                          ONE MUST FALL: 2097  

                    Frequently Asked Questions List 
                  This is the UP-DATED Official FAQ    
                                    
            Written by: Ben Van Hoesen (MCI MAIL at PAUL VAN
                           HOESEN 444-9775),  
                                    
                Po Chan (The NET at chanp@acf2.nyu.edu),
                                    
                                   And
                                    
             David J. (The NET at dwarner@cybernetics.net),
                                    
A Note to the reader

     I will not be held acountable for anything that this file has in it or anything
that you do with the info in this file. In English, "Don't come blaming me for
anything YOU do to your game!" 

     I'm not sure about the Destruct moves on two or three of the 'BOTS but I
think they all work. I'm taking all the moves from the book so they are all right.
If you have any Q's on MOST anything in this FAQ, you can write me or Po Chan.
I would love to get any info you guys have on anything that has to do with OMF,
so feel free to send it to me (or Po Chan). 

     I just wanted to make a GOOD FAQ that has the real moves in it and so
other information that might help you on your way. Thanks to all the guys who
helped me put this together (every one that made the other FAQ).

(Ben Van Hoesen on MCI MAIL at PAUL VAN HOESEN 444-9775)HISTORY -----------------------------

Version 0.1
    Released to the net September 29, 1994.


Version 0.5
    Released to the net October 8, 1994.

    Updates information on release of OMF: 2097

    Includes descriptions of all 10 robots

    Adds the first few moves to the list, but moves list is still largely incomplete

    Other Corrections here and there


Version 1.0
    Released October 12, 1994

    Full SW moves list added

    New info on modem/network play added

    Even more tips on pilot/robot matchups, tournament play


Version 2.0
    Released December 1st, 1994

    Full Registered version moves added.


Version 2.2
    Released December 8th, 1994

    Addition of more Hidden Goodies  

ABOUT THE AUTHORS-----------------------------

     Ben Van Hoesen is a high school student, from the USA currently living in
Holland. He can do just about anything with a computer and loves to play games
and install Networks. 

     David J. Warner is a recent graduate of Indiana University and  currently
living in Durham, NC, where he would love to pursue a career in computer
game/video game marketing and P.R.  He is also the Director of Network
Distribution for HARDCORE, the first internet hip hop fanzine.  E-mail him if you
want to find out more about that.

     Po Chan is a Senior at New York University Stern School of Business and
is currently working to receive his Bachelor of Science in Information Systems. 
   TABLE OF CONTENTS --------------------------------------

[1]     Introduction
     [1.1]   What is One Must Fall: 2097?
     [1.2]   What is Epic MegaGames?
     [1.3]   Just what makes any this different from other fighting
            games on the market?
     [1.4]   What about the gruesome fatalities?
     [1.5]   Is there modem/network play included in this game?
     [1.6]   Wasn't there a One Must Fall on the net already?
     [1.7]   What are the CPU/memory requirements for this game?
     [1.8]   How can I obtain the shareware version of this game?
     [1.9]   How can I obtain the full version of this game?

[2]     The Game
     [2.1]   Plot
     [2.2]   Features
     [2.3]   Characters
     [2.4]   Robots

[3]     Moves/Tactics
     [3.1]   General Moves for all robots
     [3.2]   Special Moves for each robot
     [3.3]   Strategies for success
     [3.3.1] Character/Robot Matchups
     [3.3.2] Tactics for tournament play
     [3.3.3] Combos
     [3.4]   Hidden Bonuses

[4]     Credits
     [4.1]   Trademarks and Copyrights
     [4.2]   Contributors

1. INTRODUCTION -------------------------------------------

[1.1]   What is One Must Fall: 2097?

     One Must Fall: 2097 (heretofore mentioned as OMF:2097) is the new
one-on-one fighting game from Epic MegaGames and Diversions Entertainment. 
It is a two-dimensional fighting/tournament game in the mold of Street Fighter II
and Mortal Kombat, with one exception -- the fighters are super-size robots instead
of humans, thus replacing blood and guts with boards and bytes.


[1.2]   What is Epic MegaGames?

     Epic MegaGames is a PC video game developer and publisher based in
Rockville, MD.  They distribute their games by a method known as shareware,
which lets the user try a game before purchasing a larger, "registered" version. 
They were established in 1991 by Tim Sweeney, designer and programmer of the
1991 text-adventure games ZZT and Super-ZZT. He is now president of the
company.  Epic released its first major game, Jill of the Jungle, in June of 1992
and has been growing ever since.  Some of their best known and most popular
games include Jazz Jackrabbit, Epic Pinball, Xargon, Brix and Zone 66. According
to their own literature, Epic's "top goals are to develop leading-edge software that
pushes new PC technology to its limits, to achieve high levels of customer
satisfaction, and to be recognized as a revolutionary new technology and quality
leader in computer games.

[1.3]  Just what makes any this different from other fighting games
     on the market?

