X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;ds=sidebyside;f=xml%2F01hh.xml;h=0d3e8ff4958c02807c518b726222b4a006faa704;hb=0f0906971c88dfa36a8a61cb7097ba4fcf69f72a;hp=179fa4851026fcc579181bfd01b949864c24b3d0;hpb=4233b1fd4a2abf4f825bfaa7a5812494a9a1f219;p=project-aon.git diff --git a/xml/01hh.xml b/xml/01hh.xml index 179fa48..0d3e8ff 100644 --- a/xml/01hh.xml +++ b/xml/01hh.xml @@ -15,6 +15,40 @@ $Id$ $Log$ +Revision 1.18 2007/05/01 19:04:01 Wibbleboy +o Further changes in response to suggestions in Wiki, plus changes regarding zero endurance. + +Revision 1.17 2007/04/30 17:54:31 Wibbleboy +o Made several changes in response to suggestions in Wiki. + +Revision 1.16 2006/10/27 14:22:32 Wibbleboy +o Added small illustrations for puzzles +o Corrected image heights to match updated images. +o Made changes in response to suggestions in Wiki. + +Revision 1.14 2006/09/12 08:48:28 Wibbleboy +o Made several changes in response to suggestions in Wiki. + +Revision 1.13 2006/09/06 09:01:32 Wibbleboy +o Fixed a few formatting errors +o Implemented series-wide consistency changes + +Revision 1.12 2006/09/05 14:29:29 Wibbleboy +o Fixed a few formatting errors +o Made a few changes in response to wiki entries. +o Removed obsolete errata comment text in header + +Revision 1.11 2006/08/08 15:31:14 Wibbleboy +o Fixed a few Errata entries +o Updated errata and footnote lists. +o Initial provisional placement of small illustrations + +Revision 1.10 2006/08/07 15:26:33 Wibbleboy +o Fixed a few minor non-errata typos. +o Added footnotes regarding ammo deductions +o Updated errata and footnote lists. +o Began adding small illustrations + Revision 1.9 2006/07/31 11:09:25 Wibbleboy o Fixed a few minor non-errata typos. o Added link to book 2 @@ -38,7 +72,7 @@ o Updated errata list, adding missed and new entries as required. Revision 1.5 2005/12/17 21:36:37 angantyr - Fixed some DTD compliance (tiny structural stuff) -- Updated herader, title and acknowledgement parts (incl. bios and links) +- Updated header, title and acknowledgement parts (incl. bios and links) - Added footnote positions (for well-formedness) Revision 1.4 2005/12/07 12:42:40 Wibbleboy @@ -66,31 +100,6 @@ Initial revision --> - - Highway Holocaust Joe Dever @@ -102,7 +111,7 @@ ERRATA 281-315 Project Aon 20051217 -

You are Cal Phoenix, the Freeway Warrior, champion and protector of Dallas Colony One. A murderous gang of H.A.V.O.C. clansmen, led by the psychotic Mad Dog Michigan, are bent on destroying your fragile colony as it crosses the wastelands of Texas on the first stage of a life-or-death exodus to the California coast. These bike-riding clansmen are a formidable enemy: armed, cunning, and extremely dangerous, capable of launching a lightning raid at any time, day or night. You will need all your wits about you if you are to defend your people and reach your destination intact!

+

You are Cal Phoenix, the Freeway Warrior, champion and protector of Dallas Colony One. A murderous gang of HAVOC clansmen, led by the psychotic Mad Dog Michigan, are bent on destroying your fragile colony as it crosses the wastelands of Texas on the first stage of a life-or-death exodus to the California coast. These bike-riding clansmen are a formidable enemy: armed, cunning, and extremely dangerous, capable of launching a lightning raid at any time, day or night. You will need all your wits about you if you are to defend your people and reach your destination intact!

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

@@ -159,17 +168,17 @@ ERRATA 281-315
Illustration Transcription
XML
-
Jonathan Blake
Iain Smith
+
Iain Smith
Jonathan Blake
Thomas Wolmer
Proofreading
Iain Smith (frontmatter)
Matthew Reynolds (sections 1&endash;105, 246&endash;280)
Simon Osborne (sections 106&endash;245, 281&endash;350)
Editing
-
Simon Osborne
+
Iain Smith
Jonathan Blake
Simon Osborne
Ingo Klöcker
Neil McGrory
Mark Baumann
Coordination
-
Jonathan Blake
+
Iain Smith
Special Thanks
-
+
Nicholas Matzen
@@ -184,11 +193,11 @@ ERRATA 281-315 -

1990-1998
Rise of global terrorism on an unprecedented scale. Political violence funded by organized crime syndicate called HAVOC - The Hijack, Assassination and Violent Opposition Consortium.

-

1998-2003
The governments of many small and impoverished nations fall into the hands of HAVOC. International terrorists receive arms, training and shelter in these 'Badlands'.

+

1990-1998
Rise of global terrorism on an unprecedented scale. Political violence funded by organized crime syndicate called HAVOCThe Hijack, Assassination and Violent Opposition Consortium.

+

1998-2003
The governments of many small and impoverished nations fall into the hands of HAVOC. International terrorists receive arms, training, and shelter in these 'Badlands'.

2003-2008
Raids on oil and gas installations, assassinations, and the kidnapping of prominent world statesmen become commonplace as HAVOC attempt to terrorize the civilized world into submission. Despite public outrage and growing international tension, the major powers steadfastly refuse to give in to HAVOC's demands.

2008
President of the United States and General Secretary of Supreme Soviet both assassinated at emergency summit meeting. US, USSR and major European nations create the World Defence League and declare war on HAVOC. The Badlands are invaded, key HAVOC bases destroyed, and thousands of HAVOC agents are captured.

-

2009
HAVOC leaders imprisoned for life in 'Deep Pens' - maximum security gaols located deep underground - to prevent their escape or release by HAVOC agents still at large.

+

2009
HAVOC leaders imprisoned for life in 'Deep Pens'maximum security gaols located deep undergroundto prevent their escape or release by HAVOC agents still at large.

2010
New leadership emerges to unify the scattered remnants of HAVOC and plan revenge.

2011
A WDL train transporting seventeen 100-kiloton nuclear warheads, destined to be neutralized and dismantled, is attacked by HAVOC agents. The train is destroyed and its deadly cargo stolen.

2012 New Year's Day
HAVOC hijack a WDL news satellite and broadcast a chilling ultimatum. They have planted the seventeen stolen warheads in major cities throughout the US, USSR and Europe. They call for the immediate release of all HAVOC agents held in Deep Pens, plus the payment of $2 trillion in gold bullion, or they will trigger the warheads one by one until their demands are met in full. A twenty-four hour deadline is set. WDL leaders declare emergency and request that the deadline be extended. HAVOC refuse.

@@ -222,15 +231,26 @@ ERRATA 281-315

On New Year's Day 2012, the three of you started out early on the road to your uncle's mine, located on the Austin Chalk, over 200 miles south of Dallas. The trip would take at least two days, with an overnight stop in Waco. For, in an effort to conserve energy, the Federal government had imposed a speed restriction of fifteen miles per hour on all state highways. It was a slow journey, and despite the sombre radio bulletins that gave news of HAVOC's latest threats, you can still remember your excitement at the thought of exploring those tunnels deep below the earth.

Your arrival at the mine was met by a military patrol, posted there by the World Defence League. The job of the patrol was to prevent sabotage; oil installations all over the world had become one of HAVOC's primary targets in their campaign of terror. The mine was officially closed for the New Year's recess but Uncle Jonas had right of access at all times and, after checking his papers, the patrol allowed you in. It was a massive complex and, for security reasons, it was totally self-supporting. A central shaft serviced the many working levels to which there were attached laboratories, workshops and even refineries for processing the precious crude oil after it had been extracted from the rock. Uncle Jonas was explaining the function of these refineries, 300 feet below the surface, when it happened.

