number of moves you get in a combat turn.

STAMINA: The amount of physical punishment a character can take.
Characters with high stamina don't tire - or die - as quickly as those
without.

WISDOM: A character's perceptions and intuition. A high widsom gives
your character a slight edge in many different situations.

EDUCATION: A character's ability to learn academic skills. A
character's education level may limit the amount he or she could learn
in  a field.

CHARISMA: Not only a person's good looks, but how appealing and
convincing he or she can be. Charismatic characters might use a little
charm to persuade a merchant to give them a bargain on some goods...

HEALTH: "If you don't have your health, you don't have anything" - in
short, you're dead. Health is the average of your character's might,
agility and stamina, and represents his or her conditions at any
moment. When a character gets wounded in any way, his or her health
drops. In turn, might, agility and stamina decline along with a
character's health - thus, a severely weakened character may suddenly
find it impossible to lift even his shortsword.

The character's health is depicted as a bar on the right-hand side of
Window 3 (see Screen Layout). A green bar means the character is at
full potential. When the bar turns yellow, it means you have incurred
some damage and need healing. A red bar means your damage level is
critical and that first-aid should be administered immediately. Pay
attention to the health bar at all times. If the red bar reaches zero,
that character is dead. Life may be cheap on Mars, but an experienced
character is hard to replace.

SEX: You know which one you are, hopefully. If you aren't sure, check
your character summary. Your character's sex makes no difference for
game purposes.

AGE: This is the current age of your character. Obviously, older
characters have been around longer and thus begin with more experience
than younger ones.


[5.0] CHARACTER SKILLS

Just like people in the real world, your characters have different
skills and levels of proficiency. A newly generated character will
already be proficient in some skills. For example, a character who has
already served on the police force will have at least minimal skills
in wearing battle armor and in using a handgun. To increase skills,
characters must have two things: credits and enough experience to
warrant their learning more. A variety o institutions on Mars (Combat
Trainging Centers, Universities, Computer Centers and more) offer
courses in different subjects. These institutions will train eligible
characters in the skills they want to learn. You can increase a few
skills, such as gambling, through experience alone (of course,
learning to gamble has its own costs!). You can also pick up new
skills. There are no limitations on what you can learn, except those
that the Martian government sets.  However, clever characters may even
find ways around government restrictions...

The following is a list of the skills your characters can learn:

ADMIN: Administration is the ability to talk to others in apersuasive
tone. This skill can be useful in talking to the authorities.

ARC GUN: The arc gun skill reflects your character's proficiency in
the use of arc guns.  What's an arc gun? Look under Weapons.

AUTO: Auto skill is not how well you dreve, but how well you hanle an
automatic weapon.

BLADE: The blade skill represents how well-trained your character is
in the use of any bladed weapons used hand-to-hand - from switchblades
to shortswords.

BTTLARM: It takes training to move in battle armor and remain agile
enough to be effective.

CUDGEL: Cudgel skill is how well you wield weapons such as bats, lead
pipes and rubber hoses.

ELECTRIC: Your electric skill is your understanding of electronic
hardware.

GAMBLING: The higher yur character's gambling skill, the better his or
her knowledge of the rules and odds of the games. Good gamblers can
quickly raise those needed credits for the party.

GOLUM: A special armor used frequently by the elite police force,
golum armor requires special training for proper functioning. It is
said that each suit of golum armor is specifically molded for its
user.

HANDGUN: The handgun skill determines how well your character can
load, aim and fire all types of handguns. Raising this skill will
allow characters to use more powerful handguns.

LANGUAGE: Language skill reflects how many languages your characters
can learn and how many accents and dialects they can understand and
imitate.

MEDICAL: With the way people tend to get hurt on Mars, at least one of
your party members should have this skill. Higher medical skills allow
you to purchase and use better healing items, which are always closer
at hand than the hospital.

MECHANIC: The mechanic skill reflects your ability to understand and
repair mechanical items.

MELEE: Melee is how well you fight with your fists.