     We're glad you asked. For starters, in nearly all fighting games on the
market (with the obvious exception of the recently-released Primal Rage), the
characters with which you fight are in some human or superhuman form. When you
cut 'em, they bleed -- quite excessively in some games.  =^)

     There are ten human characters in OMF: 2097, but instead of actually being
the fighters, the humans are controllers of large robots that fight each other.  Each
human character has certain strengths in fighting technique that match up to ten
different robots in different ways.  Thus, it's up to you, the player, to determine
which human will work best with which robot, and how their strengths and
weaknesses affect certain robots.
     This allows for a special mode in the game called Tournament Mode.  In this
mode, you win money for winning fights against other robots, and you can use that
money to strengthen your robot for later fights.  You don't lose in tournament mode
until you can't afford to fix your fighter. This sets OMF:2097 apart from other
fighting games in which the one-player game simply uses Jim Valvano's philosophy
of "Survive and Advance."  Here, the game doesn't end after you lose a fight, unless
you end up spending all your money on repairs, adding a new dimension to the
fighting genre.  OMF:2097 does include a survive and advance-type game, as well
as a two-player mode.  As if that weren't enough, you also have to deal with
playing fields which interact with the characters, thus creating whole new
strategies to the game.  Should I push my opponent into that spike?  Can I toss
him against the electric fence from this far away?  It's not overdone, either, so it
blends in well with the game.  (IMHO, of course)

[1.4]   What about the gruesome fatalities?

     Funny, but nobody asked that when Street Fighter 2 first blew up on the
video game scene... Anyway, here's what Rob Elam of Diversions Entertainment has
to say about that:

     A NOTE ON GRAPHIC VIOLENCE: Diversions Entertainment is devoted to
bringing NON-VIOLENT PC entertainment to the public.  While you cannot have
a 'fight' game without some measure of violence, we are hoping to show that a
game with little shock value is still accepted by the consumer. We want to prove
that playability is more important to you than simply slapping a few characters
onto a screen and putting the words 'Blood', 'Deadly', or 'Violence' in the title.  As
the one with the checkbook, you will be the judge."

[1.5]   Is there modem/network play included in this game?

     At the moment, no.  According to Sweeney, there were so many delays in the
release of the game as it was (it was originally going to be released on June 15,
1994) that Epic simply wanted to get the game out on the market before any major
competition arose (like Mortal Kombat II), and modem complications might have
delayed the game until 1995.
     
     However, modem/network play is coming.  Diversions is currently working on
a patch that will allow you to beat up your friends over your very own phone lines. 
(Just like in your favorite Bugs Bunny cartoon!)  There is no release date on that
patch as of yet, but it could be out before 1994 is over.
[1.6]   Wasn't there a One Must Fall on the net already?

     There is a very simple fighting demo called "One Must Fall" that is
circulating on the Internet.  This demo was released by Rob Elam of Diversions to
the Internet just to see if there was any interest in fighting games among PC
owners (which, obviously, there was).  This demo is legal and freely distributable,
but it bears no resemblance to the game Epic is releasing, and is not nearly as good
a  game as the official OMF:2097. Just to clarify internet people with the
differences between the two, the demo is called 1mstfall.zip and is about 320K. 
The shareware OMF:2097 is called omf.zip and is 2.7MB or so.

[1.7]   What are the CPU/memory requirements for this game?

     You'll need a 386 CPU with about 4 Megabytes of RAM.  A 486 with 8 MB
is recommended.  Joystick and soundcard are optional, and yes, this will support
GUS, among other soundcards.  The shareware version takes up 6 MB of HD space,
and the registered version takes up 20 MB.  You'll need VGA, too, but you ought
to have that already. According to Dean O'Donnell, the editor of the strategy guide,
OMF:2097 runs on a 386SX-16 with minimum RAM at 8 fps and on a 486DX2-66
at 50 fps.  I played this at Epic on a 486DX2-50 with 8 MB, and while I'm not sure
about the frame rate, it looked very smooth.

[1.8]   How can I obtain the shareware version of this game?

     Over the internet, FTP anonymously to ftp.uml.edu and look under
msdos/Games/Epic for the file. You can also find it at wuarchive.wustl.edu in
pub/msdos_uploads/games/omf and at cs.uwp.edu in pub/incoming/games. 

     Dial Exec-PC BBS (414-789-4360), the official BBS for Epic MegaGames, and
download it from there. On CompuServe, type GO EPIC to get to the official Epic
MegaGames section, where you can download it. 

     If you're not connected, call Epic at 800-972-7434 and they'll send you the
shareware version on disk for five bucks. 

     The shareware version will have 5 pilots (Crystal, Steffan, Milano, Christion
and Shirro) and 3 robots (Shadow, Thorn and Jaguar), though you'll be able to play
against all 11 opponents in the game itself.

[1.9]   How can I obtain the full version of this game?

     You can register OMF:2097 after its release (no preorders, please) by doing
this:

     Call 800-972-7434 or 301-983-9771 (voice) or 301-299-3841 (fax) to place your
order over the phone.
     On CompuServe, just type GO EPIC to buy it and download it. According to
The full version has all 10 pilots, 5 Arenas, 20 page manual, and all 10 robots, of
course. (I suggest the Strategy Guide to)
II. THE GAME------------------------------------------------

[2.1]   Plot

     This piece of information comes from the game's manual.  Tip of the cap to
Tim Sweeney for e-mailing me a copy:

     Welcome to One Must Fall:2097.  In this future, the governments are puppets
to big corporations.  One corporation, World Aeronautics and Robotics (W.A.R.),
runs the entire show with a silk-covered iron fist. "All's fair in love and WAR" is
probably the most common phrase of the day. WAR was started as a research
institute to provide human-assisted robots (HAR's) for space travel. Their first
prototypes were activated in 2009 and were immediately put to use by a
conglomeration of companies from Japan America to build the first ACTIVE space
station (the first attempt at a space station was abandoned by the later defunct
United States of America before becoming operational).  The HAR's were better
than conventional robots in that they were completely operated by a single human
who's brain controlled the robot's systems via remote.  The "pilot" actually "became"
the robot for all intents and purposes, but no danger to the pilot was possible.