The ground shuddered when the shock waves from the first distant explosions reached the mine, and you remember thinking that it must be the start of an earthquake, the like of which you had experienced many times at home in California. But as the levels nearest the surface began to collapse and the central shaft filled with falling rubble, you realized the awful truth. The unthinkable had happened.

-

At first there was no way of telling the extent of the surface devastation. Below ground, the safety generators had automatically switched into operation when the main power supply failed, and the tremors faded quickly, encouraging your aunt and uncle to believe that the damage above was superficial. Uncle Jonas was confident that the military would mount a rescue operation and that you would be brought out within a few days - a week at the most. Aunt Betty-Ann was also optimistic. After all, there were emergency supplies, enough to feed 200 men for a whole month. Little did she know that the three of you would end up consuming all of those supplies, or that the mine would become your home, your shelter and your prison for the next eight years of your lives.

+

At first there was no way of telling the extent of the surface devastation. Below ground, the safety generators had automatically switched into operation when the main power supply failed, and the tremors faded quickly, encouraging your aunt and uncle to believe that the damage above was superficial. Uncle Jonas was confident that the military would mount a rescue operation and that you would be brought out within a few daysa week at the most. Aunt Betty-Ann was also optimistic. After all, there were emergency supplies, enough to feed 200 men for a whole month. Little did she know that the three of you would end up consuming all of those supplies, or that the mine would become your home, your shelter and your prison for the next eight years of your lives.

It was a month after 'The Day' when the three of you accepted that there would never be a rescue operation. Many days had been spent in silence, hoping and praying for the sounds of excavation or a voice on the radio link to the surface. But all that could be heard was the static crackle of the gamma radiation which was blanketing the earth. Uncle Jonas proposed that an attempt be made to reach the surface by tunnelling through the blocked central shaft. It was an awesomely dangerous feat, to dig vertically through 300 feet of compressed concrete rubble and twisted steel girders, but there was no other way you could ever hope to escape from the mine. Progress was painfully slow but the work gave you all a sense of purpose, a reason to go on, even though you feared what could be awaiting you on the surface.

Those years spent in the mine taught you invaluable lessons in survival. Uncle Jonas showed you how to refine gasolene from crude oil to keep the generators alive; to coax fresh water from porous rock; to manufacture spare parts in order to maintain vital machinery. Aunt Betty-Ann, who had at one time been a nurse and a high school teacher in Denton County, attended to your education and made sure that you stayed fit and healthy. Their love and support enabled you to grow during those dark days underground despite the enormous sense of loss you felt for your parents, brothers and sister. You vowed then that one day you would repay their kindness by protecting and caring for them.

It was early September in the year 2019 when finally you broke through to the surface. Aunt Betty-Ann was convinced that radiation levels would still be dangerously high, and at first she was against leaving the mine. But, during the last few months of your incarceration, the static that had always jammed the radio wavelengths had gradually cleared, and Uncle Jonas was able to persuade her that this meant it was now safe to live above ground.

-

When you first emerged from the mine, you thought you were on the surface of another planet. Surely this could not be Earth? Few structures had survived the blizzards and intense cold that had swept around the world in the years following 'The Day', and now, after the dust had settled and the sun returned, the once-fertile plains of Austin resembled little more than a desert of parched and broken rock, littered with the artefacts of an absent civilization. During the first few days, when you set out to explore this wilderness, it was easy to believe that you were the only survivors. But on the morning of the fifth day, Uncle Jonas made a chance radio contact with a family called Ewell who were living near the ruins of McKinney, thirty miles north of Dallas. They told him that they had been in touch with a handful of other groups who had managed somehow to survive the holocaust. Most were isolated, unable to move due to lack of fuel, food or water. They had urged those who could travel to join them in McKinney, to start a new community, and some were already on their way. Your uncle and aunt also accepted their invitation. McKinney was not very far from Denton, and they were curious to see if anything remained of their ranch. They planned to return home, salvage whatever they could that might be of use, and then move on to McKinney. The Ewells were enthusiastic, but they warned that not everyone who had survived wanted to establish a new community. The ruins of Dallas and Fort Worth were controlled by gangs of criminals who fought with each other and terrorized anyone seeking to reestablish law and order. They advised you to avoid them at all costs when travelling north.

+ + + + Melvyn Grant + + + + + +

When you first emerged from the mine, you thought you were on the surface of another planet. Surely this could not be Earth? Few structures had survived the blizzards and intense cold that had swept around the world in the years following 'The Day', and now, after the dust had settled and the sun returned, the once-fertile plains of Austin resembled little more than a desert of parched and broken rock, littered with the artefacts of an absent civilization. During the first few days, when you set out to explore this wilderness, it was easy to believe that you were the only survivors. But on the morning of the fifth day, Uncle Jonas made a chance radio contact with a family called Ewell who were living near the ruins of McKinney, thirty miles north of Dallas. They told him that they had been in touch with a handful of other groups who had managed somehow to survive the holocaust. Most were isolated, unable to move due to lack of fuel, food, or water. They had urged those who could travel to join them in McKinney, to start a new community, and some were already on their way. Your uncle and aunt also accepted their invitation. McKinney was not very far from Denton, and they were curious to see if anything remained of their ranch. They planned to return home, salvage whatever they could that might be of use, and then move on to McKinney. The Ewells were enthusiastic, but they warned that not everyone who had survived wanted to establish a new community. The ruins of Dallas and Fort Worth were controlled by gangs of criminals who fought with each other and terrorized anyone seeking to reestablish law and order. They advised you to avoid them at all costs when travelling north.

Interstate Freeway 35 was the only highway still intact amid the devastation that surrounded the mine. It offered a direct route home to Denton, if only transportation could be found, for Uncle Jonas considered conditions far too dangerous to attempt such a long journey on foot. It took more than a week to discover a vehicle that was still serviceable. It was an old school bus, one that had been parked in an underground lot and had survived the years of sub-zero blizzards. With a few new parts, a tankful of gas and a lot of hard work it was eventually brought back to life.

Provisions, including a small generator, were hoisted out of the mine and stowed aboard before you began the journey back to the ranch. The noisy old bus bumped along the rock-strewn freeway that stretched northward across an empty sea of dust. It was a harrowing sight. Hardly a trace remained of what were once thriving communities, and the once-populous cities of Temple and Waco had barely enough buildings still standing to qualify as small towns.

It was not until you reached the outskirts of Fort Worth that you encountered signs of human habitation. The road ahead was blocked by a line of wrecked autos, and at your approach a group of hard faced men and women, clad in composite costumes of leather and rivetted steel, suddenly popped up from behind this barricade. Uncle Jonas was suspicious and slowed the bus almost to a halt. Suddenly they produced handguns and rifles and began to take aim at the windshield, and he knew it was not the time to stop to ask for directions! He told you and Aunt Betty-Ann to brace yourselves, then stamped his foot on the gas and drove the bus straight through the wall of cars, scattering the punks like ten-pins in a strike. The bus was shot at many times as it sped through Fort Worth, but the street gangs had been caught out and you managed to escape from the ruined city before they could give chase.

+

When you got to Denton you discovered that the ranch, like all the other nearby dwellings, had been reduced to a heap of broken bricks and shattered timbers. The sight greatly upset your aunt, and Uncle Jonas felt it better not to stop but to continue overland to McKinney. It was easy to find where the Ewells lived, for their ranch was the only place in town that was still standing. It looked more like an old frontier post than a ranch, with its fortified perimeter wall, lookout posts and stake-filled moat. But, after your brush with the citizens of Fort Worth, it was easy to understand the need for these defences.

