Linux version published by Linux Game Publishing LTD Linux Game Publishing LTD 17 Rossington Rd Nottingham NG2 4HX England http://www.linuxgamepublishing.com Linux and Windows version developed by Mindware Studios Mindware Studios Na Vypichu 22 Prague 6 162 00 Czech Republic http://www.mindwarestudios.com Windows version by Dreamcatcher Games 5000 Dufferin St, Building R Toronto ON M3H 5T5 Canada http://www.dreamcatchergames.com ©2005-2006 Dreamcatcher Games. Linux version © 2006 Linux Game Publishing LTD. All rights reserved. Mindware, the Mindware Logo are trademarks of Mindware Studios, Cold War and the Cold War logo are trademarks of Dreamcatcher Games. Linux Game Publishing is a trademark of Linux Game Publishing LTD. Linux is a trademark of Linus Torvalds. All other trademarks and trade names are properties of their respective owners. All rights reserved. Printed in the UK. i Contents Introduction .3 Setup and Installation .3 System Requirements.3 Installation.3 Uninstalling.4 Running the Game .4 Starting Cold War.4 Screen Resolution and Sound Devices.4 Game Menus .5 Main Menu .5 Game Options Screen.5 Controls.5 Keyboard Mapping.6 Mouse Settings.6 Audio.6 Video.7 In Game Menu.7 Playing Cold War .8 Getting Started.8 Object of the Game.8 Saving and Loading.8 Level Objectives.9 Status Display.9 Item Selection Menu. 10 Movement. 11 Map Mode. 12 Actions Menu. 12 Combat .13 Ranged Combat. 13 Close Combat. 14 Special Weapons .14 Slingshot. 14 Mines. 15 X-Ray Camera. 15 Anesthetics. 16 Interaction .16 Searching Bodies. 16 Hiding Bodies. 16 Healing Your Injuries (Using Medkits). 17 Visibility and Noise. 17 Luring Enemies. 18 Tech Points, Blueprints and Gadgets .18 Constructing Gadgets and Devices. 19 Bypassing Security Devices .20 Enemies .21 Tips .22 Controls .22 Technical Support .24 Credits .25 End User License Agreement .27 2 Introduction It is 1986, and the United States and the Soviet Union are taking the first tentative steps toward perestroika, a sense of friendship and cooperation that has not existed between the two world superpowers for decades. It appears that the Cold War might actually be over. Unfortunately, not everyone thinks that glasnost is a good thing. A fundamentalist faction within the Soviet government doesn't want the Cold War to thaw - they want it to heat up. Led by Barinsky, the radical head of the KGB, a group of separatists is making a last, desperate attempt to return the USSR to the control of the hard-line Communist regime by framing an American in a plot to assassinate the Soviet president and set off a chain of events that could very well lead to World War III. Matthew Carter, a hard-nosed American journalist following a tip from an informant, has just arrived in Moscow to cover a story. He is hoping that this assignment will lead to the story of a lifetime. Instead, it leads him into the thick of Barinsky's plot. Now, instead of vying for a Pulitzer Prize, Carter is fighting to clear his name, get to the bottom of Barinsky's sinister plan, and-hopefully-get out of the Soviet Union alive. Setup and Installation System Requirements Linux Kernel 2.2.x or later Glibc 2.1.x or later XFree86 version 4.3.x or later 1.4GHz or better x86 processor 450 MB RAM 3D Graphics Card with at least 64MB memory, OpenGL 1.3, 4 texture units, and fragment and vertex extentions. OSS or ALSA compatible sound card lx DVDRom 1.1GB Hard disc space Installation Insert the DVD, mount and run the setup.sh script on the mounted DVD. This is accomplished with the following commands typed into a terminal window. mount /mnt/cdrom sh /mnt/cdrom/setup.sh You will then be prompted for install options. If you have not previously installed the LGP update tool, this will be installed before the initial game installation. This will automate the process of finding and applying patches. You may wish to run it occasionally to check for updates to Cold War. Sometimes the DVD-Rom is not located in /mnt/cdrom, you should consult your Linux documentation if it is not. 3 Uninstalling To uninstall Cold War, simply select the LGP Uninstall tool from your Program Menu, or type lgpuninstall from the command line. RUNNING THE GAME Starting Cold War Once you have installed Cold War, you may play it by selecting your Program Menu button on your toolbar, and choosing Cold War from the Games menu. To start the game from the command line, simply type coldwar from the command line. Startup Hints If you would prefer to play Cold War in a window instead of full-screen, simply use -w on the command line. For example: coldwar -w . If you wish to switch between windowed and fullscreen during the game, use Alt-Enter. When windowed, ctri-G will keep your pointer within the window so you can play Cold War more easilly. To release your pointer press ctri-G again. Screen Resolution and Sound Devices When you start the game, the Cold War cofiguration window opens, allowing you to set the basic Cold War options. These settings are automatically used when the game starts. You can't change these options in-game, but you can access them by changing them next time you start Cold War. Options Language English Video Resolution: 800 * 600 0 Launch Cold War in Windowed Mode Audio Audio driver OpenAL Check README for more information about OpenAL and its configuration files. ©0 Launch Cold War View README Cancel The Cold War configuration window has three sections. Language: Select the interface language. English, French, German and Russian have audio tracks, the others have only subtitles. Video: Set your screen settings, including whether the game should run fullscreen or in a window. Audio: Select your audio device, or none for no sound. Additional audio and video options are available within the game. See the "Options Screen" section for more details. 4 GAME MENUS Main Menu The Main Menu opens automatically when you load Cold War. The following options are available. Click an option to select it. • New Game: Start a new game of Cold War. • Continue Game: Continue your most recently saved game. When you select this option, you continue your most recent game from the last saved location. (This option is inactive if no saved games are available.) • Load Game: Load a previously saved game. When you select this option, the Load Game screen opens. To load a game, click its name on the list. To exit the Load Game screen without loading a game, press are available.) (This option is inactive if no saved games • Options: Open the Game Options screen. (See "Game Options Screen" for details.) • Credits: See who made Cold War • Exit Game: Quit Cold War and exit to the Linux desktop. Game Options Screen The Game Options screen allows you to adjust game I settings and customise your controls. This menu is accessible from the Main Menu and from the In-Game Menu. The following options are available: • Controls: Adjust mouse and game control settings. • Video: Adjust the quality of the game image and select subtitle options. • Audio: Adjust sound volume and other audio options. Note: To set the screen resolution and select a sound device, you must change the values in the Cold War configuration window which appears when the game starts. Controls The Controls Menu allows you to adjust the game controls to suit your style of play. The following options are available: • Keyboard Mapping: Open the Keyboard Mapping menu to change the default control keys for various actions in the game. • Mouse Settings: Open the Mouse Settings menu to adjust the sensitivity of the mouse or invert the Y-axis control. 