Abandonware DOS title

Ultima: Worlds of Adventure 2: Martian Dreams manual

This file contains the text of the following documentation:
1. TIME TRAVEL, Use of the Orb of the Moons
2. MYSTERIES OF THE RED PLANET
3. "Getting Started" Guide
4. Reference Guide
5. Copy Protection answers

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MARTIAN DREAMS
TIME TRAVEL
Use of the Orb of the Moons
by Dr. Johann Spector
December, 1895

TIME TRAVEL

TABLE OF CONTENTS

Foreword                              1
Companions in Adventure               4
The Rescue Mission                    5
     Nellie Bly                       5
     Dr. C.L. Blood                   6
     Sigmund Freud                    7
     Nikola Tesla                     8
The 1893 Expedition                   9
     Sarah Bernhardt                  9
     William F. "Buffalo Bill" Cody  10
     Calamity Jane                   11
     Andrew Carnegie                 11
     George Washington Carver        12
     Marie Curie                     13
     Wyatt Earp                      13
     Thomas Edison                   14
     Emma Goldman                    14
     William Randolph Hearst         15
     Nikolai Lenin                   16
     Percival Lowell                 17
     Georges Melies                  18
     Robert Peary                    19
     Grigori Yefimovich Rasputin     20
     Theodore Roosevelt              21
     Louis Comfort Tiffany           22
     Mark Twain                      23
     H.G. Wells                      24

Foreword

December, 1895

THE story of my trip to Mars began many years in the future -- nearly 100 years 
from now. At the time, I was (will be?) deeply involved in writing an account of 
my exploits in Eodon, the alternate dimension dubbed "The Savage Empire" by that 
young reporter, Jimmy Malone. As I struggled to convey the might and the majesty 
of the place and its denizens, I received a telegram from the adventurer who 
calls himself the Avatar. "Come quickly," it said.

Arriving at his home, I was surprised to learn that he had not, in fact, 
contacted me at all. Here was a mystery! As we discussed the origin of the 
mysterious telegram, an odd-looking woman rapped on the door and delivered a 
package. When we turned to examine the contents, the woman slipped away; her 
last words a warning that we held the fate of her people in our hands. The 
mystery deepened!

The contents of the package did little to enlighten us. Inside we found a map 
showing the location of a laboratory in the mountains of Colorado, an old 
photograph, a letter signed "Nikola Tesla," and a book, ostensibly written by 
me, entitled "Time Travel: Use of the Orb of the Moons." The book was, needless 
to say, the very work I find myself writing now. The photograph was of myself, 
the Avatar, Nikola Tesla, Sigmund Freud, and several other historical figures!

Though neither the Avatar nor I had any recollection of having travelled through 
time, we agreed that we would be remiss if we didn't investigate. After all, it 
isn't every day one receives a package from someone long dead! With the 
mysterious map to guide our way, we soon found ourselves in a long-abandoned lab 
-- the map was genuine! Thus encouraged, we placed the Orb of the Moons eight 
feet in front of us at a heading of 37 degrees, and a timegate appeared. The orb 
(acquired in an earlier venture to the fabled realm of Britannia) was as capable 
of taking us to the distant past as to fantastic, other-dimensional worlds!

Upon stepping through the gate, we found ourselves in 1895, where we were 
greeted by none other than Nikola Tesla. History books make no mention of the 
events Tesla went on to describe. He informed us that the astronomer Percival 
Lowell had discovered an explosive substance called Phlogistonite capable of 
propelling a train-sized bullet through space. The power of this substance was, 
in his own words, beyond description. Unfortunately, its nature has been lost to 
the ages. In any event, Lowell had no trouble finding a backer for the 
construction of a space cannon -- William Randolph Hearst, noted newspaper 
publisher, supplied the funds in exchange for exclusive rights to the story.

Discretion dictates that I not reveal the details of Lowell's voyage or the 
course of events after we would-be rescuers arrived on the Red Planet -- one 
must, after all, reserve some things for lucrative autobiographies! (Even 
scientist-adventurers must pay the rent.) Suffice to say that the Avatar and I 
returned safely to Earth. In a very short while, we will return to our own time, 
but not before I turn this book over to Dr. Tesla so he may ensure that it is 
delivered into our hands a hundred years from now.

NOTE: I must be sure to implore Tesla not to read this journal. Though the 
details of our journey through time will be revealed in another forum at another 
time, I feel the need to record my thoughts about the historical figures with 
whom I shared this, the grandest of my adventures to date. I intend to record 
here not only biographical information through the year 1895, but also the 
events of the years that followed. Were this information to be revealed to the 
natives of the 19th century, all of history could be changed forever.

Needless to say, our goal in this era, our own past, was not to alter history, 
but to preserve it -- to ensure that everything that had already come to pass in 
our reality would, in fact, happen. I hesitate even to consider the consequences 
of a temporal anomaly, however slight.

COMPANIONS IN ADVENTURE

PERHAPS the most fascinating aspect of our adventure was the company we kept, 
for among our fellow space travellers were several notable historical figures. I 
will endeavor to describe them both as they are remembered by historians (at 
least insofar as I remember my history!) and as I came to know them in the 
flesh.

It is difficult to express the thrill of meeting some of history most famous men 
and women face to face! Freud, Roosevelt, Edison -- these legendary figures are 
more than just names in history books. They are real, flesh and blood people, 
people whom the Avatar and I, alone among modern men, have had the opportunity 
to know.

THE RESCUE MISSION

Nellie Bly
(1867-1922)

THIS investigative reporter for Joseph Pulitzer's New York World has always 
fascinated me. Here was a liberated, modern, career woman in an era when such 
were few and far between. At a time when women hardly considered careers in 
journalism, Nellie Thy checked herself into a New York insane asylum to report 
on patient abuse, went to prison to write about the treatment of inmates, and 
investigated crooked employment agencies that preyed upon young women. But her 
greatest claim to fame came in 1889 when she embarked on a round-the-world trip 
to beat the 80 day "record" set in Jules Verne's novel, Around the World in 
Eighty Days. (She made the trip in 72 days, six hours, eleven minutes, and zero 
seconds.) Miss Bly journeyed to Mars to chronicle the rescue expedition's 
adventures for her employer (who, by the way, funded the rescue expedition in an 
attempt to upstage his arch-rival, William Randolph Hearst). I am happy to 
report that Nellie was everything I'd hoped she would be resourceful, brave, 
strong-willed, capable...all in all, a most remarkable person.

Dr. C.L. Blood
(Unknown)

DR. Blood was something of a mystery to me. Though Tesla, Freud, and the other 
would-be rescuers seem well-familiar with him and his accomplishments, I had 
never heard of him before our arrival in 1895. Apparently, Dr. Blood was reviled 
by the medical establishment of the 1870's for espousing the curative powers of 
his creation: "Oxygenized Air." The general public cared little about the 
disdain of Blood's peers thousands claimed to have recovered from illness and 
infirmity after undergoing oxygenized air treatment. Despite his somewhat 
checkered past and lack of esteem among the leading lights of the medical 
community, Blood proved a concerned and able doctor, well able to handle the 
rescue expedition's medical needs.

Sigmund Freud
(1856-1939)

UNTIL I learned about the mysterious Martian artifacts dubbed "dream machines" 
by the members of the 1893 expedition, I wondered what role Dr. Freud would play 
among the rescuers. The father of modern psychoanalysis, Freud revolutionized 
the field of mental health care. His ideas about dream analysis, free 
association, and the sexual basis of neuroses revolutionized a field that had 
depended upon hypnosis and electroshock therapy in the treatment of patients. It 
was shortly after the first reports reached Earth concerning the dream machines 
that communication from Mars stopped. Freud's expertise allowed him to explain 
the strange visions produced in those who used these Martian artifacts.

Nikola Tesla
(1856-1943)

AN unsung genius and unparalleled eccentric, Tesla was one of the late 19th- and 
early-20th centuries' most innovative electrical engineers and inventors. His 
greatest achievement was the invention of the AC induction motor, which led to 
the virtual replacement of DC current in everyday life. Despite being 
responsible for this major technological advance, Tesla is usually remembered 
more for his failed efforts to broadcast electrical power through the air, like 
radio waves. His technological expertise made the rescue expedition possible and 
proved invaluable in understanding and repairing numerous Martian machines. And, 
of course, it was his time-spanning message that brought us to this place and 
time.

THE 1893 EXPEDITION

THE members of the stranded expedition were no less fascinating than their 
would-be rescuers. Those aboard Lowell's craft when it blasted off from the 
World's Columbian Exposition represented a veritable Who's Who of the Victorian 
era. The year was 1893 and all the world had turned its attention to Chicago, 
the site of the Exposition. There, ornate edifices housed displays of mankind's 
greatest achievements. A Ferris wheel 264 feet in diameter and capable of 
carrying over 2,000 people at a time towered over the fair. The world's nations 
sent emissaries to show off the lifestyles and accomplishments of their peoples. 
Perhaps the most remarkable attraction stood near the Manufacturers and Liberal 
Arts Building. There, spectators marvelled at Percival Lowell's space cannon, 
designed to take mankind to Mars. A crew was gathered, a launch date set. A day 
before the scheduled launch, Lowell gave a tour of his cannon to a select group 
of fair attendees and workers. Suddenly the cannon discharged. Some at the scene 
claimed the explosion had destroyed the bullet within, killing all aboard. Some 
thought the whole event was a colossal hoax. In fact, the bullet rocketed toward 
Mars with many of the Victorian era's leading lights aboard. I can't imagine the 
world without the crucial contributions these people made to the advancement of 
science, the arts. and government. You will, no doubt. understand what I mean 
when you read the list of the missing.

Sarah Bernhardt
(1844-1923)

THIS French actress was the most renowned performer of her day. Her 
international tours sold out on every continent on the globe. Her appearance in 
Queen Elizabeth (1912), one of the earliest feature-length motion pictures, lent 
credibility to the fledgling art form. Her theatre background proved 
surprisingly useful in our adventure on Mars.

William F. "Buffalo Bill" Cody
(1846-1917)

WESTERN scout and hunter. Folk legends have it that he single-handedly killed 
more than 4000 buffalo -- an heroic feat at the time. With the taming of the 
West he turned to show business, leading a troupe of cowboys and Indians in a 
series of phenomenally successful Wild West shows. He took up with fellow 
westerner Calamity Jane on Mars.

