                   M A N H U N T E R : N E W   Y O R K 
                             (Sierra On-Line)

                        John R. Barnsley - Atari ST

DAY ONE.

After the Orb speaks to you, press RETURN. Watch the screen until Manhunter
opens  the  computer  and  'ALERT' is on the screen, press RETURN. Read the
message  and  press  RETURN.  The  yellow target is the person that you are
tracking. Always watch where targets go and what they do there.

Watch the target until the tracker ends. Press RETURN to return to the main
menu  and  select  TRACKER again. After the target leaves the Hospital, you
will  zoom  back  and  see  the target on the City Map. As soon as you zoom
back, press 'C' to close the computer.

Now  you  are  looking  at the Travel Map. Locations that you are currently
authorised  to  travel  to are indicated by a flashing square. Your present
location is indicated by an 'X'. The blue/red circle is the marker.

Move  the  marker  down  until it hits the bottom of the screen and it will
flip to the next map. You will see Bellevue Hospital flashing. Position the
marker over the hospital 'flasher'. Press RETURN to travel there.

(Note:  You  are  authorised  by  the Orbs to travel to locations that your
targets  go  to  in  the  tracker  and  any address furnished by the 'Info'
system).

Now  you  are  standing  in front of Bellevue Hospital. Position the marker
near  the  bottom  of  the right wall and it will turn into an arrow. Press
RETURN.  Here is where your target blew a hole in the wall of the hospital.
Press RETURN to go inside.

Position the marker over the toe of the dead man and press RETURN. Note his
name  (RENO  DAVIS).  Press RETURN to back up. Position the marker over the
dead  man's  face  and  press  RETURN. Watch the screen until the baby Orbs
start eating your face!

(You  can  avoid  dying  by pressing RETURN to back up just BEFORE they eat
your face).

After  you  'die'  there  will be an announcement. Press RETURN twice to go
back to the game. You are outside the hospital again.

                         Press TAB for inventory.
                                Select MAD
                                Select INFO
                     Type Reno Davis and press RETURN
                                Press Exit
                              Select Tracker

Either watch the target at the hospital again or press 'S' to skip ahead to
immediately  after  the  target  leaves the hospital. Watch the target move
through the city. Next you will zoom to Trinity Church.

Right  after the target leaves the church, press 'C' to close the computer.
Press  F3  to  travel.  Move the marker down and find Trinity Church. Press
RETURN  to travel to the church. Position the marker over the front door of
the church. Press RETURN.

Position  the  marker  over  the candle stand where the target went (on the
left). The marker will change to a magnifying glass. Press RETURN. Position
the  marker  over the matches and press RETURN to take one. The marker will
become  a  match.  Position  the marker over a candle wick. Press RETURN to
light it. Later you will get a clue that tells you what to do here, but for
now  move  the  marker  to  the  bottom of the screen and it will become an
arrow. Press RETURN twice and select MAD from Inventory.

                              Select Tracker
                Watch the church again or press 'S' to skip

Next you go to a Bar in North Brooklyn. Watch where the target goes inside.
When  the  target  leaves,  Press 'C' to close the computer and press F3 to
travel.

Position  the  marker  over  the  front  door  of the Bar and press RETURN.
Position  the marker over the Video Game on the left and press RETURN for a
close-up. You will be interrupted!!

Watch  the  screen  until  it  is  your turn to throw the knives at the Big
Bartender. The object is to get one knife between each set of fingers (four
in  all).  But  first,  throw a knife outside of the hand area. You will be
thrown outside. Go back inside and position the marker over the knife table
and press RETURN. Throw a knife and hit a finger.

After  you  die,  try again and do it right this time! Aim carefully. After
winning,  watch  the  secret  signal  that  the  Bartender gives you (three
flushing motions). This will be useful later.