5 Keyboard Mapping The Keyboard Mapping menu allows you to customize the keyboard and mouse action controls. The controls are divided into the following categories: • Movement: All controls related to movement. • Actions: All non-movement actions, such as reloading, using items, and so on. • Inventory: The controls for choosing items from your inventory. • Interface: General game interface controls - view objectives, quick save/quick load, and so on. To re-map a control, do the following: 1. Click the control category on the Keyboard Mapping menu. 2. On the list of actions, click the action you want to change to select it. 3. Press or activate the control (key, mouse button, mouse wheel) to which you want to map the control. The control to which the action is now mapped appears next to the name of the action. 4. To re-map another control, repeat steps 2 and 3. 5. Click Back to return to the Keyboard Mapping Menu. To reset all control mappings (and other options in the game) to their default settings, select Restore Defaults from the Input Mapping menu Mouse Settings Select the Mouse Settings option on the Controls Menu to adjust the sensitivity of the mouse input. The higher the mouse sensitivity, the less you have to move the mouse to produce a response. The default value is 1.0. To adjust the mouse sensitivity, move the mouse over the option setting on the menu. To increase sensitivity, click the arrows to the right of the option text. To decrease the sensitivity, click the arrows to the left of the text. To save the settings and return to the Controls Menu, click Apply. To return to the Controls Menu without saving your changes, click Cancel. Audio The Audio menu has the following options: • Music Volume: Adjust the volume of background music. The default value is 100%. • Speech Volume: Adjust the volume of character speech. The default value is 100%. • Effects Volume: Adjust the volume of sound effects and ambient sound. The default value is 100%. Actions Press Enter toidjefine new mapping. ^ Press^Delete toVesewrcrrrent mapping. Fire weapoir LMB R Use item/weapon: E Snap fingers: L Use medikit: H Use X-ray;^)^. Zoom in: Wheel Up or Page Up Zoom out: Wheel Down or Page Down Back 6 • Subtitles: Turn the in-game subtitles and those displayed during cut-scene animations on or off. The default setting is On. To adjust a setting, move the cursor over the option. Use the left and right arrow keys on the keyboard to change the option. To save your changes and return to the Game Options screen, click Apply. To return to the Game Options screen without saving your changes, click Cancel or press Video In this menu, you are given the opportunity to adjust your monitor settings to maximize the visual quality of the game. Follow the on-screen instructions to complete this process. The video menu has the following options: • Gamma: Change the colour brightness and colour contrast of the image (as opposed to the overall brightness and contrast). The default setting is 1.0. • Brightness: Make the overall picture brighter or dimmer. The default setting is 100%. • Contrast: Adjust the variation between the lightest and darkest parts of the picture. The default setting is 100%. To adjust a setting, move the cursor over the option. Use the left and right arrow keys on the keyboard to change the option. To save your changes and return to the Game Options screen, click Apply. To return to the Game Options screen without saving your changes, click Cancel or press In-Game Menu COLD WAS* i Save game Load game Restart level Options Quit level During the game, you can access the In-Game Menu to adjust game options save and load games. To open the In-Game Menu, press game. at any time during the The following options are available from this menu. Click an option to select it. • Continue Game: Close the In-Game Menu and return to the game. • Save Game: Open the Save Game screen (see "Saving and Loading" for details.) • Load Game: Open the Load Game screen (see "Saving and Loading" for details.) • Restart Level: Restart the current game level. When you select this option, a prompt asks you to confirm your decision to restart. On the prompt, click Yes to restart the level. Click No to return to the In-Game Menu without restarting. • Options: Open the Game Options screen (See "Game Options Screen" for details.) To return to the In-Game Menu from the Game Options screen, click Back on the Game Options menu or press • Quit Level: Exit the game and return to the Main Menu. When you select this option, a prompt asks you to confirm your decision to abort the current level. On the prompt, click Yes to exit to the Main Menu. Click No to return to the In-Game Menu. 7 Playing Cold War Getting Started To start a new game of Cold War, select New Game from the Main Menu and then select a game difficulty level. Object of the Game In Cold War, you play the role of Matthew Carter, a resourceful American reporter. Following a lead from a trusted source, you have travelled to the Soviet Union to cover a breaking news story. Instead, you've stumbled into the middle of a plot to destroy the growing amity between the Russians and the Americans - and someone is determined to set you up as the architect of this nefarious plan. Using a combination of ingenuity, stealth, and brute force, you must uncover the clues to the real plot, find the perpetrators, and prove your innocence-and perhaps even prevent World War III in the process. Saving and Loading TO SAVE YOUR GAME: Save game Investigative Journalism 1 0 Investigative Journalism 7 Investigative Journalism 5 Investigative Journalism 2 Sneaking Around 9 Sneaking Around 8 \ Sneaking Around 6 Sneaking Around 5 Sneaking Around 2 Jail Break 7 Jail Break 6 Jail Break 4 On the Run 8 On the Run 7 1. Press |[ESC| to open the In-Game Menu. 2. On the In-Game Menu, click Save. 3. To save the game over an existing saved game, click the name of the saved game you want to overwrite. When you move the cursor over an existing save slot, the display on the right shows a screen shot from that save, as well as the date and time that it was saved. Click Yes on the confirmation prompt to overwrite the selected saved game, or click No to cancel. 4. To save the game in a new saved game slot, click New Save. 5. Click OK on the Game Saved prompt to return to the game. 6. To exit the Save Game screen without saving a game, press TO LOAD A SAVED GAME: 1. Select Load Game from the Main Menu. (If you are loading a saved game during game play, press ESC| to open the In-Game Menu and select Load Game.) 2. Move the cursor over the saved game names on the list. When you do so, the display on the right shows a screen shot from the save, as well as the date and time that it was saved. 3. Click the name of the game you want to load. 4. Click Yes on the confirmation prompt to load the game, or click No to cancel. 