From dba400550eaaa2275985b536398edba0cb865b9d Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Sat, 4 Aug 2007 14:38:51 +0000 Subject: [PATCH] FW1-4: Fixing all PAMoS violations git-svn-id: https://projectaon.org/data/en/xml@415 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 01hh.xml | 10 +++++----- 02smr.xml | 45 ++++++++++++++++++++++++++++----------------- 03toz.xml | 36 +++++++++++++++++++++++------------- 04cc.xml | 19 ++++++++++++------- 4 files changed, 68 insertions(+), 42 deletions(-) diff --git a/01hh.xml b/01hh.xml index 2076182..a5d4ae8 100644 --- a/01hh.xml +++ b/01hh.xml @@ -1,4 +1,3 @@ - %general.links; @@ -3621,7 +3620,7 @@ Initial revision 228 -

The clansman screams his death cry and crashes to the ground. Quickly you prise the Machete (3) from his hand and scan the street in search of an escape route. (Remember to record the Machete on your Action Chart.)

+

The clansman screams his death-cry and crashes to the ground. Quickly you prise the Machete (3) from his hand and scan the street in search of an escape route. (Remember to record the Machete on your Action Chart.)

Carefully you consider the only two routes that appear open to you. You can either run east along the main street, and back towards your car, retracing the route by which you entered Cross Plains; or you can run in the opposite direction and attempt to hide in the maze of alleys that once serviced the town stores.

If you wish to run east, turn to 110. If you decide to run west, turn to 321. @@ -4733,7 +4732,7 @@ Initial revision 313 -

You land on the boarding platform and manage to grab the handrails to prevent yourself from falling backwards out of the door. Then you pull yourself up the short flight of steps towards the drivers seat, where Cutter is locked in a vicious struggle with a blond-haired Maverick, who is trying desperately to wrestle the wheel from his hands.

+

You land on the boarding platform and manage to grab the hand-rails to prevent yourself from falling backwards out of the door. Then you pull yourself up the short flight of steps towards the drivers seat, where Cutter is locked in a vicious struggle with a blond-haired Maverick, who is trying desperately to wrestle the wheel from his hands.

As you approach, the Maverick releases Cutter, spins around and tries to grab you by the throat.

@@ -5531,8 +5530,8 @@ Initial revision

(218) Replaced Weapons list with Weapons List.

(220) Replaced and ll with andll.

(222) Replaced gulley with gully.

-

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

-

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

+

(228) Replaced death cry with death-cry.

+

(229) Replaced breathlessly:Set with breathlessly: Set . Replaced across the bridge. at a run. with across the bridge at a run.. Replaced Backpack items with Backpack Items.

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

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

(246) Replaced feet first with feet-first.

@@ -5559,6 +5558,7 @@ Initial revision

(303) Replaced on to with onto.

(305) Replaced fininshed with finished.

(305) Replaced aint you boy? with aint you, boy?.

+

(313) Replaced handrails with hand-rails.

(314) Replaced Weapons list with Weapons List.

(315) Replaced on to with onto.

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

diff --git a/02smr.xml b/02smr.xml index eb919a7..67345f0 100644 --- a/02smr.xml +++ b/02smr.xml @@ -22,7 +22,7 @@ &inclusion.brian.williams.bio.fw; Project Aon - 2007725 + 200783

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.

@@ -178,7 +178,7 @@

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.

Two days later, Mad Dog Michigan set off for San Angelo at the head of a motorcycle pack 200 riders strong. Those few clansmen who remained with Amex Gold tried myriad tricks to convince the colony that the Mavericks and the Lions still surrounded Big Spring in strength, but to no avail. The senior members of the newly enlarged colony convened a meeting at which it was decided that, with the clansmen now at their weakest, and with the appearance of the New Orleans gang expected at any time, a breakout had to be attempted without delay.

-

There is only one way for the colony to reach Tucson overland and that is to follow the remains of Interstate Freeway 10 through the arid, mountainous territory of western Texas. Precisely half-way between Big Spring and Tucson is situated the city of El Paso, which is chosen as the colonys first destination. The city lies at the end of a long, steep and tortuous stretch of mountain highway, and few doubt that the journey to El Paso will prove the most exacting test of strength and endurance any of you are ever likely to face during your long journey to California.

+

There is only one way for the colony to reach Tucson overland and that is to follow the remains of Interstate Freeway 10 through the arid, mountainous territory of western Texas. Precisely halfway between Big Spring and Tucson is situated the city of El Paso, which is chosen as the colonys first destination. The city lies at the end of a long, steep and tortuous stretch of mountain highway, and few doubt that the journey to El Paso will prove the most exacting test of strength and endurance any of you are ever likely to face during your long journey to California.

@@ -1228,7 +1228,7 @@

Ive got a map, you volunteer, and take from your jacket the map that you snatched from Mad Dog Michigans table at the stadium in San Angelo.

Hey, where did you get this? says Haskell, as he examines the notes and other markings that have been made on the map of the United States. You tell him its origins and he scrutinizes it at length. Finally, he comments, What youve got here is a blueprint of a major HAVOC operation to take over the country. This is one hot piece of property: it shows clan strengths, supply areas, HAVOC strongholds, controlled cities, everythingeven pockets of WDL resistance on the eastern seaboard. Weve gotta get this to El Paso. If theres anything left of WDL headquarters then they must be warned about what is happening in the East.

OK, you reply, uneasily, but what about fuel? My roadster has barely enough to make it another twenty miles. All we need is enough gas to get as far as Kent in time for the rendezvous with the colony. Then we can refuel from the tanker and you can catch a ride with us all the way to Fort Bliss.

-

Theres a rest stop here, replies Haskell, pointing to the map at a place on Interstate 10 that is half-way between Fort Stockton and a town called Brogado. Theres no knowing if theres still any gas in its storage tanks but its our only hope. It looks like a 25-mile-drivedo you think you can make it?

+

Theres a rest stop here, replies Haskell, pointing to the map at a place on Interstate 10 that is halfway between Fort Stockton and a town called Brogado. Theres no knowing if theres still any gas in its storage tanks but its our only hope. It looks like a 25-mile-drivedo you think you can make it?

I can try, you reply. Like you say, its our only hope.