+ Melvyn Grant @@ -239,8 +259,7 @@ ERRATA 281-315 -

When you got to Denton you discovered that the ranch, like all the other nearby dwellings, had been reduced to a heap of broken bricks and shattered timbers. The sight greatly upset your aunt, and Uncle Jonas felt it better not to stop but to continue overland to McKinney. It was easy to find where the Ewells lived, for their ranch was the only place in town that was still standing. It looked more like an old frontier post than a ranch, with its fortified perimeter wall, lookout posts and stake-filled moat. But, after your brush with the citizens of Fort Worth, it was easy to understand the need for these defences.

-

'Pop' Ewell, the seventy-year-old grandfather of the Ewell family, was the leader of this small colony of survivors; it was he who had urged Uncle Jonas to join them when they had first made radio contact. The colony numbered less than a dozen at the time of your arrival, yet as the airwaves became clearer, soon this number had more than doubled to twenty five. It was decided that a name was needed to identify the settlement. The name 'Dallas Colony One' was adopted - 'DC1' for short - and from that day on everyone worked hard to make DC1 a secure haven for those seeking refuge from the hostile wastelands and marauding city gangs.

+

'Pop' Ewell, the seventy-year-old grandfather of the Ewell family, was the leader of this small colony of survivors; it was he who had urged Uncle Jonas to join them when they had first made radio contact. The colony numbered less than a dozen at the time of your arrival, yet as the airwaves became clearer, soon this number had more than doubled to twenty five. It was decided that a name was needed to identify the settlement. The name 'Dallas Colony One' was adopted'DC1' for shortand from that day on everyone worked hard to make DC1 a secure haven for those seeking refuge from the hostile wastelands and marauding city gangs.

'Cutter' Jacks was one such refugee. Before the holocaust he had been chief mechanic at the International Grand Prix Circuit near Lake Dallas, and his incredible skill and knowledge of engines was soon to prove invaluable to the colony. He taught you how to drive, and from a pile of old wrecks that you helped him salvage from the circuit he built you a powerful, customized car. You used it to patrol the highways north of the city, keeping a lookout for gangs of city punks who frequently mounted raids to steal or destroy DC1's supplies. 'Cutter' also taught you to shoot, and it was your prowess with a gun and your skill behind the wheel that was to earn you the begrudging respect of your enemies who took to calling you 'Freeway Warrior'.

@@ -251,9 +270,9 @@ ERRATA 281-315 -

Six months after you arrived at DC1, the colony was faced with a major crisis. A heat wave was causing a drought that threatened to destroy the food supply. Crops were failing and the colony's artesian well - its only source of uncontaminated water - was beginning to dry up. The drought was also provoking more attacks from the city punks who were desperate for food and water. Their common need united them and they posed a very real threat to the security of DC1.

+

Six months after you arrived at DC1, the colony was faced with a major crisis. A heat wave was causing a drought that threatened to destroy the food supply. Crops were failing and the colony's artesian wellits only source of uncontaminated waterwas beginning to dry up. The drought was also provoking more attacks from the city punks who were desperate for food and water. Their common need united them and they posed a very real threat to the security of DC1.

It was the last day of May 2020 when Pop Ewell made radio contact with another colony who were based in the city of Big Spring, 300 miles west of McKinney. It appeared that their situation was completely the reverse of DC1's: they had plenty of food and water but they were desperately short of fuel. They told of their contact with survivors in Tucson, Arizona, who were also without fuel. The Tucson colony reported that the territories west of the Sierra Nevada mountains had been spared the worst effects of the radioactive blizzards that had devastated the rest of the country and, miraculously, much of southern California was still widely populated. It had survived the last eight years virtually intact. When you heard the news you could hardly believe your ears. Perhaps your family were alive. You might be reunited after all!

-

Pop Ewell called for a meeting to decide how best to deal with the crisis now facing DC1. Everyone agreed that to stay at McKinney would lead to eventual death, either slowly from starvation or suddenly at the hands of the murderous city gangs. The only option open to DC1 was to try to reach California; only there lay any real hope for the future of the colony. Your decision was relayed to the survivors at Big Spring and a deal was struck to rendezvous with them as soon as possible. DC1 would exchange fuel for food and water, and together they would join up with the Tuscon colony for the final journey to California.

+

Pop Ewell called for a meeting to decide how best to deal with the crisis now facing DC1. Everyone agreed that to stay at McKinney would lead to eventual death, either slowly from starvation or suddenly at the hands of the murderous city gangs. The only option open to DC1 was to try to reach California; only there lay any real hope for the future of the colony. Your decision was relayed to the survivors at Big Spring and a deal was struck to rendezvous with them as soon as possible. DC1 would exchange fuel for food and water, and together they would join up with the Tucson colony for the final journey to California.

Preparations began almost immediately. Morale was so high that a heady sense of adventure and optimism enveloped everyone. Few guessed just how fraught with danger the journey would be.

@@ -267,9 +286,9 @@ ERRATA 281-315 -

Before embarking on your adventure, you must first determine your personal characteristics and the weapons and provisions with which you are equipped. An Action Chart has been supplied on which to record and amend these details as the adventure unfolds. For ease of use during play it is recommended that you photocopy these pages.

-

Your personal characteristics comprise two basic attributes: CLOSE COMBAT SKILL and ENDURANCE. To discover your initial CLOSE COMBAT SKILL, take a pencil and, with your eyes closed, point the blunt end of it on to the Random Number Table at the back of this book. If you pick a 0 it counts as zero. Add 10 to the number you have picked and write the total in the CLOSE COMBAT SKILL section of your Action Chart (for example, if your pencil falls on the number 5 in the Random Number Table, you have a CLOSE COMBAT SKILL total of 15). When you fight an enemy in hand-to-hand combat, your CLOSE COMBAT SKILL will be measured against that of your enemy, so a high score in this section is desirable.

-

To discover your ENDURANCE level, repeat the process, but this time add 20 to the number you have picked from the Random Number Table. Write the total in the ENDURANCE section of your Action Chart (for example, if your pencil falls on the number 8 on the Random Number Table, you have a total ENDURANCE score of 28). If you are wounded in combat, or injured at any other time during your adventure you will lose ENDURANCE points. If, at any time, your ENDURANCE points total falls to zero, you are dead and the adventure is over. You can regain lost ENDURANCE points during the course of the adventure, but your ENDURANCE level can never rise above your initial score.

+

Before embarking on your adventure, you must first determine your personal characteristics and the weapons and provisions with which you are equipped. An Action Chart has been supplied on which to record and amend these details as the adventure unfolds.

+

Your personal characteristics comprise two basic attributes: CLOSE COMBAT SKILL and ENDURANCE. To discover your initial CLOSE COMBAT SKILL, take a pencil and, with your eyes closed, point the blunt end of it on to the Random Number Table. If you pick a 0 it counts as zero. Add 10 to the number you have picked and write the total in the CLOSE COMBAT SKILL section of your Action Chart (for example, if your pencil falls on the number 5 in the Random Number Table, you have a CLOSE COMBAT SKILL total of 15). When you fight an enemy in hand-to-hand combat, your CLOSE COMBAT SKILL will be measured against that of your enemy, so a high score in this section is desirable.

+

To discover your ENDURANCE level, repeat the process, but this time add 20 to the number you have picked from the Random Number Table. Write the total in the ENDURANCE section of your Action Chart (for example, if your pencil falls on the number 8 on the Random Number Table, you have a total ENDURANCE score of 28). If you are wounded in combat, or injured at any other time during your adventure you will lose ENDURANCE points. If, at any time, your ENDURANCE points total falls to zero or below, you are dead and the adventure is over. You can regain lost ENDURANCE points during the course of the adventure, but your ENDURANCE level can never rise above your initial score.

@@ -281,7 +300,7 @@ ERRATA 281-315

Ever since the day you returned to the surface, you have endeavoured to develop your skills and natural instincts fully in order to best defend yourself and your colony.

