Abandonware DOS title

Heavy Barrel manual

Heavy Barrel

INSTRUCTION MANUAL

PRECAUTIONS

1) Always turn the power off before inserting or removing the Game 
Pak from your Nintendo Entertainment System.
2) This is a high precision game. It should not be stored in places 
that are very hot or cold. Never hit it or drop it. Do not take it 
apart.
3) Avoid touching the connectors; do not get them wet or dirty. This 
may damage the game.
4) Do not clean with Benzene. paint thinner, alcohol or other such 
solvents.

Please read this instruction booklet to ensure proper handling of 
your new game and then save the booklet for future reference.  


MISSION OBJECTIVE

The Impossible - and unthinkable - has happened. Terrorists have 
seized the underground control complex of a nuclear missile site. It 
is up to you to infiltrate the installation and eliminate the leader 
of the terrorist army before they can launch the missiles.

You won't find the job an easy one. The formitable defense of the 
subterranean fortress - powerful tanks, treacherous waterways, narrow 
bridges - are now in the hands of terrorists. And if that isn't bad 
enough, the only weapon that gives you a chance against the 
terrorists - Heavy Barrel - is inside the installation itself.

You have one bit of luck on your side - the terrorists don't know 
that Heavy Barrel exists. Just before the fortress fell, a clever 
technician took the gun apart, locked the pieces in six different 
storage lockers, and scattered the keys throughout the fortress. Once 
you have battled your way inside, you have to find the keys and 
reassemble the gun. Brute force alone won't defeat the terrorists. 
It'll take strategy and resourcefulness. This isn't a job for just 
anyone. That's why you are here.

CONTROLLER PARTS AND OPERATING INSTRUCTIONS

During the game, your controller buttons will perform the following 
functions.

Control Pad

       Move Forward
             ^
             |
Move Left < =O= > Move Right
             |
             v
       Move Backward


During the game, your controller buttons perform the following 
functions.

A Button: Fire the machine gun, laser gun, pellet gun, or flame 
thrower.

B: Throw a grenade, use a smoke bomb or the mace.

START Button: Pauses the game. To resume, press START again.


GETTING STARTED

To start Heavy Barrel:

1) Make sure that your Nintendo Entertainment System is off, then put 
the Heavy Barrel Game Pak in the system.

2) Press the POWER button on the front of the system to display the 
title screen.

3) If you're playing alone, make sure the controller is plugged into 
socket 1, then press the START button on the controller.

If you're playing with someone else, press the select button on 
controller 1 to choose 2 PLAYER, then press the START button on 
controller 1.

The game begins.

THE GAME SCREEN

[empty screen deleted]
------------------------------------------------------------------
| 1 P x 0                600      B39         A()()     [][][][][]   |
------------------------------------------------------------------
     /		  |	  \	     \              \
 LIVES LEFT   POINTS  GRENDADES BULLETS HEAVY BARREL


OBJECTS

Keys. You need to pick up keys so that you can open the lockers where 
the parts of Heavy Barrel are hidden. Red terrorists carry the keys. 
You can only have four jeys at one time.

Locker. Lockers contain the pieces of Heavy Barrel, weapons, and 
ammunition. If you have a key, you can open a locker and pick up its 
contents.

WEAPONS

Firearms

You can only carry one type of firearm (machine gun, laser gun, 
pellet gun, or flame thrower) at a time - unless you're carrying 
Heavy Barrel. If that's the case, you keep in reserve the weapon you 
were carrying when you finished assembling Heavy Barrel, and you go 
back to that weapon when Heavy Barrel's time is up. You can pick up 
ammunition for the reserve weapon while you're carrying Heavy 
Barrel. If you die, you lose whatever weapon you were carrying.

Machine Gun. Your basic weapon. Unlimited ammunition. If you run out 
of ammunition for any of the other fire arms, you automatically go 
back to using the machine gun.

Laser gun. Fires powerful blasts, one at a time. Limit: 90 blasts per 
weapon.

Pellet Gun. Fires a spray of five bullets simultaneously. Limit: 90 
sprays per weapon.

Flame Thrower. Shoots fireballs, one at a time. Limit: 90 fileballs 
per weapon.

Heavy Barrel. Super-pwerful blasts, one at a time. Limit: 99 seconds. 
(as soon as the time runs out, you can start reassembling another 
Heavy Barrel.)


HAND WEAPONS

You can carry onlyone type of hand weapon (grenade, smoke bomb, or 
mace) and keep another one in reserve at the same time. The weapon 
you picked up most recently is the one you will use first; as soon as 
you use up that weapon, you go back to the one in reserve. If you 
die, you lose whatever weapons you were carrying. 

Grenade. Basic hand weapon. Limit: 50.

Mace. Destroys anyone within reach as it swings in a full circle 
around you. Limit: 40 uses for each mace.

Super grenade. Twice as powerful as a standard grenade. Limit: 40 at 
a time.

Smoke Bomb. Slows down the terrorists' guns and cannons. Limit: 40 at 
a time.