Calamity Jane
(1852-1903)

A frontier woman who eschewed dresses and petticoats for "manly" clothes, 
Calamity Jane, born Martha Jane Burke, served as an army scout, a pony express 
rider, and as aide to George Armstrong Custer. Calamity is reputed to have been 
a prostitute and Wild Bill Hickok's mistress, but she refused to discuss this 
with me. On Mars, she quickly grew tired of the Martian cities and took to 
wandering the plains with Buffalo Bill. Together, they supplied oxium and other 
survival items to the city dwellers and planetary explorers

Andrew Carnegie
(1835-1919)

RAILROAD tycoon and steel magnate who felt that the duty of the rich was to 
distribute surplus wealth to those who needed it. Toward that end, he set up 
many charitable and educational institutions and foundations. I was quite 
surprised at Carnegie's first-hand knowledge of steel and manufacturing. 
Carnegie was charged with constructing a space cannon on Mars, making a return 
flight possible. If only more modern executives were as familiar with the nuts 
and bolts operations of their companies.

George Washington Carver
(c1860-1943)

BORN to slave parents, Carver fought the odds and turned a lifelong affinity for 
plants into a career. In 1896, he became head of agricultural research for the 
Normal and Industrial Institute for Negroes at Tuskegee, Alabama. There, he 
pioneered multi-crop farming and crop rotation, and synthesized over 400 
substances from peanuts and sweet potatoes (including dyes, milk, linoleum, 
glue, soap flour, oil, paint, ink, butter, coffee, and even synthetic rubber). 
Thomas Edison once offered Carver a salary of $100,000 to join him at his lab in 
New Jersey, but Carver turned him down, saying he was needed at Tuskegee. 
Remarkable, remarkable man.

Marie Curie
(1867-1934)

THIS Polish-born French physicist discovered the radioactive properties of 
radium and polonium. In 1903 she was rewarded with the Nobel Prize for physics, 
followed by one for chemistry in 1911. She died of leukemia, no doubt caused by 
her pioneering research into the nature of radioactivity. Some of the Martian 
artifacts discovered by Lowell and others were powered by radioactive 
substances, making her expertise invaluable.

Wyatt Earp
(1848-1929)

EARP, a genuine American folk hero, was a noted frontier lawman, serving as a 
policeman in Wichita, Kansas and later as assistant marshal in Dodge City. 
Moving to Tombstone, Arizona, Wyatt, his brothers Virgil, Morgan, and James, and 
Doc Holliday found themselves feuding with the Clanton and McLaury brothers 
(cattlemen who augmented their earnings by rustling). The feud escalated into 
all-out war on October 26, 1881, when the Earps and Doc Holliday gunned down 
Billy and Frank Clanton and Tom McLaury in what came to be known as the Gunfight 
at the O.K. Corral. Earp was acquitted by the courts. My experience with Mr. 
Earp was limited (and, from what I know of him, I must say that doesn't 
displease me).

Thomas Edison
(1847-1931)

AMERICA'S most prolific inventor, and the first entrepreneurial scientist, 
Edison was issued over 1,000 patents in his lifetime. He is popularly credited 
with inventing such history-making devices as electric lights, the phonograph, 
and the motion picture. I was quite taken aback by the animosity between Edison 
and Dr. Tesla. Friendly competitors they most assuredly were not. I can only 
assume Edison saw in Tesla's alternating current motor the demise of direct 
current, of which he was a leading proponent. One can only wonder what these two 
geniuses could have accomplished had they been able to work together. Still and 
all, Edison's engineering expertise proved invaluable in our attempts to 
understand and repair a variety of Martian machines.

Emma Goldman (1869-1940)

ANARCHIST and proponent of birth control and draft obstruction, Emma Goldman was 
born in Lithuania and raised in Russia. At 17 she moved to the United States, 
where she soon became involved with anarchists. Arrested several times for 
inciting riots, she was convicted of interfering with US preparations for World 
War I and sent to prison. Deported in 1919, she went to Russia but disapproved 
of the Soviet regime and moved on to England and later Canada. Late in life, she 
took an active role in the Spanish Civil War. Her role in events on Mars is 
clouded in mystery.

William Randolph Hearst
(1863-1951)

HEARST, a renowned American newspaper publisher and pioneer of "yellow 
journalism," was the financial sponsor of the ill-fated 1893 Mars expedition. 
Hearst papers were cheap, sensational, and provocative, appealing to the common 
man in a way no newspaper had before. He and his bitter rival, Joseph Pulitzer, 
competed for the minds and pennies of the public. By the end of the 20th 
century, he was probably best-known for his California home, the bizarre San 
Simeon. It will come as no surprise to those familiar with San Simeon that 
Hearst became a collector and trader of Martian artifacts (perhaps junk would be 
a better word) during his stay on the red planet.

Nikolai Lenin
(1870-1924)

LENIN, born Vladimir Ilyich Ulyanov. was the most influential Communist thinker 
of his day. The Russian revolutionary, and founder of the Bolshevik party, first 
studied the teachings of Karl Marx in 1889, while a university student. In 1907, 
two years after the failure of the first Russian revolution, Lenin left the 
country, but continued the struggle to bring Marxism to his homeland from 
abroad. In 1917, he returned to lead a successful revolution which left him in 
charge of a new Soviet government. He led the USSR until his death in 1924. 
Lenin's dream of a world in which all members of society shared ownership of 
property and in which wealth was distributed equitably found curious expression 
during his experience on Mars.

Percival Lowell
(1855-1916)

LOWELL, an American astronomer and leader of the 1893 expedition to Mars, was 
born to one of America's oldest and wealthiest families. After graduating from 
Harvard University, he managed his family's cotton mills and utility companies. 
For a time, he served as a diplomat, notably in the Far East. Upon learning of 
the controversy over the Martian canals, he turned a life-long interest in 
astronomy into a career. Using his inherited wealth, he built an observatory in 
Arizona specifically for the observation of Mars. He mapped 184 canals, each so 
regular that no natural phenomenon could explain their existence -- clear 
evidence, he thought, that some intelligent lifeform was responsible. Dark 
patches on either side of the canals were clearly vegetation, growing close to 
the only apparent source of water and shifting with the seasons. The canals, he 
hypothesized, ended in 63 oases -- collection and transfer stations 120-150 
miles wide. In later years, he predicted the existence of a ninth planet in the 
solar system. Though Lowell never saw Pluto, his pioneering work led to a 
successful search for it.

Georges Melies
(1861-1938)

A French magician, theatrical producer, and actor, Melies achieved worldwide 
fame at the turn of the century as the most innovative and adventurous of the 
early motion picture makers. His 1902 film, A Trip to the Moon, was remarkably 
similar in some ways to our own real-life adventure on Mars. One has to wonder 
whether he was inspired by the events of 1893-1895. Melies, expertise in the 
area of things photographic proved invaluable on Mars.

Robert E. Peary
(1856-1920)

PEARY, an American explorer, is best known for his trek to the North Pole. He 
entered the U.S. Navy in 1881, first travelled into the interior of Greenland in 
1886, and reached the North Pole in 1909. Shortly after being stranded on the 
red planet, Peary embarked on an expedition to its north polar region. His 
discoveries there marked a turning point in events on Mars.

Grigori Yefimovich Rasputin
(1871-1916)

AT the time of our Martian adventure, Rasputin, Russia's "Mad Monk," was a 
wandering holy man and mystic yet to make his mark on the world. He is said to 
have possessed mystical powers of persuasion, particularly over women. 
Alexandra, wife of Tsar Nicholas II, fell under his spell and, through her, 
Rasputin influenced the tsar himself. Often blamed for the conditions which led 
to the Russian Revolution, he was ultimately assassinated by conservative forces 
in Russia. The story of his execution is a strange one -- legend has it that he 
was poisoned, stabbed, shot, and then thrown into a hole in an ice-covered 
river, where he finally drowned. Tales of his psychic powers take on greater, 
more frightening, significance in light of events on Mars. There may be more 
truth to the tales than modern men care to admit...

Theodore Roosevelt
(1858-1919)

TEDDY Roosevelt, or "T.R." as he was known, served in the New York State 
Assembly; spent two years as a rancher in the Dakota territories; became Police 
Commissioner of New York City; acted as Assistant Secretary of the Navy; 
organized the Rough Riders cavalry troop to fight in the Spanish-American War; 
and served as New York's governor. In 1900 he was the vice-presidential 
candidate on a ticket with William McKinley, and when McKinley fell to an 
assassin's bullet, ascended to the presidency, serving from 1901 to 1909. 
Roosevelt's police experience and familiarity with the latest developments in 
forensic technique proved invaluable during the Martian adventure.

Louis Comfort Tiffany
(1848-1933)

LOUIS Tiffany, son of renowned jeweler Charles L. Tiffany, began as a painter in 
oil and water colors, but eventually found his true calling in the design of 
decorative objects made of iridescent "favrile" or Tiffany glass. He also worked 
extensively as an interior designer, co-founding one of the leading design 
consortia in the United States. Among his noteworthy interiors were the White 
House and the home of Samuel Clemens (see "Mark Twain," pg. 23).

Mark Twain
(1835-1910)

PEN name of American writer Samuel Langhorne Clemens. After years as a printer's 
apprentice, a riverboat pilot, and a journalist, Clemens turned to fiction. 
Writing under the name Mark Twain, he penned such enduring classics as The 
Adventures of Tom Sawyer (1876), The Prince and the Pauper (1882), Huckleberry 
Finn (1884), and A Connecticut Yankee in King Arthur's Court ( 1889).

H.G. Wells
(1866-1946)

RENOWNED British writer whose work included such seminal science fiction tales 
as The Time Machine (1895) and The War of the Worlds (1898), the latter almost 
certainly inspired by his experiences on Mars. He also penned such popular non-
fiction works as The Outline of History which encompassed all of Earth's history 
from the dawn of time.