     Now, WAR is Earth's leading corporation. Every other company relies on
WAR for space travel to Earth's four off-world stations. WAR provides systems for
governments and companies alike for security and defense. WAR is power... and
you're a part of it.

     Ganymede, the next moon on Jupiter to be colonized, needs a WAR
representative to watch over it.  The Board at WAR has decided that the applicants
for the position, being equally qualified, should fight for it. Now, the ten applicants
must choose which HAR will be their weapon and beat the others in a one-on-one
competition.

     Anyone who has even a remotely important position at WAR is trained in the
use of HAR's.  Most have spent considerable time "in" a real working model to get
the feel of it.  But the use of HAR's for sparring is a completely new scheme
brought about by the need to know that when one company attacks another the
'bots can handle the stress. The idea of using WAR robots for entertainment is a
new one, but The Company believes that it will be good press for the next
prototypes from the WAR design rooms. Therefore, the public is invited to view the
proceedings. It will be the greatest one-on-one combat since the Roman Era.  Years
of training on the 'bots makes you think you can take the other pencil-pushers who
show, and you know that YOUR reason for being V.P. of his hunk of rock is much
better than any THEY could have. As the 21st century comes to a close, you
prepare to put a big dent in the 22nd!
[2.2]   Features

     From Epic's own promotional material (with my own comments):
    Fighting action for 1 or 2 players

          - Self-explanatory
    Special moves, holds, throws, and secret moves

          - Natch
    Supports keyboard and 1 or 2 joysticks (optional)

          - Ditto 
    60-page strategy guide available

          - The guide has all the moves and more like fighting styles of the
          MAIN Characters and A TON MORE combos for all the Characters 
    Multi-megabyte animation, music, and stereo sound effects

          - And it all comes together quite nicely, IMHO.
    Supports Sound Blaster, SB Pro, SB 16, Gravis Ultrasound

          - There you are, GUS freaks.

     Suffice to say these guys are a little more understated in their promotional
material than some other shareware publishers. What's not included in here is the
Tournament Mode game and the multiple difficulty levels.

[2.3]   Characters

     Again, from the manual:

     Listed below are the pilots and other important people of the game. Knowing
the personalities of the pilot you choose and that of his challengers is a valuable
asset in One Must Fall:2097. 

> Crystal <

Age: 23
Specialty: Genetic Engineering

     Crystal Devroe, and her brother Christian, are twin children of Dr. and Mrs.
Devroe.  Dr. Devroe was a head researcher for WAR five years ago, and it was
mostly his good name that gave Crystal and Christian their positions in the
company.  Though Devroe's research was held in highest secrecy, Crystal knew it
had something to do with biogenetic research.
 
     Both her parents died five years ago, the only passengers in a shuttle from
Luna to Earth.  Her brother suspects murder, and though he won't tell his
suspicions, she does also.  The only clue she carries is a DigiLink Access Code with
the word "Nova" on it, found in her father's briefcase.  She knows the power that
Ganymede carries.  She knows that Ganymede would mean access to WAR's Core
computer system.  She believes that WAR is responsible and that the access code
will gain her entry into the secret files and hopefully the information on what
happened to her parents.

> Steffan <

Age: 17
Specialty: Sales and Marketing

     The arrogant son of the Tommas family, one of the most influential families
in the Iolo colony on Luna, Steffan is for all practical purposes a spoiled brat.  He
believes himself the center of the Universe and knows that Ganymede is simply
another step to his final destination, resident of WAR  The fact that, at 17, he has
the skill and brains of someone twice his age only makes him seem that much more
aloof.  In combat, as in life, he tends to rely on a vicious onslaught of blows to
destroy his opponent.

> Milano <

Age: 35
Specialty: Security, Kick Boxing

     Milano Angston, as only son of WAR founder Herbert Angston, has no need
for money.  Though Wright and Angston are now associated with their company in
name only, the family is wealthy beyond measure from the nearly thirty years of
success in WAR's early days.  At the age of 19, Milano left his family and changed
his last name to Steele.  He became known internationally for his almost inhuman
dexterity and Kickboxing skill, and in 2090 was hired by Raven to become a
security chief for WAR Milano never mentioned his family background, and secretly
hopes to take WAR back and use the company's power for the reasons originally
intended by his father.

> Christian <

Age: 23
Specialty: Genetic Engineering, Jujitsu

     Christian knows that the shuttle which carried his parents was destroyed on
purpose.  The passenger manifest listed thirty persons going aboard the craft, and
all the names on the list weren't real.  WAR killed his parents, and he would get
his revenge.  The fact that his sister, Crystal, seems to be in on the hunt only
scares Christian.  He realizes the power of WAR and is afraid for her safety.  When
she applied for the Ganymede position, as he knew she would, Christian vowed he
would beat her himself just to keep her from putting herself in the possibly
dangerous position of Head of Ganymede. His anger and bitterness are such that
he never stops training to win, and his opponents will agree that he is about the
most aggressive fighter in the contest.
> Shirro <

Age: 73
Specialty:  Public Relations, Karate

     Shirro is the Head of Public Relations for all of WAR  It was his idea to have
this contest for the media coverage.  He believes that if the event is popular
enough, they may find a new business for the robots -- entertainment. Though
Shirro knows much about what happens deep within WAR, he never takes things
too seriously and just hopes things will work themselves out.  Those who have seen
him in martial arts tournaments agree that he is both incredibly strong and tactful,
always smiling and shaking your hand after he beats you.