-

Listed on your Action Chart are your five basic survival skills:

+

Listed on your Action Chart are your five basic Survival Skills:

Driving @@ -323,7 +342,7 @@ ERRATA 281-315
-

Your ability in each of these five individual skills is measured in skill points. You begin with 3 points per skill. Before starting the adventure, you may allocate an additional 4 skill points to your list of five survival skills. These 4 extra points can be used to improve one or more of your five skills. During your adventure, all five skills will be severely tested, therefore the higher the individual skill level, the better your chances of survival. You may allocate your 4 additional points entirely how you like.

+

Your ability in each of these five individual skills is measured in skill points. You begin with 3 points per skill. Before starting the adventure, you may allocate an additional 4 skill points to your list of five Survival Skills. These 4 extra points can be used to improve one or more of your five skills. During your adventure, all five skills will be severely tested, therefore the higher the individual skill level, the better your chances of survival. You may allocate your 4 additional points entirely how you like.

When you have decided where to allocate your 4 additional skill points, make a note of the totals in the Survival Skills section of your Action Chart. (In your first adventure, your total number of skill points should be 19: five skills x 3 points each = 15, plus 4 additional skill points = 19 points.)

If you complete successfully the mission set in Book 1 of the Freeway Warrior series, you may add an additional 4 points to your Survival Skills in Book 2. These additional points, together with any equipment and provisions that you possess at the end of Book 1, may then be used in the next Freeway Warrior adventure, which is called Slaughter Mountain Run.

@@ -349,12 +368,21 @@ ERRATA 281-315
  • HE (High Explosive) GRENADE
  • BINOCULARS
  • COMPASS
  • -
  • C.B. RADIO
  • +
  • CB RADIO
  • SIGNAL FLARE
  • THREE MEALS (each Meal takes up one space in your Backpack)
  • FLEXIBLE SAW
  • GEIGER COUNTER
  • + + + + Melvyn Grant + + + + +

    List the items you have chosen on your Action Chart. If you have picked four items, adjust your current Stealth level accordingly.

    Opportunities may arise during your adventure for you to pick up useful items. These items will appear in the text in bold print and, unless you are instructed otherwise, they can be stored and carried in your Backpack.

    You will need to eat regularly. If you do not possess any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points.

    @@ -381,7 +409,7 @@ ERRATA 281-315
    Medi-kit -

    A well-stocked Medi-kit can make all the difference to your chances of survival should you suffer injury in the field or as a result of combat. It contains useful first aid supplies, such as dressings, antiseptics, antibiotics, water purification tablets, sulphonamides, pain killers, potassium iodide tablets (to delay absorption of radioactivity) and sutures.

    +

    A well-stocked Medi-kit can make all the difference to your chances of survival should you suffer injury in the field or as a result of combat. It contains useful first aid supplies, such as dressings, antiseptics, antibiotics, water purification tablets, sulfonamides, pain killers, potassium iodide tablets (to delay absorption of radioactivity) and sutures.

    For convenience, these medical supplies are grouped into units. To find how many units you have in your Medi-kit, pick a number from the Random Number Table (0 equals 10) and add 2. Your total score equals the number of units with which you begin your adventure. To keep a record of them, circle the appropriate number of unit symbols in the Medi-kit section of your Action Chart. The maximum number of units you can carry in your Medi-kit is twelve.

    You may use your Medi-kit units to restore lost ENDURANCE points; each unit used in this way restores 3 points. Units cannot be used to restore ENDURANCE points in lieu of a Meal or Water when instructed to eat or drink.

    @@ -412,7 +440,7 @@ ERRATA 281-315

    These weapons aid you in hand-to-hand fighting. You begin your adventure armed with a Hunting Knife which, when used in close combat, adds 2 points to your CLOSE COMBAT SKILL. Note this Hunting Knife in the Close Combat Weapons section of your Action Chart.

    If you find a close combat weapon during your adventure, you may pick it up and use it. Close combat weapons will appear in the text with a close combat skill number, for example, Machete (3). This number indicates how many points this weapon will add to your CLOSE COMBAT SKILL when used in a hand-to-hand fight.

    -

    The maximum number of close combat weapons you may carry is two.

    +

    The maximum number of close combat weapons you may carry is two.

    @@ -430,36 +458,11 @@ ERRATA 281-315

    In order to be able to use a missile weapon, you must have sufficient ammunition of the correct calibre. The following list shows the calibre of each weapon, the amount that is used every time the weapon is fired, and the number of rounds that you possess at the start of your adventure:

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + +
    CalibreRate of FireInitial No. of Rounds
    PISTOL9mm18
    MACHINE PISTOL9mm630
    SHOTGUN12-gauge14
    RIFLE7.62mm14
    CalibreRate of FireInitial No. of Rounds
    PISTOL9mm18
    MACHINE PISTOL9mm630
    SHOTGUN12-gauge14
    RIFLE7.62mm14

    The initial number of rounds should be noted in the Ammo Pouch section of your Action Chart. Missile weapons cannot be used if you run out of ammunition or possess rounds of the wrong calibre. However, the opportunity may arise for you to replenish your supply of ammunition and/or discover a weapon of the correct calibre.

    @@ -480,7 +483,7 @@ ERRATA 281-315 -

    There will be occasions when you will have to fight an enemy in hand-to-hand combat. The enemy's CLOSE COMBAT SKILL and ENDURANCE level will both be given in the text. Your aim in close combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few of your own ENDURANCE points as possible.

    +

    There will be occasions when you will have to fight an enemy in hand-to-hand combat. The enemy's CLOSE COMBAT SKILL and ENDURANCE level will both be given in the text. Your aim in close combat is to kill the enemy by reducing his ENDURANCE points to zero or below while losing as few of your own ENDURANCE points as possible.

    At the start of a close combat, enter both your own and your enemy's ENDURANCE points in the appropriate boxes on the Close Combat Record section of your Action Chart. The sequence for close combat is as follows:

    1. Add any extra points gained through the use of close combat weapons to your current CLOSE COMBAT SKILL total.

    2. @@ -491,7 +494,7 @@ ERRATA 281-315
    3. After working out your Combat Ratio, pick a number from the Random Number Table.

    4. -

      Turn to the Close Combat Results Table on the inside back cover of the book. Along the top of the chart are the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the number that you have picked (the random numbers appear down the side of the chart). You now have the ENDURANCE points lost by both Cal Phoenix and his enemy in this round of close combat. (E represents points lost by the enemy; CP represents points lost by Cal Phoenix.)

      +

      Turn to the Close Combat Results Table. Along the top of the chart are the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the number that you have picked (the random numbers appear down the side of the chart). You now have the ENDURANCE points lost by both Cal Phoenix and his enemy in this round of close combat. (E represents points lost by the enemy; CP represents points lost by Cal Phoenix.)

      Example
      The Combat Ratio between Cal Phoenix and the Renegade Clansman has been established as 1. If the number picked from the Random Number Table is a 4, then the result of the first round of close combat is:

      • Cal Phoenix loses 3 ENDURANCE points.
      • @@ -502,7 +505,7 @@ ERRATA 281-315
      • Unless otherwise instructed, or unless you have an option to evade, start the next round of close combat.

      • Repeat the sequence from stage 3.

    -

    This procedure continues until the ENDURANCE points of either the enemy or Cal Phoenix are reduced to zero, at which point the one whose score is zero is declared dead. If Cal Phoenix is dead, the adventure is over. If the enemy is dead, Cal Phoenix proceeds but with a reduced ENDURANCE point score.

    +

    This procedure continues until the ENDURANCE points of either the enemy or Cal Phoenix are reduced to zero or below, at which point that combatant is declared dead. If Cal Phoenix is dead, the adventure is over. If the enemy is dead, Cal Phoenix proceeds but with a reduced ENDURANCE point score.

    A Summary of the Close Combat Rules appears on the page after the Random Number Table.