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MARTIAN DREAMS
MYSTERIES OF THE RED PLANET
by Dr. Johann Spector
May, 1895

MYSTERIES OF THE RED PLANET

TABLE OF CONTENTS

Foreword                                 1
Planetary Data & Geography               2
     Basins, Craters & Planitia          3
     Caverns & Canyons                   3
     Dust Storms                         4
     Ice Caps                            5
     Mountains & Volcanoes               5
Human Survival on Mars                   6
     Cold                                6
     Oxygen                              6
Flora & Fauna                            7
     Airsquid                            9
     Ammonoid                            9
     Bushalo                             9
     Bushrat                            10
     Canal Worm                         10
     Cave Worm                          10
     Creeper                            11
     Creeping Cactus                    11
     Glow Worm                          11
     Hedgehog                           12
     Jumping Bean                       12
     Oxy-leech                          13
     Plantelope                         13
     Planther                           13
     Pod Devil                          14
     Proto-Martian                      14
     Rockworm                           15
     Sand Trapper                       15
     Sextelleger                        16
     Trees                              16
The Mystery of the Berries              17
Martian Civilization                    17
     Life Cycle                         18
     Martian Life & Social Structure    19
     Factories, Mines & Mechanical Men  21
     Canals                             22
     Dream Machines                     23
Mysterious Red Planet                   24
Glossary                                24

FOREWORD

I write these words aboard a colossal bullet rocketing from the Earth to Mars. 
Wondrous as this is (and it is, I assure you, quite wondrous), I am even more 
amazed by the fact that it is the year 1895! Tesla --  yes, the noted scientist 
of years past, Nikola Tesla! -- is unsure how long the voyage will take so I 
have decided to pass the time recording what mankind (circa 1895) knows of our 
destination -- Mars. How I came by this information is a story in itself:

Scientists have long suspected that Mars was capable of supporting intelligent 
life. As early as 1877, Italian astronomer Giovanni Schiaparelli mapped nearly 
eighty "canali" criss-crossing the Martian surface -- canals that he said 
couldn't possibly be the work of chance.

Among the scientists who followed in Schiaparelli's footsteps was an American, 
Percival Lowell, who in the early 1890's began studying the canals and other 
features of Mars. Remarkably, no late-20th century sources record the fact that 
Lowell did more than study the red planet from a distance -- in 1893 he 
constructed a giant space cannon to send an expedition there!

When the cannon accidentally discharged ahead of schedule (with several notable 
figures of the day aboard) most observers agreed that the explosion must have 
vaporized the huge bullet-ship within, killing the passengers instantly. 
Luckily, the extraordinarily inventive Nikola Tesla, one of Lowell's associates 
on the space cannon project, remained optimistic about the fate of those aboard 
the craft.

As planned, Tesla went ahead with the construction of a system of reflectors 
which would allow him to flash Morse code messages to the expedition (which had, 
in fact, crash-landed on the red planet). Lowell set up a matching system of 
mirrors and was able to send messages about what he and the other explorers 
discovered on Mars.

Having read through the transcripts of Lowell's messages, I find myself puzzled 
-- the Mars he described in his messages is so very different than the one we of 
the late 20th century know. What could have changed the planet so in just 100 
years? How could the Mariner and Viking spacecraft have missed such clear 
evidence of Martian life? I must know the answers to these questions. Perhaps we 
will uncover them during our explorations.

It seems likely that Lowell himself knows the answers, but he is either 
unwilling or unable to tell us. His Morse code messages ended abruptly not long 
after the first expedition landed on the red planet. Why they ceased we do not 
know, but cease they did. The information in this journal is, therefore, 
incomplete. Still, I will endeavor to record all that mankind knows of Mars. The 
facts -- if facts they be -- may prove invaluable to my fellow space travellers 
in the days and weeks following our landing on Mars.

PLANETARY DATA & GEOGRAPHY

THOUGH details have changed, much of what 20th century man knows of the red 
planet still appears to be accurate in 1895: Mars is the fourth planet from the 
Sun. The Martian day lasts 24 hours, 37 minutes. Its year is 687 Earth days 
long. Its elliptical orbit takes Mars as close as 128 million miles to the Sun 
and as far away as 155 million miles. Its distance from Earth ranges from 40 
million miles to 250 million miles. The diameter of Mars is 4222 miles at the 
equator, but only 4195 miles through the poles. Its mass is significantly lower 
than that of the Earth. The gravitational pull of Mars is, therefore, 60 percent 
lower than that of Earth. For this reason, Mars loses hydrogen and oxygen, the 
components of water, at a rate equivalent to 60,000 gallons of water a day. 
Another interesting effect of Mars' weak gravity is that escape velocity is only 
11,214 mph, far less than the 25,000 mph required to escape the confines of 
Earth.

Basins, Craters & Planitia

OVERALL, Mars has suffered neither more nor less from meteor and asteroid 
strikes than the other inner planets. Still, Mars' proximity to the asteroid 
belt has resulted in periodic bombardments that are especially heavy. Sixteen 
impact craters with a diameter of 150 miles or greater have been clearly 
identified. These large, flat basins are called "planitia."

The Argyre planitia approximately 350 miles across, is surrounded by mountains. 
Passage through these mountains is thought to be all but impossible.

The basin-like areas of central Mars are somewhat different than Hellas' Argyre' 
and the other large impact basins -- the central planitia are believed to be 
lava plains created long ago by the eruption of the Tharsis volcanoes.

Caverns & Canyons

THE surface of Mars is marred by countless crevasses, chasms, and fossae (miles-
long, trough-like ditches ).

The system of canyons we of the late 20th century call Valles Marineris is 1550 
miles long, 125 miles wide at its widest point, and 2.2 miles deep at its 
deepest. It dwarfs Earth's magnificent Grand Canyon (280 miles long. 18 miles 
wide at its widest point, and a little more than a mile deep) -- in fact, the 
Valles Marineris would extend all the way from Chicago to California. The 
careless explorer could easily find himself lost in the twisting passages of 
this magnificent valley.

Noctis Labyrinthus, at the western edge of the Valles Marineris system. is a 
complex maze of interconnecting channels. Three smaller (though no less maze-
like) chasms link Noctis Labyrinthus with Coprates Chasma. We must be careful to 
map these areas carefully should we be forced to explore them in the course of 
completing our mission.

Amazingly, Valles Marineris is itself part of a system of canyons 2800 miles 
long, 435 miles wide at its broadest point, and over four miles deep. This 
canyon system would stretch all the way across the United States!

Unlike Earth canyons, which are carved by running water Martian canyons often 
appear closed at both ends (meaning water could not have flowed into or out of 
them). On the other hand. the equatorial regions of Mars are marked by what are 
generally agreed to be dry river beds. Many of the canyons of Valles Marineris 
spill out into these dried river beds. No one knows how the canyons of Mars were 
really formed. Perhaps our expedition can solve this fascinating Martian riddle.

In addition to canyons, Mars is riddled with underground tunnels and passages, 
some natural, others carved out eons ago by the sentient Martian race. Some of 
these tunnels are home to Martian wildlife, while others lead to underground 
factories (see below). Here again, the watchword for would-be Martian spelunkers 
will be caution. Accurate maps may be all that stand between survival and 
certain death.

Dust Storms

DUST is the most common feature of the Martian surface. Small particles are 
often wafted aloft, while larger particles, picked up by the wind, roll and 
bounce along the ground.

Extreme temperature contrasts, particularly near the poles and in the Hellas 
region, create violent winds -- up to 280 miles per hour -- and raging dust 
storms. Tornado-like conditions are common and quite deadly, often whipping the 
sandy surface of Mars to a stinging frenzy. Flying dust often blots out the 
entire surface and blinds the unwary explorer.

Lowell reports that the only thing to do if one spots a Martian dust storm is to 
run away. Seek shelter as quickly as possible.

Ice Caps

MARS is devoid of surface water. Most of the water that does exist is locked up 
in huge ice caps at the poles. The north pole is largely composed of water ice, 
while the south pole is a combination of water and frozen carbon dioxide.

Lowell theorized that the Martians melted small portions of the polar ice masses 
to fill their canals and irrigate the equatorial region. Gargantuan towers 
located near the north pole appear to have been part of an elaborate system for 
filling the canals, but the rigors of polar exploration stymied the 1893 
expedition's efforts to investigate.

Mountains & Volcanoes

MARS features some of the tallest and most rugged mountains and volcanoes in the 
known universe. The volcanoes of Mars are note-worthy for reasons other than 
their prodigious height -- they appear to have been formed from iron-rich, 
basaltic lava. The possibility exists that Mars may one day provide much of 
mankind's iron ore and steel.

Just north of the equator is the Tharsis bulge, a raised plain some five miles 
high and as far across as the United States. Tharsis boasts some of the highest 
points in the solar system. Olympus Mons is the tallest volcano known to exist 
(90,000 feet high and well over 350 miles across!). By contrast, Mount Everest, 
the tallest mountain on Earth, is only 29,000 feet high. Three slightly smaller 
volcanoes -- Ascraeus Mons, Pavonis Mons, and Arsia Mons (each "just" six miles 
high) sit atop the Tharsis bulge in a diagonal line southeast of Olympus.

The Elysium bulge rises 2.5 miles above the surface and features somewhat 
smaller volcanoes than Tharsis. Only three of the Elysium mountains are as much 
as 93 miles across. The tallest of them, Elysium Mons, stands 5.5 miles high. 
Albor Tholus and Hecates Tholus, nearby, are a bit smaller.

Fortunately for us, none of the volcanoes of Mars appear to be active!

HUMAN SURVIVAL ON MARS

THE hard facts on the preceding pages appear to have changed little during the 
20th century. The same cannot be said of other aspects of Mars. Though not as 
wild and fantastic as Edgar Rice Burroughs imagined in his John Carter books, 
Mars is far from the dead planet known to modern science. Percival Lowell 
theorized that Mars was in the process of cooling and losing its atmosphere, but 
it was not yet completely dead. His trip to the red planet appears to have 
proved his theories. Mars circa 1895 is capable of supporting life. Native 
lifeforms abound, and mankind can, with difficulty, survive the planet's harsh 
conditions. Among the dangers we can expect will be intense cold and an 
atmosphere far thinner and lower in oxygen than Earth's.

Cold

THE Martian surface temperature varies with the location, the season and the 
time of day. The astronomers of the late 20th century report temperatures as low 
as -250 degrees Fahrenheit and as high as 90. with a typical range of -22 to -
112 degrees. Curiously, Lowell found Mars to be significantly warmer, though 
still dangerously cold. The most hazardous time is between the hours of 10 p.m. 
and 3 a.m. We must be sure to set up camp during these hours and consider 
remaining in an insulated tent until daylight. We also have a supply of heavy 
clothing to help keep us warm.

Oxygen

THE atmosphere of Mars is much thinner than that of Earth. By the 1990s, it was 
well established that the atmospheric pressure on Mars was just one percent that 
of Earth.

However. the Mars explored by Lowell seems far more hospitable than modern 
science would have us believe. Still, we will soon land on a planet just barely 
capable of sustaining life. We must anticipate reduced endurance, at the very 
least, when we disembark.

The Lowell expedition discovered a substance called oxium that makes life on 
Mars far more pleasant. The discovery of the gooey, foul-tasting, life-giving 
substance was pure luck -- an old miner named Cooter McGee, gasping for breath 
and half mad from lack of oxygen, happened to stumble into a cave littered with 
geodes emitting air!