Turn to 281.
@@ -1327,7 +1327,7 @@ 66 -

You manage to find your way back to the roadster without running into the clansmen and waste no time in making a hasty escape from Eldorado. The enemy are slow to react to your getaway and you are more than ten miles from the town before you see their headlights in your driving mirror. Your speedy escape may have wrong-footed them, but they have caught up quickly. Fearing that you will not be able to out-run them, you leave the highway and hide your roadster behind a rocky ridge that runs parallel to the road. The sound of their engines grows louder as they approach, then fades quickly as the pack roars past, oblivious to your presence. With the immediate threat now gone, you decide to remain where you are and get a few hours sleep before continuing your journey at dawn.

+

You manage to find your way back to the roadster without running into the clansmen and waste no time in making a hasty escape from Eldorado. The enemy are slow to react to your getaway and you are more than ten miles from the town before you see their headlights in your driving mirror. Your speedy escape may have wrong-footed them, but they have caught up quickly. Fearing that you will not be able to outrun them, you leave the highway and hide your roadster behind a rocky ridge that runs parallel to the road. The sound of their engines grows louder as they approach, then fades quickly as the pack roars past, oblivious to your presence. With the immediate threat now gone, you decide to remain where you are and get a few hours sleep before continuing your journey at dawn.

In the clear light of early morning you can see for miles across the rocky plain that surrounds the highway south of Eldorado. It appears empty, although you remain on the alert every second of your drive to Sonora, the next town marked on your map, for it is in this direction that the Angelinos were heading when they passed you last night. You are less than a mile from the ruins of Sonora when you are greeted by the welcome sight of Interstate 10, stretching east-to-west across your path. This is the freeway you hope will take you all the way to your rendezvous with the colony at Kent, and then on through the mountains to El Paso.

You join the freeway and enjoy the feel of a firmer, clearer road surface beneath your wheels as you begin the long drive west. Still you can see no sign of the Angelinos, and Kate voices her hope that they have decided to search Sonora, thinking you may have hidden there last night. You want to agree with her, but suddenly, in the distance, you see something that proves her wrong.

Turn to 306. @@ -1600,7 +1600,7 @@

To avoid being seen by the two guards, you slip inside a doorway to your left and discover that it leads to an empty locker room. Having already removed the signal flare from your pack, you glance quickly into the corridor in order to establish where the guards are standing. Then you hold the flare out at arms length, point it in their direction, and pull its ignition cord. (Remember to erase this item from your Action Chart.)

-

In the confines of the corridor the flare erupts with devastating effect, its crimson smoke and hissing flame blinding and choking the two clan bodyguards. You grab a towel, which is hanging behind the door, and use it to cover your mouth as you run down the smoke-filled corridor. When you reach the stairs, the clansmen are incapable of defending themselves and you silence them swiftly with a close combat weapon. You are half-way up the stairs when you see the door to the observation block start to open.

+

In the confines of the corridor the flare erupts with devastating effect, its crimson smoke and hissing flame blinding and choking the two clan bodyguards. You grab a towel, which is hanging behind the door, and use it to cover your mouth as you run down the smoke-filled corridor. When you reach the stairs, the clansmen are incapable of defending themselves and you silence them swiftly with a close combat weapon. You are halfway up the stairs when you see the door to the observation block start to open.

Turn to 268.
@@ -1686,7 +1686,7 @@ 96 -

The man stares at you with fear in his eyes. He is on the brink of releasing the bow string when your pursuer comes roaring up the track, closely followed by the other Angelino scouts. You scream a warning to Kate and throw yourself down as a double burst of machine gun fire strafes the palisade. The bullets pass over your head and hit the archer in the chest, dropping him in a tangled heap on the threshold of the gateway.

+

The man stares at you with fear in his eyes. He is on the brink of releasing the bowstring when your pursuer comes roaring up the track, closely followed by the other Angelino scouts. You scream a warning to Kate and throw yourself down as a double burst of machine gun fire strafes the palisade. The bullets pass over your head and hit the archer in the chest, dropping him in a tangled heap on the threshold of the gateway.

You spring to your feet and rush forward to help Kate drag his body away so that the gate can be closed. The other members of the settlement come to your aid, and, once the gate is secure, they point to the cave mouth and urge you to enter. You do not want to abandon your roadster to the Angelinos, but to stay here and attempt to fight would be suicidal. Reluctantly you leave the gate and follow them into the cave.

Turn to 8.
@@ -1935,7 +1935,7 @@

You are twenty yards out from the wall when a burst of machine gun fire echoes across the open ground. Bullets graze the rubble just a few feet ahead and ricochet into the air with a piercing whine. Kate looks over her shoulder and begins to slow her pace to allow you to catch up, but you scream at her to keep running and she obeys your command.

-

When you are half-way across the gap, a wave of exhaustion descends on you like a lead blanket. Painfully your thigh muscles tighten until, in the throes of cramp, you stumble and fall. Desperately you try to rise but more shots ring out and you feel something sharp and searing, like a red-hot dagger, pierce your side. Your vision swims in and out of focus and the last thing you see, before total darkness descends, is Kate as she reaches the fire station.

+

When you are halfway across the gap, a wave of exhaustion descends on you like a lead blanket. Painfully your thigh muscles tighten until, in the throes of cramp, you stumble and fall. Desperately you try to rise but more shots ring out and you feel something sharp and searing, like a red-hot dagger, pierce your side. Your vision swims in and out of focus and the last thing you see, before total darkness descends, is Kate as she reaches the fire station.

Tragically, your journey and your life end here in San Angelo.

@@ -1977,7 +1977,7 @@

Quickly you retrieve your weapon and step outside into the corridor. There, lying next to the siren. you see the guards machine pistol. (If you decide to take this weapon, you discover that its magazine contains twenty-four rounds of 9mm ammunition.)

-

You pick up the siren and switch it off as you run towards the iron staircase. You are half-way up the steps when you see the door to the observation block start to open.

+

You pick up the siren and switch it off as you run towards the iron staircase. You are halfway up the steps when you see the door to the observation block start to open.

Turn to 268.
@@ -2244,7 +2244,7 @@ 139 -

You are half-way through the door when your foot becomes caught among the burning shelves and you are sent sprawling to the ground. Quickly you recover and press on with your escape, but as a result of your fall, you sustain painful first-degree burns to your hands (lose 3 ENDURANCE points) and lose one item from your Backpack (erase one item of your choice).

+

You are halfway through the door when your foot becomes caught among the burning shelves and you are sent sprawling to the ground. Quickly you recover and press on with your escape, but as a result of your fall, you sustain painful first-degree burns to your hands (lose 3 ENDURANCE points) and lose one item from your Backpack (erase one item of your choice).