5. Click OK on the Game Loaded prompt to return to the game. 6. To exit the Load Game screen without loading a game, press 8 Quicksave and Quickload: Cold War has a Quicksave and a Ouickload feature that allows you to save and load during game play with a press of a single key. To activate Ouicksave, press 0- To activate Quickload, press 0 , and then click OK on the Game Loaded prompt to continue. Each time you perform a Ouicksave, the previous Ouicksave (if any) is overwritten. Ouickload simply loads the Quicksave saved game. You can also load this game by selecting Ouicksave from the Load Game menu. Level Objectives Objectives Mission goal: Photograph the secret meeting between the CIA and the President of the Soviet Union inside Lenin's Mausoleum. Incomplete: Take out the guard without him detecting you._ Incomplete: Do not kill anybodyl Completed: Use action menu to open the door. Completed: Practice basic movement. Press FI to return to game Each level of the game has an ultimate goal and one or more objectives that must be accomplished in order to achieve that To open the Objectives screen and view your mission goal and objectives at any time during the game, press ED . To exit the Objectives screen, press If ESC| or 0 . Status Display The Status Display in the lower right corner of the game screen provides you with a great deal of information. It is divided into five distinct sections. Battery/Power When you are using the X-ray Camera, the meter on the left side of the Status Display tracks your power usage and battery level. When the battery is fully-charged, the power meter extends to the top of the display. As you use the camera, the power is drained, and the battery level drops toward the bottom of the display. When the power meter is empty, the battery is dead and the device will no longer function. The X-ray Camera is self-charging, and the battery level returns to full over time when the device is not being used. Health Meter The bar at the bottom of the Status Display is your Health Meter. The length of the green bar displayed on the Health Meter serves as a constant reminder of your physical condition. At full Health, the bar stretches across the entire display. Each time you are injured, the bar gets progressively shorter, moving to the right. When the bar disappears entirely, you die. You can restore your Health by using Medikits to heal your wounds. To use a Medikit, press m to open the Medikit section of your inventory, and then select the Medikit you want to use. (See "Inventory" and "Healing Your Injuries" for more information.) 9 Enemy Alert Level The small square in the lower right corner of the Status Display to the right of the Health Meter serves as a monitor for the current level of enemy alertness in your area. When nearby enemies are at ease, the square is green. As enemy alertness increases-in response to alarms, sounds you have made, and so on-the square turns first to yellow and then to red, which indicates the highest alert level. When the alert level is red, it's a good bet that the nearby enemy units are actively searching for you. Lay low or hide for a minute or two until the Enemy Alert Level square returns to green, and then move on. Stealth Meter The blue bar along the right side of the Status Display is the Stealth Meter. This indicates the likelihood of your being spotted or heard by an enemy. When the blue bar is short or non-existent, you are well-hidden. The higher the blue bar rises, the easier it is for the enemy to locate you. See "Visibility and Noise" for details on the finer points of being stealthy. Holster The square in the center of the Status Display is your holster. The item that appears here is being held at the ready, and can be easily accessed and used at any time. To place an item in your holster, select it from your inventory and press j¥]. When you select a new item for your holster, any item that was already in the holster is automatically placed back in your inventory. To use the item in your holster, press the key or the left mouse button. (See "Inventory" for more details.) The number or numbers that appear below the item in your holster indicate the number of uses the item has remaining (in the case of items with a limited number of uses), or the amount of ammunition (in the case of weapons). Weapon ammunition is indicated by two numbers-one showing the number of shots in the weapon, the other showing the total amount of available ammunition you have for that weapon. For example, if the pistol in your holster has 8/52 displayed below the weapon image, this means that there are currently 8 rounds in the pistol and 52 rounds total available for the weapon. Item Selection Menu As you collect and assemble items and weapons throughout the game, they are placed in your inventory. The items are sorted by category. To retrieve an item from your inventory, press the number that corresponds to the category in which the item is stored: m . Firearms [3] ■ Mines HI . Other To cycle through the items in a category, press until you get to the item you want, or use the exit the Inventory Display without selecting an PH . Explosives 0. Medikits m . X-ray Camera the corresponding number key repeatedly mouse wheel to scroll through the list. To item, press [[ ESC| . 10 To select an item from your inventory and place it in your holster, press [|] when the item is highlighted. When you place a new item in your holster, any item currently in your holster is automatically returned to your inventory. • To use a highlighted item without placing it in your holster, click the left mouse button. • To drop a highlighted item that cannot be used - a bottle of vodka or fuel can, for example-click the left mouse button. Although you are able to carry a great many items in your inventory, there is a limit to the number of each type of item you can carry. If you attempt to pick up more items of a single type than your inventory allows, you are informed of this. In order to pick up more items of that type, you must first use or drop an item of that type from your inventory. Movement Movement in Cold War is accomplished using a combination of keyboard and mouse controls. By default, the basic movement controls are as follows: • Move Forward: § (or the [T] key) • Turn Left: m (or the [2 key) • Turn Right: m (or the Q key) • Move Backward: [s] (or the [ 7 ] key) There are three movement speeds-slow walk, walk, and run. Movement speed is, by default, controlled by the mouse wheel. Spin the mouse wheel forward to move faster and backward to move slower. The slower you move, the less likely you are to be heard and spotted by the enemy. On the other hand, quick movement is sometimes all that stands between you and an untimely death. To sprint, hold down the |[ ctrl| key while you move. You can only sprint for a few seconds at a time. You must then move at a normal pace for a brief time before you can sprint again. In many cases, maintaining a low profile is the only way to sneak through a tricky or potentially hostile situation. To crouch, press the |[shift| key. You can toggle in and out of crouch mode by pressing the |[ lo£< I key. The slower you move, the lower you can crouch. The camera view typically remains behind Carter, but you can rotate the view (when you are standing still) by moving the mouse in the direction you want the camera to move. When you have a weapon in your hand, the camera remains locked behind Carter's right shoulder, and moving the mouse aims the weapon. 11 Map Mode a. a You can keep track of your location by using your map. To toggle the map on and off, press the |m] key. Y- The map appears as a translucent overlay on the screen. As you move, the map shifts position to follow your progress. The map shows the general layout of the area, and marks the position of doors with colored lines: • Green: Unlocked doors. • Red: Locked doors that can be opened using a key. • Blue: Locked doors that cannot be opened. Actions Menu Most actions in the game-other than basic movement and combat-are initiated from the Actions Menu. When an action or set of actions becomes available, the Actions Menu appears to show you the available choices. For example, when you walk up to the body of an enemy you have just killed or knocked unconscious, the Search Body and Grab Body commands might appear. Or, when you walk up to a stash of equipment, the Actions Menu lists the available items. (In this case, selecting the item name from the Actions Menu picks up that item). To Use The Actions Menu: 1. When the options appear, hold down the right mouse button. 2. Use the up and down arrow keys on the keyboard or the mouse wheel to scroll through the available options. 