When he broke open one of the geodes he found a blue gelatin within. Despite the 
horrid odor he popped a wad in his mouth and began to chew. The taste was awful, 
but each bite released a bit of oxygen. He knew in an instant that he held the 
key to mankind's survival on Mars.

He dubbed the substance "oxium," and it quickly became both a necessity of life 
and the stranded expedition's primary form of currency. It was traded for all 
manner of foodstuffs, minerals, objects, and Martian artifacts. He who has oxium 
is assured of both health and wealth.

FLORA & FAUNA

AS recently as the late 1800's, Mars teemed with life. As dangerous as the cold 
and lack of oxygen may be the most serious threat to human life on Mars is the 
danger posed by these decidedly alien and often hostile creatures.

According to Lowell's reports, there is little difference between those Martian 
lifeforms described as "flora" and those we would call "fauna." All Martian life 
appears to fall into one of two categories: There are plant-like creatures 
(dubbed "plantimals" by Lowell) and worm-like creatures.

All plantimals grow from seeds, spending at least a portion of their "youths" 
rooted in the ground. When seedlings near maturity, pods appear on the plant. 
Within each pod a new plantimal grows. The pods grow quite large and eventually 
burst, releasing fully grown creatures.

While the pods are growing. plantimals derive nourishment from the ground, just 
like Earth plants, but they also acquire something more -- plantimals are 
capable of extracting species specific information from the soil in which 
they're planted! In other words, the instincts of members of the seedling's 
species that have died in the vicinity become part of the seedling's own makeup. 
Each youngster acquires the "wisdom" of its predecessors. In the case of most 
wandering plantimals, little knowledge is passed on. In the case of the sentient 
Martians, the benefits of passing along multi-generational racial knowledge were 
dramatic.

Note that the red pods growing on some adult creatures are edible seed pods -- 
fruit. The seeds are scattered when a piece of fruit falls from its host 
creature and bursts, allowing the seeds to be blown about by the Martian winds. 
Seeds can also be spread when herbivorous creatures pluck and eat the fruit of 
other creatures (in a curious blurring of the distinction between carnivore and 
herbivore). The indigestible seeds pass through the creature when it eliminates 
solid waste. Eventually the seeds take root and the cycle begins again.

The worm-like creatures differ dramatically from plantimals in appearance, 
habitat, and behavior. They are often shelled and generally avoid the extreme 
conditions of the Martian surface, living well-protected beneath the surface. 
Worms are almost always aggressive.

The unexplained disappearance of some members of the 1893 expedition led to 
rumors of the existence of mysterious, horrible, and deadly Martian creatures. 
Whether Mars is home to unidentified creatures and whether they are plant or 
worm is, as yet, a mystery.

Here is a listing of all creatures known to exist on Mars. The list may not be 
complete and further investigation is definitely in order.

Airsquid

NO Earthly equivalent exists for this, perhaps the strangest and most surprising 
of Martian creatures. The carnivorous airsquid is a remarkable combination of 
hawk. squid, and, jellyfish. It floats, seemingly harmless, through the sky, its 
body suspended below a distended bag filled with hydrogen gas. Blessed with keen 
eyesight, it can spot prey at great distances. When it finds a victim. the 
airsquid drops in vicious, gravity-aided attack. Sharp teeth, a tearing beak and 
grasping tentacles make the airsquid a hideous and effective enemy. Not 
surprisingly, the first expedition reports no sightings underground. The 
airsquid seems willing to float anywhere prey is to be found. There is no place 
on the Martian surface free of these deadly creatures.

Ammonoid

THIS primitive, snail-like creature dwells exclusively in the dank. dark Martian 
underworld. Its spiky, thorned shell provides ample protection against attack. 
Its tentacles allow it to grasp prey, but the real danger posed by the ammonoids 
is the burning acid secreted from suckers on the lower tentacle surface.

Bushalo

THE plains areas are home to this bison- or buffalo-like herbivore. Herds of 
bushalo can generally be found near the wandering forests. feasting on the small 
plants found in and around the woods. Though normally sedate, these massive, 
hippopotamus-sized creatures are easily provoked. The charge of a bushal, wood-
like tusks clacking, is something to behold from a distance. The best advice 
that can be given is to leave these creatures alone unless it is absolutely 
necessary to disturb them.

Bushrat

HERE is a curious anomaly -- one of the few plantimals to be found, both above 
and below ground. How these rat-like scavengers survive without the light of the 
sun so necessary to other plants is a mystery. Perhaps it is akin to Earth 
saprophytes -- non-photosynthesizing plants that survive on decaying organic 
matter. Bushrats can be found  everywhere, feeding on the remains of dead worms 
and the kills of surface-dwelling carnivores. Small, quick and blessed with 
razor sharp teeth and claws, bushrats are surprisingly dangerous when provoked.

Canal Worm

NO human has ever seen one of these creatures, but several circular tapestries 
found in the Martian cities depict what Lowell believes to have been huge, 
canal-dwelling worms. Several features are immediately apparent. They: had huge 
maws full of row upon row of shark-like teeth. They must surely have been quite 
ferocious, attacking anything that moved on or near the canals. And they were 
large enough to swallow a man whole. Perhaps it is a blessing that the canals 
are empty and mankind need never fear these awesome beasts.

Cave Worm

UNLIKE its distant relative, the extinct canal, cave worms are quite real and 
quite deadly. These glowing shelled cave dwellers can grow to lengths up to ten 
feet, but a spitting attack makes them a threat at far greater distances. Once 
prey comes within reach, a cave worm uses grasping tentacles to squeeze the life 
from its victims. Like many Martian creatures, the cave worm secretes a burning 
acid through its skin. Victims are, in essence, rendered down to liquid which 
the mouthless worm absorbs through its skin.

Creeper

THIS rootless, leafy vine is the above-ground equivalent of the cave worm. Its 
natural habitats are the mountainous regions of Mars, though it will travel as 
far as necessary to find food. It squirms about the surface and attacks by 
wrapping itself around its victims and suffocating them. The creeper tends to be 
shy, attacking only when requiring one of its infrequent feedings, but it can 
respond viciously to provocation.

Creeping Cactus

AMONG the odder Martian creatures, this hybrid of cactus and sea urchin moves by 
inflating its rear pods and deflating the ones ahead, pushing it slowly across 
the surface. This is probably a variation on the flight mechanism used by the 
air squid, but the creeping cactus is too heavy to get off the ground. Despite 
their weight, the strong Martian winds often send creeping cacti tumbling across 
the plains, like tumbleweed. Unlike tumbleweed, however, the creeping cactus has 
pointy spines that can inflict surprisingly serious damage.

Glow Worm

THOUGH similar in appearance to their cousins, the rockworms, glow worms are 
quite harmless. Found only in the maze-like underground passages of Mars, these 
shy creatures shrink into their shells at the approach of any creature larger 
than a bushrat. For reasons we can hardly guess, glow worms usually cluster at 
points where passageways curve or reach a dead end. Underground explorers 
quickly came to consider the creatures their friends for, as their name 
indicates, they glow quite fiercely. Whether this display is designed to scare 
away would-be attackers, to blind underground predators used to the dark. or to 
accomplish some other, unknown goal is a subject worthy of further study.

Hedgehog

THIS belligerent, mid-sized carnivore fills the ecological niche of Earth 
wolves. Woody tusks, sharp fangs, and thorns that can be sent flying through the 
air make the lone hedgehog quite formidable. Unfortunately, they often travel in 
packs, making them even more of a threat. A group of hedgehogs can take down a 
bushalo with ease, and can even give a sextelleger a hard time. Be ever alert 
for hedgehogs they range far and wide and can be found anywhere on the planet.

Jumping Bean

THE rabbit-like jumping bean looks almost comical as it traverses the Martian 
landscape with a peculiar hopping gait. Don't be deceived by its 1ooks, however, 
or its herbivorous nature -- beans are quite aggressive. In fact, they're just 
plain nasty, seemingly for the fun of it. (How else do you explain an herbivore 
that attacks without provocation?) A pack of jumping beans is quite dangerous, 
giving pause even to the carnivores of Mars.

Oxy-leech

THIS slug-like underground life form feeds on oxium. Unfortunately, these 
primitive creatures make no distinction between veins of oxium ore and 
travelling adventurers with oxium in their packs. The oxy-leech has a hideous, 
toothy mouth opening, but does very little physical damage, preferring to steal 
oxium and flee before victims can react. Generally found near cave entrances and 
in ravines, the oxy-leech is a disgusting creature. but more a nuisance than a 
genuine threat.

Plantelope

THE gazelle-like plantelope may remind explorers of its smaller cousin, the 
jumping bean. Normally docile, it tends to be shy, choosing to flee rather than 
fight in almost every case. The plains are its customary feeding grounds though 
herds of plantelope have been seen leaping goat-like in the mountainous areas of 
Mars.

Planther

FAST, agile and deadly, the planther is at the top of the plantimal food chain. 
Though it rarely attacks the larger herbivores, a hungry specimen of the breed 
can chase down a sextelleger (with some difficulty...). Planthers tend to be 
loners, sticking to the mountainous regions they love, but they move into the 
plains areas and travel in small prides during pollination season.

Pod Devil

HERE is a creature with no Earthly equivalent. Three times during the Martian 
year, the mysterious pod devil blooms. Anywhere from five to 30 pods appear on 
each mature adult. Within each pod, a young devil begins to grow. If left alone, 
the pods drop to the ground and a fully grown pod devil emerges. If the "mother" 
plant is disturbed before the "babies" reach full maturity, a variable number of 
pods burst, releasing immature (and quite vicious) devils. The young are 
bipedal, frog-like whirlwinds of teeth and claws. They have been reported to 
attack from a distance by hurling small stones, an indication of relatively high 
intelligence. If one of the prematurely-released young dies, a new pod devil 
plant grows on the spot thus assuring the continuation of the species.

Proto-Martian

THOUGH the sentient Martian race became extinct long before man set toot on the 
red planet, a primitive relative managed to survive. Though nowhere near as 
intelligent as their ancient cousins, the omnivorous proto-martians are clearly 
the top of the heap among the remaining plant creatures. (For the sake of 
comparison, think of proto-martians as somewhere between gorillas and human 
cavemen in intellect.) Alone among plantimals, the proto-martians travel in 
bands and use crude weapons (sticks, hurled rocks, and so on). They generally 
live near the bases of mountains, seeking the shelter of caves. They have also 
been spotted roaming the plains, living in crudely constructed shelters. Be 
warned that proto-martians are not intelligent enough to reason with. Consider 
them clearer, dangerous animals.