Make the necessary amendments to your Action Chart, and then turn to 110.
@@ -2291,7 +2291,7 @@

You rush forward, pausing briefly at the bottom of the staircase to check that the two guards are no longer a threat. Lying across the bloodstained chest of one of the men is a machine pistol (if you wish to take this weapon, you discover that it contains twenty-four rounds of 9mm ammunition) and attached to the belt of the other is an HE Grenade.

-

Stepping over the bodies, you begin to ascend the stairs to the observation room, but you are only half-way up when you see the door start to open.

+

Stepping over the bodies, you begin to ascend the stairs to the observation room, but you are only halfway up when you see the door start to open.

Turn to 268.
@@ -2877,7 +2877,7 @@

Stepping back from the dead Angelino, you inadvertently trip over the barrel of his machine pistol. (If you decide to keep this weapon, you discover that its magazine contains twenty-four rounds of 9mm ammunition.)

-

Quickly you regain your balance and start to run towards the iron staircase, but you are only half-way up it when you see the door to the observation block begin to open.

+

Quickly you regain your balance and start to run towards the iron staircase, but you are only halfway up it when you see the door to the observation block begin to open.

Turn to 268.
@@ -2907,7 +2907,7 @@

Kate places her shots carefully in an effort to conserve ammunition. The effectiveness of her covering fire keeps the clansmen pinned down long enough for you to retrieve the spare tyre, jack and wheel brace from the trunk of the car.

-

As you start work on changing the damaged front wheel, you see the clan scout leader riding down the opposite bank towards the river. Believing that you are now out of ammunition, he has decided that he will be the one to enact his clans revenge on you for the killing of Mekong Mike. Howling curses, and whirling a heavy motorcycle chain above his shaved head, he rides his bike into the shallow river. He is half-way across when Kate takes aim and silences his screaming with a single shot to the heart. The sight of him crashing into the river stuns the remaining clansmen just long enough for you to complete your wheel change and jump back into the car.

+

As you start work on changing the damaged front wheel, you see the clan scout leader riding down the opposite bank towards the river. Believing that you are now out of ammunition, he has decided that he will be the one to enact his clans revenge on you for the killing of Mekong Mike. Howling curses, and whirling a heavy motorcycle chain above his shaved head, he rides his bike into the shallow river. He is halfway across when Kate takes aim and silences his screaming with a single shot to the heart. The sight of him crashing into the river stuns the remaining clansmen just long enough for you to complete your wheel change and jump back into the car.

As you reach the top of the bank and speed away towards the distant highway, you glance over your shoulder to see the Angelino scouts retrieving their leaders body from the fetid waters of the South Concho River.

Turn to 249.
@@ -4069,7 +4069,7 @@ 287 -

In a fit of panic, the archer releases his bow string and sends his primitive arrow whistling towards your chest.

+

In a fit of panic, the archer releases his bowstring and sends his primitive arrow whistling towards your chest.

Add your current ENDURANCE points score to your Stealth skill score.

If your total score is 12 or less, turn to 174. If it is 13-18, turn to 60. @@ -4453,7 +4453,7 @@

You leave the highway and drive across the stony ground that borders the town of Christoval and the South Concho River. The land here is far too rough for you to be able to drive at speed and, as you glance in your mirror, you are sorely aware that the bikers are closing the gap. Your only chance of escape is to find a way across the river and get back on to the highway.

Kate too senses the danger, and knows what must be done. She keeps her eyes peeled on the river, looking for somewhere suitable to cross, while you negotiate a way through the boulders that lie scattered in your path.

Over there, Cal! she shouts, pointing to a shallow-sided section of the river bank. Immediately you steer towards it and power your car down the gentle slope towards the foul-smelling water. Here, the tainted river is less than a foot deep and the rocky bed provides a firm grip for your tyres.

-

You are half-way across when you hear a dull thud. Suddenly there is a flash of orange-red flame and a column of splintered rocks and black water erupts from the river a few feet ahead. The clansmen are firing grenades!

+

You are halfway across when you hear a dull thud. Suddenly there is a flash of orange-red flame and a column of splintered rocks and black water erupts from the river a few feet ahead. The clansmen are firing grenades!

Pick a number from the Random Number Table.

If the number you have picked is 03, turn to 42. If the number you have picked is 49, turn to 154. @@ -4611,7 +4611,7 @@ 330 -

The foul-mouthed scout leader is half-way across the river when Kate snatches your gun, takes aim and silences the screaming Angelino for good with a single shot to the heart. The sight of him crashing into the river stuns the remaining clansmen just long enough for you to complete your wheel change and jump back into the car. Kate leaps in beside you, stows your gun behind your seat and shouts: Lets get outta here!

+

The foul-mouthed scout leader is halfway across the river when Kate snatches your gun, takes aim and silences the screaming Angelino for good with a single shot to the heart. The sight of him crashing into the river stuns the remaining clansmen just long enough for you to complete your wheel change and jump back into the car. Kate leaps in beside you, stows your gun behind your seat and shouts: Lets get outta here!

As you mount the top of the bank and speed away towards the distant highway, you glance over your shoulder to see the scouts retrieving their leaders body from the South Concho River.

Turn to 249.
@@ -5040,7 +5040,7 @@

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

-

(The Story So Far) Replaced re-establish with reestablish, syphon with siphon, the Freeway Warrior. with the Freeway Warrior., fuel, food or water with fuel, food, or water, and the Mavericks with the Mavericks. Replaced the Day with The Day.

+

(The Story So Far) Replaced re-establish with reestablish, syphon with siphon, the Freeway Warrior. with the Freeway Warrior., fuel, food or water with fuel, food, or water, and the Mavericks with the Mavericks. Replaced the Day with The Day.Replaced half-way with halfway.

(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, zero with zero or below, and survival skills with Survival Skills. Removed For ease of use during play it is recommended that you photocopy these pages.

@@ -5063,19 +5063,25 @@

(61) Replaced gun fire with gunfire.

(62) Replaced blood-stained with bloodstained.

(64) Replaced Backpack items with Backpack Items.

+

(66) Replaced out-run with outrun.

(71) Replaced sulphonamides with sulfonamides.

+

(89) Replaced half-way with halfway.

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

+

(96) Replaced bow string with bowstring.

(107) Replaced blood-stained with bloodstained.

