System Requirements:

Required:
486-DX2
CD-Rom drive
MS-Dos 6.0 or Windows 95
8 MB Ram

Recommended:
16 MB Ram (for the Windows 95 version)
Windows 95
Soundcard
Pentium 100Mhz or better
2x CD-Rom drive or better

Installing under Win95
Amok doesn't install any files(except for a temporary file which is removed
again when the game quits), but requires DirectX to be installed for the
Windows 95 native version.
To run the Windows 95 native version, insert the CD, and click on the
Amok icon.


Installing under MS-DOS
Change the current directory to your CD-Rom drive (e.g. CD E: <return>)
Run AMOK.BAT which is located in the root directory (type 'Amok.bat <return>')
To configure sound for Dos start SETUP.BAT in the root directory (type
'Amok.bat <return>')


Notes:
Both versions of Amok requires the CD in the drive all the time during play.
If you are experiencing problems with the keyboard handler "forgetting" keys
when pressing many keys at the same time, we recommend trying different
keyboard-definitions, as this happens because of bad keyboard designs.
Some cd-drives cause serious  slow downs when playing cd-audio under
Windows 95. This is a general Windows 95 problem, and we can not do anything
about it. Sorry.
If you are running the game under windows 95 in 256 color mode, remove any
wallpapers and backdrops (this will corrupt the game colors).
So if the game runs slow,  try switching off the CD-Rom drive (F9), try
selecting a lower screen resolution, or simply buy a faster
computer. Have Fun!
The great war lasted for nearly 47 years, but now the two largest
corporations have finally seized fire and the planet Amok is peaceful again.
The N.O.N.L.U.N. corporation was unwillingly forced into the negotiations of
a peace-contract. they had suffered a series of serious defeats on the
battlefield, and their only choices were large scale nuclear war or a peace
treaty.


People celebrated the peace, but beneath the surface the suspiciousness and
anger still lurked. Just like a fire put out by a blanket, balancing between
total extinction and that little bit of air that will make it burst out again.
The Bureau is desperate to provide just that bit of air to make the flames go
up between the corporations once again.






The Bureau, one of the many small outfits that profited heavily during the
war recruiting mercenaries and bounty hunters for special assignments ranging
from simple bombings to complex assasinations. Their plan is to make the two
corporations equal opponents again.


To do such the Bureau have hired just the right man, Gert Staun, who has made
a living as a mercenary from the beginning of the war. Staun pilots a highly
modified battle walker named the Slambird. It is equipped with a range of
missiles, bombs, mini guns many other types of military devices which must
be used efficiently to successfully accomplish the complex missions that
lie ahead.

Selection Screens
When the game starts, a few presentation screens are shown (these can be
skipped by pressing Esc). Next the game will begin to run the demo mode.
Press space, anytime during the demo run, to enter the main screen. Use
arrow keys + return to make choises.

Main Screen
Start:            Starts the game using the settings made in the Options menu.
Options:          Brings up the Option menu.
Exit:             Return to Dos or Win95.

Option Menu
PassWord:         Press return, then a password, then return to enter
                  a different level than the initial.
Sound:            Brings up the sound menu.
Keys:             Use arrow left/right to toggle default/user defined
                  movement & attack keys. If user defined has been chosen,
                  press enter to define your own keys. You will be prompted
                  with every key, one at a time.
Hard:             Playing in easy mode, only the first 5 levels are available.
Screen:           Brings up the screen menu.
Back To Main:     Returns to the main menu.

Sound Menu
Music Test:       Selects CD-music tracks and plays them when
                  you hit return.
Music Volume:     Sets CD-music volume.
Sfx Volume:       Sets sound effects volume.
Music On/Off:     Turns the CD music on or off. (read installation notes)
Back:             Returns to Option Menu.

Screen Menu
Screen:           Select fullscreen or Window(only under win95)
320x240x256:      Cycles between the available screen resolutions.
                  (Width x Height x #colors). TV is a special screen mode
                  where the screen is actually 480 pixels high but only
                  every second line drawn, which makes a nice smooth TV feel
                  opposed to the sometimes very blocky 'PC-monitor' look.
Gamma Cor.:       Gamma correction is a method to adjust the light intensity
                  of the screen. On some monitors the game will appear very
                  dark. To correct this choose medium or high, to brigthen up
                  the colors.
Back:             Returns to Option Menu.

