X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F01hh.xml;h=1a558bd283300dd59a94058905e378f7f3f10bc0;hb=1f2d9fe0b778f9401ba495e4561f80c978c645ea;hp=f36a29bceddb26778ec19f9bb21415e295f4d158;hpb=794107663e6aab4b315a777d3ad1913e02138350;p=project-aon.git diff --git a/xml/01hh.xml b/xml/01hh.xml index f36a29b..1a558bd 100644 --- a/xml/01hh.xml +++ b/xml/01hh.xml @@ -5,7 +5,6 @@ %general.links; %xhtml.links; - %general.inclusions; ]> @@ -16,6 +15,49 @@ $Id$ $Log$ +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 +o Added footnotes regarding ammo deductions +o Updated errata and footnote lists. + +Revision 1.8 2006/07/28 09:05:30 Wibbleboy +o Fixed a few minor non-errata typos. +o Replaced 'potassium iodine' with 'potassium iodide'. +o Started a new paragraph for Cutter's speech in section 253. +o Updated errata list. + +Revision 1.7 2006/06/19 08:19:11 Wibbleboy +Made errata changes for consistency with other books in series. + Revision 1.6 2005/12/19 12:49:28 Wibbleboy o Fixed a few minor non-errata typos. o Replaced 'Denton county' with 'Denton County', 'Gulley' with 'Gully' and 'key-in' with 'key in'. @@ -24,7 +66,7 @@ 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 @@ -52,31 +94,6 @@ Initial revision --> - - Highway Holocaust Joe Dever @@ -88,7 +105,7 @@ 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.

@@ -142,22 +159,20 @@ ERRATA 281-315
Transcription
Matthew Reynolds
-
Illustration Transcription
-
+
Illustration Transcription
+
XML
-
Jonathan Blake
Iain Smith
-
Replacement Illustrations
-
Iain Smith
+
Iain Smith
Jonathan Blake
Thomas Wolmer
Proofreading
-
Iain Smith (frontmatter)
Matthew Reynolds (sections 1&endash;105, 246-280)
Simon Osborne (sections 106&endash;245, 281-350)
+
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
+
Iain Smith
Special Thanks
-
+
Nicholas Matzen
@@ -172,18 +187,18 @@ ERRATA 281-315 -

1900-1998
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 Years 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.

+

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.

2nd January
First warhead detonated at Brie Nuclear Energy Plant, ten miles south of Paris, France. Blast and radioactive fallout claim millions of lives. HAVOC repeat their demand and extend deadline by twenty-four hours.

3rd January 'The Day'
World Defence League agents discover location of HAVOC command headquarters on an island in the South Pacific Ocean. Immediately orders are given to infiltrate and destroy the HQ and its occupants. The assault is swift and decisive; the complex is quickly overrun and its inhabitants are killed. Yet, ironically, as the news of this victory is being relayed around the world, HAVOC enact their ultimate revenge. A transmitter hidden on the island, fitted with a time-delay mechanism, clicks on, sending its high-frequency radio signal to a communications satellite orbiting the earth. This signal is amplified and returned to earth where, simultaneously, it triggers the remaining nuclear warheads. The initial explosions set off a disastrous chain reaction that feeds on civil and military nuclear installations all across the northern hemisphere. Hundreds of millions of people are killed within days, and many more perish during the years that follow, falling victim to the lingering radioactivity and the severe climatic changes that affect the earth.

2012-2019
Gale force winds sweep across the world, carrying enormous amounts of dust into the upper atmosphere and preventing much sunlight from reaching the earth's surface. Temperatures plummet, deterring survivors from remaining above ground. Communications are disrupted by gamma radiation, making all radio, cable and satellite contact impossible. Small colonies of survivors develop in total isolation from one another during these years of darkness.

-

2019-2020
Gradually, the dust storms die down and the sun penetrates the atmosphere, thawing the earths frozen surface. Radiation has decayed to tolerable levels, and survivors emerge to reclaim what little remains of the world they once knew.

+

2019-2020
Gradually, the dust storms die down and the sun penetrates the atmosphere, thawing the earth's frozen surface. Radiation has decayed to tolerable levels, and survivors emerge to reclaim what little remains of the world they once knew.

@@ -195,7 +210,7 @@ ERRATA 281-315 -

You are Cal Phoenix, a survivor, born on Thanksgiving in the year 2000 AD. When you cast your mind back to the time before 'the Day', you recall your two brothers and your sister, your parents' house in California, and summer vacations spent cruising the blue Pacific off Catalina Island aboard your father's boat. They are your fondest memories, yet your most vivid recollections are of winter vacations, when the family would drive to Dallas to spend Christmas with Uncle Jonas and Aunt Betty-Ann. Of all your Texan Christmases, the 2011 visit was the most memorable. It was also the last time you saw your family alive.

+

You are Cal Phoenix, a survivor, born on Thanksgiving in the year 2000 AD. When you cast your mind back to the time before 'The Day', you recall your two brothers and your sister, your parents' house in California, and summer vacations spent cruising the blue Pacific off Catalina Island aboard your father's boat. They are your fondest memories, yet your most vivid recollections are of winter vacations, when the family would drive to Dallas to spend Christmas with Uncle Jonas and Aunt Betty-Ann. Of all your Texan Christmases, the 2011 visit was the most memorable. It was also the last time you saw your family alive.