    @@ -529,16 +532,8 @@ ERRATA 281-315

    After a week of careful preparation, the colony is ready to begin the long trek to Big Spring. Three vehicles have been picked to make up the convoy: the school bus, your customized roadster, and a gasolene tanker that was salvaged from an old drilling site at nearby Greenville. Cutter and your uncle have rigged up a square canvas canopy to hide the tanker's tell-tale cylindrical body, which now holds over 5,000 gallons of petroleum, siphoned from the underground storage tanks at the Ewell ranch. In this fuel-starved world, gasolene is the most valuable of all commodities. If the city gangs were to discover that DC1 were transporting such a precious load they would stop at nothing to capture it.

    Most of the colony will be travelling aboard the bus, which will be driven by your uncle. Cutter will drive the tanker and you, acting as scout, will drive your roadster at the head of the convoy. With the bus full of passengers, luggage is limited to essential supplies only; everything else will be destroyed before leaving McKinney. At dawn, on the day before the convoy is to set off, a thorough check is made of the vehicles and provisions. There is enough food and water to reach your destination but, apart from your personal weapons, the colony has very few firearms with which to defend itself.

    -

    Long Jake Bannerman, a former roustabout from Gainsville, has volunteered to drive north and search for weapons and ammunition. His brother once owned a hardware store in Sherman and kept his stock of sporting guns locked in the basement. Although they may have to be dug out there is a good chance that they have survived intact. Everyone agrees that it is worth a try, and so Jake, equipped with a C.B. radio, a shovel, and a rusty revolver, sets out for Sherman in his beat-up old truck.

    - -

    Two hours later he radios a message from Sherman. He has found rifles and ammunition, but his truck has broken down and he is now stranded in the town. He has also found a survivor - a teenage girl - and he requests that you come to pick them up as soon as possible. Uncle Jonas agrees. He tells him to sit tight and wait for you to arrive.

    +

    Long Jake Bannerman, a former roustabout from Gainsville, has volunteered to drive north and search for weapons and ammunition. His brother once owned a hardware store in Sherman and kept his stock of sporting guns locked in the basement. Although they may have to be dug out there is a good chance that they have survived intact. Everyone agrees that it is worth a try, and so Jake, equipped with a CB radio, a shovel, and a rusty revolver, sets out for Sherman in his beat-up old truck.

    +

    Two hours later he radios a message from Sherman. He has found rifles and ammunition, but his truck has broken down and he is now stranded in the town. He has also found a survivora teenage girland he requests that you come to pick them up as soon as possible. Uncle Jonas agrees. He tells him to sit tight and wait for you to arrive.

    'Trust Jake to go an' maroon hi'self with a gal!' grumbles Uncle Jonas, wryly. 'Cal, you better git your body up to Sherman and haul 'em back here. An' no messin' with street punks on the way, y'hear!'

    'We'll be back in time for breakfast!' you reply, cheerily, as you slide behind the wheel of your roadster and fire up its throaty V-8 engine. Then, with a farewell wave, you power the car out of McKinney and speed northwards to Sherman along what remains of Highway 75.

    Turn to 204. @@ -550,6 +545,15 @@ ERRATA 281-315

    You press your face against the metal stock of your machine pistol, take careful aim at the enemy sniper perched on the building opposite, and squeeze the trigger.

    + + + + Melvyn Grant + + + + +

    Pick a number from the Random Number Table and add to it your current Shooting skill total.

    If your total score is now 10 or less, turn to 349. If your total score is now 11 or more, turn to 229. @@ -560,7 +564,7 @@ ERRATA 281-315 3 -

    You are about to search the bodies for items that may help you survive when you hear the mob ascending the stairs. Immediately you abandon the idea and concentrate on making an escape. At the end of the corridor is an open window. Below is an alleyway that passes to the rear of the bar. Without a moments hesitation, you climb out on to the ledge and leap to the ground, landing with a jolt that leaves you breathless. Gasping for air, you stagger along the alley and out into a deserted street. The jump has robbed you of stamina but at least you didn't break any bones.

    +

    You are about to search the bodies for items that may help you survive when you hear the mob ascending the stairs. Immediately you abandon the idea and concentrate on making an escape. At the end of the corridor is an open window. Below is an alleyway that passes to the rear of the bar. Without a moments hesitation, you climb out onto the ledge and leap to the ground, landing with a jolt that leaves you breathless. Gasping for air, you stagger along the alley and out into a deserted street. The jump has robbed you of stamina but at least you didn't break any bones.

    Desperately you look for somewhere to hide while you recover. An old boarding house opposite seems to be the answer to your prayers, and you cross the street and enter before the mob reappears.

    Turn to 86.
    @@ -570,7 +574,7 @@ ERRATA 281-315 4 -

    You recall that these letters are the chemical symbol for sodium chloride - common salt. You have stumbled upon a huge stockpile of a substance that is vital to human survival, yet one that is becoming harder to find with every passing day. In your excitement you let out a shout and can barely stop yourself from dancing around the crate in sheer delight.

    +

    You recall that these letters are the chemical symbol for sodium chloridecommon salt. You have stumbled upon a huge stockpile of a substance that is vital to human survival, yet one that is becoming harder to find with every passing day. In your excitement you let out a shout and can barely stop yourself from dancing around the crate in sheer delight.

    You decide to take as many tubs of salt as you can carry and return to the convoy without delay.

    Turn to 29.
    @@ -723,6 +727,15 @@ ERRATA 281-315

    It takes just four seconds for the clansman to pump thirty bullets into the side of your roadster. Several of the special armour-piercing loads pass straight through the thin metal sheeting that encases the driving compartment, and wound you in a line from your shoulder to your thigh. The force of their impact knocks you across the passenger seat and, as you fall, you pull the steering wheel and send the car veering wildly out of control. It careers off the road and rolls over and over until finally it explodes with a tremendous roar.

    + + + + Melvyn Grant + + + + +

    Tragically, your journey and your life end here on Freeway 20.

    @@ -731,7 +744,7 @@ ERRATA 281-315 18 -

    The moment you break cover, gunfire erupts from all sides. In the hope of making yourself a difficult target you zig-zag towards the door, but your manoeuvre is anticipated and a stream of bullets tears up the ground ahead, dangerously close. Long Jake shouts encouragement, and you are within a few feet of the doorway when a sharp burning sensation lances your right forearm: lose 4 ENDURANCE points.

    +

    The moment you break cover, gunfire erupts from all sides. In the hope of making yourself a difficult target you zigzag towards the door, but your manoeuvre is anticipated and a stream of bullets tears up the ground ahead, dangerously close. Long Jake shouts encouragement, and you are within a few feet of the doorway when a sharp burning sensation lances your right forearm: lose 4 ENDURANCE points.

    Gritting your teeth against the sudden pain of your wound, you force yourself forwards and fall headlong through the doorway.

    Turn to 329.
    @@ -756,8 +769,8 @@ ERRATA 281-315 -

    The instant you tap the number 20 on the keypad, there is a sharp click and the steel door swings inwards to reveal the shelved walls of a strongroom beyond. You smile with satisfaction at having cracked the university's door code: the number in the last column of each row is the sum of the numbers in the first two columns, minus the number in the third column.

    -

    Curious as to what lies within, you enter the strongroom and inspect its dusty shelves. This concrete vault contains the documentation of experiments and small quantities of what were once considered precious metals - gold, platinum, silver and titanium. After a thorough search you find three items that you may be able to put to practical use:

    +

    The instant you tap the number 20 on the keypad, there is a sharp click and the steel door swings inwards to reveal the shelved walls of a strongroom beyond. You smile with satisfaction at having cracked the university's door code: the number in the last column of each row is the sum of the numbers in the first two columns, minus the number in the third column.

    +

    Curious as to what lies within, you enter the strongroom and inspect its dusty shelves. This concrete vault contains the documentation of experiments and small quantities of what were once considered precious metalsgold, platinum, silver and titanium. After a thorough search you find three items that you may be able to put to practical use:

    @@ -883,14 +923,14 @@ ERRATA 281-315

    The billowing smoke threatens to suffocate you before you have a chance to break free. Frantically you pull at the ropes until they give, then you stagger out of the smoke, coughing and retching violently: lose 2 ENDURANCE points.

