 BACK TO SKOOL 
 1985

 CONTROLS : Keyboard, Kempston, Cursor
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 AIM : Having survived his awful end-of-term report (in SKOOL DAZE),
 Eric has returned fresh from his holiday with a nice new forged report.
 Now he has to get it back into the school safe without being noticed... 
 
 GAMEPLAY : Eric might have forged a glowing report but he's just as
 much of a tearaway as he was in the first game. He'll need a catapult,
 stink bomb and water pistol to get through the game, but only has the
 catty at the start. Teachers roam the corridors, looking for wrong-
 doing and handing out lines in quantity. Too many lines accumulated
 means the end of the game.

  Over the holidays, the new school buildings have been completed.
 There's now an assembly hall where the headmaster can summon the whole
 school, and an expanded science lab from which frogs can be obtained.
 These come in handy in the girls' school just down the road, from
 where you have to get the key to the safe. You also have a new
 girlfriend who can be "persuaded" to do some of your lines for you -
 just use the kiss option...

  There's also a bike available, but this is padlocked to a tree.
 You'll need to extract the combination from the teachers, but once
 the bike is freed you can do some stunt riding! Inevitably, your tasks
 mean that you'll need to skip some lessons - unfortunately, Einstein
 the swot is just as sneaky as ever and will inform on you. 

 COMMENTS : "An excellent sequel to an excellent game, bound to please
 Skool Daze fans".
 RATING : 93% (CRASH #23, December 1985)

 NOW : A highly enjoyable and (apart from its prequel) a totally original
 game.
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 KEYS :  Up			- Q
	 Down			- A
	 Left			- O
	 Right			- P
	 Fire catapult		- F
	 Catch mouse/frog	- C
	 Drop stink bomb	- D
	 Shoot water		- G
          pistol
	 Hit/punch		- H
	 Jump			- J
	 Leap			- L
	 Sit/stand		- S
	 Throw away water	- T
	 Write			- W

BACK TO SKOOL - SOLUTION - TYPED BY VAXALON - 1994
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 When the game starts go to the girls school and search the desks for a water
pistol and stink bombs. If you can't find them here search the boys school 
instead.
 Catch a mouse as soom as you can. Use the water pistol to fill the three
cups on the ledge next to the flight of steps that lead to the boys school
classrooms. To get the numbers that unlock the bike from the conker tree,
stand on the third step and face the three cups. When a teacher is walking 
towards you, as soon as he is under the hinge furthest away from you, fire 
the catapult. Hit him and he tells you the number.
 When you have the four numbers, find a clean blackboard and write them on 
it - the bike is then unlocked. You have to wait until no teachers are on the
steps leading to the headmasters study. Go up to his study and turn around.
When the Headmaster's on the second step leading towards you, drop a 
stinkbomb. He'll tell you off and open the top window.
 This is the tricky part. You have to fire the catapult out of the top window
and hit Albert on the head. The best chance is when playtime is nearly over
and Albert is inside the boys school. If you look at the open door that lets
you into the playground you can see a line running down it where the two 
walls meet. When Albert has just passed that line, fire the catapult, and 
with a bit of luck he'll be knocked out.
 Next playtime get on the bike and cycle to the gate. If Albert hasn't 
already opened it, crash into it. This ensures that you can jump over the
gate easily when you have to.
 Now for another tricky part. When playtime is over stay by the gate until
Albert arrives. Let him lock it and keep in front of him as he goes to lock
the boys school door. Albert won't lock the door until you have gone inside,
so you have to go quickly into the boys school and then back into the 
playground. If you have timed it correctly, Albert shuts the door leaving 
you in the playground.
 Go to the bike, mount it and then stand on it. Jump from it and you should
land on the gate and be able to get over it. If you are lucky the 
Headmistress will be in a class, so you can get into her study and fill
the water pistol as before. Use the same procedure as before but stand on the
third step this time - they should provide you with some letters. When four
letters have been collected write them on a clean blackboard, and then you
have a key. Go to the room at the back of the science lab. Collect the
frog and wait until the next playtime.
 When playtime is over, stay by the gate until Albert comes. Get on the bike
and cycle into the girls school. The headmistress should be in her study now.
Position the bike underneath the cup, and do as you did to jump over the 
locked gate. When you manage to get the frog into the cup, cycle back to the
boys school.
 At the next playtime, cycle back to the girls school and fire the catapult
at the Headmistress and knock her down while shes underneath the cup. Fire 
the catapult again and the missile will hit her and go upwards. If the 
Headmistress is underneath the cup the missile will hit it and the frog is
released. You are now in possession of the key to the Headmasters safe. 
All you have to do is follow him into his study, then jump and touch the safe
to complete the game.
 Incidentally, five thousand lines are deducted when Haley kisses you - 
this comes in very handy.
END