Game environment
The game is divided into a chronological series of 9 missions (4 missions
consisting of 2 phases each), set in 4 different environments; Wastelands,
Ocean, City & Tunnels.
Each mission has several tasks that has to be executed correctly in order to
successfully complete the mission and go on to the next. Some tasks might not
be as vital to the completion of a mission as others. Each mission will be
played in a separate game world.

Passwords
Passwords are available for the last four levels, and the second level. To
enter a password, go to the options menu (from the main menu) and choose
password. Type the password and you will start on that level next game.

Mission Decription
Before each mission you are presented to a mission description. Be careful
to read this, because it is important for the completion of the level.
Each mission has different objectives. Most objectives are nessecary to
complete in order to get through the level, but some (if failed) just makes
the game harder further on.

Walker Types
There is two types of walkers in the game, the normal 'Walker'-type walker,
and a modified sub-walker for underwater action. The controls of the two are
similar, but the handling are different. The sub-walker does not come to a
full stop when you do not press any control keys, it just stops the engines.
This results in the sub-walker gliding through the water for a small time
after the engines has stopped.

Exit Sign
When ever you see one of these, walk over it and you have completed a level.

Secret Areas & Missions
Each world contains a great number of secret areas that can be accessed by
blowing up walls, mountain sides, cave walls ect. Even a whole secret mission
is to be found somewhere in the game.

Teleporters
To get quickly from one part of the map (some are LARGE) special teleporters
are present all over the map.
White teleporters transport the player one-way (no return)
Colored teleporters transport the player to a similar colored teleporter
(and back)

In-Game Keys:
The Game can only be controlled by keyboard. The Movement and Attack keys can
be defined by the user in the option menu.
Game Commands:
Exit Current Game        Shift + ESC
Exit Amok                Alt + F4 (Exits Amok and returns to Win95 or DOS)
Skip Cutscene            ESC
Game View                F1 (toggles near/far/normal)
Mission Map              Tab or P (pauses the game)
Screen Resolution        F3/F4
Music Vol. +/-           F5/F6
Sfx   Vol. +/-           F7/F8
Music On/Off             F9

Movement:
Walk Forward             Arrow Up
Walk Backwards           Arrow Down
Turn Left                Arrow Left
Turn Right               Arrow Right

Toggle sidesteps         Alt + Turn Key
Toggle run               Shift + Walk/Turn Keys


Attack:
Fire Miniguns            Ctrl
Fire Normal Missile      Space
Fire Heavy Missile       BackSpace
Throw Bomb               Enter

Windows 95 Specific Functions:
Theese keys will only function if you are running Amok from Windows 95.

F2:                      Toggle Fullscreen/Window mode.

FullScreen Mode:
Right Mousebutton:       Change to window mode.

Window Mode:
F12:                     Make Screenshot (in-game and replays only)
Right Mousebutton:       Resolution menu.

In window mode it is possible to resize the window,
but you might experience severe slowdowns if the window is too big.

After the mission description is finished, the game begins. The view
is just behind the walker, and you are thrown into action at once.
On the game screen there is several items that is designed to help
you guide the walker around, keep track of ammunition and damage.

In-Game Display

Weapons Counter:
The miniguns have unlimited ammo. The weapons display tells you how much
ammunition there is left. There is three numbers of notice. On top the
missiles, small and heavy, and below the bombs.
From the beginning the walker is designed to carry:

40 Small Missiles
20 Bombs
10 Heavy Missiles

At later missions your walker will be upgraded to carry more weapons.
The Radar:
The radar is a pretty important tool, to help you get to the right place
at the right time. The view-triangle is your visible area. Red dots are
enemy units and white dots are friendly units.
If you are close to a mission target, the yellow target circle is visible.
The target circle is otherwise visible on the map screen (tab or p).