Rockworm

THESE gigantic tube worms live coiled up under the earth with only a hard, 
slime-covered tube visible at the surface. The tubes are made of a caustic 
material regurgitated by the worm. This same acidic ooze coats and lubricates 
the rockworm's body, allowing it to emerge with startling speed from its 
subterranean resting place. The slightest vibration on the surface draws the 
rockworm out. The speed of its attack, the caustic ooze and a horrible thorny 
maw make each rockworm a threat. Making matters worse, rockworms tend to clump 
together in colonies and can be vicious when provoked. They are best left 
undisturbed whenever possible.

Sand Trapper

THESE large, pod-like creatures would appear to be easily avoided -- they are 
completely immobile. Appearances can be deceiving, however. Like the Earth 
insect known as the ant lion (or more popularly, the doodlebug ) the sand 
trapper uses the lower portion of its abdomen as a shovel and digs itself a 
deep, conical pit in the loose sand of the plains. Any plantimal, worm, or human 
who gets too close loses its footing in the loose sand and falls to the bottom, 
where the creature waits to devour it. Even potential victims who don't fall 
within reach of the waiting creature have little chance of climbing out as the 
sand shifts beneath their feet. Escape is made even more difficult by the 
trapper's grasping, ropy tentacles.

All in all, the sand trapper is a devouring machine little more than a huge 
mouth lined with razor sharp teeth. A spitting attack can send a man tumbling 
down the slopes of its trap and into its waiting jaws. Don't be lulled into a 
sense of false security by its immobility. The sand trapper is quite deadly.

Sextelleger

HERE is another Martian plantimal with no Earthly equivalent. No other creature 
encountered by Lowell and the others was considered more dangerous or more 
malevolent. Even the planther thinks twice before attacking a fully-grown 
sextelleger. The six-legged beast can only be described as a carnivorous 
rhinoceros. A lone sextelleger is a menace, but one seldom encounters a lone 
sextelleger -- the creatures travel in herds, killing and devouring anything and 
everything in their paths.

Trees

THE pod-trees are not true plantimals like the other lifeforms of Mars, but they 
are, nonetheless, worthy of inclusion in a compendium of Martian creatures. 
Unlike Earth trees, Martian trees are capable of limited movement. For reasons 
not fully understood by human explorers, the trees clump together in forests and 
then wander together across the plains of Mars, usually in the vicinity of the 
canals. Explorers quickly determined that it was not worth their time and energy 
to map either the location of the forests or the paths through them. The next 
time they reached an area through which they had passed earlier, the paths had 
changed and, in some cases, the entire forest had moved!

THE MYSTERY OF THE BERRIES

THE 1893 explorers sent many coded messages back to Earth. All of them were 
fantastic, but none were more remarkable than those pertaining to Martian 
berries. Before the messages stopped, George Washington Carver, noted 
agriculturist and one of the members of the 1893 expedition, catalogued many 
species of immobile, non-sentient plants. At least three of these bore fruit, 
specifically berries. When eaten, these berries reportedly conferred upon the 
user strange and inexplicable psychic abilities. Some who used the berries 
claimed to be able to read minds (clairvoyance) or carry on conversations with 
inanimate objects (psychometry). Others reportedly gained the ability to move 
and use objects at a distance (telekinesis). Modern science generally denies the 
possibility of such powers, but then modern science also denies the existence of 
life on Mars. Perhaps it would be best to approach the subject of the Martian 
berries with an open, inquisitive mind.

MARTIAN CIVILIZATION

THE irrefutable evidence of sentient life on Mars leads inevitably to questions 
about who and what the Martians were. What was their lifestyle? How advanced was 
their civilization and how was it structured? After the members of the 1893 
expedition determined that they could, in fact, survive on Mars, George 
Washington Carver began seeking answers to these questions.

All available evidence led Carver to conclude that the one-time masters of Mars 
were sentient plant-creatures -- highly evolved plantimals, if you will. The 
remains of cities and towns -- called "groves" -- and the remarkable artifacts 
found in these settlements indicate a high level of civilization.

Life Cycle

LIKE all Martian plantimals and, for that matter, all Earthly plants, the 
sentient Martians (to be called simply "Martians" from here on) were born when 
seeds were planted in the ground, watered. nourished by sunlight and minerals, 
and protected from worms and carnivorous plantimals. However, Carver's study of 
records left by the Martians indicate that they grew to maturity somewhat 
differently than their non-sentient cousins.

First, each Martian plant grew just a single pod, and these pods didn't split 
open naturally when the creature within reached maturity. In fact, if left on 
the plant, Martian pods would become overripe, killing the young one within.

For that reason, the Martians tended their pods carefully and, using a knife-
like implement specifically designed for the job, split the pod open at just the 
right time, releasing the "young" male or female Martian. The new organism was 
fully aware, but not fully mature. Were it not for the protection and guidance 
provided within the walls of the Martian groves, the young could not have 
survived.

The Martian life cycle began with an elaborate sexual ritual involving a male, a 
female, and a species of now extinct flying worm Carver called a "pollinator." 
The parties involved would gather in a sunny greenhouse in the couple's home 
grove. The two Martians would kneel across from each other as pollinators 
fluttered about them. The worms would land on the male, picking up a dusting of 
pollen, and then land on a ruff of flower-like structures about the female's 
neck and shoulders.

The pollinated flowers eventually grew into seeds which ringed the female, like 
strings of pearls. When the seeds had grown, they were gathered and given to the 
Cultivator, who planted and tended them in a communal plot. Eventually. the 
seeds grew into seedlings and then into fully grown plants. The plants grew pods 
and the cycle was complete.

The existence of communal plots was probably the most telling difference between 
the Martians and their non-sentient cousins -- they tended to settle in a few 
places and buried generation after generation of their dead in a few precisely 
defined locations. Seeds planted in these locations acquired knowledge and 
characteristics not only from the previous generation. but from all generations 
stretching back many thousands of years.

The germ of true intelligence was clearly present in the Martians from the very 
beginning -- they, alone among plantimals, realized the potential benefits of 
settling in a single location. Still, given what we know of life on Mars, the 
resulting concentration of racial memory in a single location surely contributed 
to their dominance of the planet.

Martian Life & Social Structure

WHILE Carver studied the Martian life cycle, anthropologist David Yellin began a 
systematic study of the Martian lifestyle as recorded in scrolls and reflected 
in surviving Martian groves and artifacts.

According to Yellin, the secret of Martian success was rootedness. Once a 
Martian family (or group of families) settled in an area, it remained there, to 
the benefit of each succeeding generation. Thus, each grove is found today on 
the same spot it occupied at the dawn of Martian civilization.

Martian groves consisted of several homes arrayed around a central grave/nursery 
plot, the whole protected against nomadic plantimals by a stout wall. The homes 
were, not surprisingly, made entirely of glass or crystal. In other words, the 
Martians lived in greenhouses, not unlike the marvelous crystal palaces beloved 
by the Victorians.

The rule among Martians seems to have been "one-home, one-Martian." Since all 
seeds were planted in a communal birthing plot, there were no families in a 
sense, all Martians living in a grove were one family. When a Martian died its 
body was carried to the birthing plot and buried there. As the body decomposed, 
all of its accumulated memories and experiences were, through some unknown 
mechanism, transferred into the soil, to be soaked up by seedlings planted 
there. Thus the seedlings acquired the knowledge of all previous generations in 
that location.

Each Martian birthing plot was tended by the community's Cultivator. This 
Martian held the fate of his community in his three-fingered hands. If the plot 
were damaged, the development of subsequent generations could be set back 
severely. If the damage were so great that the community had to move and find a 
new plot, a small amount of dirt would be collected from the plot and carried to 
a new location. Martian records indicate that this only rarely resulted in 
success. Needless to say, the Cultivator was held in the highest respect.

Assisting the Cultivator was the Gatherer. The Martian who held this position 
gathered all of the leaf droppings and other plant matter and kept up the 
community's compost heap. The Gatherer was also responsible for bringing the 
dead to the birthing plot, where their knowledge could be imparted to succeeding 
generations.

Another Martian, the Arborist, healed the sick and wounded. This involved taking 
cuttings, healing diseases, grafting limbs, and so on.

Coordinating the activities of these key Martians and seeing to the everyday 
needs of the citizens of each grove was the Agrarian. Think of the Agrarian as 
akin to a human Mayor and you won't be too far off the mark. In addition to 
internal affairs, this Martian negotiated water rights with other groves and 
took responsibility for inter-grove soil trading. Such trading ensured the 
widespread dissemination of knowledge and enriched the overall Martian stock. 
The Agrarian also made sure the underground power plants and factories were 
well-maintained, ensuring the continued idyllic existence of Martians on the 
surface.

Martian records indicate that there were once scores of groves. Today, only four 
are intact enough to reveal anything of Martian life (to say nothing of 
sheltering the members of the 1893 expedition). Olympus, Argyre, Hellas, and 
Elysium are in surprisingly good repair. Other scattered buildings only hint at 
the former greatness of Martian civilization.

Factories, Mines & Mechanical Men

ALL of Martian civilization was built on the idea that the groves were 
inviolate, edenic, never to be sullied by machinery. The idyllic existence above 
ground was made possible by moving underground all of the machinery and mining 
operations that made such a life feasible.

Power was generated by scores of hulking steam engines, each as large as the 
monstrous Corliss engine displayed at the 1876 Centennial Exposition in 
Philadelphia. Canvas belts conveyed power to a vast array of machines. The 
material to build and power these machines -- iron ore, coal, and other 
substances -- came from colossal mines as grand as any in human history.

The steam-powered underground machines must have roared deafeningly in their day 
but now they sit idle, waiting for someone to figure out how to restore the 
power that once drove them. Today countless years after the death of the last 
Martian, dirt and grit cover every unprotected surface. And the stench in the 
factories, powerplants, and mines is nearly overpowering.

The underground factories and mines are, along with the canals, the most 
remarkable displays of Martian industrial prowess. The achievement seems all the 
more amazing when one considers that, like Earth plants. the Martians required 
sunlight in order to survive. This made underground work taxing and potentially 
deadly. The Martians solved this problem in a most straight forward ,yet 
astonishing manner.

In order to tend the machines, the Martians created metal surrogates, 
specialized devices that we of the late 20th century would call robots. Lowell 
dubbed them "mechanical men.'' The mechanical men vary widely in appearance and. 
we can only assume, in function. Unfortunately, the underground areas are 
sufficiently dangerous that Lowell and the others did little investigating. The 
nature and functioning of the mechanical men remains, therefore, a mystery.

