X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F02smr.xml;h=4c7e35a39f25aa1e074eabd77993d1a2d2a71cca;hb=a3ba2f22e4b7d59a05035adc1f33bc409ef0599b;hp=eb47b07f5c7ee93b8b73275f97ebd207ff4827c3;hpb=d5b44188b4a54534f3f2ac4902869e13ae792a59;p=project-aon.git diff --git a/xml/02smr.xml b/xml/02smr.xml index eb47b07..4c7e35a 100644 --- a/xml/02smr.xml +++ b/xml/02smr.xml @@ -15,6 +15,16 @@ $Id$ $Log$ +Revision 1.9 2007/04/30 17:55:17 Wibbleboy +o Made several changes in response to suggestions in Wiki. + +Revision 1.8 2006/09/14 14:48:00 Wibbleboy +o Made various errata/non errata changes. +o Updated errata section to combine all changes for a given page in a single entry. + +Revision 1.7 2006/09/12 08:49:08 Wibbleboy +o Made several changes in response to suggestions in Wiki. + Revision 1.6 2006/09/07 14:05:53 Wibbleboy o Added ammo usage footnotes o Corrected various errata and non-errate errors. @@ -55,7 +65,7 @@ Initial revision Project Aon 20051217 -

You are Cal Phoenix, the Freeway Warrior, champion and protector of Dallas Colony One. From the sanctuary of Big Spring your convoy of survivors begins the next stage of its life-or-death exodus: a journey to the fortified border town of El Paso, a destination that lies hundreds of miles beyond the sun-scorched wasteland of West Texas. In Slaughter Mountain Run your mission is to rescue Kate Norton from the clutches of your arch enemy - the H.A.V.O.C. leader Mad Dog Michigan. You have just seven days to free her and to rendezvous with the colony before it runs the gauntlet of fire that protects the only mountain road to El Paso.

+

You are Cal Phoenix, the Freeway Warrior, champion and protector of Dallas Colony One. From the sanctuary of Big Spring your convoy of survivors begins the next stage of its life-or-death exodus: a journey to the fortified border town of El Paso, a destination that lies hundreds of miles beyond the sun-scorched wasteland of West Texas. In Slaughter Mountain Run your mission is to rescue Kate Norton from the clutches of your arch enemythe HAVOC leader Mad Dog Michigan. You have just seven days to free her and to rendezvous with the colony before it runs the gauntlet of fire that protects the only mountain road to El Paso.

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.

@@ -137,11 +147,11 @@ Initial revision -

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

-

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

+

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

+

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

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

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

-

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

+

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

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

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

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

@@ -161,22 +171,22 @@ Initial revision

You are Cal Phoenix, a survivor, born in California on Thanksgiving Day in the year AD 2000. In 2012, whilst on winter vacation at your Uncle Jonas' and Aunt Betty-Ann's ranch in Texas, you were invited to visit a shale-oil mine near Austin, the first of its kind in Texas. As Chief of Construction, your uncle was proud to take you on a guided tour of the whole underground complex, which, for security reasons, was totally self-supporting. It was during this tour on 3 January 2012, that the unthinkable happened.

-

You remember how the ground shuddered when the shock waves from the first distant explosions reached the mine. Immediately you assumed it was the start of an earthquake, which you had experienced many times at home in California. However, as the levels nearest the surface began to collapse and the central elevator shaft filled with rubble, you realized the awful truth: the holocaust. At first there was no way of telling the extent of the surface devastation. Below ground, the safety generators had switched into operation automatically when the main power supply failed, and the tremors had faded quickly, which encouraged 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, too, was 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 those supplies, or that the mine would become your home, your shelter and your prison for the next eight years of your lives.

+

You remember how the ground shuddered when the shock waves from the first distant explosions reached the mine. Immediately you assumed it was the start of an earthquake, which you had experienced many times at home in California. However, as the levels nearest the surface began to collapse and the central elevator shaft filled with rubble, you realized the awful truth: the holocaust. At first there was no way of telling the extent of the surface devastation. Below ground, the safety generators had switched into operation automatically when the main power supply failed, and the tremors had faded quickly, which encouraged 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, too, was optimistic. After all, there were emergency suppliesenough to feed 200 men for a whole month. Little did she know that the three of you would end up consuming all 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 early September in the year 2019 when eventually you broke through to the surface. When first you set eyes on the landscape surrounding the mine, it was like looking at the surface of another planet. 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 had 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 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 and 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 there, and some people were already on their way. When your uncle and aunt accepted their invitation, the Ewells were enthusiastic, but they also warned you to be wary - not everyone who had survived wanted to establish a new community. The ruins of some large Texan cities, such as 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 urged you to avoid these gangs at all costs.