Your parents had decided to cancel the trip to Dallas that year. The oil shortage had pushed up the price of gasolene to $30 a gallon, and only the rich could afford to drive long distances, even in cars equipped with solar-pacs. You were so disappointed when you heard the news that you decided to walk the 1300 miles to Dallas, and would have done so had your father not caught up with you three miles from home. Then, when Uncle Jonas and Aunt Betty-Ann got to hear of it, they fixed it with your parents so that you at least could spend Christmas with them at their ranch near Denton.

From the moment they met your charter flight at Addison Airport you knew it was going to be a vacation to remember. Uncle Jonas was an oilman. He had been one ever since he graduated from the University of Texas in '95 with a degree in geology. Earlier that summer he had been put in charge of construction at a shale-oil mine near Austin, the very first of its kind in Texas, and as a special Christmas treat he promised to take you on a guided tour of the whole underground complex.

@@ -210,14 +225,25 @@ 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.

-

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 lint 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.

+

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.

-

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 subzero blizzards. With a few new parts, a tankful of gas and a lot of hard work it was eventually brought back to life.

+ + + + 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, thenstamped 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.

+

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.

@@ -227,8 +253,7 @@ 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'.

@@ -239,7 +264,7 @@ 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.

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.

@@ -255,8 +280,8 @@ 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. On pages 6 and 7 you will find an Action Chart 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.

+

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, 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.

@@ -269,7 +294,7 @@ 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 @@ -311,9 +336,9 @@ 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.

+

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.

@@ -334,15 +359,24 @@ ERRATA 281-315

In order to equip yourself for the task ahead, you may choose up to four items from the following list:

  • SOLAR TORCH
  • -
  • H.E. (High Explosive) GRENADE
  • +
  • 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.

@@ -369,7 +403,7 @@ 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 iodine 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.

@@ -400,7 +434,7 @@ 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.

@@ -418,36 +452,11 @@ 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.

@@ -479,24 +488,24 @@ ERRATA 281-315
  • After working out your Combat Ratio, pick a number from the Random Number Table.

  • -

    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.
    • -
    • Renegade Clansman loses 4 ENDURANCE points.
    • -
    +
  • Cal Phoenix loses 3 ENDURANCE points.
  • +
  • Renegade Clansman loses 4 ENDURANCE points.
  • +
  • On the Action Chart, mark the changes in ENDURANCE points to the participants in the close combat.

  • 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.

    -

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

    +

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

    Evasion of Combat -

    During your adventure you may be given the chance to evade close combat. If you have already engaged in a round of close combat and decide to evade, calculate the combat for that round in the usual manner. All ENDURANCE points lost by the enemy as a result of that round are ignored; only Cal Phoenix may lose ENDURANCE points during that round, but that is the risk of running away! You may evade combat only if the text of the particular section allows you to do so.

    +

    During your adventure you may be given the chance to evade close combat. If you have already engaged in a round of close combat and decide to evade, calculate the combat for that round in the usual manner. All ENDURANCE points lost by the enemy as a result of that round are ignored; only Cal Phoenix may lose ENDURANCE points during that round, but that is the risk of running away! You may evade combat only if the text of the particular section allows you to do so.

    @@ -515,18 +524,10 @@ ERRATA 281-315 1 -

    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, syphoned 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.

    +

    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. @@ -538,6 +539,15 @@ 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. @@ -558,7 +568,7 @@ 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.
    @@ -567,8 +577,14 @@ ERRATA 281-315
    5 + + +

    Remember to deduct six rounds of 9mm ammunition from your Ammo Pouch.

    +
    +
    + -

    You pull and release the bolt of your G-12, then level the barrel at the leading dog as it gets ready to make its leap. Hurriedly you squeeze off a burst of fire that rips through its chest and sends its lifeless body spinning backwards among the rest of the pack. The death of their brother, and the noise and fury of your weapon, brings the pack to a sudden halt.

    +

    You pull and release the bolt of your G-12, then level the barrel at the leading dog as it gets ready to make its leap. Hurriedly you squeeze off a burst of fire that rips through its chest and sends its lifeless body spinning backwards among the rest of the pack. The death of their brother, and the noise and fury of your weapon, brings the pack to a sudden halt.

    Turn to 90.
    @@ -705,6 +721,15 @@ 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.

    @@ -733,13 +758,13 @@ ERRATA 281-315 -

    This is the correct answer to the keypad puzzle in Section 152.

    +

    This is the correct answer to the keypad puzzle in Section 152.

    -

    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:

    If you decide to keep any of these items be sure to adjust your Action Chart accordingly.

    -

    From a window on the first floor, you watch as a large group of indian clansmen pour out of an alley opposite. They divide into two groups and begin searching the adjoining street, seemingly convinced that you are still out in the open. Silently you crouch by the window, awaiting the chance to slip out of Cross Plains unseen. While you are lying low, you must take a Drink or lose 3 ENDURANCE points.

    +

    From a window on the first floor, you watch as a large group of Indian clansmen pour out of an alley opposite. They divide into two groups and begin searching the adjoining street, seemingly convinced that you are still out in the open. Silently you crouch by the window, awaiting the chance to slip out of Cross Plains unseen. While you are lying low, you must take a Drink or lose 3 ENDURANCE points.

    It is dusk before you are able to escape from the town. With relief you discover that your roadster is still parked at the gas station where you left it, and quickly you climb in and accelerate away.

    When you reach Rising Star 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 Cross Plains and everyone agrees that, with darkness almost upon you, it is too dangerous to continue.

    -

    The night at Rising Star passes uneventfully, and at first light the convoy sets off cross-country towards Abilene. The arid, stony bed of Pecan Bayou provides excellent cover from the surrounding high ground and leads the convoy north-west, back towards Freeway 20. It is shortly after midday when you reach the freeway, from which you can see the outskirts of Abilene less than five miles distant.