You  have  proved your worth to these thugs and may now play the Video Game
undisturbed. Position the marker over the Video Game and press RETURN. Read
the instructions. Play the game. The important things here are:

                              THE MAZE ITSELF
                    THE LOCATIONS OF THE MAGIC SQUARES
              THE CORRECT PATH LEADS YOU TO THE KEWPIE DOLLS

Take  the  SHORTEST correct path to the end of the maze. Along the way, you
will  step  on  THREE  MAGIC  SQUARES  which will knock over THREE KEWPIES.
Remember  which dolls are hit and in what order (THIRD ONE TOP ROW - SECOND
ONE SECOND ROW - FOURTH ONE THIRD ROW). Press RETURN to back up.

                         Select MAD from Inventory
                              Select Tracker

The  Target goes to Prospect Park next. Watch this until it ends then press
RETURN.

                        Press 'C' to close computer
                            Press F3 to travel
                          Travel to Prospect Park

Position  the  marker in the centre of the arch then press RETURN. Position
the  marker over the door in which the target entered (Women's on the left)
and  press RETURN. Move the marker to the right side until it turns into an
arrow  and press RETURN. Go to the toilet the target went to (the last one,
it  has a peace symbol over it). Position the marker over the pan and press
RETURN.  Position  the  marker  over  the toilet handle and press RETURN to
flush.  Make  the flushing motion the same number of times as the Bartender
did in the Flatbush Bar (three).

                             Underground Maze

This  maze  matches the maze in the Video Game in the bar. You start at the
same  place  you  did  when  playing the game. Everywhere there was a magic
square  in  the  game,  there  is  a  KEYCARD  in the tunnels. Move around,
collecting all 12 KEYCARDS as you work your way to the end of the maze.

To  take a KEYCARD, position thae marker over it and press RETURN. When you
get  out  of  the maze, you are at the Grotto. Position the marker over the
shiny  object  on  the  dock and press RETURN. Position the marker over the
MEDALLION and press RETURN to take it. This MEDALLION is now in Inventory.

Position  the  marker  over  the cave opening and press RETURN. Press F3 to
select  Travel.  Notice  your location on the map (find the 'X'). Travel to
Coney Island.

Position  the  marker  over  the  booths on the left side of the screen and
press ENTER. Position the marker over a booth and try a game. Try ALL THREE
games.  Try  to  knock  down three targets. Knock down three kewpies in the
SAME  ORDER as in the Video Game (THIRD ONE TOP ROW - SECOND ONE SECOND ROW
-  FOURTH  ONE  THIRD ROW). When the robed attendant eyes you suspiciously,
select  the  MEDALLION  from  Inventory. He will offer you a DATA CARD as a
prize!

Position  the  marker  over the DATA CARD and press RETURN to take it. Read
the poems on the DATA CARD. When the Orbs interrupt with an override, press
RETURN. After each message, press RETURN.

When  it  is  time  to  enter the name of the person you are tracking, type
anything.  You  are  doomed  to  fail  this assignment. Watch as you return
home.


DAY TWO.

Day Two begins like Day One. You'll get your assignment. Open MAD and watch
the Tracker. watch targets at Grand Central Terminal. When they leave Grand
Central and it zooms to the Map, press 'C' to close the computer.

Travel  To  Grand  Central.  Position  the marker over the vent at the left
bottom  and  press  RETURN.  After  seeing  what  is  there, open MAD (from
Inventory).  Select  Tracker.  Follow  the  target  to  the Wretched Excess
Nightclub.  When target movement ends, press RETURN. Press 'C' to close the
computer. Press F3 to travel.

Travel  to  the  Wretched  Excess  Nightclub.  Position the marker over the
Bouncer, note his name (LOUIS REDMAN).

                                Select MAD
                                Select INFO
                            Type: LOUIS REDMAN
                                Select EXIT
                        Press 'C' to close computer

Position  the  marker  over  the Alley and press RETURN. Move the marker up
until it turns into an arrow and press RETURN. Follow the directions at the
bottom of the screen.

