Introduction
~~~~~~~~~~~~
Welcome to "Double Agent", a highly addictive mixture of espionage, hi-jinx
and cartoon capers.  If you want to flatten your friends with a bowling
ball, blast them with a shotgun, or just laugh at their pathetic efforts,
then you've got the right game.

Storyline
~~~~~~~~~
After successfully negotiating 49 campaigns, you now have only one more to
complete before an early retirement.  Well you should be overjoyed, except
there's a problem.  Your final mission is such a mammoth task that even a
certain famous spy out of the movies would cringe at the thought of it!  Not
to worry though, because thankfully those boffins down at the lab have
created a vast array of sneaky devices and gadgets to help you. These items
will give you the edge over any rival agents you encounter.

Installation/Loading
~~~~~~~~~~~~~~~~~~~~

Windows 95
~~~~~~~ ~~
Insert the CD into your CD-ROM drive.  Double click the 'My Computer' icon.
Double click on the Double Agent icon.  You will now be presented with an
installation screen.

Choose your hard drive letter and the destination directory where you want
the files to install to.  Click 'INSTALL' to continue.

6 Meg of Hard drive space is required for game installation.  Once the files
have been copied, choose your sound card settings.  Refer to your sound card
manual for these.  If you do not know your card settings, factory default
values tend to be as follows:

                Address         IRQ             DMA
                220             5 or 7          1 or 3

You can also find your settings in 'system' which is found in your Win'95
control panel.  Click on Device Manager, then sound.  Identify your sound
driver and select it by double clicking, then click on its resources tab.
Once sound is setup, click on the language you wish to play the game in,
followed by O.K.  From now on, click 'play' to play the game.

Dos
~~~
To install the game from your Dos prompt type:

		INSTALL <drive:> \<path>

E.G.		INSTALL C:\AGENT

-No sub-directories please!!!

6 Meg of game files will be copied to your hard drive.  If the sound blaster
environment variable is set by your machine, soundcard detection is
automatic.  If this is not the case, you can change sound card values by
moving the cursor to the relevant value and pressing space to move through
the possible values.  Factory default values for sound cards are usually:

                Address         IRQ             DMA
                220             5 or 7          1 or 3

Refer to your soundcard manual if necessary.

To play Double Agent log (go to) your CD Rom drive, then type DOSGO.

Playing the Game
~~~~~~~ ~~~ ~~~~
For a quick start, follow these steps:

1)  From the Main Menu, select the PLAY DOUBLE AGENT option.

2)  The next menu you'll see is the Game Menu.  Here you can PRACTICE A
    MISSION or START GAME.  However, as we are only starting, it is best to
    choose START GAME to make things as easy as possible.

3)  Your next step is to choose an agent.  On the following screen you will
    see 4 different agents.  Use the cursor keys to move the spotlight onto
    the agent that you want to control.  Then press the SPACE BAR.

4)  The next screen shows your mission objective.  This displays all the
    details and info of what is required to complete your mission.

5)  Okay, we're finally ready to play!  You'll find yourself at the start of
    the mission, controlling your chosen agent.

Removing Installation
~~~~~~~~ ~~~~~~~~~~~~
Run the 'UNINST' file on the CD to remove installation information from your
hard drive.  This is used if your installation fails to run correctly.
Failure in nearly all cases will be caused by incorrect sound card values
being passed to the game.

Joystick Calibration
~~~~~~~~ ~~~~~~~~~~~
You only need to do this once, but you can change it at any time by choosing
'change controls', then recalibrate joystick.