    +

    The night at Rising Star passes uneventfully, and at first light the convoy sets off cross-country towards Abilene. The arid, stony bed of Pecan Bayou provides excellent cover from the surrounding high ground and leads the convoy northwest, back towards Freeway 20. It is shortly after midday when you reach the freeway, from which you can see the outskirts of Abilene less than five miles distant.

    Turn to 100.
    @@ -4405,10 +4853,10 @@ ERRATA 281-315 Melvyn Grant Slumped over a control panel is the body of Doctor Drool, former ace DJ. - - + + -

    You use your C.B. to call the convoy and tell them what you have found. Then you cut the power to the control panel, pausing briefly to sign-off for the last time on behalf of the Doctor.

    +

    You use your CB radio to call the convoy and tell them what you have found. Then you cut the power to the control panel, pausing briefly to sign-off for the last time on behalf of the Doctor.

    If you wish to search the radio station, turn to 66. If you decide to return to the convoy without delay, turn to 284.
    @@ -4428,12 +4876,21 @@ ERRATA 281-315

    With a squeal of tyres, you accelerate away, retracing your route along Freeway 20 towards the convoy. As you drive, you are haunted by images of the two Rad-vics that you encountered at the trench: the chilling memory of their gaunt, grey faces has awakened your deepest fears. The road crests a rise and you see the convoy parked less than a quarter of a mile away. The welcoming sight distracts you from your morbid thoughts, but the relief is to be short-lived.

    -

    As you bring your roadster to a halt alongside the bus, you see Cutter standing on the roof, a pair of battered binoculars pressed to his eyes. 'Looks like we're goin' to have company real soon,' he says, staring at a large cloud of dust that is advancing towards Eastland from the north-east. 'I reckon there's over 100 bikes out there on the prairie, and they're all headin' this way. Looks like that Mad Dog Michigan decided not to go to Killeen after all!'

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

    As you bring your roadster to a halt alongside the bus, you see Cutter standing on the roof, a pair of battered binoculars pressed to his eyes. 'Looks like we're goin' to have company real soon,' he says, staring at a large cloud of dust that is advancing towards Eastland from the northeast. 'I reckon there's over 100 bikes out there on the prairie, and they're all headin' this way. Looks like that Mad Dog Michigan decided not to go to Killeen after all!'

    'I think we should head for Cisco and lay low until they pass,' says Uncle Jonas, but he soon changes his mind when you tell him about your encounter at the trench.

    'Abilene would be safer,' says Kate, leaning out of a window of the bus. 'But we'll have to pass wide of Cisco to get there.'

    -

    Cutter convenes a hasty conference to decide the best way to reach Abilene. The terrain in this area is too rocky to attempt a cross-country detour at speed, so you must use what little remains of the secondary highways in order to reach your goal. After studying the map and staring at the surrounding plain from the roof of the bus, you determine two possible routes: north-west via the town of Albany, or south-west via the town of Cross Plains. The colony is undecided as to which route would be best, and so, as convoy scout, the decision is left to you.

    - If you decide to take the highway north-west to Albany, turn to 156. - If you choose to take the south-west route through Cross Plains, turn to 270. +

    Cutter convenes a hasty conference to decide the best way to reach Abilene. The terrain in this area is too rocky to attempt a cross-country detour at speed, so you must use what little remains of the secondary highways in order to reach your goal. After studying the map and staring at the surrounding plain from the roof of the bus, you determine two possible routes: northwest via the town of Albany, or southwest via the town of Cross Plains. The colony is undecided as to which route would be best, and so, as convoy scout, the decision is left to you.

    + If you decide to take the highway northwest to Albany, turn to 156. + If you choose to take the southwest route through Cross Plains, turn to 270.
    @@ -4452,7 +4909,7 @@ ERRATA 281-315

    The instant you set foot in the store, two hands reach out of the darkness, grab you by the jacket lapels and pull you away from the doorway. Immediately, there is a long burst of fire and a hail of bullets scythes the air where you were standing only moments before.

    'These ain't no ordinary punks,' growls Long Jake, peering cautiously over the edge of the bullet-shattered window frame. 'They're scouts for a Yankee gang that's headin' this way, looking to take over. They're a mite anxious to get their hands on her, too,' he says, nodding towards the girl who is crouching behind the store counter, her eyes wide with fright.

    -

    'What do they want with her?' you ask, but before Long Jake can reply there is a flash and a deafening explosion. The store's rear door is blown inwards and a searing wave of heat and flying debris knocks you off your feet. Stunned by the blast, you rise unsteadily and reach for a weapon. A grey shape fills the rear entrance, its outline fuzzy in the smoke and dust that hovers there. Then the shape draws into focus and you see the silhouette of a tall man, lean and sinewy, his thin mouth set in cruel sneer.

    +

    'What do they want with her?' you ask, but before Long Jake can reply there is a flash and a deafening explosion. The store's rear door is blown inwards and a searing wave of heat and flying debris knocks you off your feet. Stunned by the blast, you rise unsteadily and reach for a weapon. A grey shape fills the rear entrance, its outline fuzzy in the smoke and dust that hovers there. Then the shape draws into focus and you see the silhouette of a tall man, lean and sinewy, his thin mouth set in a cruel sneer.

    'Look out!' screams Long Jake, as the figure leaps through the doorway, a shotgun held before him ready to fire.

    Pick a number from the Random Number Table. If your current Shooting, Stealth and Perception points (when added together) total 8 or more, then add 2 to the number you have picked.