Energy Bar:
The Energy Bar tells you how much more damage your walker can take before
being destroyed. There is no 'lives', when Gert Staun is dead, he is DEAD!
The red bar is the actual energy left. If this starts to flash, you're going
to die soon.
The max-indicator shows the maximum energy. If you pick up hull pickups this
indicator will move to the right increasing your walkers hull strength.
The yellow bar indicates that you have picked up a pickup that increases
your energy beyond the max. Pretty cool.
When you pick up a shield, the bar turns blue. When the shield is nearly
used up it will begin to flash.

The Compass:
The compass functions as a normal compass, indication which way your
pointing. The little red arrow is the target pointer, follow this and it will
lead you to the mission target location.

Weapon Aim:
The weapon aim is divided into 2 units. Gun aim and missile aim. The gun aim
is fixed to the middle of the screen, which means you have to move the walker
to aim. The missile aim is a free floating aim, that tracks the closest enemy.
When an enemy is in sight it turns red, you may shoot, and the missile is
fired in that direction. Many of the faster enemies are very hard to hit
using missiles, so examine the enemy before you waste ammo on it. If the
Missile Aim is not tracked on an enemy, the missile is using the gun aim,
if fired.

Mission Map
While In-Game you can press tab (or p) to get to the mission map. The mission
map shows you where you are and where the next mission target is.
Your position is shown as a green flashing diamond, and the mission target is
located at the center of the yellow circle. While you are at the map the game
is paused, so don't worry about enemies sneaking up on you.
Spread throughout the levels are different objects that can be picked up.
These will improve the walkers offensive and defensive abilities.

Offensive PowerUps

Missiles
The missiles are small non-guided missiles. The Slambird's aiming system
secures a high hit rate for the missiles. Missiles are found single or in
packs of 10.

Heavy Missiles
The heavy missiles have a much more powerful impact than the normal missiles.
They fly slower, which makes them easier for the enemies to avoid. Heavy
missiles are found single or in packs of 5.

Bombs
Bombs is thrown at the enemy. They can be thrown over walls to kill enemies
on the other side or into a mine field to clear it. The bomb does not explode
on impact but after a few seconds. It is very heavy and can knock over
smaller enemies killing them. The blast is quite large, and a single bomb
can kill multiple enemies. The bombs is found single or in packs of 5.

Rapid Fire
This special device enables the walkers miniguns to fire at twice the speed.
The rapidfire device will last for approx. 400 rounds, before it is worn out.
Multiple rapid fire packs can be picked up.

Armor piercing bullets
Hard hitting ammunition for the walker's miniguns. Armor piercing bullets are
found in packs of 400 rounds. Multiple packs can be picked up, and they work
together with the rapid fire device.

Power Gun
The Power Gun is found on the last mission. It is a special, and very
powerful weapon developed by the A.Z.T.K. corp., as a counterpart for their
latest battle robot. The Power Gun can easily be mounted on the walker giving
it, unrivaled firepower. The Power Gun is compatible with Rapid Fire module
and the armor piercing bullets.


Defensive PowerUps

Extra Hull
Increases the max. amount of protective energy available to the walker.

Extra Energy
Restores a small portion of the walkers protective energy.

Restore Energy
Restores all of the walkers protective energy.

Full Energy
Increases the walkers protective energy to the absolute maximum, beyond
maximum hull.

Normal Shield
Renders the walker invulnerable for a short period of time. The shield is
accumulative.

Full Shield
Renders the walker invulnerable for a long period of time. The shield is
accumulative.

During the missions Gert Staun will come to face a lot of different enemies.
Most are hostile and only wants to get rid of you, but some are just neutral
creatures which is better off left alone.

A.Z.T.K. Troops

Grunt
The grunt is the basic soldier. He is using small machine guns. He can either
be guarding or patrolling the area. He is not too smart and too many grunts
in one place can easily cause confusion when an enemy attacks, often
resulting in grunts shooting grunts.

Bazooka Grunts
These grunts carries a medium sized missile launcher. He is not moving too
much around.

Desert Bikers
These are crazy three wheeled desert bikes, very robust and fast, which makes
them hard to kill. Once they have you in their sight, they will go straight
for the kill, shooting the front mounted mini cannon, or trying to run you
over. The riders of these machines are the most insane of the grunts. It is
quite common that they run over friendly grunts if they get in the way, and
they even look like they enjoy it.