Troubleshooting
~~~~~~~~~~~~~~~
Some users may have problems caused by insufficient EMS memory, (Extended
RAM).  Make sure that your memory manager is configured correctly, especially
if your system has 8 Mb of ram.

To find out how much expanded memory is available to your system, type MEM
then look for the line near the bottom of the info showing 'Free Expanded
(EMS)'.  The value should be at least 6 megabytes (6,144,000 bytes).  If
there is a big difference between the amount of  FREE EMS and TOTAL EMS,
leaving you with less than the required 6 Mb to run the game, you will
probably have some sort of driver loaded which must be disabled before
running "Double Agent".  In most cases, if you are a user of Windows 3.x, it
will be a utility called SMARTDRIVE.  To reclaim the memory that Smartdrive
uses, (usually around 2 Mb), simply edit your config.sys file line that
contains the Smartdrive program, and type REM at the beginning of the line
followed by a space, then re-save the file.

For example, if you are using Microsoft DOS 5.0 or higher, then you should
have a line in your CONFIG.SYS which looks like this:

	(DEVICE = C:\dos\emm386.exe ram) 

The important part is the "ram" at the end of the line, which allows your
machine full memory allocation.  If you use Quarterdeck's memory manager
(QEMM) then your CONFIG.SYS should contain a similar line to this:

	(DEVICE = C:\qemm\qemm386.sys ram r = 1) 

Again, the ram section of the line is of importance.

The game also requires 510k of 'BASE' memory (522,240 bytes).  You can find
out how much 'BASE' memory you have, by typing 'MEM'.  Refer to your manual,
on how to increase the amount you have.

Main Menu
~~~~ ~~~~
The name says it all!  This is the first menu that you'll see when starting
"Double Agent", and you'll be   coming back to it quite often.  Use the
CURSOR KEYS to move between options, and the SPACE BAR to select an option.
No other controls,  (e.g. joystick), will work here.  Your options are:

PLAY DOUBLE AGENT
~~~~ ~~~~~~ ~~~~~
This is the main option.  By selecting it, you'll advance to the Game Menu
where you will be able to choose one of the following.

 *   Practice a Mission:  This enables you to begin any of the numerous
     missions available and play it through once - no points are awarded.

 *   Load Saved Game:  Allows you to return to your mission after coffee and
     biscuits.

 *   Start Game  

 *   Return to Main Menu

GRAPHIC DETAIL
In this menu, you can alter many of the graphic settings, such as
"parallax", "picture in picture mode", etc.  By turning some of the options
OFF, you will increase the game speed on slower machines.

SOUND
Want your music loud and proud?  Then this is the option for you.  In this
menu you will see 2 bars representing the various volume levels.  Use the UP
and DOWN KEYS to move through the sound options - SFX and CD - then use the
LEFT and RIGHT KEYS to alter their volume levels.  The further the red
markers are to the bar's right, the higher the volume is set.

CHANGE CONTROLS
Select this to alter the control configurations.  On the screen you will see
'Redefine Keyboard' and 'Calibrate Joystick', simply select which method of
control you'd like to change and follow the on screen instructions.  There
is also an option to show which control method player 1 is using.

LANGUAGE
Whichever language suits you best, you can select it here.

CREDITS
This option is self-explanatory, select it and you will be greeted with a
rendered animation listing all the people who worked on "Double Agent".

EXIT GAME
Choose this option if you want to quit the game.

Display
~~~~~~~
This picture shows the typical display when playing "Double Agent".  The
screen is divided into two equal halves.  The information panels occupy the
upper-left, (for player 1), and the lower-right of the screen, (for player
2 / CPU), allowing access to the following options that are especially
useful when playing a mission.

ENERGY INDICATOR:  After being shot or setting off a trap without using the
correct countermeasure, your energy drops.  If you run out of energy, you
will lose all the objects that you have collected and they will be dropped
in the room where you died.  If you are knocked out during a fight with
another spy you will be regenerated at your starting position.

MINI-SCREEN:  This displays the trap currently activated and ready for use.