3. When the action you want to perform (or item you want to pick up) is highlighted, release the right mouse button to select it. 4. To exit the Actions Menu without selecting an action or an item, highlight Back To Game and release the right mouse button. When there is only one action or item listed on the Actions Menu, you can select it by simply clicking the right mouse button. You can also automatically select the first item on the menu in this manner. 12 Combat In Cold War, you can accomplish many mission goals through stealth and wits-but, sometimes, you have no choice but to use whatever force is necessary to defend yourself. Ranged Combat There are only a couple of ranged weapons in the game, but each of these have a diversity of ammo types that can be shot from them. It's not a bad idea to keep a ranged weapon in your holster at all times just in case you need to get to it quickly. To fire a weapon, first draw it from your holster by pressing JI] or clicking the left mouse button. Once it is in your hands, move the mouse so that the crosshairs on the screen are centered on your target, and click the left mouse button to fire. Although you can fire a weapon while you are moving, the faster you move, the less accurate your shots are. Your accuracy is always best when firing from a stationary position. Your aim is important! If you can manage to inflict a critical wound, you can put your target down with a minimal number of shots. For example, you can often eliminate an enemy with a single shot to the head, whereas it might take several hits to the body to take out the same target. Watch the color of your crosshair when aiming! The color of the crosshair identifies the target as friend or foe: • Red Crosshair: Enemy • Green Crosshair: Ally • Yellow Crosshair: Civilian If you kill a civilian or an ally, you fail the mission-so be careful who you shoot! Note that you are allowed to knock out civilians-and it is often a good idea to do so if you have the chance! A civilian can alert enemies to your presence if given the chance. Other non- lethal forms of attack are also fine when dealing with civilians. The numbers that appear below the weapon image in the Status Display show you how much ammunition you have available for that weapon. The number on the left is the number of rounds in the gun's clip, and the number on the right is the total number of rounds available for reloading. When both numbers are zero, you are out of ammunition for that weapon, and you should switch weapons immediately until more ammo becomes available. If rounds are available, you automatically reload your weapon when it runs out of ammunition. You can also manually reload the weapon by pressing the [r] key when the weapon is in your hand. Like other items, weapons, and devices, ammunition for your weapons can be found scattered throughout the game. Whenever you find some ammunition, pick it up-even if it doesn't work with any of the weapons you are currently carrying. You never know when it might come in handy. 13 Close Combat In many cases, you might not have access to a ranged weapon or, even if you do, using one is not an option because it will draw unwanted attention. In these situations, your only option when you need to put an enemy out of commission is to engage in close combat. To deal with an enemy in this manner, you must sneak up behind him and take him by surprise. When you get within range, the Actions Menu opens and displays a list of close combat options. The tried and true Knock Out option is always available to you - a simple fist to the side of the head. This is sometimes effective, but is noisy and does not work against opponents who are wearing helmets. A wide variety of other close combat methods are available when you have the right equipment. For example, if you have a knife, you can use the Slit option to dispatch the enemy silently (and permanently). Or, if you have ether, you can Dope the enemy, quietly knocking him unconscious. Unconscious enemies wake up after a short time. If another enemy unit finds an unconscious companion, he can awaken his fallen comrade. If you have anesthetic injections in your inventory, you can select the Use Injection action on an unconscious enemy to ensure that he remains unconscious for a longer period of time, The Actions Menu always presents you with all available close combat options. Choose the one that works best for you given the situation in which you are involved. (See "Actions Menu" for more information). Special Weapons In addition to the conventional weapons you find throughout the game, you have several specialty weapons available to you. Slingshot Although it may seem like a very primitive weapon, the slingshot is actually a very useful device. It can be used to quietly launch offensive projectiles - sticky bombs, grenades, darts, and so on - as well as a variety of other devices and objects. For example, you can use the slingshot to fling a tracing bug a an enemy so that you can track his movements on the map. Or, you could shoot a coin or other object at a wall to distract the attention of a guard so that you can slip past undetected. Press m to open the slingshot section of your inventory. The Inventory Display shows you all of the availabile slingshot options. Select the option you want and then aim and fire the slingshot just as you would any other ranged weapon. 14 Mines Mines are useful devices that you can use to remotely eliminate or incapacitate enemy personnel. There are two basic mine types: • Explosive Mines: These basic mines are set to explode when triggered, killing or seriously wounding anyone caught in the weapon's blast radius. While very effective, explosive mines are very noisy and tend to draw lots of attention from nearby enemy personnel. • Ether Mines: Ether mines function similarly to explosive mines but, instead of exploding, they emit a cloud of gas that temporarily stuns enemies in the weapon's zone of effect. Ether mines are much quieter than explosive mines and are, therefore, less likely to alert enemies to your presence. All mines, regardless of type, are activated by a proximity trigger. When someone enters the device's detection range, the mine is triggered. To deploy a mine, select it from your inventory and click the left mouse button. The mine is automatically placed at your feet and armed. Mines should only be deployed in hidden locations - in dark, shadowed areas, for example. If an enemy spots the mine before it goes off, he can disarm the weapon, rendering it useless. When you arrived in the Soviet Union, your normal camera was replaced with a duplicate that is equipped with a powerful X-ray device. While it was the enemy's intention to use this top-secret spy gadget as part of an elaborate plot to frame you. the joke is on them! If you learn to use the X-ray Camera effectively, it can be a great asset in your investigation and escape. First and foremost, the X-ray Camera allows you to see through walls. This comes in handy for examining a room before you enter so that you know whether there are any enemies present. This ability is passive-as long as you are in camera mode, you can look through a wall by simply looking in that direction. The X-ray camera is also an effective ranged weapon. When the camera has ammunition (which you can find in the usual places-by searching fallen enemies, for example), you can use it to fire a burst of high-energy radiation that can render an enemy unconscious for a short time. In order to be effective, you must aim your shot at the target's brain, which is (conveniently) readily visible when the X-ray Camera is active. You can also indirectly attack a target by using the camera to blast an explosive near the enemy-a fire extinguisher, for example. When the object explodes, the target is incapacitated by the blast. Explosive objects appear orange in the X-ray Camera's Display. Make sure you're not too close when you blow something up-you could be injured! Finally, the X-ray Camera can be used to disable security cameras or laser fences. Take aim at the security device and fire to render it inactive. (See "Bypassing Security Devices" for details.) The number of shots remaining in the camera is shown below the camera's image in the Status Display. You do not need ammunition in order to use the camera's normal X-ray capabilities. 