+

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 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 and 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 there, and some people were already on their way. When your uncle and aunt accepted their invitation, the Ewells were enthusiastic, but they also warned you to be warynot everyone who had survived wanted to establish a new community. The ruins of some large Texan cities, such as 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 urged you to avoid these gangs at all costs.

It took more than a week to discover a vehicle that could transport you to McKinney. 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 fuel and spares salvaged from the mine, you managed to coax it back to life, and then set off on your journey north.

-

When you arrived at the town, it was easy to find where the Ewells lived - their ranch was the only place 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. However, after being ambushed and shot at by the city gangs of Fort Worth during the final stages of your journey, you fully appreciated the need for these defences.

+

When you arrived at the town, it was easy to find where the Ewells livedtheir ranch was the only place 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. However, after being ambushed and shot at by the city gangs of Fort Worth during the final stages of your journey, you fully appreciated 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, and 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 and new contacts were made, 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, known as 'DC1' for short. 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 Day' he had been chief mechanic at the International Grand Prix Circuit near Lake Dallas, and his incredible skill with, 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. It was your natural 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 'the Freeway Warrior'.

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 had united them and now 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. Their situation was completely the reverse of DC1's: they had food and water in plentiful supply 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. In fact, it had survived the last eight years virtually intact. When you heard the news you could hardly believe your ears. Perhaps your family was still alive. After all that had happened, there was now a real hope that one day you might be reunited with them.

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

-

Careful preparations were made for the long trek, and three vehicles were chosen to make up the convoy: the school bus, your customized roadster, and a gasolene tanker laden with 5000 gallons of petroleum siphoned from underground storage tanks at the Ewell ranch. Supplies of food and water were adequate but the colony lacked sufficient firearms and ammunition with which to defend itself. So, on the day before the convoy was due to leave, one of the colonists was sent north to search the town of Sherman for weapons. He radioed back to say that he had found a cache of hunting rifles and ammunition, but that his truck had broken down and he was stranded in the town. He had also found a survivor - a beautiful teenage girl - and he requested that you be sent to Sherman to pick them up. As soon as you arrived you were ambushed by the scouts of a brutal gang of bikers known as the Detroit Lions and, in the ensuing gun battle, you killed Stinger - the scouts' leader.

-

Later, you learned that the girl, Kate Norton, was the sole survivor of a Kansas City colony, which had been attacked and wiped out by the Detroit Lions. The Lions' leader, who calls himself 'Mad Dog Michigan', had taken a liking to her and spared her life. Mad Dog had once been a high-ranking HAVOC agent. He had escaped from Pontiac Deep Pen near Detroit, and he and his gang, most of whom were also HAVOC escapees, were heading for the Fort Hood Military Reserve near Killeen, Texas, the largest armoury in the whole of the United States. There he hoped to find enough weapons to equip the other HAVOC clans who were now in control of cities all along the eastern seaboard. Kate had managed to steal a motorcycle and escape from their camp, but Mad Dog had been determined to get her back. He sent his brother - Stinger and a handful of his best scouts to track her down. They had finally caught up with her at Sherman.

+

Careful preparations were made for the long trek, and three vehicles were chosen to make up the convoy: the school bus, your customized roadster, and a gasolene tanker laden with 5000 gallons of petroleum siphoned from underground storage tanks at the Ewell ranch. Supplies of food and water were adequate but the colony lacked sufficient firearms and ammunition with which to defend itself. So, on the day before the convoy was due to leave, one of the colonists was sent north to search the town of Sherman for weapons. He radioed back to say that he had found a cache of hunting rifles and ammunition, but that his truck had broken down and he was stranded in the town. He had also found a survivora beautiful teenage girland he requested that you be sent to Sherman to pick them up. As soon as you arrived you were ambushed by the scouts of a brutal gang of bikers known as the Detroit Lions and, in the ensuing gun battle, you killed Stingerthe scouts' leader.

+

Later, you learned that the girl, Kate Norton, was the sole survivor of a Kansas City colony, which had been attacked and wiped out by the Detroit Lions. The Lions' leader, who calls himself 'Mad Dog Michigan', had taken a liking to her and spared her life. Mad Dog had once been a high-ranking HAVOC agent. He had escaped from Pontiac Deep Pen near Detroit, and he and his gang, most of whom were also HAVOC escapees, were heading for the Fort Hood Military Reserve near Killeen, Texas, the largest armoury in the whole of the United States. There he hoped to find enough weapons to equip the other HAVOC clans who were now in control of cities all along the eastern seaboard. Kate had managed to steal a motorcycle and escape from their camp, but Mad Dog had been determined to get her back. He sent his brotherStinger and a handful of his best scouts to track her down. They had finally caught up with her at Sherman.

