* The Punisher *
* *
* typed by Trump Jr *

Objectives of the Game

The Punisher Explains his objective in his war journal:

War Journal-Number 667

They call me the Punisher, because I dispense the dark side of
justice - on my own terms. To hell with Miranda rights, search
warrants, and the supposed uncertanties of circumstantial evidence.
A clandestine group known as The Trust finances my war on crime
because i accomplish what the justice system cant.
I eliminate drug dealers, expose city corruption - I even terrorize
terrorists. I'm a hero to many, a villian to some. Crime grows like a
cancer, eating away at what little morality remains. I will eradicate
this cancer, cell by cell. No one will stop me.
I must stamp out the very core of the crime wave that threatens this
city... the Kingpin, the undisputed leader of organized crime.
A reliable informant will reveal the location of the Kingpin's base of
operations if i can give him enough cash to set up a new identity and
to make a fresh start on life. He says he needs $500,000.
The problem is that the Kingpin moves his headquarters often. The
informant said that the Kingpin will be in his present location for
another 14 days. After that, he could be anywhere. I've been after the
fat man for years, but he has always eluded me. This is a once in a
time chance to cut out the heart of crime itself. I'll pay the
informant, track down the Kingpin and make an example of him that the
underworld will never forget.
A half a million bucks in less than two weeks is a tall order. I'll
get Microchip to uncover some crimebusting missions with serious reward
money attached. Also, I can wipe-out criminals and take their illegal
money and apply it to my informant payoff.
It looks like I'm in for a lot of over-time.
Fortunately, I love my job.

End War Journal - Number 667

SUMMARY OF OBJECTIVE: Within 14 days, obtain $500,000 in rewards and
criminals' cash; pay an informant to reveal the location of the Kingpin
of crime; eliminate the Kingpin.

Tips & Hints

Raising Money for the To raise the half million dollar purse, The
Informant Punisher must complete perilous crime fighting
missions, dispose of criminals, and confiscate
ill-gotten wealth. Sometimes The Trust, a secret
group of civic leaders, will offer cash rewards
for the successful completeion of a mission. Also,
the police department or other law enforcement
agencies may offer rewards for the capture or
killing of specific dangerous criminals.

Be Alert for Most of the time, Microchip will present missions
Unexpected to the Punisher in the warehouse. However, while
Opportunity the Punisher is travelling through Manhatten in his
battle van, he may hear about criminal activity over
his high-tech police scanner. By being aware of
police activity, the Punisher may be able to
uncover a mission where large sums of cash can be

Enemies The Punisher has many enemies, including some of
the most heinous criminals in New York. Although the
Punisher is heavily armed, some criminals are equally
armed, if not more heavily. Enemies use a variety
of weapons against the Punisher, ranging from simple
handguns to anti-tank weapons.

Police Though the Punisher is considered a hero by many, the
New York police officially regard him as a dangerous
and reckless vigilante who must be stopped. There are
several warrants outstanding for the arrest of the
Lately, though, as crime has gotten more and more out
of hand, the police have grown lenient towards the
Punisher's anti-crime efforts. After all, he has
been ending the careers of some of the most dangerous
criminals in the city. However, the police are on
alert,and will act quickly against the Punisher if any
member of the police force or any civilian is
threatened by his actions. Also the police will not
tolerate excessive damage to public property.

Finding The Kingpin The Punisher must collect enough money over the course
of the next 13 days to pay his informant $500,000.
When the sum is transferred, the informant will give
the Punisher the location of the Kingpin's secret
hideout. Then the Punisher can embark on his most
important mission... to dispose of the Kingpin. Since
the Kingpin moves his operations regularly, the
address the informant can give is only good until
the 14th day. After that, the Kingpin will move to a
new location, and the Punisher will be back to square

Though the Punisher's base of operations is a
warehouse in Patterson, New Jersey, the center of the
game is Manhattan, in the heart of New York City.
Manhattan is in the throes of an unprecedented orgy of

The Street Numbering In Manhattan, roads are named Avenues or Streets.
& Address System

Avenues 1. All Avenues run North/South
2. Second Avenue is one block west of First Avenue,
and so on.
3. Address numbers on Avenues increase as you travel
4. A building on an Avenue between 46th and 47th
Streets would be numbered in the 4600s, and so on.
5. Even-numbered Avenue addresses are always on the
east side; odd numbers are on the west side.