When  you get close enough to an Alley Punk, press the SPACEBAR to hit him.
There  are four Alley Punks. The last one has a gun. To beat him, watch his
gun.  When  it  drops low, jump......when it goes high, duck. After you hit
him, you will be in the Punk Club.

When  you  see  the  band, you need to click the robe of the person you are
tracking. Be sure to SAVE YOUR GAME first in case you click a wrong robe or
you will have to go back through Punk Alley to get back inside.

(Solution:  Everyone is wearing designer robes except the one that just ran
in off the street - the person you are tracking!).

Click the brown robe. When she hits you with her purse, a KEYCARD will fall
out  of it. Quickly position the marker over the KEYCARD and take it. After
you are outside again, select MAD, select Tracker.

Position  the  marker  over  the  MIDDLE TARGET and press RETURN to tag it.
Follow  the  second target to the Deli. Notice which bulletin board he goes
to.  After he leaves the Deli with the scrambled target, press 'C' to close
MAD. Travel to the Deli.

Position  the  marker  over  the door and press RETURN. Position the marker
over  a  bulletin  board  and  read  it. Position the marker over the other
bulletin  board  and  read  it.  Select MAD from Inventory. Select Tracker.
Watch as the targets go to Strawberry Fields at Central Park. When it comes
in  closer,  watch closely as the targets enter from the left centre of the
screen.  Then  they turn right and go between two trees. Press 'C' to close
MAD. Travel to Strawberry Fields.

The  targets  went  through  the  two trees on the right. But before you do
that,  position  the marker over the sign and press RETURN. Press RETURN to
back  up.  Press  RETURN  after  the warning message. There are 21 possible
paths  to  take!!  Each  one has a landmine EXCEPT the one that the tracker
took. Pick a wrong path. After you die, position the marker between the two
trees at the right. Press RETURN.

Select  MAD  from  Inventory.  Select  Tracker. Watch the targets go by the
Carousel  (if  you put the marker over the Carousel it will say CAROUSEL at
the  bottom of the screen). The targets go left of the Carousel between TWO
RED  BUSHES. Close MAD. Position the marker between the two red bushes left
of the Carousel and press RETURN.

Select  MAD  from  Inventory.  Select  Tracker.  Watch the targets take the
YELLOW  PATH  to  the  right  of Bethesda Fountain. Close MAD. Position the
marker over the yellow path to the right and press RETURN.

Select MAD from Inventory. Select Tracker. Watch the targets go off the top
of the screen and the map flips to North Central Park. Watch the targets go
to  the left of the Statue and between the RED and BLUE/GREEN bushes. Close
MAD.

Position  the marker between the read and blue/green bushes that are to the
left of the Statue and press RETURN.

Select MAD from Inventory. Select Tracker. Watch the targets go between the
GREEN TREE and REDDISH TREE on the right. Close MAD.

Position  the  marker  between  the  green tree and the reddish tree on the
right and press RETURN.

Select  MAD  from  Inventory.  Select  Tracker. Watch the targets go to the
GREEN BUSH on the left. Close MAD.

Position  the  marker  over  the  green  bush on the left and press RETURN.
Position  the  marker  over  the  CROWBAR  and  press  RETURN  to put it in
Inventory. Press RETURN to back up.

Select MAD from Inventory. Select Tracker. Watch the targets go between the
TWO BLUE BUSHES and the RED BUSH. Close MAD.

Position  the  marker  bewteen  the two blue bushes and the red bush to the
left of the sign and press RETURN.

Select  MAD  from  Inventory.  Select  Tracker.  Watch the targets take the
YELLOW PATH to the right of the lake. Close MAD.

Position the marker over the yellow path to the right of the lake and press
RETURN.

Select MAD from Inventory. Select Tracker. Watch the targets go between the
RED  and  the  PINK  bush  to  the  left of Cleopatra's Needle. When target
movement ends, press RETURN. Close MAD.