    -

    No sooner have you recovered from the effects of the smoke than you are faced with another peril. An indian clansman is running at you, holding a wide-bladed machete above his head. With a scream, he leaps forwards and takes a swipe at your neck.

    +

    No sooner have you recovered from the effects of the smoke than you are faced with another peril. An Indian clansman is running at you, holding a wide-bladed machete above his head. With a scream, he leaps forwards and takes a swipe at your neck.

    Melvyn Grant - An indian clansman is running at you, holding a wide-bladed machete above his head. + An Indian clansman is running at you, holding a wide-bladed machete above his head. - - + + Choctaw1728 If you win the combat, turn to 228. @@ -902,7 +942,7 @@ ERRATA 281-315

    You stoop to pick up one of the spent cartridges, an empty 7.62mm casing. As you are inspecting it, a heavy weight lands on your back, forcing you to your knees: you have been smothered by a large rope net thrown from the roof of the sheriff's office.

    -

    The silence is shattered by a riot of noise as a dozen screaming clansmen surround your struggling form. Grasping hands snatch your weapons (erase all your missile and close combat weapons from your Action Chart) before they drag you - still ensnared in the net - through the entrance doors and along a narrow corridor. At the far end of the corridor, a pair of evil-smelling clansmen pull you out of the net and throw you head first into an empty cell. As the heavy iron door clangs shut, you stagger wearily to your feet and survey your spartan surroundings.

    +

    The silence is shattered by a riot of noise as a dozen screaming clansmen surround your struggling form. Grasping hands snatch your weapons (erase all your missile and close combat weapons from your Action Chart) before they drag youstill ensnared in the netthrough the entrance doors and along a narrow corridor. At the far end of the corridor, a pair of evil-smelling clansmen pull you out of the net and throw you head first into an empty cell. As the heavy iron door clangs shut, you stagger wearily to your feet and survey your spartan surroundings.

    If you possess either a File or a Flexible Saw, turn to 346. If you possess neither of these items, turn to 294.
    @@ -957,6 +997,15 @@ ERRATA 281-315

    As you cruise along the deserted freeway you glance frequently to the north, on the lookout for a dust cloud that would herald the arrival of the Detroit Lions. But no matter how hard you try to concentrate on your role as convoy scout, you cannot seem to think of anything but your growing affection for Kate. An hour later, as you reach Colorado City, your romantic daydreaming is brought to an abrupt end as a serious problem looms into view.

    + + + + Melvyn Grant + + + + +

    The apex of the bridge that carries Freeway 20 across the Colorado River has collapsed, leaving a gap nearly eight feet wide. You stop the convoy and Cutter examines the damage. He returns to report that the bridge is not beyond repair. 'It's gonna take at least three hours, maybe four, to rig a ramp across that gap strong enough to support the tanker,' he says, squinting at the bridge.

    At length it is decided that you should scout along the river for another place to cross, while the colony sets to work building a ramp. Then, if your search proves fruitless, at least the repair of the bridge will be well under way.

    If you wish to scout along the river to the north, turn to 161. @@ -980,7 +1029,7 @@ ERRATA 281-315 38 -

    A 1960s Thunderbird convertible, its bodywork and chrome gleaming as if it were only a day old, glides towards you like something out of a dream. Behind the driver stands a tall figure with dark, hungry eyes. He is dressed as an indian chief, with a lamella breastplate and a magnificent head-dress of eagle feathers which frames his stern face. The car draws to a halt and proudly the chief addresses the crowd that kneels before him.

    +

    A 1960s Thunderbird convertible, its bodywork and chrome gleaming as if it were only a day old, glides towards you like something out of a dream. Behind the driver stands a tall figure with dark, hungry eyes. He is dressed as an Indian chief, with a lamella breastplate and a magnificent head-dress of eagle feathers which frames his stern face. The car draws to a halt and proudly the chief addresses the crowd that kneels before him.

    'We of the Nanoc are the chosen ones,' he cries, his words drawing the reply 'be it so' from his clan. 'By the strength of our faith have we been spared the great wrath of Hastsezini, god of fire. Now, the time has come for us to reclaim the land of our forefathers. I, Chief Drawoher, call upon Heng, the Thunder Spirit, to bring rains to quench the thirsty earth.'

    On hearing his words, several of the clan get to their feet and begin to dance around the totem, chanting as they raise their faces to the sky. 'This night Heng will hear our call,' says the chief, excitedly. Then he points at you with his tomahawk and utters the chilling words. 'This night shall we offer this soul as sacrifice to the spirit of thunder.'

    Turn to 239. @@ -1001,6 +1050,15 @@ ERRATA 281-315

    You cradle your rifle in your left hand and, with your right, you work a round into the chamber. The moving shadow of your enemy half fills the window as you raise your weapon, flick back the safety catch and take aim at his chest.

    + + + + Melvyn Grant + + + + +

    Pick a number from the Random Number Table and add to it your current Shooting skill total.

    If the total is now 0-5, turn to 275. If it is 6 or more, turn to 180. @@ -1012,6 +1070,15 @@ ERRATA 281-315

    You scream at your people to get away from the window as hurriedly you load, raise, and then aim your rifle at the rider's chest.

    + + + + Melvyn Grant + + + + +

    Pick a number from the Random Number Table and add to it your Shooting skill total.

    If your total score is 13 or less, turn to 340. If your total score is 14 or more, turn to 302. @@ -1024,7 +1091,7 @@ ERRATA 281-315

    The road to Cross Plains is virtually free of the craters and other hazards that have plagued your journey so far, enabling you to drive at speed at last. You are glad of the cooling breeze but you cannot shake off your presentiment that danger awaits you in Cross Plains. Tyre tracks in the dust, some no more than a few days old, indicate that this highway is used by other four-wheeled vehicles.

    When the town appears in the distance, caution prompts you to stop your car at a derelict gas station. You park it under cover, inside an empty repair shop at the rear of the building, then venture into Cross Plains on foot.

    -

    Tyre tracks zig-zag the main street, but you can see no sign of the vehicles that made them. The place itself appears deserted and unremarkable, yet your mind warns you to stay alert. At a junction near the centre of the town you notice something unusual: a tall wooden pole, carved and painted in the fashion of an old Comanche totem, has been erected in the middle of the street.

    +

    Tyre tracks zigzag the main street, but you can see no sign of the vehicles that made them. The place itself appears deserted and unremarkable, yet your mind warns you to stay alert. At a junction near the centre of the town you notice something unusual: a tall wooden pole, carved and painted in the fashion of an old Comanche totem, has been erected in the middle of the street.

    Pick a number from the Random Number Table, and add to it your current Stealth and Perception skill totals.

    If your total score is now 12 or less, turn to 300. If your total score is now 13 or more, turn to 209. @@ -1035,8 +1102,8 @@ ERRATA 281-315 43 -

    You take hold of the crate, ready to wrench it open but, to your surprise, the wood is infested with dry rot and crumbles to dust under the slightest pressure. You strip away the flaky timbers to discover hundreds of square plastic tubs, held together by a sheet of clear polythene - just what your uncle wanted! Using your hunting knife, carefully you lay open the sheet, peeling it away from the tubs, and rolling it up for future use.

    -

    On the tubs themselves are blue and white labels that display the letters: N a C 1.

    +

    You take hold of the crate, ready to wrench it open but, to your surprise, the wood is infested with dry rot and crumbles to dust under the slightest pressure. You strip away the flaky timbers to discover hundreds of square plastic tubs, held together by a sheet of clear polythenejust what your uncle wanted! Using your hunting knife, carefully you lay open the sheet, peeling it away from the tubs, and rolling it up for future use.