Streets 1. All Streets run East/West.
2. 34th Street is one block north of 33rd Street, and
so on.
3. Address numbers on Streets increase as you travel
4. A building on a Street betrween 7th and 8th
Avenues would be numbered in the 700's and so on.
5. Even-numbered Street addresses are always on the
north side; odd numbers are on the south side.

Game Play Game Play is arranged in 4 major sections: Warehouse
Mode, Van Mode, Foot Mode, and Scuba Mode.

Warehouse Mode The Punisher is based in a warehouse in Paterson, New
Jersey, directly across the Hudson River from
Manhatten. The Warehouse is the center of the
Punisher's operations.

In Warehouse Mode, you have 4 main options. Select the
option you want by moving the Death Skull cursor to
one off four screen positions, each of which
corresponds to one of the options. The name of the
currently designated option and its sub-options
appear in the lower right corner of the screen.
Garage Option When you select the Garage Option, you can send the
Punisher on a mission in his battle van. Also if the
battle van has been damaged during a mission, the
Garage option allows you to spend some of your money
for repairs. However, you will be able to repair only
a certain amount of damage each night. You may be
forced, then, to use the van at less than optimal
Practice Option When you choose the Practice Option (near the
Warehouse firing range), you can begin an easy,
moderate, or difficult practice mission, or you can
re-play a mission just finished. None of these
practice missions will have any bearing on your
overall effort to track down the Kingpin.
Microchip Option When you choose this option (near the warehouse
office), Microchip, the master computer hacker and the
Punisher's most reliable ally, assigns a mission for
the evening. He uses various computer networks,
communications tie-ins, and sophisticated scanning
devices to provide the Punisher with up-to-the-minute
information on the situation in Manhattan.
Game Options Game Options (near the warehouse freight elevator),
allow you to save the current game, restore a saved
game, quit the game and return to DOS, and restart the
game from the very beginning. Paragon recommends that
you save the game after each successful mission.

Van Mode When the Punisher begins a mission, you will drive the
battle van through the streets of Manhattan to the
location where the mission will unfold.

The van is equipped with a sophisticated police
scanner that can intercept police reports and provide
the Punisher with police reports and provide the
Punisher with informative leads.

There is also a tracking camera that allows you to
view vehicles driving behind the van and to help in
attacking them with grenades.

Change Weapons Icon The Punisher's battle van is equipped with a 4-barrel
mini-gun, grenade launcher and white smoke. Each of
these weapons can be utilized while traveling in the
Change Clothes Icon The Punisher keeps his underwater scuba gear in the
battle van, along with disguises that permit him
easier access into certain locations. The trade-off
though, is that he cannot use his M-16 when disguised.
The icon is only active when the van is stopped.
Leave the Van Icon The Punisher can leave the van and proceed on foot to
his mission. This icon is only active when the van is
Audio Surveillance Icon The Punisher can eavesdrop on conversations and obtain
important information through the van's audio
surveillance equipment. This icon is active only when
the van is stopped.
Accelerate Time Icon Use this icon to accelerate time until action occurs.
This icon is not active if someone is near or when the
van is moving. (The icon is actually the rectangle
adjacent to the digital clock.)
Driving the Van Action occurs from 31st to 57th Streets. When you
leave the warehouse in the battle van, you are
automatically deposited on 12th Avenue, just north of
57th Street, heading south. From here you you must
drive the van to the mission destination.

When the Punisher completes a mission, you must guide
him on foot to the battle van, and drive north of 57th
Street, or south of 31st Street. You will
automatically return to the warehouse for your de-
briefing and next assignment.
Lanes and Traffic All roads are four lanes wide, including the sidewalks
on which you can drive. Since missions take place late
at night in light traffic, you can use all four lanes
in the same direction.
Shifting Lanes Turning left and right will shift lanes left and
right. A right turn in the right most lane at an
intersection, however, will result in a 90 degree
right turn. Likewise, a left turn in the most left-
most lane at an intersection will result in a 90
degree left turn.
Alleys You cannot drive in alleys. Attempting to drive in an
alley will damage the van.
Reverse The van will go a maximum of 10 mph in reverse.
Arriving in the Van When the van stops, you will recieve general or
specific information concerning your location. Awnings
represent doorways to buildings. Buildings with
awnings are often mission locations. If you stop the
van in front of an awning that is on your side of the
street, you will be given the address of that doorway.
If you stop the van elsewhere, you will be told only
the name of the street or avenue on which you have