15 To use the X-ray Camera, select it from your inventory by pressing [?], and then press TTj or click the left mouse button. To switch out of camera view, press [e] again. To fire a blast from the camera, aim the camera as you would any ranged weapon and click the left mouse button while in camera mode. As you gather components and start exchanging Tech Points for blueprints, you will eventually have access to blueprints that allow you to upgrade the X-ray Camera by adding a zoom lens. When the zoom lens is installed, use the mouse wheel to zoom the image in and out. (See "Tech Points, Blueprints, and Gadgets" for more information on acquiring blueprints and building gadgets.) Anesthetics Anesthetics aren't really a weapon per-se, but a means to keep an unconscious enemy unconscious for a longer period of time. If you are carrying anesthetics, the Use Injection option appears on the Actions Menu. Select this option to inject a dose of drugs into the body. This should be enough to keep most enemies sleeping soundly until you are a good distance away. Interaction When you're a fugitive, you have to take weapons, equipment and supplies wherever you can find them-and there is no better place to look for useful items than in the pockets of a freshly dispatched enemy. Nearly every enemy that you render unconscious or kill has something of interest that's worth searching for. To search a body, move close to the enemy and select the Search Body action from the Actions Menu. Any items found as a result of the search are added to your inventory. Searching Bodies Hiding Bodies As mentioned in the "Visibility and Noise" section below, it is usually to your advantage to remain inconspicuous and leave no evidence of your presence. Nothing says "there's an enemy in the vicinity" like the corpse of a hapless guard, so it's important that you tidy up after yourself when you dispatch an enemy. Move the body into the shadows or hide it behind something to minimize the chance that someone else will come along and find it. To pick up a body, move close to it and select the Grab Body option from the Actions Menu. When you reach a suitable hiding place, select Drop Body from the Actions Menu to drop the body. 16 Healing your Injuries (Using Medkits) No matter how careful you are, you're bound to get hurt. Luckily Medikits are fairly easy to find if you take the time to search every room and body you come across. It's always a good idea to keep a few of these on hand in case you need to patch yourself up after a fight. Your Health level is always visible on the Status Display. (See "Status Display" for more information.) Whenever your Health drops below its maximum level, you can use a Medikit to restore it. use a Medikit, press [6] to open the Medikit section of your inventory, scroll to the Medikit you want to use, and press enter| . Your Health is automatically increased when the Medikit is selected. The amount of Health boost you get from the Medikit depends on the size of the kit-they are available in small, medium, and large. Visibility and Noise Stealth plays a big role in Cold War. In many situations, you are outnumbered and outgunned, so fighting your way out is not an option. Only through the mastery of stealthy movement can you hope to succeed. The Visibility Meter on the Status Display shows you how visible you are at any given moment. The higher the blue bar rises, the more visible you are. A number of factors affect visibility: • Light:The brighter the area you are moving through, the more visible you are. If you want to remain hidden, remain in the shadows as much as possible. • Cover: Hiding behind natural cover reduces your visibility. • Posture:When you are crouched, you are less visible than when you are standing upright. If all else fails, you can always find a place to hide. Look for closets, lockers, and other enclosed spaces that might be big enough to conceal you for a short time. When you walk up to a suitable hiding place, the Hide command becomes available on the Actions Menu. (See "Actions Menu" for details on performing actions.) Another factor that affects your ability to remain hidden is sound. The more noise you make, the more likely it is that enemies will notice you. The amount of noise you make at any given time is determined by your actions: • Slow Walk: This is the quietest form of movement and produces only minimal sound. • Walk: Noisier than a slow walk, but still relatively quiet. • Run/Sprint: The noisiest and most noticeable form of movement. • Firing Weapons:Some weapons, such as slingshots, are relatively quiet and might not draw the attention of nearby enemies, while other weapons-like pistols and rifles-alert enemies to your presence immediately. 17 Luring Enemies Sound can also be used to your advantage. When you want to draw an enemy to your position, it is often as easy as making a noise that will catch the enemy's attention. You can snap your fingers to lure the enemy to your position by pressing the key. There are also a number of devices and objects you can use to draw an enemy's attention: • Cigarettes: Most enemies can't resist a free pack of smokes. Drop a pack of cigarettes on the floor or ground to attract an enemy's attention. When they bend over to pick up the pack, you can take them out or slip by them. • Coins:Coins make lots of noise, especially when thrown. Throw a coin to distract an enemy's attention they will move toward the sound instead of toward you. • Luring Device: If you're looking for a high-tech way to distract an enemy, construct a luring device. It can be set to make a loud sound that draws enemies toward it. You can attack or get away while they are distracted. • Mines: Not very subtle, but often effective. If you set off an explosive charge, it is certain to draw attention. Just make sure that you're not nearby when it goes off. Tech Points, Blueprints, and Gadgets In addition to being an ace reporter, Matthew Carter is skilled in the construction of useful gadgets and devices. This is an ability that is bound to come in handy. Throughout the game, you will find files and other technical materials, each of which is worth a number of Tech Points. Many files and blueprints are found just where you'd expect to find them-briefcases and filing cabinets are good places to look. You can also find files on the bodies of enemies you incapacitate or kill. Each time you pick up a file or other technical item, it adds to your Tech Point total. Tech Points represent technical knowledge gained from reading the various documents you have obtained. You can use this kncwledge to create blueprints for new gadgets. Once you've drawn up your blueprints for a new gadget, you can then construct these gadgets and deadly devices. To convert your Tech Points into blueprints, press the 0 key. This opens the Assembly screen. To exit the screen at any time, press There are seven Tech Levels. The higher the Tech Level, the more advanced the gadget or device made possible by the blueprint. In order to draw up blueprints at higher tech levels, you must first design less complicated blueprints and build upon these until you have enough knowledge (Tech Points) to design a more advanced device. You must design three blueprints from the next lower level in order to advance to the next level of gadgetry. For example, you must have at least three Tech Level 1 blueprints before you can start drafting blueprints from Tech Level 2. To scroll through the Tech Levels on the Assembly Screen, press the up and down arrow keys on the keyboard. 