(111) Replaced camp fire with campfire.

(112) Replaced new-found with newfound.

(115) Replaced queueing with queuing.

+

(117) Replaced half-way with halfway.

+

(121) Replaced half-way with halfway.

(123) Replaced the Day with The Day.

(124) Replaced Backpack items with Backpack Items.

(126) Replaced sulphonamides with sulfonamides.

(127) Replaced gun fire with gunfire.

(130) Replaced Plastic tube with Plastic Tube and Four rounds of 12-gauge Shotgun shells with Four rounds of 12-gauge ammunition.

(133) Replaced Coupe with Coup and woodsmoke with wood smoke.

-

(143) Replaced blood-stained with bloodstained.

+

(139) Replaced half-way with halfway.

+

(143) Replaced blood-stained with bloodstained. Replaced half-way with halfway.

(150) Replaced camp fire with campfire.

(152) Replaced new-found with newfound.

(153) Replaced south-east with southeast. Replaced the Day with The Day.

@@ -5086,6 +5092,8 @@

(178) Replaced machine-gunning with machine gunning.

(179) Replaced (minimum equals one; maximum equals four) with (minimum: one round; maximum: four rounds).

(183) Replaced syphoned with siphoned.

+

(191) Replaced half-way with halfway.

+

(194) Replaced half-way with halfway.

(205) Replaced the Day with The Day.

(207) Replaced Backpack items with Backpack Items.

(208) Replaced the Day with The Day.

@@ -5103,6 +5111,7 @@

(268) Replaced dispairing with despairing.

(270) Replaced sulphonamides with sulfonamides.

(279) Replaced (minimum equals one; maximum equals four) with (minimum: one burst; maximum: four bursts).

+

(187) Replaced bow string with bowstring.

(288) Replaced the Day with The Day.

(292) Replaced gun fire with gunfire.

(296) Replaced camp fire with campfire.

@@ -5110,9 +5119,11 @@

(303) Replaced the Day with The Day.

(311) Replaced Loxoscees reclusa with Loxosceles Reclusa.

(315) Replaced section references. The original text directed the reader to sections 161 and 207, however those references are the result of being apprehended by a single clansman in section 115.

+

(317) Replaced half-way with halfway.

(320) Replaced sulphonamides with sulfonamides.

(321) Replaced the Day with The Day.

(328) Replaced despatch with dispatch.

+

(330) Replaced half-way with halfway.

(331) Replaced the Day with The Day.

(332) Replaced botton with bottom.

(342) Replaced south-east with southeast.

diff --git a/03toz.xml b/03toz.xml index 1304cfa..4f7dd9a 100644 --- a/03toz.xml +++ b/03toz.xml @@ -169,7 +169,7 @@

Later you learned that the girlKate Nortonwas 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 was once a high-ranking HAVOC agent who 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 was determined to get her back. He sent his brotherStingerand a handful of his best scouts to track her down, and 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 Texas. The journey to Big Spring was fraught with great danger, and yet, in spite of the many perils you facedperhaps because of themyou felt yourself falling in love with Kate. Moreover you sensed that she 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 Kates 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 gesture 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, yet, although they outnumbered the colony by more than three to one, they were unable to breach the settlements 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 clanthe Saintswho were based in New Orleans, to come to 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 who 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. Two days later, Mad Dog Michigan set off for San Angelo at the head of a motorcycle pack 200 riders strong. Those few clansmen who remained with Amex Gold tried all manner of tricks to convince the colony that the Mavericks and the Lions still surrounded Big Spring in strength, but to no avail. The senior members of the newly enlarged colony convened a meeting at which it was decided that, with the clansmen now at their weakest, and with the appearance of the New Orleans gang expected at any time, a breakout had to be attempted without delay. There was only one way for the colony to reach Tucson overland and that was to follow the remains of Interstate Freeway 10 through the arid, mountainous territory of western Texas. Precisely half-way between Big Spring and Tucson is the city of El Paso. To reach this city in one piece became the convoys goal, for it lay at the end of a long and tortuous stretch of mountain highway, undoubtedly one of the toughest you would have to face on your journey to California.

+

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 gesture 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, yet, although they outnumbered the colony by more than three to one, they were unable to breach the settlements 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 clanthe Saintswho were based in New Orleans, to come to 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 who 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. Two days later, Mad Dog Michigan set off for San Angelo at the head of a motorcycle pack 200 riders strong. Those few clansmen who remained with Amex Gold tried all manner of tricks to convince the colony that the Mavericks and the Lions still surrounded Big Spring in strength, but to no avail. The senior members of the newly enlarged colony convened a meeting at which it was decided that, with the clansmen now at their weakest, and with the appearance of the New Orleans gang expected at any time, a breakout had to be attempted without delay. There was only one way for the colony to reach Tucson overland and that was to follow the remains of Interstate Freeway 10 through the arid, mountainous territory of western Texas. Precisely halfway between Big Spring and Tucson is the city of El Paso. To reach this city in one piece became the convoys goal, for it lay at the end of a long and tortuous stretch of mountain highway, undoubtedly one of the toughest you would have to face on your journey to California.

Under cover of darkness, the convoy escaped from Big Spring and sped westwards, now your vow to rescue Kate could at last be attempted and, at the first opportunity, you told the colony of your plans. Reluctantly they let you leave the convoy and go to San Angelo, where you intended to infiltrate the meeting between the Lions and Angelinos in the hope of finding Kate there. Your skill and daring were rewarded: you were able to locate and rescue Kate from under the very noses of the clan leaders. During your escape from their city you killed Mekong Mike, the Angelinos leader, and stole a map from Mad Dog Michigan. Later you discovered that this map contained vital details of a HAVOC operation to take over the whole of the United States.

As you escaped westwards from San Angelo, you encountered three soldiers, survivors from a World Defence League outpost in southern Texas, who were also heading for El Paso where the remnants of their command group were stationed. You joined them and together you made a rendezvous with the convoy at the entrance to the only passable road through the Apache Mountains. A fierce battle was raging along this pass, between the Mavericks and a renegade clan of Mexicans, who had crossed the border in search of food and supplies. The convoy was forced to run the gauntlet of their gunfire before finally reaching its goal. Upon entering the city, you received a warm welcome from the WDL command group who were defending the military reserve of Fort Bliss. They celebrated your arrival for several days until the victorious mood was soured by the appearance of Mad Dog Michigan and an army of clansmen over 1,000 strong. He had persuaded the Mexicans to join the Lions, the Mavericks and the Saints, all of whom were now united to his cause. The situation was desperate. Faced by overwhelming odds the WDL command tried to negotiate with Mad Dog but he rejected their attempts with disdain. He sent a reply to the command leader, Captain Frankland, in which he reaffirmed his vow to avenge his brothers death. His aims were brutally simple: he promised that neither you, nor any of the colony, would ever leave El Paso alive. He set up headquarters in Ciudad Juarez, on the Mexican side of the Rio Grande, from which he directed his clan army to encircle and lay siege to the colony.