When Mad Dog learned that you had killed his brother, he vowed to get even with you at any price. He abandoned his plans to loot Fort Hood and embarked instead on a relentless pursuit of your colony as it crossed the sun-scorched wastelands of central Texas. The journey to Big Spring was fraught with great danger. Yet, in spite of the many perils you faced, perhaps because of them, you felt yourself falling in love with Kate and you sensed that she, too, was becoming increasingly fond of you.

-

Sadly, the convoy was only a few miles from Big Spring when disaster struck. The land surrounding the settlement was controlled by a gang of bikers, a renegade clan called 'the Mavericks' who had been the bane of the Big Spring colony for many months. As the convoy drew nearer to its destination, the Mavericks launched an attack, and, in the running battle that ensued, they captured and abducted Kate. The convoy entered the fortified gates of Big Spring to a rapturous welcome from the colonists of that settlement, but for you the mood of celebration was soured by the vivid memory of Kate's abduction. You vowed to rescue her, and, from that moment on, every waking minute of every day at Big Spring was spent thinking about little else.

+

Sadly, the convoy was only a few miles from Big Spring when disaster struck. The land surrounding the settlement was controlled by a gang of bikers, a renegade clan called the 'Mavericks' who had been the bane of the Big Spring colony for many months. As the convoy drew nearer to its destination, the Mavericks launched an attack, and, in the running battle that ensued, they captured and abducted Kate. The convoy entered the fortified gates of Big Spring to a rapturous welcome from the colonists of that settlement, but for you the mood of celebration was soured by the vivid memory of Kate's abduction. You vowed to rescue her, and, from that moment on, every waking minute of every day at Big Spring was spent thinking about little else.

By chance it transpired that the leader of the Mavericks, a blond-haired murderer called Amex Gold, was a former HAVOC agent who had served under Mad Dog Michigan before 'The Day'. He offered to join forces with the Lions, and, as a token of his loyalty to his former commander, he returned Kate to him. Together, the Lions and the Mavericks launched a hasty attack on Big Spring. However, although they outnumbered the colony by more than three to one, they were unable to breach the settlement's fortified perimeter wall, and were repelled with heavy losses.

On the day after the attack, Pop Ewell discovered the radio frequency that the clansmen were using and was able to eavesdrop on their communications. He learned that Mad Dog had ordered another HAVOC clan, based in New Orleans, to come and reinforce his command; they were expected to arrive within the week. He also overheard Mad Dog arrange a meeting with Mekong Mike, the leader of the Angelinos, a gang that controlled the city of San Angelo. He wanted him as an ally and was prepared to offer guns and ammunition in return for his help in destroying the Big Spring colony.

@@ -277,7 +287,7 @@ Initial revision
  • HE (High Explosive) GRENADE
  • BINOCULARS
  • COMPASS
  • -
  • C.B. RADIO
  • +
  • CB RADIO
  • ROPE
  • THREE MEALS (each Meal takes up one space in your Backpack)
  • FLEXIBLE SAW
  • @@ -309,7 +319,7 @@ Initial revision
    Medi-kit -

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

    +

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

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

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

    @@ -340,7 +350,7 @@ Initial revision

    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.

    @@ -458,13 +468,13 @@ Initial revision

    Throughout a long and moonless night, the colony loads up and manhandles into line the vehicles that are to transport you west to Tucson. Preparations for the breakout did not begin until an hour after sundown, for Amex Gold has men positioned on nearby Signal Mountain with orders to observe and report all activity within Big Spring. These lookouts are especially vigilant; their leader is expecting the colony to attempt an escape and they know that their lives will be forfeit should they fail to predict exactly when it will occur.

    -

    In near-blackness you service and refuel your roadster by sense of touch alone, while all around you the chill night air is alive with movement and whispering as your fellow colonists furtively attend to their allotted tasks. Although you cannot see them you know exactly the positions of the five other road vehicles that comprise the convoy. At the head of the line, twenty paces back from the west freeway gate, is the armoured tow truck that will lead the breakout. The driver is 'Pecos' Pete Tyler, and beside him you can picture his brother Rex riding shotgun. In the open back of their truck is Rickenbacker, a former flying circus stunt pilot, who has chosen to ride out in the open so that he can look after 'Icarus' - his motorized hang glider - which by now he will have carefully dismantled and strapped aboard. Next in line are two Amcorp Landcruisers - solar-assisted roadbuses that carry the Big Spring colonists, and behind them is positioned the gasolene tanker with Uncle Jonas at the wheel. The DC1 school bus is next and your roadster last, the back marker until the convoy is clear of Big Spring.