    If your total is now 0-3, turn to 191. @@ -4485,6 +4942,15 @@ ERRATA 281-315

    You crouch behind the wrecked car and watch as Kate disappears into the factory. Minutes later you see her face at a window on the top floor and notice the barrel of her gun resting on its ledge. Nervously you count the passing seconds, your eyes fixed on the road ahead.

    The first of the Lions appears: it is a motorcycle and sidecar. A lion's head flag flutters from an aerial fixed behind the rider's saddle, and a heavy-calibre machine gun is mounted in front of the chair. As soon as they see the tanker they open fire, sending a stream of tracer bullets arcing towards your position. As the fiery shells rip through your cover, you fight the urge to throw yourself down on the ground, and take aim at the approaching vehicle. You know that you must make your shot count, for if just one of the tracer shells were to pierce the tanker, it would ignite the fuel and blow it sky high.

    + + + + Melvyn Grant + + + + + If the gun you are holding is a Pistol, turn to 308. If it is a Machine Pistol, turn to 102. If it is a Rifle, turn to 268. @@ -4509,9 +4975,18 @@ ERRATA 281-315

    The evil-sounding laughter is cut short by a deafening roar as both barrels of a Browning Citori are discharged at the counter. The heavy loads rip through the front, bringing down most of the rickety shelves that line the back wall. A cascade of bottles and glasses rains down on your head, causing you further injury as you scurry towards the end of the counter: lose 3 ENDURANCE points.

    Ahead, beneath the staircase, you see a door with an unlit sign above it that reads:

    - EXIT - FIRE ESCAPE + EXITFIRE ESCAPE USE IN CASE OF EMERGENCY ONLY

    'I reckon this constitutes an emergency,' you mutter, as you get ready to break cover and run towards the door. Just as you are about to leave your hand brushes against the stock of a sawn-off shotgun that is lying on a shelf beneath the counter. Both hammers are cocked and the chamber tags show that both barrels are loaded.

    + + + + Melvyn Grant + + + + + If you wish to take the weapon, turn to 176. If you decide to ignore it, turn to 84.
    @@ -4535,7 +5010,7 @@ ERRATA 281-315 336 -

    The rotten wood splits and crumbles under the slightest pressure, enabling you to open the crate with your bare hands. Inside, you discover hundreds of square plastic tubs, bound together with tape into units of twelve. Sealing the whole consignment is a vast sheet of clear polythene - just what your uncle wanted! Using your hunting knife, you slit open the sheeting at the corners, remove it from the tubs and fold it away carefully for future use.

    +

    The rotten wood splits and crumbles under the slightest pressure, enabling you to open the crate with your bare hands. Inside, you discover hundreds of square plastic tubs, bound together with tape into units of twelve. Sealing the whole consignment is a vast sheet of clear polythenejust what your uncle wanted! Using your hunting knife, you slit open the sheeting at the corners, remove it from the tubs and fold it away carefully for future use.

    The tubs themselves are each adorned with blue and white labels that display the letters: N a C l.

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

    If the total is now 6 or less, turn to 134. @@ -4556,8 +5031,8 @@ ERRATA 281-315 Melvyn Grant The combat is to the death; you both launch yourself towards the centre of the corral. - - + +

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

    If your total score is 7 or less, turn to 122. @@ -4570,7 +5045,7 @@ ERRATA 281-315

    At the place where it enters the town, the surface of the freeway glitters as if it were covered with hundreds of tiny mirrors. You narrow your eyes to focus on these glimmering points of light, and a chill runs down your spine when you realize what they are. The highway is covered with metal spikes.

    -

    You signal to the convoy to halt and then inform the other drivers - Cutter and Uncle Jonas - of what you have seen. 'We'll have to circle around this place,' says Uncle Jonas. 'We can't risk our tyres on this stretch o' road. According to that Rickenbacker guy, this land's now bandit territory.'

    +

    You signal to the convoy to halt and then inform the other driversCutter and Uncle Jonasof what you have seen. 'We'll have to circle around this place,' says Uncle Jonas. 'We can't risk our tyres on this stretch o' road. According to that Rickenbacker guy, this land's now bandit territory.'

    'I bet they're responsible for spikin' the road,' says Cutter. 'It'll be gettin' dark soon an' I sure don't wanna be bushwhacked while changing tyres. Besides, we're gettin' real close to home. I'm sure we all'd like to make camp tonight in Big Spring.' You nod your agreement.

    The three of you decide to detour the town and pick up the freeway a few miles further on. You lead the convoy cross-country, but as you draw level with the town you hear the sound of gunfire.

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

    @@ -4583,7 +5058,7 @@ ERRATA 281-315 339 -

    You raise the heavy Zeiss binoculars to your eyes and slowly scan the ruins. There is little to confirm your suspicions: rolling tumbleweed and the shimmering heat of early afternoon are the only movements you observe among the derelict remains of Denton. Then something catches your eye at the entrance to an alley near the centre of the town. Your pulse quickens when you recognize it. It is a haze of oily blue smoke - the exhaust fumes of a motorcycle.

    +

    You raise the heavy Zeiss binoculars to your eyes and slowly scan the ruins. There is little to confirm your suspicions: rolling tumbleweed and the shimmering heat of early afternoon are the only movements you observe among the derelict remains of Denton. Then something catches your eye at the entrance to an alley near the centre of the town. Your pulse quickens when you recognize it. It is a haze of oily blue smokethe exhaust fumes of a motorcycle.