@@ -814,7 +814,7 @@ 29 -

The clansman is half-way down the steps when your warning shout echoes from the bridge. Instantly, Sergeant Haskell reacts by springing forward and pounding up the steps towards the Mexican clansman, his combat blade held before him ready to strike. The Mexican sees Haskell and freezes in mid-step, his eyes widening with fear and shocked surprise. As he fumbles for his pistol, the sergeant tackles and stabs him to the heart, sending him tumbling backwards to land with a heavy thud on the stone-hard bank of the Rio Grande.

+

The clansman is halfway down the steps when your warning shout echoes from the bridge. Instantly, Sergeant Haskell reacts by springing forward and pounding up the steps towards the Mexican clansman, his combat blade held before him ready to strike. The Mexican sees Haskell and freezes in mid-step, his eyes widening with fear and shocked surprise. As he fumbles for his pistol, the sergeant tackles and stabs him to the heart, sending him tumbling backwards to land with a heavy thud on the stone-hard bank of the Rio Grande.

Well done, sergeant. And you, too, Cal, says Captain Frankland, as the team gathers at the entrance to the walkway and sets about disposing of the sentries. If the guy on the steps had had the chance to raise the alarm, wed have had the whole of Mad Dogs army down on us by now.

After the clansmen have been consigned to the Rio Grande, you check your equipment then follow the others as they hurry away from the walkway area.

Turn to 250. @@ -827,7 +827,7 @@

You stand up and take hold of the heavy machine gun as Captain Frankland drives off towards the west side of Lordsburg. Haskell locates an ammunition box and helps you to thread a belt of .50-calibre shells into the breech.

Most of Mad Dogs clansmen are concentrated around the block of buildings where the truck was discovered, but there are some, most notably the Detroit Lions scouts, who have taken up lookout positions in other parts of the town. You pass two or three of them on your way through Lordsburg, yet they seem to ignore you. The jeep, with its clan markings, and the darkness enable you to pass them without challenge.

-

It is not until you begin your approach to the access ramp of Interstate 10 that you encounter any problem. Soon after your truck was found, Mad Dog despatched a unit of scouts in a pick-up to guard the freeway ramp, just in case. It was a smart move. When these scouts see you approaching, they switch on a spotlight mounted on the roof of the pick-up above the drivers seat, catching you in its beam. When a radio call confirms that you are not what you seem, they accelerate towards you in an attempt to run you off the road.

+

It is not until you begin your approach to the access ramp of Interstate 10 that you encounter any problem. Soon after your truck was found, Mad Dog dispatched a unit of scouts in a pick-up to guard the freeway ramp, just in case. It was a smart move. When these scouts see you approaching, they switch on a spotlight mounted on the roof of the pick-up above the drivers seat, catching you in its beam. When a radio call confirms that you are not what you seem, they accelerate towards you in an attempt to run you off the road.

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

If your total score is 4 or less, turn to 143. If it is 5 or more, turn to 293. @@ -980,7 +980,7 @@

Two miles from the bridge you come to a junction where a mountain track branches off to the north. You are about to ignore it and press on when suddenly you notice the roof of a cabin: it is set back from the track and is almost completely hidden by the pines. Aching with fatigue, and the pain of the minor injuries you have sustained during your flight from the assassin, you decide to investigate the cabin and rest there a while.

The dwelling was once a private hunting lodge, owned by a wealthy family who lived in Las Cruces before The Day. Its doors and windows are secured, but the corroded locks are easily shattered and you soon gain entry. Most of the rooms are furnished, yet you discover little of practical value until you look in the cellar. There you find enough canned food for twelve Meals and, in an adjacent workshop, you discover something totally unexpected: a brand new off-road motorcycle still packed in its delivery crate.

-

Outside, the light is beginning to fade. Attempting to reach Tucson, alone and in the dark, does not strike you as a good idea, so you decide to spend the night here in the cellar. You are worried that the assassin may still be on your trail and so you set about barricading the cellar door. Only when you are sure that he could not possibly enter without waking you, do you settle down for some much-needed sleep.

+

Outside, the light is beginning to fade. Attempting to reach Tucson, alone and in the dark, does not strike you as a good idea, so you decide to spend the night here in the cellar. You are worried that the assassin may still be on your trail and so you set about barricading the cellar door. Only when you are sure that he could not possibly enter without waking you, do you settle down for some much needed sleep.

Turn to 256.
@@ -1102,7 +1102,7 @@ -

You ready yourself and rise to one knee, your gun coming up at the same time in one smooth, fluid motion. A clansman fills your sights and you snatch the trigger; the gun recoils and you see him buckle and fall. Then you scan for another target and find one, but before you can shoot, he falls to a burst of fire from Sergeant Haskells machine pistol. Inspired by your action, the others join in the firefight and quickly despatch the remaining clansmen. Then you hear the captain barking the order, Follow me! and see Knott and Haskell leaving the wall to run after him. He is heading towards a fire escape ladder on the far side of the roof. You pause just long enough to retrieve your Backpack and belt, then you hurry after them before they disappear.

+

You ready yourself and rise to one knee, your gun coming up at the same time in one smooth, fluid motion. A clansman fills your sights and you snatch the trigger; the gun recoils and you see him buckle and fall. Then you scan for another target and find one, but before you can shoot, he falls to a burst of fire from Sergeant Haskells machine pistol. Inspired by your action, the others join in the firefight and quickly dispatch the remaining clansmen. Then you hear the captain barking the order, Follow me! and see Knott and Haskell leaving the wall to run after him. He is heading towards a fire escape ladder on the far side of the roof. You pause just long enough to retrieve your Backpack and belt, then you hurry after them before they disappear.

Turn to 151.
@@ -2109,7 +2109,7 @@

Bullets ricochet off the trash can, their sharp clangour making your ears ring. The firing continues for several seconds until you hear a squeal of tyres. followed by a loud metallic crash. A careful glance over the rim reveals that the last biker and his machine have finally met their doom.