18 The Assembly screen displays all of the blueprints that you can potentially obtain. The blueprint icons are colour-coded to denote their availability: • Yellow: Blueprints that you already have. • Green: Blueprints that can be designed when you have enough knowledge (Tech Points). These icons also display the Tech Point cost required to create the Blueprint. Use the arrow keys on the keyboard to scroll through the icons. The right-hand section of the Assembly screen shows the name of the highlighted item and a brief description of its function. The total number of Tech Points you currently have available appears at the bottom right, below the cost. To purchase the highlighted blueprint, press enter| and click Yes on the confirmation prompt that follows. If you do not want to purchase the blueprint, click No on the confirmation prompt. Constructing Gadgets and Devices Once you have designed the blueprints for a new device, you can construct it-provided you have the proper components. Components can be just about anything you find in the game - plastic bottles, screws, cans and so on. When you highlight a blueprint that you have designed (a yellow blueprint) on the Assembly screen, icons representing the components required to build that item are displayed below the blueprint inventory. Yellow means you have the component available, red means that you don't have the component A transparent gadget icon indicates that you do not have the required parts to assemble it. To view an inventory of your components, press and Assembly Luring device Heavy ether Press F2 to return to game M 1 ;=g£P hold the m key while the Assembly screen is open. The number you have available is displayed in the bottom- right corner of each component icon. To close the component inventory, release the [Tj key. To construct a gadget or device for which you have the blueprint and all the necessary components, use the arrow keys on the keyboard to scroll through the icons on the Assembly screen until the one you want to build is highlighted. Press enter| f and then click Yes on the confirmation prompt to build the item. Click NO if you decide not to build the item. Newly constructed gadgets and items are automaticaly added to your inventory. 19 Bypassing Security Devices Most of the places through which you must move are high-security areas, so you are bound to encounter many security devices along the way. Knowing how to avoid and disarm these devices is vital to your success. There are two types of security devices: Security cameras are among the most common security devices you will encounter. Active security cameras are easy to spot-they emit a red laser beam. By watching the beam, you can easily determine the viewing area covered by the camera. As long as you avoid the beam, you are out of the camera's field of view. If the beam hits you, you have been spotted, and the enemy is very likely on the way to your position. You should also avoid killing or incapacitating guards when they are within the camera's field of view-seeing a guard collapse on-camera is enough to bring other guards running. Laser security fences block some doors and passageways. If the laser beams are blinking on and off, you can pass through the fence while the beams are off (with a little luck and good timing). Otherwise, you must find a way to deactivate the fence in order to pass through undetected. Security cameras and laser fences can be deactivated if you can find the security terminal that controls them. To use the security terminal, move up to the panel, select Use Terminal from the Actions Menu, and then select Turn Security Off. Note that the Actions Menu works a bit differently when you are using a security terminal. To select an option, highlight it and press left mouse button. ENTER j or click the Security terminals provide access to a map of the area. This map shows not only the layout of the facility, but also tracks the positions and movement of enemy units in the vicinity. Each enemy appears as a red figure on the map. You can also reactivate security devices from security terminals if you so desire. From the security terminal, you can monitor activity through all of the security cameras that terminal controls, If there are multiple cameras controlled from the console, use the left and right arrow keys on the keyboard to change camera views. Security cameras can also be deactivated by hitting them with a blast from your X-ray camera. To do so, aim the X-ray camera at the security camera and fire. (The function of the X-ray camera is explained in detail in the "Combat" section.) 20 Enemies As you might expect, given your situation in Cold War, there are plenty of people that would like nothing more than to see you in prison, or worse, dead. You can expect to encounter a variety of enemies, not all of whom act and react in the same manner. • Civilians: From time to time, you might encounter civilians. Scientists, for example, who are working for the enemy. These people are unarmed, and generally run away when they see you. That doesn't mean that they aren't dangerous, though-civilians can alert other, more dangerous enemies to your presence. Unfortunately, you cannot kill civilians. Doing so causes you to fail your current mission. Simply avoid civilians whenever possible. • Police and Guards: The most common enemies you encounter are police and military personnel who patrol the various facilities throughout the game. These enemies attack you on sight, but have no special offensive or defensive abilities. • Agents: Agents are a bit more formidable than guards and policemen. They also attack on sight, but their accuracy is higher and they are generally equipped with better weapons. • Spetsnaz: The Russian special forces, or Spetsnaz, are the most dangerous enemies you encounter. They are equipped with the best weapons, usually submachine guns and night vision goggles, and are very accurate. They are also quite well protected. Their body armor makes them harder kill, and their helmets make them immune to being knocked out with a simple punch. (See "Close Combat" for details.) 21 Tips • Look all around for items that you can pick up. You never know when a screw or dirty old rag can come in handy. • Lure guards away from the place you want to go by using coins, cigarettes and luring devices. • Remember, if you shoot an enemy with a rubber bullet, he will eventually wake up. • If you can see through windows, so can guards, civilians, and Spetsnaz. • Using the X-ray camera to blow up fuel cans and vodka bottles will create explosions. Try luring your enemies close to them. • The X-ray camera isn't just for blowing things away. Its primary use is to reveal enemy locations. • Do not place your mines in well lit areas. They can be seen and picked up. Controls The following table shows the default keyboard and mouse controls for Cold War. You can re-map the keyboard controls to whatever settings you prefer. (See "Game Settings Screen" for details.) Movement Controls Action Primary Secondary Move Forward mm Move Backward m mm Turn/Strafe Left Id mm Turn/Strafe Right Crouch Toggle Crouch Sprint Speed Up Slow Down m shift| CAPS t LOCK | ctrl| Mousewheel Up Mousewheel Down mm 22 Action Controls Action Fire Weapon Reload Weapon Use Item/Weapon Snap Fingers Use Medkit