> Jean-Paul <

Age: 27
Specialty: Market Analyst

     John-Paul is an enigma.  During his childhood, it was found that he had an
uncanny ability to absorb information of any kind.  He would score perfect on any
test, and was hired at a young age for the first job WAR could place him in.  The
company has asked several times if he would volunteer for "genetic research", but
John-Paul knows that they simply want to know how he can have such a perfect
mind.  He also knows of the corruption within WAR and hopes to gain enough
support from other companies to finally overthrow the larger "monster" before it
does any more damage.

     In combat, John-Paul is calculating and has very well-rounded abilities. He
rarely ever speaks, but always seems to be calm and sure of himself He is as
defensive in the arena as he is in public.

> Ibrahim <

Age: 48
Specialty: Robotics Engineer

     A retired triathelete, Ibrahim believes in a sharp mind and body. Probably
the best designer of HAR's, he has under his belt the design of the Jaguar, Mantis,
and Omega 'bots.  The Jaguar is his most famous, since the Mantis and Omega are
mostly used for exploration of hostile environments (EHE) missions.  Ibrahim is
considered a mentor by many of the pilots, as he is always seen in the docking bays
making sure "his babies" are being taken care of.  Ganymede will no doubt give
him more influence over new designs, and though he craves the position he still
wants to design the future 'bots. He cares little for the inner politics of WAR, but
simply loves the machines.

     His knowledge of the internal workings of the HARs makes him a favorite
to win.  He often will take a few hits and then return fire with incredible accuracy.
> Angel <

Age: Unknown
Specialty: Unknown

     Angel seemed to come out of nowhere.  When her name was announced as
a finalist for the position, reporters were astounded by the fact that not only did
she not have any known background, but she wasn't even an employee of the
company!

     She never talks with the other finalists, and until the competition has not
even been seen.

> Cossette <

Age: 39
Specialty: Space Station Design

     Fifteen years ago, a sport called The Arena was the most popular event of
the day.  Similar to HAR's, The Arena placed humans INTO a robot frame, usually
ten or fifteen meters in height.  The Arena players used various controls to fight
their opponents while the crowd looked on. Cossette fought in The Arena until a
tragic accident left her crippled from the waist down.  Now she enjoys the feeling
the HAR gives her, and her success in designing two space stations has given her
the possibility of Ganymede.  Cossette also was instrumental in the design of
Electra, a 'bot designed from an electromagnetic crystal found on Venus.

     Cossette is very bitter about her injury, since so many have treated her as
inferior since the accident.  She is still very defensive in combat, but should never
be underestimated.

> Raven <

Age: 26
Specialty: Bodyguard, Kick boxer

     Nobody knows of Raven's life before becoming Kreissack's right-hand man,
but since coming on board in such an important position, he has definitely made
himself known.  He is brutal both in and out of any competition, and has killed
more than two dozen people "in self defense".  Many believe that Kreissack wants
Raven in the position at Ganymede for his own devious purposes.  Raven himself
does want the position, but not for Kreissack. He believes Kreissack is an ambitious
fool and wants nothing more than to someday let one of the assassins intended for
Kreissack accidentally slip through security and hit his mark.
> Major Kreissack <

Age: 103
Specialty: President of WAR

     Kreissack is responsible for the success of WAR  It is rumored that there is
much more to the new colony than is known by the general public. Many say that
he is preparing to declare himself a new
Emperor...

     Kreissack is the big boss you have to face at the end of the
survive-and-advance" game.

[2.4]   Robots

Once more from the manual:

     Probably the most important choice as far as gameplay is concerned is the
HAR you choose to "jack up" with.  Below are the descriptions of the robots you can
use in One Must Fall:2097.

 Jaguar 

Creator ......... : Ibrahim Hothe
Creation Date ... : December 4, 2070
Special Abilities : Jaguar Leap, Concussion Cannon, Overhead
Throw

     The Jaguar is the ultimate rich man's toy.  Many companies hire full-time
Jaguar pilots and 'bots as bodyguards. The speed of this robot is nearly
unsurpassed in a unit of its size. Though it was the first ever security-intended
HAR, it still holds weight as the most versatile.

     With its incredible speed and dexterity, the Jaguar is capable of leaping more
than twice its height, delivering a blow strong enough to crush buildings. It has a
Smith & Winston 100-Ton Concussion Cannon, which is primarily used for crowd
control.  This unit can do a flip over any large enemy, grabbing it while upside
down, and throw it more than 100 meters before the enemy has time to react. Shadow 

Creator ......... : Unknown
Creation Date ... : January ??, 2096
Special Abilities : Shadow Dive, Shadow Punch, Shadow Slide,
Shadow Grab

     Probably the most secretive project in the last twenty years, the Shadow
robot definitely earns its name.  Somehow, the Shadow is capable of generating
quasi-real projections of itself.  A single Shadow robot can at times replace half a
dozen conventional 'bots.  Unfortunately, the projections don't last for very long and
any damage done to them is "felt" by the host robot.