As you climb out of the trash can and walk away from the bridge, you hear Captain Frankland ordering everyone back to the truck. This aint the last weve seen of Mad Dogs men, he says, looking to the west in the direction of Ciudad Juarez. Wed best keep moving while were ahead. Weve made good progress, but weve still got about 100 miles to cover before we reach Deming.

He climbs into the cab beside Marine Knott, while you and the sergeant settle down in the rear of the truck and try to make yourselves comfortable. You leave the town, heading north, following the remains of a highway that promises to take you back across the border and on to your rendezvous with the colony. A few miles outside the town, the highway crosses a lake by means of a narrow causeway. The first few rays of the dawn sun are lightening the eastern sky, and, as you stare across the lonely landscape, you find yourself thinking of Kate and the colony.

-

If all goes well, well reach Deming a few hours before noon, says Haskell, studying a map by the light of a tiny bulb in a wire cage bolted to the rear of the cab. Then he slips the map inside his combat jacket, switches off the light, and curls up on the floor to sleep. You too are feeling very tired, so you decide to follow Haskells example and try, despite the bumpy ride, to snatch a few hours much-needed rest.

+

If all goes well, well reach Deming a few hours before noon, says Haskell, studying a map by the light of a tiny bulb in a wire cage bolted to the rear of the cab. Then he slips the map inside his combat jacket, switches off the light, and curls up on the floor to sleep. You too are feeling very tired, so you decide to follow Haskells example and try, despite the bumpy ride, to snatch a few hours much needed rest.

Before you sleep you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 80. @@ -2185,7 +2185,7 @@

You twist the ignition key and pump the gas pedal; you feel a surge of relief when you hear the jeeps sturdy engine growl throatily. A flick of a switch brings the headlights to life and then you are off, accelerating along a narrow street opposite the bus depot that leads to the west side of town.

Most of Mad Dogs clansmen are concentrated around the block of buildings where the truck was discovered, but there are some, most notably the Detroit Lions scouts, who have taken up lookout positions in other parts of the town. You pass two or three of them on your way through Lordsburg, yet they seem to ignore you. The jeepwith its clan markingsand the darkness, enable you to pass them without challenge.

-

It is not until you begin your approach to the access ramp of Interstate 10 that you encounter any problem. Soon after your truck was found, Mad Dog despatched a unit of scouts in a pick-up to guard the freeway ramp, just in case. It was a smart move. When the scouts see you approaching, they switch on a spotlight mounted on the roof of the pick-up, above the drivers seat, and catch you in its beam. When a radio call confirms that you are not what you seem, they accelerate towards you in an attempt to run you off the road.

+

It is not until you begin your approach to the access ramp of Interstate 10 that you encounter any problem. Soon after your truck was found, Mad Dog dispatched a unit of scouts in a pick-up to guard the freeway ramp, just in case. It was a smart move. When the scouts see you approaching, they switch on a spotlight mounted on the roof of the pick-up, above the drivers seat, and catch you in its beam. When a radio call confirms that you are not what you seem, they accelerate towards you in an attempt to run you off the road.

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

If your total score is 3 or less, turn to 205. If it is 47, turn to 25. @@ -2359,7 +2359,7 @@

You pick up a steel-framed chair and hurl it at the window. The glass shatters with a deafening crash, leaving a jagged hole through which to escape. Using the barrel of your gun, hastily you clear away the knife-sharp slivers protruding from the window frame before starting to climb through to the fire escape.

-

You can ill afford the delay. You are half-way through the frame when the clansman and his bloodhound burst into the room.

+

You can ill afford the delay. You are halfway through the frame when the clansman and his bloodhound burst into the room.

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

If your total score is 04, turn to 271. If it is 58, turn to 72. @@ -2523,7 +2523,7 @@ 166 -

The clansman descends the steps with a bow-legged horsemans gait. He is exactly half-way down when he sees the captain kneeling over the body of a dead clan sentry. The sight freezes him in mid-step and his eyes widen with shocked surprise. As he opens his mouth to scream, you draw back your arm and hurl your weapon at his barrel-like chest.

+

The clansman descends the steps with a bow-legged horsemans gait. He is exactly halfway down when he sees the captain kneeling over the body of a dead clan sentry. The sight freezes him in mid-step and his eyes widen with shocked surprise. As he opens his mouth to scream, you draw back your arm and hurl your weapon at his barrel-like chest.

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

If your total score is 4 or less, turn to 144. If it is 59, turn to 51. @@ -2603,7 +2603,7 @@ 172 -

With a much-practised movement, you thumb off the safety catch and bring your pistol to bear on the biker. You start to squeeze the trigger just as the muzzle levels off at a spot two feet above the motorcycles blazing headlight.

+

With a much practised movement, you thumb off the safety catch and bring your pistol to bear on the biker. You start to squeeze the trigger just as the muzzle levels off at a spot two feet above the motorcycles blazing headlight.

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

If your total score is now 9 or less, turn to 27. If it is 10 or more, turn to 112. @@ -2648,7 +2648,7 @@

The sun has disappeared behind the mountains and dusk is turning to darkness when you reach the small town of Elfrida. It was once the centre of a close rural community, but now it is no more than a sorry collection of wind-damaged stores and cabins straddling the stream. Aching with fatigue, and the pain of the minor injuries which you have sustained during your flight from the assassin, you decide to investigate the little town and rest there awhile.

-

A derelict diner with a cellar offers the best place for shelter. Attempting to reach Tucson, alone and in the dark, does not strike you as a good idea, so you decide to spend the night here in the cellar and continue tomorrow at first light. Worried that the assassin may still be on your trail, you set about barricading the cellar door. Only when you are sure that he could not possibly enter without waking you, do you settle down for some much-needed sleep.

+

A derelict diner with a cellar offers the best place for shelter. Attempting to reach Tucson, alone and in the dark, does not strike you as a good idea, so you decide to spend the night here in the cellar and continue tomorrow at first light. Worried that the assassin may still be on your trail, you set about barricading the cellar door. Only when you are sure that he could not possibly enter without waking you, do you settle down for some much needed sleep.

Before you sleep you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 110.
@@ -3053,7 +3053,7 @@

Captain Frankland orders everyone back to the truck. This aint the last weve seen of Mad Dogs men, he warns, looking to the west in the direction of Ciudad Juarez. Wed best keep moving while were ahead. Weve made good progress, but weve still got about 100 miles to cover before we reach Deming.