    If you wish to enter Denton and take a closer look, turn to 298. If you decide to return to the convoy and warn them to avoid Denton, turn to 198.
    @@ -4592,8 +5067,14 @@ ERRATA 281-315
    340 + + +

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

    +
    +
    + -

    You have aimed too high and, as the window disintegrates, your gunfire passes harmlessly over the head of the Maverick rider. He hurls his fire-bomb, and screams of terror fill your ears as your people scramble across the seats in a desperate attempt to escape the blast. You hear a sharp crack as the bottle strikes the edge of a seat, then there is a brilliant flash of orange and yellow light as it smashes and bursts into flames.

    +

    You have aimed too high and, as the window disintegrates, your gunfire passes harmlessly over the head of the Maverick rider. He hurls his fire-bomb, and screams of terror fill your ears as your people scramble across the seats in a desperate attempt to escape the blast. You hear a sharp crack as the bottle strikes the edge of a seat, then there is a brilliant flash of orange and yellow light as it smashes and bursts into flames.

    Pick a number from the Random Number Table.

    If the number you have picked is 0-2, turn to 79. If the number is 3-9, turn to 197. @@ -4627,7 +5108,16 @@ ERRATA 281-315

    The drive to Albany takes you across a rolling plain that once fed a million head of longhorn cattle. Now the once-lush grassland is a vast desert of parched and blistered earth, completely devoid of life. The town stands at the centre of this bald prairie, its battered wooden houses and stores clustered haphazardly in groups on either side of a single main street. You stop your car half a mile from the town and park it in the shade of an old farm building, before venturing into Albany on foot.

    -

    The first building that you see is the ruins of the Shackelford county sheriffs office. Spent cartridge cases litter the ground around its entrance, marking the site of a recent gunfight.

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

    The first building that you see is the ruins of the Shackelford County Sheriff's office. Spent cartridge cases litter the ground around its entrance, marking the site of a recent gunfight.

    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 31. If your total score is now 13 or more, turn to 277. @@ -4637,8 +5127,14 @@ ERRATA 281-315
    344 + + +

    Remember to deduct a round of 9mm ammunition from your Ammo Pouch.

    +
    +
    + -

    Your bullet hits the clansman in the chest and knocks him clean off his feet. 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.

    +

    Your bullet hits the clansman in the chest and knocks him clean off his feet. 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 motorcycle 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.

    Turn to 175.
    @@ -4678,8 +5174,23 @@ ERRATA 281-315
    348 + + +

    Remember to deduct a round of 12-gauge ammunition from your Ammo Pouch.

    +
    +
    + -

    You raise your arm and fire your shotgun without aiming. The speed of your reflexes and the spread of the Double-A target load guarantee that your enemy will never point his pistol at anyone again.

    +

    You raise your arm and fire your shotgun without aiming. The speed of your reflexes and the spread of the Double-A target load guarantee that your enemy will never point his pistol at anyone again.

    + + + + Melvyn Grant + + + + +

    As the smoke clears, you see Cutter approach the gully and reload his gun as he stares over the edge at the lifeless bodies of your ambushers. You are soon joined by the others and together you search their bodies for useful items.

    Turn to 216. @@ -4688,8 +5199,14 @@ ERRATA 281-315
    349 + + +

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

    +
    +
    + -

    You have aimed too low: your gunfire hits the stone parapet of the roof, alerting the sniper to your position. Quickly he lifts his assault rifle, swings the barrel around towards the factory, and focuses on your window. You glimpse a muzzle flash a split-second before the ledge and frame are blown to pieces by a dozen high-velocity bullets.

    +

    You have aimed too low: your gunfire hits the stone parapet of the roof, alerting the sniper to your position. Quickly he lifts his assault rifle, swings the barrel around towards the factory, and focuses on your window. You glimpse a muzzle flash a split-second before the ledge and frame are blown to pieces by a dozen high-velocity bullets.

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

    If your total score is now 7 or less, turn to 151. If your total score is now 8 or more, turn to 260. @@ -4703,271 +5220,368 @@ ERRATA 281-315

    Seething with anger you watch as the remaining biker climbs astride his machine and kicks it into life. You rush forward in a brave but hopeless attempt to save Kate from being abducted: the Maverick clansman accelerates away before you can even get near. As you watch his fleeing form disappear into the night, you promise yourself that you will get Kate back, no matter what it takes. You run towards your roadster, determined to follow him and rescue Kate, but your plans are frustrated when the bus pulls up close by and Cutter shouts a warning. 'There's a whole mess o' lights headin' this way, Cal. I'm sure it's the Lions. We've got to move now or they'll catch us before we get inside Big Spring.' Reluctantly you agree with Cutter. It would be madness to drive alone into the Detroit Lions.

    The convoy enters the fortified gates of Big Spring and receives a rapturous welcome from the colonists of the settlement. The mood is celebratory, for your arrival marks the start of an alliance that is destined to grow stronger over the forthcoming months. You have completed the first stage of your difficult journey and, although your achievement is overshadowed by Kate's abduction, your mission is a success.