     Since this is the newest HAR in the company's arsenal, many pilots hate
competing against it and find it hard to control.  Once it is mastered, though, it is
a weapon to be reckoned with.  WAR is still trying to measure its purpose in future
missions.


 Thorn 

Creator ......... : Cliff Brussee
Creation Date ... : July 4, 2074
Special Abilities : Speed-Kick, Off-Wall Attack, Spike-Charge

     A real favorite among the populace, the Thorn unit was the first to use
monofilament technology.  The points of the "spikes" come to a single molecule,
which gives Thorn a punch that can cut through normal metal like paper.  This
HAR can use its spikes to attack in several different ways.  His long legs also
provide a powerful weapon at medium range.

 Pyros 

Creator ......... : James Sweeney
Creation Date ... : June 5, 2076
Special Abilities :  Fire Spin, Super Thrust Attack, Jet Swoop

     The colossal Pyros unit is used primarily for space station design. Normally,
the unit is equipped with a huge array of tools necessary to keep deep-space
machinery in working condition.  It uses its various jet systems to move itself
between various objects in space without needing a shuttle or external jet pack.

     In combat, the Pyros is a formidable arsenal of flame.  It can change
direction in the air, jumping either forward or back while attacking, and can
"swoop" down on an enemy with a powerful blow.  Pyros lacks speed, but the
damage caused by its flame throwers more than makes up for its sluggish
movement.


 Electra 

Creator ......... : Cossette Akira
Creation Date ... : March 8, 2077
Special Abilities : Ball Lightning, Rolling Thunder, Electric
Shards

     The early Jupiter explorers realized that almost no electronic equipment
could function in the incredible storms on the planet's surface. Using a crystal
found only on Jupiter's moon, Io, scientists were able to create Electra, a HAR
capable of withstanding any type of charged particle. Though the crystal is very
strong, it is also one of the most expensive molecules in existence.  Until this
contest, the Electra unit was seldom seen in public.

     As a combat robot, Electra is formidable.  Not only is it fast, but a touch
from its hands can short circuit normal machinery.  It can form a flying ball of
lightning which can turn a house to rubble.  Electra can also fly forward, rolling
itself into a ball and striking with considerable force. For defense, the unit can send
small shards of electric force, doing little damage but keeping an enemy at arm's
length.

 Katana 

Creator ......... : Hans Kreissack
Creation Date ... : November 10, 2078
Special Abilities : Rising Blade, Head Stomp, Razor Spin

     Often advertised as "The Ultimate Weapon", Katana is nothing more than
deadly force.  Using monofilament blades for hands, this unit can carve through a
five-meter-thick wall of solid lead in less than ten seconds. Behind the blades are
two very strong legs which allow the Katana to perform some amazing offensive
maneuvers.

     The Katana can jump, extending one arm upward, high enough to knock
airplanes out of the sky.  It can use its powerful legs to stomp on an enemy.  It can
also leap towards a wall, then use the force of the rebound to turn itself into a
spinning mass of sharp steel. 
 Shredder 

Creator ......... : Marcus Knight
Creation Date ... : February 30, 2086
Special Abilities : Head-Butt, Flip Kick, Flying Hands

     Originally intended for mining operations, the Shredder now sees plenty of
combat time.  One of the fastest HAR's, this unit can stun an enemy before it can
form an adequate defense.  The mech's hands can actually be thrown at an enemy
and the magnetic systems on the arms will pull them back.  Shredder can also hurl
itself head-first at an enemy, using the blade on top of its head to do considerable
harm. Many pilots favor the unit's "Flip Kick", since it can jump over projectiles
and then hit the source with incredible speed.

Flail 

Creator ......... : Stephen Jamison
Creation Date ... : May 19, 2083
Special Abilities : Spinning Throw, Charging Punch, Swinging
Chains

     This 'bot is the greatest thing to happen to general construction work since
the hammer.  Capable of building and demolition, it uses its five-ton chains for the
heavier jobs.  This unit will be the primary model used for the initial colonization
of Ganymede.

     When used for combat purposes, its chains come in handy.  Most of the
special offensive maneuvers center around the use of these chains as weapons. 
Also, the Flail can use its powerful Charging Punch, which is guaranteed by WAR
to level any wall built by man.


 Gargoyle 

Creator ......... : Marcus Knight
Creation Date ... : March 16, 2068
Special Abilities : Diving Claw, Flying Talon, Wing Charge

     Built for reconnaissance missions by the famous designer Marcus Knight, the
Gargoyle's power is in its titanium wings.  Not only is this robot tough enough to
leave and reenter the Earth's atmosphere, but it is dexterous enough to fly well
below any conventional radar sensors.  It has built-in sensor countermeasures,
making it a company favorite.

     If you ever DO spot a Gargoyle, you won't be around for long. Designed from
a titanium alloy, its hollow skeletal structure is both lightweight and strong.  Its
most used attack is to grab a victim, fly it high into the air, and either slam it
against the ground or into another object.  Sharp talons, feet, and beak provide a
secondary defense not to be taken lightly. Chronos 

Creator ......... : Arjan Schmalz
Creation Date ... : October 31, 2072
Special Abilities : Small-Scale Teleportation, Matter Phasing,
              Stasis Activator

     The Chronos HAR was designed to lend a few precious moments to space
ship rescue.  It comes in several sizes, from 1.5 meters to the largest 27.5 meter
model.  The main feature of the Chronos is its Stasis Field Generator, a
diamond-shaped machine in the middle of its chest.  The robot is designed and built
to channel the energies from this machine for various uses during time-critical
rescue missions.