Position  the  marker  between  the  red  and  the pink bush to the left of
Cleopatra's  Needle  and press RETURN. Position the marker over the HEAD of
the  dead man and press RETURN. Position the marker over the man's FOREHEAD
and  notice  that  a 'P' was carved with a dull knife. Press RETURN to back
up.

Position  the  marker  over the JUNK on the ground and press RETURN. Notice
the  dead  man's  name  on  the handkerchief (H.OSBORNE) and the name ANNA.
Travel to the Deli.

Go  inside to the bulletin board that H.Osborne went to in the Tracker (the
one  closest  to the back wall). Read the note H.Osborne left there and get
his  first  name  (HARVEY  is  the  only note that is signed by a name that
starts  with  an  'H'!!). The note is a reference to what they saw in Grand
Central.

                                Select MAD
                                Select INFO
                           Type: HARVEY OSBORNE
                               Press REPEAT
          Type: ANNA OSBORNE (The girl from the Wretched Excess!)
                               Press REPEAT

(The  DATA  CARD  poem said: "Phil is trouble.......". The scrambled target
that  killed  Harvey carved a 'P' in his forehead and Harvey tried to write
the  killer's  last name on the rock in blood. He got as far as 'Coo' and a
vertical line!)

                              Type: PHIL COOK
                                Press EXIT
                              Select TRACKER

Tag  the third and last target at Grand Central Terminal. Follow the target
to  the  Museum.  Trace  the  path  that he takes through the Museum on the
museum  diagram  that  is  on  the back of the map that came with the game.
Close MAD. Travel to the Museum.

Position  the  marker  over  the  right side of the Museum. When the marker
becomes  an  arrow,  press  RETURN.  Notice the back door is closed and you
don't have a key.

Travel  to Harvey and Anna's Apartment on the Upper West Side. Position the
marker  over  the front door and press RETURN. Position the marker over the
Apartment Door and press RETURN. Position the marker over the button to the
right  of  the door and press RETURN. Position the marker over the BODY and
press RETURN. Press RETURN to back out.

Position  the  marker  over  the SACK and press RETURN. Position the marker
over the KEY and press RETURN to take it. Travel to the Museum.

Go  to the Back Door and select the KEY from Inventory. Position the marker
over  the  open  door  and  press RETURN. Follow the same route through the
Museum  that the target in the tracker took. When you get to a locked door,
position  the  marker over the door and press RETURN. Select a KEYCARD from
Inventory.

When the door opens, quickly position the marker over the doorway and press
RETURN. When you get to the big wooden-barred door, select the CROWBAR from
Inventory. Let the Monster kill you. After you die, you will be back at the
barred  door. Select the CROWBAR from Inventory. Before the Monster reaches
you,  select  the  MEDALLION  from  Inventory. After the Monster leaves, go
through the barred door and follow the Hall to the end. When you get to the
room  where  the  explosion was, position the marker over the BLACKBOARD on
the left wall and press RETURN.

This  shows  the  location  of something important in an apartment that you
haven't  been to yet. Press RETURN to back up. Position the marker over the
dead  man's arm and press RETURN. Take the PURPLE MODULE. Notice the TATTOO
DIAGRAM  on  the  man's bicep. Select Travel. You will be interrupted by an
Orb override.

This  time  you know two names (HARVEY and ANNA OSBORNE) but not the third.
The Orbs send you home.


DAY THREE.

Watch  the tracker until the target leaves the Cemetery. Press 'C' to close
MAD.  Travel  to  Greenwood Cemetery. Position the marker over the entrance
and press RETURN. You find the dead Orb.

The  Orb  is  stuck  into the ground on one of the graves. Note the name on
that  gravestone  (TIM JONES). He is not in INFO because he is deceased! Go
to  the  tracker.  Follow the target to the Theatre. When the target leaves
the Theatre, close MAD. Travel to the Theatre.