    For you, Cal Phoenix, champion and protector of Dallas Colony 1, the journey continues in Book 2 of the Freeway Warrior series, entitled:

    - -

    SLAUGHTER MOUNTAIN RUN

    +

    SLAUGHTER MOUNTAIN RUN

    -
    - Map of Central Texas - - - - - Melvyn Grant - - - - - -
    - -
    - Action Chart - - +
    + Map of Central Texas + - Iain Smith + Melvyn Grant - + + + +
    - - - Iain Smith - - - +
    + Action Chart - - - Iain Smith - - - + - - - Iain Smith - - - + + + Iain Smith + + + - - - Iain Smith - - - + + + Iain Smith + + + + + + + Iain Smith + + + + + + + Iain Smith + + + + + + + Iain Smith + + + - -
    +
    +
    -
    - Close Combat Rules Summary +
    + Close Combat Rules Summary - -
      -
    1. Add to your CLOSE COMBAT SKILL any extra points gained through use of a close combat weapon.
    2. -
    3. Subtract the CLOSE COMBAT SKILL score of your enemy from your total. The resulting number is the Combat Ratio.
    4. -
    5. Pick a number from the Random Number Table.
    6. -
    7. Turn to the Combat Results Table.
    8. -
    9. Find your Combat Ratio along the top of the chart and cross-reference it with the random number you have picked. (E indicates enemy's loss of ENDURANCE points. CP indicates Cal Phoenix's loss of ENDURANCE points.)
    10. -
    11. Continue the combat from stage 3 until one combatant has zero ENDURANCE points, this is when he is declared dead.
    12. -
    - -
    - To Evade Combat - -
      -
    1. You may only evade combat when the text of the adventure offers you the opportunity.
    2. -
    3. If the text offers the chance of taking evasive action instead of entering into combat, you may evade in the first round of combat or in any subsequent round.
    4. -
    5. If you decide to evade after a round of combat, ignore all points lost by the enemy in that round: only Cal Phoenix loses ENDURANCE points.
    6. -
    -
    -
    + +
      +
    1. Add to your CLOSE COMBAT SKILL any extra points gained through use of a close combat weapon.
    2. +
    3. Subtract the CLOSE COMBAT SKILL score of your enemy from your total. The resulting number is the Combat Ratio.
    4. +
    5. Pick a number from the Random Number Table.
    6. +
    7. Turn to the Close Combat Results Table.
    8. +
    9. Find your Combat Ratio along the top of the chart and cross-reference it with the random number you have picked. (E indicates enemy's loss of ENDURANCE points. CP indicates Cal Phoenix's loss of ENDURANCE points.)
    10. +
    11. Continue the combat from stage 3 until one combatant has zero or fewer ENDURANCE points, this is when he is declared dead.
    12. +
    + +
    + To Evade Combat + +
      +
    1. You may only evade combat when the text of the adventure offers you the opportunity.
    2. +
    3. If the text offers the chance of taking evasive action instead of entering into combat, you may evade in the first round of combat or in any subsequent round.
    4. +
    5. If you decide to evade after a round of combat, ignore all points lost by the enemy in that round: only Cal Phoenix loses ENDURANCE points.
    6. +
    +
    +
    -
    -
    + +
    -
    - Combat Results Table +
    + Combat Results Table - + - - - Jonathan Blake - - - - + + + Jonathan Blake + + + + - - - Jonathan Blake - - - - + + + Jonathan Blake + + + + - -
    + +
    -
    - Random Number Table +
    + Random Number Table - - - - Jonathan Blake - - - + + + + Jonathan Blake + + + - -
    + +
    -
    - Errata +
    + Errata - + -
    - Introduction - -

    We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

    -
    -
    - -
    - Errata - -

    (The Game Rules) Replaced if you pick a O with if you pick a 0.

    -

    (Equipment) Replaced map of Central Texas with Map of Central Texas.

    -

    (Combat Rules) Replaced CLOSECOMBAT with CLOSE COMBAT.

    -

    (Combat Rules) Replaced cross-refer with cross-reference.

    -

    (Combat Rules) Replaced as 1 If with as 1. If .

    -

    (Cal's Story) Replaced re-establish with reestablish and Denton county with Denton County.

    -

    (13) Added missing period after Random Number Table.

    -

    (20) Replaced GEIGER COUNTER, ALTIMETER and RADIATION SUIT with initial capitals.

    -

    (48) Replaced dislodgng with dislodging and Skull,' with Skull?'.

    -

    (55) Replaced thunderbird with Thunderbird.

    -

    (72) Replaced shooting skill with Shooting skill.

    -

    (82) Replaced needin with needin'.

    -

    (85) Replaced DISTRIBUTOR CAP, CONDENSER, GAS MODIFIER, OIL PLUG, FAN BELT with initial capitals.

    -

    (94) Replaced shouting : with shouting: .

    -

    (98) Replaced GEIGER COUNTER, ALTIMETER and RADIATION SUIT with initial capitals.

    -

    (116) Replaced key-in with key in.

    -

    (117) Added missing period after (0 equals 10).

    -

    (122) Replaced gutteral with guttural.

    -

    (143) Replaced ( with with (with.

    -

    (149) Replaced assess with assesses.

    -

    (156) Replaced take its toll of those with take its toll on those.

    -

    (171) Replaced de-activates with deactivates.

    -

    (175) Replaced anti-biotics with antibiotics.

    -

    (182) Replaced Erath country with Erath County.

    -

    (189) Replaced womped with whomped and come 'an pay with come an' pay.

    -

    (194) Replaced de-activates with deactivates.

    -

    (229) Replaced breathlessly:'Set with breathlessly: 'Set .

    -

    (248) Replaced C.B. radio with C.B. Radio.

    -

    (260) Replaced Cmon with C'mon and Comanche county with Comanche County.

    -

    (288) Replaced auto-wreck with auto wreck.

    -

    (305) Replaced fininshed with finished.

    -

    (336) Replaced letters, with letters:.

    -

    (338) Replaced bushwacked with bushwhacked, Rickenbaker with Rickenbacker and fusilage with fuselage.

    -

    (12,24,80,105,117,177,222,242,296,348) Replaced gulley with gully.