     The energy from the Generator can be focused on the mech itself, causing it
to phase out and reappear nearby.  This helps the 'bot get to locations much faster
than running, while taking less energy than conventional matter transfer.  When
the Chronos comes against solid matter, it can center the Generator on that matter
to form a brief doorway, allowing passage through the solid material to its
destination. Probably the unit's greatest strength lies in the Stasis Activator that
the Generator can expel.  When this Activator connects with solid matter, it forms
a Stasis Field which stops time for a brief period. This is especially useful for
containing explosions, slowing effects of poison on a living creature, or stopping
objects in motion.
 
     Many companies have also noted the possible uses of Chronos in combat
situations.


III. MOVES/TACTICS-------------------------------------

[3.1]   General Moves for all robots

      The following key is used for the various buttons used in OMF:
          +=NO WAIT
          FF=Tap Forward Two times (fast) on the second tap hold and
          then push (while your still holding) Punch or Kick
          DD= The same as above but Down
          BB= The same as above but Back
          UU= The Same as above but Up
          DB=Down-Back
          D=Down
          DF=Down-Forward
          B=Backward (away from opponent)
          R or ,=release all keys
          F=Forward (towards opponent)
          UB=Up-Back
          U=Up
          UF=Up-Forward
          P=Punch
          K=Kick  

------------------------------------------------------------------------------
Jaguar

 Jaguar Leap(short):     D,F,+P (Hyper mode it can be done  in Air)
 Jaguar Leap(long): B,D,F+P (Hyper mode it can be done  in Air)
 Concussion Cannon: D,B,P
 Overhead Throw:         While in air above opponent-D(hold),P
 Scrap:             D,D,U+P
 Dest:              D,U+P When opponent is over your head
 FIRE:              U,D+K When you hit the deck
------------------------------------------------------------------------------------------------------
Shadow

Shadow Dive:        While in air-D,F+P
Shadow Punch:       D,B+P
Shadow Slide:       D,B+K
Shadow Grab:        DD+P (If you get an enhancement you can do an air Grab
                    D,B+P)
Ice Freeze:              D,B,F+P (only if you beat Ice or IceMan)
Scrap:              B,F,U,B+P
Dest:                    D,D,D+P After scrap is complete
FIRE:               D,D,D+P After the actual destruct but before the large
                    shadow fades out.
-------------------------------------------------------------------------------------------------------
Thorn

 Speed-Kick(short): D,F+K (Hyper mode it can be done  in Air)
 Speed-Kick(long):  B,D,F+K (Hyper mode it can be done  in Air)
 Spike Charge:      FF+P
 Off The Wall Attack:    While in air-DF+P
 Scrap:             BB,F,R,P
 Dest:              U,D+P After scrap is complete
 FIRE:              U,U,D+P After dropping opponent
-------------------------------------------------------------------------------------------------------
Pyros

 Fire Spin:              D,R,P
 Super Thrust Attack:    FF+P Long is F,FF+P (Hyper mode it can be done  in Air)
 Jet Swoop:              While in air-D+K
 Scrap:             FF,DD,R,P
 Dest:              U+P At end of first four "clangs" D+P At end of second
                    four "clangs"
 FIRE:              U,D,D+P During the final spin
------------------------------------------------------------------------------------------------------
Electra

 Ball Lightning:         D,B+P
 Rolling Thunder:        FF+P (long is D,F,F+P)(Hyper mode it can be done in Air)
 Electric Shards:        D,F,+P
 Scrap:             D,F,R,P
 Dest:              U,F,D+P During scrap
 FIRE:              F,D+P (Or do Dest and again until it works) During Dest
------------------------------------------------------------------------------------------------------
Katana

 Corkscrew Blade:   D,F+P (Can be done in air if Hyper mode is on)
 Head Stomp:        Jump over opponent-D+K (works more than once)
 Razor Spin(Right): D,F+P
 Razor Spin(left):       D,B+P
 Scrap:             F,D,B+P
 Dest:              B,D,F+P After initial slash
 FIRE:              B,D,F+K After second slash
------------------------------------------------------------------------------------------------------
Shredder
 
 Head Butt:         D,F+P (Long B,D,F+P) (Hyper mode it can be done in Air)
 Flip Kick:              DD+K
 Flying Hands:      D,B+P
 Scrap:             D,F,R,P
 Dest:              D,U,U+P During scrap
 FIRE:              U,B,D+K Just after dest
------------------------------------------------------------------------------------------------------ 
Flail
 
Spinning Throw:          FF,K
 Charging Punch:         BB+P
 Swinging Chains:   D,R,K (Weaker one is D,R,P)
 Scrap:             F,R,F,R,F+P
 Dest:              B+P After slam on first wall B,F+P En-route to other wall
                    to speed up
 FIRE:              F,D,B+K
-------------------------------------------------------------------------------------------------------
Gargoyle