Scuba Grunts
Diving grunts are just as dangerous, as if not more, than the land based
grunts. They always patrol in groups of four or more.

SubScooter Riders
Riding on a small twin engine driven sub-scooter, theese grunts are quick,
precise and hard to kill. They usually attack in packs, like sharks.

Gun Turrets
Gun turrets are large, heavy armored stationary cannons. They are pretty
slow, but they hit hard. They are usually mounted near or on enemy buildings.
Single barrel and triple barrel guns exists.

Missile Launchers
Missile launchers are stationary like the gunturrets, they are just a bit
more dangerous. They reload faster and their missiles are semi guided.
Missiles will try to correct their course so that they get a greater chance
of hitting you.

Barrel5 Launcher
The barrel launcher is the smallest of the missile launchers. It contains 5
small missiles, which it fires one at a time until it needs reload. The
danger of the Barrel5 is the fact that each missile is corrected by the
one fired before.

Double Launcher
The Double launcher is an underwater missile launcher, it shoots 2
heavy missiles simultaneously.

Quad Launcher
The quad launcher is similar to the double launcher, except for the fact
that it shoots 4 heavy missiles and it has better armor.

City Gun
This type of gun is placed to protect the HQ in the city. It shoots 2 heavy
missiles one at a time, and reloads fast.

CC2-Minigun
This is a computer controlled minigun. A heavy duty machine gun mounted on a
rotating-pole. It's laser guiding system combined with high shooting cadence,
makes it a fast and dangerous opponent. CC2-minigune are fairly rare because
of slight unreliability (they'll shoot everything that moves, friend or foe).

Missile Tank
This tank shoots missiles at long range, and has the ability to move around.
It runs on ordinary combustion fuel and is kind of outdated, but still kept
in service because of the combination of heavy firepower and moveability.

Guardian Droid
This robot is the pride of A.Z.T.K. engineers. It has along range targeting
system that  makes it an excellent guard. Its triple barrel pulse lasers
makes it a dangerous long range shooter. Up close, the Guardian Droid is
danger too. It instantly tries to ram everything too close with the front
mounted steel razor. The Droid has very heavy armor and moves very fast.
This is indeed a very tough opponent.

Submerged Torpedo Launcher
This torpedo launcher launches very heavy torpedoes.
The torpedoes have a sophisticated target system that enables them to turn
around and come back if they miss the target. They are devastating if they
hit. The launcher have slow reload, because there is only room for one
torpedo at a time, and each new torpedo have to be loaded by a small
transport droid, from the ocean surface.

Landmine.
Landmines are dangerous and easy triggered. They can only be blown away with
bombs or heavy missiles (lighter ammunition does not trigger them). They do
a lot of damage to the one unlucky enough to trigger one. The blast is so
powerful that it often triggers nearby mines in a deadly chain reaction,
that can ping-pong the unfortunate victim around until he is destroyed.
A special sub-mine is found in the water.

Mini Saucer
This is one of the newest and technologically most advanced enemy vessels.
Completely computer controlled, and with and unrivaled target system, that
also functions as a defensive detection system, that helps the mini saucer
avoid enemy fire. A CC2 minigun is mounted underneath the saucer for quick
and hard hitting firepower.

NCD 6 Mini Tank
Small missile carrying tanks. Theese tanks are normally used to guard
smaller rooms. They carry 2 small missiles armed and ready. They are fast and
very maneuverable.

CC3 'Dragonfly'
A real strange creation. Originally designed to replace the Guardian Droid,
but a lack of fire power, made it inferior to the brutal an fast Guardian
Droid. It is still a dangerous enemy though, and quite a lot of them were
produced and set free to roam the sewer system.

Non-Corporation Enemies

Zumzoum Warriors
Warriors of the ancient desert tripe called Zumzoum. The non-warrior tribe
members (workers) live in complex tunnel systems underneath the dirt of the
wastelands. The warriors have wings (and no legs), and attack (and hunt) by
throwing balls of a special chemical composition at their targets. After
being exposed to air for a short while, the balls catches fire and soon
explodes, killing everything near it.


Sharks
The sharks are normally quite peaceful animals, if they are disturbed they
will attack immediately. Their bite is powerful enough to rip a small vessel
apart, so watch out for these.