Canals

INCREDIBLE as it seems. Schiaparelli and Lowell were right -- the canals on Mars 
are real. Great causeways once carried water from the poles to irrigate the more 
arid areas. This alone made it possible for the Martians to settle in one place 
and build their mighty groves. That the canals could also be used to transport 
Martians and materials from place to place was an added benefit. Their chief 
purpose was to ensure the survival and continued dominance of the Martian race.

Though the canals now stand empty, and many mysteries still remain, Lowell was 
able to determine quite a bit about them. They are all perfectly straight, with 
perfect, right-angle intersections. Their depth and width make them impassible 
when empty. Extensible bridges allow travellers to cross. Unfortunately. nearly 
all of the bridges are retracted and will remain so until and unless we can 
restore power to the Martian cities. Large switches at the edges of the canals 
can be used to extend and retract bridges.

Curiously, there would appear to be a bit of water below the surface near the 
canals -- plants can almost always be found growing in the vicinity of the empty 
waterways.

Lowell was able to tell much about the canals by observation, but one question 
remained unanswered: How were they filled? Robert Peary, noted polar explorer, 
may have provided the answer. During his trek to the edges of the Martian 
icecaps, he came across gigantic towers positioned at strategic locations along 
the edge of the north pole. Atop each tower was a ruby-red lens. It may be that 
the sun's light, focused by the lens, melted the ice and channeled water into 
the canals. This is, however, nothing more than conjecture.

Needless to say, the empty canals limit movement on the planet's surface and 
hinder exploration. The non-functioning switches and extensible bridges do 
little but frustrate would-be explorers. If there were only some way to restore 
power to the Martian machinery! Then, perhaps, mankind could explore Mars more 
fully.

Dream Machines

AS astounding as the Martian groves, factories, and canals are, nothing excited 
the members of 1893 expedition more than the mysterious dream machines. No one 
is really sure what purpose these devices served, but users reportedly 
experienced strange, dreamlike visions (hence the name "dream machine"). Nothing 
more its known about these devices -- among the few machines still functioning 
when the Lowell expedition arrived on Mars.

Shortly after the first reports were beamed to Earth concerning the dream 
machines, Lowell described a breakdown in communication among various groups of 
humans. The once united expedition degenerated into several bickering factions. 
Little more is known about events on Mars. No one knows if there is any 
connection between the dream machines and the disintegration of the 1893 
expedition -- shortly after these reports reached Earth, communication ended. 
The dream machines appear to be at the heart of several mysteries. We must 
investigate, but cautiously...

MYSTERIOUS RED PLANET

Having reflected on the messages Lowell sent from Mars, I find myself drawn once 
again to the remarkable differences between the Mars of Mariner and Viking and 
the Mars of Percival Lowell. What cataclysm could have wiped all trace of 
Martian civilization from the face of the red planet? What catastrophe could 
have caused the extinction of so many lifeforms? We will we must find out!

GLOSSARY

     Chasma: Canyon
     Fossae: Ditches
Labyrinthus: Network of valleys
      Mensa: Mesa
       Mons: Mountain
     Montes: Range of mountains
   Planitia: Plain
     Planum: Plateau
     Tholus: Hill
     Vallis: Valleyr (pl.,"valles")

------------------------------------------
Read This First!
Ultima Worlds of Adventure 2
Martian Dreams
"Getting Started" Guide

INSTALLING MARTIAN DREAMS

Martian Dreams requires a hard drive and DOS 3.3 or higher to run. To install 
the game on your hard drive:

1. Insert disk 1 into a floppy drive (usually A: or B: ).

2. Type the floppy drive letter and a colon (for example, A: ), then 

3. Type INSTALL to bring up the installation screen. On this screen:

  the current configuration is displayed on the left
  the bottom line lists which keys can be pressed, and their functions
  windows on the right allow you to change the default configuration information

4. Use the arrow keys or press one of the red letters to highlight the desired 
configuration option. Press  to select that option.

5. When prompted, insert the Martian Dreams game disks. Each time you insert a 
disk, press .

To cancel installation at any time, press the  key, returning you to 
DOS. 

Error Messages

If an error occurs, a black window appears in the lower left corner of the 
screen. In addition to stating the problem, the window suggests possible 
solutions. If you encounter a problem you cannot solve, contact ORIGIN Customer 
Service (512-328-0282).

The installation program is able to detect defective disks. Should one of your 
disks be faulty, you are informed of the problem and installation is aborted. 
Contact ORIGIN Customer Service.

Step 1. Selecting the Destination Drive and Path

When you begin, a window appears displaying the available disk drives. To pick 
the drive to which you want to install the game, press the corresponding drive 
letter (C, D, etc.) and then .

Next, you are asked to enter the path name or subdirectory for the game. Our 
default subdirectory (\MARTIAN) works for nearly everyone. If you want, however, 
you can enter a different path name. After you type in the name you choose (or 
select our default), press .

A window may appear, asking if you prefer to SAVE TIME during play (by unpacking 
the files*) or SAVE SPACE on your hard disk (leaving the files packed). Select 
the option you want and press . If you don't have enough hard disk space 
to unpack the files, this window does not appear and the files remain packed.

*Packing stores a great deal of information in little disk space (requiring as 
little as 35 megabytes of hard disk space in some configurations). Unpacking the 
files requires more hard disk space (approximately 55 megabytes) and takes 
anywhere from 10 to 25 minutes initially, but it speeds game play from then on. 

Step 2. Selecting the Graphics Mode

A window appears offering you a choice of graphics modes. Highlight the mode 
that matches your computer's video system, then press .

Step 3. Selecting Mouse and/or Keyboard Control

This window gives you the option of using a mouse in addition to your keyboard. 
If you have a Microsoft Mouse and Microsoft Mouse driver version 7.0 (other mice 
may be compatible), you may select the mouse and keyboard option. Otherwise, 
select keyboard only.

Step 4. Selecting the Sound System

Martian Dreams sound effects can be heard without a sound board, but you must 
have a sound board installed to hear the Martian Dreams music. You must also 
have Expanded Memory in order to hear the Martian Dreams musical sound track. 
However, sound effects can play with or without Expanded Memory installed.

If you have a:
     Roland MT-32/LAPC-1
     Ad Lib
     Sound Blaster
highlight the sound board installed in your computer. If you do not have a sound 
board, highlight:
     PC SPEAKER (sound effects only) or
     No SOUND (this results in slightly faster game play).
When you have made your selection, press .

Step 5. Completing the Installation Process

You are asked if the configuration on the left side of the screen is correct. If 
so, press Y; if not, press N and reset the options as you prefer.

If you confirm that the configuration information is correct by pressing Y, the 
game files are copied from the floppy disks to your hard drive. The screen 
indicates which file is being copied. Insert disks when prompted and press 
 to continue the installation process.

Step 6. Beginning Play

When the installation is finished, make sure you are in the Martian Dreams 
directory (\MARTIAN if you selected the default). Type MARTIAN  to begin 
playing.

CHANGING YOUR CONFIGURATION

If you ever:

     change to a different graphics mode (for example, upgrade from EGA to MCGA/ 
VGA)

     add a bigger hard disk to your system (or free extra disk space) and wish 
to unpack the files for faster game play

     reinstall the game in a different directory on your hard disk

follow the directions above and re-install Martian Dreams from the original 
disks.

Re-installation can delete all of your original files, including your character 
information. For this reason, a new option is offered any time you change your 
Martian Dreams configuration:

After you select mouse and/or keyboard control, a window appears asking if you 
want to CREATE NEW CHARACTER or KEEP EXISTING CHARACTER. Select KEEP EXISTING 
CHARACTER to prevent the loss of your original character. 

MEMORY USAGE

You must have at least 640K of RAM (memory) to play Martian Dreams. Regardless 
of the amount of RAM in your machine, you must have 570,000 bytes free to run 
Martian Dreams with VGA graphics, and 575,000 bytes free to run with EGA 
graphics.

To find out how much free RAM you have, run the DOS program, CHKDSK. This 
program may be run on most machines by typing CHKDSK at your root directory 
prompt (e.g., C:\>CHKDSK). On some machines, CHKDSK may be located inside the 
DOS directory. When you run the program, the last line of the information 
presented tells you how much free RAM you have. For example, CHKDSK might tell 
you that your 640K system has 565,239 bytes free.

If you have less than the required amount of memory free, you do not have enough 
free RAM and the game will not run until you free additional memory.

Freeing RAM

If you have insufficient memory to run Martian Dreams, you may want to free some 
RAM. To make more RAM available, you can remove any memory-resident programs 
that are unnecessary for system usage from your AUTOEXEC.BAT and CONFIG.SYS 
startup files. You can view these files by using the DOS TYPE command. ( Enter 
TYPE AUTOEXEC.BAT at your DOS prompt to view your autoexec file.) Use any 
commercial text editor (or word processor capable of saving files as "text 
only") to edit your AUTOEXEC.BAT or CONFIG.SYS files. Edlin, the text editor 
included with MS-DOS, will do the job. Consult your DOS manual for information 
about modifying files with Edlin. Do not delete your AUTOEXEC.BAT or CONFIG.SYS 
files completely, without them, your computer will not function. 

Making a New Floppy Boot Disk

If you do not want to reconfigure your system, you can make a bootable DOS 
system floppy disk to start your computer prior to play. To do this, insert a 
blank disk into your A drive. Type your hard drive prompt (for example, C:) 
followed by FORMAT A: /S. This will copy enough of your system files onto the 
floppy disk. You can now use this disk to boot up the machine.

Should this process fail, it is also possible to create a bootable floppy by 
typing SYS  A: after the drive prompt. When the words SYSTEM TRANSFERRED 
appear, type COPY COMMAND.COM  A: and you should see 1 FILE COPIED, which 
indicates that the disk is now a boot disk. If you are running under DOS 4.01, 
also copy SHARE .EXE onto this boot disk.

Turn your computer off, insert your new boot disk in your A drive, and turn the 
computer back on. Change to your hard drive (by typing  : 
), switch to the directory containing Martian Dreams (type CD\MARTIAN 
 if you selected the default directory) and type MARTIAN  to begin 
play. 

Expended Memory

Memory beyond 640K can be allocated as Expanded Memory that the game uses to 
play the musical soundtrack. (Remember, you also need a sound card installed to 
hear music.) During the install process, and when loading the game, you will be 
told if Expanded Memory was or was not detected.

Expanded Memory is not the same as extended memory. To access Expanded Memory, 
you must use an Expanded Memory manager program. Martian Dreams supports 
QEMM.SYS (included with Quarterdeck's Desqview software) -- other memory 
managers may not be compatible with the game.