Rising Talon:       D,F+P
Diving Claw:        While in air D+K
Wing Charge:        FF+P (Hyper mode it can be done  in air)     
Scrap:              B,D,F+P
Dest:                    D,U,D+P After crash dive
FIRE:               DD+P
-----------------------------------------------------------------------------------------------------
Chronos 
 
 Small Scale Teleportation: D,R,P
 Matter Phasing:         D,B+K (Can be done in air)
 Statis Activator:       D,B,P (Long F,D,B+P
 Scrap:             U,D,F+P
 Dest:              F,D+P
 FIRE:              D,F+P
------------------------------------------------------------------------------------------------------ 
Nova

 Missle Launcher:        D,F+P
 Mini Grenade:      D,B+P
 Earthquake Smash:  D,D+P
 Belly Flop:             While in Air D,+P (Then slam him F+P)
 Scrap:             D,B,F+P
 Dest:              D,D+P At end of scrap
[3.3]   Strategies for success

[3.3.1]   Character/Robot Matchups

     The key is to find bots that matchup with your pilot's strengths.  Thorn
wouldn't be a good bot to use unless your character has a high strength rating,
while Shadow works better with high agility ratings.

     Shirro and Jaguar seem to be a pretty good combination, simply because
Shirro's hits stun the opponent so hard that a lack of agility doesn't seem to matter
too much. Shirro/Jaguar, Angle/Electra, and Jean-Paul/Katana are all good
combination. Steffan/Shadow has worked well for other players, too, but I've had
very little luck with Crystal/Jaguar.

[3.3.2]   Tactics for Tournament Mode

     In tournament mode, I've tried a couple of different tactics, and surprisingly,
most of them have been successful.  If you're good at executing combo moves, shoot
for power over speed.  The speed of the robot moves are often negligible, and a few
good combos will stun your opponent often.  Then you can toss him over your
shoulder more than once (or in the case of Pyros, burn his metal Butt).
     
     One thing I've noticed is that you can deliberately throw matches before you
begin them in order to earn more money for your robot before facing a tough
opponent.  Being the honest, hard-working pilot I am, I would not recommend this
tactic personally, since you really aren't earning accolades for your craft, but if you
find you're short on cash and need to get in just one more Endurance course before
fighting Raven for the North Am title, there isn't any NationalRobotics Ethics
committed to stop you -- just a repairman telling you how pathetic you are for
bailing out.

[3.3.3] Combos

     Heres at least one GOOD combo for every 'bot. I got them from the Strategy
Guide. Theres a lot more in the Strategy Guide.

Key for Combos:

     Jumping Kick= Jump and Kick opponent!
     Jumping Punch= Jump and Punch opponent!
     Fierce= B+P (Or K)
     Medium= P (Or K)
     Jab= F+P (Or K)
     Ducking= D
Jaguar    

4-Hit Cannon Combo

     Jumping Kick
     Concussion cannon
     Jaguar leap

Difficulty - 6
Damage - 57.5%

Thorn

4-Hit Quick Quad Combo

     Jumping Kick
     Fierce Punch
     Medium Kick
     Ducking Medium Punch

Difficulty - 4
Damage - 50.5%

Pyros

3-hit Fierce Combo

     Jumping Punch
     Ducking Fierce Punch
     Fierce Punch
     Thrust Attack (Only if you're fast)
     
Difficulty - 2 (3 If you add the Thrust) 
Damage - 47.5% (62.5% W/ the thrust Attack)

Shadow

4-Hit kick Combo

     Jumping Kick
     Ducking Medium Kick
     Medium Kick
     Ducking Fierce Kick

Difficulty - 4
Damage - 48.5%
Electra

3-Hit Leg Sweep Combo

     Jumping Kick
     Ducking Medium Punch
     Ducking Fierce Kick

Difficulty - 1
Damage - 41.5%

Katana

5-Hit Corkscrew Blade Combo

     Jumping Kick
     Fierce Punch
     Extended Corkscrew Blade (The Long One)

Difficulty - 3
Damage - 49.2%

Shredder

3-Hit Fierce Kick Combo

     Jumping Kick
     Fierce Kick
     Fierce Punch

Difficulty - 4
Damage - 45%

Fail

3-Hit Fierce Combo

     Jumping Punch
     Fierce Kick
     Charging Punch

Difficulty - 7
Damage - 45%
Gargoyle

4-Hit Rising Talon Combo

     Jumping Kick
     Jab Kick
     Ducking Jab
     Rising Talons

Difficulty - 5
Damage - 39.5%

Chronos

4-Hit Kick Combo and 4-Hit Punch Combo

     Kick                          Punch

Jumping Kick                  Jumping Punch
Ducking Medium Kick           Ducking Fierce Punch
Ducking Medium Kick           Ducking Medium Punch
Ducking Fierce Kick           Ducking Medium Punch

Damage - 47.5%           Damage - 51.5%
Difficulty - 5           Difficulty - 5

Nova

     No Real Combos because it's in Tournament mode, BUT I'll give you one you
can try.

4-hit Pain Combo

Medium Kick
Ducking Medium Kick
Ducking  Fierce Punch. 