    +

    On the tubs themselves are blue and white labels that display the letters: NaCl.

    Pick a number from the Random Number Table and add to it your current Perception skill total.

    If the total is now 7 or less, turn to 240. If it is 8 or more, turn to 4. @@ -1067,7 +1134,7 @@ ERRATA 281-315 46 -

    You arrive at a ridge of high ground that overlooks the ruins of Denton. The place is familiar - you have stopped here many times over the past few months during your routine patrols of the area, to check that the town was not being used as a base by the gangs who were raiding McKinney. Although you cannot see anything out of the ordinary, you sense that something is wrong, that there is a hidden danger lurking in Denton. Your skin prickles at the thought of investigating the ruins lest your suspicions prove correct, but, on the other hand, the convoy must reach the freeway. You consider your options carefully.

    +

    You arrive at a ridge of high ground that overlooks the ruins of Denton. The place is familiaryou have stopped here many times over the past few months during your routine patrols of the area, to check that the town was not being used as a base by the gangs who were raiding McKinney. Although you cannot see anything out of the ordinary, you sense that something is wrong, that there is a hidden danger lurking in Denton. Your skin prickles at the thought of investigating the ruins lest your suspicions prove correct, but, on the other hand, the convoy must reach the freeway. You consider your options carefully.

    If you possess some Binoculars, turn to 339. If you wish to return to the convoy and tell them to avoid Denton, turn to 198. If you decide to ignore your fears and investigate the ruins, turn to 298. @@ -1095,13 +1162,13 @@ ERRATA 281-315 Melvyn Grant The cell door swings back to reveal a barrel-chested clansman. - - + +

    'You scoutin' for the Skulls, ain't you boy?' he says, his hand caressing the butt of a pistol that is holstered on his hip. 'That 'roach Alcatraz sent you here t'check us out, didn't he?' Resentful mutterings fill the corridor outside, urging the beady-eyed clansman to settle the matter by shooting you.

    'Do I look like a Skull?' you ask defensively.

    'Maybe not,' he growls, 'but if you ain't a Skull, what are you doing nosin' around Albany?'

    -

    Choosing your words with care, you manage to convince the clansman and his cohorts that you are a loner, desperately short of food and water, who ran across the town by chance and decided to enter in search of supplies. The clansman, who calls himself Manhattan, seems impressed by your story and invites you to join his gang, who are known as 'the Kickers'. You have little option but to accept his invitation in the hope that once you are released from the cell you will be able to escape.

    +

    Choosing your words with care, you manage to convince the clansman and his cohorts that you are a loner, desperately short of food and water, who ran across the town by chance and decided to enter in search of supplies. The clansman, who calls himself Manhattan, seems impressed by your story and invites you to join his gang, who are known as the 'Kickers'. You have little option but to accept his invitation in the hope that once you are released from the cell you will be able to escape.

    'Good!' snarls Manhattan. He informs his men of your decision and orders them to make preparations for the Rite'. When you ask what 'the Rite' is, he narrows his eyes and sniggers. 'You must earn the right to become a Kicker,' he explains, grimly. 'You must prove to us that you are worthy.'

    Turn to 337.
    @@ -1121,7 +1188,7 @@ ERRATA 281-315 50 -

    Your return is met with great relief and joy that Maria is safe. Juan and Rosita - Maria's parents - cannot thank you enough for finding their child, and the others, especially your uncle and aunt, heap you with praise. After the excitement has abated you venture out into the storm once more, this time with Cutter, to retrieve food and other vital supplies from the bus.

    +

    Your return is met with great relief and joy that Maria is safe. Juan and RositaMaria's parentscannot thank you enough for finding their child, and the others, especially your uncle and aunt, heap you with praise. After the excitement has abated you venture out into the storm once more, this time with Cutter, to retrieve food and other vital supplies from the bus.

    'This is one heck of a blue norther,' he says, as you climb aboard the bus. 'Reckon it could hold us here for a day or two before it blows itself out.'

    'I sure hope you're wrong,' you reply, as you prise open the floor hatch that gives access to the luggage hold from inside the bus. 'Take a look at this.' A fetid smell rises from the compartment, the smell of rotten food.

    'Dadburn it! That's all we need right now!' exclaims Cutter, as he examines the swollen food parcels at arm's length. 'The heat's put paid to these rations. Now we're really in for a hard time.'

    @@ -1216,8 +1283,14 @@ ERRATA 281-315
    58 + + +

    Remember to deduct the relevant number of rounds from your Ammo Pouch.

    +
    +
    + -

    As the rumbling sound of your gunfire rolls out across the lake bed, the figure throws his hands to his face, staggers drunkenly and then falls heavily to the ground. His body remains still, convincing you that your shooting has proved deadly accurate.

    +

    As the rumbling sound of your gunfire rolls out across the lake bed, the figure throws his hands to his face, staggers drunkenly and then falls heavily to the ground. His body remains still, convincing you that your shooting has proved deadly accurate.

    If you wish to search the body, turn to 303. If you decide to press on with the crossing, turn to 160.
    @@ -1249,7 +1322,7 @@ ERRATA 281-315

    It is dusk before you are able to escape from Albany under cover of the failing light. With relief you discover that your roadster is still parked at the farm where you left it, and quickly you climb in and accelerate away.

    When you reach Moran you find that the convoy is awaiting your return with trepidation. Because you are so long overdue, they feared that you had fallen foul of Mad Dog Michigan and his bikers. You tell them what happened to you in Albany, and everyone agrees that, with darkness less than an hour away, it is too dangerous to continue.

    -

    The night in Moran passes uneventfully and at first light the convoy sets off cross-country towards Abilene. The arid, stony bed of Hubbard Creek leads the convoy south-west, back towards Freeway 20. Shortly after midday you reach the freeway from which you can see the outskirts of Abilene less than five miles distant.

    +

    The night in Moran passes uneventfully and at first light the convoy sets off cross-country towards Abilene. The arid, stony bed of Hubbard Creek leads the convoy southwest, back towards Freeway 20. Shortly after midday you reach the freeway from which you can see the outskirts of Abilene less than five miles distant.

    Turn to 100.
    @@ -1274,7 +1347,7 @@ ERRATA 281-315 63 -

    As you pull yourself free from beneath Copperhead's body, the Flick Knife (2) drops from his lifeless hand. (If you decide to keep this weapon, remember to mark it on your Weapons list.)

    +

    As you pull yourself free from beneath Copperhead's body, the Flick Knife (2) drops from his lifeless hand. (If you decide to keep this weapon, remember to mark it on your Weapons List.)

    Another burst of fire echoes from across the street, and once more Long Jake urges you to take cover in the store. With your pulse racing, you jump to your feet and sprint, head down, towards the darkened doorway.

    Pick a number from the Random Number Table and add to it your current Stealth skill total.

    If the total is now 5 or less, turn to 18. @@ -1304,7 +1377,7 @@ ERRATA 281-315

    A bullet clips the flesh above your left elbow and spins you to the ground: lose 3 ENDURANCE points. You clutch your injured arm to feel warm blood oozing through your fingers as you crawl along the ground towards your car. A second shot passes over your head and you notice the muzzle flash of the sniper's gun; he is hiding in the doorway of a diner on the other side of the highway. Two motorcycles are parked at the side of the building indicating that he is not alone.

    - If you possess a C.B. Radio, turn to 116. + If you possess a CB Radio, turn to 116. If you do not possess this item, turn to 99.
    @@ -1313,7 +1386,7 @@ ERRATA 281-315 66 -

    The only items you find of practical value are a Fire Extinguisher and a First Aid Box. The box contains dressings and antiseptics sufficient for two Medi-kit units.

    +

    The only items you find of practical value are a Fire Extinguisher and a first aid box. The box contains dressings and antiseptics sufficient for two Medi-kit units.

    If you choose to keep either of these items, remember to adjust your Action Chart accordingly.