Other on screen Information
~~~~~ ~~ ~~~~~~ ~~~~~~~~~~~
EXIT OPEN:  Once an agent has met all the requirements of the mission
objective(s), a flashing icon will appear on screen.  Head for the door with
the "exit" sign above it.  (Only the agent with all the requirements will be
able to pass through the door and complete the section).

TIMER:  On timed missions, a small timer will appear on screen.  This will
count down to zero.  When this happens, you must be first out of the exit
door to pick up the section bonus.
N.B. You will only be able to restart the mission if you have sufficient
continues available.

DEFENCE ICON:  This causes your spy to flash, when a trap countermeasure is
activated.
SPY IN THE SKY SECURITY CAMERA: From the Graphic Detail menu you can alter
the 2 settings of this option.
Death : The picture in picture display will only appear on screen when an
enemy agent triggers off a trap.
Off : Picture in picture display will not be activated during the mission.
(Use this option on slower machines.)

Controlling your Agent
~~~~~~~~~~~ ~~~~ ~~~~~
For basic control, only 6 keys are necessary.  For example, when using the
keyboard, you use the 4 cursor keys to guide your agent around the screen,
right shift to cycle through the In-Game Menu screens and return to activate
the Action Button. (Use the Action Button to select traps from the In-Game
Menu screen, open/close doors, set traps, search items, fire the shotgun and
hold it down whilst pressing a cursor key to run).

You are able to control your agent with the keyboard or joystick.  (In two
player mode, one person must use the keyboard, and the other the joystick.)

The default controls are:

    KEYBOARD                                            JOYSTICK

    UP         -       Walk Up                  -       UP
    DOWN       -       Walk Down                -       DOWN 
    LEFT       -       Walk Left                -       LEFT
    RIGHT      -       Walk Right               -       RIGHT
    RETURN     -       Action Button            -       BUTTON ONE
                     (Search, Fight, Trap, 
                       Open/Close door)

    By pressing the ACTION BUTTON whilst walking, your agent will run.

RIGHT SHIFT	-	Shows In-Game Spy Menu	-	BUTTON TWO
			cycles through the 
			5 parts of this menu

(You can reconfigure the default controls on the Main Menu screen.)

SPECIAL KEYS
~~~~~~~ ~~~~
Please DO NOT use the following keys for agent controls as they are already
assigned for special purposes:

F1  to pause the game
F2  to unpause the game
F5  to turn parallax off
F6  to turn parallax on
F7  saves the game
F10 exit to the Game Menu

The Meaty Bit
~~~ ~~~~~ ~~~
You are now ready for a more detailed look into the game.  Every mission has
4 agents competing, and all of them have one single thing on their mind...
WINNING!

Missions can take place in many different locations, each of them having
their own hidden traps and surprises.  You can practice any mission, or do
the real thing and play the whole campaign.

The main aim of "Double Agent" is to complete the mission objective before
the other agents.  To retire as the most illustrious Super Spy, you will
have to complete all 20 missions with the highest score possible.

Searching
~~~~~~~~~
Searching objects is a vital part of being a "Double Agent".  You will have
to do this many times throughout the game to find the hidden items.  Any
object, (e.g. desks, bunkbeds etc.), that highlights upon contact can be
searched.  To do so, simply face the object and press the action button.  If
you find anything, a small icon will appear on screen.  You may, however,
trigger a booby trap which, let's face it, is going to hurt.

Setting Traps
~~~~~~~ ~~~~~
There are two different types of traps,  Item traps that are "set" in items
of furniture, and Special traps that you can use as you run around.

ITEM TRAPS:  
Setting a trap "in" furniture is very similar to "searching", except this
time, when the piece of furniture is highlighted, press the key / button
that you have chosen to activate the In-Game Menu.  Use your DIRECTION KEYS
to highlight the trap that you require, then press the ACTION BUTTON to set
the trap.

SPECIALS:
*   The Lightweight Death Safe is set in the same way as the Item traps,
    except you do not have to highlight furniture as it can be placed
    anywhere.

*   The Shooter Acushells, (the shotgun), is selected using the standard
    process described above.  However, once chosen, pressing the ACTION KEY
    will fire off a round.  This means that you cannot "run" while this trap
    is selected.  To deselect, just pick another trap in the usual manner.

If it all sounds rather complicated, don't worry, you'll soon pick it up!

Using the map
~~~~~ ~~~ ~~~
To activate the map, press the In-Game Menu selection button, or joystick
button 2 until the map screen appears.  The map will have a small icon of
your agent showing where you are in the level.  When your agent starts a
mission the whole of the map will be darkened.  Rooms become highlighted and
show the possible exits, when you have explored them.

As you run around each level you may come across a map pickup.  If you see
one collect it as soon as possible because this will allow you to see where
all the other agents are when you use your map.

Fighting 
~~~~~~~~
No Queensberry rules here.  Smack, slap, kick and punch the enemy spies into
the ground.

The fighting mode is activated by bringing two spies close together, face to
face.  This changes the function of the keys for the duration of the fight.

Action Button = Hook
	- Take some teeth out with this punch.
Action Button + Up = Uppercut
	- Square on the jaw.  
Action Button + Down = Kick
	- A bone-splintering smack with a hob-nailed boot.

A powermeter will appear above the two agents involved denoting how much
fighting power each has.  They will be depleted with each successful hit
against them.  When the meter reaches zero, the spy in question will
collapse, and any mission object's their victorious opponent requires, will
be taken from them.  The defeated spy will then be returned to his starting
point ready to return to action, but with a little less energy than before.
Fighting power can be partially replenished by collecting the 'Fist' pickups.
It will, however, be fully replenished after an agent loses a fight.

Pickups
~~~~~~~
Apart from picking up fresh supplies of various traps with which you can
cause havoc, there are occasional energy booster packs, consisting of
sandwiches and cake, to revive the flagging spy.  A really lucky spy may
even pick up a fresh 'Countermeasure' along the way, but there aren't too
many of those as we don't want to make it too easy!!

Also, hidden inside the furniture are the 'mission objects' which you will
need to complete each part of the game.  These range from documents and
photographs, to test tubes of radioactive waste.  Each has a little icon
which will appear briefly on screen when you collect it.

Exits
~~~~~
In some missions, you may need to give 'mission objects' to a Contact
located somewhere in the level, or to use a combination to open a safe so
that you can retrieve objects from within.  You do this by "searching" the
Contact, or safe, but this only works if you have the relevant objects.

Once you, or one of the other three agents have completed the mission
objective(s), a flashing Exit icon will appear in the corners of each
player's screen.  If you have succeeded in the mission task, then you should
go to the exit door to finish that level.  If one of the other players has
achieved the objective, then you do not have long to intercept them before
they escape and you lose.

Agent Files
~~~~~ ~~~~~ 
HUGO LE VERT
This guy is the original spy.  A former actor, he starred in numerous
classic European films, all of which were box office failures.  Renowned for
his indistinguishable accent, (he could play any character as long as they
were French), he left the film world some time ago before drifting into
espionage work.  The trenchcoat is his trademark, designed to help him blend
into the background at a moments notice - as long as it's green obviously!
His preferred weapon is a bottle of Chablis, but they're not allowed so
he'll have to make do with the same as everyone else.
 
BE BOP BILLY
Billy is the finest impersonator of that famous bloke in the secret
services today.  A master of disguise, as long as the disguise involves
flared white suits and cheeseburgers!  He has worked for the Government for
a number of years, and can be relied upon in a tight situation to play a
haunting guitar ballad.  He's trained in numerous martial arts, and his
famous lip curl can kill.
 
SVETLANA
Top model and everyone's favourite secret agent, this athletic Russian
beauty is a formidable opponent.  Its hard to believe that she was terribly
injured in a freak accident on the Moscow catwalks nearly five years ago.
This left her with a permanent 1970's hairstyle and an overwhelming desire
to wear pink nylon tops.  Luckily that's quite hip in fashionable St.
Petersburg these days, so she gets by just fine.  She likes to be seen at
Fossils, the grooviest discotheque in Red Square.
 
TOKYO JOE
A mysterious figure from the East, Joe works for a secret Oriental spy
outfit and goes under a number of aliases, his favourite being Bruce. Rumour
has it that he was granted eternal life by an ancient Eastern mystic and is
in fact, over a thousand years old, but this has not been possible to prove.
In his early days as a spy, Joe used extensive meditation techniques and
tantric dances, but this led to him regularly being caught within minutes
so he abandoned that method in favour of shotguns and traps.  At least his
headband's cool!

Locations
~~~~~~~~~
There are three different areas to explore, each with their own unique style.
Here is a brief description of each area:

THE OFFICE BLOCKS
Set in many of the most top secret embassies of the world, and corporate
skyscrapers,  here you'll find desks, photocopiers and various other office
furniture.  Beware though, and watch what you search, there are plenty of
booby traps and each one is guaranteed to hurt.

THE SHIP SCENES
Travel the world's oceans on board some of the most luxurious cruise liners,
or failing that join our agents on some of the dirtiest old ships imaginable.
Enjoy the fresh sea air, but watch out for the trap set tables and bunkbed
blunders.
 
THE ASYLUMS AND DECREPIT MANSIONS
A vast proportion of our former agents reside here, after being removed from
active duty due to failing faculties.  This makes these places a hotbed of
slow life and intrigue, an ideal spot for a bit of cloak and dagger.

Look out for hidden secret rooms in all three areas!!
	
Traps
~~~~~
Shooter Acushells
The weapon of a true gent, or lady of course.  A firm favourite with the
more unscrupulous agents in the field, this little beauty can do some real
damage.  Ideal for finishing opponents off without them knowing what
happened, it has the advantage of not having to be dumped into a piece of
furniture.  It's recommend that you keep your distance and shoot opponents
before they get a chance to shoot you.

Bowlertron
18lbs of solid, head-crushing matter packed into a shiny red shell.
Originally developed for recreational use, this model is a cunning
adaptation using a compact but powerful spring to propel itself at high
speeds towards the upper body of an unsuspecting victim.  An interesting
technical note here is that this trap seemingly shrinks in size to fit into
small items of furniture.  This is in fact, an amazing scientific
breakthrough by our boffins and cannot be printed here for security reasons.

Electrocutamatique
A tiny black box packing an amazing 25000 volts of electricity, the
Electrocutamatique will give enemy agents a real bad hair day!  Through its
special design, a fine mist of salt water is sprayed into the surrounding
air moments before the static discharge to provide maximum conductivity.
Who needs microwave ovens when you've got this gem.

Firex Flashbomb
Turn the heat up on your opponents with this Flashbomb from the Firex
Corporation.  Upon triggering the device through the mercury tilt switches,
tiny globules of a special resin are fired from this superbly designed item,
which then ignite upon contact with the air.  Once alight, this will reduce
virtually anything it comes into contact with to ashes, while leaving the
surroundings untouched.  Very handy if you're expecting guests later that
evening.

Boom Boom Bomb
A return to a more simple form of trap here, the Boom Boom Bomb relies on
that old classic - Dynamite.  Two little tubes of the stuff attached to a
small detonator may be old fashioned these days, but if it ain't broke,
don't fix it.  Watch as your enemies vanish right before your eyes.

Biogrow Extract
The perils of genetic mutation captured in a new, easy to use formula.
Simply pour the small bottle of liquid onto any large pot plant, and then
run away.  Subsequent disturbance of the vegetation will turn it into a
vicious frenzy of teeth and leaves, just ready to dine on an unsuspecting
agent. This is one you won't find down at the garden centre.

Catchem Net Trap
A sturdy nylon and steel thread is the basis of this holding device, from
Catchem Ltd. of London, makers of quality espionage items since 1844.  The
large net is packed into a small tube which can be easily planted under
any item.  Subsequent movement will cause the propulsion mechanism to fire
the net outward towards the ceiling at great speed, capturing anyone
standing nearby and retaining them for a time.  The early, rather unpleasant
incidents with wayward projectile nets have now been eradicated.

Lightweight Death Safe
Since it's introduction into the field, the LDS has been hugely popular with
agents due to its ability to be deployed anywhere.  Ideal for covering your
tracks, it is inflated by its own compressed gas supply on command, before
floating upwards to the ceiling. A small radar device watches out for any
movement below, which triggers a chemical reaction inside the LDS.  The
resulting heavy air causes the device to plummet down at speed, reducing
anyone below to wafer-thin proportions, before the LDS self-destructs.  Our
field agents recommend its use just inside doorways for maximum
effectiveness.

Bubble Trubble
Soapy goings on with this one.  A huge bubble created with a patented
detergent solution is quickly inflated around the victim using a small
canister of compressed air.  This bubble is virtually impossible to break
and can detain an enemy agent for a considerable time.  It also cleans
carpets a treat!

Anti-Trap Defences
~~~~~~~~~ ~~~~~~~~
Flakman Hardvest
Tired of getting shot when you least expect it?  Now, thanks to the Hardvest
from Flakman Technologies, those problems are a thing of the past.  This
innovative life-saver will take anything a shotgun can throw at you - 
(bullets of some sort usually)  Made from synthetic stuff, it has the added
advantage of looking dead cool, and makes an ideal Christmas gift for the
spy about town.

Ball Defendermatic
Odd name for this one, but it does it's job much better than it sounds.
Fail to spot a Bowlertron device and it could be messy, but this great big
star of a countermeasure will come to your aid and disarm the trap with it's
unique trigger-jammer.  You don't need to know the details, just that it
works.  And it works well!

Electrofender
It's always embarrassing getting fried on the job, so the Electrofender is
just what any self-respecting spy needs for protection.  By providing an
earthing strip made from specially designed hyper-conductive material,
which can be worn under your clothing, any high-voltage power surges in the
area will pass harmlessly through to the ground.  However, due to the amount
of juice involved, this strip will burn out eventually, leaving the agent
vulnerable again.

Fireshield
Keeps you cool when the going gets too hot.  Using a unique electromagnetic
field, our Fireshield repels any burning materials away from the wearer.
Available in a choice of colours, although the orange one tends to clash
with everything!

Bomb Defuser
Ever heard the tick, tick, tick of a bomb just before it goes off?  With
this little gizmo you won't have to worry about that. The new Blakey Bomb
Defuser is just what you need to prevent impending destruction.  An army of
highly trained slugs are released into the suspect device, where they
smother the timer components in a corrosive slime, rendering it harmless.
Raised in laboratory conditions, where they are fed on a diet of Cheesy Puff
Dust, nuts and crisps, only the finest slugs are used in the Defuser to
ensure perfect results everytime.

XXX Plant Grog
Designed to combat the genetically altered monster plants that you may
encounter from time to time, the XXX Plant Grog comes to you from Sparklies
Inc. by special arrangement.  Combining a secret blend of herb's and spices
into a bubbling liquid, they have produced a powerful odour spray which will
return these mutants to their natural, harmless form.

Netsnips
Not a strict description of this device, but a snappy name for a snappy
product.  The Netsnips are a handy little tool for avoiding those annoying
projectile nets that can keep you hanging around all day.  A tiny burst of
high energy laser light vaporizes the net before it has a chance to even get
close to the intrepid agent using one of these devices.  Stylish and
affordable, the rechargeable pack should give years of use.

SafeGuard
Tired of getting crushed by heavy falling objects?  Then you need Safeguard,
the new product from BrooBo.  Designed to exacting specifications by top
scientists, the SafeGuard keeps today's spy that little bit safer.  Using
microwaves to burn through the Lightweight Death Safe before it can drop
from the heavens, this automatic device can give you real peace of mind.

Bubble Popper
You need never get stuck in one of those annoying bubbles again with this
little gadget.  Powerful magnets are activated when a soap solution is
detected nearby, disrupting the airflow around the agent, and preventing
the formation of the bubble.  You should never be without one!