[3.4]   Hidden Bonuses

Choosing Hidden Difficulty levels
     
     To choose Deadly Level (for ONE PLAYER only), keep pressing the right
arrow key even though it is on Champion Level already. Deadly will show up after
about 5-8 keep presses. To choose Ultimate level (for ONE PLAYER only), pressing
and hold down these keys: O+M+F. Press them together at once will let you choose
Ultimate level.
          To get Advanced Options, press and hold down 2,0,9,7 and then go the
Options menu (right under Configuration on the Main Menu). I suggest you use
REHIT MODE It's fun and you can get combos up to 32 hits (That's the highest
I've ever heard of anyway)

>    While fighting, hit R,E,I,N all at the same time and let go. They must have 
been treid when they made this move.

>    Also, pressing B,I, and G at the same time and a number will do the same
as above, but 0 gives less intensity and 9 will considerably slow down your
computer because of this cool effect.

You can get more than one 'enhancement'! Enhancement can:
- Give you more than one missile weapon per shot.
- Make moves executable in the air!
- Result in Faster and deadlier moves!
- New MOVES for some Robots!
     
     So send me a list of known enhancements (and what they do to particular
robots and tell me how many were received! I have mail saying they received 3
enhancements! Did someone say butt kicking time?

     If you are in Deadly Level and (may not be needed) in Hyper Mode, doing
a Destruction on certain boards will result in slightly modified forms of the
Destruction being done. To try this out, choose Jaguar and fight in ONE PLAYER
mode with Deadly Hyper on, and do a destruction to opponent on the FIRE stage
(the one with the 'grill' <-- BIG HINT on the floor with the flying fireballs). Watch
linoleum fly! Now people, send me a list of all the 'bots who has a 'special'
destruction on which board!

*=(Hidden "Unranked Challengers" on a hard level)=* Unranked Challengers pop
up if you do a destruction on someone:

Christian - Crystal's brother (when you defeat Crystal with destruction)

Jazz Jackrabbit - D'uh (defeat #2 rank)

Eva Earlong - Jazz's Girl (in World Championship)

Devan Shell - Arch Foe of Jazz Jackrabbit (W.C.)

Bethany - Girl who says "Don't hurt me" while she kicks yer butt (W.C.)

Angel - The "moontian" (W.C.)

Iceman - Shows up when you beat a female (Or #1 in NorthAm). Defeat 
Iceman with Shadow to get the Ice Floor Freeze in Tournament mode!

Nicoli - Mysterious person who fights you when you beat #1 in W.C.FIRE - In Fireball Stage, Do the FIRE move (Only in one player, not two). If you
     defeat FIRE using Katana, you will get a new move for Katana: FIREBALL 
     (as done by Fire himself): D,B+P

ICE - In Ultimate difficulty only. After defeating Fire, do a destruction on him and
     then keep repeating the move for the destruction. If you defeat ICE using
     Shadow, you will get a new move for Shadow: ICE FREEZE (as don by ICE
     _and_ Iceman): F,D,B+P 

Steel Claw - Cyborg from Hell (I think he's an Iron Fist member)

     *** Beat Steel Claw and get a Special Item!  ***
     *** For Jaguar, it's two cannons in one shot or 3 if done twice*** 
     *** Other robots get some other enhancements ***
     *** Note: Some other HUD's can give you the  ***
     *** enhancements instead of Steel Claw. :)   ***
     *** Having gotten more than one enhancement  ***
     *** will make your 'bot a _LOT_ better (hint)***        

     ALES@NETCOM.COM found a way to change the colors of the 'bots in
2-player or 1-player: use your keyboard in the 'bot selection phase, hit the 1,2 and
3 key for 'bot one's color (not keypad) and the 4,5 and 6 key to change the color of
the second 'bot.
     
     Timothy Burgess (MCI MAIL 663-3893) found that if you turn your screen
up ALL the way and look at the bottom left corner, you'll see something PRETTY
cool (but kind of Cheesy, they must have been REALLY teird when they put this
one in)!  
     Timothy also found out If you look in your manual (dose anyone ever read
these things?) you'll see that you can EXIT OMF bye pushing F10 it's nice if your
boss waks in and think your working on that report that needs to be out tmarrow! 
                    :) (GET BACK TO WORK!) :( 

     I found out that the Strategy Guide is REALLY nice to have. All though it
COULD HAVE THE DEST MOVES IN THERE AND THE FIRE MOVES!!!!! (HINT
HINT EPIC) 

     If any one finds any little things (or BIG) write me!IV. CREDITS ------------------------------------------------

[4.1]   Trademarks and Copyrights

ONE MUST FALL:2097 -- Copyright 1994 Rob Elam and Epic                             
MegaGames, Inc.
STREET FIGHTER II    -- Copyright 1991 Capcom, Ltd.
MORTAL KOMBAT, MKII  -- Copyright 1992 Midway Co.
PRIMAL RAGE          -- Copyright 1994 Atari Corp.

ZZT, Super-ZZT, Jill of the Jungle, Jazz Jackrabbit, Epic Pinball,
Xargon, Brix and Zone 66 are all copyrighted programs of Epic
MegaGames.


[4.2]   Contributors

Thanks for the stuff guys!

Ben Van Hoesen (MCI MAIL at PAUL VAN HOESEN 444-9775) (I updated it)

Po Chan (chanp@acf2.nyu.edu) (The REAL Guy behind the FAQ)

David J. (dwarner@cybernetics.net) (The Other REAL guy behind the FAQ)

Craig landefeld USER ID-75611,1626) (Some of the moves)

Ken F. Henderson Jr. (moves)

Dirk Hiekoop and Lary Friday (moves)