He climbs into the cab beside Marine Knott, while you and the sergeant settle yourselves in the rear and try to make yourselves comfortable. You leave the town, heading north, following the remains of a highway that promises to take you back across the border and on to your rendezvous with the colony. A few miles beyond the town, the highway crosses a lake by means of a narrow causeway. The first few rays of the dawn sun are lightening the eastern sky, and, as you stare across the lonely landscape, you find yourself thinking of Kate and the colony.

-

If all goes well, well reach Deming a few hours before noon, says Haskell, studying a map by the light of a tiny bulb in a wire cage bolted to the rear of the cab. Then he slips the map inside his combat jacket, switches off the light, and curls up on the floor to sleep. You are now feeling very tired, so you decide to follow Haskells example and try, despite the rough ride, to get a few hours much-needed rest.

+

If all goes well, well reach Deming a few hours before noon, says Haskell, studying a map by the light of a tiny bulb in a wire cage bolted to the rear of the cab. Then he slips the map inside his combat jacket, switches off the light, and curls up on the floor to sleep. You are now feeling very tired, so you decide to follow Haskells example and try, despite the rough ride, to get a few hours much needed rest.

Before you sleep you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 80.
@@ -4922,7 +4922,7 @@

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

-

(The Story So Far) Replaced re-establish with reestablish, syphoned with siphoned, The Freeway Warrior. with the Freeway Warrior., fuel, food or water with fuel, food, or water, and the Mavericks with the Mavericks.

+

(The Story So Far) Replaced re-establish with reestablish, syphoned with siphoned, The Freeway Warrior. with the Freeway Warrior., fuel, food or water with fuel, food, or water, and the Mavericks with the Mavericks. Replaced half-way with halfway.

(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, zero with zero or below, and survival skills with Survival Skills. Removed For ease of use during play it is recommended that you photocopy these pages.

@@ -4934,12 +4934,15 @@

(8) Replaced head over heals with head over heels.

(10) Replaced Backpack items with Backpack Items.

(11) Replaced antispetics with antiseptics. Replaced Backpack items with Backpack Items.

+

(30) Replaced despatched with dispatched.

(32) Replaced spyhole with spy-hole.

(36) Replaced motorcyle with motorcycle.

(36) Replaced shot-shell with shell and (minimum equals one round; maximum equals five rounds) with (minimum: one round; maximum: five rounds).

(39) Replaced Within a minute he has made a hole large enough to of the truck, there is another sharp crack with On the other side of the truck, there is another sharp crack.

(42) Replaced shockwave with shock wave.

+

(43) Replaced much-needed with much needed.

(46) Replaced spyhole with spy-hole.

+

(53) Replaced despatch with dispatch.

(55) Replaced Tennon Saw with Tenon Saw.

(66) Replaced syphon with siphon. Replaced Backpack items with Backpack Items.

(92) Replaced syphoning with siphoning and syphon with siphon. Replaced Backpack items with Backpack Items.

@@ -4951,18 +4954,25 @@

(125) Replaced (minimum equals one round; maximum equals three rounds) with (minimum: one round; maximum: three rounds).

(129) Replaced syphon with siphon.

(134) Replaced Backpack items with Backpack Items.

+

(135) Replaced much-needed with much needed.

(136) Replaced turn 235 with turn to 235.

+

(142) Replaced despatched with dispatched.

(148) Replaced (minimum equals one round; maximum equals eight rounds) with (minimum: one round; maximum: eight rounds).

(150) Replaced gunsmoke with gun smoke. Replaced blood-stained with bloodstained.

+

(153) Replaced half-way with halfway.

(157) Replaced shockwave with shock wave.

+

(166) Replaced half-way with halfway.

(167) Replaced straigthening with straightening.

(171) Replaced expodes with explodes and turn 304 with turn to 304.

+

(172) Replaced much-practised with much practised.

(174) Replaced Tool kit with Tool Kit.

+

(175) Replaced much-needed with much needed.

(182) Replaced manically with maniacally.

(189) Replaced pineclad with pine-clad.

(192) Replaced Backpack items with Backpack Items.

(195) Replaced syphon with siphon.

(196) Replaced spyhole with spy-hole.

+

(209) Replaced much-needed with much needed.

(213) Replaced shockwave with shock wave.

(220) Replaced landcruiser with Landcruiser.

(222) Replaced spyhole with spy-hole.

diff --git a/04cc.xml b/04cc.xml index 893135a..8c3b4fc 100644 --- a/04cc.xml +++ b/04cc.xml @@ -498,7 +498,7 @@

Ahead you see a tall observation tower that rises high above the surrounding hills. It once provided sightseers with a magnificent view of the Anza-Borrego Desert Park; now it offers the perfect location for a radio transmission, clear of the surrounding peaks.

You leave the freeway and lead the convoy along an access road that is marked with signs pointing to the Desert View Tower. The electric elevator that once serviced the observation platform is beyond repair, so the powerful DC1 radio transmitter has to be carried all the way to the top up a flight of stairs. Once in position, Pop at last makes contact with Pine Valley.

At first they believe that the call is an elaborate clan trick, but confidential WDL call codes are given by a handful of Tucson colonists who were league operatives before The Day. When these call codes are checked and discovered to be genuine, the Pine Valley outpost receives special authorization from army control in LA to allow the convoy into Fortress California. But this permission is coupled with certain conditions. A zero hour is given. The colony must reach Pine Valley at 11.00am, exactly one hour from now, if it is to be allowed to pass through the checkpoint. The army also insists that radio silence be maintained until your arrival, for the frequency you have been using is known to the Chargers and is often monitored. Pop agrees to the terms on behalf of the colony and signs off.

-

Excited and eager to leave, the colonists return to their vehicles for the final journey to Pine Valley. You are one of the last to leave the tower and, when you are half-way down the ladder, you suddenly hear Rickenbacker shout a warning from the platform above: My God! Theres a clan convoy on the freeway!

+

Excited and eager to leave, the colonists return to their vehicles for the final journey to Pine Valley. You are one of the last to leave the tower and, when you are halfway down the ladder, you suddenly hear Rickenbacker shout a warning from the platform above: My God! Theres a clan convoy on the freeway!