Other Weapons

Star Shield. Star Shields circle you at a distance, destroying any 
terrorists they come in contact with. After a time, the stars lose 
their energy and disappear.

HAZARDS

In additon to the terrorists and their armaments, you need to watch 
out for other hazards:

Vermin. Poisonous insects. Death is instantaneous if one touches you.


SCORING

Terrorist ____________________________ 100
Machine Gunner _______________________ 200
Terrorist with Jet Pack ______________ 200
Fixed Gun Turret _____________________ 500
Fortified Gun Bunker _________________ 500
Mobile Gun Turret ____________________ 500
Coal Car _____________________________ 600
Tank _______________________________ 1,000
Helicopter _________________________ 2,000
T-99 Super Tank __________________ 159,400
Manipulator Arm ___________________ 10,000
Armored Anti-Personnel Vehicle_____ 10,000
Grinder __________________________ 100,000


BRIEFING

The Missile Control Complex is made up of six defense perimeters and 
the Launch Authority Security Area. Each defense perimeter is 
separated from the next by massive doors of steel-reinforced concrete 
that are several feet thick. The terrorists have sealed the doors, 
and the only way for you to get from one perimeter to the next is by 
blasting a hole through the door. (Some weapons are less powerful 
than other; when using a less powerful weapon, it will take more 
ammunition to pierce the door.)

There are guns and ammunition scattered throughout the complex. Pick 
them up as you need them.

PERIMETER ONE: Surface Defenses

You'll be carrying only a machine gun and 50 grenades with you when 
you land. The floaters that appear are harmless. You can use them for 
target practice.

Your prime objective - in addition to staying alive - is to find the 
six disassembled parts of Heavy Barrel. The red terrorists have the 
keys that open the lockers located throughout the complex. The only 
way to get a key from a terrorist is to destroy him. He'll drop it, 
then you can pick it up. You can carry only four keys at a time, so 
if you're in a spot where you can either pick up a key or open a 
locker, open the locker first, then pick up the key.

Any key opens any locker, but there are more lockers than keys, so 
use the you find wisely. Not all lockers contain parts of Hevay 
Barrel. Some contain weapons or ammunition.

Assemble Heavy Barrel as soon as you can. You can use it for only 99 
seconds, but you can start assembling another one as soon as time 
runs out.

The first terrorists you meet will be on foot. Don't let that fool 
you. Their coherts are well hidden and heavily armed. You'll also 
face tanks, fortified gun emplacements, attack helicoptors, and 
terrorists flying above you wearing jet packs. Keep you head up.

PERIMETER TWO: Weapons Assembly Area

The second perimeter won't be any fun and games. The worst part is 
that you have to take a couple of elevator rides to get to the other 
end. Elevators are bad news because you are a sitting duck - you can 
move only as fast as the elevator does, and there's no place to hide. 
You can be sure that th eterrorists have stationed themselves 
anywhere and everywhere they can to get a shot at you.

If you make it to the end of the second elevator ride, you'll find 
another obstacle separating you from the blast door - a set of 
hazardous manipulator arms. A blow from either of the arms is enough 
to instantly crush you.

PERIMETER THREE: The Quarry

When you reach the quarry, you'll find a maze of railroad tracks 
patrolled by the terrorists in coal cars. You'll have to dodge not 
only the hail of bullets, but the cars themselves.

Gaurding the door at the far end of the quarry is a deadly armored 
anti-personnel vehicle.

PERIMETER FOUR: The Maze

The fourth defense perimeter is a maze of stairways. You'll have to 
zig-zag your way through the terrorists like a quarterback in the 
Super Bowl. The major obstacle you'll face is the Grinder - you'll 
recognize it when you see it.

PERIMETER FIVE: The Reactor Area

Perimeter Five is one of the most treacherous. It contains cooling 
taks for the spent fuel rods from the nuclear reactor that powers the 
entire complex.

You'll take an elevator down to a level below the surface. There 
you'll have to make your way along narrow walkways that separate the 
cooling tanks. Wach out for the T-99 and the Grinder waiting for you 
at the far end of the perimeter.

PERIMETER SIX: The Abyss

The Abyss, the final defense perimeter, leads down to the deepest 
point in the complex - the Lauch Authority Security Area.

You'll first have to make your way past a series of the terrorists' 
fortified positions. Snipers have climbed to the top of barriers, 
ledges, and machinery posts - anywhere they can get a shot at you 
from above. You won't find them easy to deal with.

The elevator ride you take to get down to the command bunker will 
seem like - and may well be - the longest ride of your life. Once you 
reach the security area level, you'll have to battle your way past 
attack helicoptors, fortified gun positions, and an onslaught of 
terrorist commandos to reach the blast door that seals off the 
command bunker.

LAUNCH AUTHORITY SECURITY AREA

The siz defense perimeters that surround the Lauch Authority Security 
Area were designed to stop anything short of a full-scale invasion. 
The Launch Authority Security Area was designed to stop even that. 
You can be sure that you'll never retake the Security Area from the 
terrorists without Heavy barrel.