    +

    In near-blackness you service and refuel your roadster by sense of touch alone, while all around you the chill night air is alive with movement and whispering as your fellow colonists furtively attend to their allotted tasks. Although you cannot see them you know exactly the positions of the five other road vehicles that comprise the convoy. At the head of the line, twenty paces back from the west freeway gate, is the armoured tow truck that will lead the breakout. The driver is 'Pecos' Pete Tyler, and beside him you can picture his brother Rex riding shotgun. In the open back of their truck is Rickenbacker, a former flying circus stunt pilot, who has chosen to ride out in the open so that he can look after 'Icarus'his motorized hang gliderwhich by now he will have carefully dismantled and strapped aboard. Next in line are two Amcorp Landcruiserssolar-assisted roadbuses that carry the Big Spring colonists, and behind them is positioned the gasolene tanker with Uncle Jonas at the wheel. The DC1 school bus is next and your roadster last, the back marker until the convoy is clear of Big Spring.

    Once your preparations are complete you leave your vehicle and feel your way along the side of the school bus towards the boarding door. Cutter is sitting in the driver's seat, staring thoughtfully at the night sky, his face lit by the faint green glow of the instrument panel.

    'Cal, you'd better get back and watch out for Pecos Pete's signal,' he says, on seeing you at his side. 'We're outta here in fifteen minutes.'

    'I've decided I'm not goin' to Tucson with the convoy,' you reply, your voice steady and resolute. 'I'm not gonna abandon Kate. I'm the only hope she's got of cuttin' loose o' that psychopath Mad Dog Michigan, and I'm not gonna betray that hope. He's sure to have taken her with him to San Angelo, and I've thought out a plan to spring her from there while he's busy fixin' a deal with the Angelinos gang.

    'I understand how you feel, Cal,' says Cutter, sympathetically, 'but you've a duty to the rest o' the colony that you can't just ignore. You're the convoy scout, the convoy's eyes and ears. We're gonna need you to get us across the mountains in one piece.'

    'Rickenbacker in his micro-glider can scout for the convoy. With a CB on board he could stay in radio contact with Pop and be your eyes in the sky. He'd make the best scout the convoy could ask for,' you reply, convincingly.

    -

    Cutter stares at you in silence then, begrudgingly, he nods in agreement. 'OK, Cal. As soon as we're safely away from here I'll talk to the others and get them to listen to your plan. But first we've gotta concern ourselves with gettin' out o' here in one piece - agreed?'

    +

    Cutter stares at you in silence then, begrudgingly, he nods in agreement. 'OK, Cal. As soon as we're safely away from here I'll talk to the others and get them to listen to your plan. But first we've gotta concern ourselves with gettin' out o' here in one pieceagreed?'

    'Agreed,' you reply, relieved that at last you have told someone your decision to rescue Kate.

    Suddenly the discordant blare of an auto horn splits the silence: it is Pecos Pete's signal to the other drivers to start their engines. Quickly you return to your roadster and, as you fire up its engine, you see the twin tail lights of the school bus shrinking in the dark as it heads towards the now-open freeway gate. The breakout has begun.

    Turn to 293. @@ -502,7 +512,7 @@ Initial revision -

    The crack of your pistol shot is echoed by the clansman's shocked scream. He drops the knife and clutches his hands to his wound before crashing lifelessly to the floor. With fear in their eyes, the other two reach for their pistols as they back away hastily from the guard's blood-stained body.

    +

    The crack of your pistol shot is echoed by the clansman's shocked scream. He drops the knife and clutches his hands to his wound before crashing lifelessly to the floor. With fear in their eyes, the other two reach for their pistols as they back away hastily from the guard's bloodstained body.

    Turn to 335.
    @@ -546,7 +556,7 @@ Initial revision 8 -

    Kate grips your hand tightly as you descend with a group of the cave people into the depths of the Sonora caverns. An astounding speleological feast greets your eyes as you follow them through a series of monumentous caves that have been eroded over millions of years by subterranean rivers and streams. The group stops frequently at specially prepared defensive hides, which are virtually impossible to see. One or two of their number, armed with rocks, spears and slings, occupy each of these positions. At once you see that it is their intention to lure the clansmen into the caverns and fight them here, where, despite their lack of firearms, the odds are in their favour.