    -

    (Combat Rules Summary) Added missing period after from your total.

    -

    (Combat Rules Summary) Replaced cross-refer with cross-reference.

    -
    -
    -
    -
    +
    + Introduction + +

    We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

    +
    +
    + +
    + Errata + +

    (The Game Rules) Replaced if you pick a O with if you pick a 0, On pages 6 and 7 you will find an Action Chart with An Action Chart has been supplied, the Random Number Table at the back of this book with the Random Number Table, and survival skills with Survival Skills.

    +

    (The Game Rules) Removed For ease of use during play it is recommended that you photocopy these pages.

    +

    (Equipment) Replaced map of Central Texas with Map of Central Texas, potassium iodine with potassium iodide, H.E. (High Explosive) GRENADE with HE (High Explosive) GRENADE, C.B. RADIO with CB RADIO, and sulphonamides with sulfonamides.

    +

    (Combat Rules) Replaced CLOSECOMBAT with CLOSE COMBAT, cross-refer with cross-reference, and as 1 If with as 1. If .

    +

    (Combat Rules) Removed on the inside back cover of the book.

    +

    (Dateline to Disaster) Replaced training and with training, and.

    +

    (Cal's Story) Replaced re-establish with reestablish, Denton county with Denton County, and fuel, food or water with fuel, food, or water.

    +

    (1) Replaced syphoned with siphoned, and C.B. radio with CB radio.

    +

    (13) Added missing period after Random Number Table.

    +

    (20) Replaced GEIGER COUNTER, ALTIMETER and RADIATION SUIT with initial capitals.

    +

    (26) Replaced machine-gunner with machine gunner.

    +

    (30) Replaced indian with Indian.

    +

    (36) Replaced under way with underway.

    +

    (38) Replaced indian with Indian.

    +

    (43) Replaced N a C l with NaCl.

    +

    (48) Replaced dislodgng with dislodging, Skull,' with Skull?', and 'the Kickers' with the 'Kickers'.

    +

    (55) Replaced thunderbird with Thunderbird.

    +

    (61) Replaced south-west with southwest.

    +

    (65) Replaced C.B. Radio with CB Radio.

    +

    (66) Replaced First Aid Box with first aid box.

    +

    (68) Replaced 'the Mavericks' with the 'Mavericks'.

    +

    (72) Replaced shooting skill with Shooting skill and (minimum - one round; maximum - four rounds) with (minimum: one round; maximum: four rounds).

    +

    (73) Replaced C.B. transceiver with CB transceiver, and C.B. Radio with CB Radio.

    +

    (74) Replaced C.B. Radio with CB Radio.

    +

    (82) Replaced needin with needin'.

    +

    (85) Replaced DISTRIBUTOR CAP, CONDENSER, GAS MODIFIER, OIL PLUG, FAN BELT with initial capitals.

    +

    (86) Replaced north-west with northwest.

    +

    (92) Replaced It it is 7-9 with If it is 7-9.

    +

    (94) Replaced shouting : with shouting: .

    +

    (96) Replaced machine-gunner with machine gunner.

    +

    (98) Replaced GEIGER COUNTER, ALTIMETER and RADIATION SUIT with initial capitals.

    +

    (99) Replaced H.E. Grenade with HE Grenade.

    +

    (100) Replaced C.B. Radio with CB Radio.

    +

    (101) Replaced (minimum - one round; maximum - six rounds) with (minimum: one round; maximum: six rounds)

    +

    (109) Replaced feet first with feet-first.

    +

    (116) Replaced key-in with key in.

    +

    (117) Added missing period after (0 equals 10).

    +

    (119) Replaced Water Canteen, containing with Water Canteen containing and sulphonamides with sulfonamides.

    +

    (122) Replaced gutteral with guttural.

    +

    (131) Replaced (minimum - one round; maximum - five rounds) with (minimum: one burst; maximum: five bursts)

    +

    (132) Replaced machine-gunner with machine gunner.

    +

    (133) Replaced feet first with feet-first.

    +

    (136) Replaced north-west with northwest.

    +

    (137) Replaced south-west with southwest.

    +

    (142) Replaced feet first with feet-first.

    +

    (143) Replaced ( with with (with, Water Canteen, containing with Water Canteen containing, and sulphonamides with sulfonamides.

    +

    (149) Replaced assess with assesses.

    +

    (152) Replaced text based number puzzle with illustration.

    +

    (155) Replaced red indian with Red Indian.

    +

    (156) Replaced take its toll of those with take its toll on those.

    +

    (158) Replaced C.B. Radio with CB Radio.

    +

    (162) Replaced Ammo pouch with Ammo Pouch and once sophisticated with once-sophisticated.

    +

    (165) Replaced rear view mirror with rear-view mirror.

    +

    (171) Replaced de-activates with deactivates.

    +

    (175) Replaced anti-biotics with antibiotics and H.E. Grenade with HE Grenade.

    +

    (181) Replaced rope with Rope and feet first with feet-first.

    +

    (182) Replaced Erath country with Erath County.

    +

    (189) Replaced womped with whomped and come 'an pay with come an' pay.

    +

    (194) Replaced de-activates with deactivates.

    +

    (195) Replaced machine-gunner with machine gunner.

    +

    (198) Replaced south-west with southwest (x2).

    +

    (204) Replaced machine-gun fire with machine gun fire.

    +

    (209) Replaced red indian with Red Indian.

    +

    (210) Replaced out-distance with outdistance.

    +

    (216) Replaced Three rounds of 12-gauge shotgun ammunition with Three rounds of 12-gauge ammunition.