Memory managers are installed by adding a line to the CONFIG.SYS file on your 
computer. Consult your Expanded Memory manager's documentation for information 
about installing Expanded Memory and determining how much Expanded Memory is 
available for use. 

TROUBLE SHOOTING

Martian Dreams fails to load or run properly.

You may not have sufficient free RAM. Run CHKDSK to check your computer's 
available RAM. To do this, type CHKDSK after the prompt for the drive in which 
you have installed the game, and compare the last line of the screen to the 
570,000 to 575,000 free RAM required for your computer/sound board system. Free 
up RAM if needed.

You may be using a memory manager program that uses up too much base RAM to run 
Martian Dreams. For example, depending on your system configuration, EMM386.SYS 
(the Expanded Memory manager included with Microsoft Windows) may use too much 
of your 640K to permit Martian Dreams to run.

You may have a memory-resident TSR program that conflicts with the game. Boot 
the computer from a DOS system floppy disk (described in Making a New Floppy 
Boot Disk) or remove memory-resident programs before running the game.

You may have chosen an invalid configuration during the install process. Check 
your configuration and if necessary, re-install Martian Dreams.

You may have filled all free space on the active disk drive. Use the DOS DIR 
command to check available hard drive space. Remember, you need at least 3.5 
megabytes on your hard drive to load Martian Dreams, and 570,000 to 575,000 
bytes of free RAM to run it.

You may have incorrectly answered a copy protection question. Before you leave 
the space bullet on Mars, Nikola Tesla will ask you a question. The answer -- 
always a single word or number can be found in one of the Martian Dreams 
manuals. If you answer incorrectly, you will not be allowed to leave the space 
bullet. 

My mouse pointer doesn't respond properly.

Martian Dreams supports the Microsoft Mouse and Microsoft Mouse Driver, version 
7.0. Other mouse brands and drivers may not be compatible. 

My game runs too slowly.

You may have had too little free space on your hard drive to unpack the game 
files. Free up 5.5 megabytes of hard disk space and re-install.

Sound effects slow play. Select NO SOUND when installing.

Your computer may not be fast enough to run the game efficiently. The preferred 
minimal configuration is a 10 megahertz 286-based IBM PC or 100% compatible 
machine. Some older and/or slower machines may not be powerful enough to provide 
the full Martian Dreams experience. 

I want to play different characters in different games.

Martian Dreams only remembers one saved game at a time. To keep another saved 
game, copy the contents of the \MARTIAN\SAVEGAME subdirectory to another 
subdirectory with a different name or to a floppy disk. This transfers your 
first game out of the Martian Dreams directory, so you can start the game over 
with a new character. When you want to go back to your first character and first 
game, restore that game by copying those files back to the \MARTIAN\SAVEGAME 
subdirectory. If you want to save a second character and/or game, be sure to 
copy that \SAVEGAME subdirectory under another name before restoring your first 
game. 

None of the suggestions above seem to help.

If you can't solve a Martian Dreams problem, call ORIGIN Customer Service at 
(512) 328-0282, Monday through Friday, between 9 a.m. and 5 p.m., Central time. 
Please have the following information ready, if possible:

which version of DOS you use,
free RAM (last line of CHKDSK info),
Expanded Memory available (if any),
your mouse and mouse driver type,
your graphics mode,
your machine type,
your sound board (if any),
the contents of your CONFIG . SYS and AUTOEXEC.BAT and files
whether you use: Windows, Desqview or a DOS shell.

------------------------------------------
Ultima Worlds of Adventure 2
Martian Dreams
Reference Guide
IBM-PC And 100% Compatibles

MARTIAN DREAMS

BEGINNING PLAY

First read "Getting Started" to install Martian Dreams on your system.

To begin play from your hard disk prompt (for example, C:>), type CD\MARTIAN to 
change to the Martian Dreams subdirectory. (If you selected a path name other 
than our default choice, change to the subdirectory to which you installed the 
game.)

After selecting the game subdirectory, type MARTIAN  to begin.

THE MAIN MENU

After loading, an introductory sequence begins. The introduction runs 
automatically, but you can press  to skip quickly from one scene to the 
next. Press  if you wish to leave this sequence entirely. Next, the main 
menu appears, listing four options: RUN INTRODUCTION, CREATE CHARACTER, CONTINUE 
GAME and ABOUT MARTIAN DREAMS.

To select one of these options, use the arrow keys or numeric keypad to 
highlight the option you want and then press .

To exit the introduction, character creation or credits, press .

These sequences will run automatically, but you can move from one screen to the 
next more quickly by pressing .

Run Introduction

RUN INTRODUCTION tells how you arrived on Mars. Information in this sequence is 
vital to your quest.

Create Character

CREATE CHARACTER must be selected the first time you play. When you are asked to 
name your character, a flashing cursor appears on screen. Type your character's 
name (up to 12 letters long) and then press . If you do not type a name, 
the game assumes you are using the default (Avatar). Go on to the next portion 
of the character creation system by pressing .

During character creation, you are asked a series of questions. Answer A or B to 
each question by typing in the appropriate letter. The answers you provide 
determine the attributes and gender of the character you play. For example, to 
play a male character, tell Dr. Freud that you identify with your father (A); to 
play a female, identify with your mother (B).

Continue Game

CONTINUE GAME lets you begin playing Martian Dreams. In future sessions, this 
selection returns you to your last saved game. You can also continue a saved 
game directly from DOS by typing GAME at the \MARTIAN prompt. 

About Martian Dreams

ABOUT MARTIAN DREAMS lists all of the people who worked on the game. 

USING THE MOUSE

Martian Dreams allows you to use a mouse and/or keyboard during play. All 
movement and icon selections can be handled using either of these devices. (For 
the exact uses of each device during game play, refer to the appropriate 
section(s) below.) If you use a mouse, bear in mind the following general rules:

The left mouse button is the select or "do-it" button.

The right mouse button can be used to select a "shortcut" command, so that a 
common command is activated whenever the right button is clicked.

The mouse pointer changes shape depending on where it is on the screen. On the 
Map, the pointer is a hand indicating your direction of travel. In the Status 
Display and Command Levers sections of the screen, the pointer changes to a 
magnifying glass. If you select a command that requires a location, the mouse 
remains a magnifying glass, even on the Map. The mouse changes to a pocket watch 
in the Message Display.

SCREEN LAYOUT

The game screen is divided into four regions the Map, the Status Display, the 
Message Display, and the Command Levers.

THE MESSAGE DISPLAY

At the lower right of the screen is the Message Display. All text describing 
things you see and hear, as well as the results of your actions, are shown here.

When a message is too long to fit on the scroll, a flashing, downward pointing 
arrow appears at the bottom of the Display. To view the rest of the message, 
press the spacebar or position the cursor in the Message Display and click the 
mouse.

When the game is waiting for keyboard input from you (when you are asked a "yes" 
or "no" question, for example, or when you must press  to continue), a 
tiny Mars, orbited by its two moons, appears at the end of the current line in 
the Message Display. Press Y or N, or press  to continue.

THE STATUS DISPLAY

In the upper right-hand corner of the screen is the Status Display. This 
normally displays a roster of all the members of your party, along with each 
character's figure and current health points. A character whose health points 
are printed in red is hurt badly; one whose health points are blue is suffering 
from oxygen deprivation; white means a character is freezing; and purple 
indicates radiation poisoning.

If you click on a character's name, you are shown his portrait and statistics. 
The higher a statistic is, the better.

STR (Strength)

Strength determines how much a character can carry and how effectively the 
character strikes with bludgeoning weapons.

DEX (Dexterity)

Dextenty determines how fast the character is and how well the character uses 
non-bludgeoning weapons such as swords, guns, and other ranged weapons. Faster 
characters get to move and/ or attack more often than slower ones.

INT (Intelligence)

For characters other than the Avatar, Intelligence determines the ability to 
anticipate the results of certain actions. (Don't give an area-effect weapon 
with a wide firing arc to a character with low intelligence.) Intelligence also 
affects the duration of any psychokinetic powers acquired during the game.

HP (Health Points)

Health Points indicate the character's current health. This score is reduced by 
damage from poison and from injuries suffered in combat. Unconsciousness results 
when a character's HP score reaches 0.

HM (Health Maximum)

Health Maximum is the maximum number of health points a character can have. If 
your character's HP and HM scores are the same, the character is perfectly 
healthy.

Lev (Level)

Level is an indication of your character's overall prowess. Level increases as 
the character gains experience points (see below). Each time a character goes up 
a level, STR, DEX or INT increases. Maximum Health usually goes up, too. The 
character must rest in a tent (see Use, below) and dream while doing so to 
increase a level. (You will dream automatically when a character is ready to go 
up a level.)

XP (Experience Points)

Experience Points increase as the character accomplishes things in the game. 
Experience Points are earned for defeating hostile creatures. Points are lost 
when a character is knocked unconscious. 

THE INVENTORY DISPLAY

To view a character's inventory, select one of the figures to the left of the 
roster by clicking on it with your mouse or pressing F1-F5.

icons (left to right)

1. <-> Show previous character
2.  Return to party display
3. <*> Switch between portrait and inventory
4. <+> Show next character
5. <~> Change combat mode

Keyboard

The use of the mouse in the Inventory Display is explained in detail below.

To use the keyboard, press the  key once. Crosshairs appear in the Map 
window on top of the active character (the Avatar unless you're in solo mode 
with another character). This selects that character.

Press  again and the inventory of the selected character appears in the 
Status Display. The crosshairs appear on the character figure above the 
inventory.

Use the arrow keys or the numeric keypad to move the crosshairs within the 
Inventory Display. When the crosshairs are on the item or button you want to 
select, press .

To return the crosshairs to the map window, press .

The  (+) key moves to the next character's Status Display.

The  (-) key displays the previous character's Status Display.

Pressing F10 returns to the party roster display.

The  (*) key toggles between a character's Portrait and Inventory 
Display in the Status Display.

The  key cancels selections and causes the crosshairs to disappear.

Readied Items

On the left side of the Inventory Display is a figure showing all equipment the 
selected character has readied for immediate use, either held in the hands or 
worn on the body. (Find clothes on board the space bullet as soon as possible 
walking around Mars without any clothes is dangerous!)

If you are holding something that requires both hands, the object will appear in 
one hand and an "X" will appear in the other you will not be allowed to put 
anything in that hand.

To ready or unready an item, click on it with the left mouse button.

Carried Items

On the right side of the Inventory Display are all non-readied items carried by 
the character.

To look inside a container in your inventory, such as a bag, click on it. Click 
on it again to return to the main Inventory Display.

To ready a carried item, click on it with the left mouse button. 