MINING: Since the majority of the population is employed in the mines,
most humans on Mars have some mining skills. Though their jobs are not
very glamorous, miners are important: they can detect unsafe passages
in mines and may even dig you out in the event of a cave-in.

PROGRAM: Program is your character's knowledge of computer
programming. A high programming skill means a greater knowledge of
computer systems and how they function. It also means greater
expertise at hacking.

RIFLE: Rifle skill determines how accurate your character is with any
rifle. More powerful rifles are available to your character as their
skill is increased.

STRATEGY: Strategy is the effective use of military and political
forces.

STREET: The street skill reflects how street-wise your character is.
When thugs approach you on the street, the street skill may help you
talk your way out of a fight.

TACTICS: Tactics represents how well your characters utilize the
rescources give them.

THROWING: Throwing is how accurately a character can throw an item or
use a projectile weapon. It's often useful to throw a couple of
Molotov cocktails before reaching for your uzi.

Hint: While it is true that large groups are more noticeable and
attract more foes (possibly even worse ones), a large group allows you
to have "specialists" - an excellent programmer or a character with a
lot of medical skill. A skilled programmer is very important; he can
dig deep into the system and discover a lot of important information.



[6.0] ITEMS

Attributes and skills reflect only the characters and their abilities,
but there's more to it than that. A character possesses items, too. A
character can carry up to nine different kinds of items. This doesn't
mean that he can carry only nine items. For example, he can carry ten
grenades and still have room for eight other types of things.  Items
are listed on your character summary.


[7.0] GENERAL OPTIONS

A character can do things as well. You may choose any of the general
options whenever your character is not engaged in combat or in a city
building. To get a list of these options, simply press the space bar
or the button on your joystick. The options available to you are
listed below:

CONTINUE ADVENTURING: Exits this menu and returns you to the action.

INSPECT A CHARACTER: Calls up your character summary showing your
character's attributes, skills, credits and items.

USE AN ITEM: Allows one of your characters to use an item in his or
her inventory. Note that some items, like weapons, may have exclusive
places where you can use them (i.e. in combat).

GROUP: A list of preferences has been added so that you can customize
the game to your style of play. These apply to your group as a whole.
They are as follow:

* EXIT: Lets you leave the group options and return to the general
options screen.

* COMBAT ORDER: Lets you change the order of your characters when they
enter combat or the marching order for your characters when they are
walking in underground tunnels, caves and mines.

* SOUND ON/OFF: Toggles the music on or off. A Y means your music is
on; N means your music is off.

* COMBAT SPEED: Controls the speed at which combat takes place. This
command accepts a numerical value from zero to nine (zero being
fastest and nine being slowest). If you're a beginner, you'll probably
want to view the combat slowly at first to learn strategy from the
computer.

* SAVE MAPS: Saves maps of the areas into which your characters have
ventured.  The options are ALWAYS, which always saves your maps for
you without prompts; NEVER, which never saves your maps; and PROMPT
ME, which will give you a prompt whenever you leave specific areas or
save the game.

A list will appear at the end of the group options listed above. This
list will include any items you may have picked up as a group, i.e.,
the codes needed to gain entrance to the mine shafts, etc.

VIEW MAP: Lets you see a full-sized map of the area you're traversing.
An arrow will appear on the map indicating where you currently are.
The joystick or keyboard scrolls the map in order to see the places
you've explored.

EXAMINE THIS AREA: Select this command when you want to search an area
up close.  A close inspection of an area reveals things you may not
have noticed otherwise.

TRANSFER ITEMS: This command lets your characters trade items between
themselves.  You will first be given a choice:

* POOL CREDITS: All of your characters' credits will be given to the
character you choose.

* DISTRIBUTE CREDITS: Spreads all the credits in your party evenly
among your characters.