Van Combat
4-Barrel Mini-Gun A rapid-fire weapon that can blast any object in front
of the battle van. Target the mini-gun by aiming the
cross-hairs at an opponent.
Grenade Launcher The grenade launcher can be fired only toward targets
picked up by the tracking camera. The grenade launcher
is computer controlled to hit the point where the on-
board computer predicts the target will be when the
grenade explodes. The grenade will strike the target
unless the targeted vehicle has suddenly shifted lanes
or changed speed. Vehicles appearing in the tracking
camera always appear to be the same size because the
computer-controlled camera maintains a constant image
for targeting.
Smoke Screen On command, the battle van can dispense a thick, white
smoke to hide the movement of the van from persuing
vehicles. The smoke screen is best used before
accelerating or rounding street corners.
Ammunition The Punisher has a virtually unlimited supply of
ammunition in the battle van.

Foot/Scuba Mode Icons
Interact Icon Use this icon to communicate with other nearby
characters you are facing. A message window will
appear. Strike any key to continue play.
Accelerate Time Icon Use this icon to acellerate time until action occurs.
This icon is not active if someone is near. (The icon
is actually adjacent to the digital clock.)
Take Item Icon Use this item to pick up an object from the ground.
You must be next to the object to pick it up.
Drop Item Icon Choose this icon to drop an item you are carrying.
Use Object Icon Choose this icon to use a weapon or other item in your
inventory. The current item is marked with asterisks
in the inventory list.
Inventory Icon Select this icon to get more details aboput items the
Punisher is carrying. For firearms, details will
include the rounds remaining. You may want to jot down
key data for quick access.
Search/Examine Icon Use this icon to search defeated foes. Use it also to
examine objects on the ground, or other items such as
signposts and doorways. A description of the object
will appear on the screen.
Removing Icon Block You can remove the icon block if you prefer to play
the game using keystrokes instead of icons or if you
want to see a larger portion of the overhead view. The
technical supplement will provide specific
instructions for your machine.

Foot Mode Controlling the Punisher on foot from an overhead
perspective is the main part of the game. From this
view you can lead the Punisher into buildings, control
his actions in combat, find objects of value,
communicate with bystanders who may have valuable
information, and most importantly, obtain money from
fallen criminals.
Scrolling the Screen You can scroll the overhead map without actually
moving the Punisher so you can see the surrounding
locations. The Technical supplement will provide
specific instructions for your machine.
Changing Disguise The Punisher cannot use his M-16 when in disguise. For
the keyboard command to change out of disguise, see
the Technical Supplement.

Using Weapons Aiming Firearms
When a firearm is selected, it will fire in the
direction the Punisher is facing.
Loading and Unloading
To reload the current weapon, choose the proper clip.
Unload a weapon by removing its clip.
When you choose a grenade, you are asked where and how
far to throw it. HIGH sends it farthest, MIDDLE is
less far, and LOW practically drops the grenade at the
Punisher's feet.
If the Punisher is very close to an opponent, he can
use his knife in hand-to-hand combat.
Hand-to-Hand Combat
If you chose no weapon at close range, the Punisher
can knock out an opponent with fists. To use no weapon
at all, select the current weapon.

Scuba Mode None of the actual missions take place underwater, but
for some of the missions the Punisher must use his
underwater scuba equipment and brave the waters of
New York's rivers and harbors to arrive at a mission

There are villians and thugs beneathe the surface who
will try to thwart the Punisher's plans. You must
control the Punisher in underwater combat.

To enter Scuba Mode, direct the Punisher to change
into his scuba equipment in the battle van. Exit the
van and guide the Punisher to the water on foot.