Notice  a poster on the right side of the Theatre. Position the marker over
the  poster  and press RETURN. Press RETURN to back up. Position the marker
over the entrance to the Theatre and press RETURN. Follow the path that the
target  took (through the door on the right wall). Position the marker over
the picture that the target stood in front of (the black/white face). Press
RETURN to remove the picture. Press RETURN for a closer look. Play with the
cypher lock (you don't know the code yet!). Press RETURN to back up.

Select the Tracker from MAD and follow the target as it meets the scrambled
target  and they go to the Pawn Shop. Travel to the Pawn Shop. Position the
marker  over  the  door  and press RETURN to go inside. Position the marker
over  the  front counter and press RETURN. Position the marker over a badge
and press RETURN. After you die, travel to Trinity Church.

Go  to the candles on the left (like the target in the tracker did). Notice
the  cross on the front of the door above the candles. Light the candles in
the SAME PATTERN as the tattoo on the museum man's arm:

                            ROW ONE = CANDLE 1
                            ROW TWO = CANDLE 3
                           ROW THREE = CANDLE 4

When  the  door opens, take the Module. Notice the symbols on the inside of
the  door.  Press  RETURN  to extinguish the candles. Press RETURN twice to
leave the church.

Travel  to  the  Pawn Shop and go up to the counter. Select the badges that
MATCH THE SYMBOLS on the secret door in the church:

                                   CROSS
               ONE VERTICAL LINE WITH FOUR HORIZONTAL LINES
                                   STAR

Under  the  Pawn Shop, position the marker over the sign above the door and
press RETURN. Press RETURN to back up. Position the marker over the picture
and press RETURN. Try to figure out the combination that will open the door
from  clues  in the picture. Try a wrong number. After you die, look at the
picture  again. (Hint: Turn upside down and look at the screen! Answer: the
SHADOWS form a 41!!). Press the 4 and then the 1.

Go  up  to  the  Second  Picture  and  figure out the combination. (Answer:
Halloween  is  on  the  31st  October  - 31/10 or, as the Americans put it,
10/31!!). Press the 1, then 0, then 3, then 1.

Go up to the Third Picture and figure out the combination. (Answer: Just to
the  left  of a three is a 2, and 3 + 3 = 6..........just to the right of a
three is a 4, so the numbers you want are 2-6-4). Press the 2, then 6, then
4.

Go  up to the Fourth Picture and figure out the combination. (Answer: Count
the  stems on each of the dead twigs in the vase.......4-2-5). Press the 4,
then 2, then 5.

Position  the marker over the dead person and press RETURN. Notice the name
on  the  liner  of  his robe (HARRY). Press RETURN to back up. Position the
marker  at the right side at the end of the hall. Press RETURN. Fight Phil.
When  his  arm  goes  HIGH, DUCK. When his arm goes LOW, JUMP. When his arm
goes to on guard position, PUNCH. You may have to avoid his punches several
times! Be patient and in a short time you will win.

When  Phil  is  gone, position the marker over the note Phil dropped. Press
RETURN.  (Phil just stole that note from Harry after he murdered him). Read
the note and press RETURN. Position the marker at the top of the stairs and
press RETURN.

                         Select MAD from Inventory
                                Select INFO
                           Type in: HARRY JONES

(The name JONES comes from the name on the gravestone: Tim Jones. Killed by
the  Orbs,  Tim  was survived by his father, Harry. Harry killed an Orb and
stuck  it  on  his  son's  grave.  Phil  killed Harry because he needed the
combination to Harry's safe to steal back the code to his computer!!)

Travel  to  the Theatre in Times Square. Go in the Office. Go to the Cypher
Lock  and  type  in  the number from the note (843769). In the game, if you
forget  the  number,  you  can back up, use your MAD, select INFO and type

NOTES.

After  putting the code number in the cypher lock, position the marker over
the  <ENTER>  button and press RETURN. Position the marker over the note in
the safe and press RETURN. After reading the note, press RETURN. Back up to
the office.