* TRANSFER ITEMS: You will be asked who you wish to transfer from.
Once you select a character, that character's items will appear on the
screen. You can transfer individual items or select TRANSFER ALL to
transfer all of that character's items.  Once you select the item to
be transferred, you can then TRANSFER it to another party member, DROP
the item forever, or CANCEL the transfer of the item. Note that
forever means forever when dropping items.

* DONE: This leaves all untransferred items with the transferrer and
returns you to the general options screen.

SAVE GAME: With this option up to five games may be saved on the
player disk. All characters' current attributes and skills will be
saved along with their items, credits and location. Maps may be saved
optionally (see Save Maps under Group above).

LOAD GAME: This option loads a previously saved game.


[8.0] COMBAT

The combat system in The Mars Saga is one of the most interactive ever
established on a microcomputer. Characters and their opponents act
simultaneously, giving Mars Saga combat a very life-like feel. More
importantly, The Mars Saga allows you to choose your level of
involvement in the combat sequences through a variety of options:

TACTICAL COMBAT - if you choose NO: Once you are confronted by foes,
you will be asked if you would like a tactical combat. If you answer
NO, the computer will play out the combat as it sees fit, using the
best items that your characters possess.

* VIEW COMBAT?: Choose whether or not you want to watch the computer
play out the battle for you by selecting YES or NO.

If you don't like the way the computer is running your characters in a
non-tactical combat, press the space bar or the button on your
joystick. This will return control to you on the next turn.


TACTICAL COMBAT - If you choose YES:

MOVE: Your character can move a certain distance per turn, depending
on the level of his or her agility. Using the keyboard or the
joystick, move the white box surrounding the character to wherever
you'd like him to go and press the space bar or the joystick button.

* TOO FAR. TRY ANYWAY?: This tells you that you've selected a
destination that you cannot reach in that turn. If you decide to try
anyway, the computer will plot a course for you over a series of
turns. You may change this course at any time.  NO lets you start over
again.

If you move the white box onto a location where a foe is standing,
you'll see a prompt:

* THIS SPOT: Choose this if you want your character to move to that
location regardless of who's standing there.

* THIS OPPONENT: Choose this if you want your character to pursue this
opponent until close enough for hand-to-hand combat.

COMPUTER MOVE: Allows the computer to control the character's action
for one turn.  If the computer starts to do something you don't like,
you can take control on the next turn.

USE ITEM: Lets your character use an item (i.e. a weapon) he or she is
carrying. More agile characters may be able to use multiple items in
one turn. Some items, like armor, are always in use.

ORDERS: Shows you a current listing of previously given orders that
your character will do this turn. Unless a character is continuing
action from a previous turn, this display will be blank at the
beginning of the turn. After viewing the orders you can choose

* ORDERS OK: You're satisfied with the orders on the screen.
* DELETE LAST ORDER: You don't like the last order on the list.
* NEW ORDERS: Your character is really headed for trouble and you want
to give him or her new instructions.

NEXT CHARACTER: When you have no more instructions for the present
character, select this option to move on to the next character in your
party.

REPEAT ORDERS: Select this option if your character should continue
whatever he or she was doing in the last turn.

BEGIN COMBAT: Once you have given orders to all the characters in your
party, select this command to let the fighting begin.

FLEE: Run away as fast as you can! This may not be such a bad idea at
times. There are many formidable foes on Mars whom you may wish to
avoid fighting. Remember, he who fights and runs away, lives to run
away another day! There will be situations, however, in which you
won't be able to get away.

Hint: Your characters should work as a unit in all things, but
especially in combat. Use logic and good sense when planning out
battles.


[9.0] WEAPONS

The Marian frontier is a hard place and just about everyone is armed
with something more than his or her fists. The following is a list of
the types of weapons your characters may possess or want to train in.

ARC GUNS: Arc guns spray chemicals or chemical fire from the barrel of
the weapon.  The spray usually encompasses an area in front of the
barrel which arcs out in a semicircle.

AUTOMATIC WEAPONS: Firearms which use an automatic or semi-automatic
mechanism that allows rapid fire from a magazine. Rest assureed that
all the fashionable auto-weapons are on Mars: uzis, model 10s and
pulse lasers.