Use X-Ray Camera Zoom Camera In Zoom Camera Out Primary Left Mouse Button m m 0 m m Mousewheel Up Mousewheel Down Inventory Controls Action Weapons Slingshot Mines Explosives Other Items X-Ray Camera Quick-Select Pistol Quick-select AK-47 Select Last Item Primary o m 0 m m 0 0 0 0 Interface Controls Action Toggle Map Objectives Assembly Quick Save Quick Load Actions Menu Reset Camera Primary 0 0 0 0 0 Right Mouse Button 0 Secondary 0 Secondary Secondary 23 Support Information Technical Support Please be sure to read the README document on the game DVD, and review the Frequently Asked Questions on our support we bpage: support.linuxgamepublishing.com. Here you can also check for any updates to ensure you have the latest version of the software. You may also launch lgp_update as the user who installed the game to check for product updates, while connected to the Internet. If you are still having problems, please contact our technical support team. Full information about how to do this is found on the above website. By email, please contact support@linuxgamepublishing.com and we will do all we can to resolve your Cold War problem. In your email, please include the following information: Complete product title and version number (found by typing coldwar -v) Exact error message (if any) Linux distribution Linux version (found by typing uname -a) Computer processor type and speed (e.g. Athlon64 - 1.5GHz) Video and sound card make and model Faulty Disks If you receive a faulty disc, please contact the company you purchased the game from. 24 Credits Developed by Mindware Studios Executive Producers: Karel Papfk, Tomas-Sep-Pluharik Story: KarelPapik, David Hanzl, Tomas-Sep-Pluharik, Pavel Kriz Script: KarelPapik Lead Designer: Tomas-Sep-Pluharik Level Designers: Tomas-Sep-Pluharik, Rudolf-Jolly- Matousek, Pavel Kriz, David Hanzl Lead Programmer: Patrik Rak XBox Lead Programmer: Michal Rehacek Linux Lead Programmer: Patrik Rak Programmers: Stepan Vondrak, Michal Celler, Peter Arbet, PetrTovarys, Jin Dvorak Additional Programming: Jin Dluhos Plugin Programming: Petr Robek Lead Artist: Lukinec Environmental Artists: Michal Hochmajer, Lukas Kraina, Rado Turko, Michal Beran, Lukinec Characters: Michal Beran, Jaroslav Cihelka, Lukinec Animations: Rado Turko, Outsider Development s.r.o., Lukinec Cut Scenes: Jaroslav Cihelka, Jan Dusek HUD & Interface: Martin Lysec Carter Concept Art: Adolf Lachman Additional Graphics: David Hanzi, Jan Konopasek, Michal Habrdla Music & SFX: Jan Dusek Localisation Manager: Martin Moravec Special Thanks To: Andrew Bellomy, Mariano Pireddu, Givovanni Sanna, Jana Papfkova, Jana Pomajzlova Pluharikova, Radka Rakova, Julinek, Eva Cihelkova, Viktor Cihelka, Lenka Krainova, Katerina Minarikova, Eva Dudasova, Petr -Sleepless- Polacek, Jin Pavlovsky, Jan Eisner, Pizza Palatine Windows version published by Dreamcatcher Interactive Executive Producer: George Chastain Jr. Production Assistant: Daniel Torreblanca Additional Production: Bill Mooney, Mark Harwood, Robert Stevenson Additional HUD and Interface Design: Russell Challenger Additionan Script Editing: David Ellis Lead Product Marketing Manager: Byron Gaum Associate Product Manager: Chris Nesbitt Public Relations (Kohnke Communications): Erica Kohnke Kain, Sean Kauppinen, Christopher Clarke, Robin Resales North American PR Coordination: Duane Brown Additional PR: Tara Reed Lead Illustrator Packaging: Russell Challenger Graphic Design and Layout: Ed Hatim, Esther Sucre, Jay Kinsella Additional Graphic Design: Desmond Oku Manual: David Ellis Website Design: Ryan Andal German Localisation: Jinglebell Communication Localisation Management: Alessandra Neve, Dror Bezerra de Melo Product Manager EMEA: John Gordon Marketing Coordination Manager: Frederique Barkoff Junior Product Manager EMAEA: Philippe Rapin Marketing Manager Germany: Christian Streil Group Manager France: Alexandre Enklaar (Atari) Product Manager France: Mathias Ahrens (Atari) 25 Product Manager UK: Deane Punter (Koch media) Product Manager Italy: Fabio Cerutti (Atari) Marketing Artistic Director EMEA: Odile Mousseau Website EMEA: Eric Connille Localisation: Christine Gervillie, Thomas Neveu Junior Territory Manager: Aurelie Rodrigues Sales Administration: Julie Oliny Manufacturing Manager EMEA: Bastien Lepetit Logistics Assistant: Thomas Justino Voice Recording - Casting/Directingr: Lani Minella (Audio Godz) Recording Studio: Bill Corkery Productions Editing: Lethal Sounds English Voice Talent: Carter - Ryan Drummond , Grushkov - Chris Wilcox, Sonya - Lani Minella, Barinsky - David Heath, President - Jon St. John, Bondarchuk - Dan Castle, Agent - Marc Biagi, Timotenko - Marc Biagi, Ivan - Dave Rivas, Lagodin - Dan Castle, Rusakov - Marc Biagi, Policeman - David Heath, Scientist - Ryan Drummond, Spetsnaz - Dan Castle, Marc Biagi, Jon St. John , Chris Wilcox, Civilians - Dave Rivas , L, ani Minella - Ryan Drummond German Voice Talent: Carter - Sascha Draeger, Sonya - Stephie Kindermann, Barinsky - Mark Bremer, Sergej - Mark Bremer, Grushkov - Rudiger Schulzki, Timotenko - Rudiger Schulzki, Rusakov - Christos Topoulos, Kolja - Holger Potzern, Bondarchuk - Holger Potzern, Ivan - Konrad Halver, Lagodin - Konrad Halver, President - Uli Plessmann QA Manager: Mike Adams QA Lead: Daniel Torreblanca Testers: Adrian Miller, Dan Dawang, Chris Elliot, Anthony Finelli, Vasso Kontoulis, Jeremy Norel, Robert Weiland President and CEO: Richard Wah Kan VP & CFO: Sean Carr VP of Product Development & Acquisitions: Robert Stevenson VP of Marketing: Marshall Zwicker Business Development Director EMEA: Olivier Pierre VP & CFO EMEA: Roch Roustan Marketing Director EMEA: Simon Vivien Business Development EMEA: Stephane Grynszpan Special Thanks: Currin Cyr, Scott Callan, Nicole Presland, Isabelle Massa, Stephan Belisle, Lori Lue, Krystal Moon, Suzanne MacGillivray, Chantal Mauro, Andrew Bakchinov, Agnes So, Carrie Cowan, Peter Harrison, Christopher Gamboa Linux version published by Linux Game Publishing PHB: Michael Simms Production QA: Gareth Bentley Artwork Coordinator: Matthew Cole Support Manager: Melissa Kealey-Bennett Beta Testers: Aaron Gyes (Floam), Andreas Schneider, Bernd Ritter, Brendan Vogele, Caleb Sawtell, Carsten Ziepke, Chris Bergeron, Christoph Goesgens, Christoph Z., Clayton Cornell, Dana Olson, David Hope, Dr A.J. Bleasby, enderst, Eskild Hustvedt, Evan Hisey, Gerry Normandin, Gonzalo Nemmi, Greg Gilbert, Henrik Schopel, Ian Davey, Jeff Craig, jema, John Heidingsfelder, Josh Goodwin, Keith Constable, Keith Frampton, kratzOO, Lenny Mcreynolds, Mark Pustjens, Michael Collard, Michael Larabel, Michal Spada, Mike Stuart, Nathan Meyer, Nicu Pavel, Niklas, Remco Mulder, Robert Brian Linder, Romain Despland, Vaclav "sHINOBI" Misek, vicente carro fernandez, Zach Borgerding 26 End User License Agreement YOU SHOULD CAREFULLY READ THE FOLLOWING END USER LICENSE AGREEMENT BEFORE INSTALLING THIS SOFTWARE PROGRAM. BY INSTALLING OR OTHERWISE USING THE SOFTWARE PROGRAM, YOU AGREE TO BE BOUND BY THE TERMS OF THIS AGREEMENT IF YOU DO NOT AGREE TO THE TERMS OF THIS AGREEMENT, PROMPTLY RETURN THE UNUSED SOFTWARE PROGRAM TO THE PLACE OF PURCHASE WITHIN 30 DAYS OF THE ORIGINAL PURCHASE. This software program (the "Program"), any printed materials, any on-line or electronic documentation (the "Manuals"), and any and all copies and derivative works of such software program are the copyrighted work of Linux Game Publishing LTD and its licensors. All rights reserved, except as expressly stated herein. All use of the Program is governed by the terms of this End User License Agreement ("License Agreement"). The Program is solely for use by end users according to the terms of the Licence Agreement. Any use, reproduction or redistribution of the Program not in accordance with the terms of the Licence Agreement is expressly prohibited. 