Travel  to  the  Empire  State Building. Position the marker over the front
door  and  press RETURN. Position the marker over Phil's computer and press
RETURN.  Position  the  marker  over the ON/OFF button at the bottom of the
computer and press RETURN.

After  the  computer  boots  up,  type  in  the  code that was in the safe.
(UCUCC). If you forget the code, you can type 'BYE'. Back up to the outside
of  the building, use your MAD and select INFO. Type NOTES and you will see
it.

                              CLICK CONTINUE
                                CLICK ALPHA
                              CLICK SECURITY
                          CLICK SPECIAL SECURITY
                             CLICK HALL PATROL
                      CLICK SPECIAL SECURITY (again)

Leave  it  set  to  HALL  PATROL. This can programme the Robot that you saw
guarding the doorway in the Hospital

                           CLICK ORB PROTECTION
                            CLICK ROOM SECURITY

Leave  this  one  set  to ORB PROTECTION. This can programme the Robot in a
Hospital Room that you haven't seen yet. It programmes him to stay with the
Orb  when it leaves the room you want to go into, instead of staying behind
and guarding the room.

                               CLICK RETURN
                             CLICK OPERATIONS
                               CLICK RETURN
                               CLICK RETURN
                                CLICK BETA
                          CLICK FLEET MAINTENANCE
                           CLICK BUILDING REPAIR
                               CLICK RETURN
                               CLICK SUPPLY
                               CLICK RETURN
                               CLICK RETURN
                                CLICK GAMMA
                              CLICK SECURITY
                           CLICK GROUND CONTROL
                             CLICK AIR DEFENCE

Leave this one set to GROUND PATROL

                               CLICK RETURN
                              CLICK OPERATION
                             CLICK AIR QUALITY
                               CLICK RETURN
                               CLICK RETURN
                                CLICK DELTA
                              CLICK SECURITY
                           CLICK ACCESS SECURITY
                           CLICK SIGNAL TRACKER

Follow the instructions until you die.

After  you  die you will be at Delta Security. Leave this one set to SIGNAL
TRACKER.

                               CLICK RETURN
                              CLICK OPERATION
                             CLICK TRANSMITTER
                               CLICK RETURN
                         CLICK MAIN COMPUTER CHECK
                               CLICK RETURN
                               CLICK RETURN
                               CLICK RETURN
                                CLICK QUIT

[SAVE YOUR GAME]

Select  TRAVEL.  You  will  be  interrupted  by the Orbs again. Type in the
target's name (HARRY JONES). You return home.


DAY FOUR.

The  tracker  starts at the Orb Main Computer Room. To find the target that
illegally  used  the  computer,  you  will  first track the signal from the
Alliance Computer Room to it's source.

You  will  soon  see  the  signal  leave  the Main Computer and go into the
buffer. Then you will zoom to the buffer. Follow the instructions.

After  you tag the correct signal and it is analyzed, you will follow it to
it's  source.  You will see the target in Phil's Office at the Empire State
Building. (It is YOU from the night before!).

Watch  yourself  leave  the  Empire  State  Building and go home. After the
target movement ends, press RETURN. Close MAD.

Travel  to  Harry's Apartment (at the bottom of Manhattan Island). Position
the  marker  over the front door and press RETURN. Position the marker over
the  door  to the Apartment and press RETURN. Position the marker where the
diagram  on  the  blackboard  in  the  Museum indicated. (Radio at the left
back). Press RETURN.

Select  CROWBAR  from  Inventory.  Position  the marker over the module and
press  RETURN.  Travel to Bellevue Hospital. Go inside. The Robot should be
gone  from  the  doorway.  Position  the  marker over the doorway and press
RETURN. Watch until you are locked in the room.