    +

    (220) Replaced and 'll with and'll.

    +

    (229) Replaced breathlessly:'Set with breathlessly: 'Set .

    +

    (229) Replaced across the bridge. at a run. with across the bridge at a run.

    +

    (233) Replaced (minimum - one round; maximum - four rounds) with (minimum: one round; maximum: four rounds)

    +

    (242) Replaced C.B. Radio with CB Radio.

    +

    (246) Replaced feet first with feet-first.

    +

    (248) Replaced C.B. radio with CB Radio.

    +

    (250) Replaced machine-gunner with machine gunner.

    +

    (253) Started a new paragraph for Cutter's speech.

    +

    (255) Replaced text based number puzzle with illustration.

    +

    (259) Replaced pistol with Pistol.

    +

    (260) Replaced Cmon with C'mon and Comanche county with Comanche County.

    +

    (270) Replaced water canteen with Water Canteen.

    +

    (288) Replaced auto-wreck with auto wreck.

    +

    (294) Replaced 'the Kickers' with the 'Kickers'.

    +

    (295) Replaced C.B. radio with CB radio and north-west with northwest.

    +

    (298) Replaced red indian with Red Indian.

    +

    (300) Replaced red indian with Red Indian.

    +

    (305) Replaced fininshed with finished.

    +

    (305) Replaced ain't you' boy?' with ain't you boy?'.

    +

    (318) Replaced rear view mirror with rear-view mirror.

    +

    (321) Replaced indian with Indian and north-west with northwest.

    +

    (325) Replaced C.B. with CB radio.

    +

    (327) Replaced north-east with northeast, north-west with northwest (x2), and south-west with southwest.

    +

    (329) Replaced set in cruel sneer. with set in a cruel sneer..

    +

    (336) Replaced letters, with letters:.

    +

    (338) Replaced bushwacked with bushwhacked, Rickenbaker with Rickenbacker and fusilage with fuselage.

    +

    (343) Replaced Shackelford county sheriff's office with Shackelford County Sheriff's office.

    +

    (12,24,80,105,117,177,222,242,296,348) Replaced gulley with gully.

    +

    (23,73,85,138,163,229,260) Replaced Backpack items with Backpack Items.

    +

    (63,162,205,218,269,314) Replaced Weapons list with Weapons List.

    +

    (Cal's Story,105,160,257) Replaced 'the Day' with 'The Day'.

    +

    (Combat Rules Summary) Added missing period after from your total. Replaced cross-refer with cross-reference, Combat Results Table with Close Combat Results Table, and zero ENDURANCE with zero or fewer ENDURANCE.

    +
    +
    + +
    -
    - Footnotes +
    + Footnotes - -

    (20) This is the correct answer to the keypad puzzle in Section 152.

    -

    (98) This is the correct answer to the keypad puzzle in Section 255.

    -

    (152) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

    -

    (255) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

    -
    -
    + +

    (5) Remember to deduct six rounds of 9mm ammunition from your Ammo Pouch.

    +

    (20) This is the correct answer to the keypad puzzle in Section 152.

    +

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

    +

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

    +

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

    +

    (62) Remember to deduct a round of 12-gauge ammunition from your Ammo Pouch.

    +

    (64) Remember to deduct the relevant number of rounds from your Ammo Pouch (if any).

    +

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

    +

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

    +

    (98) This is the correct answer to the keypad puzzle in Section 255.

    +

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

    +

    (152) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

    +

    (153) Remember to deduct six rounds of 9mm ammunition from your Ammo Pouch.

    +

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

    +

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

    +

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

    +

    (174) Remember to deduct a round of 9mm ammunition from your Ammo Pouch.

    +

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

    +

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

    +

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

    +

    (255) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

    +

    (261) Remember to deduct a round of 9mm ammunition from your Ammo Pouch.

    +

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

    +

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

    +

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

    +

    (320) Remember to deduct a round of 12-gauge ammunition from your Ammo Pouch.

    +

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

    +

    (344) Remember to deduct a round of 9mm ammunition from your Ammo Pouch.

    +

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

    +
    +
    -
    - Table of Illustrations +
    + Table of Illustrations - -

    The following is a list of all Sections containing illustrations found in this book:

    - -
    - Primary Illustrations - - - - -
    + +

    The following is a list of all Sections containing illustrations found in this book:

    -
    - Secondary Illustrations +
    + Primary Illustrations
      - -
    -
    -
    +
  • Illustration I (Section 16)
  • +
  • Illustration II (Section 30)
  • +
  • Illustration III (Section 48)
  • +
  • Illustration IV (Section 68)
  • +
  • Illustration V (Section 89)
  • +
  • Illustration VI (Section 103)
  • +
  • Illustration VII (Section 133)
  • +
  • Illustration VIII (Section 150)
  • +
  • Illustration IX (Section 162)
  • +
  • Illustration X (Section 188)
  • +
  • Illustration XI (Section 210)
  • +
  • Illustration XII (Section 227)
  • +
  • Illustration XIII (Section 243)
  • +
  • Illustration XIV (Section 256)
  • +
  • Illustration XV (Section 286)
  • +
  • Illustration XVI (Section 305)
  • +
  • Illustration XVII (Section 313)
  • +
  • Illustration XVIII (Section 325)
  • +
  • Illustration XIX (Section 337)
  • +
  • Map Of Central Texas
  • +
  • Action Chart
  • + + +
    +
    + Secondary Illustrations + +

    Only the first occurrence of each secondary illustration is cited.

    + +
    +
    +