Encumbrance

Below the readied item figure and the inventory are two measures of encumbrance:

E shows the weight of items you currently have equipped compared to the maximum 
weight your character is allowed to have equipped.

I shows the total weight of your entire inventory compared to the maximum weight 
you could possibly carry. When you view a container in your inventory, only the 
weight of the items in that container is shown.

Status DispIay Buttons

At the lower left of the Status Display are several buttons. As many as five 
buttons may be displayed at one time, depending upon the circumstances. (If you 
are viewing the last character, there is no Show Next Character button, just as 
there is no Show Previous Character option if you're viewing your Avatar.)

From left to right, the functions of these buttons are:

Show Previous Character
Return to Party Display
Switch between Portrait and Inventory Displays
Show Next Character
Change Combat Mode (for that character)

The functions of these buttons are self-explanatory, with one exception  -- 
Change Combat Mode. You must determine how each character in your party will 
respond when battle is joined. There are four combat modes:

Attack. In this mode, a character closes with and attacks the nearest enemy.

Command. This allows you to control that character's actions each turn, just as 
you control what your own character does.

Range. This tells the character to stay at a safe distance and attack with 
ranged weapons.

Flee. A character in flee mode avoids combat as much as possible.

A character's current combat mode is displayed in the bottom right-hand corner 
of the Status Display. To change modes, click the Change Combat Mode button to 
toggle through the various modes until the one you want is displayed. You can 
change a character's combat mode at any time, even in the middle of a battle.

THE MAP

The largest region, on the upper left side of the screen, is the Map. This shows 
the world through which you are moving, with the view centered on you (or 
another member of your party if you are in his solo mode). Above the Map, the 
current position of the sun is shown.

Mouse

To move your characters with the mouse, position the pointer over the Map until 
it changes to a white pointing hand, point it in the direction you wish to move, 
and click the left button. Press and hold the left mouse button to move 
continuously, controlling your direction by steering the white hand.

Some actions require you to select a location on the Map. (You may have to say 
where you want to drop an item, for example.) To select a location, click on it 
with the left mouse button.

To pass your turn (doing nothing), position the mouse pointer over your 
character and click the left mouse button

Keyboard

Move by pressing an arrow key, or one of the eight keys around the "5" on the 
numeric keypad.

If asked to select where on the Map you want to perform an action, use these 
keys to move a set of crosshairs on the screen to the desired location and press 
 to initiate the action.

To pass, press the spacebar. 

THE COMMAND LEVERS

Below the map are eight command levers. With the mouse, move the pointer to the 
command lever you want to use and click the left mouse buffon. The lever will 
flip to the "on," or down, position to show that the command has been activated. 
Then select the object or person you want to use the command on. To enter a 
command from the keyboard, simply press the first letter of its name.

For frequently used commands, such as Get, Look, Attack or Use, you can click 
the right mouse button to lock a lever in the "on" position. Click the right 
button on a command and the lever will remain down until you click on a 
different command with the right button. Click the right button on any person or 
object (on the map or in your inventory) and the locked command will be executed 
on that object. You can change the locked command at any time.

Attack (A)

Attack is used to fight monsters, animals or people, or to attempt to destroy 
objects. After choosing the Attack command, choose a target on the map that is 
within the range of the weapon you have ready.

The active character can attack at any time, but the other party members only 
assist in combat when you press B to Begin Combat.

Talk (T)

Talk lets you converse with the people you encounter in the game. You can also 
speak with the members of your party, including Dr. Spector and Nellie Bly, who 
begin as party members. In fact, be sure to ask Nellie for regular updates from 
her notebook -- she keeps track of your major accomplishments and goals dunng 
the game.

After selecting Talk, select the character on the map you wish to speak with. 
The speaking character's portrait appears in the Status Display while he or she 
is speaking, and the conversation is displayed in the map window.

You talk by typing single words on the keyboard and pressing . Only the 
first four letters of a word need to be typed. For example, the word "dreams" 
can be shortened to DREA.

Most people will respond to the words NAME, JOB, and BYE. (BYE ends a 
conversation, but you can accomplish the same thing by pressing  without 
typing anything.) Some people also respond to the word JOIN, allowing you to add 
members to your party. (You can have no more than five people in your party.)

If you or your party members are hurt during play, return to the space bullet 
and Talk with Dr. Blood. He will do his best to restore the injured character(s) 
to health.

During the course of conversation, most people give you an idea of what they're 
interested in talking about when you begin the game, subjects they want to talk 
about are highlighted in red. This help function can be turned off, by pressing 
-H. However, with this help turned off, you'll have to figure out for 
yourself the key words in conversations. Be aware that even when help is on, 
some people also respond to unhighlighted subjects.

Look (L)

Look allows you to identify anyone or anything at the location you select on the 
map or in your inventory. When you use the Look command on an object you are 
adjacent to, you will also search it. This reveals the contents of packs, bags, 
crates and so forth. It also allows you to find hidden items.

Get (G)

Get lets you pick up an object on the map. If the object isn't too heavy to 
carry, and you have room for it, it will be put into your inventory. Under 
ordinary circumstances, you must be standing next to an object to get it. 

Drop (D)

Drop can be used to lighten your load by getting rid of items you no longer want 
to carry. First, select the item in your inventory, then choose a spot on the 
map to place it.

Select the Drop command and then the object you wish to drop. Select a new 
location for the object and press enter.

Like the Move command, Drop sometimes prompts you to enter the number of items 
you want to move. Enter the appropriate number and press . You can press 
 alone to move all of them.

MOVE {M)

Move is used to push an item or to transfer it between characters in the party. 
Select the Move command and then the object you wish to move. Select a new 
location for the object and press .

Some items (such as cans of oil, bullets and torches) are represented by a 
single picture in your inventory regardless of how many you are carrying. (A 
number below the picture shows how many you have.) When you move these items, 
you are prompted to type the number you want to move. Type the number and press 
. You can press  alone to move all of them.

If you select an item on the map, you can sometimes push it to a position 
adjacent to where it began. Living things might not let you move them.

This command can be used to move things in and out of containers or from one 
character to another. For example, if you wish to give something in your 
inventory to somebody else, select Move, then the object you want to give, and 
then the character receiving it.

Certain heavy, wheeled objects can be moved simply by bumping into them. If they 
become wedged into a particular location, use the Move command to pull the 
ob~ect, then back out into the open.

Use (U)

In Martian Dreams, most objects have some function. Use lets you operate those 
objects. Among other things, it lets you open and close doors, use a tent to 
rest, light or extinguish torches, and play musical instruments.

To use an object that requires a target, select the target when the word "On" 
appears in the message window.

For example, early in the game you must use a prybar on a hatch. To do this, 
click on the Use lever and then on the prybar (which can be readied or carried). 
When the "On" prompt appears in the message window, click on the hatch. Do this 
and Nikola Tesla will ask you a question to determine whether you are ready to 
venture forth. Answer his question, use the prybar again, and the hatch will pop 
right off its hinges.

To play a musical instrument, Use it and press the numbers O through 9 to sound 
individual notes. Press  when finished.

One weapon, the Belgian combine, can be Used as a shotgun, a rifle, or a 
combination of the two. To set the combine to one of these, Use it and enter S 
for shotgun, R for rifle, or C for a combination.

Two Martian weapons -- the heat ray and the freeze ray -- can also be used in a 
variety of ways. For a single, narrow ray, Use these weapons and select the 
rifle (R) setting; for a wide beam, select the shotgun (s) setting; for a 
simultaneous ray and beam attack, select the combination (C) setting.

Be sure to acquire a sextant early in your adventure -- Use it and it will 
provide you with the latitude and longitude of your current location. This will 
allow you to return to the spot at a later date. In some cases, characters will 
tell you to go someplace and give you coordinates the sextant can help you find 
those places.

Begin/Break Off Combat (B)

This switches back and forth between party mode and combat mode. In party mode, 
the members of your party automatically follow you around. In combat mode, each 
character behaves according to the combat mode you have selected for them on 
their Inventory Display. 

OTHER KEYBOARD COMMANDS

In addition to the mouse/keyboard commands already described, several keyboard-
only commands will come in handy during play.

1,2,3,4,5

Each of these number keys activates solo mode for its corresponding party 
member. In solo mode, the party member selected can move around and perform 
actions while the rest of the party waits inactively. You cannot engage in 
conversation while in solo mode. Characters in solo mode shouldn't stray too far 
from the other party members.

O (Zero)

This key returns you to party mode from solo mode. The previously inactive 
characters rejoin the character that was in solo mode.

-S

-S saves your current game position. Save frequently during play and 
always save before trying anything especially risky.

-R

-R restores your last saved game. Anything you've done, good or bad, since 
the last time you saved will be gone. The game is returned to the exact position 
you last saved.

-Q

-Q ends your current play session and returns you to DOS. The game is not 
saved when you select this option.

-A

-A toggles the music on and off.

-Z

-Z toggles the sound effects on and off.

F1-F5

Each of these function keys activates the Status/Inventory Display for its 
corresponding party member.

ESCAPE

 aborts most game functions. Press  if you select a command or 
press a key by mistake.

CONTENTS

Beginning Play           1
The Main Menu            1
Run Introduction         1
Create Character         1
Continue Game            1
About Martian Dreams     1
Using The Mouse          2
Screen Layout            2
The Message Display      3
The Status Display       3
STR (Strength)           3
DEX (Dexterity)          3
INT (Intelligence)       3
HP (Health Points)       3
HM (Health Max~mum)      3
Lev (Level)              3
XP (Experience Points)   3
The Inventory Display    4
Keyboard                 4
Readied Items            4
Carried Items            4
Encumbrance              5
Status Display Buttons   5
Attack                   5
Command                  5
Range                    5
Flee                     5
The Map                  5
Mouse                    5
Keyboard                 5
The Command Levers       6
Attack                   6
Talk                     6
Look                     6
Get                      6
Drop                     7
Move                     7
Use                      7
Begin/Break Off Combat   7
Other Keyboard Commands  8
------------------------------------------
Martian Dreams Copy Protection Questions


The Martian year is how many Earth days long?  687

What gas keeps the Martian airsquid aloft?  hydrogen

Which creature fills the Martian ecological niche of Earth's wolves?  hedgehog

Which plantimal uses crude weapons?  proto-martian

What type of Martian tends a birthing plot?  Cultivator

What type of lens topped the towers discovered by Peary?  ruby, red

Buffalo Bill killed how many buffalo?  4000

Marie Curie discovered the radioactive properties of radium and what other 
substance?  polonium

Percival Lowell built his observatory in which state?  Arizona