Position  the  marker  over the PILE and press RETURN. Press RETURN to back
up.  Position  the  marker  over the grate and press RETURN. Select CROWBAR
from  Inventory.  Position the marker over the CONTROL PANEL to the left of
the ladder and press RETURN. After you die, look through the grate again.

Wait  until  the  Robots  and  the  Orb leave. Position the marker over the
CONTROL PANEL and press RETURN. Position the marker over the Red Module and
press RETURN. Position the marker over the RED HANDLE. Move the marker DOWN
with  the  keypad  to  move  the  handle down. Position the marker over the
ladder and press RETURN.

After  you die, position the marker over the RED HANDLE. Move the marker UP
with  the keypad to move the handle up. Position the marker over the ladder
and  press  RETURN.  Climb  your  way  through the maze, avoid touching the
PURPLE  BARS  and the BOLTS OF ELECTRICITY. Try to get to the window at the
Upper Left.

After  escaping  from  the  Hospital, travel to Grand Central. Position the
marker  over the VENT on the left and press RETURN. Select the CROWBAR from
Inventory.  Position  the  marker  over  the  OPENING IN THE VENT and press
RETURN. Position the marker over the SHIP and press RETURN.

Select EACH of the FOUR MODULES from Inventory.

Position  the  marker  over  the  RED BUTTON to the left of the view screen
(turns ship ON) and press RETURN.

Position  the  marker  over  the  button at the base of the view screen and
press RETURN. After you die, turn the ship ON again.

Position  the  marker  over  the  BIG  BUTTON  under the view screen (close
hatch).  Position the marker over the BIG BUTTON to the left under the view
screen  (thrusters).  You  can't  get  out because the wall door is closed.
Position  the ship over the landing pad. It will auto-land and you will see
the cockpit again.

Position  the  marker  over  the  button at the base of the view screen and
press  RETURN.  Position  the marker over the VIEW SCREEN and press RETURN.
This  message  is in Orb language and just indicates that the screen is ON.
Press RETURN to back up.

Position  the  marker  over  the RED BUTTON to the right of the view screen
(Arm bombs). Position the marker over the BIG BUTTON to the right under the
view screen (opens wall door).

Use the keypad to fly the ship out through the open door.

Find your way through the maze to the end. (Hint: Don't try to fly too fast
through  here, take it slow. Correct Path: Take the right turn at the first
Y.  On  the second screen, take the first left, then bear to the right, top
path  that exits the right side of the screen. On the next screen, take the
middle path up. Follow this path as far as it goes.

After  you reach the end, watch until you see Phil take off in his ship and
you see your cockpit again and the marker appears. Position the marker over
the view screen and press RETURN.

You  will  see a close-up of the view screen map with your ship represented
by a top down view of it. You can now bomb things.

You  have FOUR bombs. There are FOUR Orb strongholds that you need to bomb.
These are the four sites that were in Phil's Computer.

                        1. ALPHA: BELLEVUE HOSPITAL
The  Orbs  are  using  the hospital to experiment on using humans as a food
source and most of the Orbs are concentrated here.

                      2. BETA: GRAND CENTRAL TERMINAL
The  Orb  fleet  of  spaceships are stored here, including the Mother Ship.
(Remember    Harvey's    note    in    the    Deli?........."We   saw   the
mother.........").

                        3.GAMMA: STATUE OF LIBERTY
This  is  where  the Orbs make the Red Gas that they pollute the atmosphere
with. (Remember the DATA CARD message?......"Destroy the Lady.......").

                     DELTA: THE EMPIRE STATE BUILDING
             The Orb Alliance's Main Computer is located here.

Avoid  Phil's  ship while you bomb the four sites. After you hit the fourth
one, you are done.............WATCH THE ENDING!!!!!!!!

(One  more  thing:-  You  can  try  and destroy your game in Phil's Office.
Select   GAMMA   SECURITY   and   change   from   GROUND   PATROL   to  AIR
DEFENCE.......NOW try to bomb the Statue of Liberty!!).

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