    +

    Kate grips your hand tightly as you descend with a group of the cave people into the depths of the Sonora caverns. An astounding speleological feast greets your eyes as you follow them through a series of monumental caves that have been eroded over millions of years by subterranean rivers and streams. The group stops frequently at specially prepared defensive hides, which are virtually impossible to see. One or two of their number, armed with rocks, spears and slings, occupy each of these positions. At once you see that it is their intention to lure the clansmen into the caverns and fight them here, where, despite their lack of firearms, the odds are in their favour.

    Soon the sound of gunfire begins to penetrate the caverns, announcing the arrival of the clansmen. You stop with Kate and crouch behind a clump of stalagmites, while the three remaining cave people arm themselves with rocks and take up a position on a ledge directly above a narrow defile. For several minutes the sound of gunfire and the screams of the wounded fill the caves with clamouring echoes. Then two of the Angelinos appear at the entrance to the defile and come running towards you. The cave people hurl their rocks and bring an Angelino crashing to the ground with a broken skull, but his partner avenges his death by sweeping them from the ledge with one long burst of automatic fire.

    If you have a missile weapon, and wish to use it, turn to 61. If you do not have one, or have exhausted your ammunition, turn to 302. @@ -594,8 +604,8 @@ Initial revision

    For three long, hot, tedious hours you sit watching the two clansmen through your binoculars (during which time you must take a Drink or lose 3 ENDURANCE points). You see them finish their meal and then attend to the repair of one of their motorcycle engines. You are beginning to fear that they have no intention of ever leaving the bridge, when another biker appears atop a ridge of high ground on the far side of the river. He approaches them and stops briefly to talk. Then the two clansmen mount their machines and follow him back across the bridge, accelerating away to the south.

    -

    Once you are sure that it is safe to continue, you start your engine and drive towards the bridge. As you approach the entrance you see the remains of the clansmen's camp fire, its ashes still smouldering.

    - If you wish to stop and search the area around the camp fire, turn to 111. +

    Once you are sure that it is safe to continue, you start your engine and drive towards the bridge. As you approach the entrance you see the remains of the clansmen's campfire, its ashes still smouldering.

    + If you wish to stop and search the area around the campfire, turn to 111. If you decide to cross the bridge and press on towards San Angelo, turn to 213.
    @@ -639,7 +649,7 @@ Initial revision

    The bullets whine as they ricochet off the side of the Chevrolet and pass within inches of your body. You reach cover and Kate tosses her machine pistol to you over the side of the roadster. You catch it near the ground, but before you can draw back the firing bolt and return fire, you spot the outline of a man standing away to your right. He is armed with a pistol and he has you dead in his sights.

    'Do like the man said, buddy, or take your last breath,' he says, and reluctantly you let the G-12 slip to the ground.

    'Ain't no good you hidin' in there, honey,' says the voice from the pay booth. There is a pause, then slowly Kate climbs out of the car and stands beside you.

    -

    The man with the pistol is tall and muscular and dressed in green army fatigues. His blond hair is cropped close to his head and his eyes are hidden behind a pair of dark sunglasses. With his pistol still aimed at your heart, he walks slowly towards you, stopping at the entrance to the pay booth. Two more men in uniform emerge from the doorway - the rifleman and one other, armed with a sawn-off shotgun.

    +

    The man with the pistol is tall and muscular and dressed in green army fatigues. His blond hair is cropped close to his head and his eyes are hidden behind a pair of dark sunglasses. With his pistol still aimed at your heart, he walks slowly towards you, stopping at the entrance to the pay booth. Two more men in uniform emerge from the doorwaythe rifleman and one other, armed with a sawn-off shotgun.

    'They don't look like clan punks, Sarge,' says the rifleman.

    'We're not,' interrupts Kate. 'We're running from the clans.'

    Bemused, the blond-haired man scratches his chin and turns to say something quietly to his two companions. It is then that you notice the faded sergeant stripes and the circular globe-of-the-world emblem that adorn his sleeve. Instantly you recognize the latter: it is the emblem of the World Defence League. At length, he turns to face you once more and says, in a friendlier tone, 'I think you two had better tell us your story.'

    @@ -671,7 +681,7 @@ Initial revision

    Kate moves forward to check that he is dead and to search his body. She keeps what she needs: his machine pistol, a quantity of ammunition and his water canteen, and offers the rest of his possessions to you: