                                  User Guide to
                          THE FOURTH PROTOCOL: THE GAME

The Plot
--------
In a remote dacha at Usovo outside Moscow, the General Secretary of the Central
Committee of the Soviet Union and British traitor, Kim Philby, plot the most
audacious offensive of the Cold War - Plan Aurora.

The Aim
-------
To destabilise a vital nation of the Western Alliance, forcing the
disintegration of NATO and allowing a Soviet take-over of Western Europe.

The Method
----------
The Fourth Protocol is to be breached by smuggling a nuclear device into the
United Kingdom and exploding it just before the 1987 General Election. A KGB
disinformation programme will ensure that the nuclear disaster is blamed on an
American military installation in the UK.

The Result
----------
The election of a hard left government committed to withdrawal from NATO and the
establishment of a totalitarian state in the UK.

Your role
---------
You are John Preston, MI5 investigator. You must uncover and stop Plan Aurora.
But remember, time is short and the day of destruction looms.

The Fourth Protocol
-------------------
On 1 July 1968, the Nuclear Non-Proliferation Treaty was signed by the (then)
three nuclear powers - Britain, the USA and the USSR. Publicly, the Treaty
forbade any of the three nations to pass on nuclear weapon technology to a non-
signatory nation. In addition, there were four secret protocols to the Treaty.
The Fourth forbade any signatory country to introduce on to another's territory
a nuclear device in assembled or unassembled form by covert means for detonation
in, say, a rented house or flat in the heart of a city. In nearly twenty years
no nation has dared to break the Fourth Protocol - until now.

The Fourth Protocol: The Game
-----------------------------
There are three independent programs in this game - The NATO Documents, The Bomb
and The SAS Assault. Although each game load is separate, secret codes are given
to the player when programs one and two are successfully solved. These code
words allow entry to the next part of the overall game. So the programs must be
solved in order.

Game One: THE NATO DOCUMENTS
----------------------------
The first game load is called The NATO Documents. Even as you, John Preston,
take up your post as the new head of section CI(A), a burglary is taking place
at a flat somewhere in England. The burglar steals the famous Glen Diamonds,
but he also finds some secret NATO documents. He alerts the MoD Mandarins by
sending them the documents anonymously. The Paragon Committee decides that John
Preston's most important task is to find out who is leaking secrets, to whom
they are being leaked and why. However, you will not be able to devote your time
exclusively to this task, since many other events will be unfolding in the
intelligence community which will demand your attention.

The NATO Documents is an adventure/strategy game which uses a unique icon
driven control system. This makes the game very user-friendly, and suitable for
both beginners and old hands of sophisticated computer games. The heart of the
game is the Cencom display which allows access to memos, reports, situation
reports ('sitreps'), files, telephone calls, surveillance, assessment and
utilities. It also shows the date. Starting from the top left and going
clockwise, the icons are:

Cencom Filing System - holds player's files and some of its own!
Surveillance - for assigning/recalling watchers to and from a suspect
Utilities - saving games, loading previous ones etc.
Assessment - the player's progress in the game and prestige in MI5 is shown
 here
Calendar - will automatically turn as game progresses. The player can advance
 the date if desired
Memos
Reports
Sitreps - situation reports come in here from the watchers
Telephone - to receive incoming calls (it will ring), and to dial out

Memos/Reports/Sitreps are 'information-in' channels. When information showing on
the screen is accessed, the player is given the opportunity by using a sub-menu
to 'read' the latest information, 'delete' from the screen, or 'file' it to make
a permanent copy in the Cencom filing system. (The information will stay on the
screen until it is deleted. New items will stack underneath it.) The Cencom icon
takes the player back to the main Cencom menu.

The telephone will ring when someone is trying to contact you. If you do not
answer promptly by accessing the 'telephone-in' icon, your caller may ring off.
The telephone menu also has a 'hold call' icon which freezes the present call
allowing you to peruse some other part of Cencom without losing the message.
'Telephone-out' allows the player to make calls - but you have to know which
number you want! Somewhere in Cencom you will find your telephone number file.

Accessing files will allow you to 'read' a file in Cencom's memory (a file held
at Blenheim can be released to Cencom by ringing Blenheim, but only by giving
the correct code off the one time pads). You can 'catalogue' only your own
personal files or 'delete' any of them.

The 'surveillance' icon will allow you to allocate watchers to a specific target
and also to withdraw agents from a case.

The 'utility' icon gives access to an icon-driven menu which allows you to save
the game, load an old game, continue the present game, or pause the game.

The 'assessment' icon shows your prestige rating at MI5 and your progress in
solving the game. Your prestige will change with your fortunes and it has a
tangiblr effect on the resources MI5 is prepared to allocate you. Preston's
Progress tells you how much of the game you have solved.

Watchers are very important, since this is your main method for acquiring
information out in the field. Watchers are always targetted on a person, and a
surname is always used. For example, if you wanted to get field information on
yourself, you would target watchers on PRESTON.

Game Two: THE BOMB
------------------
In The Bomb you are directly on the trail of the nuclear device that has been
smuggled into the country. Finding this is now the most important development in
your career. But be careful! Plan Aurora involves tricky side issues. The Bomb
is again an icon-driven adventure, but this time Preston is mostly out of his
office.

The main screen displays seven icons. These are, reading anti-clockwise from the
top left:

1 Assessment
This is similar to Game One, except that now there is only one rating - how you
have progressed in your search for the nuke.

2 Manipulate
Sub-menu (i)   take an object
         (ii)  get rid of an object
         (iii) use an object in your possession
         (iv)  return to main menu

3 Communicate
Sub-menu (i)   talk to someone
         (ii)  use a telephone
         (iii) return to main menu

4 Move
Sub-menu (i)   compass directions (with further sub-menu)
         (ii)  miscellaneous (e.g. enter/leave, take a taxi, etc.)
         (iii) return to main menu

5 Wait
This is similar to the calendar in Game One and enables the player to move the
game along when he or she wants to remain passive (e.g. when waiting for a
train). Time passes in the game mainly in response to the player's input.

6 Look
Sub-menu (i)   look around
         (ii)  examine (either objects in a room or in your possession)
         (iii) inventory (list objeccts you are carrying)
         (iv)  return to main menu

7 Utilities
This operates exactly as the icon in Game One.

Movement of the 'hand' is as before. There are in addition two small text
windows on the screen giving details of the player's location. The main icon
menu remains consistent irrespective of your options. Options available to you
will be highlighted.

Game Three: THE SAS ASSAULT
---------------------------
You have now located the building where the bomb is hidden. Time is short. You
must arm the six SAS troops under your command and direct the assault,
eliminating the KGB agents in the building. If you are successful in this you
must defuse the bomb, making use of information uncovered in the previous two
games. You will receive more instructions on loading the tape. Above all,
remember that time ticks away!