1. Limited Use License. Linux Game Publishing ("LGP") hereby grants, and by installing the Program you thereby accept, a limited, non-exclusive license and right to install and use one (1) copy of the Program for your use on either a home, business, or portable computer. The Program is licensed not sold. Your license confers no title or ownership in the Program. 2. Ownership. All title, ownership rights and intellectual property rights in and to the Program and any and all copies thereof (including but not limited to any titles, computer code, themes, objects, characters, character names, stories, dialog, catch phrases, locations, concepts, artwork, animations, sounds, musical compositions, audio-visual effects, methods of operation, moral rights, and any related documentation, and "applets" incorporated into the Program) are owned by LGP and its licensors. The Program is protected by the copyright laws of the United Kingdom, international copyright treaties and conventions and other laws. All rights are reserved. The Program contains certain licensed materials and LGP's licensors may protect their rights in the event of any violation of this Agreement. 3. Responsibilities of End User. A. Subject to the Grant of License hereinabove, you may not, in whole or in part, copy, photocopy, reproduce, translate, reverse engineer, derive source code, modify, disassemble, decompile, create derivative works based on the Program, or remove any proprietary notices or labels on the Program without the prior written consent of LGP. B. The Program is licensed to you as a single product. Its component parts may not be separated for use on more than one computer. C. You are entitled to use the Program for your own use, but you are not entitled to: (i) sell, grant a security interest in or transfer reproductions of the Program to other parties in any way, nor to rent, lease or license the Program to others without the prior written consent of LGP; or (ii) exploit the Program or any of its parts for any commercial purpose including, but not limited to, use at a cyber cafe, computer gaming center or any other location-based site. LGP may offer a separate Site License Agreement to permit you to make the Program available for commercial use. Contact LGP for details. 4. Program Transfer. You may permanently transfer all of your rights under this License Agreement, provided the recipient agrees to the terms of this License Agreement and you agree to remove the Program from any computer upon which it has been installed under the transferred License Agreement. 5. Termination. The License Agreement is effective until terminated. You may terminate the License Agreement at any time by destroying the Program. LGP may, at its discretion, terminate this License Agreement in the event that you fail to comply with the terms and conditions contained herein. In such event, you must immediately destroy the Program. 6. Export Controls. The program may not be re-exported, downloaded, otherwise exported into (or to a national or resident of) any country to whom it would be illegal to export the Program under UK law. 7. Limited Warranty. Except as expressly and unambiguously set forth in this paragraph 7, LGP and its licensors disclaim any warranty for the Program, Editor and Manual(s). The 27 Program, Editor and Manual(s) are provided "as is" without any warranty of any kind, either express or implied, including, without limitation, the implied warranties of merchantability, fitness for a particular purpose, or noninfringement. The entire risk arising out of use or performance of the Program, Editor, and Manual(s) remains with the User, however LGP warrants up to and including 90 days from the date of your purchase of the Program that the media containing the Program shall be free from defects in material and workmanship. In the event that the media proves to be defective during that time period, and upon presentation to LGP of proof of purchase of the defective Program, LGP will at its option: (i) correct any defect; (ii) provide a replacement copy of the same product; or (iii) refund your money. 8. Limitation of Liability. NEITHER LGP, ITS LICENSORS NOR ANY PARENT, SUBSIDIARY OR AFFILIATE OF THE FOREGOING SHALL BE LIABLE IN ANY WAY FOR LOSS OR DAMAGE OF ANY KIND RESULTING FROM THE USE OF THE PROGRAM, EDITOR, AND MANUAL(S) INCLUDING, WITHOUT LIMITATION, LOSS OF GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION, OR ANY AND ALL OTHER COMMERCIAL DAMAGES OR LOSSES. 9. Equitable Remedies. You hereby agree that LGP would be irreparably damaged if the terms of this License Agreement were not specifically enforced, and therefore you agree that LGP shall be entitled, without bond, other security, or proof of damages, to appropriate equitable remedies with respect to breaches of this License Agreement, in addition to such other remedies as LGP may otherwise have available to it under applicable laws. In the event that any litigation is brought by either party in connection with this License Agreement, the prevailing party in such litigation shall be entitled to recover from the other party all the costs, attorney's fees and other expenses incurred by such prevailing party in the litigation. 10. Limitations on License. Nothing in this License Agreement shall preclude you from making or authorizing the making of another copy of adaption of the Program provided, however, that (1) such new copy or adaption is created as an essential step in your utilization of the Program in accordance with the terms of this License Agreement and for NO OTHER PURPOSE; or (2) such new copy or adaption is for archival purposes ONLY and all archival copies are destroyed in the event of your Transfer of the Program, the Termination of this License Agreement or other circumstances under which your continued use of the Program ceases to be rightful. 11. Miscellaneous. This License Agreement shall be deemed to have been made and executed in the United Kingdom and any dispute arising hereunder shall be resolved in accordance with the laws of the UK. You agree that any claim asserted in any legal proceeding by one of the parties against the other shall be commenced and maintained in the appropriate court located in Nottingham, England, having subject matter jurisdiction with respect to the dispute between the parties. This License Agreement may be amended, altered or modified only by an instrument in writing, specifying such amendment, alteration or modification, executed by both parties. In the event that any provision of this License Agreement shall be held by a court or other tribunal of competent jurisdiction shall be unenforceable, such provision will be enforced to the maximum extent permissible and the remaining portions of this License Agreement shall remain in full force and effect. This License Agreement constituted and contains the entire agreement between the parties with respect to the subject matter hereof and supersedes any prior oral or written agreements. You hereby acknowledge that you have read and understand the forgoing License Agreement and agree that the action of installing the Program is an express acknowledgment of your agreement to be bound by the terms and conditions of this License Agreement. You also acknowledge and agree that this License Agreement is the complete and exclusive statement of the agreement between you and LGP and that this License Agreement supersedes any prior or contemporaneous agreement, either oral or written, and any other communications between you and LGP. Linux Game Publishing LTD 17 Rossington Road Nottingham, NG2 4HX, England 28