Turn to 320.
@@ -1044,7 +1044,7 @@

Rickenbacker glances at the broken transceiver and shakes his head. Theyll be here in less than five minutes, he says, cocking his machine pistol. Lets see what we can do to make their welcome a little more friendly, shall we?

With that he rises from his knees and empties an entire magazine at the clansmens position. While he is firing, you chance a glance over the wing of the Roadster and see an alley lying directly opposite. It runs beside the cinema on which the clansmen are positioned. A black, perspex awning covers most of its length, hiding it from view of the surrounding rooftops.

When you look back, Rickenbacker is busy reloading. You tap his arm and point to the alley, saying, Im goin t try an get around the back. Cover me.

-

He grunts approvingly. The moment he reopens fire, you break cover and sprint towards the alley as fast as your legs and your lungs will allow. You are ten yards from its welcoming darkness when bullets start to thud into the ground around your feet.

+

He grunts approvingly. The moment he re-opens fire, you break cover and sprint towards the alley as fast as your legs and your lungs will allow. You are ten yards from its welcoming darkness when bullets start to thud into the ground around your feet.

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

If your total score is 5 or less, turn to 162. If your total score is 69, turn to 292. @@ -1391,7 +1391,7 @@ 68 -

You bring your 12-gauge Brushmaster up to your shoulder and peer along the barrel. The blond-haired clansman is already half-way up the short flight of steps that ascend into the bus. Immediately you pull the trigger, hoping to stop him before he disappears from sight.

+

You bring your 12-gauge Brushmaster up to your shoulder and peer along the barrel. The blond-haired clansman is already halfway up the short flight of steps that ascend into the bus. Immediately you pull the trigger, hoping to stop him before he disappears from sight.

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

If your total score is 9 or less, turn to 313. If your total score is 10 or more, turn to 192. @@ -3451,7 +3451,7 @@

The convoyll be here in less than five minutes, says Rickenbacker, as he cocks his machine pistol. Lets see what we can do to make their welcome a little more friendly, shall we?

With that he rises from his knees and empties an entire magazine at the clansmens position. While he is firing, you chance a glance over the wing of the roadster and see an alley directly opposite. It runs beside the cinema on which the clansmen are positioned. A black perspex awning covers most of its length, hiding it from view from anyone positioned on the surrounding rooftops.

When you look back, Rickenbacker is busy reloading. You tap his arm and point to the alley, saying, Im goin t try an get around the back. Cover me.

-

He grunts approvingly. The moment he reopens fire, you break cover and sprint towards the alley as fast as your legs and your lungs will allow. You are ten yards from its welcoming darkness when bullets start to thud into the ground around your feet.

+

He grunts approvingly. The moment he re-opens fire, you break cover and sprint towards the alley as fast as your legs and your lungs will allow. You are ten yards from its welcoming darkness when bullets start to thud into the ground around your feet.

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

If your total score is 5 or less, turn to 162. If your total score is 69, turn to 292. @@ -5134,7 +5134,7 @@ 336 -

The moment your rifle is in position, you look along the barrel to see that the blond-haired thug is already half-way up the short flight of steps that ascends into the bus. Immediately you pull the trigger, hoping to catch him before he disappears from sight.

+

The moment your rifle is in position, you look along the barrel to see that the blond-haired thug is already halfway up the short flight of steps that ascends into the bus. Immediately you pull the trigger, hoping to catch him before he disappears from sight.

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

If your total score is 10 or less, turn to 313. If your total score is 11 or more, turn to 192. @@ -5243,7 +5243,7 @@

How did you get? she gasps, then at once her look of surprise changes to one of intense concentration.

I went to you start, but your aunt cuts you off. No never mind now, she says, tersely. There isnt time for explanations. Kates slipping away. We must be quick if were to save her.

Swiftly your aunt prepares an Atropine solution, using the tablets and some boiled water, and carefully she pours it, drop by drop, into Kates mouth. You go and get yourself some rest, she says. Youve earned it. Theres nothing more you can do here. Well know in the morning if shes going to pull through.

-

Aching with fatigue, you leave the bus and find shelter in a derelict boarding house nearby. There you find a bed with blankets and settle down to some much-needed sleep.

+

Aching with fatigue, you leave the bus and find shelter in a derelict boarding house nearby. There you find a bed with blankets and settle down to some much needed sleep.

Turn to 253.
@@ -5536,7 +5536,7 @@

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

-

(The Story So Far) Replaced re-establish with reestablish, syphon with siphon, fuel, food or water with fuel, food, or water, and the Mavericks with the Mavericks. Replaced the Day with The Day.

+

(The Story So Far) Replaced re-establish with reestablish, syphon with siphon, fuel, food or water with fuel, food, or water, and the Mavericks with the Mavericks. Replaced the Day with The Day. Replaced half-way with halfway.

(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, zero with zero or below, and survival skills with Survival Skills.

@@ -5558,11 +5558,13 @@

(31) Replaced storerooms with store rooms.

(40) Replaced north-east with northeast.

(41) Replaced floorplan with floor plan.

+

(43) Replaced reopens with re-opens.

(51) Replaced 1 Pistol with One Pistol.

(55) Replaced moutains with mountains and syphon with siphon.

(57) Replaced Swifty with Swiftly.

(62) Replaced south-east with southeast.

(66) Replaced shockwave with shock wave.

+

(68) Replaced half-way with halfway.

(74) Replaced youself with yourself and blood stains with bloodstains.

(76) Replaced syphon with siphon.

(99) Replaced ammuntion with ammunition.

@@ -5584,6 +5586,7 @@

(211) Replaced syphon with siphon and added missing period after creaks into action.

(213) Replaced insepction with inspection and Landcrusier with Landcruiser.

(215) Replaced clanmens with clansmens. Replaced painkillers with pain killers.

+

(221) Replaced reopens with re-opens.

(225) Replaced painkillers with pain killers.

(229) Replaced shockwave with shock wave.

(231) Replaced gullys with gullies.

@@ -5602,7 +5605,9 @@

(308) Replaced machine gunfire with machine gun fire.

(322) Replaced accorindly with accordingly.

(323) Replaced turn 281 with turn to 281.

+

(336) Replaced half-way with halfway.

(339) Replaced north-westerly with northwesterly. Replaced the Day with The Day.

+

(342) Replaced much-needed with much needed.

(Combat Rules Summary) Replaced cross-refer with cross-reference, Combat Results Table with Close Combat Results Table, and zero ENDURANCE points with zero ENDURANCE points or below.

-- 2.34.1