    Turn to 284.
    @@ -1340,11 +1413,11 @@ ERRATA 281-315 Melvyn Grant 'The name's Rickenbacker,' he says, removing his goggles and shaking Uncle Jonas by the hand. - - + +

    'The name's Rickenbacker,' he says, removing his goggles and shaking Uncle Jonas by the hand. 'I'm from Big Spring. I saw y'all while I was scoutin' the freeway and thought I'd drop by. Shame about the radio: 'fraid my set's seen better days.'

    -

    Rickenbacker warns the colony that a large group of clansmen is riding towards the town from the east. They are less than five miles distant and closing fast. He also tells you about another gang of bikers, a clan called 'the Mavericks', who have been the bane of the Big Spring colony for the last six months. They control the city of Lubbock, 100 miles to the north, and their raiding parties are in the area foraging for food. 'I know the next thirty miles ain't gonna be easy for you folks, but there's a big welcome waitin' for y'all at Big Spring,' he says, as he gets ready to take to the air once more. 'Don't delay now. We're countin' on you to make it through.'

    +

    Rickenbacker warns the colony that a large group of clansmen is riding towards the town from the east. They are less than five miles distant and closing fast. He also tells you about another gang of bikers, a clan called the 'Mavericks', who have been the bane of the Big Spring colony for the last six months. They control the city of Lubbock, 100 miles to the north, and their raiding parties are in the area foraging for food. 'I know the next thirty miles ain't gonna be easy for you folks, but there's a big welcome waitin' for y'all at Big Spring,' he says, as he gets ready to take to the air once more. 'Don't delay now. We're countin' on you to make it through.'

    As soon as he is airborne, the colony sets to work on the bridge with renewed vigour. The Lions are closer than anyone dared imagine and everyone is eager to get across the river before they show up. When Cutter announces that the bridge is safe, you drive the roadster across the platform and park it on the freeway ready for a fast getaway. The colony crosses over on foot, and Cutter drives the empty bus across the bridge. The platform creaks and shudders, but Cutter is able to cross safely to the far side. Together with Kate, the three of you return to help guide Uncle Jonas and the tanker across.

    Just as the front wheels are about to mount the platform, Kate screams a warning: The Lions are here!'

    If you possess a missile weapon, turn to 135. @@ -1366,7 +1439,7 @@ ERRATA 281-315

    You step over the dead body of your enemy and rush along the centre aisle to help defeat the other three Mavericks who are aboard. Your arrival inspires the colony, and swiftly they help you to overcome these brutal bikers.

    -

    You are helping to carry their bodies towards the door of the bus when you notice an orange light flickering outside the rear window. You decide to take a closer look and, when you peer through the glass, you are horrified to see that one of the Mavericks is holding a Molotov cocktail - a bottle filled with an inflammable mixture of oil and gasolene - fused with a gasolene-soaked rag. The rag is burning and, as he brings his motorcycle alongside the bus, he gets ready to hurl the bottle through the window.

    +

    You are helping to carry their bodies towards the door of the bus when you notice an orange light flickering outside the rear window. You decide to take a closer look and, when you peer through the glass, you are horrified to see that one of the Mavericks is holding a Molotov cocktaila bottle filled with an inflammable mixture of oil and gasolenefused with a gasolene-soaked rag. The rag is burning and, as he brings his motorcycle alongside the bus, he gets ready to hurl the bottle through the window.

    If you possess a missile weapon, turn to 292. If you do not possess a missile weapon, or do not have sufficient ammunition to use it, turn to 238.
    @@ -1388,6 +1461,15 @@ ERRATA 281-315

    You flick the safety catch off and rest your shotgun across the rollbar of your roadster in order to steady your aim. At 200 yards, the figure appears little more than 1/16 inch high and, as you squeeze the trigger, you pray that your buckshot load will have enough power to reach that far.

    + + + + Melvyn Grant + + + + +

    Pick a number from the Random Number Table and add to it your current Shooting skill total. Now decide how many rounds you wish to fire (minimum: one round; maximum: four rounds). For every round you fire, add one point to your current score.

    If your total score is now 15 or less, turn to 164. If it is 16 or more, turn to 58. @@ -1398,7 +1480,7 @@ ERRATA 281-315 73 -

    'You'll be needing one of these,' says Pop Ewell, handing you a C.B. transceiver. 'It'll do no good if you find Maria but can't find your way back here.' You take the handset (mark this on your Action Chart as a C.B. Radio; if you already possess the maximum number of Backpack items, you must discard one in favour of this item), thank him, and then join the others to decide on a search plan.

    +

    'You'll be needing one of these,' says Pop Ewell, handing you a CB transceiver. 'It'll do no good if you find Maria but can't find your way back here.' You take the handset (mark this on your Action Chart as a CB Radio; if you already possess the maximum number of Backpack Items, you must discard one in favour of this item), thank him, and then join the others to decide on a search plan.

    Turn to 304.
    @@ -1408,7 +1490,7 @@ ERRATA 281-315

    Before you set off for Mineral Wells, you consult with Cutter and Uncle Jonas and devise a plan of action. It is decided that after you have investigated the source of the radio transmission, you will drive south on the remains of Highway 281 and rendezvous with the others at Santo, the next town west along the freeway, where the convoy intends to make camp for the night.

    - If you possess a C.B. Radio, turn to 253. + If you possess a CB Radio, turn to 253. If you do not, turn to 158.
    @@ -1441,7 +1523,7 @@ ERRATA 281-315

    Remember to deduct a round of 7.62mm ammunition from your Ammo Pouch.

    - +

    At this range your bullet hits the clansman with devastating accuracy, passing through his heart and killing him instantly. He throws his hands in the air and falls forward. As he disappears from sight, his partner unleashes a long burst of fire that powders the scree behind you. When the firing stops, you raise your head and peer through the bushes, expecting to see your enemy reloading. Instead he discards his empty magazine and turns to run away. He has exhausted his ammunition and has decided to make his escape before you have a chance to return fire.

    As soon as you are sure that the coast is clear, you rise cautiously and help Kate to her feet. The sound of a motor cycle riding away into the distance reassures you that your ambusher has fled, and confidently you scramble up the slope and go to examine the body of the one who did not get away.

    @@ -1454,7 +1536,7 @@ ERRATA 281-315

    With a superhuman effort, you leap and dive across the hood of your roadster in an attempt to avoid being caught by the burst of automatic fire. Bullets follow you across the car, piercing the side and glancing noisily off the case-hardened rollbar. One of the hollow-tipped slugs creases your thigh, making you cry out loudly with the sudden pain: lose 3 ENDURANCE points.

    -

    Your scream convinces the biker that he has killed you, and he turns his attention elsewhere. You drag yourself into your car and start the engine without being seen, and swiftly you accelerate away, steering your roadster towards the tail-lights of the bus as it crashes through a group of bikers and escapes on to the freeway. A few random shots ricochet off the trunk as you follow the bus out of Santo, but within minutes you pass out of range and the gunfire ceases.

    +

    Your scream convinces the biker that he has killed you, and he turns his attention elsewhere. You drag yourself into your car and start the engine without being seen, and swiftly you accelerate away, steering your roadster towards the tail-lights of the bus as it crashes through a group of bikers and escapes onto the freeway. A few random shots ricochet off the trunk as you follow the bus out of Santo, but within minutes you pass out of range and the gunfire ceases.

    Turn to 182.
    @@ -1527,7 +1609,7 @@ ERRATA 281-315

    It takes you a few minutes to clear the rubble away from the engine compartment, but your efforts are not in vain. Some of the engine components are still serviceable and could prove useful as spares for the colony's bus.

    -

    Below are listed the items worth salvaging from the wreck. You may take two from the list, all of which are Backpack items:

    +

    Below are listed the items worth salvaging from the wreck. You may take two from the list, all of which are Backpack Items: