'watchers' to targets; these are informants who provide valuable information, in addition to memos and reports, which will be brought to the player's attention via the sitreps icon. The calendar icon lets the player know how much time has passed. The telephone icon allows the player to accept calls or call out. It is also possible to save and restore the game at any point. The bomb From the clues in the first section, the player should have an idea about the plot and who could be responsible. This section is similar in gameplay to the first section, but the player is now in the field, on the trail of the nuclear device which has been smuggled into the country. This section adds additional icons to control movement, along with a manipulate icon to take, drop and use objects. The player is able to look around and examine objects. The communicate icon allows the player to talk to others, via the phone if needed. SAS assault In this section, the player has discovered the location of the bomb. Using the information the player has gathered in the previous two parts, they must work out how to defuse the device. This part of the trilogy requires text input and plays differently depending on the version of the game. References External links The Fourth Protocol at Gamebase 64 Images of the package and manual 1985 video games Amstrad CPC games Amstrad PCW games Ariolasoft games Cold War video games Commodore 64 games Frederick Forsyth Spy video games Video games about the Special Air Service Video games based on novels Video games developed in the United Kingdom ZX Spectrum games