Moving Toward Target When the Punisher enters the water, you will be
asked to position a cursor where you want the Punisher
to swim. The computer will control the Punisher's
general direction underwater and guide him toward his
destination. You control how far the Punisher swims
and his depth underwater.
Moving Towards Shore Directing the Punisher to the right side of the screen
will guide him back to shore.
Returning to Foot Mode When the Punisher successfully completes a mission,
he must swim back to his point of origin, near where
his battle van is parked. When the Punisher swims the
appropriate distance, he will automatically be back on
land and in foot mode once again.
Underwater Combat Some of the Punisher's foes will be waiting underwater
with knives and spear guns.
If and when you approach an enemy underwater you will
automatically be equipped with your knife for combat.

Technical Supplement
Note: These are probably ST but most should work for the Amiga.

Special Keys A: Accelerate time
P: Pause Game
Q: Sound off
S: Toggle Sound on/off
F-1: Toggle interface icon block on/off
F-10: Quit the Game

Selecting Icons Keyboard:
Press the space bar. The first icon is high-lighted. Use the
arrow keys to highlight an icon and press <return> to select
it. Press the space bar to return the game play without
making a selection.

Press the Space Bar. The first icon is highlighted. Use the
joystick to highlight an icon and press the Fire Button to
select it. Press the space bar to return to game play
without making a selection.

Updates Turns may be made from any lane in eaither direction.
Reverse has been replaced by a U-turn.
Disregard section on arriving in a van

Aiming the grenade launcher is in your control. It can be
targeted toward the front of the van in the same manner as
the mini-gun.

Warehouse Mode

Moving among the four main options
joystick Keyboard Keypad
left & right <- & -> 4 & 6

Moving among the sub-options
up up arrow 8
down down arrow 2

Selecting a sub-option
button #1 Enter Enter

Van Mode Special Keys
(only I, T, U, & W are active when the van is moving)

C: Don Disguise or Scuba Gear
I: Toggles Engine Sound On/Off
L: Leave Van
T: Toggles between driving the Van and using a Weapon
U: U-Turn
W: Change Weapon
F-2: Audio Surveillance

Driving Keys

Action Joystick Keyboard Keypad
Shift Lanes -> right -- 6
Shift Lanes <- left -- 4
Turn Right right + button #1 > 7
Turn Left left + button #1 < 9
Speed Up up -- 8
Slow Down down -- 2

Aiming and Firing Mini-Gun and Grenade Launcher

Action Joystick Keyboard Keypad

Aim Right right -- 6
Aim Left left -- 4
Aim Up up -- 8
Aim Down down -- 2
Fire button #1 F or Enter 5

Launching Smoke Screen

button #1 F or Enter 5

Foot Mode Special Keys
A: Accelerate Time
C: Remove Disguise
D: Drop Item
E: Examine or Search
I: Inventory Information
T: Take Item
U: Use Item
F-2: Interact
SCRLCK + Arrows or Joystick: Scroll screen without moving the


Direction Joystick Keyboard Keypad
North up -- 8
Northeast upper left -- 9
East right -- 6
Southeast lower right -- 3
South down -- 2
Southwest lower left -- 1
West left -- 4
Northwest upper left -- 7


Action Joystick Keyboard Keypad

Fire Gun button #1 Enter Enter or 5
Throw Grenade -- G --

Throwing Grenades

Direction Joystick Keyboard Keypad

North up -- 8
Northeast upper right -- 9
East right -- 6
Southeast lower right -- 3
South down -- 2
Southwest lower left -- 1
West left -- 4
Northwest upper left -- 7

Distance Joystick Keyboard Keypad
high up H 7, 8, or 9
medium left or right M 4, 5, or 6
low down L 1, 2, or 3

Scuba Mode


Action Joystick Keyboard Keypad

up up -- 8
up/right upper right -- 9
right right -- 6
down/right lower right -- 3
down down -- 2
down/left lower left -- 1
left left -- 4
up/left upper left -- 7

Knife Combat

Action Joystick Keyboard Keypad

attack up fire + up -- 5 + 8
attack down fire + down -- 5 + 2

Facing Left
Action Joystick Keyboard Keypad

attack high fire + up/left -- 5 + 7
attack middle fire + left -- 5 + 4
attack low fire + down/left -- 5 + 1

Facing Right
Action Joystick Keyboard Keypad
attack high fire + up/right -- 5 + 9
attack middle fire + right -- 5 + 6
attack low fire + down/right -- 5 + 3