Spiked Guhu Fish
The Spiked Guhu is a strange animal. It lives in large numbers in volcanic
cracks in the ocean floor. It feeds mainly on small fish, but can eat plants
from time to time. The Guhu Fish is a very caring parent, it protects its
breed aggressively. If a great danger approaches the Guhu attack it and
sacrifices itself by inflating its body until it explodes. Stomach acids and
other chemicals in its body is released and a powerful reaction with the
seawater causes a deadly explosion. It is recommended to leave the fish alone
and go directly for their cave.

Kamikaz Beetle
The Kamikaz Beetle is a mindless carnivore. It lives in great numbers in
large caves under the earth. When a Kamikaz reaches a certain age it
automatically becomes a 'front liner'. Frontliners are the oldest and most
useless beetles sacrificing themselves for the existence of the specie. When
the beetles goes hunting for food, it is the frontliners that makes the kill,
by exploding themselves close to the victim. The younger beetles then carries
the dead victim home and eats it.

Steeljaw Rat
This rat specie has mutated for many generations, into a vary dangerous
creature. It eats everything, even steel walkers.

Cave Bat
A normally peaceful creature, the only harm it will do to you is fly by and
disturb you.

Giant Ram Ant (jumping)
A large and rare predator that lurks in the corners of the sewer systems.
It attacks by jumping at its prey hitting it with its giant forward pointing
jawbones. The jawbones are hard enough to seriously damage your walker.

Sewer Claw
The chemical waste in the sewers has bred many new mutations, but this must
be the largest and most aggressive of them all. It reaches out of the water
to grab unlucky bypassers. Its poison claws at the end of its tentacle arm
instantly kills normal creatures, and after the kill it uses the tentacle to
pull the dead body into the water to devour it.

Credits

Code       Soren Hannibal
           Martin Pollas

Gfx        Jacob Andersen

Music+Sfx  Jesper Kyd

Testing    Michael Persson, Jesper Kyd, Morten Thuesen, 
           Darran Hurlbut & Mikko Tahtinen

Technical Support
If you experience any problems running or playing this product,
you can use any of the following avenues to obtain assistance:

Assistance Via World Wide Web
Get up-to-the-minute technical information at the GT Interactive Software
web-site, at http://www.gtinteractive.com, 24 hours a day, seven days a week.
In the Support section you'll have access to our FAQ documents (Frequently
Asked Questions) which contains our latest troubleshooting information. You
can also visit our Forums area, where you can swap email with other gamers,
our FTP (File Transfer Protocol) area where you can download patches and new
enhancements as soon as they become available, our Hints/Cheat Codes area,
and other areas where you can get valuable information on GT Interactive
Software products.

Help Via Telephone
For phone assistance, call GT Interactive Software's Tech Support at
716-871-6646. We have an Interactive Voice Responce and Faxback system that
is available 24 hours a day, seven days a week. If you should need live
support, we are available Monday through Friday,8 AM until Midnight (EST).
Please note that live Tech Support may be closed on major holidays. We ask
that you do the following when calling: be at your computer; have your system
information ready for our technicians including system make and model; RAM;
video and sound card data and drivers; and any screen or error messages
you've encountered and where (if not currently displayed on your screen). It
will expedite your handling significantly.

Help Via Mail
In the event our technicians determine that you will need to forward
materials directly to us, please include a brief letter explaining what is
enclosed and why. Make sure you include your telephone number in case we
need to call you.
Your mail should be sent to the following address:
GT Interactive Software
Attn: TS/QA
1 Nixon Lane
Edison, NJ 08817

Please do not make copies. The program you've purchased was produced through
the efforts of many people. Don't make copies for others who have not paid
for the right to use it. To report copyright violations to the Software
Publishers Association, call 1-800-BLO-WMEE or write:
Software Publishers Association
1101 Connecticut Ave., Suite 901
NW Washington, DC 20036

This program is protected by federal and International copyright
Amok tm, copyright 1996 Scavenger, Inc. All rights reserved. Created and
published by Scavenger, Inc.
Distributed by GT Interactive Software Corp. Windows is a registered
trademark of Microsoft Corporation. All other trademarks are the property of
their respective companies.