BLADES: Swords and knives of all sorts including energy blades.

CUDGELS: Short, thick blunted weapons used for inflicting crushing
damage.

HANDGUNS: Weapons which use a launching mechanism to propel an item at
a group of foes. Bows, blow guns and grenade launchers are types of
missle weapons.

RIFLES: Firearms with a rifled bore that are intended to be fired from
the shoulder.  Sport rifles, sniper rifles and even the latest in
laser carbines can be bought in the various cities of Mars.

THROWN WEAPONS: Weapons which can be thrown or propelled by themselves
without the aid of a launching mechanism. Grenades, Molotovs and
knives are all considered thrown weapons.

One last hint: Remember to save early, save often. If you end up
watching your characters treat a creature to lunch, you can rest easy
knowing that you can begin over wherever you last saved a game.


[10.0] MARTIAN HISTORY

DATA: 15.69885-08-78937 MARTIAN HISTORY

TEXT: Frisbee, B.S., Colonization of Mars (Progeny: University of
Progeny Press, 2045),pp.  23.

In the mid twenty-first century, the private sector once again turned
its attention to the red planet. Paramount Mining sent the first
manned flight to Mars, consisting of a team of geologists and mining
speculators. The tests they conducted reported a concentrated source
of ilmenite - the source from which titanium is extracted - stretching
from Alba Patera through Tempe Fossae and continuing to the southeast
toward Kasei Vallis.

The good news of rich ilmenite deposits, however, was met with
disaster. The geological team, along with the crew of the spaceship,
issued a distress call and were heard from no more. Their fate at the
jaws of Martian carnivores, up until that time completely unknown, is
Well documented. The shock to the people of Earth, however, was great.
The U.S. government sent a military detatchment to investigate.  They
discovered what many were not ready to believe: life on Mars. With
sophisticated weapons and battle armor, the marines were capable of
defending themselves from Martian predators. Equipment from the
earlier expedition was found, but no survivors.

Though the risks involved in setting up a colony were great, Paramount
went ahead with plans for mining the ilmenite reserves. It is a credit
to human tenacity and will, not to mention ingenuity, that mining
colonies have been successfully established on Mars without cost to
human life. At first, small outposts were constructed using the latest
robotic technology. This process, though admittedly slow, provided
minimal shelter for human colonists without the danger of attacks by
foraging predators.  Once on Mars, colonists continued construction on
their outposts, extending and fortifying them.

Mining proceeded but demanded a large workforce to provide the kind of
scale that would make the Martian colony profitable. To alleviate this
problem, the U.S.  government offered to make Mars a penal colony,
thus providing Paramount Mining with inexpensive labor and at the same
time relieving an over-burdened prison system. Underground cities were
created to house the growing Martian population, which is now made up
of not only convicts and security personnel, but merchants and service
people as well. There are to date three established cities on Mars.
The fourth, Proscenium, is being constructed and is currently in
outpost stage. The following is a brief description of the cities.

PRIMUS: Primus was the first city constructed on Mars. Like all Marian
cities, Primus was built in former mining shafts, which gives it a
much more irregular feel than an Earth city. Primus suffers from some
of the lawlessness characteristic of urban Mars.

PROGENY: Established after Primus, Progeny nevertheless now has the
highest population rate of the three cities. The police force in
Progeny is large and keeps a vigilant eye over its city. Progeny
currently has the lowest crime rate.

PARALLAX: This newest of the Martian cities is still in the process of
being fully secured for its citizens. Parallax is admittedly a very
dangerous place. The police force is currently combating ruthless mobs
and criminals, and there are even rumors that Nomads are being
readmitted into the city to purchase food and arms, even though this
is against the law. Surely Parallax will someday lose its reputation
for being a "haven for thugs and cutthroats."

PROSCENIUM: Proscenium is currently in the outpost stage. Plans show
that the city will be the largest on Mars and will consist of multiple
levels.


