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The Project 64 etext of the ~Karnov instruction manual~, converted to
etext by Russell Reed <rreed@efo.int>.

KARNOV10.TXT, November 1997, etext #316#

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INSTRUCTION MANUAL
KARNOV

HOW TO PLAY KARNOV

OBJECTIVE

The story of Karnov begins in the peaceful village of Creamina, where
the Treasure of Babylon has been kept for centuries, hidden away from
the outside world.

The Treasure has been sought by Ryu, a huge and evil dragon, for
thousands of years.  But now, Ryu has discovered the secret of Creamina
and descended upon the little village, accompanied by all of his
demonic cohorts.

Ryu has made off with the Treasure, leaving his monstrous minions
behind to terrorize the countryside.  The helpless townsfolk have only
one hope:  Jinborov Karnovski, otherwise known as Karnov, a one-time
circus strongman with a unique talent for shooting fireballs.

Only Karnov can find a way through the monster-infested countryside,
to seek out the evil Ryu and regain the Lost Treasure of Babylon for
his people!

HOW TO PLAY

Karnov begins each game with three lives.  If he is hit once, he turns
blue.  If he is hit again while he is blue, he loses a life.  But if
Karnov picks up a Super Fireball while he is blue, he will be restored
to his normal color.

Picking up Super Fireballs also increases Karnov's firepower.
Collecting two Super Fireballs will enable him to shoot double
fireballs, and collecting three will enable him to shoot triple fireballs.

OPTIONS

There are ten Options available throughout all the levels.  Collect
them to use during key moments of the game or when needed.  Certain
Options can be collected and inventoried.  An Option will flash when it
can be used.

Boots:  Doubles Karnov's jumping power.  This Option loses its
effectiveness over a period of time, but it can be stocked.

Bomb:  Not just for defeating enemies, but also for destroying certain
obstacles and walls.  It can be stocked.

Ladder:  Use it to reach an Option positioned in a high place, or to
avoid an enemy's attack.

Boomerang:  Gives you extra attacking power.  You can use it again if
you catch it when it returns.  It can be stocked.

Clapper:  This will destroy every enemy on the screen at one time
(except for the Boss Enemy in each Stage).  It can be stocked.

Glasses:  Allows you to see and retrieve hidden Options.

Swimming Mask:  This will allow yyou to go faster underwater in Stage
5, a swimming scene.

Wings:  Use them when you fall from a high place.  You will need them
continuously in Stage 8, a flying scene.   They can be stocked.

Shield:  Protects Karnov from an enemy's attack up to five times.

K Mark:  You will receive one extra life when you collect fifty of
these.


IBM INSTRUCTIONS

SYSTEM REQUIREMENTS

For playing on an IBM PC/XT/AT or 100% compatible, KARNOV requires:
* 512K RAM or 640K Tandy 1000.
* Single 5.25" or 3.5" floppy disk drive.
* Enhanced Graphics Adapter (EGA) with 64K RAM, or Kercules, or Tandy
  1000 Graphics Mode.
* Monitor (RGB, or monochrome graphics).
* Joystick (optional, but strongly suggested)

GETTING STARTED

* Turn on your monitor.
* Turn on the computer.
* Insert the KARNOV disk in drive A and boot the machine.

GENERAL CONTROLS

1     Toggle number of players (1 or 2).
2     Toggle joystick/keyboard control.
3     Toggle music on/off.
4     Toggle souond on/off.
0     Quit Karnov.
<ESC> pause game (<ESC> again to restart).

The screen will contain four icon--like symbols that correspond to
the current configuration of the game. (ie. one/two players,
keyboard/joystick, music enable, and sound enable).  The symbols will
be changed whenever the user toggles them to reflect the current status
of configuration.

Should there be a problem with the screen-type detection logic the
user can hold down either of the <SHIFT> keys while the game is loading
and they will be asked for the display type they are using instead of
the program auto-detecting it.

JOYSTICK CONTROLS

Stick     Controls direction.
          Pushing stick up causes Karnov to jump, if there is nothing to
          climb at that point.
Button 1  Fire.
Button 2  Use option.

KEYBOARD CONTROLS

Numeric Pad   Controls direction.
              Pushing up button ("7", "8", or "9") causes Karnov to
              jump, if there is nothing to climb at that point.
X or <SPACE>  Fire.
Z             Use option.

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End Project 64 etext Karnov instruction manual.

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