[11.0] MARTIAN ENVIRONMENT

DATA: 8.23856-76-60029 MARTIAN ENVIRONMENT

TEXT: Waggle, Jakob S., Martian Survival Guide (Primus: Paramount
Publications, 2052).  pp.3,45.

Facts About Mars

Astronomical Symbol:
Fourth planet from Sun
Mean distance from Sun: 227.8 million km
Closest distance: 206.5 million km
Farthest destance: 249.1 million km

Third smallest in mass and size
Mass: 6.423 x 10^26 gm
Volume: 1.62 x 10^11 km^3
Density: 24.1 km per second
Velocity: 24.1 km per second
Surface gravity: 371 cm per sec^-1

Martian side real day: 24 hours, 37 minutes, 22.67 seconds
Martian solar day: 24 hours, 39 minutes, 35.23 seconds
Martian year: 668.6 Martian days (686.98 Earth days)
Atmosphere: carbon dioxide; slight traces of water in lower
atmosphere and oxygen and hydrogen in upper atmosphere.


Life On Mars

Martian soil is mostly comprised of oxygen, silicon, iron magnesium,
calcium, sulphur, trace amounts of ilmenite and some aluminum,
chloride and titanium. Martian life is based at the first trophic
level on a unique sulfur bacteria. The bacteria trap ice suspended in
the planet's permafrost and maintain very small amounts of liquid
water. These serve as the primary element in a food chain which
includes larger burrowing animals and omnivorous predators. These
creatures have sensory glands which are acute to water and moisture.
Their glands act much like our sense of smell.  It should be noted
that humans represent a comparatively huge source of water for Martian
creatures and thus are the objects of intense predation. It is thus
advised that anyone venturing out on to the planet's surface should
stay close to the elevators that lead to the city.

Since colonization, several lifeforms have been identified and
studied. Below is a list of the known species and their common names.
No estimates exist at the present as to the number of undiscovered
species on Mars.

CRUSHERS: Bipedal, land-roving creatures, ranging from one to two
meters in length and characterized by a greenish to olive skin covered
with a matt of thick, bristly hair.

DUST WORMS: Brown sand-burrowing creatures between 2 to 5 meters long
with a thick skin as hard as metal. Dust worms move just below the
surface of the planet where they hunt smaller creatures. Crushing
blows seem to be the most effective form of attack on these creatures.

NOMADS: Humans that have been cast out of society and forced to live
in the Martian wilderness. Nomads are given vac-suits that convert the
Martian atmosphere into breathable air for themselves and recycle
water that is expelled from their bodies.  These suits also contain
highly concentrated protein and vitamin injections which replace the
need for food. These injections will provide nourishment for
approximately one year. These humans have been given the name 'Nomads'
due to their homeless status.

SAND LIONS: Huge predators (1.5 to 2 meters at the shoulder) covered
by flat, grey scales and distinguished by a powerful, anterior
mandible capable of biting a small creature in half. Sand lions are
the largest creatures known to exist on Mars.

SCORADS: Large creatures approximately 2 meters long and 1 meter wide
resembling giant purple lobsters. Scorads are capable of eminating a
kind of electro-neurological wave that is painful to all within its
radius. Scorads are thought to be the most intelligent of indigenous
life on Mars.

URCHINS: Echinoderm-like creatures about one meter in diameter with a
hard shell and long, brittle spines. The urchin's spines are poisonous
and can be fired with deadly accuracy. Urchins have a tenacious nature
and are rarely the victims of predators.


[12.0] NOTICE

ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN
THE PRODUCT DESCRIBED IN THIS MANUAL AT ANY TIME AND WITHOUT
NOTICE.

THIS MANUAL, AND THE SOFTWARE DESCRIBED IN THIS MANUAL, ARE
COPYRIGHTED. ALL RIGHTS ARE RESERVED. NO PART OF THIS MANUAL OR
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MANUAL BY DAVID LUOTO AND WESTWOOD ASSOCIATES.
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